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Fallout_Necromunda_Base_guns.docx
Current list of all guns. Fallout_Close_combat_weapons.docx And all of the close combat weaponry. I had forgotten to add a weight, however.
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Well, I had it all done way before christmas, I just couldn't decide whether/ when/ how to get it all on here. Took the lazy option /,,/
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In reply to this post by messyart
Excellent, now I have some use for all those robot miniatures I've got!
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~The ravings of a single mad Goblin is bad enough, but such a power-hungry, malice-filled creature as Mortis can never hope to be understood~ |
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~Sexy robots.
I might include a perk to allow players to construct their own androids/ tinmen. Kind of like "Build-a-companion".
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This post was updated on .
Due to the fun nature of the random encounters in-game, I decided to add this to my own game. :3
During every game, the GM may use up to two random encounters. He draws a map, making a rough picture of where players have to be for the encounter to trigger. He then rolls on the random encounter chart. (Like using a D50/ 2 D10s*) Random encounters; 1.ACrashed UFO. (4D4 Aliens and D3 Alien Captains are stood around a crashed UFO. They will be hostile against everything they see.) 1.B (For repeated encounter) - Another Crashed UFO? (2D4 Aliens and two Alien Captains are stood beside the wreckage of another scout ship. One Alien Captain WILL have an Alien Blaster. The other must roll as per usual. In addition, the Alien Captain without a definite Alien Blaster is carrying "Cryo Schematics" that will allow the player carrying it to make Cryo weapons if they have certain items) 2.Anachronism to the Knee. (Skeleton is found nearby, half-buried in sand. It appears to have an arrow in its' knee and a small, ratty diary. The final page reads "I used to be an adventurer like you...") 3.Positively Ghoulish. (Friendly Glowing one that offers food items that are all irradiated. Will seem downtrodden if declined.) 4....Who's Lassy? (Friendly dog appears, barks wildly and then runs off to the nearest ruin. The run will contain loot picked from the highest category of luck.) 5.Aye, the KRAKEN! (Mirelurk King spawned anywhere more than 12" away) 6.Well, that's handy. (Malfunctioning Mister Handy appears within 12". It is hostile and is making an incredible amount of noise, alerting any enemies within 24") 7.INSTANT RAVE! (2D4 Cazadors & 2D3 Giant Mantises spawn more than 12", in a single cluster around a corpse.) 8.Wherever they may roam. (4 Feral Ghoul roamers spawn nearby) 9.Land before time forgot. (Baby Deathclaw, Young Gecko, Young fire Gecko & Mole Rat pup spawn nearby. They are all friendly to one another and will walk randomly across the board until they reach a board edge.) 10.Bear Neccessities. (Feral Ghoul & Yao Guai spawn nearby. They are friendly and will flee if attacked) 11.Frightgeist hunting party. (A band of 5 Freightgeists spawn nearby and instantly attack the players in their own turn.) 12.Spore Patch. (3-6 Spore Plants are hidden somewhere nearby, out of sight) 13.Hunting season. (4 Bark Scorpion Hunters spawn within 8" of the players) 14.Farmers. (2D3 friendly NPCs wander around a small area.) 15.Pariah dog. (A friendly Dog appears and picks one of the players at random. It follows them, hiding if the player is attacked and scaring friendly NPCs during speech checks. In addition, it lowers the players luck by 1, and has 15 wounds.) 16.Enclave patrol. (3+D3 Enclave soldiers are passing through. Non-hostile) 17.The Lost and the Damned. (Group of scavengers stand about, talking. If spoken to, they reveal that they are looking for a treasure, and must now kill the player to ensure they do not beat them to it) 18.Lone Hunter. (Single sniper hides nearby, shoots anything within range) 19.A lost child. (A child is found hiding nearby and must be led off of the board at the end of the game for a small reward) 20.Human bomb (A band of 3 Freightgeists chase a wastelander. They will approach the player and beg for help removing their collar. If the check is failed, the bomb will explode in the next turn.) 21.Slaver gang (4+D3 Slavers attack the characters) 22.Cannibals (5+D3 hunters attempt to kill the characters) 23.Friendly cannibals (3 hunters attempt to sell the player "strange meat") 24.Bounty Hunters (Roll against each players Luck, the first to fail is their target.) 25.Dead guy, Fat Man. (Corpse with Fat Man) 26.Thar be dragons.. (Pair of crippled Deathclaws spawn nearby. They have halved movement.) 27.A HyDrayting (Meet a man called Dray, he begs for water) 27.B Re-hyDrayting (Meet Dray again. He wants more water) 27.C ProsDrayted (You meet Dray once more. He's incredibly ill, and water will not be enough to save him.) 28.Meet the Rat Pack. (2 Giant rats and 2 Mole Rats are spawned) 29.Robot Girlyman (Scavenger trying to loot an Eyebot, asks for help dismantling it) 30.Not a drop to drink. (Scavengers trying to seek purified water. Will attempt to kill players if they possess any) 31.Junkie Rose. (Dealer and 2 customers spawn nearby. After a turn, they fight. The survivor/s will approach the players to sell wares) 32.Doctor doctor, please! (Wasteland doctor, sells chems) 33.Brotherhood patrol. (2D3 Brotherhood of Steel paladins spawn at the nearest board edge and will walk across the board. If the players hold unique energy weapons, they will be attacked.) 34.Enclave purge. (2D3 Enclave troops enter on the opposite side of the board armed with heavy weapons. They are there to kill anything not deemed "pure".) 35.Mercenary strike team. (3 lightly armed merc's are seeking someone in the vicinity. They will not bother the players.) 36.Outcast wanderers. (Possible ex-Brotherhood soldiers, making a long walk to no-where. Will harrass the players for food.) 37.Super Mutant gangers. (2D3 Super Mutants are spawned nearby and have set up a camp.) 38.Raider Initiation. (5 Raiders beating up an undressed Raider. Will not attack unless provoked.) 39.Piece of mind. (Pair of Robobrains debating) 40.Snake in the Grass. (A cardboard box seems to be moving over the landscape. An NPC called "Snake" will be unveiled if the box is shot or touched by another base.) 41.Endless Walker. (A Feral Ghoul Reaver appears on the far table edge from most of the players. It lacks any ranged attack, but has an Agility of 9 and 5" movement) 42.Big Daddy. (Players will stumble upon a Super Mutant Master, walking alongside a young girl. He will escort her towards the farthest board edge and protect her as best he can, from anything that attacks them. He will be equipped with a Gatling Laser and Super Sledge. The little girl will have only basic items, and a Teddy Bear. 43.Enclave sniper. (Enclave sergent with Advanced power armour and Gauss rifle appears nearby. Won't be aggressive immediately.) 44.Radscorpions vs Scavenger. (3 Radscorpions of levelled size attack a lone scavenger.) 45.NCR Sniper. (NCR ranger with Anti-Materiel rifle is patrolling nearby. If a player is disliked by the NCR, he will warn them to stay away. If they are wanted, he will shoot to kill.) 46.NCR patrol. (3-5 NCR soldiers travel across the board. Various weapons. Only hostile is a player is Wanted, or if attacked). 47.Injured serviceman. (A single basic soldier of any random faction is found nearby, begging for medical aid. If a player is wanted by that faction, he will warn them to get away from the area before wandering off of the board (if healed)). 48.Damn kids. (3 children roll over a nearby hill with BBguns and start shooting at the players. They will flee laughing once they have injured any player.) 49.Wasteland medibot. (A lost medical robot is wandering about. If the players can point it in the direction it needs to go in, it will offer to give out a single free implant to each one. *Location needn't be genuine, they can lie. But Karma...) 50.Wandering Whore. (A prostitute approaches the players, asking for caps in exchange for services. The players skip a turn and all pay the amount of caps demanded in return for full HP) *Possible STDs* 51.Wandering Sex Show. (A group of freakish performers travel across the board and offer their services for free.) *Like yo recieve STDs* 52.Mad Cows! (3-5 Crazed Brahmin appear nearby) 53.Spider and the Fly. (Giant Spider fights a Cazador nearby) 54. 55. 56. 57. 58. 59. 60. A lot, as you can see. But I need more. I HAD hoped to get 100, but I am going to give up on that I think. *2D10; To get any number between 1-50 on 2 D10s, first roll for the first digit; 1-2=0 3-4=1 5-6=2 7-8=3 9-10=4 Then roll a second D10. Example; Roll 2, meaning the first digit is 0 Then roll a 3, meaning the first result is 3 (03) Roll 8, meaning the first digit is 3 Then roll a 7. The result is 37 I hope this is understood. It's likely that I'll shuffle the list a bit, and I am ultimately hoping to boost it to at least 60 (Which should be easy if I add more XXX Vs YYY battles to the list).
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In reply to this post by messyart
Ideas finally back into my mind;
Karma and usage: Players will gain and lose karma as they play, dependant on their behaviour. GM will have set plans for how NPCs will react to a player based on karma, and some may be outright hostile regardless. In addition, players with excessive karma can "purchase" second chances. Further "lives" if you will, for when their character has finally died in the wastes. (They would otherwise be forced to use a new character or pay a hefty sum with any doctor they have helped in the past, etc) Karma will be numbered in time (when I decide whether it's safe to go into triple digits..) Exp gain; Players will level up on a similar pace to the games. At level up, they will be able to pick perks.. (While I'm well aware that this could grow bothersome - with many new rules/ abilities unlocked - I am confident that it will not slow the game down) Quests laid out mid-game will help players boost their xp quickly. I will spend some time making the full xp/level list soon (it requires da maffz)
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I'm about ready to sleep and need ideas jotted down;
Sneaking/ hidden/ crouching. Players must tell the GM when they are going to begin crouching/ sneaking. When they do so, a token will be placed beside their character to notify everyone that that character is currently crouched. In addition, if they meet requirements, they will gain an additional token to mark them as "hidden". Requirements mainly being that they have not yet been spotted by enemies. Obviously, you can't just duck out of a fight and sneak away once you've gotten involved. Protected by cover: When a player is hiding behind cover, they can gain bonuses to sneak & reduce their chances of being shot dependant on the size of the terrain. A. Minor cover. Things that would be generally knee-height. When a player is standing behind cover of this size, he gets no benefits. When a player is crouching behind cover of this size, they get the following; +1 to Sneak if hidden & -2 to be hit by ranged weapons. B. Medium Cover. About waist height. When a player is standing behind cover of this size, he gains a -2 to be hit by ranged weapons. When a player is crouching behind cover of this size, he gains the following; +3 to sneak if hidden & -5 to be hit by ranged weapons. C. High cover. Neck height. When a player is standing behind cover of this size, he gains a -5 to be hit by ranged weapons. When a player is crouching behind cover of this size, he gains the following; +8 to sneak if hidden cannot be targetted with ranged weapons. Unlisted "D"; Any terrain (such as walls, buildings, large plants etc) that completely restricts vision. Sneaking & remaining unseen/ heard; While a player is crouched within a creature/ enemies perceptive zone, they can only be spotted if the enemy beats their Sneak skill on a D10. If they fire upon their enemy with anything but a silenced weapon, they give themselves away and are no longer "Hidden". If they use silenced weapons, and successfully kill their target within a single shot/ burst, they remain Hidden. If their target does not die and is hit by at least a single shot, that model (and any within the most immediate perceptive zone (always 6") all become "Aware" of the player. During this time, the GM may actively hunt down the player with every Aware model. They make a Sneak test to see if they can spot the player (if they can draw any line of sight to the model) and if they fail, they have one more turn in which to locate them before their Aware status is gone. If a player uses a non-silenced weapon, every enemy within perceptive distance becomes "Aware" for the same duration. And a brief explanation of the states an enemy will go through.. Passive; This is their most "peaceful" state. They will not persue models, because they are not yet aware of their presence. The GM cannot move them out of their own normal patterns unless they are attacked by other factions/ wildlife. In doing so, they may become aware of the player. Aware; When they have heard shots fired, or when they have been hit by an unknown shot, they become aware. They will either fire back immediately, or, if the player is sneaking, attempt to search for them. Experience levels; 1 0 XP 2 20 XP 3 55 XP 4 105 XP 5 170 XP 6 250 XP 7 345 XP 8 455 XP 9 580 XP 10 720 XP 11 875 XP 12 1045 XP 13 1230 XP 14 1430 XP 15 1645 XP 16 1875 XP 17 2120 XP 18 2380 XP 19 2655 XP 20 2945 XP 21 3250 XP 22 3570 XP 23 3905 XP 24 4255 XP 25 4620 XP 26 5000 XP 27 5395 XP 28 5805 XP 29 6230 XP 30 6670 XP Since my current little zombie game seems to easily handle numbers ranging into the thousands, it shouldn't be too hard to do the same for something more long-winded. The only problem will be creating a story to encompass challenges for every level..
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This post was updated on .
In reply to this post by messyart
Snippy bits of mental work need to be listed so as to be remembered;
Skillbooks: Due to the way my game works (10 points rather than 100 to each skill), small increases in a players skill are not at all possible. So instead I have decided to make skillbooks work something like this; A player reads the book, and if they roll a 10 on a D10, their skill has increased by 1. A 1 in 10 chance of the book boosting the skill is similar enough to how a player would require 10 books to gain as many levels (each 1 skill in my system is the same as 10 in the game of course). I may include fun things like bobbleheads.. A single piece of terrain that I can tack down to random places on a board once in a blue moon. If players successfully notice it, they all gain a boost to the stat it represents on the same D10. Karma; Players actions will increase and decrease their karma rating. Excessive karma, one way or the other, often has an effect on the tabletop. The GM makes his own decisions on how this will play out.. Think of it as a way to reward and punish players. Bounty hunters, gifts, vengeful relatives and the like will provide a surprise to the player mid-game. If they so wish, the GM can keep a list of each action a player has done to change their karma level.
Mankinds first mistake; Questioning why those around him, are dying.
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Well, I just spent about 4 hours finding and rewriting almost every perk available in FO3 & NV, and dug into FO, FO2, Tactics & even BoS.. And then made up my own one at the end.
Fallout_perk_list.docx Every two levels, a player can pick a perk, so long as he fits the requirements listed. In addition, there will be perks picked up as players go through a campaign. They will be more or less up to the GM. There will be a simple list of universal additions such as.. Child killer; If a player kills a child deliberately (as in, they went out of their way to do so, rather then suffer a terrible scatter and accidentally blew a kid to smithereens) they will suffer a massive karma penalty and be forever known across the wastes as a child killer. Speech checks will be nigh-impossible and many NPCs will be outright hostile. The only way a player can redeem themselves and be rid of the "perk" will be to achieve a karma level of "Very Good". Power armour training; Gained either from having a character taken from the BoS or Enclave, or from making friends with one of those two factions. Implants; Whether administered by Android characters or NPCs, implants will permanently boost a characters SPECIALs. Some implants even go further..
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Fallout_player_sheet.docx
A WIP right now, I might change it about depending. Worried at the mo' that it may require a scrap bit of paper for players to jot down current xp..
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In reply to this post by messyart
thought you might like this ...
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~The ravings of a single mad Goblin is bad enough, but such a power-hungry, malice-filled creature as Mortis can never hope to be understood~ |
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Mankinds first mistake; Questioning why those around him, are dying.
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I am going to stick a load of WIP documents down here, for reference and so people know what I'm working on.
Fallout_consumables_list.docx Fallout_item_rolling.docx
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Pondered for a second, found an easy new CC method.
D10 (to simplify rolling) for everyone involved. The score is still added to their Melee or Unarmed skill Each weapon will have their own modifier to the total score. Be it good or bad. I'm hoping for a range between 1 and 25 (Max' combat skill of 10 & roll of 10, plus bonuses for good weapons, etc) So things like Deathclaws (I love using them for examples) would get a base Melee skill of 8 and roll their D10. For their predatory nature and devillish speed, they'd get a +2 bonus or something. Bare fists would force a negative modifer due to their flimsy nature. Cutting the roll by 2 (at the least). Basic knives would drop it by 1 or 2 Combat knives be used on an even 10 Weapons that use more automatic attacks (like chainsaws, rippers and thermic lances) would gain a +D# modifier the list goes on. I wish I had thought of that sooner. D:
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Right, trying to plot ways to force addictions..
I'm thinking a simplified list of the numbers in-game. All being about 1/10 chances to gain addiction. Then they'd all have a modifier that came with extended use. So for VERY addictive substances like Jet, the player would get a -2 modifer for every time he's used them. That modifier would stack, making it progressively more and more likely for addictions to grow. And length of time it affects the player is being difficult to work out, as in-game most give 30 hours (easily within the scope of an entire game). Regardless of how it's done, it'd either complicate the game or overpower the player. D:
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FALLOUT_AP.docx
Document included for those who require just the AP uses players pick between.
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In reply to this post by messyart
Came up with some ideas lately for rules I'd not considered/ thought up.
Mailboxes for storage. Like in Fallout NV, where you can send items to other settlements by post. A player could place an infinite amount of gear in a mailbox and pick it up from any other mailbox they come across. They would be very specific mailboxes. Not the ones outside houses.. Landmines; I kinda realised that I'd made no method for disarming mines. Now I have. Mines are not marked on the board. Instead the player/ NPC who placed them keeps a small map of wherever they've put them and marks rough spots on it to dictate where the mines might lay. Once a player has stepped within this area, they must make a Perception check to spot them. If they pass, it is placed 2" from the player and they do not instantly trigger it. If they fail, the mine is placed within 1" and is triggered. They now have a single chance to either disarm, or escape the blast. The only Aactions they can now perform are movement and disarming (That means if you've crawled up to a mine, you've only got time to crawl away). To disarm costs 2AP, and the player must roll EQUAL or LESS than his Explosives skill.. Or get exploded.
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Well, it's been a little while and I've finally decided to focus playtesting..
The combat system seems to work fine. I have some qualms with how easily players build their vital combat skills, but I may just make up for this by forcing their other stats to be almost... Vital. Science, Repair, Survival, Medicine, Lockpick, so on, so forth.. I'll make sure they feature much more in the campaign, in ways that make the players realise they can't go far without them. Science; More consoles. Emphasis on experience rewards for hacking. (Same emphasis will be placed upon lockpick) Repair; Weapons seem to very rarely break.. So the chart will be adapted to a 8-10. Repair may also be brought in during quests. Survival; One of the little systems that I've barely even written, let alone tried. I need to create some manner of chart for food items to possibly irradiate, poison or even buff/ debuff player stats. Medicine; Well, some players have considered this already. It'll be a clearly beneficial stat to have high when injuries are more frequent, though stims are going to be costly items. Lockpick; Simple; I will add more containers to the board once I have gotten a loot list/ deck completed. Combat works. The only things that are bothering me are enemy turns (working out their AP, mainly). I may simply force their A stat to be their constant total, then it can be tailored between creatures. I'm also re-thinking global awareness (or at least the writings). I'm going to go for a simple format of "Hidden/ Caution/ Danger" Since lets face it, it works. Hidden and Caution will both linger so long as the players are not seen by a model. Once they've been spotted, it swaps to Danger and everything of the same faction as that model will hunt you the fuck down. It can only go back to Caution if the players can stay out of sight for long enough to lose a quarter of their total Global Awareness build-up. Enemy states; During Hidden, all enemies will assume some manner of normality. They will stroll, patrol and meander as the GM sees fit. During Caution, they will begin, initially, searching the area that earned their attention. They will then patrol in steadily larger circles around the area. During Danger they will all actively seek out the players. To differentiate more easily, I will have a scrap of paper/ cards with every alignment of creature currently present in-game. Then I will have three coloured tokens. Green, orange and red. They will be shown on the card depending on current state. Global Awareness and sneak kills; When a player kills a model with a sneak attack critical, Global Awareness will only be raised, and a Caution will only be placed if a model aligned to the deceased is within visual range of it in any following turn. Carrying objects; Players can pick up and physically move mid-sized items on the table. To do so, they merely spend 1AP in picking it up. Their movement is then lowered by 1" while they still hold it. To let go of the item is free. They can pick up and drop items within 1" of themselves.
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In reply to this post by messyart
Road-Raiders, bikers, trucks and vertibirds.
Whether forced to fend them off, or using them, the players will come across functioning vehicles on occassion. They come in many shapes and sizes, often customised. To start, there are five different "types" of vehicle: Personal - Motorbikes and the like. They carry 1-2 people and minimal armaments. Car - Car-sized vehicles. Jeep-like vehicles, Corvegas and the like. 1-6 passengers, can be equipped with a fair payload of weaponry. Truck - Flatbeds, buses and army trucks. They can carry an entire gang on their backs and can be strapped with enough weaponry to level buildings if needed. Tank - Relics of war, sometimes just a well-armoured car. Tanks are generally anything smothered in armour. They can carry up to 10 passengers and often carry large weapons. Vertibird - One of the only flying machines encountered anymore, the vertibird is a lethal transport vehicle. Carrying up to 7 passengers, they are armed with gatling lasers, missile launchers, mini-nuke bombs and whatever their pilots can jury-rig on board. They are well armoured, and offer a lot of protection for their crew. They can also winch large objects (including vehicles within the Personal and Car types). In addition, different vehicles offer different amounts of protection. It's easy to smother a car in sheet metal to cover yourself completely. Vehicle types: Open; No protection from windows. The crew can be picked individually when attacked. Sheltered; The vehicle provides some basic cover for the crew, making them a challenge to shoot. Normal aiming rules apply. Enclosed; The vehicle protects the crew from all angles, be it glass or sheet metal. The crew cannot be easily picked out. Spread weapons and any scoped weapon treats the vehicle as if Sheltered, but other weapons cannot. Encased; The crew is completely covered from all angles. Armour prevents them from being picked out, and they can use cameras or fine view spaces to see through. It's impossible to pick them out at range, and your best hope is that you can rock them about with blasts. Vehicle stats; Defining the defensive strengths of vehicles are the Mass stats. Mass represents weight and armour combined. Four individual sections of each vehicle have their own Mass value, and accompanying Structure value. Structure points are similar to a players Health Points in that they are depleted with damage and can cripple and destroy a vehicle once enough damage has been done. Those four sections are; Body Crew Wheels/ rotors etc Fuel tank Each section can be hit randomly when the vehicle is shot at, with the body recieving the highest chances of being hit. Players can use 4AP on aiming in order to choose which section is hit, however. The only exception is the Fuel Tank. A player must pass an Intelligence OR Repair check in order to locate and identify the Fuel Tank. If they do so successfully, it may be targetted by them only (Unless they pass the knowledge on to the other players). Damaging a vehicle requires for it to first be hit. Penalties to hit depend on the speed of the vehicle in its last turn. For every AP spent on movement, players suffer a -2 penalty to hit it. Once they have hit it succeccfully, they roll to see where their shots have landed (Unless they spend 4AP to aim first) Roll a D10 and consult the following; 1-5 = Body 6-7 = Wheels/ Rotors etc 8-9 = Crew 10 = Fuel Tank To work out how much damage is done, the player then takes the Cs of his weapon and takes the Sv Mod. A "-" modification ADDS to the total score. a "+" means the Cs is reduced. They then roll a D10 and combine it with the score. If they beat the Mass of the section hit, the Structure points of it are reduced, by the difference between the players total, and the Mass. So hitting a Mass 15 car with a rocket launcher means an automatic score of 12, before rolling. If the player then scores a 6 on his D10 roll, his total will be 18. This does 3 points of Structure damage to the section he hit. Often enough to ruin that part of the vehicle entirely. But, in addition, Blast weapons gain additional affects. They hit as many sections of the car as they have inches of blast radius. So that Missile Launcher, with a radius of 2" will hit one additional section of the vehicle (Rolled for once again). The damage is then divided between the two sections. Section damage; Each section has some vital part to play in the vehicle, and of course, damage to any one part can render the vehicle unuseable. Body; When taken to half of its starting Structure, damage to Crew and the Fuel Tank are doubled. Once the Body has lost all Structure points, the vehicle halts entirely. It can no longer move (Though the crew may fire if it has guns). If the vehicle moved in its last turn, it continues to roll 1D10 for every AP used on movement, in a straight line forward, for one turn. After that, it's utterly immobile. If a Vertibird loses all Body points, it crashes. If it was immobile in its last turn, it falls from the sky and suffers a crash as per usual. If it moved, it acts as any other vehicle, but rolls scatter for direction and crashes hard when it finally lands at the end of the rolled-for extra movement. In addition, vehicles all have their own Movement rate and Agility. A chart later on shall dictate what these values are worth. Wheels/ Rotors; -1" for every Structure point removed from Wheels/ Rotors. Dangerous Ride; Once damaged, movement is permanently hindered and even dangerous. Whenever the vehicles moves twice or more, they must pass an Agility test for every AP used. If failed, roll a scatter dice and move the vehicle in the direction shown for every inch the player had previously moved by. All models in its path count as being rammed and when it finally stops, it suffers D3 Structure damage to every section. Crew; Each crew member has his own HP and it is reduced the same way as Structure points. When the crew is hit, the controlling player chooses which member takes the damage. Once the crew has been reduced to 0, they die. Once they're all dead, the vehicle can be used. If it moved in a turn before the driver was killed, it rolls 3D10" straight ahead. Any models in the path count as being rammed. The vehicle then takes D3 Structure damage to each remaining section (Incl' any other crew on board). Fuel Tank; With every lost Structure point, roll D10. If a 10 is rolled, the vehicle explodes as depicted by vehicle type. Personal; Explodes as C4 Car; Explodes as mini-nuke Truck, Tank & Vertibird; Mini-nuke with 10" blast. The blast affects the crew and destroys the vehicle immediately. On-board guns; Mounted; Limited fire-arc. User dependant on vehicle. Some are automated, requiring the driver to divert his attentions to firing. Some are operated by other crew. Manned; Often strapped to the vehicle, they're only useable if another crew member is on board. The driver must spend 3AP in order to swap seats and use his gun. All to-hit rolls are reduced by AP used on movement. So, shooting and then driving gives no penalty. Ramming; If the vehicle rams a model on foot, they must roll an Agility check. If they pass, they just get out of the way. Move the model to the side. If they fail, they are hit. DAM for the weapon is equal to how many AP were used in reaching the victim. Cs is half of the vehicles original Body Mass. All DAM inflicted has a -6 Sv Mod. The model is moved the full distance the vehicle drove at, and can be hit again next turn if they do not move. If the model being rammed has a higher Endurance than the vehicles Body Mass, the vehicle suffers D3 Structure loss to every section. When two vehicles collide, the attacking player uses his Body Mass & a D10 vs the enemy Body Mass + a bonus based on positioning. Only "Personal" types of vehicle have a Dodge chance. If the enemy is facing side-on, they do not gain a bonus. If they are facing head-on, they gain a +2. If they are facing away, they gain a +3. The winner is the one who scored the highest. The loser takes the difference between their scores in damage, distributing each point between sections based on the same targetting roll as used earlier. The winner might still have suffered damage however, and must roll a Luck check successfully or suffer D3 Structure loss to sections of their choice. When the Vertibird tries to ram models, it needs to pass an Agility check or instantly crash into the ground by the models feet. It takes D10 damage to each Section. When ramming vehicles, it gets no such check. It suffers D10 damage to all Sections regardless of outcome. Attacking in close quarters; Models may hit vehicles (providing they are not flying). They land as many hits as they have points of Melee/ Unarmed skill. Each hit then combines Cs & Sv Mod as with shooting. Damage is dealt with the very same from that point (it's easy to stick a knife through a window and kill a man, as it's easy to chop up a tyre with a chainsaw). Entering and abandoning a vehicle; 2AP is required to get in or out of a vehicle, and 3AP is required to change positions once inside. If a player is in an erupting vehicle and somehow survives, they are simply placed beside the wreckage.
Mankinds first mistake; Questioning why those around him, are dying.
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