Players do a lot of driving and fighting-while-driving in Junkland Blues, so I'm trying to make it satisfying. Here's an attempt, mostly ripping off this excellent post at Rotten Pulp. I tried to make the rules more comprehensive without losing the flexibility.
Quick note on speed: vehicles move 150 ft each round (or 5x human) per 10 mph of speed.
RIDES
CONTROL
When driving, players may need to retain control of the ride. Roll d20 + INT. GEARHEADS add VEHICLE mod instead if it is higher (increases as a Fighter's attack bonus). Success on a roll equal to or higher than 10 + speed/10. Drivers make control rolls when trying to:
- avoid an obstacle
- go off-road
- reach max speed
- slam on the brakes
- perform any other difficult maneuver, DM’s discretion
Fail by
|
Result
|
5 or less
|
You need to stop what you were trying to do to retain control.
|
6-10
|
Roll d6 on DAMAGE table.
|
more than 10
|
Roll d12 on DAMAGE table.
|
FIGHTING
To ram something, roll d20 + INT. GEARHEADS add VEHICLE mod instead if it is higher. Must be equal to or higher than a creature’s AC without armor (so 12 + DEX) or 10 for stationary objects. For other moving rides, defending driver rolls d20 + DEX + ARMOR and avoids the hit if higher than the RAM roll. Damage is 1d6 per 10 mph or kills any pedestrian outright at speeds over 50 mph.
When attacking a moving ride with a ranged weapon, ATTACK must match or beat AC = 12 + ARMOR + driver DEX. When attacking with a melee weapon, attacker must be on the ride and attacking a vital part of the ride, like the engine or fuel tank. To hang onto a moving ride outside the cabin(s), you must make an Instinct Save each time you make an attack, are hit by an attack, or the driver makes a CONTROL roll.
Treat HP as normal for animals. For motor and air rides, roll on this table. Roll d6 after the ride is reduced to half HP, d12 at one quarter HP, and d20 at 0 HP. If you’ve already rolled an effect for a certain ride, use the next one down the list. No matter the result on the table, at 0 HP the ride cannot be driven for at least the rest of the combat.
d20
|
Effect
|
Repairs
|
Scrap Needed
|
1
|
Just the paint.
|
-
|
-
|
2
|
Lose rear-view mirror.
|
-
|
-
|
3
|
Door jams.
|
-
|
-
|
4
|
Windshield shatters. All in the cabin make INSTINCT save or take d4 damage.
|
-
|
-
|
5
|
Extra gas or oil burns up.
|
-
|
-
|
6
|
Tire shot out. -2 to CONTROL.
|
Minor
|
10
|
7-8
|
Leak d8 gal/qt gas or oil.
|
Minor
|
10
|
9-10
|
Top speed cut by ¼.
|
Minor
|
10
|
11-12
|
Brakes fail. Can’t stop.
|
Medium
|
30
|
13-14
|
Random mod destroyed.
|
Medium
|
30
|
15-16
|
Driveshaft breaks. No steering.
|
Medium
|
30
|
17-18
|
Engine takes serious damage. Ride stalls.
|
Major
|
50
|
19
|
Random rider thrown from the ride.
|
-
|
-
|
20
|
Fiery crash.
|
Major
|
100
|
FIX RIDE
This is a skill like any other, with a base chance of 1 in 6. A toolkit is required to attempt minor or medium repairs, and a blowtorch is required to attempt major repairs. A failed attempt still uses up the scrap indicated in the DAMAGE roll.
GEARHEADS improve with level (as the Dwarf architecture skill), and may also use this skill to add mods to the ride. Blowtorch is required, along with scrap worth half the price on the mod table.
Ride
|
Price
|
HP
|
Armor
|
Top Speed
|
Riders
|
MPG
|
Tank (gal)
|
Oil (qt)
|
Cargo (slots)
|
ANIMAL
| |||||||||
Ostrich
|
25
|
d6
|
0
|
30
|
1
|
-
|
-
|
-
|
15
|
Grasshopper
|
50
|
2d6
|
0
|
50
|
1
|
-
|
-
|
-
|
25
|
Beetle
|
75
|
3d6
|
2
|
20
|
2
|
-
|
-
|
-
|
50
|
Lizard
|
100
|
3d6
|
2
|
20
|
3
|
-
|
-
|
-
|
75
|
Tortoise
|
150
|
5d6
|
4
|
5
|
4
|
-
|
-
|
-
|
100
|
MOTOR
| |||||||||
Motorbike
|
100
|
d8
|
0
|
100
|
2
|
50
|
3
|
3
|
25
|
Buggy
|
200
|
2d8
|
0
|
100
|
3
|
30
|
10
|
4
|
50
|
Car
|
300
|
3d8
|
2
|
150
|
5
|
20
|
20
|
6
|
100
|
Van
|
500
|
5d8
|
2
|
90
|
10
|
15
|
30
|
7
|
200
|
Rig
|
1,000
|
6d8
|
4
|
90
|
6
|
5
|
300
|
40
|
400
|
AIR
| |||||||||
Glider
|
200
|
d6
|
0
|
40
|
1
|
-
|
-
|
-
|
0
|
Chopper
|
400
|
2d8
|
2
|
250
|
4
|
5
|
60
|
50
|
50
|
Airship
|
10,000
|
6d8
|
6
|
200
|
10
|
10
|
300
|
80
|
400
|
Mods
|
Price
|
Notes
|
Armor plates
|
100
|
+2 AC per mod, max +6
|
Boarding pole
|
50
|
can jump onto rides 15 ft away
|
Bulldozer
|
100
|
plumes of dust when down, +2 CONTROL vs. obstacles
|
Extra cabin
|
200
|
up to 4 seats, weapon mount
|
Extra seat
|
25
|
-
|
Flamethrower
|
300
|
d6d6 damage, 15 ft range
|
Gas trailer
|
300
|
doubles gas capacity, but fire causes d6d6 explosion
|
Harpoon gun
|
75
|
hooks strong cable into object, 90 ft range
|
Machine gun
|
600
|
3d6, 1800 ft range, -3 ACCURACY, jam 1-3, automatic
|
Mon. truck wheels
|
150
|
+2 to CONTROL
|
Roll cage
|
200
|
riders in cabin can’t be thrown from ride
|
Spikes
|
50
|
+d6 damage to ram
|
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