Vehicle Systems for SF2E

Vehicle Systems for SF2E

Item Catalog Reference:

  • For vehicle modifications: compiled/COMPILED_ITEM_CATALOG.md Section 2.1

Source: SF1E Tech Revolution, adapted for SF2E/PF2E Combines: SF1E 2.4 Military Vehicles, SF1E 3.6 Custom Vehicle Creation


Vehicle Modification System

Vehicles can be enhanced with modifications that add new capabilities, improve existing systems, or provide tactical advantages. This system works similarly to starship attachments but is simpler - modifications are not location-specific.

Modification Slots

Each vehicle has a base number of modification slots based on size:

Vehicle SizeModification Slots
Medium2
Large4
Huge6
Gargantuan8
Colossal12

Note: Larger vehicles have more space for modifications. This is consistent with how starship components scale with hull size.

Installation and Removal

ActivityTime Required
Install a modification4 hours
Remove a modification4 hours
Replace one modification with another8 hours

Installation requires appropriate tools (mechanic's kit or equivalent) and a Crafting check:

DC = 15 + Modification Level

On a failure, the installation takes twice as long. On a critical failure, the modification is damaged and requires repairs before retry.

Activation

Unless otherwise noted, modifications can be activated by the pilot or any passenger as a single action. Some modifications are passive (always active) or require specific conditions.

Power and Charges

Technological Modifications: Use batteries with standard charges. Can be recharged at any power source.

Magical Modifications: Use magical charges that refresh daily at dawn. Cannot be recharged externally.

Hybrid Modifications: Use either type of charge at the user's choice.

Stacking

Unless specifically noted, duplicate modifications cannot be installed. If a modification has multiple marks (Mk 1, Mk 2, etc.), only one mark can be installed at a time.


Vehicle Modifications (Converted)

All prices converted using 10 credits = 1 gp (SF2E standard).

Level 1

Additional Seating

Level: 1 | Price: 12 gp | Activation: Passive The vehicle is equipped with a sidecar or additional interior seating. Passenger capacity increases by 50% (round up).


Level 2

Autopilot

Level: 2 | Price: 80 gp | Activation: 1 action Grants the vehicle an AI capable of basic piloting. The autopilot's Piloting modifier equals 4 + the vehicle's level. While active, the autopilot can:

  • Maintain course and speed
  • Avoid obvious obstacles (Perception +0)
  • Follow simple navigation instructions

The pilot can override autopilot at any time as a free action.

Emergency Chute

Level: 2 | Price: 85 gp | Activation: Reaction Trigger: The vehicle is about to crash or fall from a height The vehicle deploys emergency parachutes or airbags. All occupants treat the fall as 30 feet shorter for damage purposes.

Floodlights

Level: 2 | Price: 90 gp | Activation: 1 action Projects bright light in a 60-foot cone and dim light for another 60 feet. Can be directed by the pilot as a free action.

Personnel Enclosure

Level: 2 | Price: 75 gp | Activation: Passive Adds environmental sealing to an open-air vehicle. Provides protection from vacuum, underwater pressure (up to 200 feet), and toxic atmospheres for up to 4 hours before air supply depletes.

Smuggler's Compartment, Mk 1

Level: 2 | Price: 53 gp | Activation: Passive A hidden storage space (2 bulk capacity). Finding it requires a Perception check vs. DC 20.

Wheel Scythes

Level: 2 | Price: 135 gp | Activation: Passive Bladed attachments on wheels or legs. When the vehicle moves through an enemy's space, it can make a Strike against that enemy: +vehicle level to hit, 1d8 slashing damage.


Level 3

Auto-sealant

Level: 3 | Price: 115 gp | Activation: Passive Nanite-based self-repair system. The vehicle automatically repairs 1 HP per minute while not in combat. During combat, repairs 1 HP per 10 minutes.

Enhanced Sensors, Mk 1

Level: 3 | Price: 120 gp | Activation: Passive Improves sensor range and precision. Grants +1 status bonus to Perception checks made using the vehicle's sensors.

Temperature Regulator

Level: 3 | Price: 120 gp | Activation: Passive Maintains comfortable internal temperature regardless of external conditions. Occupants are protected from environmental cold and heat effects (but not damage from fire or cold attacks).

Weapon Mount

Level: 3 | Price: 135 gp | Activation: Passive Allows integration of a ranged weapon into the vehicle. The weapon can be a small arm, longarm, or heavy weapon. Installing or removing the weapon takes 10 minutes. The mounted weapon can be fired by the pilot or a passenger using a single action.

Maximum Mounts: A vehicle can have weapon mounts equal to its passenger capacity.

Adamantine Plating, Mk 1

Level: 3 | Price: 150 gp | Activation: Passive Reinforces vehicle hull with adamantine. The vehicle gains Hardness 5.


Level 4

Deflective Field, Mk 1

Level: 4 | Price: 210 gp | Charges: 10 | Activation: 1 action Projects a temporary force field. For 1 minute, the vehicle gains resistance 5 to physical damage. Uses 1 charge per activation.

Holohull

Level: 4 | Price: 205 gp | Charges: 20 | Activation: 1 action Projects a holographic disguise over the vehicle. The vehicle can appear as a different vehicle of similar size, or as a non-vehicle object (large rock, shipping container, etc.). Lasts 1 hour. DC to see through the illusion = 15 + vehicle level.

Hover Drive

Level: 4 | Price: 205 gp | Activation: Passive Converts a ground vehicle to a hover vehicle. The vehicle can hover up to 10 feet above the ground or water surface, ignoring difficult terrain from ground obstacles.

Terrain Adaptation

Level: 4 | Price: 183 gp | Activation: Passive Grants the vehicle the ability to traverse one additional terrain type: aquatic (amphibious), arctic (ice and snow), or underground (climbing walls). Choose one when installed; can be reinstalled to change.


Level 5

Grav-Nav, Mk 1

Level: 5 | Price: 290 gp | Activation: Passive Advanced navigation system. Grants +2 status bonus to Piloting checks for navigation. The pilot always knows the vehicle's exact position and heading.

Nanite Node, Mk 1

Level: 5 | Price: 310 gp | Activation: Passive More advanced self-repair. The vehicle regains 2 HP per minute out of combat, 1 HP per minute in combat.

Precision Brakes

Level: 5 | Price: 295 gp | Activation: Reaction Trigger: The vehicle would collide with an obstacle or another vehicle The vehicle can attempt an emergency stop. The pilot can attempt a Piloting check (DC = 10 + vehicle Speed ÷ 10). On success, the vehicle stops before the collision.


Level 6

Pilot Assist, Mk 1

Level: 6 | Price: 440 gp | Activation: Passive AI co-pilot system. Grants +1 circumstance bonus to all Piloting checks. Additionally, the pilot can take one additional action per turn that must be used for a piloting maneuver.

Repulsor Nodes, Mk 1

Level: 6 | Price: 420 gp | Activation: 1 action Creates a repelling force field around the vehicle for 1 minute. Creatures within 10 feet of the vehicle must succeed on a Fortitude save (DC = 15 + vehicle level) or be pushed 10 feet away.


Level 7

Boarding Clamp

Level: 7 | Price: 675 gp | Activation: 1 action Magnetic clamps for attaching to other vehicles or structures. When attached, occupants can transfer between vehicles without requiring Athletics checks. Detaching requires an action from either vehicle's pilot.

Smuggler's Compartment, Mk 2

Level: 7 | Price: 570 gp | Activation: Passive Improved hidden storage (5 bulk capacity). Finding it requires a Perception check vs. DC 25.

Stabilizers

Level: 7 | Price: 640 gp | Activation: Passive Enhanced stability systems. The vehicle gains a +2 circumstance bonus to saves against being moved, flipped, or knocked prone. Mounted weapons ignore the first -2 penalty from vehicle movement.

Turbo Boost

Level: 7 | Price: 650 gp | Charges: 5 | Activation: 1 action Temporarily increases vehicle speed. For 1 minute, the vehicle's Speed increases by 50%. Uses 1 charge per activation.


Level 8

Collision Dampeners

Level: 8 | Price: 910 gp | Activation: Passive Reduces collision damage. The vehicle and its occupants take half damage from collisions. The vehicle's ramming damage is not reduced.

Ramming Prow, Mk 1

Level: 8 | Price: 890 gp | Activation: Passive Reinforced front for ramming. The vehicle deals an additional 2d6 damage when ramming, and takes half damage from ramming attacks it initiates.

Slide Drive

Level: 8 | Price: 870 gp | Activation: 2 actions Allows the vehicle to perform a controlled slide. The vehicle moves up to its Speed in a straight line, then immediately moves up to half its Speed in a perpendicular direction. This movement does not provoke reactions.

Smoke Screen

Level: 8 | Price: 850 gp | Charges: 10 | Activation: 1 action Deploys a cloud of obscuring smoke. Creates a 20-foot emanation of concealment centered on the vehicle's starting position. The smoke lasts for 1 minute or until dispersed by strong wind.


Level 9

Stealth Module

Level: 9 | Price: 1,300 gp | Activation: 1 action The vehicle's exterior shifts color to blend with surroundings. While stationary, the pilot can attempt Stealth checks for the vehicle with a -4 penalty. Moving ends the effect.

Adamantine Plating, Mk 2

Level: 9 | Price: 1,400 gp | Activation: Passive The vehicle gains Hardness 10.


Level 10

Auto-fire

Level: 10 | Price: 1,825 gp | Activation: Passive Mounted weapons gain the automatic quality if they don't already have it. Weapons already automatic can fire an additional burst per turn.

Deflective Field, Mk 2

Level: 10 | Price: 1,800 gp | Charges: 20 | Activation: 1 action For 1 minute, the vehicle gains resistance 10 to physical damage.

Nanite Node, Mk 2

Level: 10 | Price: 1,875 gp | Activation: Passive The vehicle regains 3 HP per minute out of combat, 2 HP per minute in combat.


Level 12+

Smuggler's Compartment, Mk 3

Level: 12 | Price: 3,200 gp Hidden storage (10 bulk capacity). Perception DC 30 to find.

Grav-Nav, Mk 2

Level: 12 | Price: 3,500 gp +3 status bonus to Piloting navigation checks. Can plot courses through hazardous terrain automatically.

Extradimensional Storage

Level: 13 | Price: 5,000 gp A bag of holding built into the vehicle. 50 bulk capacity, accessed via hidden panel.

Repulsor Nodes, Mk 2

Level: 13 | Price: 5,000 gp Repelling save DC = 20 + vehicle level. Pushed creatures also fall prone.

Ramming Prow, Mk 2

Level: 13 | Price: 5,100 gp Additional 4d6 ramming damage.

Pilot Assist, Mk 2

Level: 13 | Price: 5,200 gp +2 circumstance bonus to Piloting. Two additional actions for piloting maneuvers.

Electrified Hull

Level: 14 | Price: 7,500 gp Creatures touching the vehicle take 3d6 electricity damage. The pilot can suppress or activate this as a free action.

Nanite Node, Mk 3

Level: 15 | Price: 11,000 gp 5 HP per minute out of combat, 3 HP per minute in combat.

Blip-Drive

Level: 16 | Price: 17,500 gp | Charges: 5 | Special Installation Requires 24 hours to install. When removed, suppresses that slot for 24 hours. Activation: Free action at start of turn For the remainder of the turn, the vehicle and all occupants become incorporeal. The vehicle can pass through solid objects, cannot take collision damage (except from force effects), and automatically disengages from vehicle pursuits.

Smuggler's Compartment, Mk 4

Level: 17 | Price: 22,000 gp 20 bulk capacity. Perception DC 35 to find. Shielded against divination magic.

Ramming Prow, Mk 3

Level: 18 | Price: 38,500 gp Additional 6d6 ramming damage. Ignores Hardness up to 15.

Enhanced Sensors, Mk 2

Level: 19 | Price: 54,000 gp +3 status bonus to Perception with sensors. Can detect invisible or hidden creatures within 60 feet.

Adamantine Plating, Mk 3

Level: 20 | Price: 80,000 gp Hardness 15. Immune to critical hits from weapons below level 15.


Military Vehicle Rules

Military vehicles have the following additional characteristics:

Combat Ratings

Vehicle SizeBase HPHardness Modifier
Tiny20 + (Level × 5)+0
Small30 + (Level × 7)+2
Medium50 + (Level × 10)+4
Large80 + (Level × 15)+6
Huge120 + (Level × 20)+8
Gargantuan200 + (Level × 30)+10

Tactical Maneuvers

Military vehicle pilots can use these special actions:

Evasive Action 2 actions

Requirements: Vehicle is moving The pilot makes a Piloting check. Until the start of their next turn, the vehicle gains a circumstance bonus to AC equal to half the check result ÷ 10 (minimum +1, maximum +4).

Covering Fire 2 actions

Requirements: Vehicle has mounted weapons The pilot provides suppressing fire. Choose a 10-foot square within weapon range. Until the start of your next turn, creatures entering that square or starting their turn there must succeed on a Reflex save (DC = 10 + weapon level) or take half the weapon's base damage.

Hard Turn 1 action

Requirements: Vehicle Speed 40 or higher The vehicle turns up to 180 degrees and continues moving in the new direction. Passengers must succeed on a Reflex save (DC 15) or become clumsy 1 until the start of their next turn.


Custom Vehicle Creation

GMs can create custom vehicles using these guidelines:

Step 1: Determine Level

Vehicle level determines base statistics and available modifications.

Step 2: Choose Size

Affects HP, Hardness, Speed, and passenger capacity.

SizeBase PassengersSpeed ModifierSpace
Tiny1+10 ft5 ft
Small2+5 ft10 ft
Medium4+010 ft
Large8-5 ft15 ft
Huge20-10 ft20 ft
Gargantuan50+-15 ft30 ft+

Step 3: Calculate Base Statistics

Base Speed: 30 feet + Size Modifier + (Level × 2)

AC: 10 + Level

Piloting DC: 15 + (Level ÷ 2)

Price: Use PF2E level-based pricing × Size Modifier (from SF_TO_PF2E_CONVERSIONS.md)

Step 4: Select Vehicle Type

TypeSpecial Features
GroundStandard movement, cannot cross water
HoverIgnores difficult terrain, crosses water
AquaticUnderwater movement, cannot operate on land
AmphibiousBoth ground and aquatic
AerialFlight, requires runway or VTOL
WalkerClimbing, can traverse vertical surfaces

Step 5: Add Modifications

Add modifications up to the vehicle's slot capacity.


Adapted from SF1E Tech RevolutionLast Updated: 2025-01-14