TheMedic
February 5th, 2008, 09:12 AM
There are some good rules for breaking objects, swinging lamp-posts and throwing cars about. NOW, with the attached rules, you might be able to use vehicles for the purpose they were designed for.
But WHY??????
what about using a car to ram the breakable wall / knock down the lamp post, or just escape in a hurry, perhaps knocking down an oponent on the way?
http://i31.photobucket.com/albums/c393/DJ_crazyjay/DSC00142.jpg
"Hey Agent Loraine, how about we drive over and grab a couple of donuts?"
"You know we can't drive Agent Ken, we'll just have to get in the car and wait till Hulk comes along to throw us over to the donut shop".
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What follows is my first draft rules. Please feel free to try them and comment.
Last night and this morning, I threw together some rough ideas for simple vehicle movement. Please feel free to comment, and enlarge on these as you see fit. At the end of the day, the game is NOT about vehicles, so the rules governing them should be simple, so as not to detract from the game.
DOUBLE SIDED CARD.
The vehicle card is double sided. One side represent a driveable vehicle, the other side represents a wreck which may still be used as a moveable object weapon, but cannot be driven. I have worked the life points out to a total of 7 (Although this can be adjusted) The initial 3 for a good car, the remaining 4 for a large hunk of useless metal, which canbe hurled about until total destruction.
Driveable Vehicle side
LIFE 3
MOVE 8
ATTACK/DEFENCE 4-6*
OCCUPANTS 2-4*
SIZE - (height) - 2/4 or 5 etc (see note)
*(dependant on type of vehicle)
Wrecked Vehicle
LIFE 4
MOVE 0
ATTACK/DEFENCE 2-4*
OCCUPANTS 0
VEHICLE TYPES AND SIZES
Vehicles come in various types: Motorcycles / Trikes / Small Cars / Large Cars / Vans etc.
Dependant on the type, they can be used as terrain of certain heights. to establish the height of the vehicle parts stack terrain next to the vehicle.
Therefore the hood of a car may be level 2 and the roof at 3. A panel van on the other hand may not have a hood which can be stood on, but the roof at level 4 or 5.
USING THE VEHICLE.
Only a small or medium humanoid figure (size 4-5) may operate a vehicle.
Turn 1 Enter the vehicle and Roll 20 sided dice Over 8 starts vehicle (END of turn, this figure can do nothing else this turn.)
Turn 2 Vehicle may now start to move as per movement rules.
Each vehicle can carry a number of passengers. These must all be small/medium humanoids, and one of the vehicle occupants must be the allocated driver.
MOVEMENT
Vehicle counts road and concrete hexes as 1 space.
Grass and loose rock hexes cost 2 to enter
Sand hexes cost 2 to enter, and EACH sand hex entered requires a roll on the 20 sided dice. On a 10 or under the vehicle become stuck and can no longer be driven whilst on the sand tile.
Unlike a double hex creature, a vehicle is NOT flexible enough to be able to flip around on it's axis. To turn around, the front must be moved to one of the 3 forward facing hexes (diagram to follow). Therefore, it would need to move a couple of hexes before it can face in the opposite direction.
TURN OR DRIFT
The vehicle follows it's front. (unless reversing). So determine the positon of the front of the vehicle, the middle section always goes into the hex the front just left, and therefore the bak of the vehicle looks after itself. In a tight turn, the back will swing out, and may hit an obstacle that the first two hexes of the vehicle did not!
http://i31.photobucket.com/albums/c393/DJ_crazyjay/Car-move.jpg
The image above shows the hexes that the front of the car may enter. The car will always face the direction the arrow is pointing, OR face the way the vehicle was facing first - This is a drift, rather than a turn.
http://i31.photobucket.com/albums/c393/DJ_crazyjay/Car-drift.jpg http://i31.photobucket.com/albums/c393/DJ_crazyjay/Tight-turn.jpg
This image shows how the rear end of the vehicle swings out in a fishtail as the vehicle turns.
http://i31.photobucket.com/albums/c393/DJ_crazyjay/swipe1.jpg http://i31.photobucket.com/albums/c393/DJ_crazyjay/swipe2.jpg
This pair of images shows how the rear end of the vehicle swings out in a fishtail as above and strikes an obstacle. In this instance it will be resolved as a collision, with both vehicles rolling for damge, as per the collision / ramming rules
A vehicle can be driven in reverse, but not in the same turn as it moved forwards. Exactly the same rules apply as for driving forwards, but following the rear of the car.
Most 1/43 scale vehicles will be a single hex in width and either 2-3 hexes long (in my experience British & European cars are 2 hexes, American cars are 3). For movement purposes, use the front hex as a guide, the remainder of the vehicle follows in the same way that a double hex creature does.) Vehicle cannot stop its movement on a split level. If it cannot fit on its final destination, it cannot move there. A vehicle cannot move through gaps that it cannot physically go through.
TRAVELLING ON TOP OF VEHICLES NEW
A figure may travel on the roof of a vehicle, but there is a risk, and the risk increases the faster the vehicle is travelling. If a figure was on the roof you need to roll dice at the end of the movement phase to see if the figure falls. For each space the vehicle travelled this turn you take 1 combat dice - SO, if the vehicle travelled 3 spaces, you use 3 dice. These are all then rolled for EACH of the spaces moved. If you roll a 1-2 blanks in any single roll, the figure falls, if you roll 3+ blanks, the figure also takes an unstoppable wound.
RAMMING (destructable objects)
When a vehicle is used to RAM attack an object, both the target and the vehicle will be damaged. Roll the attack dice normally but then the target AND the vehicle must roll defence dice, and are both liable to be damaged.
The following text has been replaced - Roll dice against Attack Defence on vehicle card. Then roll defence dice as normal on the target object. Whatever the result is, BOTH objects receive the damage.
RAMMING (Figures)
If at any point in the vehicles movement it enters the same space as any small / medium figure, roll for an attack using cars attack/defence stats. Target rolls for defence exactly as it would for a normal attack. Vehicle also needs to roll for defence. Vehicle does NOT need to stop movement, and regardless of result, figure is moved by the player who owns the figure 1 hex to the side, out of vehicles path. It must be placed on an adjacent space on the same level to either side. IF there is not a clear same level space, the figure can be placed in the spaced it originally started in, or directly behind the vehicle, if it ended it's movement ON that space - (This would represent the figure being flipped over the top of the vehicle.)
For large figures double hex / size 6 and any with the Super strength symbol. Vehicle movement stops as per destructable object above, but attack defence is carried out as for other figures.
Any collision that results in a wound on the vehicle, requires a 8+ roll on the 20 sided dice to see if it is still running, or if it needs to be re-started.
FROM DRIVEABLE TO WRECK
When the vehicle loses its last life and becomes a wreck, all occupants need to roll a dice. 1 skull = 1 unblockable wound. All figures are removed from the wrecked vehicle, and placed adjacent to it. The player controlling the vehicle / figures decides on placement, as per the pedestrian rules above.
But WHY??????
what about using a car to ram the breakable wall / knock down the lamp post, or just escape in a hurry, perhaps knocking down an oponent on the way?
http://i31.photobucket.com/albums/c393/DJ_crazyjay/DSC00142.jpg
"Hey Agent Loraine, how about we drive over and grab a couple of donuts?"
"You know we can't drive Agent Ken, we'll just have to get in the car and wait till Hulk comes along to throw us over to the donut shop".
-----------------------------------------------------------------------------------------------------------------------------------------------------------------
What follows is my first draft rules. Please feel free to try them and comment.
Last night and this morning, I threw together some rough ideas for simple vehicle movement. Please feel free to comment, and enlarge on these as you see fit. At the end of the day, the game is NOT about vehicles, so the rules governing them should be simple, so as not to detract from the game.
DOUBLE SIDED CARD.
The vehicle card is double sided. One side represent a driveable vehicle, the other side represents a wreck which may still be used as a moveable object weapon, but cannot be driven. I have worked the life points out to a total of 7 (Although this can be adjusted) The initial 3 for a good car, the remaining 4 for a large hunk of useless metal, which canbe hurled about until total destruction.
Driveable Vehicle side
LIFE 3
MOVE 8
ATTACK/DEFENCE 4-6*
OCCUPANTS 2-4*
SIZE - (height) - 2/4 or 5 etc (see note)
*(dependant on type of vehicle)
Wrecked Vehicle
LIFE 4
MOVE 0
ATTACK/DEFENCE 2-4*
OCCUPANTS 0
VEHICLE TYPES AND SIZES
Vehicles come in various types: Motorcycles / Trikes / Small Cars / Large Cars / Vans etc.
Dependant on the type, they can be used as terrain of certain heights. to establish the height of the vehicle parts stack terrain next to the vehicle.
Therefore the hood of a car may be level 2 and the roof at 3. A panel van on the other hand may not have a hood which can be stood on, but the roof at level 4 or 5.
USING THE VEHICLE.
Only a small or medium humanoid figure (size 4-5) may operate a vehicle.
Turn 1 Enter the vehicle and Roll 20 sided dice Over 8 starts vehicle (END of turn, this figure can do nothing else this turn.)
Turn 2 Vehicle may now start to move as per movement rules.
Each vehicle can carry a number of passengers. These must all be small/medium humanoids, and one of the vehicle occupants must be the allocated driver.
MOVEMENT
Vehicle counts road and concrete hexes as 1 space.
Grass and loose rock hexes cost 2 to enter
Sand hexes cost 2 to enter, and EACH sand hex entered requires a roll on the 20 sided dice. On a 10 or under the vehicle become stuck and can no longer be driven whilst on the sand tile.
Unlike a double hex creature, a vehicle is NOT flexible enough to be able to flip around on it's axis. To turn around, the front must be moved to one of the 3 forward facing hexes (diagram to follow). Therefore, it would need to move a couple of hexes before it can face in the opposite direction.
TURN OR DRIFT
The vehicle follows it's front. (unless reversing). So determine the positon of the front of the vehicle, the middle section always goes into the hex the front just left, and therefore the bak of the vehicle looks after itself. In a tight turn, the back will swing out, and may hit an obstacle that the first two hexes of the vehicle did not!
http://i31.photobucket.com/albums/c393/DJ_crazyjay/Car-move.jpg
The image above shows the hexes that the front of the car may enter. The car will always face the direction the arrow is pointing, OR face the way the vehicle was facing first - This is a drift, rather than a turn.
http://i31.photobucket.com/albums/c393/DJ_crazyjay/Car-drift.jpg http://i31.photobucket.com/albums/c393/DJ_crazyjay/Tight-turn.jpg
This image shows how the rear end of the vehicle swings out in a fishtail as the vehicle turns.
http://i31.photobucket.com/albums/c393/DJ_crazyjay/swipe1.jpg http://i31.photobucket.com/albums/c393/DJ_crazyjay/swipe2.jpg
This pair of images shows how the rear end of the vehicle swings out in a fishtail as above and strikes an obstacle. In this instance it will be resolved as a collision, with both vehicles rolling for damge, as per the collision / ramming rules
A vehicle can be driven in reverse, but not in the same turn as it moved forwards. Exactly the same rules apply as for driving forwards, but following the rear of the car.
Most 1/43 scale vehicles will be a single hex in width and either 2-3 hexes long (in my experience British & European cars are 2 hexes, American cars are 3). For movement purposes, use the front hex as a guide, the remainder of the vehicle follows in the same way that a double hex creature does.) Vehicle cannot stop its movement on a split level. If it cannot fit on its final destination, it cannot move there. A vehicle cannot move through gaps that it cannot physically go through.
TRAVELLING ON TOP OF VEHICLES NEW
A figure may travel on the roof of a vehicle, but there is a risk, and the risk increases the faster the vehicle is travelling. If a figure was on the roof you need to roll dice at the end of the movement phase to see if the figure falls. For each space the vehicle travelled this turn you take 1 combat dice - SO, if the vehicle travelled 3 spaces, you use 3 dice. These are all then rolled for EACH of the spaces moved. If you roll a 1-2 blanks in any single roll, the figure falls, if you roll 3+ blanks, the figure also takes an unstoppable wound.
RAMMING (destructable objects)
When a vehicle is used to RAM attack an object, both the target and the vehicle will be damaged. Roll the attack dice normally but then the target AND the vehicle must roll defence dice, and are both liable to be damaged.
The following text has been replaced - Roll dice against Attack Defence on vehicle card. Then roll defence dice as normal on the target object. Whatever the result is, BOTH objects receive the damage.
RAMMING (Figures)
If at any point in the vehicles movement it enters the same space as any small / medium figure, roll for an attack using cars attack/defence stats. Target rolls for defence exactly as it would for a normal attack. Vehicle also needs to roll for defence. Vehicle does NOT need to stop movement, and regardless of result, figure is moved by the player who owns the figure 1 hex to the side, out of vehicles path. It must be placed on an adjacent space on the same level to either side. IF there is not a clear same level space, the figure can be placed in the spaced it originally started in, or directly behind the vehicle, if it ended it's movement ON that space - (This would represent the figure being flipped over the top of the vehicle.)
For large figures double hex / size 6 and any with the Super strength symbol. Vehicle movement stops as per destructable object above, but attack defence is carried out as for other figures.
Any collision that results in a wound on the vehicle, requires a 8+ roll on the 20 sided dice to see if it is still running, or if it needs to be re-started.
FROM DRIVEABLE TO WRECK
When the vehicle loses its last life and becomes a wreck, all occupants need to roll a dice. 1 skull = 1 unblockable wound. All figures are removed from the wrecked vehicle, and placed adjacent to it. The player controlling the vehicle / figures decides on placement, as per the pedestrian rules above.