Vehicle creation
Step 1: Determine it's type
Vehicles are units, of type vehicle, so it has a base cost of 10. But they also has a base class, which determines his capabilities. The following table already accounts the 10pts base cost.
Class | Cost |
---|---|
Soft skin | 0 |
Light | 25 |
Medium | 50 |
Heavy | 100 |
Gigantic | 300 |
Step 2: Determine the basic attributes
This is identical to the units, and determines the capabilities of the crew.
Troop Quality
Troop Quality | Cost | Notes |
---|---|---|
Untrained (D6) | 9 | Militias, barely trained groups |
Normal (D8) | 15 | Standard army troops, well trained, with low to medium experience |
High (D10) | 21 | Veteran forces, smart bots, elite troops |
Elite (D12) | 30 | Enhanced elite humans with natural aptitude and extensive experience. Should be very very rare. |
Morale
Morale | Cost | Notes |
---|---|---|
Low (D6) | 6 | Will run away. |
Normal (D8) | 10 | Standard morale for most troops. |
High (D10) | 14 | Can be trusted with high risk missions. High trained armies usaully have this. |
Very High (D12) | 20 | Suicide missions are no problem for these. |
Supply level
Always normal, as it assumed that vehicles can carry enough supplies.
Step 3: Choose movement
Type | Cost | Description |
---|---|---|
Wheeled/Tracked | 10 | 9"/18" movement. Normal vehicle movement penalizations. |
Walker | 10 | 6"/12" movement. Infantry movement penalizations. |
Nap of Earth flier | 30 | 12"/24" movement. Ignore small terrain (1-2 level houses, forests, etc) |
Flier | 60 | Move anywhere in the table. |
Step 4: Choose transport capacity
Each slot costs 3 points.
Step 5: Choose armor
Vehicles have 4 facings, and each has to be bought separately. You can only buy any die type, but D10 requires medium vehicles, and D12 heavy. All are assumed to be the TL of the army.
D6 | D8 | D10 | D12 | |
---|---|---|---|---|
Points per die | 3 | 5 | 7 | 10 |
Step 6: Add C-RAM systems
If desired, you can add a C-RAM system to the vehicle, with a cost depending on the TL and the TQ of the crew.
TL | TQ D6 | TQ D8 | TQ D10 | TQ D12 |
---|---|---|---|---|
TL1 | 3 | 5 | 7 | 10 |
TL2 | 6 | 10 | 14 | 20 |
TL3 | 9 | 15 | 21 | 30 |
Step 5: Add main weapons
Vehicles usually have one main weapon, although some vehicles, specially the bigger ones, may have more than one. Others won't even have one and will use a "support" weapon as a main weapon, usually the case of transports and HMG APCs.
TL1
Support Weapon | Untrained | Normal | High | Elite | Description |
---|---|---|---|---|---|
Light AutoCannon | 6 | 10 | 14 | 20 | Light, AP4, AT1, 4' Optimum range |
Medium AT Gun | 10 | 14 | 18 | 24 | Medium, AP4, AT4, 4' Optimum range |
Heavy AT Gun | 18 | 22 | 26 | 32 | Heavy, AP6, AT5, 4' Optimum range |
TL2
Support Weapon | Untrained | Normal | High | Elite | Description |
---|---|---|---|---|---|
Light Gausscannon | 6 | 10 | 14 | 20 | Light, AP2, AT2, 4' Optimum range, -1 cover/armor |
Medium Gauss AT gun | 10 | 14 | 18 | 24 | Medium, AP2, AT4, 4' Optimum range, -1 cover/armor |
Heavy Railgun | 18 | 22 | 26 | 32 | Heavy, AP3, AT5, 4' Optimum range, -1 cover/armor |
TL3
Support Weapon | Untrained | Normal | High | Elite | Description |
---|---|---|---|---|---|
Light Pulse Laser | 10 | 14 | 18 | 24 | Light, Laser, AP4, AT2, 6' Optimum range, +1 Damage on vehicle table |
Medium Laser AT gun | 12 | 16 | 20 | 26 | Medium, Laser, AP4, AT3, 6' Optimum range, +1 Damage on vehicle table |
Heavy Laser Cannon | 18 | 22 | 26 | 32 | Heavy, Laser, AP5, AT4, 6' Optimum range, +1 Damage on vehicle table |
Light Energy Gun | 14 | 18 | 22 | 28 | Light, Energy, AP4, AT3, 4' Optimum range, -2 cover/armor, Vehicle gains Slow Firing Weapon characteristic |
Medium Energy Gun | 18 | 22 | 26 | 32 | Medium, AP5, AT4, 4' Optimum range, -2 cover/armor, Vehicle gains Slow Firing Weapon characteristic |
Heavy Energy AT Gun | 22 | 26 | 30 | 36 | Heavy, AP6, AT5, 4' Optimum range, -2 cover/armor, Vehicle gains Slow Firing Weapon characteristic |
Step 7: Add support weapons
It uses infantry support weapons table.
Step 8: Select special characteristics
Special characteristic | Cost | Notes |
---|---|---|
Active Point Defense TL1 | 10 | Destroy ATGM with 4+ on D6. Infantry within 8" of the vehicle and within 2" of the flight path of the missile must pass a TQ to avoid a 6D8 attack. -1 to die roll for each ATGM after the first. |
Active Point Defense TL2 | 20 | Destroy ATGM with 4+ on D8. -1 to die roll after the first ATGM. |
Active Point Defense TL3 | 30 | Destroy ATGM with 4+ on D10. -1 to die roll after the first ATGM. |
Advanced sensors | 10 | Positive die shift when attemtping to spot or detect enemy units. Optimum range doubled for those purporses. |
Amphibious | 5 | Ignore water obstacles. |
AntiPersonnel Grenades | 5 | 3D8 Firepower in Close Assault. |
AntiVehicular Melee Weapon | 15 | 4D8 Firepower in Close Assault, counts as Medium against tanks. |
Artificial Intelligence | 5 | Crew counts as Smart bots. |
Backup AI | 5 | After the Crew dies, an AI takes its place. Requires TL3 and Artificial Intelligence. |
Bar armor | 5 | Only applies to one facing of the vehicle, may be purchased multiple times. +1 defense die against ATGM. |
Countermeasures | 15 | +1 defense die against ATGM. |
Deathtrap | -20 | Hits against this vehicle have a +2 bonus. |
Detonation field TL1 | 10 | -1 Firepower to ATGMs |
Detonation field TL2 | 20 | -2 Firepower to ATGMs |
Detonation field TL3 | 30 | -3 Firepower to ATGMs |
Energy resistant armor | 5 | +1 Defense die against Energy attacks. |
Enhanced fire control | 15 | +1 Firepower |
ERA | 10 | +1 defense die against ATGMs, the first time per facing. |
Fast | 15 | The vehicle now moves 12"/24" instead of 9"/18". Only for wheeled vehicles. |
Fire or move | -15 | May only fire when stationary |
Hardened | 5 | +1 defense die against mines, ieds and artillery. |
Heavy Hitter | 10 | One of the weapons has +1 Firepower. |
Improved MGs | 20 | Medium and Heavy support weapons that are MGs have +1 Firepower. |
Laser Resistant Armor | 10 | +1 defense die against Laser attacks. |
Lifesaver | 10 | Positive die shift to crew survival rolls. |
Mine resistant | 3 | +1 defense die against mines, ieds. |
Remote control | 5 | Vehicle can be activated by any other unit using his action. |
Restricted Arc of Fire | -10 | For each reaction after the first, the vehicle must pass a TQ to be able to fire. |
Safe Haven | 10 | Counts a medevac point. |
Slow firing | -10 | -1 to reaction tests. |
Smoke dischargers | 5 | May pop smoke once per game, receiving one extra defense die. |
Stacked Weapons | 10 | A support weapon with this characteristic added is stacked with another. This weapon can fire alone, or when the other weapon fires, receive a +1 Firepower and also whatever effect this weapon has. In case of conflicting effects, the support weapon that is actually shooting prevails. |
Stealth TL1 | 10 | May hide and become stealthy. |
Stealth TL2 | 15 | May hide and become stealthy. |
Stealth TL3 | 20 | May hide and become stealthy. |
Technical | -10 | Softskin and Light vehicles only. Optimum range is reduced to crew. |
Up armored AFV | 25 | +1 Defense die. |