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 Type | Hit Points | Armor | Speed |
Motorcycle | 15—20 | 0 | Fast |
Medium Car | 25—30 | 3 | Average |
4WD or Jeep | 30—35 | 3 | Average |
Armored Car | 40 | 10 | Slow |
Small Truck | 35—40 | 3 | Average |
Semi-Trailer | 45 | 3 | Slow |
Tank | 90 | 20 | Slow |
Speedboat | 25 | 0 | Average |
Hovercraft | 35 | 3 | Average |
Jet Ski | 15 | 0 | Fast |
Air Vehicles | |||
Helicopter | 20 | 0 | Average |
Light Plane | 25 | 0 | Average |
Hot Air Balloon | 10 | 0 | Slow (see nearby) |
Zeppelin | 20 | 0 | Slow-Surface |
Passenger Jet | 50 | 0 | Special (see nearby) |
Fighter Jet | 40 | 0 | Special (see nearby) |
Future Age Vehicles
Ground Vehicles
Vehicle Type | Hit Points | Armor | Speed |
---|---|---|---|
Flycycle | 15—20 | 0 | Fast |
Medium Ground Car | 25—30 | 3 | Average |
Skimmer | 25—30 | 3 | Fast |
4WD or Crawler | 30—35 | 3 | Average |
Armored Scout | 40 | 10 | Fast |
Small Hauler | 35—40 | 3 | Average |
Large Hauler | 45 | 3 | Slow |
Scout Mecha | 70 | 10 | Average |
Tank | 90 | 20 | Slow |
Sea Skimmer | 25 | 0 | Fast |
Hovercraft | 35 | 3 | Average |
Jet Ski | 15 | 0 | Fast |
Air Vehicles
Vehicle Type | Hit Points | Armor | Speed |
---|---|---|---|
Helicab | 20 | 0 | Average |
Light Flyer | 25 | 0 | Average |
Lighter Than Air (LTA) | 10 | 0 | Slow (see nearby) |
Airship | 20 | 0 | Slow-Surface |
Passenger Flyer | 50 | 0 | Special (see nearby) |
Military Flyer | 40 | 0 | Special (see nearby) |
Drop Ship | 60 | 20 | Special (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.