Vehicles are the focus of Armournaut, from mechs to space battleships the system aims to integrate combined arms warfare in a traditional rpg setting. the following section explains vehicles rules and creation. If you prefer to start with prebuilt vehicles please confer with the vehicles section under the threats section of the book.
Vehicles use much the same rules as characters and NPCs though there are some key difference:
greater detail of these distinctions are listed below.
Vehicles typical range from 10 - 50 tonnes though certain vehicles can weigh more or less. Tonnage and weight class determines Hull Points (HP), Equipment Points (EQP) and Weapon Slots. Tonnage also has an associated speed, defensive criptoscrip modifiers depending on the type of vehicle as shown in the table below.
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Vehicle Type |
Tonnage & (Cost Modifiers) | Active Crew Limit | Starting Passengers | Base Speed | Min Tonnage | Max tonnage | |||||||
| Personal Vehicles | 0 (x1) | 1 | 3 | 6 | 1 | 5 | |||||||
| Armored Fighting Vehicle | 0 (x1) | by equipment | 0 | 6 | 10 | 50 | |||||||
| Mobile Ordinance Armor | 0 (x2) | 1 | 0 | 6 | 10 | 50 | |||||||
| Aerospace Craft | 0 (x100 | by equipment | 0 | 10 | 10 | 30 | |||||||
| Aerospace Vessel | x100 (x100) | by equipment | 10 | 6 | 1000 | 5000 | |||||||
| Heavy Aerospace Vessel | x1000 (x1000) | by equipment | 100 | 6 | 10000 | 50000 | |||||||
| Base (Unlimited) | x1000000 (x1000000) | by equipment | 1000 | 0 | - | - | |||||||
| Tonnage | Segments | Hull Points & (Resilience) | Equipment Points | Size 1 Weapon Slots | Speed Bonus | Defence |
| 1 | 1 | 1 (6) | 1 | 0 | +12 | +3 |
| 5 | 1 | 5 (7) | 5 | 0 | +8 | +3 |
| 10 | 2 | 10 (8) | 10 | 1 | +3 | +2 |
| 20 | 2 | 20 (10) | 20 | 2 | +1 | +1 |
| 30 | 4 | 30 (12) | 30 | 3 | +0 | +0 |
| 40 | 4 | 40 (14) | 40 | 4 | -1 | -1 |
| 50 | 6 | 50 (16) | 50 | 5 | -2 | -2 |
Every type of vehicle is divided into a number of segments, segments have individual Hull Point pools and contain the vehicle's equipment. After hitting a vehicle with an attack you roll a d6 to determine which segment takes damage and deduct that amount of Hull Points. If a segment's Hull Points are reduced to zero then all equipment in it is destroyed and any occupants suffer the crushed status. If a vehicle is hit by a critical attack, a d6 is rolled and a corresponding piece of equipment is destroyed in a random segment. If a crewed segment is reduced to zero Hull Points by an attack that rolled a 6 on the chronicle die the occupants are also hit by that attack.
When you create a vehicle, you choose a control surface and place it in a segment. Active crew count as residing within the control surface piece of equipment. If it is damaged by a critical attack or called shot occupants of the control surface lose d6 Vigour . If they go into negative Vigour they acquire a condition. Vehicles without a control surface cannot be piloted. If a control surface is compromised by the pervade action it cannot be used by occupants.
Vehicles have a number of active crew determined by their controls surfaces. Only active crew may make tests, assist or use vehicle weapons or equipment.
A vehicles tonnage determines how many Hull Points (HP) will be applied to every segment of the vehicle (a ten ton vehicle will have ten HP on all of its segments whilst a 20 ton vehicle will have 20 HP on all of its segments) .
Vehicle Equipment has an EQP cost, a player can equip as much vehicle Equipment as they can afford on their vehicle so long as it does not exceed their EQP pool.
For every ten tonnes you get one size 1 weapon slot. size one slots can be combined to create size 2 (2 size 1) or size 3 slots (3 size 1). Slots can be freely assembled as disassembled without any cost or penalty as a part of a down time action.
All vehicles start with 1 weapon group and can use certain equipment . A weapon group is comprised any number of weapons that roll one ranged attack test to determine if they hit or fail. You can spend 1 tactical action to fire all weapons in a group or spend a full-action to fire all weapon groups. When firing a weapon group roll 1 attack test for all weapon profiles. Each weapon then independently considers range, modifiers and penalties to tell if it hits. All grouped weapons must fire at the same target though each weapon group can fire at different targets. Melee weapons always attack individually and cannot be grouped.
Example
Ranged Weapon Groups: Vehicles fire their ranged weapons in "groups." All weapons in a group must target the same enemy.
1. Roll to Aim: Make one attack roll for the entire group.
2. Check Each Weapon: Using the result from Step 1, check each weapon in the group individually to see if it hits, applying its own range, special rules, and penalties.
3. Split Fire: A vehicle can fire different weapon groups at different targets.
Melee Weapons: Are never grouped and are always resolved with individual attack rolls.
If you have multiple weapon groups as apart of the same full-attack action you roll separate attack tests for each, these groups can target the same or separate targets.
Each individual piece of equipment can only be used once per your turn unless otherwise stated within the equipment's rules. Note it can be used in the enemy turn as reflex so long as the weapon or piece of equipment permits such action. Multi-crew vehicles are still subject to equipment use rules and 2 crew members cannot use the same piece of equipment. They can however assist one another in its use by utilizing the coordinate action.
shipment or aircraft equipment and vice versa. Provided you have the appropriate equipment you can attempt any kind of action in a MOA that you can perform in person. MOA are always viable targets for the pervade action.
Segment: 1
Personal Vehicles can only ever have 1 active crew, begin with 3 passengers and with certain equipment can accommodate more. Personal Vehicles go up to 5 tonnes but only have 1 body segment, Personal vehicles have 5 EQP and cannot mount weapons (including equipment weapons). Personal Vehicles automatically fail grapple tests and cannot perform melee, grapple, toss, trip, riposte, takedown or vault actions. Personal vehicles can use any equipment freely.
Segments: based on tonnage
Mobile Ordinance Armours (MOA) can only ever have a 1 active crew and cannot have anymore active crew members though with certain equipment they can accommodate passengers. MOA cannot use AFV equipment or ASV equipment and vice versa. Provided you have the appropriate equipment you can attempt any kind of action in a MOA that you can perform in person.
Segment: based on tonnage
Armoured Fighting Vehicles with certain equipment they can accommodate passages. AFVs cannot use MOA equipment or aircraft equipment and vice versa. When vehicles have their means of movement destroyed (i.e. treads, wheels, hover) they are not themselves destroyed or taken out of a fight. AFVs automatically fail grapple tests and cannot perform melee, grapple, toss, trip, riposte, takedown or vault actions. AFVs can exchange 3 HP to add one size 1 weapon slot rather than 4. AFV’s divide their maintenance cost by 2.
Segments: based on tonnage
Aerospace Craft (ASC) with certain equipment can accommodate passengers. ASCs only go up to 30 tonnes and cannot use MOA equipment or vehicle equipment and vice versa. ASCs automatically fail grapple tests and cannot perform melee, grapple, toss, trip, riposte, takedown or vault actions. ASCs have a base movement of 10 before accounting for tonnage and equipment and must move a minimum 6 spaces in a straight line each round or be considered falling while in planetary gravity. ASCs can increase their base movement to 20 by entering jet mode. ASCs require a minimum of 15 clear runway hexes to land as a full action without specialized landing equipment. ASCs pilots must make a Difficulty Score 3 piloting check to remain in the air if the have a destroyed segment. They add 2 Difficulty Score for each further destroyed aircraft segment. If a ASC's engine segment is destroyed it crashes in d3 turns. ASCs are destroyed when their control surface is destroyed. ASC’s are always viable targets for the pervade action.
Segments: based on tonnage
Aerospace Vessels (ASV) range from 1000 to 5000 tonnes and they can use any equipment unless otherwise specified. To calculate the HP and the EQP of a spacecraft simply divide their tonnage by 100 and refer to HP and EQP on this tonnage number. ASV cannot withstand planetary gravity and crash if they are in atmosphere. ASV automatically fail grapple tests and cannot perform melee, grapple, toss, trip, riposte, takedown or vault actions. ASV also have rooms which provide abilities, support the vessel's crew and facilitate the operation of the vessel. Rooms can be damaged or destroyed like equipment and weapons and crew within a room treat its destruction as if they were in a vehicle that was destroyed. ASV can only be damaged by vehicle weapons with the “Capital” trait, all weapons on ASV automatically gain the “Capital” weapon trait. ASV’s are always viable targets for the pervade action.
Heavy Aerospace Vessels (HAV) range from 10000 to 50000 tonnes and they can use any equipment unless otherwise specified. They have 4 additional weapon slots and increase their base resilience by 2. ASV cannot withstand planetary gravity and crash if they are in atmosphere. To calculate the HP and the EQP of a Heavy Aerospace Vessels divide their tonnage by 1000 and refer to HP and EQP on this tonnage number. HAV automatically fail grapple tests and cannot perform melee, grapple, toss, trip, riposte, takedown or vault actions. HAV also have decks which provide abilities, support the vessel's crew and facilitate the operation of the vessel. Decks can be damaged or destroyed like equipment and weapons and crew within a deck treat its destruction as if they were in a vehicle that was destroyed. HAV can only be damaged by vehicle weapons with the “Capital” trait, all weapons on HAV automatically gain the “Capital” weapon trait. HAV are destroyed when their crew or means to pilot the HAV have been destroyed. HAV are always viable targets for the pervade action.
Bases range from 2-6 segments they cannot use any equipment and may only use room equipment which becomes facilities when used by them. Bases cannot take actions in combat have 0 defense but can be moved outside of combat. Facilities can be damaged or destroyed like equipment, crew within a facility treat its destruction as if they were in a vehicle that was destroyed. Bases can only be damaged by vehicle weapons with the “Capital” trait. Bases are destroyed when their crew of the Base have been destroyed. Bases are always viable targets for the pervade action.