Vehicles are tools for traveling across the Dragon World, as one would expect! The Vehicles depicted in this section, however, represent Vehicles usually representing individuals or very small groups. They aren’t on the scale of Frieza’s Battleship or even some of the larger ships that have more impressive functions, such as Goku’s Namek-bound spaceship and its Gravity Machine.

Piloting. When entering a Vehicle as the Pilot, you must pass a Piloting Skill Check, TN Medium. If you fail, you cannot figure out the controls for the Vehicle and therefore cannot pilot it. If you succeed, you may pilot the Vehicle.

While some Vehicles can carry multiple characters, there can only be one Pilot. The Pilot is the character who uses their Actions to control the Vehicle.

While any character can enter an unmanned Vehicle if they are adjacent to it, if there’s a Pilot present in the Vehicle, only allowed characters are able to enter. If a disallowed character attempts to enter a Vehicle, you can make an Opposed Skill Check – your Piloting against their Acrobatics, to dodge their attempts and prohibit them from entering the Vehicle.

Any character within a Vehicle can attempt to become the Pilot. If the Pilot is willing, they take over the position. If not, make an Opposed Physical Strike Roll against the Pilot. If the Pilot wins, you fail to take over the Pilot position. If you win, you take over the position of Pilot. In a Combat Encounter, this can only be done once per Combat Round and takes at least One Action.

Vehicles in Combat. Entering or leaving a Vehicle in a Combat Encounter costs One Action. While in a Vehicle, you use the Vehicle’s Speed (see: Vehicle Output, below) instead of your own for Movement Maneuvers. You cannot use any type of Attacking Maneuver while in a Vehicle against characters outside of that Vehicle, nor can you be chosen for an Attacking Maneuver by any character outside of that Vehicle – unless that Maneuver has the Penetration Advantage or is made as a Called Shot.

Vehicles are Terrain with a Hardness Level of 2 by default. If a character collides with a Vehicle, both the character and the Vehicle receive damage from the Hardness. You may use the Movement Maneuver to move into a Square occupied by another character, if you do, make a Physical Strike Roll opposed by that character’s Dodge Roll. If you successfully strike (hit) that Opponent, act as if that character was made to collide with the Vehicle and increase the amount of Damage that opponent suffers by +x(bT), where x is where x is the number in brackets shown after the Vehicle’s Output (see: Output Table below).

If a Vehicle is destroyed with any Character in the Vehicle, they must make an Impulsive Save, TN Very Hard. If they pass, they manage to escape from the Vehicle before it is destroyed and can place themselves on a Square in the Battle Map adjacent to the destroyed Vehicle. If they fail, they suffer Standard Damage equal to the full Life Points of that destroyed Vehicle and remain on their current Square on the Battle Map (the one previously also taken up by the Vehicle).

Vehicles take up Squares on the Battle Map, but characters may enter those Squares by spending One Action to enter the Vehicle while on a Square adjacent to it.

A Vehicle can be targeted for any Attacking Maneuver as if they were an Opponent.

Vehicle Creation

Either through a Gear Kit, a gift from another character, or through Crafting – you have gained access to a Vehicle. The question is, what kind of Vehicle is it and what features does it have? For this, you follow Vehicle Creation.

Vehicle Creation is handled by CP – Creation Points. You spend a number of CP to gain certain benefits. The amount of CP you possess directly correlates with the Craft TN of a particular Vehicle, as seen below.

Vehicle Craft TNCP
Very Hard10
Nearly Impossible12

Vehicle Life Points. Each Vehicle has 20(bT) Life Points, using the Tier of Power for the creator at the time of creation. They cannot regain these Life Points except by repairing them through spending an hour outside of a Combat Encounter to make a Craft or Science (whichever is higher) Skill Check with a TN equal to the Vehicle’s Craft TN. If you fail, the Vehicle remains with its current Life Points. If you succeed, select a number of hours to spend fixing the Vehicle and if you are uninterrupted during that time, you restore 2d10(T) Life Points for every hour spent attempting to fix the Vehicle.

If a Vehicle is destroyed, it cannot be fixed and you must instead create a new Vehicle.

Vehicle Volume. First, you must choose a Volume for your Vehicle from Minor, Moderate or Major. Volume influences the Defense Value, Life Points and Square Occupancy of a Vehicle.

The Defense Value and Life Points modification adds onto the basic calculation shown above, while Square Occupancy refers to how many Squares the Vehicle occupies on a Battle Map and therefore how it can be filled by characters. For instance, a Moderate Vehicle which has a total of 4 Squares of occupancy can carry either 4 characters of the Large Size Category or lower or one character of the Enormous Size Category.

Vehicle VolumeDefense ValueLife PointsSquare Occupancy

Vehicle Output. After determining Volume, you must determine the Output of your Vehicle. The Output of your Vehicle determines its Speed – Vehicles do not possess a Boosted Speed.

When making a Dodge Roll, you use the Vehicle’s Defense Value, which is by default 4 and is increased by the Vehicle Volume (shown above) and the Output (shown on the Output Table below).

OutputStandard SpeedDefense ValueCP Cost
Very Low (1)4sq+02
Low (2)8sq+1(bT)3
Average (3)12sq+2(bT)4
High (4)16sq+3(bT)5
Extremely High (5)20sq+4(bT)6

Vehicle Qualities

When you first create a Vehicle, you must select Vehicle Qualities. Qualities are how you design a particular Vehicle and make it unique. Some Vehicle Qualities may take up some Square Occupancy. Vehicle Qualities are listed below, with their CP Cost in brackets:

  • Hikou (1 CP). This Vehicle can fly, ignoring all forms of difficult terrain.
  • Open (1 CP). The Vehicle has an open roof or can open up a door while moving. Characters in the Vehicle, including the Pilot, can still use their Attacking Maneuvers while in this Vehicle.
  • Space Travel (1 CP). This Vehicle can fly in space, allowing for intergalactic travel. The time it takes to travel between planets depends on the output of the vehicle. Requires the Hikou Quality.
  • Capsule Storage (1 CP). While no characters are in this Vehicle, you can spend One Action to store it in a Capsule if you are adjacent to it.
  • Life Systems (1 CP). This Vehicle allows you to remain safe from all outside environments, including oceanic depths and deep space – no Battle Weather or Environment affects you while in this Vehicle. If you are required to travel for an extensive period, you can be put into a state of suspended animation until you land.
  • Living Space (1 CP). This Vehicle has all the amenities of a home. This can mean separate rooms in larger vehicles and tends to include a bathroom, kitchen and dedicated living room. This takes up 2 Squares, which must be aligned either vertically or horizontally.

    Optional (Your ARC decides if this is included): If you have access to this Vehicle, you may use the Resting or Bonding Downtime Activities without spending Downtime Points once per Downtime Period.
  • Remote Controlled (1 CP). This Vehicle can be called remotely by spending One Action. It will arrive at the start of the next Combat Round in a Square of your choosing within your Melee Range.
  • Scanner (1 CP). When you are looking for a specific item, while you are in the Vehicle, you may spend One Action to use an inbuilt scanner. Increase your Perception Skill Check for finding that item by +1d6.
  • Weaponry (1~2 CP). This Vehicle has Ranged Weapons installed in it. Create a Ranged Weapon. You can use Attacking Maneuvers with this Weapon while piloting this Vehicle, even if you do not possess the Open Quality (the Pilot uses their own Strike Rolls, uninfluenced by the Vehicle). You can gain this Trait any number of times. Instead of a Force Modifier, increase the Wound Roll of any Energy Attacks made with a Ranged Weapon as part of this Quality by +x(bT) where x is the number in brackets shown after this machine’s Output.

    If the Ranged Weapon is a Ballistic Weapon, this only costs 1 CP but you do not increase the Wound Roll by +x(bT).
  • Armor Plating (1 CP). Reduce all damage this Vehicle takes from Attacking Maneuvers by -2(bT), using the Pilot’s Tier of Power. You can take this Quality up to 3 times.
  • Brutal Design (1 CP). Increase the Hardness Value of this Vehicle by +2.
  • Turbo Boost (1 CP). Once per Combat Encounter, as an Instant Action, you can activate Turbo Boost to treat your Output as if it was up to +2 categories higher until the end of your next turn. If you do, you can use the Movement Maneuver as an Out-of-Sequence Action.
  • Autopilot (2 CP). This Vehicle has a registered system. If you have a Basic Item or Accessory that can serve as a Communicator, you can register yourself as the A-Rider. The A-Rider can, as an Instant Action, make the Vehicle use the Movement Maneuver as if it was being Piloted (even if no one is in the Vehicle or if someone else is piloting) once per Combat Round.
  • Favored Environment (1 CP). Select a Battle Environment. While this Vehicle is in that Battle Environment, increase its Defense Value by +1(bT) and its Output by +1 category.
  • Adjustable (1 CP). You can only select this Vehicle Quality if you possess the Favored Environment Vehicle Quality. Select 2 additional Battle Environments, you may spend One Action while piloting this Vehicle to change the Battle Environment that is selected for Favored Environment to one of the additional Battle Environments selected for this Vehicle Quality or change it back to the originally selected Battle Environment through the Favored Environment Vehicle Quality.
  • Energy Shield (2 CP). When this Vehicle is successfully struck (hit) by an Attacking Maneuver, you may spend 1 Counter Action to reduce the Damage taken by an amount equal to the Defense Value gained through this Vehicle’s Output.
  • Countermeasures (1 CP). Once per Combat Encounter, as an Instant Action, you can deploy a Countermeasure until the end of your next turn. All Opponents treat your Vehicle as if it is at Long Range if your Vehicle is not within their Melee Range.
  • Blutz Wave Generator (2 CP). Twice per Combat Encounter, you may spend One Action to target a Saiyan who is not at Long Range. That Saiyan may transform into the Oozaru Alternate Form as an Out-of-Sequence Action, even without the presence of the Full Moon or if they lack a Tail – they do not revert from a lack of the Full Moon. While in the Oozaru Alternate Form, they will retain their Tail but they will lose their Tail upon leaving the Transformation.

    This Vehicle Quality can only be taken with ARC Approval. A suggestion is to allow the character, when attempting to make this Vehicle, to make a Knowledge (Saiyans) Skill Check, TN Very Hard and if they succeed that, a Science Skill Check, TN Very Hard. If they succeed at both, allow them to add this Vehicle Quality to their Vehicle.
  • Dynamic (X CP). Speak with your ARC to create a dynamic ability for your vehicle, such as traveling through time.
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