Unisci Vehicle Rules v1.0

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Unisci vehicle rules v. 1.0. (brainstorm) Vehicle armor values 10-14 10- light transport, Humvees, trucks (carry 1 light vehicle weapon. Can carry 10 models) 11- armored transports, armored cars, apc’s (carry 1 medium vehicle weapon and 1 light vehicle weapon, or 2 light weapons. Can carry 5 models) 12- average armored fighting vehicle (carrys 1 heavy vehicle weapon and either 1 medium or 2 light vehicle weapons) 13- front line mass produced battle tank, abrams (carries 1 heavy vehicle weapon, 1 medium, and 1 light) automatically gains tank +1 14-heavy battle tank, land raider (carries 2 heavy vehicle weapons, 1 medium weapon, and 2 light weapons) automatically gains tank +2 Armor points (HP) 1-5 All vehicles have a base of 3 armor points and either gain or lose based on type and armor a vehicle may not take any more negative modifiers if at 1 armor point. Fast -1; skimmer -1; transport-1; tank +1,2. Transport capacity Only vehicles with armor 10-11 may transport infantry 10 ( 10 models) 11 (5 models) Vehicle weapons Amount of weapons and weapon types will be determined by vehicle type and armor value

description

vehicle rules for homebrew game

Transcript of Unisci Vehicle Rules v1.0

Unisci vehicle rules v. 1.0. (brainstorm)

Vehicle armor values10-1410- light transport, Humvees, trucks (carry 1 light vehicle weapon. Can carry 10 models)11- armored transports, armored cars, apcs (carry 1 medium vehicle weapon and 1 light vehicle weapon, or 2 light weapons. Can carry 5 models)12- average armored fighting vehicle (carrys 1 heavy vehicle weapon and either 1 medium or 2 light vehicle weapons)13- front line mass produced battle tank, abrams (carries 1 heavy vehicle weapon, 1 medium, and 1 light) automatically gains tank +114-heavy battle tank, land raider (carries 2 heavy vehicle weapons, 1 medium weapon, and 2 light weapons) automatically gains tank +2 Armor points (HP)1-5All vehicles have a base of 3 armor points and either gain or lose based on type and armor a vehicle may not take any more negative modifiers if at 1 armor point.Fast -1; skimmer -1; transport-1; tank +1,2. Transport capacityOnly vehicles with armor 10-11 may transport infantry 10 ( 10 models) 11 (5 models) Vehicle weaponsAmount of weapons and weapon types will be determined by vehicle type and armor value Infantry weapons against vehiclesAn ap value will be added to the wepons chart to represent the ease that the weapon has with penetrating the vehicles armor. For every penetration scored the vehicle loses an armor point and rolls a d6, if a 6 is rolled then the vehicle is immobilized and may no longer move the rest of the game. If it has a turret it may still fire in any direction with the turret mounted weapon. Vehicle speedUnless otherwise stated a vehicle may remain stationary and fire all weapons/ disembark troops; move 6 inches and fire 1 weapon/disembark troops; or move flat out at 12 inches and do nothing Vehicle typeFast; transport; skimmer; tank (to be defined)Fast- may move 18 inches at flat out and may fire 1 weapon at 12 but may not embark/disembark as it is still too fast. ) if the vehicle moves flat out, infantry and vehicle weapons take a -1 penalty to hit (this may not be combined with tank)Transport- this vehicle may carry a number of troops as determined by its armor value (10=10; 11=5) (may not be combined with tank)Skimmer- this vehicle glides over the battlefield and may ignore all difficult terrain, however massed small arms fire has a greater chance of damaging the target, due to the vehicles usually exposed grav engines and ungercarriage. Add a +1 to the roll when determining extra damage to the vehicle. (Skimmers may also only be considered armor 13 at max and may only carry wither 1 heavy and up to 2 light wepons, or 2 medium weapons.)Tank- vehicles with this attribute may fire all weapons no matter how far they have moved due to advanced weapons systems. Tank +1, add 1 armor point to the vehicles pool. Tank +2, add 2 armor points to vehicle pool (may not exceed 5) also due to the size and extra armor that comes with being a tank vehicles with this attribute may not move more than 6 inches a turn.

Vehicle weaponsLight- , heavy machine guns, flamethrowers (usually an infantry weapon attatched to the turret for anti infantry use)Medium- autocannons, small rockets, small blast weapons (good against infantry and light armor)Heavy-laser cannons, large blast weapons (good against armor and heavy armored targets)

Infantry in vehiclesInfantry may make 1 embark/disembark per turn the whole units must be within 3 inches of the transports hull in order to do so. This may be done before or after the vehicle has moved/ activatedIf a vehicle carrying infantry is reduced to 0 armor points it is immediately destroyed and all infantry inside must roll a d6. For every 4+ rolled, a wound is taken.1 infantry model may fire out of a transport at a time however doing so reduces the vehicles armor value by 1 as it leaves the interior of the vehicle exposed to incoming fireRoll needed for infantry weapons to penetrate armorInfantry weapons- can only affect skimmers on a roll of 6Advanced infantry weapons 6+Blast weapons 5+Launchers 4+Energy weapons 3+Snipers 6+Flame 6+Vehicle vs vehicleLight weapons- 5+Medium weapons 4+Heavy weapons 3+Extra damage chart rolled every time an armor point is taken away1-4+ nothing 5+ weapon destroyed/ immobilized (attackers choice) an immobilized vehicle may spend its turn attempting to repair itself, on a roll of 6 the vehicle is no longer immobilized6+ extra armor point removed