Infernal Machine Rules
  1. Notes

Infernal Machine Rules

House Rules

Armor Class

An Infernal War Machines is typically made of infernal iron and has an Armor Class of 19 + its Dexterity modifier. While the vehicle is not moving, attack rolls made against it have advantage.

Ability Scores

An infernal war machine has the three physical stats / saving throws and a dex modifiers. Its size and weight determines its Strength. Dexterity represents its handling and maneuverability. A vehicle’s Constitution reflects its durability and quality of construction. Infernal war machines usually have a score in Intelligence, Wisdom, and Charisma based on their driver. Dexterity checks and saves are also based on the drivers dex, however the dex modifier of the machine is also applied to those checks and saves.

Hit Points

An infernal war machine’s hit points can be restored by making repairs to the vehicle (see “Repairs”). When an infernal war machine drops to 0 hit points, it ceases to function and is damaged beyond repair, and any souls trapped in the vehicle’s furnace are released to the afterlife (see “Soul Fuel”).

Armor and Damage Threshold

Infernal war machines have bulk or armor that allows them to shrug off minor hits. Each facing (front back, left side, rigt side) has it's own damage threshold that grants immunity to all damage unless it takes an amount of damage equal to or greater than its damage threshold value in a single hit. In which case it takes damage as normal. Any damage that fails to meet or exceed the vehicle’s damage threshold is considered superficial and doesn’t reduce the vehicle’s hit points.

Splash Damage

Damage directed toward a facing of an infernal  machine will also inflict splash damage on all characters in positions that share that facing and do not have complete cover.  Apply the "%cover" modifier to the damage. 

Movement

Infernal war machines gave considerable inertia, thus there are some limitations on movement.

- They cannot dash except through the use of demonic ichor

- they can only turn to the left or the right using the turn ruler

- they can accelerate to max speed on a single round but can only de accelerate by 1/2 their max movement rate

- If they travel through difficult terrain they must make a Dex (Driving) check, if they fail they become stuck. They can repeat the save each round to attempt to become unstuck.

Mishaps

If an infernal war machine takes a critical hit that does damage, or suffers damage from a single hit greater then 2x it's damage threshold, it may suffer a mishap.

  • Roll a Con saving throw vs a DC of the amount of damage taken in the hit (minus the damage threshold)
  • If the roll fails, roll on the general mishaps table below.

End a Mishap

A creature can use its action to make an ability check based on the nature of the mishap (see the Mishaps table), with disadvantage if the vehicle is moving. The creature adds its proficiency bonus to the check if it’s proficient with the tools used to make the repairs. A successful check ends the mishap. A mishap with no repair DC can’t be repaired.

Actions Stations and Crew

An infernal war machine doesn’t have actions of its own. It relies on crew to occupy stations and use their actions to operate the vehicle’s various functions. Any option that appears in the Action Stations section of an infernal war machine’s stat block requires an action to perform.

Magical Elements

An infernal war machine’s engine, furnace, and weapons are magical and become inoperable within an antimagic field. When the engine or furnace comes into contact with such an effect, the infernal war machine shuts down and can’t be restarted until both the engine and the furnace are free of the field.

Opportunity Attacks

Infernal war machines provoke opportunity attacks as normal. When an infernal war machine provokes an opportunity attack, the attacker can target the vehicle or any creature riding on or inside it that doesn’t have total cover and is within reach.

Hatches

  • Shut hatches can be in an unlocked or locked / bolted state
  • Locked hatches take an action to unlock / open or lock/closed
  • Unlocked hatches can be traversed with a bonus action
  • Open Hatches can be traversed with a free action
  • Open hatches downgrade the damage immunity in the main cabin to resistance, but only against AoE attacks.
  • Regardless of state, hatches are narrow and only a limited number of characters can use them each round.
    • The first use of hatch each round has no penalty.
    • Each subsequent use requires an Acrobatics check of 12+ number of uses.
    • If the check is failed the users movement immediately ends

Occupying an Action Station

A creature can use a bonus action to traverse a hatch AND occupy an unoccupied action station. They can then use the action of the station it’s occupying. Once a creature uses a station’s action, that action can’t be used again until the start of that creature’s next turn. Only one creature can occupy each station.

A creature not occupying an action station is either in a passenger seat or clinging to the outside of the vehicle. It can take actions as normal.

Weapon Stations

Each of an infernal war machine’s weapons takes up a station on the vehicle. A creature occupying the action station may use the weapon freely.

One weapon can be replaced with another (see “Alternative Weapon Stations”), provided the crew requirement needed to operate the replacement weapon is the same.

Helm

The helm of an infernal war machine is a chair with a wheel, levers, pedals, and other controls. The helm requires a driver to operate. An infernal war machine with no driver automatically fails Dexterity saving throws.

A driver proficient with land vehicles can add its proficiency bonus to ability checks and saving throws made using the infernal war machine’s ability scores.

Drive. While the infernal war machine’s engine is on, the driver can use an action to propel the vehicle up to its speed or bring the vehicle to a dead stop. While the vehicle is moving, the driver can steer it along any course.

If the driver is incapacitated, leaves the helm, or does nothing to alter the infernal war machine’s course and speed, the vehicle moves in the same direction and at the same speed as it did during the driver’s last turn until it hits an obstacle big enough to stop it.

As a bonus action, the driver can do one of the following:

  • Start the infernal war machine’s engine or shut it off.
  • Cause the infernal war machine to take the Dash or Disengage action while the vehicle’s engine is running.
  • Pour a flask of demon ichor into the engine’s furnace (see “Demon Ichor Boost” below).

Repairs

When an infernal war machine is damaged, suffers a mishap, a creature can attempt to make repairs to the vehicle. The creature making the repairs must meet the following criteria:

The creature can’t operate the vehicle’s helm or one of its weapon stations while making repairs.

The creature must be within reach of the damaged area in need of repair.

The creature must have the right tools for the job (smith’s tools or tinker’s tools, for example).

Before beginning repairs, a creature must decide whether the repairs are aimed at ending a mishap,  or restoring the damaged vehicle’s hit points. Each option is discussed below.

Restore Hit Points

If the infernal war machine has taken damage but has at least 1 hit point, a creature can spend 1 hour or more trying to patch the hull and replace damaged parts. The vehicle must be stationary, and the creature must have the spare parts to make the necessary repairs. After 1 hour of repair work, the creature makes a DC 15 Dexterity check, adding its proficiency bonus to the check if it’s proficient with the tools used to make repairs. If the check succeeds, the vehicle regains 2d4 + 2 hit points. If the check fails, the vehicle regains no hit points, but the repair can be attempted again using the same replacement parts.

Crashing and Ramming

Crashing and Ramming

When an infernal war machine crashes into something that could reasonably damage it, such as an iron wall or another vehicle of its size or bigger, the infernal war machine typically looses speed and takes 1d10  bludgeoning damage for every 10 feet of relative speed (maximum 20d10).

  • If the rammed vehicle is +2 size classes, larger the damage is halved.
  • If the rammed vehicle is 2 size classes smaller, it is doubled
  • The damage taken by the ramming vehicle is adjust up or down similarly based on relative size. 

Regardless of whether or not the infernal war machine takes damage, each creature on or inside the vehicle when it crashes must make a DC 15 Strength saving throw, taking the same damage if they fail, but none on the event of a successful save

The type of crash can effect these numbers.

Having worked out damage, and assuming the rammer is not immobilized by the impact, the rammed vehicle is pushed out of the path of the rammer. Usually it will be obvious which way the target vehicle should be pushed aside. If it is not obvious then push the target randomly to the left or right of the rammer’s path (D6 – 1, 2, 3 left; 4, 5, 6 right). The target is then swerved 45° in the direction it has been been pushed. Again, the direction the vehicle swerves in will usually be obvious, but if not a random dice roll will decide.

Once the target vehicle has been pushed aside the rammer must complete his full move in a straight line.

Avoiding a Ram

If you attempt to ram a moving enemy vehicle then the enemy driver can attempt to swerve out of the way at the last minute. Roll opposed dexterity checks.  

Note that an immobilized vehicle, or a vehicle which did not move in its previous turn and which is therefore judged to be stationary, cannot try to avoid a ram.

T-Boning

If an enemy is struck in the side by the front of the attacker that is it's size or larger, that is considered a T-Bone. The attacker only takes half ramming damage. 

Ramming Enemies on Foot

Rather then an opposed dex check, the target makes a dex saving throw with a difficulty of 10+speed of the attackers. On success, no effect, however on failure the target takes double damage and is knocked prone. 

An infernal war machine that is at least two size categories bigger than the creature it crashed into can continue moving through that creature’s space if the infernal war machine has any movement left. Otherwise, the vehicle comes to a sudden stop, and each creature on or inside the infernal war machine when it crashes must make a DC 15 Strength saving throw, taking 1d6 bludgeoning damage for every 5 feet the vehicle moved since its last turn (maximum 20d6), or half as much damage on a successful save.

Crashing into Obstacles

While speeding around amongst rocks, wreckage and other obstacles is great fun, it’s fairly inevitable that vehicles will end up crashing into them.

Demons often scatter crude metal ‘truk traps’ around their forts just to make life hard for their opponents. Usually a crash will be less serious than a proper ram, although running head first into a rock can be very serious indeed!

If a vehicle crashes front-first into an obstacle its move of size +1 to it's size or smaller, treat the attack as a ram.

If the vehicle crashes front first into an obstacle of size class 2+, its move ends immediately and it suffers double ram damage. 

Falling

When an infernal war machine goes over a cliff or otherwise falls, the vehicle and all creatures on or inside it take damage from the fall as normal (1d6 bludgeoning damage per 10 feet fallen, maximum 20d6) and land prone.

Engines and Fuel

Feeding the engine

Infernal machines are powered by steam engines that consist of boilers heated by imprisoned mephits  These mephits require one vile of demon ichor per day or else they will begin to loose power and may even die. 

For each day the engine is not fed, the machine looses one point of speed. In addition any demonic ichor fed to the engine will only rectify the backlog of feeding until the engine is fully fed.

Demon Ichor Boost

Provided the engine is fully fed, pouring a flask of demon ichor into an infernal war machine’s boiler doubles the vehicles speed for one turn. This is equivalent to a "dash" action, doubling the speed of the vehicle.

However performing this repeatedly in a short time frame is dangerous. For each subsequent boost, roll a d10 to check for a mishap. The first roll generates a mishap on a roll of 1, the second on a 1-2, etc. If a mishap occurs roll on the boost mishaps table. 

Giving the engine a short rest removes this penalty.

Bikes, Trikes and Copters

Bikes, Trikes and Copters work a little differently from the heavier tracked war machines.

  • These vehicles are generally extremely fast but cannot benefit from demonic ichor
  • They do not use the turn ruler, but can turn freely in any direction
  • They often have very high AC's due to this speed
  • They have no armor or damage thresholds and only a single pool of hitpoints
  • When they are destroyed, the driver is considered killed. 

Boiler Mishap Table


Roll

Result

1

Boiler Breech: Bad very bad. Steam cloud, mephits loose, dead in the water until repaired.

2

Boiler Cracked: The boiler is cracked, flooding the cabin with superheated steam. Everyone takes 3d6 fire damage. Any further use of demon ichor will result in a boiler breech.  

3

Engine dies and must be restarted. Each round roll a con saving throw vs DC16 to restart. 

4

Swerve left / right: Roll d6 for direction. The vehicle pivots 45° to its left / right and then moves forward D6  

5

Move D6" straight ahead The vehicle moves D6" straight forward before the thrusters give out

6

Lose control. The machine moves straight ahead and then Spins round to face a random direction. Use the a d8 to determine the direction the vehicle now faces. 

General Mishaps

d20MishapRepair DC
1Engine Flare. Fire erupts from the engine and engulfs the vehicle. Any creature that starts its turn on or inside the vehicle takes 10 (3d6) fire damage until this mishap ends.15 (Dex)
2–4Locked Steering. The vehicle can move in a straight line only. It automatically fails Dexterity checks and Dexterity saving throws until this mishap ends.15 (Str)
5–7Boiler Mishap, roll on the boiler mishap table15 (Str)
8–10Weapon Malfunction. One of the vehicle’s weapons (DM’s choice) can’t be used until this mishap ends. If the vehicle has no functioning weapons, no mishap occurs.20 (Str)
11–13Blinding Smoke. The helm station fills with smoke and is heavily obscured until this mishap ends. Any creature in the helm station is blinded by the smoke.15 (Dex)
14–16Shedding Armor. The vehicle’s damage threshold is reduced by 10 until this mishap ends.15 (Str)
17–19Damaged Axle. The vehicle grinds and shakes uncontrollably. Until the mishap ends, the vehicle has disadvantage on all Dexterity checks, and all ability checks and attack rolls made by creatures on or inside the vehicle have disadvantage.20 (Dex)
20Flip. The vehicle flips over, falls prone, and comes to a dead stop in an unoccupied space. Any unsecured creature holding on to the outside of the vehicle must succeed on a DC 20 Strength saving throw or be thrown off, landing prone in a random unoccupied space within 20 feet of the overturned vehicle. Creatures inside the vehicle fall prone and must succeed on a DC 15 Strength saving throw or take 10 (3d6) bludgeoning damage.None

Special Weapons

Rocket Spear:

Rocket spears are man portable consumable weapons consisting of a 10' wooden pole with a gunpowder charge and a percussion cap at the tip. They inflict 3d10 damage on use, and are destroyed.

Harpoon Anchors:

This is a vehicle mounted weapon who's primary purpose is to tether and slow and enemy. A spring-loaded device fires a grappling hook attached to a chain. On successful hit the grapple attaches to the target vehicle. The anchor, which is attached to the other side of the chain, is then detached. The anchors are designed to slow the target, the smaller versions will subtract 1 from the max speed, the larger will subtract 2. 

Breaking the anchors is possible either with melee weapons or with a driving test DC 20. 

Chase Rules

Starting the Chase:

Determine the starting distance based on a Perception (Wis) role

Determine relative velocities: Note "Dashing" can only be performed via application of demon ichor for Infernal War Machines . For characters on foot or flying it is limited to 3 + its Constitution modifier. Each additional Dash action it takes during the chase requires the creature to succeed on a DC 10 Constitution check at the end of its turn or gain one level of exhaustion.

A chase participant can make attacks and cast spells against other creatures within range. Apply the normal rules for cover, terrain, and so on to the attacks and spells.

Chase participants can’t normally make opportunity attacks against each other, since they are all assumed to be moving in the same direction at the same time. However, participants can still be the targets of opportunity attacks from creatures not participating in the chase. For example, adventurers who chase a thief past a gang of thugs in an alley might provoke opportunity attacks from the thugs.

Ending The Chase

The chase ends when one of the chasers is disabled or surrenders, or escapes. If neither side gives up, both sides make opposed Driving (Dex) tests. If there are multiple vehicles on each side, make one role for each type of vehicle (Bike, Buggy, Battlewagon) using the best driving score for each class.

Apply the relative velocity to the roll as a bonus for the faster creature.

In the event the faster vehicle is the winner, that vehicle gains distance equal to the relative velocity.

In the event the slower vehicle wins, the distance remains unchanged

If the distance ever becomes > 500 the pursued may begin to make opposes Stealth / Perc roles. If the roll is successful, the vehicle escapes and the chase ends

Complications 

Complications occur randomly. Roll a d20 at the end of its turn. Consult the appropriate table to determine whether a complication occurs. If it does, it affects the next chase participant in the initiative order, not the participant who rolled the die. The participant who rolled the die or the participant affected by the complication can spend inspiration to negate the complication. 

Chase Complications


Roll (D20)Effect
13 Armanites join the chase. They are hostile to both sides
2A fire tornado, 300 feet high and 30 feet wide at its base, crosses your path. The vehicle avoids the tornado with a successful DC 15 Dexterity saving throw. Otherwise, the tornado envelops the vehicle, and each creature on or inside it that doesn’t have total cover must make a DC 18 Dexterity saving throw, taking 99 (18d10) fire damage on a failed save, or half as much damage on a successful one.
3A swirling cloud of dust envelops the vehicle. Any creature on or inside the vehicle that doesn’t have total cover is blinded by the dust until the start of its next turn unless it’s using some kind of protective eyewear. The pursued vehicle may immediately make an escape roll unless an enemy vehicle is within 30 feet.
4You enter an a rocky, canyoned area. This area can grant cover as the vehicle swerves between the rocks. The driver of the vehicle can make a DC 15 Dexterity check using the vehicle’s Dexterity. On a success, the pillars provide three-quarters cover against attacks from other vehicles until the start of the driver’s next turn and advantaged for the pursued on the next driving check. The pursued vehicle may immediately make an escape roll unless an enemy vehicle is within 30 feet. However all other driving rolls are made at disadvantage. 
5Your vehicle drives into a pool spawning lemures. The vehicle must make a DC 15 Strength or Dexterity check (driver’s choice) to plow through the herd unimpeded. On a failed check, the herd counts as 30 feet of difficult terrain. The lmeures will attempt to swarm the vehicle. 4 lemures board. 
6The vehicle drives off a 10-foot-high sand dune and comes crashing down. Any unsecured creature on the outside of the vehicle must succeed on a DC 15 Dexterity saving throw or tumble off, taking 1d6 per point of speed from the fall and landing prone in an unoccupied space on the ground. Anyone inside the vehicle that isn't strapped in must save or take 1d6 per point of speed bludgeoning damage.
7Uneven ground threatens to slow your vehicle’s progress. The vehicle must make a DC 10 Dexterity check to navigate the area. On a failed check, the ground counts as 60 feet of difficult terrain. Anyone who fails the check is at disadvantage on the next chase roll.
8Derelict mining machines dot the landscape, rusted beyond repair and half buried in the dust. The driver must succeed on a DC 15 Dexterity check using the vehicle’s Dexterity or crash into one of the derelict infernal war machines
9Part of the ground gives way underneath the vehicle, causing it to roll over. The vehicle must succeed on a DC 16 Dexterity saving throw. On a success, the vehicle rolls into an upright position and can continuing moving. On a failure, the vehicle lands prone, either upside down or on its side, after coming to a dead stop. When the vehicle rolls, any unsecured creature holding on to the outside of it must succeed on a DC 20 Strength saving throw or tumble off, taking 1d6 per point of speed bludgeoning damage and landing prone in an unoccupied space within 20 feet of the overturned vehicle. Anyone inside the vehicle that isn't strapped in must save or take 1d6 per point of speed bludgeoning damage.
10River of Boiling Blood: You crest a ridge and see a river of boiling blood below you. 
11-19Nothing
20

Oasis of Blood