Goodman Games

Fan Forums
It is currently Mon Sep 01, 2014 7:50 pm

All times are UTC - 6 hours




Post new topic Reply to topic  [ 3 posts ] 
Author Message
 Post subject: Vehicle rules?
PostPosted: Thu Jun 25, 2009 12:41 pm 
Offline
Hard-Bitten Adventurer

Joined: Thu Oct 18, 2007 12:05 pm
Posts: 189
I've been tinkering with advancing the Dragonmech setting a few decades game-time, enough to produce some serious changes.

One of the things I'd like to do is simplify the mechs.

Someone on another forum made some rules for vehicles which look interesting enough to use.

The basics is that a vehicle is an animated construct that you control.

Koumei wrote:
Vehicles:

So, vehicles are handled like this: they are essentially animated objects that you control. Their type is Construct, and if they do not move they are flat-footed. If they do move, they treat their Dex bonus as +1 per ten feet moved in that round - so if a vehicle speeds 250 feet up to you, it seriously has +25 AC.

Chimera Military Transport:
Maximum Speed: 180' (Swim 100')
Armour: +7
Size: Huge (Long)
Carry Capacity: Gunner, Pilot and 12 passengers
HP: 100
Fort +10, Ref +3, Will +6
"Trample" 4d8+20
Stability, Bullrush +28
*6 Hull-mounted Lasguns (passenger-operated)
*Optional: 1 Pintle-mounted Storm Bolter or Heavy Stubber
*Optional: 1 Hunter-Killer Missile
*Turret: Multi-laser or Auto-cannon or Heavy Bolter
*Hull: Heavy Bolter or Heavy Flamer

Rhino Armoured Transport:
Maximum Speed: 200'
Armour: +7
Size: Huge (Long)
Carry Capacity: Pilot, 10 passengers
HP: 100
Fort +10, Ref +3, Will +6
Trample 4d8+20
Stability, Bullrush +28
*Pintle-mounted Storm Bolter
*Optional: 1 Hunter-Killer Missile

Repressor Assault Transport:
Maximum Speed: 180'
Armour: +7
Size: Huge (Long)
Carry Capacity: Pilot, Gunner, 10 passengers
HP: 120
Fort +11, Ref +4, Will +7
Trample 4d8+20
Stability, Bullrush +30
*Cupola-mounted Storm Bolter
*Pintle-mounted Heavy Flamer
*Optional: 1 Hunter-Killer Missile

Valkyrie Aircraft:
Maximum Speed: Fly 500' (Good)
Armour: +5
Size: Gargantuan (Long)
Carry Capacity: Pilot, 2 Gunners, 10 passengers
HP: 80
Fort +8, Ref +3, Will +6
*Two door-mounted Heavy Bolters
*Nose-mounted Multilaser or Lascannon
*2 Wing-mounted Hellstrike Missiles or Rocket Pods

Vendetta Gunship:
Maximum Speed: Fly 500' (Good)
Armour: +5
Size: Gargantuan (Long)
Carry Capacity: Pilot, 2 Gunners, 10 passengers
HP: 80
Fort +8, Ref +3, Will +6
*Two door-mounted Heavy Bolters
*Nose-mounted Twin-linked Lascannon
*2 Wing-mounted Hellfury Missiles or Twin-linked Lascannons

Vulture Gunship:
Maximum Speed: Fly 600' (Perfect)
Armour: +5
Size: Gargantuan (Long)
Carry Capacity: Pilot, 2 Gunners
HP: 80
Fort +8, Ref +3, Will +6
*Two Wing-mounted Lascannons
*Nose-mounted Heavy Bolter
*2 Wing-mounted Hellstrike Missiles or Rocket Pods

Marauder Bomber:
Maximum Speed: Fly 400' (Average)
Armour: +7
Size: Colossal (Long)
Carry Capacity: Pilot, 5 assorted crew
HP: 200
Fort +12 Ref +5 Will +9
*Rear-mounted twin-linked Assault Cannon
*Anti-Aircraft twin-linked Heavy Bolter
*24 Bombs or 4 Deathstrike Missile equivalent 200kg bombs
*3x nose-mounted twin-linked Auto-cannons

Le Man Russ:
Maximum Speed: 100'
Armour: +12
Size: Huge (Long)
Carry Capacity: Pilot, Gunner, 2 other crew
HP: 150
Fort +12 Ref +5 Will +9
*Turret-Mounted Battle Cannon or Vanquisher or 2x Twin-linked Auto-Cannon
*Hull-mounted Heavy Bolter or Lascannon
*Two Sponsons with Heavy Bolters or Plasma Cannons or Multi-Meltas
*Optional: 1 Hunter-Killer Missile
*Optional: Pintle-mounted Heavy Stubber or Storm Bolter

Land Raider:
Maximum Speed: 100'
Armour: +13
Size: Gargantuan (Long)
Carry Capacity: Pilot, Gunner, 10 passengers
HP: 180
Fort +13 Ref +5 Will +9
*Roof-mounted twin-linked Heavy Bolters
*Two sponsons with twin-linked Lascannons

Astartes Bike:
Maximum Speed: 150'
Armour: +4
Size: Large (Long)
Carry Capacity: Driver only
HP: 60
Fort +5 Ref +2 Will +5
*Front-mounted twin-linked Boltguns
*May have a rear-mounted mine-layer or a seat for one passenger.


I may use the basic idea, and a few others, to make a basic mech creation system.


Top
 Profile  
 
 Post subject: Re: Vehicle rules?
PostPosted: Fri Jun 26, 2009 7:28 am 
Offline
Wild-Eyed Zealot
User avatar

Joined: Mon Aug 23, 2004 2:09 pm
Posts: 68
Location: Brooklyn, NY
I like the idea of simplified mech combat. I have plans for a big multi-mech showdown in my game, and in the absence of dmech battles, I'm curious to see how it works out.

-Chuck
Gamer Dad Brooklyn

_________________
-Chuck Smith


Top
 Profile  
 
 Post subject: Re: Vehicle rules?
PostPosted: Fri Jun 26, 2009 12:46 pm 
Offline
Hard-Bitten Adventurer

Joined: Thu Oct 18, 2007 12:05 pm
Posts: 189
It basically comes down to "You don't need crew, just pilots and gunners."

The stat block would be simplified, and you could use the maneuverability and a pilot check...Which, I see I forget to include that variant...

Quote:
Pilot (Dex):

Normally, piloting a vehicle in regular conditions requires no roll if you have even a single rank in Pilot. If you don't, you'd be lucky to get it moving in the first place, and then it's a DC 10 check per minute (otherwise it stalls or spins out or whatever).

If a vehicle has the hatch open and is hit by an area effect ability, a DC 15 Pilot check is required to prevent the crew from being affected (not an action).

Pilot checks to keep control of a vehicle in difficult situations:

Make a DC 10 check, with modifiers for all of the following that apply:

Difficult Terrain: +3
Dangerous Terrain: +5
Sudden Turns: +2
Concealment: +10
Full Concealment/Blind: +20 (does not stack with Concealment)
Vehicle is taking Continuing Damage: +Damage
Hit by Ordinance Weapons: +10 (Vehicle-Mounted-Only Heavy)


So, yeah, you could make do with a maneuverability score and those modifiers.

And the creation and critical hit rules could be simplified down. The creation, I think, would be the biggest undertaking, because I'd be using some abtracted rules for money and creation time and all that. But for everyday purposes, it could be handled by having several mech types and those could be copied. After all, if a gear arrangement works for one mech, it'll work for another.


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 3 posts ] 

All times are UTC - 6 hours


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group