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Throne of Judgement-esque vehicle?

Started by Crystal-Maze, September 17, 2013, 11:48:18 PM

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Crystal-Maze

I'm trying to write rules for a vehicle/ walker similar to Karamazov's Throne of Judgement, but based on a sentinel chassis rather than a dreadnought. What I am struggling with is a hit location chart/ how to randomize hits between the pilot (who will be a player character for a couple of scenarios) and the walker. Hit locations might look something like Legs, possibly Axle, Cockpit, Engines, Weapon.
If anyone has done anything similar, or has any ideas let me know :)

Koval

#1
I've done bikes and tank chairs, maybe you could take a look at those (and the old Fanatic vehicle rules) as a starting point?

EDIT: My bike rules are here and the (very similar) tank chair rules are here. Of those, I'd probably look at the bike thread first on the basis that that's where I first hammered things out.

Damaging it basically boils down to "does an attack hit the character or the vehicle?" and then where the attack actually hits. In both of my sets of rules, the given hit locations are Body and Locomotion (either wheels or tracks depending on the vehicle in question), but sufficiently large vehicles could indeed warrant an Engine location as well, and if it's got a large turret or sponsons*, those could also be hit locations.

*But not, say, if it's a small machine gun or whatever built into part of the chassis, as that just adds clutter.

MarcoSkoll

The old Exterminatus rules for vehicles suffer somewhat for their approach to damage.

The approach taken to armour and the number of injury levels given (combined with a frequently low number of hit locations to focus hits on the same locations frequently) made most vehicles too frail for my liking - with even minor injury results often being spectacularly nasty.

A single stubber shot to the engine of a ground car (which a shot could have a 60% chance of hitting - a size 20 hit location, plus an automatic +/- 20 modifier even before placed shots) was practically guaranteed to do "light" damage, which stopped it changing speed except by actually physically making it incapable of moving (destroying or crashing it), and not impossible to moderate damage, which did flamer damage to everyone in the vehicle.

Even the Arbites Patrol Tank (with a Star Wars toy for a model - things they'd never do today...) wasn't particularly resistant to damage. Give Inquisitor Skoll a single turn, and I'd give him about even odds of disabling or destroying it (mostly dependent on how many actions he rolls) with just his stubber; Give Sgt. Kronen a turn... erm, why don't you just take it off the table now?

Now, vehicles in movies are usually either overly tough or stupidly frail - varying between surviving direct hits from 40mm grenades or exploding the moment they take any hit (there is a strong correlation between this and the plot importance of the character driving it).

As most Inquisitor characters are plot important, I think Inquisitor goes for the wrong "movie" interpretation. Now, obviously, huge fires and big explosions should be a possibility (they're cool), but it should take more damage to cause them.

As for choosing hit locations, I'd personally like to see things broken down to Bodywork, Chassis, Drive/Locomotion and Engine - plus Weapons if armed.
This isn't wildly different from what they've already done, but divides the present "Hull/bodywork" into Bodywork and Chassis. Bodywork would generally be a "minor" category, representing hits that didn't actually hit anything immediately vital to the vehicle - it would have only slight effect on the actual vehicle's performance (beyond perhaps damage to armour), but could translate into hits to passengers.
S.Sgt Silva Birgen: "Good evening, we're here from the Adeptus Defenestratus."
Captain L. Rollin: "Nonsense. Never heard of it."
Birgen: "Pick a window. I'll demonstrate".

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