Vehicle combat
Because Sometimes you Want to Go Full Road Ganger
There are a lot of vehicles in the Time of the Red. Many of them are cobbled together from the surviving wrecks
of the Post War era, but there are plenty of nice ones if you have the cash. Below is a sample of basic vehicle
types you might be able to score on the streets of Night City these days.
▶ How to Read the Vehicle Tables ◀
Description: A simple overview of the vehicle, complete with any special features that come standard.
SDP: Structural Damage Points. A vehicle's Hit Points.
Seats: The number of people the vehicle can sit comfortably.
Speed (Combat): The vehicle's MOVE STAT for use in combat.
Speed (Narrative): The vehicle's top speed in Miles Per Hour and Kilometers per Hour. Useful for knowing
how fast it is outside of combat.
Cost: What the vehicle costs in the main currency in Night City, the Eurobuck. The Price Category of the item is
listed below its cost. See Buying and Selling here.
Of course, you don't care about that, do you? You just want to know how to blow them up.
Structural Damage Points
All vehicles have Structural Damage Points
(SDP). As long as a vehicle has at least one SDP, it
can still move. When it has no SDP left, the vehicle is
considered Destroyed, is no longer considered cover,
and cannot move unless it is repaired with the appropriate Vehicle Tech Skill.
Vehicles cannot dodge Attacks like a
human, but while in a vehicle you can still
dodge anything that you could typically
dodge on foot when it's targeted at you
instead of the vehicle. Shooting a vehicle with a
ranged weapon still requires you to hit your shot using
the range table.
While in a vehicle, you can still be targeted
with attacks through the glass, which has no
HP and provides no cover. Bulletproof Glass is a
Nomad Upgrade, see their Role Ability on pg. 163.
Aiming for Vehicle Weak Points
Every vehicle has weak points: areas which
can be aimed for using an Aimed Shot. As
an Action you can aim a single shot or Melee Attack
at a vehicle's weak point, taking your whole Action
and a -8 to your Check. If successful, you multiply the
damage that gets through the vehicle's SP by 2. This is
how you aim for the tires, engine, gas cap, etc.
There's no reason not to aim for a weak point with
a Melee Attack against a stationary vehicle because
vehicles can't dodge and you automatically hit, but if
the vehicle is moving, you must beat a DV13
to hit its weak point and the -8 penalty still
applies.
Getting Your Vehicle Started
Getting into a vehicle is an Action. Getting out of
one is not, it's just movement. Starting a vehicle and
Stopping a vehicle is an Action. If you have Interface
Plugs, part of this Action can include connecting/
disconnecting them. Using Interface Plugs to
drive a vehicle means you can drive it with
no hands! Without Interface Plugs, one of your
hands must be used for driving and can't be used to
do anything else while you are driving. If you take
this hand off the wheel, at the start of your next Turn
you automatically Lose Control of the Vehicle.
What this means is that you cannot get into a car
and zoom off in the same 3-second Turn, which makes
sense.
Basic Driving
Basic driving doesn't require a Skill Check if your REF
+ Relevant Control Skill is greater than 9. If yours isn't,
basic driving requires you to use your Action every
Turn to attempt a DV10 Check to maintain control of
the vehicle using REF + Relevant Control Skill + 1d10.
Failure means Losing Control of the Vehicle. This
is why you probably don't let your kid drive in the first
place.
If your REF + Relevant Control Skill is greater than 9,
Basic Driving doesn't require your Action, and operates just the same as taking a Move Action outside of
a vehicle, except your MOVE is much higher while
driving.
Doing Maneuvers in Your Vehicle
The GM will decide when any non-basic driving you
want to do will require a Maneuver. Maneuvers
require your full attention, which in game terms means
both your Action and your Move Action. Failing to
beat the DV of the Check with REF + Relevant Control
Skill + 1d10 will cause you to immediately Lose
Control of the Vehicle. If screwing up couldn't
cause you to lose control of the vehicle, it shouldn't
require a Maneuver.
Situations that require a Maneuver:
Losing Control of the Vehicle
If you lose control of a vehicle, the GM decides your
entire movement for the Turn you lose control. If your
vehicle impacts something, it is treated as if you had
rammed it.
Ramming
Whenever you drive a vehicle into something with
HP, be it a pedestrian, a piece of cover, or another
vehicle, both your vehicle and the pedestrian, piece of
cover, or other vehicle take 6d6 damage, and everyone involved in the crash (either as a pedestrian or a
person in an involved vehicle) suffers the Whiplash
Critical Injury.
If the HP of any piece of cover or other vehicle you
are ramming becomes 0 due to this damage, your
movement can continue. Otherwise, your vehicle's
movement must stop. You can always continue
moving after you hit a pedestrian, but if they
have more than 0 HP after impact, they can choose to
now be on top of your vehicle if they want.
▶ Dodging a Ramming Vehicle ◀
Dodging a ramming vehicle on foot (to avoid the
messy 6d6 damage) is only a DV13 Check to dodge
with DEX + Evasion + 1d10.
If successful, the dodger can choose to be on top of
the vehicle if they want.Remove these ads. Join the Worldbuilders Guild
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