Dresden D6 Movement and Chases
Character Movement
Every character and creature has a Move score: it’s how many meters per round the character moves while walking. (Most humans have a Move of 10).
Moving is an action, just like firing a blaster or dodging an attack. A character can move once per round. A running or walking character uses their running skill or Reflexes attribute.
(A swimming character uses their swimming skill or Strength; a climbing character uses their climbing/jumping or Strength. For unusual movements — such as swimming or climbing — the Move is normally one-third the character’s Move; adjust this rate at your discretion.)
Movement works just like other actions. You describe the terrain and pick a difficulty level and a difficulty number: Very Easy (1-5), Easy (6-10), Moderate (11-15),
Difficulty (16-20), Very Difficult (21-30) or Heroic (31+).
The player decides how fast they want their character to move and makes their running roll. If the roll is equal to or greater than the difficulty number, the character moves without a problem; if the roll is lower than the difficulty number, the character has a problem.
Move Speeds
While your character can only move once per round, you can pick one of four speeds.
• Cautious Movement: This is a slow walk for a character: they move at half their Move. (A human with a Move of 10 would move five meters.)
In Very Easy, Easy, and Moderate terrains, cautious movement is a “free action”: it’s not considered an action and the character doesn’t have to roll their running skill.
In Difficult, Very Difficult and Heroic terrains, roll the character’s running skill, but reduce the difficulty one level. (Very Difficult terrain is Difficult to cross; Moderate
terrain is Easy to cross.)
• Cruising Movement: Cruising movement is walking speed for a character — they move at their Move speed. (A human with a Move of 10 would move up to 10 meters.)
Moving at cruising speed counts as an action, but the character can automatically make the move for Very Easy, Easy and Moderate terrains. A character must roll their running skill for Difficult, Very Difficult and Heroic terrains.
• High Speed: High speed movement is running for a character — they move at twice their Move speed. (A human with a Move of 10 would move up to 20 meters.)
The character must roll their running for Very Easy, Easy or Moderate terrain.
When moving at high speed, Difficult, Very Difficult and Heroic terrains increase one difficulty level: Difficult terrain becomes Very Difficult to cross, Very Difficult terrain becomes Heroic, Heroic terrain becomes Heroic+10.
• All-Out: All-out movement is running at all-out speed for a character —they move at four times their Move speed. (A human with a Move of 10 would move 40 meters.)
Characters making “all-out” movement may not do anything else in the round, including dodge or parry!
Increase the difficulty one level for Very Easy, Easy and Moderate terrains. Increase the difficulty two levels for Difficult, Very Difficult or Heroic terrains.
Acceleration and Deceleration. Characters may increase or decrease their movement speed up to two levels per round.
Encumbrance
D6 games are not ordinarily concerned with the concept of encumbrance, but sometimes players will want to carry as much firepower as they can possibly get away with, (Derek), it’s a good idea to have an idea of what a reasonable amount of equipment is. The following is a method that many be used to determine what a character can or can’t carry in the field. Characters that attempt to carry too many items are subject to the fatigue rules (specifically the effects of arduous terrain) noted in this chapter.
The gamemaster has final discretion on what a character can reasonably be expected to carry. A character can carry one medium-sized object for every “pip” of Strength that they possesses. Remember that 1D equals 3 “pips”. For example, a character with a Strength die code of 3D+2 can carry 11 medium-sized objects: 3 “pips” per die multiplied by 3 dice equals 9; the additional “+2” in the die code brings the total to 11.
Medium-sized items include: Fatigues, boots, partial armor (blast vest or other such minor combat armor), helmet, main weapons (probably a rifle), three grenades, three days' rations, roughly a half-dozen other small objects (power tools, blaster powerpacks, a secondary weapon: pistol, knife, etc.), backpack, directional transponder/automap, explosives, portable computer, comset, naquadah power generator, scanner, Heavy Energy Weapon, medical backpack etc.
Long-Distance Movement. All-out movement takes its toll after a long time. A character continuously going all-out must make a stamina roll every minute. The first stamina difficulty is Very Easy; increase the difficulty one level for each additional roll. If the character fails the roll, they must rest for twice as long as they were moving all-out.
High speed (“running”) movement also requires stamina rolls: roll once every 10 minutes. The first roll is at Very Easy difficulty and increases one difficulty level for each additional roll. If they fail the roll, they must rest for twice as long as they were moving at high speed.
Long marches are tiring: marchers should make a Very Easy stamina check every three hours, increasing the difficulty by one level every roll. This is assuming they take short (5-15 minute) breaks in that period and are at the Cruising Movement speed. If the marchers march continually, the checks are made every two hours. One hour’s sleep for every stamina check made will restore the marchers to vigor. Arduous terrain may modify the stamina difficulty at the discretion of the gamemaster.
Movement checks for terrain should also be performed every three hours (or two, if on a forced march), to reflect the hazards of the route. Some difficult terrain types may require the characters to move at the Cautious Movement rate. Terrain difficulties are listed below.
Terrain Difficulties-Character
When a character moves, you must determine the terrain’s difficulty and then pick a difficulty number.
Very Easy 1-5. Flat, clear, even ground with no obstacles. Clear walkways or tracks. For swimming, calm water.
Easy 6-10. Flat but naturally uneven ground (fields, yards) that may have a few small obstacles such as rocks, holes, bushes, low branches, and so forth. For swimming, water with minor obstacles: occasional branches or reefs, or water with moderate currents.
Moderate 11-15. Rough ground or any area with many obstacles (large holes, rocks, thickets and bushes). For swimming, an area with many obstacles or a very confined area, such as a small tunnel.
Difficult 16-20. Running through a densely packed area that’s difficult to navigate: a panicked crowd or a thick forest, for example. Very rough ground with drop outs, darkened tunnels, or an area that’s being pelted by falling boulders. Swimming during a very rough storm or around attacking predators.
Very Difficult 21-30. Moving through any very dangerous terrain, such as a minefield, down a narrow crawl-way with whirling cooling fans, a starship as it breaks apart, or along the outside of a repulsorlift vehicle as it makes twisting maneuvers. Swimming in the middle of a dangerous storm with large waves.
Heroic 31+. Heroic terrain is virtually impassable: running through an avalanche, running down a corridor filled with falling debris, smoke and exploding consoles, or swimming, in the middle of a tidal wave or hurricane.
Maneuvers. The movement difficulty number covers basic maneuvers: straight-line movement, a couple of turns and other simple movements. If a character wants to make a more difficult maneuver — such as maneuvering between tightly-grouped building support beams, grabbing something out of mid-air while running, or grabbing something off a counter while all-out running — you may add modifiers as needed:
+1-5 Maneuver that takes a little effort and coordination.
+6-10 Maneuver requires a modest amount of effort
and coordination.
+11-15 Maneuver requires a lot of concentration and appears to be very difficult to perform while moving quickly.
+16+ Maneuver appears to be very, very difficult to perform while moving quickly.
Characters will often want to do something that crosses over into other skills: run and then jump over a ditch, or climb up a wall. The character rolls to move and then must make a separate climbing/jumping skill roll for the climb or jump.
Movement Failures
A character who fails a movement roll may have to slow down or may even fall and risk injury. Find the number of points by which the movement roll failed:
1-3 Slight slip. The character loses their footing for a second. While they complete the movement, they suffer a penalty of −1D to all actions for the rest of the round (in addition to normal multiple action penalties).
4-6 Slip. The character slips and nearly falls. The character only makes half their Move. They suffer a penalty of −3D to all actions for the rest of the round, and −1D to all actions for the next round (in addition to normal multiple action penalties).
7-10 Fall. The character falls halfway through their Move, but manages to catch themselves and are now kneeling. They may take no actions for the rest of the round and suffers a −2D penalty to all actions for the next round.
11-15 Minor tumble. The character falls one-quarter of the way through their Move, suffering painful scrapes and bruises. They may take no actions for the rest of the
round and the next round. They take damage, but subtract−3D from normal collision damage. (In effect, the character takes 1D damage if they were moving all-out; if they were moving slower, they’d suffer no damage.)
16-20 Tumble. The character falls, probably tumbling into a nearby object. They suffer painful scrapes and bruises (unlucky characters can suffer broken bones or worse): roll normal collision damage.
21+ Major tumble. “That had to hurt!” The character falls at a bad angle and may suffer a serious injury. Increase collision damage by +2D.
Collisions. Collision damage depends on how fast the character was moving.
Move |
Character Damage |
Cautious |
1D |
Cruise |
2D |
High Speed |
3D |
All-Out |
4D |
Roll damage against the character’s Strength, just as described in the “Damage” section of the chapter on “Combat and Injuries.”
Vehicle Movement
Vehicle movement works in much the same way as character movement. Every vehicle has a Move score, which is how many meters per round the vehicle moves at cruising speed.
Moving is an action, just like firing a blaster or dodging. A vehicle can move once per round.
Most vehicles — from cars to trucks and motorcycles — use the vehicle operation skill or Mechanical attribute. (Planes use Piloting, while hovercraft use hover vehicle operation. Boats use Aquatic Vehicle operation. Each vehicle’s description lists its skill.)
When a vehicle moves, you describe the terrain and then pick a difficulty level and a difficulty number: Very Easy (1-5), Easy (6-10), Moderate (11-15), Difficulty (16- 20), Very Difficult (21-30) or Heroic (31+).
The player decides how fast they want their character to drive the vehicle and makes their operation roll. If a vehicle has a “maneuverability code,” add it to the pilot’s skill roll.
If the roll is equal to or greater than the difficulty number, the vehicle moves across the terrain without a problem; if the roll is lower, the vehicle has a “movement failure.”
Move Speeds
While a vehicle can only move once per round, the driver can pick one of four speeds.
• Cautious Movement. This is a very slow movement — the vehicle goes at half its Move. (A vehicle with a Move of 200 would move up to 100 meters.)
In Very Easy, Easy, and Moderate terrains, cautious movement is a “free action” and the driver doesn’t have to roll their operation skill.
In Difficult, Very Difficult and Heroic terrains, roll the character’s vehicle operation skill, but reduce the difficulty one level. (Very Difficult terrain is Difficult to cross; Moderate terrain is Easy to cross.)
• Cruising Movement. Cruising movement is normal driving speed for a vehicle — it moves at its Move speed.
Moving at cruising speed counts as an action, but the pilot can automatically make the move for Very Easy, Easy, or Moderate terrain. A pilot must roll the vehicle’s operation skill for Difficult, Very Difficult or Heroic terrain.
• High Speed. High speed movement is pushing a vehicle for added speed — the vehicle moves at twice its Move speed. The pilot must roll for Very Easy, Easy or Moderate terrain.
When moving at high speed, the difficulty for Difficult, Very Difficult and Heroic terrains increases one level: Difficult terrain becomes Very Difficult to cross, Very Difficult terrain becomes Heroic, Heroic terrain becomes Heroic +10.
• All-Out. All-out movement is moving at a vehicle’s all-out speed — it moves at four times its Move.
Characters piloting a vehicle at “all-out” speed may not do anything else in the round, including vehicle dodges or firing the vehicle’s weapons.
Increase the difficulty one level for Very Easy, Easy and Moderate terrains. Increase the difficulty two levels for Difficult, Very Difficult or Heroic terrains.
Acceleration and Deceleration. Vehicles may increase or decrease their movement one level per round.
Partial Moves. Characters can move anywhere between half their “move speed” and the full move speed.
Long-Distance Movement. All-out movement takes its toll on vehicles — a vehicle continuously going all-out must make a body strength roll every 10 minutes.
The first body strength difficulty is Very Easy; increase the difficulty one level for each additional roll. If the vehicle fails the roll by 1-10 points, the vehicle is suffering strain (such as overheating) and must “rest” for twice as long as it moved all-out. If the roll fails by 11 or more points, the vehicle has suffered a mechanical failure and requires a Moderate repair roll and at least one hour of work.
High speed movement also requires body strength rolls: roll once every hour. The first roll is at Very Easy difficulty and increases one difficulty level for each additional roll.
Terrain Difficulties-Vehicles
Very Easy 1-5. Driving over flat, artificial surfaces with no obstacles, such as roads. Driving in light traffic. Driving over any flat, stable surface.
Easy 6-10. Driving over smooth surfaces with minor obstacles. Driving in moderate traffic. Driving through uneven terrain, or in moderate traffic, such as on a highway or on city streets.
Moderate 11-15. Driving in heavy traffic at high speed. Driving over rough terrain or through an intense storm. Driving over very uneven terrain, such as down a chasm, or in any situation that severely limits visibility (bad storm or thick fog).
Difficult 16-20. Driving a vehicle over very rough terrain, such as up a mountainside, through a crater field or during a meteor storm. Conducting a chase in heavy traffic or with other major obstacles. Driving through thick forests or a canyon.
Very Difficult 21-30. Driving through a city during an earthquake or fierce battle, as stray shots land all around your vehicle, buildings topple in front of you, or the highway you’re driving on begins to collapse. Michael Bay type of stuff.
Heroic 31+. Driving or flight in any situation that verges on the impossible: trying to navigate through thick swamps with branches and vines blocking the way at every turn. Racing through the core of an immense drilling machine and avoiding its heavy machinery.
Maneuvers. The difficulty number covers basic flight maneuvers: straight-line movement, a couple of turns and other simple movements. If a character wants to make a more difficult maneuver, such as jumping an obstacle or making an extremely tight turn at high speed, add modifiers as needed:
+1-5 |
Maneuver is fairly easy. |
+6-10 |
Maneuver is somewhat difficult and requires a certain amount of skill. |
+11-15 |
Maneuver is very difficult and requires a very talented (or lucky) driver or pilot. |
+16+ |
Maneuver appears to be almost impossible. Only the very best drivers can pull off a maneuver of this difficulty. |
Here are some possible maneuvers and their difficulties. Gamemasters (and players) are not limited to this list— many other maneuvers can be attempted and you must determine a difficulty for the task.
• Bootlegger Turn. (Ground vehicles; +6 to +15 depending upon the situation.) The vehicle slams on its brakes, spinning around and sliding. It only moves half of its normal Move, and ends up facing the opposite direction.
• Extreme Climb or Extreme Dive. (Flying vehicles: +6 to +20 or more depending upon the situation.) The vehicle climbs or dives at an extreme angle (45° or more).
• Extreme Turn. (Ground and flying vehicles; +6 to +15 depending upon the situation.) The vehicle is attempting a very tight turn (any turn over 45°) while maintaining a
high speed. The specific modifier depends on how fast the vehicle is going and the difficulty of making the turn without losing control.
• Jump. (Ground vehicles; +5 to +20 depending upon the situation.) The vehicle is jumping, either off a bridge, from a cliff or from some other obstacle or ramp. The
difficulty depends on how far the vehicle is attempting to jump and the difficulty of maintaining control upon landing.
• Loop. (Flying vehicles; +15 to +30 or more depending upon the situation.) The vehicle performs a loop (loop-deloop) over the course of its entire move.
• Rotate. (+5 to +15 or more depending upon situation) A hover vehicle (and some ground vehicles) at cruising speed or less can rotate — change direction up to 360° — without changing its inertia.
Movement Failures
A vehicle that fails a movement roll may have to slow down or may even collide with an obstacle. Find the number of points by which the movement roll failed:
1-3 Slight slip. The vehicle experiences a slight “slip” (gets sideways or almost swerves out of control). While the vehicle completes the movement, the pilot suffers a penalty of −1D to all actions for the rest of the round (in addition to normal multiple action penalties).
4-6 Slip. The vehicle nearly slides out of control and only makes half its Move. The pilot suffers a penalty of −3D to all actions for the rest of the round, and −1D to all actions for the next round (in addition to normal multiple action penalties).
7-10 Spin. The vehicle completes one-quarter of its Move and then goes spinning out of control. It can make no movements for the rest of the round and the next round. If the vehicle hasn’t been damaged by a collision, it may begin moving in two rounds.
11-15 Minor collision. The vehicle glances off another vehicle or obstacle. (Subtract −3D from normal collision damage; see “Collisions.”) If there’s nothing to hit, the vehicle simply spins out of control and can make no movements for the rest of the round and the next round.
16-20 Collision. The vehicle smashes into another vehicle or nearby object, doing normal collision damage. (See “Collisions.”) If there’s nothing to hit, the vehicle may spin out of control, or at the gamemaster’s discretion, the vehicle may begin to tumble, flip over, or experience some other collision.
21+ Major collision. Crash!!! The vehicle runs into an obstacle and at such a poor angle as to increase collision damage by +4D. (See “Collisions.”) If there’s nothing to hit, the vehicle flips out of control or experiences some other serious collision.
Collisions. The amount of collision damage depends on how fast the vehicle was moving. (When resolving collision damage with ships or objects of different scales, don’t forget to use appropriate damage die caps.)
Speed |
Collision Damage |
Cautious |
2D |
Cruise |
4D |
High Speed |
6D |
All-Out |
10D |
Roll the collision damage and compare it to the vehicle’s body strength roll. “Vehicle Damage” explains what happens.
If the vehicle runs into another vehicle, the damage changes based on the angle of the collision.
Head-on crash +3D
Rear-ender/sideswipe −3D
T-bone 0D
You may want to adjust collision damage to reflect what a vehicle runs into. If a vehicle smashes into a hardened plasticrete wall, it suffers full damage. On the other hand, something with a little “give” — like a wooden fence or thick bushes — may absorb some of the impact while slowing the vehicle down: you may want to reduce collision damage by −1D, −2D or more.
You should describe collisions in colorful detail since they’re one of the “emotional payoffs” of chase scenes.
Vehicle Combat
Vehicle combat works just like regular combat and is fought in 30 second rounds.
To attack a vehicle:
• Determine the difficulty number to hit the target (based on the range).
• The attacker rolls his attack skill (normally vehicle gunnery or Coordination).
• If the roll is equal to or higher than the difficulty number, the attack hits. Roll damage. (See “Vehicle Damage.”)
Reaction Skills
The target can roll a reaction skill — this is a “vehicle dodge.” Roll the pilot’s operation (or other skills) and the vehicle’s maneuverability code. This is the new difficulty number to hit the vehicle.
Full Reaction. The pilot can make a “full reaction.” Roll the vehicle dodge; this can be the only action in the entire round.
The character rolls his repulsorlift operation (or other skills) and the vehicle’s maneuverability code and adds it to the difficulties of all attacks made against the vehicle that round.
Vehicle Combat Modifiers
All modifiers from the chapter on “Combat and Injuries” apply to vehicle combat. There are a few additional modifiers which may come into play.
Scale. Be sure to take into account scale modifiers for combat between vehicles of different scales.
Cover. Most vehicles provide some protection to the pilot and any passengers — it will be listed as None, 1/4, 1/2, 3/4 or Full. Add the cover and protection modifiers as described in the chapter on “Combat and Injuries.”
Vehicle Weapons
Vehicle weapon descriptions list what skill the weapon needs, its fire control and damage, as well as its fire rate and blast radius (if needed).
Ranges. If a weapon lists four ranges, the first range listing is for point-blank range (Very Easy difficulty). Anything less than point-blank range is too close for the weapon to be targeted accurately — the difficulty is Very Difficult.
Crew. A weapon’s “crew” listing is the number of gunners necessary to fire the weapon in combat. A listing of “Crew: 1” means the weapon can be fired by one person. A listing of “Crew: 2” means that two people must work the weapon, but only one person rolls his vehicle blasters skill to see if the attack hits. If a weapon doesn’t have a crew listing, it means it can be fired by the pilot.
Fire Arc. Weapons also list fire arcs — the direction (or directions) the weapon can be fired. Weapon fire arcs are front, back, left, right and turret. (Turrets can fire in any direction.)
Ramming
One vehicle can try to ram another. To do so, it must pass very close to the target vehicle during its move.
Add +10 to the movement difficulty for the ramming vehicle. Ramming also counts as a separate action: the pilot suffers an additional −1D penalty.
If the pilot’s vehicle operation (or other skill roll) is higher than the difficulty, the attacking vehicle rams the target vehicle.
If the pilot’s repulsorlift operation (or other skill roll) is lower than the original movement difficulty number, the pilot fails; see “Movement Failures.”
If the pilot’s repulsorlift operation (or other skill roll) is equal to or higher than the original difficulty but lower than the new movement difficulty, the vehicle completes the move successfully, but the ram attack misses. Target vehicles can make a vehicle dodge to avoid a ram attack. Ram attacks damage both vehicles: the attacker suffers damage as if involved in a sideswipe (−3D to normal damage), but the victim suffers damage as if involved in a T-bone (normal damage).
Vehicle Damage
Rather than suffering injuries, vehicles take damage: engines may be damaged, weapons systems may be disabled and so forth.
When a vehicle has a collision, roll the collision damage and compare it to the vehicle’s body strength roll (this is like a character’s Strength roll to resist damage). If
a vehicle is blasted in combat, compare the weapon’s damage roll to the vehicle’s body strength roll.
If the damage roll is lower than the body strength roll, the vehicle takes no damage. If the damage roll is equal to or higher than the body strength roll, find the
result on the “Vehicle Damage Chart.”
Vehicle Damage Chart
Damage Roll ≥ Body Strength Roll By: |
Effect |
0-3 |
Shields Blown/Controls Damaged |
4-8 |
Lightly Damaged |
9-12 |
Heavily Damaged |
13-15 |
Severely Damaged |
16+ |
Destroyed |
Shields blown. A shields blown result means that the vehicle loses −1D from its shields total (if it has any). This loss lasts until the shields are repaired. If the vehicle has no dice remaining in shields (or had no shields to begin with), it suffers the controls damaged result.
Controls damaged. A controls damaged result means that the vehicle’s controls suffer a temporary power overload or other issues. The vehicle loses −1D from its maneuverability, fire control for weapons, damage from weapons, and shield dice for the rest of that round and the next round. (The vehicle’s body strength stays at its full die code.)
If a vehicle is suffering from as many controls damaged results as the vehicle has maneuverability dice, its controls are frozen for the next two rounds. The vehicle must maintain the same speed and direction for the next two rounds; it may not turn, fire weapons, make shield attempts or take any other action.
A pilot must still make the vehicle’s operation rolls while the controls are frozen or the vehicle automatically crashes.
Lightly damaged. Vehicles can be lightly damaged any number of times. Each time a vehicle is lightly damaged, roll 1D to see which system is damaged.
1-3. Vehicle loses −1D from its maneuverability. (If the vehicle’s maneuverability has already been reduced to 0D, the vehicle suffers a −1 Move.)
4. One on-board weapon was hit and destroyed; the gunners take damage. (See “passenger damage.”) Randomly determine which weapon is hit.
5-6. Vehicle suffers −1 Move.
Heavily damaged. Heavily damaged vehicles have taken a much more serious amount of damage. If a heavily damaged vehicle is lightly damaged or heavily damaged again, it becomes severely damaged. Roll 1D to see what system is affected.
1-3. Vehicle loses −2D from its maneuverability until repaired. (If the vehicle’s maneuverability has already been reduced to 0D, the vehicle suffers a −2 Move.)
4-6. Vehicle suffers a −2 Move.
Severely damaged. Severely damaged vehicles have taken major amounts of damage and are almost rendered useless. A severely damaged vehicle which is lightly damaged, heavily damaged or severely damaged again is destroyed. Roll 1D to see what system is affected.
1-2. Destroyed powerplant. The vehicle’s power generation or motor is completely destroyed. If a ground vehicle is moving at high speed or all-out speed, it crashes.
If the ground vehicle is moving at cruising or cautious speed, it simply rolls or bounces to a stop. Flying vehicles plummet towards the ground — the pilot must make an operation roll to land the vehicle (minimum difficulty of Moderate) or it crashes.
3. Overloaded generator. The engine or generator begins to overload and will explode in 1D rounds, completely destroying the vehicle. (The minimum difficulty to crash-land or stop the vehicle safely is Moderate.)
4. Disabled weapons. All weapons systems completely shut down.
5. Structural damage. The vehicle begins to break up or a major system fails. (The pilot has 1D rounds to eject or crash-land the vehicle; the minimum difficulty to crash-land or stop the vehicle safely is Moderate.)
6. Destroyed. The vehicle is destroyed or crashes into another object due to complete loss of control.
Destroyed. The vehicle is immediately destroyed. All passengers take damage. (See “Passenger Damage.”)
Lost Moves
Lost Moves add together. For example, a vehicle that suffers a −1 Move result, then a −2 Move result is at “−3 Moves.”
−1 Move: The vehicle or creature can no longer move at all-out speed; it is limited to high speed.
−2 Moves: The vehicle or character is limited to its cruising speed.
−3 Moves: The vehicle or character can only move at its cautious speed.
−4 Moves: The vehicle’s drive is disabled and it cannot move until repaired.
−5 Moves: The vehicle is destroyed.
Passenger Damage
Passengers may be injured when a vehicle suffers damage or crashes. Use your judgment to decide whether a character takes damage. If a vehicle is destroyed, everyone is almost certainly killed. On the other hand, if the characters are in the pilot’s compartment of a sail barge and a weapon turret on the other side of the barge is destroyed, it’s very unlikely they’ll be injured.
Determine character damage based on how badly the vehicle is damaged. (Damage is character-scale.)
Vehicle is: |
Passenger suffers: |
Lightly Damaged |
1D |
Heavily Damaged |
3D |
Severely Damaged |
6D |
Destroyed |
12D |
Falling Damage
Whenever anything falls and smacks into the ground, the damage is dependent upon how far the character or object fell. The damage always matches the scale of the thing falling — characters suffer character-scale damage, vehicles suffer vehicle-scale damage, and so forth.
These values are for standard gravity worlds. Increase the damage a couple of levels for high gravity worlds and decrease falling damage a couple of levels for low gravity worlds.
Falling Damage Chart
Distance Fallen in Meters |
Damage |
3-6 |
3D |
7-12 |
4D |
13-18 |
5D |
19-30 |
6D |
31-50 |
8D |
51+ |
10D |
You can use a vehicle’s (or character’s) Move to find its all-out speed in kilometers per hour.
Move |
Kilometers Per Hour (All-Out) |
Move |
Kilometers Per Hour (All-Out) |
3 |
10 |
150 |
430 |
5 |
15 |
160 |
460 |
7 |
20 |
175 |
500 |
8 |
25 |
185 |
530 |
10 |
30 |
195 |
560 |
14 |
40 |
210 |
600 |
18 |
50 |
225 |
650 |
21 |
60 |
260 |
750 |
25 |
70 |
280 |
750 |
26 |
75 |
295 |
850 |
28 |
80 |
330 |
950 |
30 |
90 |
350 |
1000 |
35 |
100 |
365 |
1050 |
45 |
130 |
400 |
1150 |
55 |
160 |
415 |
1200 |
70 |
200 |
435 |
1250 |
80 |
230 |
450 |
1300 |
90 |
260 |
470 |
1350 |
105 |
300 |
485 |
1400 |
115 |
330 |
505 |
1450 |
125 |
360 |
520 |
1500 |
140 |
400 |
A vehicle’s “high speed” (“running” speed for the character) is half the all-out kilometers per hour speed. A vehicle’s cruising speed (“walking” speed for a character) is one- quarter of the “kilometers per hour” speed. A vehicle’s cautious speed (a character’s “slow walk”) is one-eighth the “kilometers per hour” speed.
You can find a vehicle’s all-out speed in kilometers per hour by multiplying the Move by 2.88.