| AN ONGOING NEWSLETTER | November 2001 |
You have to be just a little bit crazy to try to ram another vehicle.
One of the most requested additions for Combat Zone has always been a set of vehicle rules. Folk just seem to want to zip about, crashing into things and into each other, causing total mayhem. As if the world wasn't dangerous enough... One of the most requested additions for Combat Zone has always been a set of vehicle This is the first draft of my vehicle rules: Comments or suggestions are welcome! |
rules. Folk just seem to want to zip about, crashing into things and into each other, causing total mayhem. As if the world wasn't dangerous enough... This is the first draft of my vehicle rules: Comments or suggestions are welcome! |
Car | |||||||
Motorbike | |||||||
Wheeled APC | |||||||
Tracked APC | |||||||
4 X 4 Truck | |||||||
Sports Car |
A vehicle may accelerate by up to its maximum each turn. A vehicle may choose to accelerate by less than it's maximum. |
A car may accelerate by up 30cm each turn. |
To stop a vehicle, throw any number of braking dice up to the vehicle's maximum, depending on how quick you need to stop. |
A motorbike may throw 1, 2, 3, 4 or 5 x D10 braking dice. |
Total the dice score and deduct this from the vehicle's speed. Negative scores indicate that the vehicle has stopped. |
A Wheeled APC is travelling at 30cm and needs to stop suddenly to avoid a fallen building. The player rolls 3 x D10 and scores 2, 8 & 6, giving a total of 16. The APC reduces speed by 16cm and moves 14cm this turn. |
The driver of a moving vehicle may only fire a pistol and suffers an additional - 1 on the 'Hit roll'. For every 10cm (or part of) above 30cm which the vehicle is moving factor a -1 from the 'Hit Roll' of anyone shooting from the vehicle. |
Anyone shooting from a vehicle travelling 35cm per turn suffers a -1 to their Hit Rolls. Anyone shooting from a vehicle travelling 49cm per turn suffers a -2 to their Hit Rolls. |
You have to be just a little bit crazy to try to ram another vehicle! You may do so, but you stand a very good change of hurting yourself as well. Player one is the player initiating the ram. | |
Player one may add or subtract one point if his driver is Veteran or Elite | |
Player two may add or subtract one point if his driver is Veteran or Elite | |
Player one may add or subtract two points if his driver is a Hero | |
Player two may add or subtract two points if his driver is a Hero | |
Roll 1D6 and total the score. | |
Result | |
Miss - Both Players must roll on the Skid table | |
Near Miss - Player two must roll on the Skid table | |
Near Miss - Player one must roll on the Skid table | |
Crash - Both vehicles crash together. Refer to section below. | |
If you successfully ram another vehicle then both vehicles roll to damage each other. Roll the vehicle's Ram Dice and add 1D6 for every 10cm above 30cm which the vehicle is travelling. Total the score then refer the vehicle's Damage table. |
While vehicles can be fast moving targets, they tend to be much larger, making them easier to hit. For every 10cm (or part of) above 30cm which the vehicle is moving subtract a 1 from the 'Hit Roll' for anyone shooting at the vehicle. Add a +1 to the 'Hit Roll' if the shooter is firing at a car sized vehicle Add a +2 to the 'Hit Roll' if the shooter is firing at a large vehicle such as an APC or Truck. |
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If the damage score is equal to the vehicle's major damage score then the vehicle has suffered Major Damage. Roll 1D6 and refer to the chart below |
1 Steering Jam - The vehicle may no longer turn properly. Roll 1D6 (1-3 the vehicle cannot turn right, 4-6 the vehicle cannot turn left) |
2 Control Loss - The vehicle accelerates 1D10 every turn. The vehicle cannot brake. |
3 Power Loss The vehicle slows 2D10 every turn until it stops. It cannot be moved further under it's own power. |
4-5 Skid - Roll on the Skid table |
6 Fire - All Occupants
take an automatic 2D6 wound from a fire in the vehicle. Armour offers no
protection.
If the damage score is equal to the vehicle's Critical Damage score then the vehicle has been destroyed. It will move it's current speed less 4D10, then stop. All Occupants take an automatic 3D6 wound. Armour offers no protection. |
Turning Some vehicles are better at turning than others and to represent this fact, each vehicle is given a Turning Factor. The Turning Factor determines how quickly a vehicle may turn. Stationary Motorbikes and Tracked APC's may be turned on the spot to face any direction. Vehicle Turns - Multiply the vehicle's speed by it's Turning Factor to determine the radius
of the arc. A car travelling at 20cm moves along a 20cm arc with a radius of 20cm (Speed 20cm x Turning Factor 1 = 20cm). A Motorbike travelling at 30cm moves along a 30cm arc with a radius of 15cm (Speed 30cm x Turning Factor 0.5 = 15cm). |
Travelling across rough terrain or trying to take a corner at high speed puts you at risk of losing control. Some vehicles are more stable than others, and this is reflected in their Skid Factor. - Vehicles crossing rough terrain at more than 30cm per turn must roll on the Skid table. - Vehicles making 900 or more turn while travelling at more than 30cm per turn must roll on the Skid table. | |
Roll 1D6, adding any modifiers (including Skid Factor) |
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No Effect |
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Skid - Move the vehicle 2D10 forward and 1D10 sideways No one may shoot from this vehicle during this turn. The vehicle returns to normal next turn. |
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Crash - Move the vehicle it's current speed less 4D10. The vehicle then stops and is destroyed. All occupants take an automatic 3D6 wound. Any survivors automatically receive a panic reaction. |
It costs 1AP to enter or leave a vehicle that is travelling 30cm or less. The figure must be in base to base contact with the vehicle. Vehicles travelling faster than 30cm per turn cannot be embarked onto. Disembarking from a vehicle travelling more than 30cm a turn may result in injury.
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Roll 1D6 and add any modifiers |
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-1 for every 10cm that the vehicle is travelling above 30cm per turn |
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+1 if the figure is a hero |
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Injury - The person leaving the vehicle takes an automatic 1D10 wound while leaving the vehicle. Armour offers no protection |
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Panic - The person leaving the vehicle receives a panic reaction while leaving the vehicle |
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OK - The person leaves the vehicle safely |
You may ram any pedestrians foolish enough to get in your way. Running over these pedestrians will not damage your vehicle. If the pedestrian does not have a death wish they may try to evade the attack. If they are successful move the pedestrian to the side of the vehicle | |
Roll 1D6 and add any modifiers | |
-1 for every 10cm (or part of) above 30cm, which the vehicle is travelling. | |
+1 if the pedestrian is a hero | |
Hit - The pedestrian is hit and takes an automatic 2D6 Wound. Armour offers no protection. |
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Near Miss - The pedestrian just leaps out the way in time place a Panic counter next to the pedestrian |
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Miss - The pedestrian leaps out the way barely in time |
Riders of motor bikes are more exposed than users of other vehicles. When a motorbike takes damage, roll 1D6 (1-3 the vehicle is damaged, 4-6 the rider takes the damage instead) |
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