Vehicle Fast Play Sheet

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Vehicle Fast play sheet Turning - Stationary motorbikes, tracked vehicles, grav vehicles and helicopters may turn on the spot. Turning table Speed Max angle Min distance between turns 0-30 90° 5 cm 31-60 60° 10 cm 61-90 30° 15 cm 91+ 15° 20 cm Vehicles can try to make a tighter turn then the max turn angle. For every increment a succesfuill ksid test needs to be made. (e.g. at speed 91+, for a 180° turn, 11 successful skid tests are required). Skid Test (Roll 1D6) -1 if driver is veteran or elite -2 if driver is a hero -1 if driving on roads -1 if skid test is made to turn* -skid modifier (if negative, add) Roll Result 2- No Effect: The driver manages to keep the vehicles under control 3-4 Skid: Move the vehicle 2D10 forward and 1D10 sideways No one may shoot from this vehicle during this turn. The vehicle returns to normal next turn. 5+ Crash: Move the vehicle it's current speed less 4D10. The vehicle then stops and is destroyed. All occupants take an automatic 3D6 wound. Any survivors automatically receive a panic reaction. *Vehicles trying to make a turn cannot improve the value below a skid result if the die roll is a 6. Disembarking from a moving vehicle (roll 1D6) -1 for every 10cm the vehicles speed is over 30cm +1 if a hero disembarks Roll Result 1-2 Injury: The person leaving the vehicle takes an automatic 1D10 wound while leaving the vehicle. Armour offers no protection. 3-4 Panic: The person leaving the vehicle receives a panic reaction while leaving the vehicle. 5-6 OK: The person leaves the vehicle safely Ramming Pedestrians (Roll 1D6) -1 if the driver is veteran or elite. -2 if the driver is a hero. -1 for every 10cm (or part of) above 30cm speed -skid modifier (note: negative skid modifiers should be added). +1 if the pedestrian is a hero. Roll Result 1-4 Hit: The pedestrian is hit and takes an automatic Wound equal to the ram value of the vehicle. Armour offers no protection. 5 Near Miss: The pedestrian just leaps out the way in time place a Panic counter next to the pedestrian. 6+ Miss: The pedestrian leaps out the way barely in time. Ramming other Vehicles (Roll 1D6) -1 if rammer is green +1 if rammer veteran or elite +2 if rammer is a hero +skid mod. Ramming vehicle +1 if rammed driver is green -1 if rammer veteran or elite -2 if rammer is a hero -skid mod rammed vehicle Score Result 1 or less Miss: Ramming player rolls on the Skid table 2-3 Near Miss: Both Players roll on the Skid table 4-5 Sideswipe: Rammed player rolls on the Skid table 5+ Crash: Both vehicles crash together. Refer to section below. Frontal ram: Both vehicles roll their Ram Value and add their ram value again for every 10cm above 30cm which the vehicle is traveling. Side ram: Rammer rolls the vehicles Ram Value and add its ram value for every 10cm above 30cm which the vehicle is traveling. The rammed vehicle rolls its basic ram value. Rear ram: Rammer rolls the vehicles Ram Value and add its ram value for every 10cm above 30cm which the vehicle is traveling faster then the rammed vehicle. The rammed vehicle rolls is normal ram value. Minor and major damage (roll 1D6) Minor damage lasts for one turn only, major damage is permanent Roll Result 1 Steering Jam: The vehicle may no longer turn properly. Roll 1D6 (1-3 the vehicle cannot turn right, 4-6 the vehicle cannot turn left). In the case of a helicopter: 1-2 the helicopter can’t go left, 3-4 the helicopter can’t go right, 5-6 the helicopter can’t go up or down. 2 Control Loss: The vehicle accelerates 1D10 every turn. The vehicle cannot brake. 3 Power Loss: The vehicle slows 2D10 every turn until it stops. It cannot be moved further under it's own power. 4-5 Skid: Roll on the Skid table. 6 Fire: All Occupants take an automatic 2D6 wound from a fire in the vehicle. Armour offers no protection. If the damage was major, the vehicle is now on fire. Roll 1D6 each turn, on a 5+ the fire burns itself out, on a 1 the vehicle explodes as if with a critical hit. Critical Damage (roll 1D6) Roll Result 1-3 Kaboom: The vehicle explodedes spectacularly and does a hit equal to twice its ramvalue to any model within 5cm. All Occupants are automatically removed from the game 4-6 Total breakdown: The vehicle will move it's current speed less 4D10, then stop. All occupants take an automatic 3D6 wound. Armour offers no protection.

description

Reglas para vehículos para el juego Combat Zone de EM4

Transcript of Vehicle Fast Play Sheet

  • Vehicle Fast play sheet Turning - Stationary motorbikes, tracked vehicles, grav vehicles and helicopters may turn on the spot. Turning table Speed Max angle Min distance between turns 0-30 90 5 cm 31-60 60 10 cm 61-90 30 15 cm 91+ 15 20 cm Vehicles can try to make a tighter turn then the max turn angle. For every increment a succesfuill ksid test needs to be made. (e.g. at speed 91+, for a 180 turn, 11 successful skid tests are required). Skid Test (Roll 1D6) -1 if driver is veteran or elite -2 if driver is a hero -1 if driving on roads -1 if skid test is made to turn* -skid modifier (if negative, add) Roll Result 2- No Effect: The driver manages to keep the

    vehicles under control 3-4 Skid: Move the vehicle 2D10 forward and 1D10

    sideways No one may shoot from this vehicle during this turn. The vehicle returns to normal next turn.

    5+ Crash: Move the vehicle it's current speed less 4D10. The vehicle then stops and is destroyed. All occupants take an automatic 3D6 wound. Any survivors automatically receive a panic reaction.

    *Vehicles trying to make a turn cannot improve the value below a skid result if the die roll is a 6. Disembarking from a moving vehicle (roll 1D6) -1 for every 10cm the vehicles speed is over 30cm +1 if a hero disembarks Roll Result 1-2 Injury: The person leaving the vehicle takes an

    automatic 1D10 wound while leaving the vehicle. Armour offers no protection.

    3-4 Panic: The person leaving the vehicle receives a panic reaction while leaving the vehicle.

    5-6 OK: The person leaves the vehicle safely Ramming Pedestrians (Roll 1D6) -1 if the driver is veteran or elite. -2 if the driver is a hero. -1 for every 10cm (or part of) above 30cm speed -skid modifier (note: negative skid modifiers should be added). +1 if the pedestrian is a hero. Roll Result 1-4 Hit: The pedestrian is hit and takes an

    automatic Wound equal to the ram value of the vehicle. Armour offers no protection.

    5 Near Miss: The pedestrian just leaps out the way in time place a Panic counter next to the pedestrian.

    6+ Miss: The pedestrian leaps out the way barely in time.

    Ramming other Vehicles (Roll 1D6) -1 if rammer is green +1 if rammer veteran or elite +2 if rammer is a hero +skid mod. Ramming vehicle +1 if rammed driver is green -1 if rammer veteran or elite -2 if rammer is a hero -skid mod rammed vehicle Score Result 1 or less

    Miss: Ramming player rolls on the Skid table

    2-3 Near Miss: Both Players roll on the Skid table

    4-5 Sideswipe: Rammed player rolls on the Skid table

    5+ Crash: Both vehicles crash together. Refer to section below.

    Frontal ram: Both vehicles roll their Ram Value and add their ram value again for every 10cm above 30cm which the vehicle is traveling. Side ram: Rammer rolls the vehicles Ram Value and add its ram value for every 10cm above 30cm which the vehicle is traveling. The rammed vehicle rolls its basic ram value. Rear ram: Rammer rolls the vehicles Ram Value and add its ram value for every 10cm above 30cm which the vehicle is traveling faster then the rammed vehicle. The rammed vehicle rolls is normal ram value. Minor and major damage (roll 1D6) Minor damage lasts for one turn only, major damage is permanent Roll Result 1 Steering Jam: The vehicle may no longer turn

    properly. Roll 1D6 (1-3 the vehicle cannot turn right, 4-6 the vehicle cannot turn left). In the case of a helicopter: 1-2 the helicopter cant go left, 3-4 the helicopter cant go right, 5-6 the helicopter cant go up or down.

    2 Control Loss: The vehicle accelerates 1D10 every turn. The vehicle cannot brake.

    3 Power Loss: The vehicle slows 2D10 every turn until it stops. It cannot be moved further under it's own power.

    4-5 Skid: Roll on the Skid table. 6 Fire: All Occupants take an automatic 2D6

    wound from a fire in the vehicle. Armour offers no protection. If the damage was major, the vehicle is now on fire. Roll 1D6 each turn, on a 5+ the fire burns itself out, on a 1 the vehicle explodes as if with a critical hit.

    Critical Damage (roll 1D6) Roll Result 1-3 Kaboom: The vehicle explodedes spectacularly

    and does a hit equal to twice its ramvalue to any model within 5cm. All Occupants are automatically removed from the game

    4-6 Total breakdown: The vehicle will move it's current speed less 4D10, then stop. All occupants take an automatic 3D6 wound. Armour offers no protection.

  • Damage values Type Acc Dec Skid

    modifier Ram value

    Free slots Minor Major Critical

    Point value

    Sport Bike 50 5D10 0 1D4 1 7-8 9-10 11 12 Motor

    Bike/Trike 40 5D10 +1 1D4 2/3 8-9 10-11 12 15/25

    Sport Car 35 5D10 +1 1D6 2 9-10 11-12 13 30 Normal Car 30 4D10 0 1D6 3 10-11 12-13 14 50

    SUV 30 4D10 0 1D8 3 11-12 13-15 16 70 Armoured

    car 25 4D10 0 1D8 3 12-14 15-17 18 80

    4x4 truck/Bus

    25 4D10 -1 2D4 4/6 13-15 16-18 19 100/150

    Wheeled APC

    20 3D10 -1 2D6 3 14-16 17-19 20 130

    Tracked APC 15 3D10 -2 2D8 3 15-17 18-20 21 150 Light Tank 15 3D10 -2 3D6 4 18-20 21-23 24 200

    Medium Tank

    15 3D10 -2 3D6 5 19-21 22-24 25 230

    Heavy Tank 10 3D10 -2 3D8 6 20-22 23-25 26 250 Light Grav 20 3D10 -2 1D6 2 10-11 12-13 14 40

    Medium Grav 20 3D10 -2 1D8 4 12-14 15-17 18 70 Heavy Grav 15 3D10 -2 2D6 6 14-16 17-19 20 120

    Light Helicopter

    40 40 0 1D8 2 12-14 15-17 18 150

    Medium Helicopter

    30 30 -1 2D8 4 15-17 18-20 21 200

    Heavy Helicopter

    25 25 -2 3D6 6 18-20 21-23 24 250

    Firing from a Vehicle - The driver of a moving vehicle may only fire a pistol and suffers a -1 on the 'Hit roll'. - For every 10cm (or part of) above 30cm which the vehicle is moving there is an additional -1 penalty to the 'Hit Roll' of anyone shooting from the vehicle. - Models cannot shoot in the turn that they embark in a vehicle. - The amount of models capacle of firing is limited to space. (e.g. in a car only the passengers next to the windows would be capable of firing. Firing at a Vehicle While vehicles can be fast moving targets, they tend to be much larger, making them easier to hit. - For every 10cm (or part of) above 30cm which the vehicle is moving subtract a 1 from the 'Hit Roll' for anyone shooting at the vehicle. - Add a +1 to the 'Hit Roll' if the shooter is firing at a car sized vehicle - Add a +2 to the 'Hit Roll' if the shooter is firing at a large vehicle such as an APC or Truck.