Vehicles fight on the same grid as everyone else. A vehicle is a multi-tile moving object, not a creature: it moves on its Driver’s turn using Speed, Momentum and Facing, protects its occupants as a Cover Object, and takes damage through its components.

Every vehicle has its own stat block — see 🚚 Vehicles. Every action taken in or around one is on ⚡ Vehicle Actions.

Core Principles

  • Vehicles use the same combat grid as infantry.
  • A vehicle moves during its Driver’s turn. With no one in the Driver seat, it moves at the end of the round.
  • The Driver spends ⚡ AP to control the vehicle. The vehicle moves with Momentum Points (MPv), not AP.
  • A moving vehicle must spend all of its MPv every turn.
  • The 🚗 Pilot skill governs control under stress.

Vehicle Statistics

Vehicle Stat Block

StatWhat it is
📏 SizeSize rank. Sets the Momentum Tier and the Cover the vehicle gives.
FootprintWidth × length in tiles.
MPvMomentum Points generated at Low / Medium / High Speed.
EvasionEvasion at Low / Medium / High Speed.
🗺 TravelWorld Map travel: the divisor for Stage time, and the Detection DC modifier.
HandlingAdded to every PER + 🚗 Pilot Test made with this vehicle.
TurningStandard or Pivot.
🧱 MaterialSets 💎 H and ♨️ ER.
🧱 DurabilityThe vehicle’s HP.
Mod SlotsPlating, Module and Weapon Mount slots. See Vehicle Mods.
ComponentsEach component’s Component Threshold.
SeatsEach seat’s type, the component that protects it, and the Cover it gives.
Cargo🔳 slots of storage.
PowerFuel or Fusion Core. See 🗺 Vehicle Power.
ExplosionWhat happens when the Power component is Destroyed.
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Speed

A vehicle is always at one of four Speeds.

SpeedMPvEvasionTurns per turn
Stopped05Unlimited
LowStat blockStat block4
MediumStat blockStat block2
HighStat blockStat block1
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Handling

HandlingExamples
−4Tank, semi-truck
−2APC, military truck
+0Pickup, van
+2Car
+4Motorcycle, sports car
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Turning

TypeRule
StandardMust move at least 1 tile forward or backward between two turns.
PivotCan turn in place. Turning still costs MPv.
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The Driver’s Turn

A vehicle always has a Facing — one of 8 directions. It moves with 🚓 Drive and changes Facing with 🚓 Turn, both paid in MPv.

Driver's Turn

  1. 🚓 Regain Control, if the vehicle is Out of Control.
  2. 🚓 Maintain Control.
  3. 🚓 Change Speed, if wanted.
  4. Spend every MPv on 🚓 Drive and 🚓 Turn. If the vehicle cannot, 🚓 Emergency Braking.
  5. Spend leftover AP — see 🚓 Driver Seat.

Out of Control

A vehicle is Out of Control when:

Out of Control

  • The vehicle moves straight forward, spending all its MPv. No Turns.
  • Collisions resolve normally.
  • With no Driver, it also slows by 1 Speed at the end of each round.
  • The Driver rolls 🚓 Regain Control at the start of their turn.

Pilot Tests

Normal driving on open ground needs no Test. The GM calls for a PER + 🚗 Pilot + Handling Test for hazardous terrain, tight turns at speed and ramming, and the rules on this page call for the rest. A CRIT on a GM-called Test gives the vehicle +2 Handling for the rest of the scene.


Seats

Each seat on the stat block lists the component that protects it and the Cover it gives. Occupants use the normal Cover rules — including the Peek Rule to fire out of a Full Cover seat.

  • A seat’s Cover may list an open side — the front, rear, left or right of the vehicle. Against an attacker beyond that edge of the vehicle’s Footprint, the seat gives no Cover.
  • Occupants use the vehicle’s Evasion in place of their own. Cover adds to it as normal.
  • Move between seats with 🚓 Change Seat.

Driver Seat

Driver

  • Controls Speed and movement.
  • May fire one-handed personal weapons at −6 🎯 Accuracy. 🎯 Combat Driver halves it to −3.
  • Never fires two-handed or mounted weapons.

Gunner Seats

Gunner

SpeedGunner Accuracy
Stopped0
Low−1
Medium−2
High−4
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Stacks with the Recoil Rule.

Passenger Seats

Passenger

SpeedAllowed actionsAccuracy
StoppedAny0
LowAny−2
MediumAttacks, and reloading an adjacent mounted weapon−4
HighAttacks−8
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Getting In and Out

  • 🚓 Embark and 🚓 Disembark at Stopped or Low Speed.
  • At Medium or High Speed, the only way out is 🚓 Emergency Bail Out.
  • Climbing onto a moving vehicle, riding on its outside, or forcing a way into one is resolved with Tests the GM calls for.

Road Damage

Falling from a moving vehicle deals Physical damage, resolved 💣 like an explosion: Average DT, then DR, and each limb takes a third.

SpeedRoad Damage
Low1d6
Medium2d6
High4d6
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Power

A vehicle’s Fusion Core is replaced with 🚓 Swap Fusion Core. Fuel and core drain are on 🗺 Vehicle Power.


Collisions

A vehicle may move through occupied tiles but cannot end its movement overlapping a creature or another vehicle.

Momentum Tier

Read the vehicle’s Speed against its 📏 Size:

SpeedSmallMediumLargeHuge or Giant
LowLowMediumHighHigh
MediumMediumHighCatastrophicCatastrophic
HighHighCatastrophicCatastrophic+Catastrophic+
Momentum TierDamageEffects
Low2d6 Knockdown 1
Medium4d6 Knockdown 2, 🔙 Knockback 2
High6d6 Knockdown 3, 🔙 Knockback 3
Catastrophic8d6 Knockdown 4, 🔙 Knockback 4
Catastrophic+10d6 Knockdown 5, 🔙 Knockback 5

Collision Knockdown and Knockback are resisted at DC 15.


See 🚓 Collisions for ramming creatures, vehicles and objects.

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Vehicle vs Creature

Ram

Costs no AP. Every creature the vehicle moves through is hit, unless it uses its 😮 Reaction to Dive Clear.

  • Hit: the creature takes the Momentum Tier’s damage as Physical damage, resolved 💣 like an explosion: Average DT, then DR, and each limb takes a third. Plus the tier’s effects.
  • Dived clear: the creature moves to the nearest empty tile out of the vehicle’s path.
  • Slowed: each creature of Medium 📏 Size or larger that is hit costs the vehicle 2 of its remaining MPv. If the vehicle runs out of MPv on a creature’s tile, that creature moves to the nearest empty tile.

For each creature hit, the vehicle’s Chassis takes damage by the creature’s 📏 Size, ignoring 💎 Hardness:

Rammed creature’s 📏 SizeTinySmallMediumLargeHugeGiant
Chassis damage0124815
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Vehicle vs Vehicle

Both Drivers roll PER + 🚗 Pilot + Handling, opposed

Damage is set by the higher Momentum Tier of the two vehicles. Each vehicle’s Chassis takes it, minus that vehicle’s 💎 Hardness.

  • Winner takes half damage. Loser takes full damage. A tie: both take full damage.
  • Both vehicles slow by 1 Speed and keep their Facing.
  • CRIT: the winner chooses which of the loser’s components takes the damage.
  • CRITFAIL: that Driver’s vehicle becomes Out of Control.

Vehicle vs Object

Objects are 📦 Cover Objects, with their own 💎 Hardness and 🧱 Durability.

Ramming an object

  1. The object takes the vehicle’s Momentum Tier damage, minus the object’s Hardness.
  2. Object destroyed: the vehicle carries on. Its Chassis takes damage as for a creature of the object’s Size.
  3. Object still standing: the vehicle stops in front of it and becomes Stopped. Its Chassis takes the same Momentum Tier damage, minus the vehicle’s own Hardness.

Buildings and bridge supports are never destroyed by a collision.

Clean Ram — before the damage, the Driver may roll PER + 🚗 Pilot + Handling, DC 15

On a success, the vehicle takes half damage. On a CRIT, it takes none.


Vehicle Damage

Components

A vehicle has 6 components, matching the six limbs. Each has a Component Threshold — its share of the vehicle’s maximum 🧱 Durability, the way a limb has a 💔 Cripple Threshold.

d20ComponentComponent ThresholdCalled Shot
1–3Right Wheels/Treads30%−6
4–6Left Wheels/Treads30%−6
7–9Engine30%−6
10–12Cockpit30%−6
13–18Chassis60%−3
19–20Power20%−9
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Power is the fuel tank or the fusion core housing.

Attacking the Vehicle

Attacking a vehicle

  1. Roll against the vehicle’s Evasion at its current Speed.

  2. Roll d20 on the Component table, or make a Called Shot.

  3. If the damage is lower than the vehicle’s 💎 Hardness or ♨️ Energy Resistance, it is blocked.

  4. Otherwise the vehicle takes damage − Hardness (or − Energy Resistance) to its Durability and to that component’s Component Threshold.

Attacking an Occupant

Attacking an occupant

  1. Roll against the vehicle’s Evasion, plus the occupant’s seat Cover.

  2. Roll 🎯 Hit Location on the occupant, or make a Called Shot on one of their limbs.

  3. A hit on a Covered Limb strikes the vehicle as the Cover Object. The normal penetration rules apply.

  • Damage the vehicle takes this way goes to its Durability and to the component the seat lists.
  • A creature using the vehicle as Cover from outside it: damage the vehicle takes goes to its Durability and its Chassis.
  • A Called Shot on the vehicle’s Cockpit damages the vehicle, not the people in it.
  • In an explosion, the vehicle is the Cover between the blast and each occupant — see 💣 Explosives and Cover.

Malfunctions

When a component’s Threshold reaches 0, it gains a Malfunction:

  • Minor — the damage that took it to 0 was equal to or below its maximum Threshold.
  • Major — the damage was above its maximum Threshold.

Each step keeps the effects of the steps before it. Where a number grows (−1 → −3 MPv, −1 → −2 H), the larger replaces the smaller.

Malfunction Escalation

When a Malfunctioning component takes damage, roll d20 against DC 10, plus any damage above its maximum Threshold.

  • Success: no change.
  • Failure: the Malfunction worsens one step — Minor → Major → Destroyed.

ComponentMinorMajorDestroyed
Wheels/Treads−1 MPv, −2 Handling−3 MPv, Disadvantage on Pilot TestsSpeed cannot exceed Low. MPv halved. Both sides Destroyed: the vehicle cannot move.
EngineSpeed cannot exceed MediumMPv halvedCannot speed up. Slows by 1 Speed at the end of each Driver turn until Stopped.
CockpitEveryone in a Cockpit seat takes 1d6 Physical damage to one random limb (🎯 Hit Location)Driver has Disadvantage on Pilot Tests. Cockpit seats drop to Half Cover.Cockpit seats give no Cover.
Chassis−1 💎 H−2 💎 H. Maximum Durability −25%.The next damaging hit to the Chassis destroys the vehicle.
PowerLeak: −1 Fuel or 1 core charge each roundFire: 2 damage to Durability at the start of each Driver turnExplosion (stat block). The vehicle is destroyed.
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Vehicle Destruction

When a vehicle’s Durability reaches 0:

  • If it was moving, it spends its remaining MPv straight forward, then stops.
  • If its Power component has a Major Malfunction, it explodes as on its stat block.
  • Otherwise it becomes a wreck: a Cover Object of the same Material and Size, at half its maximum Durability.

Repairing Vehicles

Vehicles are repaired like 🤖 Robots, with Fix and 🔩 Fix Malfunction: Durability in place of HP, a component in place of a limb, and Destroyed in place of System Failure. Sundered X and 🕯 Melted X are removed as on their own pages.

A wreck cannot be repaired in combat.