Vehicle Attributes
This is an explanation of Vehicle Attributes.
For Vehicle Rules, go here: Vehicle Rules
For Vehicle Combat Rules, go here: Vehicle Combat Rules
For Vehicle Crafting and Modding, go here: Vehicle Crafting and Modding
For Homebrew Vehicle Stats, go here: Vehicle Stats
A rating representing the vehicle's total volume. Larger vehicles generally have more Hit Points and impact for more Collision damage. (Volumes are in cubic feet.)
The medium through (or over) which the vehicle travels. Usually expressed as an element (such as Ground, Air, Sea, Subterranean, Space) followed by its propulsion system (such as wheeled, tracked, propellor, rotor, jet). For example, a half automobile, half boat aquacar would have a Medium of “Ground/Sea, Wheeled/Propellor.”
This is the rate at which the vehicle increases its Speed. When a vehicle takes a Maneuver action, it may add up to its Acceleration to the vehicle’s current Speed, up to its Top Speed. The exact mechanics of this are covered in Vehicle Combat Rules: Maneuver.
For generating your own vehicles, here are some real world rates that Acceleration represents:
Note that Acceleration can be lost by exceeding the vehicle’s Weight Allowance or if its Hit Locations suffer Wreckage from Vehicle Damage.
The maximum number of Zones a vehicle may move in a round and the maximum average speed the vehicle can travel long distance. Each point of Speed represents a Top Speed of approximately 7.5 miles per hour. But vehicles move much more efficiently at lower speeds. Each point of Speed represents a Cruise Speed (the default Long Distance travel speed) of 3.75mph. Long Distance travel is covered under Vehicle Rules.
Note that Speed can be lost by exceeding the vehicle’s Weight Allowance or if its Hit Locations suffer Wreckage from Vehicle Damage.
The vehicle's ability to change its direction and the ease with which the pilot can control that change. Each point of Maneuver allows the Pilot to re-roll 1d20 of their dice pool when making any Pilot Tests. Overloading a vehicle with too much weight or damage can reduce a vehicle’s Maneuver. A vehicle’s Maneuver rating can never be below 0.
A vehicle's ability to carry mass, tow mass, or smash mass out of the way. This number is used instead of the pilot's SPECIAL Attribute for actions of this nature. A high Force score compels a bonus to Crash damage, while a low score inflicts a penalty.
This statistic represents how heavy a load the vehicle can move without the weight affecting Acceleration, Handling or Top Speed. The chart shows the Weight Allowance expressed in pounds:
Many items add to a vehicle’s payload including all vehicle mods, mounted weapons, passengers, their gear and any items in the Cargo Areas or stored in Positions. It does not count the weight of the vehicle itself, armor, fuel or ammunition loaded into mounted weapons.
NOTE: FALLOUT WEIGHT
In the real world, most sedans have a maximum payload of 1200 lbs or less before driving the car with that weight will damage it. Pickup trucks routinely haul 2500 lbs., but with significant loss to performance. But in Fallout, an average character with a STR of 5 can carry up to 399 lbs. of gear. With their body weight of about 150 lbs., 5 characters could easily overwhelm a powerful truck. A Mister Handy weighs 900 lbs. With a STR of 10 and the Strong Back Perk at Rank 3, they could be a weight of 1549 lbs.! The Weight Allowances of the sample vehicles was reached by taking a basic passenger weight of 250 lbs. and then adding more Weight Allowance for any cargo the vehicle should be expected to move. This may create situations where a party is able to carry more weight on their backs than a heavy vehicle can move for them. Overseer’s may want to adjust.
The amount of space on the vehicle available for storage. The vehicle’s Positions can also be used for storage when not in use.
The number of Combat Dice of physical damage the vehicle can cause to objects it purposely runs into. Many vehicles feature modifications to increase this damage, including rams, spikes and blades. A high Force rating will increase this damage. This number is distinct from a Collision, which causes much more damage, but to both objects. Crash attacks and damage are covered in the Vehicle Combat section.
Each Position is a place on the vehicle where a human-sized character can sit or stand. Some of these points will have access to piloting controls, mounted weapons, or other vehicle systems. These Position Traits only apply to the single character occupying that position. It is assumed that there are also more points on the vehicle from which humans can hang. This might not be possible or may require a STR+Athletics Test to hang on, at the Overseer’s discretion.
Cover: Each seat on a vehicle may offer a different bonus to Cover. Just like other Cover, this Trait provides one Combat Die worth of bonus Physical or Energy DR for each rank of the Cover Trait. These bonuses can be overcome by the Breaking damage effect.
Death Proof: This position is armored and reinforced to protect the occupant from Passenger Damage. This Trait will have a rating equal to the physical Damage Resistance it grants toward any Passenger Damage (and no other damage situation). This DR is considered a type of Cover, which stacks with a character’s currently equipped armour and the Seatbelt Trait.
Ejection Seat: When enacted, this system will launch a character in this Position from the vehicle, hopefully to safety.
Enclosed: This seat is encased by the vehicle. They are immune to the environmental effects of driving at speed, but they suffer +1 Difficulty to any attacks they make to targets outside of the vehicle.
Mounted Weapon: Occupying this position allows the character to make attacks with a weapon mounted onto the vehicle.
Open: This Position is exposed to the open air. A character in this Position is vulnerable to environmental effects like wind and rain. If there is no barrier between windspeed and the character in an Open Position (such as a windshield, helmet or goggles), the character suffers an increase to the Difficulty of all Tests made when the vehicle reaches certain Speeds:
Oversized: This Position can accommodate a large person such as a Super Mutant or Intelligent Deathclaw. (Other positions cannot.)
Pilot: A point at which a Character may control the vehicle, allowing them to make Pilot Tests like those called for by Maneuver, Force and Crash Actions. If multiple Pilot positions are occupied, one character may Assist another's Piloting Test.
Remote Weapon Mount: This weapon rig is fitted with an electronic control system whereby the operator of a Targeting Station can fire the weapon remotely. Weapons attached to a remote weapon mount cannot be fired by hand unless they are first detached from their mount. Multiple Targeting Stations can access the same remote mounted weapon.
Sealed: A character in this position is within a sealed chamber with their own air supply. They are immune from airborne environmental effects such as poison gas or high altitude.
Seatbelt: This Position is equipped with one or more secure straps to protect the occupant from Passenger Damage. This Trait offers 4 physical Damage Resistance toward any Passenger Damage (and no other damage situation). This DR is considered a type of Cover, which stacks with a character’s currently equipped armor and the Death Proof Trait.
Sensor Station: A package of sensors which allow the operator to detect objects outside the vehicle. A character using this Trait receives -1 Difficulty to Perception Tests to detect hidden characters or objects. Each Sensor Station has a rating, indicating the distance in Zones that the sensors have effect.
Targeting Station: Using this Trait allows a character to take an Aim minor action for any remote mounted weapon connected to the vehicle’s computer system, even if the character using the Targeting Station is not the operator of the mounted weapon. This includes being able to use an Aim action to Lock-On to a target that a different character launches later. Additionally, the operator of a Targeting Station may control any of the vehicle’s Remote Mounted Weapons, using both Aim and Attack actions.
This describes the kind of fuel necessary to operate the vehicle’s propulsion system. There are various fuels available in the wasteland.
These vehicles use a compression-ignition engine to use ordinary cooking oil as a fuel source. Oil that is in an edible state runs perfectly well in the engine, but cooking oil stored in the vehicle’s tank will quickly become inedible. Also, vegetable oil has a much higher freezing point than other fuels. Most biodiesel vehicles are inoperable below freezing (32ᣞF).
While not as energetic as gasoline, ethyl alcohol is a capable fuel for an engine fitted for it. Ethanol is generated by decomposing plant material, and so can still be generated with primitive equipment.
A common mode of automotive propulsion before the Great War, each vehicle has its own fission reactor under the hood. While the engine needs no literal fuel (the average vehicle’s single fuel rod was rated for two million miles or fifty thousand years), safe operation of the reactor requires a constant flow of coolant. This substance is used up during operation and must be replaced regularly.
Fission vehicles are inherently dangerous. A damaged vehicle is in danger of leaking radiation, or even worse going critical and exploding. (This is discussed under Vehicle Damage.) Also, a reactor that is run without fresh coolant has a chance of going critical. (See the Refueling section.)
Wastelanders are known for their resourcefulness, and many have adapted vehicles to run on the random mix of flammable liquids known as Flamer Fuel. This substance can contain anything from acetone to naphthalene. It is terribly inefficient and destructive to engine parts, but it makes the car go vroom.
In 2066, the first cold fusion products became commercially available in America and by 2077 the costs had come down substantially. Many vehicles were engineered to run on the same small microfusion cells that operate standard US military laser weaponry.
Although this system is clean and safe, many of the small cells must be loaded into the vehicle in a complicated array. Usually this means a side panel is removed, revealing slots for an array of Fusion Cells. This setup makes refueling arduous, requiring 10 Minutes to refuel, even if only replacing a single Fuel Cell. This time can be cut in half with a successful AGI+Repair Test, Difficulty 2.
A more compact, though inefficient, solution to using many Fusion Cells is to power a vehicle with one or more concentrated Fusion Cores. Most American vehicles are set up to use a standard TX-28 Fusion Core, but foreign and custom vehicles sometimes fit other formats. The rate at which vehicles consume Fusion Core charges varies by vehicle.
Petroleum-based vehicles were rare by 2077. Dwindling supplies and more efficient alternatives made the fuel unpopular. Many nostalgic collectors retained their gas-burning vehicles despite the cost. And the US military, with its enormous budgets, still employed these vehicles in their fleet. Some of these vehicles can still be found in the wastes, though the fuel to run them is expensive and rare.
Not to be confused with the Jet Fuel chem, Jet Engine Fuel is a kerosene-based petroleum product with a low autoignition temperature. It was used before the war mainly in aircraft jet turbines, which demand very specific fuel properties. Although expensive to operate (even before the Resource Wars), the US military found no better fuel for easily controlled, high-speed aircraft.
Players need to track their fuel when moving long distances (see Fuel Use in the Vehicle Rules section.) In Combat, fuel use is unimportant (even at 3 Fuel per Mile, a vehicle only spends 1 Fuel every 78 Zones it moves.) A Fission-powered vehicle can be run at zero current fuel, but it is in grave danger of going critical and exploding. This is covered in detail in the Refueling section.
The maximum amount of Fuel that can be connected directly to the vehicle's engine. The fuel tank sizes listed in the vehicle example presume that a 100 mile journey is a significant trip, usually requiring refueling along the way. Overseers may want to adjust these numbers for a larger or smaller play area.
The rate at which the vehicle uses up Fuel when operating at their Cruise Speed. Moving faster will consume more fuel. Fuel costs from travel are covered in the Vehicle Rules section under Long Distance.
The Physical/Energy Damage Resistance of the vehicle, separated by Hit Locations.
Each Hit Location of a vehicle has its own Hit Points, there is no shared total. Strategically targeting different parts of the vehicle is an important combat strategy. When a Hit Location is reduced to zero HP, that system fails, usually with catastrophic Wreckage results for the vehicle. This is covered in the Vehicle Combat Rules section under Vehicle Damage.
As well as the many attributes a vehicle has, there are also Qualities that grant a vehicle special bonuses or penalties. Vehicle Mods often affect which Qualities a vehicle will have.
This vehicle is engineered to travel off-road. All Travel Time penalties are halved (round up.)
When rolling Crash damage dice, each Effect rolled inflicts 1 Damage to the attacking vehicle.
The vehicle contains a fission reactor. This has no ill effects if operated properly, but there are dangers. If the vehicle is damaged, there may be consequences (covered under Vehicle Combat Rules.) And if the reactor runs out of coolant, running it is dangerous (discussed in the Repair section.)
This vehicle’s structure does not support ramming objects in a Crash attack. Any impact with another object is considered a Collision and will probably do as much damage to the vehicle as what it impacts.
Ionizing radiation beams out of this vehicle at such a rate that the vehicle literally glows with light. Anything within Reach of the vehicle (including anything within or on top of the vehicle) suffers 2CD radiation damage every Round.
An onboard cannister filled with oxygen-rich nitrous oxide is connected to the vehicle’s fuel system. Once per Scene, this system can be engaged by spending 1 Current Fuel. This adds 2 Speed to the vehicle for the rest of the Scene. This system cannot be used for Long Distance travel.
Rated 1 to 6, this Quality represents that the vehicle requires specific training to operate. Operators with a Pilot Skill at the same rating as the requirement operate the vehicle as normal.
But for every number below the requirement, all Pilot Tests are made at +1 Difficulty. If the Pilot Requirement exceeds the operator’s Pilot Skill by more than 3, no Pilot Test may be attempted.
This vehicle is equipped with defensive measures which come into play during impact. Any time this vehicle is hit by another vehicle in either a Crash Attack or a Collision, the attacking vehicle suffers 1 Physical Damage for every Effect rolled on their Combat Dice, multiplied by the rank of the Punitive Quality. This damage does not come into play when a vehicle with the Punitive Quality is attacking.
When rolling Pilot Skill Tests with this vehicle, ignore the first Complication rolled.
The vehicle requires paved roads to drive. Any attempt to take the vehicle off-road will add +2 Difficulty to all Pilot Tests (added to any Terrain difficulties). To convert a Road Limited vehicle to All-Terrain, one must first install a mod that removes the Road Limited Quality. Only then can the vehicle be equipped with a second Mod that provides the All-Terrain Quality.
The fuel system of this vehicle is modified with a switch that will retract the fuel filter and introduce more fuel into the engine than it can burn. When engaged, the vehicle belches out a cloud of black smoke, covering its Zone in a haze. Within the cloud, any Skill Tests involving vision, including Maneuver and Attack actions, are made at +1 Difficulty.
This vehicle’s nuclear power plant can be rigged to overload. When activated, the user inputs a password and initiates a countdown of their choice. Once engaged, the system requires a password (usually hack-able with an INT+Science Test, Difficulty 4) to abort. Alternatively, if the power plant can be accessed, the process can be halted with a successful INT+Repair Test, Difficulty 4. When the overload finally takes place, the vehicle explodes as if a Fat Man went off (Damage 21, Breaking, Radioactive, Vicious, Blast). This blast not only affects the vehicle’s Zone, but all adjacent Zones (everything within Medium Range.)
A Complication arises on any 19 or 20 rolled on a Pilot Test.
Either because of damage, bad design or poor construction, this vehicle is difficult to operate and control. Any Pilot Tests made with this vehicle are made at +1 Difficulty.
When rolling Crash damage dice, each Effect rolled inflicts another 1 Damage to the Target.
This vehicle cannot operate in cold weather conditions, generally defined as below freezing (32ᣞF).
For Vehicle Rules, go here: Vehicle Rules
For Vehicle Combat Rules, go here: Vehicle Combat Rules
For Vehicle Crafting and Modding, go here: Vehicle Crafting and Modding
For Homebrew Vehicle Stats, go here: Vehicle Stats
SIZE
A rating representing the vehicle's total volume. Larger vehicles generally have more Hit Points and impact for more Collision damage. (Volumes are in cubic feet.)
Size | Volume | Example |
---|---|---|
1 | Up to 250 | 7’ long racing motorcycle |
2 | 251-500 | 6’ wide sedan |
3 | 501-1000 | long, 6’ wide pickup truck |
4 | 1000-2000 | 16x8x12’ cube van |
5 | 2000-4000 | 40x9x10’ school bus |
6 | 4000-8000 | 53x8x14’ transport truck |
7 | 8000-16k | 60x15x14' sailboat |
8 | 16k-32k | 100' long, 30' diameter jet liner |
9 | 32k-64k | 50x42x20' tall vertibird |
10 | 64k-128k | 185x18x20' space shuttle |
11 | 128k-256k | 130x26x50' super yacht |
12 | 256k-512k | 800x20x30' dirigible |
13 | 512k-1M | 4000’x10’x13’ freight train |
14 | 1M-2M | 500’x75’x40’ submarine |
15 | 2M-4M | 850’x60’x60’ cargo ship |
16 | 4M-8M | 900x75x100' Prydwen |
17 | 8M-16M | 1000x250x65' Rivet City |
49 | 77 Quadrillion | 100 mile diameter Death Star |
Medium
The medium through (or over) which the vehicle travels. Usually expressed as an element (such as Ground, Air, Sea, Subterranean, Space) followed by its propulsion system (such as wheeled, tracked, propellor, rotor, jet). For example, a half automobile, half boat aquacar would have a Medium of “Ground/Sea, Wheeled/Propellor.”
Acceleration
This is the rate at which the vehicle increases its Speed. When a vehicle takes a Maneuver action, it may add up to its Acceleration to the vehicle’s current Speed, up to its Top Speed. The exact mechanics of this are covered in Vehicle Combat Rules: Maneuver.
For generating your own vehicles, here are some real world rates that Acceleration represents:
Acceleration | 0-60mph Time | Example |
---|---|---|
1 | 48 sec | - |
2 | 24 sec | M1A2 Abrams Tank |
3 | 15 sec | - |
4 | 12 sec | Half-ton Pickup Truck |
5 | 9.6 sec | 1999 Nissan Altima |
6 | 8.0 sec | 1999 Nissan Altima |
7 | 6.9 sec | Police Car |
8 | 6.0 sec | 2011 Ford Mustang V6 |
10 | 4.8 sec | 1985 Lamborghini Countach |
12 | 4.0 sec | Harley Davidson Low Rider |
16 | 3.0 sec | 2011 Porsche 911 Turbo |
19 | 2.5 sec | Blackhawk Helicopter |
24 | 2.0 sec | F-16 Fighting Falcon |
26 | 1.8 sec | F1 Racing Boat |
96 | 0.5 sec | Funny Car |
Note that Acceleration can be lost by exceeding the vehicle’s Weight Allowance or if its Hit Locations suffer Wreckage from Vehicle Damage.
SPEED
The maximum number of Zones a vehicle may move in a round and the maximum average speed the vehicle can travel long distance. Each point of Speed represents a Top Speed of approximately 7.5 miles per hour. But vehicles move much more efficiently at lower speeds. Each point of Speed represents a Cruise Speed (the default Long Distance travel speed) of 3.75mph. Long Distance travel is covered under Vehicle Rules.
Speed Attribute | Top Speed | Cruise Speed |
---|---|---|
1 | 8 mph | 4 mph |
2 | 15 mph | 8 mph |
3 | 25 mph | 10 mph |
4 | 30 mph | 15 mph |
5 | 40 mph | 20 mph |
6 | 45 mph | 25 mph |
7 | 50 mph | 25 mph |
8 | 60 mph | 30 mph |
9 | 70 mph | 35 mph |
10 | 75 mph | 35 mph |
11 | 85 mph | 40 mph |
12 | 90 mph | 45 mph |
13 | 100 mph | 50 mph |
14 | 105 mph | 55 mph |
15 | 115 mph | 55 mph |
16 | 120 mph | 60 mph |
17 | 130 mph | 65 mph |
18 | 135 mph | 70 mph |
19 | 145 mph | 70 mph |
20 | 150 mph | 75 mph |
33 | 250 mph | 125 mph |
66 | 500 mph | 250 mph |
Note that Speed can be lost by exceeding the vehicle’s Weight Allowance or if its Hit Locations suffer Wreckage from Vehicle Damage.
MANEUVER
The vehicle's ability to change its direction and the ease with which the pilot can control that change. Each point of Maneuver allows the Pilot to re-roll 1d20 of their dice pool when making any Pilot Tests. Overloading a vehicle with too much weight or damage can reduce a vehicle’s Maneuver. A vehicle’s Maneuver rating can never be below 0.
FORCE
A vehicle's ability to carry mass, tow mass, or smash mass out of the way. This number is used instead of the pilot's SPECIAL Attribute for actions of this nature. A high Force score compels a bonus to Crash damage, while a low score inflicts a penalty.
Force Rating | Crash Damage Modifier |
---|---|
4 | -2 |
5 | -1 |
6-8 | - |
9 | +1 |
10 | +2 |
WEIGHT ALLOWANCE
This statistic represents how heavy a load the vehicle can move without the weight affecting Acceleration, Handling or Top Speed. The chart shows the Weight Allowance expressed in pounds:
Weight Allowance | Maximum Payload | Weight Allowance | Maximum Payload | Weight Allowance | Maximum Payload |
---|---|---|---|---|---|
1 | 250 | 11 | 3500 | 21 | 15,000 |
2 | 500 | 12 | 4000 | 22 | 17,500 |
3 | 750 | 13 | 4500 | 23 | 20,000 |
4 | 1000 | 14 | 5000 | 24 | 25,000 |
5 | 1200 | 15 | 6000 | 24 | 30,000 |
6 | 1500 | 16 | 7000 | 26 | 35,000 |
7 | 1750 | 17 | 8000 | 27 | 40,000 |
8 | 2000 | 18 | 9000 | 28 | 50,000 |
9 | 2500 | 19 | 10,000 | 29 | 60,000 |
10 | 3000 | 20 | 12,500 | 30 | 70,000 |
Many items add to a vehicle’s payload including all vehicle mods, mounted weapons, passengers, their gear and any items in the Cargo Areas or stored in Positions. It does not count the weight of the vehicle itself, armor, fuel or ammunition loaded into mounted weapons.
Vehicle Payload | Penalty |
---|---|
At Max Payload or less | No Penalty |
Max Payload +1 lbs. to Max Payload x1.5 | Acceleration and Speed are reduced by 1 (minimum 1.) Maneuver is reduced by 1 (minimum 0) |
Max Payload x1.5 +1 lbs. to Max Payload x2 | Acceleration and Speed are reduced by 50% (round up.) Maneuver is reduced by 50% (round down) |
Max Payload x2 +1 lbs. and up | Vehicle is immobile |
NOTE: FALLOUT WEIGHT
In the real world, most sedans have a maximum payload of 1200 lbs or less before driving the car with that weight will damage it. Pickup trucks routinely haul 2500 lbs., but with significant loss to performance. But in Fallout, an average character with a STR of 5 can carry up to 399 lbs. of gear. With their body weight of about 150 lbs., 5 characters could easily overwhelm a powerful truck. A Mister Handy weighs 900 lbs. With a STR of 10 and the Strong Back Perk at Rank 3, they could be a weight of 1549 lbs.! The Weight Allowances of the sample vehicles was reached by taking a basic passenger weight of 250 lbs. and then adding more Weight Allowance for any cargo the vehicle should be expected to move. This may create situations where a party is able to carry more weight on their backs than a heavy vehicle can move for them. Overseer’s may want to adjust.
CARGO AREAS
The amount of space on the vehicle available for storage. The vehicle’s Positions can also be used for storage when not in use.
CRASH
The number of Combat Dice of physical damage the vehicle can cause to objects it purposely runs into. Many vehicles feature modifications to increase this damage, including rams, spikes and blades. A high Force rating will increase this damage. This number is distinct from a Collision, which causes much more damage, but to both objects. Crash attacks and damage are covered in the Vehicle Combat section.
POSITION
Each Position is a place on the vehicle where a human-sized character can sit or stand. Some of these points will have access to piloting controls, mounted weapons, or other vehicle systems. These Position Traits only apply to the single character occupying that position. It is assumed that there are also more points on the vehicle from which humans can hang. This might not be possible or may require a STR+Athletics Test to hang on, at the Overseer’s discretion.
POSITION TRAITS
Cover: Each seat on a vehicle may offer a different bonus to Cover. Just like other Cover, this Trait provides one Combat Die worth of bonus Physical or Energy DR for each rank of the Cover Trait. These bonuses can be overcome by the Breaking damage effect.
Death Proof: This position is armored and reinforced to protect the occupant from Passenger Damage. This Trait will have a rating equal to the physical Damage Resistance it grants toward any Passenger Damage (and no other damage situation). This DR is considered a type of Cover, which stacks with a character’s currently equipped armour and the Seatbelt Trait.
Ejection Seat: When enacted, this system will launch a character in this Position from the vehicle, hopefully to safety.
Enclosed: This seat is encased by the vehicle. They are immune to the environmental effects of driving at speed, but they suffer +1 Difficulty to any attacks they make to targets outside of the vehicle.
Mounted Weapon: Occupying this position allows the character to make attacks with a weapon mounted onto the vehicle.
Open: This Position is exposed to the open air. A character in this Position is vulnerable to environmental effects like wind and rain. If there is no barrier between windspeed and the character in an Open Position (such as a windshield, helmet or goggles), the character suffers an increase to the Difficulty of all Tests made when the vehicle reaches certain Speeds:
Speed Rating | Speed | Open Position Difficulty Increase |
---|---|---|
0-4 | 0 mph | No Penalty |
5-8 | ≈ 50 mph | +1 |
9-12 | ≈ 80 mph | +2 |
13-16 | ≈ 110 mph | +3 |
17-20 | ≈ 140 mph | +4 |
21+ | ≈ 160 mph | +5 |
Oversized: This Position can accommodate a large person such as a Super Mutant or Intelligent Deathclaw. (Other positions cannot.)
Pilot: A point at which a Character may control the vehicle, allowing them to make Pilot Tests like those called for by Maneuver, Force and Crash Actions. If multiple Pilot positions are occupied, one character may Assist another's Piloting Test.
Remote Weapon Mount: This weapon rig is fitted with an electronic control system whereby the operator of a Targeting Station can fire the weapon remotely. Weapons attached to a remote weapon mount cannot be fired by hand unless they are first detached from their mount. Multiple Targeting Stations can access the same remote mounted weapon.
Sealed: A character in this position is within a sealed chamber with their own air supply. They are immune from airborne environmental effects such as poison gas or high altitude.
Seatbelt: This Position is equipped with one or more secure straps to protect the occupant from Passenger Damage. This Trait offers 4 physical Damage Resistance toward any Passenger Damage (and no other damage situation). This DR is considered a type of Cover, which stacks with a character’s currently equipped armor and the Death Proof Trait.
Sensor Station: A package of sensors which allow the operator to detect objects outside the vehicle. A character using this Trait receives -1 Difficulty to Perception Tests to detect hidden characters or objects. Each Sensor Station has a rating, indicating the distance in Zones that the sensors have effect.
Targeting Station: Using this Trait allows a character to take an Aim minor action for any remote mounted weapon connected to the vehicle’s computer system, even if the character using the Targeting Station is not the operator of the mounted weapon. This includes being able to use an Aim action to Lock-On to a target that a different character launches later. Additionally, the operator of a Targeting Station may control any of the vehicle’s Remote Mounted Weapons, using both Aim and Attack actions.
FUEL TYPE
This describes the kind of fuel necessary to operate the vehicle’s propulsion system. There are various fuels available in the wasteland.
Type | Fuel | Cost | Rarity |
---|---|---|---|
Biodiesel | Cooking Oil | 8 | 1 |
Ethanol | Ethanol | 6 | 3 |
Fission | Coolant | 7 | 4 |
Flamer Fuel | Flamer Fuel | 1 | 2 |
Fusion Cell | Fusion Cell | 3 | 2 |
Fusion Core | Fusion Core | 200 | 3 |
Gasoline | Gasoline | 48 | 3 |
Jet Engine Fuel | Jet Engine Fuel | 48 | 4 |
BIODIESEL
These vehicles use a compression-ignition engine to use ordinary cooking oil as a fuel source. Oil that is in an edible state runs perfectly well in the engine, but cooking oil stored in the vehicle’s tank will quickly become inedible. Also, vegetable oil has a much higher freezing point than other fuels. Most biodiesel vehicles are inoperable below freezing (32ᣞF).
ETHANOL
While not as energetic as gasoline, ethyl alcohol is a capable fuel for an engine fitted for it. Ethanol is generated by decomposing plant material, and so can still be generated with primitive equipment.
FISSION
A common mode of automotive propulsion before the Great War, each vehicle has its own fission reactor under the hood. While the engine needs no literal fuel (the average vehicle’s single fuel rod was rated for two million miles or fifty thousand years), safe operation of the reactor requires a constant flow of coolant. This substance is used up during operation and must be replaced regularly.
Fission vehicles are inherently dangerous. A damaged vehicle is in danger of leaking radiation, or even worse going critical and exploding. (This is discussed under Vehicle Damage.) Also, a reactor that is run without fresh coolant has a chance of going critical. (See the Refueling section.)
FLAMER FUEL
Wastelanders are known for their resourcefulness, and many have adapted vehicles to run on the random mix of flammable liquids known as Flamer Fuel. This substance can contain anything from acetone to naphthalene. It is terribly inefficient and destructive to engine parts, but it makes the car go vroom.
FUSION CELL
In 2066, the first cold fusion products became commercially available in America and by 2077 the costs had come down substantially. Many vehicles were engineered to run on the same small microfusion cells that operate standard US military laser weaponry.
Although this system is clean and safe, many of the small cells must be loaded into the vehicle in a complicated array. Usually this means a side panel is removed, revealing slots for an array of Fusion Cells. This setup makes refueling arduous, requiring 10 Minutes to refuel, even if only replacing a single Fuel Cell. This time can be cut in half with a successful AGI+Repair Test, Difficulty 2.
FUSION CORE
A more compact, though inefficient, solution to using many Fusion Cells is to power a vehicle with one or more concentrated Fusion Cores. Most American vehicles are set up to use a standard TX-28 Fusion Core, but foreign and custom vehicles sometimes fit other formats. The rate at which vehicles consume Fusion Core charges varies by vehicle.
GASOLINE
Petroleum-based vehicles were rare by 2077. Dwindling supplies and more efficient alternatives made the fuel unpopular. Many nostalgic collectors retained their gas-burning vehicles despite the cost. And the US military, with its enormous budgets, still employed these vehicles in their fleet. Some of these vehicles can still be found in the wastes, though the fuel to run them is expensive and rare.
JET ENGINE FUEL
Not to be confused with the Jet Fuel chem, Jet Engine Fuel is a kerosene-based petroleum product with a low autoignition temperature. It was used before the war mainly in aircraft jet turbines, which demand very specific fuel properties. Although expensive to operate (even before the Resource Wars), the US military found no better fuel for easily controlled, high-speed aircraft.
CURRENT FUEL
Players need to track their fuel when moving long distances (see Fuel Use in the Vehicle Rules section.) In Combat, fuel use is unimportant (even at 3 Fuel per Mile, a vehicle only spends 1 Fuel every 78 Zones it moves.) A Fission-powered vehicle can be run at zero current fuel, but it is in grave danger of going critical and exploding. This is covered in detail in the Refueling section.
FUEL TANK
The maximum amount of Fuel that can be connected directly to the vehicle's engine. The fuel tank sizes listed in the vehicle example presume that a 100 mile journey is a significant trip, usually requiring refueling along the way. Overseers may want to adjust these numbers for a larger or smaller play area.
FUEL ECONOMY
The rate at which the vehicle uses up Fuel when operating at their Cruise Speed. Moving faster will consume more fuel. Fuel costs from travel are covered in the Vehicle Rules section under Long Distance.
BIODIESEL FUEL ECONOMY
Performance | Fuel Efficiency (Miles per Fuel) | Cost per Mile |
---|---|---|
Guzzler | 1 | 8 |
Super-heavy | 2 | 4 |
Heavy | 3 | 2.6667 |
Average | 4 | 2 |
Efficient | 6 | 1.5 |
Super-efficient | 8 | 1 |
Optimized | 16 | 0.5 |
ETHANOL FUEL ECONOMY
Performance | Fuel Efficiency (Miles per Fuel) | Cost per Mile |
---|---|---|
Guzzler | 2 Fuel per Mile | 12 |
Super-heavy | 1 | 6 |
Heavy | 2 | 3 |
Average | 3 | 2 |
Efficient | 4 | 1.5 |
Super-efficient | 6 | 1 |
Optimized | 12 | 0.5 |
FISSION FUEL ECONOMY
Performance | Fuel Efficiency (Miles per Fuel) | Cost per Mile |
---|---|---|
Guzzler | 2 | 3.5 |
Super-heavy | 4 | 1.75 |
Heavy | 5 | 1.4 |
Average | 7 | 1 |
Efficient | 10 | 0.7 |
Super-efficient | 14 | 0.5 |
Optimized | 28 | 0.25 |
FLAMER FUEL FUEL ECONOMY
Performance | Fuel Efficiency (Miles per Fuel) | Cost per Mile |
---|---|---|
Guzzler | 16 Fuel per Mile | 16 |
Super-heavy | 8 Fuel per Mile | 8 |
Heavy | 6 Fuel per Mile | 6 |
Average | 4 Fuel per Mile | 4 |
Efficient | 3 Fuel per Mile | 3 |
Super-efficient | 2 Fuel per Mile | 2 |
Optimized | 1 Fuel per Mile | 1 |
FUSION CELL FUEL ECONOMY
Performance | Fuel Efficiency (Miles per Fuel) | Cost per Mile |
---|---|---|
Guzzler | 2 Fuel per Mile | 6 |
Super-heavy | 1 | 3 |
Heavy | 2 | 1.5 |
Average | 3 | 1 |
Efficient | 4 | 0.75 |
Super-efficient | 6 | 0.5 |
Optimized | 12 | 0.25 |
FUSION CORE FUEL ECONOMY
Performance | Fuel Efficiency (Miles per Fuel) | Cost per Mile |
---|---|---|
Guzzler | 2 | 12 |
Super-heavy | 4 | 6 |
Heavy | 6 | 4 |
Average | 8 | 3 |
Efficient | 12 | 2 |
Super-efficient | 16 | 1.5 |
Optimized | 32 | 0.75 |
GASOLINE FUEL ECONOMY
Performance | Fuel Efficiency (Miles per Fuel) | Cost per Mile |
---|---|---|
Guzzler | 8 | 6 |
Super-heavy | 12 | 4 |
Heavy | 16 | 3 |
Average | 24 | 2 |
Efficient | 32 | 1.5 |
Super-efficient | 48 | 1 |
Optimized | 96 | 0.5 |
JET ENGINE FUEL ECONOMY
Performance | Fuel Efficiency (Miles per Fuel) | Cost per Mile |
---|---|---|
Guzzler | 3 Fuel per Mile | 144 |
Super-heavy | 2 Fuel per Mile | 96 |
Heavy | 1 | 48 |
Average | 2 | 24 |
Efficient | 3 | 16 |
Super-efficient | 4 | 12 |
Optimized | 8 | 6 |
ARMOR
The Physical/Energy Damage Resistance of the vehicle, separated by Hit Locations.
HIT POINTS
Each Hit Location of a vehicle has its own Hit Points, there is no shared total. Strategically targeting different parts of the vehicle is an important combat strategy. When a Hit Location is reduced to zero HP, that system fails, usually with catastrophic Wreckage results for the vehicle. This is covered in the Vehicle Combat Rules section under Vehicle Damage.
QUALITIES
As well as the many attributes a vehicle has, there are also Qualities that grant a vehicle special bonuses or penalties. Vehicle Mods often affect which Qualities a vehicle will have.
ALL-TERRAIN
This vehicle is engineered to travel off-road. All Travel Time penalties are halved (round up.)
DELICATE
When rolling Crash damage dice, each Effect rolled inflicts 1 Damage to the attacking vehicle.
FISSION REACTOR
The vehicle contains a fission reactor. This has no ill effects if operated properly, but there are dangers. If the vehicle is damaged, there may be consequences (covered under Vehicle Combat Rules.) And if the reactor runs out of coolant, running it is dangerous (discussed in the Repair section.)
FRAIL
This vehicle’s structure does not support ramming objects in a Crash attack. Any impact with another object is considered a Collision and will probably do as much damage to the vehicle as what it impacts.
GLOWING
Ionizing radiation beams out of this vehicle at such a rate that the vehicle literally glows with light. Anything within Reach of the vehicle (including anything within or on top of the vehicle) suffers 2CD radiation damage every Round.
NITRO
An onboard cannister filled with oxygen-rich nitrous oxide is connected to the vehicle’s fuel system. Once per Scene, this system can be engaged by spending 1 Current Fuel. This adds 2 Speed to the vehicle for the rest of the Scene. This system cannot be used for Long Distance travel.
PILOT REQUIREMENT
Rated 1 to 6, this Quality represents that the vehicle requires specific training to operate. Operators with a Pilot Skill at the same rating as the requirement operate the vehicle as normal.
But for every number below the requirement, all Pilot Tests are made at +1 Difficulty. If the Pilot Requirement exceeds the operator’s Pilot Skill by more than 3, no Pilot Test may be attempted.
Pilot Requirement Horiz. / Pilot Skill Rating Vert. | 1 | 2 | 3 | 4 | 5 | 6 |
---|---|---|---|---|---|---|
0 | +1 Diff | +2 Diff | +3 Diff | Cannot Pilot | Don't Even Try | Are You Havin' A Laugh? |
1 | - | +1 Diff | +2 Diff | +3 Diff | Cannot Pilot | Don't Even Try |
2 | - | - | +1 Diff | +2 Diff | +3 Diff | Cannot Pilot |
3 | - | - | - | +1 Diff | +2 Diff | +3 Diff |
4 | - | - | - | - | +1 Diff | +2 Diff |
5 | - | - | - | - | - | +1 Diff |
6 | - | - | - | - | - | - |
PUNITIVE
This vehicle is equipped with defensive measures which come into play during impact. Any time this vehicle is hit by another vehicle in either a Crash Attack or a Collision, the attacking vehicle suffers 1 Physical Damage for every Effect rolled on their Combat Dice, multiplied by the rank of the Punitive Quality. This damage does not come into play when a vehicle with the Punitive Quality is attacking.
RELIABLE
When rolling Pilot Skill Tests with this vehicle, ignore the first Complication rolled.
ROAD LIMITED
The vehicle requires paved roads to drive. Any attempt to take the vehicle off-road will add +2 Difficulty to all Pilot Tests (added to any Terrain difficulties). To convert a Road Limited vehicle to All-Terrain, one must first install a mod that removes the Road Limited Quality. Only then can the vehicle be equipped with a second Mod that provides the All-Terrain Quality.
ROLLING COAL
The fuel system of this vehicle is modified with a switch that will retract the fuel filter and introduce more fuel into the engine than it can burn. When engaged, the vehicle belches out a cloud of black smoke, covering its Zone in a haze. Within the cloud, any Skill Tests involving vision, including Maneuver and Attack actions, are made at +1 Difficulty.
SELF-DESTRUCT
This vehicle’s nuclear power plant can be rigged to overload. When activated, the user inputs a password and initiates a countdown of their choice. Once engaged, the system requires a password (usually hack-able with an INT+Science Test, Difficulty 4) to abort. Alternatively, if the power plant can be accessed, the process can be halted with a successful INT+Repair Test, Difficulty 4. When the overload finally takes place, the vehicle explodes as if a Fat Man went off (Damage 21, Breaking, Radioactive, Vicious, Blast). This blast not only affects the vehicle’s Zone, but all adjacent Zones (everything within Medium Range.)
UNRELIABLE
A Complication arises on any 19 or 20 rolled on a Pilot Test.
UNSTABLE
Either because of damage, bad design or poor construction, this vehicle is difficult to operate and control. Any Pilot Tests made with this vehicle are made at +1 Difficulty.
VICIOUS
When rolling Crash damage dice, each Effect rolled inflicts another 1 Damage to the Target.
WARM WEATHER
This vehicle cannot operate in cold weather conditions, generally defined as below freezing (32ᣞF).
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