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Vehicle Combat

Vehicle Attributes
Acceleration: This is how many miles per hour the vehicle can increase its speed per Turn. All vehicles can safely brake
30 mpg per turn. More serious braking requires a Task with a modifier of -1 per 5 mph of braking over the safe maximum.

Armor Value: How much damage a vehicle’s armor stops before it takes damage. Cars run from 2 to 10.

AV Math:

Less than 25mm: Multiply the total thickness in millimeters by 3, and add a variable of D8 x (Armor
Thickness/5). So, a vehicle with 10mm of steel armor equivalent would have an AV of 30 + D8 x 2.

25mm: 25mm of steel armor has an AV of 75 + D10 x 2

More than 25 mm: Take the armor’s thickness (in mm) and add 50 to the total. Then, add a variable
number equal to D10 x (Thickness/25)

Damage Capacity: Life Points of the vehicle. When this amount is depleted, the vehicle breaks down. A survival roll
using the vehicle’s Toughness rating may allow the vehicle to limp along.

Handling: The vehicle’s Dexterity. When attempting maneuvers with the vehicle, use the lowest Dexterity of either the
vehicle or the driver. Most cars range from 1 to 5.

Speed: This have two values, maximum speed and average cruising speed. Travelling at maximum speed for long
periods of time puts stress on the vehicle. In those situations, the driver must succeed at a Toughness (doubled) rolls with
a cumulative -1 for each successive roll. If the roll fails, something in the vehicle breaks with results ranging from a slow
coasting stop to the wrong type of flaming chariot. Half speed to figure yards per second.

Toughness: This is the vehicle’s Constitution. It measures the vehicle’s ruggedness, redundant systems, and damage
control. When a vehicle takes a lot of damage, a Survival roll –Toughness (doubled)- is needed to see if the vehicle
continues to function.

Complications
Chases: These are resolved as Resisted Actions, using Dexterity or the vehicle’s Handling, whichever is lower, and
Driving. The faster vehicle gains a +1 bonus for every 10 mph of speed it has over the slower vehicle. All drivers roll each
round and track their Success Levels. The pursued vehicle gains one automatic Success Level for every two Turns of a
head start he has. The first side that achieves 5 Success Levels “wins.” If the pursued wins, he manages to lose the
chasers. If the pursuers win, they catch up and can attempt less than friendly activities such as hijacking and ramming.

Crashes and Collisions: Vehicles weighing under two tons do 10 points of Bash damage for every 10 mpg of relative
speed. Vehicles over two tons inflict 20 points per 10 mpg of relative speed, and heavier vehicles (over 10 tons) inflict 30
points of Bash damage per 10 mph of relative speed.

Relative Speed: If only one vehicle is moving, the relative speed is how fast the vehicle is traveling. If two
vehicles are moving towards each other, the relative speed is the sum of both vehicles’ speed. If vehicles
are moving in the same direction, the slower speed is subtracted from the faster to determine the relative
speed.

All Flesh Must Be Eaten, icons, and personalities are copyright 1999-2018 Eden Studios.
The Unisystem Game System is copyright 1999-2018 CJ Carella All Rights reserved.
All other materials copyright Derek Stoelting.
No permission to distribute is included with this document.
Vehicles running into things will also take damage from solid targets. Large animals or human-sized things cause the
vehicle to take one-third of the damage it inflicts (round down). Hitting a lighter vehicle produces half the damage inflicted,
and hitting anything solid or heavier than the vehicle does an equal amount of damage back on the vehicle.

If the vehicle hits something hard enough to force the vehicle to a dead stop, the passengers inside the vehicle take half
the damage inflicted if they are not wearing their seatbelts. If they are wearing their seatbelts, they take one-fifth the
damage. Air bags provide 20 points of Armor Value-equivalent damage protection.

Maneuvering: Like all other rolls, use Dexterity or Handling, whichever is lower, plus Driving. Maneuvers incur a -1
penalty for every 10 mph over 50 mph. Sharp turns incur a further -2 penalty. Sudden moves, such as avoiding a deer that
jumps across the roadway, suffer -3. Attempting to run another driver off the road works like a combination of attack and
defense rolls, both sides making a Maneuver roll. If the defender ties or wins, he avoids the attempt. If the attacker wins,
he pushes the target onto the shoulder – or worse.

Malfunctioning Vehicles: Modifiers to bring the vehicle to a safe stop range from -1 (flat tire) to -6 (all engines in an
airplane are off-line).

Shooting from Vehicle: Firing from a moving platform with hand weapons has a base penalty of -3, with another -2 if the
vehicle is moving faster than 30 mph.

Vehicle Mounted Weapons: Unstabilized weaponry suffers penalties as per Shooting from a Vehicle, with the additional
complication that the gunner’s Dexterity and Weapon Skill total cannot exceed the weapon’s or vehicle’s Accuracy rating.
For vehicles with stabilized weapon systems, firing penalties are limited to -2 if the vehicle is moving over 30 mph.

Playing Chicken: Resisted Willpower Test; Nerves of Steel bonuses apply. The loser turns away and the winner gains a
round of free attacks or maneuvers.

Driving Modifiers
Maneuver Modifier Note
+10 mph faster than opponent +1 to Drive check
Turn -1 per 10 mph over 50 mph
Sharp Turn -2 in addition to Turn penalties
Sudden Maneuver -3 in addition to Turn penalties
Fast Reaction Time +2 to Sudden Maneuvers to
avoid things
Condition
Fog, Darkness, Wind -1 to Tasks and Tests
Heavy Wind, Oily or Icy Surface, -2 to Tasks and Tests
Snow
Terrain
Gravel Road, Long Downhill -1 to Tasks and Tests
Grade
Dirt Road, Limbs, Rocks -2 to Tasks and Tests

All Flesh Must Be Eaten, icons, and personalities are copyright 1999-2018 Eden Studios.
The Unisystem Game System is copyright 1999-2018 CJ Carella All Rights reserved.
All other materials copyright Derek Stoelting.
No permission to distribute is included with this document.
Trouble Table (sum 2D10)
2 Flat Tire, Cracked Wheel: Speed is reduced by 5 mph and all maneuvers have an additional -2 modifier
3 Propulsion Damage: Vehicle slows by 5 mph until stopped and cannot start again without a successful repair
roll. Driver may make a vehicle Survival roll to resist the reduction in speed, with a cumulative -1 per round
4 Propulsion Rupture: Fuel is leaking and has no effect during combat
5 Skid: -4 modifier to Drive Tests (including Chase rolls) in the next round (only)
6 Fishtail: -1 modifier to Drive checks (including Chase rolls) in the next round (only)
7 Worse Fishtail: -2 modifier to Drive checks (includes Chase rolls) as the driver struggles to gain control in the
next round (only); then roll again for this table the next round with a +2 modifier and apply the results
8 Severe Fishtail: -3 modifier to Drive checks (includes Chase rolls) as the vehicle swings across the road in
the next round (only); then roll again for this table during the next round with a +4 modifier and apply the
results
9 Maneuverability Damaged: -3 to all Driving Tests involving any type of turn or side-to-side movement until
repaired
10 Ammo Source Damaged: ½ of all ammo is destroyed
11 Ammo Source Penetrated: wooden weapons are destroyed, combustibles burn, and ammunition explodes
12 Weapon Damaged: -2 to all attacks until repaired, GM to track Damage Capacity to this area in the event the
damage is enough to break the weapon; the modifier is cumulative each time this is the result of the roll
13 Weapon Destroyed: Weapon is broken and cannot be used until it is fully repaired
14 Armor Destroyed: The armor absorbs the usual amount of damage, but is then considered destroyed
(1-front driver side, 2-rear driver side, 3-rear end, 4-rear passenger side, 5-front passenger side, 6-front or
top)
15 Passenger Hit: Random passenger takes any damage that makes it through the vehicle’s Armor Value
16 Driver Hit: Driver takes any damage that makes it through the vehicle’s Armor Value
17 Passenger Hit: All damage bypasses the vehicle’s armor and hits a random passenger
18 Engine Damaged: -2 to all Drive Tests involving speed or power
19 Total Shutdown: Anything powered by the engine shuts down and all steering is lost, but the brakes work;
nothing the driver does can stall or correct this while in combat, the vehicle’s engine needs a complete
overhaul
20 Roll or Tumble: The vehicle careens widely off the road, rolling once per 10 mph of speed; each hit applies
appropriate damage (see Crashes and Collisions) until the vehicle stops; roll another D10 after the vehicle
stops:
1-3: vehicles stops right side up
4-5: vehicle stops on the driver side
6-7: vehicle stops on the passenger side
8-9: vehicles stops wrong side up
10: roll again, vehicle stops on that side and then the fuel explodes

All Flesh Must Be Eaten, icons, and personalities are copyright 1999-2018 Eden Studios.
The Unisystem Game System is copyright 1999-2018 CJ Carella All Rights reserved.
All other materials copyright Derek Stoelting.
No permission to distribute is included with this document.
Action Roll Description Examples

D10
+ Drive
Drivers roll Initiative
+ any applicable Qualities or
Drawbacks

if a driver or vehicle was hit for an effect in the prior round, they Attempting to pull out of a Worse Fishtail, Mitch performs a Drive Task. His
roll to recover now (this is considered a free action) scores are Dexterity 2 and Drive 2, the Worse Fishtail modifier is -2, and his
die roll is a 3. The result is a 5 - not a success.
Dexterity
Drivers roll Recovery If the driver does not achieve a success, all passengers suffer a -
+ Drive / Handling
1 to their die rolls that round, per 2 points by which the Test Mitch's total is 4 less than 9 and now Eric, Steve, and Jason's characters
failed (round down); the driver's maneuver roll is the worse of will suffer -2 to all their actions until Mitch can roll a success and Mitch's
the passengers' modifier or any modifier incurred by the effect character suffers a -2 to Driving Tasks for the same time period

Maneuvers are typically 1 of 4 activities:


- Chase sequence wherein two or more vehicles are chasing
each other or racing against time
- Attack sequence wherein the driver uses the vehicle to attack
Dexterity
Drivers roll Maneuvers another vehicle
+ Drive / Handling
- Hold steady sequence wherein the driver does their best to
set up attack or defensive actions by the passengers
- Defense action wherein the driver is attempting to move their
vehicle (and passengers) out of the line of fire

D10
+ Dexterity
Passengers roll initiative + any applicable Qualities or
Drawbacks
- Driving modifiers
All Flesh Must Be Eaten, icons, and personalities are copyright 1999-2018 Eden Studios.
The Unisystem Game System is copyright 1999-2018 CJ Carella All Rights reserved.
All other materials copyright Derek Stoelting.
No permission to distribute is included with this document.
When to roll on these charts:
- Drive or Handling Task result of 0 or less
- Attack Task result of 0 or less (self-inflicting damage)
- Opposing force Attack Task result is 6 or more than the Drive or Handling Task and at least one Success Level is achieved
- Example 1: Attack Task result of 16 versus Handling Task result of 9 (difference of 7)
- Example 2: Attack Task result of 9 versus Handling Task result of 3 (difference 6)

Maneuver Modifier Random Location Chart Weight 3D10


+10 mph faster than
+1 to Drive check Hood / Engine 2 3-5
opponent
-1 per 10 mph over
Turn Roof / Turret 1 6
50 mph

-2 in addition to Turn
Sharp Turn Front Driver's Side Body 2 7-8
penalties

-3 in addition to Turn
Sudden Maneuver Front Driver's Side Wheel 1 9
penalties

Condition Rear Driver's Side Body 2 10-11


-1 to Tasks and
Fog, Darkness, Wind Rear Driver's Side Wheel 1 12
Tests
Heavy Wind, Oily or Icy -2 to Tasks and
Front Passenger's Side Body 2 13-14
Surface, Snow Tests
Terrain Front Passenger's Side Wheel 1 15
Gravel Road, Long Downhill -1 to Tasks and
Rear Passenger's Side Body 2 16-17
Grade Tests
-2 to Tasks and
Dirt Road, Limbs, Rocks Rear Passenger's Side Wheel 1 18
Tests
+2 to Sudden
Fast Reaction Time Maneuvers to avoid Rear / Trunk 3 19-21
things

Undercarriage 1 22

1D8 Rank Category Cabin 1 23

1 1 Ammo Driver 1 24

2 2 Vehicle Body Passenger 1 25

3 3 Engine 2 Passengers 2 26-27

4 4 Maneuverability Vehicle Weapon 1 28

5 5 Passengers Cargo 2 29-30

6 6 Weapons

7 7 Crash

8 8 Special

All Flesh Must Be Eaten, icons, and personalities are copyright 1999-2018 Eden Studios.
The Unisystem Game System is copyright 1999-2018 CJ Carella All Rights reserved.
All other materials copyright Derek Stoelting.
No permission to distribute is included with this document.
Sort by Rank

Sum 3D10 Rank Category Result

3 1 Passengers Passenger Hit: Random passenger takes any damage that makes it through the vehicle’s Armor Value

4 1 Ammo Ammo Source Damaged: ½ of all ammo is rendered unusable.

Body Damage: all damage is applied to vehicle only (projectiles do not penetrate the vehicle), use damage
5 1 Body
modifier from Outcome Table

6 1 Maneuverability Control System Hit: -1 to all Drive Tests involving steering until is repaired

Propulsion Rupture: Fuel is leaking and has no effect during combat; after combat, remaining Range is
7 1 Engine
halved

8 2 Passengers Driver Hit: Driver takes any damage that makes it through the vehicle’s Armor Value

Ammo Source Penetrated: wooden weapons are destroyed, combustibles burn if a heat source is logically
available, and ammunition explodes. Calculate damage to vehicle and surroundings as if an explosive
9 2 Ammo
detonated. This may result in another roll on the Vehicle Damage Charts. [LIKELY NEED TO DEVELOP RULS
FOR "AS IF AN EXPLOSIVE DETONATED". HOW MUCH EQUALS HOW MUCH?]

Body Damage: double the damage amount and apply it to the vehicle's Damage Capacity Total (projectiles do
10 2 Body
not penetrate the vehicle), ignore damage modifier from Outcome Table

Flat Tire, Cracked Wheel: Speed is reduced by 5 mph and all Drive and Handling Tasks gain a -2 modifier in
11 2 Maneuverability
addition to any other modifiers; if applied a second time, effects are cumulative (-4, -6, -8, etc.)

Worse Fishtail: -2 modifier to Drive checks (includes Chase rolls) as the driver struggles to gain control until
12 2 Maneuverability
the Driver makes a successful Drive Test
Propulsion Damage: Vehicle slows by 5 mph per round until stopped and cannot start again without a
13 2 Engine successful repair roll. Driver may make a vehicle Survival roll to resist the reduction in speed, with a cumulative -
1 per round

14 3 Passengers Passengers Hit: Any damage that pierces the vehicle is applied to all personnel on that side of the vehicle

Fishtail: -1 modifier to Drive checks (including Chase rolls) until the driver succeeds at a Drive or Handling
15 3 Maneuverability
Task

16 3 Maneuverability Maneuverability Damaged: -3 to all Drive and Handling rolls

17 3 Engine Engine Damaged: -2 to all Drive Tests involving Speed, Acceleration, or Range

18 4 Passengers Passenger Hit: All damage bypasses the vehicle’s armor and hits a random passenger

Weapon Damaged: -2 to all attacks until repaired, GM to track Damage Capacity to this area in the event the
19 4 Weapon
damage is enough to break the weapon; the modifier is cumulative each time this is the result of the roll

Body Damage: Triple the amount of damage and apply it to the vehicle's Damage Capacity Total (projectiles
20 4 Body
do not penetrate the vehicle), ignore damage modifier from Outcome Table
Severe Fishtail: -2 modifier to Drive and Handling Tasks (includes Chase rolls) as the vehicle swings across
21 4 Maneuverability the road; each successive round adds an additional -2 modifier to Drive and Handling Tasks until the driver
succeeds at the Task
Skid: -4 modifier to Drive Tests (including Chase rolls) in the next round (only) as the vehicle skids towards one
22 4 Maneuverability
edge of the road
Total Shutdown: Anything powered by the engine shuts down and all steering is lost; nothing the driver does
23 4 Engine
can stall or correct this, as the vehicle’s engine needs a complete overhaul

24 5 Passengers Massive Attack: All damage bypasses vehicle armor and strikes all personnel on that side of the vehicle
Armor Destroyed: calculate Armor Value as normal, but the armor is then considered destroyed; roll for
location:
1-front driver side
2-rear driver side
25 5 Armor
3-rear end
4-rear passenger side
5-front passenger side
6-front or top
26 5 Weapon Weapon Destroyed: Weapon is broken and cannot be used until it is fully repaired
Roll or Tumble: The vehicle careens widely off the road, rolling over once per 10 mph of speed; each hit
applies appropriate damage (see Crashes and Collisions rules in the Complications section) until the vehicle
stops; roll another D10 after the vehicle stops:
1-3: vehicles stops right side up
27 6 Crash
4-5: vehicle stops on the driver side
6-7: vehicle stops on the passenger side
8-9: vehicles stops wrong side up
10: roll again, vehicle stops on that side and then the fuel explodes
28 7 Special Both Barrels: Roll the dice two more times, suffer both results

29 8 Special Triple Shot: Roll the dice three more times, suffer all results

30 10 Special Absolutely nothing happens outside of normal damage

All Flesh Must Be Eaten, icons, and personalities are copyright 1999-2018 Eden Studios.
The Unisystem Game System is copyright 1999-2018 CJ Carella All Rights reserved.
All other materials copyright Derek Stoelting.
No permission to distribute is included with this document.
Sort by Category > Rank
Sum 3D10 Rank Category Result

3 1 Ammo Ammo Source Damaged: ½ of all ammo is rendered unusable.

Ammo Source Penetrated: wooden weapons are destroyed, combustibles burn if a heat source is logically
available, and ammunition explodes. Calculate damage to vehicle and surroundings as if an explosive
4 2 Ammo
detonated. This may result in another roll on the Vehicle Damage Charts. [LIKELY NEED TO DEVELOP RULS
FOR "AS IF AN EXPLOSIVE DETONATED". HOW MUCH EQUALS HOW MUCH?]
Armor Destroyed: calculate Armor Value as normal, but the armor is then considered destroyed; roll for
location:
1-front driver side
2-rear driver side
5 5 Armor
3-rear end
4-rear passenger side
5-front passenger side
6-front or top
Body Damage: all damage is applied to vehicle only (projectiles do not penetrate the vehicle), use damage
7 1 Body
modifier from Outcome Table
Body Damage: double the damage amount and apply it to the vehicle's Damage Capacity Total (projectiles do
8 2 Body
not penetrate the vehicle), ignore damage modifier from Outcome Table
Body Damage: Triple the amount of damage and apply it to the vehicle's Damage Capacity Total (projectiles
9 4 Body
do not penetrate the vehicle), ignore damage modifier from Outcome Table
Propulsion Rupture: Fuel is leaking and has no effect during combat; after combat, remaining Range is
10 1 Engine
halved
Propulsion Damage: Vehicle slows by 5 mph per round until stopped and cannot start again without a
11 2 Engine successful repair roll. Driver may make a vehicle Survival roll to resist the reduction in speed, with a cumulative -
1 per round

12 3 Engine Engine Damaged: -2 to all Drive Tests involving Speed, Acceleration, or Range

Total Shutdown: Anything powered by the engine shuts down and all steering is lost; nothing the driver does
13 4 Engine
can stall or correct this, as the vehicle’s engine needs a complete overhaul

14 1 Maneuverability Control System Hit: -1 to all Drive Tests involving steering until is repaired

Flat Tire, Cracked Wheel: Speed is reduced by 5 mph and all Drive and Handling Tasks gain a -2 modifier in
15 2 Maneuverability
addition to any other modifiers; if applied a second time, effects are cumulative (-4, -6, -8, etc.)

Worse Fishtail: -2 modifier to Drive checks (includes Chase rolls) as the driver struggles to gain control until
16 2 Maneuverability
the Driver makes a successful Drive Test
Fishtail: -1 modifier to Drive checks (including Chase rolls) until the driver succeeds at a Drive or Handling
17 3 Maneuverability
Task

18 3 Maneuverability Maneuverability Damaged: -3 to all Drive and Handling rolls

Severe Fishtail: -2 modifier to Drive and Handling Tasks (includes Chase rolls) as the vehicle swings across
19 4 Maneuverability the road; each successive round adds an additional -2 modifier to Drive and Handling Tasks until the driver
succeeds at the Task
Skid: -4 modifier to Drive Tests (including Chase rolls) in the next round (only) as the vehicle skids towards one
20 4 Maneuverability
edge of the road

21 1 Passengers Passenger Hit: Random passenger takes any damage that makes it through the vehicle’s Armor Value

22 2 Passengers Driver Hit: Driver takes any damage that makes it through the vehicle’s Armor Value

23 3 Passengers Passengers Hit: Any damage that pierces the vehicle is applied to all personnel on that side of the vehicle

24 4 Passengers Passenger Hit: All damage bypasses the vehicle’s armor and hits a random passenger

25 5 Passengers Massive Attack: All damage bypasses vehicle armor and strikes all personnel on that side of the vehicle

Weapon Damaged: -2 to all attacks until repaired, GM to track Damage Capacity to this area in the event the
26 4 Weapon
damage is enough to break the weapon; the modifier is cumulative each time this is the result of the roll

27 5 Weapon Weapon Destroyed: Weapon is broken and cannot be used until it is fully repaired

Roll or Tumble: The vehicle careens widely off the road, rolling over once per 10 mph of speed; each hit
applies appropriate damage (see Crashes and Collisions rules in the Complications section) until the vehicle
stops; roll another D10 after the vehicle stops:
1-3: vehicles stops right side up
28 6 Crash
4-5: vehicle stops on the driver side
6-7: vehicle stops on the passenger side
8-9: vehicles stops wrong side up
10: roll again, vehicle stops on that side and then the fuel explodes

29 7 Special Both Barrels: Roll the dice two more times, suffer both results

30 8 Special Triple Shot: Roll the dice three more times, suffer all results

31 10 Special Absolutely nothing happens outside of normal damage

All Flesh Must Be Eaten, icons, and personalities are copyright 1999-2018 Eden Studios.
The Unisystem Game System is copyright 1999-2018 CJ Carella All Rights reserved.
All other materials copyright Derek Stoelting.
No permission to distribute is included with this document.

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