This page explains how vehicles function on the combat grid, how characters operate them, and how vehicle movement, combat, and boarding work at the table.
Vehicles use the same grid, ranges, and turn order as normal combat, but follow special rules for speed, facing, and collisions.
📌 Quick Principles
Vehicle Priciples
Vehicles are multi-tile objects, not creatures
Vehicles act during the Driver’s turn
Speed, facing, and size matter
The Pilot skill governs control, risk, and advanced maneuvers
Vehicles interact with cover, terrain, and line of sight
🧱 Vehicle Statistics
Each vehicle has a small set of core traits.
📏 Vehicle Size
Vehicle Size determines footprint, collision severity, and momentum.
| Size | Examples |
|---|---|
| Small | Motorcycle, quad |
| Medium | Car, pickup |
| Large | Van, APC |
| Massive | Tank, semi |
🚦 Vehicle Speed States
Vehicles are always in one Speed state.
| Speed | Description |
|---|---|
| Stopped | Stationary |
| Low | Slow, controlled movement |
| Medium | Fast, aggressive movement |
| High | Maximum speed, dangerous |
Speed affects:
-
Vehicle Momentum
-
Accuracy penalties
-
Evasion bonuses
-
Turning limits
-
Passenger actions
-
Collision severity
🧨 Vehicle Momentum
Important
Momentum is determined only by Vehicle Size and current Speed.
It is not affected by how much movement is spent.
Momentum Tier Table
| Speed | Small | Medium | Large | Massive |
|---|---|---|---|---|
| Low | Low | Medium | Medium | High |
| Medium | Medium | High | High | Catastrophic |
| High | High | Catastrophic | Catastrophic | Catastrophic+ |
Momentum is used only to resolve collisions.
⏱ Turn Order & Vehicle Control
Vehicles do not roll initiative.
All vehicle actions occur during the Driver’s turn.
🧠 Driver AP Cost
At the start of the Driver’s turn:
Warning
If the vehicle is not Stopped, or the Driver changes Speed,
the Driver must spend 4 ⚡ AP.
If the cost cannot be paid:
-
The vehicle can not be controlled this turn; it will keep moving and make no voluntary turns
-
The vehicle automatically slows by 1 Speed tier at end of turn
🔄 Changing Speed
At the start of the Driver’s turn, choose one:
-
Speed Up → +1 tier
-
Maintain Speed
-
Slow Down → –1 tier
Rules
-
Only one tier change per turn
-
Speed effects apply immediately
-
Damaged vehicles may require a Pilot check to change Speed
🛣 Vehicle Movement
Vehicles generate Momentum Points (MPᵥ) based on Speed and may move during the Driver’s turn.
Important
A vehicle at Low, Medium, or High speed must attempt to spend 100% of its generated Momentum Points (MPᵥ) each turn.
If this is not possible, the Driver must attempt an Emergency Braking Test. The Difficulty of this Test increases for each unspent Momentum Point. On failure, the vehicle loses control and unspent Momentum is resolved as forced movement.
🧭 Facing & Movement Rules
-
Vehicles always have a facing (8 directions)
-
Vehicles may only move forward or backward
-
Sideways movement is never allowed
🔄 Turning Costs
| Turn | MPᵥ Cost |
|---|---|
| 45° | 1 |
| 90° | 2 |
| 180° | 4 (Low speed only) |
🚫 Turning Limits by Speed
| Speed | Max Turn per Turn |
|---|---|
| Stopped | Unlimited |
| Low | Up to 180° |
| Medium | Up to 90° |
| High | 45° total |
🎮 Pilot Skill Usage
Note
No Pilot check is required for normal movement on open ground.
A Pilot check is required when attempting:
-
Tight turns at speed
-
Navigating hazards or clutter
-
Ramming or evasive maneuvers
-
Mitigating collisions
-
Changing Speed while damaged
Failure does not stop movement. It may cause:
-
Forced movement
-
Bad facing or spin
-
Condition damage
-
Loss of control
💺 Vehicle Seats
All vehicles use three universal seat types.
🚘 Driver Seat (Required)
The Driver:
-
Controls Speed and movement
-
Resolves collisions
-
Uses the Pilot skill
Restrictions
-
Must spend 4 AP if vehicle is moving
-
Cannot fire mounted weapons
-
Limited personal actions unless a perk allows otherwise
Danger
If the Driver is incapacitated or removed:
Vehicle slows by 1 Speed tier at end of turn
The vehicle can not be controlled this turn; it will keep moving and make no voluntary turns
🎯 Gunner Seats (If Equipped)
Each Gunner seat controls one mounted weapon.
Gunner Actions
-
Fire mounted weapon
-
Suppress targets
-
Make called shots
-
Use weapon special modes
Uses the appropriate weapon skill.
Speed Penalties to Gunner Attacks
| Speed | Penalty |
|---|---|
| Low | –1 |
| Medium | –2 |
| High | –4 (or suppressive fire only) |
🧍 Passenger Seats
Passenger seats are flexible utility positions.
Passenger Actions
-
Fire a personal weapon
-
Assist a Gunner (reload, spot)
-
Damage Control (Repair)
-
Medical Aid
-
Spot or Command support
Passenger Speed Limits
| Speed | Allowed Actions |
|---|---|
| Stopped | All |
| Low | All (minor penalties) |
| Medium | Fire or Assist only |
| High | None (must Brace or Hold On) |
🚪 Embarking & Disembarking
Embark (Friendly Vehicle)
Cost: 4 AP Speed: Stopped or Low
Enter an open seat from an adjacent tile.
Disembark
Cost: 2 AP Speed: Stopped or Low
Exit to an adjacent tile.
🚨 Bail Out (Emergency)
-
Allowed at Medium or High speed
-
Requires AGI/Athletics test
-
Failure causes damage and Prone
🧗 External Riding
Characters may cling to the outside of a vehicle.
Mount Cost: 2 AP Mount Speed: Stopped or Low
External Riders
-
Move automatically with the vehicle
-
Gain no cover
-
Suffer speed-based attack penalties
-
Must make Hold On checks during sharp maneuvers or collisions
Failure causes the rider to fall and take Speed-based damage.
External rider capacity is limited by Vehicle Size.
🧨 Boarding Enemy Vehicles
Boarding happens in two steps.
Step 1: Latch On
Cost: 4 AP Method: Adjacent or reaction-based Test: Athletics / AGI vs DC (or vs Pilot)
Success → Become an External Rider
Step 2: Breach or Sabotage
Spend 4 AP to:
-
Enter a seat
-
Hijack the Driver
-
Damage vehicle systems
Higher Speed increases difficulty.
💥 Collisions
Vehicles may pass through occupied tiles, but may not end movement overlapping another creature or vehicle.
Collision Reactions (Creatures)
When a vehicle enters an occupied tile, the occupant may:
-
Evade
-
Brace
-
Hold Position
-
No Reaction
Failure to evade results in collision damage.
Collision Damage by Speed
| Speed | Effect |
|---|---|
| Low | Damage + knockdown |
| Medium | Heavy damage + forced movement |
| High | Severe or incapacitating damage |
🚗 Vehicle vs Vehicle Collisions
-
Both Drivers roll Pilot + Handling
-
Compare results
-
Apply damage, facing changes, and Condition loss
🧱 Vehicle vs Object Collisions
Objects have Mass and Integrity.
Object Mass
| Mass | Examples |
|---|---|
| Light | Furniture, fences |
| Medium | Barricades, parked cars |
| Heavy | Concrete barriers |
| Immovable | Buildings |
Resolution:
-
Compare vehicle Momentum vs Object Mass
-
If Momentum ≥ Mass, resolve damage vs Integrity
-
Vehicle always takes Condition damage based on Speed
🔧 Vehicle Damage
Vehicles track:
-
Hull — structural damage
-
Condition — operational effectiveness
Condition loss can cause:
-
Handling penalties
-
Reduced Speed
-
System failures
Hull damage requires full repairs outside combat.