Vehicle accidents can occur under any one of the circumstance slisted below. Thedriver of a vehicle may make a Driving Skill BCS in an attempt to avoid the accident.
  • Movement, when in Tactical Scale, at a speed which exceeds the maximum safe speed for the terrain and weather conditions. A Driving Skill BCS roll must be made each hour. The driver’s BCS receives a modification of -1 for each 5 kph, or fraction thereof, in excess of the maximum safe speed.
  • When the terrain or weather conditions change to lower the maximum safe speed and the driver does not alter his speed to a safe level. The check for an accident should be made when this occurs. The BCS receives modifications as above.
  • Slamming on the Brakes and failing the BCS roll to stop safely.
  • When the driver is attempting a high speed maneuver. This is defined as any maneuver at a speed which exceeds, in kph, the total of the driver’s Deftness and Speed. The driver’s BCS receives a modification of -1 for each 10 kph, or fraction thereof, by which the vehicle’s speed exceeds that value.
  • When the vehicle loses one or more Durability points. The BCS receives a negative modification equal to the Durability lost.
  • When the driver takes any damage. The BCS receives a negative modification equal to the damage taken by the driver.Remember to include any BCS modifications due to the driver’s condition if he is Wounded or Seriously Wounded.
  • When the driver is killed or rendered unconscious. In this case, the speed in kph is the percentage chance of an accident. This should be checked on each Action Phase and is cumulative. Thus, a vehicle travelling at 20 kph would have a 20% chance of an Accident on the first Action Phase on which it was uncontrolled and a 40% chance on the second.


Die Result Type of Accident
01-20 The vehicle fishtails. No serious effect occurs. If the vehicle does not have an active driver, it is subject to further accident possibilities as outlined in the last of the accident causing circumstances listed above.
21-60 The vehicle stalls. It will lose all motive power and move in a straight line decelerating at 5 kph per meter moved. Slick surfaces woul increase the distance to 1.5 meters and icy surfaces to 2 meters. The vehicle will lose 1D3 points of Durability.
61-85 The vehicle spinsout. It will turn to face random direction (roll 1D6 and treat the hex which it normally would have entered as 1 and number clockwise from there). Thevehicle isthen treated as if it had received a result as with a die roll of
86-00 The vehicle crashes. See below


If a vehicle crashes, a Crash Factor will be calculated. This is important in determining the results of the crash. The base Crash Factor is equal to the speed of the vehicle at the time of the crash in kph minus the current Durability of the vehicle times its structure minus the driver’s Skill score in Driving Skill divided by 10 and rounded to the nearest, if he makes his BCS roll.

Speed(kph) - (Durability * Structure) - BCS Score/10

Safety Considerations

There are two factors that should be considered with safety. The Terrain Danger Factor (TDF) and Speed. If the TDF is greater than zero, things will not end well. The TDF is a multiplier of Crash Factor! The speed must be less than the (Durability * Structure)/TDF. For a car that is 40kph with a TDF of 1. For a truck that is 55kph! Stay under that speed and make the BCS roll and everything is fine.

Crash Indicated

When the table on the left indicates a crash or a vehicle crashes due to some cause the following calculator will determine crash effects:

Good Road D3 - 2 (May be negative)
Poor Road D3 - 1
Ruins D10/2
Open D3 - 2
Scrub/Rough/Swamp D3 - 1
Woods D6/2
Hills/Forest D10/2
Desert/Marsh D2 - 1
Mountain 2D6/2

Determine Crash Results

Vehicle Speed in kph
Vehicle Durability (-3 to 20)
Vehicle Structure (table)
1 for compact, 1.5 for sadan, light truck and van
Driver Skill Score (1-100)
Driver Made BCS Roll
Terrain Danger Factor
Safety Devices (Seat belts, Air bags in use)
Average Armor Value of Passengers


A character with the proper Repair Skill may repair vehicles. Each point of Durability is a Task. The Task Value is equal to the vehicle's Damage Resistance. It requires 1 unit of parts for each Durability point.


A vehicle may accelerate at 1 kph per Action Phase. If the Gamesmaster wishes, he may designate a vehicle with a higher or lower rate of acceleration, i.e. it may move 1 hex the first three AP, then 2 hexes the next three AP and so on. A vehicle may slow 5 kph per action without slamming on the breaks.

Aftermath! Game and Data Copyright © 1981 Robert Charrette and Paul Hume      Clear Cookies Search Site Changes/Updates

To help personalize content, tailor and measure ads, and provide a safer experience, we use cookies. By clicking or navigating the site, you agree to allow our collection of information on and off through cookies. Learn more, including about available controls: Cookies Policy.