Operating ground vehicles, air craft, and mechs. Learn about travelling over various terrain, chasing down other vehicles, and blowing them up. Rules are summarized below and the vehicle actions page goes into greater detail.
Interfacing with a vehicle requires 1d4 rounds minus the pilots piloting skill to the minimum of 1 round. Ordinary operation of a vehicle can be done by any PC with an appropriate background or culture. Vehicle skill checks are only applied to demanding tasks or high-pressure situations.
Roll 1d20 + attacker’s relevant Combat skill + attacker’s Attack Bonus.
A stationary vehicle is always hit by an attack if the attacker is within 50 feet. Other attacks against vehicles target AC 11, plus the total Speed of the attacker and defender. Drivers can voluntarily slow down to improve their aim, but such deceleration lasts until their next turn.
Weapons mounted on a vehicle always use the Combat/Gunnery skill for hit rolls.
Vehicle Armor ratings subtract from any incoming damage not caused by a Gunnery weapon. Gravtanks and other armored military vehicles are effectively immune to small arms.
If a vehicle loses all of its hit points, it will crash. For ground and sea vehicles, this forces all passengers to make a Luck saving throw. If failed, the passenger takes the vehicle’s maximum hit points as damage. Success cuts this damage in half. Flying vehicles that crash are liable to leave no survivors barring remarkable circumstances, parachutes, or crash pod fittings.
Cars, hoverbikes, atmospheric flyers, and other types of craft that are found in Brahma.
Weapons, defensive systems, and utility modifications which combine to create customized vehicle types. These parts can be salvaged from destroyed vehicles or bought from specialized dealers.
Vehcile hulls, fittings, and weapons
Each fitting and weapon has a cost in hard points, mass, and power. Modifications are all added to the base hull up to the maximum load permitted by a hull’s free mass, hard points, and power. Weapons take up one or more hardpoints. Non-psychics cannot effectively use psi weapons or fittings.
Mech fittings, weapons, and defenses
Each fitting, weapon, and defense has a cost in free mass and power. Fittings, weapons, and defenses are all added to the base hull up to the maximum load permitted by a hull’s free mass, hard points, and power. Weapons take up one or more hardpoints. Non-psychics cannot effectively use psi weapons or fittings.
Spaceship combat, repair, travel, and other actions.
Common spaceship hulls, base hulls, and their modifications.
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