VEHICLES
This is a W.I.P. document. At some point I may just roll this page into the full rules but for now you can enjoy them here.
Some stories in the post-apocalyptic wasteland may involve vehicles. Vehicles in this context refer to anything with an engine: cars, trucks, motorcycles, construction equipment, or even boats or planes!
--------COMPONENTS--------
Unlike a normal inventory item which has only a single set of usage dice, each vehicle can have multiple components, each with their own set of usage points. These components can be used to add dice to your rolls while operating the vehicle just like any other item, marking off usage points as usual.
Common sense applies here; it's reasonable for the driver to use the Spiked Wheels component, and a passenger can use the Roof-Mounted Lewis Gun component, but not the other way around.
Unlike a normal item, when a vehicle component's usage dice are depleted it does not become scrap immediately. It just stops doing its job. It can be repaired using scrap using the normal repair rules.
--------ENGINE--------
The most important component of a vehicle is the Engine. Every vehicle has one. When a vehicle's engine has no more usage points the vehicle is disabled and can no longer drive.
Despite it being the vehicle's most important part, the Engine can be used by the driver like any other component to gain dice when attempting any driving-based maneuver. This represents pushing the vehicle to its limits and putting strain on the engine and chassis.
NOTE: The Engine component being depleted may not necessarily refer to the engine itself being destroyed in the fiction. It is an abstraction that could refer to things like a torn fuel line, a broken axel, or bona fide engine damage. Anything that prevents the engine from applying power to wheels.
--------DAMAGE--------
When a vehicle is dealt damage (from an attack, for instance), the driver may decide if that damage is dealt to the engine or to another component that might act as armour. If an amount of damage applied to the engine is equal to the number of usage points it had remaining, the vehicle is disabled and rapidly slows to a stop. If the vehicle was moving at high speed and the amount of damage applied to the engine exceeds the number of usage points it had remaining, the car crashes! Roll a number of dice equal to the excess damage. Successes are applied as damage to every component and occupant in the vehicle.
NOTE: If a vehicle falls when it crashes (like an aircraft flying, or a car careening off a cliff), apply fall damage on top of any damage from the crash itself.
Unless specified by the WarMaster, components other than the Engine are not crucial for driving. Even components like wheels can be depleted without crippling the vehicle. Within the fiction this just represents the vehicle being damaged to the point that the occupants can't make use of that component in such a way that they can gain bonus dice.
If a driver is killed or stops driving for any reason without having stopped the vehicle, the vehicle will careen out of control. Another occupant can make a test on the next turn to try to regain control of the vehicle. If they fail, the vehicle crashes at the end of the turn. 6 dice are immediately rolled, dealing damage to both the vehicle and each occupant for each success.
-----FALLING OFF------
Falling off of a car when it's moving at high speeds it very bad for you. If a character falls off during a race or chase, the WarMaster immediately rolls a test to determine how much damage they take. Roll 6 dice by default, adding or subtracting dice based on mitigating factors.
-----GETTING HIT------
When a car hits somebody not in a car, double the number of successes scored by the vehicle where damage is concerned.
--------TRAITS--------
Like characters and creatures, vehicles also may have one or two traits. These can apply bonus dice to applicable rolls. A motorcycle may have the trait Maneuvering, while a big-rig may have the trait Weighty.
In addition to traits, vehicles have a maximum occupancy. Any additional occupants fall off if they fail any tests.
--------TAKING COVER--------
If a character inside a vehicle is targeted by an attack, they may choose to take cover behind a vehicle component (as long at it's reasonable to do so in the fiction) and deplete usage points as though it was armour. Use reason here as well; a Chrome Chassis will provide cover, but a Nitros Injector will not.
--------RAMMING--------
Ramming works just like a melee attack: If a PC-driven vehicle and an NPC-driven vehicle both ram each other, the PC can elect to forego the usual contest rules, not cancelling out opposing successes, and instead allowing both sides to connect with their damage. This decision can be made after the test results have been revealed.
--------OBSTACLES--------
During a race, chase, or other scenario where speed is of the essence, obstacles may pose a challenge. Obstacles can be things like rocky outcroppings, ruined buildings, cabbage carts, canyon bottlenecks, or anything else that might not agree with a fast-moving vehicle.
During the initiative phase of a round, the WarMaster announces any obstacles to be avoided before anyone declares their actions. They also declare how severe the obstacle is.
Obstacles vary in severity: crashing through a cabbage cart (severity 1) isn't as big an issue as plowing into an old sea-mine (severity 6). During the resolution phase of the round, the WarMaster rolls dice equal to the severity of the obstacle and applies that damage to each vehicle.
Vehicle drivers may choose to spend their turn taking evasive action to cancel out incoming damage from obstacles. They may also choose to slow down, which grants a bonus die to the attempt, but doing so makes you an easier target, granting a situational bonus die to attackers.
NOTE: Obstacles vary for vehicles on land, at sea, and in the sky. A boat may have to contend with floating debris, shoals, flaming oil, etc. A plane might have to avoid skyscrapers, bridges, flocks of giant insects, etc.
--------FUEL--------
Fuel is an optional rule. For short term drives, consider just assuming vehicles have sufficient fuel. For long hauls, if the table finds it interesting, have the characters acquire fuel through barter or scavenging. Each point of fuel grants six hours of travel.
----BUILD A BUGGY---
Vehicles get 1 trait, plus a number of components. One component must be an engine. Generally speaking, components should be unique car parts that offer special functionality, but they could also represent useful items stored inside.
An average vehicle should get 8 component usage points divided between the engine and any other components it has. More powerful vehicles get more usage points, and weaker, more ramshackle ones get fewer.
Invent your own traits, or choose from the following list:
- Speedy
- Sturdy Construction
- All-Terrain
- Nimble
- Spiky
- Hefty
- Standing Room
- Unflippable
EXAMPLE VEHICLES
--------LAND--------
The Big Weenie
A fortified food truck with a novelty hotdog roof sculpture
Occupancy 6
Standing Room
Engine ○○○○○
Fry Oil Can ○
Loudspeaker ○
Plywood paneling ○○
Lightning Bike
Two wheels, an outsized engine, and very little else
Occupancy 2
Maneuverable
Engine ○○○○○○○○
The Long Arm of the Law
An ugly cross-breed between a big rig and an excavator
Occupancy 10+
Hefty
Engine ○○○○○
Crane Arm ○○○
Plow ○○○
Steel Cladding ○○○○○
--------SEA---------
Tug
A rusty tub mostly meant for offshore fishing
Occupancy 20+
Hefty
Engine ○○○○○
Nets ○
Flare Gun ○○
Fuel Cans ○○
The Hundred Stormy
A pirate vessel built to overtake other vessels
Occupancy 10
Speedy
Engine ○○○
Harpoon Gun ○○○
Smoke Bomb ○
Boarding Ladder ○○
Side Shield ○
--------SKY--------
Chopchop
A skeletal helicopter barely hanging in the air
Occupancy 2
Nimble
Engine ○○
Rope Ladder ○○
Parachute ○