How
fast can I move?
Combat
 movement
 Each point of the Agility stat a character has allows them to walk
 one metre/yard or run three metres/yards in a three-second combat
 round.
 In other words, Agility 6 means a walking speed of 2m/s or yd/s and
 a running speed of 6m/s or yd/s. 1m/s is 3.6 kph (or about 2.25mph).
 1yd/s is about 2mph (or 3.2 kph). It all depends on what units
 you're using.
 Obviously, this represents pretty brisk walking or fast sprinting.
 Such a rapid movement rate cannot be sustained for long periods.
Long-distance
 movement
When
 walking or running long distances, the character moves at half the
 combat rate. In other words, a character with Agility 6 can cover
 3.6km or 2¼
 miles per hour. This assumes that the going is good, on firm,
 smooth, dry level ground. Walking uphill on a path strewn with rocks
 slows progress to a fraction of this speed. Regular pauses for rest,
 food and water, and nightly stops for sleep, are necessary to stave
 off exhaustion. Characters who try to skip these breaks have to make
 Toughness checks to keep going.
 Long distance running (or jogging) requires a Toughness check or
 Average Athletics task every 15 minutes, or else the character must
 slow to walking speed for another 15 minutes before they can resume
 running.
Vehicle
 movement
 Vehicles have a variable agility stat, calculated from the vehicle's
 speed at that moment (e.g. during that combat round). This Agility
 stat is needed if certain rules, such as area fire, are to be
 calculated for the vehicle and its occupants. Simply divide the
 current speed in kph by 3.6 (or 3.5 if that makes it easier), or the
 top speed in mph by 2.25 (or 2 if that is easier).
Too
 much baggage
 OK, you've bought all your guns, ammo, armour, tools, food, sleeping
 gear etc. Now you have to lug it around with you. Consider this.
 Soldiers in World War II carried an average of 16.5 kg (36 lbs) in
 combat, although up to 30 kilos of equipment might have been carried
 on the march. Modern soldiers in The US Army carry an average of
 28.5 kg (63 lbs), and up to 59 kg (130 lbs) during long missions on
 foot. This is proving to be a problem.
 A 32.5kg (72 lb) load increases the energy required for movement by
 40 per cent, and every 20 per cent increase on that load raises the
 heart rate by 20 beats per minute. The distance a soldier can march
 in six hours decreases on average by 2 km (1.25 miles), and the time
 taken to complete an obstacle course by 10 to 15 per cent, for every
 4.5 kg (10 lbs) carried over 18 kg (40 lbs).
 The amount of weight carried has a negative effect on the
 character's Agility and Reflexes stats. This effect is called
 Encumbrance (ENC), and is applied as a negative modifier to Agility
 and Reflexes. Bulky worn items like body armour or life vests also
 have an ENC value, independent of their actual weight.
A
 character may carry an absolute maximum of their Strength
 x 10 in kilos (kg),
 or their Strength
 x 20 in pounds (lb).
 They can carry one-third of their maximum weight-carrying allowance
 (counting clothing and armour) with no ENC penalty. Between
 one-third to one-half of the allowance can be carried, but with an
 ENC penalty of 1. From one-half two-thirds can be carried with an
 ENC penalty of 2, from two-thirds to five sixths at ENC 3, and from
 five-sixths to the full carry allowance at ENC 4. 
 
These
 modifiers are in
 addition to
 those for armour and other effects. 
 
 If Agility or Reflexes drop below 1 as a result of ENC, the
 character cannot carry the load, no matter how strong they are.
The
 table below shows the different carrying limits for a range of
 Strength values. The values in italics
 are outside the normal human range.
| 
    Strength | 
   
    ⅓ Max
    (ENC 0) | 
   
    ½
    Max (ENC 1) | 
   
    ⅔ Max
    (ENC 2) | 
   
    ⅚ Max
    (ENC 3) | 
   
    Max
    (ENC 4) | 
  
| 
    1 | 
   
    3kg/7lb | 
   
    5kg/10lb | 
   
    7kg/13lb | 
   
    8kg/17lb | 
   
    10kg/20lb | 
  
| 
    2 | 
   
    7kg/13lb | 
   
    10kg/20lb | 
   
    13kg/27lb | 
   
    17kg/33lb | 
   
    20kg/40lb | 
  
| 
    3 | 
   
    10kg/20lb | 
   
    15kg/30lb | 
   
    20kg/40lb | 
   
    25kg/50lb | 
   
    30kg/60lb | 
  
| 
    4 | 
   
    13kg/27lb | 
   
    20kg/40lb | 
   
    27kg/53lb | 
   
    33kg/67lb | 
   
    40kg/80lb | 
  
| 
    5 | 
   
    17kg/33lb | 
   
    25kg/50lb | 
   
    33kg/67lb | 
   
    42kg/83lb | 
   
    50kg/100lb | 
  
| 
    6 | 
   
    20kg/40lb | 
   
    30kg/60lb | 
   
    40kg/80lb | 
   
    50kg/100lb | 
   
    60kg/120lb | 
  
| 
    7 | 
   
    23kg/47lb | 
   
    35kg/70lb | 
   
    47kg/93lb | 
   
    58kg/117lb | 
   
    70kg/140lb | 
  
| 
    8 | 
   
    27kg/53lb | 
   
    40kg/80lb | 
   
    53kg/107lb | 
   
    67kg/133lb | 
   
    80kg/160lb | 
  
| 
    9 | 
   
    30kg/60lb | 
   
    45kg/90lb | 
   
    60kg/120lb | 
   
    75kg/150lb | 
   
    90kg/180lb | 
  
| 
    10 | 
   
    33kg/67lb | 
   
    50kg/100lb | 
   
    67kg/133lb | 
   
    83kg/167lb | 
   
    100kg/200lb | 
  
| 
    11 | 
   
    37kg/73lb | 
   
    55kg/110lb | 
   
    73kg/147lb | 
   
    92kg183lb | 
   
    110kg/220lb | 
  
| 
    12 | 
   
    40kg/80lb | 
   
    60kg/120lb | 
   
    80kg/160lb | 
   
    100kg/200lb | 
   
    120kg/240lb | 
  
| 
    13 | 
   
    43kg/87lb | 
   
    65kg/130lb | 
   
    87kg/173lb | 
   
    108kg/217lb | 
   
    130kg/260lb | 
  
| 
    14 | 
   
    47kg/93kg | 
   
    70kg/140lb | 
   
    93kg/187lb | 
   
    117kg/233lb | 
   
    140kg/280lb | 
  
| 
    15 | 
   
    50kg/100lb | 
   
    75kg/150lb | 
   
    100kg/200lb | 
   
    125kg/250lb | 
   
    150kg/300lb | 
  
| 
    16 | 
   
    53kg/107lb | 
   
    80kg/160lb | 
   
    107kg/213lb | 
   
    133kg/267lb | 
   
    160kg/320lb | 
  
Vehicles
 Vehicles have a profile with a set of stats, including their Top
 Speed, Acceleration, Deceleration, Manoeuvre Speed and Handling.
Top
 Speed:  The maximum speed a
 vehicle can reach in  miles or kilometres per hour (mph or kph). Top
 speed is modified by payload and damage.
Acceleration:
 How quickly a vehicle can increase its speed, rated in miles and
 kilometres per hour, per combat Round (three seconds). If a car can
 go from 0-60mph (0-100kph) in six seconds, it has an Acceleration of
 30mph/50kph per Round.
Deceleration:
 How quickly the vehicle can slow down, in mph and kph.
Manoeuvre
 Speed: This is the maximum
 speed at which a manoeuvre (like cornering in a car) can be
 performed safely. At higher speeds or under other difficult
 conditions a Control Check will have to be made to avoid losing
 control of the vehicle.
Handling:
 This represents how manoeuvrable and generally easy to control a
 vehicle is, expressed as a positive or negative modifier applied to
 all control checks.
Control
 checks
 Whenever the driver, helmsman or pilot of a vehicle attempts a
 potentially dangerous manoeuvre, or has to try and keep or regain
 control of a vehicle under difficult circumstances, they must make a
 Control Check. This check is a Task roll one the character's
 relevant vehicle skill – Driving, Pilot etc. The difficulty of the
 task reflects the difficulty of the manoeuvre, and situational
 modifiers may be applied (see table below).
Situation    Modifier
General
 Per 10mph/15kph above MS: -1
 Vehicle heavily loaded:  -3
 Vehicle overloaded:  -5
 Driver/Helmsman/Pilot drunk: -1 to -5  
 Darkness:    -3
 Driving/flying blind (fog etc.): -10
 Combining two manoeuvres: -5
Driving
 Unpaved  road:   -2
 Off-road:    -4
 Slight gradient:   -1
 Steep gradient:   -3
 Very steep gradient:  -5
 Wet surface:   -2
 Heavy rain:    -3
 Muddy surface:   -4
 Icy surface:    -5
Sailing
 Rough seas:   -3
 Stormy seas:   -5
Flying:
 Air turbulence or wind shear: -3
 Control checks are usually Hazardous (failure means an automatic
 roll on the mishap table) or fatal (there is an automatic
 consequence for failure).
Vehicle
 control mishaps (roll D6)
1-2:
 the vehicle skids, swerves,
 wallows or side-slips and loses 10 per cent of its initial speed.
3:
 as above, but the vehicle loses 25 per cent of its initial speed.
4:
 the vehicle skids sideways and comes to a halt, or stalls if it is
 an aircraft – in which case an Average control check is required
 to recover from the stall. For an articulated (tractor-trailer)
 vehicle, this means a jackknife accident.
5:
 the vehicle spins out of control, losing speed rapidly (one third of
 maximum speed per round on a dry surface or for a boat, less on wet,
 icy or oily surfaces). For an articulated (tractor-trailer) vehicle,
 this means a jackknife accident.  The GM must rule whether it
 crashes into anything before it comes to a halt. Aircraft enter a
 spin, losing 1,000 feet (300m) in altitude per round and requiring a
 Difficult control check to recover.  
 
6:
 the vehicle rolls, flips or capsizes or otherwise goes completely
 out of control and crashes.
Example
 Ace moonshine runner Buck Wylde is cruising along a backwoods
 country road with a tank full of morning dew, when he spots a police
 interceptor on his tail. Hitting the gas, he tries to lose the cop
 car, which accelerates to keep up with the bootlegger.
 About a mile down the road they come to a  sharp left turn,
 closely followed by a sharp right. The GM rules that negotiating the
 first turn needs an Average Control Check, but the second turn is
 tighter so taking it requires a Difficult check.
 Buck has a coordination of 8 and a Driving skill of 6. The cop
 has a Coordination of 7 and a Driving skill of 4. Buck's hot rod has
 a Handling stat of +2, while that of the cop car is +1.  The road is
 unpaved, adding another 
 
 Buck slows down to 60mph (95kph) to take the first turn, and the
 cop follows suite. Both vehicles have a manoeuvre speed of 20mph
 (30kph), so they have a -4 modifier to their control checks due to
 speed. 
 
 Needing a score of 15 to succeed, Buck only rolls a 5 on 2D10 for
 his control check, but after adding his Coordination of 8, his skill
 of 6 and his car's Handling stat of +2, and subtracting 4 for the
 speed modifier and 2 for the road conditions, he gets a 16 – just
 scraping through the turn! The Cop rolls a 12 for a total of 18,
 also making the turn successfully.
 A few seconds later both cars enter the second, tighter turn at
 the same speed. This time they need a score of 20 on their control
 checks to make it. Buck rolls an 11 for a total of 22after all the
 modifiers are applied. The cop rolls a 13 – unlucky for him,
 because he fails his control check by one. Rolling on the mishap
 table, the cop gets a 4: his car fishtails sideways and grinds to a
 halt. Buck speeds off laughing.
Crashes
 and impacts
Failing
 a control check (or deliberately ramming another vehicle or
 stationary object) is likely to result in a crash. When a vehicle
 crashes, all occupants take a non-lethal damage
 hit to a random location (see the section on Wounds under Combat
 below). The vehicle takes a lethal damage
 hit at the same DC.
 The DC of the impact depends on the speed of the vehicle, and
 whether the impact is from the front or the side, as set out in the
 following table:
Crash
 speed DC
   Front Side 
10mph/15kph 2 6
20mph/30kph 7 11
30mph/50kph 8 12
40mph/65kph 11 18
50mph/80kph 15 21
60mph/95kph 18 24
70mph/115kph 19 25
80mph/130kph 20 26
+10mph/15kph +1 +1
 Remember that a non-lethal damage attack with a DC of 10 or more can
 kill an average person.
 When two moving vehicles collide, use the relative speed of the two.
 For instance, if a car travelling at 40mph (60kph) hits another
 doing 30mph (45kph) from behind, the relative speed is 10mph
 (15kph). If two cars going the same speeds collided head-on, the
 relative speed would be 70mph (115kph).
 The relative mass of the vehicles is also important. If one vehicle
 is twice as heavy as the other (dry weight, not allowing for fuel,
 cargo or other payloads), it is hit with only half the DC, while the
 lighter vehicle is hit at 1.5 times the normal DC. If the mass ratio
 between the two vehicles is 4:1, the hit to the bigger vehicle is at
 one quarter normal DC, while to the smaller vehicle it is twice as
 high.
Mass
 Ratio  DC modifier
8:1   divide
 by 8
4:1   divide
 by 4
2:1   divide
 by 2
1:2   multiply
 by 1.5
1:4   multiply
 by 2
1:8   multiply
 by 2.5
 If a pedestrian, cyclist or motorcyclist is hit by a vehicle, they
 also take a non-lethal hit to a random location, with a DC
 determined by the vehicle's speed:
Vehicle
 speed  DC
10mph/15kph  6
20mph/30kph  8
30mph/50kph  10
40mph/65kph  13
50mph/80kph  16
60mph/95kph  18
70mph/115kph  20
+10mph/15kph  +2
 This assumes a vehicle with a mass of one ton (1,000kg or 2,240lb) –
 a medium-sized car, by European standards. Doubling the mass of the
 vehicle increases the DC by half, while halving the mass decreases
 it by half:
Mass  DC
 modifier
0.125
 tons  divide by 8
0.25
 tons  divide by 4
0.5
 tons  divide by 2
1
 ton  no modifier
2
 tons  multiply by 1.5
4
 tons  multiply by 2
8
 tons  multiply by 2.5
16
 tons  multiply by 3
Falling
Like road accidents, falling is a common risk in real life, and
probably more so for characters in a role-playing game. PCs may find
themselves leaping out of second-storey windows, scaling cliffs and
buildings and bailing out of aircraft.
The old joke, which isn't a joke, is that “It's not the fall that
kills you, it's the sudden stop at the end.” How badly the faller
is injured is a question of how fast they are travelling when they
hit the ground (which depends on the height of the fall), how quickly
they decelerate to a stop (which depends on how hard the surface is),
which part of their body they land on, and whether or not they are
conscious (and therefore either tensed or floppy). People have died
from tripping and falling on their head, and survived a fall of
several miles unharmed after landing in trees and deep snow.
A
free-falling object is accelerated by the force of gravity at an
initial rate of about 9.8 metres per second per second (m/s2)
or 32 feet per second per second (f/s2).
However, in the atmosphere aerodynamic drag increases with the square
of velocity, rapidly slowing the rate of acceleration to zero. The
maximum speed, or terminal velocity, that a human body can reach in
the atmosphere is about 120mph (195kph). A skydiver will reach this
speed in 12 seconds, by which time they will have fallen 450m
(1,500ft).
Whenever a character falls from a height, they take a non-lethal hit
to a random location at the DC listed below, depending on the height
fallen. For the sake of quickly calculating falling distances, one
storey of an office or apartment building is roughly 3m/10ft high.
Fall distance Impact velocity DC
3m/10ft  28kph/17 mph 7
4m/13ft  32kph/20mph  8
6m/20ft  39kph/24mph  9
9m/30ft  47kph/29mph  10
12m/40ft  55kph/34mph  11
15m/50ft  61kph/38mph  12
18m/60ft  66kph/41mph  13
21m/70ft  71kph/44mph  14
24m/80ft  75kph/47mph  15
27m/90ft  80kph/50mph  16
33m/110ft  87kph/54mph  17
39m/130ft  93kph/58mph  18
45m/150ft  99kph/62mph  19
54m/180ft  107kph/67mph 20
72m/240ft  121kph/75mph 21
84m/280ft  128kph/80mph 22
96m/320ft  134kph/83mph 23
120m/400ft 145kph/90mph 24
150m/500ft 155kph/96mph 25
180m/600ft 163kph/101mph 26
210m/700ft 169kph/105mph 27
270m/900ft 178kph/111mph 28
360m/1,200ft 186kph/116mph 29
450m/1,500ft 190kph/118mph 30
Modifiers
Diving into water:   -8DC*
Belly-flopping into water:  -4DC
*the hit is taken to the hands or feet
No comments:
Post a Comment