Thanks tremendously to everyone who’s commented in this thread, especially Luke Crane and Chris Moeller. I’m going to post the revised design here for any final thoughts you all have before putting it up on the Wiki. My only questions at this point are
- have I used the Double Obstacle Limitation appropriately?
- Should a Lord-Pilot Hussar be able to buy a Hussar Sled in character burning for 1 rp, or should I continue treating it as an enhanced Assault Sled and thus restrict it to Anvil/Hammer/Forged Lord characters?
Anvil Hussar Sled
Capacity: pilot only
Type: Atmospheric Vehicle (Pilot)
Tech Index: Low index and higher
Tech Resources: Ob 17
Profile: 2
Integrity: 6
Control: 1D
Signals: Automation 5
Sensors: Automation 4
Ordnance: Vehicular (2)
Vehicular Speed: Atmospheric 7
Security: none
Structural Tolerances: Surface, H8. Breach, V1. Damaged, V7. Destroyed, V14.
Technological Traits:
Enhanced Performance
(+1D Skill Advantage: Control, +3 points; +1 Vehicular Speed, +3 pts)
The Hussar Sled is faster and more agile than the standard Assault Sled, with a higher thrust:weight ratio and multiple control surfaces – flaps, tails, and small wings (canards) – that automatically reconfigure for maximum maneuverability at different speeds and altitudes.
These improvements are already factored into the stats above.
Enhanced Signals and Sensors
(+2D to Technological Skill: Signals, +2 points; +1D to Sensors, +1 pt)
The Hussar Sled has an enhanced signals and sensors suite. Most models can be distinguished by prominent whip antennas projecting up and back from the cockpit.
These improvements are already factored into the stats above.
HUDIYD: +2D to Observation
(+2D Skill Advantage: +5 points)
A Hussar sled’s onboard automation fuses data from its surveillance array, navigation computer, and flight controls into imagery projected through the Lord-Pilot’s Crucis neural interface into the vision centers of the brain and superimposed over his field of vision. The unofficial but traditional term for this system is “Heads-Up Display In Your Head,” or HUDIYD (“hyou-deed”).
The standard version, available at Low Index, gives a +2D advantage to any Observation rolls.
Complex
(Trait Limitation: -3 points)
Piloting a Hussar vehicle in low-altitude combat mode with its full reconaissance suite active is simply overwhelming to anyone without years of intensive training. Characters without the Hussar Trained trait may not operate a Hussar sled at all, even if they have a crucis.
Hussar Trained is a new trait not listed in the standard rulebook and is associated with a new lifepath, Lord-Pilot Hussar, q.v.
Bucephalus Effect
(Double Obstacle Limitation: -5 points)
Each Hussar sled is so complex, and the interface with the pilot’s brain is so intimate, that a individual pilot must acclimate himself or herself to a particular vehicle before flying it. Occasionally a particular Hussar sled will just not “take” to a particular pilot for no clear reason. Lords-Pilot Hussar almost always name their “mounts” and, in candid moments, tend to insist that they have personalities; regular grav sled pilots tend to think Lords-Pilot Hussar are nuts.
To acclimate to a particular Hussar vehicle, a character must have the Hussar Trained trait and make a Pilot test against an Obstacle of 2. Observation, Recon, and Grav Sled-wise are acceptable FoRKs; another Hussar serving as an instructor may Help. Spending less than eight hours on the acclimatization test increases Ob to 3; spending less than one hour increases Ob to 4.
Success on the acclimatization test means that particular character may operate that particular Hussar vehicle normally. Failure means that character suffers a double Obstacle penalty for all tests related to that particular vehicle – including any second attempt at acclimatizing to it! “Sorry, sir, it just doesn’t like you.”
Pilot only
(Categorical Limitation: -1 point)
The Hussar sled has a nearly form-fitting cockpit with room for one pilot – wearing ballistic armor or Anvil, but not Iron – and no one else. Unlike the Assault Sled (or any of the other standard vehicles except the Attack Sled), it can carry one person and one person only.
No cargo
(Categorical Limitation: -1 point)
The Hussar sled has no room for cargo. The pilot may wear ballistic armor or Anvil, carry a sidearm (i.e. a Close Combat category weapon), and stow a survival kit or similar briefcase-sized object. There is no room for anything else.
NOTE: Availability in Character Burning
In order to purchase a Hussar Sled, one must have the Anvil Lord, Hammer Lord, or Forged Lord traits. Just being a Lord-Pilot Hussar with the Hussar Trained trait is not enough, any more than being a Lord-Pilot Hammer entitles you to your own spaceship! (This is an addition to the rules on p. 112).
The trait is essentially the same:
Hussar Trained (Die Trait: 5 points)
In the Iron Empires, Hussars are the elite pilots of heavily armed, heavily armored reconaissance machines. Hussar-class grav sleds can reach areas too distant for infantry scouts and survive missions too dangerous for recon drones and lightweight spy planes. Their primary function is to locate enemy threats and weakpoints, serving as cavalry to Iron-clad heavy infantry. They also pursue fleeing adversaries, raid supply lines, escort less nimble Assault Sleds, and, when necessary, rapidly reinforce a crumbling area of the front. (Routine support to infantry is provided by the same Assault Sleds that transport them).
Piloting a Hussar sled requires years of training, a Crucis interface, and hours or days of acclimatization to a specific “mount.” Although they fly above the mud of the battlefield, Hussars are part of the Anvil, not the Hammer, and go out of the way to emphasize their allegiance to their fellow “groundhogs.”
Restrictions: Must have the Corvus and Crucis trait.
Reimagining the vehicle also let me focus the lifepath much better – note the revised list of skills, in particular the revised order of importance:
Lord-Pilot Hussar
Time: 5 yrs
Resources: 1
Circles: 1
Stat: +1 M
Skills: 7 pts: Pilot, Observation, Vehicular Weapons, Recon, Signals, Tactics, Sensors, Concealment-wise
Traits: 2 pts: Corvus and Crucis, Hussar Trained, Groundhog
Requirements: Armiger, Court Armiger or Magnate
NOTE: Lord-Pilot Hussar is considered equivalent to Lord-Pilot Anvil when fulfilling requirements for subsequent lifepaths, with the following exceptions:
- Unlike Lord-Pilot Anvil, Lord-Pilot Hussar does NOT allow the “Stormtrooper” lifepath (which presumes infantry experience).
- Unlike Lord-Pilot Anvil, Lord-Pilot Hussar DOES allow the “Scout” lifepath in the Anvil setting and the “Anvil Pilot” lifepath (both of which normally require “Soldier”).