Animals and Vehicle...
Clear all

Animals and Vehicles

5 Posts
5 Users
New Member
Joined: 4 years ago
Posts: 1
Topic starter  

Does anyone know where I can find stats for generic animals and vehicles for this system, so I can use them as bases for specialised writeups such as enhanced guard critters and super-vehicles?

Active Member
Joined: 7 years ago
Posts: 19

The new Market Forces adventure has several cars and motorcycle stats, as well as a bunch of other common gear like pepper spray, light anti-tank weapon, taser.

As far as animals goes, I like to make them myself, but I think that kind of thing is fun.

I don't think there are any "official" stats out yet.


Active Member
Joined: 5 years ago
Posts: 7

In addition, on page 46 of the V&V (v.2.1) booklet, there are some general stats for animals and vehicles that should easily translate and transfer over.

New Member
Joined: 12 years ago
Posts: 0
I'm trying to figure out how to build something like a hover bike, the rule I'm not understanding as if i want this bike to have a very good speed and an AI, the rules seem to discuss it would have to be a very large vehicle with an interior space... how would one go about giving it just some flight, maybe a little armor and an ai for remote piloting? i don't want to sink a ton of points into it...

Estimable Member Admin
Joined: 13 years ago
Posts: 84

Some of a Vehicle's CPs can go toward Vehicle Modifiers, instead of toward its size in system spaces. For example, a 20 CP Vehicle which has 15 CPs of High Tech / Precision Engineering (see p. 81) and only 5 CPs toward its initial cost (its 'chassis', if you will) will only have a 4 system space deck (see p. 78). But because of its 15 CPs of High Tech, each of its systems will get a bonus of +15 CPs. So, a 20 CP hover bike with 1 system space of Flight gets 5+15=20 CPs of Flight. That's how you can make smaller vehicles out of higher total CPs. Spend some of their CPs on other things besides their hull size.

Hope that helps!