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Void Drifters · Ships

Catalog — Ground and Hover Vehicles

About This Catalog

This chapter holds seventeen ground and hover vehicles, from the Scale 1 Personal Hover Skiff to the Scale 4 Funtari Military Hover Tank. Their limits by Scale, their price method, terrain, ground combat, crashes, and hover lift loss are in Chapter Nine.

Hover vehicles ride on Funtari localized anti-gravity, licensed across known space. Commercial firmware caps a vehicle's clearance; military firmware does not, and is not sold (Chapter Nine, Funtari Hover Technology). Ground vehicles run on wheels, tracks, or legs. They need no hover license and are unaffected by anti-hover ECM, but rough terrain hampers them (Chapter Nine, Terrain Penalties).

A landed ship carries a Scale 1 or 2 vehicle in a Vehicle Bay, a Scale 3 vehicle in a Heavy Vehicle Bay, and a Scale 4 vehicle on a Vehicle Deck (Chapter Ten, Carried Craft).

Reading a Vehicle Entry

Each entry is a compact stat block followed by a short description, Traits, and Acquisition. The compact block is the Chapter Sixteen block with fewer cells; its sample and key (Chapter Sixteen, Reading an Entry) explain every cell it shares. Only these differ:

Cell What it is Rule
Price or Prize Value Factory new, with the standard armament and equipment, from the vehicle price method. A Military vehicle is not sold: its Prize Value is its worth to whoever takes it 9, Buying a Ground Vehicle
Strips Two strips of four: Speed, Handling, Armor, Hull Points; System Points, Crew, Passengers, Cargo Units. They mean what they mean for a ship. A vehicle has no Cruise, Sensors, Deflection, Power, Heat, Module Slots, or Consumables cells 3; 9, Scale and Limits
Crew Minimum / standard, with the Chapter Fourteen effects of a short crew 14, Crew Size
Weapons The installed weapons, included in the price. No Heat or Pwr column, and no Cooldown, Heat Surge, or Power Draw tag: vehicles have no Power or Heat track. A weapon with Heat 4 or more cannot fire in two consecutive rounds; in this chapter that is the Particle Lance, Plasma Projector, and Heavy Plasma Cannon 9, Scale and Limits
Terrain The ground the vehicle crosses. Ground vehicles take the terrain penalties on Pilot checks 9, Terrain Penalties
Clearance Hover vehicles: Commercial or Military firmware, and the height it holds. A commercial hover vehicle cannot leave Engaged altitude; a military one may climb to Short altitude 9, Clearance Limits; 9, Altitude and Elevation
Power The power source and the hours it runs lift, drive, and weapons before recharging or refuelling 9, Scale and Limits
Mounts As for a ship, but a vehicle reads its mounts as one Scale larger and may carry one oversized mount; never a Capital mount 13, Hardpoints and Mounts
Systems Factory equipment —
Builder The Chapter Five signature benefits that apply 5

Fighting ships. A vehicle attacks and is attacked with the ship procedure in Chapter Fifteen, The Attack. When a ship and a vehicle differ by 2 or more Scale, apply Scale in Combat (Chapter Three).

Civilian Hover Vehicles

Commercial hover vehicles, sold wherever Funtari licenses are distributed, which is most of known space. Operating one in most core systems requires a commercial hover license; frontier regions often do not check.

Personal Hover Skiff

Funtari Confederacy licensed design · multiple manufacturersScale 1
Role Price Acquisition
Personal transport, light deliveries 9,750cr Open
Speed Handling Armor Hull Points
3 +1 0 4
System Points Crew Passengers Cargo Units
3 1 / 1 2 8

Terrain Any surface below its clearance, including water, marsh, and ice

Clearance Commercial firmware; up to 3 meters

Power Battery, 12 hours

Mounts None

Weapons Unarmed

On worlds with Funtari licensing, hover skiffs replaced hand carts and cargo trolleys for short hauls within a generation.

Traits: Quiet, and built for personal and light commercial logistics. Unarmed and unarmored: a firefight aboard one is dangerous to everyone on it.

Acquisition: Sold by most urban outfitters and vehicle dealers.

Hover Speeder

Multiple manufacturers · Funtari-licensedScale 1
Role Price Acquisition
Courier, fast personal transport 12,200cr Open
Speed Handling Armor Hull Points
5 +2 0 4
System Points Crew Passengers Cargo Units
3 1 / 1 1 2

Terrain Any surface below its clearance, including water, marsh, and ice

Clearance Commercial firmware; up to 5 meters

Power Reactor cell, 24 hours

Mounts None

Weapons Unarmed

Couriers, messengers, and street racers run speeders wherever Funtari licensing reaches.

Traits: The fastest vehicle in this chapter, at Speed 5 with Handling +2. With Armor 0 and 4 Hull Points, a Light vehicle weapon destroys it in one or two hits. Its 5-meter clearance carries it over most obstacles and low buildings.

Acquisition: Sold by vehicle dealers on any world with Funtari licensing.

Hover Cargo Platform

Funtari Confederacy licensed design · multiple manufacturersScale 1
Role Price Acquisition
Bulk surface freight 13,750cr Open
Speed Handling Armor Hull Points
2 −1 1 6
System Points Crew Passengers Cargo Units
4 1 / 2 2 40

Terrain Any surface below its clearance, including water, marsh, and ice

Clearance Commercial firmware; up to 10 meters

Power Reactor cell, 48 hours

Mounts None

Weapons Unarmed

Wherever Funtari licensing has reached, these platforms replaced wheeled freight within a decade, because they carry ore across swamp and scree that stop trucks.

Traits: The standard heavy freight vehicle in Funtari-licensed territory: slow, but 40 Cargo Units over any surface. Its Armor 1 is a reinforced frame that survives debris and rough handling, not weapons fire. The 10-meter clearance clears most obstacles without leaving commercial limits.

Acquisition: Funtari-licensed commercial distributors and dealer networks.

Hover Bus and Transport

Multiple manufacturers · Funtari-licensedScale 2
Role Price Acquisition
Passenger transit, evacuation 26,250cr Open
Speed Handling Armor Hull Points
3 −1 1 8
System Points Crew Passengers Cargo Units
5 1 / 2 30 10

Terrain Any surface below its clearance, including water, marsh, and ice

Clearance Commercial firmware; up to 8 meters

Power Reactor cell, 36 hours

Mounts None

Weapons Unarmed

Hover bus networks let developed worlds run passenger routes across terrain that would otherwise need roads, bridges, and rail.

Traits: Built for passengers: its 30 seats are the most of any vehicle in this chapter. Used for public transit, worker transport at large installations, colony logistics, and evacuation.

Acquisition: Municipal and corporate transport operators are the main buyers.

Military and Paramilitary Hover Vehicles

Military hover vehicles run uncapped firmware and military stabilization, and climb to Short altitude (Chapter Nine, Altitude and Elevation). They require Funtari military hover licensing, which is not sold commercially.

Hover Combat Sled

Funtari Confederacy Warforge · Sled SeriesScale 2
Role Price Acquisition
Scouting, harassment, fire support 34,050cr Restricted
Speed Handling Armor Hull Points
4 +1 2 8
System Points Crew Passengers Cargo Units
6 1 / 2 0 2
Weapons
Weapon Range Hull Sys Crit
Light Rotary CannonLight · Turret · Auto-Fire, Point Defense 1, Recoil (minor), Limited Ammo 40 Short–Medium 3 — 4
Micro-Missile PodLight (optional fit) · Forward · Damage per missile; Lock-On, Tracking, Interceptable, Salvo 2, Limited Ammo 8 Short–Medium 3 — 4

Terrain Any surface below its clearance, including water, marsh, and ice

Clearance Military firmware; up to Short altitude

Power Military reactor cell, 72 hours

Mounts 2 Light · 2 points

The combat sled is the basic unit of Funtari ground warfare, cheap enough that the Warforge plans on losing them.

Traits: Fast and lightly armed, it scouts, harasses, and gives rapid fire support rather than holding ground. Military firmware lets it cross obstacles that stop commercial vehicles. A sled that loses its lift drops (Chapter Nine, Hover Lift Loss) and has no ground mode.

Acquisition: Funtari military authorization. Licensed security contractors buy them through approved channels.

Hover APC

Multiple military manufacturers · Funtari military-licensedScale 2
Role Price Acquisition
Troop transport, assault support 40,400cr Restricted
Speed Handling Armor Hull Points
3 +0 3 12
System Points Crew Passengers Cargo Units
7 2 / 3 12 troops 5
Weapons
Weapon Range Hull Sys Crit
Light Rotary CannonLight · Turret · Auto-Fire, Point Defense 1, Recoil (minor), Limited Ammo 40 Short–Medium 3 — 4

Terrain Any surface below its clearance, including water, marsh, and ice

Clearance Military firmware; up to Short altitude

Power Military reactor cell, 48 hours

Mounts 2 Light · 2 points · 1 Light empty

The hover APC carries a fire team across any terrain to its point of dismount.

Traits: Armor 3 and 12 Hull Points are the most a Military Scale 2 vehicle can carry. Its 12 seats hold a full combat fire team, and the turret cannon covers the dismount. Used for rapid force projection, contested-zone transit, and assault support.

Acquisition: Military forces and approved contractors.

A hover patrol

Heavy Hover Weapons Platform

Funtari Confederacy Warforge · Bastion SeriesScale 4
Role Prize Value Acquisition
Fire support, area denial 110,050cr Military
Speed Handling Armor Hull Points
2 −1 4 20
System Points Crew Passengers Cargo Units
12 3 / 5 0 2
Weapons
Weapon Range Hull Sys Crit
Heavy Plasma CannonHeavy · Turret · Pierce 2, Close Range (16 at Engaged, 10 at Long), Scorch 2, Volatile, Signature Bloom 3 Long 13 — 3
Flak CannonStandard · Turret · Point Defense 2, Anti-Fighter, Scatter, Limited Ammo 24 Short 4 — 5
Micro-Missile PodLight · Forward · Damage per missile; Lock-On, Tracking, Interceptable, Salvo 2, Limited Ammo 8 Short–Medium 3 — 4

Terrain Any surface below its clearance, including water, marsh, and ice

Clearance Military firmware; up to Short altitude

Power Military reactor cell, 36 hours

Mounts 1 Light · 1 Standard · 1 Heavy · 6 points

The Confederacy deploys the Bastion to hold a position and win the firefight while its infantry does the moving.

Traits: Built for fire support rather than assault. Its Heavy Plasma Cannon reaches Long range and hits hardest close in, and it threatens starships of its own Scale. Slow at Speed 2, but it fires from any surface or from Short altitude. Its cannon is turret-mounted, so the platform's Handling does not affect it.

Acquisition: A Funtari Confederacy military asset. Not available through any commercial channel.

Funtari Military Hover Tank

Funtari Confederacy Warforge · Fortress SeriesScale 4
Role Prize Value Acquisition
Heavy assault, terrain denial 136,950cr Military
Speed Handling Armor Hull Points
2 −2 5 24
System Points Crew Passengers Cargo Units
14 4 / 6 0 0
Weapons
Weapon Range Hull Sys Crit
Particle LanceHeavy · Turret · Accurate 1, Precision, Signature Bloom 2 Medium–Long 10 — 3
Plasma ProjectorStandard · Turret · Pierce 1, Close Range (9 at Engaged, 5 at Medium), Scorch 2, Volatile, Signature Bloom 2 Medium 7 — 4
Flak CannonStandard · Turret · Point Defense 2, Anti-Fighter, Scatter, Limited Ammo 24 Short 4 — 5
Point-Defense LaserLight · Turret · Point Defense 1, Accurate 1 Short 2 — 5

Terrain Any surface below its clearance, including water, marsh, and ice

Clearance Military firmware; up to Short altitude

Power Military reactor, 60 hours

Mounts 1 Light · 2 Standard · 1 Heavy · 8 points

A Fortress can hold any ground its commander chooses, which is why worlds that expect a Confederacy landing still build planetary defenses.

Traits: The most heavily armed and armored vehicle in this chapter. Armor 5 is the Military cap for Scale 4. The Particle Lance engages ships and armor at Medium to Long range; the Plasma Projector, Flak Cannon, and Point-Defense Laser cover close threats, small craft, and missiles. The lance is turret-mounted, so the tank's Handling does not affect it.

Acquisition: Funtari Confederacy forces only. The Confederacy treats possession by anyone else as an act of war, and a recovered Fortress is a diplomatic incident.

A line of hover tanks

Ground Vehicles

Wheeled, tracked, and walking vehicles. They need no hover license and keep working under electromagnetic interference that grounds hover vehicles, but each is built for particular terrain: a crawler built for rock struggles in a swamp.

Standard Ground Crawler

Multiple manufacturers · common designScale 1
Role Price Acquisition
General surface transport 10,500cr Open
Speed Handling Armor Hull Points
2 −1 1 6
System Points Crew Passengers Cargo Units
4 1 / 2 6 20

Terrain Roads and light off-road (rutted tracks, soft dirt, moderate hills)

Power Fuel cell, 72 hours

Mounts None

Weapons Unarmed

The crawler serves worlds that cannot afford Funtari licensing fees, that distrust hover technology, or whose terrain defeats hover clearance.

Traits: The baseline ground vehicle: slower than hover and limited by terrain, but cheaper to own, run, and repair. Its fuel cells can be refilled from almost any source, including improvised plants. Anything rougher than light off-road needs a heavier crawler.

Acquisition: Sold everywhere.

Heavy Crawler

Multiple manufacturers · common designScale 2
Role Price Acquisition
Industrial and frontier haulage 33,700cr Open
Speed Handling Armor Hull Points
2 −2 2 10
System Points Crew Passengers Cargo Units
6 2 / 4 8 50

Terrain All terrain, tracked: mud, sand, rubble, ice, shallow water, steep grades

Power Fuel cell, 96 hours

Mounts None

Weapons Unarmed

Mining camps, construction crews, and frontier settlements run heavy crawlers where hover licensing is impractical or unavailable.

Traits: Tracked and all-terrain, with Armor 2 and 10 Hull Points of industrial construction. It crosses ground no faster than a hover vehicle but ignores clearance bands and firmware limits.

Acquisition: Sold everywhere.

Mining Crawler

Kharos Forge Cooperative · Digger SeriesScale 3
Role Price Acquisition
Mining, tunnel and shaft work 47,800cr Open
Speed Handling Armor Hull Points
1 −2 2 12
System Points Crew Passengers Cargo Units
10 2 / 4 2 60

Terrain All terrain, tracked; rated for tunnels, shafts, and underground work

Power Reactor cell, 120 hours

Mounts None

Weapons Unarmed

Systems Drilling attachment (forward), ore conveyor, dust filtration, emergency beacon

Builder Kharos Signature Damage Control (Chapter Five): add 1 Boon Die to Emergency Repair and Emergency Patch checks; repairs that need a yard may be made in the field at Hard (Chapter Eleven, Field Repair)

Kharos builds the Digger for the worst conditions, to be repaired with whatever is at hand.

Traits: Speed 1, with room for 60 Cargo Units of ore. Rated for tunnel work, shaft descent, and underground operation, and its 120-hour reactor cell runs five days below ground without resupply. Used in asteroid mining, deep planetary extraction, and any job where the material is below the vehicle.

Acquisition: Kharos industrial supply channels.

A mining crawler at a shaft

Armored Ground Transport

Crown Meridian Shipworks · Convoy SeriesScale 2
Role Price Acquisition
Convoy, VIP and valuables transport 35,150cr Licensed
Speed Handling Armor Hull Points
3 −1 3 10
System Points Crew Passengers Cargo Units
6 2 / 4 8 25

Terrain Roads and light off-road; reinforced suspension

Power Fuel cell, 48 hours

Mounts 1 Light · 1 point. Rooftop; the weapon is the buyer's choice.

Weapons None factory-fitted

Systems Internal Security Suite, communications array, armory locker, locking cargo compartment

Builder Crown Meridian Signature Damage Control and Security (Chapter Five): add 1 Boon Die to Emergency Repair and Emergency Patch checks, and to checks that oppose intruders or unauthorized access

Crown Meridian sells the Convoy to corporate security contractors and government transport services for cargo that someone else wants to take.

Traits: Armor 3, as much as the military APCs carry. The integrated security suite monitors every entry, access attempt, and passenger movement. Built for convoy, VIP, and valuables transport.

Acquisition: Crown Meridian's security dealer network.

Military Ground APC

Multiple military manufacturers · trackedScale 3
Role Price Acquisition
Troop transport where hover fails 57,050cr Restricted
Speed Handling Armor Hull Points
3 +0 3 14
System Points Crew Passengers Cargo Units
10 2 / 3 10 troops 8
Weapons
Weapon Range Hull Sys Crit
Light Rotary CannonLight · Turret · Auto-Fire, Point Defense 1, Recoil (minor), Limited Ammo 40 Short–Medium 3 — 4

Terrain All terrain, tracked, including shell-broken ground

Power Military fuel cell, 60 hours

Mounts 2 Light · 2 points · 1 Light empty

Systems Firing ports

Armies field the tracked APC where hover vehicles are jammed, grounded, or outmatched by the terrain.

Traits: The choice where anti-hover ECM, terrain interference, or electromagnetic hazards make hover transport unreliable. Its tracks cross any ground, including ground broken by shellfire. Troops aboard may fire personal weapons through the firing ports while the vehicle's Armor covers them (Chapter Three, Vehicles Against Characters).

Acquisition: Military forces and approved contractors.

Battle Walker

Multiple military manufacturers · walking chassisScale 3
Role Prize Value Acquisition
Fire support in broken terrain 78,100cr Military
Speed Handling Armor Hull Points
3 +1 3 18
System Points Crew Passengers Cargo Units
10 1 / 2 0 2
Weapons
Weapon Range Hull Sys Crit
Particle LanceHeavy · Fixed Forward · Accurate 1, Precision, Signature Bloom 2 Medium–Long 10 — 3
Light Missile RackStandard (shoulder) · Forward · Lock-On, Tracking, Interceptable, Payload, Limited Ammo 6 Long 6 — 3
Light Rotary CannonLight · Turret · Auto-Fire, Point Defense 1, Recoil (minor), Limited Ammo 40 Short–Medium 3 — 4

Terrain Any ground, rubble, and stairs; climbs vertical surfaces with its grapples

Power Military reactor cell, 48 hours

Mounts 1 Light · 1 Standard · 1 Heavy · 6 points

Systems Climbing grapples

Walkers go where tracks and hover cannot: up rubble slopes, over walls, and onto rooftops.

Traits: A Scale 3 walker reads its mounts as Scale 4, so its Particle Lance sits in an ordinary Heavy mount. With its grapples it climbs structures and crosses rubble and terrain that stop every other ground vehicle (Chapter Nine, Terrain Penalties). The lance threatens landed and low-flying ships at Medium to Long range.

Acquisition: Military only. Every major power fields battle walkers; there is no civilian market.

A battle walker climbing

Specialized Vehicles

Vehicles built for one kind of work.

Survey Skiff (Ground Variant)

Kharos Forge Cooperative · Prospector Series, ground variantScale 2
Role Price Acquisition
Overland survey, prospecting 34,450cr Open
Speed Handling Armor Hull Points
3 +0 2 8
System Points Crew Passengers Cargo Units
6 1 / 3 4 15

Terrain All terrain, extended range

Power Reactor cell, 120 hours

Mounts None

Weapons Unarmed

Systems Extended sensors, workshop kit, atmospheric analysis gear, geological sampling tools, emergency beacon

Builder Kharos Signature Damage Control (Chapter Five): add 1 Boon Die to Emergency Repair and Emergency Patch checks; repairs that need a yard may be made in the field at Hard (Chapter Eleven, Field Repair)

The ground survey skiff is the Kharos Prospector stripped of its space systems and rebuilt for long overland work.

Traits: Its 120-hour reactor cell gives five days of operation without resupply; with supply caches or a support ship, survey expeditions run for weeks. Extended sensors handle mineral detection and atmospheric monitoring, and the workshop kit handles field repair and sample analysis. Used by prospecting crews, scientific survey teams, and frontier emergency response.

Acquisition: Sold everywhere.

Excavation Platform

Industrial design · multiple manufacturersScale 4
Role Price Acquisition
Excavation, heavy construction 64,800cr Open
Speed Handling Armor Hull Points
1 −3 2 20
System Points Crew Passengers Cargo Units
11 3 / 8 4 80

Terrain All terrain, tracked, any grade

Power Reactor cell, 96 hours

Mounts None

Weapons Unarmed

Systems Mining drill array (not a weapon mount), heavy lifting crane, material conveyor, geological sensor array, emergency beacon

An excavation platform drives to the work site, deploys its tools, and becomes the site's main machine.

Traits: Its 80 Cargo Units are the most of any vehicle in this chapter. The drill array is not a weapon: against structures, hull sections, and rock it works as a Cutting Beam (Chapter Eight). A standard crew of 8 runs every system at once.

Acquisition: Industrial equipment suppliers.

Medical Ground Transport

Viridian Lattice Yards · Responder SeriesScale 2
Role Price Acquisition
Field ambulance, trauma response 29,500cr Licensed
Speed Handling Armor Hull Points
3 +0 1 6
System Points Crew Passengers Cargo Units
7 1 / 3 6 patients 4

Terrain Any surface below its clearance, including water, marsh, and ice

Clearance Commercial firmware; up to 5 meters

Power Reactor cell, 48 hours

Mounts None

Weapons Unarmed

Systems Medical bay, diagnostic systems, automated drug dispensing, trauma stabilization suite, communications array, emergency beacon

Builder Viridian Signature Medical Bay and Life Support (Chapter Five): add 1 Boon Die to Medicine checks made aboard, and the medical AI assists 1 Medicine check per round; every species' environmental needs are met without checks

Viridian's Responder reaches patients where a medical shuttle cannot land and the terrain stops ordinary transport.

Traits: Its System Points exceed its Hull Points because the medical systems are built into the frame. It carries universal medical markings. This entry is the hover model. A tracked model has Speed 2, no hover lift or clearance, and is unaffected by anti-hover ECM.

Acquisition: Viridian medical supply channels and emergency response organizations.

A medical responder vehicle

Comparison Tables

Generated from the same data as the stat blocks. Mounts give the mount count by size (H Heavy, S Standard, L Light) and the hardpoint points in brackets. PV marks a Prize Value.

Civilian Hover Vehicles

Vehicle Scale Speed Handling Armor Hull / Sys Mounts (points) Crew Passengers Cargo Price
Personal Hover Skiff 1 3 +1 0 4 / 3 — 1 / 1 2 8 9,750cr
Hover Speeder 1 5 +2 0 4 / 3 — 1 / 1 1 2 12,200cr
Hover Cargo Platform 1 2 −1 1 6 / 4 — 1 / 2 2 40 13,750cr
Hover Bus and Transport 2 3 −1 1 8 / 5 — 1 / 2 30 10 26,250cr

Military and Paramilitary Hover Vehicles

Vehicle Scale Speed Handling Armor Hull / Sys Mounts (points) Crew Passengers Cargo Price
Hover Combat Sled 2 4 +1 2 8 / 6 2L (2) 1 / 2 0 2 34,050cr
Hover APC 2 3 +0 3 12 / 7 2L (2) 2 / 3 12 troops 5 40,400cr
Heavy Hover Weapons Platform 4 2 −1 4 20 / 12 1H + 1S + 1L (6) 3 / 5 0 2 110,050cr (PV)
Funtari Military Hover Tank 4 2 −2 5 24 / 14 1H + 2S + 1L (8) 4 / 6 0 0 136,950cr (PV)

Ground Vehicles

Vehicle Scale Speed Handling Armor Hull / Sys Mounts (points) Crew Passengers Cargo Price
Standard Ground Crawler 1 2 −1 1 6 / 4 — 1 / 2 6 20 10,500cr
Heavy Crawler 2 2 −2 2 10 / 6 — 2 / 4 8 50 33,700cr
Mining Crawler 3 1 −2 2 12 / 10 — 2 / 4 2 60 47,800cr
Armored Ground Transport 2 3 −1 3 10 / 6 1L (1) 2 / 4 8 25 35,150cr
Military Ground APC 3 3 +0 3 14 / 10 2L (2) 2 / 3 10 troops 8 57,050cr
Battle Walker 3 3 +1 3 18 / 10 1H + 1S + 1L (6) 1 / 2 0 2 78,100cr (PV)

Specialized Vehicles

Vehicle Scale Speed Handling Armor Hull / Sys Mounts (points) Crew Passengers Cargo Price
Survey Skiff (Ground Variant) 2 3 +0 2 8 / 6 — 1 / 3 4 15 34,450cr
Excavation Platform 4 1 −3 2 20 / 11 — 3 / 8 4 80 64,800cr
Medical Ground Transport 2 3 +0 1 6 / 7 — 1 / 3 6 patients 4 29,500cr