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Lexicanum

Civilian Groundcar

A fragile vehicle mostly useful as cover, obstacle, or getaway.

Threat File — Civilian Groundcar

TR 1 · Vehicles & War Engines
VehicleCivilianStat Block Priority: Low
Civilian GroundcarTR 1Vehicle · Vehicle
VehicleCivilian
Defense 10 · Vitality 8 · Move 60 ft. (wheeled; roads only at full speed) · Initiative +1
STR +2AGI +1TGH +0INT +0WIL +0PRS -2
// Traits

Crewed Vehicle. The groundcar acts only while a driver is at the controls. If the driver is killed or bails, the vehicle coasts, crashes, or stops, and it takes no further actions.

Thin Skin. Any single attack that deals 10 or more damage disables the groundcar outright: engine dead, tires shredded, or driver hit at GM discretion.

Improvised Cover. Wrecked or parked, the groundcar grants Light Cover. An attack dealing fire or explosive damage to the wreck removes the cover and forces creatures behind it to make an Agility Save DC 11 or take 1d6 fire damage.

// Actions

Ram. The groundcar moves at least 20 feet and strikes one creature or piece of light cover. The target makes an Agility Save DC 12; on a failure it takes 2d6 + 2 bludgeoning damage, is knocked Prone, and is Exposed until the start of its next turn.

Passenger Fire. One occupant makes a weapon attack from a window with Disadvantage if the vehicle moved this turn.

Morale: Morale is the driver's. Civilians flee, crash, or surrender the moment glass starts breaking; only a fanatic or a paid ganger keeps driving into fire.

Tactics: A moving complication, not a combatant. It delivers gangers, blocks alleys, and dies to one good volley; the scene is about what happens after it stops.

Loot / Evidence / Hooks: Fuel, a working vox, glove-box contraband, and whatever the driver was paid to carry.

Enemy Dossier

GM Reference

A Civilian Groundcar is a fragile box of momentum — a getaway, a ram, an obstacle, or cover, depending on who is driving and who is shooting. As an enemy it is mostly a delivery system for whoever is inside.

// Battlefield Use

Use this vehicle for chases, drive-by attacks, blockades, and street fights where wrecks become the terrain.

// Threat Profile

Threat Profile: Very low durability, no armor worth the name, moderate ramming damage, crew-dependent, becomes cover or an obstacle the moment it stops.

// Signature Traits

Thin Skin. Any serious weapon disables it; called shots to tires, engine, or driver end the chase early.

Improvised Cover. Wrecked or parked, it grants Light Cover — until something explosive disagrees.

// Signature Actions

Ram. Vehicle attack; targets save on Agility or take impact damage and are knocked Exposed.

Passenger Fire. Occupants shoot from windows with Disadvantage while the vehicle moves fast.

Morale: Morale is the driver's; most civilians flee, crash, or surrender the moment glass starts breaking.

Tactics: Treat the groundcar as a moving complication, not a combatant. It delivers gangers, blocks alleys, and dies in one good volley — plan the scene around what happens after it stops. In chases, target the driver's decisions, not the vehicle's stats.

// Variants
Armored Luxury SedanRigged Car BombHab-Hauler Bus (hostage-heavy)Souped-Up Gang Runner

Full Stat Block Priority: Low

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