Equipment & Transport

Vehicle Catalog

The machines that keep the four regions connected — freight haulers, escort rigs, fast runners, and everything in between. Every vehicle on this page has been road-tested on the Milk Run.

Vehicles in Chrome & Covenant are defined by Size Class (which sets the Build Point budget and crew limits), Integrity (structural hit points), DR (damage reduction from armor and plating), and Speed. Weapons are mounted, not handheld — a turret autogun and a pintle gun operate on different scales than a sidearm. For full vehicle design rules, modification systems, and chase mechanics, see the Core Rulebook.

[ Vehicle Image — Freight Hauler ]
CC-VEH-018

Heavy Class — Freight

Milk Run Freight Hauler

Armored long-haul cargo hauler · Convoy backbone
Size Class
Heavy

Build Points
100

Integrity
30

DR
8

Speed
Slow

Crew
2 + Cargo

The backbone of the Milk Run — a massive, armored cargo hauler built to grind through hostile corridors without stopping. Three of these form the core of any convoy, carrying everything from steel plate to medical-grade nanite cells. The crew compartment is a steel box with a heater that works when it feels like it. The cargo bay is sealed, climate-controlled, and worth more than every life on the convoy combined.

Hull & Armor

Heavy Chassis with Armored Chassis upgrade. Reinforced cargo seals rated for biological and nanite transport. Reactor-heated coolant core runs hot — a feature for the cargo, a liability when Frosthounds are hunting heat signatures.

Weapons

None Standard
Some haulers mount a rear-facing pintle gun. Most don’t — that’s what escorts are for.

Convoy Law

The hauler never stops. An escort goes down, the convoy marks the spot and rolls on. The hauler goes down, you die on top of it. The medical cells in the sealed cargo bay are not yours, not the crew’s, not anybody’s until they reach the Greyline Stacks.

Game Notes

  • Tear-Down Target: Frosthounds lock haulers as priority targets. Each unanswered round of attack marks 1 Breach; at 3 Breaches the hauler loses speed, at 5 a critical system fails and it stalls.
  • Hot Signature: The reactor-heated coolant core makes the hauler the largest heat source on the convoy — exactly what draws Frosthound packs.
  • Availability: Postal Veteran contract only. You don’t buy one; you get assigned one.

[ Vehicle Image — Convoy Escort Rig ]
CC-VEH-019

Medium Class — Military/Escort

Convoy Escort Rig

Armed escort vehicle · Postal Veteran standard issue
Size Class
Medium

Build Points
75

Integrity
22

DR
6

Speed
Standard

Crew
3

Armed escort vehicles crewed by Postal Veterans — the professionals who keep the haulers rolling. Escort Rigs are not glamorous. They are functional, maintained to a standard that would shame most military units, and crewed by people who understand that the convoy never stops, even for them.

Hull & Armor

Heavy Chassis. Reinforced windscreen and crew compartment. Run plates bolted over wheel wells and axle housings — corridor rigs learn fast what the ferals go for first.

Weapons

Turret-Mounted Autogun
2d10 damage · Suppressive fire capable · 360° rotation · Operated by gunner (Crew 2 of 3)

Mark the Spot

If an escort goes down, the convoy marks GPS coordinates and rolls on. Postal Veterans accept this. It is the cost of the job and the reason the pay is what it is.

Game Notes

  • NPC Crew: The escort crews are Postal Veteran NPCs — keep them thin. They exist to demonstrate the convoy law in action and to be the cautionary example if the fight goes wrong.
  • Suppressive Fire: The turret autogun can lay suppressive fire on a zone, forcing targets to make a Body check (TN 11) or lose their move action.
  • Availability: Postal Veteran contract only. Standard issue for Milk Run escort duty.

[ Vehicle Image — Jackrabbit ]
CC-VEH-020

Light Class — Fast Hauler

Jackrabbit

Fast overland hauler · Corridor rescue & late cargo
Size Class
Light

Build Points
50

Integrity
18

DR
4

Speed
Fast

Crew
2 + Pickup

A fast, light hauler designed to run late cargo up to a moving convoy. Small crew, a pintle gun, and just enough room for a rescue or a last-minute delivery. The Jackrabbit is the corridor’s insurance policy — when someone falls behind, when a hauler throws a track, when a crate missed the manifest, the Jackrabbit catches up.

It is also, occasionally, the thing that saves your life when the convoy law says nobody else will.

Hull & Armor

Light Chassis. Built for speed over survivability — the armor is just enough to stop small-arms fire and shrapnel. The engine is oversized for the frame, which is why Jackrabbit drivers tend toward a specific kind of calm.

Weapons

Pintle-Mounted Autogun
2d10 damage · Suppressive fire capable · Forward arc only · Operated by passenger

Catch-Up Run

The Jackrabbit’s speed advantage means it can close on a moving convoy in 1–2 rounds from behind. A crew left in the Delta or dismounted during a Frosthound attack can be recovered and ferried back to the convoy on the move — if the Jackrabbit crew decides you’re worth the detour.

Game Notes

  • Rescue Vehicle: In the Iron Leg, the Jackrabbit serves as the narrative rescue — if the crew breaks convoy law to save Pell, the Jackrabbit recovers them. Run its crew as good Samaritans or cold calculators depending on the table’s mood.
  • Fragile: With only DR 4, the Jackrabbit can’t trade hits with Frosthounds. Its defense is speed — outrun, not outfight.
  • Availability: Open. Jackrabbits are common on Milk Run corridors — independent operators, OPO contractors, and the occasional smuggler running quiet cargo.
  • Price: 5,500 CC (aftermarket; new builds are Postal Veteran requisition only).

More Vehicles in the Core Rulebook

The full Vehicle Catalog includes 20+ entries across land and air — from micro-class jetboards and scout gyrocopters to heavy assault trucks and nomad haulers. The Core Rulebook also covers the complete Build Point system, vehicle modification rules, chase mechanics, and Mesh-connected vehicle combat.