Gangy Prahy - Vozidla

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Leif
Centurio Pilus Posterior
Příspěvky: 274
Registrován: 10. 1. 2011 16.36

Gangy Prahy - Vozidla

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VEHICLES

CREW SLOTS
Driver + Gunner + Passengers
ACTIVATION
vehicle's always activates in drivers fase

Kód: Vybrat vše

[b]MOVEMENT[/b]
Vehicle can use 3 levels of speed:
1)	Stay on place  (no speed)
2)	Combat speed (combat move)
3)	Crussing speed (crussing move)
Drive (Basic Action) driver must spent one action in turn by driveing. If nobody drives moving vehicle it has to check for crash test. In drive action can driver speed up by 1 level of speed. If speed down from crusshing speed vehicle must move minimal 1/2 of previous move.

The vehicle may move to any location within its front arc and as long as that location is within its Movement distance. The vehicle's new orientation must fit within its original front-arc. A vehicle may not turn more than 1x for 45 degrees when moving.

Turn (Basic Action) the vehicle may turn up to 2x 45 degrees and must move at last 2" between turns.

Drive back (Simple Action) standig vehicle can move back at 1/2 its combat speed and turn 1x for 45 degrees when moving.

Jink (Basic Action) The Driver may manuevre the vehicle when it is moveing, all shooting from and at the vehicle is at a -1 until the vehicle's next Activation. If there are some black passangers on roof. They has to make strenght check or fall.

Ramming (Basic Action), the vehicle may move up to its full distance in the same way as a in Drive action and if it moved acros an enemy models or door it ramms them.
1) Ramming of fighters
Target fighter can dodge on initiative check and then step to side.
If target initiative check is not succesful it is rammed and immediately takes D3 (+1 in crusshing speed) automatic hits with strenght of 1/2 armor of vehicle.
2) Ramming of vehicles and walls/doors
Vehicles immediately takes D3+ 1 hits for each level of speed of vehicle following specific direction. Vehicle hits with a strength equal to the Armour of the vehicle and vehicle take the D3 automatic hits with a strength equal to the Toughness of target.

SHOOTING AT A VEHICLE
The following rules affect shooting at a vehicle:
For every 6" the vehicle moves in a turn, any shots against it are at a cumulative -1 to hit.
Targeting driver or crew is possible only with aim acction and at a -2 to hit (-2 +1 for aim = -1) + (cumulative with moveing vehicle modificator) and target has +2 ablative armor save for glase.
Vehicles never benefit from cover.
Damageing wheels - fighter can choose to hit wheels only with aim acction and at a -2 to hit (no bonus for aiming) + (cumulative with moveing vehicle modificator) and toughnes 4. If vehicle has damageing wheels it´s movement is reduced by ¼ (not cumulative) and driver has to make initiative check or crushing test (if moveing).

SHOOTING FROM A VEHICLE
The Crew of a vehicle may use any weapons with the Sidearm Trait as normal.
Any Passengers may use all their available ranged weapons.
For every 6" the vehicle moves in a turn, any shots from Crew are at a cumulative -1 to hit.
Mounted weapons ignore the first 6" of movement when calculating the negative modifier to hit.

DAMAGE OF VEHICLE
To wound wehicle is special check streng of hit + D6 against vehicle armour.
-lower than target armour = nothing append
-same as armour = glancing hit (-1 waund)
-more than armour roll D6 for vehicle damage chart
1 Passangers are shakened and can´t make range attack in this turn and vehicle has -1 waund
2 Gunner, driver and passangers can´t make range attack in this turn and vehicle has -1 waund
3 If vehicle was moveing driver has to make iniciative check or make crash test + gunner, driver and passangers can´t make range attack in this turn and vehicle has -1 waund
4 If vehicle was moveing driver has to make iniciative check -1 or make crash test, wehicle reduces its movement to 1/2 and has -1 wound
5 If vehicle was moveing driver has to make iniciative check -2 or make crash test. Wehicle immediately stops and is destroyed and caunt as wreck.
6 Vehicle is desroyed and explodes. Any crew members are hit by strenght 5hit with blaze trait and are deployed 1“ from flameing wreck.

CRASH TEST
Vehicle moves D6" in random direction at front 180 degrees
if ends in the open graund strenght 2 +1 for each 6" of last move hit is resolved on crew
if ends in wall or hard terrain strenght 4 +1 for each 6" of last move hit is resolved on crew, then vehicle stops

COMBAT WITH VEHICLES
Aattackers can target Crew i fit is opened as normal.
If fighter is inside of vehicle can attack models in 1" and has -1 to hit
Any Crew within 1" of an attacker may fight back.
The Vehicle itself is never engaged in combat and can move out freely in drivrs action.
If wehicle door is locked attacker can´t charge or fight inside. Firstly must succesfuly make force the door (Action).

CREW MORALE, INJURIES & DEATH
The Crew of a vehicle are not immune to becoming Broken, however they cannot perform the Run for Cover move.
Should a member of the Crew of a vehicle become Seriously Injured, they remain in their seat until they either die or recover. They cannot perform any actions while Seriously Injured. Other Fighters in the vehicle are considered to be in range to Assist them in recovering at the end of the turn.

Deceased Fighters are considered to be pushed out of the vehicle if any other Fighters want to occupy that seat.

MOUNTING AND DISMOUNTING
Mount Vehicle (Basic Action) If the vehicle has not moved more than 6" this turn, a Fighter within their Movement range of a vehicle may opt to board an empty Crew Slot. This move may also be used by Fighters already on the vehicle to move to a different empty Crew Slot
Dismount Vehicle (Basic Action) If the vehicle has moved up to 6", a Fighter may dismount. Place their model within their movement range of the vehicle.
Jump Out (Basic Action) If the vehicle has moved more than 6", a Fighter may jump out. Place the Fighter's model up to their movement range away from the vehicle. Use the Falling rules to test how badly they have been hurt. Substitute half the distance the vehicle travelled for the height the Fighter "fell".
For example, if the vehicle moved 12", the Fighter has 'fallen' 6" with the Falling rules and takes a single Strength 5, AP-1 hit, becoming Pinned and Prone automatically.
Jump On (Basic Action) Fighter must check cool test if not successfull then lost acction. If the vehicle has moved more than 6", a Fighter may jump on by initiative check. If fall use falling rule above.
Locke/Unlocke Vehicle (Free Action) fighters of owner team can make this action. Other models can make it only if car is opened and empty. Locked empty car can be hacked as basic action.
REPAIRING VEHICLES
In the Post-Battle sequence, a gang may spend x credits to restore vehicle to full condition.

VEHICLE TRAITS

AGILE The vehicle ignores the requirement to move in straight lines and use Actions to turn. Instead, it moves freely in the same manner as a Fighter. This does not allow the vehicle to fit through gaps it couldn't physically fit through.
Additionally, a vehicle with the Agile trait may Leap Gaps and Pitfalls. To do this, it must move at least 6" in a straight line towards the gap and have enough movement remaining to cross the gap.
The vehicle can expend both its actions to Double-move to help this.
AMMO CACHE A Vehicle with the Ammo Cache trait functions exactly like an ammo dump for any friendly models within 2"
ASSAULT VEHICLE An Assault Vehicle has been specially modified to help its Crew reach melee.
Crew may perform a normal Charge move (Double) out of the vehicle and into melee as long as the vehicle has moved no more than 6" this turn.
ARMOURED The entire vehicle is wrapped in heavy armour plates, covering and protecting the crew and components. Crew has +2 armor against blast and template weapons. Shots aimed at Crew are at an additional -1 penalty to hit.
HARD CASE Passengers can´t be targeted by range or mele attack
TANK A vehicle with this trait is essentially unstoppable, No obstacle can slow it. Consequently when it performs Ramming attacks, it deals D6 hits instead of the usual D3 and is entirely immune to being Rammed by anything but another TANK.
TREADS A vehicle has no wheels so there s not possible to damage wheels

TRAITS in vehicles
BLAZE Fighters with the Blaze status effect do not abandon their vehicle and cannot do anything except attempt to put themselves out.
BLAST & TEMPLATE WEAPONS Blast and Template weapons will hit any Crew that are underneath them, as well as vehicle itself. Resolve the attack against each profile in turn.
DRAG Fighters hit by weapons with the Drag trait are not pulled from the vehicle.
KNOCKBACK A Fighter in a vehicle is considered to have been knocked into a wall if the Knockback rule takes effect. This does not remove them from the vehicle, but does increase the Damage as normal.
RAD-PHAGE The Rad-Phage rule does not affect Components or the vehicle Hull, though it still affects Crew as normal.

NEW SKILLS
Pilot (Riger) The fighter knows how to operate any vehicle with the Fly/Ship/Railvay trait

Agile driver (Riger)
Fighter confers the Agile trait on whatever vehicle he/she is operating, if the vehicle already has the Agile trait, gain +1 to hit with hull mounted weapons.

Mechanic (Riger) The character reduces the costs of upgrading and maintaining vehicles by 5 credits and additionally may perform a simple-action and Intelligence check to repair a Wound or Toughness point of damage of a vehicle.

Gunner (Riger) The fighter has +1 to Hit with ranged weapons mounted on wehicle

Skidder (Riger) The vehicle may turn up to 90 degrees at full

Racing (Riger) The fighter has +2 movement of vehicle

VEHICLES
Rabbitmobile – Car Move-combat Move-crushing Armour Waunds
6“ 12“ 6 2
Crew: driver, 3x passenger Cargo: 1

Škoda 106 - Car Move-combat Move-crushing Armour Waunds
8“ 16“ 6 3
Crew: driver, 3x passenger Cargo: 2


Škoda A57 TURBO - Car Move-combat Move-crushing Armour Wounds
10“ 20“ 6 3
Crew: driver, 1x passenger CARGO 1, AGILE

TATRAN - Van Move-combat Move-crushing Armour Wounds
8“ 16“ 8 3
Crew: driver, 5x passenger CARGO 6, HARD CASE

Škoda PATROL – Army vehicle Move-combat Move-crushing Armour Wounds
8“ 16“ 11 3
Crew: driver, 1x gunner, 6x passenger CARGO 4, HARD CASE, ARMOURED, AMMO CACHE

Škoda PATROL – Army vehicle Move-combat Move-crushing Armour Wounds
8“ 16“ 11 4
Crew: driver, 1x gunner, 6x passenger CARGO 4, HARD CASE, ARMOURED, AMMO CACHE

T-82M4 CZ – Tank Move-combat Move-crushing Armour Waunds
6“ 12“ 12 5
Crew: driver, 1x gunner, 1x passenger CARGO 2, TANK, HARD CASE, ARMOURED, AMMO
CACHE, TREADS
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