Great Dust Bowl Vehicle Rules

My own version of these rules, a big thanks to the original creators that did all the initial work that inspired me to make this! I still use the 'Gearhead' perk from 123Jimbly for crafting, so you will need to access the original Google doc for details, (page 43).



Speed Rules



Piloting Difficulties increase as you increase your speed, but so does your Defense. The roads and other environmental conditions may affect these Difficulties as well as aftermarket modifications.


MPH

0-10

11-30

31-50

51-70

71-90

91+


Pilot Diff/Defense

-1

0

+1

+2

+3

+4^


Crash

0

2

4

6

8

10*





  • ^ +1 for every 10 mph over 90


  • * +2 for every 10 mph over 90


  • Crash damage is considered Vicious and ignores all DR


Fuel


Each unit of Fuel is approximately one gallon and weighs six pounds. Gas powered vehicles are fast and easier to repair, but are loud and can be unreliable in the conditions of the Great Dust Bowl

  • Acceleration: Increase speed 20 mph when the Accelerate action is taken.

  • Repair Perk: Gearhead rank 1

  • Pros: Add 20 mph to Max Speed, Repairs attempts require 1x Common component for each HP restored and 1x Uncommon component to restore an Injury.

  • Cons: Loud (+3 to Stealth Difficulties), +1 Complication range when making any Piloting checks, Fuel is heavy and can be scarce across the region

Fuel Complications


  • What was that??: Due to the harsh environment and brutal treatment, your vehicle has its maximum HP reduced by 1cd. This damage can be repaired with a Vehicle Workbench by anyone that has Gearhead at rank 1, using 1 Uncommon component per HP restored.

  • Flat Tire: You picked up something in the road and now the pressure has been let out of one of your tires, (roll 1cd with the following results, blank result - front driver side tire, single damage - front passenger side tire, two damage - rear driver side tire, effect - rear passenger side tire). Most tires have some sort of framework built inside to prevent an immediate catastrophic failure, however the following effects still apply.

    The vehicle loses any bonus from having modified tires. Without a complete set, (or at least four points of contact for large vehicles), the benefit they provide is negated due to the difference in traction between the tires.
    Reduce Maximum Speed by 1/4
    Increase Piloting Difficulties and Complication Ranges by one.
    A flat tire can be replaced with a spare if one is available as if it were a recipe that relied on Repair and had a Complexity of 2.

  • Engine Fire: A hose has sprung a leak and now gas is being ignited within the engine in places that will cause a catastrophic failure if not dealt with immediately. Raise all Complication Ranges by three and the vehicle takes 1cd energy damage that ignores DR, adding 1cd cumulatively on each sequential turn while the vehicle is on fire.

    The fire can be extinguished with an INT + Repair check at Difficulty 2, or an Agility + Survival at Difficulty 1 if the player has access to dirt, sand, or water, however if you use the latter method the vehicle is also subjected to a What Was That?? Complication roll.

Coolant


Each unit of coolant is approximately one liter and weighs one pound. Fission vehicles are reliable and quiet, but lacks the acceleration of fossil fuel vehicles and requires rarer material to fix.

  • Acceleration: Increase speed 10 mph when the Accelerate action is taken.

  • Repair Perk: Gearhead rank 2

  • Pros: Can craft Coolant, (page 34 of 123Jimbly's doc), Quiet (+1 to Stealth Difficulties), Coolant is lighter than fuel.

  • Cons: Repairs attempts require 1x Uncommon component for each HP restored and 1x Rare component to restore an Injury.

Fission Complications


  • Did we just hit something?: Due to the harsh environment and brutal treatment, your vehicle has its maximum HP reduced by 1cd. This damage can be repaired with a Vehicle Workbench by anyone that has Gearhead at rank 2, using 1 Rare component per HP restored.

  • Flat Tire: You picked up something in the road and now the pressure has been let out of one of your tires, (roll 1cd with the following results, blank result - front driver side tire, single damage - front passenger side tire, two damage - rear driver side tire, effect - rear passenger side tire). Most tires have some sort of framework built inside to prevent an immediate catastrophic failure, however the following effects still apply.

    The vehicle loses any bonus from having modified tires. Without a complete set, (or at least four points of contact for large vehicles), the benefit they provide is negated due to the difference in traction between the tires.
    Reduce Maximum Speed by 1/4
    Increase Piloting Difficulties and Complication Ranges by one.
    A flat tire can be replaced with a spare if one is available as if it were a recipe that relied on Repair and had a Complexity of 2.

  • Running Hot: You consume an extra liter of Coolant immediately, otherwise the vehicle safety features shut down the engine before it can go critical. If you manage to bypass this protocol, raise all Complications by one for each hour traveled and make a Luck + Piloting check at Difficulty 0 at the start of each hour, adding one cumulatively for each sequential hour that passes. Any Complications beyond this point result in the engine Going Critical as below.

  • Going Critical: A catastrophic failure has caused the reactor to go critical within your engine. Those inside the vehicle immediately take 10cd of energy damage with the Radioactive and Spread damage effects. Those within Reach take 8cd of energy damage with the Radioactive and Spread damage effects. Anyone in Close range still suffers 6cd of energy damage with the Radioactive damage effect, and finally, those within Medium range take 4cd of energy damage with the Radioactive damage effect.



Base Vehicle Stats by size


In the setting of the Great Dust Bowl permanent settlements are rare and difficult to maintain. To compensate for this, drifters have been known to outfit their cars to not only be a vessel of transportation, but also a cozy domicile for when the sun begins to set across the lonely sands. Using the rules from the Settlers Guide on page 34, these vehicles can be modified to be anything from a place to call home to a full fledged farming operation. Working cars that have survived the climate and use are rare to find however, and it should be noted that most wrecks you encounter are far too compromised to ever get working proper again. Unless already restored, vehicles found in neglect should be considered to have potential 'Injuries' and HP loss so that materials and time are required to get them working again.


Motorcycle/Fusion Flea


Max Structures: 0

Maximum HP: 15

Base Physical DR: 0

Base Energy DR: 0

Max Speed: 100 mph

Coolant/Fuel every 50 miles: 1

Special: +1 Defense while driving




Car


Max Structures: 1

Maximum HP: 25

Base Physical DR: 1

Base Energy DR: 1

Max Speed: 80 mph

Coolant/Fuel every 25 miles: 1



Truck/Van


Max Structures: 2

Maximum HP: 35

Base Physical DR: 2

Base Energy DR: 2

Max Speed: 60

Coolant/Fuel every 25 miles: 2


Bus/Tractor Trailer


Max Structures: 3

Maximum HP: 45

Base Physical DR: 3

Base Energy DR: 3

Max Speed: 50

Coolant/Fuel every 25 miles: 3


Vehicle Mods



  • Basic plot:

    Same as Garden Plot, (full stats on page 46 of the Settlers guide), 1x Fertilizer, 4x Common Scrap, and creates space for four crops.

    Takes 1 day to build.


  • Hydroponics Station (Rare Plan) (Science! rank 2):

    Creates 2 Water and holds space for two crops. Requires 5x Common and 1x Uncommon Scrap, as well as 1 Fertilizer. Crops grown this way require half as much Water to maintain.

    Takes 3 days to build.


  • Moisture Farm (Rare Plan) (Science! rank 2):

    Creates 5 Water but requires 15x Common and 5x Uncommon Scrap to build.

    Takes 6 days to build.



  • Tow Hitch:

    Allows vehicles to tow other vehicles at a maximum of 1+ their size, (cars can tow trucks but not buses, trucks and above can tow anything).

    Costs 5x Common Junk.

    Takes 2 hours to install.


  • Climbing Holds:

    Whether consisting of planned out handholds and footholds across your vehicle or secured netting for climbing, it reduces the Athletics Difficulties to move around the vehicle while it is in motion by 1 and allows you to reroll the first Complication each turn if you have at least three points of contact with the holds.

    Requires 5x Common Junk for each structure the vehicle can hold, (minimum 5).

    Takes 1 hour for each structure the vehicle can hold, (minimum 5).


  • Junk Armor:

    For 10x Common components you can add 1:dieCD: of DR to your car, (rolled for each attack). You must specify where, (front, back, left side, right side), and each time this modification is installed reduce Max Speed by 10 mph.

    Takes about thirty minutes to build.


  • Desert Tread Tires (Gearhead rank 1):

    Improves handling, lowering the Piloting penalty from Accelerating by one. Tires must be purchased in a settlement or scavenged, all must be replaced to gain the benefits.

    Requires Gearhead 1 to be changed out.

    Takes one hour to build.


  • Tune-Up (Fuel) Gearhead rank 1/2):

    Requires Gearhead 1 and 10x Uncommon components to install. Increase Max Speed by 20 mph. You may install this mod a second time with a cost of 5x Rare components instead and the Gearhead rank 2 perk to increase it another 20 mph.

    Takes two hours to build.


  • Tune-Up (Coolant) (Gearhead rank 2/3):

    Requires Gearhead 2 and 5x Rare components to install. Increase Max Speed by 20 mph. You may install this mod a second time with a cost of 5x Rare components instead and the Gearhead rank 3 perk to increase it another 20 mph.

    Takes four hours to build.


  • Improved Steering (Gearhead rank 1):

    Calibrating the steering column with the wheels and replacing some parts, your vehicle handles better than it did before. Decrease Piloting Difficulties by one when using Agility or Perception as the governing SPECIAL trait.

    Requires Gearhead 1 and 5x Uncommon junk components.

    Takes two hours to build.


  • Helipad (Rare Plan):

    Takes up two roof structure slots, can be used to land aerial vehicles for transport.

    Requires a truck sized vehicle, (3 structure max), and 30x Common junk components.

    Takes 3 days to build.


  • Broadcasting Tower (Rare Plan) (Science! rank 2):

    Does not count as a structure, allows for long range radio transmissions. If holotapes are collected, this can also be used to increase caravan Happiness.

    Requires Science 3, 1 Power daily to operate, as well as 14x Common junk components, 6x Uncommon junk components, and 4x Rare junk components to build.

    Takes 3 days to build.


  • Corpsefuel Boiler (Rare Plan) (Science! rank 1):

    Creates biofuel out of decaying matter. Uses a system of high heat and pressure to create gas that then condenses into the infamous fuel. Cheap and easy to make, the only drawback in the smell..

    Requires 20x Common and 10x Uncommon scrap components to build.

    Will create 1 gallon of Fuel for every three humanoid sized bodies placed inside, with the process taking 1 day for bodies that have entered the third stage of decay, 3 days for those that have entered the second stage of decay, and a week for fresh bodies that have not yet begun to show major signs of decay.

    Takes 3 days to build.


  • VFA Converter (Rare Plan) (Science! rank 2):

    Converting Volatile Fatty Acids into a paraffin that can then be used to create biofuel, this system makes use of a resource that everyone still creates plenty of. Feces. Although the process itself produces some truly terrible smells, once the refining process is complete the final product is nearly indistinguishable from mainstream fossil fuels.

    Requires 15x Common, 10x Uncommon, and 5x Rare scrap components to build.

    Will create 1 gallon of Fuel for each portion of Fertilizer provided by Brahmin or Giant Molerats, with the process taking one day to complete.

    Humans create far less waste than these animals, and at much lower quality, therefore it is not a viable alternative as it requires additional refinement and yields far too little to be cost effective.

    Takes 3 days to build.



Articles under Great Dust Bowl Vehicle Rules


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