Editorial

Welcome to the third installment of this irregular (but so far annual) newsletter for Wasteland Games products. Sorry, sorry , sorry for being so slow to produce this thing but I think this is the last time we'll make any excuses - we do this for fun dammit. Anyway included in this issue are some ideas for making attributes have more of an effect on skills in STOCS lite (OK, so they had no effect before but so what) and quick vehicle rules for use with STOCS lite or POINT Blank.

New releases on the horizon include Projekt Prometheus (detailing the super-human Promethians in our Phase 1 setting), The One True London (a sourcebook for Heretics) and whatever Eoin's latest fad is. Anyway we hope you enjoy this stuff, comments are always welcome so send a letter or e-mail to our addesses printed elsewhere on this scrap of paper. Oh, yeah visit our web site too, with a whole new look for '97. Find us at:

http://indigo.ie/~waste

Bye for now

"The Gang of Three" a.k.a. the Wasteland Games Staff

PC Attribute influence on Skills

One thing requested by many GMs using the STOCS lite system is a way to make PC attributes and skills more inter-linked. Two methods of doing this are presented here, firstly skill bases can be calculated from a group of "governing attributes" and secondly skill improvement can be limited by attribute.

Calculating Skill Bases from Governing Attributes

Instead of all skills having a base of 3 for a character, personalised skill bases should be calculated during character generation. This should be done before choosing skills. In the table below each general skill has two governing attributes listed. To calculate a character's base chance in a particular general skill, add the values of the two governing attributes and divide by 8 (rounding nearest). This gives a range of Skill bases from 1 to 5.
General Skill Governing Attributes
Arts INT + EDU
Automobile DEX+INT
Boat DEX+INT
Combat DEX+INT
Contacts WIL+EDU
Criminal DEX+WIL
Engineering INT + EDU
Languages WIL+INT
Medicine INT + EDU
Physical DEX+STR
Plane DEX+INT
Sciences INT + EDU
Social WIL+INT
Survival INT+CON
Trades DEX+EDU

Example:

Eric Indolent has attributes of STR 5, CON 5, DEX 5, WIL 10, INT 15 and EDU 15. Before choosing any skills he must calculate his general skill bases. The are as follows:

Arts = (15+15)/8 = 4
Automobile = (5+15)/8 = 3
Boat = (5+15)/8 = 3
Combat = (5+15)/8 = 3
Contacts = (10+15)/8 = 3
Criminal = (5+10)/8 = 2
Engineering = (15+15)/8 = 4
Languages = (10+15)/8 = 3
Medicine = (15+15)/8 = 4
Physical = (5+5)/8 = 1
Plane = (5+15)/8 = 3
Sciences = (15+15)/8 = 4
Social = (10+15)/8 = 3
Survival = (15+5)/8 = 3
Trades = (5+15)/8 = 3

As you can see this gives a certain amount of depth to a character, even before you start to choose skills. Obviously Eric will have to spend more points than average to obtain a high level of expertise in any physical skill but more erudite areas come naturally to him.

Option for Higher Powered Games

If the GM wants to run a game with more heroic PCs then instead of using two attributes as is suggested above instead just calculate the Skill Base from the value of the first governing attribute listed in the table. In this case divide the attribute by 4 to calculate the Skill Base. Warning this will make it easy for players to manipulate the character generation system to produce overbalanced characters, this may be suitable for a Die Hard type game but it probably won't work for an investigative campaign.

Limiting Skill Improvement by Governing Attribute

The governing attribute table above can also be used to regulate skill improvement during play. If this option is used the GM should probably be more generous with experience points than the 0, 1 or 2 reward suggested in the STOCS lite rules (Character Experience, p28) a good range would be 1 to 5 points per adventure. If these increased experience point allocations are made then it should cost 2XP (instead of 1) to gain a temporary +5 bonus to a skill or attribute during game play.

When a player allocates experience points to a skill improvement they no longer automatically gain the increased skill level. They must first make a D20 roll against the average of the governing attributes for the general skill associated with the skill. If they roll less than the average they gain the skill levels normally, if they fail the roll they gain one less skill level than they paid for. No matter what the outcome of the roll all the experience points allocated are spent. It is possible to get no improvement using this method.

Example:

If Eric Indolent from the example above had a Combat skill level of Trained (+4) and Eric had hoarded 10 experience points, Eric could try to raise his Combat skill level to Expert (+8) at a cost of (13-3=) 10 points. Eric's governing attributes of DEX 5 and INT 15 give him a target number of 10 to improve in this skill area. If Eric rolls a 10 or less his Combat skill goes up to Expert, if Eric fails the roll then he only improves to Professional (+6).

Vehicle Rules

Vehicles are most often used in RPGs for three main activities, as transport, in combat and for chases. Rather than present a detailed simulation of vehicles we aim to address these three main points in a simple but useful manner.

Vehicles for Transport

During many scenarios the PCs may need use vehicles of one kind or another in order to get to specific scenario locations. Public Transport is the most popular way of moving long distances. The following table gives a list of typical costs per km for public transport systems.

Type Cost Speed Notes
Scheduled Aeroplane $100 + $0.1/km 900km/h Early bookings generally get a cheaper fare
Ocean Cruise Liner $2 50km/h Accommodation equivalent to a good hotel
Ferry $1 50km/h Basic, short-term accommodation only
Amtrak Train $0.33 100km/h
Greyhound Bus $0.25 80km/h
Taxi/Cab $5 50km/h Slower in bad traffic (10km/h)
Rental Car $50* 120km/h Usually requires a credit-card to hire

* cost is per day rather than per km.

Driving Long Distances

Rather than play out long journeys blow by blow most referees will make the characters make one Easy Drive roll for the whole journey or once every 8 hours traveled. When piloting an aircraft, a character must always make an additional roll for both take-off and landing. This is sufficient to get the characters from A to B at 50% of their vehicle's maximum speed. Greater speeds will require an increased difficulty for the skill roll. If the referee wishes they may consult the driving conditions table given in the Chase Scenes section before making this Drive roll. If this roll is critically failed the driver should make a crash check, if it is failed they should make a crash check at +5. At the referee's discretion the difficulty of any of these rolls may be changed.

Vehicles in Combat

Vehicles can easily be used in STOCS lite combat with the following guidelines.

Rating Vehicles

For use in STOCS lite games you must give each vehicle a set of five attributes:

Max Speed: this defines the maximum speed of the vehicle in good going
Agility this abstract rating includes the vehicle's acceleration, deceleration and handling ability
AV the armour value of the vehicle's body
DL the damage level for the vehicle, this indicates a vehicle's damage resistance
Notes include any other information about the vehicle here e.g. weapons carried

DL is found by looking it up on the Base DL table below
Base DL Table
Vehicle Mass DL Example
up to 50kg 1 bicycle
51-100kg 2 moped
101-500kg 3 motorbike
501-1,000kg (1 tonne) 4 compact car
1,001-5,000kg 6 family car
5,001-10,000kg 8 light truck
10,001-50,000kg 12 APC, fighter aircraft
50,001-100,000kg 16 MBT, B-52
100,001kg -500 tonnes 24 small ship
501-1,000tonnes 32 missile boat
1,001-5,000tonnes 48 destroyer, frigate
5,001-10,000tonnes 64 cruiser
Note: All aircraft half their DL.
Note: Ship sizes are normally described in displacement tonnes for simplicity treat this as the mass when looking up the DLs of ships.

AV table
Vehicle type 1900 - 1939 1940-1979 1980 - present Example
Civilian

10

8

6

Cars, Trucks
Light armoured

50

75

100

APCs, IFVs
Medium armoured

100

150

200

Medium Tanks
Heavy armoured Not Available

300

400

MBTs
Note these are just guidelines, if you happen to know that a specific vehicle was over or under armoured for it's class, then you should adjust the AV by up to + or - 50%. If a vehicle has special or spaced armour designed to be more effective against HEAT (see later) warheads add an S after the AV in the vehicle description e.g. most modern MBTs would have an AV of 400S.

Agility

Use these base values:

Sports car/motorcycle 20
Family car 15
Truck/light armoured 10
Other motorised land vehicles 5
Jet aircraft 30
Helicopter/prop aircraft 25
Motorised watercraft 5
Other watercraft 0
muscle-powered vehicles 0*.

*Muscle-powered vehicles may add half the Average DB of the characters powering it to the Agility remember to count missing crew members as 0 when calculating the average.

GM discretion +/- 1 to 5
Hi-performance model + 5
Used car - wear value (see maintenance and wear value below)

Vehicle Maintenance and Wear Value

All vehicles require basic maintenance in order to keep functioning. In order to track the status of a vehicle it has a wear value. The base rate of wear is 1 point/year. Vehicles require at least one major overhaul a year at a cost of 2% of vehicle cost to prevent this point loss. This normally takes one day per tonne of vehicle mass.

Vehicles that are being used also require preventative maintenance. This requires a number of hours of maintenance per week equal to the vehicle mass in kg divided by 1000 (i.e. the mass in tonnes). The requirement is doubled for vehicles that are being used in combat or other stressful situations and halved for mass production consumer vehicles. Thus for a typical family car, ½ an hour is spend on maintenance every week. If the maintenance is not performed then the number of hours of preventitive maintenance required accumulates. For a vehicle with preventitive maintenance outstanding, every month roll a d20. If the result is less than the number of hours preventitive maintenance outstanding then increase the wear value by 1 and reduce the accumulated preventitive maintenance to zero. If the die roll is greater than the number of hours of maintenance require there is no effect. It is recommended that you only use the preventitive maintenance rules when vehicles are central to the scenario or campaign or parts are very hard to come by, such as in some Post Holocaust settings.

To repair a point of wear value a mechanic must have suitable tools and parts, typically this costs 2% of vehicle cost. This is usually a Normal Trades (Mechanic) task roll with a time of 1 day/tonne of vehicle mass.

The current wear value of a vehicle is subtracted from its maximum Agility. The referee may also want to inflict malfunctions and other equipment problems on a vehicle with a high wear value. Typically if a roll of 2d10 is less than the wear value then there has been a malfunction that will effect the characters.

Combat use

Vehicles in combat use the same turn structure as normal person to person combat.

Vehicle Movement

In combat vehicles that moved last combat round move first in the combat round (as if they were DEX 20). Vehicles that were stationary last round move last in the combat round (as if they were DEX 0). In general a vehicle may move it's max speed in kph in metres per combat round in good terrain if its current Agility is greater than half its Agility, otherwise use half its speed in kph. The GM should modify this for poor driving conditions if necessary. Off-road all vehicles that are not designed for off-road use get a -5 to their Agility. All tracked and four wheel drive vehicles are considered to be off-road vehicles.

Vehicle Actions

Shooting at/from Vehicles

Like any to-hit roll a shot against a vehicle will have a target size modifier. Typically most vehicles will be a Large (+5) target, some vehicles will be Very Large (+10) targets or bigger. If a character wants to hit a person visible in/on a vehicle use the normal target size modifiers. This method can also be used to shoot at specific parts of a vehicle e.g. Small (-5) to hit a tire etc. All shots at an evading vehicle also have a negative to-hit modifier equal to the vehicle's current Agility.

Unless firing a vehicle mounted weapon or from firing ports all shots from a moving vehicle are hipfire (no aiming, - 5 to hit). All fire from a moving vehicle has a negative modifier equal to the vehicle's current Agility.

For vehicle-mounted weapons, weapon stabilisation and fire control equipment can negate movement modifiers. The weapon stabilisation/fire control can also be used to negate target-based modifiers e.g. small target, target movement etc..
Quality of stabilisation/Fire control To-hit DM negated RNG
None (1900s and later)

0

Use weapon RNG
Basic (1940s and later)

5

400

Improved (1960s and later)

10

450

Advanced (1980s and later)

15

500

Flank Shots

The base AV of an armoured vehicle is the value used to defend against all frontal attacks. Shots that strike other sides of the vehicle (including top and belly) are instead compared to half the base AV. This rule can also be used for firing at vehicle tires (any vehicle special effect on a tire attack is automatically a mobility hit).

Resolving anti-vehicle attacks

Each vehicle has a DL and an AV. Roll damage normally and subtract the AV of the facing hit. Divide any remaining damage points by the DL of the vehicle. This gives a vehicle activities minus (VAM). Compare the VAM to the results below to find the damage effects. If any damage points are left after subtracting the AV it indicates some sort of penetration and forces all occupants to check for Panic (WIL roll).

The VAM inflicted is used as a negative modifier for all tasks made by the vehicle's passengers for the remainder of this round and until the end of the next round (including drive rolls). After one round this effect disappears.

If a VAM of -3 or more is inflicted

Roll for a vehicle special effect and all vehicle occupants must check for Panic (WIL -5 roll).

Vehicle Special Effects

1 Mobility - the vehicle takes the VAM as a permanent minus to its Agility. Mobility hits cause a Driving skill roll to avoid crashing, see below. Vehicles reduced to a negative Agility stop moving. To repair this damage will cost 1% of vehicle purchase price * VAM.

2-3 Occupant - multiply the VAM by the vehicle's DL and apply this number of damage points to one of the occupants in a random location. If this effect is rolled against an armoured vehicle divide the damage points as evenly as possible among d5 occupants instead (due to contained explosions, ricochets etc.). If the driver is hit then a crash avoidance roll (see below) should be made after resolving the attack on the driver.

4 Cargo - multiply the VAM by the vehicle's DL and apply this number of damage points to the cargo.

5 Engine - the vehicle takes the VAM as a permanent minus to its Agility. If VAM or less on a d10 is rolled this is an eventually fatal result. Treat this as a normal eventually fatal result in personal combat except it is the engine that dies after the duration. Vehicles reduced to a negative Agility stop moving, this results in a Driving skill roll to avoid crashing, see below. To repair this damage will cost 2% of vehicle purchase price * VAM.

6 Fuel Tank - roll the VAM or less for the vehicle to explode. An explosion is treated as a if a -10 VAM was inflicted on the vehicle, see below. If the vehicle does not explode, the GM may treat this a fuel leak with an eventually fatal (for the engine) time of 1d10 combat rounds, minutes or hours as appropriate. If the vehicle does not explode, to repair this will cost 1% of vehicle purchase price * VAM.

7 Electronics - one electronic device on the vehicle is disabled (roll VAM or less on a d10 and it is destroyed). This could be a radio, car phone, alarm, radar, electronic warfare equipment, weapon fire-control equipment etc. After a repair roll to get this device back online it will have a negative modifier to all tasks equal to the VAM inflicted. To repair the device properly will cost 10% of device purchase price * VAM.

8 Weapon - the largest functioning weapon on the vehicle is disabled, if the VAM or less is rolled on a d10 the weapon is destroyed. . After a repair roll to get it back online it will have a negative modifier to all fire equal to the VAM inflicted. To repair the weapon properly will cost 10% of purchase price * VAM. Vehicles with no weapons treat this as no special effect.

9 Ammunition- if the VAM or less is rolled on a d10 the ammunition explodes. Add +2 to this roll if no high explosive ammunition is carried or there are special precautions to prevent ammunition explosions disabling the vehicle. An explosion is treated as a if a -10 VAM was inflicted on the vehicle, see below. Vehicles with no weapons treat this as no special effect.

10 Body - no special effect, although hub-caps could go flying, the bodywork is scarred etc. To repair this will cost 1% of vehicle purchase price * VAM.

Note: If the GM wishes they may produce customised vehicle special effect tables for different types of vehicles e.g. a civilian car table might have multiple Passenger locations instead of the Weapon and Ammunition locations listed above. The table provided is generic and can be used without modification for most vehicle types.

If a VAM of -10 or greater is inflicted

The vehicle is destroyed either through explosion, catastrophic structural failure or an unavoidable crash. Characters in the vehicle will take an attack to a random location with a damage rolled on a number of d10s equal to the VAM. They may be blown free or trapped in the wreckage at the GM's discretion.

Crashes

The base crash avoidance roll for vehicles is a Normal drive roll. Aircraft that are not at low altitude and boats may usually increase the amount of time spent on this task roll in order to reduce the task difficulty to Easy. Of course this may be modified by the exact circumstances of the crash e.g. a passenger trying to avoid a crash caused by the driver falling unconscious would be Very Hard. Ten minus the current Agility is always used as a negative modifier on this task roll (note that vehicles with a current agility of less than 10 will get a plus on the roll).
Task Outcome Result
Critical Success Avoid the crash effects completely
Success Temporary loss of control. No actions by the vehicle's passengers is possible for the next turn (no firing allowed).
Exact Success Temporary loss of control. No actions by the vehicle's passengers is possible for the next turn (no firing allowed) and the driver must make another crash avoidance roll next turn. The difficulty of this roll is reduced by one.
Failure Crash occurs. This involves a catastrophic collision or loss of control and results in impact with a solid object or objects, possibly rolling over for lighter vehicles and with optional burning and exploding.

If a crash occurs all occupants of the vehicle take damage by rolling a number of d10s equal to:
( vehicle VAM inflicted (if any) + current Agility before the crash )

The number of dice rolled is reduced by half (rounding up) for each of the following that apply

· if the passenger is wearing a seatbelt
· if the passenger is in a vehicle location equipped with airbags
· if the vehicle has extensive specialist anti-crash equipment e.g. automatic fire extinguishers etc.
· if the vehicle's driver failed their crash avoidance task roll by less than 10

Roll separately for each passenger and this damage is applied to three random hit locations on. Personal armour will reduce this damage with an armour multiplier of x1.

The vehicle also takes this damage and immediately has its current agility set to zero.

Critical Failure Crash occurs. Double the number of crash damage dice are rolled.

Chase Scenes

Setting the Scene

Whenever all or most of the opponents in a combat are in vehicles it is more appropriate to use these chase scene rules to govern movement in an abstract way rather than the standard combat system given in STOCS lite. There are a number of tasks outlined in this section for resolving chase scenes (or any vehicle movement under pressure). When using these rules exact movement distances are not tracked, instead the relative positions of the groups of vehicles are tracked using range bands. There are five range bands defined. The range band vehicles are at defines the difficulty of weapons fire tasks. If the pursued vehicle moves beyond range 5 then it has escaped and the combat is over.

Range band Weapon fire difficulty as
range 1 short range
range 2 long range
range 3 extreme range
range 4 extreme range
range 5 no fire possible

This works well when all the characters involved have similar types of weapons, if some characters have weapons with significantly shorter range then their tasks will be increased in difficulty by at least one level.

For a more accurate approach you can define the range bands according to the range (RNG) statistic of the longest ranged weapon involved in the combat. For example if the RNG of the longest ranged weapon involved in the combat is 100m, then range band one is 0-100m, range band 2 is 101-500m, range band 3 is 501-750m, range band 4 is 751-1000m and range band 5 is beyond 1000m. This can be used to determine the range at which fire in the various bands takes place for other weapons.

At the start of the combat the referee should decide at which range band the combat begins. The referee should also decide the type of terrain the chase scene takes place in, this will determine the base difficulty of maneuvering (drive rolls).

The types of terrain and the associated drive roll difficulty modifier are as follows:

Terrain Drive Modifier Automobiles Watercraft Aircraft
Open

+5

Motorway with no traffic Open, calm body of water Perfect weather
Normal

+0

Road with light traffic Choppy water, Rivers Some turbulence
Close

-5

Suburban driving Bad weather, rapids Instrument flying
Scary

-10

Rush hour traffic in a city Mangrove swamp Electrical Storm

All tasks are increased by one level of difficulty if driving off-road with a non-off-road vehicle (all tracked vehicles are automatically off-road vehicles).

Chase Scene Combat Rounds

Chase scene combat follows the same general rules as normal combat. Provision is made for abstract vehicle movement tasks and changing range band. At the start of each chase scene combat round the referee should roll a D20 on the driving conditions table, the results of this roll will effect all the moving vehicles during the current combat round. It is suggested that you only roll on every second combat round if the terrain is Open or Normal terrain.
Driving conditions table
D20 Roll Example event Effect
1-10 none No effect
11 bad road surface -5 to all drive rolls except crash avoidance rolls
12 obstacle -5 to all drive rolls
13 pedestrian -5 to defender drive rolls
14 pedestrian -5 to attacker drive rolls
15 bad road surface -10 to all drive rolls except crash avoidance rolls
16 obstacle -10 to all drive rolls
17 gentle corner any vehicle that has current agility of 30+ make crash avoidance roll
18 corner any vehicle that has current agility of 20+ make crash avoidance roll
19 sharp corner any vehicle that has current agility of 10+ make crash avoidance roll
20 hidden corner all vehicles make crash avoidance roll

Drive actions

Each round a vehicle's driver must choose one of the drive actions shown below. Some of these actions will take multiple combat rounds to complete. All drive actions are made as a special type of opposed roll against the drive skill of the opposing vehicle (see below). All driver actions take place at the driving character's DEX in the appropriate combat turn. On any round which a driver is forced to make a crash avoidance roll before they have acted, they can only choose to try a maintain distance task.

Drive Action Task
Maintain distance Easy drive roll
Move one range band** Normal drive roll
Change current agility As per agility change table below
Start tailing* Hard drive roll
Ram* Hard drive roll
Special As determined by the referee
*These actions may only be picked if the target vehicle started the turn at range band one
**This action takes a number of rounds equal to the range of band moving from, e.g. the task time to move from range 4 to range 3 will be 4 combat rounds.

To determine the Drive Action Task Target Number add up the following modifiers (remember that adding a negative number is the same as subtracting).

+ 10
+ Drive skill
- Opponent's drive skill
+ Task difficulty modifier (+5 Easy, + 0 Normal, -5 Hard, -10 Very Hard)
+ Current Agility
- Target's current Agility
+ Terrain drive modifier (if any)
+ Driving conditions modifier (if any)
+ 5 if your vehicle has a greater maximum speed than the opposing vehicle
+10 if your vehicle has a maximum speed of more than twice the max speed of the opposing vehicle (not applicable in Close or Scary terrain)

A critical failure on one of these rolls requires a crash avoidance roll. A normal failure requires a special crash avoidance roll at one difficulty level less than normal.

Tailing

If two vehicles are at close range, either may attempt to begin tailing (this is a Hard -5 task). If successful the all fixed-mount weapons on the target cannot fire at the tailing attacker, weapons that can traverse attack at -10. Tailing also allows you to use the side/rear armour value for all shots against armoured vehicles.

Ramming

This is using your vehicle as a weapon against another vehicle or pedestrian. On a successful ram task roll, the damage inflicted is a number of d10s equal to 1 + (difference in Current Agility between the rammed and the ramming vehicle). This is doubled in the case of critical success. On a failed roll the damage is inflicted on both the ramming and the rammed vehicle. A critically failed task will only cause damage to the ramming vehicle. If one of the vehicles involved in the collision is double the mass of the other then all damage to the heavier vehicle is halved and the damage to the lighter vehicle is doubled. Failed tasks also cause crash checks just like any other drive task.

Changing Current Agility

If a vehicle's driver chooses this as their action they may change the vehicle's current Agility. Note that this has a maximum value of the vehicle's Agility rating and a minimum of zero. To change the current Agility from the value used last turn is a driving task roll with a difficulty as follows:

Change by 1 point Easy
Change by 2-5 points Normal
Change by 6-10 points Hard
Change by 11+ points Very Hard

Example

Larry and Mo are being chased by a couple of hired thugs in retribution for their previous deeds. As both parties are in cars the referee decides to use the chase scene rules. Both sides are driving normal family cars (Agility 15). Larry's Drive skill and DEX are 10, the thugs have a drive skill and a DEX of 5.

Round 1: The referee decides that the combat begins at range 3, is taking place in Normal terrain (a road with light traffic) and that both cars are at maximum Agility. The referee rolls a 1 for Drive conditions, there will be no special effect this round. The Thugs decide that they will try and move a range band (trying to close the range), Larry also decides to try and move a range band but he is trying to open the range. The thug's drive roll number is: 10 (base) + 5 (The Thug's drive skill) - 10 (Larry's drive skill) + 15 (Current Agility) - 15 (opponent's current Agility) + 0 (Task difficulty) + 0 (Terrain) = 5

The referee rolls 8, a failure so no change is made to the range band and the thug must immediately check for a crash at +5 (Easy), -5 (due to current agility of 15). The referee rolls a 5 and avoids the crash, but only just, this means that the thugs may take no action next round (e.g. no firing) and next round must check for crash avoidance again at +10.

Similarly Larry's target number is 15, he rolls a 6 and succeeds in increasing the range to range band 4. This action will take 3 rounds to complete.

Round 2: The referee decides not to roll for diving conditions this round as the chase takes place in Normal terrain. The thugs must make a crash avoidance roll at +5, for a target number of 10, they roll a 9 and avoid crashing. They can only try to maintain distance this round. To do this their target number is 10, they roll a 7 and succeed in maintaining the range. This round Larry is still completing his move range band action. The range is still range 3.

Round 3: The referee rolls a 12 for driving conditions, resulting in an obstacle, -5 to all drive rolls this round. The referee decides that the chase is crossing a major junction and describes to the players the scene as they are careering through halted traffic this round. Given the poor driving conditions, the thugs decide to only try and maintain distance this round, their target number is 5, they roll an 11 and fail the task. They must roll for crash avoidance, rolling a 12, this fails and the referee rules that their car rams into one of the cars already at the intersection. The current Agility of their car is immediately reduced to zero. The base crash damage is 15d10, however the driver failed his crash avoidance roll by less than 10 (½ damage) and the car is equipped with seatbelts (½ damage) for a final damage of 4d10 each. The first thug rolls 8, 4, 9, 2 for his damage dice. The 9 causes a roll-up and so another die is rolled and added to the total, this die gives a 6 for a total of 29. This results in three 10 point wounds, rolling on the hit location table results of left arm, torso and torso. This will inflict a total AAM of - 5 on the thug who has a DL of 5. The other thug's damage is rolled similarly. The thugs' car takes 8d10 damage as the seatbelts do not reduce its damage. This gives a total of 49 hit points of damage, the AV of the car (6) is then subtracted to give 43 hits. The DL of the car is 6 for a final VAM of -7. This means that all vehicle occupants are at an additional -7 this round and must check for panic at WIL -5. On the vehicle special effects table the referee rolls an engine result. The car's maximum agility is reduced to 8. This will cost 14% of the purchase price of the vehicle to repair. It looks like Larry and Mo have got away!

Note: As this example shows, this system is intended for dangerous, high speed chases with the ever-present potential for a crash to occur. Do not use these rules for normal driving as the characters will not stay on the road for very long.

Example Vehicles

Type Max Speed Agility AV DL Notes
Suzuki DR650RE

144kmh

20

3

3

Off road bike, £4k
Kawasaki GPZ1100

247kmh

20

3

3

Touring bike, £7k
Alpha Romeo 146 1.6 L

205kmh

15

6

6

Driver airbag, 5 seats, £14k
Alpha Romeo 164 Cloverleaf

273kmh

20

6

6

Driver airbag, 5 seats, £31k
BMW 528i SE

243kmh

20

6

6

Driver and passenger airbag, 5 seats, £30k
Fiat Punto 55 S 1.1 3dr

167kmh

15

6

4

5 seats, £7k
Ford Escort 1.4 L 4dr

189kmh

15

6

6

Driver airbag, 5 seats, £12k
Land Rover Defender 90

151kmh

15

7

6

5 seats, 4WD, £19k
Lotus Esprit Sport 300

303kmh

25

5

6

2 seats, £65k
Mazda 121 1.2 GXi

180kmh

15

6

4

5 seats, £8k
Mazda MX5 1.8i S

208kmh

15

6

6

Driver airbag, 2 seats, £18k
Mercedes S600 Limousine

279kmh

20

7

6

Driver and passenger airbag, 5 seats, £102k
Mitsubishi Spacewagon

198kmh

15

6

6

Driver airbag, 7 seats, £17k
Range Rover 4.0 V8

208kmh

15

6

6

Driver and pass. airbag, 5 seats, 4WD, £35k
Suzuki Vitara JLX Est 3dr

156kmh

15

6

6

4 seats, £12k
Toyota Corolla Sportif

189kmh

15

6

6

Driver airbag, 5 seats, £11k
Volvo V40 Estate TD CD

201kmh

15

7

6

Driver airbag, 5 seats, £20k
Shorts 330 (prop)

219mph

25

8

4

30 passengers
Saab 340 (prop)

316mph

25

8

4

35 passengers

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