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Chapter 7: Equipment



Vehicles and Transportation



Road Vehicles


Dronddii ’53

Fusion Bike (used)
  • Speed: up to 50 miles per hour
    on a good road
  • Empowerment Cost: 3 EP
  • Silver Credits: 370sc

The Dronddii 1053 Fusion Bike has been in wide use for over two decades. It was one of the first mainstream Fusion Bikes to be mass produced. It is known for its speed and reliability.

Seats 1 or 2 and has a small amount of storage. Comes with a Chrono-timing ignition key.

A brand new 1076 Dronddii is also available for 3,200sc. It features an Empowerment Cost of 2 EP.

[Goes fast. Try not to hit anything.]



Druick ’54

Fusion Car (used)
  • Speed: up to 30 miles per hour
  • Empowerment Cost: 4 EP
  • Silver Credits: 260sc

The Druick ’54 a is large fusion car first made popular because of its relatively more affordable price. Due to the amount mass produced, many are still in use today.

Seats 4 to 6 and has a good amount of storage. Comes with a Chrono-timing ignition key.

[Big wagon of a car.]

[I still kind of like them.]



Westyyg ’58

Fusion Car (used)
  • Speed: up to 40 miles per hour
  • Empowerment Cost: 5 EP
  • Silver Credits: 390sc

Westyyg makes higher end Fusion Cars. They have an excellent reputation for quality and craftsmanship.

Seats 2 to 4 and has a moderate amount of storage. Comes with a Fusion Latch ignition pass key.

A brand new 1076 Westyyg is also available for 3,600sc. It features an Empowerment Cost of 4 EP.

[Fast.]

[Yup. These have always had good acceleration.]



Thunder Rock ’49

Fusion Truck (used)
  • Speed: up to 30 miles per hour
  • Empowerment Cost: 5 EP
  • Silver Credits: 475sc

The Thunder Rock is a solid all purpose Fusion Truck with lots of cargo space. There are still lots of older Thunder Rocks on the road, pointing towards their overall durability and sound mechanics.

When driving off road, this vehicle maintains good handling and performance.

Seats 2 to 3 and has a great amount of storage in the back. Has one secure strongbox built in. Comes with a Chrono-timing ignition key.

A brand new 1076 Thunder Rock is also available for 4,900sc. It features an Empowerment Cost of 4 EP.

[Be good for all our gear.]



Byron ’62

Armoured Vehicle (used)
  • Speed: up to 25 miles per hour
  • Empowerment Cost: 5 EP
  • Silver Credits: 770sc

The Byron is a large armoured transport truck. It was modeled after and later adapted from the original Thunder Rock design, eventually becoming its own vehicle line. It is used mostly to transport cargo or troops.

Each Byron has a shield system that can be empowered by the driver, a passenger, or the gunner. It has an EP of 5 and offers Damage Reduction of 2d6 (or 3d8 with the Shield Systems Feat).

The Byron is equipped with one gunnery turret located at the top of the vehicle. It can swivel 360 degrees. Be default the turret is empty; it is up to a new owner to mount a weapon if they choose to do so. Common choices include the Rainer Anti-Vehicle Gun, the Vulls Anti-Vehicle Fusion Cannon or the Ultra-9 Fusion Cannon.

The Byron can hold a driver and 9 passengers. The Byron has excellent storage space. Comes with a Chrono-timing ignition key.

A brand new 1076 Byron is also available for 9,000sc. It features an Empowerment Cost of 4 EP.

[These take a while to get going.]



Flight Craft


Hurgdawn '65

Flight Craft Transport (used)
  • Speed: up to 90 miles per hour
  • Empowerment Cost: 12 EP
  • Silver Credits: 4,900sc

The Hurgdawn is a large and deafening transport. It has been adapted for several purposes over the years, including shipping, troop transport and civilian travel.

A Hurgdawn's normal flight empowerment includes an active long range comlink, equivalent to a Sprevtec R7. The comlink is a permanent fixture in the dash controls and comes with a large headset.

Each Hurgdawn has a shield system that can be empowered by the pilot, co-pilot or one of the gunners. It has an EP of 7 and offers Damage Reduction of 2d8 (or 3d10 with the Shield Systems Feat).

The Hurgdawn is equipped with four separate gunnery turrets, one on each side of the flight craft, a forward facing and rear facing turret. Be default the turrets are empty; it is up to a new owner to mount weapons as needed. Common choices include the Rainer Anti-Vehicle Gun, the Vulls Anti-Vehicle Fusion Cannon or the Ultra-9 Fusion Cannon.

The Hurgdawn can hold a pilot, co-pilot and 12 passengers in the hold. A truck can be substituted for 6 people. A car takes up 4 spots. Animal mounts count as 2. Bikes count as 1. Attempting more often results in the transport becoming too heavy to take off. A full load will slow the transport by up to a third.

A Hurgdawn typically stores a few Descent-Packs, which when empowered prevent its user from reaching terminal velocity. Hitting the ground still causes 2d6 damage. Damage Reduction does not apply. A successful Fortitude Save, DC 18, halves the damage. A new Descent-Pack costs around 200 Silver Credits. Alternatives to Descent-Packs have included the Leap spell, which halves all falling damage, and the Levitate Self spell, which (given enough time) can prevent all falling damage.

The Hurgdawn has some limited ability to land and take off vertically. It requires a large clear space to land safely.

The Hurgdawn comes with a Chrono-timing ignition key. The outer doors have a separate Fusion Latch lock.

A brand new 1076 Hurgdawn is also available for 30,000sc. It features an Empowerment Cost of 10 EP.

[We should see about getting one of these.]

[Been saving your Silv?]



Mounts


Riding Horse

Mount
  • Speed: Can travel 30-40 miles in a day
  • Empowerment Cost: 0 EP
  • Silver Credits: 110sc

The Eldlandrian riding horse remains the most common form of travel when journeying a distance of 2 to 10 miles. The use of riding horses dates back over a thousand years, before the beginning of the Current Era. Their continued use is also due to their better ability to travel the rougher undeveloped land that still composes much of Eldlandria.

Most Riding horses are sold with a basic saddle and saddle bags.

[You can easily travel more than 40 miles in a day if you need to.]



War Horse

Mount
  • Speed: Can travel 30-40 miles in a day
  • Empowerment Cost: 0 EP
  • Silver Credits: 240sc

The Eldlandrian war horse has a long history of warfare. Paintings and drawings believed to date back over 4,000 years depict warriors on horses breed for war engaged in battle. Today the war horse is still used as an affordable alternative to empowered vehicles. Others use them out of a sense of tradition, a means of protecting a threatened culture.

A war horse normally come with a saddle, traditional barding, and saddle bags.

The war horse can deliver 1 free attack per round to a foe within 5 feet of the mount, provided the rider has the ride skill. The war horse's Melee attack is at +5; a successful hit does 1d8 +2 damage.

A basic 10 pound shield system has been developed to protect a mount and its rider. The shield has an EP of 5 and offers Damage Reduction of 1d8 (or 2d8 with the Shield Systems Feat). It currently sells for 300 Silver Credits. It has an initial set up of 2 hours to integrate it into a mount’s traditional barding. This item has not yet enjoyed wide popularity.

[The traditional barding won’t do much against a Spellchrome rifle.]

[Not really fair to the horse, taking it into modern combat.]



Grado-lion

Mount
  • Speed: Can travel 50-60 miles in a day
  • Empowerment Cost: 0 EP
  • Silver Credits: 900sc

The Eldlandrian Grado-lion has been breed as a traveling and fighting mount as far back as 588CE. Due their higher costs, Grado-lions are more rarely seen than war horses. Grado-lions were traditionally ridden by experienced and high standing knights who could afford such a mount. Before the introduction of Empowerable Vehicles by the Allterions in the 1030’s, Grado-lions were among the fastest means of travel. Today, some warriors and travelers still ride the prestigious animals for various reasons.

Grado-lion are sold full grown and trained to be ridden (by a skilled rider). The handle animal skill may occasionally be useful or necessary. The Animal Communication telepathy spell can also be helpful (all mostly dependant of the beast's mood). Grado-lion normally come with a fitted saddle, traditional barding, and saddle bags. A 10 pound shield system (see war horse) can be added at additional cost.

The Grado-lion’s vicious teeth and claws can deliver 1 free attack per round to a foe within 5 feet of the mount, provided the rider has the ride skill. The Grado-lion’s Melee attack is at +8; a successful hit does 2d6 +4 damage.

[Grado-lions are actually pretty good at guarding a camp.]

[Maybe at night. They like to sleep a lot during the day.]



Anti-Vehicle Weapons


Rainer Anti-Vehicle Gun

Turret Weapon
  • Hardened Target Damage: 4d10
  • Soft Target Damage: 2d8
  • Empowerment Cost: 8 EP
  • Range: 90' (18 Squares)
  • Silver Credits: 770sc

The Rainer Anti-Vehicle Gun is excellent against Hardened Targets. Its twin barrels fires in quick succession, with each hit working towards tearing the vehicle into pieces. The Rainer has a +2 bonus to hit flight craft and other airborne hardened targets.

Anti-Vehicle weapons utilize a mixed energy and focused sonic attack. Their blasts are designed to be most destructive against hardened targets, although they pack enough punch to be lethal against some soft targets. Hardened targets are fusion cycles, cars, trucks, transports and flight craft. Most Ultra Armour is also considered a hardened target. Soft targets include people, animal mounts, most fusion armour and weapons.

[See these mounted on most castles.]



Vulls Anti-Vehicle Fusion Cannon

Turret Weapon
  • Hardened Target Damage: 3d20
  • Soft Target Damage: 2d10
  • Empowerment Cost: 10 EP
  • Range: 80' (16 Squares)
  • Silver Credits: 950sc

The Vulls Anti-Vehicle Fusion Cannon is among the most powerful anti-vehicle weapons. A few direct hits from the Vulls will slow or destroy most vehicles. The Vulls has a +2 bonus to hit ground based vehicles and other landed based hardened targets.

Anti-Vehicle weapons utilize a mixed energy and focused sonic attack. Their blasts are designed to be most destructive against hardened targets, although they pack enough punch to be lethal against some soft targets. Hardened targets are fusion cycles, cars, trucks, transports and flight craft. Most Ultra Armour is also considered a hardened target. Soft targets include people, animal mounts, most fusion armour and weapons.

[A really-really big gun.]


About Vehicles


Armour Class (Vehicles)

A moving vehicle can be harder to hit, adding up to +4 to a vehicle’s AC.

The base Armour Class of most vehicles is 12. A moving vehicle can be harder to hit, adding up to +4 to a vehicle’s AC (as determined by the GM at the time). A character can spend about 500 Silver Credits to add armour to their vehicle, giving +4 to their vehicle’s base AC (as well as improving their Damage Reduction, see below). Added armour will probably end up slowing the vehicle by roughly 5 miles per hour.

Armoured Vehicles, such as the Byron, already have armour added to them.

A Horse's Base AC is 13, due to dexterity. A Grado-lion's Base AC is 15, due to dexterity. Traditional Barding can add +3 to the AC of a mount. Traditional Barding costs 50 Silver Credits and is included in the price of a War Horse or Grado-lion.


Damage Reduction (Vehicles)

Normal Vehicles have a Damage Reduction of 1d4. Armoured vehicles have a Damage Reduction of 1d8. Animal Barding does not have DR.

Adding Armour: See Armour class, above.

Some vehicles have a Shield System integrated into the body of the vehicle. In such cases, the base DR stacks with any from an empowered shield system.

A basic 24 pound shield system is available for fusion bikes, cars and trucks that do not already have one integrated. The shield has an EP of 6 and offers Damage Reduction of 1d10 (or 1d10+1d12 with the Shield Systems Feat). It currently sells for 500 Silver Credits. It has an initial set up of 6 hours to integrate it into the vehicle’s body. It can be empowered by the driver or a passenger. A vehicle cannot integrate more than one shield system at a time.


Hit Points (Vehicles)

Most Fusion Bikes have about 100 Hit Points; Cars have about 140 HP; Trucks about 160 HP; Armoured Vehicles about 200 HP; Flight Transports about 300 HP.

If a vehicle looses a quarter of its Hit Points, it can lose significant speed or become difficult to handle.

If a vehicle loses a quarter of its Hit Points, it can also lose significant speed or become difficult to handle. Drive Skill checks may be required. Losing more than half its HP will significantly worsen the situation. It is the GM’s responsibility to fairly interpret the situation and describe the results.

A riding horse has about 30HP, a War Horse about 50HP, a Grado-lion about 80HP.



Repairing Damage (Vehicles)

Repairing vehicle damage can be expensive. Having someone else repair a vehicle costs about 10 Silver Credits per Hit Point fixed. Doing it yourself costs about half and requires the repair skill, tools, and place to work. It takes about an hour per 5 Hit Points repaired. Good repair rolls can significantly reduce the time and slightly decrease the cost. (Horrible rolls can waste time and Silver.)

repair

An alternative is to use a Repair Calibrator. Originally designed to repair the invisible shields that protects empowered armour, it can be modified to help with the repair of a vehicle. Once the Repair Calibrator is fully charged and used, roll normally for the Repair Check Result. Then roll the amount repaired and restore that many Hit Points to the Vehicle. Each use costs 10 Silver Credits in material when repairing vehicles (restoring the EX-HP of armour costs nothing).


Mounting Weapons (Vehicles)

Most vehicles can mount a weapon. Doing so requires the repair skill, a place to work and some time. Mounting weapons is officially restricted to military use in most settlements.

Most vehicles mount a weapon, using the following guidelines:



Roads

Roads are slowly being built as more Eldlandrians transition from horse to vehicle. There are good hardened roads connecting most of the Allterion cities that have frequent vehicle travel. Other roads are mostly dirt or gravel, but still travel better than open fields or other terrain.


Crashing

If the circumstances have characters crashing, it will likely cause injury. The GM can use the following guidelines: 1d6 damage per 10 miles per hour. A head-on collision should add the speed of both vehicles. The Damage Reduction from personal armour, if empowered, should apply one half. Crashing damage applies to passengers (the GM may want to roll separate damage for each character.) The damage to the vehicle may be more significant.

The Extraordinary Hit Points of empowerable armour are designed to protect the user whenever possible, and function as normal in crashes and falls.

Falling damage is 1d10 per full ten feet fallen. Having a transport land on a character (crash landing) might increase this damage.


Targeting Vehicles or Passengers

A vehicle passenger normally gains a +4 AC bonus from cover and speed.

An attacker may choose to attack either a vehicle or the passengers (eg. the main body or a window). If attacking the vehicle, use the vehicle’s AC (as determined by the GM, using the rules found above). If attacking a passenger, use the passenger’s full AC (including dexterity bonus) and add a +4 bonus from cover and / or speed if appropriate. A vehicle’s Damage Reduction normally applies to the passengers, although the GM may rule exceptions. The GM can determine randomly who is targeted if a situation requires it. An attacker cannot usually target someone they cannot see.

Some situations may occur where it becomes dangerous to be in a vehicle. The GM might rule that a cannon blast splashes half damage on everyone in a vehicle compartment. A vehicle that loses all of its Hit Points (if it somehow has not crashed yet) might burn and soon explode (the point of which is not to kill all of the characters, but to recognize that using vehicles in combat is not always a sound tactic).

Vehicle Hit Points: See Above.


New and Used

New vehicles generally need fewer repairs and maintenance, and require less monthly upkeep. New fusion vehicles are also more efficient, requiring slightly less EP, and connote higher social status.

Used vehicles in the game will perform well most of the time, especially if someone with the Repair Skill looks after them.



Related Skills and Feats


Reading Stats

Dronddii ’53: Manufacturer and year made

Fusion Bike (used): Type (this vehicle was purchases second hand)
  • Speed: up to 50 miles per hour on a good road: How far the vehicle can travel in a hour.
  • Empowerment Cost: 3 EP: In order for this vehicle to run, it requires three Empowerment Points from the driver.
  • Silver Credits: 370sc: How many Silver Credits the item typically costs.

Additional information about the device.

[Unofficial comments scribbled in the margins.]







Up Next: Common Goods and Services

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