TEXT: [Back to FTHS]
  Fudge THS: Vehicles
  These rules were designed as an abstract vehicle system. Its use in Fudge THS is in fact quite limited because 
  most driving is handled and monitored by AIs, so most of the time characters are not allowed any funny stunts. 
  This system can however be used for other settings...
  ^ 5.4.1 Rules Principle
  Normal vehicle driving, either by manual controls or operated by AI, is not difficult even with a Poor driving skill; 
  any obstacles or delicate situation can be dealt with by slowing down and taking your time. Problems arise when 
  speed comes into the picture: chasing or being chased, running against the clock, etc.
  I advise the use of an abstract system for vehicles, without markers or anything, partly because physical 
  representation is cumbersome and slows down the game, partly because moving vehicles on a map and choosing 
  speed & turns requires real tactical skill from the player, which may not necessarily reflect the skill level of the 
  character or its aids (AIs).
  The core idea of this abstract system is to determine a Drive Performance each turn, by adding up elements from 
  the vehicle attributes, external condtions, and the level of risk taken by each driver. The higher Drive Performance 
  wins the round and can decide what it will do. The GM can however describe the action and the environment to the
  players, letting them choose tactical options and risks levels, and interpreting results action-wise. The probability 
  of a Crash is only linked to the level of risk taken by the drivers, but the consequences are higher if the external 
  conditions are difficult.
  First of all the GM should determine the objectives of each opponent. A Chase occurs when one opponent tries to 
  run away, and the other tries to catch him. If both opponents run away, there is no Chase; if both opponents want 
  to stop the other car, there is no chase either, they just stop a few meters away. In a Chase, the Catcher usually 
  starts behind the Prey, and usually tries to Close the distance with his Prey in order to Fire weapons (from a 
  gunner, or from a turret, or from a fixed point), or to Ram the Prey, or to Block its way. The Prey usually tries to 
  Break-Off, or to Loose the Catcher, or to Fire back, or even to Ram the catcher if he tries to Block him. All is 
  conditionned by the distance between the Prey and the Catcher.
  The Distance is measured in Combat Turns, i.e. 3 seconds. A distance of 1 turn means around 25m if both 
  vehicle have a speed of 30 km/h (20 mph), 40m at 50 km/h (30 mph), 80m at 100 km/h (60 mph), 160m at 200 
  km/h (120 mph). A chase usually starts with the two vehicles separated by 3 combat turns (around 10 seconds, or
  150m in a city...). Combat Turn is also used to position External Elements in the chase, like: "There is a street to 
  the left in 2 combat turns", or "Watch-out, Pedestrian Crossing in 3 combat turns !". When Opponents are 
  separated by one or more Combat Turns, the External Elements are reached at different times by the two 
  opponents: e.g. there is a street to the left in 2 combat turns for the Prey, and the Catcher is 2 combat turns 
  behind the Prey; the Prey will reach the street to the left in 2 combat turns, and the Catcher in 4 combat turns, 
  provided he doesn't Close the distance. Combat Turns also indicates for how long the Line-Of-Sight is broken when
  the Prey turns into a street; The Catcher must wait as many turns as the distances between him and the Prey 
  (including this turn) before having a clear Line-Of-Sight allowing him to fire.
  ^ 5.4.2 Vehicle Attributes
  Vehicule construction should follow the WVMDS design rules (ITW). You'll find below guidelines to transform 
  WVMDS vehicle attributes into FTHS vehicle attributes.
  Size: Used mainly for determining DDF. Use the Size Conversion Table, and only consider the Body HP.
  Armor: Same kind of Armor Level and PD as for characters. Use the Size Conversion Table and only 
  consider the Body Armor.
  Max Speed (in km/h): is hardly ever used. If Max Speed is greatly different between opponents, the 
  highest can usually do what it wants. In a pure speed contest, straight road, no obstacles, fair conditions, 
  the highest Max Speed always wins, period. However in chase, with turns, etc... comparable Vehicles hardly 
  ever reach their Max Speed, so this is not a major factor.
  Acceleration (Acc): in GURPS, Max Acceleration mesured in km/h/s (or mph/s). Use the following table to
  determine Acceleration Attribute (additionnal rows: +1 per 0.5 G or 5 km/h or 3 mph):
  Acc (mph/s) Acc (km/h/s) Acc (G) Acceleration Level Modifier
  1-5
  1-9
  0.1-0.9
  Terrible
  -3
  6-8
  10-14
  1.0-1.4
  Poor
  -2
  9-11
  15-19
  1.5-1.9
  Mediocre
  -1
  
  12-14
  20-24
  2.0-2.4
  Fair
  0
  15-17
  25-29
  2.5-2.9
  Good
  +1
  18-21
  30-34
  3.0-3.4
  Great
  +2
  22-24
  35-39
  3.5-3.9
  Superb
  +3
  Deceleration (Dec): in GURPS, mesured in km/h/s (or mph/s). Use the following table to determine 
  Deceleration Attribute (additionnal rows: +1 per 0.5 G or 5 km/h or 3 mph):
  Dec (mph/s) Dec (km/h/s) Dec (G) Deceleration Level Modifier
  1-5
  1-9
  0.1-0.9
  Terrible
  -3
  6-8
  10-14
  1.0-1.4
  Poor
  -2
  9-11
  15-19
  1.5-1.9
  Mediocre
  -1
  12-14
  20-24
  2.0-2.4
  Fair
  0
  15-17
  25-29
  2.5-2.9
  Good
  +1
  18-21
  30-34
  3.0-3.4
  Great
  +2
  22-24
  35-39
  3.5-3.9
  Superb
  +3
  Maneuver (Man): in GURPS the Maneuver Rating (MR) is used to determine the limit for safe turning, in 
  Gs. Use the following table to determine Maneuver Attribute (additionnal rows: +1 per 0.5 G):
  MR (G)
  Maneuver Level Modifier
  0.25 (0.01-0.35) Terrible
  -3
  0.50 (0.36-0.60) Poor
  -2
  0.75 (0.61-0.85) Mediocre
  -1
  1.00 (0.86-1.15) Fair
  0
  1.50 (1.16-1.65) Good
  +1
  2.00 (1.66-2.15) Great
  +2
  2.50 (2.16-2.65) Superb
  +3
  Stability (Sta): to determine Stability Attribute, use GURPS Stability Rating (SR) and divide it by 2, 
  rounded down. Stability is not used to determine Drive Performance, but rather to minimize effects of
  Crash.
  Piloting (Pil): a bonus or a malus for the driving aids the driver can benefit from (AIs, Scanners, Radars, 
  etc...).
  NB: when a driver voluntary limits its performance below the possibilities of the vehicle, for example for limiting 
  G-Effects on crew/passengers/cargo, recalculate the modifiers according to the maximum acceptable G.
  Here are examples of THS Vehicles:
  Groundcrafts
  Name
  Size
  Max 
  Speed
  Armor
  (PD/Armor)
  Acc Dec Man Sta Pil
  Notes
  Ground Car
  8
  190 km/h 2/2
  ?
  ?
  ?
  ?
  -
  (TS193)
  Oruga
  11
  145 km/h 1/3
  -3
  -1
  -1
  +2 -
  (FW130)
  Civilian Smartcar
  7
  224 km/h 1/2
  -3
  +2
  +2
  +2 -
  (FW131)
  AstroBug
  7
  55 km/h
  2/8
  -1
  +2
  0
  +2 -
  (DB146)
  Landstrider
  11
  40 km/h
  2/10
  -3
  +2
  -1
  +2 -
  (DB146)
  Landstrider Dragoon 11
  65 km/h
  2/12 
  (Front:3/14)
  -3
  +2
  -1
  +2 -
  (DB147)
  World Rover
  9
  150 km/h 2/9
  -3
  +1
  +2
  +2 -
  (DB148) see also watercraft
  Explorer's Trike
  3
  30-64 
  km/h
  -
  -3
  -1
  +2
  +1 -
  (ITW100) max speed depends on 
  load and power
  Light Martian Rover
  9
  105 km/h 1/4
  -3
  +1
  +1
  +2 -
  (ITW101)
  Heavy Martian Rover 11
  105 km/h 1/4
  -3
  +1
  +1
  +2 -
  (ITW101)
  Cargo Truck
  15
  95 km/h
  1/5
  -3
  +1
  +1
  +2 -
  (ITW102)
  Mobile Habitat
  15
  105 km/h 1/5
  -3
  +1
  +1
  +2 -
  (ITW102)
  Monorail Train: 
  Boxcar
  14
  310 km/h 1/5
  -3
  -1
  -3
  +3 -
  (ITW103)
  
  Monorail Train: 
  Passenger
  14
  290 km/h 1/5
  -3
  -1
  -3
  +3 -
  (ITW103)
  Monorail Train: 
  Sleeper
  14
  265 km/h 1/5
  -3
  -1
  -3
  +3 -
  (ITW104)
  Aircrafts
  Name
  Size Max Speed
  Armor
  (PD/Armor) Acc Dec Man Sta Pil
  Notes
  Air Car
  6
  640 km/h
  2/2
  ?
  ?
  ?
  ?
  -
  (TS193)
  CA-11 LRPA
  10
  2570 km/h
  2/2
  +2
  +1
  +6
  +3 -
  (FW131)
  Eurospatiale Dumont 10
  960 km/h
  2/2
  +2
  0
  +4
  +2 -
  (FW132)
  Titan Packhopper
  0
  185 km/h
  1/1
  -3
  +2
  +8
  +2 -
  (DB149)
  CA-90 Titan Eagle
  4
  150 km/h
  2/2
  -3
  +1
  +7
  +2 -
  (DB150)
  UH-92 Malamute
  9
  350 km/h
  2/14
  -3
  0
  +5
  +2 -
  (DB150)
  Hopper
  12
  960 km/h
  1/4
  +13 +20 +41 +3 -
  (ITW105) Mars Performances (!!!)
  Watercrafts
  Name
  Size Max Speed
  Armor 
  (PD/Armor) Acc Dec Man Sta Pil
  Notes
  Verodyne Sea Skimmer 14
  240 km/h
  2/2
  +2
  -3
  -3
  +3 -
  (FW133)
  Asterius
  18
  6 km/h
  2/22
  -3
  -2
  -1
  +2 -
  (DB145)
  World Rover
  9
  8 km/h
  2/9
  -3
  +3
  -1
  +3 -
  (DB148) see also groundcraft
  ^ 5.4.3 External Elements
  They are thrown at the drivers by the GM, either on a pre-planned basis, or randomly. Their nature and frequency 
  must of course match the setting - there is no Pederstrian Crossing in the middle of the desert. Here is a list of 
  External Elements and their effects.
  roll
  Element
  Modifier Attributes
  Crash Effect
  -
  Straight Line
  0
  Acceleration -
  -
  Wide Turn
  -1
  Deceleration 3 or more: crash with a Sidewall
  -
  Sharp Turn
  -2
  Maneuver
  2 or more: crash with a Sidewall
  -
  Narrow Street
  -1
  Maneuver
  2 or more: crash with a Sidewall
  -
  Light Traffic/Obstacles (1/3turns) -1
  Acceleration 3 or more: crash with a Vehicle
  -
  Medium Traffic/Obstacles (1/turn) -2
  Deceleration 2 or more: crash with a Vehicle
  -
  Heavy Traffic (3/turns)
  -3
  Maneuver
  1 or more: crash with a Vehicle
  -
  Rough Road/Water/Weather
  -1
  -
  3 or more: 1 "Minor Damage" to propulsion system
  -
  Pedestrian Crossing
  -2
  Deceleration 2 or more: crash with a Pedestrian
  -
  Red Light*
  -2*
  Maneuver*
  (the crossing traffic crash level is reduced by one)
  (*) Red Light: you must also specify the traffic on the crossing road (Light, Medium, Heavy) which is another 
  External Element, adding up Modifier and Attributes
  External elements can be cumulated (e.g. a Straight Line, with Medium Traffic, and a Red Light for a Light Traffic 
  crossroad). All the Modifier of all External Elements are added-up ( 0 for Straight Line, -2 for Medium Traffic, -3 for 
  Red Light, -1 for Light Traffic crossroad, total -6). The Attributes specified for each Element show what Car 
  Attributes can be used to add-up to the Drive Performance (e.g. Acc for Straight Line, Dec for Medium Traffic, Man 
  for Red Light, Acc for Light Traffic crossroad, so you can use all 3 attributes Acc, Dec, Man)
  Chases can occur between ground and air vehicles: the aircraft may have no External Elements, or can have 
  external elements like high buildings, where crash consequences tend to be more lethal.
  For situations with hardly any obstacle (in the desert, in air, water, space...), there is no Element Modifiers. Two 
  type of contest may arise:
  Speed Contest: the chase is usually won by the highest speed each turn, except maybe for the first few 
  turns when vehicles are accelerating, where the vehicle with the highest Acc may have the upper hand.
  Dogfight: vehicles are circling each other, trying to dodge enemy fire and to position themselves for a good
  shoot. All Vehicle Attributes can be used.
  
  ^ 5.4.4 Combat Turns
  Turn Phase: for each turn, the GM determines External Elements for each opponents, which determine Elements 
  Modifiers and Car Attributes that can be used, which sum is the basic Drive Performance Modifier. Then, each 
  opponent defines (secretly) the Risk Level he is willing to take, then reveals it. A Driving Roll is then made (Driver 
  Driving skill + Car Piloting Attribute + 4dF), and compared with the Risk Level, which it should at least tie to 
  be successful. No Driving Roll is required if the chosen level is Non-Existent (-4): success is automatic (but Risk 
  Level is -4).
  Risk level: each Turn, each drivers simply chooses a level between Non-Existent (-4) and Superb (+3). This 
  defines the minimum roll he must make to avoid Crash, and the resulting modifier he succeeds. If the driver is an 
  integrated AI there may be a maximum Risk Level it's willing to take - could be as low a -4 for a real 
  self-preserving or limited AI !
  Driving Skill: The driver of each vehicle uses the appropriate Driving Skill to determine the success of his drive. 
  The driver can very well be an integrated AI controlling the car. If the driver is Human he adds to his Driving Skill 
  the Car Piloting Attribute (see below).
  If the Driving Roll is successfull, then the Driving Performance of this turn is equal to:
  Driving Performance = Risk Level + Element Modifers + Authorized Car Attributes
  Note: the driving roll itself is not taken into account in the Driving Performance, you just have to be successful.
  If both driving roll for each opponent were successful, then the winner is the one with the highest Driving 
  Performance. A tie means no one wins, off to next turn. If one of the opponent only succeed its roll, he 
  automatically wins, the loser's Driving Performance is 0, and the loser Crashes. If both opponent fail their rolls, 
  no-one wins, and both Crash.
  If the winner is the Catcher, he can do one of the following:
  If distance is greater or equal to one combat turn, he may reduce the distance by one combat turn. If by 
  doing so he could "jump" an External Element (a turn, a red light), the GM will add this External Element to 
  his next turn.
  If the distance is equal to zero, he may Ram the Prey. The difference between the two Driving Rolls 
  determines the Ram damage (full damage for the Prey, half damage for the Catcher).
  If the distance is equal to zero since 2 turns or more, he may Block the Prey. In return the Prey may Ram
  the Catcher. If not the Prey must stop its car.
  If the Line-Of-Sight is not blocked (no turns), and if the distance in combat turns is not greater than 0 for 
  Heavy Traffic, 1 for Medium Traffic and 2 for Light Traffic, the Catcher may Fire one weapon (Turret, Hand, 
  or Fixed, at -1 for cumulated tasks).
  If the winner is the Prey, he can do one of the following:
  He may increase the distance by one combat turn
  If the distance if greater than 3 turns and if the catcher has no way to track the Prey (scanner, radar, 
  tracking device, satellite,...), he may attempt to Lose the Catcher. This requires a Driving Roll, modified by 
  the Car Piloting, against a difficulty of Superb + Catcher Perception - Distance in combat turn + 
  External Element Modifiers. If he wins, the Chase if over, the Catcher has lost its Prey. The GM may 
  require additionnal rolls if the Prey doesn't drive away and if the Catcher seeks for it.
  If the distance is equal to zero since 2 turns or more, he may Ram the Catcher. The difference between the 
  two Driving Rolls determines the Ram damage (full damage for the Catcher, half damage for the Prey).
  If the Line-Of-Sight is not blocked (no turns), and if the distance in combat turns is not greater than 0 for 
  Heavy Traffic, 1 for Medium Traffic and 2 for Light Traffic, the Prey may Fire one Turret or Hand weapon (at
  -1 for cumulated tasks).
  At every turn, for both the Catcher and the Prey, a Gunner not driving the vehicle may fire at the opponent if the 
  Line-Of-Sight is not blocked (no turns), and if the distance in combat turns is not greater than 0 for Heavy Traffic, 
  1 for Medium Traffic and 2 for Light Traffic.
  Shooting: Difficulty is Fair for distance 0, Good for distance 1, Great for 2, etc... Add 2 levels of difficulty for a 
  Called Shot to a specific system. Reduce by 1 level if the targeted vehicule is significantly larger than the shooter's 
  (size +3 or more). Targeting systems may reduce the difficulty by 1 or more levels.
  Crash: If the Driving Roll is failed, the vehicule Crashes. The Crash Level is the Failure Margin of the Driving Roll, 
  reduced by the vehicle's Stability Attribute (+2dF optionnally if you want to add some spice). Check the Crash 
  Table below:
  Crash Level
  Crash
  Consequence
  0 or less
  Skidding
  None
  1
  Medium skidding
  -1 to all actions this turn
  
  2
  Major skidding
  -1 to next piloting test, -1 to all actions this turn
  3
  Spinout, Losing control -2 to next piloting test, -2 to all actions this turn
  4
  Roll-Over
  (1dFx2+4) Damage, and the vehicle is stopped
  5 or more
  Total Crash
  vehicle destroyed, all passagers dead
  Don't forget also to check the Crash Level against the External Elements table to see additionnal effects:
  Crash with a Sidewall: 1dF+1 Damage on the Damage table (not modified by DDF) (Nb: a Sidewall may 
  very well be a parked car, or a garbage can,...)
  Crash with a Vehicle: take (1dFx3+1dF+5) Damage on the Damage table (not modified by DDF)
  Crash with a Pedestrian: No Damage, but bad for your karma
  Of course, Risky Driving, Crash with a Sidewall can leads you to be fined, Crash with a Car or a Pedestrian leads 
  you to prison if you kill someone, and Use of Weapons is strictly regulated...
  There is a specific Crash table for Air Vehicles:
  Crash 
  Level
  Crash
  Consequence
  0 or less
  Gliding
  None
  1
  Rough Ride
  -1 to all actions this turn
  2
  Energy Loss
  Lose 10% of speed in altitude, -1 to next piloting test, -1 to all actions this turn
  3
  Severe Energy 
  Loss
  Lose 30% of speed in altitude, -2 to next piloting test, -2 to all actions this turn
  4
  Tailspin
  Lose 100% of max speed in altitude each turn. A Great Piloting roll can be attempted 
  each turn for regaining control
  5 or more
  Disaster
  Vehicle is not flyable and plummets to the ground. Time to grab your chute!
  For Air Vehicles, Crash against External Elements and Ramming tend to be lethal.
  ^ 5.4.5 Vehicle Damage
  Vehicle Damage is determined much like character damage (Penetration, Damage). Check the following Damage
  Table:
  Level
  Damage
  Effect
  Number of
  checkbox Base Repair time Repair roll
  0-
  Unhurt
  -
  -
  -
  -
  1,2
  Scratch
  -
  3
  1 hour
  -
  3,4
  Minor Damage 1 system damaged
  2
  1 day
  Fair
  5,6
  Major Damage 1 system destroyed; breach
  2
  3 days
  Good
  7,8
  Disabled
  No power, 2 systems destroyed, breach 2
  5 days
  Great
  9+
  Wrecked
  all systems destroyed
  1
  10 days
  Superb
  Breach: for sealed vehicles.
  Repair: Repair Roll indicates the required Mechanic roll required, with base time equal to Base Repair Time x Size 
  (NB: you can have more than one mechanic working on it for accelerated repair). Reparing a damaged system 
  requires a Mechanic or Electronic Fair roll, base time (Size/2) man-hours. Reparing a destroyed system requires a 
  Mechanic or Electronic Good roll, base time base time (Size*2) man-hours. (...This needs some adjustment...)
  System Table: Roll 2 dFs, one after the other, and check the following table:
  1st dF 2nd dF Localisation
  More details
  -1
  -1
  fuel
  damaged: fuel leak (autonomy divided by 1d6). Destroyed: explosion if 1dF rolls -1 
  -1
  0
  power
  (engine) damaged: Acc-2; destroyed: vehicle stops
  -1
  +1
  propulsion
  (wheels, rotor,etc) damaged: Man-2; destroyed: vehicle stops
  0
  -1
  weapon
  damaged: shoots at -2; destroyed: no shooting
  0
  0
  equipment
  damage: operates at -2; destroyed: no operation
  0
  +1
  crew
  damage: (1dFx2+4) damage; destroyed: dead
  +1
  -1
  passenger
  damage: (1dFx2+4) damage; destroyed: dead
  +1
  0
  cargo
  damage: damaged; destroyed: destroyed...
  
  +1
  +1
  No Effect
  No Effect
  If a rolled system is unavailable or destroyed, take the next line on the table.
  ^ 5.4.6 Detailed Example
  Jon is chased by Mad.
  Jon (Good Driver) drives a car with a Good Acceleration (+1), a Good Deceleration (+1), a Good Maneuver 
  (+1), a Good Stability (+1) and Fair Piloting (+0).
  Mad (Fair Driver) drives a car with a Great Acceleration (+2), a Mediocre Deceleration (-1), a Fair Maneuver
  (+0), a Fair Stability (+0) and Good Piloting (+1).
  Turn 1: The GM decides that Mad is 3 Turns behind Jon when Jon notices him. They are both on a Straight street, 
  with Medium Traffic and no traffic light. Jon asks to the GM if there is an exit to some narrow neighborhood 
  nearby. The GM says he can make a Sharp Turn left in 3 turns, after a Red Light with a Light Traffic in 2 turns.
  Elements determine the Modifier (0,-2 = -2 for both) and the allowed Attributes (Acceleration and Deceleration). 
  Jon's Mods are -2 (Elements) +1 (Acc) +1 (Dec), so +0. Mad's Mods are -2 (Elements) +2 (Acc) -1 (Dec), so -1. 
  Jon decides to take a Poor Risk (-2), and Mad a Fair Risk (0). Jon's skill is Good (+1) + Fair Piloting (+0), that's 
  Good (+1) versus Poor Risk (-2), he wins on a -3 or more - and he does, easily. Mad's skill is Fair (0) + Good 
  Piloting (+1), that's Good (+1) versus Fair Risk (0), he needs -1 or more - and he's successful.
  Jon's Risk was Poor (-2), plus his mods (+0), give him a Poor (-2) Driving Performance (no risk, no glory). Mad's 
  Risk was Fair (0), plus his mods (-1), give him a Mediocre (-1) Driving Performance. Mad wins, and decides to 
  close the distance. Now he's 2 turns behind Jon. Jon starts to understand that Mad is out for a kill... He steps on 
  the gas.
  Turn 2: Still both on a Straight street, with Medium Traffic and no traffic light. The Red Light with a Light Traffic is 
  1 turn ahead, the Sharp Turn 2 ahead.
  Mods are the same (+0 for Jon, -1 for Mad). Jon decides to take a Fair Risk (0), and Mad a Fair Risk also (0). Jon's
  level is Good (+1) versus Fair Risk (0), he wins on a -1 or more - and he does. Mad's level is Good (+1) versus 
  Fair Risk (0), he needs -1 or more - but he rolls -2 and misses by 1 !!.
  Jon automatically wins and increase the distance (3 turns). Mad checks the Crash table, a negative margin of 1, 
  not modified by Stability (+0), that's a Medium Skidding. Checking the Element Table, he would need 2 for 
  crashing a Car. He just dodged one truck.
  Turn 3: Still both on a Straight street, with Medium Traffic, but with a Red Light and Light Crossing Traffic for 
  Jon... the Sharp Turn is 1 turn ahead.
  Mod's still -1 for Mad, but Jon is at : 0 (Straight line) -2 (Medium traffic) -2 (Red Light) -1 (Light Crossing Traffic), 
  that's -5 for elements !... On the other hand he may use his Acc (Straight line), Dec (Medium Traffic) and Man 
  (Red Light), that's +1 +1 +1 = +3. Total Mods: -2... Jon decides to take a Fair Risk (0), and Mad a Fair Risk also 
  (0). Jon's level is Good (+1) versus Fair Risk (0), he wins on a -1 or more - but rolls -2 and misses by 1 !!! . Mad's 
  level is Good (+1) versus Fair Risk (0), he needs -1 or more - and he succeeds.
  Mad automatically wins and closes in (2 turns). Jon checks the Crash table, a negative margin of 1, modified by 
  Good Stability (+1), Crash Level 0, that's a Skidding with no consequence. Checking the Element Table, he would 
  need 2 for crashing a Car (Medium Traffic), or 2 to crash a crossing car (Light Traffic, -1 for crossing). He just 
  dodged one car.
  Turn 4: Mad is on the Straight street, with Medium Traffic, the Red Light is 1 turn ahead of him. Jon can take the 
  Sharp Turn into a Narrow Street with Light Traffic if he wants - and he does.
  Mod's still -1 for Mad, but Jon is at : -2 (Sharp Turn) -1 (Narrow Street) -1 (Light traffic), that's -4 for elements. 
  On the other hand he may use his Acc (Light Traffic) and Man (Narrow Street, Sharp Turn), that's +1 +1 = +2. 
  Total Mods: -2... Jon decides to take a Poor Risk (-2), and Mad still a Fair Risk (0). Jon's level is Good (+1) versus 
  Poor Risk (-2), he wins on a -3 or more - and he does . Mad's level is Good (+1) versus Fair Risk (0), he needs -1 
  or more - and he succeeds also.
  Jon's Risk was Poor (-2), plus his mods (-4), give him a -6 Driving Performance... Mad's Risk was Fair (0), plus his 
  mods (-1), give him a Mediocre (-1) Driving Performance. Mad wins, and decides to close the distance. Now he's 
  now 1 turn behind Jon. Note that he would have to negociate both the Red Light and the Sharp Turn next turn to 
  keep on Jon's toes (the closing doesn't prevent him from dealing with Elements). However the GM suddenly 
  decides that the light turned green, so there is no crossing !!! Jon grinds his teeth.
  Turn 5: Mad is negociating the Sharp Turn into a Narrow Street with Light Traffic, and Jon is in a Straight Narrow 
  Street, racing ahead.
  Elements are -4 for Mad and he may use his Acc (Light Traffic) and Man (Sharp Turn), that's +2 +0 = +2; his final
  
  mod is -2. Jon is at : -1 (Narrow Street) -1 (Light traffic), that's -2 for elements. On the other hand he may use 
  his Acc (Light Traffic) and Man (Narrow Street), that's +1 +1 = +2. Total Mods: 0. Jon decides to take a Poor Risk 
  (-2), and Mad still a Fair Risk (0). Jon's level is Good (+1) versus Poor Risk (-2), he wins on a -3 or more - and he 
  does . Mad's level is Good (+1) versus Fair Risk (0), he needs -1 or more - but he rolls -3 and fails by 2 !
  Jon automatically wins and increase the distance (2 turns). Mad checks the Crash table, a negative margin of 2, 
  not modified by Fair Stability (+0), Crash Level 2, that's a Major Skidding with -1 to all actions this turn and to 
  Piloting next turn... Checking the Element Table, the Sharp Turn (2) makes him hit the sidewall of the street, he 
  takes 1dF+1 damage. Damn !!!
  Next turns: Jon is in narrow streets, where his Maneuver rating can give him an Edge, if he manages to find 
  Medium Traffic and Turns to prevent Mad from using is Great Acceleration...
  The material presented here is my original creation, intended for use with the GURPS system from Steve Jackson Games. This material 
  is not official and is not endorsed by Steve Jackson Games.
  GURPS is a registered trademark of Steve Jackson Games, and the art here is copyrighted by Steve Jackson Games. All rights are 
  reserved by SJ Games. This material is used here in accordance with the SJ Games online policy.
  ABOUT FUDGE
  FUDGE is a role-playing game written by Steffan O'Sullivan, with extensive input from the Usenet community of rec.games.design. The 
  basic rules of FUDGE are available on the internet via anonymous ftp at ftp.csua.berkeley.edu, and in book form or on disk from Grey 
  Ghost Games, P.O. Box 838, Randolph, MA 02368. They may be used with any gaming genre. While an individual work derived from 
  FUDGE may specify certain attributes and skills, many more are possible with FUDGE. Every Game Master using FUDGE is encouraged to
  add or ignore any character Traits. Anyone who wishes to distribute such material for free may do so - merely include this ABOUT 
  FUDGE notice and disclaimer (complete with FUDGE copyright notice). If you wish to charge a fee for such material, other than as an 
  article in a magazine or other periodical, you must first obtain a royalty-free license from the author of FUDGE, Steffan O'Sullivan, P.O. 
  Box 465, Plymouth, NH 03264.
  DISCLAIMER
  The following materials based on FUDGE, entitled Fudge TransHuman Space, are created and made available by Loïc Prot, and are not
  authorized or endorsed in any way by Steffan O'Sullivan or any publisher of other FUDGE materials. Neither Steffan O'Sullivan or any 
  publisher of other FUDGE material is in any way responsible for the content of these materials. Original FUDGE materials (c) Copyright 
  1992-1995 Steffan O'Sullivan, All Rights Reserved.
  Page maintained by Loïc Prot (loicprot_AT_yahoo.com).
  Last Modified 03/30/2007 10:14:38
  [Back To FTHS]
  
SOURCE: textdata/thevault/FUDGE [multi]/Fudge Transhuman Space - Vehicles.pdf