Some preliminary rule thoughts:
Car:
accel 6"/turn
safe decel: 3"/turn
safe max speed: 12"/turn (control roll beyond)
base condition: 8
Truck
accel: 4"/turn
safe decel: 2"/turn
safe max speed: 8"
base condition 10
damage (like .45A, 1d10 for location)
shooting at the front:
1 tires
2-3 engine
4- headlights
5-6 windshiel
7-10 body
rear:
1 tires
2 fuel tank
3 body
4 taillights
5-6 rear window (or body)
7-10 body
Driving control rolls
1d10 + car condition + situation modifiers + speed (-1 per 2" of movement") + drivers skill
if failure, go to failure chart (the fun one)
1d10 + difference between 10 and your roll
Failure Chart
1-2 lose 1d2" of speed
2-4 lose 1d3" of speed
5-6 lose 1d6" of speed
7-8 stop
9 skid 30 degrees 1d3"
10 skid 30 1d6"
11 skid 45 1d3
12 skid 45 1d6
13 skid 90 1d3
14 skid 90 1d6
15 fishtail
16 spin out 90 degree right, occupants dazed next round (cannot act)
17 spin out 90 left, occupants dazed
18 spin out 180, occupants dazed
19 roll 1d3 times, occupants take 2 x WS 10 hits
20 car explodes, all occupants dead, everything within 2" takes 2 x WS 10 hits
Situational Modifiers
-1 night
-1 raining/snowing
-1 debris/oil on road
-2 off-road
-1 if head lights out and is night
-1 is windshield out
Car Condition
-1 per tire shot out
-2 if engine damaged (engine has two hits, 1st hit is half speed and -2, second is out)
-1 per two body damage
Road placement:
When front vehicle starts onto last piece, pause the vehicles movement
roll 2d10
2 s-curve (2 90 degree turns)
3 90 degree
4 45 degree
5-6 30 degree
7 straight (tree)
8 straight 2"
9 straight 4"
10-12 straight 8"
13 straight 4"
14 straight 2"
15 straight (bridge)
16-17 30 degree
18 45 degree
19 90 degree
20 cows! (roll again and place on start of new piece)
direction of turn is chosen by the player in last place.
recommence movement