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===Vehicle Abilities=== '''Toughness''' reflects a vehicle's size and armor. Tougher vehicles are usually heavier. '''Stalking''' reflects a vehicle's stealth and observation features, including camouflage, radar and other sensors. '''Swimming''' allows a vehicle to move on the water. '''Sailing''' allows a vehicle to move on the water without using fuel unless the difficulty of sailing the route is greater than the vehicle's sailing ability. '''Diving''' allows a vehicle to move underwater. '''Quickness''' allows a vehicle to move on the ground. '''Land sailing''' allows a vehicle to travel some ground routes without using fuel. '''Flying''' allows a vehicle to move in the air. '''Soaring''' allows a vehicle to travel some air routes without using fuel. '''Spaceflight''' allows a vehicle to move in outer space. '''Solar sailing''' allows a vehicle to travel some space routes without using fuel. '''Range''' determines how much a vehicle can move before exhausting it's fuel. A vehicle has 1 point of fuel for each level of range ability. Outside of combat, parties of characters take turns traveling on routes that consume 1 point of fuel. These routes might be roads on a map or spaces on a grid. Range can be important if the routes lead to places where fuel is scarce. Vehicles without range cannot travel long distances but can still move like other vehicles during combat. '''Repair''' allows vehicle to fix itself outside of combat. Vehicles usually have a chance to repair themselves between battles, typically at the beginning of each travel turn. A successful repair roll (difficulty 10) increases an injured vehicle's hit points to half of it's toughness (rounded down) plus 1. A successful repair roll restores a healthy vehicle to maximum hit points (toughness.) '''Grapple''' allows a vehicle to do a shoving or boarding attack. Grapple can only be used to attack vehicles in the same group. A boarding attack allows any of the characters riding the attacking vehicle to board the target vehicle. A successful shoving attack delays a target until the end of it's next turn. Also, when a vehicle is shoved, roll a twenty-sided die for each character aboard the vehicle. If the roll is equal to or greater than the character's defense, the character takes 1 damage. A vehicle that is delayed from being shoved cannot be boarded. After an injured vehicle uses grapple it is delayed until the end of it's next turn. '''Guns''' allows a vehicle to attack one vehicle or character in the same group, causing 5 damage if it is successful. After an injured vehicle uses guns it is delayed until the end of it's next turn. '''Missiles''' allows a vehicle to attack one vehicle in the same group or another group, causing 5 damage if it is successful. After an injured vehicle uses missiles it is delayed until the end of it's next turn. '''Bombs''' allows a vehicle to attack all of the vehicles in any group, causing 5 damage to each vehicle successfully attacked. After an injured vehicle uses bombs it is delayed until the end of it's next turn. '''Countermeasures''' allows a vehicle to attack all of the enemy vehicles in the same group, delaying each enemy successfully attacked until the end of the enemy's next turn. After an injured vehicle uses countermeasures it is delayed until the end of it's next turn. '''Autopilot''' allows a vehicle to maneuver without a pilot. '''Targeting''' allows a vehicle to aim and fire it's weapons without a pilot.
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