Vehicles

Though vehicles have a limited role on the battlefields of the future, there are still four different types that are viable for skirmish battles – Personal Vehicles (such as ATVs and Motorcycles), Transport Vehicles, Dropships, and Mechs.

Unlike troops, Vehicles do not have their own Initiative Value and thus do not have their own Action Points. They must be represented by an appropriately sized model on the battlefield. Each vehicle has their own profile, and can be upgraded with slots exactly like armour. As expected, vehicles have many more slots than personal armour.

Vehicles are manned, so they can be disembarked as part of a move action by spending an Action Point (AP). In most cases, a vehicle must be targeted, as the pilot is enclosed, though in some circumstances, the vehicle is open topped and the pilot can be targeted separately.

If the pilot dismounts a vehicle, it is represented by a separate model. The vehicle, unless controlled remotely, is stationary unless it is piloted by another model. Flying vehicles must be on the ground before they are disembarked.

When attacking from a vehicle, the pilot’s attributes are used. If the vehicle has an “open top”, then the pilot and passengers can attack with their own weapons, otherwise a vehicle must be armed with a turret. Ramming with a vehicle is done by using the Attack attribute of the pilot. If a test is required and the profile indicates a “-”, then the user’s attribute is the default. If the indicated attribute is a “+” or “-” followed by a number, that is the bonus or penalty applied to the attribute of the pilot.

Vehicles cannot be affected by Power Attacks, and can not be knocked down under any circumstances.

Personal Vehicle
MOV ATT MRK DEF IV WP ARM EN DAM Firewall Slots Cost
9 4 6 8 6 3 45
Personal Vehicles are All Terrain Vehicles that can accommodate one pilot and one passenger.
Large: Personal Vehicles are Large, and must be mounted on a 40mm to 60mm base.
ATV: Personal Vehicles can easily pass over Difficult Terrain without penalty.
Vehicle: As vehicles do not have limbs or the capacity to reach, Vehicles cannot attack a model in melee that is not in base contact with it.
Armoured Personnel Carrier (APC)
MOV ATT MRK DEF IV WP ARM EN DAM Firewall Slots Cost
7 2 -2 8 12 8 2+ 6 100
Armoured Personnel Carriers or “APCs” are huge vehicles designed to move troops across a battlefield safely. An APC can carry one pilot and up to eight medium sized models, or four large sized models. Huge models cannot be transported in an APC.
Huge: Personal Vehicles are Huge, and must be mounted on a 75mm base or larger, though due to the unique nature of the model, it can be assumed the edge of the model is the base.
Transport: Models can disembark by using a single Action Point (AP) of the Pilot. This Action can immediately place all of the models in base contact with the vehicle.
Vehicle: As vehicles do not have limbs or the capacity to reach, Vehicles cannot attack a model in melee that is not in base contact with it.
Dropship
MOV ATT MRK DEF IV WP ARM EN DAM Firewall Slots Cost
12 2 -2 7 10 2+ 4 125
Dropships are huge flying vehicles designed to carry troops across the battlefield or to administer rapid assaults from the skies. A dropship can accommodate one pilot and four medium sized troops, or two large troops. A dropship cannot transport huge models.
Huge: Dropships are Huge, and must be mounted on a 75mm base or larger.
Transport: Models can disembark by using a single Action Point (AP) of the Pilot. This Action can immediately place all of the models in base contact with the vehicle. A flying model must be “grounded” for this to happen.
Airborne Vehicle: An airborne cannot execute melee attacks against other models.
Flying: Dropships are flying vehicles, and are not affected by any sort of terrain, though they cannot land on impassable or difficult terrain.
Mechs
MOV ATT MRK DEF IV WP ARM EN DAM Firewall Slots Cost
6 -1 2 -2 8 10 10 2+ 6 175
Mechs are huge bipedal tanks that are manned by a single pilot. They are weapons platforms that can commit to devastation on the field.
Huge: Mechs are Huge, and must be mounted on a 75mm base or larger.

Destroying Vehicles

Once a vehicle is reduced to 0 Endurance (EN), it is disabled and cannot perform any actions. A model that is reduced to less than 0 Endurance (EN), it explodes. To determine the blast radius, roll the Armour (ARM) Attribute (TN 4). For each success, the blast radius from the edge from the edge of the base is increased by 1”. Anyone caught in the blast suffers a DAM 8 Explosive hit, and as if the hit was from a Huge Sized Enemy (the wound inflicts 4 Wounds).

Vehicle Upgrades

Vehicles Upgrades work much the same as Armour Upgrades, thought unlike armour, Weapons take up a slot. A vehicle can accommodate as many upgrades as they have slots.

Upgrade Name – This is the name to which the upgrade is referred.

Cost – This is the additional cost associated with the upgrade. The cost of this upgrade is added to the base cost of the vehicle.

Slots – This is how many slots the upgrade takes up. Most upgrades take one slot, but occasionally they cost more.

Description – This is any additional rules and descriptive effects that the upgrade has associated with it.

Targeting Upgrade Cost: +15 Slots: 1
This armour is equipped with a smart targeting system that allows for quick aiming action and auto-adjustments for automatic fire. Vehicles equipped with a Targeting Upgrade can add +1 to their Marksmanship (MRK) Attribute. This upgrade can be taken up to 3 times, each time it costs an additional slot.
Stabilizers Cost: +5 Slots: 1
It is pretty standard gear to have armour that consists of some sort of stabilization system. These are mainly used by marines battling in space. A model equipped with Stabilizers cannot be moved or knocked down for any reason. This upgrade cannot be taken more than once.
Armour Upgrade Cost: +10 Slots: 2
Reinforced plating is common enough to come by on the battlefield. A vehicle equipped with an Armour Upgrade can add +1 to their Armour (ARM) and Endurance (EN) Attributes. This Upgrade can be taken twice.
Drop Gear Cost: +30 Slots: 2
Equipped with anti-grav tech, this upgrade allows a model to rain down on the battlefield from high altitudes. A vehicle equipped with an Armour Upgrade can enter anywhere on the battlefield during a player’s Active Turn. Dropping into the battlefield costs 1 Action Point (AP).
Kinetic Shield Upgrade Cost: +30 Slots: 1
Kinetic Shields are designed to sense an incoming projectile or force and slows it down as it approaches the power source. It is a quite common defense A Kinetic Shield grants 1 additional die that can be dropped when attempting to negate wounds with an Armour roll. This upgrade can be taken up to two times, which grants 3 additional dice to drop in total.
Enhanced Firewall Cost: +10 Slots: 1
Firewalls are what keep a system from being hacked by enemy hackers. Enhanced Firewalls are additional defenses or active AI keeping systems from being hacked. This upgrade increases the Firewall value of a vehicle by +1, which also increases the Target Number (TN) needed to hack a vehicle’s systems. This upgrade can be taken up to three times.
Mobility Upgrade Cost: +30 Slots: 3
Most vehicles are bulky and hard to maneuver, but lightweight materials allow for quicker and more fluid maneuvers. A vehicle equipped with a Mobility Upgrade adds +1 to their Movement (MOV) and Defense (DEF) value. This upgrade can only be taken once.
Comms Upgrade Cost: +15 Slots: 2
Enhanced Comms are incredibly important on the battlefield, as it allows faster reaction times and better situational awareness. A vehicle equipped with a Comms Upgrade adds +1 to their Initiative Value (IV) Attribute. This upgrade can only be taken once.
Hover Cost: +15 Slots: 3
This vehicle possesses hover technology. It is important to those who need to not be affected by terrain. A vehicle equipped with a Hover Upgrade adds +2 to their Movement (MOV) Attribute and is unaffected by Difficult Terrain. This upgrade can only be taken once.
Open Top Cost: +5 Slots: 3
This vehicle has an open top, which means that models sitting inside of it can interact outside of the vehicle. A vehicle equipped with an Open Top Upgrade allows for models to interact outside of the vehicle, but it also means that models can be targeted while being inside of the vehicle.
Neural Sync Cost: +35 Slots: 2
You and your machine are one, allowing a pilot to control it while outside of the vehicle. A vehicle with this Upgrade is synchronized to a single model. That model can use their Action Points (AP) to control the vehicle, even if they are not actively piloting it.
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