Permissions: Need an aspect related to the vessel in question and the Drive or Pilot skill.
Costs: None

Vehicles are an important part of the World of Hurt. Each individual vehicle starts with 2 skill points, 1 aspect, and 1 stunt and is Size 3 and 1 Refresh.

To improve a vehicle you must spend Refresh to buy Advances. You gain two Advances for a Refresh. One Advance can be spent to gain a Stunt or a Skill point or gain an Additional Aspect. The vehicle uses its own Fate points for all rolls, but you can contribute from your own in some circumstances. Size can be increased by one category for 2 skill points.

Most vehicle battles will be handled as Challenges or Contests instead of Conflicts. Players must Create an Advantage with Drive, Piloting or Systems before being allowed to fire on their enemies.

Some vehicle skills work slightly differently from player skills in that they add to a player’s skill rating. The vehicle skills are:


  • Adds to your Shoot skill when making attacks in the vehicle


  • Adds to your Pilot or Drive skill when piloting the vehicle


  • Each point grants the ship an additional mild consequence


  • Adds to Engineering to repair vehicle systems or perform other computer-based actions with the ship through the Systems skill. This includes sensors and can be used to Create an Advantage of “Targeted” which can allow an attack. It also includes navigation.


The size categories are 1: Person, 2: Motorcycle, 3: Car/light helicopter, 4: Truck/fighter jet, 5: Tank/heavy helicopter and 6: Freighter, 7: Aircraft Carrier. All rules for dealing with different scales are in effect. Each vehicle has 2 stress boxes by default and can take a Moderate and a Severe consequence, representing its hull integrity and various other systems. Increasing size provides more stress.

  • At Size +2 or +3, unlocks the vehicle’s 3-point stress box
  • At Size +4 or +5, unlocks the vehicle’s4-point stress box
  • At Size +6 or +7, unlocks the vehicle’s5-point stress box


NOTE: The alternate rules on Scale ( FATE System Toolkit pg. 67) are in effect for this game with a couple of changes. Whenever you’re attacking something of a size different from your own, you gain a +1 bonus on your attack roll per step of difference when the thing you’re attacking is larger, or you take a –1 penalty per step when the thing you’re attacking is smaller. However, if you hit, you take a –2 penalty to Damage per step on a larger target or a +2 bonus to Damage per step if the target is smaller. This means that it’s possible to hit something and deal no stress to it.

Smaller vehicles are also more maneuverable than larger ones. For each increment of size difference between two vehicles, the smaller vehicle gets +1 to its crew’s Pilot rolls to maneuver against the larger ship.

Vehicle do not need to be in a column or pyramid. The cap on starship skills is the same as the cap on player skills.


When ships of smaller size attack a larger vessel it is usually more effective (and more risky) to do so as a group. For every 4 vehicles that “form up” into an attack formation consider their Size increased by one point for the purposes of maneuvers, to hit rolls and doing damage to a larger target. A maximum of 12 vehicles can form up into a single group at one time. If that group loses members, either through damage or by leaving voluntarily, and goes below the 4 group threshold (at 4, 8 or 12) then it is considered a size smaller.

On the other hand concentrating ships into an attack formation makes them easier to target. Smaller ships lose their bonus to defense when in formation and do not gain any immunity from the extra damage which is applied normally. Furthermore, when a squadron takes a hit, shifts in excess of what’s needed to take out one vehicle are applied to the next vehicle in the squadron, one at a time. In this way, it’s entirely possible to take out a squadron of four or five ships (or more!) in a single exchange.

So a full squadron of 12 Size: 3 Vehicles can attack a Size: 6 Star Destroyer as a group without the normal +3 to hit and -6 to damage. However, the Star Destroyer does not suffer the -3 to hit them and it does get the customary +6 to damage. And if that squadron lost 5 members reducing their numbers to 7 survivors then the squadron is only considered Size: 4.

Recovering from Starship Consequences

  • You use the Engineering skill to help your ship recover from consequences. The overcome actions for recovery are assisted by your ship’s Systems skill.

Improving a vehcile

  • At a minor milestone, you may change one of the Vehicle’s aspects or stunts.
  • At a significant milestone, you may reassign the point values for the ship’s skills.



Fate: A World of Hurt HumAnnoyd