LAND VEHICLE RULES

The following rules are based on the Automobile Chases chapter in Fearful Passages, which are much more clear than the edited version given in the CoC 5.5 rulebook. Since Fearful Passages is out-of-print, a modified version of the rules are provided here for the others' benefit.


SKILL CHECKS

During a combat round (3 seconds), a driver may perform one of three actions, any one of which may require a skill check. The skill involved is either Drive Auto (cars, trucks), Operate Heavy Machinery (AFVs, tractors), or a specialist skill (Drive Wagon, Motorcycle). A character must have at least 25% proficiency in the requisite skill to operate a vehicle. The driver with the higher DEX makes their action first.

The three actions available to the driver are:

The skill check is further modified by the conditions of the road. The following modifiers are cumulative.

Heavy rain -10%
Snow -10%
Debris, rocks, or limbs on the road -5%
Fog -5%
Dirt or gravel road -5%
Back street -5%
Oily or icy surface -10%
Steep downhill grade -5%
Night -5%
Night without headlights -20%
High wind -5%
Speed of MOVE 8 or less +10%

Most of the maneuvers available to drivers require rolling on the VEHICLE TROUBLE TABLE if the skill check is failed.

VEHICLE TROUBLE TABLE
1D20 EFFECT
1-3 FLAT TIRE or THROWN TREAD: Vehicle is slowed to ¼ MOVE until repaired by a successful Mechanical Repair roll.
4-6 BROKEN AXLE or TREAD: Vehicle slows down to zero MOVE at the rate of Acceleration per round and is inoperable until repaired by successful Mechanical Repair roll.
7-9 SKID: Vehicle skids temporarily out of control, modifying Drive skill -15% in the next round.
10-12 FISHTAIL: Vehicle fishtails badly, modifying Drive skill -20% in next round AND roll on table again adding 10 to the roll.
13-15 MINOR CRASH: Damage done to the vehicle and the passengers inside is calculated by the VEHICLE COLLISION TABLE (see below). The vehicle comes to a complete stop but is still operable.
16-17 MAJOR CRASH: Damage done to the vehicle and the passengers inside is calculated by the VEHICLE COLLISION TABLE (see below). The vehicle comes to a complete stop and is inoperable until repaired by successful Mechanical Repair roll. If the vehicle was travelling at more than 25 MOV, each passenger must roll against Luck (motorcyclists at ½ Luck) or be thrown from the vehicle*. For every 10 MOV 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 10 MOV the vehicle was travelling.
18 MAJOR CRASH & ROLLOVER: Besides the effects of the crash, the vehicle rolls over***, trapping the passengers in the wreckage unless they can free themselves by making a STRx5 roll.
19 MAJOR CRASH & ROLLOVER & FIRE****: Same as above, but the engine has caught fire. The passengers inside take 1d6+2 fire damage per round.
20 MAJOR CRASH & ROLLOVER & EXPLOSION****: Same as above, but the engine will explode in 1d10 rounds, causing 3d6/2y damage.
* if the character is wearing a seatbelt or is in any other situation this makes unlikely, disregard the roll.
** in addition to damage caused by the collision.
*** large vehicles like eighteen-wheelers and tanks will not rollover, so treat as a major crash.
**** horsedrawn vehicles cannot generally catch fire or explode on their own, so treat as a major crash and rollover, and the animal is rendered lame.

When a vehicle collides with another vehicle or some other object, damage is taken by the vehicle, its occupants, and whatever was hit. This damage is calculated on the VEHICLE COLLISION TABLE based on whether the object struck was solid or soft. Solid objects are stone or metal, while soft objects are made of flesh. Due to their tough shells, armored fighting vehicles take only half of any collision damage.

VEHICLE COLLISION TABLE
MOV DAMAGE TO VEHICLE DAMAGE TO
OBJECT HIT*
SOLID OBJECT SOFT OBJECT
0-4 none none none
5-12 1d4 none 1d4
13-20 1d4+1d6 1d4 1d4+1d6
21-28 1d4+2d6 1d4 1d4+2d6
29-36 1d4+3d6 1d4 1d4+3d6
37-44 1d4+4d6 1d4 1d4+4d6
45-52 1d4+5d6 1d4 1d4+5d6
53-60 1d4+6d6 1d4 1d4+6d6
* Large vehicles such as eighteen-wheelers or tanks do twice the damage listed.


COMBAT

Combat between land vehicles basically follows the same procedure as with regular combat. Firing or throwing from a speeding vehicle is at regular skill at less than 25 MOVE, at ½ skill from 26 to 40 MOVE, and at ¼ skill at speed above 41 MOVE. A moving target that is within 5 yards (8 MOVE) can be fired on at regular skill (but not doubled for point-blank range). A driver that attempts to fire a weapon or make a throw may have to make a skill check to avoid vehicle trouble. AFVs with gun-laying equipment have no modifier when firing their guns, moving or otherwise.

Follow this procedure to resolve combat between land vehicles:

  1. The character with the highest DEX goes first.
  2. Roll to hit and roll for damage. See below for special rules governing armored fighting vehicles and damage.
  3. If damage is less than the Armor Value, the attack has no effect.
  4. If damage is more than the Armor Value, the attack has penetrated the vehicle's armor.
    • Subtract the Armor Value from the damage, and anything left is the actual damage.
    • Roll on the HIT LOCATION TABLE (see below) for that vehicle type.
    • If occupants are hit by the attack, subtract the actual damage from their HP.
    • Subtract the actual damage from the vehicle's Base HP.
  5. Once a vehicle's HP reaches zero, the vehicle is rendered inoperable beyond basic repair, and all occupants recieve actual damage from the attack.

HIT LOCATION TABLE (AUTOMOBILES*)
1d100 EFFECT
01-02 Headlights destroyed. If driving in darkness, -20% to all Drive Auto rolls.
03-04 Suspension damaged, MAX reduced by ½.
05-09 Fuel tank hit and emptied. The vehicle rolls to a stop in 1D20+4 rounds, inoperable until repaired and refilled.
10-19 Fuel tank hit and the vehicle catches fire, causing 1D6+2 fire damage per round to the vehicle and its occupants.
20-24 Fuel tank hit and the vehicle catches fire, causing 1D6+2 fire damage per round to the vehicle and its occupants. The vehicle will explode in 1D10 rounds, causing 3D6/2y damage.
25-29 Radiator is damaged and the engine overheats in 1D20+4 rounds, rendering the vehicle inoperable until repaired.
30-49 Engine damaged, rendering vehicle inoperable until repaired.
50-64 Front tire hit**, MAX reduced by ½ and Drive Auto -10%.
65-69 Rear tire hit**, MAX reduced by ¼.
70-79 Driver hit. Roll on VEHICLE TROUBLE TABLE +10. If the driver is killed or rendered unconscious, someone must take the wheel in this round (DEX check + Drive Auto -20%) or roll on the VEHICLE TROUBLE TABLE +15 in the next round.
80-89 Front seat hit***. Passengers and/or equipment there take damage.
90-96 Back seat or truck bed hit****. Passengers and/or equipment take damage.
97-98 Brakes damaged. The vehicle slows down to zero MOV at a rate of ACC per round, and will accelerate at full ACC on an incline.
99-00 Steering hit, and the vehicle is out of control. Roll +15 on the VEHICLE TROUBLE TABLE.
* This includes eighteen-wheelers, motorcycles, and other non-AFV land vehicles.
** In motorcycles, this renders the vehicle inoperable and requires a roll +10 on the VEHICLE TROUBLE TABLE. In multi-wheeled vehicles (eighteen-wheelers) or those with ride-flat tires, ignore the result.
*** In motorcycles, treat this as a Driver hit.
**** In vehicles without backseats or truckbeds, treat this as a Front seat hit.

HIT LOCATION TABLE (ARMORED FIGHTING VEHICLE)
1D100 EFFECT
01-03 Fuel tank hit and the vehicle catches fire, causing 1D6+2 fire damage per round to the vehicle and its occupants.
04 Fuel tank hit and the vehicle catches fire, causing 1D6+2 fire damage per round to the vehicle and its occupants. The vehicle will explode in 1D10 rounds, causing 3D6/2y damage.
05-14 Engine damaged, rendering vehicle inoperable until repaired.
15-19 A tread is thrown/tire destroyed and MAX reduced by ½ and Drive skill -20% until repaired.
20-29 A tread is thrown/axle destroyed and the vehicle is inoperable until repaired.
30-49 Turret or front cab hit, with occupants taking damage and hull or rear section occupants taking ½ damage. If the driver is killed or rendered unconscious, someone must take the wheel in this round (DEX check + Drive Auto -20%) or roll on the VEHICLE TROUBLE TABLE +15 in the next round.
50-51 Main gun* is hit and rendered inoperable until repaired.
52 Coaxial gun* is hit and rendered inoperable.
53-54 Hull gun* is hit and rendered inoperable.
55-74 Hull or bed hit, and occupants take full damage with turret or front cab occupants taking ½ damage. If the driver is killed or rendered unconscious, someone must take the wheel in this round (DEX check + Drive Auto -20%) or roll on the VEHICLE TROUBLE TABLE +15 in the next round.
75-89 Magazine* hit. Vehicle explodes, all occupants take 12d6 damage.
90 Headlamps hit, and if driving in darkness, -20% to all Drive rolls.
91-92 Suspension damaged, and MAX reduced by ½.
93-94 Gun-laying equipment* damaged, and all attacks with main gun at -25%.
95-96 Radio* damaged and inoperable until repaired.
97-98 Brakes are damaged. The vehicle will slow at a rate of ACCx2 per round until stopped, and will accelerate at ½ ACC on an incline.
99-00 Steering hit, and the vehicle is out of control. Roll +15 on the VEHICLE TROUBLE TABLE.
* if there is no such component onboard the vehicle, ignore the result and re-roll.

Attacks are generally made against the vehicle, so that the occupants are only in danger of being hit if there is such a result on the HIT LOCATION TABLE (see below). If the attack is not area-effect and there are more targets than capable with an attack, the Keeper can either rule magic-bullet effect (the attack ricochets through the vehicle striking all occupants in that section) or have the occupants each roll for Luck. Those that miss the roll get hit, in order of by how much the Luck roll was missed by. For example:

4 PCs (Joe, Jack, Jill, and Jim) are escaping in a captured Kubelwagen. Joe is driving, and the other four pile into the back. A German soldier fires a Walther pistol at the escapees, hitting once. The pistol shot penetrates the Armor Value of the Kubelwagen, and rolling on the HIT LOCATION TABLE renders a result of a backseat hit. The 4 PCs in the backseat roll for luck: Jill succeeds and is not hit, Jack fails by 11, and Jim fails by 7. Since Jack failed by the most, he is the one hit by the pistol shot.

An attack can be aimed at the driver, occupants, tires, or tank treads using the rules for a Called Shot. Such attacks must still penetrate the Armor Value of the vehicle, unless the target is exposed.

Armored Fighting Vehicles and Damage
Armored Fighting Vehicles (AFV) are tanks, half-tracks, and armored personnel carriers that have armor that is significantly effective at repelling attacks from small arms and explosives. In general terms, this includes vehicles that have an Armor Value of 15 or more. Regular automobiles and trucks might have an Armor Value for the slight protection offered by their chassis and such, but this does not qualify them as AFVs. The following special rules apply when calculating damage for AFVs:

Pistol and Rifle Ammunition
Pistol and rifle ammunition cannot impale the armor of AFVs. Anti-tank rifles, large-caliber rifles (.50-inch/12.7mm or above) using armor-piercing ammunition, are an exception. AT rifles can impale the armor of AFVs. Damage caused by AT rifles is not cumulative against the Armor Value of AFVs.

Explosives
Damage from explosives (dynamite, grenades, artillery shells, HE tank shells) do ½ damage against AFVs. Explosive damage cannot impale.

Armor-Piercing Shells
AP shells can impale, and if the damage penetrates the Armor Value of an AFV, roll again for the damage caused within the vehicle itself. The damage caused by AP shells is cumulative against the Armor Value of AFVs, permanently decreased until repaired.


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