The Hell On Earth Gaming Arsenal
Vehicle Random Encounters

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POSSE TERRITORY
NO MAN'S LAND
MARSHAL LAW
COMSAT
TALL TALES

This Table is meant to illustrate that vehicles don't last forever. It's also a good way
for Marshals to give the posse a little trouble when necessary.
 
VEHICLE RANDOM ENCOUNTERS
Black Joker: If near Colorado, a Raptor on routine patrol decides you are a target
and attacks. If not, a Rattler or other large car-eating nasty attacks.
Red Joker: The posse comes across a  gas station, car lot, garage, rest area etc, with 1d4 vehicles in good condition with 1d6 gallons of fuel in each.
2: Dirty fuel: Engine splutters result (from Road Warriors). Car will not start if
stopped until all fuel is drined and replaced. This takes an hour and a Mechanic(3)
roll.
3: Fuel line broken: Lose 1 gallon per round until motor is shut off and car is
stopped. Requires a replacement hose or repair. Takes an hour and a Mechanic(3)
roll
4: Fouled spark plugs: Engine won't start if stopped. Replace plugs (common item)
5-7: Engine overheat: Ignore and draw again if hero has anitfreeze. Engine loses
all water in a cloud of steam and car stalls. Won't restart until 2 gallons of water
are replaced. If car is driven more than 5 minutes without water, engine block
cracks.
8-9: Needs Oil: Car is running out of oil. 3d6 minutes or rounds(if in combat)
until engine seizes up. Car needs 1d6 quarts of oil. Trucks need double this
amount.
10: Fuel Leak: Per Road Warriors.
J: Brakes are shot: Car slows down at double the normal rate and on a bust, has
no brakes at all. Replace brakes. This take 1d4 hours and Mechanic(5) roll.
Q: Tire Blowout: If car has Solid tires, ignore and redraw. Immediate drivin'
roll with all modifiers or Outta Control. Must replace the tire and if driven on
for more than 5 minutes, must have a new wheel as well. (15 or more points of
damage will need a new wheel, too.)
K: Transmission Failure: Car loses all gears or is stuck in one. This requires
a new transmission of the right type and 8 hours of work. Mechanic(7) plus
the posse must have some way to raise the vehicle to get at the transmission.
A: Steering Failure: Roll 2d6 and apply this as a negative result to hero's drivin'
rolls as the car's steering fails. Requires new parts, 6 hrs of work and Mechanic
(9) roll to replace.
Note: For all Mechanic rolls, PC can use Tinkerin' with the Related Skill penalty.
 
Scavengin' Parts House Rule
This takes 15 minutes base time per step and part. Mechanic(5).
Without tools: Any loose items in vehicle, plus battery, radiator cap, and anything not
bolted or screwed on to the engine.
WIth tools: Hero can remove specific engine parts on top of the motor, tires, oil pan,
and any weapons.
With garage: PC can disassemble the entire vehicle except for armor, which
requires a cutting torch.