Vehicle Rules in Forever Fallout, Missouri 2317 | World Anvil
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Vehicle Rules

This is an explanation of Vehicle Rules.
For Vehicle Attributes, go here: Vehicle Attributes
For Vehicle Combat Rules, go here: Vehicle Combat Rules
For Vehicle Crafting and Modding, go here: Vehicle Crafting and Modding
For Homebrew Vehicle Stats, go here: Vehicle Stats
   

PILOT


All vehicles use the Pilot skill to operate unless otherwise noted. Most Pilot Tests will be rolled with the Agility Attribute, but there are occasions when other attributes apply. Using a tiller, paddle or oar on a boat is a STR+Pilot Test, while operating a fighter jet via a Neural Control Interface is an INT+Pilot Test, and there are other exceptions.
   

DRIVING, SAILING AND FLYING


Operating a normal vehicle under standard conditions requires no Pilot Test. Most vehicles are specifically engineered to be user-friendly. Pilot Tests are only required when the operator is attempting to maneuver the vehicle in a complex way, operating a vehicle with a higher Pilot Requirement than their Pilot Skill, pushing the vehicle beyond its design parameters, or piloting a vehicle with the Unstable Quality.
   

FALLING DAMAGE


Even in the wasteland, sometimes people fall from heights. Riding in airborne vehicles makes this much more likely. Humans falling is a very strange phenomenon.
This table attempts to express the wild variability of fall damage. No Damage Resistance of any kind is considered. No Skill Test to fall in a good position is made. It’s pure chaos:
Fall Height Fall Damage
25-49’ 1d20 x 5% of character’s HP are lost
50-99’ 1d20 x 8% of character’s HP are lost
100-149’ 1d20 x 10% of character’s HP are lost
150-199’ 1d20 x 12% of character’s HP are lost
200-249’ 1d20 x 13% of character’s HP are lost
250-299’ 1d20 x 15% of character’s HP are lost
300-349’ 1d20 x 17% of character’s HP are lost
350-399’ 1d20 x 20% of character’s HP are lost
400-449’ 1d20 x 25% of character’s HP are lost
450-499’ 1d20 x 34% of character’s HP are lost
500’+ 1d20 x 99% of character’s HP are lost

   

MANEUVERING


The most common call for a Pilot Test is to maneuver the vehicle. Whether it’s to swerve around an obstacle or perform a complex docking procedure, the Target Number of the Test is always one of the pilot’s Attributes + their Pilot Skill Rating. The Difficulty is modified by Qualities like Pilot Requirement and Unstable.
  The pilot can always re-roll a number of d20s equal to the vehicle’s Maneuver rating (note that no d20 may be re-rolled twice.)
  A failed Pilot Test while trying to maneuver may result in a Collision, which may cause damage to the vehicle, pilot, passengers and anything the vehicle collides with. Collision damage is discussed in the Vehicle Combat Rules section under Collision.
  This is a table of sample Difficulties of vehicle maneuvers outside of combat. Within a combat encounter, Maneuver actions are dealt with differently. This is covered under Vehicle Combat Rules: Maneuver.
 
Motorcycle_Situation Difficulty
Startup 0
Cruise 0
Hard Turn at moderate speed 1
Wheelie 2
Hard Turn at high speed 2
8’ tall ramp stunt jump 3
Burnout 3
15’ tall ramp stunt jump 4
Winding Slalom at high speed 4
Huge stunt jump 5

 
Automobile Situation Difficulty
Dodging a creature in the road 1
Hard turn at moderate speed 1
Handbrake Turn or Drift 2
Optimal acceleration for a drag race 3
Hairpin Turn 3
10’ tall ramp stunt jump 4
Winding Slalom at high speed 4
Crazy stunt jump 5

 
Tank Situation Difficulty
Normal operations 0
Hard turn 1

 
Watercraft Situation Difficulty
Docking a small boat 0
Docking a yacht 1
Docking a large ship 2

 
Helicopter Situation Difficulty
Takeoff 1
Cruise 1
Landing 2
Hard Spin 3
Loop 4

 
Aircraft Situation Difficulty
Cruise 0
Takeoff 0
Landing 1
Stall Dive 1
Barrel Roll 1
Loop 2
Aircraft Carrier Landing 3
Cobra Maneuver 4

   

Force


There are instances when pilots want to employ their vehicles to tow, push or smash objects out of the way. In these situations, the pilot makes a Test with a Target Number equal to the vehicle’s Force Rating + their Pilot Skill. The intention of these Tests is always to move the object, not to damage it, though some damage may occur. When the pilot is looking to inflict maximum damage, a Crash Action is used instead.
  Here is a list of suggested Difficulties for Force Tests. Please note that certain vehicles like tow trucks, bulldozers, tugboats and freight helicopters are specifically engineered to move mass. They will have an easier time at this.
Object Weight Vehicle Size
(in lbs.) 1 2 3 4 5 6 7 8 9
0-75 1 0
75-250 2 1 0
250-500 3 2 1 0
500-750 4 3 2 1 0
750-1k 5 4 3 2 1 0
1k-5k - 5 4 3 2 1 0
5k-8k - 5 4 3 2 1 0
8k-15k - 5 4 3 2 1 0
15-20k - 5 4 3 2 1
20-25k - 5 4 3 2
25-30k - 5 4 3
30-35k - 5 4

   

Long Distance


Depending on the scope of your game, the players may travel over a long distance in a single trip. This requires both a navigation test and a reduction of fuel.
 

NAVIGATION


When traveling, it is often difficult to determine the best route and to keep from becoming lost. Keeping to a good path requires a PER+Survival Test. The Difficulty of this Test is 1 plus a number of factors, including Terrain, visibility and the vehicle’s ability to move in a steady direction. There are also Gear items, Vehicle Mods and Perks which assist the navigation Test.
  The character rolling the navigation Test need not be the pilot of the vehicle, but the pilot can always Assist in the Test as long as they are able to communicate. In order to use any onboard vehicle mods, Gear items or Perks, either the pilot or the navigator making the roll must be in direct possession of the items in question (a third passenger in the back seat cannot add the effects of a compass or the Pathfinder Perk on top of what the pilot and navigator are doing.)
  A successful PER+Survival Test gets the vehicle to the destination at the rate of the vehicle’s Long Distance Speed, modified by the sum of all terrain and road conditions, as well as the Pathfinder Perk. A failed Test means that the vehicle is lost. It may be miles off course, or simply halted and confused somewhere along the way.
  In any case, another Navigation cannot be attempted for 1 hour. Any Complications rolled can be damage to the vehicle, lost hours of travel, can spur a random combat encounter, or even a Collision. When traveling on land, the quality of the terrain will affect not only the Difficulty of keeping on course, but the time necessary to travel.
 
Terrain Navigation Difficulty Modifier Travel Time Modifier
Coastal, Plains or Open Desert None None
Swamp, Tundra or Glacier None +50%
Hills or Thick Forest +1 +50%
Canyons or City +2 +100%
Mountains +3 +200%

   
Road Navigation Difficulty Modifier Travel Time Modifier
Paved Roads None None
Thick Mud or Snow None +50%
Dirt Roads None +50%
Off-road 1 +100%

 
Navigation Tool Effect Wt Cost Rarity
Compass Re-roll 1d20 on Navigation Tests <1 100 2
Detailed Paper Map Re-roll 1d20 on Navigation Tests <1 75 2
GPS Unit -1 Difficulty to Navigation Tests <1 300 4
Pip-Boy Compass Re-roll 1d20 on Navigation Tests - - -
Pip-Boy Satellite Uplink -1 Difficulty to Navigation Tests - - -

   

PATHFINDER


The Pathfinder Perk, when used for walking, reduces travel time by half with a successful PER+Survival Test, its Difficulty set by the GM based on terrain. When used in a vehicle over land, the character makes the same PER+Survival Test, the Difficulty set by the GM based on visibility and terrain. A successful Test does not automatically halve the travel time. Instead, it reduces the total Time Travel Modifier (the sum of terrain and road conditions) by 100% (to a minimum of 0%). Pathfinder never applies to water, underwater, air or space travel.
   

Fuel Use


The exceptional rarity of motorized vehicles in post-war America is in part due to the scarcity and value of fuel. Each vehicle has a Fuel Economy expressed as the vehicle moving at its Cruise Speed. If a vehicle has a Fuel Economy expressed in Fuel per Mile, the Fuel Use is easy to compute. Multiply the total distance in miles traveled by the vehicle’s Fuel Economy and subtract that from the vehicle’s Current Fuel.
  But most vehicles are more efficient, with a Fuel Economy expressed in Miles per Fuel. When traveling Long Distance in any such vehicle, reduce the vehicle’s Current Fuel by 1 and then reduce the Current Fuel by 1 every time the vehicle travels the vehicle’s Fuel Economy rate.
 
Mathematically Expressed
Fuel Use = 1 + ( Fuel Economy ÷ Distance )

 
Which Makes the Maximum Range of a Vehicle
Range = Fuel Economy ÷ ( Current Fuel – 1 )

   

FASTER TRAVEL


A pilot may travel over Long Distance at faster than their Cruise Speed at the expense of more fuel.
 

Pushed Speed


At this increased rate of travel, you move 50% faster than your Cruise Speed, while your Fuel Economy is reduced to 75%.
 
Pushed Fuel Measured by Fuel per Mile
Long Distance Speed Speed x 5.625 mph (round to nearest 5 mph)
Fuel Economy Base Fuel Economy x 1.5 (round down)
Pushed Fuel Measured by Miles per Fuel
Long Distance Speed Speed x 5.625 mph (round to nearest 5 mph)
Fuel Economy Base Fuel Economy x 0.75 (round up)

   

Max Speed


The pilot is moving flat out, keeping the vehicle as close to Top Speed as possible. The vehicle moves twice its Cruise Speed and its Fuel Economy is halved.
Max Fuel Measured by Fuel per Mile
Long Distance Speed Speed x 7.5 mph (round to nearest 5 mph)
Fuel Economy Base Fuel Economy x 2 (round down)
Max Fuel Measured by Miles per Fuel
Long Distance Speed Speed x 7.5 mph (round to nearest 5 mph)
Fuel Economy Base Fuel Economy x 0.5 (round up)

   

LONG DISTANCE EXAMPLE


Mister Man is taking a trip from Emancipation to Gravestone, 126 miles away. His vehicle has a Speed of 10, a Current Fuel of 5 and a Fuel Economy of 24 Miles per Fuel. He is in a hurry, and so decides to travel at a Pushed rate. This sets his Long Distance Speed to 55mph (10 speed x 5.625 mph) and Fuel Economy to 18 Miles per Fuel (24 Miles per Fuel x 0.75).
  The trip has good, paved roads, offering no penalties, but the rolling hills add +1 navigation Difficulty and +50% to travel time. He rolls his PER+Survival at Difficulty 2 (1 base + 1 for Terrain) and gets his 2 Successes. The vehicle is set to make it to Gravestone in 3h 29min (128 miles ÷ 55 mph x 1.5).
  But first, he needs to calculate Fuel Use. Mister Man subtracts 1 from his Current Fuel for starting the trip and then 1 more at 18 miles, 36 miles and 54 miles. He discovers that at 72 miles, his car is out of fuel. At 1h 58min into his journey (72 miles ÷ 55 mph x 1.5), the vehicle is stalled by the side of the road. He must either refuel or abandon his vehicle with 54 miles to go.
   

Watercraft Rules


 

WATER RADIATION


Due to the lingering effects of the Great War, most of the standing water in the world is intensely radioactive. An immersed character suffers 6CD of radiation damage every Round they spend in the water.
 

HOLDING YOUR BREATH


Any character who breathes is able to hold their breath for a number of minutes equal to their Endurance ÷ 2 (round up). Every Round after that, they must make a successful END+Athletics Skill Test at Difficulty 1, with +1 for every additional Round. A failed Test means the character begins to drown, taking 4CD damage that ignores all Damage Resistance. Any Effects rolled on this damage inflict 1 Fatigue. This damage is inflicted every Round until the character gets to air or dies.
   

UNDERWATER COMBAT


All underwater Zones are considered Difficult Terrain. All attacks underwater are made at Difficulty +1. Water grants 2 Cover versus ranged attacks.
   

DISTANCE SWIMMING


  Ambitious or desperate characters may wish to travel over great distance by swimming. Characters susceptible to radiation who also have less than 5 DR versus radiation damage will certainly die in less than 10 minutes. The rad immune must face the physical challenge of open water.
  Each hour a character swims long distance, they must make an END+Athletics Test at Difficulty 2 plus the Navigation Difficulty Modifier due to water conditions (to a maximum of 5). If the test succeeds, the character travels 3 miles and gains 1 Fatigue. If they fail, they become exhausted at some point along the journey and the character begins to drown. They gain 2 Fatigue and take 4CD damage that ignores all Damage Resistance. Any Effects rolled on this damage inflict another 1 Fatigue. The character then has to succeed at a STR+Athletics roll at Difficulty 3 in order to swim to the surface.
  The effects of weight are more serious on a distance swimmer. If a character is encumbered in any way, their long distance swimming speed is reduced to zero.
  There is also the matter of navigating successfully in moving water. For each hour of distance swimming, the character must make a PER+Survival Test at Difficulty 1 plus the Navigation Difficulty Modifier of the water conditions (to a maximum of 5). A successful test places the character at their target destination (up to 3 miles away), while a failed test puts them somewhere of course.
   

RADIATION AT SEA


Even the simple fog and evaporation around large bodies of water creates a haze of radiation. Long distance sea travel is toxic. While aboard a watercraft at sea, all passengers take 3CD radiation damage every 2 hours. This radiation comes from contaminated humidity in the air, and so can only be reduced by breathing equipment such as gas masks, hazmat suits and Positions with the Sealed Trait.
   

WASTELANDER OVERBOARD!


Even if passengers in a watercraft have taken precautions against latent radiation in the air, there is always the danger of falling into the sea. Any character who plunges overboard receives the full 6CD radiation damage every Round they are immersed. Storms, maneuvers or damage may lurch a watercraft such that the Overseer asks for an AGI+Athletics Test.
   

WATERCRAFT LONG DISTANCE NAVIGATION


Traveling Long Distance on open water functions much the same as other vehicles. Fuel use, navigation difficulty and travel time are calculated the same way. The only differences being that the Pathfinder Perk does not apply to water travel and that water has special terrain modifiers. Long distance water travel speeds are modified by the Sailor Perk. This perk increases all watercraft long distance speeds by 25%.
 
Douglas Sea Scale Water_Conditions Navigation Diff Mod Travel Time Mod
0-3 Calm None None
4 Moderate 4’ to 8’ waves +1 +50%
5 Rough 8’ to 13’ waves +2 +50%
6 Very Rough 13’ to 20’ waves +3 +100%
7 High 20’ to 30’ waves +4 +200%
8+ Very High 30’+ waves +5 +300%

  For Overseers looking to randomize weather and water conditions, here is another table:
1d20 Roll Weather Douglas Rating Notes
1-5 Breezy 2 -
6-9 Dead Calm 0 Sailing vessels suffer -2 Speed
10-13 Choppy 4 Sailing vessels gain +1 Speed
14-15 Stormy 5 Sailing vessels gain +2 Speed
16-17 Gale 6 All vessels suffer -1 Speed. Passengers may be thrown overboard.
18-19 Radstorm 7 Passengers suffer an additional +2CD radiation damage per hour and may be thrown overboard.
20 Severe Radstorm 8 Passengers suffer an additional +2CD radiation damage per hour and may be thrown

   

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