Vehicle Trait List

Vehicle Trait List

VEHICLE TRAIT LIST
Name Effect
Type Qualities
Aeronautica (Fixed) This vehicle is capable of flight, and can fly higher than five metres off the ground. If this vehicle has not made a move action by the end of its round, it immediately Crashes. Fixed Wing aircraft must move a distance equal to half its Tactical Speed before it may make a single 90 degree turn. Fixed Wing Aircraft may only make vertical movements freely as part of a forward movement action. Shooting at flying vehicles incurs a -20 penalty.
Aeronautica (Variable) This vehicle is capable of flight, and can fly higher than five metres off the ground. Variable Wing aircraft must move a distance equal to half its Tactical Speed before it may make a single 90 degree turn. Variable Wing aircraft may make as many turns as they like whilst moving. Shooting at flying vehicles incurs a -20 penalty.
Amphibious This vehicle treats bodies of water as open ground.
Bike Bikes count as Open-Topped, and may use the Hit and Run action, but may not Ram. Due to their small size, when attacking a Bike, you may choose between attacking the rider or the vehicle without using a Called Shot.
Open-Topped This vehicle has an open compartment, such as having no roof. Operators and passengers in this vehicle may make attacks against targets outside the vehicle, and those foes can target them in return with a Called Shot. AoE attacks affect the Passengers of the vehicle if they are caught in the blast.
Powered (X) This vehicle uses artificial power to drive its systems. Powered vehicles exist in two states: Online or Offline. Offline vehicles cannot undertake actions with the Operate type, and in certain vehicles, weapon systems also go offline. A Powered vehicle can be turned Online through a number of Half Actions equal to X.
Skimmer Skimmers are hovering vehicles. They typically hover above the ground at a height of 2 metres, and can ascend to 10 metres for short periods. It ignores most difficult terrain. Skimmers grant a +10 to Maneuverability. Skimmers do not go Out of Control; instead they Crash. When making the Ram action, if the Operate test fails, the Skimmer is treated as having Crashed into the target. WS tests to hit a Skimmer take a -10 penalty. Finally, Skimmers may make as many turns as they like when moving.
Superheavy Superheavies are able to ignore most difficult terrain and can negotiate obstacles such as rockslides, fallen trees or shattered buildings without penalty. Superheavy Walkers can walk over obstacles 5m high or less, or simply bulldoze through medium-sized buildings, trees or other such obstacles without penalty. Superheavy Walkers always count as having a natural melee attack, which counts as a 2d10 attack with a penetration value equal to Size and a Blast quality equal to Size/2, rounded down.
Tracked Tracked vehicles use large tank treads to move. They suffer a -10 penalty to Maneuverability, but get a +10 bonus when dealing with Difficult Terrain tests. Whenever a Tracked vehicle suffers the Stalled condition, it halves the amount of Stalled suffered (round down).
Void This vehicle is capable of movement in space.
Walker Walkers normally take no penalties for Difficult Terrain. It cannot use the Ram action. The Walker may make as many turns as it likes, regardless of how far it moved, and may make a single free turn in any direction at the end of its round, even without moving. Walkers always count as having a natural melee attack, which counts as a 1d10 attack with a Penetration value equal to Size/2, rounded down.
Wheeled Wheeled vehicles suffer a -20 to Difficult Terrain tests, but gain a +10 to Maneuverability. If Wheeled vehicles suffer even a single Breach to the Motive Systems, all movement actions require an Operate tests, and the vehicle takes a -10 penalty to Maneuverability.
Positive Traits
All-Terrain (X) Whenever the operator of this vehicle fails an Operate-type action in difficult terrain, the degrees of failure suffered are reduced by the value of X.
Armour (X) This vehicle possesses special Armour Qualities, as demonstrated in the Quality name.
AT Field (X) This vehicle possesses an AT Field, either due to being a living Angelspawn or due to amplifying a pilot's ability. It gains ATS equal to the number in parentheses, and has an extra entry in its profile for Powers.
EMS This vehicle has Enhanced Motive Systems. The Evasive Maneuvers, Floor It and Full Speed actions are now Half Actions. Alternatively they may be maintained as Full Actions, but Evasive Maneuvers now moves the vehicle up to twice its Tactical Speed, whilst Floor It and Full Speed move it up to three times its tactical speed. Floor It's test becomes a +10 instead of a -10.
Nimble This vehicle ignores the usual requirements to turn, and may freely rotate as desired when the Operator takes Operate-type actions.
Reinforced (X) When this vehicle suffers a Critical Breach, roll a 1d10. If the result of the roll is less than X, then the Critical Breach counts as a Breach instead.
Rugged (X) When using the Tech Use skill to repair a vehicle with this trait, the repairer gains a bonus equal to X*10.
Sealed Sealed vehicles are protected from external atmospheric traits, such as fire, gas or a lack of air. If the vehicle suffers a (Critical) Breach to the hull it loses this quality until the (Critical) Breach is repaired.
Self-Repairing This vehicle has highly-advanced self-repairing equipment. The operator may, as a full action, engage this equipment, which removes one breach and all of its effects (although not Critical Breaches).
Strength (X) This vehicle adds X to damage rolls made with melee weapons.
Stabilised This vehicle always counts as Braced, and may fire Semi or Full auto as a half action.
Superior Armour Whenever this unit takes damage, it halves the result on the Breach table (rounded down) and takes that result instead.
Negative Traits
Extremely Volatile This vehicle double their chance of exploding whenever they catch fire. When this vehicle explodes, those caught in the blast take a -20 penalty to evading the blast.
Ponderous This vehicle may not use the Floor It Action, and moving its Tactical Speed takes a Full Action (and so it may never move more than twice its Tactical Speed). If a vehicle has both Ponderous and EMS, then the two traits cancel each other out.

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