Overview
Vehicle Forge is a browser-based vehicle and mount builder for Savage Worlds. It covers everything from a courier's motorbike to a capital warship or an interstellar cruiser, using the Science Fiction Companion's vehicle and mass-combat framework as its foundation.
No login is required. Vehicle Forge runs entirely in your browser. A build is held in memory during your session โ export it before closing the tab if you want to keep it, or use the Hangar to save builds locally for the session.
The tool works in two modes, switched from the command strip at the top: Hangar, your library of saved and canon builds, and Workshop, where you build and edit a vehicle.
Quick Start
1 Switch to Workshop mode and give your vehicle a name.
2 On the Build step, set Size and pick a Locomotion type โ this fixes your base cost multiplier and available speed range.
3 Adjust the build fields (Toughness, Armour, Speed, Handling, Wounds, Crew, Passengers) away from Standard as your concept requires.
4 Move to the Mods step and add any modifications โ each has a mod-point cost and, usually, a credit cost.
5 Move to the Weapons step and mount weapons from the 156-entry catalogue, filtered by era.
6 Move to the Specials step and add any Special Abilities the vehicle needs.
7 Check the stat block in the display panel, then export โ Copy Stat Block, FG .mod, .json, or FG XML.
Interface Layout
The command strip along the top switches between the two modes:
| Mode | Purpose |
|---|---|
| Hangar | Your library. Tabs filter between All, Canon (pack-supplied reference builds), and Mine (builds you've saved this session). |
| Workshop | The build screen. A chevron bar along the top of the Workshop steps through Build, Mods, Weapons, and Specials. |
Installed Modifications are always visible in Workshop mode regardless of which step you're on, so you can see your running mod-point spend as you work.
The Build Fields
Nine fields govern a vehicle's core profile. Each of Toughness, Armour, Speed, Handling, Wounds, and Crew runs on a level scale either side of Standard (0) โ nudge it up or down rather than entering a raw number, and the tool computes the underlying stat for you.
| Field | What it controls |
|---|---|
| Size | Drives the vehicle's Class letter and base cost. Size 1โ30 on the slider. |
| Toughness | Level adjustment to structural durability, Standard by default. |
| Armour | Level adjustment to Armour value, Standard by default. |
| Speed | Level adjustment to top speed within the chosen Locomotion type's range. |
| Handling | Level adjustment to the vehicle's Handling modifier. |
| Wounds | Level adjustment to Wounds before Incapacitation. At vehicle scale, a Wound represents sustained attrition โ fires, cascades, accumulated damage โ rather than a single hit. |
| Crew | Minimum crew required to operate the vehicle. |
| Passengers | Additional seating beyond crew, 0โ200. |
| MPH Override | Optional. Leave at 0 for the tool to calculate top speed automatically from Locomotion type and Speed level; set a value to override it directly. |
Locomotion Types
14 locomotion types across five categories. Locomotion sets the base speed rating, the cost multiplier, and which special rules apply.
Ground
| Type | Base Speed | Notes |
|---|---|---|
| Wheeled | 4 | Standard wheels. |
| Tracked | 3 | Ignores Difficult Ground. |
| Hover | 5 | Ignores low obstacles and water. |
Air
| Type | Base Speed | Notes |
|---|---|---|
| Aircraft, VTOL | 7 | VTOL, hover, or fly. |
| Aircraft, Turboprop | 10 | Min speed 60 MPH or Out of Control. |
| Aircraft, Jet | 12 | Min speed 120 MPH or Out of Control. |
Water
| Type | Base Speed | Notes |
|---|---|---|
| Water, Sail | 2 | Wind-powered. Speed varies with conditions. No fuel cost. |
| Water, Propeller | 3 | Boat or ship, propeller or oar driven. |
| Water, Jet | 4 | Boat or ship, jet driven. |
Walker
| Type | Base Speed | Notes |
|---|---|---|
| Legs (Bipedal) | 6 | Walker rules. Fighting, Stomp, Death From Above. |
| Legs (Multileg) | 5 | Walker rules. 3+ legs: Reroll failed Piloting vs Out of Control. |
Spacecraft
| Type | Base Speed | Notes |
|---|---|---|
| Spacecraft, Thruster | 8 | Reaction thrust. Maneuvering, station-keeping, orbital repositioning. |
| Spacecraft, FTL | 15 | Interstellar-capable drive. FTL travel between star systems. |
Setting Speed to a custom figure beyond the type's normal range, or below its stall speed for Turboprop and Jet aircraft, is possible via MPH Override but should be used deliberately.
The Class System
Vehicle Forge classifies both vehicles and weapons on the same Science Fiction Companion scale โ a single letter derived from Toughness (vehicles) or Damage (weapons). The bands are not evenly spaced: the first band is wider, then the scale steps in even 10-point increments.
Vehicle Class (by Toughness)
| Class | Toughness range |
|---|---|
| A | 1โ15 |
| B | 16โ25 |
| C | 26โ35 |
| D | 36โ45 |
| E | 46โ55 |
| F | 56โ65 |
| G | 66โ75 |
| H | 76โ85 |
| I | 86โ95 |
| J | 96โ105 |
| K | 106โ115 |
| L | 116โ125 |
| Z | 126 and above โ catch-all for anything past the named scale |
Weapon Class (by Damage)
| Class | Damage range |
|---|---|
| A | 1โ20 |
| B | 21โ30 |
| C | 31โ40 |
| D | 41โ50 |
| E | 51โ60 |
| F | 61โ70 |
| G | 71โ80 |
| H | 81โ90 |
| I | 91โ100 |
| J | 101โ110 |
| K | 111โ120 |
| L | 121โ125 |
| Z | 126 and above โ catch-all for anything past the named scale |
Class X (Roman numeral) โ a Glassforge convention layered on top of the Companion's numeric scale, not a replacement for it.Walker Systems
Legged locomotion (Bipedal or Multileg) unlocks a dedicated Walker Systems modification category and interacts with a few rules other locomotion types don't touch.
| Mod | Effect |
|---|---|
| Jump Jets | Thruster-assisted leap. Move as VTOL once per encounter. Walker only. Clear obstacles, reposition, or perform Death From Above. |
| Dual Cockpit | Pilot and gunner operate independently. Removes multi-action penalties between manoeuvring and firing. Walker only. |
Bipedal walkers use Fighting, Stomp, and Death From Above rules at the table. Multileg (3+ legs) walkers reroll failed Piloting checks against Out of Control instead.
Weapons
156 weapons spanning seven eras, from ancient siege engines to advanced-era exotic and capital-scale armaments. Filter the Weapons step by era to narrow the list to your setting.
By Era
| Era | Weapon Count |
|---|---|
| Ancient | 8 |
| Medieval | 9 |
| Black Powder | 9 |
| Industrial | 17 |
| Modern | 30 |
| Future | 48 |
| Advanced | 35 |
| Total | 156 |
By Category
| Category | Count |
|---|---|
| Cannons | 19 |
| Missiles | 16 |
| Capital Weapons | 13 |
| Siege Engines | 11 |
| Mass Drivers | 11 |
| Torpedoes | 9 |
| Ordnance | 9 |
| Autocannons | 9 |
| Blackpowder Guns | 7 |
| Rockets | 7 |
| Lasers | 7 |
| Particle Weapons | 7 |
| Machine Guns | 5 |
| Slugthrowers | 4 |
| Ion Weapons | 4 |
| Melee Systems | 3 |
| Plasma Weapons | 3 |
| Incendiaries | 2 |
| Defensive Systems | 2 |
| Flamethrowers | 2 |
| Naval Guns | 2 |
| Stun Weapons | 2 |
| Exotic Weapons | 2 |
Modifications
42 modifications across eight categories. Each costs mod points (some negative โ Drawbacks refund points in exchange for a limitation) and usually a credit cost scaled by Size.
Drawbacks
| Modification | Effect |
|---|---|
| Unmanned | No crew compartment. Remote or AI controlled. Immune to crew-targeting but vulnerable to signal disruption. |
| Open Crew | Crew positions exposed. Take 1: Medium Cover (-4). Take 2: Light Cover (-2). Take 3: No Cover. Chariots, technicals, open-topped vehicles. |
| Temperamental | Unreliable systems. Repair at -1 per take. Snake eyes on any vehicle roll shorts a random system for 1 round. |
| Gas-Guzzler | Burns fuel at +50% rate. Range reduced accordingly. The price of power. |
| Low-Tech | No electrical systems. Immune to EMP but cannot mount any electronic modifications. |
| Skeleton Crew | Crew capacity halved. All tasks at -1 from being short-handed. |
| Bone Shaker | Rough ride. Unstable Platform penalty is -3 instead of -2. Constant vibration makes everything harder. |
| Death Trap | Catastrophic failure mode. Full collision damage to crew, eject at -2, crew take +2 damage from penetrating hits. |
Core Systems
| Modification | Effect |
|---|---|
| Machine Intelligence | AI-assisted operation. 1st take: d6+Wild Die independent action. 2nd: d8. 3rd: d10 + one free action per round. |
| Enhanced Sensors | Advanced optics and sensors. 30x magnification, ignore 2 points of Illumination penalty, +1 Notice. |
| Tactical Relay | Shares targeting data and sensory feeds with linked allied vehicles. +1 to Battle rolls when networked. |
| Signal Rig | Long-range communication. 1st take: 15 mile range. 2nd: 75 miles. +1 to cooperative rolls within range. |
| Remote Operator | Remotely controlled from a separate location at -1 Piloting/Driving. Requires Signal Rig installed. |
| Detection Grid | Area surveillance system. Auto-detects movement within 40 yards. +2 Notice vs hidden or concealed targets. |
| Sensor Array | Multi-spectrum scanning. Range: 1 light-year or line of sight. Full round to deploy, vehicle is Vulnerable. +2 Notice at extreme range. |
Defensive Systems
| Modification | Effect |
|---|---|
| Sloped Armour | Angled armour plate. -2 to enemy Shooting rolls against front arc (direct-fire energy and kinetic weapons only). |
| Armoured Facing | Heavier frontal protection than sides and rear. Each take reduces flank and rear Armour by 25% of the front value (minimum 0). Take 1: \u221225%. Take 2: \u221250%. Take 3: \u221275%. Take 4: no side/rear armour. Called Shot to flank/rear (โ2 Shooting) applies penalty; also applies automatically when attacker achieves a flanking position. |
| Countermeasure Suite | Jammers, chaff, and flares. +2 to evade Guided Weapons. One free Evasion reroll per encounter. |
| Surge Protection | Hardened electronics. Halve all EMP and ion penalties (round down). |
| Crew Escape | Emergency evacuation. Ejection seats (Size 6 and under) or escape pods (Size 7+). Agility or Smarts roll at -1. |
| Nanorepair System | Self-repairing hull. 1st take: roll d6 each round, 5-6 heals 1 Wound. 2nd take: heals on 4-6. |
| Deflection Field | Energy shielding. Charges equal to half Wounds. Soak damage with Smarts roll. Recharges 1 per round out of combat. |
| Stealth System | Radar-absorbent materials or active camouflage. -4 to detect with Electronics. Low-observable profile. |
Offensive Systems
| Modification | Effect |
|---|---|
| Gimballed Weapons | Enhanced weapon articulation. Reduces Unstable Platform penalty to -1 for all direct-fire weapons. |
| Fire Control | Computerised targeting system. Reduces Shooting penalties by 1 (Called Shot, Cover, Range, Scale, Speed). On a raise, by 2. |
Locomotion & Power
| Modification | Effect |
|---|---|
| Amphibious Kit | Sealed hull and water propulsion. Can enter water at Handling -1, Speed 2. 2nd take: Speed 3. |
| Boost Injector | Nitrous, afterburner, or emergency thrust. Once per encounter: +1 Speed Rating for one round per take. |
| Reserve Tanks | Extended fuel capacity. +50% operational range per take. Doubles endurance for long-range operations. |
| Off-Road Package | Reinforced suspension and skid plates. Wheeled vehicles only. Halves Difficult Ground penalties. |
| Fusion Core | Fusion power plant. Energy capacity x8. Locomotion Critical Hit: roll d6, 1-2 = core breach. |
| Road Vehicle | Optimised for paved surfaces. Wheeled only. +3 Speed Ratings on roads, -1 Handling off-road. |
| Submersible | Pressure hull and ballast tanks. Submerge as an action, -4 to detect. 2nd take: deep dive capable, crush-proof. |
| Variable Form | Transforming chassis. Switch between two locomotion types as an action. Use base Toughness in both forms. |
Personnel
| Modification | Effect |
|---|---|
| Berths | Sleeping quarters for extended operations. Each take adds living space for 8 crew or passengers. |
| Comfort Upgrade | Climate control and sound insulation. Take 1: +1 Spirit. Take 2: +2 Spirit, +1 Persuasion. Take 3: +3 Spirit, +2 Persuasion. |
| Troop Bay | Infantry compartment with rapid-deployment ramp. 8 passengers per take, designed for short tactical insertions. |
| Specialist Workshop | Onboard skill-specific facility (medical bay, armoury, lab, etc.). +2 to relevant Trait rolls performed aboard. |
| Environmental Seal | Life support and pressurisation. Airtight, climate controlled. Operates safely in vacuum, toxic atmosphere, or radiation. |
Structural
| Modification | Effect |
|---|---|
| Vehicle Bay | Internal hangar. Carry up to 8 Size points of smaller vehicles per take. Includes fuelling and maintenance facilities. |
| Compact Engineering | Miniaturised components and efficient packaging. Each take frees internal capacity for additional systems. |
Walker Systems
| Modification | Effect |
|---|---|
| Jump Jets | Thruster-assisted leap. Move as VTOL once per encounter. Walker only. Clear obstacles, reposition, or perform Death From Above. |
| Dual Cockpit | Pilot and gunner operate independently. Removes multi-action penalties between manoeuvring and firing. Walker only. |
Special Abilities
37 Special Abilities across six categories โ free narrative and mechanical flags that don't consume mod points, covering how a vehicle moves, how crew experience it, how durable or fragile it is, and its operational quirks.
Movement
| Special Ability | Effect |
|---|---|
| Amphibious | Can enter water at half Speed. Not a true watercraft โ limited to calm conditions. |
| Four Wheel Drive | Halve Difficult Ground movement penalties (round down). |
| All-Terrain | Ignore Difficult Ground penalties entirely. Designed for rough country. |
| STOL | Short Takeoff and Landing. Needs only half the normal runway distance. |
| Unpowered | No propulsion system. Drifts with current, wind, or gravity. Effective Speed 0. |
| Shallow Draft | Can navigate rivers, shallows, and coastal waters inaccessible to deeper-hulled vessels. |
| Deep Draft | Requires deep water. Cannot enter shallows, rivers, or shallow harbours without risk of grounding. |
Crew
| Special Ability | Effect |
|---|---|
| Open Top | No overhead cover. Crew can be targeted directly. Ranged attacks against crew ignore vehicle Armour. |
| Enclosed | Sealed cabin. Crew protected from weather, debris, and environmental hazards. |
| Cramped | Tight interior. โ1 to all physical actions performed inside the vehicle. |
| Spacious | Generous interior. Crew can move freely, change positions, even sleep aboard. |
| Ejection System | Pilot can eject as a free action. Lands safely on a Piloting roll at โ2. |
| Cargo Bay | Internal bay large enough to carry smaller vehicles, mounts, or bulk cargo. |
Durability
| Special Ability | Effect |
|---|---|
| Heavy Armor | Only Heavy Weapons can damage this vehicle. Halves collision damage from non-Heavy Armor vehicles. |
| Sealed | Airtight. Proof against gas, vacuum, NBC hazards. Requires life support for extended use. |
| Pressurised | Maintains internal pressure at altitude or depth. Breach causes explosive decompression. |
| Fireproof | Resistant to fire and incendiary weapons. Halve fire damage. |
| Waterproof | Survives immersion without damage. Electronics and cargo protected from water. |
| Ram Plate | Reinforced prow or bumper. +2 damage on ram attacks. Vehicle takes half ram damage. |
Operational
| Special Ability | Effect |
|---|---|
| Long Range | Extended fuel capacity or efficient engines. Double normal operational range. |
| Short Range | Limited endurance. Half normal operational range. Common in fighters and interceptors. |
| Stealth | Low observable profile. โ2 to Notice or Electronics rolls to detect this vehicle. |
| Loud | Extremely noisy. +2 to Notice rolls to detect. Can be heard long before it arrives. |
| Night Operations | Equipped for darkness. Headlights, IR systems, or NV as standard. No darkness penalties for driver. |
| Smoke Screen | Deploy smoke as a free action. Creates a LBT of obscuring smoke that lasts 3 rounds. |
| Flares / Chaff | Countermeasures against guided missiles. Electronics roll to spoof incoming guided weapons. |
| Towing Capacity | Rated for towing. Can tow another vehicle up to its own Size without penalty. |
Quirks
| Special Ability | Effect |
|---|---|
| Temperamental | Has a personality. Responds to its handler and may refuse strangers. Treat as a character for social purposes. |
| Famous / Infamous | This vehicle is well-known. +2 or โ2 to social interactions depending on reputation and audience. |
| Cursed | Something is wrong with this vehicle. The GM draws a card each session โ on a Club, something goes wrong. |
| Haunted | Inhabited by a presence. Lights flicker, instruments drift, voices in the static. May help or hinder. |
| Sentient | The vehicle has its own mind. It has a Spirit die and may cooperate, argue, or refuse orders. |
| Unreliable System | One specific system fails on snake eyes. Specify which system when this ability is taken. |
| Prototype | One of a kind or experimental. Spare parts unavailable. Repair at โ2 but the vehicle has capabilities nothing else does. |
Combat Systems
| Special Ability | Effect |
|---|---|
| Bash | Drive bulk into a target as part of a move. Piloting vs defender Piloting/Agility. HW. Wild Attack (+2 attack, โ2 Parry). Min Sz 4. Damage by Size โ Szย 4โ5: 2d6ย AP4 | Szย 6โ7: 2d8ย AP6 | Szย 8โ9: 3d8ย AP8 | Szย 10โ11: 3d10ย AP10 | Szย 12โ14: 4d10ย AP13 | Szย 15โ19: 4d12ย AP16 | Szย 20+: 6d10ย AP20 |
| Stomp | The vehicle rears up and brings its full mass down on an adjacent target. Full action โ cannot move and stomp in the same round. Piloting roll TN 4. Damage and AP scale with Size: Sz 8โ9: 3d10 AP16 / Sz 10โ11: 4d10 AP20 / Sz 12โ14: 4d12 AP26 / Sz 15โ19: 6d10 AP32 / Sz 20+: 6d12 AP40. Heavy Weapon, Medium Burst Template. On a raise, target is knocked Prone. Minimum Size 8. Recommended: walkers, legged constructs, and creatures with mass. |
| Creature Attack | A natural weapon โ bite, claw, gore, or trample. Uses Fighting skill. Flat damage pool scales with Size: Sz 1โ3: 1d8 AP0 / Sz 4โ5: 2d8 AP(Sz/2) / Sz 6โ7: 4d8 AP(Sz/2) / Sz 8โ9: 4d8 AP(Sz/2) / Sz 10โ11: 5d10 AP(Sz/2) / Sz 12โ14: 5d10 AP(Sz/2) / Sz 15โ19: 6d10 AP(Sz/2) / Sz 20+: 6d12 AP(Sz/2). Heavy Weapon for Sz 8+. Trample variant: AP equals vehicle Size. For beast-class vehicles, mounts, and living constructs. |
Export Formats
| Format | What it's for |
|---|---|
| Copy Stat Block | Copies a plain-text Savage Worlds stat block to your clipboard โ paste straight into notes, a VTT chat window, or a document. |
| FG .mod | A Fantasy Grounds module file, ready to drop into FGU's modules folder. |
| .json | Vehicle Forge's own round-trip format. Use this to save a build you want to re-import and keep editing later, or to share a build with another Vehicle Forge user. |
| FG XML | Raw Fantasy Grounds XML, for import via the SWADE Importer extension or manual reference lookup. |
Pack System
Vehicle Forge ships with four Core Collections installed by default, and can load additional genre packs (.vfx files) to extend the Hangar with pre-built reference vehicles for a specific setting or genre. Packs are additive โ installing one never removes or overwrites another.
Across every pack currently in the manifest, Vehicle Forge's combined library holds 867 pre-built vehicles.
| Core Collection | Vehicles |
|---|---|
| Core Collection โ Roads & Wheels | 11 |
| Core Collection โ Armour & Iron | 13 |
| Core Collection โ Wings & Rotors | 15 |
| Core Collection โ Hulls & Harbours | 8 |
Beyond the four Core Collections (installed by default), 41 genre packs are available as optional installs, grouped into 21 families:
| Family | Packs in Family |
|---|---|
| Arcane Conveyances | Magic & Mystery |
| Beasts of Battle | Human Kingdoms & Elven Hosts |
| Blood & Thunder | Age of Sail; Cursed Ships & Ghost Fleets; Broadsides & Buccaneers |
| Blood on the Bayou | River Boats & Southern Gothic |
| Chrome & Fury | High Speed Chase |
| Dread & Ruin | Gothic Horror; Weird West Horrors; Apocalyptic Horrors; Haunted Vehicles; Cosmic & Lovecraftian Horror |
| Dust & Thunder | The Weird West; Ghost Rock Contraptions; Outlaws & Lawmen; Pulp Western; Frontier Cavalry |
| Fang & Claw | Heavy Lance; Kaiju Defence Force |
| Iron & Shadow | Weird War Horrors |
| Iron & Steam | Dwarven War Engines & Chaos Machines |
| Iron & Steel | WWII Western Front; Weird War Walkers |
| Leviathans & Legends | Extreme Vehicles of All Eras |
| Rust & Ruin | Road Warriors; Wasteland Survivors |
| Sails & Gasbags | Fantasy Skyfleet; Skyship Warfare |
| Siege & Shadow | Dark Lord's Host & Undead Legions |
| Star & Void | Frontier Runners; Alien Encounters; Battle Fleet |
| Star Empires | The Dominion Wars; Xenos and Corporate |
| Teeth & Tusks | Orc Warhost & Monster Empire Armies |
| Thunder & Chrome | Pulp Land & Sea |
| Thunder & Propellers | Pulp Aviation; Pulp Weird Science |
| Wire & Chrome | Street Level; Megacity Runners; Corporate Firepower |
Troubleshooting
My build didn't save
Vehicle Forge holds your work in memory for the session. If you close the tab without exporting or saving to the Hangar first, it's gone. Export to JSON regularly if you're working on something you don't want to lose.
A pack won't load
Confirm the .vfx file wasn't renamed or altered after download, and that it matches the version of Vehicle Forge you're running โ packs are versioned against the tool.
Export looks wrong in Fantasy Grounds
Re-export and re-import โ a stale FG .mod file from an earlier tool version can carry outdated field names. If the problem persists, use the FG XML export via the SWADE Importer extension instead.
About & Licence
Vehicle Forge is original Glassforge Games content, built for use with the Savage Worlds core rules from Pinnacle Entertainment Group. You will need a copy of the Savage Worlds core rules to use the stat blocks this tool produces.
Fantasy Grounds and Foundry VTT are trademarks of their respective owners; export support for those platforms is provided for interoperability and does not imply endorsement.
This manual documents Vehicle Forge v2.3.70. It is regenerated directly from the live tool's data โ reference tables above reflect what's actually in the tool, not a fixed snapshot.
ยฉ Glassforge Games Ltd. โ glassforge.pages.dev