Vehicles | Equipment | SFRPG SRD | Glasstop Games

SFRPG Equipment: Vehicles

Vehicles range from simple personal transports to massive airships and sea vessels. Starships are handled differently from vehicles. Statistics for specific vehicles are detailed below.

A vehicle stat block contains the following entries.

  • Name and Level: These list the vehicle’s name and item level.
  • Price: This entry lists the vehicle’s price in credits. The availability of some vehicles might be restricted, and a player must ask the GM what is available for purchase.
  • Size and Vehicle Type: This entry lists the vehicle’s size and whether the vehicle is built for land, water, atmospheric flight, or a combination thereof, followed by its dimensions.
  • Speed: The speed entry first lists the vehicle’s drive speed, followed by its full speed, and concludes with its speed in miles per hour for overland movement over the terrain type for which the vehicle was designed. If the speed entry doesn’t list a movement type, the vehicle can move only on the ground. If the speed entry lists only swim, the vehicle must move underwater, and if the speed entry lists only fly, the vehicle must fly (though most flying vehicles can also move on the ground). Some vehicles have hover speeds, which means they can move overland and over water but not underwater.
  • EAC and KAC: These entries indicate the Energy Armor Class and Kinetic Armor Class for the vehicle.
  • Cover: This entry indicates the type of cover the vehicle gives its pilot and passengers. This might vary based on circumstances—a passenger hanging out of a window to fire a weapon doesn’t get the full benefit of the vehicle’s cover.
  • HP: This entry lists the vehicle’s Hit Points. If the vehicle is reduced to or below the number of HP listed in parentheses, it’s broken. While broken, the vehicle takes a –2 penalty to its AC and collision DC, its Piloting modifier decreases by 2, and its full speed and mph speed are halved. If a vehicle is reduced to 0 HP, it’s wrecked. A wrecked vehicle can’t be piloted, and it might be difficult or impossible to repair. If the vehicle is in water when it is wrecked, it sinks; if it is flying, it falls.
  • Hardness: As an object, a vehicle has hardness. Any damage a vehicle takes is reduced by its hardness.
  • Attack: This entry indicates an attack the vehicle has, the damage it deals, and the DC to avoid it (if any). Most vehicles have only collision attacks, which deal bludgeoning damage.
  • Modifiers: The vehicle imposes these modifiers on the attack rolls and listed skill checks of its pilot and passengers. The attack roll penalty worsens at full speed, as indicated in parentheses.
  • Systems: The vehicle’s special systems, such as autocontrol, autopilot, or comm units, are listed here, if it has any.
  • Passengers: If the vehicle can carry extra passengers, this entry lists how many the vehicle can hold in addition to the pilot.
  • Special Abilities: Any abilities unique to the vehicle are described in full at the end of the stat block.

Sample Vehicles

Assault Fighter

Level 1; Price 62,000

Large air vehicle (5 ft. wide, 10 ft. long, 6 ft. high)

Speed 60 ft., full 1,100 ft., 130 mph (hover)

EAC 24; KAC 26; Cover total cover

HP 150 (75); Hardness 10

Attack (Collision) 10d10 B (DC 18)

Attack heavy reaction cannon (3d10 P)

Modifiers +2 Piloting, –2 attack (–4 at full speed)

Systems autocontrol, planetary comm unit

Basic Enercycle

Level 1; Price 700

Large land vehicle (5 ft. wide, 10 ft. long, 3 ft. high)

Speed 20 ft., full 200 ft., 22 mph

EAC 10; KAC 12; Cover none

HP 7; Hardness 5

Attack (Collision) 2d4 (DC 8)

Modifiers +2 Piloting, -1 attack (-3 at full speed)

Passengers 1

Exploration Buggy

Level 1; Price 1,000

Large land vehicle (5 ft. wide, 10 ft. long, 4 ft. high)

Speed 15 ft., full 350 ft., 40 mph

EAC 12; KAC 14; Cover partial

HP 14 (7); Hardness 5

Attack (Collision) 4d4 (DC 10)

Modifiers +0 Piloting, -2 attack (-4 at full speed)

Passengers 3

Goblin Junkcycle

Level 1; Price 425

Medium land vehicle (5 ft. wide, 5 ft. long, 2 ft. high)

Speed 15 ft., full 250 ft., 28 mph

EAC 10; KAC 11; Cover none

HP 6 (5); Hardness 5

Attack (Collision) 2d4 (DC 9)

Modifiers -1 Piloting, -2 attack (-3 at full speed)

Systems unstable engine

Special Abilities
Unstable Engine (Ex) Once the junkcycle becomes broken, its engine explodes in 1d4 rounds (even if it’s been wrecked), dealing 3d6 fire damage to anyone riding the vehicle and 1d6 fire damage to anyone within 10 feet (Reflex DC 8 half).

Torpedo Minisub

Level 1; Price 1,500

Large water vehicle (5 ft. wide, 10 ft. long, 3 ft. high)

Speed 20 ft., full 200 ft., 22 mph (swim)

EAC 12; KAC 14; Cover total cover

HP 10 (5); Hardness 5

Attack (Collision) 4d4 (DC 10)

Modifiers +2 Piloting, -1 attack (-3 at full speed)

Passengers 1

Urban Cruiser

Level 2; Price 2,210

Large land vehicle (10 ft. wide, 10 ft. long, 4 ft. high)

Speed 20 ft., full 500 ft., 55 mph

EAC 14; KAC 15; Cover improved cover

HP 24 (12); Hardness 5

Attack (Collision) 5d4 (DC 11)

Modifiers +0 Piloting, -2 attack (-4 at full speed)

Systems autocontrol planetary comm unit; Passengers 3

Police Cruiser

Level 4; Price 6,195

Large land and air vehicle (10 ft. wide, 10 ft. long, 5 ft. high)

Speed 25 ft., full 650 ft., 75 mph (ground and fly)

EAC 17; KAC 19; Cover improved cover

HP 50 (25); Hardness 7

Attack (Collision) 5d6 (DC 13)

Attack (Front) autodisabler (3d8 electricity, ammo 2)

Modifiers +2 Piloting, -2 attack (-4 at full speed)

Systems autopilot (Piloting +13), planetary comm unit; Passengers 1 plus 2 prisoners

Special Abilities
Autodisabler (Ex) The police cruiser’s autodisabler is programmed to damage only vehicles. On a critical hit with the autodisabler, the target vehicle malfunctions for 1d4 rounds. During this time, the affected vehicle’s pilot can’t spend more than one move action per round on controlling the vehicle.

All-terrain transport

Level 6; Price 8,370

Huge land vehicle (10 ft. wide, 20 ft. long, 7 ft. high)

Speed ft., full 450 ft., 50 mph

EAC 13; KAC 16; Cover total cover

HP 90 (45); Hardness 8

Attack (Collision) 7d8 (DC 12)

Modifiers –4 Piloting, –3 attack (–6 at full speed)

Systems autopilot (Piloting +13), planetary comm unit; Passengers 7

Pump-jet Sub

Level 6; Price 13,150

Huge water vehicle (10 ft. wide, 20 ft. long, 7 ft. high)

Speed 10 ft., full 450 ft., 50 mph (swim)

EAC 13; KAC 16; Cover total cover

HP 90 (45); Hardness 10

Attack (Collision) 7d8 (DC 12)

Modifiers -4 Piloting, -3 attack (-6 at full speed)

Systems autopilot (Piloting +13), planetary comm unit; Passengers 7

Hover pod

Level 7; Price 14,850

Large land and water vehicle (10 ft. wide, 10 ft. long, 4 ft. high)

Speed 30 ft., full 550 ft., 65 mph (hover)

EAC 17; KAC 20; Cover cover

HP 80 (40); Hardness 4

Attack (Collision) 5d10 (DC 17)

Modifiers +3 Piloting, -2 attack (-4 at full speed)

Systems autocontrol, planetary comm unit; Passengers 3

Security Train

Level 8; Price 20,000

Huge land vehicle (15 ft. wide, 10 ft. tall, 20 ft. long)

Speed 60 ft., full 1,200 ft., 140 mph

EAC 25; KAC 25; Cover cover

HP 130 (65); Hardness 20

Attack (Collision) 8d10 (DC 14)

Attack grappler (see below)

Modifiers +2 Piloting (for keep pace pilot action only), -2 attacks (-4 at full speed)

Systems autocontrol, autopilot (Piloting +12)

Special Abilities
Grappler (Ex) The security train’s grappler gun can be used only against vehicles the security train is engaged with during a vehicle chase. The grappler targets KAC, but the user doesn’t take the security train’s normal penalties to attacks. The pilot of a vehicle hit with the grappler takes a -5 penalty when using the break free action.

Grav-train

Level 10; Price 38,000

Colossal land vehicle (15 ft. wide, 10 ft. tall, 100 ft. long)

Speed 60 ft., full 1,100 ft., 130 mph

EAC 23; KAC 24; Cover partial cover

HP 150 (75); Hardness 15

Attack (Collision) 12d10 B (DC 11)

Modifiers +2 Piloting, -2 attacks (-4 at full speed)

Systems autocontrol; Passengers 48

Vehicle Collision Damage

A vehicle’s collision damage and the DC to avoid it are based on its item level and modified by its size (if other than Large). Some systems can increase this damage. If the vehicle’s size reduces its collision damage to 0 dice, it deals 0 damage on a collision.

Item LevelDamageDC
1/42d4 B7
1/32d4 B8
1/23d4 B9
14d4 B10
25d4 B11
35d4 B12
45d6 B13
55d8 B13
66d8 B14
76d10 B15
87d10 B16
98d10 B16
109d10 B17
1110d10 B18
1211d10 B19
1312d10 B19
1414d10 B20
1515d10 B21
1617d10 B22
1718d10 B22
1820d10 B23
1923d10 B24
2025d10 B25
Vehicle SizeDamageDC Modifier
Diminutive-4 Dice+8
Tiny-3 Dice+6
Small-2 Dice+4
Medium-1 Die+2
Large--
Huge+1 Die-2
Gargantuan+2 Dice-4
Colossal+3 Dice-6
This page contains Open Game Content used under the Open Game License (OGL).