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Vehicle RulesVehicles have the same stats as Characters or Ships. Vehicles occupy thespace in-between the two when it comes to combat.
Brawn = Offensive power of a vehicle. 0 Brawn means no integral weapons.
Finesse = Typical crew quality of a vehicle. If a character is driving the
vehicle, they substitute their Gunnery or Driving scores.
Resolve = Inherent durability of a vehicle. A vehicle takes and deals with
Dramatic Wounds just like a person. 3x Resolve in Dramatic Wounds means
the vehicle is obliterated and no salvage may come from it.
Wits = Agility of a vehicle, how hard the vehicle is to target. A Wits of 0*
means that the vehicle has no Passive Defense.
Panache = Speed of a vehicle. A Panache of 0* means the vehicle has no
means of self propulsion.
Dramatic Wounds: Vehicles may sustain a number of Dramatic Wounds
equal to there Resolve before becoming crippled. When a vehicle becomescrippled, none of its dice may explode. When a vehicle receives 2x its
Resolve in Dramatic Wounds it is totally disabled, no systems will work. 3x
the Resolve in Dramatic Wounds obliterates the vehicle.
Starship vs. Vehicle: When a vehicle is facing a starship (not starfighter) its
Brawn is considered halved (round down, minimum of 1). When a starship
attacks a vehicle, its brawn is considered doubled).
Vehicle Advantages:
Smart Weapon System: Allows a Drama Die to be spent to re-roll a miss.
Armor Piercing Weapon: Every 10 (not 20) a Wound Check is missed by
results in an additional Dramatic Wound
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AA Weapon: Allows 1 Free Raise when facing Flyers.
Mobile Infantry: The vehicle has 1 or 2 squads of ground troops inside.
Concealed Guns: The vehicle has hidden weapons. The vehicles Brawn dice
may remain concealed until the weapons are fired.
Rapid Fire Weapons: May attack groups of Light Vehicles and Personnel as
if they were Brute Squads.
High Speed Targeting: Gives a +1 to Panache of the Gunner for purposes of
Attacks and Initiative
Hover: The vehicle may cross Water, Ice, and Snow as if it were flat, solid,ground with no control penalties.
Enhanced Control System: Increases Wits by +1
Slight Signature: The vehicle is harder to track on sensors, lowering the
effective signature (size) by 1.
Fire Linked Weapons: Multiple weapons allow the vehicle to hit its target
better. This allows +1 Free Raise for Attacking
Overgunned: The vehicle has a significantly powerful weapon system for its
size. Increase Brawn by +1.
Prow Ram:
Reinforced Engine:
Ship Class Weapon: The Brawn of this vehicle is not halved when attacking
starships.
Superior Engine: The engine has been enhanced resulting in a +1 Panache
for the vehicle.
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Fragmentary Weapons: Grenade Launchers, Rockets, and some Missiles
may use the same rules as Rapid Fire Weapons when attacking Grouped
Light Vehicles or Troops.
Superior Armor: +1 Resolve
Troop Carrier: May carry 2x the Cargo capacity in outfitted troops. May
carry twice that number of people in cramped quarters.
Flaws:
No propulsion: This is not really a vehicle, but an Emplacement or a Trailer.
It cannot move under its own power. It has a Panache of 0 when regarding
ground speed.
Sluggish: The vehicle accelerates and runs slow as molasses. The vehiclemoves 1 less hex per round.
Old: The vehicle is ancient and held together with bailing wire. The vehicle
has maintenance costs every 6 months instead of every year.
Brittle Construction: The vehicle is not designed to take a real hit. This is a
common flaw among civilian vehicles. The vehicles Resolve Dice may not
explode when resisting damage.
Crappy Engine: Due to serious problems with the engine, non of the
vehicles Panache dice may explode.
Undergunned: The vehicle has a flawed weapon system. Non of the vehicles
Brawn dice may explode.
Cramped Ammo Storage: The vehicle has a design flaw resulting in it only
having 10 times its cargo value in reloads for any weapon system. (This
does not include Machine Guns, this does include Energy Weapons that rely
on a battery to charge.)
Massive Signature: The vehicle has inefficient heat venting systems and is
easily detectable, even when compared to other vehicles its size. Add +1 to
its signature (size).
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Brawn 5
Finesse 3
Size 4
Resolve 3Crew 3
Wits 1Panache 1 Cargo 3
210mm Roaring Cannon
Advantages:
Well trained crew (+1 Finesse) (1)
Flaws:
Massive Signature (5)
Eisen MobileRoaringDrachen
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Montaigne LightMobile Rapid
40mm Laser
Brawn 1
Finesse 3
Size 1
Resolve 1Crew 3
Wits 0*
Panache 0*Cargo 1
40mm Laser
Advantages:
Accurate Fire (Free raise for targeting actions)
High Speed Targeting (Gives a +1 to Panache of theGunner for purposes of Attacks and Initiative)
Flaws:
No propulsion (The cannon is a trailer that must be towed)
No Protection (This vehicle offers no protection from
vehicle weapons for the Gunner and Crew.
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Multi Role MainBattle Tank
Brawn 3
Finesse 2
Size 3
Resolve 3
Crew 2
Wits 1
Panache 2Cargo 3
120mm Cannon
.75 Heavy Bolt Guns
40mm Grenade Launchers
Advantages:
AA Upgrade (Free raise for targeting flyers)
Flaws:
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Armored SAMLauncher
Brawn 3
Finesse 2
Size 2
Resolve 2Crew 2
Wits 2
Panache 2Cargo 2
Advantages:
AA Upgrade (+1 Free Raise for attacking flyers.)Smart Missiles (May spend a Drama Die to re-roll a miss)
Troop Carrier (May carry 10 troops or 20 people in
cramped quarters)
Flaws:
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Avalon Shrike,high speed Attack
vehicle
Brawn 2
Finesse 2
Size 2
Resolve 2Crew 2
Wits 3
Panache 3Cargo 2
Advantages:
Smart Missiles (May spend a Drama Die to re-roll misses)
Flaws:
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Hammer of ThorMBT, Vendalmaar
Brawn 4
Finesse 3
Size 4
Resolve 3Crew 3
Wits 1
Panache 2
Cargo 3
Styrke Massdriver
.75 Heavy Bolt Gun
Advantages:
Flaws:
Cramped ammo space (May only fire main cannon 30
times before needing to reload vehicle)
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Armored ScoutTank
Brawn 1
Finesse 2
Size 2
Resolve 2Crew 2
Wits 2
Panache 2Cargo 2
Fire Light Rail Guns
Advantages:
Fire Linked Weapon Systems
Flaws:
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CastillianDiablo del Fuego
Plasma HoverTank
Brawn 3
Finesse 2
Size 3
Resolve 3 Crew 2Wits 1
Panache 2Cargo 3
Plasma Cannon
Co Axel Assault Rifles (7.62)
Flamethrower
Advantages:
Fire Linked Weapons (Assault Rifles)
Hover
Flaws:
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AvalonHellbender, High
Speed SupportVehicle
Brawn 2
Finesse 3
Size 2
Resolve 3
Crew 3
Wits 3
Panache 3Cargo 2
Rapid Acceleration Railgun
Heavy Bolt Gun (.75)
Advantages:
Enhanced Armor (+1 Resolve)Superior Engine (+1 Panache)
Flaws:
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Starfighters and
other flyers
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Attack Helicopter
Brawn 2
Finesse 2
Size 1
Resolve 1Crew 2
Wits 4
Panache 4Cargo 1
10mm Lasers
Light Rocket Pods
Advantages:VTOL (May make short or completely vertical take-offs
and landings)
Fire Linked Weapons (Lasers and Rockets)
Flaws:
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MontaigneMontegue Joint
Role Starfighter
Brawn 2
Finesse 2
Size
Resolve 2
Crew
Wits 3
Panache 5Cargo
10mm Laser
Advantages:Transatmospheric (May break planetary gravity and travel
in space)
Flaws:
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EisenFauner Class
Dropship
Brawn 1
Finesse 2
Size 3
Resolve 3 Crew 3Wits 2
Panache 3Cargo 3
Advantages:
Troop Carrier (Carries 10 fully outfitted soldiers or 20
people in cramped quarters
Transatmospheric (May break planetary gravity and travel
in space)
Flaws:
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Avalon
Brawn 2
Finesse 4
Size 2
Resolve 2
Crew 4
Wits 4
Panache 3Cargo 2
Advantages:
Transatmospheric (May break planetary gravity and travel
in space)
Ace Pilot (+1 Finesse)
Highly Maneuverable (+1 Wits)
Flaws:
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EisenMark iv Flying
Tank
Brawn 3
Finesse 2
Size 4
Resolve 3 Crew 2Wits 2
Panache 3Cargo 3
Medium Rail Guns
Advantages:
Transatmospheric (May break planetary gravity and travelin space)
Overgunned
Fire Linked Weapon Systems (Med Rail Guns)
Flaws:
Massive Signature
Sluggish
Crappy Engine