Vehicles in Game play

To operate a vehicle you will need to have a high enough Vehicle operation, Intelligence or Agility to overcome the vehicle’s difficulty Level. Vehicle’s also have resistance number. This resistance represents ongoing effort needed to keep the vehicle doing what it’s supposed to. This resistance must be met EVERY event the vehicle is in use. Even if you can’t overcome the resistance every event it doesn’t mean you can’t use the vehicle, in some cases you may not be able to use all of the vehicles functions.
If you have a Vehicle operations Action and you know you can use the vehicle any energy put into vehicle operations get added to the vehicles Maneuver Modifier when performing actions with the vehicle. However if you do not have Vehicle operations and are trying to use a vehicle, you do not get the Maneuver Modifier Bonus.

All Vehicles have the following specifics:
Crew – How Many recommended pilots/crew and passengers
Description – Physical description
Difficulty – (Vehicle operation + Ability Number) needed to operate
Resistance – Energy needed to have each round to operate
Defense Modifier – Vehicles “Armor” applies to any damage directed at the vehicle or is passengers
Vehicle Health – how much damage the vehicle can sustain before wrecking.
Maneuver Modifier – Bonus energy given to the pilot when using the vehicle with a high enough

Vehicle operation
Speed – either the Ground (G) speed or the Flight (F) speed of the vehicle.
Weight – how many energy of weight he vehicle is.
Weapons – How many, if any, weapons and modifiers the vehicle has. Example (x2) Missile Bays: R5 +3 [Meaning 2 Missile bays with +3 Modifier missiles that work at Range 5]

Land Vehicle Combat:
Just like in real life, getting into a vehicle can be dangerous. Vehicles can be some of the scariest weapons out there; Faster Vehicles usually get to decide whether it gets hit, hits someone else or escapes all together. Sometimes, however, things get in the way of that decision making process, like traffic and other unforeseeable hazards.


This is almost exactly the same as normal Melee combat between characters, just keep the following in mind.

* Vehicle operation is treated like Melee combat
* Speed of Impact and Vehicle Weight are treated as Weapon Modifiers (add free energy)
* Vehicle Maneuver is treated like a Weapon Modifier (If attacking) or as Reflexive Dodge (When Defending), but must be defined when using the action; it must be one or the other.
* Vehicle Maneuver Modifier is added to Agility for determining to goes first.

Attack = Vehicle Operation for Attack + Current Speed + Vehicle Weight + Maneuver (If Attacking)
Defense = Vehicle Operations for Defense + Vehicle Defense Modifier + Maneuver (If defending)

Determining SPEED OF IMPACT:
This is some basic math to help you figure out where your damage is coming from when vehicles hit one another.

  • Head-on: Add both speeds together.
  • Rear-end: Subtract lower speed from high speed.
  • Side-Impact: Speed of Striking Vehicle
  • Sideswipe: Speed = 1
    The damage provided by the Speed of Impact apply to both vehicles.

Weapons in your vehicles.

If the Vehicle has built-in weapons, they can be used for Combat. Use the same formula as Air-to-air combat.
If you or your passenger has energy to attack with by shooting out of the vehicle, you can do that as well.
Calculate each attack as a separate Ranged Combat attack vs. the target vehicle or passengers (is visible), splitting among targets’ if desired. Use the Vehicle’s Defense Modifier for defense of the vehicle and the passengers. Passengers can also use their own personal defense modifiers and Actions if applicable.
Shooting out tires: Targeting the tires of a moving vehicle incurs a +2 situational resistance modifier. However, if you manage to do it, the vehicle will lose two points of maneuverability and speed. This penalty stacks each time a tire is lost until Speed, Maneuver or Tire Count equal Zero. Then the Vehicle wrecks.

Air-to-air Combat

As in normal character vs. Character combat, both sides put energy into attack and/or defense, and either or both combatant may take damage in the same event.
This is treated like normal Ranged Combat between characters. If you come within weapons range of an enemy vehicle, you can attack it (or vice versa) For Combat, keep the following in mind:
* Vehicle Operation is treated like Ranged Combat.
* Vehicle Defense is treated like Toughness
* Vehicle Maneuver Modifier is treated like Targeting (If Attacking), or Like Reflexive Dodge (If Defending), unlike with ground combat, Vehicle Maneuver can be split among Attack and Defense.
* Vehicle Maneuver Modifier is added to Agility for determining to goes first.

8Attack = Vehicle’s Weapon Modifier + Maneuver Modifier (If attacking) + vehicle Operation energy.*
Defense = Vehicles Defense Modifier + Maneuver Modifier (If Defending) + Vehicle Operations Energy.

Damage accumulates on an aircraft and when its health is met or exceeded the aircraft is shot down. Just like with normal combat, a faster aircraft can escape or force combat.

Equipment, Wealth and Supplies

In a regular RPG it’s often vital to keep track of a characters equipment, supplies and money. But due to the more abstract nature of this system the need is virtually non-existent. If a character wishes to start the game with special equipment they will often need to purchase it with character creation points. If the equipment they want is nothing special, or something common in the scenario then the GM is autherized just to give it to them. Special equipment an also entail objects with greater than average bonuses. You will need to discuss with your GM the type of equipment your character will want or need.
Supplies are something that often gets forgotten about in regular games anyway. Often thinking “Well, my character would have it, it’s in his nature to do so.” Is often the accredit given. And in this system, that is in fact how things work. Traveling Rations and other easily forgettable gear and Ammo are considered taken care of. This means that unless the GM wants to use it as a story tool, don’t worry about that countless numbers of ammo or supplies.
A character’s wealth is another matter. Wealth is actually a modifier a character can build at creation. If no points are put into building wealth, the character begins game with a wealth of 0. This doesn’t mean they have no money or resources, just that they only have enough to survive on. Beyond that a character can “Spend” wealth during a session to buy different things. The things bought with wealth are temporary and often times limited in use, however each time you use it, your wealth for the session could drop.
For instance, if a character with a wealth of 7 was buying luxury train tickets, it wouldn’t affect their wealth level. However if a character with a wealth of 2 was buying the tickets, it would drop their wealth to a 1 until the next session. The higher your wealth the greater your purchasing power. The character with a wealth of 7 might not lose anything buying tickets, but for them, buying the train is possible for the cost of 1 wealth.

Out of Ammo

Unless you’ve decided to keep track of ammunition, you can assume that you’ll never run out during an adventure. But when the going gets tough, you can get a few extra stones by announcing that your weapon has run out of ammo. You will instantly get a number of stones equal to the Weapon Modifier! You can put those stones into another action or use them to replenish your energy pool. But you can’t shoot that weapons again until you find more ammo.
The same rule can apply for a melee weapon that breaks during combat. Just remember that the character can always re-arm when they return to base or finds a new weapon.


Torn Asunder ForestBosley