Whilst over Will's at the weekend he mentioned a desire to play a skirmish game with Mad Max-esque car models, probably made from match box cars converted up and painted. Having looked at those available he had found that none of them played the way, without grids etc. So I started thinking about creating a rules set and here is my first set of notes. Let me know if it sounds like something you could get behind and I will start mocking up the cards.
Core
Mechanics
No
pre-measuring, D20 rolls 10+ as base roll, 1:64 scale models, each car is made
using tarot cards (player organiser/base car) and mini American
(upgrades/crew), uses two token types, Speed & Damage. Distances are
measured between the closest visible parts of the two objects. LoS is
determined by drawing an uninterrupted line between any parts of the two
objects.
Game
rounds and turns
Each
game round is made up of player turns and car activations. A Game Round ends
once all players cars on the board have been activated. Players will take a
turn when they are required to activate one of their car models, players may
have multiple turns during a game round but each car model may only activate
once.
Car
Activation
The
cars activate based on the number of Speed Tokens (referred to as ST from now
on) that is currently allocated to their engine. When cars are tied roll a D20
for each and then activate in descending numerical order.
When a
player activates their car model they must remove all ST from their car except
for those on their engine, these may be removed by Down Shifting (see page XX)
and the player may choose to do so at this time.
Now
players generate their ST for this activation by taking one ST for each +ST
symbol visible on their car, some will have been covered by ST or Damage Tokens
(referred to as DT from now on), adding in any bonus ST from other sources such
as Scenario rules or other cars.
The
player then allocates their ST to the required Action Zones tracks (referred to
as AZ from now on), filling them top left to bottom right, to carry out the actions during
their turn (with the exception of the Engines, a player is not required to
carry out an action if they do not wish to later in their turn). Players are
not required to allocate all their ST but any not allocated is wasted and is
not saved for later use.
Car
Movement/Engines
Unless
otherwise stated by the scenario, players may choose to have their cars start
the game with any number of ST allocated to their Engines up to the maximum
generated by their car. Each engine has a Spark Plug symbol with a number, this
referred to as the car’s Acceleration. This is the maximum number of ST that
may be added to your Engine during it’s activation, for example Engine has two
ST allocated with a total of six AZ on the Engine, if your Acceleration is 2
you may only allocate an additional two ST to your engine meaning you could
have either two, three or four ST allocated but would have to wait until it’s
next activation to increase this to five or six.
When
allocating St to any AZ track you always start at the left and fill up towards
the right for that car component.
The
minimum and maximum movement for each car is determined by the comparing the
numbers above the two filled AZ farthest to the right on the Engine. For
example, if you have five ST allocated to your engine the minimum distance you
must move in your turn without Braking is the speed above the fourth AZ and the
maximum is above the fifth AZ.
Cars must
move in straight lines with the exception that they may Drift and perform Turns
during their move. Cars may Drift a number of inches left and/or right whist
they move. To determine the maximum drift distance, divide the cars minimum
movement by four and round down. For example a car with a minimum movement of
11” would be allowed to drift a maximum of 2” as 2.75 would be rounded down to
2.
A car
may perform one 45 degree turn for each AZ that has not been allocated any ST.
These turns may be performed at any point during the cars movement and may be
combined together but may not be split into multiple smaller turns, for example
a car with only one turn available may not perform two 20 degree turns but one
turn up to 45 degrees.
Braking
If a
player wishes to move less than the minimum distance required for their Car
they may do so but must perform a braking action. Roll a D20 and subtract the
number of inches the Car the player has chosen not to move the Car. If the
score is 10+ then noting happens, but if it is lower then their opponent may
allocate one DT to the Car performing the Braking action.
Down
Shift
One ST
may be removed from the Engine each time a Car is activated. If a player wishes
to remove more they must roll one D20 for each ST being removed that turn. Each
die that rolls of a 10+ results in no ill effect, every die that rolls lower
causes one DT to the Engine.
Terrain
There
are two types of terrain, Rough and Blocking. Rough terrain does not restrict a
cars movement. Each time a car moves through a piece of Rough terrain roll a
D20 and subtract the number of inches of Rough terrain the car has moved
through. On a roll of 10+ the car is unharmed, anything less the car suffers 1
DT. Cars must halt their movement when they touch Blocking terrain, remove all
ST from the Engine and the car suffers 1 ST for each inch of movement the car
has failed to move up to the minimum movement due to stopping, rounding down.
For example the minimum movement of a Car is 12” but it touches Blocking
terrain after moving 9 ½”, resulting in the car suffering 2 DT as the 2 ½ is
rounded down to 2. Unless equipped with a Reinforced Ram, treat all other
models as Blocking terrain and apply DT to both models.
Attacking
opponents
Stages
for performing an Attack action
1 - Declare target
2 - Apply SP to weapon
3 - Measure range and determine LoS
4 - Roll Attack dice
5 - Apply Speed and Blast modifiers
6 - Apply Damage
1- the
player chooses an opposing model (or terrain feature if applicable to the
scenario) as the target for the attack. Players are not permitted to
pre-measure distances during the game so selecting the target of an attack is a
judgement call.
2- When
an ST is applied to a weapon upgrade the player may perform an Attack action.
Each weapon will have the following characteristics: Range (Re), Blast (Bt),
Damage (De), Shots (Ss).
Range –
the maximum distance the target may be to allow an attack with this weapon to
be made.
Blast -
a positive modifier to the chance of your
attack hitting the target.
Damage
– the number of DT the target will suffer if the attack is successful.
Shots –
the number of attacks generated by each SP allocated to AZ for this weapon.
3- The
players check to ensure that the attacker and target are within range and Line
of Sight (LoS) of each other. To do so measure the shortest uninterrupted line
between the two, if this is equal to or less than the weapons Range then the
attack may proceed. If no uninterrupted line can be drawn the target is not in
LoS and no attack may be made regardless of Range.
4- Roll
a number of D20s equal to the Shot value for the weapon. Unmodified rolls of 20
are Crack Shots and auto hit regardless of modifiers. Unmodified rolls of 1 are
Crap Shots and auto miss regardless of modifiers. A die may be rerolled as many
times as a permitted by the number of rerolls a player has to spend.
5- To
determine the modifier add the weapons Blast value and subtract the targets
current minimum speed. For example, a weapon with Blast 3 fired at a target
with a minimum movement of 9” would have a -6 modifier. Any die which scores
10+ after modifiers, is a successful Hit.
6- Each
die that Hit will generate DT equal to the weapons Damage score. The owner of
the Target model applies the first DT from each hit and the Attacking player
applies any others. DT are always applied bottom right to top left on any AZ tracks. Any
model that has all it’s Engine AZ track filled with DT may no longer move. Any
car which has every AZ filled with DT explodes and is removed as a Casualty.
Exploding
Cars
When a
Car explodes each model within a number of inches equal to the number of AZ in
the cars Engine will take 1 DT.
Building
a Car Cult
Players
choose a number of AZ to be their Build Limit, 30 AZ will be the standard size
for a 4’x4’ game. Players then construct their cars ensuring that the total AZ
for all their cars added together does not exceed the Build Limit. Engines will
vary between 4 – 7 AZ (with varying Spark Plug scores to represent small fast
vehicles and large slow ones).
Crew
All
have 2 AZ, with varying amounts of ST generated.
Dangerous
Driver – applies a -2 to enemy Attack rolls per ST allocated
Gutsy Gunner
– Reroll one Attack roll per St allocated
Fanatical
Fixer – Swap the positions of any two tokens not on the fixer per ST allocated
Armour
– 1 to 4 AZ DT must be applied here before any other AZ
Weapons
Machine
Gun 2 AZ
Range –
12” Blast – 1 Damage – 1 Shots – 3
Cannon
2 AZ
Range –
24” Blast – 6 Damage – 2 Shots – 1
Flamethrower
3 AZ
Range –
6” Blast – 8 Damage – 1 Shots – 1
Rifle 2
AZ
Range –
18” Blast – 3 Damage – 1 Shots – 2
Mines 4
AZ
Place
one Mine marker along the Cars route per ST allocated, then replace ST with DT.
Mines automatically trigger when any model moves within Range, remove marker
after the Attack roll is resolved
Range –
4” Blast – 10 Damage – 2 Shots – 1
Reinforced
Ram 2 AZ
Does
not require ST to use. Does not suffer DT when moving into other models but
does still suffer DT from terrain.
Range –
0” Blast – 10 Damage – * Shots – 1
*
Damage is equal to the number of ST allocated to the Engines
given these a skim and its gotten me rather excited! is it wrong to be browsing ebay for 2nd hand matchbox cars already?
ReplyDeletei'll need to sit and give them a proper read through at some point, but this looks like a great start dave, nice one.
I have some mock ups of the card layouts to put up which should help people understand how it works, but I am also really excited so started looking at boxes of cars on Amazon! I just need to find sone guns and missiles etc that are the right scale.
DeleteExcited to give this a play test. in terms of bits there is this site http://brigadegames.3dcartstores.com/Vehicle-Customization-Parts--Pick-the-sprues-you-want_p_4418.html
ReplyDeleteand yes i have done some quite extensive reasearch on match box scale weapon add ons.
ReplyDeleteI'm looking forward seeing what people come up with. Currently making a list of the weapons I need to make upgrade cards for (so far I have Harpoon, Missile Launcher, Hand Grenade, Wheel Spikes)
DeleteYou've covered most of the ones i would have suggested there.
DeleteHows about oil slicks and caltrops?
Also, what about non combat upgrades? Nitrous turbo boosts?
All options are open! I started trying to keep the rules as streamlined as possible but there is no reason oil slick and caltrop tokens can't made from 40mm bases and treated as rough/blocking terrain. Turbo boosters could allow an extra 6" movement for a damage token so that they are limited resources?
DeleteFlamethrower is defo one. Maybe a targeting array and some kind of 'spares/extra ammo' so you could fix a weapon if needed. the game lee has is a good one for ideas.
ReplyDeleteFlamethrower has two versions on the sheet so hopefully that should work okay. The Gunner and Fixer, hopefully, do the jobs o the upgrades but I can see opportunities to have some inbuilt abilities to the Engines.
Deletealso, another thought, and i might be taking this too far, but i was thinking about the types of cars people could choose from and how some would be a lot easier to maintain than others (a toyota pickup vs say, a lambo?) which might not make much impact in a single game, but over the course of say, a campaign it might?
ReplyDeleteJust a thought.
We can work on a Campaign expansion for his type of thing, where you have to keep your Spark plugs wort of damage tokens between games unless you spend some of your resources to clear them.
Delete