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Vehicles

Horses

Features
 

Travel-time:

Normal Speed:
1Map Day = 1Day (24h)
1Map Day = 16h of Travel 6h of Rest (2h rest after 8h of continues Travel)

Continues Sprint:
1Map Day = 0,6Days (16h) MAX 2 DAYS
1Map Day = 8h of Travel 8h of Rest (a normal horse can only sustain this for 3Days after that it has to rest for 24h)  
 

Combat Actions:

Movement:
Free Movement of up to 10m in one Turn

Attack:
Rider can attack with -2 Acc. while moving with the horse  
 

Connected Skills:

Common Skills & Skill Progressions
Generic article | Jun 22, 2021
(Scavenging: Riding Lv.0 )
 
 

Restrictions:

Movement:

Caves
Mountains
Swamps
Jungle  
 

Requirements:

If no grass is present in the environment the Rations are doubled.
1 Ration every 2 Days
1 Ration every Day if in continues Sprint
 
 

Stats:

Str. 8

Pers. 12

Int. 6

Magi. /
Agil. 10

Wis. 7

Char. 6

Craft. /
 

Armor & Weaponry

HP: 10

UNARMORD

NOT WEAPONIZED:


Storage
 

Standard Saddle

6 SI (3 MI)
Holsters:
1 Pistol OR 1 Maschine Pistol
Suspensions:
1 Backpack AND 1 Satchel / Bag  
 

Soldier Saddle

4 SI (2 MI)
Holsters:
1 Pistol AND (1 Rifle OR 1 Bow )
Suspensions:
1 Equipment Suspension  
 

Craftsman Saddle

6 SI (3 MI)
Holsters:
1 Pistol
Suspensions:
2 BI AND 1 Backpack AND 1 Satchel / Bag  
   

War Horse

Features
 

Travel-time:

Normal Speed:
1Map Day = 1,5Days (36h)
1Map Day = 16h of Travel 8h of Rest (3h rest after 4h of continues Travel)

Continues Sprint:
1Map Day = 0,8Days (20h)
1Map Day = 8h of Travel 12h of Rest (a normal horse can only sustain this for 2Days after that it has to rest for 12h)

Without Armor Travel time is equal to a normal Horse
 
 

Combat Actions:

Movement:
Free Movement of up to 5m in one Turn

Attack:
Rider can attack with -2 Acc. while moving with the horse  
 

Connected Skills:

Common Skills & Skill Progressions
Generic article | Jun 22, 2021
(Scavenging: Riding Lv.0 )
 
 

Restrictions:

Movement:

Caves
Mountains
Swamps
Jungle  
 

Requirements:

If no grass is present in the environment the Rations are doubled.
1 Ration every Day
2 Ration every Day if in continues Sprint
 
 

Stats:

Str. 12

Pers. 13

Int. 7

Magi. /
Agil. 8

Wis. 7

Char. 5

Craft. /

Armor & Weaponry

HP: 15

 

Leather Armor

Armor Points: 5
Armor Weakness: Projectile
Armor Strength: Blunt Weapons
Armor Drawbacks: NO DRAWBACKS

Lite-Plate Armor

Armor Points: 4
Armor Weakness: Projectile
Armor Strength: Sharp Weapons
Armor Drawbacks: +2h Rest during Travel
(Normal:1,5Days 38h Sprint: 0,9Days 22h)

Plate Armor

Armor Points: 4
Armor Weakness: Elemental
Armor Strength: Projectile
Armor Drawbacks: +3h Rest during Travel
(Normal:1,6Days 39h Sprint: 0,9Days 23h)

NOT WEAPONIZED


Storage
 

Standard Saddle

6 SI (3 MI)
Holsters:
1 Pistol OR 1 Maschine Pistol
Suspensions:
1 Backpack AND 1 Satchel / Bag
 
 

Soldier Saddle

4 SI (2 MI)
Holsters:
1 Pistol AND (1 Rifle OR 1 Bow )
Suspensions:
1 Equipment Suspension
 
 

Craftsman Saddle

6 SI (3 MI)
Holsters:
1 Pistol
Suspensions:
2 BI AND 1 Backpack AND 1 Satchel / Bag
 
       

Small Walker

Features
 

Travel-time:

Walking Speed:
1Map Day = 1,25Days (30h)
1Map Day = 30h of Travel (every 60h of Operation the Walker needs to Cool down for 8h or it could overheat)

Running Speed:
1Map Day = 0,6Days (16h)
1Map Day = 16h of Travel (every 1h in this mode counts as 2h to overheating)  
 

Combat Actions:

Movement (Running Speed):
Free Movement of up to 5m in one Turn
Can be moved in all 4 Directions

Attack (Running Speed):
If the Driver Hits anyone in it's way (Target Rolls: 1D20 + 2 + Reaction speed of Target over 10 or Takes 1D6 Damage)
 

Connected Skills:

Common Skills & Skill Progressions
Generic article | Jun 22, 2021
(Scavenging: Driving Lv.0 )
 
 

Restrictions:

Movement:

Caves
Mountains
Swamps
Jungle  
 

Requirements:

If in Restricted Terrain Fuel consumption x2
Basic Generator
2 MI of Coal per Day
4 MI of Coal if Sprinting

Electrum Generator
50g (1 SI)of Electrum Dust per Day
100g (1 MI) of Electrum Dust if Sprinting
 
 

Stats:

Str. 14

Pers. 14

Int. /

Magi. /
Agil. 10

Wis. /

Char. /

Craft. /

Armor & Weaponry

HP: 15

 

Lite-Plate Armor

Armor Points: 5 Each Side, 6 Front, 4 Back
Armor Weakness: Projectile
Armor Strength: Sharp Weapons
Armor Drawbacks: NO DRAWBACKS

Plate Armor

Armor Points: 4 Each Side, 5 Front, 3 Back
Armor Weakness: Elemental
Armor Strength: Projectile
Armor Drawbacks: Traveling 1Map Day takes 3 more hours

Armored Tarp (Lite-Plate)

A Hull that covers the Space where the Tarp would normally go, Weapon Mounts now have Windows (L 30cm H 20cm). The Ramp is connected to the Hull by a small hatch. The Cockpit is connected with a rubber Tube to the Hull. The exhaust Port of the Generator is capped off with a small Trapdoor and forms a flat Roof with the rest.
Extra Armor Points: 2 Each Side, 3 Front, 1 Back
Armor Weakness: Projectile
Armor Strength: Sharp Weapons
Armor Drawbacks: Traveling 1Map Day takes 1 more hour

Weapon Mounts

2 cover positions in every direction that grant +1 Acc. and Armor Points equivalent to the Walkers Armor

Cockpit Turret (addon)

Enemies in Front or sides of the Walker can be Attacked, Cockpit needs to be Raised(no entry to the cockpit while in use)
Acc.: +0 Damage: 1D10

Storage
 

5 Crates

6 SI (3 MI) (2 BI)  
 

6 Beds

+2 on the First 2 actions on that Day  
 

2 Steam Bike Slots

Takes up Space of 1 Bead and 1 Crate
Transport Mount for a Steam-Bike
 
 

Basic Furniture

takes up space of 1 Bed and 2 Crates
includes 6 Chairs, 1Table (around the Generator), 1Shelf, 1 Small Kitchen (Cutting Board, cupboard, Oven)  
       

Small Walker (Tracked Variant)

Variant Changes
 

Travel-time:

Walking Speed:
1Map Day = 1,75Days (42h)
1Map Day = 42h of Travel (every 84h of Operation the Walker needs to Cool down for 8h or it could overheat)

Running Speed:
1Map Day = 1,25Days (30h)
1Map Day = 30h of Travel (every 1h in this mode counts as 2h to overheating)  
 

Combat Actions:

Movement (Running Speed):
Free Movement of up to 3m in one Turn
Can be moved in Front or use 1m movement to Turn 90°

Attack (Running Speed):
If the Driver Hits anyone in it's way (Target Rolls: 1D20 + 3 + Reaction speed of Target over 10 or Takes 1D10 Damage)  
 

Requirements:

If in Restricted Terrain Fuel consumption x3
Basic Generator
1 MI of Coal per Day
3 MI of Coal if Sprinting

Electrum Generator
25g (1/2 SI)of Electrum Dust per Day
50g (1 SI) of Electrum Dust if Sprinting
 
 

Restrictions:

Movement:

Caves
Mountains (Impassible)
Swamps (Fuel Consumption of only x1.5)
Jungle (Fuel Consumption of only x1.5)  

Additional Changes

+2 Armor points in All Directions for any armor Type Chosen

Cockpit Turret dose not restrict Cockpit entrance and can be maned independently

 
       

Small Walker (Wheeled Variant)

Variant Changes
 

Travel-time:

Walking Speed:
1Map Day = 1Days (24h)
1Map Day = 24h of Travel (every 48h of Operation the Walker needs to Cool down for 8h or it could overheat)

Running Speed:
1Map Day = 0,5Days (12h)
1Map Day = 12h of Travel (every 1h in this mode counts as 2h to overheating)  
 

Combat Actions:

Movement (Running Speed):
Free Movement of up to 8m in one Turn
Can be moved in Front or use 1m movement to Turn 90°

Attack (Running Speed):
If the Driver Hits anyone in it's way (Target Rolls: 1D20 + 1 + Reaction speed of Target over 10 or Takes 1D8 Damage)  
 

Requirements:

If in Restricted Terrain Fuel consumption x2
Basic Generator
3 MI of Coal per Day
6 MI of Coal if Sprinting

Electrum Generator
75g (1 1/2 SI)of Electrum Dust per Day
120g (1 1/2 MI) of Electrum Dust if Sprinting
 
 

Restrictions:

Movement:

Caves
Mountains (Impassible)
Swamps (Impassible)
Jungle
Forrests  

Additional Changes


Cockpit Turret has -1 Acc. while Moving

 

Traveling in Terradox

The Maps of Terradox are based on the average distance a horse can travel in a day.

1Map Day = 16h of Travel 6h of Rest (2h rest after 8h of continues Travel)

Mount Specific Equipment

Mount Equipment

Standard Saddle

6 SI (3 MI)
Holsters:
1 Pistol OR 1 Maschine Pistol
Suspensions:
1 Backpack AND 1 Satchel / Bag

Soldier Saddle

4 SI (2 MI)
Holsters:
1 Pistol AND (1 Rifle OR 1 Bow )
Suspensions:
1 Equipment Suspension

Craftsman Saddle

6 SI (3 MI)
Holsters:
1 Pistol
Suspensions:
2 BI AND 1 Backpack AND 1 Satchel / Bag

Leather Armor

Armor Points: 5
Armor Weakness: Projectile
Armor Strength: Blunt Weapons
Armor Drawbacks: NO DRAWBACKS

Lite-Plate Armor

Armor Points: 4
Armor Weakness: Projectile
Armor Strength: Sharp Weapons
Armor Drawbacks: +2h Rest during Travel
(Normal:1,5Days 38h Sprint: 0,9Days 22h)

Plate Armor

Armor Points: 4
Armor Weakness: Elemental
Armor Strength: Projectile
Armor Drawbacks: +3h Rest during Travel
(Normal:1,6Days 39h Sprint: 0,9Days 23h)


 

Walker and Transports Designs:

Small Walker (Standard)
The Small Walker is a 4 Legged rectangular box with it's top open and a small (W 1m L 2m H 2m) sized cockpit that can be lowered or lifted according to the terrain. The Walkers Cockpit is in Front an a Ramp in the Back the Side Walls (H 1,20m) can act as cover in the event of Combat. The Cockpit has 4 windows 1 in Front (W 75cm H 30cm), 1 on each side (L 20cm H 30cm ), 1 on the Ceiling (W 40cm L 20cm) and 1 on the floor (W 40cm L 20cm). All Cockpit Windows have shutters to close them, the cockpit Seat is positioned between the two on the side and the One in Front, it can be closed of with a lite plate Door to the back. The cockpit is designed to be operated by one Pilot alone. in the Center of the Walker is the Generator located, the Cargo suspensions can be found here, as well as hinges to support a Tarp. The For Legs of the Walker are each mounted on the corners of the main Platform and have an array of hinges to hold 2 small Cargo boxes, and to connect to a Tarp.
When inactive the Walker lowers it's main Platform to 0,5m above ground and the Ramp extends. each Side of the Walker has a mounts for a Rifle near each Corner. The Generator Runs on Coal(Burning) or on Electrum Dust based on Generator Model.

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Cover image: by Alfred Kruse

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