CHAPTER 3: LIBER VEHICULORUM


The third chapter of Main Gauche is all about Vehicles, both mechanical and animal. Now, both of these things were touched upon very briefly in the main book. But only in Price Lists and in the Chase Rules. And, while both of these are useful pieces of information to have, they definitely didn't paint a complete picture of what these various forms of conveyance really mean in the game. Well, that's been rectified here. As with the previous chapter, this one is short (22 pages), but seemingly bigger on the inside.


Chapter 3 begins with "Fantastic Machines", which explains that, as with weapons, strange and dangerous Wytchstone concoctions can be used to create amazing and even fearsome methods of travel, and/or mayhem. Each Fantastic Machine is powered by an "Arkwright Cauldron", or engine, which is in turn powered by "Bottled Lightning". Again, the awesome power of this potent fuel is kept manageable by its high cost and difficult fabrication. But rules are given for doing just that, for those brave or insane enough to play about with Wytchstone.


There is a sidebar on Crafting Fantastic Machines, which refers the reader to the Crafting rules in Chapter 7 of the core book. There are, however, several listed (and statted), for instant in-game use, should your GM allow it. Some of these machines have mighty abilities, and some might push your game into an almost Steampunk (Wytchpunk?) territory. At first, some of these seem almost at odds with the grim n' gritty, humanocentric default of the game. That's not to say they aren't cool, because they are. But I can't see them fitting every campaign. But, like so many things in Zweihander, they are an option you may use to enhance your game or not, depending on your taste.


The actual Fantastic Machines themselves are quite diverse, ranging from the Difference Engine (large, primitive computer), to the Haldavinson (think monstrous American motorcycle), to the Kugelpanzer (nightmarish monowheel of death). Other uses include Torchlamps (a sort of gaslight), and Zeppelins. As might be expected, some of these machines may be quite dangerous to operate. Not only due to the volatile Wytchstone-derived Bottled Lightning, but due to the uncertain results of a mechanical science in its very infancy. Your Character may achieve glory, be immolated, even suffer permanent and grotesque effects due to exposure to Wytchstone's inherent corrupting influence. But it isn't all corrupting influence and unstable rolling deathtraps. No, Main Gauche also has greatly expanded rules for Steeds and more conventional vehicles, such as chariots, carriages and coaches. There are 6 Vehicles and 8 types of mount (War Elephants and Donkeys are included next to several varieties of horse). As with Fantastic Machines, Vehicles are illustrated and described.


As with Weapons, Fantastic Machines and Vehicles have Qualities. These Qualities come into play during Vehicle Combat. As with Weapons, vehicles will have combinations of Qualities that give each a unique character. Some Qualities confer a benefit, and others a limitation or drawback.


Vehicles and Fantastic Machines are then presented on a table, according to the following format:


Name


Drivers the number of persons required to operate said Vehicle


Passengers how many it can carry apart from its crew


Operate Check which Skill is referenced when trying to operate it


Qualities


Movement this is the Vehicle's base Movement , which will be modified by operator Skill


Size Modifier this stat serves two purposes: calculating the Vehicle Threshold (like a Character's Damage Track, but for Vehicles), and determining how much Damage the Vehicle inflicts when it hits/runs over something (or someone)


Horsepower the number of Horses needed to pull a non-Arkwright Cauldron-powered Vehicle


Price


Then, each of the 6 horse-drawn Vehicles are described (with an illustration), as the Fantastic Machines were previously. Aside from one Fantastic Machine, The Juggernaut Frigate, no watercraft are detailed, and it is stated that rules for such will be appearing in a later book.


Next, there is a very helpful, but oddly placed pair of charts which gives the amount of weight that can be lifted overhead by a Character, depending on their Brawn Boonus and Ancestry. This weight is given in both pounds and Encumbrance points, which is very cool. I mean, it's gonna come up at some point. Accompanying these charts is a sidebar explaining how to use these numbers to also calculate your Character's maximum push/pull weight. Like I said, this is very cool, but why not put it next to the "how much does my character weigh" sidebar, in Trappings? It's not a really big deal, at all, and so far Main Gauche doesn't seem to suffer from nearly as many editing problems as the corebook. A minor point of contention, at best.


Descriptions of the various Steeds and their Encumbrance limits are next, followed by a chart in which each mount is listed (from the fast, sturdy Destrier, to the slower but serviceable Rouncey Horse), along with their Movement, Size Modifier, Encumbrance Limit, and Price. These animals, it should be noted, do not have Qualities.


Now, it's on to Vehicle Combat!


Firstly, we're told that Vehicle Combat is intended to be utilized during encounters that use Structured Time, e.g., Combat. An "Operate Check", used when driving/piloting a Vehicle, is used during times of stress, following the same rules as most other Skill Checks. Opposed Tests may also be used, when there may be some type of competing action.


Passengers in or on Vehicles usually have their full amount of Action Points during Combat. Most Vehicles in Main Gauche do not require considerations of Movement around the Vehicle, though there may be exceptions to this, at the GM's discretion.


Those crewing a Vehicle will usually not be able to use normal Combat Actions while doing so, unless the GM allows it.They cann, however, take advantage of a whole host of Vehicle Combat Actions.


Vehicle Combat follows much the same formula as regular Combat, and Actions are divided into Movement Actions, Attack Actions, Perilous Stunts, Special Actions and Reactions. As with regular Combat, both Attack Actions and Perilous Stunts may each only be performed by a character once per turn. In addition, Vehicle Combat uses the same Initiative Ladder as man-to-man combat.


Vehicle Combat uses the following procedure:


Step 1: Positioning - Determine whether the Vehicles are Engaged (Zweihander's term for face-to-face, or close enough to count). Furthermore, you must determine whether each Vehicle is Behind, Beside or In Front Of the other. These determinations are important, as they will decide whether attacks or certain maneuvers can be used or performed.


Step 2: Make the Attack. Collide is the only real Attack Action that a Vehicle can Perform, though there are Perilous Stunts that can be used. Cpmbat in Zweihander gives each Character 3 Action Points, and any that remain unused at the start of your next turn are lost. I like "Action Pool" combat mechanics such as this one, as they tend to do two things: act as a sort of "equalizer", in which everyone basically has the same resources (though there are exceptions, natch): and cause players to think somewhat strategically with regard to the management of that resource. Looking at Vehicle Combat, it seems that a large part of it is using the various actions to best position yourself to attack. It's not too different at all from regular Zweihander Combat, but it has a neat internal logic when it comes to vehicles.



...I had hoped to finish this Chapter tonight, but it's just not in the cards.


TO BE CONTINUED...