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.

SizeExamplesGrid Footprint
SmallMotorcycle, quad1-2 tiles
MediumCar, pickup2-4 tiles
LargeVan, APC4-6 tiles
MassiveTank, semi-truck6+ tiles

Speed States

Vehicles are always in one of four Speed states:

SpeedDescription
StoppedStationary. No MPv generated. No Maintain Control cost.
LowSlow, controlled movement.
MediumFast, aggressive movement.
HighMaximum 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:

SpeedMPv (varies by vehicle)
Stopped0
LowListed on vehicle stat block (e.g., 3-6)
MediumListed on vehicle stat block (e.g., 6-8)
HighListed 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:

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).

HandlingExamples
-2Tank, semi-truck
-1APC, large van
+0Standard car
+1Pickup, light truck
+2Motorcycle, 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:

TypeRuleExamples
PivotCan rotate in place without moving forward or backward. Turning still costs MPv.Tanks, tracked vehicles
StandardMust 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 RollComponentCondition ThresholdEquivalent
1-3Right Wheels/Treads30% of Max DurabilityRight Leg
4-6Left Wheels/Treads30% of Max DurabilityLeft Leg
7-9Engine30% of Max DurabilityRight Arm
10-12Cockpit30% of Max DurabilityLeft Arm
13-18Chassis60% of Max DurabilityTorso
19-20Fuel Tank20% of Max DurabilityHead

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

ComponentMinor MalfunctionMajor MalfunctionDestroyed
Wheels/Treads-1 MPv per turn, -1 Handling-3 MPv per turn, Disadvantage on Pilot TestsCannot turn in that direction. MPv halved.
EngineSpeed cap reduced by 1 tierMPv generation halvedVehicle cannot accelerate. Speed decreases by 1 tier per turn until Stopped.
CockpitAll 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 TankFuel leak (limited turns of operation)Fire — vehicle takes 2 damage per turn, explosion risk on CRITFAILExplosion. 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:

TargetAccuracy 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 SpeedMaintain Control Cost
Stopped0 AP (no action needed)
Low2 AP
Medium3 AP
High4 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.

SituationMaintain + ChangeTotal AP
Low → Medium2 + 46 AP
Medium → High3 + 47 AP
High → Medium4 + 48 AP
High → Medium (Combat Driver)0 + 44 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 AmountMPv Cost
45°1 MPv
90°2 MPv
180°4 MPv (Low speed only)

Turning Limits by Speed

SpeedMaximum Turning per Turn
StoppedUnlimited
LowUp to 180°
MediumUp to 90°
High45° 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

MilestoneEffect
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:

SpeedGunner Accuracy Penalty
Stopped0
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:

Passenger Speed Restrictions:

SpeedAllowed Actions
StoppedAll
LowAll (minor penalties)
MediumFire or Assist only
HighNone (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:

SpeedPassenger Accuracy Penalty
Stopped0
Low-2
Medium-4
HighCannot 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:

SpeedEvasion 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 SizeMax External Riders
Small1
Medium2
Large4
Massive6+

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:

PER + 🚗 Pilot + Handling vs Creature’s Evasion

On hit, collision damage is determined by the vehicle’s Momentum Tier:

Momentum Tier Table

SpeedSmallMediumLargeMassive
LowLowMediumMediumHigh
MediumMediumHighHighCatastrophic
HighHighCatastrophicCatastrophicCatastrophic+

Collision Damage by Momentum Tier

Momentum TierDamageAdditional Effects
Low2d6Knockdown
Medium4d6Knockdown + Knockback 2
High6d6Knockdown + Knockback 3 + roll Injury
Catastrophic8d6Knockdown + Knockback 4 + automatic Major Injury (random limb)
Catastrophic+10d6Instant 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:

PER + 🚗 Pilot + Handling vs PER + 🚗 Pilot + Handling

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.

MassExamples
LightFurniture, fences, signs
MediumBarricades, parked cars
HeavyConcrete barriers, large debris
ImmovableBuildings, 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:

  1. Roll on the Component Table (d20) to determine which component is struck (or use a Called Shot to target a specific component)
  2. Apply the vehicle’s 💎 Hardness or ♨️ Energy Resistance as DT
  3. 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:

  1. Pay Maintain Control AP (2/3/4 for Low/Medium/High, free with Combat Driver)
  2. Optionally pay Change Speed AP (4 AP, Overflowable)
  3. Spend MPv on movement and turning
  4. Perform remaining actions with leftover AP (fire weapon, command, etc.)

Speed Summary:

SpeedMaintain APMPvMax TurnPassenger ActionsEvasion Bonus
Stopped00UnlimitedAll+0
Low2Vehicle stat180°All+1
Medium3Vehicle stat90°Fire/Assist only+2
High4Vehicle stat45°None (Hold On)+4

Cover for Occupants:

SeatCover Type
DriverFull Cover
GunnerHalf Cover (targetable with Called Shot -6)
PassengerFull Cover
External RiderNo Cover