CYBER-PULP FANTASY CORE
© Jerry Harris 2013
(This link will take you to the Fantasy Core Index.)
VEHICLE
COMBAT
Vehicle
AC: For normal
vehicles (cycles, cars, non-military aircraft) while moving, AC 10 +
Drivers/Pilot skill. For horses, if the
character has horsemanship in their background or 1 XP in training, (Dex + Wis )/2 +3.
Car/Aircraft
Damage: Vehicles
don’t have hp. Small arms fire that hits
a vehicle with a Natural 18 and up, automatically crashes it. A hit that is on less than a Natural 18
requires a DC 12 Driver/Pilot skill check to avoid crashing. Explosive and high-energy weapons that hit,
automatically crash the vehicle.
Crash
Damage: The
vehicle is totaled. DC 18 Driver/Pilot
skill (and only those with the trained skill) check to avoid damaging occupants
in crash. If successful, all occupants
are stunned for 1 rd. If failed, the
occupants of a land vehicle must each make a DC 18 Fort Sv or die (XP to
survive). Even if successful, the
occupants will still be unconscious for 1 turn.
For aircraft in flight, they have to expend XP to survive the crash.
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 Detection 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 and all
occupants are stunned 1 rd. On failure,
the pursued car gets away. Only one
attempt at blocking may be made in a chase.
Attacking
From a Moving Vehicle on Another: High-speed combat is difficult. All shots must be Called Shots. A hit only occurs on at least a Natural 12
and up. Trying to hit a specific
occupant or a certain spot on the vehicle is a DC 18 Called Shot.
Horses/Motorcycles: It is a DC 18 Called Shot to just
hit the rider. A hit on just the rider,
allows them to continue, but without their Driving or Horsemanship skills. Otherwise, a firearm hit on a Natural 12 and
up is upon the mount and stops the horse/cycle.
Both types of mounts are considered ruined. For the rider, DC 18 (DC 12 if wearing a
helmet) Fort Sv or die in a crash (or use
XP). If successful, stunned 1 turn.
Tanks/Armored
Cars: These vehicles
are invulnerable to gunfire and normal melee weapons, and even up to RPG’s, but
otherwise function as other vehicles.
Tanks may have a cannon and machine guns. Armored Cars only have machine guns. Cannon fire is a specially trained military
skill, especially while moving, (Dex+Int)/2 +3.
A tank cannon requires two crew to fire every rd, and is a line of sight
weapon, L range, 1d6 X 10 damage (DC 12 Ref Sv 1/2 damage), 20’ area.
No comments:
Post a Comment