The Sub-Sea Motavative Engine








Steering Column

The steering wheel controls the bow planes and the rudder to direct the craft

Levers below Steering Column

These levers control the mechanical arms on the outside of the craft.

Lever 1 - Left Arm Up/Down
Lever 2 - Right Arm Up/Down
Lever 3 - Grip Pincers
Lever 4 - Left Arm Elbow Joint Clockwise/AntiClockwise
Lever 5 - Right Arm Elbow Joint Clockwise/AntiClockwise


Levers to right of Steering Column

These levers have various functions concerning the ballast tank.

Lever 1 - Flood ballast tank (for quick dive)
Lever 2 - Pump out ballast tank (for emergency surfacing - uses a bag of wind to blow out water)
Lever 3 - Controlled water inlet
Lever 4 - Controlled water pump (using foot-bellows under console)
Lever 5 - Lock levers 1-4

A quick dive sinks the sub at a rate of 40 ft/round with propeller fully engaged.
An emergency surface raises the sub at a rate of 50 ft/round with propeller fully engaged.
Levers 3 and 4 can be used to vary these rates.


Buttons

Button 1 - Discharge external electric shock (5d8 damage save vs wand for half)
Button 2 - External lights on
Button 3 - External lights off
Button 4 - Internal lights on
Button 5 - Internal lights off
Button 6 - Hatch open
Button 7 - Hatch close
Button 8 - Deep sea stress field on/off


Dial Readouts

Readout 1 - Depth
Readout 2 - Stress on external hull (three sections - green, yellow and red)
Readout 3 - Creature alert (uses a wand of enemy detection)
Readout 4 - Air Supply (shows number of hours left)


Other Information

The sub is capable of reaching depths of up to 1500 ft with the deep sea stress field on and has an air supply which will last 8 hours.

The external electric shock can be used only once and has a 20% chance of disengaging the stress field.

If the stress field fails below 300 ft then the submarine takes damage from a total of 200 hp as follows. Round the depth to the nearest hundred feet and divide by 20. This is the amount of damage sustained per round at that depth

With propellers fully engaged the sub can travel at a base rate of 6 and an emergency rate of 10.

PCs pedalling the sub make a constitution check every half hour. Failure results in the PC being unable to continue and needing to rest for at least half an hour.

There are two crossbows fitted to the port and starboard bulkheads. These are able to fire in a 60 degree arc and cause 2d6 damage. They can only be fired once.