General
Each vehicle is tracked on a vehicle card showing all its stats and status.
Every vehicle in Gaslands: Refuelled is represented by a vehicle card. The card records: Vehicle Name (player-assigned), Handling (maneuverability rating), Crew (number of crew members), Slots (number of build slots for weapons/upgrades), Weight Class (Lightweight, Middleweight, or Heavyweight), Max Gear (highest gear the vehicle can reach), Current Gear (the gear the vehicle is currently in, tracked with a token on the CURRENT box), Hull Points (remaining structural integrity), Sponsor (the vehicle's sponsoring faction), Special Abilities (innate special rules), and Weapons & Modifications (equipped items).
Turn structure
Current Gear is tracked using a token placed on the CURRENT box of the vehicle card.
The CURRENT box on each vehicle card represents the vehicle's current gear. Players place a coin or token on the gear value that corresponds to the vehicle's current gear. At the start of play all vehicles begin in Gear 1. When a vehicle changes gear during activation, move the token to the new gear value.
Turn structure
Place a token on a vehicle card when it activates; remove all such tokens at the start of the next turn.
When a vehicle has been activated during a turn, place a coin or token on its vehicle card to indicate it has already been activated this turn. A vehicle with an activation token on it cannot be activated again that same turn. At the start of the next turn, all activation tokens are removed from all vehicle cards, allowing every vehicle to be activated again.
General
When a vehicle is wrecked, flip its card to the WRECKED side to indicate it is out of action.
Each vehicle card has a WRECKED backing. When a vehicle's Hull Points are reduced to zero (or it otherwise meets the wrecked condition), the vehicle card is flipped face-down to show the WRECKED side. A wrecked vehicle is no longer activated and takes no further actions. The wrecked card serves as a visual reminder and may also act as a wreck obstacle on the table, depending on scenario rules.
Resource management
Hull Points represent a vehicle's remaining structural integrity; reaching zero causes a wreck.
Each vehicle type has a fixed Hull Points value printed on its card. As a vehicle takes damage, Hull Points are reduced (tracked on the card). When a vehicle's Hull Points reach zero, it is wrecked — flip its card to the WRECKED side. Hull Points vary by vehicle type and weight class.
General
Handling determines a vehicle's maneuverability; higher Handling allows more gear flexibility and reduces hazard risk.
The Handling value on a vehicle card (ranging from 2 to 5 across vehicle types) governs how nimbly a vehicle can navigate. It determines the number of Hazard Tokens that can be absorbed before a Skid or Wipeout occurs, and influences which movement templates and gear changes are available. A higher Handling makes a vehicle easier to control at high speeds or through tight maneuvers.
General
Crew represents the number of crew members aboard a vehicle, affecting attack dice and certain special rules.
The Crew value on a vehicle card indicates how many crew members the vehicle has. Crew count contributes to the vehicle's attack capability (e.g., number of attack dice for crew-based weapons) and interacts with special rules and sponsor abilities that reference crew.
General
Slots determine how many weapons and modifications a vehicle can be equipped with.
Each vehicle card shows a Slots value (0–5 depending on type). Each weapon or modification equipped to the vehicle costs one or more slots. A vehicle cannot be equipped with more weapons and modifications than its Slots value allows. Slots represent the physical space and structural capacity of the vehicle.