Vehicles And Transport
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When travelling around the universe, you are bound to encounter multiple vehicles to assist you on your journeys. Vehicles come in all shapes and sizes, and can perform multiple tasks. They are ultimately one of the most important assets in most situations in the universe. Vehicles allow you to travel at high speeds and cross terrain at even faster speeds then you could possibly imagine.
Vehicles have their own speeds, health and damage reduction. When attacking someone in a vehicle, the vehicle takes the whole damage, unless the driver or target is exposed or they are not in full cover while in the vehicle. If the damage is an Area of Effect, then those inside the vehicle also take damage. Those in partial cover can still be targeted inside of the vehicle and follow cover rules.
Driving
To move a vehicle around, one must drive the vehicle, this person is the driver of the vehicle. Moving in a vehicle and controlling it in the first gear requires no actions to be made, but will use the movement cost of the vehicle.
When driving a vehicle, either by performing a manoeuvre or attempting to perform any other action then driving, one must take a Vehicle Control action. On any fail of these actions, the vehicle stalls, slowing to a halt, and becomes broken. Once the vehicle has stalled, the vehicle immediately moves back into First Gear, and continues moving in the direction that it was moving before the action was taken for the rest of the round, the vehicle will move as if spending 1 TP to move in a straight line, then become broken.
Performing actions that require physical movement inside of a vehicle that is moving have their DC increased by +50% for the driver while inside of the vehicle. If the action would not have a DC e.g. using an item, a Vehicle Control action (DC 50%) must be taken to successfully perform the action, if the action fails, it is treated as if the driver performing the action never performed it. For those that are inside of the vehicle and are not driving, all attacks made to hit someone outside of the vehicle have a -25% chance to hit.
Vehicles cannot be exited until they are halted in movement, which requires the vehicle to remain stationary for 1 round. If they are exited while still moving, the target takes damage as if they were affected by a vehicle collision based on the gear that they were moving in at the time of the vehicle being exited.
Gears
When driving a vehicle, each vehicle has up to 5 gears. Moving up one level of these gears, your movement speed is increased by x2. Moving up one step requires a Vehicle Control action to perform successfully or you will move down by 1 step instead. It costs 1 TP to move gears up one or down level.
Table: Gear Levels | ||
---|---|---|
Gears | Movement Multiplier | DC |
1 | – | – |
2 | x2 | 25% |
3 | x4 | 50% |
4 | x6 | 75% |
5 | x8 | 100% |
Driving Manoeuvres
When driving, there are many manoeuvres that can be performed in a pinch, swerving inbetween obstacles, drifting, and making sharp turns in a split second are all possible manoeuvres that can be performed. Manoeuvres can only be performed while in Gear 2 and above, for vehicles in Gear 1, they do not need to take a Vehicle Control action while turning. On a fail of this action, you don’t perform the action, instead, the vehicle moves straight in its current direction, as if the driver spent 1 TP to move the vehicle forward.
Table: Driving Manoeuvres | |||
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Manoeuvres | Effect | Gear 2 DC | Gear 3+ DC |
Slight Turn | You make a slight, 45 degree turn. | – | 25% |
Sharp Turn | You make a 90 degree turn and move down 1 gear. | 25% | 50% |
Break | You slow the vehicle down to a halt at the end of the round, moving to the first gear | 50% | 75% |
Sudden Break | You immediately stop the vehicle, it is considered stationary. | 75% | 100% |
Drift | You make a 90 degree turn. | 50% | 75% |
Stunt | You perform a stunt in the vehicle. | 50% | 75% |
Wheelie | You adjust the weight into the back of the vehicle, allowing the vehicle to launch x2 the distance while launching off of a ramp or inclined surface. | 75% | 100% |
Vehicle Collision
When driving and your vehicle collides with something, intentionally or unintentionally, there is bound to be some damage caused, both to what the vehicle is colliding with, and how much damage the vehicle takes from what it’s colliding with.
When calculating the damage dealt by a collision, the damage dealt is based on the current movement speed of the vehicle and is calculated the same as fall damage, plus the weight of the vehicle. The vehicle only takes damage based on the movement speed of the vehicle, which is then reduced by the damage reduction, the damage at this point is then halved and all those who remain inside of the vehicle take the rest of the damage.
Vehicle Storage
Vehicles can store quite a large amount of objects inside of them as storage. Some of the main uses for multiple vehicles is entirely related to the fact that they can store so much. Each vehicle has their own storage based on their size. Vehicles can’t store liquids unless the liquids are in separate containers.
Table: Vehicle Storage | |
---|---|
Size | Storage Limit |
Nano | 10g |
Micro | 100g |
Tiny | 10kg |
Small | 100kg |
Medium | 250kg |
Large | 500kg |
Huge | 2.5T |
Colossal | 50T |
Planetary | 1,250T |
Vehicle Properties
Flight – This vehicle has the ability to fly and can move in all directions in the air. If they are also a Space Vehicle, they can fly in the vacuum of space and can withstand the spatial pressures.
Hovering – This vehicle hovers gently along the land, the user doesn’t receive any fall damage while in this vehicle, does not trigger any land-based abilities or traps, and all land terrain is treated as normal, however, all water terrain is treated as difficult. Hover vehicles can move up from the ground to 5m in the air, and descends at 1m per round while not directly under land.
Swimming – This vehicle is primarily used underwater, and can move in all directions underwater.
Floating – These vehicles are used ontop of liquids, and can move in all directions across liquids.
Covered – While inside of the vehicle, all occupants receive full cover.
Inert – The vehicle does not explode when destroyed.
Carrier – The vehicle carries up to 50% more at their size then other vehicles.
Open – This vehicle is fully open, when in a vehicle collision, the occupants of the vehicle must take a Bodyguard or Balance action (DC equal to current movement/TP) or they are flung off of the vehicle and receive fall damage as if they fell double the distance. Open Vehicles are easier to control then standard vehicles and receive a +25% bonus to all Vehicle Control actions.
Unstable – When attacked, those inside of the vehicle must take a Balance action (DC 75%) or they will be forcefully ejected from the vehicle and left prone.