Vehicle Rules
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A nice thing about designing a game and owning a blog is you don’t really run out of things to write on and discuss. The game design and thinking on solutions feeds nicely into article concepts, and vice versa. Thinking about what I want to write about on my blog often feeds into ideas and considerations for my larger project.
This is an easy article as I’ve had these rules implemented at my table for some time with good results. In the last session I had that featured vehicles, the players drove a tank through the cold streets of an Alaskan town as everything went to hell in a 30 Days of Night style vampire attack, reducing Licks to chunky salsa.
One of the design goals I had in mind with these rules is to make cars deadly, since 2 tons of steel moving down the road at 60 mph is pretty damn deadly. Likewise, I wanted a way of handling vehicle collisions which felt reasonable or natural. I think the solution I came to here is pretty good, though these rules are very light and I could add more to them for little added complexity, hence this article so people can comment and suggest ideas.
Last thing of note is these rules are built around the assumptions of my own system, Be Not Afraid. It’s however easy to convert said rules to any OSR system you intend on using these in, as per the spirit of it, but of course damage values and things like damage resistance might need some modification given my system is even more stingy with HP and healing than most for PCs, and very generous with damage and death.
To-Do List⌗
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One thing which I could implement but haven’t put my mind too is a bracketed health system, logically a vehicle at half HP should perform less than one in tip-top shape.
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time table for repairs and times for repairs, currently I kind of have wave it, and that might be fine as it’s one of those things maybe there shouldn’t be too much focus on.
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system for modifcations to vehicles would probably be a good idea.
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of of representing a weapon system in the statblock for a vehicle .
The Rules⌗
Vehicle Attributes⌗
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Hit Dice (HD):
- Vehicles have d10 HD, making them more durable than human characters (who use d6 HD)
- Damage Modifiers:
- Vehicles take half damage from small arms and melee weapons unless the weapon is explosive or specifically designed to damage vehicles. (Or another vehicle)
- HD also roughly represents the total mass of the Vehicle.
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Armor Class (AC) and Damage Resistance (DR):
- AC: Represents the difficulty of hitting the vehicle.
- DR: Reduces incoming damage after a successful hit. DR is reserved for armored vehicles.
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Speed:
- Measured in yards per turn.
- Indicates the maximum distance a vehicle can move per turn when operating at full speed.
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Acceleration:
- Determines how quickly a vehicle can reach its maximum speed.
- Categories:
- Nimble/Sporty Vehicles: Full acceleration in 1/1.
- Medium Vehicles: Full acceleration in 1/2.
- Bulky/Large Vehicles: Full acceleration in 1/3.
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Saving Throw:
- Vehicles have a single saving throw to determine outcomes in situations like avoiding obstacles or regaining control.
- Smaller, nimbler vehicles have better save values than larger, clunkier ones.
- Roll Mechanic: Roll a d20 over the vehicle’s save value.
- Modified by the driver’s DEX and Drive Skill.
Vehicle Combat and Damage⌗
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Targeting Vehicles:
- Attackers must overcome the vehicle’s AC to land a hit
- Damage is reduced by the vehicle’s DR (if applicable)
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Disabling a Vehicle:
- When a vehicle’s HP reaches 0, it is disabled and can no longer operate until repaired
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Totaling or Exploding a Vehicle:
- If a vehicle takes damage equal to half its total HP in negative hit points, it is either totaled or explodes, depending on the situation
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Explosives and Specialized Weapons:
- Explosives, armor-piercing rounds, and heavy weapons deal full damage to vehicles
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Ramming and Crashes:
- Base damage equals the vehicle’s HD in d6s (a 6 HD Sedan does 6d6 damage)
- Add Speed Modifier: +1d6 for every full 60 yards/round of current speed
- Collision Types:
- Head-on: Both vehicles add their speed modifiers
- Rear-end: Use the difference in speed modifiers
- T-bone/Side impact: Moving vehicle adds full speed modifier, impacted vehicle adds none
- If the difference in HD between vehicles is 3 or more, the vehicle with more HD only takes half damage
- Motorcycles operate at -1 HD for damage calculations
- Creature targets of a ram are provided a Reflex save to attempt to get out of the way.
- When a creature is hit a d6 is rolled, on a 1-2 the creature rolls off the top of the vehicle for half damage, on a 3-6 they take full damage, this range is modified by dex.
Maneuverability and Driving Checks⌗
- Driving Checks & Saves:
- Players must make driving checks in scenarios like sharp turns, avoiding obstacles, or controlling the vehicle in hazardous conditions.
- Vehicle Save: Roll a d20 over the vehicle’s save value, modified by the driver’s DEX and Drive Skill.
Modern Vehicle Statistics⌗
Civilian Vehicles⌗
Vehicle Type | HD | AC | DR | Speed (Y/R) | Acceleration | Save |
---|---|---|---|---|---|---|
Compact Car | 3d10 | 10 | 0 | 160 | 1/2 | 11 |
Sedan | 4d10 | 10 | 0 | 180 | 1/2 | 12 |
Luxury Sedan | 5d10 | 11 | 0 | 200 | 1/2 | 12 |
Sports Car | 5d10 | 13 | 0 | 360 | 1/1 | 11 |
Supercar | 5d10 | 14 | 0 | 420 | 1/1 | 10 |
SUV | 6d10 | 11 | 0 | 160 | 1/2 | 13 |
Minivan | 6d10 | 10 | 0 | 150 | 1/3 | 13 |
Pickup Truck | 7d10 | 11 | 0 | 160 | 1/2 | 13 |
Motorcycles⌗
Vehicle Type | HD | AC | DR | Speed (Y/R) | Acceleration | Save |
---|---|---|---|---|---|---|
Scooter | 1d10 | 12 | 0 | 120 | 1/1 | 8 |
Standard Motorcycle | 2d10 | 12 | 0 | 240 | 1/1 | 9 |
Sport Bike | 2d10 | 13 | 0 | 300 | 1/1 | 8 |
Touring Motorcycle | 3d10 | 12 | 0 | 240 | 1/1 | 10 |
Off-Road Motorcycle | 2d10 | 11 | 0 | 180 | 1/1 | 8 |
Commercial/Heavy Vehicles⌗
Vehicle Type | HD | AC | DR | Speed (Y/R) | Acceleration | Save |
---|---|---|---|---|---|---|
Delivery Van | 7d10 | 10 | 0 | 150 | 1/3 | 14 |
Box Truck | 8d10 | 11 | 1 | 140 | 1/3 | 14 |
Semi Truck (Cab) | 9d10 | 11 | 2 | 160 | 1/3 | 15 |
Semi w/Trailer | 12d10 | 11 | 2 | 140 | 1/3 | 16 |
City Bus | 10d10 | 10 | 1 | 130 | 1/3 | 15 |
Construction Truck | 11d10 | 11 | 2 | 120 | 1/3 | 15 |
Military/Security Vehicles⌗
Vehicle Type | HD | AC | DR | Speed (Y/R) | Acceleration | Save |
---|---|---|---|---|---|---|
Light Tactical Vehicle | 8d10 | 13 | 3 | 180 | 1/2 | 13 |
Armored Car | 8d10 | 14 | 5 | 150 | 1/3 | 13 |
APC | 10d10 | 16 | 8 | 140 | 1/3 | 14 |
Light Tank | 11d10 | 17 | 9 | 130 | 1/3 | 15 |
Main Battle Tank | 12d10 | 18 | 12 | 120 | 1/3 | 16 |
Military Truck | 9d10 | 12 | 3 | 140 | 1/3 | 14 |
Special/Emergency Vehicles⌗
Vehicle Type | HD | AC | DR | Speed (Y/R) | Acceleration | Save |
---|---|---|---|---|---|---|
Ambulance | 7d10 | 11 | 1 | 160 | 1/3 | 13 |
Fire Truck | 11d10 | 11 | 2 | 130 | 1/3 | 15 |
Police Cruiser | 5d10 | 12 | 1 | 240 | 1/2 | 11 |
SWAT Van | 8d10 | 14 | 4 | 150 | 1/3 | 13 |
Riot Control Vehicle | 10d10 | 15 | 6 | 130 | 1/3 | 14 |
Notes:
- Speed (Y/R) = Yards per Round (6 seconds)
- All stats assume vehicles in good working condition
- Military/Security vehicles may have additional weapon systems not covered in basic stats