Void Trains

The primary method of transport between the islands of the void are the void trains. These powerful steam-driven engines travel from island to island on impossible tracks through the void, metal islands of warmth and safety in a hostile reality.


Rules

Void trains are protected by void shields, and grant this protections to any carriages and cars connected to the engine.

As with any train, there are two parts to these vehicles - the engine and the carriages. Each engine can only pull a certain number of carriages at once, limiting how long each train can be.

The prices also include the void shield that protect the train as a whole.

Deceleration: Trains are big, and not easy to stop. They reduce their speed by 15ft per turn when stopping, meaning in an emergency they may not stop in time.


Engines

Shunter
Huge land vehicle
Squares 6 (10 wide ft. by 30 ft long.; 10 feet high Cost 34,000 gp
Defense
AC 6; Hardness 10
hp 120
Base Save +1
Offense Maximum Speed 90 ft.; Acceleration 30 ft.
CMB +2; CMD 12
Ramming Damage: 3d8
Description
These smaller, powerful engines are designed to move smaller trains and shunting cars around a yard. Not really suited to pulling passengers cars long distances these smaller trains are a relatively common sight pulling small cargo loads between islands.
Crew: 1-2
Max Cars: 6

Locomotive
Gartuan land vehicle
Squares 12 (10 wide ft. by 60 ft long.; 10 feet high Cost 64,000 gp
Defense
AC 8; Hardness 10
hp 220
Base Save +4
Offense Maximum Speed 90 ft.; Acceleration 30 ft.
CMB +2; CMD 12
Ramming Damage: 5d8
Description
The quintessential engine, the very image most people picture when they think 'void train', these workhorse vehicles ply the tracks far and wide. The bulk of engines seen tend to be this model, modified or with specialist cars to serve almost any purpose.
Crew: 2-4
Max Cars: 12

Freight Train
Gartuan land vehicle
Squares 14 (10 wide ft. by 70 ft long.; 10 feet high Cost 64,000 gp
Defense
AC 8; Hardness 12
hp 290
Base Save +4
Offense Maximum Speed 120 ft.; Acceleration 15 ft.
CMB +5; CMD 15
Ramming Damage: 6d8
Description
The quintessential engine, the very image most people picture when they think 'void train', these workhorse vehicles ply the tracks far and wide. The bulk of engines seen tend to be this model, modified or with specialist cars to serve almost any purpose.
Crew: 3-6
Max Cars: 22


Modifications

Alchemical Engine: Powerful alchemy enhances and upgrades the train, pushing it faster and harder than simple steam alone. Cost: 5000gp.

Armor Plating: Increase the train's AC by 2 and the hardness by 2.
Cost: 3000gp.


Train Cars

Base Car
Gargantuan land vehicle
Squares 12 (10 wide ft. by 60 ft long.; 10 feet high Cost 1,000 gp + the cost of a room
Defense
AC 8; Hardness 10
hp 80
Base Save +2
Description
A basic shell on wheels, effectively. The beauty of these empty carriages is they can be further modified, adding any of the rooms - and there effects - from rooms and teams. This allows train cars to serve nearly any purpose one can dream of.

Weapons Car
Gargantuan land vehicle
Squares 12 (10 wide ft. by 60 ft long.; 10 feet high Cost 1,000 gp + the cost of a siege weapons
Defense
AC 10; Hardness 14
hp 120
Base Save +2
Description
A platform for four Large Siege Engines, two Huge Siege Engines, or one Gargantuan Siege engine. This includes powder and ammunition magazines to keep the weaponry safe.


Train Car Modifications

Extra Length: Increase a train car by 10ft, to a maxminum of half it's original length.
Cost: 400 gp per 10ft added.

Armor Plating: Increase the train's AC by 2 and the hardness by 2.
Cost: 2000gp.

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