The following systems are based on the optional vehicle chase rules in the Call of Cthulhu, 5.5 edition rulebook, the armored vehicle rules in Fearful Passages, and the aerial combat rules written by Bob Kindel that appeared in Walker in the Wastes.
All ground vehicles have the following stats:
|Speed of MOVE 9 or less||+10%|
|Congested city street; minor debris on the road||-10%|
|Bumper-to-bumper traffic; major debris on the road||-20%|
Driving under normal conditions does not require a skill check, but driving under these conditions do:
|VEHICLE TROUBLE TABLE|
|1||Flat Tire||Leaking Tire||Loose Tread||Cracked Wheel|
|2||Engine Trouble||Broken Harness|
|3||Engine Damage||Broken Axle|
|9||Loss of Control|
|11||Rollover||Crash||Rollover; Lame Animal|
|12||Rollover; Engine Fire||Crash||Rollover; Lame Animal|
* ie. tanks, halftracks, armored fighting vehicles|
** this includes all vehicles drawn by an animal
Flat Tire/Leaking Tire/Loose Tread/Cracked Wheel: Vehicle is slowed to ¼ MOVE until repaired.
Engine Trouble/Broken Harness: Vehicle speed slows at maximum DECEL to zero until repaired by successful Mechanical Repair roll.
Engine Damage/Broken Axle: Vehicle inoperable until repaired by successful Mechanical Repair roll at half-skill.
Skid: Drive skill -20% in next round.
Fishtail: Drive skill -10% in next round
Severe Fishtail: Drive skill -15% in next round; roll on table again and add 2 to result.
Loss of Control: Drive skill -30% in next round; roll on table again and add 4 to result
Crash: If the vehicle was travelling at more than 30mph, have each passenger roll against Luck (motorcyclists at ½ Luck); failure results in that character being thrown from the vehicle (if the character is wearing a seatbelt or is in any other situation that makes being thrown from the vehicle unlikely, disregard the roll). For every 10mph the vehicle is travelling, roll 1d6 damage to each passenger thrown from the vehicle. Those passengers sitting or hanging on the outside of the vehicle must either make a successful Jump roll or suffer 1d6 damage per 10mph the vehicle was travelling. Damage done to the vehicle and the passengers inside is calculated by the VEHICLE COLLISION TABLE:
|VEHICLE COLLISION TABLE|
|MOV||DAMAGE TO VEHICLE||DAMAGE TO
|SOLID OBJECT||SOFT OBJECT|
EXAMPLE: The characters are speeding away from the Gestapo in an automobile when they crash head-on into a wall. The automobile was travelling at MOV 40 (50mph) when it struck the wall, which as a solid object does 1d4+4d6 damage to the vehicle. The Keeper rolls a total of 18 points of damage - the headlamps, suspension, fuel tank, radiator, tires, brakes, and steering are all totaled, but the engine survives. The occupants all take damage as well.
Rollover: The passengers are trapped in the wreckage and must make a roll against STRx5 to free themselves.
Lame Animal: Whatever animals were pulling the vehicle have broken their legs and can no longer pull a vehicle.
Engine Fire: Those passengers inside the vehicle take 1d6+2 fire damage per round, and roll on the VEHICLE FIRE TABLE in the Vehicle Ground Combat Rules section.
GROUND VEHICLE CHASE RULES
Unless miniatures are being used, the Keeper will state the distance in MOVE units between the chaser(s) and chasee. The chase will then follow this procedure:
The hidden obstacles are at the Keeper's leisure. There might be a pedestrian walking into the road, cars joining traffic, or no hidden obstacles at all. This is simply a device to throw in extra thrills.
Attacks and ramming are covered under the Ground Vehicle Combat Rules. Another manuever may be to drive your vehicle in front of a fleeing vehicle to prevent its escape. To accomplish this simply requires having accelerate (step 2) in front of the fleeing vehicle. This is useful to stop a vehicle without injuring the occupants, but it also allows the fleeing vehicle to make an automatically successful ram against you.
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