i3ats.com
PostsWikisStories
Wrath & GloryRolemasterElectric State

Vehicles

Summary

  • Attributes: Passengers, Maneuverability (gear bonus dice), Speed (zones/round), Hull, and Armor Level.
  • Traits: D66 table at acquisition — Fast, Roomy, Heavy, Boneshaker, and more alter base stats.
  • Combat: Stunts use action + Agility/Maneuverability roll; failure triggers accidents. Non-maneuver actions get −2 dice.
  • Ramming: Engaged range; deals half starting Hull as damage; rammer also takes half target's Hull.
  • Chases: Opposed Agility + Maneuverability rolls; extra successes shift range categories; Speed unused.
  • Damage: Hull 0 = Wrecked; single hit ≥ half Hull triggers D6 component damage.
  • Repairs: Wits + tools + one Shift; each success restores 1 Hull or Maneuverability; inoperable vehicles need a spare part first.

Vehicles are the Travelers' primary means of crossing Pacifica. Most groups start with a single ground vehicle — usually a car — with half a tank of fuel. Beyond transportation, vehicles become tactical assets in combat and chases, and a potential safe haven at each Stop.

Vehicle Attributes

Every vehicle has five attributes:

Attribute Description
Passengers Number of occupants excluding the driver
Maneuverability Bonus gear dice added to Agility rolls when driving; reduced by pushing rolls
Speed Zones the vehicle can move per combat round
Hull External damage capacity — vehicle is Wrecked when Hull reaches 0
Armor Armor Level protecting occupants and the vehicle from incoming damage

Maneuverability behaves like gear — its bonus is reduced by 1 for each 1 rolled when pushing a driving roll. If it reaches 0 the vehicle is inoperable until repaired.

Typical Vehicles

Vehicle Pass. Maneuv. Speed Hull Armor Cost
Horse 1 2 3 $1,000
Bicycle +1 2 3 $300
Motorcycle 1 +2 3 4 2 $5,000
Dirt Bike +3 2 3 $3,000
2WD Car 4 +2 3 6 4 $10,000
4WD Car 4 +3 2 6 4 $15,000
Pickup Truck 5 +2 2 8 4 $20,000
Van 7 +2 2 8 4 $25,000
Light Truck 14 +1 2 12 4 $30,000
Heavy Truck 16 +1 2 14 4 $50,000
Bus 50 +1 2 12 4 $40,000
Small Motorboat 7 +2 3 5 2 $12,000
Helicopter (rare) 4 +3 4 6 3 $200,000
Military Drone Ship +3 5 12 8 N/A

Horses use the horse's Agility rating (typically 6) in place of the rider's when maneuvering.

Aircraft and watercraft are uncommon and should not be the Travelers' main transport unless the GM specifically allows it. After the proliferation of drone ships, most traditional aircraft are rusting wrecks.

Vehicle Traits

When a vehicle is found or purchased, the GM may roll D66 or pick one or more traits:

D66 Trait
11–13 Fast: +1 Speed
14–16 Roomy: +2 Passengers
21–23 Reliable: +2 dice when repairing
24–26 Slow: −1 Speed
31–33 Heavy: +1 Hull
34–36 Powerful: +1 Maneuverability
41–43 Luxury model: +1 Cost tier
44–46 Boneshaker: −1 Cost and −1 Maneuverability (min +1)
51–53 Light frame: −1 Armor (min 0)
54–56 Cheap model: −1 Hull (min 1)
61–63 Loud: Attracts attention
64–66 Custom paintjob: Stands out

Fuel

A typical car holds 20 gallons of gasoline and runs approximately 20 miles per gallon (~400 miles per tank). Gasoline costs $1/gallon. Travelers start each Journey with half a tank. The GM has final say on when and where fuel runs out.

Vehicles in Combat

Movement

In combat, a vehicle can make one move and one action per turn, just like a character on foot — but choices are more limited. Each move covers a number of zones equal to the vehicle's Speed rating.

Stunts

Any special maneuver — jumping, driving through hard terrain, breaking through something, or ramming — counts as a stunt and uses your action. Stunts require an Agility roll with gear dice from the vehicle's Maneuverability. Failure causes an accident.

Ramming

Ramming is a special stunt at Engaged range, resolved like a ranged attack (target may stand tall or dodge). Roll Agility + Maneuverability gear dice.

  • Damage dealt: half the rammer's starting Hull rating (rounded up)
  • Damage taken: half the target vehicle's Hull rating
  • Movement ends immediately after a ram
  • Vehicle Armor reduces damage taken

Other Actions While Driving

Any action not directly connected to maneuvering (e.g., firing a weapon) suffers −2 dice.

Shooting at Occupants

Using a weapon at Short range or longer, an attacker can target a vehicle's occupant directly. The occupant benefits from the vehicle's Armor Level.

Accidents

If an Agility roll to control a vehicle fails, roll D6 on the relevant table:

Road Accidents

D6 Result
1 Skid: Everyone inside gets −2 to all actions for the rest of the round
2 Spin: Driver must make another Agility roll to regain control; failure rolls again with +2 modifier
3 Blowout: Maneuverability reduced by 1
4 Collision: Vehicle takes damage equal to its own Speed rating
5 Flip: Vehicle tips over; uprighting requires an action + Strength roll
6+ Tumble: Vehicle Wrecked; everyone inside takes damage equal to Speed rating (Agility roll to reduce, 1 damage per success; vehicle Armor gives no protection)

Boat Accidents and Air Accidents follow the same structure with narrative-appropriate results (capsize/engine loss/crash for boats; spiral dive/stall/crash for aircraft).

Vehicle Damage

Vehicles take damage just like characters, reduced by their Armor Level. When Hull drops to 0 the vehicle is Wrecked — inoperable and requiring repairs to use again.

Component Damage

If a single hit deals damage equal to half the vehicle's Hull rating (rounded up) or more, roll D6 for component damage:

D6 Effect
1 Driver hit: Driver suffers damage equal to damage dealt to the vehicle
2 Passenger hit: A random passenger suffers the same
3 Severe spin: Driver must make an immediate Agility roll or the vehicle is Wrecked
4 Weapon disabled: A mounted weapon is disabled (re-roll if none present)
5 Engine disabled: Maneuverability reduced to zero; aircraft can still make a controlled landing
6 Fuel explosion: Vehicle destroyed beyond repair; all occupants exposed to Intensity 8 fire

A vehicle can suffer component damage once without being Wrecked, but a second component damage hit always Wrecks it.

Chases

Chases abstract movement using range categories (not zones). The GM sets a starting range up to Long. Each round:

  1. Chase movement: Both sides make an open opposed Agility roll, adding Maneuverability gear dice for vehicles. Speed is not used in chases.
  2. The winner moves the range by one category per extra success rolled.
  3. If range goes beyond Extreme — the chase ends (prey escaped). If range reaches Engaged — the pursuer may ram (vehicles) or close-combat attack (on foot).
  4. Actions: After movement, each participant may take one action; non-chase actions suffer −2 dice.

The GM may roll D66 each round for a chase obstacle (roadworks, fallen tree, dust storm, etc.) requiring additional Agility rolls.

Repairs

To repair a vehicle, you need:

  • Tools (vehicle tools give +2 dice)
  • One Shift of work
  • A Wits roll

Each success (6 rolled) restores 1 point of lost Maneuverability or 1 point of lost Hull — declare which before rolling. Multiple Shifts can be spent. If a vehicle is fully inoperable (Maneuverability or Hull at 0), a spare part ($100) is required before repairs can begin.

Item Bonus Cost
Tools, general +1 $25
Tools, vehicle +2 $50
Spare part $100