The Heavy Armory ยท Chapter 13

Vehicles, Ships, and Aircraft

Forty-one things to shoot at, and to shoot from. They use the vehicle statistics of the core rules. A Universe with its own vehicles uses those.

Armor is at vehicle scale: 1 point is 10 points of Resistance.

Big ships are built to last. From Scale 6 up, Hull and System Points are about double what smaller hulls would suggest. Several small ships attacking together can still hurt a large one: its Armor is modest, and each attacker after the first adds 1 Boon Die against a larger target, to a maximum of 3.

Weapons name entries in this book. "A side" means a battery firing on one broadside.

Land

Vehicle Scale Speed Handling Armor Def Hull Sys Crew From Typical weapons
Cart or wagon 2 1 -1 0 0 5 3 1 Ancient None
War wagon 3 1 -2 1 0 10 5 8 Ancient Organ Gun, or a wall crossbow from The Ranged Armory
Siege tower 5 1 -4 1 0 24 8 40 Ancient A drawbridge. Archers on top have heavy cover
Motor car 2 3 0 0 0 8 8 1 1900 None
Truck 3 2 -1 0 0 12 9 2 1910 Tripod or Heavy Machine Gun on a ring
Armoured car 2 3 0 2 0 10 8 3 1914 Quick-Firing Gun or Automatic Cannon
Early tank 3 1 -2 2 0 14 8 8 1916 Two Quick-Firing Guns, Tripod Machine Guns
Half-track or personnel carrier 3 2 -1 2 0 14 9 2 1939 Heavy Machine Gun
Light tank 3 3 0 3 0 14 10 3 1939 Light Tank Gun, machine gun
Medium tank 3 2 -1 4 0 16 10 5 1941 Medium Tank Gun, two machine guns
Heavy tank 4 2 -2 6 0 22 11 5 1942 Heavy Tank Gun, two machine guns
Tank destroyer 3 2 -1 3 0 14 9 4 1942 Heavy Tank Gun, fixed forward
Self-propelled howitzer 4 2 -2 2 0 18 10 5 1942 Light Howitzer or Heavy Howitzer
Infantry fighting vehicle 3 3 0 3 0 16 11 3 1967 Automatic Cannon, Vehicle Missile Launcher
Main battle tank 4 3 -1 7 1 22 12 4 1960 Main Battle Tank Gun, Heavy Machine Gun, machine gun

A tank's Armor is its front. Against its sides, use 1 less. Against its rear or top, use 2 less.

Sea

Vehicle Scale Speed Handling Armor Def Hull Sys Crew From Typical weapons
Longship or small galley 3 2 0 0 0 10 6 30 Ancient Its crew
War galley 4 3 0 1 0 18 10 150 Ancient Galley Ram, Corvus or Harpax, two bolt engines
Cog or carrack 4 2 -2 1 0 20 10 40 Ancient Bombard or light guns in the castles, from 1400
Sloop 3 3 +1 0 0 12 8 30 1650 Battery of 5 Light Guns a side
Sloop of war or brig 4 3 0 1 0 20 12 80 1650, from 1700 Battery of 7 Light Guns a side
Galleon 5 2 -2 2 0 32 14 200 1400, from 1500 Battery of 10 Medium Guns a side, Light Guns above
Sixth rate or small frigate 4 3 0 1 0 24 14 150 1650, from 1690 Battery of 12 Medium Guns a side, two Long Nines
Frigate 5 3 -1 2 0 36 18 250 1650, from 1780 Battery of 14 Heavy Guns a side, Carronades, two Long Nines
Ship of the line 6 2 -3 3 0 80 36 600 1650 Batteries of 14 Great Guns, 14 Heavy Guns, and 9 Medium Guns a side
Bomb vessel 4 2 -2 1 0 22 10 60 1650, from 1680 Two Mortars
Ironclad 5 2 -3 5 0 34 14 150 1860 Two to eight Turret Guns
Torpedo boat 3 5 +1 0 1 12 8 12 1880 Two Torpedoes, Quick-Firing Gun or Automatic Cannon
Destroyer 5 5 0 1 0 32 18 200 1900 Four Dual-Purpose or Breechloading Naval Guns, eight Torpedoes, Depth Charges
Cruiser 6 4 -2 4 0 80 40 700 1900 Nine Cruiser Guns, eight Dual-Purpose Guns, Light Anti-Aircraft Mounts
Battleship 8 3 -3 9 0 180 80 1500 1906 Nine Battleship Guns, twenty Dual-Purpose Guns, many Light Anti-Aircraft Mounts
Submarine 5 2 -2 1 1 30 16 50 1914 Six Torpedo tubes, a Breechloading Naval Gun on deck
Missile frigate 5 4 -1 1 1 34 22 180 1970 Dual-Purpose Gun, eight Anti-Ship Missiles, Surface-to-Air Missiles, Close-In Weapon System

A wooden ship burns. An iron or steel one does not.

A two-decked fifth rate of 1650 to 1750 uses the Galleon row. A merchant sloop sails with a crew of 10 and fights its guns short-handed.

A submarine that is submerged can be attacked only by a Depth Charge, an Anti-Submarine Mortar, or a torpedo. Finding it is a Hard Perception check with hydrophones or sonar, and Average if it has just fired.

Air

Vehicle Scale Speed Handling Armor Def Hull Sys Crew From Typical weapons
Biplane scout 2 4 +2 0 1 5 4 1 1915 Aircraft Machine Guns
Early bomber 4 3 -2 0 0 14 8 4 1917 Six Light Bombs, two flexible Aircraft Machine Guns
Piston fighter 3 6 +2 1 1 9 6 1 1936 Aircraft Cannon or two Aircraft Machine Guns; Unguided Rockets or a General-Purpose Bomb
Dive or torpedo bomber 3 5 0 1 0 11 6 2 1936 General-Purpose Bomb or Aerial Torpedo, Aircraft Machine Guns
Heavy bomber 5 5 -3 1 0 28 14 10 1938 Eight General-Purpose Bombs or two Heavy Bombs; five Heavy Machine Gun positions
Jet fighter 3 8 +2 1 2 10 8 1 1950 Rotary Cannon, four Air-to-Air Missiles
Strike aircraft 4 7 0 2 1 16 10 2 1965 Rotary Cannon, four General-Purpose Bombs, two Air-to-Ground Missiles
Attack helicopter 3 4 +1 2 1 12 8 2 1967 Automatic Cannon, Unguided Rockets, four Air-to-Ground Missiles
Transport helicopter 4 4 0 1 0 14 9 3 1960 Two door-mounted machine guns

An aircraft that is disabled comes down. Its crew may bail out with an Average Reflexes check, from 1918 on.

An aircraft's Speed is on the same scale as a ground vehicle's only when it is near the ground. In a chase between an aircraft and anything on the surface, the aircraft wins.