Showing posts with label vehicle. Show all posts
Showing posts with label vehicle. Show all posts

20 November 2018

Metatoy System: Vehicles

Metal Max 3 taken from Plamoya.com


Vehicles are define by these attributes.

Scale: Scale of the vehicle. See SCALE below.
Manoeuvrability (MNV): Manoeuvrability of the vehicle/starship. This stats limits the driver's Agility rating. Use whichever is lower.
Combat (COM): Targeting system of the vehicle. Similar to MNV, it limits the gunner’s Intellect rating. Use whichever is lower.
HP: Structure Strength of the vehicle.
DEF: TN to hit vehicle.

some sample vehicle below:

TANK
Scale: Vehicle
MNV: 2
COM: 4
Weapons: Heavy ranged weapon (1 Long) 1d6+1 dmg and medium ranged weapons (1 Medium) 1d6 dmg
HP 20 DEF 10
Special: Slow movement; can traverse difficult terrain.

Illustration by Akira Toriyama

MOTORCYCLE
Scale: Personal
MNV: 5
COM: 1
Weapons: Small ranged weapon (1 Short) 1d6-1 dmg
HP 9 DEF 7
Special: None.


SCALE

There 4 scale categories in the game. There are:

PERSONAL
VEHICLE
STARSHIP
SPACE STATION

Personal: scale of characters, NPC and most monster and aliens as well as most personal vehicles that fits 4 to 6 people.

Vehicle: scale of most planet bound vehicles that are no personal such as tanks, helicopters, planes, ships and others.

Starship: scale mostly starships of any size, from starfighters to capital ships.

Space Station: scale includes anything bigger than most capital ships, including space station and minor planetoids.

There are no rule changes when doing combat on the same scale (i.e. vehicle vs. vehicle, etc.). But, when doing on a different scale there are some different rules, see below.

Small Scale to Large Scale
When small scale attacks large scale, for every 2 categories larger, small scale gets:
Advantage attack.
Target gets 1 Damage Reduction.

Large Scale to Small Scale
When large scale attacks small scale for every 2 categories smaller, large scale gets:
Disadvantage attack.
Large Scale deals double damage.

taken from Mad Max Fury Road

CHASES
Chase happens when one or more vehicle chases one or more targets. To simulate this, every participating vehicle must make opposed MNV roll. A group of vehicle only makes one roll picking the lowest MNV among them. If they win 3 (or more for more dramatic effect), the winner either escapes or manage to catch the target or engaged in combat (with the winner having a full round action), etc.

Metal Max 3 taken from Plamoya.com

VEHICLE COMBAT
What’s the use of vehicle without some actions? Vehicle combat is similar to personal combat with some different rules.

Determine Initiative: Every player’s vehicle makes MNV roll against opponent’s vehicle with the highest DEF. Player who succeed acts before opponent and player who failed acts after opponent.

Move: Vehicle makes 1 move or stay. See Movement & Distance for more information.

Action: an action is thing the character is doing on their turn. The action can take place before, during or after moving. Some possible actions a character can take:

Attack Gunner makes Intellect or vehicle COM roll (whichever is lower) against target vehicle's DEF. If successful, gunner makes damage roll based on weapon used.

Driver Attacks (for personal or vehicle only): Driver may attack at Disadvantage with handheld weapon (Might roll for melee weapon at Close distant or Agility roll for ranged weapon at ranged of the weapon), targeting either occupant or the vehicle.

Board a vehicle (for personal or vehicle only): Must be done in Close distance. Crew that jumps to another vehicle must make Agility roll (TN determines by GM). If successful, they might have a personal combat happening before the crew gets to control the vehicle.

Ramming: Ram can only be done in Close distance. Driver makes MNV roll vs. target DEF. If successful, you inflict half of your vehicle HP in damage on both the target vehicle and your own. Damage reduction still reduce this damage.

Dodging: +2 to vehicle/starship’s DEF. effect last for 1d3 rounds.

Locking on Target: Gunner spend a full round locking target ship. Gunner must make Intellect roll (TN is target vehicle’s DEF). If successful, you make Advantage attack roll next round.

p/s: Most of this vehicle rules were taken and modified from Solar Blade & Cosmic Spells by Diogo Nogueira. I like it so much so it should be in Metatoy!

06 March 2017

How To Create Vehicle?

Source: bmashina.tumblr.com

Way back then, I did rules for combat vehicle but haven't found out how to create a vehicle. After testing some stuff, here is some rules to make vehicle!

CONSTRUCTION POINTS

Each vehicle starts with x (usually around 20-50) construction points given by GM.
  • +1 Combat per 1 point.
    This gives bonus when attacking other vehicle.
  • +1 Physical per 1 point.
    This determines the size of your vehicle and ram damage.
  • +1 Move per 1 point.
    Determines speed and handling of the vehicle. It is used for manoeuvre roll.
  • 5 HP per 1 point.
    Your standard vehicle life counter.
  • +1 DEF (starting from 5) per 1 point up to DEF 13.
    Target Number when dealing with attack.
  • 1 REDUCE per 1 point.
    When handheld and personal weapon attack this vehicle, damage rolled is reduced with REDUCE value.
  • +1 PROTECT per 1 point up until +3. For 'full' it costs 6 points.
    When someone wants to attack the occupant of the vehicle, the occupant get to add this to his/her DEF value. For PROTECT 'full', vehicle must be destroy first before getting the occupant.

WEAPON MODIFICATION

Buying weapon for your vehicle also costs construction points.

Light Machinegun
(2d6) (2 points)
Medium Machinegun
(4d6) (4 points)
Heavy Machinegun
(6d6) (6 points)

Flamethrower*
(2d6) (2 points)
*Once hit by a flamethrower, each round target must make PHYSICAL roll (TN 9) to stop the flame or vehicle and/or driver suffer 1d3 damage until they manage to stop the flame. If target has FIRE EXTINGUISHER, it will negate the roll.

Rocket Launcher
(8d6) (6 points)
Rocket**
(2 points per rocket)
**Must install the launcher first before using

Light Tank Gun
(8d6) (8 points)
Medium Tank Gun
(9d6) (9 points)
Heavy Tank Gun
(10d6) (10 points)

Linked Weapon***
(1 point for each weapon)
***Each weapon with ‘linked weapon’ will only need the driver to make the attack roll, once. Unlinked weapon must be operated by a character.

GM are free to give 1-2 construction point for PC to modify his/her vehicle after a successful scenario using vehicle.




EXAMPLE VEHICLE



CHOPPER (23 construction points)

A chopper is a type of custom motorcycle which emerged in the United States in the mid-1960s. This one is modify to fight off raiders or baddies on the wasteland.

Combat
1(1)
HP
25(5)
Physical
1(1)
DEF
9(4)
Move
REDUCE
3(3)
5(5)


PROTECT
+1(1)





Weapon:
Light Machinegun [linked weapon] (2d6)(3)

30 August 2016

LARA Vehicle Combat Rules




VEHICLE COMBAT

At the beginning of chase combat every vehicle make a manoeuvre roll (2d6 +  drive skill + vehicle's Move bonus) trying to get better position. Loser gets a +1 bonus for the next manoeuvre rolls and it is cumulative until he wins. You can represent that +1 as tokens or coins for easy reference.
The winner picks one of the options below:

ATTACK Player rolls 2d6 + gunner skill + vehicle's Combat bonus. If the result is equal or higher than target’s DEF, the attack hits. Roll weapon damage and apply it to target’s HP.

CLOSE Player move close to target vehicle. If he wins manoeuvre roll next turn he can RAM the target vehicle or attack using PERSONAL WEAPON to occupant.

DISENGAGED Player disengaged from chasing. If he wins manoeuvre rolls next turn he can ESCAPE.

ESCAPE Player escape from the chase.

RAM You ram target vehicle! Roll d6 equal to your vehicle's Physical and apply it to target vehicle’s HP. While, target vehicle rolls d6 half his vehicle's Physical score and apply it to your vehicle's HP. If you wins manoeuvre rolls next turn, you can RAM once more.

PERSONAL WEAPON Make an attack roll. Victim must be in target vehicle car and he received DEF bonus of the vehicle he is in when attacked.

When the winner had taken his turn, all vehicle make manoeuvre roll once again. Repeat until one side loses.

WHAT HAPPEN WHEN YOUR VEHICLE HIT ZERO HP?
When that happens, someone (usually the driver) make a 1d6 roll on the Oh, My Vehicle! table below.

Oh, My Vehicle! Table
Roll
Result
1
Vehicle blows up destroying everything including the occupant.
2
Vehicle blows up dealing 8d6 damage to all occupant. Vehicle cannot be repaired.
3
Vehicle blows up dealing 6d6 damage to all occupant. Vehicle can be repaired. Combat, Move and Physical are reduced by 1 permanently.
4
Vehicle blows up dealing 4d6 damage to all occupant. Vehicle can be repaired. 2 stats are reduced by 1 permanently (choose from Combat, Move, Physical)
5
Vehicle blows up dealing 2d6 damage to all occupant. Vehicle can be repaired. 1 stats are reduced by 1 permanently (choose from Combat, Move, Physical)
6
Vehicle stops. No damage dealt to occupant. Vehicle can be repaired.

Here are some vehicle stats for everyone to play. I stat Mad Max Fury War Rig and Nux Buggy


War Rig
DEF 9, HP 65, Combat 1, Physical 6, Move 0, Reduce 10, Protect +3,
Personal Weapon: Guns (1d6), Shotgun (2d6), Flaregun (1d6, target stunt)

Max Rockatansky 
Physical 4, Mental 2, Combat 4, Social 1, HP 25, DEF 7
Skill: Ace Driver: roll 3d6 and pick 2 of the best when rolling involving driving, Drive (2) +2 to when manoeuvring vehicle.

Imperator Furiosa
Physical 2, Mental 3, Combat 3, Social 2, HP 18, DEF 7
Skill: Drive (2), Sharpeyes +2 when shooting.



Nux Buggy
DEF 8, HP 40, Combat 1, Physical 3, Move 2, Reduce 3, Protect +2,
Weapon: Thunderstick x 6 (3d6)
Mod: Nitrobooster (user can choose CLOSE or DISENGAGED without rolling)

Nux
Physical 1, Mental 3, Combat 1, Social 1, HP 12, DEF 7
Skill: Drive (1) +1 when manoeuvring vehicle.

Slick
Physical 1, Mental 2, Combat 1, Social 1, HP 12, DEF 7

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