Voidrunner Vehicles
Even in a spacefaring age there will always be a need for planetside vehicles. The following vehicles are distinct from spacecraft and follow the basic rules for vehicles as presented in the Adventurer’s Guide, with new additions as we advance from sailing ships and wagons to helicopters and hover cars.
SIZE
Technological advancement brings a host of new vehicular possibilities. Small vehicles like scooters, and truly massive vehicles like shuttle crawlers and mining machines exist alongside cars, trucks, boats, and planes.
Small. A Small vehicle has Strength and Constitution scores of 10 (+0), can carry 1 passenger along with the driver, up to 10 Supply, and up to 2 bulky items in addition to 300 lbs. of carrying capacity.
Medium. A Medium vehicle has Strength and Constitution scores of 12 (+1), can carry up to 2 passengers along with the driver, up to 15 Supply, and up to 5 bulky items in addition to 500 lbs. of carrying capacity.
Large. A Large vehicle has a Strength and Constitution score of 14 (+2), can carry up to 3 passengers along with the driver, up to 40 Supply, and up to 10 bulky items in addition to 2,000 lbs. of carrying capacity.
Huge. A Huge vehicle has a Strength and Constitution score of 18 (+4), can carry up to 6 passengers along with the driver, up to 80 Supply, and up to 20 bulky items in addition to 4,000 lbs. of carrying capacity.
Gargantuan. A Gargantuan vehicle has a Strength and Constitution score of 22 (+6), can carry a number of additional passengers equal to the minimum required crew, up to 800 Supply, and up to 200 bulky items in addition to 40,000 lbs. of carrying capacity.
Titanic. A Titanic vehicle has a Strength and Constitution score of 26 (+8,) can carry a number of additional passengers equal to the quadruple the minimum required crew, up to 4,000 supply, and up to 1,000 bulky items in addition to 200,000 lbs. of carrying capacity.
COLLISIONS
If a vehicle enters the space occupied by a creature or another object, a collision occurs. Both the vehicle and whatever it impacts take bludgeoning damage according to the other’s size:
SIZE | DAMAGE |
---|---|
Small | 1d6 |
Medium | 2d6 |
Large | 4d6 |
Huge | 8d6 |
Gargantuan | 12d6 |
Titanic | 16d6 |
If the object or creature impacted is the same size as the vehicle or larger, the vehicle immediately stops and loses momentum. If the object or creature impacted is smaller than the vehicle, it is shunted into the closest unoccupied space that allows the vehicle to complete its movement unimpeded.
MALFUNCTIONS
When a vehicle is reduced to half its total hit points or less, it is damaged and suffers a malfunction. Roll 1d6 on Table: Malfunctions to determine the nature of the malfunction. Vehicle malfunctions can usually be fully repaired during a short rest by a proficient user with an engineering toolkit.
D6 | MALFUNCTION |
---|---|
1 | Movement. Movement has been compromised, such as losing the sails, losing the animal team drawing the vehicle, or destroying an engine. The vehicle’s Speed is reduced to half its normal value. |
2 | Integrity. Some key component holding everything together has been lost and the vehicle immediately loses additional hit points equal to 25% of its hit point maximum. |
3 | Brakes. The ability to stop has been lost. The vehicle moves at its Speed each round until it collides with an obstacle of its size or larger. |
4 | Steering. The driver’s ability to fully control the vehicle has been compromised. The vehicle cannot turn. |
5 | Cargo. Half of any Supply currently carried by the vehicle are destroyed. |
6 | Superficial. The damage looks bad but doesn’t cause any further issues. |
Hotwiring a Vehicle
Unlike the humble wagon, technological vehicles can be hotwired, allowing a voidrunner to go for a ride—for a time, at least. In a futuristic setting, this calls for a hacking check, as these vehicles are operated by computers. Civilian vehicles typically have a hacking DC of 12, while military vehicles have a hacking DC of 18. See Contested Hacks in Chapter 4: Hacking for more information.