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.

results matching ""

    No results matching ""