Vehicles are defined by six statistics: Type, Cost, Control, Speed, Body, and Protection.
Type of Vehicle
The Type of a vehicle is a handy definition of the general purpose. A Blimp, the Concorde, and the Avengers Quinjet are all basically airborne craft, and so are classified as “air” types. Vehicles of the same Type are normally bound by the same general rules regarding control and damage. Road vehicles are those designed primarily to be driven on relatively flat surfaces (like roads), and include most vehicles found in modern cities. Road vehicles suffer penalties for Control and Speed when off-road (like cutting through the park in your luxury lime).
Vehicle Category Types
Off-Road vehicles are land vehicles designed to handle broken ground better than road vehicles. Some recreational vehicles and military equipment fall under this category.
Railed vehicles follow a predetermined path or track; the most common example is Trains. A Railed vehicle that runs off the track has disastrous effects.
GEV means Ground Effect Vehicle, which is basically the hovercraft. GEVs exhibit properties of both Air and Off-Road Vehicles, and as such deserve their own entry.
Air vehicles travel mainly through the friendly skies, and include all forms of aircraft from gliders to the Concorde.
Space vehicles are those which are capable of sustained space travel in orbit or between planets.
Water vehicles are boats of every description. from sailboats to carriers. Their main limitation is the danger of sinking.
Submersible vehicles are those designed to travel underwater, and are represented by the submarine. Subs are similar to water vehicles in the danger of sinking.
Cost of a Vehicle
The Cost of a vehicle is represented in the Cost column. It is often possible to buy a used (and therefore unreliable) version for one less than listed (a used sedan costs Excellent rather than Remarkable, and small countries can get their own used battleships for Monstrous cost).
The Control attribute of a vehicle represents how well the vehicle handles, makes turns, and generally performs. In certain situations, an operator of the vehicle must make a Control FEAT to perform a certain action. This FEAT refers to the character’s Agility, or the vehicle’s Control, whichever is less.
Control FEATs Situations
Situations where such FEATs are required are determined by type:
• Road Vehicles make Control FEATs for sudden stopping, traveling off-road, turns of 90 degrees or more, or any sudden action at higher than listed Speed.
• Off-Road Vehicles have the limitations of road vehicles except for traveling off-road.
• Railed Vehicles check for sudden stops, only.
• GEVs check Control as Off-Road and Air vehicles.
• Air Vehicles check Control for sudden turns (including dodging), turns of up to 45 degrees (one-eighth of a circle), and Take-off and landing in non-normal situations (landing on an airfield does
not require a Control FEAT. Landing on a fog-enshrouded runway or with two engines dead does).
• Space Vehicles check Control for takeoff, landing, and sudden movements.
• Water Vehicles and Subs check Control only for sudden changes in course.
Speed indicates the maximum safe speed for the vehicle in question. Similar to flying movement, all vehicles must obey certain rules of acceleration and deceleration.
Each Area Space is equal to 5 Feet.
Each Turn equal to 6 Seconds.
Each Round equals 10 Turns or 60 Seconds (1 Minute).
|VEHICLE SPEED||# of Area Spaces||Per Round/Turn|
|Feeble||1||Per 5 Rounds|
|Shift X||3||Per Turn|
|Shift Y||4||Per Turn|
|Shift Z||5||Per Turn|
The amount of damage the craft may take before failing to operate; its personal body armor and material strength
The amount of Body Armor the craft provides to normal riders. Some craft provide no protection to the rider.