Table of Contents
Alternate Vehicle Movement
These rules originally appeared on the 93 Games Studio forum in conjunction with the vehicle errata.
This rules patch has two parts:
A: Divide all existing Combat Speed values by 5.
B: Replace the existing rules for vehicle tactical movement with the following.
As with travel movement, each vehicle has safe tactical speeds for paved roads and normal unpaved terrain. The same factors limiting these speeds during travel also limit them during combat (e.g. a tracked vehicle's off-road tactical speed is halved on swampy ground). Tactical speeds are given in meters per 5-tick vehicle movement action. Also, as with travel movement, a vehicle's driver can push the vehicle's speed up to 3x the safe tactical speed.
The initiative procedure for a vehicle's driver is a bit different from that of any other character because the driver's primary focus (his passengers hope) is controlling the vehicle. First, before making his initiative check, the driver declares his vehicle's speed for that exchange of fire. At each speed declaration, a vehicle can accelerate or decelerate a maximum of one multiple of its safe tactical speed.
Example: Pete is driving his BTR-80 (combat speed 15/11 m) along a paved road. His declared movement rate for the previous exchange of fire was 10 meters per 5-tick vehicle movement action. For this exchange of fire, Pete may declare any speed between zero (full stop) and 25 meters per action.
Next, the driver makes his initiative check, then reduces his result to the next lowest multiple of 5: 25, 20, 15, 10, or 5. A driver with an initiative of 30 or higher just has to suck it up.
During the exchange of fire, the vehicle moves its declared speed on Ticks 25, 20, 15, 10, and 5. These movements are considered vehicle movement actions. Until the driver takes his first Drive action, the vehicle moves in a straight line at its declared speed. Resolve any collisions normally.
Drive is a 5-tick action that only a vehicle's driver can declare, and only on the same tick as a vehicle moves. On a Drive action, the driver change the vehicle's course up to 90º with a successful control check, subject to the following modifiers. This course change may occur before, after, or during the vehicle's next vehicle movement action, as the driver desires.
| Condition |
|---|
| Turning less than 30º |
| Turning between 30º and 60º |
| Turning 60º to 90º |
| Traveling above safe speed |
| Traveling above 2x safe speed |
| Minor suspension damage |
| Major suspension damage |
| Visual range penalties |
| Per non-Drive action taken this EoF |
In addition, normal modifiers apply – including wound penalties and any penalties for not using both hands to control the vehicle. With failure, the vehicle suffers a tactical mishap with a severity determined by the MoF.
Example: Pete sets his BTR's tactical speed to 20 meters per action, then rolls initiative. His initiative result is 17, which he reduces to 15. On Tick 25, the BTR moves 20 meters straight ahead. On Tick 20, it moves another 20 meters straight ahead. On Tick 15, Pete spots an IED in the road and decides to swerve to avoid it. He tries to force the BTR through a 60-degree turn, making a control check. This check suffers a –1 penalty for the severity of the turn and another –1 penalty because the BTR is moving above its safe speed. Despite these penalties, Pete succeeds. The BTR moves another 20 meters, turning on Pete's prescribed path. On Tick 11, Pete is struck in the head with a brick and knocked unconscious. The vehicle, not caring, continues straight on Tick 10, moving another 20 meters. It moves again on Tick 5, proceeding its final 20 meters for the exchange of fire.
Ground Vehicle Tactical Mishaps
Understeer (MoF 1 or 3): The vehicle does not turn; it continues on a straight line.
Oversteer (MoF 2 or 4): The vehicle makes the turn and keeps turning, changing its course an additional 30º in the intended direction. For the next 5 ticks, all crew and passenger actions suffer a –1 penalty.
Skid (MoF 5-6): The vehicle turns but loses traction. Its nose is pointed in the intended direction but its movement for this vehicular movement action is in its previous direction of travel. For the rest of this exchange of fire, all crew and passenger actions suffer a –2 penalty.
Suspension Damage (MoF 7-8): In addition to the movement effects of a Skid result, the vehicle runs over something, suffering a minor suspension hit and gaining 1 point of Wear. For the rest of this exchange of fire, all crew and passenger actions suffer a –3 penalty.
Pothole (MoF 9-10): In addition to the movement effects of a Skid result, the vehicle runs over something big, suffering a major suspension hit and gaining 1 point of Wear. Every character on board suffers a passive damage effect with Damage equal to half the vehicle's current tactical speed, Penetration of x2, and an avoidance check of CDN. For the rest of this exchange of fire, all crew and passenger actions suffer a –4 penalty.
Rollover (MoF 11+): The vehicle suffers the effects of a Pothole result (including passive damage to characters aboard), then rolls. Roll 1d6, adding 1 if the vehicle was moving above its safe speed and 2 if it was moving above 2x its safe speed. On a die result of 6+, it comes to rest on its roof; otherwise, it stops on its side. The vehicle suffers 1d10 minor damage results and is immobilized for the rest of the scene.
Water Vehicle Tactical Mishaps
Understeer (MoF 1 or 3): As per the same result for ground vehicles.
Oversteer (MoF 2 or 4): As per the same result for ground vehicles.
Skid (MoF 5-6): As per the same result for ground vehicles.
Obstacle (MoF 7-8): The vehicle makes the turn but its rudder strikes a submerged hazard, inflicting a Steering hit and 1 point of Wear. For the rest of this exchange of fire, all crew and passenger actions suffer a –2 penalty.
Holed (MoF 9-10): The vehicle makes the turn but strikes a large underwater obstacle, suffering flotation hits equal to its current tactical speed divided by its Hull armor value. For the rest of this exchange of fire, all crew and passenger actions suffer a –3 penalty.
Capsized (MoF 11+): The vehicle rolls. Roll 1d6, adding 1 if the vehicle was moving above its safe speed and 2 if it was moving above 2x its safe speed. On a die result of 6+, it comes to rest upside-down; otherwise, it rolls onto its side. The vehicle suffers 1d10 minor damage results, is immobilized for the rest of the scene, and begins taking on water to the tune of 1d10 buoyancy per exchange of fire or pause.
Backing Up
Any vehicle except a simple vehicle may move up to its safe speed in reverse. A vehicle must spend one pause or exchange of fire stationary before transitioning between forward and reverse movement or vice versa.
