Friday, January 18, 2013

Pulp Fantasy Core--Vehicle Combat

PULP FANTASY CORE
(c) Jerry Harris, 2012
Published here as Open Game Content.

Pulp Fantasy Core Index


Vehicle Combat
- Car Chase. Roll initiative each rd. This is 1d20 + Driver Skill. Roll off any ties. Resolve any evasion or blocking attempts before any gunfire between vehicles.

Cars can attempt to evade pursuit by winning the initiative and then making a DC 12 Driver Check (DC 18 if the pursued car is significantly slower). The pursuer can attempt to find the car the next rd with a DC 12 Driver Check. If successful, pursuit continues. If failed, the evading car has shaken the tail.

Car Blocking. Must have Professional Driver Skill and must win initiative. If using a significantly faster car, DC 12 Driver Check. For equal cars, a DC 18 Driver Check (slower cars may not attempt this). On success, the pursed car is stopped. On failure, the pursued car gets away. Only one attempt at blocking may be made in a chase.

A normal, moving car has an AC 16 (AC 12 if stationary). If it takes one hit from machine gun, cannon, or other high-powered attack, the driver must make a DC 12 Driver Check to avoid crashing. If successful, the car stops with the occupants uninjured. If failed, the car crashes or rolls, 3d6 damage to all occupants.

Attacks made with a pistol, rifle, or submachine gun require a Called Shot (natural 16 and up) to either the driver or the tires (shooter's choice) to stop the car. A successful attack requires the same crash roll as above. Note that if the driver is hit, they still directly take that damage. Called Shots can also be taken at exposed occupants (those hiding below the windows are considered to have Full Cover), but it doesn't effect the driver. A stationary shooter attacks a moving car with full bonuses, but will only get one shot. A shooter in a moving car loses their Dex bonus, but retains their BAB.

- Horses/Motorcycles. If moving, they are considered AC 14. It is a Called Shot to just hit the rider. Otherwise, any hit requires a DC 12 Driver Check (for a horse add Wis bonus instead, add +3 if character's background includes being a cowboy or a jockey or such). Success means the mount goes down, but the rider is unharmed. Failure means the rider (or riders) take 3d6 damage, half with DC 12 Reflex sv. Horseriders may make gun attacks, though not reload while moving unless there are two people on the horse. Motorcycle riders may not attack, unless they are in a sidecar or riding behind the driver.

- Tanks/Armored Cars. AC 18 if moving, AC 16 if stationary, however, these vehicles are invulnerable to gunfire and normal melee weapons, superpowered strength and weapons excepted. Magical or armor piercing gun rounds that hit, penetrate into the cabin. Those inside must make a DC 12 Reflex sv or take damage. One direct hit from a bomb, explosive, cannon, or other high-powered weapon will destroy them. Characters will have to expend an XP to escape. Tanks may have cannons and machine guns. Armored Cars only have machine guns (BAB only, no Dex bonus). The cannon gunners attack with their Demolitions/Heavy Weapons skill only (no Dex bonus). A tank cannon requires two crew to fire every rd, and is a line of sight weapon, which cannot fire accurately over long distance.

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