Fallout: The Roleplaying Game vehicles

This page lists the vehicles and their rules of use . These rules were introduced in the Enclave Remnants NPC pack as a sample, and were later fully introduced in the Wanderer's Guide Book.
==Operating a vehicle==
When a character is inside a vehicle, they are referred to as a passenger. Some passengers take on specific roles within the vehicle, referred to as crew.
Each character inside a vehicle can take a specific crew role related to that vehicle. Assuming a role requires a minor action to move into that position.
===Crew Roles===
* Pilot: A vehicle can have only a single pilot. The pilot takes actions to move the vehicle (see Vehicular Movement). Whenever the vehicle needs to make a skill test related to movement, the pilot will make the test generally using Agility + Pilot. A vehicle without a pilot automatically fails all tests.
* Gunner: A gunner operates weaponry mounted on the vehicle (see Vehicular Attacks). For a vehicle with multiple weapons, a gunner can only operate one weapon each turn, and any single weapon may only be operated by one gunner each round.
* If a vehicle includes other equipment or functions beyond moving and attacking, for example radio operator or bombardier, other passengers may operate that equipment as a separate crew role.
===Splitting Focus===
A single character can attempt to simultaneously assume the roles of both gunner and pilot, but their attack rolls and tests to pilot the vehicle are both made at +1 difficulty unless it has the Single-Seat quality.
==Vehicular movement==
The following movement Actions are available to the pilot role. These movement actions are distinct from the movement actions the character can attempt, but, like a character, a vehicle may only take a single movement action each turn.
Action 	Effect
Maneuver 	The vehicle moves to anywhere within close range.
Careful Piloting	The vehicle moves a number of zones equal to half its speed, rounding up. If required to make a terrain test, reduce the difficulty of that test by 1.
Hasty Piloting 	The vehicle moves a number of zones equal to its speed. All tests made by crew or passengers are made at +1 difficulty until the start of the pilot's next turn.
Defense Piloting	The vehicle moves a number of zones equal to its speed -1. The pilot then makes an Agility + Pilot test with a difficulty equal to the vehicle's size; if it succeeds, the vehicle's Defense increases by +1.
Focused Piloting	Make an Agility + Pilot test, with a Difficulty of 1. On a success, the vehicle moves a number of zones equal to its speed plus an additional zone for each AP spent. All tests made by crew or passengers are made at +1 difficulty until the start of the pilot's next turn.
==Vehicular zones==
Vehicles move in combat zones like any other combatant in an action scene, from Reach to Extreme range. Vehicles, however, do not maneuver like characters do and some zone effects may affect different Vehicle types differently:
* The terrain only affects vehicles of a specific scale or higher, like terrain that can easily be navigated by smaller vehicles.
* The terrain only affects vehicles of a specific scale or lower, like obstacles that large vehicles can just power through or over unhindered.
* The terrain only affects vehicles with a specific quality, such as wheeled vehicles.
* The terrain has a difficulty of 1, and thus can be ignored by those moving slowly and carefully, such as tight street corners.
===Vehicle terrain tests===
Pilots make terrain tests using Agility + Pilot. If the terrain would be more difficult for larger vehicles, the gamemaster may increase the difficulty, complication range, or both by an amount equal to the vehicle's scale.
===Out of Control!===
The most common outcomes of a failed vehicle terrain test are below, and the GM determines which applies in each case. Some of the results below cause the vehicle to stop, which means the vehicle immediately loses any remaining movement it had from that action, and it comes to a halt in that zone.
* Jarring Stop: The vehicle comes to an immediate halt, losing the rest of its movement from that action. Each character in the vehicle immediately suffers 3 CD Stun Physical damage. 
* Skid: The vehicles moves in a random direction (roll a d6: 1-2 the vehicle skids left, 3-4 the vehicle skids forward, 5-6 the vehicle skids right based on the vehicle's direction of travel). If the vehicle collides with an object that would make it stop, inflict 1 CD Piercing 1 Physical damage, +1 CD for each zone the vehicle moved.
* Spin: The vehicle loses the rest of its movement from the action, and it is turned to face a different direction. The next vehicle movement action increases in difficulty by +1, or it needs a test if it didn't before.
* Stuck: The vehicle loses the rest of its movement from the action, and it is held in place by the terrain. While this trait persists, the vehicle moves one fewer zone than normal with any pilot action, and it cannot move as a free action.
* Plummet: The vehicle, if an aircraft, descends in a rapid and uncontrolled manner towards the ground. The aircraft moves one zone forwards and three zones down, and crashes if it reaches a ground-level zone before then. If the aircraft crashes, it suffers 4 CD Piercing 2 Physical damage, +2 CD for each zone it moved before crashing. All passengers on board suffer this damage as well.
If the pilot performed an action to move the vehicle during the previous round, and it was not stopped (either by the pilot, or by crashing) then the pilot must make another vehicle movement action or the vehicle goes out of control.
==Vehicular attacks==
Vehicle's gunners can make attacks with mounted weapons in the same way as a personal weapon, using whatever skill applies to the weapon (typically Agility + Small Guns, Perception + Energy Weapons, or Endurance + Big Guns). You cannot carry these weapons normally or fire them without being mounted on a stand or vehicle first. All weapons mounted upon a vehicle are treated as if wielded in two hands, and ignore the Recoil (X) quality.
If the vehicle has the exposed quality, then passengers may make attacks with their own weapons normally.
When an attack is made against a vehicle, it is always considered to be Defense 1 if it is moving, or Defense 0 while stationary.
===Ramming===
The pilot of a vehicle that moves during its turn can attempt a melee attack against a target within reach, using the pilot's Endurance + Pilot, with a difficulty of 1. If the attack is successful, it deals the vehicle's Impact rating as damage. When a vehicle rams another vehicle or building, the attacking vehicle suffers half the impact rating, rounding up, in Physical damage.
==Vehicle Health Point and Injuries==
Vehicles can be targeted for an attack like any other combatant, and loses HP just as a character or creature would. Vehicles have Physical damage resistance and Energy damage resistance just as characters and creatures do, but just like robots they are immune to Radiation damage and Poison damage. When attacking a vehicle, roll on the vehicle's Hit Location table, included in the vehicle's stat block, to determine where you hit. You may target a specific location, just as with a character or creature. A vehicle reduced to 0 HP suffers a critical hit and also stops working, going out of control if it moved in the previous turn.
When a vehicle suffers damage from an attack, add its scale to the amount of damage needed to inflict a critical hit; for a scale 1 vehicle, it takes 6+ damage from a single attack to inflict a critical hit, instead of the normal 5+ damage. Vehicles, as objects, do not suffer fatigue from hunger, thirst, or lack of sleep. However, they have a fuel track, which functions identically to a character's Thirst track, and requires fuel (gasoline or alcohol).
A vehicle stops working when it reaches 0 HP. At this point, the vehicle can no longer be used. Vehicles can be repaired in the same way as robots. If a vehicle has been reduced to 0 HP and has more injuries than its Scale, then the vehicle is destroyed, and cannot be repaired. At best, it can be stripped for parts and materials. If one of those injuries was to the Engine, then the vehicle will explode at the end of the next round, inflicting 6 CD Radioactive Energy damage to everyone within Close range as the vehicle's power supply detonates.
Critical hits suffered by a vehicle vary based on the location hit. Each critical hit may only be suffered once to each location.
===Bumps and Bruises===
Whenever a vehicle is damaged, it's possible the passengers will be hurt as well. Whenever a vehicle suffers one or more Critical Hits, each passenger suffers 4 CD Stun Physical damage.
* If a vehicle is reduced to 0 HP, each passenger suffers 8 CD Stun Physical damage.
* Passengers riding in a cargo space add +2 CD to these damage values.
==Vehicle AP spends==
Spend 	Cost	Effect
Ram Through 	2 	After failing a terrain test, continue moving forward as if the terrain test had not failed. The vehicle suffers damage determined by the GM.
Target Passenger	2 	After a successful attack, you can target a passenger inside of an exposed vehicle instead of the vehicle.
===Attacking Passengers===
When making a successful attack against a vehicle with the Exposed quality, the attacker can spend 2 AP to hit an exposed passenger instead.
Attacks with the Blast quality, against exposed passengers, will hit both the vehicle and passengers. Attacks with the Arc or Burst damage effects (or similar abilities which may hit additional targets) which target an exposed vehicle can treat the passengers as additional targets.
==Vehicle profile==
* Any vehicle with a Scale above 4 may take up multiple zones and may have their internal space divided into several zones. For example, the Prydwen has different cabins and decks, and exists across several zones on the environment map (the fore, the aft, etc.). The specifics of this are left to the GM's discretion.
===Vehicle Qualities===
Vehicles come in a range of different types, from nimble motorcycles to rugged trucks, and everywhere in between. A vehicle's qualities describe how it navigates the terrain around it, and how characters use it. Vehicles always have at least one quality, and a vehicle's type is a trait that influences the difficulty of skill tests.
A vehicle can only move across terrain allowed by its qualities: e.g., a wheeled vehicle like a car attempting to drive across a lake will just sink.
==Types of vehicles==
===Car===
Scale 	HP 	Cover 	Speed 	Passengers 	Impact
2 	28 	2 CD 	2/50mph 	5 	5 CD
d20 Roll 	d20 Roll 	Location 	Location 	Physical DR 	Energy DR
1-8 	1-8 	Chassis 	Chassis 	3 	3
9-10 	9-10 	Front Left Wheel 	Front Left Wheel 	1 	1
11-12 	11-12 	Front Right Wheel	Front Right Wheel 	1 	1
13-16 	13-16 	Engine 	Engine 	3 	3
17-18 	17-18 	Rear Left Wheel 	Rear Left Wheel 	1 	1
19-20 	19-20 	Rear Right Wheel 	Rear Right Wheel 	1 	1
Qualities	Qualities	Qualities 	Cargo 100, Exposed	Cargo 100, Exposed	Cargo 100, Exposed
===Sports Car===
Scale 	HP 	Cover 	Speed 	Passengers 	Impact
2 	22 	2 CD 	3/75mph 	2 	6 CD
d20 Roll 	d20 Roll 	Location 	Location 	Physical DR 	Energy DR
1-8 	1-8 	Chassis 	Chassis 	3 	3
9-10 	9-10 	Front Left Wheel 	Front Left Wheel 	1 	1
11-12 	11-12 	Front Right Wheel	Front Right Wheel 	1 	1
13-16 	13-16 	Engine 	Engine 	3 	3
17-18 	17-18 	Rear Left Wheel 	Rear Left Wheel 	1 	1
19-20 	19-20 	Rear Right Wheel 	Rear Right Wheel 	1 	1
Qualities	Qualities	Qualities 	Cargo 50, Exposed, High Performance	Cargo 50, Exposed, High Performance	Cargo 50, Exposed, High Performance
===Motorcycle===
Scale 	HP 	Cover 	Speed 	Passengers 	Impact
0 	28 	2 CD 	2/50mph 	5 	5 CD
d20 Roll 	d20 Roll 	Location 	Location 	Physical DR 	Energy DR
1-7 	1-7 	Chassis 	Chassis 	2 	2
8-11 	8-11 	Front Wheel	Front Wheel 	1 	1
12-16 	12-16 	Engine 	Engine 	2 	1
17-20 	17-20 	Rear Wheel 	Rear Wheel 	1 	1
Qualities	Qualities	Qualities 	Cargo 25, Exposed, Single Seater	Cargo 25, Exposed, Single Seater	Cargo 25, Exposed, Single Seater
===Pick-up truck===
Scale 	HP 	Cover 	Speed 	Passengers 	Impact
2 	32 	3 CD 	2/40mph 	3 	7 CD
d20 Roll 	d20 Roll 	Location 	Location 	Physical DR 	Energy DR
1-8 	1-8 	Chassis 	Chassis 	3 	3
9-10 	9-10 	Front Left Wheel 	Front Left Wheel 	1 	1
11-12 	11-12 	Front Right Wheel	Front Right Wheel 	1 	1
13-16 	13-16 	Engine 	Engine 	3 	3
17-18 	17-18 	Rear Left Wheel 	Rear Left Wheel 	1 	1
19-20 	19-20 	Rear Right Wheel 	Rear Right Wheel 	1 	1
Qualities	Qualities	Qualities 	Cargo 200, Exposed, Rugged	Cargo 200, Exposed, Rugged	Cargo 200, Exposed, Rugged
===Bus===
Scale 	HP 	Cover 	Speed 	Passengers 	Impact
3 	40 	3 CD 	2/40mph 	30 	8 CD
d20 Roll 	d20 Roll 	Location 	Location 	Physical DR 	Energy DR
1-8 	1-8 	Chassis 	Chassis 	4 	3
9-10 	9-10 	Front Left Wheel 	Front Left Wheel 	1 	1
11-12 	11-12 	Front Right Wheel 	Front Right Wheel 	1 	1
13-16 	13-16 	Engine 	Engine 	4 	3
17 	17 	Rear Left Wheel 1 	Rear Left Wheel 1 	1 	1
18 	18 	Rear Left Wheel 2 	Rear Left Wheel 2 	1 	1
19 	19 	Rear Right Wheel 2	Rear Right Wheel 2 	1 	1
20 	20 	Rear Right Wheel 2	Rear Right Wheel 2 	1 	1
Qualities	Qualities	Qualities 	Cargo 200, Exposed, Rugged	Cargo 200, Exposed, Rugged	Cargo 200, Exposed, Rugged
===Armored truck===
Scale 	HP 	Cover 	Speed 	Passengers 	Impact
3 	32 	Enclosed 	2/40mph 	3 	8 CD
d20 Roll 	d20 Roll 	Location 	Location 	Physical DR 	Energy DR
1-8 	1-8 	Chassis 	Chassis 	8 	8
9-10 	9-10 	Front Left Wheel 	Front Left Wheel 	4 	3
11-12 	11-12 	Front Right Wheel	Front Right Wheel 	4 	3
13-16 	13-16 	Engine 	Engine 	7 	6
17-18 	17-18 	Rear Left Wheel 	Rear Left Wheel 	4 	3
19-20 	19-20 	Rear Right Wheel 	Rear Right Wheel 	4 	3
Qualities	Qualities	Qualities 	Cargo 400, Enclosed	Cargo 400, Enclosed	Cargo 400, Enclosed
===Armored personnel carrier===
Scale 	HP 	Cover 	Speed 	Passengers 	Impact
2 	50 	Enclosed 	2/40mph 	6+2 in Power Armor 	9 CD
d20 Roll 	d20 Roll 	Location 	Location 	Physical DR 	Energy DR
1-10 	1-10 	Chassis 	Chassis 	12 	11
11 	11 	Front Left Wheel 	Front Left Wheel 	5 	4
12 	12 	Front Right Wheel 	Front Right Wheel 	5 	4
13-16 	13-16 	Engine 	Engine 	8 	7
17 	17 	Middle Left Wheel 1 	Middle Left Wheel 1 	5 	4
18 	18 	Middle Right Wheel 2	Middle Right Wheel 2 	5 	4
19 	19 	Rear Left Wheel 2 	Rear Left Wheel 2 	5 	4
20 	20 	Rear Right Wheel 2 	Rear Right Wheel 2 	5 	4
Qualities	Qualities	Qualities 	Cargo 500, Enclosed, Rugged	Cargo 500, Enclosed, Rugged	Cargo 500, Enclosed, Rugged
Weapon 	Damage	Effects 	Type 	Fire Rate	Range	Qualities
105mm Cannon	11 CD 	Breaking, Piercing 2	Physical	0 	L 	Accurate
2x Minigun 	3 CD 	Burst, Spread 	Physical	5 	M 	Gatling, Inaccurate
===Vertibird===
Scale 	HP 	Cover 	Speed 	Passengers 	Impact
4 	70 	Enclosed 	6/500mph 	8 	10 CD
d20 Roll 	d20 Roll 	Location 	Location 	Physical DR 	Energy DR
1-2 	1-2 	Left Engine 	Left Engine 	6 	6
3-4 	3-4 	Right Engine 	Right Engine 	6 	6
5-10 	5-10 	Chassis 	Chassis 	9 	8
11-13 	11-13 	Left Wing 	Left Wing 	8 	8
14-16 	14-16 	Right Wing 	Right Wing 	8 	8
17-18 	17-18 	Weapon (Nose Guns)	Weapon (Nose Guns) 	5 	4
19-20 	19-20 	Weapon (Door Gun) 	Weapon (Door Gun) 	5 	4
Qualities	Qualities	Qualities 	Flying, High-Performance, Cargo 300	Flying, High-Performance, Cargo 300	Flying, High-Performance, Cargo 300
Weapon 	Damage	Effects 	Type 	Fire Rate	Range	Qualities
Nose Guns: Twin .50 Machine Guns	7 CD 	Burst 	Physical	6 	M 	-
Door Gun: Gatling Laser 	3 CD 	Burst, Piercing 1	Energy 	6 	M 	Gatling, Inaccurate
Category:Fallout: The Roleplaying Game gameplay