Vehicle Type

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Attributes based on Skill to Operate

Score 3797

05/05/24

Vehicle Statistics

ST/HP: The vehicle’s ST and HP. These are equal for a powered vehicle: the vehicle’s mass determines both how powerful its engine must be (ST) and how hard it is to destroy (HP). For an unpowered vehicle, this score is marked with a †, and represents HP only; ST is 0. Unpowered vehicles have Injury Tolerance (Homogenous); others have the Machine meta-trait (p. 263), which includes Injury Tolerance (Unliving).

Hnd/SR: The first number is Handling; the second is Stability Rating. See Control Rolls (p. 466) for details.

HT: The vehicle’s HT, a measure of reliability and ruggedness. Fragile vehicles have an additional code: “c” for Combustible, “f” for Flammable, or “x” for Explosive.

Move: The first number is Acceleration and the second is Top Speed, in yards/second (double this to get mph). These statistics are equivalent to a character’s Move and his top speed with Enhanced Move. For ground vehicles, a * indicates a roadbound vehicle, while a ‡ indicates one that must follow rails. For spacecraft, divide Acceleration by 10 to find it in Earth gravities (G), and note that c means the speed of light (186,000 miles/second).

LWt.: Loaded Weight, in tons (1 ton = 2,000 lbs.), with maximum payload and a full load of fuel. Actual weight is often lower.

Load: The weight, in tons, of occupants and cargo the vehicle can carry, including the operator. To find cargo capacity, subtract the weight of occupants (for simplicity, assume 0.1 ton/person, including gear). To find “curb weight” (with fuel but no other payload), subtract Load from LWt.

SM: The vehicle’s Size Modifier.

Occ.: The number of occupants the vehicle can carry in reasonable comfort, given as “crew+passengers”; e.g., 2+6 means two crew and six passengers. “A” indicates a vehicle built for long-term accommodation, with room to sleep, cook, etc. If the vehicle affords the occupants special protection, there is an additional code: “S” for Sealed (p. 82), “P” for Pressure Support (p. 77), or “V” for Vacuum Support (p. 96).

DR: The vehicle’s DR. Some vehicles have different DR on various faces or locations. The table lists the two most important DR scores – for ground vehicles, this is usually the front DR and the average of side and rear DR.

Range: The travel distance, in miles, before the vehicle runs out of fuel. For unpowered or exotic vehicles, “–” means only provisions (food and water) limit range. “F” means the FP of the rowers or draft animals, and stored provisions, limit range. Spacecraft either omit this statistic or use the entry to give faster-than-light drive capabilities.

Cost: The vehicle’s cost, in $. “K” means thousands; “M” means millions.

Locations: The vehicle’s hit locations, besides its body. If a vehicle has multiple instances of a location, a quantity precedes the abbreviation; e.g., “3M” for a three-masted ship, or “14D” for 14 draft animals. A vehicle’s hit locations determine both how it moves (see Basic Vehicle Movement, below) and what parts can be hit in combat (see Vehicle Hit Location Table, p. 554).

Code

Location

A

arm

C

caterpillar tracks

D

draft animals

E

exposed rider

G

large glass windows

g

small glass windows

H

helicopter rotors

L

leg

M

mast and rigging

O

open cabin

R

runners or skids

r

retractable

S

large superstructure or gondola

s

small superstructure

T

main turret

t

independent turret

W

wheel

Wi

a pair of wings

X

exposed weapon mount

 Draft: For a watercraft, the minimum depth of water, in feet, it can safely operate in.

Stall: For an aircraft, the minimum speed, in yards/second, it must maintain to take off and stay airborne. “0” means it can hover.

Notes: Any special capabilities or problems the vehicle has. If the vehicle has complex systems, footnotes or a separate description will detail weapons and equipment.


Skills for operating vehicles:

Vehicle skills cover the training needed to operate anything from a covered wagon to a starship – including steering the thing, basic maintenance, loading cargo, and plotting courses. Specialist crew will possess other skills: Technical skills (p. 6) for radiomen and sensor operators, Repair/Maintenance skills (p. 5) for engineers, Combat/Weapon skills (p. 2) for gunners and marines, and so forth.

 

Skill

Page

Skill

Page

Battlesuit/TL (see Environment Suit B192 )

B179

Piloting (Autogyro)

B214

Bicycling

B180

Piloting (Flightpack)

B214

Boating/TL†

 

Piloting (Glider)

B214

Boating (Large Powerboat)

B181

Piloting (Heavy Airplane)

B214

Boating (Motorboat)

B181

Piloting (Helicopter)

B214

Boating (Sailboat)

B181

Piloting (High-Performance Airplane)

B214

Boating (Unpowered)

B181

Piloting (High-Performance Spacecraft)

B214

Driving/TL†

 

Piloting (Light Airplane)

B214

Driving (Automobile)

B188

Piloting (Lighter-Than-Air)

B214

Driving (Construction Equipment)

B188

Piloting (Low-Performance Spacecraft)

B214

Driving (Halftrack)

B188

Piloting (Ultralight)

B214

Driving (Hovercraft)

B188

Piloting (Vertol)

B214

Driving (Locomotive)

B188

Submarine/TL†

 

Driving (Mecha)

B188

Submarine (Free-Flooding Sub)

B223

Driving (Motorcycle)

B188

Submarine (Large Sub)

B223

Driving (Tracked)

B188

Submarine (Mini Sub)

B223

Piloting/TL†

 

Teamster*

 

Piloting (Aerospace)

B214

Teamster (Must specialize by animal)

B225


Vehicle Table

Vehicle

ST/HP

Hnd/SR

HT

Move

LWt.

Load

SM

Occ.

DR

Range

Cost

Loc.

Draft

4-Wheel-Drive Truck

66

+1/5

12f

3/44

4.5

2.3

+4

1+2

6

450

$60K

G4W

-

Standard Auto

49

+1/5

12f

2/48*

1.5

0.6

+3

1+3

5

500

$20K

G4W

-

Motorbike

34

+2/2

12f

8/56

0.7

0.4

0

1+1

4

375

$8K

E2W

-

Light Armored Vehicle

121

-1/4

12f

2/39

16

2.2

+6

3+9

80

600

$160K

T4W

-

Powerboat

34

+2/3

12f

3/16

0.7

0.4

+2

1+5

3

150

$8K

O

2

Sailboat

32

+/3

12

0.1/4

0.7

0.4

+2

1+5

3

-

$6K

MO

3

Connections

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