Micro Wars (Car Wars)

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8/17/2019 Micro Wars (Car Wars) http://slidepdf.com/reader/full/micro-wars-car-wars 1/14  MICRO WARS being a retro-clone of the roleplaying, character, and combat portions of a C  ertain W  ell-known automotive combat game, as yet minus the automobile rules Playtest Version 0.01. Copyright © 2014 by Christopher A. Goodwin. Released as Open Content under the terms of the Open Game License (see Legal Information, below). 1

Transcript of Micro Wars (Car Wars)

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M IC R O W A R S

being a retro-clone of the roleplaying, character, and

combat portions of a C ertain W ell-known automotive

combat game, as yet minus the automobile rules

Playtest Version 0.01. Copyright © 2014 by Christopher A. Goodwin. Released as Open

Content under the terms of the Open Game License (see Legal Information, below).

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Contents

Contents

Character Creation

Character Points

Stats

Skills

Character Disadvantages

Hit Points and Damage

Armor

Inanimate Objects

Combining DEF and SP

Combat, Skill, and Task Resolution

Stat Checks

Critical Success and Critical FailureLuck Checks

Bad Luck

The Roll High Variant

Character Movement and Combat Time

Initiative

Smaller Turns (optional)

Size

The Fantasy Game

Changes

Legal InformationOpen Game Content

OPEN GAME LICENSE Version 1.0a

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Character Creation

Charact er Points

Characters begin play with a number of points available to buy stats and skills. A typical

character starts with 30 points to spend. A character can, with the referee’s permission, reduceone or more of er stats or take disadvantages in order to gain more points.

Stats

Characters have four stats: Physique (PHY), Dexterity (DEX), Intelligence (INT), and Cool

(COOL). Each of them starts at +0. Increasing a stat costs 30 points per +1; characters can

also sell back some of their stats, in which case they get back 30 points per -1. No stat may be

reduced below -2 or increased above +3 without special means such as magic, super powers,

or the like.

Physique represents a character’s strength, health, stamina, physical condition, and athleticability. Dexterity represents a character’s hand-eye coordination, physical agility, balance, and

general physical movement ability. Intelligence represents a character’s reasoning, memory,

speed of thought, and perception. Cool represents a character’s ability to interact with and

make a positive impression on others as well as er willpower and ability to stay calm in a crisis.

Skills

Characters can buy skills. Unless otherwise mentioned, each skill costs 10 points to buy the

skill at base level, and an additional 10 points per +1. Each skill is listed with the name of a stat

in parentheses; any bonuses or penalties the character has with the stat apply to the use of the

skill.

For skills with a (type) noted, the character must choose a specific area with which the skill is

useful. For instance, a character with Driving skill must select a type of vehicle e can drive,

whether Cars, Motorcycles, Oversized Vehicles, Chariot, Horse and Buggy, or other types of

vehicles at the referee’s discretion. The character must buy Driving skill again to be able to

drive an additional type of vehicle.

The skills are:

Acrobat (DEX)

Animal Handling (COOL)

Armoury (INT)

Bureaucracy (COOL)

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Climbing (PHY)

Computers (INT)

Crew (INT or SOC) - this represents the ability of the character to function as part of a trained

crew, where individuals might have different functions but must operate in unison or in a specificsequence. Characters with any of the following skills automatically have Crew at base level if

desired: Heavy Weapons, Leadership, Pilot, Profession (soldier), Sailing, Systems Operation,

Tactics, Vehicle Weapons. Characters who have more than one of these skills do not receive

additional levels in Crew, however.

Driving (type) (DEX) - Types can include Cars, Motorcycles, Oversized Vehicles, Chariot, Horse

And Buggy, Giant Robot (walker or wheeled only), Giant Transformable Robot In Land Vehicle

Form.

Electronics (INT)

Extra HP (PHY) - this allows a character to buy up to 3 additional HP at 10 points apiece,

without increasing er PHY score. There would normally be no reason to roll the Extra HP skill.

Forgery (INT)

Gambling (COOL)

Heavy Weapons (DEX) - heavy machine guns, mortars, grenade launchers, cannon; any

man-portable crew-served weapon, but not Vehicle Weapons. (This depends entirely on techlevel. In a low tech world, ballistae, catapults, and trebuchets would be considered Heavy

Weapons, though this skill might be renamed Siege Engines in such a game.)

Improved Initiative (Special) - every level in Improved Initiative (including the base level) adds

+1 to characters’ Initiative rolls in combat. A character can buy up to three levels Improved

Initiative.

Knowledge (type) (INT) - Area (specific area), Culture (place or people), General (person or

thing)

Language (specific) (INT) - the character speaks another language. Base level means the

character can carry on basic conversations; with additional levels the character can speak more

fluently. Four levels (Language+3) means the character effectively has native level fluency with

the language.

Leadership (COOL)

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Luck (Special) - A character with Luck at base level makes er Luck checks at 7- instead of 4-,

and additional levels increase er Luck roll.

Magic (INT) - Magic skill represents a character’s ability to successfully cast a spell. A character

with Magic skill has a number of Spell points equal to 10 + COOL + Magic skill value. Every

spell has a spell level; a mage can cast spells of a maximum level equal to half er Magic skilllevel, rounded up. A mage can learn any number of spells they are capable of casting, one at a

time; whether they can find these spells is another story… (Note: the Magic skill represents

Arcane magic only. Divine and Nature Magic are separate skills; Divine and Nature Magic are

each based on COOL.)

Martial Arts (PHY)

Mechanic (INT)

Melee Weapons (PHY) - swords, knives, staves, pole arms, bashing weapons

Missile Weapons (DEX) - bows, crossbows, thrown weapons.

Navigation (INT)

Oratory (COOL)

Paramedic (INT)

Perception (INT) - This represents the character’s ability to sense the environment around em. All characters begin with Perception at base level for no cost.

Pilot (type) (DEX) - Helicopter, Fixed Wing, Hovercraft, Large Watercraft, Hot Air Balloon,

Spacecraft, Giant Robot (with flight or jump capability), Transformable Giant Robot In Air Or

Spacecraft Form.

Power (type) (Special) - if a character has any kind of super, psionic, or other types of powers,

this represents er ability to activate and control them. The stat to use depends on the powers

and is generally up to the referee. It’s possible that different types of power might be controlled

by different stats. In most cases the Power skill is not necessary for a character to simply use er

powers; this can help em perform power tricks, stunts, and so forth.

Profession (type) (INT) - accountant, blacksmith, cartwright, detective, soldier, etc. The

governing stat can depend on the specifics of the profession; Profession (dancer) might be

DEX-based, while Profession (loader) might be PHY-based.

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Running (PHY or DEX) - This is effectively two skills. Running (PHY) is used for increasing a

character’s running distance and endurance, while Running (DEX) is used to increase a

character’s running speed. Every level of Running (DEX) increases a character’s Walk, Jog,

and Run movement by 3 feet/1 meter per turn.

Sailing (type) (PHY) - Small Windpowered Watercraft, Small Powered Watercraft, Large CrewedWatercraft

Science (type) (INT) - anthropology, biology, chemistry, engineering, medicine, physics, etc.

Security Systems (INT) -

Small Arms (DEX) - pistols, rifles, submachine guns, shotguns, etc.

Stealth (DEX)

Streetwise (COOL)

Systems Operation (INT) - This skill grants the character the ability to use communications and

sensory gear (typically fixed or vehicle-mounted) such as radio, radar, sonar, infrared scopes,

subspace comms, hyperspace navigation equipment, etc. In an instance where these items

would prove useful, the character may use er Systems Operation skill instead of Perception in

order to find objects or sense through prohibitive conditions.

Tactics (INT) - A character with Tactics skill adds +1 to er initiative rolls in combat.

Toughness (PHY) - each level of Toughness reduces nonlethal damage taken by the character

by 1 point.

Vehicle Weapons (DEX) - any weapon mounted on a vehicle such as a car, starship, giant

robot, etc.

Additional skills are possible; with the referee’s permission, a player may come up with new

skills. The use and parameters of any new skills are up to the referee. Knowledge, Power, and

Profession can often be stretched into new skills as well.

Character Disadvantages

If the referee permits, characters might be able to take disadvantages to increase the points

they have to spend on stats and skills. (Disadvantage rules are not yet written or available but

will appear here when they are.) (Rough guideline: a penalty of -2 to a category of rolls should

be worth 10 points; see also under Bad Luck, below.)

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Hit Points and Damage

Characters have an amount of hit points (HP) equal to 3 + PHY.

A character who has taken some damage is wounded and may suffer penalties to stat checks or

skill use depending on the severity of er wounds.

A character reduced to 0 HP by means of any attacks (lethal and nonlethal damage) is

unconscious. (Add together the total amount of lethal and nonlethal damage the character has

taken; if this total is equal to or greater than er hit points, e is unconscious.)

A character reduced to -1 HP or lower (via lethal damage only; in other words, has taken an

amount of lethal damage greater than er original hit point total) is unconscious and dying. The

character takes another 1 damage every minute until stabilized (via use of Paramedic skill) or

until reaching -1x er initial hit point total, at which time e dies.

Nonlethal attacks can’t reduce a character below 0 HP. A character who is already unconscious

(at 0 HP or below) who is attacked with additional nonlethal attacks takes no damage from

them, though (referee’s discretion) they might increase the amount of time the character is

unconscious. (Optionally: a character who has been wounded via lethal damage to -1 HP or

below might take an additional 1 damage from a nonlethal attack, regardless of the amount of

damage it does.)

Concussion attacks -- punching, bashing, Martial Arts, etc. -- do half of their damage (round

down) to characters as lethal damage and half of their damage (round up) as nonlethal. In

cases where it matters, resolve lethal damage first.

(Example: An unarmored character with 5 HP is hit with a nonlethal attack doing 8 damage.

The character is reduced to 0 HP and is knocked unconscious. Additional nonlethal attacks do

no damage to the character. If someone were to inflict an additional 1 point of lethal damage to

the character, e would still be unconscious, but e would not be considered dying until e had

taken an additional 5 HP in lethal damage, reducing em to -1.)

A corpse is an inanimate object (see below) with 0 SP. Its “original” SP score is considered to

be equal to the formerly living owner’s HP, and is already considered “broken” as far as

inanimate objects are concerned. If the corpse takes further damage equal to its original HPvalue, it is completely obliterated.

Armor

Armor is given a defense score (DEF). Subtract the armor’s DEF from the damage of a lethal

attack; any lethal damage remaining passes through the armor, into the target underneath.

Don’t consider the lethal and nonlethal portions to be separate attacks; apply the total to the

DEF value, but the armor stops lethal damage first. For instance, if a character wearing 5 DEF

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armor is punched by another character doing 7 damage (which becomes 3 lethal and 4

nonlethal), the 3 points of lethal damage are stopped first. The armor can stop another 2 points

of nonlethal damage, allowing 2 points through.

(Strictly speaking, the game term we’re concerned with here is DEF. Armor can be considered

any object that protects a character or another object.)

Inanim ate Objects

Inanimate objects have structural points (SP) rather than hit points. When an object is reduced

to 0 structural points, it is broken, and may not perform its original functions but might still be

reparable (referee’s discretion). If it is reduced to -1x its SP value, it is completely destroyed

and irreparable, though it might (referee’s discretion) be scavenged for spare parts (or, more

likely, raw materials). At -2x its SP it can’t even be scavenged; the object is reduced entirely to

useless rubble. Unless it has some specific weakness, no inanimate object ever loses SP to

nonlethal damage.

Com bining DEF and S P

Some objects might have both a DEF and an SP score. When hit, subtract the DEF value from

the lethal damage of the attack; any remaining lethal damage reduces the object’s SP value.

When the object is reduced to 0 SP, it is broken, and the broken object’s DEF is half its original

value, rounding down. If the object is reduced to -1x its SP value, its DEF no longer protects.

Combat Skill and Task Resolution

The base roll to do anything is 7 or less (7-) on 2d6.

If you don't have the skill to do something, and the action may be performed unskilled,

you take a -3 penalty (reducing the target number).

If you have the skill at base (level 0) you're at 7-

Each additional +1 skill level is +1 to do the thing (and increases the target number)

Each +1 in a stat adds to the use of all skills to which the stat applies.

For refereed/campaign play: If you have a skill that is reasonably similar but not the

exact skill, you can add your skill level but still take the -3 penalty.

Bonuses increase the target number, penalties decrease it.

Stat Checks

Sometimes a character might need to make a stat check. To succeed at a stat check, the

character must roll (7 + stat) or less on 2d6.

Critical Suc cess and Critical Failure

A natural 2 on any success check might be a critical success, and a natural 12 might be a

critical failure. On a 2, roll a luck check (see below); success on the luck check means

something lucky happens. Failure on the luck check, including on a 12, means it’s just a normal

success.

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If you roll a natural 12 on a regular success check, roll a luck check; success on the luck check

means it’s a completely normal failure. Rolling 12 on this luck check “confirms” the critical

failure, and something bad happens to the character.

Luck Checks

Sometimes a character effectively must throw emself upon the mercy of the gods. In this case,

the character rolls 2d6. On a 4-, the character’s prayers are answered. If the character has

Luck skill at base level, this roll becomes 7-, and increases by 1 per +1 Luck. A natural 12 in

this case results in a critical failure, causing the character some form of misfortune. The referee

should be creative with this; a character who relies on luck must take the bad with the good!

Bad Luck

If a character has Bad Luck, every level of Bad Luck increases the chances of a critical failure

on a luck check; one level changes it to 11-12, two levels to 10-12, and so on. This is

irrespective of any Luck the character may also possess. Bad Luck would be considered a

character disadvantage (see above under Character Creation) worth 10 points per level.

The R oll High Variant

If the GM and all players are willing, they can switch the dice system to roll high rather than roll

low. In that case, the intent is to roll 7+ on 2d6; bonuses and penalties add to the dice value

rather than the target number. A natural 12 would be a critical success, and a natural 2 would

be a critical failure. The basic Luck Check becomes 10+ (which is 7+ with a -3 penalty for being

“unskilled”). Bad Luck would increase the chances of a critical failure on a Luck Check to 2-3

for one level, 2-4 for two, and so on.

Character Movement and Combat Time

Time and movement are measured in real-world units, though for game purposes we will use

turns equal to one second in length.

This game uses non-gridded mapping and movement where possible, so that for instance, a

walking character (moving up to 3 feet per second) can move 1 or 2 feet if desired. It is

suggested that a scale be chosen for purposes of tactical mapping and miniatures use (such as

1 inch equals 3 feet or 25mm equals 1 meter), though the map scale may vary depending on

the scale of the majority of the combatants. For example, on a map scaled for giant robot

combat, one inch might equal 10 meters, but for a character scaled map one inch might equal 1

meter.

In-game distances will always be given in real-world scale measurements; a giant robot might

move a maximum of 20 meters per second, but the amount of map distance representing this

could easily vary.

Character movement is as follows:

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Walk - 3-4 feet/1 meter per second (approximately 2 miles or 3 kilometers per hour)

Jog - 7.5 feet/2 meters per second (approximately 5 miles or 8 kilometers per hour)

Run - 15 feet/4 meters per second (approximately 10 miles or 15 kilometers per hour)

Jump - 7.5 feet/2 meters in distance or 3 feet/1 meter in height, or an amount of distance

equal to any prior movement (halved for height). Jumping is considered a combat

action. Sprint - 30 feet/9 meters per second (approximately 20 miles or 30 kilometers per hour)

During a turn, a character can move (up to a Run) and then perform a combat action; no

character may attack while Sprinting. Regardless of how far a character has moved during the

turn, e may not move after performing a combat action.

A character may, instead of performing a combat action, perform a second move action (Walk,

Jog, or Run only). Sprinting is effectively two Run actions performed during the turn.

(Note: In real world terms, 10 mph approximates 15 feet per second, while 15 kphapproximates 4 meters per second. Within the same margin of error, 10 mph also approximates

15 kph. For our purposes, it doesn’t matter whether units are exact as long as they are

consistent.)

Initiative

At the beginning of combat, every character rolls 1d6 and adds er INT (plus any bonuses from

Improved Initiative and/or Tactics skill); the result is the character’s Initiative score. During each

turn, characters declare their actions and movement in order of Initiative from lowest to highest,

and after all actions have been declared they resolve in order from highest to lowest. Once all

characters have acted, the turn is over and the next turn starts.

Initiative order is fixed at the beginning of combat, though circumstances may permit a character

to reroll er initiative (such as disengaging from and re-engaging in combat).

Sm aller Turns optional)

In games where characters or other entities move at extremely high speeds, the referee may

wish to proportion movement throughout a turn, by “slicing” a turn up into equal parts, and

allowing each character to prorate their movement down to the fractions of a second. It is

recommended that one turn be divided into no more than three to five parts.

Size

Characters have a “hidden” stat, called Size. Characters shouldn’t increase or decrease their

Size stat unless playing in a game where they can be much larger or much smaller than the

norm (superhero and fantasy games, most likely), though at the referee’s discretion a character

might be able to take +1 or -1 Size to represent being extremely large or very small (children

would have at least -1 Size, for instance).

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Increasing or decreasing Size would cost 10 or -10 points per level, respectively, with no lower

or upper limit (unless the referee decides otherwise). Every -1 level of Size would halve the

character’s weight and give attackers a -1 penalty to hit or perceive em. -3 levels of Size would

in addition halve the character’s height, movement, and volume. Every +1 to Size doubles the

character’s weight and grants attackers a +1 bonus to hit or perceive the character. +1 to Size

also effectively grants the character +1 to er PHY stat (through reducing Size below 0 does notaffect PHY). +3 levels of Size would double the character’s height, movement, and volume as

well. Increasing or decreasing Size by one or two levels would have a cosmetic effect on the

character’s height but not affect er movement. (Reduced Size could be considered a character

disadvantage.)

Size can also be used to roughly estimate combat penalties to hit targets that are much larger or

smaller but that aren’t necessarily expressed in terms of Size.

The Fantasy Game

Here is a link to a set of rules for converting fantasy OGL SRD monsters, spells, and charactersover to the Certain Well known vehicle combat board game, which would work just fine and

dandy with Micro Wars. Note that those rules are based around roll-high, so keep that in mind

when reading and using them.

Changes

21 May 2015: Added link to the fantasy rules.

14 April 2015: Added description for Magic skill.

17 December 2014: Tweaked gender neutral pronouns. Included Roll High Variant.

2 December 2014: Fixed DEF and SP. They are separate items.

11 July 2014: Tweaked some of the wording around DEF and SP for Armor, and rearranged

that section.

26 June 2014: Added rules for Size, Critical Success and Failure, and optional rules for smaller

combat turns.

Legal Information

Open Gam e Content

All text above this point is Open Game Content.

OPEN GA ME LICENS E Version 1.0a

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The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of

the Coast, Inc ("Wizards"). All Rights Reserved.

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15. COPYRIGHT NOTICE

Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.

Micro Wars Copyright © 2014 by Christopher A. Goodwin. The entire text of the game is

released as Open Content and may be used as such under the terms of the Open GameLicense. The name Micro Wars may be used to refer to the game (including to the compatibility

of other materials with the game) and is not considered Product Identity.

END OF LICENSE

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