Techan Vehicles

Though the overwhelming majority of travelers in the echan wilderness (or wasteland, depending on who you ask), techan or echan, still prefer beasts of burden for their transportation, an extremely minor few still favor progressive methods. Vehicles designed to operate outside of bastions look very different than the ones traveling effortlessly inside them. They are more rugged, with armored shells designed to withstand punishment both physical and subversive. Though some vehicles in cities may employ internal combustion or short-life batteries, vehicles outside almost entirely utilize battery power, either from disposable cells or from rechargeable ones, generating electricity from wind or solar power. Though some vehicle entries are for inner-bastion use, most are employed for outside their perimeters. Operating vehicles are extremely rare in the echan landscape and many wandering travelers have come across ravaged and gutted techan vehicles, seized from EDF, their crew long dead with no way to return home. It was not uncommon to see these vehicles towed along by horses. Some even use the beasts to tow the techan vehicles behind like wagons when out of power or when conserving. Others find an abandoned vehicle and take advantage of the wheels.

All vehicles use batteries as they are far more efficient, clean, and supply rechargeable power where internal combustion requires a fuel source not easily accessible since most bastions don't sit on stockpiles of fossil fuels.

Crew: The standard number of crew. In most cases, only one person is needed to drive the vehicle; other crewmembers serve as gunners or co-pilots.

Passengers: The number of passengers (in addition to the crew) the vehicle is designed to carry. Vehicles that carry passengers can use that space to carry additional cargo when passengers aren't present. Each unused passenger slot allows the vehicle to carry an additional 100 pounds of cargo.

Cargo Capacity: The amount of cargo the vehicle is designed to carry. Many vehicles can carry extra passengers instead of cargo, but doing so is usually a cramped, uncomfortable, and often unsafe experience. As a rule of thumb, one additional passenger can be carried for each 250 pounds of unused cargo capacity.

Maneuver: The modifier added to any Drive or Pilot checks attempted with the vehicle. It is also the penalty to hit with any fixed mounted weapons built onto the craft. Weapons that are turret mounted loose this penalty but can only fire at targets in the turret's view.

Table: Maneuverability

Maneuverability Perfect Good Average Poor Clumsy
Reverse Full ½ ½ ¼ ¼
Turn 90º/5 ft. 90º/5 ft. 45º/5 ft. 45º/10 ft. 45º/20 ft.
Turn in place +90º/–5 ft. +90º/-5 ft. +45º/–5 ft. +45º/-10 ft. +45º/-20 ft.
Maximum turn Any 90º 90º 45º 45º

Speed Increment: The maximum number of squares the vehicle can cover in 1 round. The vehicle's top speed is x4 this number. The figure given in parenthesis denotes the vehicles rate of acceleration. Vehicles can decelerate at three times their acceleration in a round.

Long term travel: Ground vehicles victim to terrain conditions in open echa can move their speed increment in miles per hour. Ground vehicles not bound by terrain conditions as well as aircraft can move twice this number in miles per hour.

Defense: The vehicle's AC. A pilot can increase this difficulty with their Dexterity modifier with a maximum dependant on the size of the craft. Please note the vehicle must be moving for whatever bonuses to be in effect.

Size Max Dex Bonus
Colossal & Colossal+ 0
Gargantuan 0
Huge +1
Large +2
Medium-size +3

Hardness: The vehicle's hardness. Subtract this number from any damage dealt to the vehicle.

Hit Points: The vehicle's full normal hit points. Size: The size of the vehicle. Vehicles may be larger to fill up extra squares but they do not have reach. Driver(s) and passengers do not threaten adjacent squares outside a vehicle.

Cost: This is the purchase price to acquire the vehicle. This number reflects the base price and doesn't include any modifier for purchasing the vehicle on the black market. A vehicle requiring batteries comes with one for free.

Power: Each charge will last one hour. An @ means the vehicle has a full integrated drive which never runs out of power but can still short out from EDF.

Maneuverability: This explains their maneuverability. Flying creatures use standard flight rules while vehicles use the modified one below:

Reverse: How much of its movement it can commit backwards.

Turn: How much the creature can turn after covering the stated distance.

Turn in place: Some vehicles can use some of its speed to turn in place.

Maximum turn: How much the vehicle can turn in any spaces it occupies.

Weapon Mounts: Not listed under the vehicle stats, certain vehicles come equipped with mounting hardware to attach weapons. When available, the mount is able to house any of the class of weapon listed or lighter (So a super heavy weapon mount can be replaced by a longarm). Handguns cannot be mounted on weapon mounts. Adding a weapon mount to a vehicle without one costs 50 UC for a longarm, 300 UC for a heavy weapon and 2000 UC for a super heavy weapon. A vehicle must have a listed hit point total greater than 60 to mount a super heavy weapon. Mounts are fixed forward but doubling the cost of the mount turns it into a turret.


Cars and trucks offer total coverage to those inside.

4-wheel ATV: All-terrain vehicles are miniaturized motorized buggies seldom employed on sole missions outside of bastion for long missions. They simply don't offer the protection larger transports have. York survivalists and thrill seekers occasionally use them on short excursions from the city. When seen in deep echa, they operate as scouts from a larger convoy. ATVs operate like mounts for the purposes of combat.

Armored truck: Armored trucks do offer amazing resistance to outside damage without the high costs of dedicated ETVs. Tires are run-flat and the wheels are as protected as the rest of the body of the truck. The completely enclosed cabin may open gun hole sliders, which opens a small slit for firing a firearm while offering total concealment to those inside. Since most outside techan expeditions from Angel employ ETVs, most armored trucks emerge from York. They are equipped with a single turret heavy weapon mount.

Dart power bike: The dart, initially constructed by Mann refugees in York, eventually found popularity to the point of mass production. This bike forces the rider to lay back, rather than forward, but places him so low as the top of the rear wheel is higher than the driver's helmet. The front wheel is substantially smaller, allowing a larger windscreen and greater viewing area. Power is delivered to both wheels, which are hubless (or spokeless). The dart is not effective in open echa as it does not offer very good off-road capabilities but on paved road, it is one of the fastest production vehicles ever put to wheels.

Hover vehicles: No longer requiring skirts to support air, modern hover vehicles employ massive air columns projected from powerful turbines. Smaller models utilize one turbine while more powerful models use up to four. The outpouring of air is substantial and all targets in adjacent squares while the craft is aloft must make reflex saves at DC15 or be pushed back one square. Hover vehicles are not VTOL craft as they cannot lift their own hulls above 5 feet. They are able to traverse all terrain but cannot fly and are so classed as ground vehicles. All hover vehicles suffer from a lack of friction to the ground and always moves half their current movement from the previous round in the same direction unless intentionally slowing down. This allows the hover vehicles to turn at an angle though continuing in the previous direction. All hover vehicles require massive energy to use and have limited range. Angel is the only Canam bastion employing hover vehicles, though the majority of the personal craft are still wheeled. Almost all hover vehicles feature huge turbines, often in their rear, making their designs clunkier and less graceful.

Bike: Hover bikes employ a large rear mounted engine that ejects air from vectored nozzles in the rear and front. Forward propulsion involves venting air backwards or even leaning the craft forward. The rider sits back, with his head dangerously close to the turbine intakes, resulting in a mandatory helmet, or at the very least, short hair. Those not using some form of hearing protection while flying a hoverbike must make a Fort save at DC15 or be deaf for 1d6 minutes after turning the machine off (They are effectively deaf while it operates). Unlike other hover vehicles, bikes may lift themselves up to 10 feet in the air.

Car: Front and rear mounted turbines propel air through four vectored nozzles to the rear while simultaneously lifting the car directly from underneath. Often times, a third turbine is used for forward thrust, as the car cannot shift its weight as easily as the bike.

Truck: Four externally mounted turbines keep this vehicle aloft despite the hefty weights it is rated to endure. These craft are seldom used in cities as their massive engines deafen those around and the thrusted airflow is quite violent. Hovertruck backwash affects everyone within ten feet, forcing the DC15 Ref save. Because of this, hover trucks only find uses usually in outer sections of town.

Magnetic vehicles: Though less effective outside of bastions, Mann, Sierra Madre, and Selkirk all utilize magnetic transportation for the majority of day-to-day travels. Of all of them, Selkirk embraced it more than the others. Being built on a mountain, the only way to traverse up or down was by climbing. By erecting a massive lattice of metal bars on one whole side of the mountain, it allowed magnetic vehicles to travel effortlessly without being tied to a specific road. Selkirk vehicles don't require themselves to even make contact with the lattice and can float up to 20 feet away from them and still maintain contact. Mann's buildings, forged from steel and stone, provide the requirements for the vehicles to remain airborne. In these situations, the craft cannot deviate more than 20 feet from their source but can move in any physical dimension as long as that parameter is maintained. Sierra Madre pulled the hat trick. They discovered how to work around the ancient Earnshaw theorem and create a generator that forms a powerful diamagnetic bubble underneath the craft, lifting itself by reacting to the natural magnetic field created by the earth and the natural metals found in its soil. Although not able to sustain high altitude, Sierra Madre endorsed this quiet and clean transportation. The only magnetic transport able to work outside of their home bastions are these vehicles dubbed the Natural Earth Transports (NETs). The magnetic bubble formed underneath affect metals directly under the craft. Anything metal is forced to the ground with a DC30 Strength difficulty. NETs cannot rise more than 5 feet off the ground and cannot traverse water. They can climb up mountains and travel inside bastions the same way their vehicles do. NETs are fast and extremely maneuverable. They may stop and turn on a dime. They utilize few moving parts so move with only a slightly audible echo resembling an electric razor vibrating in a metal bowl. They are extremely expensive, exported only from Sierra Madre. They also demand massive power to operate, using more energy than even hover vehicles.

Because of their origin and advanced design, most NETs look clean and stylish and represent a hopeful future for techan transportation. Though some often call them MAGnetically- lifted Natural Earth Transports (MAGNETs), the designers frown on the slang.

NET Bike: The most common NET bike resembles an ancient racing bike with its wheels removed. Two DMBs DiaMagnetic Bubbles) generate from the front and rear cavities. Models designed for longer journeys feature a wider berth between the bubbles, allowing a minor cargo area. The rear DMBs are split into two smaller ones, making the vehicle more a tri-net (trike) instead of a true bi-net (bike). All the designs are made to use as few external coverings as possible. The entire main body is usually contained in a single contoured, almost organic, composite plastic monocoque. The front control usually fits into its own single piece as well. Like most bikes, these models offer no protection to the rider from outside attack.

NET Car: A superlight plastic or carbon fiber monocoque encases this 2+2 seated vehicle (2 comfortable, 2 not so much) capable of some astonishing speeds in a sleek, beautiful body. Alas, though sometimes thrill seekers take them cruising on the outskirts of the city, they are seldom seen far from home due to their impractical cargo room and disruption susceptibility. Too many stories told of daredevils pushing their rides further and further from the periphery, only to find themselves stranded and surrounded by nature's denizens.

NET Truck: Even less seen outside of bastion walls are the Mag trucks. Though capable of heavier loads than the hover equivalent, NET trucks are more prone to disruption so are never used willingly to travel outside of bastion walls. Since they don't have the awesome speed and maneuverability of the smaller NET variants, they are not as popular with the reckless youth.

Tracked APC: Slow and awkward but reliable, the tracked armored personnel carrier design dates back to ancient man. The final model employs a half-track configuration, easy for the common driver to use as its controls matches those of the common truck. Primary propulsion is delivered through a caterpillar tread replacing the rear axle while a pair of massive tires controls the steering in the front. The enclosed cabin and cargo area provides sufficient protection through heavy gauge steel. From the outside, the halftrack APC appears primitive. This offers reduced disruption in echa but the power delivery to the tracks remains steep, limiting its range. In York, where they first appeared, they found use with the patrolling military around the city. Halftrack APCs come equipped with 2 turret mounted heavy weapon mounts.

Tracked Tank: Tanks continued to evolve themselves almost to the point of extinction. Anti-tank weaponry became so advanced, many drivers and crew found themselves riding in crawling coffins. The advancements of armor could not match with the research dedicated to their penetration. However, when presented with the unpredictable nature of echa, many crews were comforted by the inches of composite armor separating them from the outside. Even most monsters have trouble combating the matrix of synthetic diamond tiles sandwiched between layers of steel. Add to that the selfcontained environment and soon, a surge of tank volunteers occurred in bastions with large expeditionary armies, mostly through York. Modern tanks offer the security and safety of solid weight. At more than 40 tonnes, the modern tank (namely the York Mark V Partisan and Zeta-Viper and the ugly Angel TDM-001 "Toad") still zips over the landscape at more than 80 kph and is able to keep this speed constant, despite the courage of obstacles willing to stand in its way, artificial or not. Tanks contain one turret mount for a super heavy weapon and two turret mounts for heavy weapons. The tank's internal environment operates the same as a gas mask, filtering out all outside toxins. Tanks do not need to make drive rolls when traversing rough terrain. They may even be totally submerged in water, bringing in air from an outside snorkel that rises up 10 feet from the hull.

Wheels: Almost all vehicles seen outside of bastion walls still use wheels. In case of critical disruption, almost all can still unlatch their drivetrain, hook on some beasts of burden, and turn themselves into wagons (some remain that way). Even the most advanced bastions still employ wheeled transportation for the majority of their population. The only real exception is Selkirk, which operates no roads (their mining machines still roll their way down tunnels). Despite Mann's and Sierra Madre's magnetic technology or Angel's hover vehicles, most of the population still lumbers over pavement. The most advanced variations of these are the Echan Terrain Vehicles (ETVs) listed later. Some can't afford such luxuries and modify city vehicles to serve their purposes outside of the walls. Because of starving fossil fuel demands, all wheeled vehicles run off battery powered electric turbines. They have the longest range of all standard vehicles.

Bike: Though motorbikes number in hundreds of variations across Canam, the ones employed in echa often rest mounted behind ETVs and larger trucks, employed for scouting and emergencies. These are durable basic machines with strong chassis and thick, large, run-flat tires with heavy treads. They don't offer any protection to the rider. Some manufacturers refer to them as enduros.

Buggy: Outside of echa, this title usually refers to semienclosed vehicles with a wide footprint upon the ground. The tires are spaced far to the corners. They are much larger than a standard car. The buggy encloses the crew in a steel and plastic frame that offers protection from the outside but does not seal an environment. The body is formed in such a way that shifting a tumbled vehicle back to its wheels is a relatively simple procedure. Thick steel roll bars prevent damage to the frame or the people inside in a roll. These buggies, though designed for wild terrain, don't possess the lifespan or durability for extended excursions within it. Like enduro bikes, they usually supplement convoys rather than lead them. Buggies are all rear wheel drive. They offer a +2 to all drive rolls over rough terrain.

Car: The generic term for the largest class, the wheeled car is available with 2 seats or 6, fast or slow, practical and totally outrageous. The entry given is for a standard sports sedan, though one can modify the entries and price to fit any need accordingly. These purchases are usually reserved for superfluous spending, as these vehicles are not effective outside bastion borders. Low ground clearance and fragile tires prevent any survivability in the outside world. Cars are often real-wheel drive though a few are all-wheel drive.

Truck: Like the car, the wheeled truck occupies a wide range of vehicles, from the open bed truck to the all terrain 4x4. Also not designed for the echan world, wheeled trucks are still employed regardless. Smaller mercenary groups still use them in numbers and York operates hundreds, shepherding people to and from the bastion and the military outposts surrounding the cities. Like most all-terrain wheeled vehicles save for ETVs, most wheeled trucks seen outside of bastions are from York. An unfortunate fact exists that at least a hundred barren vehicle hulks sit rusting away around the outer rim of York, having fallen victim to magics or monsters.


Virtually all Wasteland All-Terrain Transports, or WATTs, come from Angel. This eventually migrated from such a negative title to simply being called the ETV, or Echan Terrain Vehicle. These models are impractical for city use, being usually too large or too clumsy for narrow city streets. They use a modular design, shielded electronics, massive wheels, and grunt horsepower. They start from the svelte and nimble roughbikes to the gargantuan dirt trains like the behemoth and sand shark. A few found themselves at York where a couple of technologically inclined Mann refugees replicated them in limited production. Selkirk, in a coincidental path, also developed dedicated echan transports. For them, this stemmed from a need to ferry their massive goods across the Pass of Dianaso to the wealthy trading cities of Fargon when the returning Narros convoys couldn't fulfill demands. The most popular models emerged from Angel in a marketplace they continue to dominate.

All ETVs gain a +2 bonus to their EDF saves, regardless of their size and battery demands. This is a built in immunity as additional shielding may be added later. Some employ rechargeable battery power from wind or the sun. These systems may still be shorted out but spent charges are quickly refilled. Because of their complicated nature, all craft DCs to repair an ETV increases by +4.

Behemoth: The behemoth matches its name perfectly. This goliath lumbers over the landscape, delivering power equally to its 8x8 drivetrain. Massive full rubber wheels supply little cushion, relying on the beast's floating platform suspension system to keep it smooth and stable. This setup succeeds and barely anyone on board feels vibrations from the terrain the mammoth covers. Its eight wheels cover a foot print 40 feet wide and 60 feet long and the vehicle towers over 25 feet high. With over three levels, this monster usually heralds its approach with breaking trees and snapping bushes as it pushes and heaves through forest and tundra. Though at home in the arid and rocky terrain around Selkirk where it was built, in the varied landscape of the southern lands, the behemoth serves no purpose. The brute clumsily thrusts and bullies its way through whatever stands in front. The fat and awkward TDM-001 Toad prances gracefully in comparison. When spotted outside Dianaso, the behemoth serves a broader purpose, usually as a mobile base of operations for mercenary groups or as a nomadic home for several families. In the later case, they usually travel for a distance until the battery dies and take root, with the vehicle never budging again. The behemoth is not waterproof but will filter outside air toxins. Solar cells covering the flat top of the vehicle regenerate 1d4+2 charges each day.

Dirtrail: Dirtrails get their name from old-style buggies racing across beaches with little care for safety. This name now applies to similar ETVs, expanding their terrain of choice to the entire outer world. They feature oversized wheels in exposed axles attached to the car via massive shock absorbers as tall, or taller, than the vehicle itself. Those absorbers attach to the car via large magnetic couplers capable of sliding along the shock assembly, allowing the vehicle to raise or lower its center of gravity from two inches to 6 feet. Each axle can be controlled separately, allowing the vehicle to even balance on three legs. The shocks still function perfectly regardless of the height the vehicle is set at. The front axles can also extend out as much as 4 feet from under the flaps, dropping the front of the car slightly, but widening its ground footprint. This allows greater stability at higher speeds and gives the dirtrail a more aggressive front stance.

The dirtrail only encloses and protects its drive system. The rest of the vehicle, cabin and all, are exposed save for a super
strong roll cage protecting the vehicle in case of a roll over. This keeps weight and costs down.

Land Shark: Also from Selkirk, this successor to the behemoth is substantially smaller but with equal power demands from a revised motor system. The 8x8 wheel system was replaced by an even more durable 4x4 tri-drive sprocket caterpillar system. Four triangle shaped caterpillar systems sit at each corner. In the middle of the 40 foot long vehicle is a pivot segment, allowing the large vehicle enhanced mobility in tighter areas. Despite its convoluted drive system, the land shark is faster than the behemoth but not as roomy or effective as a permanent domicile. However, it gained more popularity as a mobile command post for mercenary groups and the military as the armed variant leads most Selkirk convoys into the Pass of Dianaso. While the behemoth is wide and fat, the land shark is thin and tall. Only 20 feet wide, it also towers 25 feet high, as tall as its predecessor. Though no weapons come included, the land shark carries a single heavy weapon turret mount. A land shark was the model in question broken down south of Selkirk that was later rescued by a patrol from Angel. This was the first evidence of each other's existence and created a lukewarm bond that maintains today. The land shark is not waterproof but will filter outside air toxins. Solar cells covering the flat top of the vehicle regenerate 2d4 charges each day.

Nomad: The final Selkirk land cruiser variant released is the smallest of the trio and by far, the most popular outside of the Dianaso pass. The nomad uses wheels like the behemoth, though only 6. It features a center pivot so the vehicle can maneuver in tighter confines like the land shark. However, it is the smallest, at only 20 feet tall and 30 feet long. This model found use all over canam and, along with the pathfinder, is the most common ETV seen in open echa (which still means that if an echan ever sees an ETV in their lifetime, they'll probably see one of these two models). The nomad moves via four separate electric motors, contained in each of the axles. It receives power to all of them from its contained main drive in the rear of the vehicle, snuggled next to its ample cargo hold. The forward cabin occupies the entirety of the cabin port of the pivot. Unlike the land shark and behemoth, the nomad only has two levels but efficient building practices make the nomad almost as roomy as the shark, with separated cabins and full air and waste management system. The nomad is both waterproof and self-sustaining. However, because of its smaller size, a rechargeable power system was never implemented.

Nuke Truck: In order to combat the EDF interference outside their walls, York R&D created a vehicle with its own shielded micro-nuclear fission power pack. The result is an extremely expensive and risky long-range carrier simply dubbed "the nuke truck." The reactor, though miniature, does supply a full 1-year lifespan of power until needing service. Because of the reduced degradation of Uranium-235 in EDF and its increased resistance to shedding neutrons, scientists switched to Radium 226 and Thorium 232, which accelerate their decay while in magic. Since these materials cannot be found easily in nature (it is near impossible), the only way to service and re-supply a nuke truck involves taking it to one of only two breeder reactors in Canam, one in York and the other in Angel. The breeder reactors expel more fissionable materials than they receive, but the process is not cheap and a full service and re-supply of a nuke truck takes a week and costs 25000 UC. However, the advantages are plain to see. This makes the vehicle sustain itself indefinitely save for the service. The extensive radiation shielding virtually removes a chance of shorting out in EDF. Craft rolls to repair or even work on a drive of this complexity suffer a +4 to the DC. It gains an additional +3 to disruption saves. If a catastrophic failure occurs and it explodes, the reactor melts. This causes everything for 50 feet to incinerate, suffering 200 points of damage without a save. Everything for the next 50 feet takes 20d6 damage without a save and everything for the next 50 feet must make REF save at DC20 or take 15d6. A success halves damage. The initial 50-foot area where the truck detonates becomes a severe radioactive hazard. EDF bottles the radiation in, but concentrates it, dealing 10d6 damage per round, to anything inside for the next ten years. To date, no nuke truck has ever melted. Beyond that, the nuke truck operates exactly like an APC. It runs off six wheels and not tracks.

Panther, Verkelen Alpha-1: After the surprising success of the RT-X Roughbike export from Genai's independent group, Shinogi, Angel's government funded and run arms-maker dedicated to ETV and anti-echan R&D, Verkelen, started drawing plans to compete with the two-wheeled ETV. The result, after millions of UC in development and testing, proved brilliant and superior. Yet, the RT-X still maintains its three-year waiting list. Panthers sell well but one never has a problem finding it for sale in a window. Some claim, though the panther is uniquely superior, it simply doesn't have the cool factor of the roughbike. The panther features a completely enclosed stretched ovoid body with two forks sticking forward and back where the spokeless wheels are mounted. Huge computer-controlled gas shocks absorb impact by predicting upcoming terrain and adjusting accordingly. This removes the need to mount oversized wheels like the RT-X.

Both the RT-X and the panther feature a gyroscopic stabilization control system (GSCS), preventing it from toppling over, though the panther's variant is much more powerful than the roughbike. Unless fully deactivated, the panther can never fall prone from any maneuver or attack and it requires a DC25 strength check to be pushed over. The computer works with the driver, allowing the bike to lean over when the vehicle intends to maneuver but sensors detect if it will result in a fall. The GSCS even allows the vehicle to adjust its angle of attack on upcoming terrain. The panther's wheels are magnetically driven, capable of stopping and forcing its wheels into a lock. Each wheel carries enough torque to lift the entire body of the panther on one axle. The GSCS can then maintain that angle. With this ability, the panther could even climb a steep hill it has no hope of scaling by simply walking up its side. Being enclosed, the panther filters outside air like a gas mask. It can fit another medium sized creature but all drive rolls in the cramped space suffers a -4 penalty.

Scrambler, Verkelen Mark IV: Selkirk produces the largest ETVs in the world but Angel, at one point, made a play for the prize. They released two models within ten years, both large and somewhat clumsy, though, in the end, nowhere near to the immensity of the Selkirk models. The most popular model of all these was the scrambler ETV. This vehicle keeps the crew in a tightly sealed environment, elevated almost 20 feet above the ground. It rolls on six massive thick-treaded, steelsidewall supported run-flat tires measuring 8-feet across. The scrambler can lose up to two tires without being disabled though its speed is reduced to half if such occurs. The multilevel cabin can hold 6 people in relative comfort with many of the amenities the crew enjoys at home, including full sewage recycling and kitchen and sleeping areas. It also sports one of the largest headlight assemblies of any vehicle. Because of its constant use in both day and night, the scrambler is equipped with 20 forward-mounted high intensity discharge lights capable of illuminating a cone of terrain 500 feet long. Much smaller than the whale, the scrambler became the preferred choice among smaller groups.

RT-X Roughbike: Although initially considered to fill only a novelty role in the ETV lineup, this variant, released from a non-government sanctioned independent group from Genai, proved one of the most popular. Shinogi started in the garage of a handful of gifted Genai residents. They attempted to sell their design to Verkelen, but met failure after repeated attempts. Only after the group released their own design to the public did their newfound rivals start paying attention to the concept of nimble ETV alternatives.

The roughbike keeps its design simple. It's not enclosed like the Panther nor does it even attempt to conceal its machinery. The overall shape is extremely narrow and very long (almost 12 feet). Both the RT-X and the Verkelen panther feature magnetically accelerated spokeless wheels and a computer controlled gyroscopic stabilization control system. However, the GSCS on the RT-X is only used to keep the vehicle stable and cannot be employed to keep the craft balanced on one wheel. The Roughbike features massive tires able to withstand amazing punishment in almost any terrain the driver decides to inflict upon it. The rear wheel measures 5 feet across with the front wheel only slightly smaller at 3 feet. In a standard cruise, the rider sits only a few inches off the ground, but a modular assembly allows the rider to instantly switch from a laid back position to a lean-forward racing stance by leaning the control system forward. By pulling the system upwards, the RT-X pivots on a center swivel, bringing both wheels in and raising the driver sitting position nearly six feet off the ground. This allows the roughbike to traverse terrain even the panther would have difficulty crossing quickly. In this mode, its speed and acceleration are halved. The bike can raise and lower its center as a free action. This center pivot also works horizontally as well, allowing the RT-X to bend around corners while a panther would require a wider turning angle. The center joint can pivot in any direction up to a maximum angle of 90º; all the while, its gyroscopic stabilization system keeps it from falling. Only a DC 20 strength check can actually push an operating roughbike on its side.

Wanderer, Verkelen Mark II: The wanderer began its life as a next generation ground interceptor for the Angel military.
As time passed before a successful prototype could reach testing, advances in hover technology surpassed ground possibilities and the newly formed Crimson Starlight soon captured the public and the entirety of military funding. Verkelen shelved the designs and mothballed the prototype for almost a hundred years until the increase in mercenary forces and the desire of adventurers attempting echan expedition encouraged a revisit to the old design. The wanderer measures 30 feet long but, amazingly enough, the main body only measures 5 feet across. A complex motor system involving 4 large axles mounted on hydraulic powered limbs is capable of raising the craft anywhere from 5 to 15 feet off the ground and / or widening its wheel placement to as far as 20 feet across. The limbs are not fast, nor articulate, and do require a move action to shift, though the action can occur while the vehicle is in motion. Two wheels are attached at each axle. The entire motor assembly also sits under a large swivel joint, allowing the entire cabin to rotate on its center. When traveling at any substantial speed or when committing any hazardous maneuvers, the wanderer must widen its drivetrain or risk tumbling over. Because it once served a military purpose, the wanderer still comes equipped with a fixed-forward mounted heavy weapons mount and one turret mount for a long arm. It holds three people comfortably.

Whale: This monstrous Angel export towers four stories over the ground. A spacious crew cab sits atop a large neck to over a half dozen drums used for movement. Though slow, the whale is able to traverse ground as well as marsh and full water. Fins concealed in the drums drop down when submerged, giving forward momentum when on water. The drums are extremely durable and buoyant, making the craft exceptionally stable. Even in the hard rivers, the top cabin seldom gets wet. Each drum has a hardness of 10 and 20 hit points. When destroyed, it fills with water and cannot move. Two drums may be breached without compromising the buoyancy of the whale. The whale features two decks, though the bottom is crammed with cargo and machinery. The top deck keeps the 6 - 8 occupants safe but not completely comfortable. Most of the upper deck is an open area, with little privacy save for the bathroom. Curtains offer some seclusion. The whale maintains its popularity due to its size and intimidation. Not known for its subtly, it lumbers through terrain, crashing through what it can't navigate.


All aircraft except for the autogyro are pressurized. They filter out outside gases, rendering the crew immune to outside toxins. If the craft loses half its half points, it is no longer pressurized.

Aerovector: Endorsed by Angel and used only slightly by Selkirk, aerovectors succeeded after blimps and fixed wing craft led centuries earlier. They employ vectored thrust engines as their sole method of lift. Smaller flaps offer additional maneuverability. Vectored thrust engines don't mount as rotating nacelles, but remain fixed and alter their thrust via vanes and nozzles. These massive turbines are much larger and complex than the smaller hover vehicles, and can attain much higher altitudes from larger engines. The engines are linked and usually can lift the craft if one or all the other engines shut down or are destroyed. Advances in battery efficiency allowed these craft to fly longer on their cells. Aerovectors may take off and land vertically, may remain stationary, and may raise and lower their angle of attack up to 60 degrees and remain stable.

Light: The basic aerovector features only two engines, side mounted, that lift the overall body. Flaps fore and aft provide stability more than maneuverability. Some models use external nacelles, though still navigate through vanes. Most of the craft is occupied by its engines and only a small compartment remains for a two-man capacity. The light model is mostly employed for defense as it features little cargo room for its size. Light models are equipped with a single longarm weapon turret mount.

Heavy: Also doubling in military circles, the heavy aerovector features three or four engines, usually concealed within the hull of the vessel. Military models transport vehicles and troops to the battlefield. In Selkirk, they refer to these vehicles as "Carry-Alls," utilizing them to shepherd machinery to other mountain mining outposts. In emergencies, these models also transport large shipments of ore and supplies to Fargon. The Selkirk variant uses a detachable cargo module that can disengage, replaced with a single large unit (a heavy-bore mining rig or even a military vehicle). This technology was offered to Angel from Selkirk. Angel soon replaced their entire aging tilt-rotor fleet with the advanced successor. Eventually, even though Selkirk used them only in echan excursions, Angel developed the technology further, making the light and military variants.

Military: In Angel, these models are called Mantat Assault Shuttles. They feature not only heavier armor, but also weapon mounts and advanced computer targeting. Though most other military models feature three engines, the angel model makes do by with two larger external pods. A rear loading cargo hatch holds a minor cargo area or, if need be, space for up to six personnel above the crew requirement. A single heavy weapon turret mounted on the nose offers a +1 bonus to ranged attack rolls. The Mantat is smaller than most military variations, designed to maneuver within the tight confines of bastion skyscrapers. It is the most widely used vehicle in the Angel military and in the Crimson Starlight. The Angel variant is also equipped with a crowd-controlling device. A collapsed fence drops and expands out to form a clear circle. Electric posts rise, preventing anyone from breaching this fence (DC20 Fort save or be stunned for 2d6 rounds). The craft then lands inside. A door is remotely operated from the pilot. The craft can then be left unattended.

Argon Sky Galleons: One day, the flag of a great vessel appeared on the horizon off the east coast of York. Many had tried to brave the harsh waters of open ocean but most failed. Though many at this point believe life thrived on the opposite of the planet, there was no way to reach them. Then the first argon sky galleon appeared. It floated above the water and glided gracefully into port. The crew brought stories of other bastions to the east. They told of cities called Samba, Motego, and Krebet. They also spoke of their home, Porto-a dream utopia where the greatest of mankind strived to better themselves and the world around. After centuries of solitude, the east braved the open waters to investigate life abroad. They were lucky to find York instead of sailing into Mann. The floating cruise ship with dozens of sails was but the first of many.

This pinnacle represents everything Porto stands for. The galleons of Porto sail effortlessly over the harsh waters of the planet, carrying people and supplies to ports across the world. It is not known how many of these Porto operates but the guess stands at less than six. These craft utilize antigravity propulsion powered from solar cells. This prevents the craft from needing to carry large batteries. Even still, galleons seem to be immune to all EDF thrown at it (Acting as a TL1 vessel). The galleons are slow but still move with perfect maneuverability.

Armored Zeppelin: Thankfully, along with magnetic fields, lighter than air vehicles depend on a science unaltered in magic. Before they developed hover and then magnetic technology, Selkirk employed low-tech rigid airships filled with helium to transport themselves around the mountains. Because of its resistance to EDF, it remained a popular choice for long journeys. Even if its fanjet nacelles short out, the craft will remain airborne. Engineers later added retractable sails for emergency propulsion when the primary drive failed. This propels it at 1/4 of its rated speed. Internal balloon cells separate the helium to prevent a catastrophic collapse in case of a puncture. The craft can lose pressure from more than half of its twelve segments and still not fall to Earth. Every segment breached causes the craft to suffer a -1 to both maneuverability and initiative. Only by puncturing eight will the vessel drop and still only at safe speeds (10 feet per round). This stability is owed to a larger lift bag ratio to the potential cargo capacity and to increasing power to the engines to keep the vessel aloft. Every additional breach drops the vessel an additional 5 feet per round. Critical strikes are the only way to puncture an internal segment. An attacker may puncture a balloon instead of causing damage to the craft (attacker's choice). Which segment struck is random. Only by destroying the vessel can it crash violently. An automated repair system can patch one breach every minute. However, there is no way to replenish lost helium and a breached bag will lose all pressure in two minutes. In a pinch, the vessel can fire internal torches to heat the air in the case of a sealed empty balloon. This makes the segment only half effective. In addition, being a lighter-than-air vehicle, the zeppelin does not suffer from altitude loss if it fails a loss-of-control roll.

Its ultra light polymer and metal envelope covers an internal skin of nomex. The shell, wrapped around an aluminum skeleton, maintains its shape even when deflated unlike standard balloons or blimps. This allows a greater capacity of gas and cargo. The vehicle also has Fire Resistance 5. The majority of the crew lives in a pressurized segment inside the superstructure. Though several echans and techans use airships, the armored zeppelin from Selkirk is the only model endorsed by a bastion.

Autogyro: Once the realm of hobbyists and weekend travelers, the autogyro became a popular choice for techans as a quick flight option for escape or aggression. The rotorcraft can be dismantled and transported in two simple 3x3 boxes weighing 50 lbs each. The craft takes a full hour to assembly and dismantle (though a crafty mechanic can 1/2 the time with at least 7 ranks in Craft-Mechanical). A gyrocopter lifts via a helicopter rotor lift but gains its forward momentum from a secondary thruster mounted on the rear. Although attempts have been made to offer compact versions of diamagnetic and aerovectors, they remain too complicated to leave open to EDF interference. All autogyros are single crew. A TL3 version deploys itself in a full minute but costs 25% more.

Beluga: One of only two Porto craft venturing far from their homelands, the belugas usually travel to their distant allies in York and Angel, ferrying supplies and personnel. Intentionally detuned, the craft acts as a TL2 craft when in the open. It is crewed only by Porto staff and carries no armaments. The beluga resembles an oversized passenger airliner from man's past, though with much more advanced avionics and with a rounder, more bulbous design. It only requires 1500 feet of runway to land and take-off, an impressive feat for an aircraft of that size (300 ft wingspan, 300 ft long).

Helicopters: York is the only remaining bastion in Canam still exclusively employing rotor-lift aircraft. Angel converted their entire fleet though a few remain mothballed for emergencies. Selkirk also ceased their use and rumors say Sierra Madre never developed them, leapfrogging directly to vectored lift. Dozens of models were made over the following centuries. York currently operates half a dozen different varieties, all of which can be broken up into three: patrol, transport, and military. Because the lack of practical use of patrol copters, only military and transport will be listed. Thankfully, even though York suffers from heavy EDF, slowing their development, they were able to perfect their helicopter technology. Modern choppers are much quieter, more efficient, and usually employ a turbine on the tail for stability, replacing the tail rotor.

Military: The popular York attack chopper is the J-1 Etekari. This sleek craft conceals its three heavy weapon turret mounts until ready to fire. Its fully articulated tri-blade mechanism slices the air with a near whisper. The blades collapse when in transport. If the craft suffers disruption, the rotors auto-rotate, slowing its descent to the ground. Advanced landing gears prevent ground resonance. Sophisticated avionics avoid almost every type of stall associated with rotor aircraft. If the rotors are destroyed, the craft will plummet.

Transport: The heavy transport helicopter uses two rotors, mounted transversely on external outriggers, perpendicular to the aircraft. These nacelles do not pivot, as initial prototypes found the additional mechanism prone to EDF more than the rest of the vessel. Mounting the rotors and main engines outside and away, as well as the lack of a tail rotor, allows the vessel more room for cargo and / or passenger capacity. With its cargo bay empty, a crane attachment allows the vehicle to dead lift and transport up to 66,000 lbs without stalling. Only the Porto argon sail ships and belugas can beat this lifting capacity.

Reaper Assault Craft: Few of the Mann craft ever travel outside of their walls. Those that do seldom fail in their mission. The reaper employs a large jet turbine for lift and forward propulsion but assists that with anti-gravity stabilizers. This offers the reaper virtually unmatched agility. The anti-gravity field does not actually provide lift, nor does it move the craft in any way, though the appearance of the argon galleons proves this route is possible, a development Mann envies but has failed to replicate. The AGF generator carries the internal moniker "Null drive," for it shields the reaper from the effects of gravity altogether. This allows the underpowered vectored jet engine to propel the craft without worry of pesky scientific rules like power-to-weight ratio. If the field is shut down, the craft can still settle safely on this engine though it can no longer sustain flight. Since Mann keeps a tight lid on this technology, it has never been successfully smuggled from their city. No refugee has claimed to know how they work. Those trying to escape professing this knowledge never survive to reveal their evidence. Recent rumors claiming Mann had developed electro-gravitic propulsion from fluidhydrodynamics was rejected by a visiting Porto scientist, claiming such a path was "only science fiction." The specifics of Mann's anti-gravity remains unknown. Though there may be several vehicles employing this technology within Mann, the reaper is the only example allowed to leave the city. Alas, because of Mann's massive EDF susceptibility, no examples found as wrecks outside of the bastion have their reactors intact. A combination of catastrophic EDF saturation along with an obvious self-destruct circuit prevents anyone from gleaning this technology.

The reaper resembles a hawk or other gliding bird of prey. Its curved wings cover its engines and reactor rather than offer any flight assistance. The turbine sits off center, though venting its exhaust through numerous vents and nozzles. It features one heavy weapon mount and one heavy weapon turret mount.


Since helium or hydrogen is hard to come by for echans or techans, designers started brainstorming alternatives. The knowledge began initially with the techan bastions, probably Angel, Selkirk, and York. These bastions likely passed through a period of development using lighter-than-air craft for various operations. With the exception of Selkirk, still using a model when flying across the Dianaso pass, all the other bastions abandoned airships in favor of faster, more maneuverablevectored thrust and rotor-lift. However, this knowledge refused to fall into antiquity and a few stubborn engineers, relics proclaiming a lost art, sold or imparted this intelligence to the outside world. Airships quickly moved in their own direction. Though a few rare models still employed solar or battery powered propulsion, the majority (all those under control of echans) utilizes safer means. These alternatives include wind, steam, and reliable manpower. Despite rumors of a vast network of laudenian castles floating high above the clouds, few airships ever report seeing one. Most claims are usually lies. Thermals (as there are often known) remain popular in Canam and Euras more than in any other regions in the world. Because of the tremendous storms ravaging the seas, few thermals attempting a cross between the great lands ever reach their destination. In Canam, they proved more popular given the continent's massive girth and the influx and increasing rate of ground-based raiders. Their construction and maintenance proved too expensive to allow echans uncontested control over the airspace of the new Earth. The overhead required to construct them to any decent size resulted in insignificant numbers to justify altering the way echans travel. Almost every echan city from Janoah to Gnimfall to Limshau sport mooring towers. With Gnimfall, mooring cables hang from every grind tower.

Pilots must tread carefully when plotting a course. The northeast region of Canam swarms with dragons and dozens of airship corpses are scattered across the Gloam to the south where brave explorers attempted to traverse it. The sky is still not safe, but is considerably better in comparison to ground travel.

Thermals are broken up into two subgroups: blimps and frames. Technically, there are three (semi-rigid being the third), but only two varieties remain today. All variants gain their lift through differentials in temperature between the outside air and the gasses contained inside airbladders resting inside the structure. The choice of thermal lift over lighter gas (like helium or hydrogen) comes from access. Refining helium (the safer choice) is costly and requires a techan manufacture to produce. The method of heating the air inside the balloon comes either from a natural heat (a coal fire for example) or from a magical one (being very rare). A few models also employ steam engines. All models are controlled by a non-amplified mechanical flight control system. This involves a series of pulleys and cables that directly transmit instructions to the control surfaces. Though ineffective on faster aircraft, the slow-moving airships employ them without fail. Even on the larger thermal-frames, a more advanced servo-tab system allows the shifting of these massive fins with little forcefeedback. All thermals are equipped with a basic pedalbased motor system requiring simple brute constitution to power. Because of this, they are limited to the normal rules of exhaustion as if traveling on foot. York and Selkirk allow the mooring of echan thermals though Angel, Mann, and Sierra Madre do not. The maximum altitude of any thermal is 3750 meters (12375 feet). Being a lighter-than-air vehicle, all thermals do not suffer from altitude loss if they fail a loss-of-control roll. All thermals have Fire Resistance 5.

Blimp: Blimps are hot-air airships with a non-rigid structure. Without pressure, they deflate and fall limp. After cold air is pumped in and then heated, the baffles fill up and the final shape takes form. Only the passenger car or gondola is constructed to be rigid. Blimps are not simple balloons because of the addition of tail fins and some form of propulsion. The standard blimp only has two internal baffles and if one is breached, it will only cause the vessel to lose maneuverability (-2 to both maneuverability at initiative). Only by puncturing both will cause the vessel to drop but still only at safe speeds (10 feet per round). Only critical strikes can puncture a balloon instead of causing damage to the craft (attacker's choice). However, there is a 50-50 chance to which baffle is struck. Only by destroying the vessel can it crash violently.

Frame: Frame is a slang term referring to a rigid airship-a dirigible maintaining its shape from an internal framework instead of internal pressure via a lifting gas (in this case, heated air). The rigid design offers the advantage of an increased lift capacity as the vessel can feature more and larger lifting bags inside the superstructure.

Unlike the blimps, where the crew sits in a gondola underneath the main balloon, frames only appear with a small cockpit. The cargo and crew compartments reside inside the balloon assembly itself. Some models come equipped with galleys and sleeping bags. Two varieties fly over most of Canam, the larger variety reserved usually for mercenary units, public transportation, and charter flights.

The larger thermal frame uses a slightly more complicated flight control system over the smaller frames and blimps, and thus, counts as a tech level 1 vehicle, though receiving a +2 bonus to all EDF rolls. Manual propulsion keeps this vehicle incredibly slow. A mechanical propulsion system is a recommended upgrade.

If using the manual system, the standard frame requires 1 additional crewmember and the large model requires an additional 3. The large variant is by no means the largest. Gnimfall flies THE Blimp (spelled "THE Blimp") between the various grind towers around Canam. It can hold up to fifty gimfen in comfort (though humans find the accommodations cramped). THE Blimp's advanced steam drives makes it the fastest airship known. The largest frame comes from Limshau, which operates a custom airship dubbed the Abecedarian. Measuring 800 feet long and weighing 55 tonnes, this 100- passenger transport connects with all the smaller cities in the kingdom.

Both thermal frames use ballast chambers to separate the heated gasses. The standard has 6; the large has 12. The craft can lose pressure from more than half of its segments and still not fall. Every segment breached causes the craft to suffer a -1 to both maneuverability and initiative. Only by puncturing half of the chambers will the vessel to drop but still only at safe speeds (10 feet per round). Every additional breach drops the vessel an additional 5 feet per round. Critical strikes are the only way to puncture an internal segment. An attacker may puncture a balloon instead of causing damage to the craft (attacker's choice). However, which segment struck is random. Only by destroying the vessel can it crash violently.

Modifications: Thankfully, there are several alterations to thermals enabling it to go faster and make it more maneuverable. Some modifications include a tech level. This level refers to the item and does not turn the thermal to that tech level unless stated so. If the modification explodes, it deals damage directly to the craft. All thermals come with a torch to heat the air. These are either from coal or propane. Usually a thermal has enough flame to keep it airborne for 72 hours. Speed boosts from propulsions systems do not stack.

Table: Thermal Modifications

Modification Cost Tech Level Cell Description
Battery Turbine 10000 2 M5 +20 (+5) to rated speed
Fly By Wire 2000 2 M5 +3 Maneuverability
Parachute 1000 Emergency escape
Parasite 2000 Attach an aircraft
Repair Drone 3000 3 M3 Repair holes in balloons
Sails 2000 +5 (+1) to rated speed
Solar 15000 2 M5 +20 (+5) to rated speed
Steam Drive 5000 1 +15 (+3) to rated speed

Battery: Though it defeats the purpose, an airship can be equipped with a battery-powered turbine. This provides the greatest propulsion increase, enabling a thermal to move at +20(+5) its rated speed. However, being battery powered makes it the most susceptible to disruption. One charge lasts per hour. The battery also powers heating coils for the air chambers.

Fly-by-wire: This system completely replaces the primitive control system with a digital fly-by-wire system common in all other techan aircraft. This unfortunately turns the entire vessel into a TL2 craft, requiring an M5 cell to operate, using a charge each day of use. This is in addition to any cells required of the power source. Retrofitting the thermal with this system offers a +3 bonus to maneuverability.

Parachute: Parachutes attach to the main cabin of the thermal and deploy in case of freefall. If the main balloon suffers a cataclysmic breach, causing the cabin or gondola to fall at dangerous speeds, a mechanical barometric switch triggers parachutes to prevent a terminal crash. The thermal must be at least 300 feet above the ground for the parachute to operate safely.

Parasite: A parasite modifies the thermal to attach a vehicle that can activate and detach in case of an emergency. Only huge and smaller vehicles can be attached. Aircraft can be launched either under or on top of the airship. This modification can only be added onto large thermal frames.

Repair Drone: A repair drone buzzes around inside the superstructure, patching breaches in the baffles before they hemorrhage their gas. A repair drone can seal a single breach every minute, using one charge in the process.

Sails: These pectoral and dorsal mounted sails provide a small boost in speed and can provide movement in an emergency
if other means are neutralized. The sails can be drawn in and unfurled in 1 minute. It enables a thermal to move at +5(+1) its rated speed. This modification can only be added onto thermal frames.

Solar: This extensive addition covers the entire top half of the airship structure in solar photovoltaic cells, which convert light into electricity. Stored energy is then used to power the propulsion system. This uses the same system as a battery drive, shunting power to turbines, providing propulsion. The ultimate advantage comes from an unlimited lifespan, supplying energy to the heating coils and the drive system. It turns the vessel into a TL2 craft. The solar array recharges the M5 cell at a rate of 1 charge per hour.

Steam: This basic powerplant uses steam to not only power the propellers but also heat the air balloons as well. It replaces the basic standard torch with a much more powerful boiler, connected to a double-action steam engine. Being a basic engine, the steam drive counts as TL1 but gains a +1 to any disruption rolls. It enables a thermal to move at +10(+3) its rated speed.

Rumors persist it possible to permanently enchant an airship with it being on the borderline of disruption. Though a basic blimp or standard frame without any propulsion or control modifications could theoretically be enchanted, the possibility of the enchantment seizing the control surfaces still appears too high. Moreover, the amount of spellwork required would be staggering. Not only would the entire craft need to be animated, but so would its propulsion system and its flame. Add to that the need to make the spells permanent and the result is a procedure probably costing upwards of 50,000 gp not event taking into account the rarity of casters capable of accomplishing such a feat. However, technically, it would be possible.

Table: Techan Vehicles
Ground Vehicles

Name Crew Pass. Cargo (lbs.) Init. Man. Speed Inc. Def. Hard. Hit Points Size Power Cost TL Movement
4-wheel ATV 1 0 200 –1 +1 25 (40) 19 5 20 M M3 10000 2 Good
Armored truck 2 6 3,600 –2 –2 20 (20) 20 10 60 H M3 34000 2 Clumsy
Dart Power Bike 1 0 20 +1 +3 80 (55) 22 4 15 M M2 20000 2 Good
Hover Bike 1 0 20 +0 +4 95 (35) 21 6 18 M M2 22000 3 Good
Hover Car 1 1 100 -1 +1 90 (25) 18 5 35 H M3 35000 3 Average
Hover Truck 1 4 1000 -2 -2 55 (20) 19 6 40 H M3 40000 3 Poor
NET Bike 1 0 0 +1 +6 100 (60) 22 5 20 M M2 30000 4 Perfect
NET Car 1 2 100 0 +4 90 (50) 19 5 30 H M3 45000 4 Perfect
NET Truck 1 4 1500 -1 -1 70 (35) 19 5 40 H M3 45000 4 Good
Tracked, APC 1 18 250 -2 -3 40 (25) 18 10 75 H M3 40000 2 Clumsy
Tracked, Tank 3 1 525 -4 -4 20 (20) 16 20 100 G M3 55000 2 Clumsy
Wheeled, Bike 1 0 20 +0 +3 60(50) 20 5 15 M M4 5000 2 Good
Wheeled, Car 1 4 300 –2 –1 60 (30) 18 5 35 H M4 15000 2 Average
Wheeled, Buggy 1 1 50 -1 +0 40 (35) 19 3 30 H M5 19000 2 Average
Wheeled, Truck 1 4 1500 -2 -2 50 (25) 18 5 30 H M4 17000 2 Poor

ETV — Echan Terrain Vehicles

Name Crew Pass. Cargo (lbs.) Init. Man. Speed Inc. Def. Hard. Hit Points Size Power Cost TL Movement
Behemoth 2 50 30000 -10 -15 20 (10) 10 5 400 C+ H5 100000 2 Clumsy
Dirtrail 1 1 50 -1 +0 50 (40) 19 2 35 H M5 25000 2 Good
Land Shark 2 20 5000 -5 -8 25 (20) 17 10 200 C H5 45000 2 Clumsy
Nomad 1 10 2000 -4 -3 40 (20) 18 10 120 G H5 50000 2 Average
Nuke Truck 1 6 3000 -4 -3 50 (20) 19 15 100 G @ 75000 3 Poor
Panther 1 0 50 +0 +4 80 (55) 22 6 30 L M4 25000 2 Good
Pathfinder 1 8 2500 -4 -2 50 (25) 17 10 100 G H5 55000 2 Average
RT-X Roughbike 1 0 10 +1 +5 75 (50) 22 4 20 L M5 25000 2 Perfect
Wanderer 1 1 150 -2 +1 50 (40) 17 10 80 G H5 40000 2 Average
Whale 1 12 3000 -5 -8 25 (20) 16 10 150 C H5 65000 2 Clumsy


Name Crew Pass. Cargo (lbs.) Init. Man. Speed Inc. Def. Hard. Hit Points Size Power Cost TL Movement
Aerovector, Light 1 6 1000 -2 -2 115 (45) 18 10 50 H M3 50000 3 Perfect
Aerovector, Heavy 2 4 1000 -2 -6 100 (30) 18 8 60 G M3 55000 3 Good
Aerovector, Military 2 0 200 -2 -3 125 (50) 20 10 80 G M3 75000 3 Perfect
Argon Sky Galleons 4 1350 55000 -10 -20 200 (30) 15 30 1000 C++ @ 6 Perfect
Armored Zeppelin 1 15 2000 -6 -6 50 (10) 16 5 35 C M5 40000 2 Clumsy
Autogyro 1 0 10 +0 +2 40 (30) 20 2 20 M M5 12000 2 Perfect
Beluga Carrier 2 20 10000 -5 -6 300 (50) 18 20 150 C @ 6 Clumsy
Helicopter, Military 2 14 9,000 -4 -4 80 (40) 17 5 50 G M4 65000 2 Poor
Helicopter, Transport 1 4 250 -4 -4 60 (30) 17 5 40 G M4 45500 2 Perfect
Reaper 1 2 500 +2 +6 125 (60) 22 10 80 G H3 5 Perfect
Thermal Blimp 1 4 250 -8 -8 25 (5) 16 1 20 C 18000 Clumsy
Thermal Frame, Standard 1 15 1000 -7 -7 25 (5) 16 2 30 C 25000 Clumsy
Thermal Frame, Large 1 30 2000 -7 -10 15 (5) 16 2 50 C+ 1 35000 1 Clumsy

Skill checks are only required in extraordinary circumstances. With the exception of the maneuver limits set vehicles as stated above, vehicles are no different than mounts for the purposes of combat. Like animals, the rated speed entry is not its top speed but its maximum sustained speed. The top speed of all vehicles is 4 times the listed number. However, driving beyond the crafts safe zone may cause problems. Here are rules regarding vehicles:
1) Acceleration: When a vehicle accelerates, it may increase its movement up to its acceleration listed as a move action. It may accelerate up to twice this as a full action and with a successful Drive/Pilot skill check (DC15). Failure results in Loss of Control roll. Acceleration adds to existing movement the vehicle took before. Eg: If a vehicle can accelerate at 20, it may move 20 from a stop, 40 the next round, and 60 the round after, assuming it doesn't reach its top speed. It may increase from 20 to up to 60 but that forces a roll. If committing to a full round action to accelerate, the pilot/ driver cannot maneuver or force a loss of control roll.
2) Cruising: Cruising at the same speed or decelerating is not a move action and can be accomplished for free.
3) Maneuvering: Doing any action on the Maneuverability table costs a move action (reversing, turning at all, etc). A driver/pilot may accelerate normally but accomplishing both is a full round action.
4) Speed effects: A vehicle maintains its maneuverability up to its rated top speed. Every speed increment past the initial speed rating reduces it by one category. When a rating drops below clumsy, it can no longer maneuver without forcing a pilot / driving roll though it may still accelerate in a straight line up to its max speed (x4 the listed number). Eg: A craft with a top speed of 100 and average maneuverability can reach 100 without sacrificing its maneuvering capacity. From 101 - 200, it drops to poor. At 201 - 300, it drops to clumsy. Though it can accelerate past that, all the way to 400, it can no longer maneuver without losing control.
5) Pushing Limits: Any attempt to veer away from a vehicle's rated limits forces a loss of control roll. Here are the possible options and the skill DC to the drive / pilot skill check. Though a craft can be currently rated up to three stages below clumsy (like a Tank going its full top speed), it cannot go above perfect. Stunts are acts of daring beyond what someone believes that vehicle can do. All vehicles may decelerate at x3 their acceleration. Someone may brake harder though, and risk losing control.

Maneuver attempt Pilot / Drive DC
+1 Maneuver category DC20
+2 Maneuver category DC25
+3 Maneuver category DC30
+4 Maneuver category DC35
Full Round Acceleration DC15
Stunts Varies
X4 Deceleration DC15
X5 Deceleration DC20
X6 Deceleration DC25
Difficult Terrain +10

6) Loss of control: If a pilot / driver fails his roll, the vehicle continues as if the maneuver didn't occur and stalls (if an aircraft), falling 2d4x10 feet. If the maneuver involved acceleration or deceleration, the vehicle loses control and points a random direction. It continues its previous rated speed at its new direction. In all these cases, there is a severe chance the vehicle will strike an obstacle and suffer damage. If not, after which, the driver / pilot may make another roll at -5 reduction in the skill DC to recover. Another failure keeps the vehicle out of control and reduces the penalty another 5.
7) Threshold: All vehicles have a threshold rating equal to 1/2 their hit points. Any damage caused by a single strike inflicting more than the vehicles threshold caries its surplus to the pilot. Unlike armor, the pilot / driver may make a DC15 pilot / drive skill check to either take the entire damage, or allow the vehicle to take it all.
8) Destroyed vehicles: Destroyed vehicles decelerate at their acceleration to a stop. Aircraft fall 2d4x10 feet every round. The vehicle no longer protects those inside in any way. Any mounted weapons break.
9) EDF effects: Vehicles suffering a minor jam suffer -10 to all pilot and driving rolls while in effect. Vehicles suffering a major jam stop working altogether, they stall. They decelerate at their acceleration to a stop. Aircraft fall 2d4x10 feet every round (except airships). Vehicles that break suffer the same effects as a major jam except the vehicle will not recover without a repair.

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