I wanted a simpler set of vehicle rules, so I stripped-down those from the Chronicle. I also added rulse for some heavier combat vehicles.
Vehicle Movement
Vehicle Type |
AP per Dist. |
Major Dam |
Destroyed |
Ram Mod |
Car |
1AP per 20cm |
8 -10 |
11+ |
1D6 |
Sports Car |
1AP per 30cm |
8 - 10 |
11+ |
1D6 |
4 X 4 Truck |
1AP per 15cm |
10 - 12 |
13+ |
1D8 |
Motorbike |
1AP per 25cm |
7 - 9 |
10+ |
1D4 |
Wheeled APC |
1AP per 15cm |
15 - 19 |
20+ |
2D8 |
Tracked APC |
1AP per 10cm |
15 - 19 |
20+ |
2D8 |
Tracked Light Tank |
1AP per 10cm |
20-26 |
27+ |
3D8 |
Hover/Grav Light Tank |
1AP per 20cm |
20-26 |
27+ |
3D8 |
- It costs 1AP to enter/exit a vehicle, except for a motorbike.
- Vehicles have the same number of AP as their driver
- For all vehicles excluding motorbikes it costs 1AP to reverse up to 10cm
- It costs 2AP to perform a 0-90º turn
Turning on the Spot: Stationary Motorbikes and Tracked vehicles may be turned on the spot to face any direction.
Firing from a Vehicle
- For every AP spent on moving the vehicle, a driver or passenger firing from within the vehicle suffers a -1 to the 'Hit Roll' .
- Drivers may only fire pistols/machine pistols while driving a vehicle and suffer an additional -1 on the 'Hit roll'.
- Vehicles with built-in weapons such as turrets and gimbal-mounts etc, fire as normal.
Firing at a Vehicle
While vehicles can be fast-moving targets, they tend to be large, making them easier to hit.
Vehicle Speed To-Hit Modifier |
0-29cm None | 30-40cm -1 | 40-50cm -2 and so on
|
- Add a +1 to the 'Hit Roll' if the shooter is firing at a car-sized vehicle
- Add a +2 to the 'Hit Roll' if the shooter is firing at a large vehicle such as an APC or Truck. |
Damaging Vehicles
- If the damage score is equal to the vehicle's major damage score then the vehicle has suffered Major Damage, refer to
the table below.
- If the damage score is equal to the vehicle's destroyed score then the vehicle has been destroyed.
Vehicles with Major Damage - Roll 1D6 and refer to the chart below
D6 Roll |
Effect |
1-2 |
No major effects |
3-4 |
No moving or firing next activation |
5-6 |
All Occupants take an automatic 2D6 wound from a fire in the vehicle. Armour offers no protection and
the vehicle is rendered unusable. |
Destroyed vehicles
- A Vehicle which has been destroyed moves 2D6cm then stops.
- All Occupants take an automatic 3D6 wound. Armour offers no protection.
Ramming Pedestrians
You may ram any pedestrians foolish enough to get in your way. The pedestrians may try to jump out the way. Running
over pedestrians will not damage vehicles.
Evading Vehicles
If the pedestrian does not have a death wish they may try to jump out of the way. If successful move the pedestrian to
the side of the vehicle
Roll 1D6, add any modifiers and refer to the table below.
D6 Roll |
Effect |
1 - 4 |
The pedestrian is hit and takes an automatic 2D6 Wound. Armour offers no protection. |
5-6 |
The pedestrian just leaps out the way in time place a Panic counter next to the pedestrian. |
7+ |
The pedestrian just leaps out the way in time |
Add +1 if the pedestrian is a hero |
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