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Fallout 2d20 Vehicle and Weather Rules

The document provides rules for vehicle combat and customization in a post-apocalyptic roleplaying game. Vehicles have stats like body and speed that determine their hit points and movement. Players can modify vehicles with parts to change their abilities. Combat involves ramming opponents or making attacks during movement based on a vehicle's momentum.

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rdr911
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0% found this document useful (0 votes)
246 views3 pages

Fallout 2d20 Vehicle and Weather Rules

The document provides rules for vehicle combat and customization in a post-apocalyptic roleplaying game. Vehicles have stats like body and speed that determine their hit points and movement. Players can modify vehicles with parts to change their abilities. Combat involves ramming opponents or making attacks during movement based on a vehicle's momentum.

Uploaded by

rdr911
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Vehicle Rules

Each Vehicle has a Body and Speed rating. It


also includes a number of hit locations with their
own Physical Resistance and Energy Resistance.
All vehicles are immune to radiation and poison
damage. All Vehicles have a Defence of 1.
Your Momentum is a measure of how fast you’re
currently going. Before ending your turn, you must
move a number of zones equal to your Crash!
Momentum. Each zone you move to must be a
When you crash, anything you crash into immedi-
different zone from the one you were last in,
ately takes damage equal to your Momentum,
unless you reduce your Momentum to 1 or 0. If
and you take Spread damage equal to your
you run into a dead end and can’t complete your
Momentum, or half as much (rounded down) with
movement, your GM might rule you crash. Your
a successful Difficulty 2 STR + Athletics test to
Momentum can never exceed your Speed rating.
jump out of the way in time.
Minor Actions
Health and Repair
■ Shift Gear: Increase or decrease Momentum
Vehicles have Hit Points equal to their Body score
by up to 1/3 of Speed (rounded down) +1 per
times 4. Vehicles can be repaired using the
AP spent. You can make a difficulty 0 PER +
“Healing Robots” rules on page 34. Increase the
Pilot test as part of this action.
difficulty of this test by 1 if the vehicle is moving.
■ Maneuver: Make an AGI + Pilot test with a
difficulty equal to the vehicle’s current Hit Locations and Critical Hits
Defence. If you succeed, add +1 to the vehi- Vehicles take injuries just like creatures, but have
cle’s Defence till the start of your next turn. For different hit locations with different effects.
2 AP, add an extra +1 to its Defence.
■ Wheel / Propeller: The vehicle’s Speed is
Major Actions halved. If half or mroe of the wheels/propel-
lors are destroyed, the pilot needs to make a
■ Attack: You can make a melee attack against
PER + Pilot test with a difficulty equal to the
a target within your reach during your move-
current Momentum (maximum of 5) to avoid a
ment, in which case you add a number of
crash.
equal to your Momentum to the damage.
When you make a ranged attack from a vehi- ■ Frame: The vehicle’s Damage Resistances are
cle, you can make it from any point during your halved.
movement, but add +1 Difficulty to the roll. ■ Fuel Tank/Reactor: The vehicle catches fire!
■ Ram: Make a BODY + Pilot roll against a tar- At the end of each turn, it suffers 3 Energy
get in the path of your movement. A successful damage, ignoring all Damage Resistances.
attack deals equal to Body + Momentum. ■ Pilot: Hit a random location on the pilot’s
If the target is sufficiently large, such as a body.
head-on collision with another vehicle, your GM
might rule you crash.
■ Halt: You come to an immediate stop and
reduce your Momentum to 0. This requires
a succesful PER + Pilot test with a difficulty
equal to your current Momentum.
Vehicle Qualities
■ Covered: When an attack would hit the pilot
or a passenger, the vehicle’s Frame gives some
protection. Use either the Frame’s Physical and
Energy Resistance, or those of the passenger,
whichever is higher.
■ Passenger X: The vehicle can carry X amount
of passengers beside the pilot. Vehicles with- Grid-based Combat
out this quality can only carry a pilot.
These rules are written for Fallout 2d20’s zone-
■ Mounted Weapon: A ranged weapon has based combat rules. If you prefer working with a
been mounted on the vehicle. A passenger can grid, consider the following rules for vehicles:
use it to make ranged attacks without a penal-
When moving the vehicle, multiply Momentum
ty.
by the average size of a zone in squares (say 5 or
■ Bulldozer: Ramming attacks made by this 6). This only applies to movement, not things like
vehicle gain the Vicious damage effect. difficulty or damage.
■ Carry Weight X: How much weight the vehicle The other rules mostly work the same as usual,
can carry, besides passengers. but you may want to track which way the vehicle
Travel & Fuel is facing. A pilot can only move in a 45° (diago-
nal) arc away from its forward facing direction.
Vehicles use fusion cells for power, or can alter- For a pilot to change the direction of their vehicle,
natively use fusion cores. Each scene in which they must either come to a halt or move at least
a vehicle is used uses up 10 fusion cells. Each half their Momentum to the side to turn their ve-
charge from a fusion core translates to 50 fusion hicle 90°. See the illustration for clarification.
cells, or 5 uses.
You may also allow the pilot to make an PER +
For long-distance travel, the vehicle can be con- Pilot test to turn the vehicle, with steeper turns
sidered to travel at 10 times its Speed rating in having a higher difficulty.
miles per hour.
An operational vehicle should usually have 3d20
fusion cells in the tank, which can be salvaged Turning radius for a vehicle
with a successful difficulty 1 INT + Repair test. with 3 x5 = 15 Momentum

Modifying Vehicles
Vehicles can be modified the same way as equip-
ment. All Vehicle mods are installed with the
Repair skill, but some mods require you possess
the listed perk to install them.
Mods can be crafted at a vehicle workbench,
which has all the tools needed for modifying any
vehicle. Vehicles can benefit from the Armorer,
Gun Nut, Blacksmith and Science! perks. These
workbenches are somewhat rare, but any faction 1 2 3 4 5 6 7
in possession of vehicles should have a fair share
of them. = Valid movement space
Weather Tracking
11
When entering a new climate, roll 2D6. Movement Hex
You start at the corresponding weather hex.

2
2 ,1

8
Roll 2D6 and move one space into
the direction depicted on the 9 10
At the beginning of a day or scene you roll on the movement hex to Weather repeats
see how the weather changes. A character may spend a luck point movement hex.

3 ,4
at any point to roll on the movement hex and adjust the weather

7
accordingly. Unless the weather repeats, a player can only do this If you were to hit a line, the weather 5,6
once per day. repeats.

Coastal / Mountain
A symbol in the bottom right indicates severe conditions as
described below.
6
SYMBOL CONDITION EFFECT SUNNY
PER tests that rely on vision and all 7 & NIPPY
ranged attacks increase in difficulty by CLOUDY LIGHT
Mist and Fog & NIPPY DRIZZLE
+1 when the target is at Medium range 8 10
or further. COLD & COLD FOG HEAVY
CLEAR & WAFTS RAIN
🌧
9 11
Ranged attacks with Energy weapons, CLEAR & ☢ COLD RAIN 🌧
Rain/Snow and Survival tests, increase in difficulty 3 WINDY SHOWERS 12
by +1 COLD & 🌧❄ COLD
HAIL
HUMID WINDS
Ranged attacks with Energy weapons, ❄ SNOWY COLD &
Heavy RAIN CLOUDY
and Survival tests, increase in difficulty 2 5
Rain/Snow
by +2 🌨❄ WET
BLIZZARD ICY & CLOUDY
SNOWFALL


🌨
Any creature not in shelter suffers 2 C 🌨 ☢❄ WINDY & 🌨❄
SLEET
SNOWY 4
Radstorm radiation damage at the start of each
turn 🌨❄ ☢ LIGHT
SNOWFALL
Any character not in shelter cannot see 🌨❄
or hear beyond Close range, and suffers
Sandstorm
2 C Spread, Radioactive, Piercing 1 Inland / Desert
damage at the start of each turn.
Hot weather halves the amount of time
it takes before a character’s TORRENTIAL
Thirst state changes. RAIN
Hot 🌧
Outside of the shade, a character gains 🌧 WARM
1 Fatigue after a number of hours DOWNPOUR
STORM
equal to their Survival rating. 🌧
WARM 🌧 CLOUDY 🌧
RADSTORM
Cold weather halves the amount of time RAIN & HUMID


2 3
it take before a character’s SHORT, WARM CLOUDY ☢
Hunger state changes. 12 SHOWERS & WINDY 4
Cold
Without protection, a character gains WARM PLEASANTLY
PARTLY
1 Fatigue after a number of hours CLOUDY
DRIZZLE 9 WARM 6
& NIPPY
equal to their Survival Rating. WARM WARM
As hot weather, but a character gains & CLOUDY 5 BREEZE 8
1 Fatigue after a number of minutes HOT & CLEAR
Extreme Hot HOT & DRY
equal to their Survival rating MUGGY 11 7 & NIPPY


multiplied by 10 instead. SUNNY
SANDSTORM
10 & CLEAR
As cold weather, but a character gains


1 Fatigue after a number of minutes ☢ DRY HEAT
Extreme Cold SURGES
equal to their Survival rating
multiplied by 10 instead.

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