Friday, January 24, 2014

CYBER-PULP FANTASY CORE-Vehicle Combat

CYBER-PULP FANTASY CORE
© Jerry Harris 2013
(This link will take you to the Fantasy Core Index.)
Overview 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.   

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