TEXT:     
  Presents:
  Presents:
  Presents:
  Presents:    
  HARD ROAD
  HARD ROAD
  HARD ROAD
  HARD ROAD    
  TRAFFIC AND CHASE RULES 
   
   
  Written by Deric Bernier  (droc@mc2k.com) 
   
   
    
   
   
   
   
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  The Traffic and Chase rules give detail to every possible aspect of overland travel, from random 
  traffic generators to the reactions of other drivers, to common road hazards.  Obviously using all 
  the rules at once may bog down your game, feel free to pick and choose the rules as you see fit to 
  suite situational needs. 
   
  The following rules are meant to be used with any system, however for the purposes of these rules, 
  rounds are determined in 3 second intervals, many systems use different time allotments for round 
  duration, D20 uses 6 second rounds, Gurps, 1 second, Rifts ten seconds...  It should be a relatively 
  simple matter to translate any game system to these rules, simply keep in mind that the traffic 
  increments by default and unmodified, should be equal to 10 rounds. 
  DIFFICULTY MODIFIER LEVEL 
  CHART:  (While you may wish to spread this out a 
  bit further, this is merely here to give you a guide as to 
  how best to implement the rules of whatever system 
  you need these rules for.  As these rules are specifically 
  written to work with any system, translation should 
  not be a problem if you are already at least vaguely 
  familiar with the vehicle rules of whatever system you 
  opt to use)  Below are merely some examples of how 
  this works with some sample systems. 
  Difficulty Modifier 
  Level:    
  Cyberpunk 
  2020/ 
  FUZION    
  Gurps    D20    
  Easy  
  (roll is only required  
  to insure a fumble 
  does not occur)    
  5-10    
  16    
  1-5    
  Simple  
  (piece of cake task, no 
  real danger involved)    
  11-15    
  14-15    
  6-10    
  Average  
  (anyone with basic 
  knowledge can 
  accomplish this 
  without problem)    
  16-20    
  11-13    
  11-
  15    
  Difficult  
  (slightly tricky, but 
  not really dangerous 
  or hard)    
  21-25    
  8-10    
  16-
  20    
  Very Difficult  
  (Takes skill or luck to 
  make it look easy, not 
  for beginners)    
  26-30    
  6-7    
  21-
  25    
  Extremely Difficult  
  (Pro level, don't try 
  this one at home kids)    
  31-35    
  4-5    
  26-
  30    
  Near Impossible 
  (Maxed out skills, 
  Maxed out stats,  
  and a maxed out die 
  rolls, even then you 
  might wanna use some 
  luck)    
  36+    
  3-    
  31+    
  RANDOM TRAFFIC GENERATOR 
  Cars sharing the road in 10 round (30 second) 
  increments: Roll 1d10    
  1    
  Road Clear    
  2-6    
  1d6 Vehicles    
  7-9    
  2d6 Vehicles    
  10    
  3d6 Vehicles    
  Default is for Daytime, (normal hours 5-7AM, 9AM-
  3PM, and 6PM to 9PM)    
  Rush Hour (7AM-9AM and 4PM-6PM) doubles the 
  number of vehicles rolled    
  Nighttime (9PM-12PM) 1/2 of the vehicles rolled 
  (round down)    
  Late night/early morning (12pm-5am) 1/3 of vehicles 
  rolled, (round down)    
  High population Area = x2 Vehicles rolled    
  Rural Area = 1/2 vehicles rolled (round down)    
  Desolate area (interstates between cities, extreme back 
  roads, etc...) = 1/4 vehicles rolled (round down)     
  Dirt Roads raise difficulty modifier level by 1 
  Road in severe disrepair raise difficulty modifier level 
  by 2 
  Light rain, snow, = -10% of vehicles on road (round 
  down), treat speed limit as if -10mph posted, increases 
  difficulty modifier level by 1  
  Heavy Rain, Snow, Ice, fog, and Sandstorm  = -50% of 
  vehicles on road (round down), treat speed limit as if 
  half posted, and Difficulty Modifier level raises by 2     
  For every 2 vehicles over 5 per lane in an increment, 
  treat posted speed limit as being 10% lower in that 
  lane 
  Roll on the table above once for traffic moving in your 
  direction, and again for the traffic in the oncoming 
  lanes. 
  The default is for a 4-lane road (2 lanes moving your 
  direction, 2 lanes oncoming).  For every additional 
  lane add 1d6 vehicles,   
   
  
  Traffic Random Vehicle Generator:     
  1D10    
  VEHICLE    
  1-2    
  Motorcycle    
  2-3    
  Compact Car, Midsize, Car Sedan,     
  6    
  Luxury Vehicle, Sportscar    
  7-8    
  SUV, Pickup Truck, or Minivan    
  9    
  Large SUV, Van, or Light Truck    
  10    
  Semi Truck or Large RV    
   
  Traffic is always assumed to be going the 
  posted speed limit (or the speed limit as 
  modified by road, traffic, and weather 
  conditions).  Individual traffic however, may 
  deviate by 1d10 mph over or under the 
  posted speed limit for an addition realistic 
  touch). 
   
  For every 5mph difference over the posted 
  speed limit, drop the re-roll time by 1 round 
  (3 seconds), to a minimum of 1 round (3 
  seconds).  Meaning if you are going the 
  posted speed limit of 40mph, then you only 
  re-roll the traffic generator every 10 rounds 
  (equal to 30 seconds game time).  However, if 
  you are doing 70 in a 40mph zone, then you 
  re-roll traffic every 3 rounds (12 seconds).  If 
  you are doing 95 or more in a 40mph zone, 
  you re-roll every round (3 seconds), same as 
  if you are doing 115mph in a 70mph zone. 
   
  MPH over 
  posted 
  speed    
  re-roll times 
  modified by 
  speed    
  MPH over 
  posted 
  speed    
  re-roll times 
  modified by 
  speed    
  Posted 
  speed    
  10 rounds (30 
  seconds)    
  +25 mph    
  5 rounds (15 
  seconds)    
  +5 mph    
  9 rounds (27 
  seconds)    
  +30 mph    
  4 rounds (12 
  seconds)    
  +10 mph    
  8 rounds (24 
  seconds)    
  +35 mph    
  3 rounds (9 
  seconds)    
  +15 mph    
  7 rounds (21 
  seconds)    
  +40 mph    
  2 rounds (6 
  seconds)    
  + 20 mph    
  6 rounds (18 
  seconds)    
  +50 mph    
  1 rounds (3 
  seconds)    
   
   
   
   
   
  MPH to KPH Simple 
  Conversion    
  5 mph = ~10 km/h 
  10 mph = ~15 km/h 
  15 mph = ~25 km/h 
  20 mph = ~30 km/h 
  25 mph = ~40 km/h 
  30 mph = ~50 km/h 
  35 mph = ~55 km/h 
  40 mph = ~65 km/h 
  45 mph = ~70 km/h 
  50 mph = ~80 km/h 
  60 mph = ~100 km/h 
  70 mph = ~115 km/h 
  80 mph = ~130 km/h    
   
  OTHER TRAFFIC AND 
  ROAD RULES: 
  Random side street availability, for every 
  traffic re-roll increment :  
  (Roll for traffic at each street only if characters are 
  turning or that street has right of way)     
  Roll 
  1d6    
  CITY    
  URBAN 
  HIGHWAY    
  RURAL 
  HIGHWAY    
  RURAL 
  ROAD 
  (50% 
  CHANCE 
  SIDE 
  ROAD IS 
  DIRT)    
  1    
  NO    
  NO    
  NO    
  NO    
  2    
  1    
  NO    
  NO    
  NO    
  3-4    
  2    
  1 EXIT 
  RAMP    
  NO    
  1 ROAD    
  5    
  3    
  1 EXIT 
  RAMP    
  NO    
  2 ROADS    
  6    
  4    
  2 EXIT 
  RAMPS    
  1 EXIT 
  RAMP    
  3 ROADS    
   
  CHASE POSITION    
  For every 10mph over the speed of traffic an 
  individual vehicle is traveling, it may pull ahead at 1 
  car length per round.  For vehicles involved in a chase 
  or race, this rule only counts towards vehicles moving 
  at the posted (modified) speed limit.   Involved vehicles 
  move relative to traffic, their position relative to each 
  other is determined by individual speed, acceleration, 
  and other modifiers.    
   
  
  ROUND BY ROUND    
  Acceleration - Roll a drive check, on a successful roll, 
  every point over the target difficulty allows you to 
  accelerate 5mph.  Failure of this roll indicates a 
  character has become nervous or unsure, and 
  decelerates by 5mph instead.  Alternatively, at any 
  time a a character may opt to decelerate safely at up to 
  half his listed deceleration.   
   
  Making a full deceleration (equating to slamming on 
  the brakes) requires a roll 1 difficulty level higher 
  than the standard for driving (with modifiers for 
  speed, weather, road conditions and traffic included).  
  Slamming on the brakes also forces any vehicles 
  behind you and within your threat range, to make an 
  immediate maneuver roll with additional modifiers 
  due to distance included. 
   
  THREAT RANGE    
  Every ten mph a vehicle is traveling increases the 
  threat range by 1 vehicle length    
  Vehicles in a threat range have their difficulty 
  modifier level increased by 1 for every vehicle length 
  they are nearer to the the vehicle in front of them.    
   
  When a vehicle gets within 20 percent of its maximum 
  speed, increase the difficulty modifier by 1 level. 
   
  For every 20mph over 80, increase the difficulty 
  modifier by one level.  (add or reduce 10mph to the 80 
  for every bonus or minus to maneuverability a vehicle 
  possesses.    
   
  TURNING  
  (this is the speed your vehicle must reduce to in order 
  to turn without penalty, for every point of 
  maneuverability, you may increase this speed by 5 
  mph (for the purposes of this, count all 0's as being -10 
  consecutively).  If top speed is zero, the vehicle 
  effectively comes to a complete stop. 
  Radius    Top Speed    
  Radius    Top Speed    
  15 degree    70 mph    
  105 degree    10 mph    
  30 degree    60 mph    
  120 degree    0    
  45 degree    50 mph    
  135 degree    0    
  60 degree    40 mph    
  150 degree    0    
  75 degree    30 mph    
  165 degree    0    
  90 degree    20 mph    
  180 degree    0    
   
   
   
  REACTIONS OF NON INVOLVED 
  DRIVERS TO VEHICLES INVOLVED IN 
  CHASE    
      
  Roll 1d10 On the following chart whenever an 
  involved vehicle makes any maneuver that would 
  cause a non-involved vehicle to react.    
      
  1D10    
  REACTION RESULT    
  1    
  Driver panics, loses control of vehicle (roll on 
  vehicle fumble table)    
  2    
  Driver not paying attention, cannot react or 
  evade    
  3    
  Road Rage, driver purposely does whatever he 
  can to hinder involved vehicle, 20% chance he 
  will join chase    
  4    
  Driver Speeds up    
  5-6    
  Driver slows down    
  7    
  Driver moves out of way violently, if driver is 
  in outside lane he will move onto shoulder or 
  sidewalk, if he is in inside lane he will move 
  into oncoming traffic, if multiple lane, he will 
  move into adjoining lane regardless of traffic.    
  8    
  Driver slams on breaks    
  9-10    
  Driver moves out of way easily    
   
  At every city or rural side street encountered 
  roll 1D10 
  (If you are currently on a main thoroughfare, re-roll a 
  3-5 once and keep result.)    
  1-2    
  side streets have stop signs    
  3     
  you have stop sign    
  4-5    
  4-way stop sign    
  6-10    
  stop light    
  For a stop light roll 1d6 
  1-3 green, 4 yellow, 5-6 red (if yellow it will change to 
  red in 1d6/3 rounds (3-6 seconds)   
  For every 15 seconds it takes you to reach the 
  intersection, there is a 25% chance a light will change 
  color.    
   
   
   
   
   
  
  RANDOM ROAD OCCURRENCES 
  (roll once every ten increments of random traffic, only 
  during actual chases, or alternatively, a GM may 
  simply use these instances as a guide for adding flavor 
  a chase)    
  1D100    
  RESULT    
  1-3    
  Driver ahead slams on brakes    
  4-10    
  Opening in traffic, Road clear ahead for 2 
  increments (comes in to play next increment)    
  11-20    
  Vehicles ahead of you are side by side and blocking 
  you from passing    
  21-24    
  Opportunity for cinematic maneuver (ramp 
  allowing for jump, vehicle with loose cargo, etc...) 
  (comes into play next increment)    
  25-29    
  As you move to pass a vehicle it suddenly swerves 
  into your lane (18 difficulty to avoid    
  30-35    
  Traffic closes behind you, hindering pursuit for 2 
  increments    
  36-38    
  Animal, person runs out into road ahead of you (18 
  difficulty to avoid)    
  39-42    
  Vacant lot, open field on side of road    
  43-45    
  Something falls from a vehicle in front of you (20 
  difficulty to avoid)    
  46-50    
  Emergency vehicle, lights and siren on,  pulls onto 
  road ahead of you, moves 20mph faster than posted 
  speed limit, stays on road for 2d10 rounds    
  51-55    
  Collision between one or more vehicles in front of 
  you (23 to avoid)    
  56-60    
  Road ends in a T-Junction (if on rural road, road 
  becomes dead end, if on interstate, ignore and re-
  roll)    
  61-65    
  Road Damage (large potholes, etc..)    
  65-72    
  Road changes size (even larger, odd smaller), Roll 
  1D6/2 to determine additional lane 
  increase/decrease.  Even numbers always result in 
  the lanes distributed equally to both outbound and 
  inbound lanes, if the roll is odd, the GM determines 
  placement of the lane (if the road gets smaller and 
  decreases to 1 lane, the road becomes 1-way).      
  73-78    
  Oil, Ice (15 difficulty to keep control, or glass, nails, 
  debris, etc.. (10% chance of blowout)    
  79-84    
  Sharp Curve ahead, increases difficulty modifier by 
  one level.    
  85-87    
  Driver from side street runs light or stop sign (24 
  difficulty to avoid)    
  88-93    
  Traffic Jam ahead, all traffic comes to a complete 
  stop    
  94-96    
  Oncoming traffic suddenly swerves into your lane 
  (difficulty 26 to avoid)    
  97-100 
  Vehicle broken down in middle of the road 
   
   
   
  For every  increment of random traffic 
  rolled, there is a 10 percent chance of police 
  presence 
   
  DRIVING OFF-ROAD    
  Fairly flat field = +1 difficulty modifier level    
  Partially wooded, rocky, and/or hilly terrain = +2 
  difficulty modifier levels    
  Densely wooded, very rocky, and/or steep hills = +3 
  difficulty modifier levels    
  Flat, hard packed desert = +0 difficulty modifier levels    
  Loose sand desert = +2 levels difficulty modifier levels    
  High dunes, drifting sands desert = +3 difficulty 
  modifier levels    
  Off-road capable vehicles treat off-road conditions as 
  being 1 difficulty modifier level lower    
  Treaded vehicles treat off-road conditions as being 2 
  difficulty levels lower 
   
  The GM should assign all primary vehicles 
  (Characters Vehicle, involved NPC vehicles, etc.) a 
  quality rating. 
  VEHICLE QUALITY RATING 
  Breakdown chance is rolled once per day vehicle is used.  
  There is ALWAYS at least a 1% chance of vehicle 
  breakdown.    
  For every 20% of SDP damage taken a vehicle drops one 
  category and must make an immediate breakdown chance 
  roll.    
  Quality Rating    
  Chance of breakdown per day    
  Last Legs 
  20% 
  Used and Abused    
  15%    
  Normal    
  10%    
  Maintained    
  5%    
  Showroom Quality    
  1%    
  Other quality rating  modifiers 
  New vehicle (1 year old or less)    
  - 10%    
  Used (2-10 years old)    
  +5%    
  Well Used (11-20 years old)    
  +10%    
  Classic (21-30 years old)    
  +15%    
  Antique (31+ years old)    
  +20%    
  Standard Maintenance    
  0    
  Well Maintained    
  -5%    
  Lovingly Maintained by Top Grade Professional 
  mechanics    
  -10%    
  No Maintenance    
  +10%    
  
  AV's, advanced hovers, and helicopters must 
  adhere to the same penalties applied to 
  ground level traffic when in an urban 
  metropolis environment and involved in a 
  chase.  While aircraft have the luxury of 
  traveling above the rooftops in normal 
  situations, when involved in a chase, to be 
  effective they must follow the streets that the 
  vehicles they are pursuing are on.  This is 
  really only important in a metropolis type 
  setting, where skyscrapers and other tall 
  buildings are prevalent.  In a smaller town, 
  or even in a heavily urbanized area where the 
  buildings are rarely more than 4 stories tall, 
  Aircraft are not constrained by these rules.  
  Alternatively, even in an urban metropolis, 
  the Aircraft may gain elevation to escape the 
  close confines, but this will take him out of 
  attack range of the ground, and it will add 
  two levels of difficulty to all rolls attempting 
  to spot and follow the ground vehicles due to 
  distance and altitude.  If the chase is between 
  aircraft alone, then rules apply as normal.  
  All air traffic is to be treated as if having 
  rolled 1D6 less than the result on the random 
  traffic generator.  
  A BRIEF WORD ON AERODYNES    
  All AV's are equipped with a GPS linked Collision 
  Avoidance (CAV) system.  This system is one of the 
  most advanced navigation systems in the world and 
  monitors the activities (altitude, speed, and direction) 
  of all aerodynes, helicopters, dirigibles, and other 
  aircraft within a 5 mile radius (the military version is 
  good to ten miles).  Police Aerodynes and some ground 
  vehicles can scan for the system, and every landing 
  pad in the city is set up to detect the CAV System as 
  well.  Driving an AV in an urban environment 
  (defined by law as any population center with at least 
  5,000 citizens in a ten mile radius) without the CAV 
  system is a felony punishable by up to 20 years in 
  prison.  Also, since all AV's are required to have the 
  system installed during manufacture, it requires an 
  illegal modification (High Difficulty) to remove it.  
  Though scratch building an AV without it is possible.  
  Due to powerlines, bridges, overpasses, streetlights, 
  walkways, and the like, it is extremely inadvisable for 
  any aircraft to even attempt to operate lower than 50 
  feet from the ground in an urban environment.  Doing 
  so immediately raises the Difficulty Modifier level for 
  the AV to Very Difficult, in addition to whatever 
  modifiers it may be facing.    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   (Created and written by Deric Bernier, images by Deric Bernier) 
   
  For more of the best Cyberpunk 2020 goodness available, go to 
   
   
  http://datafortress2020.110mb.com/ 
  To e-mail the author: 
  droc@mc2k.com 
   
  
SOURCE: textdata/thevault/Cyberpunk/Unofficial/Datafortress 2020 Archives/Cyberpunk 2020 - Datafortress 2020 - Hard Road.pdf