Beruflich Dokumente
Kultur Dokumente
Reference Sheet
Speed
0
5
10
15
20
25
30
35
40
45
50
55
60
65
70
75
80
85
90
95
100
105
110
115
120
1
1
1
1
1
1
1
1
1
1
2
2
2
2
2
2
2
2
2
2
3
3
3
1
1
1
1
1
1
1
1
1
1
2
2
2
2
2
2
2
1
1
1
1
1
1
1
1
1
1
2
2
2
2
2
2
2
2
2
2
3
1
1
1
1
1
1
1
1
1
1
2
2
2
2
2
1
1
1
1
1
1
1
1
1
1
2
2
2
2
2
2
2
2
2
Ram
0
1d-4
1d-2
1d-1
1d
1d
1d
2d
3d
4d
5d
6d
7d
8d
9d
10d
11d
12d
13d
14d
15d
16d
17d
18d
19d
Weapon
Fire Modifier
Burn Duration
Flamethrower
Heavy-Duty Flamethrower
Light Flamethrower
High-Temp FT Ammo
+1
1 (only)
Incendiary Mini-Rocket
Incendiary HR/WGM/RGM
Incendiary MFR
(x6)
Heavy Laser
Napalm Mine
Range Modifiers
Point blank (1 or less): +4
Long Range: -1 for every full 4
Movement Modifiers
Target or firer not moving: +1
Firing pedestrian braced on solid object: +1
Target moving between 30 and 37.5 mph: -1
For every +10 mph: -1 (max -6)
Firer is in targets front arc and target is in firers:
Front arc: target speed
Back arc: (T speed F speed)
Side arc: target speed
Firer is in targets back arc and target is in firers:
Front arc: (T speed F speed)
Back arc: target speed
Side arc: target speed
Firer is in targets side arc and target is in firers:
Front arc: target speed
Back arc: target speed
Side arc: T speed F speed*
* If cars are moving towards each other modifier is simply the
targets speed
(if in more than one arc rule in favor of defender)
Vehicle Target Modifiers
Compact or Subcompact: -1
Car, front or rear: -1
Motorcycle or sidecar, side: -2, front or rear: -3
Light trike, side: -2, front or back: -3
Medium trike, side: -1, front or back: -2
Heavy trike: -1
X-Heavy trike, front or back: -1
Ten-Wheeler Carrier, front: -2
Ten-Wheeler Cab, Mini-bus, tractor, or Carrier, from side: +1
Trailer or bus, from side: +2
Specific Target
Pedestrian: -3
Turret: -2
Building: +10
Vehicle tire: -3
Motorcycle rider from side: -3
Ground: +4
Miscellaneous Modifiers
Through smoke or paint, per : -1
Firing on gravel, bad road, ice, oil: -1
Targeting computer: +1 Hi-res computer: +2
Cyberlink: +3
Laser scope on hand weapon: +1
Firing while on oil, gravel or bad road: -1
Sustained fire, the second shot at same location: +1
Sustained fire, the third or subsequent: +2
Attacking vehicle maneuvering, for the turn
in trivial skid or minor fishtail: -3
in minor/moderate skid or major fishtail: -6
Attacker not in arc of fire of target side: -2
Hazard or maneuver in same phase: -D
Control table
7
-1
-2
-3
-4
-5
-6
Mod.
5-10
safe
safe
safe
safe
safe
safe
safe
safe
safe
safe
safe
safe
safe
-3
15-20
safe
safe
safe
safe
safe
safe
safe
safe
safe
safe
safe
safe
-2
25-30
safe
safe
safe
safe
safe
safe
safe
safe
safe
safe
safe
safe
-1
35-40
safe
safe
safe
safe
safe
safe
safe
safe
safe
safe
safe
+0
45-50
safe
safe
safe
safe
safe
safe
safe
safe
safe
safe
+1
55-60
safe
safe
safe
safe
safe
safe
safe
safe
safe
+1
65-70
safe
safe
safe
safe
safe
safe
safe
safe
safe
+2
75-80
safe
safe
safe
safe
safe
safe
safe
safe
safe
+2
85-90
safe
safe
safe
safe
safe
safe
safe
safe
XX
+2
95-100
safe
safe
safe
safe
safe
safe
safe
safe
XX
+3
105-110
safe
safe
safe
safe
safe
safe
safe
safe
XX
XX
+3
115-120
safe
safe
safe
safe
safe
safe
safe
XX
XX
XX
+3
125-130
safe
safe
safe
safe
safe
safe
safe
XX
XX
XX
+4
CRASH TABle 1
CRASH TABle 2
Modify crash tables by speed modifier, plus the difficulty of the maneuver -3, minus the drivers skill.
2 or less Trivial skid. The vehicle keeps the same orientation, but moves 1/4 in the direction it
was going before the maneuver in which it lost control. Therefore, it may skid in a direction other
than the one it is pointing. *
3, 4 Minor skid. As above, but the vehicle skids 1/2. Speed is reduced by -5 mph. **
5, 6 Moderate skid. As above, but the vehicle skids 3/4, and each tire takes l point of damage.
Speed is reduced by 10 mph. It then performs a trivial skid on its next move. **
7, 8 Severe skid. As above, but car skids l and each tire takes 2 points damage. Speed is reduced by 20 mph. On its next move, it performs a minor skid. ***
9, 10 Spinout. Vehicle spins, rotating 90 and moving l in the direction it was previously
traveling (before the maneuver that caused the spinout) per phase of movement required. All
rotations must be in the same direction. If the vehicle fishtailed into the spinout, the rotations are
in the same direction the fishtail took; otherwise, roll randomly. Each tire takes ld of damage at
the start of the spinout. The vehicle decelerates 20 mph/turn, and the spin stops when the vehicle
comes to a halt. A driver may try to recover from a spinout. To do so, roll for control at HC -6.
If the roll is successful the spinout stops. If the roll is missed the spinout continues normally. lf
control is regained, and the vehicle is facing the direction it is moving, movement continues on as
usual. If the car is facing sideways it must perform an immediate T-stop. It may discontinue a Tstop by turning into the direction of the skid and then continue the turn. If the vehicle is facing
backwards and is traveling faster than its reverse top speed, it must slow down by at least 5 mph
per turn until it is under its normal top speed in reverse.
11, 12 Car tums sideways (as in a T-stop) and rolls. The driver is no longer in control. The car
decelerates 20 mph per tum. Each phase it moves, it goes l in the direction it was traveling and
rolls of a complete roll; i.e., in the first phase it moves l, turns sideways, and rolls onto its side;
the next phase it moves, it goes 1 and rolls onto its top, etc. It takes ld damage to the side (top,
etc.) rolled onto each phase. When the bottom hits, each tire takes ld damage. After all tires are
gone, the bottom takes damage when it hits. Occupants may jump out at any time, or stay inside
and hope that no damage reaches the interior. The car may be driven after it stops rolling if it is
right side up and has tires on at least three comers. A cycle wont be drivable after a roll! ***
13, 14 As above, but vehicle is burning on a roll of 4, 5 or 6 on l die. (For more on burning
vehicles, see Fire and Explosion, p.31.)
15 or more The vehicle vaults into the air by the side (or front) tires; the tires doing the vaulting taking 3d of damage. The vehicle will then fly through the air for ld6 inches in the direction
the vehicle was traveling before the crash result, revolving two sides for every inch traveled. When
it lands, the side that hits takes collision damage at the vehicles initial speed. If the attempted
maneuver was a tight bend or a hard swerve, the vehicle will flip end over end. Upon landing, the
vehicle will continue to roll as per result 11 on this table. All occupants take 1 point of damage
automatically. Body armor does not protect against this damage.
Hazards
Hitting a curb, obstacle, pedestrian: D3
Hitting debris: D1
Enemy fire 1-5 hits of damage: D1
Enemy fire 6-9 hits of damage: D2
Enemy fire 10+ hits of damage: D3
Driver injured or killed: D2
Oil: +D2 to hazards or maneuvers
Ice: +D4 to hazards or maneuvers
Deceleration 15 mph: D1
20 mph: D2
Deceleration 25 mph: D3
30 mph: D5
Deceleration 35 mph: D7 + 2 tire dmg
Deceleration 40 mph: D9 + 1d tire dmg
Deceleration 45 mph: D11 + 1d+3 tire dmg
Losing first wheel or tire of a pair: D2
Losing second wheel/tire of a pair: D3
Losing last wheel/tire in a corner: HC to -6,
permanent -3 HC (-2 if tire).
Losing wheels on two corners: Crash Table 1, no
steering, acceleration, braking (see p.9)