The Resonance Run (Development)
Starfinder Second Edition

Snapshot · Oct 9, 2026, 3:55 AM

  • The Resonance Run (Development)
    • narrativeAdventure Summary
    • narrativeCampaign Structure
    • narrativeGM Truths
    • Module artifacts
      • sidebarRules Baseline
      • sidebarParty Size Scaling
      • pageDaegox-4 Setting Brief
      • sidebarInjected Character Sheets
      • narrativePlayer Hook
      • pageThe Tamsin Rooks’ Mission
    • Acts
      • actA1Breakout from Omicron-9
        • narrativeAct Overview
        • narrativeGM Overview - Scene 1
        • sidebarAct 1 Pacing
        • sceneS1Scene 1: The Betrayal Catalyst
          • narrativeScene Overview
          • narrativeGM Flow
          • subsceneSS1S1.1 — The Contract Walk
            • narrativeRead Aloud
            • narrativeGM Notes
            • pageClues Before the Betrayal
          • articleScene 1 — The Double Betrayal
          • subsceneSS2S1.2 — The Containment Vault
            • narrativeRead Aloud
            • narrativeFirst Contact
          • handoutOmicron-9 Battlefield Key
          • subsceneSS3S1.3 — Cell Block Crossfire
            • encounterE1Cell Block Crossfire
              • narrativeEncounter Overview
              • narrativeObjective Actions
              • narrativeRound Events
              • pageEncounter Scaling
              • pageThe Resonance Twins in Combat
              • monster blockOmicron-9 Thermal Purge
              • monster blockOnyx Sweep Trooper
              • monster blockOnyx Security Specialist
              • monster blockAutomated Sentry Node
          • sidebarFailure and Recovery
          • subsceneSS4S1.4 — The Maintenance Drop
            • narrativeEscape Transition
          • pageScene 1 Rewards
          • mapCellblock
          • mapCellblock Blocks
          • mapCellblock Alt
          • mapCellblock Alt Blocks
        • sceneS2Scene 2: The Subterranean Gauntlet
          • narrativeScene Overview
          • narrativeRoute Draft
          • subsceneSS1M1 — Flooded Manifold
            • narrativeRead Aloud
            • narrativeManifold Notes
          • sidebarRemaining Development
          • subsceneSS2M2 — Narrow Conduit
            • encounterE1Cyber-Hound Wave and Collar Overload
              • narrativeEncounter Overview
              • narrativeRestraint Crisis
              • pageEncounter Scaling
              • monster blockCyber-Hound Mk I
              • monster blockCyber-Hound Alpha
          • subsceneSS3M3–M4 — Junction Black: Choose the Road
            • narrativeBranching Decision
            • narrativeWhat the Survivors Know
            • handoutThree Routes to the Hollow Vein
          • subsceneSS4M3–M4 — Pump Gallery and Junction Black
            • narrativeBranch Outline
        • sceneS3Scene 3: Three Roads to the Hollow Vein
          • narrativeScene Overview
          • narrativeGM Flow
          • subsceneSS1Route A — The Exhaust Gate
            • narrativeRoute Overview
            • encounterE1Warden Mech Gatekeeper
              • narrativeRead Aloud
              • narrativeRoutes to Victory
              • narrativeTactics and Fail-Forward
              • pageExhaust Gate Scaling
              • monster blockWarden Mech Prototype
              • monster blockMaintenance Repair Drone
              • monster blockExhaust-Gate Artillery Node
          • sidebarFreedom Fighter Survivors as Difficulty Control
          • subsceneSS2Route B — The Coolant Spine
            • narrativeRead Aloud
            • narrativeRoute Consequence
            • encounterE1Pressure-Lock Run
              • narrativePressure-Run Procedure
              • narrativeOptional Rescue — Maintenance Pod 7
              • monster blockCoolant Spine Pressure Cycle
              • treasureMaintenance Pod Cache
          • pageScene 3 and Ashstorm XP
          • subsceneSS3Route C — The Ore Transit Line
            • narrativeRead Aloud
            • narrativeThe Stranded Workers
            • encounterE1Hijack the Ore Tram
              • narrativePhase 1 — Get It Moving
              • narrativePhase 2 — Security Boarding
              • monster blockRail Security Drone
              • treasureOre Tram Salvage
          • subsceneSS4Convergence — Across the Ashstorm
            • narrativeRead Aloud
            • encounterE1The Last Kilometer
              • narrativeAshstorm Challenge
              • narrativeMinor Side Objective — The Lost Beacon
        • sceneS4Scene 3B: The Exhaust Gate Breach
          • narrativeScene Overview
          • subsceneSS1E1 — Exhaust Plenum
            • narrativeArea Draft
            • handoutMap Draft
          • sidebarRemaining Development
          • subsceneSS2E2 — The Gatekeeper
            • encounterE2Warden Mech Gatekeeper
              • narrativeRead Aloud
              • narrativeDraft Objectives
              • pageDraft Severe Scaling
              • monster blockWarden Mech Prototype
              • monster blockMaintenance Repair Drone
              • monster blockExhaust-Gate Artillery Node
          • subsceneSS3E3 — Into the Ashstorm
            • narrativeTransition Stub
        • sceneS5Scene 4: Arrival at the Safehouse
          • narrativeScene Outline
        • sceneS6Scene 5: The Hollow Vein Safehouse
          • narrativeScene Overview
          • narrativeRead Aloud
          • narrativeSafehouse Sequence
          • subsceneSS1H1 — Triage and Restraint Removal
            • narrativeTriage
          • sidebarSafehouse Recovery and Level Advancement
          • subsceneSS2H2 — Rook's Debrief
            • narrativeThe Failed Rescue
          • pageAct 1 Accomplishment XP
          • subsceneSS3H3 — The Next Run
            • narrativeAct 2 Decision
          • pageHollow Vein Safehouse Key
          • sidebarRoute Consequences at the Safehouse
      • actA2Planetary Evasion
        • narrativeExpanded Outline
        • sceneS1Sidequest — The Dry Engine
          • narrativeMain
        • sceneS2Sidequest — The Quiet Fever
          • narrativeMain
        • pageAct 2 — The Rook Road
        • pageAct 2 Roving Pursuit System
        • pageAct 2 Climax — The Battle for Rookhaven
        • mapThe Rook Road
        • pageNetwork Heat
        • handoutVehicles of the Rook Road
        • pagePoint Lotious Safehouse Sidequests
        • imagePoint Lotious
        • mapPoint Lotious Underworks
      • actA3The Galactic Run
        • narrativeExpanded Outline
    • Trash
      • narrativeMain
    • PCs
      • pcVortex
        • narrativeBackground
        • pageSF2e Character Sheet
      • pcMiiyu
        • narrativeBackground
        • pageSF2e Character Sheet
      • pcSarangari
        • narrativeBackground
        • pageSF2e Character Sheet
      • pcIolana Vale
        • narrativeBackground
        • pageSF2e Character Sheet
      • pcTipps
        • narrativeBackground
        • pageSF2e Character Sheet
      • pcShessara
        • narrativeBackground
        • pageSF2e Character Sheet
      • pcKinnik
        • narrativeBackground
        • pageSF2e Character Sheet
    • NPCs
      • npcKaelen and Vanya Dax
        • narrativeHistory
        • pageSF2e NPC Sheet
      • npcMara Venn
        • narrativeBackground
        • pageSF2e NPC Sheet
      • npcHandler Ilex Mora
        • narrativeBackground
        • pageSF2e NPC Sheet
      • npcCUSTOS-9
        • narrativeSystem Description
        • pageSF2e Distributed System Sheet
      • npcSera “Patch” Vey
        • pageMain
      • npcKip-9 “Latch”
        • pageMain
      • npcBrakka Tor
        • pageMain
      • npcNima Sable
        • pageMain

Vehicles of the Rook Road

Vehicles of the Rook Road

Vehicle Rules Primer

Piloting

The vehicle’s pilot controls its movement using the Piloting skill. Some vehicles allow alternate skills, usually at a higher DC.

ActionUse
Board [one-action]Enter or leave a vehicle. Boarding a moving vehicle requires Athletics or Acrobatics against the vehicle’s AC.
Drive [one-action]Attempt the listed piloting check. On a success, move up to the vehicle’s Speed and turn normally.
Drive [two-actions]Reckless. Move up to twice the vehicle’s Speed in a straight line.
Drive [three-actions]Reckless. Attempt the piloting check with a –5 penalty and move up to three times the vehicle’s Speed in a straight line.
Run Over [three-actions]Reckless. Move up to twice the vehicle’s Speed and inflict its collision damage on creatures in its path.
Stop [one-action]Bring the vehicle to a stop.
Take Control [one-action]Attempt a piloting check to become the pilot or regain control of an uncontrolled vehicle.

A moving vehicle must be Driven again or Stopped on the pilot’s next turn. Otherwise, it becomes uncontrolled and continues moving along its previous heading.

Vehicle Weapon Mounts

The Rook vehicles use stabilized weapon mounts rather than a separate vehicle-weapon subsystem.

A mounted personal weapon:

  • Uses the gunner’s normal attack modifier.
  • Uses its normal damage, range, ammunition, and traits.
  • Cannot be removed during an encounter without appropriate tools.
  • Can fire only into the mount’s stated firing arc.
  • Is operated by the pilot only when specifically stated.
  • Still suffers the normal penalty for attacking from a moving vehicle unless the mount says otherwise.

The listed mount is normally empty unless the vehicle description states that a weapon is already installed.

Vehicle Cover

ConstructionTypical Protection
Open saddleNo cover
Roll cage or low side panelsLesser cover
Armored cabinStandard cover
Fully enclosed hullGreater cover or blocks attacks entirely, depending on line of effect

Broken Vehicles

At the vehicle’s Broken Threshold:

  • Its Speeds are halved.
  • It takes a –2 penalty to AC, saves, and collision DC.
  • Its piloting DCs increase by 5.

At 0 HP, the vehicle is destroyed.


Raven Dustbike

Rook Model R-9 “Raven”

Vehicle 1 Uncommon, Medium, Tech

A stripped-down grav-bike with too much thrust, too little armor, and exactly enough frame left to bolt a rifle onto.

The Raven is the preferred machine of Rook scouts, couriers, and people who believe brakes are a corporate conspiracy. Its narrow gravitic runners skim over the ash rather than cutting through it, leaving a fading black wake behind the vehicle.

The bike is inexpensive, easy to hide, and fast enough to outrun most surface predators. It is also completely open. A rifle round that misses the pilot has a reasonable chance of hitting something important.

Road Profile

CategoryRating
RoleScout, courier, pursuit vehicle
HandlingExcellent
ProtectionMinimal
Crew CapacityPilot and one passenger
Best TerrainOpen ash, mining roads, narrow trails
Main WeaknessExposed crew and light construction

Statistics

Price 400 credits Space 10 feet long, 5 feet wide, 4 feet high Crew 1 pilot Passengers 1 Piloting Check DC 15 Piloting or DC 17 Survival

AC 16 Fort +8 Hardness 5 HP 32; BT 16 Immunities object immunities

Speed 80 feet, hover within 3 feet of the ground Collision 2d6 bludgeoning, DC 16

Systems

Open Frame

The pilot and passenger gain no cover from the Raven.

Ash Skimmer

The Raven ignores difficult terrain caused by loose ash, shallow sand, or similar particulate ground. Greater difficult terrain affects it normally.

Needle Turn

When the pilot succeeds at a one-action Drive, the Raven can pass through a space only 5 feet wider than the vehicle without increasing the piloting DC.

Rear Weapon Clamp

The passenger can operate one mounted one-handed or two-handed ranged weapon in a rear-facing 180-degree arc.

The clamp absorbs most vibration. The passenger’s penalty for attacking after the Raven has moved is reduced from –2 to –1. It remains –4 if the Raven was uncontrolled or used a reckless action.

Kick the Grav [reaction]

Trigger: The Raven would take collision damage from a ground-based hazard or uneven terrain.

The pilot attempts a DC 17 Piloting check.

  • Critical Success: The Raven avoids the damage.
  • Success: The Raven takes half damage.
  • Failure: The Raven takes normal damage.
  • Critical Failure: The Raven takes normal damage and becomes uncontrolled.

Rook Road Use

The Raven reduces travel time but cannot transport the entire party unless several bikes are available. A party using Ravens gains an advantage when escaping a pursuit but has little protection during an ambush.

Heat: Ravens are small and difficult to detect while stationary. Openly using their full speed across the Ash Sea produces a visible dust trail.


Skimmer Buggy

Rook Model K-12 “Jackal”

Vehicle 2 Uncommon, Large, Tech

Four seats, six repulsors, one roll cage, and enough empty mounting brackets to make any gunner optimistic.

The Jackal is a common mining-survey buggy rebuilt for smugglers and Rook patrol teams. Its gravitic suspension carries it over broken ground while the independent repulsors allow sharp lateral movement.

The vehicle is fast, stable, and easy to repair. Its protection consists mostly of a roll cage, composite side panels, and confidence.

Road Profile

CategoryRating
RoleParty transport, skirmisher
HandlingVery good
ProtectionLight
Crew CapacityPilot and three passengers
Best TerrainAsh flats, bad roads, rocky lowlands
Main WeaknessOpen upper frame

Statistics

Price 950 credits Space 15 feet long, 10 feet wide, 6 feet high Crew 1 pilot Passengers 3 Piloting Check DC 16 Piloting, DC 18 Computers, or DC 18 Survival

AC 17 Fort +10 Hardness 7 HP 50; BT 25 Immunities object immunities

Speed 60 feet, hover within 5 feet of the ground Collision 3d6 bludgeoning, DC 18

Systems

Roll Cage

Occupants gain lesser cover. Against attacks made from ground level outside the buggy, they instead gain standard cover.

All-Terrain Repulsors

The Jackal ignores difficult terrain caused by ash, sand, mud, shallow water, and broken road surfaces. It cannot cross large gaps or treat vertical surfaces as ground.

Lateral Burn

When using a one-action Drive, the pilot can move the Jackal up to 10 feet sideways without changing its heading. This movement is part of the vehicle’s normal movement and cannot increase the total distance traveled beyond its Speed.

Stabilized Pintle

A passenger can operate a mounted ranged weapon in a 360-degree arc.

Attacks made from the pintle take no penalty merely because the Jackal moved normally during the previous round. They still take the –4 penalty after reckless movement or while the vehicle is uncontrolled.

Emergency Lift [two-actions]

Frequency: Once per 10 minutes

The pilot overloads the repulsors. The Jackal leaps up to 20 feet horizontally and 10 feet vertically before landing.

The pilot attempts a DC 18 Piloting check.

  • Critical Success: The vehicle lands safely and can change its heading.
  • Success: The vehicle lands safely.
  • Failure: The vehicle lands, takes 2d6 bludgeoning damage, and becomes uncontrolled.
  • Critical Failure: As failure, but the vehicle and every occupant take the collision damage.

Rook Road Use

The Jackal is the most flexible vehicle for a normal adventuring party. It carries four people, can fight while moving, and handles most surface routes.

Heat: Moderate. A Jackal can hide inside ruins or terrain folds but is recognizable as a modified Rook vehicle during close inspection.


Harrow Hauler

Rook Model H-40 “Harrow”

Vehicle 3 Uncommon, Huge, Tech

It will not win a race. It will not fit in a parking bay. It will, however, carry your entire cell through a barricade and still have room for the barricade.

The Harrow is a six-wheeled mining transport rebuilt into an armored convoy vehicle. Heavy suspension, redundant motors, and a reinforced forward plate allow it to carry people and equipment across terrain that would destroy an ordinary cargo truck.

Many Harrows serve as mobile workshops, refugee transports, or improvised command vehicles.

Road Profile

CategoryRating
RoleArmored transport, convoy anchor
HandlingPoor
ProtectionHeavy
Crew CapacityPilot and eight passengers
Best TerrainMining roads, ash plains, open industrial ground
Main WeaknessSlow, loud, and difficult to conceal

Statistics

Price 1,900 credits Space 30 feet long, 15 feet wide, 12 feet high Crew 1 pilot Passengers 8 Piloting Check DC 18 Piloting, DC 20 Computers, or DC 20 Crafting

AC 18 Fort +13 Hardness 10 HP 90; BT 45 Immunities object immunities

Speed 45 feet Collision 4d8 bludgeoning, DC 20

Systems

Armored Cabin

The pilot and front passenger gain greater cover from attacks outside the vehicle.

Passengers in the rear compartment are completely enclosed unless they open a hatch or firing port. An enclosed passenger normally lacks line of effect to targets outside the vehicle.

Firing Ports

The rear compartment contains four firing ports, two on each side.

Opening or closing a firing port requires an Interact action. A creature firing through one has standard cover but can attack only through that side of the Harrow.

Reinforced Ram

When the Harrow rams a creature, object, or vehicle with Run Over, increase its collision damage to 4d10.

The Harrow has resistance 5 against collision damage caused by its own ram. Its occupants also gain resistance 5 against that collision damage.

Cargo Configuration

The Harrow can be configured to carry:

  • Eight passengers;
  • Four passengers and a small workshop;
  • Four passengers and two Raven dustbikes;
  • A large quantity of cargo or supplies.

Changing its configuration requires at least 1 hour and appropriate equipment.

Grinding Advance

When a creature two or more sizes smaller than the Harrow critically fails its save against the Harrow’s Run Over, it is knocked prone after being moved to the nearest available space.

Emergency Smoke [one-action]

Frequency: Once per hour

The driver releases industrial smoke and reflective ash from the rear dispensers. The Harrow leaves a 30-foot-long line of smoke behind it. Creatures and vehicles inside the smoke are concealed. The smoke disperses at the beginning of the driver’s next turn.

Rook Road Use

The Harrow allows the party to bring rescued Rooks, supplies, and heavy equipment to Rookhaven. It is also effective as mobile cover during a pursuit encounter.

Heat: High. Starting the Harrow or moving it at speed adds a strong thermal and seismic signature. Helix sensors can detect it more easily than lighter vehicles.


Subterranean Crawler

Rook Model D-7 “Mole”

Vehicle 3 Uncommon, Huge, Tech

It does not go fast. It goes through.

The Mole began life as a geological survey and tunnel-maintenance vehicle. It runs on articulated crawler assemblies capable of gripping slopes, broken rails, and cavern walls. A rotary excavation head clears collapsed tunnels and soft stone.

The vehicle is slow, heavily enclosed, and nearly impossible to maneuver in open combat. Underground, it can go places no conventional vehicle can follow.

Road Profile

CategoryRating
RoleUnderground transport, exploration vehicle
HandlingPoor
ProtectionVery heavy
Crew CapacityPilot, engineer, and six passengers
Best TerrainMines, tunnels, rubble, steep slopes
Main WeaknessExtremely slow in open terrain

Statistics

Price 2,400 credits Space 25 feet long, 15 feet wide, 10 feet high Crew 2: pilot and systems engineer Passengers 6 Piloting Check DC 18 Piloting, DC 20 Crafting, or DC 20 Computers

AC 18 Fort +14 Hardness 12 HP 110; BT 55 Immunities object immunities Resistances acid 5, fire 5

Speed 30 feet; climb 20 feet Collision 4d8 bludgeoning, DC 20

Systems

Sealed Hull

The crew and passengers are completely enclosed. The hull provides filtered air and protects its occupants from ordinary ash, smoke, contaminated water, and thin or thick atmospheres.

Occupants have no line of effect outside the vehicle except through the forward viewport, equipment hatch, or opened doors.

Articulated Treads

The Mole ignores difficult terrain caused by rubble, loose stone, damaged rails, steep mining roads, and similar underground obstacles.

It treats greater difficult terrain of these types as ordinary difficult terrain.

Wall Crawler

The Mole can use its climb Speed only on stone, metal, or similarly solid surfaces capable of supporting its weight. While climbing, it must end every move on a surface no steeper than vertical.

Excavation Head

Outside encounter mode, the Mole can clear collapsed tunnels and excavate loose earth or badly fractured rock.

It clears approximately:

  • 10 feet per minute through loose debris;
  • 5 feet per minute through compacted earth;
  • 5 feet per 10 minutes through ordinary stone.

Reinforced structures, force fields, and specially hardened materials require a separate challenge.

Grinder Ram

When the Mole uses Run Over against a stationary object, barricade, wall, or construct, its collision damage becomes slashing rather than bludgeoning, and it ignores 5 points of the target’s Hardness.

Systems Engineer

The required engineer occupies a secondary control station. The engineer can spend an action to prepare to Aid the pilot’s next Piloting check using Crafting or Computers.

If no engineer is present, the pilot can still operate the Mole, but Crafting and Computers are no longer available as alternate piloting skills.

Emergency Shoring [two-actions]

The engineer deploys hydraulic supports. Until retracted with another two-action activity:

  • The Mole cannot move.
  • Its Hardness increases by 3.
  • Creatures can use its hull as standard cover.
  • It cannot become uncontrolled.

Rook Road Use

The Mole opens routes through the Deepcrack network and can bypass several surface checkpoints. It provides excellent protection but adds substantial travel time.

Heat: Very low while underground. Once the Mole activates its excavation head, seismic sensors may detect it within the region.


Ash Wing

Rook Model A-3 “Ash Wing”

Vehicle 4 Rare, Huge, Tech

A survey aircraft with the serial numbers burned off, the cargo bay replaced by seats, and the flight computer trained to lie.

The Ash Wing is a compact tilt-thrust aircraft designed to survey mining claims and move specialists between isolated facilities. The Rooks modify each craft with ash filters, passive sensors, shielded compartments, and falsified identification systems.

An Ash Wing can bypass most ground hazards and carry a small team directly across Daegox-4. It is also visible to every functioning air-defense system on the planet.

Road Profile

CategoryRating
RoleRapid transport, reconnaissance aircraft
HandlingGood
ProtectionModerate
Crew CapacityPilot and five passengers
Best TerrainOpen air and prepared landing zones
Main WeaknessDetection, air defenses, catastrophic crash risk

Statistics

Price 4,500 credits Space 25 feet long, 25 feet wide, 10 feet high Crew 1 pilot Passengers 5 Piloting Check DC 19 Piloting or DC 21 Computers

AC 19 Fort +12 Hardness 9 HP 72; BT 36 Immunities object immunities Resistances fire 5

Speed fly 100 feet Collision 4d10 bludgeoning, DC 21

Systems

Enclosed Aircraft

All occupants are enclosed and gain greater cover from attacks outside the vehicle. Closed hull panels block line of effect in both directions.

The pilot can see through the cockpit canopy and sensor display.

Vertical Thrust

The Ash Wing can take off and land vertically.

It does not require a runway, but landing on unstable, narrow, or heavily obstructed ground can require a Piloting check.

Ash-Sealed Turbines

The aircraft ignores ordinary environmental penalties caused by ash-filled air.

Severe storms, corrosive clouds, volcanic debris, or similar conditions can still increase its piloting DC.

Forward Weapon Mount

The pilot or front passenger can operate one mounted ranged weapon in a forward 90-degree arc.

The mount is stabilized. Its operator takes no attack penalty after normal vehicle movement but takes the usual –4 penalty if the Ash Wing used a reckless action or was uncontrolled.

Signal Masking

When traveling at half Speed or slower, the pilot can attempt a Computers check instead of Stealth to avoid electronic detection.

The DC is determined by the detecting system. On a critical failure, the Ash Wing broadcasts a clear identifying signature.

Terrain-Hugging Flight

The pilot can attempt a DC 21 Piloting check when beginning a movement no more than 20 feet above the ground.

  • Critical Success: The Ash Wing remains below distant sensor coverage and gains a +2 circumstance bonus against electronic detection until its next turn.
  • Success: It gains a +1 circumstance bonus.
  • Failure: It gains no benefit.
  • Critical Failure: It clips terrain or debris, takes 3d6 bludgeoning damage, and becomes uncontrolled.

Crash Harnesses

When the Ash Wing is destroyed or takes collision damage from striking terrain, its occupants gain resistance 5 against the resulting collision or falling damage.

Rook Road Use

The Ash Wing offers the fastest route to Rookhaven. A successful flight can remove considerable Delay and allow the party to arrive before the attack.

However, flying it creates a major detection risk. Helix Meridian can deploy automated interceptors, while VantaCore can track the aircraft through regional air-control networks.

Heat: Very high unless the crew uses terrain-hugging flight, restored weather data, or a compromised communications array to conceal the trip.


Vehicle Comparison

VehicleLevelSpeedCrew and PassengersHardnessHPCollisionPrimary Role
Raven Dustbike180 feet1 + 15322d6Scout and courier
Skimmer Buggy260 feet1 + 37503d6Fast party transport
Harrow Hauler345 feet1 + 810904d8Armored convoy vehicle
Subterranean Crawler330 feet2 + 6121104d8Underground transport
Ash Wing4Fly 100 feet1 + 59724d10Rapid air transport

Route Effects

VehicleTravel BenefitPursuit EffectMain Cost
Raven DustbikeFast movement on narrow routesBonus when escaping ground pursuitParty needs several bikes
Skimmer BuggyReliable speed over most surface terrainBalanced pursuit performanceLimited armor
Harrow HaulerCarries allies, cargo, and rescued civiliansCan withstand roadblocksEasy to track
Subterranean CrawlerOpens hidden underground routesAvoids most surface patrolsAdds Delay
Ash WingRemoves the most DelayCan bypass ground encountersGreatly increases detection risk

Recommended Availability

The party should not simply purchase all five vehicles at Point Lotious.

VehicleSuggested Access
Raven DustbikeAvailable at Point Lotious or Dustwell Station
Skimmer BuggyRepaired during a safehouse challenge
Harrow HaulerObtained from the Walking Yard or rescued convoy
Subterranean CrawlerRecovered at Echo Shaft or Blackrail Junction
Ash WingHidden at Relay Kestrel or captured from a remote survey station

Each vehicle should open routes while closing others. The choice is not merely which machine has the best statistics, but which risks the party is willing to accept on the road to Rookhaven.

Read-only syndicated snapshot · Syndicated Oct 9, 2026, 3:55 AM. Content updates when the author syndicates again in Adventure Maker.

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