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Pulp Vehicle Combatback to Rules Changes
Vehicles are given very abstract statistics and only Armor and Hit Points really have any relevance to the game. Their Armor value is dependent upon the materials they are made of and their strength, their Hit Points are a direct consequence of their bulk, generally determined by the number of passengers that they can carry.
Armor HP Motorcycle or Compact Car 2 30 Coupe or Sports Car 3 30 Full-Size/Luxury Car 4 60 Truck 5 75 Light Armored Car 12 60 Heavy Armored Car 15 75 Light Tank 15 75 Airplane Var. Var. Boat Var. Var.
Vehicles that have lost half of their Hit Points suffer a -20% penalty to any actions performed inside them. Vehicles are inoperable at ‘0’ Hit Points but still provide some armor and cover for the occupants.
Crashing/Being Hit
Crashes come in two types: Low-speed crashes and high-speed crashes. Low speed crashes are those that occur at low velocities or in circumstances where the impact is lessened, such as side-swipes and rear-end crashes. Low-speed crashes do 1d6 damage to the larger participant and 1d6 to the smaller participant. High-speed crashes do 2d10 damage to the larger participant and 4d10 to the smaller participant. Occupants of a vehicle being hit take half as much damage, reduced by half again if there is safety equipment (seatbelts, etc) in the vehicle.
Chases
Vehicle chases present a mini-game of pursuit and maneuvering as one vehicle tries to outstrip another. For the purposes of this, driver Initiative (DEX roll) is rolled as per combat and each vehicle attempts to catch up to the other to take actions, such as run them off the road, fire at them, board, or cut them off. This process is abstracted through the accumulation of ‘distance’. Once ‘distance’ of the chased vehicle is ten or more ahead of the chasing vehicle, the chase ends with their escape. Otherwise the chasing vehicle has caught up, driven them off the road, blocked them or wrecked them. Opposed Drive rolls during a pursuit are made to determine the ‘winner’; the smaller vehicle gets +10% to its rolls, the faster vehicle gets at least +10% to its rolls. Different maneuvers have different effects on the distance gained.
Vehicle Maneuvers
Attacking Vehicles
For the most part vehicles are just sinks for damage, soaking up Hit Points until they escape or crash; though they can be smashed through to get at the tender, juicy, meaty people inside as well. In these cases attacks are made as though through cover and through the armor of the vehicle to attack the people within. In addition, vehicles can have certain locations targeted with attacks:
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