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.

SizeExamples
SmallMotorcycle, quad
MediumCar, pickup
LargeVan, APC
MassiveTank, semi

🚦 Vehicle Speed States

Vehicles are always in one Speed state.

SpeedDescription
StoppedStationary
LowSlow, controlled movement
MediumFast, aggressive movement
HighMaximum 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

SpeedSmallMediumLargeMassive
LowLowMediumMediumHigh
MediumMediumHighHighCatastrophic
HighHighCatastrophicCatastrophicCatastrophic+

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

TurnMPᵥ Cost
45°1
90°2
180°4 (Low speed only)

🚫 Turning Limits by Speed

SpeedMax Turn per Turn
StoppedUnlimited
LowUp to 180°
MediumUp to 90°
High45° 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

SpeedPenalty
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

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

SpeedEffect
LowDamage + knockdown
MediumHeavy damage + forced movement
HighSevere 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

MassExamples
LightFurniture, fences
MediumBarricades, parked cars
HeavyConcrete barriers
ImmovableBuildings

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.