Monday, February 22, 2016

Driving in Junkland Blues


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.




DAMAGE
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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