| New vehicles and equipment | |
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| Topic Started: Jul 9 2009, 11:35 AM (146 Views) | |
| dicehead | Jul 9 2009, 11:35 AM Post #1 |
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Coldheart
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Got an idea for a new vehicle archetype or piece of vehicular equipment? Post it up for other players to try out. Here's a few that I didn't get a chance to test in time to make it into the main rules. Plow Mount: 3 Cost: 20 Effect: When a vehicle with a plow rams another vehicle resolve the ram as normal. Once the ram is resolved the vehicle with the plow may continue to move pushing the other vehicle in front of it for the remainder of your turn. If the vehicle is rammed into a solid wall or obstacle treat it as having crashed and end the plow vehicles movement. A vehicle plowed into a pedestrian is treated as running them over as normal. Advanced targeting computer Mount: 1 Cost: 30 Restrictions: Can only be purchased by a faction with access to high tech equipment. Effect: The vehicle suffers no penalty for firing all of its weapons at once. It can auto fire multiple weapons for 2AP or make multiple aimed shots for 2AP. If the targetting computer is destroyed, weapons may still be fired using the standard rules. Boarding grapple Mount: 1 Cost: 10 Effect: By spending 1AP a vehicle with boarding grapples can fire grapples onto a vehicle or structure within 6" that you have line of sight to. To do so make a normal firing roll, if it hits the grapple has hit its target. You may then move any humanoid characters inside the vehicle onto the structure or adjacent to the vehicle as a free move. Once the vehicle or the target moves the grapples are broken. |
| Power and chaos! | |
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| mattblackgod | Jul 19 2009, 08:58 PM Post #2 |
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Administrator
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Extra Big Engine Mount:1 Cost:20 Effect: If your vehicle has a HUGE engine modelled on it then this is the one for you. This will increase the vehicle move by 2. TurboMount:0 Cost:20 Restrictions: Basic or High Tech Factions only. Effect: The Turbo is part of your engine and allows your vehicle a +2 to move. May be fitted twice to give +4 to move. Supercharger (Blower) Mount:1 Cost:30 Restrictions: Basic or High Tech Factions only. Effect: A must for all post apoc fans. This will increase the vehicle move by +4. Wheel Blades Mount:1 Cost:10 Effect: Allows the vehicle to damage passing targets within blade range (length). +D4 Damage to side rams. Steam Engine Mount:0 Cost:-10 Effect: -2 to vehicles move. Wide Wheels Mount:0 Cost: 20 Effect: +1 to Safe. Balloon/Monster Tyres Mount:0 Cost: 40 Restrictions: Basic or High Tech Factions only. Effect: +1 to safe, Can cross difficult/soft ground without penalty. TrackedMount:0 Cost:40 Restrictions: Basic or High Tech Factions only. Effect: +1 to safe, can cross difficult ground without penalty. Half Track Mount:0 Cost:20 Restrictions: Basic or High Tech Factions only. Effect: +1 to safe. Off Road Suspension Mount:0 Cost:20 Effect: +1 to safe, can cross rough ground without penalty. May be combined with wide wheels or monster wheels. Lowered Suspension Mount:0 Cost: 10 Effect: +1 to move, cannot cross rough ground. If attempted it is classed as a crash. Jet Engine Mount:2 Cost:50 Restrictions: High Tech Factions only. Effect: +6 to move. Vehicles using Jet engines have double the amount of running costs. Smoke Layer: Mount:1 Cost:5 Effect: Smoke cannot be fired through. As Smoke grenades. Oil Layers Mount:1 Cost:10 Effect: Oil layers drop a 1" radius of oil in a chosen spot behind the vehicle (I use slotta bases). The oil forces a following vehicle to take a control test with a -1 modifier. This must be taken for every oil counter the vehicle rolls through in its move. Running Boards Mount:1 Cost:5 Effect: Increases the vehicles passenger capacity by 2. Note the passengers are hanging on the outside of the vehicle and are classed as targets. |
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Mattblackgod - Warlord in Charge and Wargames Anarchist! Bow Down to the Wasteland Warlords!!!! Mattblackgods world - A Post Apoc minis site Mutate & Survive! | |
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| dicehead | Jul 19 2009, 09:38 PM Post #3 |
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Coldheart
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Some of those are currently in the rulebook with slightly different rules, just letting you know to save any confusion. |
| Power and chaos! | |
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| mattblackgod | Jul 21 2009, 06:47 PM Post #4 |
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I have more up my sleeve!
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Mattblackgod - Warlord in Charge and Wargames Anarchist! Bow Down to the Wasteland Warlords!!!! Mattblackgods world - A Post Apoc minis site Mutate & Survive! | |
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| Tinker | Jul 21 2009, 08:03 PM Post #5 |
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Old School Member
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yeah, and up along your back too I'd bet!
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| My hands are blistered from trying to get a grip on reality! | |
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| dicehead | Jul 26 2009, 12:21 PM Post #6 |
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Coldheart
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Post 'em up, all ideas welcome and the more options the better. Here's a few more dangerous bits of kit! Crane arm Mount:4 Cost:30 Effect: The vehicle may make a special 'lift' attack on another vehicle, the target must not be flying and must be of equal size or smaller than the vehicle with the crane arm. The target must be within 3" of the crane to be a suitable target for a lift attack. It costs one action point to make a lift attack, roll D6 on a 4+ the lift attempt was successful. Effects of being lifted: The target vehicle is immobilised and remains in its position relative to the crane when the crane moves. For one action point the crane may move the vehicle anywhere within 3" of itself and either drop it or keep it in a lifted state. A vehicle that is smashed into a solid object is considered to have crashed. Other rules: A vehicle may be dropped at no action point cost, dropping a vehicle does D4 damage to it (ignoring armour) and it is no longer immobilised. Note that immobilised vehicles may still use action points to fire their weapons as normal. If the crane suffers a critical hit and is destroyed the captured vehicle is automatically dropped. When a vehicle held by the crane is damaged by being slammed into a solid object, another vehicle etc roll D6, on a 4+ it is dropped afterwards. Swinging one car into another is treated as a ram on the other vehicle, the bonus is half the distance the vehicle was swung before hitting the other vehicle. Demolition Ball Mount:3 Cost:30 Special: Slow, you may only use the demolition ball once per turn. For one action point you may swing the ball at a target within 3". Make a normal aimed attack at the target, if successful the target takes D10 damage. A pedestrian hit by a demolition ball is thrown away from the vehicle a distance equal to the damage it took and is knocked down. A vehicle hit with a demolition ball is thrown away from the vehicle a distance equal to half the damage it took, rounding up. A hit vehicle then suffers a critical hit. Cargo Compartment Mount:1 Cost:10 The vehicle may be used to stash loot collected during a looting mission. As long as the vehicle either survives the battle or exits the battle then the loot has been successfully retrieved. |
| Power and chaos! | |
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| Ironblood | Aug 9 2009, 07:20 PM Post #7 |
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Wastelander
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Just a couple upgrades that sprang to mind. Feel free to tweak them if the costs or effects seem off. pintle mount Mount: 1 Cost: 10 Effect: A single passenger may fire from the vehicle in a 360° arc. The passenger may be targeted instead of the vehicle and counts as being in light cover. May be attached to a vehicle mounted heavy weapon, if so, the heavy rule is ignored for mount limit. Any heavy weapon mounted this way must be operated by a passenger riding on the vehicle to fire. Any passenger firing from a pintle mount gets -2 aimed if the vehicle moved over its safe speed in the previous or current turn. convertible Mount: 1 Cost: 0 Effect: All passengers may fire from the vehicle. The passengers may be targeted instead of the vehicle and all count as being in light cover. Critical hits scored on a convertible vehicle are rolled with 3d4 instead of a d12. The convertible upgrade can not be destroyed, in the event where it would normally be destroyed roll again on the vehicle critical hit chart. Any hit with an explosive weapon against a convertible vehicle automatically causes a critical hit. Edited by Ironblood, Aug 9 2009, 07:21 PM.
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The sun went down and the ground started sort of grinding. A blinding light tore across the sky. A cyclone swept the landscape and left it completely flattened out. And several twirls of smoke unfolded like gigantic flowers. The way the morning broke was quite unusual. | |
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| dicehead | Aug 9 2009, 08:05 PM Post #8 |
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Coldheart
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Nice one Ironblood, especially like the convertible rules - seems very reasonable. |
| Power and chaos! | |
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11:51 PM Nov 29