you have a One-Piece vehicle, such as a MotorCycle, RoboHorse,
or Flying SurfBoard, the cost of the chassis will be listed
in the Chassis Cost. For larger vehicles, you'll have
to compute the Size (in dots) of the chassis. Much of
the time, you will have a regular rectangular-shaped chassis
and can just multiply the length of the vehicle by its width.
Items which to not contribute to the Size of a vehicle chassis
jets, thrusters, sails, or other motive devices.
barrels extending beyond the chassis.
portion of the wings of a Flier that do not carry any
your vehicle is built on a vertical rather than a horizontal
platform (as is true of giant humanoid robots), or its height
is greater than its length or width (as is true of siege towers),
you will have to multiply its height in Brix by either its
length or width in dots (whichever is larger) to get the correct
you know your vehicle's Size number, you can look on the charts
to see what Class of vehicle it is. With the Size and
Class numbers, use the formula listed in the Chassis Cost
for the type of vehicle you're building to find the base cost
of your vehicle chassis. These CPs pay for the chassis,
engine, motive devices, and controls for one person.
Weapons and other modifications are purchased separately and
will add to the total cost. The minimum total cost of a vehicle
(including the chassis, weapons, and modifications), even
a bicycle or a skateboard, is five Construction Points.
you build your vehicle, you must include appropriate PBB's
to represent the propulsion devices (i.e. treads, tires, propellers,
warp engines), the controls (i.e. a steering wheels, flight
sticks, computer consoles, switches and levers), and a place
for the driver (i.e. a cockpit, a cabin, an easy chair).
Otherwise, the vehicle will not have these things, regardless
of how many points you spend.
a vehicle has no propulsion device (and we mean a real propulsion
device - bolting a tail rotor to the back of your bulldozer
doesn't count!), then you're going to have to have other units
push, carry, tow, or row it around. (In the case of
a rowboat, units can row the boat as fast as they could carry
or drag it on land.) If you want to buy a backup propulsion
device (in case the first is destroyed), the CP cost is equal
to the vehicle's Power rating.
Vehicles with no controls cannot accelerate, decelerate, or
turn. If you want to build additional sets of controls into
your vehicle (in case the first set is destroyed, or if you
want copilots and gunners) the CP cost for each set of controls
is equal to the vehicle's Class number. If you want
an additional set of controls for the vehicle weapons only,
the CP cost is equal to the number of weapons controlled.
without a power source cost only half as many points (including
the chassis and all Siege weapons and modifications, but not
including any troop weapons mounted on the vehicle).
Moving and steering the vehicle, as well as loading and firing
the weapons, must be done by manual labor. One example
would be a PirateFrigate, in which PirateMen have to furl
and unfurl the sails, adjust the riggings, load the cannonballs
and powder into the cannons, and light the fuses, all by hand.
Another example would be a MedievalCatapult, for which MedievalMen
and MedievalHorses have to drag it around the countryside,
draw the catapult arm back, tighten the ropes, and carry and
load the boulders, all by manual labor.
without drivers are not very useful, so try to avoid building
vehicle must be at least three-fourths of the length of any
weapon barrel or missile mounted on it. Weapon mounting
is covered in 6.1: Mounting Siege Weapons.
vehicle has a Power rating, which signifies the general engine
power of the vehicle. Most importantly, this rating
determines the vehicle's Cargo Capacity (C"). Vehicle
weapons, some vehicle modifications, and groups of passengers
can be heavy enough that they incur Cargo Movement Penalties
on their vehicles. The vehicle's Cargo Capacity indicates
how many inches of Cargo Movement Penalty the vehicle can
'absorb' before the penalties begin to affect its Movement
and Maximum Accel/Decel.
also determines how much power the vehicle can provide to
weapons and tools mounted on the vehicle. Siege weapons
each have a Power requirement; as long as the vehicle has
at least as much Power as each weapon requires, then it can
mount and use the weapons. Weapons do not 'use up' Power;
a vehicle with two points of Power can mount and use as many
one- and two-Power weapons as it likes, but it cannot mount
a single three-Power weapon.
most military organizations, equipment, training,
and vehicle types are heavily standardized.
This is due in large part to the fact that it keeps
the generals from going insane trying to keep track
of the peculiarities of two or three dozen different
customized vehicles on the battlefield. However,
in mercenary outfits and among the more maverick
pilots, vehicle modifications are a common sight.
In some military organizations, whole divisions
of vehicles are given the same set of 'standardized
customizations,' in order to gain the performance
advantages without causing confusion.
Rule: Vehicle Performance Modification
you want to increase the performance of your vehicle,
the CP cost per improvement is equal to the vehicle's
Power rating, per improvement.
Top Speed - increases the top speed of
the vehicle by 50%, after Movement Penalty
Handling - decreases the vehicle's TurnRate
by 50%. Pilots have a +1 bonus to all
piloting Skill rolls.
Acceleration and Braking - doubles the
vehicle's maximum acceleration and braking
speed, after Movement Penalty adjustments.
Torque - the vehicle pushes, tows, and
carries objects as if its Power were doubled.
It takes no movement penalties for moving
uphill or over rough terrain.
Armor - adds 1d10 to the Armor Rating
of the vehicle. Incurs a -3" Movement
Edition - cushy suspension gives a ride
as smooth as glass, engine noise is reduced
by 97.6%, other features are as appropriate
to vehicle type (air conditioning, CD player,
you want to decrease the performance of your vehicle,
you get no points back. However, for every disimprovement
you take, you may take one improvement at no cost.
You do not have to take the free improvement if
you don't want to. You cannot have both an improvement
and its corresponding disimprovement.
Top Speed - decreases the top speed of
the vehicle by 50%, after Movement Penalty
Handling - increases the vehicle's TurnRate
by 50%. Pilots have a -1 penalty to
all piloting Skill rolls.
Acceleration and Braking - halves the
vehicle's maximum acceleration and braking
speed, after Movement Penalty adjustments.
Torque - the vehicle pushes, tows, and
carries objects as if its Power were halved,
and takes double the normal Movement Penalties
for moving uphill or over rough terrain.
Armor - subtracts 1d10 from the Armor
Value of the vehicle.
Owned - the suspension is bad, the engine
knocks, there's an oil leak, and the vehicle
backfires every few yards. Add 50% to every
Damage Roll made against the vehicle (round
down), and any roll involving the vehicle
in which all the dice come up two or less
is an Automatic Failure.
a vehicle receives Performance Improvements, it
must be represented on the vehicle model somehow,
so that it is obviously a High Performance Vehicle.
You might add a spoiler, racing stripes, performance
tires, a blower, high energy ion engines, a braking
parachute, plasma-spitting quadruple exhaust,
chrome details, flame decals, etc. Performance
Disimprovements do not necessarily have to be
represented in any way.
a vehicle model does not count as a valid way
to represent a High Performance Vehicle.
Troopers of any era have enough good taste to
be disgusted by such vehicles and will refuse
to have anything to do with them. Of all
the peoples and characters of BrikWars, only Timmies
and Jar-Jars are ever seen driving LowRiders.
may also be used to transport troops. A vehicle can
carry as many Troopers as can fit inside. Carrying a
whole bunch of Troopers (or other minifigs, or Blox, or anything
else of equivalent weight) might start to slow a vehicle down,
though. To see how much a group of troops will slow
down a vehicle, take the vehicle's Power rating and divide
the soldiers into groups of that number (round up - soldiers
don't like to be divided into fractions!). The first
such group is carried at no penalty. Each additional group
incurs -1" of Movement Penalty.
(For ease of play, passengers men do not actually have to
be placed inside of the vehicle. You can hold them off
to the side somewhere, and place them on the board when the
vehicle deploys them. However, the men you claim are
being carried by the vehicle must be able to fit in it.
Your opponent may, if he so desires, challenge you to show
him that they all actually do fit in the vehicle. If
they don't fit, the extreme pressure of cramming the vehicle
beyond capacity crushes the men to death and causes the transport
section of the vehicle to burst asunder.)
up and dropping off troops and vehicles is easy - just move
them onto and off of the vehicle when it is their turn to
move. A unit cannot board a transport vehicle that is
moving faster than the boarding unit's maximum speed.
If a passenger jumps out of a transport vehicle that is going
faster than the passenger's maximum speed, treat it as a Collision
between the passenger and the ground (3.6.5:
Collisions). Assume dirt or grass has
an AV of 1d10, and asphalt or cement has an AV of 2d10.
soldiers are in a vehicle that is open-topped or has open
windows or gun slits, they can make attacks from the back
of the vehicle. Remember that for every 6" per
turn they are moving, they take a -1 Skill Penalty (3.1.2:
may also be used to carry or tow other, smaller vehicles.
Each vehicle transported incurs a Movement Penalty equal to
its Power rating in inches.
A vehicle's minimum movement after mounting all weapons, equipment,
cargo, and passengers must be at least 4". Vehicles
of lesser speed are not allowed. Unless they have Hover
capability, Fliers must move at least 10" per turn to
stay in the air. If you (or your enemy!) manage to overload
one of your vehicles past these limits, bad things happen.
Cars' wheels break off. Jet planes crash. Boats
sink. Hot-air balloons pop. Submarines go into
uncontrolled dives. Dragons become angry and turn on
their riders. These are all the kinds of things you
want to avoid.
else you might want to do to modify a vehicle is covered under
the heading of Custom Vehicular Modifications. Common
modifications would be cranes, robotic arms, storage bins,
and bulldozer blades. Uncommon modifications would be
ejector seats, hydraulic jump springs, extra loud sound systems,
jacuzzis, deep fat fryers, etc. Many of these things
can be added to a vehicle using the rules from Supplement
RV: Robotic Vehicles. For everything else, you and
your opponent(s) will have find some way to agree on the specific
abilities and CP cost of your modifications. All custom
modifications must be represented on the vehicle model somehow.
vehicles can be divided into six basic types: Ground Vehicles
(trucks, snowmobiles, wheelchairs), Treaded Vehicles (tanks,
bulldozers), Boats (rowboats, barges, sternwheelers), Trains
(trains, monorails, subway cars), Fliers (jets, biplanes,
space fighters), and Hover Fliers (helicopters, hovercraft,
antigrav sleds). They all move in similar fashion, with
a couple of peculiarities to each type.
each Class of each type, every vehicle has a standard Movement
statistic. This distance is how far the vehicle can
travel each turn at top speed.
Rule: Vehicle TurnRates
are not as maneuverable as Troopers - there are
limits to how fast they can accelerate and decelerate,
and to how sharply they can turn. There are
three ways to handle turning limits; and you may
find yourself using a combination of the three:
in large battles, it may be a big hassle to keep
track of vehicles' acceleration and turn rates -
if that turns out to be the case, ignore them as
much as your opponents will let you.
Zero Inertia Vehicles
vehicle's Class Number determines how many inches
it has to travel before it can turn 45 degrees.
(in the case of some larger vehicles, this means
they can only make a 45-degree turn once every other
round!) If the vehicle is going at half its
maximum speed (after Movement Penalty adjustments)
or slower, it only has to travel half that distance
before it can make each 45-degree turn. Vehicles
on Legs, Treaded Vehicles, Hover Fliers, and rowed
Boats can rotate in place, but they can't turn any
farther in a single round than they could if they
were moving. All vehicles that cannot turn
in place must move at least two inches between 45
degree turns, regardless of all other considerations.
Class Number, in inches, determines its tightest
turning radius (this actually allows you to make
slightly tighter turns than the TurnDistance rule).
If the vehicle is moving at half speed or slower,
its TurnRadius is halved. For
this to work, you'll want a string marked off in
inches. Hold down one end of the string at
a pivot point as many inches to the left or right
of your vehicle as its turning radius; hold down
the other end of the string on side of the vehicle's
chassis that is closest to the pivot point.
Next, pivot the vehicle around as far as you want
to turn it. No vehicle can turn with a radius
tighter than 2", unless it can turn in place.
It is up to you how you want to determine the distance
traveled while turning, but remember the following
rules of thumb: every 45 degrees the vehicle turns,
it travels approximately ¾ the distance of
its turning radius. Every 60 degrees the vehicle
turns, it travels approximately the same distance
as its turning radius.
Rule: Vehicle Accel/Decel
Every vehicle has an Maximum Accel/Decel rating
(A/D), which indicates how much it can accelerate
or decelerate in a single round. We don't
recommend you pay too much attention to vehicle
acceleration amd deceleration; it takes a lot
of effort and is included only for those players
with a special interest in added realism.
You may decide only to track acceleration and
deceleration for certain types of vehicles, such
as Flyers or Boats.
you do decide to use acceleration and deceleration
rules, you will need to keep track of the velocity
and direction each vehicle is traveling.
To do this, make a stack of blue Pips equal to
the number of inches in the vehicle's current
velocity. Set this stack next to the vehicle,
pointing in the direction the vehicle is traveling.
This direction may be different from the direction
the vehicle is facing, if the vehicle is power-sliding.
vehicle's A/D rating indicates the most a vehicle
can increase or decrease its velocity in a single
round, except for additional movement bonuses
or penalties a vehicle may receive from rough
or sloped terrain.
vehicle's A/D rating is calculated at the time of
its construction. This rating cannot be changed
for the life of the vehicle.
vehicle's A/D rating is calculated at the time of
its construction. If the vehicle has any Cargo
Movement Penalties beyond its Cargo Capacity, these
are also subtracted from the vehicle's A/D.
If the vehicle gains or loses -CMP" during
the battle, or if its Power is increased or decreased,
the vehicle's A/D will be affected.
a pilot attempts a dangerous or difficult maneuver, he must
make a Skill Roll, called a Piloting Roll, and the players
must decide on the UR of the maneuver. The most common
type of Piloting Roll occurs when a pilot tries to make a
Harsh Turn, turning twice as sharply as his TurnRate would
normally allow. Every time he tries to do so, he must
make a Piloting Roll. For the first 45 degrees of a
Harsh Turn, he has to roll a 3 or higher. For each additional
45 degrees of Harsh Turning he attempts in the same round,
he must make another Piloting Roll, and the number he has
to roll increases by one each time. No matter what a
daredevil he is, he can't tighten his TurnRate below 2".
never need to make a Piloting Roll if they are driving
on a high-quality paved road.
happens if a pilot fails his Piloting Roll on a Harsh Turn?
If the vehicle is top-heavy (because it is taller than it
is wide or it is travelling down a slope), if it hits an obstacle
that would "trip" it (like a big rock or a tree
stump), if it is a Train on TrainTrax, or if it is a Boat,
the vehicle rolls over! Oh no! The vehicle keeps
heading in the same direction on its side or upside down for
one turn at its current speed. If it crashes into something
while rolled over, it takes normal collision damage.
If the pilot is not in an enclosed cabin, check to see if
he's crushed under the vehicle when it rolls over (hope you
have roll bars!). This does as much damage to him as
if the vehicle crashed into him! Usually a pilot in
that position will want to try to jump free of the vehicle
before it rolls over - a pilot attempting to jump out of a
vehicle before it rolls must make a Skill Roll of 3 or higher
(unless he is a Pilot (7.2.5:
Pilots), in which case he is automatically
successful). Like any troop jumping off a moving vehicle,
he takes damage from the collision between himself and the
hard, hard ground.
If it isn't a situation where the vehicle's going to roll
over, then it's really no sweat - the vehicle just skids out
(or does the aerial equivalent if it is a Flier). That
is, the vehicle itself turns to face in the new direction,
but it continues moving in the old direction. After
it has skidded along in this manner for a number of inches
equal to its Class Number, it regains traction and begins
heading in the new direction. It can regain traction
in half that many inches if it steers into the turn (turns
the vehicle back to face in the direction that it is skidding).
If a Pilot tries to turn again before he regains traction,
he automatically fails the Skill Roll and skids out even further.
clever reader will have already realized that this kind of
thing could really come in handy, because a driver who skids
out properly can turn his car all the way around while still
moving in a straight line. Fortunately, by pulling the
emergency brake or cutting the throttle, pilots can voluntarily
make a Controlled Skid any time they like, allowing them to
strafe targets. Be careful! If your vehicle is skidding
sideways when the round ends, it will still be skidding sideways
in the beginning of the next round - if your opponent tosses
some Brix or bodies in the vehicle's path during his intervening
turn, your vehicle may "trip" over them and roll
over! Won't you feel stupid then!
vehicle's type will limit where it can drive around.
For instance, Boats stop moving around if they're not in water.
Trains are limited to the range of their TrainTrax.
Ground Vehicles cannot drive in midair. Fliers cannot
dig tunnels into the sides of mountains (though it can be
pretty spectacular to watch them try). Hover Fliers
cannot escape the event horizons of black holes. We're
sure you can think of other similar limitations. The
type that is going to give you the biggest hassle is the Flier.
A Flier is represented on the playing area as a vehicle with
wings, propellers, etc., which is supported above the surface
of the playing field by some kind of stand. This stand
doesn't represent anything on the battlefield except the shadow
of the Flier, which has no more effect than you would expect
a shadow to have. Since Fliers fly, they don't take
any Movement Penalties for rough terrain, and they can fly
right over buildings and obstacles.
a Flier's altitude is assumed to be one story (six
Brix) higher than whatever surface is directly beneath
it. If you want to go to the trouble of keeping
track of a Flier's altitude, you don't have to change
the height of your Flier-stand every round (although
you can if you want) - just put a stack of blue
Pips next to the base of the stand, one for each
story of altitude above ground level. A Flier
can climb (losing 2" of speed) or dive (gaining
2" of speed) one story of altitude per round.
Unless it is using bombs or some kind of hinged
belly-guns, a Flier shooting at targets more than
a full story lower than itself will lose a full
story of altitude, due to having to point the nose
downward. Unless it is using guns on some
kind of hinged turret, a Flier shooting at targets
more than a full story higher than itself will gain
a full story of altitude. Unpowered Fliers
(Gliders) either sacrifice 2" of speed or lose
one story of altitude every turn.
take off and land, regular Fliers need a minimum length of
clear terrain, road, or airstrip, equal to four times the
Class Number of the Flier. (Hover Fliers, of course,
have VTOL capability and can land anywhere there is enough
room for them to sit.) A base can halve the minimum
runway length on landings by building a tripwire or net on
their landing strip for five CP. This tripwire will
only work form Medium or smaller Fliers. If the tripwire
or net is used by a Large Flier, it will work once but break
in the process. If a Flier tries to land on an airstrip
shorter than this, it will end up colliding with whatever
is at the end of the airstrip. Except when taking off
or landing, a Flier on the ground taxis around at 4"
Vehicle Damage Resolution
have Armor Values, just like normal troopers do. This
Armor Value is used exactly as the Armor Value for troopers
is; that is, if a vehicle is hit by an enemy weapons blast,
then the attacker rolls his Damage Value dice, and the defender
rolls his Armor Value dice. If the defender rolls higher,
then the vehicle's armor repelled the blast with no damage,
except for maybe a little bit of charred and flaked paint.
The difference is, if the attacker rolls higher, the vehicle
is not instantly destroyed.
attacker firing at a vehicle must choose a specific location
on the vehicle. If he makes his Skill Roll, then he
hits that spot; if he misses, he might miss closely enough
that the defender will have no choice but to choose another
location on the vehicle (3.1.1:
NearMiss Rules). Every part of a vehicle
has the same Armor Value as the vehicle, except for parts
that are obviously so flimsy or fragile that attacks pass
right through them and hit whatever is behind them (i.e. canvas
sails, wagon covers, and giant palm leaves used as camouflage,
is this fragile up until TL4, when all windows in military
vehicles and installations are made of bulletproof glass.
At TL5 or higher, windows in both military and non-military
vehicles and buildings are made of high-impact plastic or
even force fields and energy shielding.
the attacker knows what part of the vehicle was struck, and
before he makes his Damage Roll, he must decide how he wants
the damage to be applied. If he wants to cause specific
damage to the subsystem (such as a weapon or propulsion unit)
or individual PBB that was struck, then he will make a roll
on the SubSystem Ker-Pow! Table (assuming his Damage Roll
ends up higher than the defender's Armor Roll). If he
wants the damage to be applied in to the entire vehicle in
general, then he will make his roll on the Vehicle Ker-Pow!
power of your attack will affect the extent of the damage.
To determine this damage, figure out by exactly how much the
attacker's Damage Roll beat the vehicle's Armor Roll (Damage
minus Armor); that number will be the Damage Bonus.
Add this Bonus to your roll when you consult the Ker-Pow!
Table. If the attacker's Damage Roll does not beat the
vehicle's Armor Roll, do not bother rolling on the Ker-Pow!
a '1' is rolled,
a freak mishap, the weapon blast fuses crucial circuits
and knocks mechanical bits into perfect alignment, causing
the system to perform even better than before!
affected system gets a minor upgrade. Controls get a
+1 bonus to targeting, tires' TurnRadius tightens by
1", jet engines' top speed increases by 1",
a weapon's range increases by 1", or some similar
minor advantage as chosen by the defender. If
the PBB targeted is not a part of any specific subsytem,
then the defender gets no particular bonus besides the
warm fuzzy feeling of not being dead.
weapons blast invokes the wrath of tiny godlike beings
that happen to make their home inside the affected component.
They vent their rage by causing everything within a
parsec to be instantly annihilated.
is not really possible to get a 2 when rolling (1d6+Damage-Armor).
If you get this result, you've done something wrong.
component is heavily damaged.*
If there is a Performance Improvement associated
with that component, the Performance Improvement is
nullified. Otherwise, the effectiveness of the
component is reduced by half. Damaged controls
double the UR of weapons fire and Piloting rolls, damaged
weapons fire half as far and do half damage, damaged
tires halve acceleration (if back tires) or double TurnRate
(if front tires), damaged engines' top speed and Power
are halved. If the target PBB's function is not
one whose effectiveness can be halved (i.e. a light
switch or a hinge), then it is rendered non-functional.
If it has no particular function, then it is unaffected.
component is rendered nonfunctional.*
The component is no longer useful for anything but
emitting smoke and sparks. I hope you have a backup.
Without controls, you can't steer, accelerate, decelerate,
or fire weapons (unless you climb over to them and fire
them by hand). With broken front tires, you can't
steer; with broken back tires, you can't accelerate;
with either set of tires broken, your maximum velocity
is halved and your TurnRate doubled. With a broken
engine, nothing on the vehicle has any power.
If the target PBB has no particular function, then it
is blown off of the vehicle.
component is heavily damaged and blown off of the vehicle
If you could attach the component to a power source,
it would operate at half effectiveness; however, since
it's no longer attached it is useless. Set it
on the ground next to the vehicle or base.
component is destroyed.*
the subsystem up into its component parts, remove half
of them from play, and scatter the other half around
the vehicle or base.
If the component is a power source, a roll of 6 on 1d6
means it explodes, doing as much Explosion Damage as
half the vehicle's Armor Rating, rounded up.
- if the affected component is an Explosive, a roll
of 6 on a 1d6 means it goes off while still attached
to the vehicle.
Vehicle Ker-Pow! Table requires you to roll 1d20 and add your
Damage Bonus. If you do not happen to have a d20 handy,
you can roll 2d10 instead, although this changes the odds
a little. Any time both dice come up 1 on the 2d10, treat
it as a roll of 1 on the Ker-Pow! Table.
you roll a result that affects a propulsion device, control
system, Pilot, etc., and there are more than one of the affected
systems on the target Vehicle, then the defender may choose
which of the systems is affected. The choicemust be
appropriate to the effect; an effect that impairs a Pilot's
driving cannot be applied to a gunner, for instance.
Damaging effects cannot be applied to 'backup' components
that are not active, unless there are no appropriate active
components to target.
a '1' is rolled,
flash of the weapon blast fills the driver with a grim
sense of purpose and the nearness of death inspires
in him abilities he never knew he had.
defending player gets 1 point with which to give the
affected Pilot any Trooper Performance Modification
he wishes (7.1.2: Trooper Performance
a freak coincidence, damage from the attack activates
a MegaDestructoDevice hidden eons ago in a fold of subspace
during a long-forgotten alien war. The battle
ends instantly as everything in the quadrant is instantly
converted into a sparse cloud of rare and unstable high-energy
It is not really possible to get a 2 when rolling
(1d20+Damage-Armor). If you get this result, you've
done something wrong.
engine is hit lightly and begins spewing out clouds
of dense smoke, enveloping the vehicle.
For 1d6 turns, the vehicle is at -1 to be hit by enemies,
and the driver gets a -1 Skill modifier due to poor
driver receives an ugly bruise on his elbow and other
The driver gets a -1 Skill modifier for the rest
of the battle.
minor concussion causes the driver to become confused
and he has to radio for directions.
The vehicle stops and cannot move or fire for one
turn. Fliers maintain a holding pattern.
driver becomes enraged and throws a fit, forgetting
to steer or fire weapons.
The vehicle cannot fire for one turn. It travels
in a straight line at maximum speed.
shot panics the driver, causing an intense need to relieve
driver must park or land his vehicle as quickly as he
can and run for the nearest tree, fire hydrant, or alleyway
(or whatever is available). He can do nothing
else until he's spent a full turn there.
driver becomes enraged and swears a Personal Death Vendetta
against the soldier, vehicle, or weapon that hit him.
The driver will do everything in his power to destroy
the offender. He can focus on nothing else until that
attacker has been destroyed.
the vehicle has any Performance Improvements or Custom
The damage from the blast ruins one of the vehicle's
One Performance Improvement is cancelled, or one
Custom Vehicular Modification falls off.
The stress of battle becomes too much for the poor driver,
who becomes demoralized and starts drinking heavily.
Every time a driving Skill Roll is called for, it
fails automatically. Weapons are fired at -2 to
shot hits the weapons systems, and a weapon is blown
weapon of the defender's choice falls off of the vehicle
but is undamaged. If it is explosive, a roll of
6 on a 1d6 means it goes off when it hits the ground.
shot hits the weapons systems, and a weapon is blown
One weapon of the attacker's choice falls off of
the vehicle but is undamaged. If it is explosive,
a roll of 6 on a 1d6 means it goes off when it hits
back wheels (or treads, propellers, thrusters, etc.)
of the vehicle are severely damaged or blown off.
Unless the vehicle has a backup motive system, the
vehicle may only move at half speed. Fliers whose
maximum speed is taken below 10" must attempt an
emergency landing on their next turn. If you are
using the optional Altitude Rules, then these Fliers
do not have to attempt an emergency landing but instead
lose altitude every round.
forward gears are destroyed.
vehicle may only move at half speed, in reverse.
Fliers must attempt an emergency landing on their following
primary motive systems (wheels, jets, etc.) fall off
but are not damaged.
Unless the vehicle has backup motive systems, it
is now a stationary vehicle. Fliers have one turn
to pull off an emergency landing before they crash-land.
links between the main control system and the rest of
the vehicle are severed.
Unless the vehicle has backup control systems, it
is now out of control. It zips along at maximum
speed, and the players take turns steering on alternate
Movement Phases. Defender steers first.
engine shoots out of the vehicle and flies straight
up into the air. Soldiers from every team laugh
at the comic sight.
The vehicle moves at half speed on its following
turn and is then stationary. Turrets no longer
rotate, hinges no longer hinge, power windows no longer
work. You can still use the weapons by climbing
over to them and firing them by hand. The engine
lands 1d6 inches away (defender chooses exact location)
on the defender's following turn, doing 1d6 plus half
its Power rating in Damage (round up).
power cells overload.
All the weapons on the vehicle fry themselves and
are destroyed. Any explosive weapons detonate.
The vehicle moves at double speed on the following round
and cannot steer. After that, the engine locks and it
is a stationary vehicle.
of electricity and clouds of shrapnel fill the interior
of the vehicle.
The pilot and all troopers in the vehicle take the
vehicle's AV in Damage.
electricity, shrapnel, smoke, bursts of pure energy,
and geysers of flame fill the interior of the vehicle.
The driver explodes in a tremendous cloud of blood and
viscera. The vehicle flips end-over-end and lands
on its top.
The driver is destroyed. Passengers may be
tossed clear, unless they are in an enclosed cabin,
in which case they are pummeled into hamburger against
the walls of the vehicle interior. If the vehicle
survives the additional damage of flipping over (roll
a Collision between the vehicle and the ground for the
vehicle's current velocity), it is useless until it
can somehow be turned right-side-up again.
engine explodes in a huge plume of fire, setting off
the fuel system and causing a tremendous explosion.
Everyone on the battlefield, friend and foe alike, cheer
at this beautiful image, so dear to a warrior's heart.
The vehicle blows up, doing explosion damage equal
to its Armor Value. Fliers nose-dive straight down and
crash. Boats sink to the briny bottom.
you roll a result that doesn't apply to your vehicle (for
instance, you roll a nine for a vehicle whose driver is
already dead), keep adding one to your roll until you
get a result that applies.