Vehicles are treated as a different scale to creatures. They still have the same Size ratings, so a Size 5 vehicle is the same size as a Size 5 human (roughly). Size 5 will probably be a motorbike, size 10 a large family car.
However, things which are Vehicle Scale are treated slightly differently in combat.
When creatures attack vehicles, the damage roll is halved, and the damage type is modified as below.
When vehicles attack creatures, the creature's soak roll is completely ignored (it is zero).
Vehicles have two types of damage: Minor and Major. Either type equates to Wounds against creatures (with the normal Size restrictions). Attacks from creatures are always Minor damage unless the creature is large enough to scale it up. Stuns from creatures are completely ignored.
Vehicles have a single damage track. Minor damage is non-cumulative similar to stuns, but adds to the same track as Major damage.
See Tanks for some example vehicles.
Vehicles have three levels of damage: Superficial, Moderate and Critical. Three rows as per Full Thrust. When the last box in a row is ticked off, then check for criticals. Some vehicles may have more or less damage levels than their size indicates, though this will be rare. A hot air balloon would be a good example.
Vehicles do not however have a number of damage levels equal to their Size, instead it is based on:
Damage = Size^2 / 20 (round all fractions up)
This means that a Size 20 vehicle has 20 levels, but smaller vehicles will have fewer levels than their Size, and larger vehicles more. This is to try and provide greater difference in capability between vehicles.
| Size | Levels | Examples |
|---|---|---|
| 5 | 2 | Motorbike |
| 10 | 5 | Car |
| 15 | 12 | Heavy tank |
| 20 | 20 | Frigate |
| 25 | 32 | Battleship |
| 30 | 45 | Aircraft carrier |
It is recommended that any vehicle less than Size 5 is treated as creature scale.
For example, a typical car (Size 10) is:
When the last box on a row is marked off, then roll a d20 for each system on the vehicle. On a 15+, that system is disabled. At the end of the moderate damage row, systems are lost on 10+.
For a typical car, systems might be:
For a tank, systems might be:
Different systems may have greater amounts of protection.
Assume it works by 'pushing' against nearby masses and the local gravity field. This restricts CG vehicles to being close to the ground, providing a hover mode. CG vehicles will rarely be able to reach orbit, though it can be used to get above the atmosphere where real thrusters can then kick in.
| Vehicle type | TL9 | TL10 | TL11 | TL12 | Description |
|---|---|---|---|---|---|
| Hover car | – | 1m | 5m | 25 m | Typical civilian CG transport |
| HP Hover car | 5m | 25m | 100m | 250m | Civilian CG transport designed for altitude |
| Speeder | 25m | 150m | 1km | 5km | Specialist vehicle designed around CG |
| Aerospace | – | 1km | 15km | 200km | Air/space craft with CG capability |