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SWADE Vehicle Guide

SWADE Vehicle Guide
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0% found this document useful (0 votes)
193 views

SWADE Vehicle Guide

SWADE Vehicle Guide
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 30

Credits

WRITTEN & DESIGNED BY Sean Owen Roberson


ADDITIONAL MATERIAL BY Adam Loyd & Shane Hensley
ART DIRECTION BY Aaron Acevedo & Alida Saxon
LAYOUT BY Karl Keesler & Thomas Shook
COVER ART BY Ross Grams
INTERIOR ART BY Aaron Acevedo, Donald Crank, Ross Grams, Tomasz Jedruszek,
Jordan Peacock, Carmen Sinek, Jon Taylor, Tomek Tworek, Igor Vitkovskiy
MAPS BY Alida Saxon
EXECUTIVE PRODUCER: Simon Lucas
SAVAGE WORLDS CREATED BY: Shane Lacy Hensley
PINNACLE PLAYTESTERS & PROOFERS: Adam Loyd, John Stevens, Matthew Cutter

Contents
Getting Started�������������������������������������4 Aircraft��������������������������������������������� 17
Research The Basics����������������������������������������5 Civilian Aircraft��������������������������������������������17
What If I Can’t Find It?����������������������������������5 Military Aircraft��������������������������������������������18
Vehicle Statistics����������������������������������������������5
Spacecraft����������������������������������������� 19
Using the tables�����������������������������������7 Spacecraft��������������������������������������������������������19
Eras and Ages��������������������������������������������������7
Vehicle Types ��������������������������������������������������7 Monsters as vehicles ������������������������� 21
What If It Isn’t A Vehicle? ����������������������������21
Ground Vehicles �����������������������������������9
Ancient EJ9ra Ground Vehicles��������������������9 Sample Vehicles���������������������������������� 23
Civilian Ground Vehicles ����������������������������10 Ground Vehicles��������������������������������������������22
Modern Era Military Ground Vehicles������11 Aircraft������������������������������������������������������������25
Future Era Military Ground Vehicles ��������12 Watercraft ������������������������������������������������������27
Spacecraft��������������������������������������������������������29
Watercraft����������������������������������������� 14
Ancient Era Watercraft ��������������������������������14
Civilian Watercraft����������������������������������������15
Military Watercraft����������������������������������������16

Savage Worlds, all unique characters,


creatures, and locations, artwork,
logos, and the Pinnacle logo are
© 2020 Great White Games, LLC;
DBA Pinnacle Entertainment

WWW.PEGINC.COM
Converting
vehicles
Jerry-rigged starships, hidden submarines, populate your universe, plucked straight
sentient cars, lumbering tanks, screaming out of history or your favorite stories.
dive-bombers, unstoppable trains, If you are looking for a system to build
massive battlestations — vehicles are an vehicles using points values, you should
integral part of the stories we love to check out the Science Fiction Companion.
experience and tell. It contains rules for players and Game
Fun, fast, and furious Masters to make everything from giant
robots to space ships.
Translating vehicles from your
imagination, favorite movie, or other
game into Savage Worlds can be a lot of Getting Started
fun once you figure out the basics like
what Toughness or Top Speed a vehicle
So lets start our engines! The first thing
should have.
you want to do is take a step back and
Or maybe its the other way around. think about the vehicle you are keen on
You know what weapons you want it to converting. What is its primary function?
have and how tough it needs to be but What draws you to it? What defines it?
you don’t know how big such a thing is. Do you need a full vehicle’s statistics, or
Can the mega-sharktopus slaying boat do you just need to know how a party
actually fit through the lock at the local might interact with it?
lake? How many crew should it have?
Example: If you want a starfighter with
Conversion versus building the ordnance to take out capital ships after
Before we go any further, keep in mind dogfighting its way through enemy fighter
that this is largely a conversion guide screens, your starfighter is largely defined
for vehicles, and not a set of rules for by how it compares to enemy fighters.
building something from the ground up You’ll need to gather the stats of the enemy
in a balanced manner. The information fighters as well and keep them in mind while
we’ve prepared is based on helping you you do your conversion. Since we aren’t
figure out the core attributes of vehicles to using points, just focus on defining those
core concepts first—you can edit it as your
collection of vehicles becomes fleshed out.
5
(Toughness). If the vehicle is atypical —
Research The Basics mass is low or it’s long and thin (or short
Once you’ve finished brainstorming the and wide, etc.)—focus on overall volume
SAVAGE WORLDS

thematic elements of the craft, it’s time to and you can’t go too wrong…this is more
gather all the hard data you can about it. of an art than a science.
Real-world vehicles are a cinch—with Mass
access to the internet and some decent
The mass listed for each Size is generally
Google-fu your task should be pretty easy.
the maximum for most craft in that category.
Whatever you’re interested in converting,
Some vehicles will buck the trend, which
there are probably online databases or
can also inform your conversions. For
wikis put together by fan communities
instance, a vessel known to be quite heavy
as well as publications available at your
for its dimensions should probably stay
local library or book store with more than
the same Size, but you could increase its
enough info for you to reference.
Toughness or cargo capacity to match.
Fictional craft may be a tad more
difficult. But as with historical vehicles, Length
if the setting is popular (and even if it Length generally refers to the vehicle’s
isn’t) fan info is likely available online longest dimension. Sometimes this can
and possibly in dead tree form at a library be wing span or height. As above, this
or bookstore near you. Another route for measurement is as a shorthand for the
obtaining info is to check out other games volume and “targeting profile” of objects.
or media set in the universe. Those games
need numbers too and may have already Toughness
done most of your work for you. Toughness and Armor bonuses are just a
starting point. You’ll adjust these numbers
What If I Can’t Find It? depending on a vehicle’s construction,
primary function, and other factors.
If your vehicle comes from a fantasy
universe or straight out of your head Example: In Savage Worlds, the Sherman
without vital statistics, don’t panic! and Tiger II are Size 8 tanks from the
We’ve tried to cover all the basics, so same time period, but their Toughness and
you should be able to find something Armor are different! That’s OK, because
analogous to what you have in mind. Just while the Tiger II fits this vehicle guide’s
use those stats to get things rolling. You profile, the Sherman was more lightly built
can compare and tweak later if necessary. and armored for increased speed and ease in
manufacturing…it strays from the formula
Vehicle Statistics by a good margin. The same is true of many
Savage Worlds vehicles entries.
This guide doesn’t offer exact conversion
numbers; the values listed are only Top Speed
meant to provide baseline characteristics. This is generally the sample speed the
Replace Mass, Length, Top Speed, Crew, etc. vehicle will travel. Top Speed is simply
with real-world (or fictional world) numbers a convenient starting point — real or
anywhere and everywhere possible! fictional craft should vary greatly.
When making a conversion, the most
important thing to focus on is a craft’s Crew
overall targeting profile (Scale) — how The conversion tables include a number
big a target it is — which will in turn of crew plus passengers, but don’t feel
give you its Size and baseline durability restrained by this entry — it is merely a
6
Converting Vehicles
convenient sample number. Passenger
transport vehicles could greatly increase
it while industrial vehicles could reduce
or even ignore it. For instance, a bus and
a dump truck are both example Size
7 modern ground vehicles, and both
will vary quite a bit from the generic 8
passengers listed, and that’s OK!
Gargantuan vehicles list the absolute
minimum crew for them to travel and
function. They don’t account for gunnery,
engineering, comms, electronics, pilots,
marines, or other specialized personnel.
Handling Har d nu mber s
Handling values are extremely subjective. if you g ot `em
For instance, a WWII corvette may have ails of
excellent Handling when compared It’s best to track down the det
ma ss, Top
with a cruiser or aircraft carrier, but a vehicle’s dimensions,
get too
terrible Handling when compared Speed, crew, etc. before you
s!
with a speedboat! Remember, vehicles far into the conversion proces
are defined by their performance in
comparison to their counterparts.
We suggest converting all of your +1 or −1. A modifier of +2 or –2 should be
vehicles first, then adjusting Handling reserved for one or two extreme examples
based on how each vehicle maneuvers in a group of vehicles that will commonly
and performs against its contemporaries. interact in Chases, battles, and narratives.
Average performers will have Handling 0, Check out Savage Worlds for examples of
while most others will have a modifier of this principle in action.

7
Ground vehicles
Using the tables This category has the most straight-
SAVAGE WORLDS

forward to use tables.


You’ve either got your vital statistics for Ancient Era Ground Vehicles lists what
your vehicle or are ready to find a roughly you will find in most ancient, medieval,
similar entry…but wait, there are a lot of fantasy, and renaissance settings. The
tables here. Which one should you use Toughness and mass are geared towards
and what do the all mean? vehicles constructed from wood and
powered by muscle.
Eras and Ages Civilian Ground Vehicles covers motor
A new concept for fans of Savage Worlds, powered ground vehicles of the modern
Eras and Ages are rough divisions of era (the Industrial and Information Ages),
technological advancement — based on specifically the non-military variety.
historical human progress — for you to Keep in mind this category also covers
gauge what general parameters should civilian ground vehicles hastily converted
apply to your vehicle. for war, like technicals (pickups with
E.g. while the space opera you’re mounted weapons) and most World War
converting from might technically be set 1 tanks and armored cars (see the table
“a long time ago,” you would actually use for info about relevant Armor bonuses).
the Future Era entries as your primary Modern Era Military Ground Vehicles
reference points. covers the fighting vehicles of both the
Eras are broad sweeps of time. The Industrial Age and Information Age,
three Eras covered in this document are with notations on how to modify the
Ancient, Modern, and Future. Toughness values for heavily armored
tanks and such.
Ages are levels of progress within an
Era. In this guide the two Ages referenced, Future Era Military Ground Vehicles
the Industrial Age and Information Age, lists values for ground vehicles roughly
are subdivisions of the Modern Era. synonymous with modern counterparts.
This category isn’t meant to cover flying
Vehicle Types craft. If your military vehicle can reach
an altitude and rate of speed comparable
There are three categories of vehicles with modern aircraft while maintaining
which operate within the atmosphere of high armor values, you should probably
a planet: ground vehicles, watercraft, and use the Spacecraft table.
aircraft. While in some settings vehicles
may have fantastic modes of propulsion, Watercraft
like flying diesel punk warships, they are This category has some nuances.
categorized by the traditional mode of Particularly see the notes regarding
travel for vessels of that type. “Length, Mass, and Classification.”
The fourth category — spacecraft — Watercraft measure mass in displacement.
rounds out the lot and includes the most Ancient Era Watercraft covers wooden
Size categories, so if you are looking vehicles powered by muscle, wind, or
to convert something literally “off the both. We have endeavored to include
charts” in a terrestrial vehicle category realistic average rates of speed for each
then refer to that table. category — at least as typified by the
“classic” craft—but technology advanced
and changed in effectiveness greatly over

8
Converting Vehicles
the many millennia in which wooden Aircraft
vessels were in common service. Because This category is divided into two tables:
of this, historical details are invaluable one for civilian aircraft and one for
to informing accurate representations military.
of such vessels, whether in fantasy or Civilian Aircraft cover everything
realistic settings. from sport aircraft to modern transport
Something to keep in mind is that and passenger types, as well as most
the size and draft of wooden vessels aircraft built from wood. We have
will greatly influence what waters they included a couple of examples of unique
are capable of traversing. For instance, aircraft variants, so take some time to
Viking longships were sturdy enough look them up if you are unfamiliar with
for sea travel but with a shallow draft them — maybe they will make for a fun
and narrow profile which enabled them adventure or spark an idea for your next
to travel up rivers other seagoing vessels campaign setting.
couldn’t enter, making them ideal for Similarly to Civilian Ground Vehicles,
raiding. these entries should be used for aircraft
The Powered Civilian Watercraft hastily converted for service in war,
table covers both Modern and Future including World War I airplanes and
Era watercraft powered by motorized aerostat airships (Zeppelins).
propulsion of some kind. In the real world, Military Aircraft covers aircraft devoted
some of these craft can be significantly to military service. Future Era aircraft
bigger than even the largest military are assumed to be more analogous to
vessels. modern aircraft in propulsion and design.
The Powered Military Watercraft For more fantastic propulsion types, use
table includes values for both Modern spacecraft or even Modern Era watercraft
Era and Future Era military vessels. Ship entries for Toughness, Speed, Crew, etc.
classifications vary greatly, but the listed
categories are typical of World War 2 Spacecraft
designations (when such categories This is the only category with only one
tended to be the most consistent). Some table, and also the only one to cover
notably wide vessels like battleships vehicles all the way up to Size 40!
will buck the trend for average length This table is highly speculative at
associated with displacement, so don’t best. Spacecraft mass, length, and crew
sweat it if you see some variation there. guesstimates will vary greatly by Size.
Also included are entries for belt armor, Around Size 25, lengths listed transition
commonly used on surface combatant toward more wide, squat, or spherical
warships. Although they don’t have a vessel shapes when compared to modern
separate entry, Information Age warships spacecraft built to be launched by rockets
generally forgo armor in favor of greater from the surface of the Earth (making
speed, maneuverability, and firepower. them long, lightweight, and often
This is due to the fact that current disposable) while retaining the ability
weaponry easily overpowers even the to enter and exit atmospheres. Size 25+
heaviest armor schemes, making armored ships generally can’t do this, and instead
naval strategies largely ineffective. This is rely on smaller vessels like dropships
part of the reason why battleships and or large landing craft to ferry personnel
cruisers have been replaced by aircraft and materiel to and from the surface of
carriers and guided missile destroyers planets and other celestial bodies.
in modern-day navies.
9
Ground Vehicles
SAVAGE WORLDS

ANCIENT ERA GROUND VEHICLES


The following are baselines for typical ground vehicles powered by muscle. Toughness listed is typical for
vehicles constructed from wood.
Top Speed marked asterisk (*) assumes human powered. Base speed marked dagger (†) assumes a horse is
used as the draft animal—speed varies by animal type (including human). Entries marked double dagger (‡)
could use either, though human power reduces speed by half or more. Entries marked (§) are uncommon in
history but possible with fantastic or exotic draft animals, arcane influences, etc.

HT / TOP
MASS LGTH SCALE SPEED TYPICAL EXAMPLE
SIZE UP TO… UP TO… MOD HANDLING (MPH) TOUGHNESS CREW VEHICLES
TINY
−4 <4 lbs 6″ −6 +2 16* 1 1 ice skates, roller skates
VERY SMALL
−3 16 lbs 18″ −4 +2 16* 2 1 ski, skateboard
SMALL
−2 32 lbs 3′ −2 +2 16* 4 (1) 1 bicycle
NORMAL
−1 125 lbs 4′ ­— +2 16‡ 5 (1) 1 cart
0 250 lbs 6′ — +2 16‡ 6 (1) 1 light chariot, rickshaw
1 500 lbs 8′ — +2 16‡ 7 (1) 1 chariot, palanquin
2 1000 lbs 9′ — +2 16† 8 (1) 1+1 heavy chariot
3 2000 lbs 12′ — +1 16† 9 (1) 1+4 carriage
LARGE (4 WOUNDS)
4 2 tons 15′ +2 +1 12† 11 (2) 1+5 wagon
5 4 tons 18′ +2 +1 12† 12 (2) 1+6 heavy wagon
6 8 tons 24′ +2 +0 10§ 13 (2) 1+7
7 16 tons 30′ +2 +0 10§ 14 (2) 1+8
HUGE (5 WOUNDS)
8 32 tons 36′ +4 +0 8§ 16 (3) 2+10 giant wooden horse
9 64 tons 50′ +4 −1 8§ 17 (3) 2+14
10 125 tons 63′ +4 −1 6§ 18 (3) 2+18
11 250 tons 75′ +4 −1 6§ 19 (3) 2+28
GARGANTUAN (6 WOUNDS)
12 500 tons 100′ +6 −2 4§ 21 (4) 4+36
13 1K tons 125′ +6 −2 4§ 22 (4) 4+56
14 2K tons 150′ +6 −2 3§ 23 (4) 8+72

ing didn’t exist


Just because some th
mean it won’t
histor ically do esn’t
ur ne xt game .
be fu n to add to yo
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Fill those empt y ex
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10 st uff you ca n think
Converting Vehicles
CIVILIAN GROUND VEHICLES
These are typical motor-powered ground vehicles of the modern era (the Industrial and Information ages).
World War 1 fighting vehicles are converted civilian affairs using these stats. Typical tanks are marked asterisk
(*) and should have a +3 or +4 Armor bonus (+4 counts as Heavy Armor).
Toughness is for vehicles made from heavy materials like metal. Those constructed of lightweight materials—
wood, thin aluminum, fiberglass— have an Armor bonus of (1); refactor total Toughness accordingly.

HT / TOP
MASS LGTH SCALE SPEED TYPICAL EXAMPLE
SIZE UP TO… UP TO… MOD HANDLING (MPH) TOUGHNESS CREW VEHICLES
TINY
−4 <4 lbs 6″ −6 +2 10 1 1
VERY SMALL
−3 16 lbs 18″ −4 +2 10 2 1
SMALL
−2 32 lbs 3′ −2 +2 15 4 (1) 1 light powered scooter
NORMAL
−1 125 lbs 4′ ­— +2 20 5 (1) 1 powered scooter
0 250 lbs 6′ — +2 40 7 (2) 1 moped, dirt bike
1 500 lbs 8′ — +2 80 8 (2) 1+1 light motorcycle
2 1000 lbs 9′ — +2 100 9 (2) 1+1 motorcycle, ATV
3 2000 lbs 12′ — +1 120 10 (2) 1+4 car
LARGE (4 WOUNDS)
4 2 tons 15′ +2 +1 100 11 (2) 1+5 pickup, minivan
5 4 tons 18′ +2 +1 100 12 (2) 1+6 SUV, van
6 8 tons 24′ +2 +0 80 13 (2)* 1+7 transport truck
7 16 tons 30′ +2 +0 80 14 (2)* 1+8 dump truck, bus
HUGE (5 WOUNDS)
8 32 tons 36′ +4 +0 40 15 (2)* 1+10 tractor, bulldozer
9 64 tons 50′ +4 −1 40 16 (2)* 1+14 semi-truck
10 125 tons 63′ +4 −1 40 17 (2) 2+18 light locomotive
11 250 tons 75′ +4 −1 40 18 (2) 2+28 locomotive
GARGANTUAN (6 WOUNDS)
12 500 tons 100′ +6 −2 20 19 (2) 4+36 heavy locomotive
13 1K tons 125′ +6 −2 10 20 (2) 6+56 crawler-transporter
14 2K tons 150′ +6 −2 5 21 (2) 8+72 mega excavator

11
SAVAGE WORLDS

MODERN ERA MILITARY GROUND VEHICLES


“Industrial Age” entries are typical of early mass-manufacturing from WW2 to current war machines built by
developing nations. “Information Age” covers those built using advanced techniques and materials.
Armored Vehicles: When converting war machines, entries marked asterisk (*) list the typical Armor bonus
for tanks and other vehicles with reinforced armor. Non-frontline vehicles sacrifice armor for speed—reduce
Armor to Size and recalculate total Toughness accordingly. Entries marked dagger (†) are ahistorical but
possible with enough time, money, and research — and can represent diesel punk walkers or land ironclads.
HT /
LGTH TOP INDUSTRIAL INFORMATION
MASS UP SCALE SPEED AGE AGE EXAMPLE
SIZE UP TO… TO… MOD HAND. (MPH) TOUGHNESS TOUGHNESS CREW VEHICLES
SMALL
−2 32 lbs 3′ −2 +2 15 4 (1) 4 (1) 1 light scooter
NORMAL
−1 125 lbs 4′ ­— +2 20 5 (1) 5 (1) 1 scooter
0 250 lbs 6′ — +2 40 7 (2) 7 (2) 1 dirt bike
1 500 lbs 8′ — +2 80 9 (2) 10 (2) 1+1 light motorcycle
2 1000 lbs 9′ — +2 100 11 (2) 14 (4) 1+1 motorcycle, ATV
3 2000 lbs 12′ — +1 100 14 (3) 18 (6) 1+4 command car, jeep
LARGE (4 WOUNDS)
4 2 tons 15′ +2 +1 70 16 (4) 22 (8) 1+5 humvee, light truck
5 4 tons 18′ +2 +1 50 18 (5) 25 (10) 2+6 armored car, light APC
6 8 tons 24′ +2 +0 40 26 (12)* 34 (18)* 3+8 APC, light tank, truck
7 16 tons 30′ +2 +0 35 29 (14)* 38 (21)* 3 to 4 medium tank
HUGE (5 WOUNDS)
8 32 tons 36′ +4 +0 35 32 (16)* 51 (32)* 4 to 6 main battle tank
9 64 tons 50′ +4 −1 30 35 (18)* 56 (36)* 4 to 6 heavy battle tank
10 125 tons 63′ +4 −1 30 38 (20)* 61 (40)* 4 to 8 super heavy tank
11 250 tons 75′ +4 −1 25 41 (22)* 66 (44)* 4 to 8 armoured train
GARGANTUAN (6 WOUNDS)
12 500 tons 100′ +6 −2 25 44 (24)† 72 (48)† 6 to 9
13 1K tons 125′ +6 −2 20 47 (26)† 77 (52)† 6 to 9
14 2K tons 150′ +6 −2 15 50 (28)† 82 (56)† 6 to 9

12
Converting Vehicles
FUTURE ERA MILITARY GROUND VEHICLES
This chart covers the baseline for scifi military ground vehicles. For civilian vehicles use the Typical Toughness
of Civilian Ground Vehicles —though there could be many exceptions based on the setting.
Armored Vehicles: Entries marked asterisk (*) lists the typical Armor bonus for tanks and other vehicles with
reinforced armor. Non-frontline vehicles sacrifice armor for speed — reduce Armor to Size and recalculate
total Toughness accordingly.

HT /
LGTH TOP
MASS UP SCALE SPEED TYPICAL EXAMPLE
SIZE UP TO… TO… MOD HANDLING (MPH) TOUGH. CREW VEHICLES
VERY SMALL
−3 16 lbs 18″ −4 +2 15 3 (1) 1 hoverboard
SMALL
−2 32 lbs 3′ −2 +2 20 4 (1) 1 light scooter
NORMAL
−1 125 lbs 4′ ­— +2 40 5 (1) 1 scooter
0 250 lbs 6′ — +2 60 7 (2) 1 hover bike
1 500 lbs 8′ — +2 80 10 (3) 1+1 monowheel
2 1000 lbs 9′ — +2 100 16 (6) 1+1 motorcycle, ATV
3 2000 lbs 12′ — +1 100 21 (9) 1+4 hover car, jeep
LARGE (4 WOUNDS)
4 2 tons 15′ +2 +1 80 26 (12) 1+5 light hover truck
5 4 tons 18′ +2 +1 80 30 (15) 2+6 light APC, truck
6 8 tons 24′ +2 +0 60 41 (24)* 3+8 APC, light tank
7 16 tons 30′ +2 +0 60 46 (28)* 3 to 4 medium tank
HUGE (5 WOUNDS)
8 32 tons 36′ +4 +0 50 52 (32)* 3 to 4 main battle tank
9 64 tons 50′ +4 −1 50 57 (36)* 4 to 6 heavy battle tank
10 125 tons 63′ +4 −1 40 63 (40)* 4 to 6 Behemoth tank
11 250 tons 75′ +4 −1 40 68 (44)* 4 to 6 hover locomotive
GARGANTUAN (6 WOUNDS)
12 500 tons 100′ +6 −2 30 74 (48)* 4 to 8 Dreadnought tank
13 1K tons 125′ +6 −2 25 79 (52)* 6 to 8 mobile platform
14 2K tons 150′ +6 −2 20 85 (56)* 6 to 8 Juggernaut battle platform

Military Vehicles and Crews


member will perform one primary function
Military vehicles are usually designed so each crew
ced computer automation — tank and warship
almost constantly. This means — barring advan
way as charac ters in science fiction shows like Star Trek®.
crews can’t usually multi-task the same
have large crews: each person is trained to
This is a big part of the reason why war machines
to one specific task.
perform a dedicated role at a crew station committed
things without moving to an entirely
In practice, this means a character can’t usually do two
many gunners rarely have the field of view
different crew station! On top of this, drivers and even
or choose targets unassisted. Thus, most vehicles
or situational awareness to navigate a battlefield
Worlds parlance, this character makes lots
include a commander position to coordinate. In Savage
and ascertain information. They will
of Battle, Notice, or Electronics rolls to detect the enemy
ates or challenge enemy vehicles and troops.
often also make Support and Test rolls to assist crewm
t fixed forward secondary armaments
The main exception to this rule are vehicles which moun
(sometimes operated by the commander ). 13
(often fired by the driver ) or pintle-mounted weapons
14
SAVAGE WORLDS
Converting Vehicles
Watercraft
ANCIENT ERA WATERCRAFT
The following are baselines for typical wooden watercraft powered by muscle or sail. Crew is approximate.
Top Speed: Example watercraft marked asterisk (*) are primarily powered by rowers, while those marked
dagger (†) also have sails for use in favorable winds. Entries marked double dagger (‡) have sails but are built
to maximize rowing speed and are designed with a massive ram to sink enemy vessels — rowing speeds
listed are maximum possible at “ramming speed” (common sustainable rowing speeds are about 7 MPH).
Length, Mass, and Classification: Ancient sailing vessels were generally named by their type of masts or
rigging and could vary greatly in length and displacement. We have done our best to list the typical maximum
displacement for a “classic” ship of each type. Further complicating things, war vessels were generally built
for speed and maneuverability with a long length and shallow draft. Cargo vessels were often wider with
a deeper draft. This leads to large variances in displacement (mass) versus simple length. Focus on a craft’s
overall targeting profile (Scale) — how big a target it is—to inform its Size and base durability (Toughness).

HT / ROW WIND
MASS LGTH SCALE SPEED SPEED TYPICAL EXAMPLE
SIZE UP TO… UP TO… MOD HAND. (MPH) (MPH) TOUGH. CREW VEHICLES
VERY SMALL
−3 16 lbs 18″ −4 +2 4 — 2 1
SMALL
−2 32 lbs 3′ −2 +2 4 — 4 (1) 1 kayak*
NORMAL
−1 75 lbs 4′ ­— +2 4 — 5 (1) 2 canoe*, coracle*
0 100 lbs 6′ — +2 4 3 to 5 6 (1) 3 dinghy†
1 150 lbs 8′ — +2 4 3 to 5 7 (1) 4 raft†
2 300 lbs 9′ — +2 4 3 to 5 8 (1) 5 rowboat*, skiff†
3 500 lbs 12′ — +1 4 3 to 5 9 (1) 6 longboat*, pinnace†
LARGE (4 WOUNDS)
4 750 lbs 15′ +2 +1 6 3 to 6 11 (2) 10 sailboat
5 1000 lbs 18′ +2 +1 6 3 to 6 12 (2) 12 fishing boat
6 2000 lbs 24′ +2 +0 6 3 to 6 13 (2) 15 scow
7 2 tons 30′ +2 +0 8 3 to 6 14 (2) 20 war canoe*, sloop
HUGE (5 WOUNDS)
8 4 tons 36′ +4 +0 10 4 to 7 15 (3) 30 yacht, junk, hoy
9 8 tons 50′ +4 −1 10 4 to 7 16 (3) 40 longship†, schooner
10 16 tons 63′ +4 −1 10 4 to 7 17 (3) 50 drakkar†, cog, cutter
11 32 tons 75′ +4 −1 12 4 to 7 18 (3) 75 pentaconter‡, caravel
GARGANTUAN (6 WOUNDS)
12 64 tons 100′ +6 −2 14 5 to 8 20 (4) 100 bireme‡, brig
13 125 tons 125′ +6 −2 16 5 to 8 21 (4) 150 trireme‡, war galley†
14 250 tons 150′ +6 −2 14 5 to 9 22 (4) 200 quinquereme‡, galleon
15 500 tons 200′ +6 −2 12 5 to 9 23 (4) 250 carrack, sloop-of-war
16 1K tons 250′ +6 −3 12 5 to 9 24 (4) 500 hexareme‡, man-of-war
17 2K tons 300′ +6 −3 12 5 to 9 25 (4) 1K frigate
18 4K tons 350′ +6 −3 12 5 to 9 26 (4) 2K septireme‡, great frigate

15
CIVILIAN WATERCRAFT
The following are baselines for typical watercraft powered by a motor. As with entries on any of these tables,
SAVAGE WORLDS

there are many exceptions based on how or where a vehicle is manufactured, materials used, alternate
chassis, propulsion system, cargo capacity, and other factors.
Crew: General passenger count is listed for typical powered boats. Gargantuan ships list only minimum
crew; their massive cargo capacities can accommodate a stupendous number of passengers if so outfitted.

HT / MODERN FUTURE
LGTH TOP ERA ERA
MASS UP SCALE SPEED TYPICAL TYPICAL EXAMPLE
SIZE UP TO… TO… MOD HANDLING (MPH) TOUGH. TOUGH. CREW VEHICLES
SMALL
−2 32 lbs 3′ −2 +2 3 4 (1) 1
NORMAL
−1 75 lbs 4′ ­— +2 10 5 (1) 5 (1) 1+1 jet ski
0 150 lbs 6′ — +2 10 6 (1) 6 (1) 1+2 dinghy
1 300 lbs 8′ — +2 10 7 (1) 8 (1) 1+3 raft
2 500 lbs 9′ — +2 10 8 (1) 10 (1) 1+4 rib boat
3 750 lbs 12′ — +1 10 9 (1) 12 (1) 1+5 jon boat, airboat
LARGE (4 WOUNDS)
4 1000 lbs 15′ +2 +1 30 11 (2) 14 (2) 1+6 motorboat
5 2000 lbs 18′ +2 +1 30 12 (2) 15 (2) 1+7 fishing boat
6 2 tons 24′ +2 +0 50 13 (2) 16 (2) 1+8 pontoon boat
7 3 tons 30′ +2 +0 50 14 (2) 17 (2) 1+9 ski boat
HUGE (5 WOUNDS)
8 4 tons 36′ +4 +0 50 15 (2) 19 (3) 1+10 speed boat
9 8 tons 50′ +4 −1 50 16 (2) 20 (3) 1+11 cabin cruiser
10 16 tons 63′ +4 −1 40 17 (2) 21 (3) 1+12 yacht
11 32 tons 75′ +4 −1 40 18 (2) 22 (3) 2+12 sailboat
GARGANTUAN (6 WOUNDS)
12 64 tons 100′ +6 −2 30 20 (3) 24 (4) 3 fishing trawler
13 125 tons 125′ +6 −2 30 21 (3) 25 (4) 4 tugboat
14 250 tons 150′ +6 −2 30 22 (3) 26 (4) 5 small cargo freighter
15 500 tons 200′ +6 −2 30 23 (3) 27 (4) 6 passenger ferry
16 1K tons 250′ +6 −3 30 24 (3) 28 (4) 8 icebreaker
17 2K tons 300′ +6 −3 30 25 (3) 29 (4) 10 steam boat
18 4K tons 400′ +6 −3 30 26 (3) 30 (4) 12 roll-on/roll-off ferry
19 8K tons 500′ +6 −3 30 27 (3) 31 (4) 15 super trawler
20 16K tons 600′ +6 −4 30 28 (3) 32 (4) 20 heavy freighter
21 32K tons 700′ +6 −4 30 29 (3) 33 (4) 25 bulk freighter
22 64K tons 800′ +6 −4 30 30 (3) 34 (4) 30 cruise ship
23 125K tons 900′ +6 −4 30 31 (3) 35 (4) 35 container ship
24 250K tons 1000′ +6 −4 30 32 (3) 36 (4) 40 tanker ship
25 500K tons 1100′ +6 −4 30 33 (3) 37 (4) 45 bulk container ship
26 750K tons 1200′ +6 −4 30 34 (3) 38 (4) 50 super tanker

16
Converting Vehicles
MILITARY WATERCRAFT
The following are baselines for typical military watercraft powered by a motor.
Crew: Gargantuan craft list only minimum crew; their crews vary greatly by role, weapons systems, etc.
Belt Armor: Toughness marked (†) lists the typical Armor bonus for surface combatants reinforced with
belt armor. Non-surface combatants like carriers, logistics ships, as well as virtually all modern (post-WW2)
warships sacrifice armor for speed— reduce Armor to half of Size and recalculate total Toughness accordingly.

HT / MODERN FUTURE
LGTH TOP ERA ERA
MASS UP SCALE SPEED TYPICAL TYPICAL EXAMPLE
SIZE UP TO… TO… MOD HAND. (MPH) TOUGH. TOUGH. CREW VEHICLES
SMALL
−2 32 lbs 3′ −2 +2 10 3 4 (1) 1
NORMAL
−1 75 lbs 4′ ­— +2 10 5 (1) 5 (1) 1+1 jet ski
0 150 lbs 6′ — +2 10 6 (1) 6 (1) 1+2 dinghy
1 300 lbs 8′ — +2 10 8 (1) 10 (2) 1+3 raft
2 500 lbs 9′ — +2 10 11 (2) 13 (3) 1+4 rib boat
3 750 lbs 12′ — +1 10 14 (3) 16 (4) 1+5 jon boat, airboat
LARGE (4 WOUNDS)
4 1000 lbs 15′ +2 +1 30 16 (4) 19 (5) 1+6 motorboat
5 2000 lbs 18′ +2 +1 30 17 (4) 20 (5) 1+7 rigid outboard
6 2 tons 24′ +2 +0 40 18 (4) 21 (5) 1+8 pontoon boat
7 3 tons 30′ +2 +0 40 19 (4) 22 (5) 1+9 coastal motor boat
HUGE (5 WOUNDS)
8 4 tons 36′ +4 +0 40 21 (5) 25 (6) 1+10 river patrol boat
9 8 tons 50′ +4 −1 40 22 (5) 26 (6) 1+11 harbor patrol boat
10 16 tons 63′ +4 −1 45 23 (5) 27 (6) 1+12 search & rescue boat
11 32 tons 75′ +4 −1 45 24 (5) 28 (6) 2+12 gun/torpedo boat
GARGANTUAN (6 WOUNDS)
12 64 tons 100′ +6 −2 45 26 (6) 31 (7) 3 fast attack craft
13 125 tons 125′ +6 −2 40 27 (6) 32 (7) 4 tender ship
14 250 tons 150′ +6 −2 30 29 (7) 34 (8) 5 cutter
15 500 tons 200′ +6 −2 30 30 (7) 35 (8) 6 corvette
16 1K tons 250′ +6 −3 30 32 (8) 37 (9) 8 frigate, u-boat
17 2K tons 300′ +6 −3 40 47 (18)† 50 (20)† 10 destroyer, diesel submarine
18 4K tons 400′ +6 −3 35 50 (20)† 56 (24)† 12 hvy destroyer, landing ship
19 8K tons 500′ +6 −3 35 59 (28)† 66 (32)† 15 light cruiser, transport
20 16K tons 600′ +6 −4 35 70 (36)† 78 (40)† 20 cruiser, escort carrier
21 32K tons 700′ +6 −4 35 73 (38)† 81 (42)† 25 battlecruiser, nuclear sub
22 48K tons 800′ +6 −4 35 76 (40)† 85 (44)† 30 battleship, light carrier
23 64K tons 900′ +6 −4 30 79 (42)† 88 (46)† 35 heavy battleship, carrier
24 88K tons 1000′ +6 −4 30 82 (44)† 92 (48)† 40 heavy carrier
25 125K tons 1100′ +6 −4 35 85 (46)† 95 (50)† 45 super carrier

17
Aircraft
SAVAGE WORLDS

CIVILIAN AIRCRAFT
This table covers primarily civilian aircraft built of lightweight materials like wood, aluminum, etc. Many
Industrial Age military aircraft were lightweight, wooden aircraft and should use these entries. Similarly,
Information Age aircraft often have military variants serving in non-combat roles.
Aerostats: Marked asterisk (*), these are generally the only Gargantuan aircraft available during the Industrial
Age, and their base speed reflects that—though experiments like the Spruce Goose did happen.
Cargo: Civilian aircraft Size (Large) and up carry cargo or passengers—cargo craft ignore the passenger listing.
Jet Airplanes: When converting jets increase the maximum speed greatly— many modern jet aircraft have
a cruising speed of 450 MPH or more; approaching Mach 1 (roughly 660 MPH, depending on atmosphere).

HT / INDUSTRIAL INFORMATION
LGTH AGE AGE
MASS UP SCALE TOP SPEED TOP SPEED TYPICAL EXAMPLE
SIZE UP TO… TO… MOD HAND. (MPH) (MPH) TOUGH. CREW VEHICLES
VERY SMALL
−3 16 lbs 18″ −4 +2 glide glide 2 1 parachute, wingsuit
SMALL
−2 32 lbs 3′ −2 +2 20 40 3 1 ornithopter
NORMAL
−1 125 lbs 4′ ­— +2 40 60 4 1 hang glider
0 250 lbs 6′ — +2 60 80 5 1 ultralight
1 500 lbs 8′ — +2 80 100 6 1 autogyro
2 1000 lbs 9′ — +2 80 120 7 1 monoplane
3 1500 lbs 12′ — +1 80 150 8 1 light sport aircraft
LARGE (4 WOUNDS)
4 2000 lbs 15′ +2 +1 100 200 10 (1) 1+1 biplane, news copter
5 2 tons 18′ +2 +1 100 200 11 (1) 1+2 civil aircraft
6 4 tons 24′ +2 +0 120 350 12 (1) 1+3 gyrodyne
7 8 tons 30′ +2 +0 120 500 13 (1) 1+4 private jet
HUGE (5 WOUNDS)
8 12 tons 36′ +4 +0 140 500 15 (2) 1+6 transport helicopter
9 16 tons 50′ +4 −1 160 500 16 (2) 1+10 business jet
10 24 tons 63′ +4 −1 180 500 17 (2) 1+25 transport plane
11 32 tons 75′ +4 −1 200 500 18 (2) 1+50 twin-prop airliner
GARGANTUAN (6 WOUNDS)
12 64 tons 100′ +6 −2 — 600 19 (2) 2+100 cargo jet
13 125 t 125′ +6 −2 — 600 20 (2) 2+200 passenger jetliner
14 250 t 150′ +6 −2 — 600 21 (2) 2+800 large jetliner
15* 1K lbs* 200′ +6 −3 10* 10* 19 (1)* 2* hot air balloon*
16* 1 ton* 250′ +6 −3 20* 20* 20 (1)* 4* blimp, dirigible*
17* 2 tons* 300′ +6 −3 30* 30* 21 (1)* 6* semi-rigid airship*
18* 4 tons* 400′ +6 −4 40* 40* 23 (2)* 8* small rigid airship*
19* 8 tons* 500′ +6 −4 40* 40* 24 (2)* 10* medium airship*
20* 16 tons* 600′ +6 −4 40* 40* 25 (2)* 12* large airship*

18
Converting Vehicles
MILITARY AIRCRAFT
This listing covers sturdy aircraft devoted to military service, wooden aircraft should use the civilian stats.
Future era aircraft are assumed to be more analogous to modern aircraft in propulsion and design. For more
fantastic propulsion types, use spacecraft or even industrial watercraft entries for Toughness, Speed, or Crew.
Armored Combat Aircraft: Entries marked asterisk (*) lists the typical Armor bonus for attack planes,
helicopters, and other vehicles with reinforced armor. Non-combat aircraft sacrifice armor for speed and
cargo—reduce Armor to half the listed amount and recalculate total Toughness accordingly.
HT / MODERN FUTURE
LGTH TOP ERA ERA
MASS UP SCALE SPEED TYPICAL TYPICAL EXAMPLE
SIZE UP TO… TO… MOD HANDLING (MPH) TOUGH. TOUGH. CREW VEHICLES
VERY SMALL
−3 16 lbs 18″ −4 +2 glide 2 3 (1) 1 parachute, wingsuit
SMALL
−2 32 lbs 3′ −2 +2 40 3 4 (1) 1 jet pack
NORMAL
−1 125 lbs 4′ ­— +2 60 4 5 (1) 1 glider
0 250 lbs 6′ — +2 80 5 6 (1) 1 ultralight
1 500 lbs 8′ — +2 100 7 (1) 9 (2) 1 autogyro
2 1000 lbs 9′ — +2 120 8 (1) 11 (2) 1 monoplane
3 1500 lbs 12′ — +1 150 9 (1) 13 (2) 1 light sport aircraft
LARGE (4 WOUNDS)
4 2000 lbs 15′ +2 +1 200 11 (2) 14 (2) 1 biplane
5 2 tons 18′ +2 +1 300 12 (2) 15 (2) 1 scout plane/chopper
6 4 tons 24′ +2 +0 400 15 (4)* 20 (6)* 1 fighter plane
7 8 tons 30′ +2 +0 500 16 (4)* 21 (6)* 1 heavy fighter
HUGE (5 WOUNDS)
8 12 tons 36′ +4 +0 900 18 (4)* 22 (6)* 1 to 2 jet, attack helicopter
9 16 tons 50′ +4 −1 900 19 (4)* 23 (6)* 1 to 2 strike jet
10 24 tons 63′ +4 −1 600 20 (4)* 26 (8)* 2 to 4 light bomber
11 32 tons 75′ +4 −1 600 21 (4)* 27 (8)* 2 to 6 heavy bomber
GARGANTUAN (6 WOUNDS)
12 64 tons 100′ +6 −2 600 21 (3) 25 (5) 2 to 8 twin-prop transport
13 125 tons 125′ +6 −2 600 22 (3) 26 (5) 2 to 8 cargo transport jet
14 250 tons 150′ +6 −2 600 23 (3) 28 (6) 4 to 8 strategic bomber
15 500 tons 200′ +6 −2 600 24 (3) 29 (6) 4 to 8 strategic airlifter

19
Spacecraft
SAVAGE WORLDS

SPACECRAFT
The baselines for typical spacecraft assume no further paradigm-altering revolutions in the material sciences.
Around Size 25, spacecraft are assumed to transition toward more wide, squat, or spherical vessel shapes
instead of long, mass-conservative frames. Depending on the Setting and available types of propulsion, Size
25+ spacecraft are often incapable of entering atmospheres and instead will carry dropships for such tasks.
Modern Era Spacecraft represent what near-current technologies or a hard science fiction setting could
produce if economically viable for space resource exploitation, solar system colonization, and a resulting
uptick in the militarization of space. Alternatively, this level of spacecraft represents what would be possible
for Earth to press into service in the event of an extra-terrestrial emergency or threat of planetary invasion.
Future Era Spacecraft are those seen in science fiction and space opera universes where interstellar travel
and advanced technologies are common. For civilian spacecraft, use the Modern Era Toughness profile.
Crew: Gargantuan craft list only minimum crew; their crews vary greatly by role, weapons systems, etc.
HT / MODERN FUTURE
LGTH TOP ERA MILITARY
MASS UP SCALE SPEED TYPICAL TYPICAL EXAMPLE
SIZE UP TO… TO… MOD HAND. (MPH) TOUGH. TOUGH. CREW VEHICLES
SMALL
−2 32 lbs 3′ −2 +2 25 3 4 (1) 1 hand-held maneuvering unit
NORMAL
−1 75 lbs 4′ ­— +2 50 5 (1) 5 (1) 1 EVA maneuvering unit
0 150 lbs 6′ — +2 100 6 (1) 6 (1) 1 EVA scooter
1 300 lbs 8′ — +2 200 6 (1) 9 (2) 1+1 jet bike
2 500 lbs 9′ — +2 500 7 (1) 12 (2) 1+2 escape capsule
3 750 lbs 12′ — +1 750 8 (1) 15 (2) 1+3 delivery pod
LARGE (4 WOUNDS)
4 1000 lbs 15′ +2 +1 1K 10 (2) 17 (4) 1+4 light launch
5 2000 lbs 18′ +2 +1 1K 11 (2) 18 (4) 1+5 escape ship
6 2 tons 24′ +2 +0 2K 12 (2) 19 (4) 1+6 light fighter craft
7 3 tons 30′ +2 +0 2K 13 (2) 20 (4) 1+7 light shuttle
HUGE (5 WOUNDS)
8 4 tons 36′ +4 +0 2K 15 (3) 24 (6) 1+10 light bomber craft
9 8 tons 50′ +4 −1 2K 16 (3) 25 (6) 1+12 passenger shuttle
10 16 tons 63′ +4 −1 2K 17 (3) 26 (6) 1+14 heavy bomber, yacht
11 32 tons 75′ +4 −1 2K 18 (3) 27 (6) 2+16 gun/torpedo boat, dropship

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20
SPACECRAFT (CONT.)
HT / MODERN FUTURE
LGTH TOP ERA ERA
MASS UP SCALE SPEED TYPICAL TYPICAL EXAMPLE
SIZE UP TO… TO… MOD HAND (MPH) TOUGH. TOUGH. CREW VEHICLES
GARGANTUAN (6 WOUNDS)
12 64 tons 100′ +6 −2 2K 20 (4) 30 (8) 2 fast attack craft
13 125 tons 125′ +6 −2 2K 21 (4) 31 (8) 2 tender ship, system patrol
14 250 tons 150′ +6 −2 2K 24 (6) 32 (8) 2 cutter, light freighter
15 500 tons 200′ +6 −2 2K 26 (6) 33 (8) 3 corvette, light transport
16 1K tons 250′ +6 −3 2K 29 (8) 36 (10) 4 frigate, freighter
17 2K tons 300′ +6 −3 2K 31 (8) 48 (20) 5 destroyer, system ferry
18 4K tons 400′ +6 −3 2K 32 (8) 54 (24) 6 hvy destroyer, landing ship
19 8K tons 500′ +6 −3 2K 34 (8) 62 (32) 8 light cruiser, transport
20 16K tons 600′ +6 −4 2K 36 (10) 72 (40) 10 cruiser, escort carrier
21 32K tons 700′ +6 −4 2K 39 (10) 76 (42) 15 battlecruiser
22 48K tons 800′ +6 −4 1.5K 41 (10) 80 (44) 20 battleship, light carrier
23 64K tons 900′ +6 −4 1.5K 43 (10) 84 (46) 25 heavy battleship, carrier
24 88K tons 1000′ +6 −4 1.5K 46 (12) 88 (48) 30 heavy carrier, colony ship
25 125K tons 1100′ +6 −4 1.5K 48 (12) 92 (50) 40 super carrier, dreadnought
26 250K tons 1250’ +6 −4 1.5K 50 (12) 96 (52) 50 super dreadnought
27 500K tons 1500’ +6 −4 1.5K 52 (12) 100 (54) 75 mega dreadnought
28 1M tons 2000’ +6 −4 1K 55 (14) 104 (56) 125 titan, space station
29 2.5M tons 2500’ +6 −4 1K 57 (14) 108 (58) 250 super titan, bulk transport
30 5M tons 1km +6 −4 1K 59 (14) 110 (60) 500 mega titan, star base
31 12.5M tons 2km +6 −4 1K 61 (14) 114 (62) 1K behemoth, torus space colony
32 50M tons 3km +6 −4 1K 64 (16) 118 (64) 2K super behemoth
33 125M tons 5km +6 −4 1K 66 (16) 124 (66) 4K mega behemoth, star fortress
34 250M tons 7.5km +6 −4 1K 68 (16) 127 (68) 6K leviathan, generation ship
35 500M tons 10km +6 −4 1K 70 (16) 130 (70) 8K super leviathan
36 1.5B tons 15km +6 −4 500 73 (18) 134 (72) 10K mega leviathan, star citadel
37 5B tons 25km +6 −4 500 75 (18) 137 (74) 20K cylinder space settlement
38 25B tons 40km +6 −4 500 — 141 (76) 30K planetary invasion sphere
39 125B tons 75km +6 −4 500 — 143 (78) 40K mother ship
40 1T tons 150km +6 −4 500 — 148 (80) 50K world killer, nomad ark

21
SAVAGE WORLDS

die, and add the weapon’s AP value.


Monsters as vehicles Now write this value as you would
Toughness, replacing the Armor bonus
in parenthesis with the attack’s AP value.
What If It Isn’t A Vehicle? This Toughness is what that weapon
will Shake on an average attack; add 3.5
If what you’re trying to convert isn’t a (the average damage bonus from a raise,
vehicle, something has gone wrong. If excepting Aces) or more to that number
viewing this document digitally, either if you want to make it a bit harder to
disconnect the power source from your Wound.
device or smash the screen in front of you.
Now find a vehicle with a similar or
If you have this in print, then close this
slightly higher Toughness on a table
guide carefully and back away slowly.
appropriate for the time period you are
Just kidding.
gaming in and you have a convenient
Animal, vegetable, or mineral? Size, rough length and weight for your
You may be wondering what a vehicle critter. Voila!
guide is doing talking about stuff that Example: Ted needs an alien dinosaur
isn’t vehicles. Well, remember many for the characters to fight. He’s pretty
things in Savage Worlds are defined by sure what types of attacks and abilities
what they interact with. If it walks like he wants it to have, but doesn’t know
a mutant Tyrannosaurus, quacks like exactly how big or tough to make it.
a mutant Tyrannosaurus, and needs Luckily, Ted has the Future Era tables!
to die by heavy laser it might just be a The players have a Heavy Laser on
futuristic war walker —or at least have a their hover tank, and he wants them to
comparable Toughness and Size. need a good shot with that weapon to
This can be an especially useful trick Wound it. The weapon does 4d10 AP
for GMs who are more keen on vehicles 30, so Ted adds up 20 points from the
than the example creatures listed in the type of dice, 2 points for the number of
Savage Worlds Bestiary. One of the easy dice, 30 points for AP, and 3.5 points to
methods of converting anything is to add a smidge of challenge.
take the weapon you want your players His total is 55 (30), which is pretty
to be able to use to defeat the creature, dang close to the Toughness of a War
giant plant, or crystal monolith with and Walker so he makes the creature Size 10
look up a vehicle with a not-too-easily (Huge) and about 63’ long. Checking the
damageable Toughness to determine its Size Table in Savage Worlds, this means
Size and other vital statistics. the monster’s Strength should be about
A rough formula is to take the damage d12+10. Mix in claws and some Special
dice of the weapon and divide the total Abilities from the Bestiary and Ted has
number in half, add half a point per a unique challenge for his players!

22
Sample Vehicles

Sample Vehicles
GROUND VEHICLES
TOP SPEED
NAME SIZE HANDLING (MPH) TOUGHNESS CREW COST
ARCHAIC VEHICLES
Skateboard −3 +2 16 2 1 50
Notes: 50% chance a shot hits the rider instead. Doubles rider’s Pace and running die result.
Bicycle −1 +1 16 4 1+1 250
Notes: 50% chance a shot hits the rider instead. Doubles rider’s Pace and running die result. −1
Handling when carrying a passenger.
Cart 1 −1 16 6 1+1 75
Notes: Two-wheeled vehicle drawn by one horse. Covers carts as well as buggies, buckboards,
and the like. Pace on the tabletop is 12 and it may run.
Chariot 1 +2 16 7 (1) 1+1 100
Notes: Pulled by one to two Horses. Provides riders Light Cover. Pace on the tabletop is 12 and it
may run.
Chariot, War 2 +1 16 8 (1) 1+2 500
Notes: Pulled by one to two Bulls or 2–4 Horses. Provides riders Medium Cover. Pace on the
tabletop is 12 and it may run. Occasionally bladed (Make Driving Test vs target’s Agility, deals
2d6+1 Damage to target’s legs with a Raise instead of Shaken).
Palanquin 3 0 16 9 (1) 1+5 750
Notes: A low-walled platform, usually strapped onto the back of an elephant or other such large
creature. Provides riders Medium Cover. Pace on the tabletop is 8 and it may run.
Carriage 3 −2 16 6 1+3 1–3K
Notes: Four-wheeled vehicle pulled by one horse. Tabletop Pace is 12; it may run.
Stagecoach 4 (Large) −2 14 10 (2) 2+9 6000
Notes: A larger, enclosed vehicle meant to carry passengers from place to place. Drawn by at least
four horses; less than that reduces Top Speed to 10 MPH. Tabletop Pace is 12; it may run.
Wagon 4 (Large) +1 12 11 (2) 1+5 4000
Notes: Four-wheeled vehicle drawn by two horses or oxen. Tabletop Pace is 12; it may run.
CIVILIAN VEHICLES
Early Car 3 −1 40 7 1+3 1000
Notes: Model Ts and the like
Early Sedan 4 (Large) +0 60 9 (1) 1+3 1–5K
Notes: 1930’s style car, either two- or four-door.
Street Bike 1 +1 120 8 1+1 3000
Notes: Stock name-branded street bikes designed for urban use. 50% any uncalled shot hits the
character instead.
Dirt Bike 0 +1 80 7 1 2000
Notes: Stock bike designed for off-road use with excellent shocks. Off Road (treat as 4WD). 50%
any uncalled shot hits the character instead.
Mini 3 +1 80 9 (1) 1+1 2–5K
Notes: Mini-coupe or other small 2-person cars, including electric mini cars.
Compact Car 4 (Large) +1 120 10 (2) 1+3 5–14k
Notes: Honda Civic or similar vehicle
Mid-Sized Car 4 (Large) 0 120 11 (2) 1+4 30K
Notes: Air bags, luxury features.

23
GROUND VEHICLES (CONT.)
TOP SPEED
SAVAGE WORLDS

NAME SIZE HANDLING (MPH) TOUGHNESS CREW COST


Minivan 4 (Large) 0 90 12 (2) 1+7 25K
Notes: Typical family mini-van as well as 1960’s VW Vans. Air bags, some luxury features.
Pickup Truck 4 (Large) +1 100 11 (2) 1+5 10–40K
Notes: Typical Dodge or Ford pickup truck. Four-Wheel Drive. Some pickups may be Size 5
(increase Toughness to 12 (2).
Sports Utility Vehicle 5 (Large) 0 120 14 (2) 1+7 50K
Notes: Luxury features. 4WD. Also covers vans; replace Four-Wheel Drive with Air Bags.
Sports Car 4 (Large) +2 160 10 (2) 1+3 15–300K
Notes: Mustang or similar stock sports cars.
Muscle Car 4 (Large) +1 200 10 (2) 1+3 50–350K
Notes: Typical 60’s high-powered cars such as the Camaro or Impala
Transport 6 (Large) 0 80 13 (2) 1+7 2–4K
Notes: Covers large transport vehicles such as U-hauls and as well as civilian and military
transports from 1930s onward.
Dump Truck 7 (Large) −1 60 15 (2) 1+3 100K
Notes: Heavy Armor (bed only). Cab can only hold 2 passengers; all other passengers must hold
onto the side, and are open to attack. The dump truck’s compactor can hold up to 1 ton of debris,
including living beings. Anything in the dump truck’s compactor takes 2d10 damage per round as
they’re crushed.
Bus 7 (Large) −1 80 14 (2) 1+40 5–50K
Notes: Covers school buses as well as small passenger buses. Larger buses can carry up to 80 pass­
engers, are Size 8 (Huge), increase Toughness by +1, and cost usually twice as much, minimum.
Tractor 8 (Huge) 0 40 16 (3) 1 25–50K
Notes: Heavy Armor. Covers typical farm large farm equipment, as well as construction
equipment such as bulldozers and backhoes. Bulldozer shovels and tractor blades can be used to
Ram (AP 4, halves sustained damage), while backhoe arms can be used as an Improvised Weapon
(2d10 damage, uses Driving instead of Fighting).
Semi-Truck 9 (Huge) 0* 75 14 (2) 1+1 200K
Notes: Trailer is Size 7 (Large), Toughness 12 (2). Handling with a trailer attached is -2.
Locomotive 11 (Huge) −1 50 18 (2) 1+28 300K
Notes: Hauls train cars. Older boiler-style trains require minimum crew of an engineer, boiler­
man, and brakeman to function. Modern trains require only a driver. Train cars are Size 9 (Huge),
Toughness 12 (2), and can hold up to 100 passengers each, or can serve as a sleeper car, lounge,
dining car, or the express car.

Spor ts Utilit y
Vehicle

24
GROUND VEHICLES (CONT.)

Sample Vehicles
TOP SPEED
NAME SIZE HANDLING (MPH) TOUGHNESS CREW COST
WORLD WAR II MILITARY VEHICLES
Costs are in 1940s dollars and represents the war time economy.
Jeep 4 (Large) +1 65 10 (2) 2+3 1000
Notes: Four-Wheel Drive. Weapons: Heavy MG (Front Pintle Mount)
M4 Sherman 8 (Huge) −1 30 24 (8) 5 45K
Notes: Heavy Armor, Tracked. Weapons: 75mm tank gun (Turret, Stabilizer), Medium MG (Fixed
Front), Heavy MG (Pintle Mount on Turret).
M5A1 Stuart 7 (Large) 0 36 21 (7) 4 30K
Notes: Heavy Armor, Tracked. Weapons: 37mm tank gun (Turret, Stabilizer), Medium MG (Front
Fixed), Heavy MG (Pintle Mount on Turret).
T-34/76 7 (Large) −1 35 24 (8) 4 30K
Notes: Heavy Armor, Sloped Armor (front only), Tracked. Weapons: 76mm tank gun
(Turret),Medium MG (Front Fixed and in Turret).
Pz IVJ 7 (Large) −1 25 26 (10) 5 45K
Notes: Heavy Armor, Tracked. Weapons: 75mm gun (Turret), Medium MG (Front Fixed and in Turret).
Pz VI Tiger II 8 (Huge) −2 25 34 (16) 5 120K
Notes: Heavy Armor, Tracked. Weapons: 88mm tank gun (Turret), Medium MG (Front Fixed and
in Turret).
MODERN MILITARY VEHICLES
M1A1 Abrams 9 (Huge) −1 40 57 (37) 4 4M
Notes: Heavy Armor, Night Vision, Tracked. Weapons: 120mm tank gun (Imp Stabilizer),
Medium MG (Front Fixed and in Turret), Heavy MG (Pintle Mount on Turret).
M2 Bradley 7 (Large) 0 40 22 (6) 3–7 3M
Notes: Heavy Armor, Night Vision, Tracked. Weapons: 25mm Autocannon (Imp Stabilizer),
Medium MG (In Turret), TOW Launcher.
T-72 Main Battle
9 (Huge) −1 50 43 (25) 3 1M
Tank
Notes: Heavy Armor, Tracked. Weapons: 125mm tank gun, Medium MG (In Turret), Heavy MG
(Pintle Mount on Turret).
T-80 MBT 8 (Huge) −1 43 52 (32) 3 2.2M
Notes: Heavy Armor, Night Vision, Tracked. Weapons: 125mm tank gun (Improved Stabilizer),
Medium MG (In Turret), Heavy MG (Pintle Mount on Turret).
BTR 70 APC 6 (Large) −1 49 20 (5) 2+8 700K
FUTURISTIC VEHICLES
Hover Bike 2 +2 200 9 (1) 1+1 3–5K
Notes: Hover. 50% any uncalled shot hits the character instead.
Hover Car 4 +1 195 12 (3) 1+3 38K
Notes: Air Bags, Hover. Has some luxury features.
Hover Car, Sports 3 +2 400 10 (2) 1+3 50–500K
Notes: Hover, Luxury Features. Some models have Night Vision and/or Sensor Suites (+2 to
Electronics and Notice rolls to spot targets within 500 yards)
FUTURISTIC MILITARY VEHICLES
Hover Tank 7 (Large) 0 45 38 (22) 4 1.2M
Notes: Heavy Armor, Hover, Night Vision. Weapons: Heavy Laser (Turret, Improved Stabilizer),
Gatling Laser (Fixed Front, Reaction Fire).
Hover APC 7 (Large) 0 75 26 (10) 2+14 75K
Notes: Heavy Armor, Hover. Weapons: Gatling Laser (Fixed Front, Reaction Fire).

25
AIRCRAFT
TOP SPEED
SAVAGE WORLDS

NAME SIZE HANDLING (MPH) TOUGHNESS CREW COST


CIVILIAN
Airship (fantasy) 10 (Gar) −3 20 18 (3) 10+40 $500K+
Notes: Heavy Armor. Weapons: 4× to 8× Cannon (Fixed Left and Right)
Airship (modern) 16 (Gar) −3 20 20 (1) 4 $750K+
Biplane 4 (Large) +1 125 12 (1) 1+ $150K+
Notes: Military biplanes were armed with 1–2 Medium Machine Guns (either Front Fixed and
Rear Turret, or Front Dual Linked) and/or Bombs.
Cessna Skyhawk 5 (Large) +1 140 12 (2) 1+3 $150K+
Boeing 747 13 (Gar) −2 600 20 (2) 2+200 $250M+
Helicopter 7 (Large) 0 130 12 (2) 1+3 $500K+
Learjet 8 (Huge) +2 540 16 (2) 2+10 $20M+
Space Shuttle 13 (Gar) −1 17K 20 (4) 1+40 $250M+
Notes: Spacecraft up to low orbit only
FUTURISTIC AIRCRAFT
Low-Orbital
13 (Gar) −1 2K 21 (4) 2+200 500M+
Passenger
Notes: Spacecraft up to low orbit only
Interplanetary 2K (Atmo)/
9 (Huge) −1 16 (3) 1+12 100M+
Shuttle 20K (Space)
Notes: Atmospheric and Spacecraft both. Planetary Sensor Suite (+2 to Electronics and Notice rolls
to spot targets within 10K miles)
WORLD WAR II MILITARY AIRCRAFT
B-17 Flying Fortress 10 (Huge) −2 115 19 (2) 10 250K
Weapons: 2× Linked Heavy MG (Fixed Front), 2× Linked Heavy MG (Top Turret), 2× Linked
Heavy MG (Ball Turret), Heavy MG (Fixed Left), Heavy MG (Fixed Right), Bombs.
BF-109 6 (Large) +1 380 13 (2) 1 35K
Weapons: 20mm Cannon (Fixed Front), 2× Linked Heavy MG (Fixed Front).
P-51 Mustang 7 (Large) +1 437 14 (2) 1 50K
Weapons: 6× Heavy MG (Fixed Front)
Japanese Zero 6 (Large) +1 350 12 (2) 1 30K
Weapons: 2× Linked Medium MGs (Fixed Front), 2× Linked 20mm Cannons (Fixed Front)
Spitfire (Mk11A) 6 (Large) +1 360 14 (1) 1 40K
Weapons: 8× Linked Medium MGs (Fixed Front).

AV-8B Har r ier

26
AIRCRAFT (CONT.)

Sample Vehicles
TOP SPEED
NAME SIZE HANDLING (MPH) TOUGHNESS CREW COST
MODERN MILITARY AIRCRAFT
AC-130U Spooky II 14 (Gar) −2 300 23 (3) 13 50M
Notes: Sensor Suite (+2 to Electronics and Notice rolls to spot targets within 500 yards), Night
Vision, AMCM. Weapons: 25mm Rotary Cannon (Fixed Left), 40mm Cannon (Fixed Left), 105mm
Howitzer (treat as 120mm Tank Gun; Fixed Left, Stabilizer)
AH-64 Apache 8 (Huge) 0 225 20 (4) 2 35M
Notes: Helicopter, Night Vision. Weapons: 30mm Cannon (Fixed Front), 16× Hellfire Missiles
AV-8B Harrier 7 (Large) +1 630 17 (3) 1 28M
Notes: -1 Handling when in VTOL mode. Weapons: 25mm Cannon (Fixed Front), 2× Sidewinder
Missiles, Bombs.
B-2 Spirit Stealth
13 (Gar) −2 630 22 (3) 2 $2.1B
Bomber
Notes: Infrared Night Vision. Stealth Paint. Weapons: up to 50k lb in Bombs.
F-15 Eagle 9 (Huge) +2 1875 18 (4) 1 30M
Notes: Night Vision. Weapons: 20mm Cannon (Fixed Front), 4× Sidewinder Missiles, 4× Sparrow
Missiles, Bombs.
SU-27 9 (Large) +1 1550 16 (4) 1 30M
Notes: Night Vision. Weapons: 30mm Cannon (Fixed Front), 4× Sidewinder Missiles (Soviet equivalent)
UH-1 (Huey) 7 (Large) +2 120 14 (2) 4–12 25M
Notes: Helicopter. Weapons: Medium MG (Fixed Left or Right).
FUTURISTIC MILITARY AIRCRAFT
Fighter 6 (Large) +2 600 20 (6) 1 15M
Notes: AMCM, Night Vision. 2× Linked Light Lasers (Range 150/300/600, Damage 2d10, AP 10,
RoF 1, HW).
Strike Jet 9 (Huge) +2 900 23 (6) 1 35M
Notes: AMCM, Night Vision, Sensor Suite (+2 to Electronics and Notice rolls to spot targets within
500 yards). Heavy Laser (Fixed Forward), ×2 Sidewinder Missiles, Bombs.
Attack Helicopter 8 (Huge) 0 900 22 (6) 1+3 50M
Notes: AMCM, Night Vision, Stealth Paint. Weapons: Gatling Laser (Pintle Mount Forward), 20×
Hellfire Missiles.
300 (Atmo) /
Dropship 12 (Huge) −2 28 (8) 2+16 65M
2K (Space)
Notes: Spacecraft. Weapons: Gatling Laser (Turret), 16× Hellfire Missiles. Also may carry one APC.
Alternately, may reduce Passengers to 8 and carry one Tank.

27
WATERCRAFT
TOP SPEED
SAVAGE WORLDS

NAME SIZE HANDLING (MPH) TOUGHNESS CREW COST


SAILING SHIPS
Brigantine 11 (Gar) 0 8 18 (3) 12+24 $100K
Notes: Heavy Armor. Weapons: 12× to 20× Cannon (Fixed Left and Right).
Crumster 9 (Huge) −1 7 16 (3) 12+10 $30K
Notes: Heavy Armor.
Cutter 10 (Huge) +1 9 16 (2) 12+20 $100K
Notes: Heavy Armor.
Longboat 3 (Normal) 0 6 9 (1) 9+4 $1K
Frigate 17 (Gar) −2 9 25 (4) 200+80 $600K+
Notes: Heavy Armor. Weapons: 28× to 36× Cannon (Fixed Left and Right).
Galleon 14 (Gar) −2 9 20 (4) 30+40 $300K+
Notes: Heavy Armor. Weapons: 16× to 46× Cannon (Fixed Left and Right).
Galley 13 (Gar) −1 16 20 (4) 120+16 $150K
Notes: Heavy Armor, Ram (AP 4 and halves damage sustained when ramming). Has both oars
and sails. Weapons: Catapult (Fixed Front).
Junk 8 (Huge) +0 7 15 (3) 8+12 $35K
Notes: Heavy Armor.
Man-of-War 15 (Gar) −3 9 23 (4) 120+40 $500K
Notes: Heavy Armor. Weapons: 50× to 100× Cannon (Fixed Left and Right)
Rowboat 0 −2 5 8 (1) 1+3 $500
Schooner 9 (Huge) +1 9 16 (3) 6+10 $40K
Notes: Additional +1 Handling to avoid running aground
Skiff, Large 5 (Large) +1 6 12 (2) 1+7 $10K+
Sloop 7 (Large) +1 7 14 (2) 1+11 $20K+
MODERN
Aircraft Carrier 23 (Gar) −4 35 48 (11) 2000 Millions
Notes: Heavy Armor; carries up to 5 fighter aircraft squadrons. Weapons: 8× 5” Naval Cannons
(Range 4/8/12 in miles, Damage 5d10, AP 20, Heavy Weapon, LBT, Open Pintle Mount on
Turret, Stabilized), 48× Quad-Linked 40mm Cannon (Pintle Mount Left and Right, Reaction Fire,
Stabilized)
Battleship (WW2) 22 (Gar) −4 35 76 (40) 1800 Millions
Notes: Heavy Armor, +1 to notice rolls. Weapons: 8× 14” Dual Linked Naval Cannons (Range
7/14/21 in miles, Damage 5d12, AP 50, Heavy Weapon, LBT, Pintle Mount on Turret, Stabilized),
12× 6” Naval Cannons (Range 6/12/18 in miles, Damage 6d10, AP 40, Heavy Weapon, LBT, Pintle
Mount on Turret, Stabilized), 40× Quad Linked 20mm Cannon (Pintle Mount Left and Right,
Reaction Fire, Stabilized).
Hydrofoil 10 (Huge) 0 40 15 (3) 1+9 $400K+
Ocean Liner 22 (Gar) −4 30 30 (3) 30+3k 50M+
Patrol Boat, River 7 (Huge) +1 32 15 (4) 4 $700k
Notes: Heavy Armor. Weapons: 2× Linked Heavy MG (Front Pintle Mount), 2× Medium (Left and
Right), Heavy MG (Stern).
PT Boat (WW2) 12 (Gar) +1 40 14 (2) 10 $250K
Notes: Heavy Armor. Weapons: 50 cal MG (Front Pintle Mount), Heavy MG (Rear Pintle Mount),
4× torpedo tubes (Fixed Forward).
Speed Boat 4 (Large) +1 90 10 (1) 1+3 $60K+
Small Yacht 8 (Huge) 0 35 14 (2) 1+9 $500K+
Large Yacht 10 (Huge) −1 40 17 (2) 1+12 1M+

28
WATERCRAFT (CONT.)

Sample Vehicles
TOP SPEED
NAME SIZE HANDLING (MPH) TOUGHNESS CREW COST
Tugboat 13 (Gar) −2 20 21 (3) 4+12 125K
Steamboat 17 (Gar) −4 30 25 (3) 10+100 500K+
Submarine (Nuke) 21 (Gar) −3 35 45 (10) 130 Billions
Notes: Heavy Armor. +2 to Notice rolls, AMCM, Infrared Night Vision, Sonar (treat as Night
Vision, only underwater). Maximum Depth 900 feet. Weapons: 4× Torpedo tubes (Forward Fixed),
12× Tomahawk missiles (treat as Hellfire rockets, but Range is 50/100/1000 miles; older munitions
were nuclear, which shouldn’t need stats), 10–12 naval mines (treat as anti-tank mines).
40 Surface
Submarine (WW2) 17 (Gar) −3 37 (8) 65 Millions
10 Submerged
Notes: Heavy Armor. Sonar (treat as Night Vision when underwater). Maximum depth 600 ft.
Weapons: 6× Torpedo tubes (Forward Fixed), 4× Torpedo Tubes (Rear Fixed), 1× 5” Naval Cannon
(Range 4/8/12 in Miles, Damage 5d10, AP 20, Heavy Weapon, LBT, Open Turret), 2× 20mm
Cannon (Turret).
Tanker 24 (Gar) −4 30 32 (3) 40 200M+
FUTURISTIC
Gunboat 11 (Huge) −1 45 28 (6) 2+12 50K-1M
Notes: AMCM, Night Vision. Some also had Stealth Paint. Weapons: Gatling Laser (Forward Pintle
Mount on Turret)
Destroyer 17 (Gar) −3 40 50 (20) 10 100M
Notes: AMCM, Night Vision, Sensor Suite (+2 to Electronics and Notice Rolls to detect targets
within 500 yards). Weapons: 8× Heavy Lasers, 6× Gatling Lasers on Pintle Mounts Left and Right
(Reaction Fire, Anti-Missile), 4× Torpedoes.
Battleship 23 (Gar) −4 30 88 (46) 30 Billions
Notes: AMCM, Night Vision. Can launch up to 4 gunboats. Weapons: 4× Super Lasers (Range
15/30/60 in miles, Damage 6d10, AP 40, SBT, Turret), 8× Twin-Linked Heavy Lasers (Turret,
Reaction Fire), 16× Gatling Lasers (Pintle Mount Left and Right, Reaction Fire, Anti-Missile),

G alleon

29
SPACECRAFT
TOP SPEED
NAME SIZE HANDLING (MPH) TOUGHNESS CREW COST
SAVAGE WORLDS

Dreadnought 25 (Gar) −4 2K 92 (50) 40+4k 1T


Notes: AMCM, Heavy Armor, Night Vision, Planetary Sensor Suite (+2 to Electronics and Notice
rolls to detect targets within 10K miles), Shields (4), Sloped Armor. Carries up to 10 squadrons
of Starfighters and four Dropships full of marines. Weapons: 40× Quad-Linked Heavy Lasers
(Turrets), 100× Torpedoes in four launch tubes (Fixed Front). Massive Laser Cannon (Fixed Front,
Range 150/300/600, Damage 8d10, AP 50, RoF 1, Heavy Weapon, LBT) ignores the Wound limit
of shields, can destroy multiple shields in one hit, and any remaining Wounds it’d cause apply
directly to the ship’s Wounds.
Freighter, Personal 14 (Gar) −2 2K 32 (8) 2+10 150M
Notes: Atmospheric, Heavy Armor.
Interstellar Freighter 16 (Gar) −3 2K 36 (10) 4+400 250M
Notes: Heavy Armor. Typically has 2–4 atmospheric shuttles.
Jet Bike 1 +2 200 9 (2) 1+1 10K
Escape Pod 2 +0 500 12 (2) 1+2 500K
Galactic
30 (Gar) −4 1K 110 (60) 500+6K 50T
Exploration Vessel
Notes: Heavy Armor, AMCM, Galactic Sensor Suite (+2 to Electronics and Notice rolls to spot
targets within 100K miles), Shields (3). Carries 2 Interplanetary Shuttles. Weapons: 12× Heavy
Lasers (Turret), 250× Torpedoes in 3 launchers (2 Fixed Front, 1 Fixed Rear).
Starfighter 6 (Large) +1 2K 19 (4) 1 25M
Notes: Atmospheric, AMCM, Sensor Suite (+2 to Electronics and Notice rolls to spot targets
within 500 yards), Night Vision, Shields (1). Weapons: 2× Linked Light Lasers (Fixed Front, Range
150/300/600, Damage 2d10, AP 10, RoF 1, Heavy Weapon), 2× Light Missiles (Fixed Front, treat as
Sidewinders).
World Destroyer 40 (Gar) −4 500 148 (80) 50K+1M Priceless
Notes: AMCM, Heavy Armor, Planetary Sensor Suite (+2 to Electronics + Notice rolls to spot
targets within 100k miles), Night Vision, Shields (5). Only takes one Wound maximum from
any attack that does not target its core. Complement of 100 Interplanetary Shuttles and 5000
Starfighters. Weapons: Innumerable Dual-Linked Heavy Lasers, planet killer laser (a plot device
weapon that takes an hour of high-intensity energy to destroy an entire planet).

Shields
The craft is protected by an ablative energy field that gives it one additional Wound
each time this modification is taken (the number in parentheses is how many “shield
Wounds” the ship has).
Shield Wounds are lost before Wounds to the hull. Roll Critical Hits normally when
a shield takes a Wound. Craft with remaining shield Wounds never suffer more than
one Wound from a single hit, but damage to shield Wounds may not be Soaked.
Certain weapons ignore this ability, as do collisions with hard objects of at least half
the ship’s Size or greater.
Shields automatically recharge one Wound every 10 minutes. In an emergency, a
character may attempt to shunt the ship’s power to the shields to recharge them faster.
This takes an action and an Electronics roll at –2. A Critical Failure shuts down the
ship’s shields entirely—they recharge at the rate of one per hour and can’t be shunted
again until after they have fully restored. Failure means nothing happens. A success
recharges one Wound, but any Trait roll dependent on the ship or its weapons and
hardware (Piloting, Shooting, Electronics, etc.) are made at –2 until the end of the
character’s next turn as systems reroute electrical and processing power to the shields.
With a raise, the Wound recharges without inflicting any penalty.
30

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