Showing posts with label Mega-City One. Show all posts
Showing posts with label Mega-City One. Show all posts

Friday, March 8, 2019

Operation White Box WWII: Air Combat Options, Planes, Flyboy Class



Almost finished with this one. Need to finish a few airplane stats (mostly German and Japanese), work over some Flak and Bombing Rules and reconsider the final ability of the Flyboy class.
So a mostly finished post. A work in progress. I'll re-up it with pics when I get done.
But for now............

EDIT:
Cleaned up the post, modified a few small rules, finished the Flyboy class.
More planes (especially enemy and bombers), flak rules, and bomb rules on the way soon.

DAVE'S OWB WWII AIR COMBAT
Combat Proceeds As:
1. Spot Foe
2. Maneuver Roll
3. Initiative
4. Movement
5. Attacks, etc

SPOT FOE
Normal Ambush/surprise checks with bonus/penalty as applied by the War Master.
Came out of the sun, came from behind, etc.

MANEUVER ROLL
This is an opposed Piloting check (Dex checks + bonus from the Death from Above ability) between Flyboys involved in battle.

The Flyboys are dog-fighting and doing other combat tricks to gain the advantage.
A Flyboy must make their check by rolling their Dex score (+ bonus) or less on a 1d20. If both make their check whomever made by the most wins.

  • The winner has maneuvered into an advantageous position over his foe and gets a +2 to hit and +2 to Initiative bonus until the beginning of the next round. He also receives  a +2 bonus to his Piloting Maneuver roll the next round.
  • A tie equals no bonus to either Flyboy.

For Example: 
A 1st level Flyboy with a Dex of 14 (and a +1 Death from Above bonus for a total of 15) runs into combat with a 3rd level Flyboy with a 14 Dex (and a bonus of +2 for a total of 16.)  Both roll. The 1st level Flyboy rolls an 8, the 3rd level Flyboy rolls a 12.

The 1st level Flyboy made his roll by 7, the 3rd level Flyboy made his by 4. The 1st level Flyboy gains the Maneuver bonuses this round and has a +2 to initiative next round.

Not every pilot in the sky is a Flyboy.
If a pilot flying an aircraft is not of the Flyboy class their maneuver roll is at a -4 penalty.

INITIATIVE
Normal 1d6.
+2 bonus for a Flyboy's All in the Reflexes ability.
+2 if a Maneuver roll was won the previous round.

MOVEMENT
Movement is tracked  with normal OWB rules. The following applies in combat:
The loser of Initiative moves first to allow the Maneuver winner to see where the loser places his plane and then place his own plane.

AC Bonus and Air Speed
Airplanes move a LOT faster than ground vehicles, often going hundreds of miles per hour. Unlike ground vehicles where you multiply the speed by yards x 10 (or 30'), with aircraft you multiply the aircraft speed by yards x 30 (or 90') to get it's movement in feet per round.
https://www.militaryfactory.com/aircraft/ww2-aircraft-ranked-by-speed.asp

Their speed also makes them harder to hit.

Speed Categories
Current Speed AC Bonus
10 +1
15 +2
20 +3
25 +4
30 +5
35 +6
40 +7
45 + +8

In a plane vs plane combat the speed AC bonus of a slower flying plane subtracted from the bonus of a faster flying plane. The remainder is added as an AC bonus to the faster plane. (The faster plane is better but doesn't completely overwhelm it as it does a ground target.) A P-51 going all-out vs a Messerschmidt 110 going all- out has a +1 AC bonus (7 -6 = 1.)

When speed is reduced either by choice or damage use the lower speeds bonus.

ATTACKS, ETC
Armor Class
Vehicle AC
+ Dex bonus
+ Speed Factor
+ bonus from Flyboy Ace ability
+4 Flying defensively (no attack attempt)

To Hit
Normal 1d20 plus pilot's Ranged Hit
-2 non-Flyboy or Grunt class
+2 maneuver bonus if gained
+ linked weapon bonus if applicable

Damage to Aircraft
1. IF aircraft is at half Hp's or less, -4 to Piloting rolls.
2. When at half Hp's or less every damaging hit is a critical hit.
3. A natural 20 is a critical hit.

Roll 1d6.
On a 1-4:  an engine/critical system hit. See engine criticals below.
On a 5-6:  1d3 crew are hit. Save for half damage.

Aircraft at 0 hp or less, roll a 1d6. On a 1 it explodes for 6d6 damage. On a 2 it bursts into flame causing 1d6 per round to crew. On a 3-6 it falls from the sky trailing smoke and impacting in 1d4 +2 rounds.

Targeting the Engine or Pilot
-6 to attack the engine or cockpit/crew (due to position and better armor at these locations.)
See Engine/Critical System damage below.

Engine/Critical System
  • x2 damage.
  • The total damage done  is the percentage chance on a 1d100  that the plane's performance is impacted. Roll for each successful attack successfully.
  • IF this roll is successful drop speed by 1/4 of full speed on the first hit.
  • Each additional hit and successful percent roll drops the speed by another 1/4 of full speed until the plane reaches 0 speed and falls from the sky.
Stalling
IF a natural 1-5 percent is rolled on any of the engine/critical system percentile rolls the engine stalls and the plane begins to fall from the sky.
  • The Pilot must make an Int check (+ Pilot bonus) - total engine damage to restart it.
  • The Pilot has 1d4 +2 rounds to get restart or get out.

Linked Weapons
Multiple machineguns liked to fire at the same time and same target. Each extra weapon gives a bonus to hit or damage as seen on the chart below. If more than one caliber of weapon is linked choose the highest damage for the base damage. Remember: the guns fire three times per combat round.

Linked Weapons
2 guns  +1 hit
3 guns  +2 dmg
4 guns  +2 hit/+2 dmg
5 guns  +2 hit/+4 dmg
6 guns  +3 hit/+4 dmg
7 guns  +3 hit/+6 dmg
8 guns  +4 hit/+6 dmg

Autocannon
Autocannon, small 15mm 2d6
Autocannon, medium 20mm 2d6+2
Autocannon, large 30mm 3d6
vs Personnel: Explosive Radius 30'

Airplane Bursts
Three attacks per round, 10 bullets per weapon per burst.
 The pilot can choose to use only one or two bursts to conserve ammo.

Rockets
Airplanes equipped with rockets under their wings were great at knocking out enemy armored vehicles and other hard targets.

Treat the rockets as a Heavy RPG  (8d6 damage) with a 200' range increment.
They can be fired in pairs or even larger groups of four, six, etc. Treat bonuses to hit and damage as if fire-linked. Two rockets fired would be a +1 to hit, 4 would be a +2 hit/+2 dmg, etc.

AC Bonus and Air Speed
Airplanes move a LOT faster than ground vehicles, often going hundreds of miles per hour. Unlike ground vehicles where you multiply the speed by yards x 10 (or 30'), with aircraft you multiply the aircraft speed by yards x 30 (or 90') to get it's movement in feet per round.
Their speed also makes them harder to hit.

Speed Categories
Current Speed /AC Bonus
10 +1
15 +2
20 +3
25 +4
30 +5
35 +6
40 +7
45 + +8

In a plane vs plane combat the speed AC bonus of a slower flying plane subtracted from the bonus of a faster flying plane. The remainder is added as an AC bonus to the faster plane. (The faster plane is better but doesn't completely overwhelm it as it does a ground target.) A P-51 going all-out vs a Messerschmidt 110 going all- out has a +1 AC bonus (7 -6 = 1.)

When speed is reduced either by choice or damage use the lower speeds bonus.

Alternate Strafing Run
Operation Whitebox gives rules for Strafing Runs on page 59.
As an alternate system we can use the Speed AC Bonus above:
A soldier on the ground is firing at a P-51 mustang. The AC of the plane receives a +7  bonus as it roars by at over 400 mph bumping its AC up to  20 + the Pilot's Dex bonus + his Death From Above bonus.

Unfortunately for the pilot it is harder to hit man-sized targets while you're roaring through at 400+ mph. Using all three Machine Gun attacks per each set of available linked weapons allows the Pilot attack an area 30' wide by a number of feet equal to current airspeed. Everyone in this area is rolled against as possible targets but get a bonus to AC equal to the plane's current airspeed bonus plus a cover bonus if they are under partial or soft cover and the War Master rules they can be hit.

Our soldier above who fired at the P-51 gets a +7 to his AC bonus against the plane and since he is standing behind a brick barricade the War Master gives him a +4 cover bonus for a total of +11 to his AC vs the plane.

Airplane Profiles
Generic Small Plane (via OWB)
AC: 7 [12]
HP:  12 (HD 3)     
Move: 9/36, +6 airspeed bonus
Attacks: Medium Machine Gun (x2) [operator-linked]
Mods: Aerial, Communications
Country: Any
Year: late 1930's
Crew: 1
Range: 1000 miles
Ceiling: 27,000'
Climb: 2000' per minute


P38 Lightning
AC: 13
HP: 18 (HD 3)     
Move: 9/41 flying, +7 airspeed bonus
Attack: All [operator-linked]
⦁ x4 fire-linked Large Machine Gun (+2 hit, 2d6+2)
⦁ 1 medium Autocannon (2d6+2)
⦁ x10 Rockets
Mods: Aerial, Communications
Country: USA
Year: 1939
Crew: 1
Range: 2237 miles
Ceiling: 43.963'
Climb: 2500' per minute


F4U Corsair
AC: 13
HP: 15 (HD 3)     
Move: 9/42 flying,  +7 airspeed bonus
Attack: All [operator-linked]
⦁ x6 fire-linked Large Machine Gun (+3 hit, 2d6+4)
Mods: Aerial, Communications
Country: USA
Year: 1942
Crew: 1
Range: 1016 miles
Ceiling: 36,909'
Climb: 3000' per minute


P-40 Warhawk
AC: 13
HP: 15 (HD 3)     
Move: 9/42 flying, +7 airspeed bonus
Attack: All [operator-linked]
⦁ x6 fire-linked Large Machine Gun (+3 hit, 2d6+4)
Mods: Aerial, Communications
Country: USA
Year: 1941
Crew: 1
Range: 240 miles
Ceiling: 38,156'
Climb: 2142' per minute


P-47 ThunderBolt
AC: 13
HP: 15 (HD 3)     
Move: 9/43 flying, +7 airspeed bonus
Attack: All [operator-linked]
⦁ x8 fire-linked Large Machine Gun (+4 hit, 2d6+6)
⦁ x10 Rockets
Mods: Aerial, Communications
Country: USA
Year: 1942
Crew: 1
Range: 449 miles
Ceiling: 49,994'
Climb: 3200' per minute


P-51 Mustang
AC: 13
HP: 15 (HD 3)     
Move: 9/44 flying, +7 airspeed bonus
Attack: All [operator-linked]
⦁ x4 fire-linked Large Machine Gun (+2 hit, 2d6+2)
⦁ x4 fire-linked Medium Autocannon (+2 hit, 2d6+4)
Mods: Aerial, Communications
Country: USA
Year: 1942
Crew: 1
Range: 851 miles
Ceiling: 41,900'
Climb: 3475' per minute

FLYBOY CLASS
Identical to Wheelman with the following Class Abilities:

Death from Above
A Flyboy adds a +1 bonus to Piloting (Dex) checks at first level. The bonus increases to +2 at third level and +3 at fifth level.

This applies to all Piloting checks called for by the War Master but will be most useful in combat as it will help win the opposed Piloting check at the beginning of Airplane combat rounds for the +2 Maneuver bonus.

This bonus also applies to his vehicle's AC when flying.

All in the Reflexes
The Flyboy receives a +2 bonus to initiative while behind the stick of a plane in  Vehicle Combat.

Grease Monkey
Pilots are often called upon to make field repairs on their damaged vehicle engines or other mechanical parts. To fix a vehicle they must have the parts, take the time set by the DM, and make a successful Int check with a +1 bonus at first level, +2 at third level and +3 at fifth level.

Saving Throw
 When flying a plane a Flyboy receives a +2 bonus to all Saving Throws made to resist the effects of flax and crew damage.

XP Bonus for Dexterity
Flyboys with a Dexterity of 13 or 14 receive a 5% Experience Bonus, and those with 15 or higher get 10%.

Ace (3rd)
At 3rd level the Flyboy has a reputation as a skilled dog-fighter and Ace. At this level any vehicle weapon used by the Ace does one extra dice of damage.

Wednesday, March 6, 2019

OSR In Country: Vietnam. Artillery


Rules suggestions for Artillery and big explosions.

Blast Radius
Artillery, tank cannon, and other big guns have a large blast radius. There are three extending blast radius'  measured in feet. The further from the center of the explosion the less damage personnel and vehicles will take.

There are three incremental radii to such explosions, each measured in feet.
  • The first radius extends a set amount of feet. (For example let's say 20')
  • Multiply x2 feet for the second. (21' to 40')
  • Multiply x3 for the third increment. (41' to 60')
Damage done by Radius:
First: Full damage dice.  Personnel (your men and the enemy combatants) Save for 1/2 damage.
Second: half damage dice (round up.) Personnel Save for 1/2 damage.
Third:  half again damage dice (round up.)  Personnel Save for 0 damage

Cover bonus applies to saving throw.
Full cover may completely protect a character if the DM decides it is strong enough (use the light, medium, heavy armor/weapon rating for Vehicles below for guidelines.)

Basic Artillery Rules
There are several options available. A few are:
WWII Operation White Box by James Spahn

Recon from Palladium

Weird War II: Blood on the Rhine and other games from Pinnacle

All work very well and all pretty much work the same in each system:
⦁ You use your own mortar or you call in to see if Heavy Artillery is available.
⦁ Some roll is made to see if it is available/ what is available/ how much is available.
⦁ Rolls are made to see how long before the barrage will begin.
⦁ Rolls are made to see if/how close artillery hit.
⦁ Rules to do various things such as re-adjusting hits on the target, firing for effect, etc.

Heavy Arty Availability
Some missions will not have Heavy Artillery available due to it being diverted for other operations, stealth concerns, etc. It will vary.

When available on missions Heavy Artillery should be used sparingly. Over calling will result in it not being available as some REMF decides you do not need it. As a DM more than once a day for non-dedicated non-search-and-destroy target missions will be about it. Dedicated fire support will most likely be readily available as specific targets are located, not to get the PC's out of every fire fight.

If the team's mission has been given dedicated fire support it is vastly more likely it will be available. If not the chances of having support are greatly reduced. It's a crap shoot. At one point in time there were over 200 batteries of artillery were scattered over the country and often fire could overlap.

When in the field and the PC's think they need it they must roll to see if fire support is available
Roll a 1d6. A roll of 5 or 6 indicates it is available.
⦁ Dedicated: +3
⦁ Non-Dedicated: +0

What's available?
Roll a 1d6:
1 Heavy Mortar
2-3 Heavy Artillery
4-5 Gunship
6 Air Strike

How Long?
Average response time is 60 to 90 seconds.
Find how many points under his Int/Radio check the FO succeeded on his roll.
Subtract this from 15 to find how many rounds it takes for the first shell to impact (minimum 6 rounds.)

How to Hit? (Forward Observer)
Heavy Mortar and Artillery
To target the enemy and to make adjustments to the roll requires an Intelligence/Radio check. Those unskilled have a -4 penalty to the check. After the response time has elapsed a single spotting round will impact the ground on the FO who called it in's initiative. This will be the initiative for any following shells.

If the FO roll is passed the strike is on target. If it is failed the shell deviates from its intended target and lands in a random direction (use the 1d8 or 1d12 clock method) landing 2d10 x50 feet off target.

Re-Adjusting Fire
The next round the FO can call in another spotting round and try to hit the intended target with a +4 bonus to the FO roll (and a +8 if he takes another round after this but +8 is the maximum.)  If successful the re-adjusted fire hits and he can call in a Fire or Effect barrage. If failed the shell deviates but lands only 2d10x20 feet off target. This will be the deviation the next round, etc.

The FO can 'walk' the rounds over to a new target this way.

Fire for Effect (FfE)
When the target has been hit the FO can call for Fire for Effect. The battery fires with all of its guns and loaders.
⦁ Multiple shells impact on each combat round equal to it's rate of fire (RoF.)
⦁ The duration shows how many rounds the barrage lasts before the battery is exhausted, redirected, etc. A new strike, if called immediately after, gains a +8 to the FO's roll.
⦁ The shells are not as accurate as a spotter round . Roll the deviation for each shell that round.

USA/ARVN
Artillery               Dmg Inc RoF   Duration FfE Deviation
Hvy 4.2"  Mortar 10d6 35' 1d3        1d6+1       2d12x5 feet
105mm Howitzer 5d6x4 35' 1d3+1   1d6+1 2d12x5 feet
155mm Howitzer 5d6x5 50' 1d2+1   1d6 2d20x5 feet
203mm Howitzer   5d6x6 70' 1d2+1 1d4 2d20x5 feet

NVA/VC
130mm         5d6x5 50' 1d2+1   1d6 2d20x5 feet  
Required an 8 man crew.

Canister//Beehive round.
A  105mm shell packed with thousands of flechettes (small darts like nails). It is a vicious area effect weapon used against personnel especially those hidden in dense foliage. The shell does 4d6 damage to all targets in a cone attack starting 2' wide at the firing weapon and extending in a cone 1200' in length and a 300' width at it's end.
⦁ Everyone and everything not undercover can make a Saving Throw for half damage.
⦁ Those under soft cover automatically take half damage and can make a Save to halve it again with a bonus to the Save equal to cover bonus.
⦁ Those under hard cover or in an armored vehicle take no damage if totally covered. If partially exposed they will take damage and Save as if under soft cover above.

Gunship
Gunships will come in and chew up a position. They will stick around until they start taking serious ground fire (especially RPG's) or run out of ammo. Each round they will unload with all available weapons on the ship.

Pilot(s):  Attack +2, +3 to Dex/Piloting
Gunners: Attack +3

Hog (Huey)
Two M-60's, door gunners.
⦁ Target up to six hostiles per round in a line ten feet wide and fifty feet long.
⦁ +4 to hit.
⦁ Damage: 4d8 per hit.

40mm automatic grenade launcher, nose, pilot.
⦁ Attacking Ac 10 (Area attack)
⦁ Blasts an area up to thirty feet wide and 100 feet long per round.
⦁ Damage is 6d6. Soft targets save for half.

2.75 in (70 mm) rockets -  M200 19-tube rocket launchers,  2 pods, pilot.
⦁ Attacking Ac 10 (Area attack)
⦁ Blasts an area 40' wide by 40' per pair of rockets fired. Can fire up to up to 36 pair per round.
⦁ Damage: 6d6, Light Weapon, Soft targets save for half.

Snake (Huey Cobra)
7.62 mm multi-barrel Miniguns, right front turret, pilots.
⦁ Target up to 12 hostiles per round in a line ten feet wide and 100 feet long.
 ⦁ +4 to hit.
⦁ Damage: 4d8x2 per hit.

40mm automatic grenade launcher, left front turret, pilots.
⦁ Attacking Ac 10 (Area attack)
⦁ Blasts an area up to thirty feet wide and 100 feet long per round.
⦁ Damage is 6d6. Soft targets save for half.

2.75 in (70 mm) rockets -  19-tube rocket launchers,  1 or 2 pods on each wing, pilots.
⦁ Attacking Ac 10 (Area attack)
⦁ Blasts an area 40' wide by 40' per pair of rockets fired. Can fire up to up to 36 pair per round.
⦁ Damage: 6d6, Light Weapon, Soft targets save for half.

Airstrike
Napalm, bombs, or possibly AC-47 Spooky (Puff the Magic Dragon.)
Whole sections of the jungle go away. Hills get flattened. Bunkers crack like eggs. Fire and the wrath of Uncle Sugar. The scale of this kind of devastation is almost unimaginable from the ground.

Currently beyond the mechanical scope of what I want to do. Maybe later.
For now the GM will decide the outcome of an airstrike.
If it gets too close to the PC's and allies may take a few dice of damage at the GM discretion. Good luck.

Mortars
The attack roll uses the gunner or FO's base hit bonus + Int modifier vs a stationary target Ac of 10 + range modifiers. A moving target is always Ac 20 plus range modifiers and only one shot per round can be taken.

If it is failed the shell deviates from its intended target and lands in a random direction (use the 1d8 or 1d12 clock method) landing 2d10 x25 feet off target.

Once on target no attack roll is needed for a stationary target but deviation is rolled for each shell. IF the target moves to a new location the mortar must re re-adjusted.

USA/ARVN
Mortar Dmg    Inc' RoF Range'        Deviation 
Light
M-2  60mm 5d6      15'      2      500' 1d6x5 feet
⦁ 60mm WP 2d6 (Burns for six rounds)  

Medium
M-29  81mm 8d6     25'        2   1000' 1d10x5 feet
⦁ 81mm WP 2d6 (Burns for six rounds)  
⦁ 81mm Parachute Flare (up 1800 feet and light up a 3000 ft area for 1 minute)

NVA/VC 
The communist forces used a 60mm and an 82mm, both equivalent to our 60 and 81mm.

Mortars and their shells are heavy. Most mortars break down into three pieces: tube, bipod, baseplate. The baseplate is the heaviest, half the weight of the mortar. The M-19 60mm is split among a three man crew (squad leader, a gunner, and a loader.) The M-29 81mm normally crewed by a 5 man team (squad leader, a gunner, an assistant gunner and two loaders.)

Artillery vs Vehicles
⦁ Vehicles caught in the radius of a mortar take damage normally depending on  their armor rating vs the mortar rating
⦁ A direct hit from a 150+  mm HE shell from above straight up destroys the vehicle and everyone takes full damage. Everyone in the tank then is on fire for 2d6 damage per round until they escape the vehicle. Everyone within the three radii of the shell take normal damage with Saving throws.


Friday, February 8, 2019

Star Wars Revision: Capital Ships and Cruisers


Imperial Class Star Destroyer

Colossal Capital Ship
The ship occupies 3 squares of length and 2 squares of width.
Ac-  12 (-8 size, +10 armor)
Hp- 700/ Dr 60
Shields- 300/ Dr 60
Move- 3 spaces/ 0  atmo
Maneuver- (-8 size)
Initiative- (-8 size)

Crew - 5k
Passengers- 9,700
Hyperdrive- x2
Backup- x8
Cargo- 36k tons
Cost- Not for sale

Weapons-
60 Turbolasers (12 batteries of 5 weapons)
4 batteries front, 4 batteries left, 4 batteries right
5d10x5, +4 hit (-8 size, +8 fire control, +4 battery fire, critical range: 16-20

Point Laser Cannons
40 Point Defense (8 batteries of 5 weapons)
2 batteries front, 3 batteries left, 3 batteries right
2d10x2, +4 hit (-8 size, +8 fire control, +4 battery fire, critical range: 16-20

Mon Cal Star Cruiser

Colossal Capital Ship
The ship occupies 2 squares of length and 1 square of width.
Ac-  12 (-8 size, +10 armor)
Hp- 600/ Dr 60
Shields- 300/ Dr 60 (backup shields: restore 20 SP per minute instead of 10 SP)
Move- 4 spaces/ 0  atmo
Maneuver- (-8 size)
Initiative- (-8 size)

Crew - 1,230
Passengers- 1,200
Hyperdrive- x1
Backup- x9
Cargo- 20k tons
Cost- Not for sale

Weapons-
48 Turbolasers (12 batteries of 4 weapons)
3 batteries all arcs
4d10x5, -1 hit (-8 size, +4 fire control, +3 battery fire), critical range: 17-20

20 Ion Cannons ( 5 batteries of 4 weapons)
2 batteries front, 1 battery all other arcs
5d10x2, -1 hit (-8 size, +4 fire control, +3 battery fire), critical range: 17-20

6 Tractor Beam Projectors
4 front, 1 left and right
Special, -4 hit (-8 size, +4 fire control)

Nebulon-B Escort Frigate

Huge Capital Ship
Ac-  18 (-2 size, +10 armor)
Hp- 360/ Dr 40
Shields- 200/ Dr 40
Move- 3 spaces/ 13 atmo, 800 kmh
Maneuver- (-2 size)
Initiative- (-2 size)

Crew - 307
Passengers- 75
Hyperdrive- x2
Backup- x12
Cargo- 6k tons
Cost- Not for sale

Weapons-
12 Turbolasers (4 batteries of 3 weapons)
2 batteries front, 1 left, 1 right
4d10x5, -1 hit (-2 size, +4 fire control, +2 battery fire), critical range: 18-20

12 Laser Cannons
6 front, 2 all other arcs
2d10x2, +2 hit (-2 size, +4 fire control)

2 Tractor Beam Projectors
2 front
Special, -2 hit (-2 size, +4 fire control)

Corellian Corvette

Large Capital Ship
Ac-  19 (-1 size, +10 armor)
Hp- 300/ Dr 40
Shields- 200/ Dr 40
Move- 5 spaces/ 16 atmo, 950 kmh
Maneuver- (-1 size)
Initiative- (-1 size)

Crew - 30
Passengers- 600
Hyperdrive- x2
Backup- none
Cargo- 3k tons
Cost- 3.5 million credits, 1.5 million used

Weapons
6 Double Turbolaser Cannon
3 front, 1 all other arcs
5d10x2, +5 hit (-1 size, +6 fire control)

Escape Pods







Fine Starfighter
Ac-  28 (+8 size, +10 armor)
Hp- 40/ Dr 5
Shields- none
Move- 1 space/ 1 atmo, 60 kmh
Maneuver- +4 (+ 8 size, -4 engine)
Initiative- +8 size

Crew - 0
Passengers- 8
Hyperdrive- none
Backup- none
Cargo- 0
Cost- 20k

Contains basic supplies and one day of consumables.
Space transports generally have two or three pods, Capital ships have a minimum of 6 pods, and extremely large ships have dozens to hundreds of pods. The pod is a one use item.

Friday, February 1, 2019

A quick OSR Alient/Mutant Class builder....


I had been working on a Hanna-Barbera space OSR space fantasy setting a while back.
Haven't finished it but decided to pull out the Alien/Mutant builder for creating quick generic Race Classes for such a setting. You are paying for abilities with experience points to be added onto leveling. Weaknesses help to reduce this. I set the base level experience cost as Cleric (1500 exp) as it is middle of the road, but there is no reason the extra ability point costs cannot be added to other classes if you choose to not have race classes. This can be done in any genre. To do so ignore the abilities such as Attack as Fighter or Tough (extra hit points or boost it up if you want to keep it.)

Alien/Mutant Builder
Base Hit Dice: 1d6
Base Experience: 1500 (Cleric)
Base Attack and Save: Cleric
Ability Points: 2 free. Each extra adds 200 exp to the base exp.

Abilities
1 Point
⦁ Amphibious (can breathe both air and water)
⦁ Armor/Reflexes +1 to Base Armor Class (maximum of +5)
⦁ Cling (move across walls and ceilings at normal move)
⦁ Dark Vision (60')
⦁ Hearing (+1 to 1d6 to hear noise, can be taken twice)
⦁ Leap (can jump twice as far and twice as high as normal)
⦁ Melee, natural attack (1d4 damage, can be retractable)
⦁ Resistance +2 to Saving Throw vs (heat, cold, electrical, radiation, poison, etc)
⦁ Smell (can track by scent 1-4 on a 1d6)
⦁ Strong (+1 to Strength damage and attribute rolls, maximum of +3)

2 Point
⦁ Attack as Fighter (yep)
⦁ Extra Head (-1 to be surprised)
⦁ Extra Limbs (Extra attack per two extra limbs, -2 to hit, maximum of two extra sets)
⦁ Melee, natural attack (1d6, cannot retract/hide)
⦁ Ranged, natural attack (3 per day, 1d4, 20')
⦁ Tunnel (can move through soil and other comparable materials at half move rate)
⦁ Tough (1d8 base Hit Dice instead of 1d6)

3 Point
⦁ Alter Form (appear as creature equivalent to characters size: small, medium, or large)
⦁ Giant (HD increases one dice higher)
⦁ Levitate (move at normal walk speed)
⦁ Ranged, natural attack (3 per day, 1d6, 30')
⦁ Touch Attack (1d4 damage, ignores non-natural armor)

5 Point
⦁ Fly (normal speed)
⦁ Immunity (choose one: fire/heat, ice/cold, water, radiation, poison disease, etc)
⦁ Teleport (3 per day, 30' per HD)
⦁ Touch Attach (1d6 damage, ignores non-natural armor)

Weaknesses
⦁ Attack Always On ( applies to ranged or touch attack, cannot turn off the attack, can be blocked with special equipment) - half of the attacks exp cost
⦁ Allergy to substance or condition (2d6 damage or automatic Saving Throw failure) -400 exp each
⦁ Grotesque (1/2 Charisma, round down) -200 exp
⦁ Language Impaired (Cannot vocalize any language except native tongue, can still understand others) -200 exp
⦁ Limited Mobility (movement reduced by half) -400 exp
⦁ Small (Base Hit Points reduced to 1d4, Tough only gives an extra 1d6) -400 exp
⦁ Weak (-1 to Strength damage and attribute rolls, can be taken a maximum of 3 times) -400 exp

Space Mantis
HD: 1d6
Base Exp: 1500 plus 400 in extra abilities = 1900
Save: as Cleric
Abilities: +2 AC (2 points), Melee (bite, 1d4 damage, 1 point), Darkvision (60', 1 point)

Lavaman
HD: 1d8
Base Exp: 1500 plus 2600 from extra abilities minus 900 in weaknesses = 3200
Save: Cleric
Abilities:  Touch Attack (fire, 1d6 damage, always on, 5 points), Immunity (heat, 5 points), Ranged (lava, 3 per day, 1d6, 30', 3 points), Tough (1d8 hit dice, 2 points)
Weaknesses: Allergy (water, 2d6, -400 exp), Touch Attack (fire) always on (-500 exp)

Lizardman
HD: 1d8
Base Exp: 1500 plus 1200 from extra abilities = 2700
Save: Cleric
Abilities: Abilities: +2 AC (2 points), Attack as Fighter (2 points), Darkvision (60', 1 point), Melee (tail swipe, 1d4 damage, 1 point), Tough (1d8 hit dice, 2 points)



Saturday, January 12, 2019

OSR Star Wars Revision: Starship Rules Part One



I had to break this one up. This first post addresses key systems such as movement, sensors, and comms (communications.)

Note:
Please forgive any mis-spellngs etc. My hands and attention span have gotten worse since my stroke an neuropathy diagnosis. Typing can be a bitch. A frustrating bitch. As long as you can get the gist of I'm trying to get across I'm satisfied. 

First up let's look at the most used checks, the Pilot/Nav checks.

PILOT CHECK (Dex)
Pilots add their bonus to Dex checks while driving a vehicle or flying a ship. This ability also negates the -4 penalties non-pilots receive. A Pilot also adds his bonus to his  vehicle or ship's AC.

It is mostly used to avoid obstacles and in combat maneuvering. 

NAV CHECK (Int)
The Nav check is an Intelligence check with a Pilot bonus (or penalty without the Pilot skill) with modifiers. The skill is used with astrogation, communications, sensors, as well as intercepting and jamming signals etc.

It also allows for the calculation of Hyperdrive jumps. Bonuses may be given for good charts, maps, etc as well as Astromech droid assistance.

This is obviously a very important skill. Co-pilots/Navigators are important on transports and other ships. The Pilot may have the high Dex and do the fancy flying but a good Navigator with a high Int will get them where they need to go safely, detect ships and other threats more readily, etc. Nav is key to survival in the Star Wars space setting.

Nav: Astrogation 
This is the art of navigation in space involving the knowledge of present location and figuring out safe routes to where you are going, most often with a Hyperspace jump.

Sublight Astrogation
Sublight astrogation is relatively simple and only requires a Nav if the GM feels that something extraordinary might happen. If the check is failed by 5 or more roll on the Sublight Mishap Table below. Otherwise the trip goes smoothly using the following travel times:

Normal travel times in Sublight is as follows:
Surface of Planet to Orbit: 1-5 Minutes
Orbit to safe Hyperspace Jump Distance: 1 Minute
Planetary Orbit to Planet's Moon: 10-30 Minutes
Planetary Orbit to another Planet in the same System: 2-6 Hours
Planetary Orbit to outer edge of System: 12-24 Hours

Sublight Mishap 1d8
1. Off course. Due to bad maps, a Nav glitch, or some other problem the trip takes twice as long.
2. Through an unknown dust cloud. Sensors and Comm systems are clogged with filth. Until thoroughly cleaned in a starport or other maintenance station all Nav skills with with Sensors and Comms are at a -4 penalty.
3. Fight! The ship encounters pirates, imperials, or some other faction that wants to take the PC's ship.
4. Cargo! The ship flies into another ships dumped cargo setting off the collision alert. A Pilot check must be made to avoid a collision doing 3d6 to the ship's hit points. The cargo may be salvageable at the GM's option.  Possibly 10d10 tons of cargo worth 10d10x10 in credits.
5. Space debris! Collision alarms rock the ship as micro-meteors hit the ship immediately followed by a huge piece of jagged blaster scarred metal  in the ship's path. Pilot check or the ship collides for 1d10x10 to the ship's hit points.
6. Cosmic radiation storm! The a ships systems is overloaded and is damaged. Roll 1d6 and consult the chart below. *
7. Asteroids! An uncharted field sets off collision alarms as they rocket towards the ship The pilot must make a Pilot check with a -4 penalty to avoid the smaller stuff (6d6 hit point damage to ship hit points) and a check with a -8 penalty to avoid the mountains of space rock amidst the smaller pieces (1d10x20 dmg.)
8. Coronal mass ejection! The ship skims the edge of a massive solar ejection event which causes the hull plating to corrode and devastates the electrical systems. The ship takes 25% of its hit points in damage and it's physical armor (hit points listed damage reduction) is dropped by 10. All computer systems (com, controls, nav, sensors, weapons) are damaged and function with a -4 penalty until repaired. The sublight engines are damaged and at half speed until repaired. The Hyperdrive is considered damaged for a calculation penalty.

*1-2 Weapons system (targeting computer non-functional)
3-4 Sublight engine (move at half sublight speed)
5 Hyperspace engine (immediately drop from Hyperspace, cannot re-enter until fixed)
6 Nav computer (blown out and useless)

Hyperspace Astrogation
Astrogation in Hyperspace travel relies heavily on updated data as the universe and its bodies are in constant motion: stars, planets, debris, gravity wells, asteroid fields, gas clouds and other hazards are in constant motion thanks to orbit and natural movement of galaxies.

Updated data for a particular route through Hyperspace is available to anyone with access to the HoloNet- although that data might be outdated if the route in question is not frequently traveled by other ships. Popular routes through trade lanes (Tatooine)  and from prominent planets (Coruscant) will be well mapped and updated. Other worlds off the beaten track (Dagobah) will likely have old out-dated data. The time to calculate the Hyperspace Nav check takes 1 minute (10 rouds) unless there is no data, then the calculations take 1 hour (60 rounds.)

Data Nav Check Modifiers
⦁ One day old or less: no bonus or penalty to Nav check
⦁ More than a day, up to a week: -4 penalty to check
⦁ More than a week, up to a month: -8 penalty to check
⦁ More than a month old: -12 penalty to check
⦁ No new data available : -16 penalty to check

Other Nav Check Modifiers
⦁ No Nav Computer or Astromech: extra -4 penalty
⦁ Nav Computer used: +4 bonus
⦁ Astromech used: +2 to bonus do not use if Nav Computer also used)
⦁ Hyperdrive damaged: -4 penalty
⦁ Reduce time needed: -2 for every round cut
⦁ No Holonet access (such as Rebellion era): extra -4 penalty
⦁ Each extra hour taken on journey: +1
⦁ Each hour shaved off of journey: -1

Nav check Astrogate Result:
⦁ Fail by 5 or more: Roll on the Hyperspace Mishap table below. The GM will apply the result sometime during the journey when appropriate.
⦁ Fail by 1 - 4: add 1d12 hours to travel time
⦁ Success by 0 - 4: normal jump
⦁ Success by 5 - 9: subtract 1d12 hours from base travel time
⦁ Success by 10+: subtract 2d12 hours from base travel time (minimum 1 hour)

Travel Time Modifiers
⦁ Hyperdrive engine multiplier: travel time base x the multiplier for true time
⦁ Journey within same quadrant: half travel time
⦁ Route is well-traveled: reduce the time by half
⦁ Route is known to have many random hazards: Add 1d12 hours to base travel time.

Hyperdrive Mishap 1d10
1. No jump. The engine misfires and does not jump. The attempt can be made again in 2d6 rounds as it resets.
2. Hyper-drive cuts out.  A large mass shadow causes the Nav computer to bring the ship out of lightspeed. New calculations must be made to find where they are (Nav check) and a new Hyperspace jump must be plotted.
3. Gravity field! The ship bounces off of a gravity field and takes structural damage of 3d6 to the ship's hit points and rips 5 points of armor off of the front of the ship.
4. Rad Zone! The ship enters a vast zone of high radioactive particles which mess with the sensors causing false contact alarms which drop the ship out of lightspeed.
5. Hyperdrive engine explosion! The Hyperdrive cuts out after a near collision with a stellar gravity shadow. The close call overstressed the engine and it blows out in a shower of sparks. A Repair check with a -4 penalty and a half hour are necessary to get it up and running again. Otherwise a backup drive must be used.
6. Radiation fluctuations! A surge in radiation in this zone of Hyperspace affects the Hyperdrive engine causing it to sputter and require repair. The Repair roll is at a -8 penalty. If successful the jump's time is reduced by 1d6 hours. If failed it is extended 1d6 hours.
7. Completely off course. The ship emerges from Hyperspace in the wrong system chosen randomly by the GM. Plot a new course and start again!
8. Black hole shadow! The ship skips the edge of a massive gravity well caused by a black hole. It's not enough to drop the ship from lightspeed but it does knock the ship about causing 3d6 damage to its hit points.
9. Star cluster! A mega-dense cluster of stars wreaks havoc on the Hyperdrive engine causing it to burn up and drop the ship from lightspeed. It must be replaced.
10. Mystery collision! Something in Hyperspace physically collides with the ship causing 1d12x 15 damage to the ship, 2d6 to the crew, and wrecking the Hyperdrive and shield generators and damaging ships steering (-4 to Pilot checks.) The ship drops to realspace. The Hyperdrive and shields must be replaced and the steering must be fixed at 10% of the ship's original value.

SENSORS
Used to detect other ships, planets, hazards, etc. This allows the ship to scan the universe around them for information. It is the crew's electronic eyes and ears in space.

Using the Sensors requires a Nav check modified by distance, size of the object being scanned, and anything else that affect a reading. . For example, it’s much easier to detect a ship in open space than to find a ship hiding in an asteroid belt.

There are four modes of scanning: passive, scan, search, and focus.
The default mode is Scan mode. Any ship or object approaching the ship will set off proximity alarms unless the approaching ship has special hardware or is taking precautions to be unseen. A ship that approaches undetected has automatic surprise in combat.

Passive Mode: 
Receive info out to short range.  Grant no bonus on Computer check to detect objects. Help hide from others that might detect active sensors. it is a free action to read passive data.

Scan Mode:
Sends active pulses out to long range in all ranges. Grants a +2 bonus to Nav check to detect objects. Requires a move action.

Search Mode:
Sweeps specific arc (front, left, right, rear) out to extreme range. +4 bonus to Nav check to detect objects. The three remaining arcs are blind spots. Requires a move action.

Focus Mode: 
Directs search to a specific area or target up to extreme range. +6 bonus to Nav check to detect objects. Full-round action.

Range, Distance (Squares, 1 equals 500m), Nav Check Mod
Point Blank: 0-1, +4 bonus
Short: 2-5, 0
Medium: 6-10, -2 penalty
Long: 11-20, -4
Extreme: 21-40, -8
Out of Range: 41+, n/a

Target Size, Nav Check Mod
Colossal, +8 bonus, Star destroyer, Mon Cal star cruiser
Gargantuan, +6, Assault frigate
Huge, +4, Nebulon-B escort frigate
Large, +2, Corellian corvette, Bulk freighter
Medium, 0, Medium transport
Small, -1 penalty, Light freighter, Imp customs light cruiser
Tiny, -2, X-wing starfighter, Sith war droid
Diminutive, -4, TIE fighter, Rancor
Fine, -8 Missile, escape pod, airspeeder, wampa

Countermeasures
Ships can make themselves harder to detect in a variety of ways.
Each of the following countermeasures gives a penalty to an enemy ship's sensors Nav check.

Hiding behind larger objects.
Sensors do not bend around objects; they are essential line of sight. A ship can hide behind a planet or other large body. However a sufficiently large ship may throw off enough energy emissions to be detected. Concealed by object 3x larger, -10 penalty to sensor detection.

Passive mode.
By setting sensors to passive mode a ship reduces its chances of being detected. Using any of the other three gives a signal that is easiere to detect. If using scan/search/focus modes, +4 bonus to detection.

Power down.
A ship can run silent by powering down all systems except life support which is run on power generators as a backup. The generators can normally support life for five minutes. Powered down, -4 penalty to detection.

Sensor masks.
A sensor mask conceals energy emissions. Some are more powerful than others. The penalty to the enemy's Computer check is noted in the sensor mask descriptions.

Sensor decoys
Small pods that sends out electromagnetic and holo signals duplicating the sensor image of the ship. This gives the enemy sensor operator two identical signals to choose from. This is easy to visually see through at  point blank range.

COMMS
Comm signals are difficult to find without knowing the proper frequency. There are billions of freqs for comms and  subspace communication. Military have established government bands as well as secret frequencies for secured comms, often scrambled. 

Local governments regulate the use of frequencies for civil­ian, business, emergency services and military communications. Other groups may also use unauthorized frequencies for covert communications.

All ships are equipped with at least one of the following, if not more. Note that systems that transmit through hyperspace only operate in realspace.

Holonet Tranceiver:
Top of the line, generally only on military capital ships as they are huge and require massive amounts of power. Real-time holo network transmission through hyperspace.

Hypertransceiver:
Provides real-time audio and visual through hyperspace. Military and large private and corporate starships are usually equipped. Also power hogs.

Subspace Transceiver:
Allows audio, visual, and holo at a range of a few dozen lightyears. With a sufficient power boost it may send out to 100 light years. Most ships have this for emergency.

Comm:
Lightspeed comms for  ship to ship and ship to planet. Interact directly with ship intercoms and personal comlinks. Starports use pre-set channels to broadcast a METOSP (“Message to Spacers”) providing landing protocols, traffic patterns, conditions at the starport and any other information incoming pilots need to know.

Intercomms:
On-board systems used for communication within starship sections.

Intercepting Signals
It is possible to intercept and listen in on signals with a Nav comms check. Detecting transceivers is more difficult than subspace comms. Transceivers have a -4 penalty to the attempt. Subspace comms have a -2 penalty. If attempting to intercept a signal are attempted in a high signal area such as in a major battle or on a bustling planet. The extra penaty for this can be from -2 to -8 at the GM's discretion. If the interceptor succeeded on his roll by 5+  he is undetected if there is an officer or program monitoring a signal for anomalies.

Once a signal is located it can be listened to until it ends, passes out of range, or some other event or interference causes a new intercept roll. Also be aware that listening is not always understanding: messages can be encrypted, scrambled, etc.

The targeted comm signal may be sent by a station or network that is monitored by a counter-intelligence agent, an officer or program on guard for signal tampering.  If the interceptor did not roll well enough to conceal his presence the counter-intel agent will be alerted and can make an opposed Nav comm check to block the interception attempt. If the agent wins not only does the agent stop the attempt but if it wins by 5+ on the opposed check the agent learns the location of the would be spy.

Scrambling Signals
Com scramblers can be attached to a comms station to automatically scramble any signal sent. A receiving comms station with a linked com scrambler can receive the message normally. The sender of the message must make a Nav comm check with a bonus based on the quality of the com scrambler used: +0, +4, or +8.

Messages captured can be unscrambled if run through a non-linked com scrambler and a Nav comm roll is made with a penalty based on the quality of the com scrambler that sent the message with an additonal -4 for using a non-lnked scrambler. Each attempt takes ten minutes (1 turn.)

Jamming
Any comm device with a Com Jammer attached may be used to cause interference with enemy comm and sensor systems. Comlinks can only jam comlinks and transceivers must be used for transceivers. The transmitted signal causes static on all frequencies which interferes with any communications within range. This works on both friends and foes and it alerts everyone in range that another ship is out there. The ship broadcasting the jamming signal cannot use his own comms while doing so.

A Nav comms roll is made from the jamming ship with a +8 bonus. Affected ships can attempt to overcome the jamming with a normal Nav sensors opposed roll. The bonus to jam is reduced with range measured in 500m squares:
Point Blank: 0-1, +8 bonus
Short: 2-5, +6 bonus
Medium: 6-10, +4 bonus
Long: 11-20,  +2 bonus
Extreme: 21-40, No bonus
Out of Range: 41+, n/a

NEXT EPISODE:
Combat Rules and clarifications and Ship stats.



Saturday, January 24, 2015

OSR Vehicle Rules (My take on them)

I already posted very basic ones here.
I wanted more in depth rules, but not overwhelming.

So I hashed this out. Influences included existing Vehicle Rules from the Polyhedron Mini-Game Thunderball Rally and  home-brew Mutant Future Vehicle Rules from John Wilson.


Here we go.

DRIVING CHECKS
The Drive Check is simply a normal Dex roll modified by road conditions, damage, and perhaps even a Class Ability.(Driver Class) All penalties and bonuses are cumulative.

CONSEQUENCES OF FAILING A DRIVE CHECK
IF the Drive Check is failed by 1-5 on the roll of d20: Skid.
IF the Drive Check is failed by 6-10 on the roll of d20: Spin.
IF the Drive Check is failed by 11+ on the roll of d20: Roll (if the Vehicle is traveling faster than 30 mph, or at DM's discretion.).

Skid
The Vehicle travels in the direction it was heading for a distance of feet equal to 1/2 of the speed it was travelling in mph. The Driver must make a Drive Check at the end of the skid (-2 penalty) or the vehicle comes to an abrupt halt. If the vehicle is travelleling more than 30 mph there is a chance that the Vehicle rolls over if the Check is missed by 11+.
If the Vehicle hits an object both take damage as per normal collision rules. Passengers take half of all damage. (See Vehicle and Passenger Damage below.)

Spin
The Vehicle spins wildly for the roud and ends up facing a random (1d8) direction. If the Driver makes a successful Drive Check (-8 penalty) the Vehicle can continue at normal speed if. If failed it skids to a stop after a distance in feet equal to 1/2 of the speed it was travelling in mph, now facing the new direction. If the vehicle is travelleling more than 30 mph there is a chance that the Vehicle rolls over if the Check is missed by 11+.
If the Vehicle hits an object both take damage as per normal collision rules. Passengers take half of all damage. (See Vehicle and Passenger Damage below.)

Roll
The Vehicle roll in a straight line for a number of feet equal to it's current speed in mph x 1d6.
Damage is equal to normal mph damage plus an extra 2d6 for rolling. If the rolling If he Vehicle hits an object both take damage as per normal collision rules. Passengers take half of all damage, including the extra rolling damage. (See xxxx below,)
50 percent chance of landing wheels on ground.

COMBAT BASICS
Initiative
Standard initiative rolls. The vehicle moves on the driver's initiative.
If the vehicle has a crew (such as gunners) they act on their own initiative, if group initiative is not used..

Vehicle Speed
The speed listed for each vehicle is the functional maximum speed in miles per hour. A Driver can drive safely at half of this speed (round up.) If travelling past this speed and a Drive Check is called for a penalty is incurred based on how fast the Driver is going. If driving between 50 percent and 75 percent max speed the Drive check is at a -2 penalty. If over 75 percent to 100 percent max speed the Drive Check is at -4.

The driver can push the max speed and gain more speed at the cost of control and stress to the vehicle. The max speed can be pushed for an additional 20 mph. Drive Checks at this speed are at a -6 penalty. Every 5 rounds of pushing it requires the Driver to roll a 1d6. On a 1 or 2 the motor is damaged and the Driver must roll a Drive Check at -6 or wreck it. Until fixed the car is at half max speed.

Combat Speed vs Character Movement
Keeping it quick and easy: movement in feet equals 10' per every mph travelling. (ex: 25 mph euals 250 feet per round.)

Vehicle Armor Class
Each Driver adds his Dex bonus to the vehicle's AC. For every 20mph of movement add a +1 to vehicle AC IF the vehicle is travelling across the attacker's path; not going towards or moving away.

Attacking Tires
Automobile Tires: AC: 12, HP: 2 (can be popped with penetrating or slashing weapons) -4 to hit when vehicle moving.

Heavy Truck / Airplane Tires: AC: 12, HP: 4 (can be popped with penetrating or slashing weapons) -4 to hit when vehicle moving.

For each tire blown out the Driver must make a Drive (Dex) check at a -1 penalty per tire or wreck the vehicle. This must be rolled each round until the vehicle stops.

Damaged Vehicles and Driving
A vehicle taken to half hit points is considered so damaged that the Driver has a -2 to all Drive checks. When a vehicle loses all its hit points it stops moving and is out of commission.

PASSENGERS
Vehicle Cover
Enlosed Vehicles give passengers and driver a +6 bonus to AC for cover. Open-Top Vehices give a +4 bonus. Motorcycles and ATV's give a +2.

Targeting Passengers
PC's must state they are aiming at Passengers before their attack.
Hit Passenger AC + Cover bonus + Driver bonuses to Vehicle AC.

Armor Piercing rounds and Heavy Weapons ignore cover unless the Vehicle has Heavy Armor..

Attacks from Vehicles
Attacks on even surfaces such as pavement are at no penalty. Rough terrain such as bumpy roads, fields, or other off-road conditions may incur a -2 or -4 penalty.
Other penalties from the DM may apply as well.

RAMMING/COLLISIONS
To successfully ram a vehicle or other object a Driver must make a Drive Check with a +4 bonus. If successful the vehicle plow into its target. Tanks are good at ramming things, especially smaller vehicles.

If a vehicle is hit the rammed Driver must make a Drive Check or lose control. If the attacking Driver fails and rolls a natural 1 or 2 on the d20 the attacking Driver  must make a Drive Check of  his own or lose control.

If two vehicles are attempting to ram each other, each Driver makes a normal Drive Check with a +4 bonus. Whomever makes the highest roll has the advantage; the other Driver must make a second Drive Check or wreck his vehicle. If both miss,  nobody hit. If it's a tied roll, both take damage and both make Drive Check to see if they lose control.

Damage
Crashing or ramming vehicles take 1d6 points of damage for every ten miles per hour they are travelling. Armored vehicles multiply this damage: x2 for Light armor, x4 for Medium armor, x8 for Heavy armor.

Against unarmored vehicles a Light armored vehicle takes 1/4 damage. For collisions with other armored vehicles damage is reduced the same as if the opposing AV is a weapon of the same rating as its armor. Thus a Heavy armor tank ramming a Light armor tank would take no damage; the light tank would take full damage.
⦁ If a Vehicle rams another from behind subtract the target Vehicle's mph from the ramming Vehicle's mph. The remainder is the damage to both Vehicles and Drive Checks are required as normal. .
⦁ If a Vehicle T-bones another vehicle both take the damage from the ramming vehicle's mph. Unarmored vehicles or armored of the same rating come to a dead stop. Smaller armored vehicles are knocked aside. An armored vehicle will plow over or through a smaller unarmored vehicle.
⦁ If two Vehicles hit head-on add the amount of d6 damage from BOTH Vehicles mph and add them together for damage. Unarmored vehicles or armored of the same rating come to a dead stop. An armored vehicle will plow over or through a smaller unarmored vehicle.

When ramming buildings etc use the following guidelines adjusted for fortifications, etc.
⦁ Hard targets: concrete buildings and barricades rate as Light armor, heavy steel rates as Medium armor.
⦁ Soft Targets: Normal wood and earth rate as no armor or Light armor if thick trees, etc.


Sideswipe/Grazing/Pushing
Grazing a vehicle as a sideswipe does 2d6 damage to each vehicle and none to the Passengers. For armored vehicles follow the same damage guidelines as above. A sideswiped Driver must make a Driving check or lose control.

Pushing another Vehicle off the road or into obstacles is a Ramming Maneuver as above.

PASSENGER DAMAGE
Passengers take half damage from all wrecks and collisions (except for grazing/sideswiping.)
Passenger damage can be reduced by the following:
A seat belt reduces the damage by 25 percent.
Airbags reduces the remaining damage by 25 percent.
A Saving Throw (Death) allows the Passenger to reduce the remaining damage by 50 percent.
Damage reduction is cumulative and follows the order of seat belt, then airbag, then finally Save.

If a Passenger in the Vehicle is brought below 0 hp but has more than -10hp he can make a Saving Throw (Death). IF successful the Passenger is stabilized but unconscious and in critical condition. For each hour they are without medical help they must roll another Saving Throw or die.

If they are at -10 hp or lower or the after wreck Saving Throw is failed the Passenger is dead at the wreck.

VEHICLE CHASE
Short and Sweet: Mark starting positions at beginning of combat.
Use the Vehicle Combat Speed (10' for every mph of speed) to determine distance each round.

Obstacles such as other traffic, pedestrians, barricades, etc are avoided with successful Drive Checks. Failure is handled as failing Drive Checks and Ramming and Damage rules above.