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games:autowar [2013/11/09 21:00] – No more grid! brentgames:autowar [2013/11/11 20:52] (current) – [Vehicle Options] Added Molotov cocktail brent
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 This game is licensed Creative Commons Attribution-ShareAlike. This game is licensed Creative Commons Attribution-ShareAlike.
  
-This system uses only **six-sided dice** and appropriately-scaled tokens to represent vehicles and hazards.+This system uses only **six-sided dice** and tokens to represent vehicles and hazards. Download printable tokens at [[http://zenseeker.net/PaperMiniatures/CarWars.htm|Zen Car Wars Paper Counters]].
  
 =====Introduction===== =====Introduction=====
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 //Which is why we need you.  A driver.  A new breed, with the firepower to drive away the jackals and take back a piece of the new world.// //Which is why we need you.  A driver.  A new breed, with the firepower to drive away the jackals and take back a piece of the new world.//
 +
 =====The Basics===== =====The Basics=====
  
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   * **Armor** //1 point per 1 pound, up to 30 pounds on each side (front, back, left, right, top, and bottom)//   * **Armor** //1 point per 1 pound, up to 30 pounds on each side (front, back, left, right, top, and bottom)//
   * Weapons   * Weapons
-    * **Light machine gun** //2 power, 20 pounds, medium range// +    * **Light machine gun** //2 power, 20 pounds, range// 
-    * **Heavy machine gun** //4 power, 40 pounds, medium range// +    * **Heavy machine gun** //4 power, 40 pounds, range// 
-    * **Flamethrower** //9 power, 40 pounds, short range// +    * **Flamethrower** //9 power, 40 pounds, range; lights target on fire// 
-    * **Rocket launcher** //7 power, 50 pounds, long range, 3 rounds; must have its own grid square; only hits with a 3-6 on a die roll// +    * **Rocket launcher** //7 power, 50 pounds, range, 3 rounds; must have its own grid square; only hits with a 3-6 on a die roll; on a 5-6 lights target on fire// 
-    * **Grenade launcher** //5 power, 40 pounds, long range, 3 rounds; must have its own grid square; only hits with a 2-6 on a die roll; targets top armor// +    * **Grenade launcher** //5 power, 40 pounds, range, 3 rounds; must have its own grid square; only hits with a 2-6 on a die roll; targets top armor// 
-    * **Handgun** //1 power, 2 pounds, medium range, 8 rounds//+    * **Handgun** //1 power, 2 pounds, range, 8 rounds// 
 +    * **Molotov cocktail** //3 power, 2 pounds, 2 range; lights target on fire//
   * Options   * Options
     * **Gunner** //120 pounds//     * **Gunner** //120 pounds//
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     * **Targeting computer** //5 pounds//     * **Targeting computer** //5 pounds//
     * **Auto-rotating mount** for one weapon //25 pounds; must have its own grid square; requires a targeting computer//     * **Auto-rotating mount** for one weapon //25 pounds; must have its own grid square; requires a targeting computer//
-    * **Smokescreen generator** //25 pounds; must have its own grid square//. When fired, it generates a cloud of smoke directly behind the car as large as the size of the car. The smoke dissipates after rounds.+    * **Smokescreen generator** //25 pounds; must have its own grid square//. When fired, it generates a cloud of smoke directly behind the car as large as the size of the car. The smoke dissipates after rounds.
     * **Fire extinguisher** //5 pounds//     * **Fire extinguisher** //5 pounds//
 +
 +Range is measured in car lengths (using the length of your own car).
  
 You only need one targeting computer for any number of auto-rotating mounts. You only need one targeting computer for any number of auto-rotating mounts.
 +
 +----
  
 =====Sequence of Play===== =====Sequence of Play=====
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   - Each player in sequence takes a turn. During the player's turn, he or she takes two actions.   - Each player in sequence takes a turn. During the player's turn, he or she takes two actions.
   - Resolve fire.   - Resolve fire.
- 
-Each player may skip one or both of his or her actions. 
- 
-If people seem to be cheating about their movements, feel free to require each player to write down their Maneuver action before performing it. 
  
 Choose player sequence in whatever order is most sensible at the time. Clockwise around the table is usually easiest. Choose player sequence in whatever order is most sensible at the time. Clockwise around the table is usually easiest.
 +
 +----
  
 =====Moving===== =====Moving=====
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 You can accelerate or decelerate by 1 length per turn (or just maintain your current speed). Based on your frame and engine, you max out at a certain number of lengths per turn (6 for a medium frame and 4-cylinder engine). You can accelerate or decelerate by 1 length per turn (or just maintain your current speed). Based on your frame and engine, you max out at a certain number of lengths per turn (6 for a medium frame and 4-cylinder engine).
  
-You can go backwards, too. You can only accelerate up to a speed of 2 maximum when reversing.+You can go backwards, too. You can only accelerate to a maximum speed of 2 when reversing. 
 + 
 +----
  
 {{ http://brentnewhall.com/rpg/graphics/Highway_Playing_Grid.png}} {{ http://brentnewhall.com/rpg/graphics/Highway_Playing_Grid.png}}
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 ====Action: Slamming on the Brakes==== ====Action: Slamming on the Brakes====
  
-If you want to slow down dramatically, decelerate by 2 length and roll a six-sided die.  If you roll a 1, you slide 1 square to the left.  If you roll a 2, you slide 1 square to the right.  Rolling 3 through 6 has no other effect.+If you want to slow down dramatically, decelerate by 2 length and roll a six-sided die.  If you roll a 1, you slide half a length to the left.  If you roll a 2, you slide half a length to the right.  Rolling 3 through 6 has no other effect.
  
 When a motorcycle slides, it has a chance of flipping.  When sliding on a motorcycle, roll a die.  On a 1-3, you flip; on a 4-6 you're fine. When a motorcycle slides, it has a chance of flipping.  When sliding on a motorcycle, roll a die.  On a 1-3, you flip; on a 4-6 you're fine.
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 ===Spinning Out=== ===Spinning Out===
  
-If you spin out, you may take no more actions this turn.  Next turn, your entire maneuver action is taken up by turning your vehicle another 45 degrees (a total of 90 degrees from your original position), reducing your speed to 0.+If you spin out, you may take no more actions this turn.  Next turn, your first action is taken up by turning your vehicle another 45 degrees (a total of 90 degrees from your original position), reducing your speed to 0.
  
 ===Collisions=== ===Collisions===
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 If two cars hit each other head-on, each car takes one die of damage per point of speed it was going.  So, if the first was going 2 and the second was going 3, the first takes 2 dice of damage and the second takes 3 dice. Each car's speed drops to 0. If two cars hit each other head-on, each car takes one die of damage per point of speed it was going.  So, if the first was going 2 and the second was going 3, the first takes 2 dice of damage and the second takes 3 dice. Each car's speed drops to 0.
  
-//Optional:// If ramming or hitting head-on, if a vehicle has no armor on that side, roll an extra die of damage for that vehicle.+//Optional "Jarring Damage" Rule:// If ramming or hitting head-on, if a vehicle has no armor on that side, roll an extra die of damage for that vehicle.
  
 ====Action: Attacking==== ====Action: Attacking====
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 Weapons can target any vehicle in a 45-degree arc in front of that weapon. Weapons can target any vehicle in a 45-degree arc in front of that weapon.
  
-You may only fire at one vehicle per turn.+If both actions in one turn are attacks, both attacks must target the same vehicle.
  
-If you have a gunner, the gunner can also attack during the attack action, after the driver'attack. The gunner must choose a different facing than the driver or can use a handgun. If the driver fires the auto-rotating weapons this turn, the gunner cannot. +If you have a gunner, the gunner gets a separate attack action. In other words, the driver can take 2 actions, and the gunner can take 1 attack action. The gunner must choose a different facing than the driver or can use a handgun. If the driver fires the auto-rotating weapons this turn, the gunner cannot. The gunner can target a different vehicle than the driver.
- +
-===Range=== +
- +
-  * Short range = 1 length +
-  * Medium range = 2 to 4 lengths +
-  * Long range = 5 to 6 lengths+
  
 ===Attack Roll=== ===Attack Roll===
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 If any of the dice roll 5 or 6, the attack hits. If any of the dice roll 5 or 6, the attack hits.
 +
 +If after removing dice you are left with no dice, roll 1 die. If it rolls a 6, the attack hits.
  
 ===Damage Roll=== ===Damage Roll===
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 Weapons take as many points of damage as they have power. Weapons take as many points of damage as they have power.
 +
 +Note: if an attack removes all the armor from one side of a vehicle, any remaining damage from that attack is lost. It does not damage anything inside the vehicle.
  
 ====Action: Use Fire Extinguisher==== ====Action: Use Fire Extinguisher====
  
 If you have a fire extinguisher, you may use one action to use up the extinguisher completely and put out the fire. If you have a fire extinguisher, you may use one action to use up the extinguisher completely and put out the fire.
 +
 +----
  
 =====Resolving Fire===== =====Resolving Fire=====
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 If the damage die rolls 1 or 2, you are no longer on fire (though you still take the 1 or 2 points of damage). Otherwise, you remain on fire. If the damage die rolls 1 or 2, you are no longer on fire (though you still take the 1 or 2 points of damage). Otherwise, you remain on fire.
 +
 +----
  
 =====Zombie Cars===== =====Zombie Cars=====
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 On a 5-6, accelerate by 1. On a 5-6, accelerate by 1.
  
-If you are involved in a collision, you immediately explode.+If you are involved in a collision while you are a zombie, you immediately explode
 + 
 +If you have a gunner, treat the car as a zombie for 1 turn. On the following turn, the gunner becomes the driver.
  
 ====Exploding==== ====Exploding====
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   * 1 die to every vehicle up to 4 lengths away   * 1 die to every vehicle up to 4 lengths away
  
-The remains of the vehicle itself remain a smoking wreck.+Roll damage for each target separately.
  
-//Optional:// You can take 1 action to activate a self-destruct. Your car explodes. Next turn, your vehicle moves 1 length forward, then stops.+The vehicle itself remains a smoking wreck, obstructing other vehicles. 
 + 
 +//Optional "Rolling Car of Fiery Doom" Rule:// After your vehicle explodes, it is on fire, and it decelerates by 1 per turn. This adds an extra hazard. 
 + 
 +//Optional "Self-Destruct" Rule:// You can take 1 action to activate a self-destruct. Your car explodes. Next turn, your vehicle moves 1 length forward, then stops.
  
 =====Leaving Your Vehicle===== =====Leaving Your Vehicle=====
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 People move up to 1 length per turn, and they can move in any direction. They may take and wield handguns, and can fire them in any direction. People move up to 1 length per turn, and they can move in any direction. They may take and wield handguns, and can fire them in any direction.
  
-Optional: Any vehicle going at a speed of 2 or fewer can pick up a passenger. The passenger becomes a gunner.+//Optional "Passenger Pickup" Rule: Any vehicle going at a speed of 2 or fewer can pick up a passenger. The passenger becomes a gunner.// 
 + 
 +----
  
 =====Hazards===== =====Hazards=====
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 If you have reinforced tires, then on a 1 you decelerate by 1 and shift to the left or right (your choice).  On a roll of 2-6 there's no effect. If you have reinforced tires, then on a 1 you decelerate by 1 and shift to the left or right (your choice).  On a roll of 2-6 there's no effect.
  
-If you drive over an //active// hazard (like a mine), roll a die + the hazard's power.  If you roll more than 3, the hazard hits, and deals the damage specified by the hazard.+If you drive over an //active// hazard (like a mine), roll a die + the hazard's power.  If you roll more than 3, the hazard hits, and deals the damage specified by the hazard. This damage is dealt to the bottom of your vehicle.
  
 Obstacles do an amount of damage equivalent to the size and sturdiness of the obstacle.  Treat these like mines. Obstacles do an amount of damage equivalent to the size and sturdiness of the obstacle.  Treat these like mines.
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 Of course, you can also build a truck, van, or motorcycle.  Vans are 2x5 squares, while motorcycles are 1x3 squares. Vans may only take medium or heavy frames; motorcycles may only take a light frame. Of course, you can also build a truck, van, or motorcycle.  Vans are 2x5 squares, while motorcycles are 1x3 squares. Vans may only take medium or heavy frames; motorcycles may only take a light frame.
 +
 +----
  
 =====Sample Vehicles===== =====Sample Vehicles=====
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 Options: Smokescreen generator, 2 handguns, targeting computer Options: Smokescreen generator, 2 handguns, targeting computer
 Max speed:  4 Max speed:  4
 +
 +----
  
 =====Scenarios===== =====Scenarios=====
games/autowar.1384059631.txt.gz · Last modified: 2013/11/09 21:00 by brent