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Ultimate Vehicles

Contents

Vehicle Creation

Vehicles are a necessary thing in almost any role playing game, from carts to wagons, to the science fiction of flying cars and submersibles. This guide takes the known vehicles and creates a massive guide to create thousands, if not tens of thousands of unique vehicles with these rules, 160,000 variations not counting weapons.

Building It Your Way

First create an idea of what type of vehicle you require. Is it a car, is it an unarmored military vehicle. Bear in mind this guide is squarely focused on vehicles, so the idea of using a small or tiny spacecraft as a submersible or a flying vessel, isn’t covered here. It is assumed these vehicles built here use hit points versus hull points and thus are vulnerable to being destroyed by hit point spells and effects.

Once you have selected your idea, find the array that best matches the body of your design.

Note that each body has its own base cost per level. Note that certain modifications like hover are added after the body selection. So if you want a hover bike or hover tank, select the correct body type, then in the next section you give it the modification of Hover. Select your level; write down your stats on a worksheet or scrap piece of paper.

Next consult the next chapter, these are your optional modifications. These are specifically changes that alter the entire functionality of the vehicle. Such as a medium tracked vehicle, as a snow cat given the Military upgrade, suddenly may become more like a personal tracked tank. These modifications can be further stacked on top of the base costs. Each modification are added together once all modifications are purchased, then that total modifies the base cost per tier. Determine your new base cost multiply your base cost by the tier selected. Once you have finalized your base cast, you may move on to addons.

When doing the math for cost, round up on all decimals (minimum of 1). Apply the modification(s) to the base stats, round any stats that result in decimals up (minimum of 1). This new vehicle cost and stats should be noted on your worksheet or scrap piece of paper.

Add-ons are items that don’t apply to the full vehicle but create additional functionality or changes the functionality of a base vehicle. An example would be a dozer vehicle with several different configurations. Each version of the vehicle would require a different add-on. This cost difference should be noted with each add-on and cost difference. These Add-on(s) should be added together and added to the new vehicles final tier cost after the modification cost per level has been calculated.

The last portion of creation is unique features and abilities. These features are usually racial or brand specific add-ons that might alter an add-on or give it a certain ability which can do anything from reduce cost or increase a statistic. The final step is to add together the costs, statistics, modifications, add-ons and features.

Name your newest creation and enjoy in your next gaming session. It’s that easy, Enjoy.

Below each array is a sample vehicle as an example with a breakdown of each. See the chapter four for a selection of other premade vehicles as further examples. With hundreds of thousands of combinations, there is an endless supply of vehicles.

Vehicles Versus Spaceship Construction

Some vehicles require spaceship weaponry or features that mirror those functions. This book focuses on specifically vehicles and has rules for adding spacecraft features all of which require the manufacturing facility to have access to BP capability.

Vehicle are not Spaceships and are required to be modified to achieve many of the same features.

Building Vehicles in 4 easy steps

  1. Step One: Select size and type of Transportation Array
  2. Step Two: Select Optional Modifications
  3. Step Three: Select Add-Ons
  4. Step Four: Total all feature bonuses and costs; Final Details

Step One: Select Size and Type of Transportation Array

Sizes

Vehicles come in two basic forms, Medium and Large. These are designated as numbers as well for later calculations (tiny = 1, small = 2, medium = 3, large = 4, huge = 5, and so on). Some arrays only come in medium or large, but modifications can be made to make vehicles smaller or even larger. A new vehicle will have to purchase the appropriate modification to reduce the size to small (or tiny) or to increase a size to huge (or gargantuan).

Types of Vehicles

There are 12 vehicle array types, divided into basic size and type categories.

  • Bikes These two wheeled vehicles are smaller and faster than cars and trucks usually, used for their low cost and ease of modification. These also include monowheels and trikes.
  • Car These are generally typically transporting 2-4 individuals. Flying Planes, Ultra lights, Helicopters and Passenger jets typically fall into this category.
  • Submersible Any vehicle designed to survive the depths of the ocean or pressurized environment. Tracked Any vehicle that uses a tracked mode of transformation. It increases the mobility and functionality of these vehicles.
  • Truck Large wheeled vehicles that are typically use to carry cargo.
  • Walkers These are 2 legged vehicles that are used for exploration and technical jobs.
Type of Vehicle

This is the description of the size and type of vehicle.

Base Cost per Level

This is the cost per level of vehicle.

Size and Description

This section details the type of vehicle and the general size of this vehicles body. It is this base which modifications and add-ons can change.

Speed

These three stats are the movement speed. The first stat is the move speed per character action. The second stat is the speed in character scale when traveling at full speed. The last speed is the relative speed in miles per hour moving at its maximum speed (may not equal the full character stat in feet speed. This is the speed used for faster combat, rather than measuring combat in feet it is used as a rating of relative speeds in movement with another vehicle. Note that using a vehicle with some form of thruster capability in starship combat is possible though they move at 1 hex per turn unless they have purchased the Thruster or Fast Modification.

EAC and KAC

This is the vehicles base EAC and KAC, it is modified by Modifications, and Add-ons.

Cover

This indicates what kind of cover this vehicle can be used as. (None, Partial, Full). It also determined the protection that the vehicle has before it becomes broken. No

Cover means the vehicle broken is 75% of the Base Hit Points, it’s generally not armored or is made out of materials that are flimsy. Partial Cover provides 50% of its Main Hit Points before it gains the broken status, these vehicles are usually lightly armored or made out of reinforced materials. Full Cover provides the best cover where the broken status is only 25% of its base Hit Points.

Hit Points (HP)

This indicates a vehicles hit points, the second number indicates when it has reached the broken status. This number is modified by the cover rating and any additional modifiers. None cover, gives only 25% base protection before it is broken, partial gives 50% and full gives 75% of the frames HP; round up. The number listed is the default HP of an unmodified vehicle. During new vehicle creation, HPs are added first before multiplied.

Cover and Hit Points (HP) Example

No Cover (None) 100, HP (75)

Partial Cover (Partial) 100 HP (50)

Full Cover (Full) 100 HP (25)

Hardness (Hard)

This indicates how much damage needed to be done to penetrate the armor to injure the individual(s) inside. Any hit point damage done in a single shot that exceeds this number is taken by a random passenger. Note that some weapons such as armor piercing or anti vehicle armors may change how a weapon affects this statistic.

Modifier (at Full Speed)

These two numbers are the modifiers to piloting and attacks and in parenthesis, the modifier of piloting and attacks while moving at full speed.

Attack

This stat is created by the tier of the vehicle. The DC to ram with a vehicle is DC 10 + tier of the vehicle. They deal damage (d6) plus size (tiny 1d6, small 2d6, medium 3d6, large 4d6 and huge 5d6). Attack DC is size of the vehicle in DC modified by add-ons. Additional attacks and weapons may be added with the purchase of additional modifications, add-ons and weapons.

Passengers

This statistic indicates how many medium sized creatures can fit on a vehicle. This can be modified for a larger or small creature with the appropriate modification. Piloting a vehicle of the wrong size results in a -4 piloting penalty per size difference of the creature. These are considered common accommodations, but may be upgrade to luxury at the cost of double the seating. For example, a passenger jet with 400 passengers may split up its seating to seat 300 in common seating, and the remain 100 seats can be converted at no cost to luxury seating of 50 seats. Luxury details are generally fine items notes in step four.

Example Vehicle Build

Select your frame. We are going to design an armored luxury limo. We want it to be a higher quality than a standard car (level 4-5) or a low end limo (7-8), so we will select a Level 10 frame. So we will write out the base line.

Medium Wheeled Vehicles

Level 10 60’, Full 140’, 30 MPH, EAC 13; KAC 16

Cover Full HP 15 (3) Hard 5 Mods -2 Piloting (-5)

This give us the base line stats. We know that we need to carry additional transportation and because this is a high end luxury limo. Let’s give it a small upgrade of armoring.

The base model come standard with 4 passengers and the transportation modification adds 8 additional passengers and double the base length from 10 feet long to 20 feet. This gives it a final size of 5 foot wide, 20 foot long and 4 feet tall. Its passenger number increases from 4 to 12. It also increase the base cost by 175%.

The second modification Lightly Armored increases several stats EAC and KAC, Hit Points and Hardness. It give 8 points of EAC and KAC to distribute, which we will put 4 and 4 evenly. It doubles the base HP and increases the hardness by 5. The lightly armored modification increases the cover rating by one level, as it was already full this doesn’t change this stat.

As it has full cover it has better protection to preventing its broken status. The new Hit Points is multiplied by 0.25, and then subtracted from the base hit points giving us a new broken status number, a much more durable vehicle then its unarmored counterpart.

The attack is calculated as a Level 10 medium vehicle of size 2 plus 1 dice; give its collision of 3d6 and a DC 20 attack. Its base attack is calculated as Base of 10 and as a size 10 vehicle giving it a final base attack of DC 20.

Giving us a final stat line.

Level 10 60’, Full 140’, 30 MPH, EAC 17, KAC 20, Cover Full, HP 30(8), Hard 10, Mods -2 Piloting (-5)

So we add together all these modifications cost together to determine the final costs, 125% and 175% making the base cost per level is 700 credits x 300%.

Giving its final base level cost of 2100 per tier. As this is a level ten vehicle this works out to a final cost to 21,000 credits new off the factory floor. Our last step is to change the name and fill in the new vehicle sheet from the worksheet.

So when we apply this to the stat block it looks like this.

High End Luxury Limo

A high end lightly armored limousine. It is crafted from the finest materials and shiniest paint job.

Price 21000; Level 10

Size Medium Wheeled Vehicle (5’ wide, 10’ long, and 4’ high)

Speed 60 ft., full 140 ft., 30 mph

EAC 17; KAC 20; Cover Full

HP 30 (8) Hardness 10

Attack (collision) 3d6 (DC 20)

Modifiers -2 Piloting, (-5), Lightly Armored, Transportation Vehicle

Passengers 12 (Medium)

Let’s Build a Second Vehicle, Something Larger.

An Advanced Maximum Passenger Jumbo Jet.

Let start with the Base stat line.

Level 17, Speed 170’, Full 720’, 500 MPH; EAC 15; KAC 15; Cover Full HP 85 (21)

Hardness 19 Piloting Modifiers -12 Piloting, (-15)

The Base Frame cost is 8,000 credits per Level.

We have decided on a Level 17 Frame that will give us enough speed and size to adequately full the role. Passenger planes hold twelve medium passengers or equivalent cargo 240 Bulk. These are 40 feet wide, 50 feet long and 12 feet tall. Next we want to increase the base passengers, a transportation modification is not sufficient so we have used the Mass Transportation Modification. This can be taken twice increasing the passengers by 100x and the frame dimensions are increased by 15 times.

This makes the base frame able to carry 1200 common passengers and have a new size of 600 feet wide, 750 feet long and 180 feet tall. These measurements are about a third larger than the largest modern plane. We also want an autopilot to aid in regular flight paths, so we have selected an Auto Control System.

The Base Cost is 8,000 per level x 30 for the two mass transportation modifications giving us a final base cost of 4,080,000 Credits. There is an additional 1,000 credits for the Add-on Auto control. Filling out the final stat block gives us.

Large Passenger Jumbo Plane

These are the intercontinental planes of air travel. Powered by six massive turbines, they provide minor comforts for the economy class and luxuries and space for the dedicated first class seats in the observation bubble.

Price 4,081,000 Credits; Level 17, Size Large Flying Vehicles (600’ long, 750’ wide, and 180’ high)

Speed 170’, Full 720’, 500 MPH

EAC 15; KAC 15; Cover Full

HP 85 (21) Hardness 19

Attack (collision) 5d6 (DC 27)

Modifiers -12 Piloting, (-15), Auto Control, Mass Transportation x2

Passengers 5 crew (1 Pilot, 1 Co-pilot, 2 Stewards, 1 Engineer), 895 medium sized Passengers (Common), 100 medium sized passengers (Good), 25 medium sized passengers (Luxury)

Medium, Wheeled Vehicle

Base Cost per Level: 750

This medium wheeled vehicle template holds four medium passengers standard and has a dedicated cargo space for personal items.

Level Speed EAC KAC Cover HP Hard Modifiers
1 40’, Full 100’, 15 MPH 10 13 Partial 7 (3) 2 +0 Piloting, (-1)
2 50’, Full 120’, 20 MPH 10 13 Partial 7 (3) 3 +0 Piloting, (-1)
3 50’, Full 120’, 20 MPH 11 13 Partial 9 (4) 3 +0 Piloting, (-2)
4 50’, Full 125’, 21 MPH 11 14 Partial 9 (4) 3 +0 Piloting, (-2)
5 55’, Full 125’, 22 MPH 11 14 Partial 11 (5) 4 +0 Piloting, (-3)
6 55’, Full 130’, 22 MPH 12 14 Partial 12 (5) 4 +0 Piloting, (-3)
7 55’, Full 130’, 23 MPH 12 15 Partial 13 (6) 4 -1 Piloting, (-4)
8 55’, Full 135’, 23 MPH 12 15 Partial 13 (6) 5 -1 Piloting, (-4)
9 55’, Full 135’, 25 MPH 13 15 Partial 14 (7) 5 -2 Piloting, (-5)
10 60’, Full 140’, 30 MPH 13 16 Full 15 (7) 5 -2 Piloting, (-5)
11 60’, Full 140’, 30 MPH 13 16 Full 17 (4) 6 -3 Piloting, (-5)
12 60’, Full 145’, 32 MPH 14 16 Full 17 (4) 6 -3 Piloting, (-6)
13 60’, Full 150’, 36 MPH 14 17 Full 19 (5) 6 -4 Piloting, (-6)
14 60’, Full 160’, 38 MPH 14 17 Full 19 (5) 7 -4 Piloting, (-6)
15 60’, Full 180’, 40 MPH 15 17 Full 21 (5) 7 -5 Piloting, (-7)
16 65’, Full 185’, 40 MPH 15 18 Full 23 (6) 8 -5 Piloting, (-7)
17 65’, Full 190’, 42 MPH 15 18 Full 23 (6) 8 -6 Piloting, (-8)
18 65’, Full 195’, 43 MPH 16 18 Full 24 (6) 9 -6 Piloting, (-8)
19 65’, Full 195’, 45 MPH 16 19 Full 24 (6) 9 -7 Piloting, (-9)
20 70’, Full 200’, 47 MPH 16 19 Full 25 (6) 10 -7 Piloting, (-9)

These vehicles standard dimensions are 5 feet

Sample Vehicles

Common Pickup Truck (Level 1), Small Van (Level 2), Box Cargo Truck (Level 3), Tractor Tow Truck (Level 4), Large Cargo Tractor Transporter (Level 5), Double Cargo Transporter (Level 6), Hover Car Truck (Level 7), Military Deuce Truck (Level 8), Large Truck Military Transporter (Level 9), Construction Crane (Level 10), Heavy Construction Vehicle wide, 5 feet long and 3 feet high. These vehicles are standard size cars with the first few levels being subcompacts ending up with the luxury models at the high end level 20. Additional Cargo Expansion turn these into capable trucks. (Level 11), Hover Cargo Train (Level 12), Double Decker Luxury Bus (Level 13), Command Van (Level 14), Striker Armored Vehicle (Level 15), Artillery Truck (Level 16), Advanced Military Tractor (Level 17), Wheeled Tank (Level 18), Multi-Wheeled Mass Carrier (Level 19), Exo-Planetary Wheeled Explorer (Level 20)

Military Armored Transporter

This platform is designed as both transporter and combat unit for most military units. Heavily armored with a focus to get the troops in and out of danger.

Price 174,813 Credits; Level 15

Size Medium, Wheeled Vehicle (10’ wide, 10’ long, and 6’ high)

Speed 44’, Full 138’, 28 MPH

EAC 27; KAC 40; Cover Full

HP 59 (15) Hardness 27

Attack (collision) 3d6 (DC 25)

Attack (Forward Ramming) 4d8 (DC 25)

Modifiers -2 Piloting, (-4), Armored, Heavy, Transportation, Military, Additional Hit Points, Deflector Shields, Increased Mobility, Construction Tool (Forward Ramming) Deflector Shield 30 HP Fast Healing 1

Passengers 1 Pilot, 1 Gunner, 10 passengers (medium) or additional cargo (20 Bulk per passenger exchanged).

Large, Wheeled Vehicle

Base Cost per Level: 4000

Level Speed EAC KAC Cover HP Hard Modifiers
1 30’, Full 80’, 13 MPH 11 11 Full 13 (3) 10 +0 Piloting, (0)
2 35’, Full 85’, 15 MPH 11 12 Full 14 (3) 11 +0 Piloting, (0)
3 40’, Full 90’, 15 MPH 12 12 Full 15 (3) 11 -1 Piloting, (0)
4 40’, Full 100’, 15 MPH 12 13 Full 16 (4) 12 -1 Piloting, (-1)
5 45’, Full 110’, 18 MPH 13 13 Full 17 (4) 12 -1 Piloting, (-1)
6 45’, Full 115’, 18 MPH 13 14 Full 18 (4) 13 -2 Piloting, (-3)
7 45’, Full 115’, 18 MPH 13 14 Full 19 (4) 13 -2 Piloting, (-3)
8 50’, Full 120’, 20 MPH 14 15 Full 20 (5) 13 -2 Piloting, (-4)
9 50’, Full 120’, 20 MPH 14 15 Full 20 (5) 14 -3 Piloting, (-4)
10 50’, Full 125’, 23 MPH 14 16 Full 22 (5) 14 -3 Piloting, (-5)
11 55’, Full 125’, 23 MPH 15 16 Full 25 (6) 15 -3 Piloting, (-5)
12 55’, Full 130’, 25 MPH 15 17 Full 25 (6) 15 -3 Piloting, (-5)
13 55’, Full 130’, 25 MPH 15 17 Full 26 (6) 16 -3 Piloting, (-5)
14 55’, Full 130’, 25 MPH 16 18 Full 29 (7) 16 -4 Piloting, (-6)
15 55’, Full 135’, 28 MPH 16 18 Full 33 (7) 17 -4 Piloting, (-6)
16 55’, Full 135’, 28 MPH 16 19 Full 36 (7) 17 -4 Piloting, (-6)
17 60’, Full 135’, 28 MPH 17 19 Full 40 (10) 18 -5 Piloting, (-7)
18 60’, Full 140’, 30 MPH 17 19 Full 45 (41) 18 -5 Piloting, (-7)
19 65’, Full 140’, 30 MPH 17 20 Full 50 (42) 19 -5 Piloting, (-7)
20 65’, Full 150’, 32 MPH 18 20 Full 60 (15) 20 -6 Piloting, (-8)

These wheeled vehicles typically carry two medium passengers. Their size gives them greater use in transportation of goods and cargo. Their size gives

Sample Vehicles

Common Pickup Truck (Level 1), Small Van (Level 2), Box Cargo Truck (Level 3), Tractor Tow Truck (Level 4), Large Cargo Tractor Transporter (Level 5), Double Cargo Transporter (Level 6), Hover Car Truck (Level 7), Military Deuce Truck (Level 8), Large Truck Military Transporter (Level 9), Construction Crane (Level 10), Heavy Construction Vehicle (Level 11), Hover Cargo Train (Level 12) them a large payload size with dimensions of 10 feet wide, 10 feet long and 7 feet high. These are typically known as Tractors (they haul the trailer combos) and heavier cargo box style trucks.

Double Decker Luxury Bus (Level 13), Command Van (Level 14), Striker Armored Vehicle (Level 15), Artillery Truck (Level 16), Advanced Military Tractor (Level 17), Wheeled Tank (Level 18), Multi-Wheeled Mass Carrier (Level 19), Exo-Planetary Wheeled Explorer (Level 20)

Starport Tarmac Cargo Hauler

A 16 wheeled cargo container hauler, this is the work horse of many freighter ships and ports with some ships even carrying their own with its own loader crane. Whether you’re hauling mecha parts, ship parts, or vegetables, you will always have the right carrier on hand.

Price 20,000 Credits; Level 8

Size Huge, Wheeled Vehicle (20 feet wide, 80 feet long and 24 feet high)

Speed 45’, Full 90’, 15 MPH

EAC 14; KAC 15; Cover Full

HP 20 (5) Hardness 13

Attack (collision) 4d6 (DC 18)

Modifiers -8 Piloting, (-10), Oversized, Cargo, Transportation System x3, 24

Passengers 3 (2 Pilot and 1 passengers (usually a loadmaster)

Cargo Carrier 20’ x 30’ modular cargo/passengers space and 20×40 Open Cargo Space

Medium, Flying Vehicle

Base Cost per Level: 3000

These flying vehicles are the typical planes, helicopters and jets. These vehicles hold four medium passengers and typical require a significant takeoff and landing strip. These vehicles are 30 feet wide, 12 feet long and 8 feet tall (wings, rotor blades, thruster radius, etc.). Smaller vehicles such as ultra-lights and gyrocopters use the micronized frame modification. These medium vehicles require 20x their length for minimum take of distance without the aid of VTOL or similar systems. Medium vehicles that are flying require 10x their length to turn their direction without VTOL or similar systems.

Planes must remain at half its movement speed, or begin stalling resulting in a piloting check of DC 18 plus tier of the flying vehicle. Any plane moving slower than that can choose to glide as well, moving at a quarter of the full speed requiring a piloting check for every turn it remains unpowered or without an autopilot system.

Sample Vehicles

Ultra-light (Level 1), Light Glider (Level 2), Small Propeller Plane (Level 3), Modified Bush Plane (Level 4), Light Commercial Helicopter (Level 5), Small Trainer Jet (Level 6), Ground Support Military Jet (Level 7), Small Passenger Jet (Tier 8), Experimental Drone Fighter (Level 9), Super Sonic Military Jet (Level 10), Heavy Lift Helicopter (Level 11), Military Armored Gun Ship (Level 12)

Level Speed EAC KAC Cover HP Hard Modifiers
1 60’, Full 140’, 30 MPH 10 10 None 5 (4) 2 -1 Piloting, (-3)
2 70’, Full 160’, 50 MPH 10 10 None 7 (5) 3 -2 Piloting, (-4)
3 80’, Full 180’, 70 MPH 11 11 Partial 9 (4) 5 -2 Piloting, (-5)
4 90’, Full 200’, 90 MPH 11 11 Partial 11 (5) 5 -4 Piloting, (-6)
5 100’, Full 220’, 110 MPH 11 12 Partial 13 (5) 6 -4 Piloting, (-7)
6 110’, Full 240’, 130 MPH 12 12 Partial 15 (7) 7 -6 Piloting, (-9)
7 120’, Full 260’, 150 MPH 12 12 Partial 17 (8) 8 -6 Piloting, (-10)
8 130’, Full 280’, 170 MPH 12 13 Partial 19 (9) 8 -8 Piloting, (-11)
9 140’, Full 300’, 190 MPH 13 13 Partial 21 (10) 9 -8 Piloting, (-13)
10 150’, Full 320’, 210 MPH 13 13 Partial 23 (11) 10 -10 Piloting, (-15)
11 160’, Full 340’, 230 MPH 13 14 Partial 25 (12) 10 -10 Piloting, (-16)
12 170’, Full 360’, 250 MPH 14 14 Partial 28 (14) 11 -12 Piloting, (-17)
13 180’, Full 380’, 270 MPH 14 14 Partial 31 (15) 12 -12 Piloting, (-18)
14 190’, Full 400’, 290 MPH 14 15 Partial 34 (17) 13 -14 Piloting, (-19)
15 200’, Full 420’, 310 MPH 15 15 Full 37 (33) 15 -14 Piloting, (-20)
16 210’, Full 440’, 330 MPH 15 15 Full 40 (10) 15 -16 Piloting, (-21)
17 220’, Full 460’, 350 MPH 15 16 Full 45 (11) 16 -16 Piloting, (-22)
18 230’, Full 480’, 380 MPH 16 16 Full 50 (13) 16 -18 Piloting, (-23)
19 240’, Full 500’, 400 MPH 16 16 Full 60 (15) 17 -18 Piloting, (-24)
20 250’, Full 550’, 450 MPH 16 17 Full 65 (16) 18 -20 Piloting, (-26)

Military Scram Jet

A high altitude near space jet. This jet can activate its scram boosters to achieve a low orbit in a very short time. Its a common sight to spy on other targets or to allow important cargo/passengers to be transported to a distant location in a short time.

Price 291400 Credits; Level 18

Size Medium, Flying Vehicle (30’ wide, 12’ long, and 8’ high)

Speed 860’, Full 1190’, 940 MPH (2820MPH Scram Booster)

EAC 16; KAC 18; Cover Full

HP 50 (13) Hardness 16

Attack (collision) 3d6 (DC 30)

Modifiers -12 Piloting, (-17) Advanced Materials, Fast x2, Auto Control, Exotic Fuel, Improved Mobility, JATO Scram Jet Boosters Lasts 3 turns

Passengers 1 Pilot, 1 Gunner, 2 passengers (medium) or additional cargo (20 Bulk per passenger exchanged).

Advanced Glider (Level 13), Military Electronic Warfare Jet (Level 14), Jet Bomber (Level 15), Heavy Armored Gunship (Level 16), Stealth Jet Fighter (Level 17), Luxury Private Jet (Level 18), Small Air to Space Jet (Level 19), Hyper Sonic Jet (Level 20)

Large, Flying Vehicle

Base Cost per Level: 8000

These are larger flying vehicles, usually larger fighter craft and passenger/cargo planes. Passenger planes hold twelve medium passengers or equivalent cargo 240 Bulk. These are 40 feet wide, 50 feet long and 12 feet tall. Due to the flying speed these plane cannot slow to more than half their full speed without a hover modification. Moving slower than this will result in the plane immediately being to begin crashing (collision damage x size).

These large vehicles require 30x their length for minimum take of distance without the aid of VTOL or similar systems. Large vehicles that are flying require 20x their length to turn their direction without VTOL or similar systems.

Sample Vehicles

Large Propeller Plane (Level 1), Research Blimp (Level 2), Small Passenger/Cargo Jet (Level 3), Large Hover Train (Level 4), Large Hover Construction Platform (Level 5), Small Luxury Intercontinental Plane (Level 6), High Altitude Stratosphere Blimp (Level 7), Military Tanker Plane (Level 8)

Level Speed EAC KAC Cover HP Hard Modifiers
1 60’, Full 280’, 120 MPH 10 12 Full 20 (5) 2 +4 Piloting, (+1)
2 60’, Full 280’, 120 MPH 10 12 Full 25 (6) 3 +3 Piloting, (0)
3 65’, Full 340’, 125 MPH 10 12 Full 30 (8) 5 +2 Piloting, (-1)
4 65’, Full 340’, 125 MPH 11 12 Full 32 (8) 5 +1 Piloting, (-2)
5 70’, Full 350’, 130 MPH 11 13 Full 35 (9) 6 +0 Piloting, (-3)
6 80’, Full 360’, 140 MPH 11 13 Full 37 (9) 7 -1 Piloting, (-4)
7 90’, Full 400’, 180 MPH 12 13 Full 39 (10) 8 -2 Piloting, (-5)
8 100’, Full 440’, 220 MPH 12 13 Full 40 (10) 8 -3 Piloting, (-6)
9 110’, Full 480’, 260 MPH 12 13 Full 45 (11) 9 -4 Piloting, (-7)
10 115’, Full 500’, 270 MPH 13 13 Full 50 (13) 10 -5 Piloting, (-8)
11 120’, Full 520’, 280 MPH 13 14 Full 55 (14) 10 -6 Piloting, (-9)
12 135’, Full 550’, 300 MPH 13 14 Full 60 (15) 11 -7 Piloting, (-10)
13 140’, Full 600’, 320 MPH 14 14 Full 65 (16) 12 -8 Piloting, (-11)
14 145’, Full 620’, 350 MPH 14 14 Full 70 (17) 13 -9 Piloting, (-12)
15 150’, Full 640’, 420 MPH 14 14 Full 75 (19) 15 -10 Piloting, (-13)
16 160’, Full 680’, 480 MPH 14 15 Full 80 (20) 15 -11 Piloting, (-14)
17 170’, Full 720’, 500 MPH 15 15 Full 85 (21) 16 -12 Piloting, (-15)
18 180’, Full 760’, 520 MPH 15 15 Full 90 (23) 16 -13 Piloting, (-16)
19 190’, Full 800’, 580 MPH 15 15 Full 95 (24) 17 -14 Piloting, (-17)
20 200’, Full 420’, 620 MPH 15 16 Full 100 (20) 18 -15 Piloting, (-18)

Aerial Military Carrier

A powerful vehicle carrier capable of hover. It is equipped with a grappling system that is used to carry a single vehicle/mecha up to large. This vehicle has a internal carrier compartment that carries up to 11 passengers internally, in addition to up to a large vehicle/mecha or 8 suits of power armor. It is equipped with a low level hover and VTOL system that gives the carrier unparalleled maneuvering even when transporting cargo. It even comes with a special adapter that allows it to carry expansion bays from up to large ships to combat zones.

Price 864,000 Credits; Level 14

Size Large, Flying Vehicle (40’ wide, 50’ long, and 12’ high)

Speed Hover to 145’, Full 620’, 350 MPH

EAC 14; KAC 14; Cover Full

HP 70 (17) Hardness 18

Attack (collision) 4d6 (DC 24)

Modifiers -9 Piloting, (-12), Hover, VTOL, Mecha Transporter x2 (Large Vehicle/mecha or 8 suits of Power Armor), Expansion Bay Adaption (up to 40’x40’ bay; BP or Bays not included) Passengers 1 Pilot, and 11 passengers (medium) or additional cargo (20 Bulk per passenger exchanged).

Intercontinental Jet (Level 9), Military Bomber (Tier 10), High Altitude Glider (Tier 11), Heavy Military Fighter Multi Role Fighter (Tier 12), Fast Response Needle Plane (Tier 13), Long Range Military Bomber (Tier 14), Military AWAC Jet (Tier 15), Aerial Drone Carrier (Tier 16), Super Heavy Tanker (Tier 17), Military Long Range Diplomatic Plane (Tier 18), Super Jumbo Jet Transporter (Tiers 19), Planetary Shuttle/Shuttle Launcher (Tier 20)

Medium, Submersible

Base Cost per Level: 1500

General these hold two medium passengers, usually scientists or species in worlds that have atmosphere or surface of liquid state. This vehicle is 5 ft. wide, 10 feet long and 3 feet high. These vehicles generally require a carrier or a launcher system on non-water worlds. These are generally known as bathyspheres and personal exploration subs. The vehicles are built to resist a specific environmental condition, usually underwater or in a vacuum (Select one environment). These naturally resist environmental effects equal to its level in d6 per turn. Note that these are vehicles and do not have the same resistance and endurances as a spaceship would offer.

Sample Vehicle

Names Scuba Assist Props (Level 1), Personal Bathysphere (Level 2), Submersible Racers

Level Speed EAC KAC Cover HP Hard Modifiers
1 30’, Full 80’, 12 MPH 10 10 None 3 (2) 2 +2 Piloting, (-1)
2 30’, Full 80’, 12 MPH 11 10 None 6 (3) 3 +1 Piloting, (-1)
3 40’, Full 80’, 15 MPH 11 10 Partial 9 (4) 3 +0 Piloting, (-2)
4 40’, Full 80’, 15 MPH 11 10 Partial 12 (6) 4 +0 Piloting, (-2)
5 40’, Full 80’, 15 MPH 12 11 Partial 15 (7) 4 -1 Piloting, (-3)
6 40’, Full 80’, 15 MPH 12 11 Partial 18 (8) 5 -1 Piloting, (-3)
7 40’, Full 80’, 15 MPH 12 12 Partial 21 (9) 5 -2 Piloting, (-4)
8 45’, Full 80’, 18 MPH 13 12 Full 24 (6) 6 -2 Piloting, (-4)
9 45’, Full 80’, 18 MPH 13 13 Full 27 (7) 6 -4 Piloting, (-6)
10 45’, Full 80’, 18 MPH 13 13 Full 30 (8) 7 -4 Piloting, (-6)
11 45’, Full 80’, 18 MPH 14 14 Full 33 (8) 7 -6 Piloting, (-9)
12 50’, Full 120’, 20 MPH 14 14 Full 36 (9) 8 -6 Piloting, (-9)
13 50’, Full 120’, 20 MPH 14 15 Full 39 (10) 8 -8 Piloting, (-11)
14 50’, Full 120’, 20 MPH 15 15 Full 42 (10) 8 -8 Piloting, (-11)
15 50’, Full 120’, 20 MPH 15 16 Full 45 (11) 9 -10 Piloting, (-13)
16 55’, Full 130’, 25 MPH 15 16 Full 48 (12) 9 -10 Piloting, (-13)
17 55’, Full 130’, 25 MPH 16 17 Full 51 (13) 9 -12 Piloting, (-15)
18 55’, Full 130’, 25 MPH 16 17 Full 54 (13) 11 -12 Piloting, (-15)
19 55’, Full 130’, 25 MPH 16 18 Full 57 (14) 13 -15 Piloting, (-17)
20 60’, Full 140’, 30 MPH 17 18 Full 60 (25) 15 -15 Piloting, (-17)

(Level 3), Underwater Construction Vessel (Level 7), Large Research Submersible (Level 8), Military Explorer Submarine (Level 10), Liquid Atmospheric Sphere (Level 19), Nuclear Hunter Submarine (Level 20)

Large, Submersible

Base Cost per Level: 4000

These larger vessels are much more comfortable and heavily reinforced for depths and supporting additional cargo or personnel. It carries up to six medium passengers or a generous cargo space for transportation, weapons or science (20 Bulk per passenger). These vessels are typical for exploration submarines or military submersibles that carry hidden weapons of war. This vessel is 12 feet wide, 30 feet long and 10 feet tall. Its inherited need to dive to crushing depths and perform in alternate atmospheres makes these vehicles very durable. The vehicles are built to resist a specific environmental condition, usually underwater or in a vacuum (Select one environment). These naturally resist environmental effects equal to its level in d6 per turn.

Sample Vehicles

Entertainment Sub (Level 1), Small Scientific Bathysphere (Level 2), Military Seeker Sub (Level 11), Luxury Submersible Super Yacht (Level 14), Military Submersible Aircraft Carrier (Level 17),

Level Speed EAC KAC Cover HP Hard Modifiers
1 40’, Full 100’, 20 MPH 13 14 Full 40 (10) 10 +0 Piloting, (+1)
2 40’, Full 100’, 20 MPH 14 15 Full 50 (12) 11 -1 Piloting, (0)
3 40’, Full 100’, 20 MPH 15 16 Full 55 (14) 12 -2 Piloting, (-1)
4 50’, Full 120’, 25 MPH 16 17 Full 57 (14) 13 -3 Piloting, (-3)
5 60’, Full 140’, 30 MPH 16 18 Full 60 (15) 15 -4 Piloting, (-5)
6 65’, Full 150’, 35 MPH 16 18 Full 64 (16) 16 -5 Piloting, (-7)
7 65’, Full 150’, 35 MPH 17 18 Full 68 (17) 17 -6 Piloting, (-8)
8 65’, Full 150’, 35 MPH 17 18 Full 72 (18) 18 -7 Piloting, (-9)
9 70’, Full 160’, 40 MPH 17 18 Full 76 (19) 19 -8 Piloting, (-10)
10 70’, Full 160’, 40 MPH 18 18 Full 80 (20) 20 -9 Piloting, (-11)
11 70’, Full 160’, 40 MPH 18 19 Full 85 (22) 21 -11 Piloting, (-13)
12 70’, Full 160’, 40 MPH 18 19 Full 90 (23) 22 -12 Piloting, (-14)
13 70’, Full 160’, 40 MPH 19 19 Full 95 (24) 23 -13 Piloting, (-15)
14 70’, Full 160’, 40 MPH 19 19 Full 100 (25) 24 -14 Piloting, (-16)
15 80’, Full 180’, 50 MPH 19 19 Full 115 (28) 25 -15 Piloting, (-17)
16 80’, Full 180’, 50 MPH 20 20 Full 120 (30) 26 -16 Piloting, (-18)
17 80’, Full 180’, 50 MPH 20 20 Full 125 (32) 27 -17 Piloting, (-19)
18 85’, Full 190’, 55 MPH 21 20 Full 130 (33) 28 -18 Piloting, (-20)
19 85’, Full 190’, 55 MPH 22 20 Full 140 (35) 29 -19 Piloting, (-21)
20 90’, Full 200’, 60 MPH 23 21 Full 150 (38) 30 -20 Piloting, (-23)

Yokosuka, Military Large Submersible

An Ika class, Large well-armed nuclear war submersible.

Price 432,000 Credits; Level 20

Size Medium Submersible (30’ wide, 60’ long, and 12’ high)

Speed 135’, Full 300’, 90 MPH

EAC 36; KAC 36; Cover Full

HP 281 (70) Hardness 34

Attack (collision) 5d6 (DC 30)

Modifiers -20 Piloting, (-23), Advanced Materials, Military, Medium Armored, Vehicle Weapon; Medium (5d6 HP), Environmental Adaption (resists up to 20d6 damage of depth), Transportation Vehicle x2

Passengers 22 (medium)

Ocean Floor Rig (Level 18), Large Atmospheric Transportation Vessel (Level 19), Nuclear Intercontinental Missile Submarine (Level 20)

Medium, Tracked

Base Cost per Level: 2000

Medium car sized tracked vehicles provide a stable platform for vehicles like snow mobiles and small military tanks. These carry up to three medium passengers and a small cargo area. This vehicle is 8 feet wide, 10 feet long and 10 feet tall.

Sample Vehicles

Tracked Wheelchair (Level 1), Snow Mobile (Level 2), Snow Cat (Level 3), Luxury Snow Mobile (Level 4), Tracked Cargo Carrier (Level 6), Small Military Tank (Level 10), Tracked Artillery Launcher (Level 20)

Level Speed EAC KAC Cover HP Hard Modifiers
1 30’, Full 60’, 13 MPH 10 10 None 3 (1) 2 +0 Piloting, (-1)
2 30’, Full 65’, 15 MPH 10 11 None 5 (2) 4 +0 Piloting, (-1)
3 35’, Full 70’, 15 MPH 10 11 None 7 (3) 6 +0 Piloting, (-2)
4 35’, Full 80’, 17 MPH 11 12 Partial 9 (4) 8 +0 Piloting, (-2)
5 35’, Full 80’, 17 MPH 11 12 Partial 11 (5) 9 -1 Piloting, (-3)
6 40’, Full 90’, 20 MPH 11 13 Partial 15 (7) 10 -1 Piloting, (-3)
7 40’, Full 90’, 22 MPH 12 13 Partial 19 (9) 11 -1 Piloting, (-4)
8 40’, Full 90’, 24 MPH 12 14 Full 23 (6) 12 -2 Piloting, (-4)
9 45’, Full 95’, 26 MPH 12 14 Full 27 (7) 13 -2 Piloting, (-5)
10 50’, Full 100’, 28 MPH 13 15 Full 30 (8) 14 -2 Piloting, (-5)
11 55’, Full 110’, 28 MPH 13 15 Full 40 (10) 15 -3 Piloting, (-6)
12 60’, Full 120’, 30 MPH 13 16 Full 50 (13) 16 -3 Piloting, (-6)
13 65’, Full 130’, 35 MPH 14 16 Full 60 (15) 17 -3 Piloting, (-7)
14 70’, Full 140’, 40 MPH 15 17 Full 70 (18) 18 -4 Piloting, (-7)
15 75’, Full 150’, 45 MPH 15 17 Full 80 (20) 19 -4 Piloting, (-8)
16 80’, Full 160’, 50 MPH 15 18 Full 100 (25) 20 -4 Piloting, (-8)
17 85’, Full 170’, 55 MPH 16 18 Full 120 (30) 21 -5 Piloting, (-9)
18 90’, Full 180’, 60 MPH 16 19 Full 140 (35) 22 -5 Piloting, (-9)
19 90’, Full 180’, 65 MPH 16 20 Full 160 (40) 23 -5 Piloting, (-10)
20 100’, Full 200’, 70 MPH 17 21 Full 200 (50) 25 -6 Piloting, (-11)

Industrial Snow Cat

This extreme vehicle allows passengers to travel through almost any cold weather environment. Its special construction and heaters within the tracks allows it to even enter environments that would damage normal vehicles. It is equipped with a special sensor suite to allow its passengers to track objects within the extreme snow environments.It is equipped with a weapon mount for hunting wildlife or mounting hand held weapons.

Price 266200 Credits; Level 8

Size Large, Tracked Vehicle (24’ wide, 24’ long, and 24’ high)

Speed 20’, Full 30’, 16 MPH (ignores rough terrain)

EAC 10; KAC 19; Cover Full

HP 260 (65) Hardness 19

Attack (collision) 4d6 (DC 18)

Attack (Snow Plow) 5d8 (DC 18)

Modifiers -1 Piloting, (-4), Off Road, Transportation Vehicle, Environmental Adaption (Extreme Cold; Resist 8d6), Lumbering, Improved Sensors (+8 Perception and Piloting when attacking/maneuvering), Construction Tool (Snow Plow), improved Mobility, Weapon Mount (1), Spare Vehicle Engineer Kit, Stereo Package

Passengers 1 Pilot, 11 passengers (medium) or additional cargo (20 Bulk per passenger exchanged).

Large, Tracked

Base Cost per Level: 4000

These are some of the largest vehicles developed; Military tanks and heavy cargo crawlers are seen as this vehicle type. These vehicles carry up to eight medium passengers and cargo or a large heavier payload. This vehicle is 12 feet wide, 12 feet long and 12 feet tall.

Sample Vehicles

Small Tracked Construction Vehicle (Level 1), Tracked Artillery Vehicle (Level 7), Heavily Armored Large Personnel Carrier (Level 8), Large Military Tank (Level 10), Shuttle Crawler (Tier 16), Mobile Base (Level 20)

Level Speed EAC KAC Cover HP Hard Modifiers
1 10’, Full 20’, 10 MPH 5 12 Full 40 (10) 10 +3 Piloting, (+1)
2 10’, Full 25’, 12 MPH 6 13 Full 50 (12) 11 +2 Piloting, (0)
3 15’, Full 30’, 15 MPH 7 14 Full 70 (18) 12 +1 Piloting, (-1)
4 15’, Full 35’, 18 MPH 8 15 Full 90 (23) 13 +0 Piloting, (-2)
5 15’, Full 35’, 20 MPH 9 16 Full 100 (25) 14 +0 Piloting, (-3)
6 20’, Full 40’, 22 MPH 10 17 Full 110 (28) 15 -1 Piloting, (-3)
7 20’, Full 40’, 25 MPH 10 18 Full 120 (30) 16 -1 Piloting, (-4)
8 25’, Full 50’, 28 MPH 10 19 Full 130 (33) 17 -1 Piloting, (-4)
9 25’, Full 50’, 30 MPH 10 20 Full 140 (35) 18 -1 Piloting, (-5)
10 25’, Full 50’, 33 MPH 10 21 Full 150 (38) 19 -1 Piloting, (-5)
11 30’, Full 60’, 35 MPH 11 22 Full 160 (41) 20 -2 Piloting, (-6)
12 30’, Full 60’, 38 MPH 12 23 Full 170 (43) 21 -3 Piloting, (-6)
13 30’, Full 60’, 40 MPH 13 24 Full 180 (45) 22 -3 Piloting, (-7)
14 35’, Full 70’, 42 MPH 14 25 Full 185 (47) 23 -4 Piloting, (-7)
15 35’, Full 70’, 45 MPH 15 26 Full 190 (48) 24 -4 Piloting, (-8)
16 35’, Full 70’, 48 MPH 16 27 Full 195 (49) 25 -5 Piloting, (-8)
17 40’, Full 80’, 50 MPH 17 28 Full 200 (50) 26 -6 Piloting, (-9)
18 40’, Full 80’, 53 MPH 18 29 Full 210 (52) 27 -6 Piloting, (-9)
19 40’, Full 80’, 55 MPH 19 30 Full 225 (57) 28 -7 Piloting, (-10)
20 50’, Full 100’, 60 MPH 20 30 Full 250 (62) 30 -7 Piloting, (-10)

Anti-Starship Mobile Platform

A large militarized tracked armored vehicle, rugged and capable, with a heavy plasma torpedo launcher, and forward mounted anti-tank guns.

Price 17075 Credits; Level 10

Size Large Tracked Missile Battery (30’ wide, 60’ long, and 32’ high)

Speed 70’, Full 205’, 50 MPH (ignores rough terrain)

EAC 19;; KAC 25; Cover Full

HP 15 (12) Hardness 12

Attack (collision) 2d6 (DC 20)

Attack (Wheel Spike Dig) 3d8 (DC 20)

Modifiers -7 Piloting, (-9) Military, Off Road, Miniaturization, Construction Tool (Bladed Wheel Spikes) Weapon Mounts x2 (1 on each side) , Onboard Computer

Passengers 1 (Small)

Medium, Bike

Base Cost per Level: 1000

A medium two or three wheeled bike that accommodates two medium passengers. These are seen very commonly as motorcycle or modified for hover bikes. This includes monocycles and trikes as well. They come in thousands of brands and shapes but generally are 5 feet wide, 10 feet long and 3 feet tall.

Sample Vehicles

Scooter (Level 1), Off-road Bike (Level 2), Hover Bike (Level 3), Cruiser Bike (Level 4), Custom HOG (Level 5), Entry Level Racing Bike (Level 6), Police Patrol Bike (Level 7), Police Hover Cycle (Level 9), High End Bike (Level 10), Racing Bike (Level 15), High End Racing Bike (Level 19), Military Assault Bike (Level 20)

Level Speed EAC KAC Cover HP Hard Modifiers
1 25’, Full 75’, 35 MPH 10 13 None 7 (5) 5 +0 Piloting, (-1)
2 30’, Full 90’, 50 MPH 12 15 None 8 (6) 5 -1 Piloting, (-3)
3 35’, Full 105’, 50 MPH 13 16 None 8 (6) 6 -2 Piloting, (-4)
4 40’, Full 120’, 50 MPH 13 16 None 9 (7) 6 -3 Piloting, (-5)
5 40’, Full 125’, 50 MPH 13 17 None 9 (7) 6 -4 Piloting, (-6)
6 45’, Full 135’, 50 MPH 14 18 Partial 10 (5) 7 -5 Piloting, (-7)
7 45’, Full 140’, 50 MPH 14 18 Partial 10 (5) 7 -6 Piloting, (-8)
8 50’, Full 150’, 50 MPH 14 19 Partial 11 (5) 8 -7 Piloting, (-9)
9 50’, Full 160’, 50 MPH 15 19 Partial 11 (5) 8 -8 Piloting, (-10)
10 55’, Full 165’, 50 MPH 15 20 Partial 12 (6) 9 -9 Piloting, (-11)
11 55’, Full 170’, 50 MPH 15 20 Partial 12 (6) 9 -10 Piloting, (-12)
12 60’, Full 180’, 50 MPH 15 19 Partial 13 (6) 10 -11 Piloting, (-13)
13 60’, Full 185’, 50 MPH 16 21 Partial 13 (6) 10 -12 Piloting, (-14)
14 65’, Full 195’, 50 MPH 16 21 Partial 14 (7) 11 -13 Piloting, (-15)
15 65’, Full 200’, 50 MPH 17 22 Partial 14 (7) 11 -15 Piloting, (-17)
16 70’, Full 210’, 50 MPH 17 22 Full 15 (4) 10 -14 Piloting, (-16)
17 70’, Full 215’, 50 MPH 17 22 Full 15 (4) 10 -16 Piloting, (-18)
18 75’, Full 225’, 60 MPH 18 23 Full 16 (4) 11 -17 Piloting, (-19)
19 75’, Full 230’, 60 MPH 18 23 Full 16 (4) 12 -18 Piloting, (-20)
20 80’, Full 240’, 70 MPH 18 23 Full 17 (5) 14 -19 Piloting, (-21)

Ysoki Battleball

A small militarized monowheel bike, rugged and capable, it even has paired weapon to mount handheld weapons.

Price 17075 Credits; Level 10

Size Small Wheeled Bike (2.25’ wide, 3.75’ long, and 2.25’ high)

Speed 70’, Full 205’, 50 MPH (ignores rough terrain)

EAC 19;; KAC 25; Cover None

HP 15 (12) Hardness 12

Attack (collision) 2d6 (DC 20)

Attack (Wheel Spike Dig) 3d8 (DC 20)

Modifiers -7 Piloting, (-9) Military, Off Road, Miniaturization, Construction Tool (Bladed Wheel Spikes) Weapon Mounts x2 (1 on each side) , Onboard Computer

Passengers 1 (Small)

Medium, Walker

Base Cost per Level: 4000

Medium sized walker vehicles are commonly used in rough terrain provide a variable platform for vehicles that can be used to explore or armored as sentry units as military walkers. These carry up to two medium passengers and a small cargo area.

This vehicle is 8 feet wide, 10 feet long and 10 feet tall. These Vehicles are not power armor or mecha technically, through in shape they have 2 legs and a body. Adding arms or additional legs require the limb add-on. This counts as a vehicle rather than a starship or a mecha. Walkers automatically gain the Off Road Modification (included in the stats)

Kick Attack

This vehicle gains a kick attack that requires a piloting check to initiate a collision equal to the Level of the vehicle but a successful kick does no damage to the kicker.

Sample Vehicles

Light Exo Assist (Level 1), Heavy Cargo Lifter Vehicle (Level 2), Civilian Cat Walker (Level 3), Luxury Snow Mobile (Level 4), Cargo Carrier (Level 6), Small Light Military Walker (Level 10), Crab Exploration Walker (Level 11) Variable Frame Jet-Walker (Level 12) Experimental Grade Jet Walker (Level 15), Military Grade Jet Walker (Level 18), Armored Walker Carrier (Level 20)

Level Speed EAC KAC Cover HP Hard Modifiers
1 30’, Full 50’, 10 MPH 10 10 None 3 (1) 2 +0 Piloting, (-1)
2 30’, Full 65’, 12 MPH 10 11 None 5 (2) 4 -1 Piloting, (-2)
3 30’, Full 70’, 15 MPH 10 11 None 7 (3) 5 -1 Piloting, (-3)
4 35’, Full 80’, 17 MPH 11 12 None 9 (4) 6 -2 Piloting, (-4)
5 35’, Full 80’, 19 MPH 11 12 None 11 (5) 7 -2 Piloting, (-5)
6 40’, Full 90’, 21 MPH 11 13 Partial 15 (8) 8 -3 Piloting, (-6)
7 40’, Full 90’, 23 MPH 12 13 Partial 19 (9) 8 -3 Piloting, (-6)
8 40’, Full 90’, 25 MPH 12 14 Partial 23 (12) 8 -4 Piloting, (-7)
9 45’, Full 95’, 27 MPH 12 14 Partial 27 (14) 10 -4 Piloting, (-7)
10 50’, Full 100’, 29 MPH 13 15 Partial 30 (15) 10 -5 Piloting, (-8)
11 55’, Full 110’, 31 MPH 13 15 Full 40 (10) 11 -5 Piloting, (-8)
12 60’, Full 120’, 32 MPH 13 16 Full 43 (11) 12 -6 Piloting, (-9)
13 60’, Full 130’, 35 MPH 14 16 Full 45 (12) 13 -6 Piloting, (-9)
14 65’, Full 130’, 40 MPH 14 17 Full 50 (13) 14 -7 Piloting, (-9)
15 70’, Full 135’, 40 MPH 14 18 Full 55 (14) 15 -7 Piloting, (-10)
16 70’, Full 140’, 40 MPH 15 18 Full 60 (15) 16 -7 Piloting, (-10)
17 70’, Full 145’, 43 MPH 15 19 Full 70 (18) 17 -8 Piloting, (-11)
18 75’, Full 150’, 45 MPH 15 19 Full 80 (20) 18 -8 Piloting, (-11)
19 75’, Full 155’, 45 MPH 16 20 Full 90 (23) 19 -8 Piloting, (-12)
20 80’, Full 160’, 50 MPH 16 21 Full 100 (25) 20 -9 Piloting, (-12)

Light Police Walker

A light all-terrain walker that allows police to respond to multiple threats and armored personnel. Heavier models are equipped with weapons and a variety of tool options.

Price 297500 credits plus cost of weapons/equipment mounted; Level 10

Size Medium, Walker Vehicle (8’ wide, 10’ long, and 10’ high)

Speed 105’, Full 210’, 63 MPH (ignores rough terrain)

EAC 22; KAC 25; Cover Full

HP 100 (25) Hardness 23

Attack (collision) 3d6 (DC 20) Kick Attack 3d6 (DC 20)

Modifiers +1 Piloting, (-2), Advanced Materials, Lightly Armored, Military, Improved Mobility, Weapon Mount x2 (usually a searchlight and a small arm weapon)

Passengers 1 Pilot, 1 Gunner, a small personal additional cargo area holds 20 Bulk.

Medium, Watercraft

Base Cost per Level: 3000

These above water vehicles range from jet skis, boats to fishing boats or small military vessels. These vessels carry two passengers and are 8 foot wide, 10 foot long and 3 foot tall. They are capable of traveling on water, ignoring normal water movement penalties.

Sample Vehicles

Jet Ski (Level 1), Dingy (Level 2), Small Pontoon Boat (Level 3), Catamaran (Level 4), Trimaran (Level 5), Light Military Response Vehicle (Level 6), Open Troop Amphibious Landing Vessel (Level 7), Patrol Boat (Level 8), Luxury Fishing Vessel (Level 9), Racing Boat (Level 11), Vehicle Names (Level 12), Military Landing Craft (Level 18), Carbon Fiber X Craft (Level 19), Medium Private Luxury Boat (Level 20)

Level Speed EAC KAC Cover HP Hard Modifiers
1 40’, Full 80’, 50 MPH 10 8 None 2 (1) 2 +0 Piloting, (+1)
2 45’, Full 90’, 52 MPH 10 9 None 5 (2) 2 -1 Piloting, (0)
3 50’, Full 100’, 54 MPH 11 9 None 8 (2) 3 -2 Piloting, (-2)
4 55’, Full 110’, 56 MPH 11 10 Partial 11 (5) 3 -3 Piloting, (-4)
5 60’, Full 120’, 58 MPH 12 10 Partial 14 (7) 4 -4 Piloting, (-6)
6 65’, Full 130’, 60 MPH 12 11 Partial 17 (8) 5 -5 Piloting, (-8)
7 70’, Full 140’, 62 MPH 13 11 Partial 20 (10) 6 -6 Piloting, (-9)
8 75’, Full 150’, 64 MPH 13 12 Partial 24 (12) 7 -7 Piloting, (-10)
9 80’, Full 160’, 66 MPH 14 12 Partial 28 (14) 8 -8 Piloting, (-11)
10 85’, Full 170’, 68 MPH 14 13 Partial 32 (16) 9 -9 Piloting, (-12)
11 90’, Full 180’, 70 MPH 15 13 Full 36 (9) 10 -10 Piloting, (-13)
12 95’, Full 190’, 72 MPH 15 14 Full 40 (10) 10 -11 Piloting, (-14)
13 100’, Full 200’, 74 MPH 16 14 Full 44 (11) 11 -12 Piloting, (-15)
14 105’, Full 210’, 76 MPH 16 15 Full 48 (12) 11 -13 Piloting, (-16)
15 110’, Full 220’, 78 MPH 17 15 Full 52 (13) 12 -14 Piloting, (-17)
16 115’, Full 230’, 80 MPH 17 16 Full 56 (14) 12 -15 Piloting, (-18)
17 120’, Full 240’, 82 MPH 18 16 Full 60 (15) 13 -16 Piloting, (-19)
18 125’, Full 250’, 84 MPH 18 17 Full 75 (19) 13 -17 Piloting, (-20)
19 130’, Full 260’, 86 MPH 19 17 Full 80 (20) 14 -18 Piloting, (-20)
20 140’, Full 280’, 88 MPH 20 18 Full 90 (23) 14 -19 Piloting, (-20)

Civilian Airboat, Typical

This is a common vehicle in swampy areas. It is a versatile vehicle that can be equipped for a wide array of purposes from tourism to search and rescue. Thanks to its hull and airboat water configuration it can also travel on water as well as land.

Price 26250 Credits; Level 5

Size Medium, Hover (Watercraft) Vehicle (8’ wide, 10’ long, and 3’ high)

Speed 55’, Full 125’, 22 MPH (ignores rough terrain)/60’, Full 120’, 58 MPH Airboat (Swim Speed)

EAC 11; KAC 14; Cover Partial

HP 11 (5) Hardness 4

Attack (collision) 3d6 (DC 15)

Modifiers +0 Piloting, (-3), Hover, Alternate Transformation Mode (Medium Watercraft, Swim), Weapon Mount

Passengers 1 Pilot, 3 passengers (medium) or additional cargo (20 Bulk per passenger exchanged).

Large, Watercraft

Base Cost per Level: 8000

These vehicles are larger ships such as cruise ships and military cruisers and carriers. They hold a standard of twelve passengers. These vessels are usually task oriented or carriers of large quantities of passengers and cargo. They are 20’ wide, 50’ long and 12 foot tall.

Sample Vehicles

Large Pontoon Boat (Level 1), Repair Barge (Level 2), Mobile Dry Dock (Level 3), Sailing Vessel (Level 4), Large Fishing Vessel (Level 5), Ice Breaker (Level 6), Container Ship (Level 7), Military Cruiser (Level 10), Pipe Layer (Level 11), Oil/Gas Carrier (Level 12), Advanced Container Ship (Level 13), Drill Ship (Level 14), Stealth Ship (Level 15), Destroyer (Level 16), Private Yacht (Level 17), Battleship (Level 18), Luxury Cruise Liner (Level 19), Aircraft Carrier (Level 20)

Level Speed EAC KAC Cover HP Hard Modifiers
1 30’, Full 60’, 40 MPH 12 11 Partial 20 (10) 5 +0 Piloting, (-2)
2 35’, Full 70’, 45 MPH 12 12 Partial 24 (12) 5 -1 Piloting, (-3)
3 35’, Full 70’, 45 MPH 13 12 Partial 28 (14) 5 -2 Piloting, (-4)
4 35’, Full 75’, 48 MPH 13 13 Partial 32 (16) 5 -2 Piloting, (-5)
5 35’, Full 75’, 48 MPH 14 13 Partial 36 (18) 8 -3 Piloting, (-6)
6 40’, Full 80’, 51 MPH 14 13 Partial 40 (10) 9 -3 Piloting, (-6)
7 40’, Full 80’, 51 MPH 15 14 Full 45 (11) 10 -4 Piloting, (-7)
8 45’, Full 90’, 53 MPH 15 14 Full 50 (12) 11 -4 Piloting, (-7)
9 45’, Full 90’, 53 MPH 16 14 Full 55 (14) 12 -5 Piloting, (-8)
10 50’, Full 100’, 55 MPH 16 15 Full 60 (15) 13 -5 Piloting, (-8)
11 50’, Full 100’, 55 MPH 17 15 Full 70 (18) 14 -6 Piloting, (-9)
12 60’, Full 120’, 60 MPH 17 15 Full 80 (20) 15 -7 Piloting, (-10)
13 65’, Full 130’, 60 MPH 18 15 Full 90 (23) 16 -8 Piloting, (-11)
14 70’, Full 140’, 65 MPH 18 15 Full 100 (25) 17 -9 Piloting, (-12)
15 75’, Full 150’, 65 MPH 19 15 Full 110 (28) 18 -10 Piloting, (-13)
16 80’, Full 160’, 70 MPH 19 16 Full 120 (30) 19 -11 Piloting, (-14)
17 90’, Full 180’, 70 MPH 20 17 Full 130 (33) 20 -12 Piloting, (-15)
18 90’, Full 180’, 75 MPH 20 18 Full 140 (35) 21 -13 Piloting, (-17)
19 100’, Full 200’, 75 MPH 23 19 Full 150 (38) 22 -14 Piloting, (-18)
20 115’, Full 230’, 80 MPH 25 20 Full 160 (40) 25 -15 Piloting, (-20)

Stealth Submersible Hydrofoil

A military project combining technology of stealth speed and able to respond to any threat at a moments notice. A modular compartment is built in the rear to house additional soldiers and equipment.

Price 729500 Credits; Level 20

Size Medium, Submersible Vehicle (15’ wide, 20’ long, and 13’ high)

Speed 75’, Full 175’, 38 MPH (Underwater), 175’, Full 350’, 110 MPH (Watercraft)

EAC 27; KAC 28; Cover Full

HP 150 (38) Hardness 25

Attack (collision) 3d6 (DC 30)

Modifiers -15 Piloting, (-17), Lightly Armored, Environmental Adaption (Underwater; 20d6 underwater resist) Military, Alternative Transformation Mode, Additional Passenger Compartment, Vehicle Weapon: Armor piercing Missile (holds 3 missiles; 3d6), Stealth Coating (+4 vs being targeted by technological devices or TL by starships)

Passengers 1 Pilot, 1 Gunner, 14 passengers (medium) or additional cargo (20 Bulk per passenger exchanged).

Step Two: Modifications Select Optional Modifications

These are modifications that applies to the entire vehicle rather than special functions or abilities. Modified construction techniques or conditions generally apply under this category. Unless noted in the description all modifiers are added together. The vehicle may only mount as many optional modifications as it has size level. Any unused modifications slots can be alternatively used by add-ons.

Advanced Materials

Advanced materials allow normal vehicles to be pushed further and faster. This increase the speed by 50%, increase hardness by 3 and base hit points by 10. It adds a +2 piloting bonus due to the stability.

Aged

This modification gives the vehicle a reduced endurance due to exposure to the environment and time. It decreases the hit points by 8 and the hardness by 3. This can be taken multiple times, three times indicates an extremely aged and penalties stack. This modification reduces the vehicle frame cost by 25%. This also reduces the piloting bonus by 1 per modification.

Agriculture

This modification adds tools and components for farming and off-road. This adds a +2 to KAC and adds a +2 for piloting off-road. Counts as one size larger. Increases base frame cost by 50%. Includes functionality for a specific agriculture tools (Bulldozer, tree cutting, gardening or similar tool). Select one Tool to build into this vehicle as part of this modification, as per the Construction Tool Add-on Feature (see next chapter). For vehicles that have multiple tools such as a backhoe/bulldozer, this modification would be selected once, then each additional tool would be counted as an add-on.

Alternate Locomotion

This changes the locomotion of the vehicle to another form. Swim, Burrow or Ground. This modification cannot be applied to flying vehicles (see Alternative Transformation Mode). This does not protect the vehicle from the environmental effects such as a submersible without the Environmental Adaption Modification. This does not count towards the modification limit.

Armored, Light

This modification adds a significant boost to the EAC and KAC, hit points and hardness are increased. EAC and KAC are increased by 8 points in any area. It doubles its base hit points and increases hardness by 5. It increases the cover by one step.

Armored, Medium

This modification adds a noticeable boost to EAC and KAC, hit points and hardness. It reduces speed by 25%, but increases EAC and KAC by 14 with a maximum of 8 points in one category. The hit points are multiplied by 1.5 and hardness is increased by 10.

It increases the cover by one step.

Armored, Heavy

This aggressive modification adds heavy sheets are armor and reinforces the frame. EAC and KAC are increased by 20, increasing any one stat by up to 14. The vehicle frames hit points are 200% and hardness is increased by 14. Speed is reduced by 50%. The cover is automatically increased to full.

Civilian

This modification makes the current frame standard. 0 cost modifiers.

Cargo

This converts passenger capacity to cargo area. It decreases the Piloting by -2. These can be combined with Add-On Cargo additions to increase cargo capacity. Each passenger space becomes modular and converted to a 5×5 square of cargo space. Cargo space is doubled. The base size is adjusted as necessary.

Environmental Adaption

Adding an alternative movement requires an Alternate Locomotion or Alternative Transformation Mode Add-on. If the vehicle gains the broken status, the vehicle loses the environmental protection effect.

Fast

This increases the base speed by 75%. This can be purchased a second time, increasing the speed bonus by 150%. Taking it a third time, effectively gives this vehicle extreme speed, generally donated by a very noticeable thruster and/or engine system. On a ground vehicle this would be seen on extreme racing or drag racing systems. Effectively giving it 300% speed increase for minutes double its size. On flying vehicles, this modification takes a different direction; giving it both the 300% increase or give it a trans atmospheric capability which allows a vehicle to launch as per its normal format, then assumes a atmospheric launch mode where it attains low orbit of most worlds in a 2d6+12 minutes. Once in this launch mode it cannot be diverted without risking damage the vessel (Piloting DC 30 plus size of the vehicle)

Taking fast also adds an additional hex of movement in spaceship scale per modification (effectively Turn 0, Movement Speed equal to level Fast modification). Fast cannot be applied to Walking or Burrowing Vehicles.

Flight System

This modification turns an alternative form of transportation into another. This modification adds a similar flight speed of a vehicle of equal size and level.

This adds a direct cost equal to the flight frame purchased per tier (3,000 or 8,000 credits per tier). This system adds the flight minimums of flight, take off and landings to the new vehicle. It adds a -1 to piloting penalty per size of the vehicle when the flight system is engaged due to the awkwardness of this unique vehicle.

Hover

This modification turns any standard transportation (wheeled, tracked, flying, or submersible) to Hover. This doesn’t change the base movement speed, just changes the movement type and adds ignores difficult terrain to its abilities. This vehicle modification adds 140% to its base cost. Its maximum Height of Hover is 5x its vehicle height unless a flight system modification is also purchased.

Jump Jets

This adds a system of maneuvering jets that allow for a vehicle to make a powerful new movement mode adding 50’ jump ability for small, 40’ jump ability for medium and 15’ for large frames. This jump distance is doubled at full speed.

Launcher System

This system allows a vehicle that is carrying a mecha/vehicle to launch or be launched from it. This system generally takes at least three times the space as the size of the vehicle being launched (catapult, magnetic launcher, hanging rocket launcher, rotary launcher system). A single launcher system can launch up to mecha/vehicles equal to one size smaller, and some form of space must be allotted to the vehicles being launched , usually a dedicated mecha/vehicle transporter modification. An example is a Huge Carrier might be carrying a squadron of jets. It would have a standard launcher platform needed, but this would decrease that need from the normal space needed for launcher minimums to 10x the space minimum. A Huge Carrier would carry 5 small jets. 2 medium and a small, or 1 large; and be able to launch any single of those vehicles once per turn. Multiple Launchers would need to be purchased to accommodate multiple vehicle launches per turn.

Lumbering

By increasing the mass of the vehicle frame, it increases the hit points by 200% and add +2 to hardness but decrease the speed by 50%. Due to its slower speed it’s easier to control, the attack piloting modifier gains +2. Double the size (height, width and length).

Mass Transportation

This adds an increased functionality to carry 50 times the typical passenger limit. This modification is typical for mass transit vehicles such as bullet trains, large passenger planes and large water vehicles. This multiplies the standard frame size by 8. This can be taken a second time, increasing the passengers carried by 100 times and multiplies frame size by 15 times. These are medium creature seating and would have to be adjusted for small, large or huge creatures that are being seated. Seating can also be modified on a 2 to 1 for quality. Two good quality seating equals 1 good seating. Two good seating equals one Luxury seating.

Mecha/Vehicle Transporter

This allows a vehicle trailer/container to carry a mecha/vehicles of one size less than the vehicle safely.

It comes with all the necessary tackle for the role though it costs double if the mecha transporter is self-contained (giving the internal mecha full protection from attack while stored inside, otherwise it is considered an independent targetable item. A vehicle being transported can be locked together functionally if desired. Alternatively it can also carry two power armor (gargantuan character scale or smaller) per size. It requires one action to open and exit an enclosure.

This can be taken twice to expand the carrying capacity by a single size (medium to large, large to huge), but no more than its own size. Though several transporters can work together to move a larger vehicle or mecha. While transporting a mecha/vehicle the speed is reduced by 50% and -4 to piloting due to the increased mass.

Military

This comprehensive modification increases all the major functionality of the vehicles frame; increasing speed, hardness, hit points, EAC and KAC, Base Speed, hardness, hit points, EAC and KAC is increased by 25%.

These are added together in the final tally. This modification is added separately and after all other modifications have been added to the base frame. This may only be purchased once. This modification is not available to civilians.

Miniaturization

This reduces a vehicle size and cover by one step while retaining its functionality and strength. This makes a vehicle suitable to be drove by small creatures or light weight craft. This decrease the vehicle frame cost by 25%.For example turning a medium car into a tiny car (Two steps), would decrease frame cost by 50% and now is capable of being piloted by Tiny creatures.. The new size affects the collision damage but retains its original size for modification and add-on limits and costs.

Off Road

This increases the mobility of the vehicle frame. It increases the speed slightly by 15% (round down) and adds the ignore rough terrain. This adds a +2 piloting bonus when operating on rough terrain. .

Over-Sized

This increases the size of the vehicle by one step, increases a small to a medium, medium to a large and a large to huge. This increases the passengers by 20% (minimum of 1) or cargo, increases cover by one step (none to partial; partial to full). This modification increases the vehicle frame costs by 25% and piloting penalty by 2. HP is increased by 15% and Speed is reduced by 15%. Double the size (height, width and length). It also allows an additional Modification.

Passengers/Cargo

Any passenger space may be swapped out for cargo space at 20 Bulk per passenger swapped out. This has no cost and adds no additional space. Does not count against the limit of modifications.

Rail System

This modification makes any vehicle compatibility with a predetermined route, this is used for monorails, train tracks, subway systems or single path vehicles that are locked to that route via buried wires or automated systems. Moving from this rail or into an alternative transportation mode requires that system. Note that hover trains that stay on the rail do not require the hover, if they have the capability to leave that predetermined route they must purchase an alternate transportation mode.

Rechargeable

This adds a rechargeable power source to the vehicles engine, making its range theoretically unlimited. This modification increases vehicle frame cost by 50%.

Starship Material

This converts the Hit Points into Hull Points by using super advanced manufacturing technologies. Note that this applies to the Vehicle itself and is still considered a vehicle in all other respects without the normal protections and rules that starships have. Hit Points are divided by 10 rounded up to nearest whole number. (Minimum of 1). This is useful for pre-drift golden age vehicles and reusable aerospace vehicles.

Subpar Materials With corners being cut, this modification reduces hit points and hardness by 50% (round down).

Transportation Vehicle

This adds an entire functionality to vehicles, usually in medium and large vehicles, this adds 8 additional passenger spots and double its length, width and height; it increases the cover by one step. It can be taken a second time tripling its length, width or height; any cover gained automatically becomes full. Taken a fourth time it adds four times all its measurements. Each step increases the vehicle frame cost by 175% and piloting penalties by 1.

Thruster Modification

This allows a vehicle to upgrade its movement to use Spaceships Thrusters for movement and gains the movement speed and maneuvers of a spaceship.

VTOL Capability

This gives a flying vehicle or similar vehicle with the ability to fly the ability to no long need a takeoff distance. This can be done with jets, hover systems or rotors. These do no provided flight capability, just the VTOL capability.

Modifications Base Percentage Modification Summary
Advanced Materials 2.00 Increase speed 50%, Hard +3. HP +10
Aged 1.25 Reduce HP 8 and Hardness 3, piloting -1
Agriculture 1.50 Adds +2 KAC/+2 Piloting off road, 1 tool add-on
Alternate Locomotion 0.00 Movement is swapped out permanently
Armored Light 1.25 x0.5 HP, EAC/ KAC (8), Hard +5
Armored Medium 1.75 x1.5 times HP, EAC/ KAC (12), Hard +10, Speed -20%
Armored Heavy 2.50 x2.0 HP, EAC/ KAC (18), Hard +16, Speed -50%
Cargo 1.25 Doubles cargo space, increases piloting by -2
Civilian 0.00 No Modifications
Environmental Adaption 3.00 Reduce environmental effects equal to tier
Fast 1.30/2.60/10.0 Increase speed 75%/150%/300%
Flight Plus 3,000/8,000 per tier -1 per size piloting
Hover 1.40 Change mode to Hover, ignore rough terrain
Jump Jets 1.60 Adds a Jump ability
Launcher System 3.00 Adds a launcher system that reduces take off
Lumbering 1.50 Double HP, Hard +2, Speed reduced 50%
Mecha/Vehicle Transporter 1.25/2.50 Adds the ability to transporter mecha/vehicles
Mass Transportation 20.0/30.0 Increases passengers by 50/100 times
Military 4.00 Base Stats increased by 25%, added last
Miniaturization -1.25 per Reduces vehicle size and cover by one step
Oversized 1.25 Increase size one step, add passengers 30%
Off Road 1.10 Speed increased 15%, Ignore rough terrain
Rail System 0.75 Gives Transportation a predetermined route
Rechargeable 1.50 Increases range to unlimited
Starship Material Tier x2 BP + Vehicle. Cost Converts Hit Points to Hull Points
Subpar Materials 1.25 Hard and HP reduced 50%
Thruster Modification BP + Size + desired Thruster BP Cost Upgrade movement to Starship Thruster speeds

Scorpion Mine Excavator Walker

An armored industrial walker with 6 legs, two grappling pincer arms, forward, and a prehensile tail with a cutting laser on it’s end, for cutting ores from natural rock in mining tunnels.

Price 17075 Credits; Level 10

Size Small Wheeled Bike (2.25’ wide, 3.75’ long, and 2.25’ high)

Speed 70’, Full 205’, 50 MPH (ignores rough terrain)

EAC 19;; KAC 25; Cover None

HP 15 (12) Hardness 12

Attack (collision) 2d6 (DC 20)

Attack (Wheel Spike Dig) 3d8 (DC 20)

Modifiers -7 Piloting, (-9) Military, Off Road, Miniaturization, Construction Tool (Bladed Wheel Spikes) Weapon Mounts x2 (1 on each side) , Onboard Computer

Passengers 2 (medium)

Step Three: Select Add-ons

These are add-on and special abilities that distinguish vehicles functionality. An example would be a Level 12 tracked vehicle with a dozer blade maybe the same vehicle as a Level 12 tracked vehicle with an excavator claw, with only the difference being the add-on. A vehicle can add its size plus one add-on before it is overburdened and unable to move. All addons bonuses are added after the modifications are calculated. The Add-on costs are added onto the total cost, after the modifications are also calculated per level.

Auto control Unit

This inexpensive controller device allows a vehicle to pilot a preprogrammed route without input. It does not take a piloting penalty while in noncombat roll of maneuvering from point A to point B. It has no bonus piloting skill and cannot actively make any aggressive moves against another vehicle. Once the auto control is disabled, the vehicle control returns to the roll of the pilot.

It is treated as MK1 Computer for purposes of upgrades and hack ability; upgrades are as per standard computer rules and costs. Reprogramming an Auto Control Unit requires a Computer Skill DC 15+ tier of the vehicle; modified by any protections as per standard computer rules. This doesn’t count against the add-on limits.

Additional Passenger Compartment

This adds an additional 12 passengers and can be added once per size category of the vehicle. This adds an additional 10 foot by 10 foot of size to a vehicles base size. This add-on cannot be swapped out for cargo space. Multiple Passenger Compartments do not count against the Add-on Limit.

Additional Armor

This adds a bonus EAC and/or KAC up to 5 points. The five points can be split between the two armor types. Each modification reduces the speed by 10%.

Additional Hit Points

This adds an additional 10% hit points. Adding more than once adds a +1 piloting penalty to any maneuverability due to the added mass.

Additional Limb; Leg

This adds a limb to a vehicle for complex purposes and could additional legs for a walker. This basic leg must be the same level as the original frame it is mounted on. A vehicle with an additional leg may use that limb in a basic melee attack (Kick) equal to the size of the vehicle times D6. Each additional leg adds a piloting bonus of +2 when on the ground

Additional Limb; Arm Each arm added gains strength equal to the level of arm (up to the frames level) purchased plus the size of the vehicle being mounted on; it also gains a basic melee attack (Punch) equal to the size of the vehicle the arm is purchased. This can be is usually an arm which may act as a crane or complex manipulator for an engineering vehicle. A single weapon equal to the level of the Arm can be mounted on this limb and controlled as a gunnery weapon.

Alternate Transformation Mode

This can add a secondary choice of propulsion. This adds just the propulsion mode but not the frame. Select Wheeled, Flying, Walker, Submersible (Swim). It requires one turn to activate the new propulsion mode; if the vehicle has the broken status one of the propulsion methods is damaged and nonfunctional. The cost is based on the similar level frame of the desired propulsion. If your main frame is Level 12, then the alternate transportation must have at least the same level to support the size and modifications necessary. Buy the secondary frame in the appropriate mode of propulsion. This cost is added to the base frame before modification costs. So a medium wheeled vehicle might want to get the watercraft transportation mode. The base cost per level for wheel vehicles are 750 credits and the medium watercraft per base level is 3000, giving the vehicle a new tier base cost of 3750 credits before modification costs. This new amphibious car can swap between its wheeled mode and water craft mode with a successful piloting check DC 10 + level of the new vehicle. Requiring one turn to successful transform its functionality. Note that this modification does not protect from environmental damage, just the transportation mode change.

Cargo, Small

This is a designated cargo area of 5’x5’x5’ in addition to the personal storage of the frame. It can be contained or not but once designated, it is not changeable. The cargo spaces can be organized in any position around the main frame. This add-on cannot be swapped out for passenger space.

Cargo, Medium

This is a medium designated cargo area, adding a 10’x10’x10’ area to a vehicles cargo capacity. These generally are seen on vans and cargo trucks. Adding this give the vehicle an additional -2 penalty. See Cargo, Small for additional details.

Cargo, Large

This is the large designated cargo area, adding a designated cargo area equal to 15’x15’x15’. Adding this give the vehicle an additional -3 piloting penalty. See Cargo, Small for additional details.

Cargo, Oversized

This massive cargo area is typical for dump trucks are extended tractor trailers, buses, and other large cargo holds. This is a 30’x30’x15’ space. Adding this give the vehicle an additional -6 piloting penalty. Must by mounted on a large or huge vehicle.

Construction Tool

This adds a construction tool to the vehicle, such as an excavator, dozer blade or a wrecking ball. The collision damage is upgraded to d8 per size of the vehicle plus an additional d8. Additional purchases of this add-on adds a second d8 to one tool per purchase. This can be purchased as many times equal to size of the vehicle to the limit of the Add-ons.

Deflector Shields

This adds a shield generator to the vehicle. This major upgrade adds a 10 HP shield stat per size of the vehicle being shielded. This is a hit point shield not hull points (see Ship Scale Shields for Hull Point scale shields). They have Fast Healing 1 while active and Fast Healing 3 while off. Only one Deflector Shields maybe mounted. A deflector shield may be used to protect targets up to 5’ away from the vehicle.

Exotic Fuel

This fuel increases speed by 50% and Increase KAC by and decrease the piloting penalties by 2 due to its responsiveness.

Expansion Bay Adaption

This can be added to any large vehicle allowing a ship or mecha expansion bay to be added to a vehicle frame. Any BP cost or PCU cost must be provided (by an onboard generator). It allows the installation of one power core equal to the size of the vehicle. A large or bigger vehicle can have as many bays as vehicle size (i.e. a large vehicle can buy up to 4 Expansion Bay Adaption). Each bay increases the size of the vehicle accordingly (10 feet x10 feet per size of vehicle).

Improved Mobility

This adds an additional boost to speed. Increase the speed by an additional 10%, reduces the piloting penalty by 4 points and an additional +1 to KAC.

Improved Sensors

This adds an advanced sensor system that allows the pilot to avoid collisions better as well as onboard cameras that allow them to view around the vehicle while driving. It adds a +2 to perception and piloting/attack This may only be purchased once. Improved Sensors change per size of sensors to size of vehicle.

This may only be purchased once.

Ship Scale Shields

Ship scale shields may be added to a vehicle, though a expansion bay with the appropriate PCU generator and Shield BP cost must be purchased providing the vehicle with a limited pool of Shield Points.

Heavy Engineering and Repair Vehicle

A combat engineering vehicle with revolutionary flight systems and complex engineering manipulators capable of repairing the most complex vehicle, starship or mecha. It is equipped with a retractable pair of manipulator arms and a complex adaption engineering manipulator that aids in its repairs once in position. Using its VTOL system it position itself before hanging from its work platform with a pair of powerful manipulator arms. Its hind area includes a medium 10’x10’ stowage area for parts.

Price 167,000 Credits; Level 10

Size Large, Flying Vehicle (40’ wide, 50’ long, and 12’ high)

Speed VTOL to 115’, Full 500’, 270 MPH

EAC 13; KAC 14; Cover Full

HP 50 (13) Hardness 17

Attack (collision) 4d6 (DC 20)

Attack (Heavy Drill) 5d8HP

Attack (Engineering Arm) 1d8 HP Laser or 3d8 HP

Modifiers -5 Piloting, (-8), VTOL, Additional Limb; Arms x2 (Manipulator Arms),Cargo; Medium, Construction Tool (Advanced Manipulator Arm, equal to a engineering kit), Construction Tool (Heavy Drill)

Passengers 1 Pilot, 1 Gunner, 2 passengers (medium) or additional cargo (20 Bulk per passenger exchanged).

Ship Scale Light Weapon

This allows a medium vehicle and larger to mount a single ship scale weapon. It does not give the vehicle additional protection but it does allow it to mount and fire a single light ship weapon. This weapon deals x10 in hit points to vehicles and buildings and is -6 to target medium vehicle targets, -10 smaller sized targets. These weapons still require BP to purchase, though their PCU cost is must be included in the frame as well. The vehicle holds one PCU internally as per starship sizes.

Ship Scale Heavy Weapon

This allows a large vehicle and larger to mount a single ship scale weapon. It does not give the vehicle additional protection but it does allow it to mount and fire a single heavy ship weapon. This weapon deals x10 in hit points to vehicles and is -10 to medium size targets. Due to its power consumption it only is allowed to fire ever 1d6 rounds, unless an expansion bay is included with a power core.

These weapons still requires BP and is purchased separately. This takes 2 slots as an add-on.

Ship Scale Capital Weapon

This allows a Huge vehicle and larger to mount a single ship scale weapon. It does not give the vehicle additional protection but it does allow it to mount and fire a single capital weapon. This weapon deals x10 in hit points to vehicles and is -16 to target medium or smaller targets. Due to its power consumption it only is allowed to fire ever 1d6 +2 rounds, unless an expansion bay is included with a sufficient power core; then the weapon may fire every other round, recharging between volleys. These weapons still requires BP and are purchased separately. This takes 3 slots as an add-on.

Stealth Coating

This decrease the ability of vehicles and spaceships to detect them regarding the use of sensors and targeting systems. Adds +4 to ECM/TL when being targeted. Targeting System This system allows for a complex system of computer compensated targeting arrays to improve weapons accuracy on moving vehicles. Each level adds an additional +2 to targeting. This system can be purchased and modified up to 5 times. This doesn’t count against the add-on limits.

Targeting System

This system can only be purchased or modified times equal to its size.

Vehicle Weapon, Small

This mounts a small weapon on the vehicle. It deals 1d4 per purchase of the vehicle weapon. It may be purchased times up to the size of the vehicle. It must be determined if this weapon does energy or kinetic damage. Weapons hold enough charge or shots for the purchase times the size of the vehicle. Any weapon damage can be doubled but it limits the shots to the half normal.

When selecting a vehicle weapon, a specific arc must be selected, Once selected it cannot be altered during combat without the purchase of a turret (See Vehicle Weapon Options). Vehicles have a maximum range of 1000’ per size of the vehicle. A medium vehicle weapon can be mounted on a small vehicle for the cost of 2 add-on slots. A vehicle may only mount as many weapons as add on slots allow. See Vehicle Weapons for additional types of vehicle weapons and options.

Vehicle Weapon, Medium

This mounts a medium weapon on the vehicle. It deals 1d6 per purchase of the vehicle weapon. Vehicle must be at least medium sized. A large vehicle weapon can be mounted on a medium for the cost of 2 add-on slots. See the Vehicle Weapon, Small for additional details.

Vehicle Weapon, Large

This mounts a large weapon on the vehicle. It deals 1d8 per purchase of the vehicle weapon. Vehicle must be large or bigger. See the Vehicle Weapon, Small for additional details.

Weapon Mount

This allows a standard weapon to be mounted to a vehicle. Heavy weapons require two weapon mounts. This can be combined with a vehicle weapon, turret. Any hand held weapon can be used in this mount.

Additional Components Cost in Credits
Auto Control 1,000
Additional Passengers 1,500 per additional passenger
Additional Armor 12,500 per Add-On
Additional Hit Points 10,000 per Add-On
Additional Arm 1,200 per Level of the frame/per leg
Additional Leg 1,000 per Level of the frame/per arm
Alternate Transportation Mode See above
Cargo, Small 1,500 per Add-On
Cargo, Medium 3,000 per Add-On
Cargo, Large 9,000 per Add-On
Cargo, Oversized 20,000 per Add-On
Construction Tool 12,000 per purchase level
Deflector Shields 20,000 per size of the vehicle
Exotic Fuel 2,000 per size of vehicle.
Expansion Bay Adaption 10,000 plus the BP cost
Improved Mobility 700 per level of frame
Improved Sensors 10,000 per size of the sensors added.
Ship Scale Shields 15,000 plus BP cost of PCU and Shield Generator.
Ship Scale Light Weapons 20,000 plus the BP cost of weapons
Ship Scale Medium Weapons 45,000 plus the BP cost of weapons
Ship Scale Heavy Weapons 90,000 plus the BP cost of weapons
Ship Scale Capital Weapons 14,000 per Add-on
Stealth Coating 10,000 per level of system
Targeting System 1,500 per weapon
Vehicle Weapon, Small 4,500 per weapon
Vehicle Weapon, Medium 9,000 per weapon
Weapon Mount 250 per mount plus cost of weapon

Step Four: Final Details

Total all feature bonuses and costs and write them on the worksheet.

Once all modification and Add-ons are selected, add up each of the bonuses and penalties and apply them to the selected frame. The new cost modifier for cost is applied to the original frame. Add any details (Fine or Luxury), such as paint scheme, is it an open top, window tinting. Any details should be cosmetic and have zero effect on piloting, gunnery or damage effects/bonuses.

Fine Details

Fine Details These details are in addition to all the other items are considered non-consequential in terms of piloting, gunner and damage effects/bonus.

Gun Port (Per Mount)

This allows one passenger to shoot a light weapon out while still remaining protected. A second gun mount may be purchased to include a heavy mount. This fine detail may be purchased only as many times as half of a vehicles total passenger count.

HUD; Standard

A standard analog switches and displays. Must have a view port to see.

HUD; Advanced (Digital)

All electrical visual displays and touch button interfaces. Limited visual assistance and cameras. Typically has a backup main port to see from

HUD; Holographic

Advanced head-up visuals allowing the driver to see and view an enhanced view displayed in front of them, this adjustable display uses motion or voice commands to make driving nearly hands free. Very useful in vehicles without proper view ports or advance societies.

Paint Job (Common)

Single Color. This takes 2d6 Hours to complete with proper equipment.

Paint Job (Good)

Mixed Colors/Fade/Stripes.

This generally takes 1d4 Days to complete.

Paint Job (Luxury)

Exotic Colors/Color Changing/Exotic Materials. This is an extreme paint job such as a top tier gold paint job. This does not contain any exotic materials that provide bonuses (such as adamantine or mithral see exotic materials modification).

Onboard Computer

This built in navigation and computer system allows the pilot or an engineer to determine all the condition of the vehicle as well as functions like MK1 computer and comms unit. This may be upgrades as per standard computer devices.

Open Top; Sunroof

Allows a single medium character to stand up and even exit a vehicle through the roof, this takes 1 action to open and close.

Open Top; Convertible

This allows the entire passenger compartment to be opened, this automatically reduces the cover by one level and hardness by half. However it allows all passengers to freely act against targets in all direction of the vehicle. This requires 2 turns to open and close. This can be manually released in 1 turn but requires 10 turns to manually reattach

Spare Vehicle Engineering Kit

This kit allows the vehicle to repair limited damage done to the vehicle as repair 2d6 HP after 10 minutes of work. This kit can only be used twice per vehicle before needing to be replaced. This includes additional tire repair materials.

Stereo Package

This powerful system can project a powerful tune outward stronger then the roar of a jet engine. (120 decibels). This can be distracting (DC12, reducing all rolls by 1; a successful save ignores all further stereo attacks).

Vehicle Spray Wax Armor

This special wax formula allows a vehicle to reduce a single type damage (Acid, Fire, Cold, and Radiation) by the rating of the wax purchased. It absorbs damage equal to the level of the wax purchased. It requires 1 minute per tier x size of the vehicle to apply. Multiple layers do not overlap, just renew the original level of protection.

Window Tinting (Static)

These are darkened windows that can be used to filter harsh sunlight or bright flashes. This also provides a limited concealment while inside the vehicle. This adds a +1 to any DC to any stealth check when hiding within a tinted vehicle.

Window Tinting (Advanced)

This digital glass technology instantly darkens in response to a flash or when using it to enhance privacy. This adds a +3 to any stealth roll when hiding within this vehicle as well as a +1 vs. flash/light based DC attacks.

Luxury Details

Some vehicles are considered more fashionable then others, usually exotic fuels, advanced materials, fiberglass and an increased in the tier over the standard model, 2-4 levels higher generally cover this feature, indicating the higher quality of manufacturing, but a Gamemaster generating a vehicle may choose to double or even triple the base cost of a vehicle to indicate a particular name brand, making a rare vehicle hundreds of thousands or even millions of credits.

Fine Details Cost
Gun Port per Mount 500
HUD; Standard FREE
HUD; Advanced (Digital) 150
HUD; Holographic 1200
Paint Job (Common) FREE
Paint Job (Good) 300
Paint Job (Luxury) 1000
Onboard Computer 1000
Open Top; Sunroof 500
Open Top; Convertible +1/10 Total Vehicle Cost
Spare Vehicle Engineering Kit 750 x Size of Vehicle
Stereo Package 1200
Vehicle, Spray Wax Armor 250 per level (up to 10
Vehicle Tinting (Static) 125
Vehicle Tinting (Advanced) 500 x size of vehicle

New Feats & Actions

New Vehicle Feats

Feat Prerequisites Description
Demolition Driver (Combat) Piloting 3 Ranks Piloting a vehicle into a collision is more effective adding a +1 to Piloting equal to half your level when making a collision attack, and add an additional dice of damage every 10 points of skill in piloting.
Dive Bomber (Combat) Piloting 5 Ranks, Flying Vehicles only When piloting flying vehicles they may make a piloting check DC15+ level of the vehicle to increase the range of bomb weapons by 50%.
Driver Intuition Piloting 3 ranks It adds additional piloting bonuses when making maneuvering checks with any moving vehicle.
Steady Gunnery (Combat) Minimum Dexterity 13, BAB +3 Adds a +2 to attack rolls, this increases by +1 every 3 Dexterity past 13.
Vehicle Maintainer Engineering 5 Ranks, Vehicle Engineering Kit or Similar Repair Kit When vehicle takes damage, a player can make an engineering check DC 15 + Level of vehicle to repair double HP temporarily provided from a vehicles engineer kit or a similar repair kit.
Vehicle Specialist Piloting 5 Ranks , Min Int. 15, Min Dex. 15, Specific type of Vehicle selected This allows a pilot to select a specific type of vehicle and as a specialist all of its piloting penalties are reduced by 4, this can be taken a second time to reduce that penalty by 10. This must be selected for each type of vehicle.
Piloting Action Skill Check DC Result of Success
Drift Dodge/Attack Piloting DC 15 + size of Vehicle +2 to AC, allows gunners to fire a weapon in a different arc for one turn
Fall Back Maneuver Piloting DC 15 + size of Vehicle Moves vehicle one step behind a selected enemy vehicle
Sensor Lock Gunnery DC 15 + size of Target + ECM or similar TL Allows weapon to be fired via sensor detection
Trick Defense Piloting DC 15+ size of Vehicle x2 Moves a vehicle to offer cover x2 for targets in nearby squares equal to the size of the vehicle

Demolition Driver

Some people have a talent for crashing things and know the exact angles to extract just a little extra damage.

Prerequisite(s): Piloting 3 Ranks

Benefit(s): Piloting a vehicle into a collision is more effective adding a +1 to piloting equal to half your level when making a collision attack and adds an additional dice of damage every 10 points in piloting.

Dive Bomber

By making a specific maneuver that allows a pilot to throw bombs further.

Prerequisite(s): Piloting 3 Ranks, Flying Vehicles only

Benefit(s): When piloting flying vehicles they may make a piloting check DC15+ tier of vehicle to increase the range of bomb weapons by 50%. Normal Bombs normally have limited range and fall into the squares below them unless guided.

Driver Intuition

This is a familiarity with driving vehicles, specifically. It adds additional piloting bonuses when making maneuvering checks with any moving vehicle.

Prerequisite(s): Piloting 3 Ranks

Benefit(s): When maneuvering with Vehicles, this feat adds +2 piloting to any moving vehicle.

Steady Gunner

You have developed a technique that allows you to predicted the shaking when shooting a hand held or mounted weapon from a moving vehicle or ship. This does not apply to spaceship gunnery.

Prerequisite(s): Engineering 5 Ranks, Vehicle Engineering Kit or similar repair kit.

Benefit(s): Firing while moving penalties are negated. Adds a +2 to gunnery rolls, this increases by +1 every four points of Dexterity (16,20,24). Normal Firing from a moving vehicle creates penalties to fire normally.

Vehicle Maintainer

When vehicle takes damage, a player can make an engineering check DC 15 + Level of vehicle to repair double HP temporarily provided from a vehicles engineer kit or a similar repair kit. This feat does not alter the time spent to repair.

Prerequisite(s): Engineering 5 Ranks, Vehicle Engineering Kit or similar repair kit.

Benefit(s): When maneuvering with Vehicles, this feat adds +2 piloting to any moving vehicle.

Normal: Standard Vehicle Repair Kits only repair a set amount of damage per use.

Vehicle Specialist

This allows a player to become a expert in a specific type of vehicle, giving them unparalleled familiarity with that type of vehicle.

Prerequisite(s): Piloting 5 Ranks , Min Intelligence 15, Min Dexterity 15, specific type of Vehicle selected.

Benefit(s): This allows a pilot to select a specific type of vehicle and as a specialist all of its piloting penalties are reduced by 4, this can be taken a second time to reduce that penalty by 10. This must be selected for each type of vehicle.

New Vehicle Weapons

While most weapons typically used are designed with the arming and fighting of starships and advanced weapons. These are vehicle scale weapons, which can be used to affect Hit Point and Low Hull Point materials. Their damage and affect is determined by size of the vehicle weapon purchased (See AddOns). Some weapons can be fired out to a target that is not within line of sight and can attack a target on a sensor with a minor penalty (requires a successful computers check to fire a guided weapon via sensors), these weapons can be jammed if the sensor signal can be concealed (No target lock, no shot).

Vehicles versus Starships

A note that many of these weapons are designed to inflict many times the normal damage to vehicles and buildings but they are only minor in its effectiveness versus a starship hull and hull point rated items. The first 20 Hit Points of damage inflicts 1 Hull Point and every 10 Hit Points of damage after that deals an additional point of Hull Point damage per single attack.

Ammunition Cost

Most of the weapons for vehicles use ammunition, to replace a used ordnance, each reload costs equal to its original cost.

Weapon Descriptions

Bombs, Dumb

These weapons are designed to be dropped from a fixed position usually from a flying vehicle. These weapons tend to be bulky and are used in numbers to produce an area of effect. These are -6 to hit but explode to fill a 30 foot diameter effective area. These are limited to flying vehicles. They can carry only as many as the size of the flying vessel. Height is not a factor for distance.

Bombs, Guided

These complex bombs allow for precision targeting to targets usually from flying vehicles. They remove the penalties of the dumb bombs. These are limited to flying vehicles. They can carry only as many as the size of the flying vessel. Height is not a factor for distance.

Bombs, Cluster

These bombs create a focused area of effect to a selected targeting area. This can be purchases as a dumb or guided version. This creates an area of effect up to 100’x100’. A flying vehicle may carry as many cluster bombs as half its size. Height is not a factor for distance. Double the cost to turn these into Missiles, Guided with 1 mile range and -3 up to sensor range.

Howitzer Cannon

A long range artillery cannon. This may only be mounted on huge or stationary vehicles. These cannot be fired directly at a target, and aiming at a medium sized target is -10, once it has fired once it may fire again at the same position without penalties. These weapons are strictly designed to target non hardened buildings and vehicles. As such this weapon does hit point damage rather the hull point damage. While this weapon is capable of doing vast amounts of damage including enough damage to do minor damage to smaller starships and similar, it is ineffective for dealing hull point damage. To deal hull point damage you would need to mount a ship scale cannon onto a vehicle (see below).

Rail Gun

A rapidly accelerated pieces of metal salvo. These high speed projectiles are typical in armor piecing weapons, reducing the effectiveness of armor.

Caltrops

An older style of weapon that affects wheeled vehicles. It has no effect on any vehicle that avoids difficult terrains.

Oil Spill

This squirts a slippery patch onto a surface or to cover a vehicle to reduce its driver’s visibility. It can be ignited with a successful attack with a flaming weapon. If ignited it deals dice damage (1d4 small, 1d6 medium, or 1d8 large) equal to size of the vehicle for 1d6 turns. It creates an oil spill 10’ square per size of the vehicle that uses this device. Any wheeled or treaded vehicle that enters the oiled squares or is in a chase, must move to avoid it with a piloting DC 15 plus size of the vehicle that deployed the vehicle plus the size of the vehicle moving to avoid the oil slick.

Smoke Screen

A weapon that creates an area of smoke behind or around a vehicle. Each charge creates a 20x20x20 cloud of smoke that lasts for 1d4 rounds, this is reduced by smoke. A gas grenade may be jury rigged with an Engineering DC 10 + level of grenade to replace the smoke cloud.

Mini Anti-Personnel Rockets

This mini missile launcher fires missiles that explode into shards that treat armor as if they were one step lower (full to partial and partial to none). This rocket explodes filling a 30’ area. The rockets do only half damage to vehicles of any kind. These can be fired Line of Sight (First number) or Via Sensors at -6.

Maxi Armor Piercing Rockets

This rocket launcher creates a series of explosive missiles that are effective versus missiles. These ignore the first 10 points of hardness when dealing damage to a target vehicle. These can be fired Line of Sight (First number) or Via Sensors at -6.

Weapon Range Damage Size Special
Bombs, Dumb 500 ft. +2 dice Any Flying only, Limited to size
Bombs, Guided 1,000 ft. per sensor +3 dice Any Flying only, Limited to 1/2 size
Bombs, Cluster 750 ft. +1 dice Any Flying only Limited to 1/2 size
Howitzer Cannon 5 miles +4 dice Huge Any, Limited 10
Rail Gun 3,000 ft. +2 dice Medium Limited 20
Caltrops Stays in Square ——– Any Remains till removed, Limited 2
Oil Spill Stays in Square ——– Any Lasts 1d6 Turns, Limited 5
Smoke Screen 20 ft. x 20 ft. x 20 ft. ——– Any Lasts for 1d4 Turns, Limited 5
Mini Anti-Personnel Rockets 250 ft. per sensor +1 dice Any Limited to size
Maxi Armor Piercing Rockets 500 ft. per sensor +2 dice Any Limited to size
Weapon Cost Ammunition Cost per Weapon
Bombs; Dumb x2 3000
Bombs; Guided x5 10,000
Bombs; Cluster x6 50,000
Howitzer Cannon 11,500 4000
Rail Gun 5,500 1,000 per clip of 10
Caltrops 500 50 per use
Oil Spill 500 500 per use
Smoke Screen 500 500 per use
Mini Anti-Personnel Rockets x6 2,000
Maxi Armor Piercing Rockets x10 4,000

Vehicle Weapons can be equipped with a weapon option to further augment its effectiveness, these do not count against the modifications or add-on limits but each weapon is limited to one option. These are similar to the ship options in functionality including Broad, Line, Point, Quantum, and Tractor. More can be added by the GM discretions. Each Weapon Option costs 1,000 credits per size of the weapon being added to the base cost of that weapon.

Sample Vehicles

Sample Vehicles

Atmospheric Scout

A non-space version of a fighter interceptor, a light fighter used to scout and proves a durable luxury vehicle to move further outside the city. Its speed offers a measure of protection to its lightly skinned frame. On some advanced military models there is a mount added for a small weapon.

Price 91,850 Credits; Level 6

Size Medium Flying (30’ wide, 12’ long, 8’ high)

Speed 140’, Full 280’, 162 MPH (Hover)

EAC 12, KAC 12; Cover Partial

HP 25 (12), Hardness 11

Attack (collision), Size 4d6 (DC 16)

Modifiers -4 Piloting (-7), Advanced Materials, Fast, Hover, Weapon Mount, Auto Control Unit Passengers 2 (medium)

City Mass Transit

Typically found within the major cities allowing movement of large quantities of people. These are sometimes linked together on monorail systems.

Price 14,000 Credits Level 2

Size Large Wheeled Vehicle (10’ wide, 20’ long, and 7’ high)

Speed 35’, Full 85’, 15 MPH

EAC 11; KAC 12; Cover Full

HP 14 (3) Hardness 11

Attack (collision), Size 5d6 (DC 12)

Modifiers -1 Piloting (-1), Transportation

Passengers 16

Clawed Crane

This light construction vehicle is equipped with a hydraulic claw that helps clear construction and debris from areas.

Price 11,000 Credits; Level 1

Size Huge Wheeled Vehicle (20’ wide, 20’ long, and 14’ high)

Speed 30’, Full 80’, 13 MPH (+2 to piloting while off road)

EAC 15; KAC 18; Cover Full

HP 39 (10) Hardness 15

Attack (collision), Size 5d6 (DC 11)

Attack (Claw) 6d8

Modifiers +0 Piloting (+0), Lightly Armored, Agriculture, Construction Tool (Claw) Passengers 2 (medium)

Commuter Car, Common

The typical automobile that is seen in common cities and commuters, usually powered by an electrical or gasoline engine and infinitely modifiable.

Price 1,500 Credits; Level 2

Size Medium wheeled vehicle (5’ wide, 10’ long, 14’ high)

Speed 50’, Full 120’, 20 MPH

EAC 10; KAC 13; Cover Partial

HP 7 (2) Hard 3

Attack (collision) 3d6 (DC 12)

Modifiers +0 Piloting (-1)

Passengers 4 (medium) plus trunk for personal items

Crawler Tractor

A slower agriculture vehicle that has several tools and hoppers to allow farm or construction work. It is characterized by its large tires and hydraulic connections.

Price 14,000 Credits; Level 2

Size Large wheeled vehicles (20’ long/30’ with a hopper or harvester, 20’ wide, 14’ high)

Speed 40’, Full 100’, 15 MPH

EAC 12; KAC 14; Cover Full

HP 15 (3) Hardness 10

Attack (collision) 4d6 (DC 13)

Modifiers +0 Piloting (-1), Agriculture.

Passengers 2 (medium)

Electric Motorcycle

A common commuter bike.

Price 1,000 Credits; Level 1

Size Medium Wheeled Bike (3’ wide, 5’ long, and 3’ high)

Speed 25 ft., full 75 ft., 35 mph

EAC 12;; KAC 15; Cover None

HP 7 (2) Hardness 5

Attack (collision) 2d6 (DC 11) Modifiers -1 Piloting, (-0)

Passengers 1 (medium)

Exotic Racing Vehicle

A complex high speed medium racing vehicle, powered by an experimental engine, it’s ready for the redline race.

Price 68,085 Credits; Level 18

Size Type of Vehicle (3’ wide, 5’ long, 3’ high)

Speed 125’, Full 375’, 135 MPH

EAC 16; KAC 20; Cover Full

HP 34 (9) Hardness 12

Attack (collision) 3d6 (DC 28)

Modifiers +0 Piloting (-2), Advanced Materials, Exotic Fuel, Fast, improved Mobility Passengers 4 (medium)

High End Luxury Limo

A high end lightly armored limousine. It is crafted from the finest materials and shiniest paint job.

Price 21,000 Credits Level 10

Size Medium Wheeled Vehicle (5’ wide, 10’ long, and 4’ high)

Speed 60 ft., full 140 ft., 30 mph

EAC 17; KAC 20; Cover Full

HP 30 (8) Hardness 10

Attack (collision) 3d6 (DC 20)

Modifiers -2 Piloting, (-5), Lightly Armored, Transportation Vehicle

Passengers 12 (medium)

Heavy Mecha Transport

A huge carrier for large and small mecha or power armor units. It holds a single large mecha, two medium, four small mecha, or 8 tiny/power armor. These massive vehicles are generally reserved for moving damaged mecha to repair shops as their size means very few normal roads can accommodate them. These Transports can option to trade a medium mecha slot for a ship expansion bay (typically a cargo or tech bay and advance science mecha bay).

These mecha carriers are armed with a twin linked flak cannon (as per ship weapons). It massive bulk even allows it to sustain limited fire from even mecha or starship weapons, and is a common sight during military operations. It even has a self-contained power core to power modular expansion bays and onboard weapons.

Price 725,000 Credits plus 25 BP

Level 16

Size Huge, Tracked Vehicle (48’ wide, 48’ long, and 48’ high)

Speed 10’, Full 20’, 15 MPH

EAC 41; KAC 58; Cover Full

HP 1121 (280) Hardness 71

Attack (collision), Size 6d6 (DC 26)

Attack (Turret) 3d4 Hull Points (Point +8)

Modifiers -5 Piloting (-8), Heavily Armored, Lumbering, Military, Oversized, Mecha Transporter, Auto Control Unit, Expansion Bay Adaption x2, Ship Scale Light weapon x2, Vehicle Weapon, Turret, Power Core (Nova Light 150 PCU) Passengers 3 (medium)

Large Passenger Jumbo Plane

These are the intercontinental planes of air travel. Powered by six massive turbines, they provide minor comforts for the economy class and luxuries and space for the dedicated first class seats in the observation bubble.

Price 4,081,000 Credits; Level 17

Size Large Flying Vehicles (600’ long, 750’ wide, and 180’ high)

Speed 170’, Full 720’, 500 MPH

EAC 15; KAC 15; Cover Full

HP 85 (21) Hardness 19

Attack (collision) 5d6 (DC 27)

Modifiers -12 Piloting, (-15), Auto Control, Mass Transportation x2

Passengers 5 crew (1 Pilot, 1 Co-pilot, 2 Stewards, 1 Engineer), 695 medium Passengers (Common), 200 medium Passengers (Good) 25 medium Passengers (Luxury)

Mecha Transport, Light

A reinforced wheeled carrier for tiny and small mecha or power armor units. It holds up to 1 small mecha or 3 power armor in armored crates. It requires 1 turn to deploy the mecha/power armor from their stored position.

Price 248,000 Credits; Level 8

Size Large Wheeled Vehicle (10’ wide, 10’ long, and 7’ high)

Speed 62’, Full 124’, 25 MPH

EAC 23; KAC 24; Cover Full

HP 50 (13) Hardness 23

Attack (collision), Size 5d6 (DC 18)

Modifiers -2 Piloting (-4), Military, Lightly Armored, Mecha Transporter (Enclosed) Passengers 2 (medium) plus can transport a small mecha or 3 mecha/power armor

Large Reusable Shuttle Booster

This Launcher/Booster system allows it to be attached to a fighter, shuttle or a spacecraft and be launched into orbit without having to build a launching system within the vehicle being launched. This launcher can detach and return to a predetermined landing zone, either by parachute or by retro thruster system.

This version is a more complex system modified to augment a medium Shuttle/Fighter as enhanced speed and weapons systems. This booster requires a medium flying vehicle to maneuver, but uses this vehicles speed and maneuverability while it remains connected.

Price 143,000 Credits; Level 20

Size Large, Flying Vehicle (40 feet wide, 50 feet long and 12 feet high)

Speed 720’, Full 1510’, 2232 MPH

EAC 15; KAC 19; Cover Full

HP 100 (25) Hardness 20

Attack (collision), Size 4d6 (DC 26)

Attack (Missile Launchers x2) 4d8 HP Limited 4

Modifiers -9 Piloting (-12), Fast x3, Vehicle Transporter (Holds one Medium Flying Vehicle), Auto Control Unit, Exotic Fuel, Improved Mobility Passengers None (used to launch a medium flying vehicle)

Military Gerwalker

A transformable military jet with ground capabilities.

Price 811,000 Credits; Level 18

Size Medium Jet with Medium Walker Alternate Mobility (30 feet wide, 12 feet long and 8 feet tall/18 feet tall in Gerwalk Mode)

Speed Flight Mode Full 900’, 713 MPH GerWalker Walking 95’, Full 285’, 85 MPH

EAC 20; KAC 20; Cover Full

HP 75 (19) Hardness 24

Attack (collision) 3d6 (DC 12)

Attack (Kick/Punch) 2d6 (DC 12)

Modifiers -16 Piloting, (-21), Off Road (Walker Modification), Military, VTOL Capability, Advanced Materials, Additional Arm x2 ( Strength 20), Cluster Missile Packs x2 3d6 HP Passengers 2 medium (1 pilot, 1 gunner/Engineer)

Military Helicopter Gunship

A combat ready helicopter, capable of hover and well armored. It has a forward mounted weapons turret allowing it to strike at targets with precision. These are limited to in atmosphere only and are equipped with a pair of LAW missile pods. Advance models would have laser guided weapons and stealth coating.

Price 274,900 Credits; Level 12

Size Medium, Flying vehicles (30’ wide, 15’ long, and 8’ high)

Speed 210’, Full 450’, 625 MPH

EAC 24; KAC 30; Cover Full

HP 78 (20) Hardness 30

Attack (collision) 3d6 (DC 30)

Modifiers -14 Piloting, (-19), Auto Control, Lightly Armored, Hover, Military, Vehicle Weapon; Turret: Machine Gun (2d6 HP) 500’ range. Vehicle Weapon: Armor piercing Misslesx2 (3d6)

Passengers 1 Pilot, 1 Gunner, 2 passengers (medium) or additional cargo (20 Bulk per passenger exchanged).

Military Helicopter Gunship

A combat ready helicopter, capable of hover and well armored. It has a forward mounted weapons turret allowing it to strike at targets with precision. These are limited to in atmosphere only and are equipped with a pair of LAW missile pods. Advance models would have laser guided weapons and stealth coating.

Price 274,900 Credits; Level 12

Size Medium, Flying Vehicle (30’ wide, 15’ long, and 8’ high)

Speed 210’, Full 450’, 625 MPH

EAC 24; KAC 30; Cover Full

HP 78 (20) Hardness 30

Attack (collision) 3d6 (DC 30)

Modifiers -14 Piloting, (-19), Auto Control, Lightly Armored, Hover, Military, Vehicle Weapon; Turret: Machine Gun (2d6 HP) 500’ range. Vehicle Weapon: Armor piercing Misslesx2 (3d6) Passengers 1 Pilot, 1 Gunner, 2 passengers (medium) or additional cargo (20 Bulk per passenger exchanged).

Military Large Submersible

A Large well-armed nuclear war submersible.

Price 432,000 Credits; Level 20

Size Medium Submersible (30’ wide, 60’ long, and 12’ high)

Speed 135’, Full 300’, 90 MPH

EAC 36; KAC 36; Cover Full

HP 281 (70) Hardness 34

Attack (collision) 5d6 (DC 30)

Modifiers -20 Piloting, (-23), Advanced Materials, Military, Medium Armored, Vehicle Weapon; Medium (5d6 HP), Environmental Adaption (resists up to 20d6 damage of depth), Transportation Vehicle x2

Passengers 22 (medium)

Military Medium Submersible

A well-armed submersible for patrol.

Price 245,475 Credits; Level 17

Size Medium Submersible (10’ wide, 20’ long, and 6’ high)

Speed 30’, Full 80’, 12 MPH

EAC 19; KAC 21; Cover Full

HP 108 (27) Hardness 21

Attack (collision) 3d6 (DC 27)

Modifiers -12 Piloting, (-15), Military, Medium Armored, Vehicle Weapon; Medium (3d6 HP), Environmental Adaption (resists up to 17d6 damage of depth), Transportation Vehicle Passengers 9 (medium)

Planetary Defense Lion; Medium

A well-armed and armored feline used to defend many worlds. It is equipped with 4 legs, a mouth cannon and a heavy shoulder mounted shell launcher.

Price 466,650 Credits; Level 16

Size Medium Walker (8 feet wide, 10 feet long and 10 feet tall)

Speed 70’, Full 140’, 40 MPH Flight Mode 210’, Full 440’, 330 MPH

EAC 28; KAC 32; Cover Full

HP 113 (28) Hardness 32

Attack (collision) 3d6 (DC 27)

Modifiers -7 (-4 on ground) Piloting, (-15; -11 on ground), Military, Medium Armored, Mouth Cannon; Medium (3d6 HP Energy; Turreted; 6000’ range), Shoulder Cannon Large (Shoulder Kinetic Cannon 4d8; 3000’ range), Onboard Computer, Spare Vehicle Engineering Ki, HUD; Holographic

Passengers 2 (medium)

Police Mobile Base

A converted mass transportation vehicle used by police forces or mecha leagues to control and monitor an area. It is lightly armored against debris and rioting. Most mobile bases have the rear portion converted into an office or cargo bay and can hold one mecha package.

Price 17,425 Credits Level 6

Size Large wheeled vehicle (20’ long, 10’ wide, 7’ high)

Speed 45’, Full 110’, 18 MPH

EAC 17; KAC 18; Cover Full

HP 34 (9) Hardness 15

Attack (collision) 5d6 (DC 16)

Modifiers -4 Piloting (-5), Transportation Vehicle, Lightly Armored, Cargo

Passengers 10 medium passengers or 6 passengers and a 6×10 room in the rear of the vehicle.

Submersible Jet Ski

A one man jet sub. This mini craft requires a scuba unit to operate more than a few hours underwater.

Price 1,500 Credits; Level 1

Size Medium Submersible (5’ wide, 10’ long, and 3’ high)

Speed 50’, Full 140’, 21 MPH

EAC 10; KAC 10; Cover None

HP 3 (2) Hardness 2

Attack (collision) 2d6 (DC 11) Modifiers +2 Piloting, (-1), Fast

Passengers 1 (medium)

Vehicle Destruction and Repair

Vehicle Destruction

A vehicle that has been brought to zero hit points is considered disabled, no longer capable of functioning. Though its basic body and mechanics do remain. A vehicle that has taken twice its hit points is immediately considered destroyed and not salvageable. Note that vehicles that are disabled still provide their cover. Destroyed vehicles provide no cover and all occupants still within the vehicle once it has been destroyed is dealt both the remaining damage equally as well as any resulting crash or collision damage (if applicable).

Vehicle Repairs

A vehicle that has the broken or disabled status maybe repaired with the proper tools time and parts availability. Attempting to repair a vehicle requires a minimum engineering skill (not rank) equal or higher then their level. Multiple engineers may combine their technical skills to decrease the time taken to make the repairs, though at least one engineer must qualify for the repairs and all others must have at least half the skill required. This process also requires a suitable place and proper tools to repair such a vehicle. A broken vehicle requires 1d4 hours per tier of the vehicle and 10% of the total vehicle cost in parts to repair the vehicle from its status to operational status with full hit points, interruption of this process by any significant means will increase the time needed by 50%. This time may be doubled or tripled complicated by fine details such as rare parts or expensive brands.

Broken military vehicles automatically cost 25% of the total vehicle cost to repair but take 25% less time.

A disabled vehicle can be brought to a broken status by paying 50% of its total vehicle cost and requires 2d6 hours per tier of time to repair. The repaired vehicle returns to its maximum broken HP and the status broken brings with it. The now broken vehicle can be repaired to fully functional as per the above rules. Disabled military vehicles cost 75% of the total vehicle cost to repair from disabled to broken but take 50% less time.

Identical vehicles can be salvaged from to increase the speed or repair and percentage. A broken vehicle can salvaged by decreasing its condition to damaged and it adds half its remaining HP value to the vehicle being repaired and the repair time is reduced by 50% A vehicle that has suffered twice its HP, is destroyed and cannot be repaired or salvaged from.

Dedicated Vehicle Repair Equipment and Parts

Some vehicles and organizations will have dedicated tools and parts for these vehicles. It is assumed that for these setting those repair times and costs are reduced by 50%. A dedicated portable engineering kit can be purchased for a vehicle costing 10% of the full cost of the vehicle, has a bulk equal to the tier of the vehicle and equal to the level of the vehicle for availability. This dedicated tool kit reduces the time needed by 25% but still requires the parts cost.

Section 15: Copyright Notice

Ultimate Vehicle Creation Guide Copyright 2018, Michael K. Tumey