Vehicles

A boxy compact car with treads instead of wheels.

Compact full track

A vehicle is any machine designed to help personas get from point A to point B. Vehicles operate within the atmosphere of a planet. Unlike their outer space cousins (spacecraft), vehicles operate in a planet’s gravity well. Personas drive these vehicles unless accessories indicate otherwise.

The player generates her vehicle randomly. This randomness makes for wild and curious vehicles. The vehicle type determines the gross appearance of the vehicle. A cargo truck, a passenger sedan and a bicycle are easy to tell apart. The vehicle use may be less apparent but influences what the vehicle can accomplish. The vehicle creation system does not lend itself to on-the-spot artifacts.

The prevalence of the vehicles depends on the milieu of the referee’s campaign. Vehicles may pollute a suburban commuter campaign style or be an invaluable asset in a leather and dust campaign style.

The vehicle design is for anthro personas. Every vehicle has an engine, a body, a braking system, a steering device, and some space for passengers. The vehicle may also have a windscreen, roof, signal lights, instrument panel, and doors. Vehicles created for an alien society would reflect the needs of that alien species. Vehicles created for a robotic society would reflect the needs of that robot series. The referee must exercise her creative muscle to accommodate cars for robots or gigantic alien species.

*Vehicle Fabrication
  1. Vehicle Format - shape and size

  2. Vehicle Usage - accessories

Vehicle Format

Vehicle type determines the appearance, shape and size of the vehicle. Included with the vehicle type are passenger capacity, cargo capacity, and vehicle wate. Vehicle type is a framework to start creating on.

Vehicle Format Table
Determine the vehicle format.

Die Roll (1d100)

Vehicle Format

01-20

Cargo

21-65

Leisure

66-90

Passenger

91-99

Self Powered

00

Ref’s Own Table

Die Roll

Vehicle Format

Parameters

These are the parameters that the vehicle type contributes to the overall vehicle function.

Appearance

The vehicle appearance only suggests a basic shape for the vehicle type. The vehicle appearances match mundane terran vehicles of the same name. Imaginative players should not limit themselves by the appearance of the vehicle type. The appearance is a framework for function and not a defining appearance.

Passengers

The passengers' parameter represents the number of personas that can be safely seated in the vehicle. Passenger-type vehicles have lots of passenger capacity. Self-powered type vehicles have limited passenger capacity.

Two handsome antennae clad humanoids paddling on giant leaves.

Self powered solo gondolas.

Exceeding passenger capacity has adverse effects on vehicle handling and maneuvers. There are also severe consequences for unrestrained passengers in vehicle collisions.

The seating capacity is for medium-sized anthro personas. Creating vehicles for gigantic robots or minute aliens will require referee maths.

Cargo

The cargo parameter indicates the amount of space for stuff. Cargo capacity is a combination of wate and volume. A vehicle may be able to manage additional wate but does not have space for the junk. Cargo-type vehicles have enormous cargo capacity, while self-powered vehicles have almost none.

Wate

The vehicle wate parameter indicates the vehicle’s unloaded wate. Vehicle wate is important in collisions, terrain, transport, or running over stuff. The wate of a vehicle is in kilograms or tonnes. This measure is also called the Gross Vehicle Wate. Massive accessories may increase a vehicle’s wate.

Size and Shape

When using minis in the tactical combat rules, the size of the vehicle becomes important. A rough estimate of the vehicle’s hex size is one hex per 200 kg of vehicle wate. For example, a double-stretch passenger vehicle (articulated bus) needs 60 hexes of space. The hex mat space works out to 3 hexes wide by 20 hexes long. Typically these hexes are arranged in a rectangle, but accessories and usage may alter this shape.

Cargo

Alien quadrupeds pulling wooden cart.

Low tech cargo van.

Cargo vehicles are devoted to the transport of things other than passengers. Cargo vehicles are vans, trucks, and pick-ups. They have limited passenger capacity and have space for moving stuff. The passenger portion of this vehicle is secondary to the cargo space. The passenger cabin may, or may not, have access to the cargo hold.

Cargo Format Vehicle Types Table
Mundane world descriptors and specs of cargo vehicles.

Die Roll (1d100)

Appearance

Wate (tonnes)

Passengers

Cargo (tonnes)

01-25

Pick Up

4

1-2

1.5

26-50

Van

7

1-2

2.5

51-68

Quarter Tonne

8

1-2

5.0

69-84

Half Tonne

9

1-3

10.0

85-94

One Tonne

10

1-3

15.0

95-99

Semi Trailer

12

1-4

25.0

00

Ref’s Own Table

Die Roll

Type

Vehicle Wate

Passengers

Cargo

Leisure

Two flying saucers in star lit sky.

Nice evening for a cruise.

The leisure vehicle is the most familiar vehicle type. Most mundane terran vehicle ownership is of the leisure vehicle type. They include minis, sedans, coupes, motorcycles and mini-vans. Leisure vehicles are designed for commuting, touring, or parking in front of a house. They are primarily for passenger travel and have little space allotted for cargo.

Leisure Format Vehicle Types Table
Mundane appearance and specs of leisure vehicle.

Die Roll (1d100)

Appearance

Wate (tonnes)

Passengers

Cargo (kg)

01-16

Motorcycle

0.15

1-3

10 kg

17-36

Mini

0.6

1-4

14 kg

37-52

Sporty Car

1.0

1-6

20 kg

53-72

Sedan

1.5

1-6

25 kg

73-88

Boat

2.0

1-8

30 kg

89-99

Van

6.0

1-10

35 kg

00

Ref’s Own Table

Die Roll

Appearance

Vehicle Wate

Passengers

Per Passenger

Boat refers to an 1970s oversized car, not a sail boat.

Passenger

Humanoid toad in driver seat of flying taxi cab.

Where toad sir?

The passenger vehicles are persona cargo vehicles. They safely move anthros, aliens or robots from one place to another. They have seating and some cargo space for passenger belongings. Typical passenger vehicles are taxis, vans and buses.

Passenger Format Vehicle Types Table
Mundane appearance and specs of passenger vehicles.

Die Roll (1d100)

Appearance

Passengers

Cargo

Wate (tonnes)

01-38

Van

8-13 (1d10+2)

30 kg

6

39-66

Short Bus

1-30 (1d30)

40 kg

8

67-84

Bus

81-100 (1d20+80)

50 kg

10

85-92

Double Decker

101-120 (1d20+100)

40 kg

12

93-99

Double Stretch

101-120 (1d20+100)

40 kg

12

00

Ref’s Own Table

Die Roll

Appearance

Passengers

Per Passenger

Vehicle Wate

Self Powered

Humanoid skate boarder riding with a caped humanoid on pogo stick.

Legalize skate boards.

These are engineless modes of transport that get the persona from A to B. Self-powered vehicles employ gears, pulleys and elastics to get around. These are not your ordinary self-powered vehicles since they can attain tremendous speeds. Pogo sticks, bicycles, skateboards are typical self-powered types of vehicles.

Self Powered Vehicle Format Types Table
Mundane appearance and specs for self powered vehicle.

Die Roll (1d100)

Appearance

Passengers

Cargo

Wate

01-24

Cycle

1-4

Nil

10 kg

25-34

Fly Cycle

1-2

Nil

20 kg

35-45

Hang Glider

1-3

Nil

25 kg

46-66

Pogo Stick

1-2

Nil

2 kg

67-93

Skate Board

1-2

Nil

1 kg

94-99

Unicycle

1-2

Nil

10 kg

00

Ref’s Own Table

Die Roll

Appearance

Passengers

Cargo

Wate

Vehicle Usage

The vehicle type gives the vehicle size and shape. The vehicle’s purpose gives its reason to be. Vehicle purpose determines the accessories and operating specifications of the vehicle. The vehicle’s purpose better reflects its present state.

A passenger vehicle type with a combat purpose could be a troop carrier. The appearance and structure modify further to reflect a troop carrier. A leisure vehicle type with a high-performance purpose could be a race car. The appearance and structure modify further to reflect a race car. The referee and players are responsible for describing these elements.

Vehicle Usage Type Table
Determine purpose of the vehicle.

Die Roll (1d100)

Usage

01-20

High Performance

21-55

Industrial

56-60

Combat

61-99

Recreational

00

Ref’s Own Table

Die Roll

Usage

High Performance

Feline quadruped staring at boxy shaped floating car.

Cool cat. Cool car.

High-performance vehicles are souped-up, chromed-out rubber melting machines. The vehicles are devoted to speed, acceleration, range, and maneuverability. A leisure vehicle with a high-performance usage could be a classic muscle car. A passenger vehicle with a high performance usage could be a limousine.

High Performance Accessories
  • Acceleration +10%

  • Speed +20%

  • Handling +2

  • plus 0-3 rolls on the High Performance Accessories Table

High Performance Accessories Table
Determine the high performance accessories.

Die Roll (1d100)

Accessory

01-20

Acceleration +20%

21-40

Speed +50%

41-60

Range +100%

61-80

Handling Level +1d6

81-99

Overhaul +10% all

00

Ref’s Own Table

Die Roll

Accessory

Industrial

High speed van with a weapon turret driving off road.

Don’t text off road.

Industrial vehicles have specific commercial purposes. Whatever accessory the industrial vehicle gets determines its purpose. A skateboard with a shovel accessory is a shovel with wheels. A pick-up truck with a shovel accessory is a dirt-removing machine. The industrial accessories will require some creative shoehorning, but hopefully, most are self-explanatory.

Each accessory adds 25% to vehicle wate. A four accessory industrial usage vehicle would double the vehicle wate.

Industrial Accessories
  • 100% for one accessory, add 25% wate

  • 50% for second accessory, add 50% wate

  • 25% for third accessory, add 75% wate

  • 10% for fourth accessory, double wate

Industrial Accessories Table
Determine the industrial accessory.

Die Roll (1d100)

Accessory

01-02

Articulation, short

03-04

Articulation, long

05-06

Agitator

07-08

Auger

09-10

Back Hoe

11-12

Brushes

13-14

Combine

15-16

Conveyer Belt

17-18

Crane 6h high

19-20

Crusher

21-22

De-barker

23-24

Double Cargo Capacity

25-26

Dredger

27-28

Drill

29-30

Dumper

31-32

Feller

33-34

Fire Hose

35-36

Foam Sprayer

37-38

Form Ripper

39-44

Forklift

45-46

Garbage Compressor

47-48

Grader

49-50

Mixer

51-52

Seed Planter

53-54

Paint Sprayer

55-56

Pile Driver

57-58

Plow

59-60

Pneumatic Breaker

61-62

Pressure Washer

63-64

Pump

65-66

Refrigerator

67-68

Rock Counter

69-70

Roller

71-72

Saw

72-74

Scoop

75-76

Screw

77-82

Shovel

83-84

Sluice Box

85-86

Sprinkler

87-88

Sweepers

89-90

Tank, liquid

91-92

Tank, Gas

93-94

Tiller

95-96

Tow Hook

97-98

Vacuum

99

Refrigerated Cargo

00

Ref’s Own Table

Die Roll

Accessory

Accessory Weaponization

Players want to use industrial accessories as weapons. There are no parameters for weaponizing industrial accessories. Industrial accessories are not weapons, regardless of how powerful and sturdy they appear. The accessory may have safety features that prevent it from clobbering targets. The device may suffer extensive damage when being used as a weapon. A mechanic would have to make modifications before weaponizing the accessory. At that time, the players can decide what the accessories combat parameters are.

Combat

Modern appearing tank kicking up dust at speed.

Tanks for the ride.

Combat vehicles are tougher than other vehicles. They resist being shot, crushed and intentionally abused. A leisure type vehicle with a combat purpose could be a jeep. A combat pogo stick?

Combat vehicles are combat-hardened. They are harder to hit and harder to damage. Combat use vehicles have an Defence Rating of 700. Combat use vehicles half all extent of damage rolls. So a damage roll of 80 becomes a damage roll of 40. The expected major damage becomes minor damage.

Combat use vehicles get 1-3 rolls on the Combat Use Accessory table. Combat accessories integrate with the vehicle. They are not detachable and would require a mechanic to remove them. The combat accessories can define the vehicle as a tank or a jeep, or a driving bomb.

Combat Accessories
  • Defence Rating 700

  • Extent of Damage Rolls reduced 50%

  • plus 1-3 rolls on the Combat Accessories Table

Combat Accessories Table
Determine combat accessories.

Die Roll (1d100)

Accessory

Comment

01-04

Aerosol

Aerosols

05-16

Armour

Armour

17-20

Artillery

Artillery

21-32

Camo

Auto camo

33-38

Grenade Launcher

Grenade Launcher

39-40

Rocket Launcher

Rocket Launcher

41-52

Periscope

Look around, above, under.

53-62

General Accessory

Non-combat.

63-72

High Performance Accessory

Non-combat.

73-82

Industrial Accessory

Non-combat.

83-92

Recreational Accessory

Non-combat.

93-98

Gun

Gun

99

Miscellaneous Weapon

Miscellaneous Weapon

00

Ref’s Own Table

Die Roll

Accessory

Comment

Non-combat accessories do not count as a roll.

Recreational

Recreational vehicles are for persona comfort. A recreational use vehicle could be a camper or a limousine. The player makes one roll on the Recreational Accessory Table. Most vehicles get one roll on the table. Large vehicle gets an additional accessory per 20 passenger spots. A recreational passenger vehicle that holds 60 passengers gets three extra rolls.

Recreational Accessories
  • Cup holders

  • 1 roll on the Recreational Accessories Table

  • 1 additional roll per 30 passengers or 4 tonnes of cargo space

Recreational Accessories Table
Recreational use accessories.

Die Roll (1d100)

Accessory

Comment

01-08

Awning

09-16

Bar

Minimum 4 passengers.

17-24

Bath

Minimum wate 3 tonnes

25-32

Bidet

33-40

Bed(s)

1-6 (1d6)

41-48

Entertainment Center

49-60

Fridge

61-68

Hammock

69-70

Jacuzzi

Minimum wate 9 tonnes

71-78

Sink

79-90

Toilet

91-98

Shower

99

Steam Room

Minimum wate 9 tonnes

00

Ref’s Own Table

Die Roll

Accessory

Comment

Speed

Speed refers to the maximum speed that the vehicle can attain. The vehicle’s maximum speed is in h/u (which equals m/s). The top speeds vary from 6 to 72 hexes per unit. Maximum speed is weather agnostic, unless the referee has built-in weather speed limits. The minimum speed is anywhere between 0 h/u and the maximum speed. Maximum speed is no indication of safe driving speed.

The maximum reverse speed is 50% of the top speed. All of these values are guidelines subjected to alteration by the referee. A flying vehicle may not be able to float at 0 h/u in the air. An enormous vehicle may have a much reduced reverse speed. A water-borne vehicle may not be able to reverse at all.

Vehicle Maximum Speed

speed = 6d12 h/u

Max speed = 6 + 6 + 6 + 6 + 6 + 6 = 36 h/u (130 kmh)

Observations on Speed
  • 1 h/u = 1 m/s

  • 1 h/u = 3.6 kmh

  • 1 h/u = 2.2 mph

  • 10 h/u = fastest mundane terran

  • 25 h/u = gale force winds

  • 28 h/u = 100 kmh or 60 mph

  • 31 h/u = mundane terran spotted cat

  • 45 h/u = 100 mph or 160 kmh

  • 80 h/u = speed of an arrow

  • 250 h/u = speed of pistol bullet

  • 342 h/u = speed of sound or Mach 1

Acceleration

Acceleration indicates how much faster the vehicle can travel from one unit to the next. The higher the acceleration, the more powerful the engine. A high acceleration indicates the power of the engine exceeds the wate of the vehicle. Acceleration generally requires maths.

Small car with tracks driving out of the image frame.

More faster each unit.

For example, two vehicles have the same speed of 50 h/u. Vehicle Won has an acceleration of 5 h/u per unit. Vehicle Also has an acceleration of 10 h/u per unit. If Won and Also have a drag race, the first four seconds would be as follows. The first unit, Won travels five hexes, Also travels ten hexes. The second unit, Won travels ten more hexes but Also travels 20 more hexes.

The outcome is different if the vehicles have different speeds and do laps and not drag racing. Vehicle Won has an acceleration of 5 h/u per unit and a top speed of 50 h/u Vehicle Also has an acceleration of 10 h/u per unit and a top speed of 20 h/u. After ten units, Won will be going 50 h/u and quickly catches up because Also is going a mere 20 h/u.

It is best to avoid complex maths and choose story.

Maximum Vehicle Acceleration

acceleration = (10d20) / 10 in h/u

acceleration = 100 / 10 = 10 h/u each unit.

Locomotion

The locomotion of a vehicle is the external extension of the drive train. The locomotion is what acts on the environment to create movement. The locomotion type determines if the vehicle travels on land, air or water. No vehicle is submersible unless specifically hardened for submersion.

There are typical locomotion types like wheels, tracks, and propellers. EXP has many atypical locomotion types like antigrav, slog bag and chemical slide. Sciency fiction explanations hint at how the typical and atypical systems work.

Self Powered vehicles do not have a locomotion type.

Wooden ship with air screws and propeller flying in the clouds.

Anti-grav and air screws.

Speed and Locomotion

The speed of a vehicle determines the locomotion options. A slow-moving vehicle (10 h/u) uses the <15 h/u (left) column A vehicle with a top speed of 30 h/u uses the middle column. A speedy vehicle (200 h/u) use the >110 h/h (right) column.

Limiting locomotion type by speed is a mundane terran approach to speed and engineering. If the table is fine with 200 kmh piston driven vehicle simply use the leftmost column.

The brackets following the locomotion type indicate the number of wheels, balloons, or jets moving the vehicle.

Locomotion Type Table
Roll 1d100 in the appropriate column based on vehicle speed.

Vehicle Speed

Vehicle Speed

Vehicle Speed

Locomotion Type

<15 h/u

15 to 110 h/u

> 110 h/u

Antigrav

01-02

01-05

01-10

Chemical Slide

03-06

 — 

 — 

Electro Legs

07-10

 — 

 — 

Jets + Comp

11-15

06-15

11-20

Magnetic

16-20

16-20

21-55

Pistons

21-25

21-34

 — 

Pods

26-30

 — 

 — 

Propellers + Comp

31-33

35-48

56-99

Sails + Comp

34-35

 — 

 — 

Skis

36-37

 — 

 — 

Slog Bag

38-39

 — 

 — 

Tracks

40-63

49-73

 — 

Wheels

64-99

74-99

 — 

Ref’s Own Table

00

00

00

Locomotion Type

<15 h/u

15 to 110 h/u

> 110 h/u

Vehicle Speed

Vehicle Speed

Vehicle Speed

+ Comp indicates roll on Complementary Locomotion Table

Complementary Type

Some vehicles combine two locomotion types. For example, a set of jet engines may move around a vehicle with wheels.

Complementary Vehicle Locomotion Table
Sometimes one type of locomotion is not enough.

Vehicle Speed

Vehicle Speed

Vehicle Speed

Complementary Type

<15 h/u

15 to 110 h/u

> 110 h/u

Anti grav

01-02

01-05

01-10

Balloons

03-11

06-15

 — 

Chemical Slide

12-15

 — 

 — 

Skis

16-24

 — 

 — 

Wheels

25-33

16-30

 — 

None

34-99

31-99

11-99

Ref’s Own Table

00

00

00

Complementary Type

<15 h/u

15 to 110 h/u

> 110 h/u

Vehicle Speed

Vehicle Speed

Vehicle Speed

Floating junker vehicle with mini crane and broken sign.

Antigrav does not mean sleek.

Antigrav

Antigrav is a classic sciency fiction mode of travel The vehicle can travel about as though gravity does not affect it. As ideal as antigrav is, it will only function within a gravity well. The vehicle has no apparent mechanisms that create its buoyancy in gravity.

Complementary antigrav supplies buoyancy, and the locomotion type moves the vehicle.

Antigrav is an air based locomotion.

Balloons

Balloons offer both movement force and maneuverability to the vehicle. The balloons appear very dynamic, inflating and deflating rapidly to change direction and move the vehicle. There are 1-12 (1d12) balloons moving the vehicle.

Complementary balloons supply buoyancy and the locomotion type moves the vehicle.

Balloons are air based locomotion types.

Chemical slide

The chemical slide allows the vehicle to slide along any surface effortlessly. This process leaves a quickly evaporating trail, not unlike a giant slug. This comparison does not necessarily imply the vehicle will be slow.

A complementary chemical slide provides a frictionless surface, and the locomotion type moves the vehicle.

The chemical slide is a land and water based locomotion.

Electromagnetic legs

Electromagnetic legs are visible beams of energy lift and propel the vehicle. These legs keep the vehicle about a meter off the ground. Electromagnetic legs keep the vehicle level on varying terrain and offer a very stable ride. There are 1-4 (1d4) electromagnetic legs moving the vehicle

Electromagnetic legs are a land based locomotion.

Jets

Jets force gases at high speed to generate movement. The jets create thrust and maneuverability. Jets are intake-less and do not eject dangerous super-heated propellants. Cosmetic wings can accompany jets to resemble mundane terran jet planes. There are 2-5 (1d4+1) jets moving the vehicle.

Jets are an air based locomotion.

Magnetic

A magnetic locomotion unit allows the vehicle to hover above the ground at a fixed height. The vehicle cannot hover more than one hex above the ground. The magnetic drive keeps the vehicle level on varying terrain and offers a very stable ride. Vehicles with magnetic locomotion will often float around long after their destruction.

The magnetic drive is a land and water based locomotion.

Pistons

Pistons quickly poke up and down, keeping the vehicle balanced and moving. The ride is not a rough one, but from the outside may look chaotic. The pistons are immaculately timed and keep the vehicle stable. There 1-10 (1d10) pistons moving the vehicle

Pistons are a land based locomotion.

Pods

Pods are mechanical legs with multiple articulations. The articulated poles hop, scuttle or patter the vehicle around. The ride is not a rough one, but from the outside may look chaotic. There are 4-16 (4d4) pods moving the vehicle.

This locomotion type is land-based.

Propellers

Propellers are quiet, safely encased airscrews. The propellers offer thrust and maneuverability to the vehicle. Cosmetic wings can accompany propellers to resemble mundane terran planes. There are 1-6 (1d6) propellers moving the vehicle.

Propellers are an air based locomotion.

Sails

Sails are very sturdy, electro molecular planes that catch air for movement. Vehicle sails operate perfectly well in a raging wind or a dead calm. The sails offer thrust and maneuverability. There are 1-3 (1d3) sails moving the vehicle.

Sails can be air, land or water based locomotion, but only one of the three.

Skis

Skis are attached to articulated pods that skate the vehicle over terrain. A ski driven vehicle has no speed difference uphill or downhill. There are 3-7 (1d4+2) skis moving the vehicle.

Complementary skis offer a contact surface for locomotion while the primary locomotion type moves the vehicle.

Skis are a land and water based locomotion.

Slog bag

A slog bag appears like a fluid-filled sack attached to the undercarriage of the vehicle. However, it does not contain a liquid. The slog bag moves like a sack of mercury and undulates and contorts itself along the surface.

The slog bag is a land and water based locomotion type.

Tracks

Tracks look like and are nothing more than rubber-coated tank tracks. Each track operates individually, and they coordinate to generate force and maneuvers. There are 1-6 (1d6) tracks moving the vehicle.

Tracks are a land based locomotion type.

Wheels

They are solid, puncture-proof and can roll across any terrain. Each wheel operates individually, and they coordinate to generate force and maneuvers. There are 1-12 (1d12) wheels moving the vehicle.

Complementary wheels offer a contact surface and maneuvers the vehicle, while the locomotion type provides the thrust.

Wheels are a land based locomotion type.

Low flying military troop transport hitting fourty five degrees.

A school bus for oppressors

Modality

Almost all vehicles are land based vehicles similar to our mundane terran cars. The locomotion types indicate whether they are land based, air based, water based or some combination. If it suits the milieu and story an air based locomotion could be a flying vehicle.

Air

Air based locomotion indicates the ability to fly supported by gas, most commonly air. Air based locomotion cannot drive on land or water. They may slowly taxi on land but only make speed while in the air.

Air based locomotion indicated a vehicle has flight and can travel in three dimensions. Three-dimensional movement and adds massive complexity to tactical combat. The referee may ground air based locomotion types to preserve game balance.

Land

Land based locomotion vehicles can only drive on solid ground. Land based locomotion is the most common type of locomotion on mundane terra.

Water

Water based locomotion allows the vehicle to travel over liquid, most commonly water. The mundane terran form of this travel is a boat. If the vehicle has water only locomotion, it will harbour many boat like qualities.

Underwater

There are no rules for submarine equipment in EXP. The table will have to dive into that one themselves.

Exatmo

Out of atmosphere vehicles are called spacecraft, and have their own section. For more info about exatmo vehicles jump to Spacecraft

Fuel

The fuel type determines the engine type as well Engine and fuel are intimately connected. The engine powers all aspects of the vehicle. Locomotion and all accessories get their energy from the engine. As the engine supplies energy, it burns fuel.

There are typical fuels and atypical fuels. Some engines require refitting as opposed to refuelling. Coils get demagnetized, rubber bands wind down, and fuel tanks empty. Refitting and refuelling are primarily cosmetic, and it is the same difference to keeping the engine running.

Fuel Type Table

Determine the vehicle’s fuel (and engine) type.

Die Roll (1d100)

Type

Range (km)

Refill

Basic

01-20

Gas

4d4 times 100

Tank

21-40

Liquid

4d4 times 100

Tank

41-65

Solid

4d4 times 100

Hopper

66-75

Plasmoid

4d4 times 100

Vessels

76-80

Dynamo

3d4 times 100

Rewind

Recharging

81-84

Gravitational

8d4 times 100

Rest in gravity

85-88

Magnetic

8d4 times 100

Rest in field

89-92

Solar

8d4 times 100

Rest in light

Continuous

93-95

Broadcast

42

Receiver

96-98

Nuclear

15d4 times 100

Add heavy water

99

Psionic

4242

-1 Mind

00

Ref’s Own Table

Die Roll

Fuel Type

Range (km)

Refill

A psionic powered vehicle would kill the organic occupants. This fuel type is a campaign choice.

Humanoid on motorcycle making a sharp turn.

Donor cycle 2077

Handling

The handling level of a vehicle is the combination of the elements of maneuverability, responsiveness and stability. Handling level includes steering sensitivity, brake response, traction, balance, and chassis design. The higher the handling level, the better the chance of success with driving maneuvers. Driving is a unique subset of the performance rolls and has its own ruleset. INSERT

Handling Level was formerly known as maneuverability*

High performance vehicles adjust their handling level upwards after rolling the handling level.

Handling Level Table
Determine handling level and therefore maneuverability.

Die Roll (1d100)

Handling Level

01-05

3

06-20

4

21-50

5

51-80

6

81-95

7

96-99

8

00

Ref’s Own Table

Die Roll

Handling Level

Accessories

Accessories are a collection of annoying to wonderful additions to a vehicle. An accessory can be junk that adds character or a game-changing artifact that defines the vehicle.

A maritime vessel lighting paris from above.

In Seine lighting

The player gets one roll on the Accessory Type Table. Junk Accessories do not count as a roll. The player stops rolling if she has three junk accessories, one mundane or one artifact accessories.

Accessory Type Table
Every vehicle must accessorize.

Die Roll (1d100)

Accessory Type

01-20

Junque

21-95

Mundane

96-99

Luxury

00

Ref’s Own Table

Die Roll

Accessory Type

Junque Accessories Table
Essential accessories. Essentially.

Die Roll (1d100)

Accessory

01-05

Air Freshener

06-10

Armrests

11-15

Bumper Sticker

16-20

Chromed

21-25

Cigarette Lighter

26-30

Flashy Interior

31-35

Fuzzy Dashboard

36-40

Fuzzy Dice

41-45

Hood Ornament

46-50

Insect Deflector

51-55

Lot Stickers (parking)

56-60

Mug Holder

61-65

Retractable Lights

66-70

Roof Rack

71-75

Special Horn

76-80

Seat Covers (plastic)

81-85

Strange Paint Job

86-90

Sun Roof

91-95

Tinted Glass

96-99

Wavy Hand or Plant

00

Ref’s Own Table

Die Roll

Accessory

Mundane Vehicle Accessories
Useful but not exciting.

Die Roll (1d100)

Accessory

01-03

Air Conditioning

04-06

Alarm System

07-09

Communications

10-12

Convertible

13-15

Double Fuel Tank

16-18

Emergency Exits

19-21

High Gravity Hardened

22-24

Lights Plus.

25-27

Low Gravity Hardened

28-30

Multiple Engines

31-33

Multiple Fuel Types

34-39

No Blind Spot

40-42

Off Road Hardened

43-45

Multiple Locomotion

46-48

Radar Detector

49-51

Safety Equipment

52-54

High Performance Roll

55-57

Industrial Roll

58-60

Military Roll

61-63

Recreational Roll

64-66

Spare Locomotion

67-69

Special Doors

70-72

Special Instrument Panel

73-75

Special Steering Wheel

76-78

Superstability

79-81

Vehicle Repair Kit

82-84

Window Self Repair

85-88

Artifact Accessory Roll

89-99

Additional Roll

00

Ref’s Own Table

Die Roll

Accessory

Luxury Accessory Table
Transformative artifact level accessories.

Die Roll (1d100)

Accessory

Comment

01-06

Amphibious

Travel on land and liquid.

07-12

Aquatic

Travel under liquid.

13-18

Autopilot

Non combat driving.

19-23

Bot Power System

Robot Power

24-28

Compucammo

Auto Cammo

29-34

Onboard Computer

Computers

35-40

Diagnostics

+20 on repair rolls.

41-46

Driving Computer

+20 on driving rolls

47-52

Exatmo Hardened

Vacuum safe.

53-58

Vet Equipment

Vet Equipment

59-60

Psionic Mutation

No defect

61-70

Misc Device

Device

71-76

Nav Computer

Can’t get lost.

77-78

Phenomic Mutation

Combat only

79-88

Robotic Peripheral

Peripherals

89-92

Stealth Coating

Evades Radar

93-96

Windowless

Internal monitors

97-98

More Mundane

Two Mundane Accessories

99

More This

Extra roll on this table

00

Ref’s Own Table

Die Roll

Special Accessory

Comment

Adaptability

Adaptability represents how easy the vehicle is to repair and add new parts. Adaptability improves the degree of difficulty of any performance rolls. The adaptability is multiplied by four and added to the mechanic’s Maneuver Roll. Adaptability ranges from +5 (very adaptable) to -5 (very un-adaptable).

Calculating Adaptability

Adaptability = 1d6 - 1d6 (range +5 to -5)

Adaptability = 6 - 4 = +2. Bonus = 2 * 4 = +8 on performance roll.

Parts

Mechanics often find themselves repairing engines. Parts will match if the vehicle type and fuel types match. An engine block for a semi-trailer would not be compatible with that of a pick-up truck.

EXPS

Vehicles have no EXPS value for most personas. Their reward is allowing the expedition to get around and therefore get more EXPS in other ways. Nothings can earn experience for driving their first vehicle. Nothing vehicle EXPS is one EXPS Level or 4242 EXPS towards her Zero Level Vocation.

Value

The base value of a vehicle is 10 000 per tonne. Vehicle, type, use and accessories increase the value of the vehicle.

Vehicle Value Table
Sticker price.

Feature

Value

Wate

10 000 per tonne

Speed

+1000 per tonne per h/u

Acceleration

+5000 per tonne per h/u

Range

+1000 per kilometer

Vehicle Type

Cargo

Double

Leisure

No Change

Passenger

Double

Self Powered

One Quarter

Vehicle Use

High Performance

Double

Industrial

No change

Military

Triple

Recreational

No change

Accessories

High Performance

+1000 per

Industrial

+5000 per

Combat

+10 000 per
+ artifact value

Recreational

+42

Junk

+42

Mundane

+3000

Artifact

+10 000 per
+ artifact value

Features

Value