Vehicle Rules and Combat

Vehicle Rules and Combat

Basic Vehicle Stats

Current Speed
The Current Speed of the vehicle, This is how far (in hexes) the vehicle will travel at the end of the round.

Top Speed
This is the maximum speed a vehicle can travel in a round

Acceleration Rate
The Rate in which a vehicle can speed up. (reverse is always 1/2 acceleration rate, rounded down)

Breaking Rate
The Rate in which a vehicle can slow down

Turning Radius
The number of forward hexes required to do a 90 degree turn. (Certain vehicles may require you to stop and reverse in order to complete a 90 degree turn)

Turning at high speeds is very dangerous!!

Driving Range
The number of miles your car gets to the tank, Note your Pilot Skill effects how far you can travel in a day based on this value

Number of Passengers
How many people you can fit, Seatbelts not always included!!

Carry Weight
How much weight your vehicle can carry, if your vehicle is over weight, it consumes twice as much fuel for every 20% over loaded. At 200% load your suspension breaks, and your vehicle must be repaired

Fuel Tank
How big your Fuel tank is, combined with your Driving Range, these two values give you an idea of a vehicles Fuel Efficiency.

You consume your entire fuel tank to drive your vehicle’s full driving range.

Trip Odometer
This value helps track how much of your current tank you have used.

This value helps you track your extra fuel reserve.

System Hp
In combat, vehicle systems can be targeted for extra damage (similar to targeted shots VS people) Vehicles don’t take condition damage, but instead all sub systems share a single pooled Hp amount.

After Combat the GM should decide if Vehicle Sub Systems are further damaged, based on the outcome of combat.

Vehicle HP DMG can be healed Via Repair and Science checks with Proper tools and parts, (like first aid and doctor)

Restoring Sub system HP Requires specific parts as well as appropriate checks. There is no cap in improving these systems in this manner, and as such you can really pimp your ride.

Sub System Hp effects your vehicle’s Max HP.

Should a Subsystem lose all its hp, the vehicle is generally incapacitated

Pilot Skill
Skill of the pilot driving the vehicle

Primary Gunner
Skill of the gunner using the vehicle’s Primary weapon. (mounted vehicles do not benefit from your critical chance for critical hits)

Secondary Gunner
Skill of the gunner using the vehicle’s Secondary weapon. (mounted vehicles do not benefit from your critical chance for critical hits)

Driver Actions in Combat

Declaring your action
At the end of a Driver’s Turn they must declare what actions they are taking with their vehicles, Followed by a Pilot Check
(Vehicles always move at the end of the round)

During the Vehicle Phase, the Gm will notify you of any potential effects your Pilot check may have,

Speed up by acceleration Rate (or less)

Slow down by Braking Rate (or Less)

Attempt to turn a corner in combat, Read turning Radius

Attempt to knock another vehicle off the road, Both Pilots make a Pilot check, with a -5% pen for every 10 hexes they are travelling, if either driver Fails they crash.

Running Someone or Something Down, AKA Road Kill.
When trying to his a target, unless unaware of your presence the intended victim gets an Agility check to avoid the blow, if unsuccessful, both the Vehicle and the intended target receive crashing DMG

Attacking while driving poses a -20% penalty to your Pilot check for the round per attack. (burst attacks count as one attack for this mod)

Pilots also suffer a -25% penalty to their to hit rolls.

Pilot Modifiers

New Road +30
Broken Road +15
Bad Road +0
Open Field +0
Field with light Debris -5%
Field with Medium Debris -10%
Field with Heavy Debris -20%
Muddy Ground -25%
Drenched Ground -30%

Sea Vehicle Mods
Calm +20%
Gentle +0
Waves -5%
Big Waves -15%
Stormy Waves -25%
Hurricane Waves -50%

Air Vehicle Mods
Calm +0%
Gentle wind -5%
Gusty Wind -10%
Strong wind -20%
Stormy Winds -40%

Addition weather mods
Rain -20%
Snow -30%
Ice -70%

Action Mods
Travelling at < 1/2 Speed -0%
Travelling at > 1/2 Speed -10%
More then Doubling current speed -10%
More then Halving Current Speed -15%
Turning, – Current Speed (example: current speed = 50, Turning penalty = 50%)


When a Pilot fails his check, or intentionally crashes into an object Each character inside must roll 1d10 for every 10 hexes the vehicle was travelling (current speed)

The vehicles is also subject to the same damage as the passengers.

Passengers also have a % chance to have a crippled limb from any crash equal to the vehicle’s speed. Seatbelts reduce this % by 1/2. On a roll of 5% or less the Victim of the crash suffers a head wound and is unconscious for 15 rounds

Head on collisions with other vehicles result in combined speeds for all effects

Entering and Exiting a vehicle

It costs 2 Ap to enter a vehicle, and additional 2 Ap to buckle up.

Exiting/unbuckling costs the same Ap as entering.

Exiting a moving vehicle is dangerous, You cane leave a moving vehicle moving up to your agility score with no penalty, Else you will suffer crashing DMG equal to the current speed of the vehicle in addition to being knocked prone.

Vehicle Rules and Combat

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