Burning Plastic – Part 2 Turn sequence, movement, firing, damage Turn sequence First calculate the order of the cars in terms of speed, slowest to fastest. Split ties using Scissors-Paper-Stone, or alphabetically, or something. Something quick. Each car takes its turns in order, starting with the slowest, until all cars have taken their turn, then a new round starts. Note that if a car changes speed during the round (e.g. because of a collision) it does not affect the order of play (i.e. you can’t lose a go or gain an extra one). Each cars turn consists of the following phases in order: 1) Move 2) Fire 3) Accelerate/Decelerate Movement The car moves its current speed in inches. The car may make any number of manoeuvres as part of the move, but you must make a control roll after each, and the difficulty increases by 2 for each manoeuvre after the first, and you must make at least 2 inches of forward movement between each manoeuvre. Manoeuvres Turns Less than 15 degrees = difficulty –6 (automatic for speeds up to 8) Less than 45 degrees = difficulty –4 (automatic for speeds up to 6) 45 to 90 degrees = difficulty 0 (automatic for speeds up to 2) 90 to 135 degrees = difficulty +4 If you want you can use a compass, but 15 degrees = “a small angle”. Give drivers the benefit of the doubt, it makes for less dice rolling. Cars pivot around their rear wheels, unless you specifically state otherwise when designing your car. Drifts Small drift (1 inch) = difficulty –4 Medium drift (2 inches) = difficulty -2 Large drift (3 inches) = difficulty 0 Control rolls After each manoeuvre, make a control roll. Target number is speed plus or minus difficulty. Loss of Control If a car fails a control roll, determine how much it has failed by and consult the following table Roll missed by Effect 1-2 Car fishtails. Pivot it about a random front wheel (roll D6: 1-3 left, 4-6 right) about 30 degrees. 3-4 Car skids. Make a note of the direction of travel before the manoeuvre. The next 2 inches of movement will be in this direction. 5-6 Car skids and fishtails. Apply both the above results. 7-8 Car spins. Random direction. Car moves in direction of travel before the manoeuvre, rotating 90 degrees for each 2 inches of forward movement. Car decelerates 1 per rotation. The driver may make another control roll at the beginning of each turn to regain control (missed control rolls here have no effect) 9+ Car flips. Rotate 90 degrees in a random direction. Car moves in direction of travel before the manoeuvre, and turns one quarter flip for each 2 inches of movement, taking 1 point of damage to either the appropriate side, or a random location. Each quarter flip decelerates the car by 1. There is no chance to regain control, but if the car is still intact, and lands on its wheels, the driver can drive off again! I will write some more rules for Bootlegger turns and the like in a future version of BP. Maybe. Firing Driver may fire any or all weapons, but may only fire at one target. If there is a gunner on board, he may also fire weapons, at a different target if desired. Arc of fire Weapons must be mounted facing forward, back, left or right. Each firing arc is 90 degrees through the middle of the car. Only cars within the arc of fire are valid targets, but only part of the car needs to be within the arc. Turrets can fire on anyone. Great! The firer must nominate which side he is firing at. If two sides are easily visible then the firer can choose which side he is firing at. Note that Class B and C cars have two “sides” on each side, so they have 6 firing targets – Front, Back, Front Left, Front Right, Rear Left, Rear Right. Class A just have Front, Back, Left and Right. To hit Roll 2D6 to determine whether the shot hits. The target number is always 7. The roll is modified as follows: Rockets -1 Gunner taking the shot +1 Shooting at fast moving vehicle (only applies if they are moving “across” you – i.e you are pointing at their side). Fast = speed 6 or more -1 Shooting at very fast moving vehicle. Very Fast = speed 9 or more -2 Point blank range (up to 3 inches) +2 Long range (over 12 inches) -1 each full 12 inches over 12 inches -1 Damage If the shot hits, it has damaged the opponent in whichever side it was firing at. Damage is as follows: Weapon Damage Small gun 1 Large gun 2 Missile 3 Other weapons may have special rules For each point of damage, roll an appropriate dice with faces equal to the length of the side being fired at. E.g. if you are firing at a Class A car’s rear, roll a D6 (a normal 6 sided die), at the front right side of a Class C car, roll a D8. To summarize: Target Front or Back Left or Right Front Left/Right or Rear Left/Right Class A D6 D10 - Class B D6 - D8 Class C D8 - D8 Roll the die and count along that many studs to determine the target of the shot. Alternative method (if you don’t have special dice) – target player places a marker (say, a lego brick) somewhere along the armour row, whilst hiding the template. Firing player then chooses a number up to the maximum length of the row. Count left to right from the marker to determine the position of the hit. Damage results Armour Armour which hits breaks off. Remove the affected armour piece from the template. It is also appropriate to break a piece off the Model and place it on the arena floor as debris. Weapons Guns: If the barrel (slope brick part) is hit, the gun becomes inoperable. Remove the slope brick from the template and remove the gun from the Model and place it as debris. If the brick part is hit then there is a chance of an ammo explosion. Roll a D6 – on a 5 or 6 the ammo has exploded and all adjacent bricks are hit. Nasty. Otherwise just remove the brick. Missiles: If a missile gets hit roll a D6 – on a 4, 5 or 6 it detonates and all adjacent bricks take damage. Otherwise just remove the brick. Note that ammo/missile explosions can cause further ammo/missile explosions if the dice rolls are unlucky, and an enormous chain reaction of explosions can destroy a car from within. Fantastic. Turrets If a turret is hit roll D6 – on a 4-5 the turret becomes fixed in place and can only fire in the direction it last fired (forwards if it has yet to fire). On a 6+ the turrets weapons explode – remove the turret bricks and all adjacent bricks take damage. Mark the turret with a damage counter of some type each time it is hit. Subsequent hits add +1 to the die roll. Wheels If a wheel is hit it is destroyed. The car must make an immediate control test of difficulty +2. If the car is down to 3 wheels, all control tests are at –4. If the car is down to 2 wheels, it is un-drivable, and can only decelerate. If possible, remove wheels that are destroyed from the Model and place them as debris. Brakes If brakes are hit, all connected brake bricks are removed, and the cars deceleration rate is recalculated as per the construction table. Round down (i.e. a car with a total brake area of 5 has a deceleration rate of 2). Engine Each time the engine is hit, place a damage counter on the location hit – that location is effectively not there and subsequent damage will pass through it to the next stud. Each damage counter reduces top speed by 1. Each 3 damage counters reduce acceleration by 1 (minimum 1). Place either a bit of debris or optionally a small oil slick. Collisions If a car hits another car, or a basically immovable object such as the arena wall or a tree, a collision occurs. To work out what happens, first determine what sort of collision it is: Cars moving towards one another – i.e. front arc hits front arc – Head On Car hits side of other car – i.e. front arc hits side arc – T Bone Car hits rear of other car – i.e. front arc hits rear arc – Shunt Car scrapes along side of other car – i.e. side arc hits side arc at <45 degrees – Sideswipe Here “front” and “rear” relate to direction of travel, so if a car is reversing they will be reversed. Head On Head on collisions tend to be nasty. Net speed of collision is the sum of the vehicles’ speeds. For each 3 points of net speed or part thereof, each car takes a point of damage to the relevant arc. For each class of size smaller of the smaller car, lower their speed by 2 to a create a temporary speed. Now the vehicles will be travelling the difference between the speeds. Both cars must make control tests (diff 0). Okay, that sounded too complicated so maybe an example is needed. A Class A vehicle (going speed 6) hits a Class B (going speed 5) head on. Although the Class A vehicle is faster, it has less momentum and gives it a temp speed of 4. After the crash both cars will be moving at speed 1 in the direction of the Class B car (i.e. the Class A will be reversing). This is assuming they survive, as each will have taken 4 points of damage to their front arc. If the cars hit pretty much dead on then one will now be snowploughing the other along with it. If the blow was more glancing, then the cars with pivot each other away – turn each vehicle about 30 degrees in the appropriate direction (e.g if their left headlights hit, bounce each one to the right). T Bone Net speed of collision is the speed of the ramming vehicle. For each 3 points of net speed or part thereof, each car takes a point of damage to the relevant arc. The ramming vehicles speed is halved (round up). Complete the move of the ramming vehicle (even if the damage destroys it), and pivot the rammed car to conform to the movement. Both cars must make control checks (diff 0). Shunt Net speed of collision is the difference between the two vehicles’ speeds. For each 3 points of net speed or part thereof, each car takes a point of damage to the relevant arc. The faster cars speed is reduced to the speed of the slower. Both cars must make a control test (diff 0) Sideswipe Each car takes a single point of damage to the relevant side, regardless of speed. The smaller car conforms to the direction of the larger car. If the cars are the same size, each conforms half way. No effect on speeds. Both cars must make control tests (diff 0). Collisions with Immovable Objects If a car hits an immovable object, treat the collision as either a head on collision or a sideswipe as appropriate. A “head on collision” will stop the car in its tracks and rotate it to face the wall squarely, a sideswipe will conform the car with the wall or object. (I feel the collision rules are a little complicated at present, but they need to be relatively realistic to stop obvious abuses. If you are not worried about this, I recommend a simpler system where you use the damage listed above, but just move the cars as you think would be realistic. Basically just make it up as you go along.)