Vehicles:

Basics and combat

Basics:


Basically, here are a few, selected, vehicle types of all kinds introduced. One can use only these – or create own vehicles, based on these. The prices are suggestions and can of course be exchanged for Trade/Haggle checks – or for adventures at which end (or start or middle) the heroes get to own a vehicle. There is also the possibility of tuning, like a pillion rider for motorcycles or mounted weapons or armor for the larger vehicles or even nitrous oxide injectors are possible, after discussion with the Master.


If the word “depends” stands next to the hit points or the armor rating, that value depends on the animal or character.


Tuning:


Tuning covers everything with vehicles from better engines to more sturdy wheels or tired up to the attachment of armor and machine guns.


Since there are a lot of possibilities there, I recommend to consider how you do it yourself. One can for example attach armor to the wheel house, which would raise the difficulty for hitting this wheel just as it would raise its armor rating.


If you wish to armor your brahmin, you should consider that the animal must carry the armor as well, and subtract it’s weight from the normal carrying capacity.


If you attach machine guns, for example on the bad of a Fjord F1 Pickup Truck, please use the second special rule of the tank, as pertains shooting that machine gun.

Movement:


Overview:


The post apocalyptic Wasteland has numerous vehicles in it – if not even close as many as before the Great War. Most of them use one of the following four motive forces: muscle power, steam power, internal combustion engines or electrical engines. In those four groups there are of course various variations. On the following pages a few different vehicle types are described, but there are of course a lot more than just those 12 or so vehicles.





Tactical movement:


TTactical movement contains the rules for the movement of vehicles in combat. The rules are laid down, so that everything from car chases to the support (or fighting) of pedestrians, is possible.


The principle is, that vehicles move for x cm per action point. The vehicles themselves have those action points. Those reflect their own agility. Furthermore every vehicle has it’s own difficulty value, VD in short (Vehicle Difficulty), that is used for turning. The stopping distance when doing a
full brake is also a given value. Just like the hitpoints of the vehicle.

Movements towards the direction of A have no added difficulty: that means they succeed when the role on the corresponding driving skill succeeded.


Movements towards the B direction are made more difficult by half the vehicle difficulty.


Movements towards the C direction are made more difficult by double the vehicle difficulty.


Movements towards D, just like with movements towards B, by half the vehicle difficulty.




If the roll fails the decision on what happens is in the hand of the Master. The possibilities range from: the horse/brahmin stays standing, the engine is killed, the gas pedal isn’t pressed as much, so that the car does not achieve the wished for velocity (or pressed down too far, and the car runs too fast).



Traveling:


Traveling is non tactical movement inside a city or from city to city or or or. Basically, every time one uses a vehicle for transportation without having to regard it as tactical movement. The important value is here especially the gone stating the speed in km/h.



Vehicle example:


The following is one of the vehicles with all it’s values. In black one will find things not in the full list, but which are added here to explain the values.

Dune buggy


Description:





Used skill:



Price:




Wheels:


Engine options:



Holding capacity:



Kilometers per  "refill“:



Vehicle difficulty:


Action points:




Speed (tactical):



Hit zones, difficulties, hit points
and armor rating:

(This is all
explained under the combat
rules for vehicles)






Stopping distance:


Speed (Traveling):



Special rule:



Before the Great War, these cars were not that common, but in the Wasteland they are often crafted from the components of different car wrecks: An engine, a roll-over bar or two and four spring loaded wheels. They aren’t much, but they are very useful.

A short description of the vehicle


Driving (Engines)

Which of the two driving skills is used


15.000 $

The price in NCR Dollars. It is mentioned here, that there are no more used car salesmen on every second corner and
one has to search hard to find any car that is for sale.


4


Internal Combustion/Electrical/Steam powered
There are of course variations.


Two up to four humans/ghouls or one or two super mutants.
Basically how many people and how much other load it can move


250/220/190
The first value refers to the first mentioned engine option, the second for the second and so on.



25 Explained under the movement rules for vehicles


9

These action points are independent of those of the driver. The driver always gives up half his action points for driving, the rest are available for movements from the driver seat (shooting for example).


11 cm/AP The speed in combat.



Hit zones, dificulties, hit hpoints and armor rating for normal, laser, fire, plasma, explosive and electrical damage:


Hit zones:                      Difficulty:        Hit points:                 Normal:   Laser:   Fire:   Plasma:  Explosive:   Electrical:

                                         

Left front wheel:                10                          25                           5              4            8            4               5                     12

Right front wheel:             10                          25                           5              4            8            4               5                      12

Left back wheel:                 10                         25                            5              4           8             4               5                      12

Right back wheel:              10                         25                            5               4           8            4               5                      12

Engine compartment:      20                  150/125/100                8               7           10            7               6                      10

Driver:                                   20                   abhängig                   5               4            6            5               6                      20



13 cm The stopping distance in combat.


50 km/h The average traveling speed on open areas and relatively driveable terrain.



None.

Vehicular combat:



Basics:


Vehicular combat is all combat involving a vehicle. When fighting a vehicle, each shot must be announced, like an aimed shot. That means, the player must say which hit zone they fire, before firing.


The AP costs for the shot are however those of unaimed firing or of a burst.


If one fires aimed, the critical hit probability is raised by 15 points. Critical hits do double damage and ignore armor.


Each vehicle is composed of hit zones, that each have their own hit points. These zones each have individual difficulties for hitting them and their own amount of hit points. The following is a list of all defined hit zones.

IMPORTANT: Not every vehicle has all these zones. Obviously, a bike has no Brahmin/Horses and a Brahmin cart has no enginge compartment. Which vehicle has which zones one can be seen in the vehicle list.

Front wheel
Back wheel
left front wheel
right front wheel
left back wheel
right back wheel
engine compartment
Driver
Trunk
bed
left track
right track
cogs
Brahmin/Horse left
Brahmin/Horse right
Brahmin/Horse
Turret
hull

Is one of these hit zones reduced to zero hit points, the hit zone is destroyed and useless until that part is repaired or replaced. That means different things for different hit zones: with a destroyed engine driving becomes impossible, but with a destroyed wheel it’s still possible … just much harder.


The following is a list of the effect of the loss of each hit zone:

Front wheel:



Back wheel:


Left front wheel:




Right front wheel, left back wheel and right back wheel:


Engine compartment:




Trunk:



Bed:


Tracks:




Cogs:



Brahmin/Horse left:





See Brahmin/Horse left:


Brahmin/horse:



Turret:


Hull:


Continuing to drive is extremely harder. The difficulty for all turns are doubled. Are both wheels destroyed continuing to drive has become impossible. The vehiclecomes to a full stop.

See front wheel.


Driving becomes a bit harder. All tests are more difficult by 5 more points. If another wheel is destroyed, the difficulty is raised another ten points to 15. With three destroyed wheels the difficulty is now 35 points. Four destroyed wheels make driving on impossible. The vehicle comes to a full stop.


See left front wheel.



The engine is completely gone and must be replaced or fundamentally repaired. How long that will take and whether or not replacement parts are needed (and what parts, if any) is up to the master. The vehicle does a full stop.


If the trunk is hit, the payload is damaged. Depending on what is loaded, this has varying consequences that are up to the master.


See trunk.


The drive tracks of a tank or another vehicle using this system are hard to damage, but if even one is destroyed, the vehicle comes to an immediate stop. How long the repair takes and whether or not it’s even possible and what types of replacement parts are needed is up to the master.


The cogs that translate the pedaling into locomotion are now disabled. The bicycle is now a trainer bike. The tactical and traveling speeds are cut in half.


The Brahmin or horse on this side is now dead. The vehicle comes to an immediate stop, since the other animal can’t pull the cart and a cadaver both. One can cut away the dead animal from the vehicle for 6 AP if one has a sharp knife or similar (8 AP without a cutting tool). Since only one animal is now pulling the vehicle, the speeds (tactical and traveling) are reduced by half.


See brahmin/horse left.


The animal is dead. Not all the king’s horses and all the king’s men can put it back together again. It must be replaced. The vehicle comes to an immediate stop.


The turret is now so damaged, that the main cannon is disabled.


The hull is basically the body of a tank. Is it destroyed, that’s it with this tank. It will never be repaired. It’s just gone. Forever.

Armor rating:


The armor rating of single hit zones is the amount of damage those ignore. It can be improved upon with tuning. As for the driver: the armor rating of the character itself is added of course to the further armor rating the vehicle offers. If a character sits on a bicycle in T-60 Power Armor (a vehicle that offers no further armor rating), that character is not somehow getting hurt by air guns.

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