Vehicle Combat
The following rules comprise a basic version of vehicle combat. 1 inch represents 5'. Most vehicles take up two or more squares. Generally, each vehicle is controlled by one player (who also controls all its occupants) but GMs may allow a single vehicle to be operated by multiple players, with each controlling one occupant (one of whom is the driver).
Also see Vehicles, and Vehicle List.
Initiative
Each round all vehicles roll INITIATIVE. Drivers add dice from their driving skill rather than tactics as in normal combat or starship tactics as in starship combat. HANDLING also modifies INITIATIVE:
HANDLING |
INITIATIVE |
1 |
+1d6 |
2 |
+1d6 |
3 |
- |
4 |
- |
5 |
-1d6 |
6 |
-2d6 |
All vehicles then move their SPEED in reverse initiative order, followed by all vehicles taking actions in regular initiative order.
Movement
Speed. A vehicle MUST move its current SPEED. However, any vehicle may increase or decrease its SPEED by an amount equal to its ACCELERATION score before moving.
A turn (below) allows a vehicle to change direction by up to 45 degrees.
Turning. Turning is free as part of a forward movement as long is it less than that allowed by a vehicle's current turning circle. A turn is always combined with a forward movement. Vehicles cannot rotate without forward motion.
When making a turn, the vehicle turns to the left or right up to 45 degrees (or up to one hex side or one hex line).
A vehicle's turning circle is equal to its current speed multiplied by its HANDLING, divided by 5 (round down to a minimum of 1). A HANDLING 3 car moving at a velocity of 6 has a turning circle of 3 x 6 / 5 = 3. A smaller HANDLING 1 motorcycle moving at the same velocity has a turning circle of just 1 hex, while a HANDLING 5 truck at that speed has a turning circle of 6.
The turning circle value simply represents the number of squares in a straight line that a vehicle must move before turning.
For convenience, you can also use the table below to determine a vehicle's turning circle.
SPEED | HANDLING 1 | HANDLING 2 | HANDLING 3 | HANDLING 4 | HANDLING 5 | HANDLING 6 |
1 | 1 | 1 | 1 | 1 | 1 | 1 |
2 | 1 | 1 | 1 | 1 | 2 | 2 |
3 | 1 | 1 | 1 | 2 | 3 | 3 |
4 | 1 | 1 | 2 | 3 | 4 | 4 |
5 | 1 | 2 | 3 | 4 | 5 | 6 |
6 | 1 | 2 | 3 | 4 | 6 | 7 |
7 | 1 | 2 | 4 | 5 | 7 | 7 |
8 | 1 | 3 | 4 | 6 | 8 | 10 |
9 | 1 | 3 | 5 | 7 | 9 | 10 |
10 | 2 | 4 | 6 | 8 | 10 | 12 |
11 | 2 | 4 | 6 | 8 | 11 | 12 |
12 | 2 | 4 | 7 | 9 | 12 | 14 |
13 | 2 | 5 | 7 | 10 | 13 | 15 |
14 | 2 | 5 | 8 | 11 | 14 | 16 |
15 | 3 | 6 | 9 | 12 | 15 | 18 |
16 | 3 | 6 | 9 | 12 | 16 | 19 |
Jumping. A vehicle can jump a distance equal to its acceleration times 20' at maximum speed as long as it has a ramp. For every point of speed below maximum, reduce the jump distance by 20'. For example, a generic compact automobile can jump 40' while moving at SPEED 5, and a sports bike can jump 100' while moving at SPEED 11. These distances assume non-optimum real-world conditions (a stunt driver using specially built ramps and specially designed vehicles can make far larger jumps). Some exploits allow drivers to increase these distances.
Maneuvers. A number of maneuvers are available as exploits, including emergency stop, handbrake turn (J-turn),
Actions. A vehicle may take a number of actions equal to the number of occupants it carries. Each occupant may perform one action. Movement and turning does not constitute an action. No item or weapon may be used more than once per round. A driver may perform a maneuver as an action. If occupants are killed, the vehicle's available actions are decreased.
Firing
Weapons can be operated by vehicle occupants. Weapons have a firing arc, unless they are turreted, granting a 360-degree firing arc. A line-of-sight is required unless the weapon is designated as Artillery. Some weapons are linked, which means one occupant fires both at the same time.
An occupant uses AGILITY or INTUITION to fire (as normal), and applies the usual range increment penalties. Attacks are made against the target vehicle's DEFENSE; vehicles add their current speed to their DEFENSE score.
Stationary target |
+1d6 |
Rear attack |
+1d6 |
Forward-mounted weapons |
+1d6 |
Per range increment |
-1d6 |
Aft-mounted weapons |
-1d6 |
If the occupants are not player characters or specific NPCs, use a dice pool of 4d6 for attacks. Weapon damage is reduced by a vehicle's SOAK and then applied to its HEALTH. Detailed damage does not apply in the basic vehicle combat rules.
Weapons are either hand-held, or mounted. The full weapon list is here. See vehicle customization for rules on mounting weapons, although a vehicle's stat block will describe any mounted weapons, along with range, damage, and firing arcs.
Damage. As with all objects, a vehicle reduced to half HEALTH is broken (inoperable). A vehicle reduced to zero HEALTH is destroyed. If the vehicle is powered, reducing it to zero HEALTH causes it to explode. The explosion does heat damage equal to the vehicle's initial HEALTH in its own hex, and half that for each hex distant.
Additionally, for every 6 rolled in the damage roll, roll once on the following table.
2d6 |
Location |
Effect |
2 |
Weapon |
Weapon is damaged |
3 |
Tire |
Spin out |
4 |
Engine |
Reduce SPEED by 1 |
5 |
Driver |
1d6 damage to driver |
6 |
Windshield |
Reduce HANDLING by 1 class |
7 |
Chassis |
No additional effect |
8 |
Passenger |
1d6 damage to passenger |
9 |
Fuel tank |
Vehicle catches fire, taking 1d6 damage each round |
10 |
Engine |
Reduce ACCEL by 1 |
11 |
Tire |
Spin out |
12 |
Weapon |
Weapon is damaged |
Flames. Some weapons and situations ignite a vehicle. This causes 1d6 heat damage to the vehicle each round (as well as 1d6 heat damage to each occupant). To extinguish a flaming vehicle, a fire extinguisher is required, which automatically puts out a fire with one action.
Collisions
There are four types of collisions: head-on, rear-end, t-bone, and sideswipe. When a collision takes place, all vehicles spin out unless the driver makes a successful check (see below).
Determine the collision speed as follows. Both vehicles take damage equal to three times the collision speed.
Head-on. Two vehicles collide and each is in the other's front arc. Add their current speeds together.
Rear-end. A vehicle collides with the read arc of another vehicle. Deduct the black vehicle's speed from the red vehicle's speed.
T-bone. A vehicle collides with the side arc of another vehicle. Use the speed of the red car.
Sideswipe. The result of a maneuver in which two vehicles collide with the side arcs of each other. Use half of the faster vehicle's speed.
Spinning Out
Spinning out occurs when:
- The driver is injured.
- A tire is damaged.
- A collision takes place.
- The vehicle enters or begins its turn on slippery terrain (oil slicks, ice, etc.)
- After a jump.
The driver may attempt to prevent the vehicle from spinning out by making an AGI check (bolstered by his driving skill, if he has it) with a difficulty equal to three times the vehicle's current speed.
If the vehicle spins out, it comes to a stop in a randomly determined hex half its current speed from the point where it spins out. Roll 1d6 for direction.
A vehicle which spins out causes 1d6 damage to all occupants.