The D&D Gamma World rulebook and the Famine in Far-Go expansion both allow you to roll up vehicles as part of your starting gear – but no rules are provided on how to actually use them in the game, apart from a few brief details on their overland speeds and gas mileage.

So, then, here are house rules for vehicles in D&D Gamma World, along with stats for several different types of vehicles for your games.

Download Road Rules of Gamma Terra now!

Update (3/17/11): The official rules for vehicles in D&D Gamma World are here on the WotC site.

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4 Responses to “Road Rules of Gamma Terra: Vehicles in D&D Gamma World”

  1. [...] This post was mentioned on Twitter by Fred Hicks, Jimmie, Kirt D, Glimm the Gnome, Dazed (save ends) and others. Dazed (save ends) said: Road Rules of Gamma Terra: house rules for vehicles in D&D #GammaWorld http://bit.ly/eBsJuG #dnd #4e #rpg [...]

  2. Great post! I really like the variety of vehicles that you included. The only big thing that I’d probably try to do differently is including rules for a zoomed out chase scale like d2O modern used. That would allow for fire fights with the player characters and enemies racing down the remains of interstates and through ruined cities.

  3. Gregory says:

    This is terrific, the velocity rules are a nice touch. I had a few questions about the skycycle: Was it a deliberate decision that the skycycle not have the “hover” keyword added to it? What, if any, vertical flight restriction should it have?

  4. Excellent clean and streamlined rules! You’ve answered the question I immediately asked when I saw the pick-up truck in the equipment section: how am I going to let my players run someone over with that?
    When it comes to vehicle rules, its easy to get caught up in overly complicated specifics – you resisted that urge and stayed true to the rules light feel of the rest of Gamma World.
    More importantly you’ve brought a little Mad Max into the game, which is a flavor no post apocalyptic stew should be without!