The driver of the vehicle takes damage from
an opponents attack.
An obstacle or curve is encountered and the
vehicle is travelling too fast to negotiate the hazard automatically. A turn
of 45 degrees or less requires a driving check if the vehicle is moving
50 mph or more. A turn of 45 to 90 degrees requires a driving check
at 25 mph or more. Turns greater than 90 degrees are not possible unless you
select one of the special maneuvers (pg 84 85).
A tire blows out, or is shot out (page 87).
The vehicle is damaged by an attack that is
not serious enough to call for a roll on the crash table (pg 86)
The driver performs one of the special maneuvers.
The Admin decides your vehicle would have trouble
in a situation which would upset another vehicle. For example, driving a jeep
through a ditch wouldnt be any trouble at all. Taking a Ferrari through
the same ditch might give your character a 50 modifier to his or her
driving check.
II.
Vehicle Performance Ratings
A. Maximum speed is the top speed of
the vehicle, measured in mph.
B. Acceleration: No check is needed for
up to ½ acceleration. Any speed greater than ½ requires a driving check.
Failure means speed only goes up ½. (pg 83)
C. Braking is the maximum number of mph
a vehicle can subtract from its speed in a single turn before a driving check
is required. To slow the vehicle 10 mph greater than the braking rating, make
a driving check. For up to 20 mph a ½ driving check. The extra
10-20 mph damages tires a reduces the handling rating by 10. A failed check
means the vehicle only slows by 5 mph that turn.
D. Handling is the rating of a vehicles
maneuverability and the ease with which it can be wrestled around corners.
Add or subtract the handling rating to the characters driving rating before
making skill check.
E. Protection is a measure of the vehicles
ability to withstand attacks. Any characters who attack a vehicle (as opposed
to passengers) subtract the protection value of the vehicle from their combat
skill level before making skill checks.
Special
Maneuvers
A. Bootleg / One-eighty (modifier varies):
Must be moving at least 25 mph. Subtract
actual speed from the driving check. The maneuver takes two turns.
First turn to whip the car around. Second turn to move the vehicle in the
new direction.
B. Braking Skid (-25 modifier):
Whips the car around up to 90 degrees and
comes to a halt. This takes the place of the normal brake roll. Failure is
treated as a failed brake roll.
C. Downshift (-15 modifier):
A vehicle can be shifted into a lower gear,
doubling acceleration for 1-3 turns (players choice) or adding 5 mph to maximum
deceleration in a single turn. This skill
check takes the place of the regular check for acceleration or braking, but
failure has the same result of check it replaces.
D. Swerve (-10 modifier):
The vehicle side-steps up to ten feet to
the right or left and continues in its original direction of travel without
losing speed. A failed check means the vehicle turns in the direction of the
swerve. The driver gets a second driving check to regain control. If this
fails go to the crash table (pg 86).
E. Bump / Push (-40 modifier + or
protection): The driver attempting
this maneuver must be able to move his vehicle into an area occupied by another
vehicle. A successful bump or push occurs
against the rear of victims car. The victim must make an immediate driving
check. Failure means that the vehicle begins to spin out of control. The
victim gets another check to see if he regains control; failure means the
vehicle crashes. A push against the side
of the victims vehicle, the victim must make an immediate driving check
or lose control and crash in the direction he was pushed, there is no
second check.
F. Controlled Spin (-40 modifier):
A character can use this maneuver
when:
The car is out of control due to a failed
driving check, but has not crashed and the driver is entitled to
a second check.
The vehicle spins because of a result gained
from the crash table.
The vehicle goes out of control because
another character performed a push / bump against it.
On a successful roll the car will spin to
a halt. It can face in any direction the driver chooses in realistic bounds
and the car will not suffer any damage from the spin.
On a unsuccessful roll the car immediately
crashes. A +1 penalty applies to the crash table when driver fails this
maneuver.
G. Unstuck (-20 modifier + Road condition
Penalty): Drivers make one check
per minute to attempt to free the vehicle. Handling
rating of the vehicle is not used with this check. Although a vehicle with
four wheel drive gets a +20 modifier. Tire chains will provide a +5 modifier
with each tire with a chain on. In addition, each person pushing the car earns
a +10 for this check. If another vehicle
is available to pull it out, it can be freed automatically. Note that if it
is mired, a successful check will be needed to tow it free.
H. Jump (-40 modifier):
A vehicle can make a jump under certain
conditions. With a good head of steam a suitable launching ramp and a smooth
landing surface, it is possible.
A minimum of 30 mph is needed to jump a
10 gap. For each 10 mph above 30 added to the cars speed, another
5 can be jumped. If the vehicle travels at least 60 mph, the distance
jumped can be doubled by providing the car with a raised launch ramp.
On a successful check the vehicle soars
through the air and lands, moving more or less straight ahead. Upon landing
another check is made to regain solid control. If the check fails the
car spins and there is a second driver check to regain control
or crash.
A roll failed by 30 or more(or a bad break),
the car crashes upon landing with a crash table modifier of 1/10 of vehicles
speed. ( a horrible crash in other words).
A roll failed by less than 30 with no bad
break, the vehicle fails to make the jump. It crashes short of its destination
and is immobilized. The passengers suffer wounds as circumstance requires.
I. Avoid Obstacle (modifier varies):
-10 for one lane and shoulder blocked.
20 for a narrow alley way with buildings on both side. A sudden stop
(special maneuver). Size modifiers might apply Admin decides.
J. Size Modifiers for Attack Rolls:
Type of shotAttack Roll Modifier
Motorcycle, end ½ ATT
Motorcycle, side -10
Medium truck, side +10
(dump truck, tank, etc.)
Large truck, side +30
K. High Speed Crashes: For every 10 mph
over 100 add one to the crash table roll, round up. This includes combined
speeds in head on collisions.
L. Effects of Flat Tires: -20 penalty
to the handling rating. For each additional flat 10 is added to the
handling rating. First flat reduces vehicles
top speed and acceleration rating by ½. For more than one flat, the ratings
are reduced to ¼.
IV.
Safety Equipment
A. Crash Helmets: Characters only suffer
½ damage indicated on the crash table to the head. Helmets are treated as
Hard Cover. They impair peripheral vision. Characters make all attacks at
10 except for prepared shots.
B. Seat belts: subtract 3 from the number
of wounds indicated. Prevent firing at targets behind the vehicle. A 20
modifier for shooting at targets ahead unless through the windshield. Either
side not effected.
C. Air Bag: subtract 3 from wounds to
hit locations 0,1,2 and 3 for front or back collisions. Subtract only 2 from
side collisions. This is cumulative to other safety equipment.
V.
Vehicles in combat (pg 87)
A. Targeting passengers: Shots are modified
normally for movement and range. Areas with metal or heavy wood paneling etc.
are treated as Hard Cover. Fabric Fiberglass sheet metal etc. are treated
as Soft Cover.
B. Targeting Vehicles: Subtract the protection
value of the vehicle from the skill level before rolling the attack.
C. Effects of hits on Moving Vehicles: A
successful attack against a moving vehicle can have two types of effects.
Any successful attack requires a Driving Check,
as if the driver had encountered a obstacle or hazard.
If an attack succeeds on a roll of "doubles",
or on a lucky break, the driver of the vehicle must make an immediate check
on the Crash Table.
D. Effects of Hits on Stationary Vehicles:
A stationary vehicle hit by a ranged attack, suffers a result from the Crash
Table. The result is determined by reading the tens digit of the to-hit roll
and checking that number on the Crash table.
VI.
Combined Actions
The Administrator will determine if you can combine
a special maneuver and attack. If you can, the skill check for each action will
be at ½.
A. Movement Modifiers For ranged weapon
attacks on vehicles:
Slow: 10 mph -10 modifier
Medium: 10 - 35 mph -25 modifier
Fast: above 35 mph -40 modifier
Moving toward or away each other or in the
same direction -10 modifier
B. Weapon Anti-Vehicle (AV) Ratings:
Some weapons are more effective against vehicles than others. The list below
describes those weapons which get positive modifiers when directed against
vehicles:
Light Machine Gun +10*
Heavy Machine Gun +20*
Hand Grenade +20
Dynamite / Plastique +10 / charge
Mortar +25
Artillery Round +50
Tank Gun Round +70
Missile +50
*These weapons can be mounted in twin, triple,
or quadruple mounts. Each barrel beyond the first increases the weapons
AV rating by + 5, and the damage inflicted per wound by +1.
Anti-vehicle modifiers are added to the attackers
skill level when using one of these weapons against a vehicular target,
but this modifier only cancels out a vehicles protection rating. The excess
is ignored.
VII.
Reality Rules for Weapons and Armor
There are five types of armor
represented as Hard Cover (HC1-5). Certain attacks will function against certain
HC values but not against others.
HC-1 Metal chain, bulletproof glass, vehicles
with protection ratings of greater than 20 but less than 50.
HC-2 Plastic kevlar chain, standard walls, protection
ratings 51-69.
HC-3 Steel and aluminum sheet, brick bomb blankets,
protection ratings of 70-100.
HC-4 Tank steel, reinforced concrete, protection
ratings of 101-150.