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.

Vehicle Forge does not auto-save to a server. Export your build (JSON is the safest round-trip format) before closing the browser if you want to return to it later.

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:

ModePurpose
HangarYour library. Tabs filter between All, Canon (pack-supplied reference builds), and Mine (builds you've saved this session).
WorkshopThe 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.

FieldWhat it controls
SizeDrives the vehicle's Class letter and base cost. Size 1โ€“30 on the slider.
ToughnessLevel adjustment to structural durability, Standard by default.
ArmourLevel adjustment to Armour value, Standard by default.
SpeedLevel adjustment to top speed within the chosen Locomotion type's range.
HandlingLevel adjustment to the vehicle's Handling modifier.
WoundsLevel adjustment to Wounds before Incapacitation. At vehicle scale, a Wound represents sustained attrition โ€” fires, cascades, accumulated damage โ€” rather than a single hit.
CrewMinimum crew required to operate the vehicle.
PassengersAdditional seating beyond crew, 0โ€“200.
MPH OverrideOptional. 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

TypeBase SpeedNotes
Wheeled4Standard wheels.
Tracked3Ignores Difficult Ground.
Hover5Ignores low obstacles and water.

Air

TypeBase SpeedNotes
Aircraft, VTOL7VTOL, hover, or fly.
Aircraft, Turboprop10Min speed 60 MPH or Out of Control.
Aircraft, Jet12Min speed 120 MPH or Out of Control.

Water

TypeBase SpeedNotes
Water, Sail2Wind-powered. Speed varies with conditions. No fuel cost.
Water, Propeller3Boat or ship, propeller or oar driven.
Water, Jet4Boat or ship, jet driven.

Walker

TypeBase SpeedNotes
Legs (Bipedal)6Walker rules. Fighting, Stomp, Death From Above.
Legs (Multileg)5Walker rules. 3+ legs: Reroll failed Piloting vs Out of Control.

Spacecraft

TypeBase SpeedNotes
Spacecraft, Thruster8Reaction thrust. Maneuvering, station-keeping, orbital repositioning.
Spacecraft, FTL15Interstellar-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)

ClassToughness range
A1โ€“15
B16โ€“25
C26โ€“35
D36โ€“45
E46โ€“55
F56โ€“65
G66โ€“75
H76โ€“85
I86โ€“95
J96โ€“105
K106โ€“115
L116โ€“125
Z126 and above โ€” catch-all for anything past the named scale

Weapon Class (by Damage)

ClassDamage range
A1โ€“20
B21โ€“30
C31โ€“40
D41โ€“50
E51โ€“60
F61โ€“70
G71โ€“80
H81โ€“90
I91โ€“100
J101โ€“110
K111โ€“120
L121โ€“125
Z126 and above โ€” catch-all for anything past the named scale
Class letters appear in the exported stat block as 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.

ModEffect
Jump JetsThruster-assisted leap. Move as VTOL once per encounter. Walker only. Clear obstacles, reposition, or perform Death From Above.
Dual CockpitPilot 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

EraWeapon Count
Ancient8
Medieval9
Black Powder9
Industrial17
Modern30
Future48
Advanced35
Total156

By Category

CategoryCount
Cannons19
Missiles16
Capital Weapons13
Siege Engines11
Mass Drivers11
Torpedoes9
Ordnance9
Autocannons9
Blackpowder Guns7
Rockets7
Lasers7
Particle Weapons7
Machine Guns5
Slugthrowers4
Ion Weapons4
Melee Systems3
Plasma Weapons3
Incendiaries2
Defensive Systems2
Flamethrowers2
Naval Guns2
Stun Weapons2
Exotic Weapons2
Weapon stat lines (Range, Damage, AP, RoF) live in the tool itself and aren't reproduced here โ€” open the Weapons step and filter by era or category to browse them directly.

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

ModificationEffect
UnmannedNo crew compartment. Remote or AI controlled. Immune to crew-targeting but vulnerable to signal disruption.
Open CrewCrew positions exposed. Take 1: Medium Cover (-4). Take 2: Light Cover (-2). Take 3: No Cover. Chariots, technicals, open-topped vehicles.
TemperamentalUnreliable systems. Repair at -1 per take. Snake eyes on any vehicle roll shorts a random system for 1 round.
Gas-GuzzlerBurns fuel at +50% rate. Range reduced accordingly. The price of power.
Low-TechNo electrical systems. Immune to EMP but cannot mount any electronic modifications.
Skeleton CrewCrew capacity halved. All tasks at -1 from being short-handed.
Bone ShakerRough ride. Unstable Platform penalty is -3 instead of -2. Constant vibration makes everything harder.
Death TrapCatastrophic failure mode. Full collision damage to crew, eject at -2, crew take +2 damage from penetrating hits.

Core Systems

ModificationEffect
Machine IntelligenceAI-assisted operation. 1st take: d6+Wild Die independent action. 2nd: d8. 3rd: d10 + one free action per round.
Enhanced SensorsAdvanced optics and sensors. 30x magnification, ignore 2 points of Illumination penalty, +1 Notice.
Tactical RelayShares targeting data and sensory feeds with linked allied vehicles. +1 to Battle rolls when networked.
Signal RigLong-range communication. 1st take: 15 mile range. 2nd: 75 miles. +1 to cooperative rolls within range.
Remote OperatorRemotely controlled from a separate location at -1 Piloting/Driving. Requires Signal Rig installed.
Detection GridArea surveillance system. Auto-detects movement within 40 yards. +2 Notice vs hidden or concealed targets.
Sensor ArrayMulti-spectrum scanning. Range: 1 light-year or line of sight. Full round to deploy, vehicle is Vulnerable. +2 Notice at extreme range.

Defensive Systems

ModificationEffect
Sloped ArmourAngled armour plate. -2 to enemy Shooting rolls against front arc (direct-fire energy and kinetic weapons only).
Armoured FacingHeavier 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 (โˆ’2 Shooting) applies penalty; also applies automatically when attacker achieves a flanking position.
Countermeasure SuiteJammers, chaff, and flares. +2 to evade Guided Weapons. One free Evasion reroll per encounter.
Surge ProtectionHardened electronics. Halve all EMP and ion penalties (round down).
Crew EscapeEmergency evacuation. Ejection seats (Size 6 and under) or escape pods (Size 7+). Agility or Smarts roll at -1.
Nanorepair SystemSelf-repairing hull. 1st take: roll d6 each round, 5-6 heals 1 Wound. 2nd take: heals on 4-6.
Deflection FieldEnergy shielding. Charges equal to half Wounds. Soak damage with Smarts roll. Recharges 1 per round out of combat.
Stealth SystemRadar-absorbent materials or active camouflage. -4 to detect with Electronics. Low-observable profile.

Offensive Systems

ModificationEffect
Gimballed WeaponsEnhanced weapon articulation. Reduces Unstable Platform penalty to -1 for all direct-fire weapons.
Fire ControlComputerised targeting system. Reduces Shooting penalties by 1 (Called Shot, Cover, Range, Scale, Speed). On a raise, by 2.

Locomotion & Power

ModificationEffect
Amphibious KitSealed hull and water propulsion. Can enter water at Handling -1, Speed 2. 2nd take: Speed 3.
Boost InjectorNitrous, afterburner, or emergency thrust. Once per encounter: +1 Speed Rating for one round per take.
Reserve TanksExtended fuel capacity. +50% operational range per take. Doubles endurance for long-range operations.
Off-Road PackageReinforced suspension and skid plates. Wheeled vehicles only. Halves Difficult Ground penalties.
Fusion CoreFusion power plant. Energy capacity x8. Locomotion Critical Hit: roll d6, 1-2 = core breach.
Road VehicleOptimised for paved surfaces. Wheeled only. +3 Speed Ratings on roads, -1 Handling off-road.
SubmersiblePressure hull and ballast tanks. Submerge as an action, -4 to detect. 2nd take: deep dive capable, crush-proof.
Variable FormTransforming chassis. Switch between two locomotion types as an action. Use base Toughness in both forms.

Personnel

ModificationEffect
BerthsSleeping quarters for extended operations. Each take adds living space for 8 crew or passengers.
Comfort UpgradeClimate control and sound insulation. Take 1: +1 Spirit. Take 2: +2 Spirit, +1 Persuasion. Take 3: +3 Spirit, +2 Persuasion.
Troop BayInfantry compartment with rapid-deployment ramp. 8 passengers per take, designed for short tactical insertions.
Specialist WorkshopOnboard skill-specific facility (medical bay, armoury, lab, etc.). +2 to relevant Trait rolls performed aboard.
Environmental SealLife support and pressurisation. Airtight, climate controlled. Operates safely in vacuum, toxic atmosphere, or radiation.

Structural

ModificationEffect
Vehicle BayInternal hangar. Carry up to 8 Size points of smaller vehicles per take. Includes fuelling and maintenance facilities.
Compact EngineeringMiniaturised components and efficient packaging. Each take frees internal capacity for additional systems.

Walker Systems

ModificationEffect
Jump JetsThruster-assisted leap. Move as VTOL once per encounter. Walker only. Clear obstacles, reposition, or perform Death From Above.
Dual CockpitPilot 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 AbilityEffect
AmphibiousCan enter water at half Speed. Not a true watercraft โ€” limited to calm conditions.
Four Wheel DriveHalve Difficult Ground movement penalties (round down).
All-TerrainIgnore Difficult Ground penalties entirely. Designed for rough country.
STOLShort Takeoff and Landing. Needs only half the normal runway distance.
UnpoweredNo propulsion system. Drifts with current, wind, or gravity. Effective Speed 0.
Shallow DraftCan navigate rivers, shallows, and coastal waters inaccessible to deeper-hulled vessels.
Deep DraftRequires deep water. Cannot enter shallows, rivers, or shallow harbours without risk of grounding.

Crew

Special AbilityEffect
Open TopNo overhead cover. Crew can be targeted directly. Ranged attacks against crew ignore vehicle Armour.
EnclosedSealed cabin. Crew protected from weather, debris, and environmental hazards.
CrampedTight interior. โ€“1 to all physical actions performed inside the vehicle.
SpaciousGenerous interior. Crew can move freely, change positions, even sleep aboard.
Ejection SystemPilot can eject as a free action. Lands safely on a Piloting roll at โ€“2.
Cargo BayInternal bay large enough to carry smaller vehicles, mounts, or bulk cargo.

Durability

Special AbilityEffect
Heavy ArmorOnly Heavy Weapons can damage this vehicle. Halves collision damage from non-Heavy Armor vehicles.
SealedAirtight. Proof against gas, vacuum, NBC hazards. Requires life support for extended use.
PressurisedMaintains internal pressure at altitude or depth. Breach causes explosive decompression.
FireproofResistant to fire and incendiary weapons. Halve fire damage.
WaterproofSurvives immersion without damage. Electronics and cargo protected from water.
Ram PlateReinforced prow or bumper. +2 damage on ram attacks. Vehicle takes half ram damage.

Operational

Special AbilityEffect
Long RangeExtended fuel capacity or efficient engines. Double normal operational range.
Short RangeLimited endurance. Half normal operational range. Common in fighters and interceptors.
StealthLow observable profile. โ€“2 to Notice or Electronics rolls to detect this vehicle.
LoudExtremely noisy. +2 to Notice rolls to detect. Can be heard long before it arrives.
Night OperationsEquipped for darkness. Headlights, IR systems, or NV as standard. No darkness penalties for driver.
Smoke ScreenDeploy smoke as a free action. Creates a LBT of obscuring smoke that lasts 3 rounds.
Flares / ChaffCountermeasures against guided missiles. Electronics roll to spoof incoming guided weapons.
Towing CapacityRated for towing. Can tow another vehicle up to its own Size without penalty.

Quirks

Special AbilityEffect
TemperamentalHas a personality. Responds to its handler and may refuse strangers. Treat as a character for social purposes.
Famous / InfamousThis vehicle is well-known. +2 or โ€“2 to social interactions depending on reputation and audience.
CursedSomething is wrong with this vehicle. The GM draws a card each session โ€” on a Club, something goes wrong.
HauntedInhabited by a presence. Lights flicker, instruments drift, voices in the static. May help or hinder.
SentientThe vehicle has its own mind. It has a Spirit die and may cooperate, argue, or refuse orders.
Unreliable SystemOne specific system fails on snake eyes. Specify which system when this ability is taken.
PrototypeOne of a kind or experimental. Spare parts unavailable. Repair at โ€“2 but the vehicle has capabilities nothing else does.

Combat Systems

Special AbilityEffect
BashDrive bulk into a target as part of a move. Piloting vs defender Piloting/Agility. HW. Wild Attack (+2 attack, โˆ’2 Parry). Min Sz 4. Damage by Size โ€” Szย 4โ€“5: 2d6ย AP4 | Szย 6โ€“7: 2d8ย AP6 | Szย 8โ€“9: 3d8ย AP8 | Szย 10โ€“11: 3d10ย AP10 | Szย 12โ€“14: 4d10ย AP13 | Szย 15โ€“19: 4d12ย AP16 | Szย 20+: 6d10ย AP20
StompThe 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 8โ€“9: 3d10 AP16 / Sz 10โ€“11: 4d10 AP20 / Sz 12โ€“14: 4d12 AP26 / Sz 15โ€“19: 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 AttackA natural weapon โ€” bite, claw, gore, or trample. Uses Fighting skill. Flat damage pool scales with Size: Sz 1โ€“3: 1d8 AP0 / Sz 4โ€“5: 2d8 AP(Sz/2) / Sz 6โ€“7: 4d8 AP(Sz/2) / Sz 8โ€“9: 4d8 AP(Sz/2) / Sz 10โ€“11: 5d10 AP(Sz/2) / Sz 12โ€“14: 5d10 AP(Sz/2) / Sz 15โ€“19: 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

FormatWhat it's for
Copy Stat BlockCopies a plain-text Savage Worlds stat block to your clipboard โ€” paste straight into notes, a VTT chat window, or a document.
FG .modA Fantasy Grounds module file, ready to drop into FGU's modules folder.
.jsonVehicle 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 XMLRaw Fantasy Grounds XML, for import via the SWADE Importer extension or manual reference lookup.
JSON is the only format that reliably round-trips back into the tool for further editing. The others are one-way exports for use at the table or in Fantasy Grounds.

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 CollectionVehicles
Core Collection โ€” Roads & Wheels11
Core Collection โ€” Armour & Iron13
Core Collection โ€” Wings & Rotors15
Core Collection โ€” Hulls & Harbours8

Beyond the four Core Collections (installed by default), 41 genre packs are available as optional installs, grouped into 21 families:

FamilyPacks in Family
Arcane ConveyancesMagic & Mystery
Beasts of BattleHuman Kingdoms & Elven Hosts
Blood & ThunderAge of Sail; Cursed Ships & Ghost Fleets; Broadsides & Buccaneers
Blood on the BayouRiver Boats & Southern Gothic
Chrome & FuryHigh Speed Chase
Dread & RuinGothic Horror; Weird West Horrors; Apocalyptic Horrors; Haunted Vehicles; Cosmic & Lovecraftian Horror
Dust & ThunderThe Weird West; Ghost Rock Contraptions; Outlaws & Lawmen; Pulp Western; Frontier Cavalry
Fang & ClawHeavy Lance; Kaiju Defence Force
Iron & ShadowWeird War Horrors
Iron & SteamDwarven War Engines & Chaos Machines
Iron & SteelWWII Western Front; Weird War Walkers
Leviathans & LegendsExtreme Vehicles of All Eras
Rust & RuinRoad Warriors; Wasteland Survivors
Sails & GasbagsFantasy Skyfleet; Skyship Warfare
Siege & ShadowDark Lord's Host & Undead Legions
Star & VoidFrontier Runners; Alien Encounters; Battle Fleet
Star EmpiresThe Dominion Wars; Xenos and Corporate
Teeth & TusksOrc Warhost & Monster Empire Armies
Thunder & ChromePulp Land & Sea
Thunder & PropellersPulp Aviation; Pulp Weird Science
Wire & ChromeStreet Level; Megacity Runners; Corporate Firepower
Availability of individual genre packs depends on what's been released โ€” check DriveThruRPG for current pack listings. This table reflects what's in the live install manifest, not a release commitment.

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