Adding some crunchyness to Vehicles rules.

edited August 2015 in Fan Creations
In many genres vehicles are important characters themselves, especially in games inspired by Japanese Anime, but often in other stories certain vehicles take on a role almost as significant as the characters themselves (like the starship of a certain blockade-running smuggler). The following rules provide more detail for vehicular operations. These rules can also be applied to significantly out-of-scale creatures.

The following is a -very- rough draft of my house-rules for more detailed vehicle operation rules for those games, or groups who like to get more gearheaded about their gear.

The basic assumption of these rules is that two giant piloted robots of the same size can be thought of as two human-sized combatants with similar game mechanics. These rules deal with modifiers for out-of-scale combats, such as between an infantryman and a giant piloted robot, or a giant piloted robot and a Tokyo-smashing super-monster.

Vehicles and Large Creatures:
Humans are size-0 creatures. Vehicles and creatures of increased size are classified from 1 through 10.
With increased size comes both greater ease to be targeted, as well as an increased resilience to damage. Every 1 level of increased size equates to approximately 50% increase in the longest dimension from a creature 1-size smaller.
Large creatures are bigger targets and easier to hit, but their mass makes them significantly tougher and able to ignore many blows from smaller opponents.
Vehicles that are pulled (or 'drawn') by other creatures require at least as much size in animals as the size of the vehicle. Each doubling of this minimum adds an asset to Speed rolls to cover distance quickly, but inflicts a 1-step penalty to maneuverability.

Large Creatures and Targeting:
Targeting larger (or smaller) creatures or vehicles is dependent on the relative size of both combatants. To determine the step difficulty of attacking a large creature or vehicle, subtract the creature's size modifier from the PC's and divide by 2. Round fractions down. (Optional, subtract 1 from the die roll if the remainder is positive 0.5 (half a step more difficult) or add one to the die roll of the remainder is a negative 0.5 (half a step easier).

Example (1): a PC on foot attacks a size 4 Mecha, the PC's size is 0, so the step modifier is ((0-4)/2), or -2, so the attack difficulty is reduced by 2 steps. When the Mecha retaliates, the defense roll is easier by 2 steps as well.

Example (2): A PC piloting a Mecha (size 4) attacks a battlesuit infantryman (size 1) the step difficulty of the attack is ((4-1)/2) : (3/2) : 1.5 or + 1 step difficulty to both attacking the powered-armor suit and defending against it's attacks. (thus the importance of having Light weapons and their 1-step accuracy).

Vehicles and Damage:
Larger creatures are significantly tougher than smaller ones, and so gain 1 point of armor for each increase in size, this is not necessarily actual armor, but represents a general overall toughness from it's own mass.
Weapons carried by vehicles add the vehicle's size modifier to the weapon's damage, and use the ranges in the Vehicle Size Chart (below).
For example: A typical Anime Mecha is a size 4 vehicle, so an over-sized greatsword (damage 6) would inflict 10 points of damage, A giant sized vibro-knife would be a light weapon inflicting 6 points of damage, and getting the one-step shift in accuracy (which is one reason large vehicles often have smaller weapons to deal with smaller targets).

Vehicle Hit Points:
Vehicles have Hit Points equivalent to 3 x Level like most creatures or NPC's. Level is the overall level of the vehicle (difficulty of strikes against or from, etc). Older model vehicles are level 1 or 2 depending on their age or how well they've been taken care of. Typical civilian models (new or reasonably used) are 3 or 4 depending on quality. Most military grade vehicles tend to be level 5, or 6 for main battle tanks and the like.

Vehicles and Armor:
Every vehicle will have an armor rating of some kind.
Armor 0: Essentially no protection whatsoever, this is typical of high-end sports and racing cars where lightweight but fragile shells are selected to enhance performance rather than protect the occupants. This is also typical of light civilian aircraft with fabric or fiberglass hulls, and vehicles that are little more than a framework to hold their components together.
Armor 1: This is typical of most vehicles from wooden horse-carts to most modern automobiles.
Armor 2: Ground Attack aircraft, armored scout vehicles and most armored cars that are designed to not look armored.
Armor 3: Main battle tanks.

PCs and Vehicles:
Some attributes of a vehicles are defined by the mechanical build of the vehicle, and others are defined by the abilities of the pilot.

Pool:
PC's may split their vehicle's HP between a Vehicle Might and Vehicle Speed pool. Tough vehicles should have more points allocated to Might, where racing vehicles should allocate with a balance towards Speed.
Intellect actions are taken from the pilot's intellect pool. Attacks that target the Intellect (like an Onslaught Mindslice) have their damage reduced reduced by one point for every two levels of vehicle size as the pilot (and specifically their brain) can be difficult to localize and/or reach through the vehicle systems.

Edge:
The amount of Edge that can be applied to an action is determined by the pilot's Edge in that Pool.

Effort:
A vehicle's Effort is determined by the pilot's Effort score.

Special Abilities:
PC Vehicle Pools may be spent on Special Abilities depending on the configuration of the vehicle. For example: Piloted Robots (like the Mecha of Japanese Anime) may perform almost any Might or Speed ability the pilot has (Bash, Thrust, Snipe Attack, Jump attack, etc.) Where other vehicles may be limited to a narrow selection (a Tank for example wouldn't be able to Jump attack, but could Snipe). As always Logic should direct the GM in what abilities are available. Players with such a vehicle should go down their character's lists of abilities to confirm with their GM which ones are applicable (Alternately a PC may not know a vehicle's abilities until they attempt to use them, or have spent some time test-driving the vehicle).
Some vehicles may be equipped with additional equipment that provides a Special Ability, like a tank with jump-jets that provide the Adept's “Far Step” ability. Pool costs for an ability may be modified based on the nature of the ability, or instance jump jets that provide the Far Step ability would cost 2 points from the vehicle's Speed Pool.
Duration for abilities used through a vehicle should remain unchanged, but ranges should be increases as per the Vehicle Size Chart below. (Example: Far Step jump jets on a Size 4 Mecha should reach to 500 feet.)

Vehicle Mods:
A GM can ultimately say a vehicle can do anything that they want it to, however there's some options that are common enough that some rough guidelines can be applied.
Adept Adaptation:
Some vehicles may be designed with special focusing and enhancement systems that a pilot can channel their magical or psionic Special Abilities through. These systems are frequently expensive (x10 cost or more to the vehicle), and activating a pilot's special ability costs equal amounts from the pilot's Intellect, and the vehicle's Body and Speed pools.
Armored:
A vehicle may have an additional point of armor, or an additional two points of armor if that armor is focused in a certain direction (Front, Back, Top, Bottom, Left or Right). Generally any combatant within Immediate range can ignore directional armor as combat assumes the combatants are moving relative to each other and in close-enough proximity that they can easily be in any firing arc.
On-board Artificial Intelligence:
Some vehicles have an onboard AI to assist with running the ship. Small complex vehicles like humanoid mecha are just as likely to have onboard AI as large vehicles that need to minimize crew requirements. Treat the AI as a separate NPC with it's own level.
Performance:
A vehicle may sacrifice 3 levels for purposes of determining Hit Points (-9 hit points) to provide an asset on Speed tasks. This is typical of high-end sports cars.


Vehicle Size Table:
Size (Description) Approx. Longest Immediate Short Long
Dimension Approximate (Specific)
Size 0: (Human average) 6' 10' 50' 100'
Size 1: (Motorbike or Powered Armor) 9' 15' 75' 150'
Size 2: (Typical automobile or Sports car) 14' 20' (23') 100 (113') 200' (225')
Size 3: (Small Recreational Vehicle) 21' 35' (34') 150' (169') 300' (338')
Size 4: (Light Mecha, Main Battle Tank) 32' 50' (51') 250 (254') 500' (507')
Size 5: (School bus, Mecha, Interceptor Jet) 48' 75' (76') 350' (380') 750' (760')
Size 6: (Fighter Jet, Fighter/Bomber) 72' 100' (114) 500 (570') 1,000' (1140')
Size 7: (C-130 Hercules Transport) 108' 200' (170') 1,000' (855') 2,000' (1709')
Size 8: (Strategic Bomber) 162' 250' (256') 1,000' (1282') ½ Mile (2563')
Size 9: (C-5 Galaxy Transport) 243' 400' (385') 2,000' (1923') 4,000' (3844')
Size 10: (Naval Corvette, Tokyo Giant Monster) 364' 500' (577') ½ Mile (2884') 1 Mile (5766')

½ Mile: 2,500' (2640') 1 Mile: 5,000' (5280')

(Apologies but my text formatting didn't really survive the copy-paste)

Larger sizes of vehicles are of course possible, however they tend to be more 'scenery' than 'vehicle' and should be treated as such. In the case of combat between vehicles larger than size 10 the GM should extend the table above (multiplying the previous entry by 1.5 for each new level), then subtract the level of the smallest vehicle in the engagement. For example an Aircraft carrier is a Size 13 vehicle (1,228 feet) and a Battleship is Size 12 (819 feet). The smallest aircraft launched from the carrier would be Size 5, so the aircraft should be treated as Size 0, the Battleship as Size 7 and the Aircraft Carrier as Size 8.
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