Vehicles allow characters to traverse the Wasteland and engage in vehicle-based combat on the same grid used for normal encounters.
Vehicles are multi-tile moving objects, not creatures. They use Speed, Momentum, and Facing to determine movement, and interact with the existing Cover, Collision, and combat systems.
Core Principles
- Vehicles use the same combat grid as infantry
- Vehicles act during the Driver’s turn
- Action Points (AP) control the Driver’s ability to operate the vehicle
- Momentum Points (MPv) represent the vehicle’s inertia and movement
- Vehicles must spend all generated MPv each turn unless Emergency Braking occurs
- The 🚗 Pilot skill governs control under stress
- Vehicles function as Cover Objects for their occupants
Vehicle Statistics
Each vehicle has the following core traits:
Vehicle Size
Vehicle Size determines the physical footprint on the grid, collision severity, and external rider capacity.
| Size | Examples | Grid Footprint |
|---|---|---|
| Small | Motorcycle, quad | 1-2 tiles |
| Medium | Car, pickup | 2-4 tiles |
| Large | Van, APC | 4-6 tiles |
| Massive | Tank, semi-truck | 6+ tiles |
Speed States
Vehicles are always in one of four Speed states:
| Speed | Description |
|---|---|
| Stopped | Stationary. No MPv generated. No Maintain Control cost. |
| Low | Slow, controlled movement. |
| Medium | Fast, aggressive movement. |
| High | Maximum speed. Dangerous. |
Speed determines MPv generation, passenger action restrictions, weapon penalties, turning limits, collision severity, and the Evasion bonus for occupants.
Momentum Points (MPv)
Each vehicle’s stat block lists its MPv generation at each Speed state:
| Speed | MPv (varies by vehicle) |
|---|---|
| Stopped | 0 |
| Low | Listed on vehicle stat block (e.g., 3-6) |
| Medium | Listed on vehicle stat block (e.g., 6-8) |
| High | Listed on vehicle stat block (e.g., 8-10) |
Faster, lighter vehicles generally produce more MPv. Heavier vehicles produce fewer but hit harder in collisions.
1 MPv = 1 tile of movement (forward or backward)
Cover Properties
Vehicles function as Cover Objects and have the following Cover properties:
- 🧱 Durability — the vehicle’s structural HP
- 💎 Hardness — Physical damage resistance
- ♨️ Energy Resistance — Energy damage resistance
These are used when attacks target passengers inside the vehicle or when the vehicle takes environmental damage.
Handling
Handling is a vehicle stat representing how responsive the vehicle is. It ranges from negative values (sluggish) to positive values (agile).
| Handling | Examples |
|---|---|
| -2 | Tank, semi-truck |
| -1 | APC, large van |
| +0 | Standard car |
| +1 | Pickup, light truck |
| +2 | Motorcycle, sports car |
Handling is added to PER + 🚗 Pilot Tests for vehicle control, collision resolution, and advanced maneuvers.
Turning Type
Each vehicle has a Turning Type that determines how it rotates:
| Type | Rule | Examples |
|---|---|---|
| Pivot | Can rotate in place without moving forward or backward. Turning still costs MPv. | Tanks, tracked vehicles |
| Standard | Must move at least 1 tile forward or backward before or after each turn. | Cars, trucks, wheeled vehicles |
Vehicle Components
Vehicles have 6 components, mirroring the biological limb system. Each component has a Condition Threshold (equivalent to 💔 Cripple Threshold) expressed as a percentage of the vehicle’s maximum 🧱 Durability.
Component Table
| d20 Roll | Component | Condition Threshold | Equivalent |
|---|---|---|---|
| 1-3 | Right Wheels/Treads | 30% of Max Durability | Right Leg |
| 4-6 | Left Wheels/Treads | 30% of Max Durability | Left Leg |
| 7-9 | Engine | 30% of Max Durability | Right Arm |
| 10-12 | Cockpit | 30% of Max Durability | Left Arm |
| 13-18 | Chassis | 60% of Max Durability | Torso |
| 19-20 | Fuel Tank | 20% of Max Durability | Head |
When a component takes damage equal to its Condition Threshold, it suffers a Malfunction. Malfunctions escalate like biological injuries: Minor Malfunction → Major Malfunction → Destroyed.
Further damage to an already-malfunctioning component requires a Malfunction Escalation Test (similar to Injury Escalation).
Malfunction Table
| Component | Minor Malfunction | Major Malfunction | Destroyed |
|---|---|---|---|
| Wheels/Treads | -1 MPv per turn, -1 Handling | -3 MPv per turn, Disadvantage on Pilot Tests | Cannot turn in that direction. MPv halved. |
| Engine | Speed cap reduced by 1 tier | MPv generation halved | Vehicle cannot accelerate. Speed decreases by 1 tier per turn until Stopped. |
| Cockpit | All occupants take 1d6 damage (shrapnel/glass) | Driver has Disadvantage on Pilot Tests. Passengers lose Full Cover (reduced to Half). | Driver is exposed (no Cover). All occupants take damage each turn. |
| Chassis | -1 Hardness | -2 Hardness, Durability max reduced by 25% | One more hit to Chassis destroys the vehicle. |
| Fuel Tank | Fuel leak (limited turns of operation) | Fire — vehicle takes 2 damage per turn, explosion risk on CRITFAIL | Explosion. Massive Energy damage to all occupants and creatures in Close range. Vehicle destroyed. |
Called Shots Against Components
Characters with the ability to make Called Shots may target specific vehicle components using the standard Called Shot accuracy penalties:
| Target | Accuracy Penalty |
|---|---|
| Chassis | -3 |
| Wheels/Treads | -6 |
| Engine | -6 |
| Cockpit | -6 |
| Fuel Tank | -9 |
| Gunner (directly) | -6 |
Driver Controls
Maintain Control
At the start of the Driver’s turn, if the vehicle is not Stopped, the Driver must spend AP to Maintain Control:
| Current Speed | Maintain Control Cost |
|---|---|
| Stopped | 0 AP (no action needed) |
| Low | 2 AP |
| Medium | 3 AP |
| High | 4 AP |
If the Driver cannot pay the Maintain Control cost:
- The vehicle becomes Out of Control for this turn
- The GM controls the vehicle’s movement — it moves straight forward, spending all MPv with no voluntary turns
- Collisions resolve normally
- On the Driver’s next turn, they must pass a PER + 🚗 Pilot + Handling Test to regain control before paying Maintain Control
- If the regain control Test fails, the vehicle remains Out of Control for another turn
Combat Driver (Pilot +5 Milestone)
The Combat Driver milestone eliminates the Maintain Control AP cost entirely. A Combat Driver can maintain control at any Speed for 0 AP, freeing their full AP budget for other actions.
Combat Driver does NOT reduce the Change Speed cost. Changing Speed always costs 4 AP regardless of milestones.
Change Speed
The Driver may change the vehicle’s Speed by 1 tier (up or down) by spending 4 AP. This cost is in addition to the Maintain Control cost.
Change Speed is an Overflowable Action — if you cannot pay the full 4 AP this turn, you may pay what you can now and pay the remainder from your AP at the start of your next turn. The Speed change takes effect when the full cost is paid.
| Situation | Maintain + Change | Total AP |
|---|---|---|
| Low → Medium | 2 + 4 | 6 AP |
| Medium → High | 3 + 4 | 7 AP |
| High → Medium | 4 + 4 | 8 AP |
| High → Medium (Combat Driver) | 0 + 4 | 4 AP |
Note: At High speed without Combat Driver, slowing down costs your entire turn (4 + 4 = 8 AP at base). Characters with low AGI (7 or fewer AP) literally cannot maintain control and change speed in the same turn — they must either lose control or stay at High speed. This is intentional: High speed is dangerous and committed.
Rules:
- Only one Speed change per turn
- Speed effects apply when the full AP cost is paid
- Damaged vehicles (Engine malfunction) may require a Pilot Test to change Speed
Vehicle Movement
Vehicles move during the Driver’s turn using Momentum Points (MPv).
Mandatory Momentum Use
Vehicles at Low, Medium, or High speed must attempt to spend 100% of their Momentum Points each turn.
Momentum represents inertia — the vehicle is already moving and must continue. MPv are not voluntary movement like MAP.
Movement Rules
- 1 MPv = 1 tile of forward or backward movement
- Vehicles always have a Facing (one of 8 directions on the grid)
- Vehicles may only move forward or backward relative to their Facing
- Sideways movement is never allowed
- Turning costs MPv (see below)
Turning
Turns are made in 45° increments.
| Turn Amount | MPv Cost |
|---|---|
| 45° | 1 MPv |
| 90° | 2 MPv |
| 180° | 4 MPv (Low speed only) |
Turning Limits by Speed
| Speed | Maximum Turning per Turn |
|---|---|
| Stopped | Unlimited |
| Low | Up to 180° |
| Medium | Up to 90° |
| High | 45° total |
Turning Type
- Pivot vehicles (tanks, tracked) can rotate in place. Turning costs MPv but does not require forward/backward movement.
- Standard vehicles (cars, trucks) must move at least 1 tile forward or backward before or after each turn increment.
Distributing MPv
The Driver chooses how to distribute MPv between movement and turning each turn. Turns are resolved in 45° increments — you may move between turn increments.
Example: A car at Medium speed generates 8 MPv. The Driver moves 3 tiles forward (3 MPv), turns 45° (1 MPv), moves 3 tiles forward (3 MPv), turns 45° (1 MPv). Total: 6 tiles moved, 90° turned, 8 MPv spent.
Emergency Braking
If the vehicle cannot spend all MPv (obstacle ahead, edge of map, etc.):
The Driver must attempt an Emergency Braking Test:
PER + 🚗 Pilot + Handling vs DC 10 + unspent MPv
On Success:
- Vehicle stops spending MPv
- Speed decreases by 1 tier
- Control maintained
On Failure:
- Vehicle loses control
- Remaining MPv resolved as forced movement straight forward
- Collisions resolve normally
- Vehicle suffers Condition damage
Pilot Skill
The 🚗 Pilot skill (PER) governs vehicle control under stress.
No Pilot Test is required for normal movement on open ground. Tests are required for:
- Hazardous terrain or obstacles
- Tight turns at speed
- Ramming maneuvers
- Collision mitigation
- Emergency Braking
- Speed changes while damaged
- Regaining control of an Out of Control vehicle
Failure does not stop movement. It may cause forced movement, bad facing, Condition damage, or loss of control.
Pilot Milestones
| Milestone | Effect |
|---|---|
| Licensed Operator (+3) | Basic maneuvers and minor terrain hazards auto-succeed. No Test needed. |
| Combat Driver (+5) | Maintain Control costs 0 AP at all speeds. Can use one-handed weapons while driving with no penalty (normally -6 Accuracy). |
| Evasive Maneuvering (+7) | Once per round, when targeted by an attack while driving, make a Pilot Test as a Reaction. On success, the attack has Disadvantage. |
| Ace (+10) | Once per encounter, declare an Ace Maneuver: auto-succeed a difficult maneuver, negate a failed control Test, or perform a maneuver normally impossible. |
Vehicle Seats
All vehicles use three universal seat types.
Driver Seat (Required)
The Driver controls Speed, movement, and collision resolution using the Pilot skill.
Restrictions:
- Must spend Maintain Control AP if the vehicle is moving
- Cannot fire mounted weapons
- May fire one-handed personal weapons at -6 Accuracy
- The Combat Driver milestone (+5) removes the -6 Accuracy penalty and eliminates Maintain Control AP cost
If the Driver is incapacitated or removed:
- The vehicle becomes Out of Control
- Speed decreases by 1 tier at end of turn
- Another character must move to the Driver seat and pass a Pilot Test to regain control
Gunner Seats (If Equipped)
Each Gunner seat controls one mounted weapon. Mounted weapons do not require Bracing — the mount handles weapon stabilization.
Gunner Actions:
- Fire mounted weapon (uses appropriate weapon skill)
- Suppress targets
- Make Called Shots
- Use weapon special modes
Speed Accuracy Penalties:
| Speed | Gunner Accuracy Penalty |
|---|---|
| Stopped | 0 |
| Low | -1 |
| Medium | -2 |
| High | -4 (or suppressive fire only) |
These penalties stack with the Recoil Rule if the Gunner burst fires multiple times.
Gunner Cover: Gunners have Half Cover from the vehicle body. Enemies may target the Gunner directly with a Called Shot at -6 Accuracy. The vehicle’s 💎 Hardness / ♨️ Energy Resistance protects the Gunner’s Covered Limbs.
Passenger Seats
Passengers occupy flexible utility positions inside the vehicle.
Passenger Actions:
- Fire personal weapons
- Assist a Gunner (reload, spot)
- Damage Control (🔧 Repair)
- Medical Aid (🩹 First Aid, 🩺 Mend Injury)
- Spot or 👉 Command support
Passenger Speed Restrictions:
| Speed | Allowed Actions |
|---|---|
| Stopped | All |
| Low | All (minor penalties) |
| Medium | Fire or Assist only |
| High | None (must Brace or Hold On) |
Passenger Accuracy Penalties: Passengers firing personal weapons from a moving vehicle suffer double the Speed Accuracy penalty of a Gunner:
| Speed | Passenger Accuracy Penalty |
|---|---|
| Stopped | 0 |
| Low | -2 |
| Medium | -4 |
| High | Cannot fire |
Passenger Cover: Passengers inside the vehicle have Full Cover from the vehicle body. Attacks targeting passengers must first penetrate the vehicle using standard Cover penetration rules.
Speed Evasion Bonus
A moving vehicle is harder to hit. All occupants benefit from a Speed Evasion Bonus:
| Speed | Evasion Bonus |
|---|---|
| Stopped | +0 |
| Low | +1 |
| Medium | +2 |
| High | +4 |
This bonus stacks with Cover bonuses:
- Gunner (Half Cover +2) at Medium speed: +2 + +2 = +4 total Evasion bonus
- Passenger (Full Cover +4) at Medium speed: +4 + +2 = +6 total Evasion bonus
- Driver (Full Cover +4) at High speed: +4 + +4 = +8 total Evasion bonus
Note: The Speed Evasion Bonus also applies when creatures attempt to target the vehicle itself (shooting at components, attempting to board, etc.).
Embarking and Disembarking
Embark
Cost: 4 AP Requirement: Vehicle must be Stopped or Low speed. You must be adjacent to an open seat.
Enter the vehicle and take an available seat.
Disembark
Cost: 2 AP Requirement: Vehicle must be Stopped or Low speed.
Exit the vehicle to an adjacent tile.
Emergency Bail Out
Allowed at Medium or High speed when you need to leave immediately.
Test: AGI + 🏋️ Athletics vs DC based on Speed (Medium: DC 15, High: DC 20)
On Success: You exit the vehicle and land Prone in an adjacent tile. Take reduced falling damage.
On Failure: You exit the vehicle, land Prone, and take full Speed-based damage. Possible Injury on the landing.
External Riding
Characters may cling to the outside of a vehicle.
Mount Cost: 2 AP Vehicle Speed: Stopped or Low
External Riders:
- Move automatically with the vehicle
- Gain no Cover from the vehicle
- Suffer Speed-based Accuracy penalties (same as Passengers)
- Must make Hold On checks (STR + 🏋️ Athletics vs DC based on Speed) during sharp maneuvers, collisions, or Emergency Braking
- Failure to Hold On causes the rider to fall, taking Speed-based damage and landing Prone
External rider capacity is limited by Vehicle Size:
| Vehicle Size | Max External Riders |
|---|---|
| Small | 1 |
| Medium | 2 |
| Large | 4 |
| Massive | 6+ |
Boarding Enemy Vehicles
Boarding occurs in two steps.
Step 1: Latch On
Cost: 4 AP Test: STR + 🏋️ Athletics vs DC (or opposed by Driver’s PER + 🚗 Pilot + Handling) Requirement: Must be adjacent to the vehicle or using a Reaction-based method
On Success: You become an External Rider on the enemy vehicle.
On Failure: You fail to grab on. If the vehicle is moving, you may take collision damage.
Step 2: Breach or Sabotage
Cost: 4 AP Test: Varies by action (STR + Athletics to force entry, INT + Repair to sabotage systems, etc.)
You may:
- Enter a seat — take control of an empty seat or attempt to displace an occupant
- Hijack the Driver — contested STR + Athletics or AGI + Unarmed to remove the Driver
- Damage systems — INT + Repair to sabotage a specific component
- Plant explosives — place a charge on the vehicle exterior
Higher Speed increases the DC of all Breach/Sabotage actions.
Collisions
Vehicles may pass through occupied tiles during movement but cannot end movement overlapping another creature or vehicle.
Vehicle vs Creature
When a vehicle enters a tile occupied by a creature, the Driver rolls an attack:
On hit, collision damage is determined by the vehicle’s Momentum Tier:
Momentum Tier Table
| Speed | Small | Medium | Large | Massive |
|---|---|---|---|---|
| Low | Low | Medium | Medium | High |
| Medium | Medium | High | High | Catastrophic |
| High | High | Catastrophic | Catastrophic | Catastrophic+ |
Collision Damage by Momentum Tier
| Momentum Tier | Damage | Additional Effects |
|---|---|---|
| Low | 2d6 | Knockdown |
| Medium | 4d6 | Knockdown + Knockback 2 |
| High | 6d6 | Knockdown + Knockback 3 + roll Injury |
| Catastrophic | 8d6 | Knockdown + Knockback 4 + automatic Major Injury (random limb) |
| Catastrophic+ | 10d6 | Instant Incapacitation of a random limb. If damage exceeds remaining HP, target is killed outright. |
Damage to the vehicle: The vehicle takes Chassis damage equal to half the creature’s END score (rounded down, minimum 1).
Multiple creatures: A vehicle moving through multiple occupied tiles resolves a separate collision against each creature.
Vehicle vs Vehicle
When two vehicles collide, both Drivers roll an opposed Test:
Resolution:
- The winner takes half collision damage
- The loser takes full collision damage
- Both vehicles reduce Speed by 1 tier
- Both vehicles maintain control and facing
- All collision damage is applied to the Chassis component
- On a tie, both take full damage
Collision damage between vehicles is determined by the higher Momentum Tier of the two vehicles involved. Use the Collision Damage table above for the base damage.
CRITs and CRITFAILs on the opposed roll may result in special outcomes at GM discretion — a CRIT might allow a precision ram targeting a specific component (pit maneuver), while a CRITFAIL might result in the Driver losing control entirely.
Vehicle vs Object
Objects in the environment have Mass and Integrity.
| Mass | Examples |
|---|---|
| Light | Furniture, fences, signs |
| Medium | Barricades, parked cars |
| Heavy | Concrete barriers, large debris |
| Immovable | Buildings, bridge supports |
Resolution:
- Compare vehicle Momentum Tier vs Object Mass
- If Momentum ≥ Mass: Object is damaged or destroyed. Vehicle takes Condition damage based on Speed.
- If Momentum < Mass: Vehicle takes heavy Condition damage and stops or deflects. Driver must pass a Pilot Test or lose control.
The Driver may make a PER + 🚗 Pilot + Handling Test to ram cleanly, reducing damage to the vehicle.
Vehicle Damage
Vehicles track damage through their 🧱 Durability (structural HP) and individual component Condition (component HP).
Attacking Vehicles
Vehicles can be attacked like any other target. When a vehicle is hit:
- Roll on the Component Table (d20) to determine which component is struck (or use a Called Shot to target a specific component)
- Apply the vehicle’s 💎 Hardness or ♨️ Energy Resistance as DT
- Remaining damage is applied to both the vehicle’s Durability and the struck component’s Condition Threshold
Vehicle Destruction
When a vehicle’s Durability reaches 0, it is destroyed:
- The vehicle becomes a stationary Cover Object (wreckage)
- All occupants must immediately Disembark or take damage each turn
- If the Fuel Tank is intact, there is a risk of explosion (GM discretion)
- If the vehicle was moving, it resolves remaining MPv as uncontrolled forced movement before stopping
Driver Weapon Use
All Drivers may fire one-handed personal weapons while driving, but suffer a -6 Accuracy penalty representing divided attention.
The Combat Driver milestone (Pilot +5) removes this penalty entirely, allowing the Driver to fire one-handed weapons at full Accuracy while maintaining vehicle control.
Drivers may never fire two-handed weapons or mounted weapons while driving.
Quick Reference
Driver Turn Structure:
- Pay Maintain Control AP (2/3/4 for Low/Medium/High, free with Combat Driver)
- Optionally pay Change Speed AP (4 AP, Overflowable)
- Spend MPv on movement and turning
- Perform remaining actions with leftover AP (fire weapon, command, etc.)
Speed Summary:
Speed Maintain AP MPv Max Turn Passenger Actions Evasion Bonus Stopped 0 0 Unlimited All +0 Low 2 Vehicle stat 180° All +1 Medium 3 Vehicle stat 90° Fire/Assist only +2 High 4 Vehicle stat 45° None (Hold On) +4
Cover for Occupants:
Seat Cover Type Driver Full Cover Gunner Half Cover (targetable with Called Shot -6) Passenger Full Cover External Rider No Cover