Warning: Pre-Alpha

This game is currently in pre-alpha, and at this time, I do not recommend running a game in it yet. Every single game mechanic and piece of lore is subject to potentially breaking changes.

Thank you for your interest in this game! You can follow its development at https://www.youtube.com/@trekiros

-Trek

Vehicle Combat

Pilot. A creature on a vehicle can take the use an object action to become the vehicle's pilot until it leaves the vehicle, or loses focus. Only one creature can pilot a vehicle at a time.


Vehicle movement. In combat, each vehicle can move once per round.


  • The pilot, if there is one, can take the use an object action to move the vehicle any distance up to its speed (minimum 0).
  • On initiative count 0, the vehicle moves the same distance and in the same direction as it did the last time a pilot caused it to move.


Crashes. Vehicles can crash into obstacles, typically during their movement, or when a Called Shot is used against them.


If the obstacle is a creature or a piloted vehicle, that creature or pilot can make a Speed or Technique roll to avoid the crash. If the vehicle that is crashing into that obstacle has a pilot, this is a contested roll against this pilot - otherwise, it is an Easy (DC 8) roll. If the obstacle succeeds, the crash doesn't happen, and can't happen again this turn.


If the crash does happen, the obstacle takes 4d6! damage from being rammed into. If it is a vehicle, any creature on it also takes the damage.


If the obstacle is at least half the crashing vehicle's size, then the crashing vehicle, as well as any creature currently on it, also takes 4d6! damage from the collision.


Any creature or object which loses at least 1 hit point because of a crash is pushed 5m in a random direction chosen by the Plot Twister.

Crash examples

Example 1: A player character piloting a buggy runs over a raider. The player must make a Speed or Technique roll contested by the Raider's Speed (DC 8), to deal 4d6 ramming damage to the raider. They don't suffer collision damage. If the raider loses at least 1 hit point, they are pushed 5 meters in a random direction.


Example 2: A sniper uses a called shot to make a motorbike crash into the ground. The motorbike and its rider both take 4d6 collision damage. If the motorbike and/or the raider lose at least 1 hit point, they are pushed 5 meters in a random direction.

Planet Earth takes 4d6 ramming damage, which can simply be narrated as a puff of smoke being swept up from the ground. Earth does not lose a hit point from this and is not pushed 5 meters.


Example 3: A raider in a buggy rams into the party's holo-train. The player piloting the holo-train can make a Speed or Technique roll contested by the Raider's Speed (DC 8) to avoid the crash.

The two vehicles are of a comparable size, so if the holo-train's pilot fails this contested roll, then the two vehicles and everyone on either of them all take 4d6 damage. Any creature or vehicle which loses at least 1 hit point from this is pushed 5 meters in a random direction.