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Mechs | Terrestrial Vehicles | Starships | Vehicle Modifications


Terrestrial Vehicles

Source Starfinder Core Rulebook pg. 228
Vehicles range from simple personal transports to massive airships and sea vessels. The rules for vehicles and vehicle chases are found in Chapter 8, starting on page 278. Starships are handled differently from vehicles—see Chapter 9 for more on starships. Statistics for specific vehicles are detailed below.

A vehicle stat block contains the following entries.
  • Name and Level: These list the vehicle’s name and item level.
  • Price: This entry lists the vehicle’s price in credits. The availability of some vehicles might be restricted, and a player must ask the GM what is available for purchase.
  • Size and Vehicle Type: This entry lists the vehicle’s size and whether the vehicle is built for land, water, atmospheric flight, or a combination thereof, followed by its dimensions.
  • Speed: The speed entry first lists the vehicle’s drive speed, followed by its full speed, and concludes with its speed in miles per hour for overland movement over the terrain type for which the vehicle was designed. If the speed entry doesn’t list a movement type, the vehicle can move only on the ground. If the speed entry lists only swim, the vehicle must move underwater, and if the speed entry lists only fly, the vehicle must fly (though most flying vehicles can also move on the ground). Some vehicles have hover speeds, which means they can move overland and over water but not underwater.
  • EAC and KAC: These entries indicate the Energy Armor Class and Kinetic Armor Class for the vehicle.
  • Cover: This entry indicates the type of cover the vehicle gives its pilot and passengers. This might vary based on circumstances—a passenger hanging out of a window to fire a weapon doesn’t get the full benefit of the vehicle’s cover.
  • HP: This entry lists the vehicle’s Hit Points. If the vehicle is reduced to or below the number of HP listed in parentheses, it’s broken. While broken, the vehicle takes a –2 penalty to its AC and collision DC, its Piloting modifier decreases by 2, and its full speed and mph speed are halved. If a vehicle is reduced to 0 HP, it’s wrecked. A wrecked vehicle can’t be piloted, and it might be difficult or impossible to repair. If the vehicle is in water when it is wrecked, it sinks; if it is flying, it falls.
  • Hardness: As an object, a vehicle has hardness (see page 409). Any damage a vehicle takes is reduced by its hardness.
  • Attack: This entry indicates an attack the vehicle has, the damage it deals, and the DC to avoid it (if any). Most vehicles have only collision attacks, which deal bludgeoning damage. (See Vehicle Collision Damage on page 229 and the ram and the run over action on page 279 for more on collisions.)
  • Modifiers: The vehicle imposes these modifiers on the attack rolls and listed skill checks of its pilot and passengers. The attack roll penalty worsens at full speed, as indicated in parentheses.
  • Systems: The vehicle’s special systems, such as autocontrol (see page 280), autopilot (see page 280), or comm units (see page 218), are listed here, if it has any.
  • Passengers: If the vehicle can carry extra passengers, this entry lists how many the vehicle can hold in addition to the pilot.
  • Special Abilities: Any abilities unique to the vehicle are described in full at the end of the stat block.

Click here for the remaining rules on Vehicles.

Tactical Walker

Source Starfinder Armory pg. 139
Item Level 7; Price 20,900
Huge land vehicle (10 ft. wide, 10 ft. long, 20 ft. high)
Speed 35 ft., full 420 ft., 48 mph (land)
EAC 19; KAC 21; Cover improved cover
HP 105 (52); Hardness 10
Attack (Collision) 7d10 B (DC 13)
Modifiers +0 Piloting, -3 attack (-6 at full speed)
Systems autopilot (Piloting +14), enhanced sensors (darkvision 120 ft.), planetary comm unit; Passengers 3

Description

Used by planetary military forces, this two-legged walker has advanced digital stabilizers that ensure balance.