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USING A VEHICLE

VEHICLES..


..may only enter dice combat if they are occupied when Initiative starts. Bringing a vehicle into Initiative otherwise, requires a full turn.

CAVEATS

VEHICLES..

..cannot be engaged. Occupants of a vehicle can not be directly targeted. 

ENTERING A VEHICLE

IF NOT..

 

..starting in a vehicle, players must use their full turn to enter a vehicle that is in Engagement range.

YOUR TURN

Those in a car may take the following actions..

MOVE

Only the Driver may take this action.

Vehicles move 10 tiles and [DASH] 20 tiles.

Vehicles that move, and end their turn in Engagement range of players provoke a Deft (DC15) roll or take -1 HP.

ATTACK

Any attack rolls made by vehicle occupants are done at disadvantage 

ENTER/EXIT

Use an action to enter/exit a vehicle already brought into initiative 

START

Uses a full action to enter, and bring a vehicle into initiative. 

FLEE COMBAT

The Driver is the only player who can Flee Combat with the car. When successfully fleeing combat, all vehicle occupants also flee.

MAKING AN ATTACK 

Attacks against a vehicle require a Brutal, Sharp, or Deft (DC12) check in order to hit.

VEHICLE STATUS EFFECTS

STABLE

At 3/3 HP, vehicles do not suffer from any impairments and are considered stable.

REPAIRABLE

At 0/3 HP, vehicles are rendered inoperable during Initiative order.

 

Every Occupant takes -2 HP and must use their available action to exit the vehicle.

TOTALED

When brought to 0/3 HP, the Driver must roll Luck (DC10). On a fail, the vehicle is rendered permanently inoperable and turned into a wreck.

TANKED

At 1/3 HP, the vehicles available movement is halved.

FLEE COMBAT

The Driver is the only player who can Flee Combat with the car. When successfully fleeing combat, all vehicle occupants also flee.

CONSEQUENCES

Once combat has concluded, a tickets may also be opened for any vehicle brought to 0/3, to damage them mechanically or convert them to wrecks if proof of RP is provided.

Once combat has concluded, a ticket may be opened to convert any 0/3 HP vehicle to a wreck if the Luck (DC10) check is a failure.

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