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.
| Action | Use |
|---|---|
| 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
| Construction | Typical Protection |
|---|---|
| Open saddle | No cover |
| Roll cage or low side panels | Lesser cover |
| Armored cabin | Standard cover |
| Fully enclosed hull | Greater 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
| Category | Rating |
|---|---|
| Role | Scout, courier, pursuit vehicle |
| Handling | Excellent |
| Protection | Minimal |
| Crew Capacity | Pilot and one passenger |
| Best Terrain | Open ash, mining roads, narrow trails |
| Main Weakness | Exposed 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
| Category | Rating |
|---|---|
| Role | Party transport, skirmisher |
| Handling | Very good |
| Protection | Light |
| Crew Capacity | Pilot and three passengers |
| Best Terrain | Ash flats, bad roads, rocky lowlands |
| Main Weakness | Open 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
| Category | Rating |
|---|---|
| Role | Armored transport, convoy anchor |
| Handling | Poor |
| Protection | Heavy |
| Crew Capacity | Pilot and eight passengers |
| Best Terrain | Mining roads, ash plains, open industrial ground |
| Main Weakness | Slow, 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
| Category | Rating |
|---|---|
| Role | Underground transport, exploration vehicle |
| Handling | Poor |
| Protection | Very heavy |
| Crew Capacity | Pilot, engineer, and six passengers |
| Best Terrain | Mines, tunnels, rubble, steep slopes |
| Main Weakness | Extremely 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
| Category | Rating |
|---|---|
| Role | Rapid transport, reconnaissance aircraft |
| Handling | Good |
| Protection | Moderate |
| Crew Capacity | Pilot and five passengers |
| Best Terrain | Open air and prepared landing zones |
| Main Weakness | Detection, 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
| Vehicle | Level | Speed | Crew and Passengers | Hardness | HP | Collision | Primary Role |
|---|---|---|---|---|---|---|---|
| Raven Dustbike | 1 | 80 feet | 1 + 1 | 5 | 32 | 2d6 | Scout and courier |
| Skimmer Buggy | 2 | 60 feet | 1 + 3 | 7 | 50 | 3d6 | Fast party transport |
| Harrow Hauler | 3 | 45 feet | 1 + 8 | 10 | 90 | 4d8 | Armored convoy vehicle |
| Subterranean Crawler | 3 | 30 feet | 2 + 6 | 12 | 110 | 4d8 | Underground transport |
| Ash Wing | 4 | Fly 100 feet | 1 + 5 | 9 | 72 | 4d10 | Rapid air transport |
Route Effects
| Vehicle | Travel Benefit | Pursuit Effect | Main Cost |
|---|---|---|---|
| Raven Dustbike | Fast movement on narrow routes | Bonus when escaping ground pursuit | Party needs several bikes |
| Skimmer Buggy | Reliable speed over most surface terrain | Balanced pursuit performance | Limited armor |
| Harrow Hauler | Carries allies, cargo, and rescued civilians | Can withstand roadblocks | Easy to track |
| Subterranean Crawler | Opens hidden underground routes | Avoids most surface patrols | Adds Delay |
| Ash Wing | Removes the most Delay | Can bypass ground encounters | Greatly increases detection risk |
Recommended Availability
The party should not simply purchase all five vehicles at Point Lotious.
| Vehicle | Suggested Access |
|---|---|
| Raven Dustbike | Available at Point Lotious or Dustwell Station |
| Skimmer Buggy | Repaired during a safehouse challenge |
| Harrow Hauler | Obtained from the Walking Yard or rescued convoy |
| Subterranean Crawler | Recovered at Echo Shaft or Blackrail Junction |
| Ash Wing | Hidden 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.