Latest Update: Hit the Road
November 11, 2026
🚓 Vehicles are rebuilt from the ground up, every hit now resolves damage in the same order, and EMP gets a partner tag, ⚡ Pulse, for taking machines apart.
Does this affect your character?
- Pilot milestones: all four changed. 🎯 Milestones
- Lead Foot, Road Warrior or Robotics Expert perks: all three changed. 🎖 Perks
- Your weapons: Condition now cuts damage by a percentage. Re-read the Condition row on your weapon’s page. 🔧 Condition
- Hide, Leather, Thick Leather, Hodag, Security or Recon armor: Energy DT changed. Check your sheet. 🛡 Armor
- Robot Origin or Power Armor: EMP works differently, and Pulse weapons hit you twice as hard.
Vehicles: drive, ram, shoot, wreck
- VEHICLE COMBAT is rebuilt. A vehicle moves on its Driver’s turn with Momentum Points (MPv), not AP, and must spend all of them every turn. It is always at one of four Speeds (Stopped, Low, Medium, High) and has a Facing. 🚓 Vehicle Combat
- Driving: pay 🚓 Maintain Control each turn (2 / 3 / 4 AP at Low / Medium / High) or the vehicle goes Out of Control. 🚓 Change Speed costs 4 AP, one step, once per turn.
- Seats: occupants use the vehicle’s Evasion plus their seat’s Cover. The Driver fires one-handed weapons at −6 Accuracy. Gunners fire the mounted weapon with 🔥 Big Guns. What Passengers can do depends on Speed.
- Collisions: ram damage comes from the vehicle’s Momentum Tier (its Speed against its Size), with Knockdown and Knockback.
- Damage: a vehicle has 6 components, each with its own Threshold. A component at 0 Malfunctions. At 0 Durability the vehicle is a wreck, or it explodes if its Power component is badly damaged.
- VEHICLE ACTIONS have their own page: Drive, Turn, Maintain Control, Change Speed, Regain Control, Emergency Braking, Change Seat, Embark, Disembark, Emergency Bail Out and Swap Fusion Core. ⚡ Vehicle Actions
- DIVE CLEAR is a new Reaction anyone can use: when a vehicle is about to move through your tile, roll AGI + Athletics against the Driver to get out of the way. Dive Clear
- VEHICLES: stat blocks for the 🏍️ Motorcycle, 🚗 Car, 🛻 Pickup and 🚚 Military Flatbed Truck. 🚚 Vehicles
- Merchants buy vehicles at Oversupplied demand or worse, and pay less the more damaged it is.
- VEHICLE MODS: Plating and Modules, built with the 🎖 Armorer perk. Vehicle Mods
- Weapon Mount: bolt a Big Gun you own onto a vehicle. It needs no Bracing and ignores the gun’s STR requirement. Weapon Mount
- TRAVEL: each vehicle divides a Stage’s time by its own Travel number (Motorcycle ÷5, Car ÷4, Pickup and Truck ÷3). Speed no longer matters on the World Map. Vehicle Travel Table
- Off-road Mountains and Swamp are impassable, except to the Motorcycle or a vehicle with Off-Road Suspension.
- Fuel vehicles use 1 Fuel per tile. Fusion vehicles use 1 charge per 5 tiles. 🗺 Vehicle Power
- PILOT MILESTONES:
- Licensed Operator (+3): Pilot Tests of DC 10 or lower pass automatically. Emergency Braking with 3 or fewer MPv left needs no Test.
- Combat Driver (+5): Maintain Control costs 1 AP at every Speed. The one-handed penalty while driving is halved to −3.
- Evasive Maneuvering (+7): spend your Reaction and roll PER + Pilot + Handling (DC 15). On a success, that attacker has Disadvantage against you until your next turn. On a CRIT, its first attack misses.
- Ace (+10): once per encounter, choose an automatic CRIT on a Pilot Test, ignore the Turn limit for a turn, or Change Speed by 2 steps for 0 AP.
- PERKS:
- New: Road Rage (Pilot +4). Creatures that Dive Clear from your vehicle have Disadvantage.
- New: Wheelman (Pilot +5). Change Speed costs you 2 AP and you can use it twice per turn.
- Lead Foot: once your vehicle has spent all its MPv, it may spend up to 3 more (was +2 MPv).
- Road Warrior: now needs Pilot +4 or Big Guns +4.
- Robotics Expert doesn’t cover vehicles. Armorer does.
- Nuclear Physicist: vehicle explosions don’t get the extra Radiation stack.
Damage: one order for every hit
- CRIT DICE now add to the damage roll before DT, and go through DT and DR with the rest of the hit. They used to skip DT. On a burst, the CRIT Die goes on the first shot. 🎭 CRITS and CRITFAILS
- BONUS DAMAGE from perks, Sneak Attack, Priority Target and similar sources is added once per attack, to the first hit, before DT. ⚔ Combat Rules
- PERCENTAGE MODIFIERS (weapon Condition, Weak, Size Matters, Tormentor and similar) apply to each hit before DT. Several of them multiply together. A reduction never takes a hit below 1. ⚔ Combat Rules
- WEAPON CONDITION now takes 20% of each hit’s damage per step (−20% at Good, down to −80% at Damaged), not a flat number. 🔧 Condition
- ONCE PER ATTACK means once per creature the attack strikes. A burst that also hits someone through Creature Cover or with a stray shot gives them the weapon’s effects too, once. ⚔ Attack
- WITH BURST FIRE, Cleave, Chain, Scatter and Spread trigger on each shot that qualifies. Burst Fire
- Cleave: roll to hit each extra creature (these rolls can’t CRIT or CRITFAIL). A hit deals half damage before DT and DR, is Glancing, and applies the weapon’s effects. 🪓 Cleave X
- Chain: the arc deals half the primary target’s damage before DT and DR. 🔗 Chain
- Scatter triggers only at the weapon’s Optimal Range, no closer and no further. 🕸 Scatter
- Crippling, Sunder and Melt never apply to Cleave, Chain, Scatter or Spread hits.
- EXPLOSIONS: each limb takes 1/3 of the damage to its Cripple Threshold (was 1/6). For Injuries, each limb counts only its own share. 💣 Explosives Attack
- GLANCING: the target’s Evasion includes its Cover bonus. Glancing Rule
EMP & Pulse: machines have a new weakness
- EMP replaces EMP X and has no number. On a hit, an unshielded robot or Power Armor piece is ✨ Stunned for 1 turn. An EMP Shielded one is ⏬ Staggered instead. EMP no longer deals bonus damage. EMP
- EMP Shielding (Composite Plate, Laminate Plate, Ablative Plating, the EMP Shielding module, the Advanced Military Chassis) now turns the Stun into a Stagger.
- PULSE is a new tag. Robots take double damage. Against Power Armor, the piece takes double and the wearer takes half. Everything else takes half. EMP Shielding does not reduce it. ⚡ Pulse
- The Pulse Pistol, Pulse Rifle, Pulse Grenade and Pulse Mine now carry EMP and Pulse.
- REORIENTED is a new buff. When Stunned ends, you can’t be Stunned again until the end of your next turn. 🧭 Reoriented
- SUNDERED is a new debuff. Sunder against Power Armor or a vehicle adds a stack of Sundered: −1 Hardness each, until repaired. Repair removes 1 stack per hour and Test. Sundered X
Armor & Crafting
- MORE ENERGY DT:
- Hide Torso: 2 (was 1).
- Leather, Thick Leather and Hodag: +1 Energy DT on every piece. Full sets: Leather 9, Thick Leather 10, Hodag 9.
- Recon Torso: 7 Phys / 7 Energy DT (was 6 / 6).
- LESS ENERGY DT: Security Armor drops to 6 for the full set (Torso 3, every other piece 1).
- PRICES (full set): Hide 60, Leather 190, Trapper 195, Security 310, Scrap Metal 275, Thick Leather 375, Recon 2,500. 🛡 Armor
- ARMOR CRAFTING: each set now lists its own material. Hide, Leather and Trapper take Hide meat, Bone takes Chitin meat, Shell takes Mirelurk Meat, Hodag takes Hodag Meat, Scrap Metal takes 3 extra Common Scrap, and Security takes 2 extra Uncommon Scrap. 🔨 Crafting
- 🍖 Human Flesh counts as Hide.
- ARAKYD HEAVY HARDPOINT takes no Module bay. Arakyd Heavy Hardpoint
Everything else
- VISIT A DOCTOR has its own page. In a settlement with a doctor, cure an Illness or an Addiction, or remove 10 RADS. You pay the medicine’s price plus a 25-cap fee per visit. 🩺 Visit a Doctor
- SIZE: −2 DC per Size above Medium to resist Knockdown and Knockback (Large −2, Huge −4, Giant −6). 📏 Size
- REPUTATION: if you ask, the GM tells you your approximate tier with a faction, not the number. Reputation
- SCAVENGING: Raider Camps now turn up Medicine instead of Chems. Scavenging
- PRE-WAR CARS that explode also apply Radiation 4. 🚙 Pre-War Car
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Past updates: Oct 28, 2026 · Oct 13, 2026 · Aug 12, 2026 · Mar 4, 2026 · Jan 5, 2026