Vehicles

Vehicles

The pièce de résistance of Baton Constructs has to be the vehicles that can be created from them. The wielder pulls apart the Baton and the vehicle is formed between the two separated halves, which themselves become the rider’s hand grips. Those experiences with Baton vehicles will often leap into the air while pulling the Baton apart to activate the vehicle, which then forms around them, then landing with the vehicle and taking off. Vehicles form very quickly, taking only one melee action. While vehicles Derez when the rider loses possession of the Baton-hand grips due to these constructs being highly complex and much larger than the rest it can take up to half a melee round for the vehicle to Derez (this does not include being ‘destroyed’ bay having all of its M.D.C. depleted, or impacting a Light Ribbon, both of these instances cause the vehicles to Derez instantly, shattering into little cubes before dissipating). Some riders use this fact tactically, aiming their vehicle for a ramming attack, and leaping free at the last moment, and retrieving the Baton after the fact. When a vehicle is destroyed/Derezed the Baton is not destroyed, although sometimes the two halves are scattered and need to be recovered individually and re-joined. When Drezed/destroyed due to weapons fire or impact the Vehicle, as it is Derezing, absorbs the remnants of the attack that destroyed it, no damage bleeds through to the Rider (this includes volleys, explosions and burst/automatic fire). Please note that the vehicles presented here are the standard or generic models, and that there is potentially an unlimited number stylistic variations (but all use the same stats).

1. Light-Cycle:

The quintessential Baton-vehicle. It is a fast and highly manoeuvrable vehicle. Light-Cycles actually come in a variety of models and types. Most of the vehicle stats do not change, aside from the inclusion or exclusion of a partial or full canopy covering the rider. The Full Canopy actually renders the vehicles environmentally sealed; however the partial canopies do not. In either case both full and partial offer additional protection to the rider. The only weapon available to a Light-Cycle is the Light Ribbon. Light-Cycles are best suited for smooth travel and are at their best on roads, however even a beaten or worn trail will suffice; going completely off-road reduces Maximum Speed by 30%. Being lightweight and highly manoeuvrable these cycles are capable of amazing jumps, even with no ramp or incline. There are two other models of Light-Cycle that are not nearly as common as the standard variants, are not entirely rare either. The first is cycle that you sit inside of rather than astride, with your legs forward, and in an almost reclined position, the second being a two-seat variant of the single seat models.
Programming Point Value: 15 points. ‘+5 points for the rare two-seat model (front & back).
Vehicle Type: Personal Ground Transport
Crew: 1 (cannot take passengers, but there are some rare two-seat variants)
M.D.C. by Location (S.D.C. in S.D.C. realms):
• Front Tire – Equal to the Rider’s P.E. attribute number x1.5
• Rear Tire – Equal to the Rider’s P.E. attribute number x2
• ~Windshield – 10
• ~Partial Canopy – Equal to the Rider’s P.E. attribute number
• ~~Full Canopy – Equal to the Rider’s P.E. attribute number x2
• Main Body – Equal to the Rider’s P.E. attribute number x3
A single ‘~’ indicates an optional feature that not all cycles have.
A double ‘~’ indicates an optional feature that not all cycles have, but those that do have it damage comes off of it first before the Rider or Main Body can be targeted.
Performance:
Acceleration (0-60 mph): Under 2 seconds (one melee action/attack).
Maximum Speed: Rider’s P.E. attribute number x20 mph.
Cruising Speed: Whatever the Rider desires up to Maximum Speed.
Maximum Range: Unlimited, can go for as long as the Rider needs it to.
Jump Capabilities: From a flat surface the rider can cause their bike to vertically jump 1 ft. per 4 P.E. attribute points, double that for horizontal jumps. Given the slightest incline or ramp to jump off of this can be increased vertically by 1 ft. per 10 mph of speed being travelled, again, double for horizontal. If jumping off of a high object the cycle can withstand drops from heights of up to 5 ft. per P.E. point of the Rider. Jumps cannot be attempted from a standing position, there must be forward momentum of at least 10 mph.
Statistical Data:
Length: 5-10 ft. depending on model (with an additional 2-5 ft. for models with two seats).
+Width:
2-4 ft. depending on model.
Weight: Negligible, as a solid but temporary construct of energy that disappears when not in use or destroyed weight is not a factor.
Engine/Power System: Alien; Unknown.
Special Bonuses: Light-Cycles handle so well that the Rider gets a ‘+10% bonus to the piloting skill, is ‘+2 on initiative, and ‘+2 to dodge, and penalties for evasive manoeuvres and trick riding are reduced by 60%. Additionally if the Portable Sensor, Personal Organizer, and/or any of the Communications configurations are known, then they can be accessed from the ‘dash board’ of the vehicle for an additional 0.5 points each (regarding comm features 0.5 points gets you access to all such features).
Weapon System
1. Light Ribbon: A light ribbon is an impenetrable, temporary wall of ‘light’ generated behind vehicles (actually a blend of energy and force). Designed primarily for use against other Baton-vehicles it is often used strategically to Derez opponents forced to crash into them. Their low height allows nimble vehicles to jump over them, and they can otherwise be avoided by waiting until the ribbon dissipates after a short time or steering clear of them. Light ribbons can also be destroyed by force from high impact collisions or weapons fire.
The light ribbon is transparent, with a refractive index similar to that of water. This transparency therefore gives light ribbons a liquid appearance. The ribbon also has a colour shaded hue that reflects the colour of the Baton.
While other Baton-vehicles will Derez upon impact other vehicles or individuals may fare better (or worse): Impact by other vehicles (or individuals) result in crash/impact damage of 3D6, ‘+2D6 per 10 mph of speed at time of impact to the section(s) of ribbon hit, and double that damage to the portion of the vehicle (or to the individual) that hit the ribbon, if a true head-on or full body collision damage goes to the main body of the vehicle as well. Damage is S.D.C. in such realms, and Mega-Damage in M.D.C. realms. If the damage to the wall exceeds the S.D.C./M.D.C. of that section of the wall, then it shatters/Derezes (this can be accomplished through crashes/impacts or weapons fire).
The Light Ribbon is a temporary construct, and after it is engaged will only exist for a limited amount of time. Fortunately Light Ribbons do have to be activated and can be turned on an off at will of the Rider. A vehicle can pass through its own Light Ribbon with no ill effect. In some instances allies have connected and co-ordinated their Batons and are able to pass through each other’s Light Ribbons. Sadly most forget to do this, or don’t have the opportunity.
M.D.C. of the Ribbon: Rider’s P.E. attribute number x5 per 10 ft. section.
Duration of the Ribbon: 1 melee round for every 2 P.E. points of the Rider.
Height of the Ribbon: 3-5 ft.
Width of the Ribbon: 6 inches
Length of the Ribbon: Limited only by activation and duration.

2. Snowmobile:

Despite its name the Snowmobile is actually a rugged off-road version of the Light-Cycle, with a tread over its wheels. The back wheel is much larger than the front giving this vehicle and unusual shape. It is an open vehicle, with no cover or canopy. Perfect for loose or rough/treacherous terrain such as sand, snow, loose gravel, wet or slippery surfaces, etc. it still manages to maintain amazing speed (even if not up to Light-Cycle standards), and handles extremely well.
Programming Point Value: 15 points.
Vehicle Type: Personal Ground Off-Road Transport
Crew: 1 (cannot take passengers)
M.D.C. by Location (S.D.C. in S.D.C. realms):
• Treads (2) – Equal to the Rider’s P.E. attribute number x2 each
• Main Body – Equal to the Rider’s P.E. attribute number x4
Performance:
Acceleration (0-60 mph): Approx. 4 seconds (two melee actions/attacks).
Maximum Speed: Rider’s P.E. attribute number x15 mph.
Cruising Speed: Whatever the Rider desires up to Maximum Speed.
Maximum Range: Unlimited, can go for as long as the Rider needs it to.
Jump Capabilities: From a flat surface the rider can cause their bike to vertically jump 1 ft. per 6 P.E. attribute points, double that for horizontal jumps. Given the slightest incline or ramp to jump off of this can be increased vertically by 1 ft. per 15 mph of speed being travelled, again, double for horizontal. If jumping off of a high object the cycle can withstand drops from heights of up to 5 ft. per P.E. point of the Rider. Jumps cannot be attempted from a standing position, there must be forward momentum of at least 10 mph.
Statistical Data:
Length: 5-10 ft. depending on model.
Width: 2-4 ft. depending on model.
Weight: Negligible, as a solid but temporary construct of energy that disappears when not in use or destroyed weight is not a factor.
Engine/Power System: Alien; Unknown.
Special Bonuses: Snowmobiles handle very well even under the most extreme circumstances, the Rider gets a ‘+15% bonus to the piloting skill, is ‘+1 on initiative, and ‘+2 to dodge, and penalties for rough terrain, evasive manoeuvres, and trick riding are reduced by half. Additionally if the Portable Sensor, Personal Organizer, and/or any of the Communications configurations are known, then they can be accessed from the ‘dash board’ of the vehicle for an additional 0.5 points each (regarding comm features 0.5 points gets you access to all such features).
Weapon System
1. Light Ribbon: See the description under the Light-Cycle.

3. Light-Jet:

The Light-Jet is an open-topped vehicle where the Rider rides on top/astride the vehicle like a motorcycle. It is extremely fast and highly manoeuvrable. Additionally it possesses forward facing pulse weapons in addition to its Light Ribbon. There also exists a civilian version of this vehicle sans the Pulse Cannon.
Programming Point Value: 20 points for the civilian version, ‘+15 points to upgrade to the military version (not available on all Batons).
Vehicle Type: Personal Aerial Transport
Crew: 1 (cannot take passengers)
M.D.C. by Location (S.D.C. in S.D.C. realms):
• Wings (2-4) – Equal to the Rider’s P.E. attribute number x1.5 each
• Main Body – Equal to the Rider’s P.E. attribute number x3
Performance:
Acceleration (0-60 mph): Approx. 1.5 seconds (one melee action/attack).
Maximum Speed: Rider’s P.E. attribute number x25 mph.
Cruising Speed: Whatever the Rider desires up to Maximum Speed.
Maximum Range: Unlimited, can go for as long as the Rider needs it to.
Maximum Altitude: Unlimited, the Light-Jet can be used to reach and break orbit (limited by the pilot’s ability to survive such endeavours).
Capabilities: The Light-Jet is VOTL capable, but is unable to perform a sustained stationary hover, it is at its best when moving at high speed. While the jet can be used to break orbit unless the rider is otherwise protected this would be an unadvisable endeavour, as the vehicle offers no protection from the ascent or vacuum. If this is taken care of then the Light-Jet can be used as a trans-atmospheric craft. In Space the Maximum Speed of the jet is tripled.
Statistical Data:
Length: 6-12 ft. depending on model.
Width: 2-4 ft. depending on model, 10-16 ft. with the wingspan.
Weight: Negligible, as a solid but temporary construct of energy that disappears when not in use or destroyed weight is not a factor.
Engine/Power System: Alien; Unknown.
Special Bonuses: Light-Jets are supremely manoeuvrable, the Rider gets a ‘+15% bonus to the piloting skill, is ‘+2 on initiative, and ‘+4 to dodge while flying, and penalties for evasive manoeuvres and trick flying are reduced by 75%. Additionally if the Portable Sensor, Personal Organizer, and/or any of the Communications configurations are known, then they can be accessed from the ‘dash board’ of the vehicle for an additional 0.5 points each (regarding comm features 0.5 points gets you access to all such features).
Weapon System
1. Light Ribbon: See the description under the Light-Cycle.
2. Pulse Cannons (2): On either side of the hand grip there is a forward facing Pulse Cannon. These are fixed in place so the Rider must aim the whole vehicle at his targets (placement may vary depending on variant design specifics). These cannons fire energy pulses similar to the Bio-Energy Blasts under Ranged Weapons, however due to the enhanced complexity and design of the vehicle, as well as advanced energy processing capabilities provided by such a large and complex construct more shots are able to be fired before these penalties take effect.
Range: 150 ft. per P.E. point of the wielder.
Damage: 5D6 per single shot (set damage instead of based on the Rider’s P.E., theorized to help with the energy processing), 1D6x10+10 damage from a 3-shot burst, 2D4x10+10 damage from a 5-shot burst, and 3D6x10 damage from a 10 shot burst. Damage is S.D.C. in such Realms, and Mega-Damage in M.D.C. Realms. Damage also affects/damages all Supernatural Beings and Creatures of Magic, including animated dead, zombies, golems, vampires, werewolves, demons, dragons, godlings, etc. Also damages superbeings who are Invulnerable. Due to the unique properties of the burst being both energy and a solid mass those that have resistance to either energy or physical blows find that resistance only half as effective, and those immune to either energy or physical attacks still take half damage.
Payload: Effectively unlimited, can fire 5 shots per P.E. point per hour per cannon, but firing more blasts per hour than the user has P.E. points, will weaken the wielder of the weapon (loses two melee attacks/actions, and half of all combat bonuses for the next 1D6 minutes, for each additional 10 shots fired).
Rate of Fire: Single Shots, 3-Shot Bursts, 5-Shot Bursts, 10-Shot Bursts. Each (sing shot or any burst) counts as one melee attack. Burst firing is divided between both cannons to achieve this rapid-fire assault.

4. Light-Boat:

The Light-Boat, unlike most other Baton-Vehicles has a fully enclosed pilot’s compartment for the Rider (also making it fully environmental). The rider remains in an astride position, like riding a motorcycle. The reason for this is because the Light-Boat is also fully submersible. The boat fast and quite manoeuvrable, on the surface as well as submerged, but loses some of its manoeuvrability when hydroplaning . Additionally it possesses forward facing pulse weapons in addition to its Light Ribbon. The Light-Boat is very similar in configuration to the Light-Jet, with Pontoons very similar to wings on either side of the pilot’s compartment that act as ballast tanks, and also house two of the retractable hydroplanes used for high-speed surface travel (the third is housed in the main body). There also exists a civilian version of this vehicle sans the Pulse Cannon.
Programming Point Value: 15 points for the civilian version, ‘+10 points to upgrade to the military version (not available on all Batons).
Vehicle Type: Personal Aquatic Transport
Crew: 1 (cannot take passengers)
M.D.C. by Location (S.D.C. in S.D.C. realms):
• Pontoons (2) – Equal to the Rider’s P.E. attribute number x2 each
• Hydroplanes (3) – Equal to the Rider’s P.E. attribute number each
• Main Body – Equal to the Rider’s P.E. attribute number x4
• ~Pilot’s Compartment – Equal to the Rider’s P.E. attribute number x1.5
A single ‘~’ indicates that destruction of this will cause the compartment to lose environmental protection. Additionally the Pilot’s Compartment (which is essentially a glorified canopy) can be retracted, leaving the rider exposed in a more Jet-Ski like fashion. Without the Canopy the submersible speed is reduced by 20%, and the pilot is no longer protected from the lack of air, or pressure from depth.
Performance:
Acceleration (0-60 mph): Approx. 4 seconds (two melee actions/attacks) underwater and in normal surface travel mode, approx. 1.5 seconds (one melee action/attack) in hydroplane mode.
Maximum Speed: Rider’s P.E. attribute number x20 mph on the surface as a regular buoyant watercraft, x15 mph as a submersible, and x25 mph as a Hydrofoil.
Cruising Speed: Whatever the Rider desires up to Maximum Speed.
Maximum Range: Unlimited, can go for as long as the Rider needs it to.
Maximum Depth: 1000 ft. per P.E. attribute point of the Rider.
Capabilities: Skipping along the water’s surface the rider can cause their bike to vertically jump 1 ft. per 2 P.E. attribute points, double that for horizontal jumps. Given the slightest wave to jump off of this can be increased vertically by 2 ft. per 10 mph of speed being travelled, again, double for horizontal. If jumping from a submerged depth theses distances can be doubled. Jumps cannot be attempted from a still position, there must be forward momentum of at least 10 mph. additionally when the pilot’s compartment is sealed it protects the Rider from the pressures of depth, as well as from the dangers of rapid descent and ascent (the bends). Some Riders who have other protection from being submerged and/or the pressures of depth prefer to ride with the canopy retracted for a variety of personal or other reasons.
Statistical Data:
Length: 6-12 ft. depending on model.
Width: 2-4 ft. depending on model, 8-16 ft. with the pontoons.
Weight: Negligible, as a solid but temporary construct of energy that disappears when not in use or destroyed weight is not a factor.
Engine/Power System: Alien; Unknown.
Special Bonuses: Light-Boats are highly manoeuvrable, the Rider gets a 10% bonus to the piloting skill, is ‘1 on initiative, and’ 2 to dodge on the surface of the water, and ‘4 while submerged, and penalties for ‘rough seas’, evasive manoeuvres, and trick piloting are reduced by 75%. Additionally if the Portable Sensor, Personal Organizer, and/or any of the Communications configurations are known, then they can be accessed from the ‘dash board’ of the vehicle for an additional 0.5 points each (regarding comm features 0.5 points gets you access to all such features).
Weapon System
1. Light Ribbon: See the description under the Light-Cycle.
2. Pulse Cannons (2): See the description under the Light-Jet.

5. Space Jet:

The Space Jet is rarest of all the Baton-vehicles. In appearance it looks like a Light-Jet with the Pilot’s Compartment of the Light-Boat, and this is not too far from being accurate. It essentially is a modified Light-Jet with a retractable canopy that provides an environmental pilot’s compartment, the other main difference from the Light-Jet is that the performance is optimized for the vacuum of space, and suffers considerable inside an atmosphere. It is also the most durable of all Baton-Vehicles. It is extremely fast and highly manoeuvrable. Additionally it possesses forward facing pulse weapons in addition to its Light Ribbon. The Space Jet is trans-atmospheric, but performance inside an atmosphere is greatly reduced. There also exists a civilian version of this vehicle sans the Pulse Cannon.
Programming Point Value: 30 points for the civilian version, ‘+40 points to upgrade to the military version (not available on all Batons).
Vehicle Type: Personal Space Transport
Crew: 1 (cannot take passengers)
M.D.C. by Location (S.D.C. in S.D.C. realms):
• Wings (2-4) – Equal to the Rider’s P.E. attribute number x3.5 each
• Main Body – Equal to the Rider’s P.E. attribute number x5
• ~Canopy – Equal to the Rider’s P.E. attribute number x2
~A single ‘~’ indicates that destruction of this will cause the compartment to lose environmental protection. Unless the Rider has another way of surviving in vacuum this may be extremely hazardous.
Performance:
Acceleration (0-60 mph): Approx. 1 second (less than one melee action/attack), reduced to 5 seconds (2 melee actions/attacks) inside an atmosphere.
Maximum Speed: Mach for every 2 P.E. attribute number of the Rider (a P.E. of 10 means Mach 5) in space, but reduced to the Rider’s P.E. attribute number x10 mph inside an atmosphere.
Cruising Speed: Whatever the Rider desires up to Maximum Speed.
Maximum Range: Unlimited, can go for as long as the Rider needs it to.
Maximum Altitude: Unlimited, the Space Jet can be used to break orbit if inside an atmosphere.
Capabilities: The Space Jet is VOTL capable, but is unable to perform a sustained stationary hover, it is at its best when moving at high speed. The canopy of the jet offers protection from the atmospheric descent and ascent, as well as the vacuum of space. Some Riders who have other protection from vacuum prefer to ride with the canopy retracted for a variety of personal or other reasons.
Statistical Data:
Length: 6-14 ft. depending on model.
Width: 2-4 ft. depending on model, 10-18 ft. with the wingspan.
Weight: Negligible, as a solid but temporary construct of energy that disappears when not in use or destroyed weight is not a factor.
Engine/Power System: Alien; Unknown.
Special Bonuses: Space Jets are supremely manoeuvrable, the Rider gets a ‘+15% bonus to the piloting skill (no bonus inside an atmosphere), is ‘+2 on initiative, and ‘+8 to dodge while flying (reduced to ‘+2 inside an atmosphere), and penalties for evasive manoeuvres and trick flying are reduced by 80% (no reduction inside an atmosphere). Additionally if the Portable Sensor, Personal Organizer, and/or any of the Communications configurations are known, then they can be accessed from the ‘dash board’ of the vehicle for an additional 0.5 points each (regarding comm features 0.5 points gets you access to all such features).
Weapon System
1. Light Ribbon: See the description under the Light-Cycle.
2. Pulse Cannons (2): See the description under the Light-Jet.

6. Monocycle:

This is a rather unusual looking vehicle, being comprised of a single large wheel that surrounds the seat and controls. While looking unsteady it is in fact supremely balanced using an advanced gyroscopic system, allowing the seat & control unit being able to tilt to either side, and the wheel frame being able to tilt in the opposite direction, for enhanced manoeuvrability (as well as allowing the rider to fire weapons or get a better view). The nature of the Monocycle allows it to be of a much smaller and more compact design, making it ideal for urban or densely populated areas where a lot of weaving and turns are expected. Further the Monowheel is able to drive up any incline, even vertical planes, and even appear to defy gravity by driving along the underside of overhangs, such as roofs, or bridges (underneath them). Even more amazing is that the transition can be as simple as driving up to, let’s say a wall, and then continuing up the wall without slowing or stopping. The design allows the rider to remain in an ‘upright’ position through all of this, it also allows the vehicle to tilt almost vertically while maintaining momentum. While most versions of this vehicle are open sided but some versions have a full retractable canopy that covers both sides (which also forces the rider to rely on view-screens to pilot). When the full canopy is in place it provides an environmental seal allowing the vehicle to travel underwater or in hostile environments (like a vacuum) without adverse effects to the rider, but must have a surface to travel along.
Programming Point Value: 20 points.
Vehicle Type: Personal Ground Transport
Crew: 1 (cannot take passengers)
M.D.C. by Location (S.D.C. in S.D.C. realms):
• Mono Tire – Equal to the Rider’s P.E. attribute number x2.5
• ~Full Canopy – Equal to the Rider’s P.E. attribute number x3
• Main Body – Equal to the Rider’s P.E. attribute number x2
A singe ‘~’ indicates an optional feature that not all cycles have, but those that do have it damage comes off of it first before the Rider or Main Body can be targeted.
Performance:
Acceleration (0-60 mph): Under 2 seconds (one melee action/attack).
Maximum Speed: Rider’s P.E. attribute number x20 mph.
Cruising Speed: Whatever the Rider desires up to Maximum Speed.
Maximum Range: Unlimited, can go for as long as the Rider needs it to.
Jump Capabilities: From a flat surface the rider can cause their bike to vertically jump 1 ft. per 2 P.E. attribute points, double that for horizontal jumps. Given the slightest incline or ramp to jump off of this can be increased vertically by 1 ft. per 5 mph of speed being travelled, again, double for horizontal. If jumping off of a high object the cycle can withstand drops from heights of up to 10 ft. per P.E. point of the Rider. Jumps cannot be attempted from a standing position, there must be forward momentum of at least 5 mph.
Statistical Data:
Diameter: 3-10 ft. depending on model design.
Width: 1-4 ft. depending on model.
Weight: Negligible, as a solid but temporary construct of energy that disappears when not in use or destroyed weight is not a factor.
Engine/Power System: Alien; Unknown.
Special Bonuses: Monocycles handle so well that the Rider gets a ‘+10% bonus to the piloting skill, is ‘+2 on initiative, and ‘+4 to dodge, as well as granting the rider a ‘+2 autododge, and penalties for evasive manoeuvres and trick riding are reduced by 60%. Further the Monocycle is capable of driving up vertical inclines, and along the underside of raised surfaces (ceilings/roofs, etc.). Additionally if the Portable Sensor, Personal Organizer, and/or any of the Communications configurations are known, then they can be accessed from the ‘dash board’ of the vehicle for an additional 0.5 points each (regarding comm features 0.5 points gets you access to all such features).
Weapon System
1. Light Ribbon: See the description under the Light-Cycle.

7. The Mole:

This cylindrical vehicle is designed for underground travel/tunnelling. Basically an armoured Tube with 3 treads spaced evenly around it, and a spinning drill at the front. The rider is either seated in a reclined position, almost lying on their back, or in a facing forward nearly prone position. There are no viewports or windows, the pilot’s compartment is completely sealed (and environmental), and all navigation is done via view-screens and sensors (very basic underground directional navigation sensors are included). The pilots compartment is essentially the main body as well, but is highly durable in order to withstand the terrain it must traverse.
Programming Point Value: 20 points.
Vehicle Type: Personal Underground Transport
Crew: 1 (cannot take passengers)
M.D.C. by Location (S.D.C. in S.D.C. realms):
• Drill Head – Equal to the Rider’s P.E. attribute number x5
• Treads (3) – Equal to the Rider’s P.E. attribute number x3
• Main Body – Equal to the Rider’s P.E. attribute number x7
Performance:
Acceleration (0-60 mph): Under 4 seconds (two melee actions/attacks).
Maximum Speed: Rider’s P.E. attribute number x15 mph. (half when tunnelling through dense material, like bedrock, or when travelling on the surface as it does not balance very well on one tread).
Cruising Speed: Whatever the Rider desires up to Maximum Speed.
Maximum Range: Unlimited, can go for as long as the Rider needs it to.
Jump Capabilities: If tunnelling straight up can ‘jump’ up to twice its length in height, but must have been tunnelling for four times that distance first. No other jump is really capable.
Statistical Data:
Diameter: 4-12 ft. depending on model design.
Width/Diameter: 3-6 ft. depending on model.
Weight: Negligible, as a solid but temporary construct of energy that disappears when not in use or destroyed weight is not a factor.
Engine/Power System: Alien; Unknown.
Special Bonuses: The Mole is not designed for manoeuvrability, nor combat, it has a rather specific purpose of tunnelling. That said as tunnelling down can expose it to enormous heat and pressure, and possibly magma, it is both heat and pressure shielded (in addition to being fully environmental), and can continue through magma flows without suffering damage (impervious to heat, fire, or lava attacks). It can also be used for tunnelling through ice, and is additionally (but not as thoroughly) cold shielded (half damage from cold and ice attacks) . Finally due to the tunnelling nature the Mole can escape from any encasement attack or attack the buries the Mole (times will vary greatly based on material used). Additionally if the Portable Sensor, Personal Organizer, and/or the Personal Communicator configurations are known, then they can be accessed from the ‘dash board’ of the Mole for an additional 0.5 points each.
Weapon System
1. Drill Head: The Mole is the only vehicle without a Light Wall, but it does have its massive Drill Head, which can be used in ramming attacks.
Range: Ramming attacks only.
Damage: 5D6x10 S.D.C. damage, or 5D4x10 M.D.C. damage, per attack.
Payload: Effectively unlimited.
Rate of Fire: A ramming attack counts as two melee attacks/actions, but once in contact can continue drilling to inflict damage every melee action.

8. Autogyro:

The Autogyro is a one or two person open-topped vehicle with two propellers, the top one which generates lift, and the rear facing one that generates forward momentum. The two wings can fold up to provide a protective canopy in dire situations, but it is not fully environmental. Additionally it possesses four forward facing pulse weapons in addition to its Light Ribbon. There also exists a civilian version of this vehicle sans the Pulse Cannon.
Programming Point Value: 15 points for the civilian version, ‘+5 points for the two-seater version, ‘+15 points to upgrade to the military version (not available on all Batons).
Vehicle Type: Personal Aerial Transport
Crew: 1 (cannot take passengers)
M.D.C. by Location (S.D.C. in S.D.C. realms):
• Top Rotor – Equal to the Rider’s P.E. attribute number x1.5
• Rear Rotor – Equal to the Rider’s P.E. attribute number x1.5
• Wings (2) – Equal to the Rider’s P.E. attribute number x2 each
• Main Body – Equal to the Rider’s P.E. attribute number x3
Performance:*
+Acceleration (0-60 mph):
Approx. 2.5 seconds (one-two melee actions/attacks).
Maximum Speed: Rider’s P.E. attribute number x20 mph.
Cruising Speed: Whatever the Rider desires up to Maximum Speed.
Maximum Range: Unlimited, can go for as long as the Rider needs it to.
Maximum Altitude: 1 mile per P.E. attribute point (limited by the pilot’s ability to survive such endeavours).
Capabilities: The Autogyro is not only VOTL capable, but is able to perform an unlimited stationary hover for a prolonged period of time, as well as direct movement left or right while facing forward. While the Autogyro can be used to reach high orbit it cannot reach or break orbit, as well certain altitudes are not recommended unless the rider is otherwise protected as the vehicle offers no protection from the ascent or vacuum.
Statistical Data:
Length: 5-15 ft. depending on model.
Width: 3-6 ft. depending on model, 6-12 feet for the top rotor, 12-18 ft. with the wingspan.
Weight: Negligible, as a solid but temporary construct of energy that disappears when not in use or destroyed weight is not a factor.
Engine/Power System: Alien; Unknown.
Special Bonuses: Autogyros are extraordinarily manoeuvrable, the Rider gets a ‘+10% bonus to the piloting skill, is ‘+6 to dodge while flying, and the pilot is also granted a ‘+2 autododge while flying. Further the penalties for evasive manoeuvres and trick flying are reduced by 50%. Additionally if the Portable Sensor, Personal Organizer, and/or any of the Communications configurations are known, then they can be accessed from the ‘dash board’ of the vehicle for an additional 0.5 points each (regarding comm features 0.5 points gets you access to all such features).
Weapon System
1. Light Ribbon: See the description under the Light-Cycle.
2. Pulse Cannons (4): See the description under the Light-Jet. Two cannons are situated just under the top rotor, and fire over the head of the pilot, the other two are located one on each wing near the base.

9. Segway:

The Segway is a two-wheeled, self-balancing, vehicle that uses a gyro stabilized system to remain upright (or return automatically to an upright position). A user commands the Segway to go forward by shifting their weight forward on the platform, and backward by shifting their weight backward. The Segway detects, as it balances, the change in its center of mass, and first establishes and then maintains a corresponding speed, forward or backward. Gyroscopic sensors and fluid-based levelling sensors detect the weight shift. To turn, the user presses the handlebar to the left or the right. Some models have a forward facing shield, this is normally reserved for Law Enforcement. The shield may be opaque, translucent, or transparent, and offers cover for the rider if they so desire it. Some models have cargo pods situated in front of the handle bars, and over each tire. Like most Baton vehicles the Segway comes complete with a Light Ribbon, although it is rarely used.
Programming Point Value: 5 points.
Vehicle Type: Personal Transporter
Crew: 1 (cannot take passengers)
M.D.C. by Location (S.D.C. in S.D.C. realms):
• Tires (2) – Equal to the Rider’s P.E. attribute number
• Handle Bars & Shaft – Equal to the Rider’s P.E. attribute number
• ~Shield – Equal to the Rider’s P.E. attribute number x2
• Main Body – Equal to the Rider’s P.E. attribute number x1.5
A single ‘~’ indicates an optional feature that not all Segways have.
Performance:
Acceleration (0-60 mph): Under 2 seconds (one melee action/attack).
Maximum Speed: Rider’s P.E. attribute number x2 mph.
Cruising Speed: Whatever the Rider desires up to Maximum Speed.
Maximum Range: Unlimited, can go for as long as the Rider needs it to.
Jump Capabilities: No special capabilities in this regard
Statistical Data:
Length: 1-5 ft. depending on model design.
Width: 1-5 ft. depending on model.
Height: 2-8 ft depending on model.
Weight: Negligible, as a solid but temporary construct of energy that disappears when not in use or destroyed weight is not a factor.
Engine/Power System: Alien; Unknown.
Special Bonuses: Perfect for crowded pedestrian environments, but otherwise no special bonuses, does have a small front cargo compartment. Additionally if the Portable Sensor, Personal Organizer, and/or any of the Communications configurations are known, then they can be accessed from the ‘dash board’ of the vehicle for an additional 0.5 points each (regarding comm features 0.5 points gets you access to all such features).
Weapon System
1. Light Ribbon: See the description under the Light-Cycle.

10. Hang Glider:

A Hang Glider is a non-motorized foot launch aircraft that is often of a delta-wing design, although swept-wing and rogallo-wing are also common, but there are less common designs as well. The pilot is situated underneath the airframe, and is suspended in a prone position while in flight, controlling direction from the control bar or through the shifting of their weight. There are actually 4 types of Hang Gliders available from the Baton. The first is of a more unusual design, and requires the Staff feature be available on the Baton. The Staff Glider has a folding wing and folding tail that pop out of the staff on command, and is mainly used for impromptu or short-range glides, with the pilot gripping the frame directly, often used in combat scenarios at it can swiftly return to the staff form, and has also been incorporated in various combat manoeuvres, as well as aerobatics, this configuration has also been used as a large fan on occasion. The second type is the main Hang Glider type and is simply a large Airframe with wing and control bar, mainly used for longer range glides with greater speeds. The final two types are upgrades to the regular Hang Glider (not the Staff Glider), the first being thruster-assisted with the thrusters being built in to the glider where the wings meet the main body, and is used for prolonged flights and greater speed. The final option being a military Air Assault upgrade to the thruster-assisted model that adds a pair of Pulse Cannons next to the thrusters. The shared benefit of all models is the increased stealth option, Gliders make no noise, and have almost no radar or other sensor profile, even the thruster-assisted models use a passive thruster of unknown alien origin.
Programming Point Value: 2 points for the Staff Glider, 5 points for the Hang Glider, ‘+10 points for the thruster assisted model, ‘+15 points for the Air Assault upgrade.
Vehicle Type: Personal Stealth/Aerial Transport
Crew: 1 (cannot take passengers)
M.D.C. by Location (S.D.C. in S.D.C. realms):
• Wings (2) – Equal to the Rider’s P.E. attribute number x1.5 (x2.5 for the thruster assisted & Air Assault models)
• ~Thrusters (2) – Equal to the Rider’s P.E. attribute number x2
• Main Body – Equal to the Rider’s P.E. attribute number x2 for the Hang Glider, and x3 for the thruster assisted & Air Assault models (The ‘main body of the Staff Glider is as per the Staff)
~A single ‘~’ indicates an optional feature that not all gliders have.
Performance:
Acceleration (0-60 mph): Varies depending on wind speed and pilot momentum for the Staff and Hang gliders, Under 2 seconds (one melee action/attack) for the thruster-assisted models.
Maximum Speed: Roughly Rider’s P.E. attribute number x3 mph for the Staff Glider, x5 for the Hang Glider, and x10 for Thruster-Assisted models..
Cruising Speed: Whatever the Rider desires up to Maximum Speed (with limitations based on windspeed and other factors for non-thruster models).
Maximum Range: Unlimited, can go for as long as the Rider needs it to.
Maximum Altitude: Highly variable for the Staff and Hang Gliders, 2500 ft. per P.E. attribute point for thruster-assisted models. Both are limited by the pilot’s ability to survive such endeavours.
Capabilities: No special capabilities in this regard
Statistical Data:
Length: 3-12 ft. depending on model design (usually pilot’s height 2-4 ft.).
+Width:
3-40 ft wingspan, depending on model.
Height: 2-8 ft depending on model.
Weight: Negligible, as a solid but temporary construct of energy that disappears when not in use or destroyed weight is not a factor.
Engine/Power System: Alien; Unknown.
Special Bonuses: All Gliders provide a -65% penalty on all sensor rolls being used to detect them, and a -5 penalty on perception (which can go up to -10 for the Staff or Hang Gliders with no thrusters). Additionally if the Portable Sensor, Personal Organizer, and/or any of the Communications configurations are known, then they can be accessed from the ‘dash board’ of the vehicle for an additional 0.5 points each (regarding comm features 0.5 points gets you access to all such features). For an additional 2 points of the cloaking field is already possessed it can be applied to the Glider (all models) while in flight, but the glider or pilot cannot take any hostile actions or it will disengage.
Weapon System
1. Light Ribbon: See the description under the Light-Cycle.
2. Pulse Cannons (2): See the description under the Light-Jet. The two cannons are situated above the pilot, next to the thrusters.

Vehicles

The Hunt 13eowulf