Vehicles

Depending on the nature of the game setting, different types of simple or sophisticated vehicles might be common items. If the Protagonists or their adversary have access to such vehicles, the following guidelines may assist when dangerous and/or action-oriented scenes involving vehicles arise during play.

Vehicles have three basic statistics:

  • Hit Points and Armor, in case they’re involved in combat, and
  • Speed ratings that affect chases.

Hit Points and Armor

Each vehicle counts as a Huge target (see HUGE, page 54). It takes damage from unarmed attacks and small weapons such as knives and clubs only when the Game Moderator thinks it makes sense.

A vehicle that loses half its Hit Points is badly damaged. It can’t be operated without a relevant skill test (depending on the type of vehicle). The next time such a test fumbles, the vehicle fails altogether until repaired. Repairing a damaged vehicle requires time, parts, and successful application of one or more skill tests. Even if repaired, the vehicle might now qualify as ‘heavily worn’ or ‘junk’ (see Pre-Loved Items and Spoiled Goods, page 62).

A vehicle that loses all of its Hit Points is demolished. It will never function again.

Speed

There are two broad categories of vehicle speed: Surface and Air. Any vehicle with an Air Speed rating can automatically outrun a vehicle with a Surface Speed rating (except for Hot Air Balloons, which can’t outrun any vehicle, and Zeppelins which are considered equivalent speed to a Slow Surface vehicle).

Within the same vehicle category, some are faster than others. A vehicle with a ‘Fast’ rating grants a +20% bonus to any Drive or Pilot test to pursue or escape. A ‘Slow’ vehicle incurs a −20% penalty instead. An ‘Average’ rating confers no modifier.

Jet planes have a speed rating of ‘Special.’ A jet automatically outruns any vehicle except another jet, and a fighter jet outruns any other kind of jet.

A vehicle that’s notorious for poor handling or that’s in bad shape might counts as ‘heavily worn’ or ‘junk’ (see above) at the GM’s discretion.

Medieval Age Vehicles

TODO

Jazz Age Vehicles

TODO

Modern Age Vehicles

>> Example Vehicles
Vehicle TypeHit PointsArmorSpeed
Motorcycle15—200Fast
Medium Car25—303Average
4WD or Jeep30—353Average
Armored Car4010Slow
Small Truck35—403Average
Semi-Trailer453Slow
Tank9020Slow
Speedboat250Average
Hovercraft353Average
Jet Ski150Fast
Air Vehicles
Helicopter200Average
Light Plane250Average
Hot Air Balloon100Slow (see nearby)
Zeppelin200Slow-Surface
Passenger Jet500Special (see nearby)
Fighter Jet400Special (see nearby)

Future Age Vehicles

Ground Vehicles

Vehicle TypeHit PointsArmorSpeed
Flycycle15—200Fast
Medium Ground Car25—303Average
Skimmer25—303Fast
4WD or Crawler30—353Average
Armored Scout4010Fast
Small Hauler35—403Average
Large Hauler453Slow
Scout Mecha7010Average
Tank9020Slow
Sea Skimmer250Fast
Hovercraft353Average
Jet Ski150Fast

Air Vehicles

Vehicle TypeHit PointsArmorSpeed
Helicab200Average
Light Flyer250Average
Lighter Than Air (LTA)100Slow (see nearby)
Airship200Slow-Surface
Passenger Flyer500Special (see nearby)
Military Flyer400Special (see nearby)
Drop Ship6020Special (see nearby)

Ramming

The Game Moderator decides how deadly a collision ought to be. Here are a few suggestions for a vehicle’s ramming damage.

AT LOW SPEED: 1D6 or 2D6 damage.

AT MODERATE SPEED: roll half the vehicle’s maximum HP as a Lethality rating. A “Slow” vehicle cannot go faster than this.

AT HIGH SPEED: roll the vehicle’s maximum HP as a Lethality rating.

If the target is a huge creature or another vehicle, the ramming vehicle suffers half ramming damage based on the target’s HP.

A vehicle’s Armor rating acts as Armor Piercing for its ramming damage.

Every passenger in a ramming vehicle takes 1D6 damage. Every passenger in a rammed vehicle takes 2D6 damage. A worn seat belt or active air bag halves the damage. A passenger in a vehicle that rams a target less than huge size suffers no damage.