Friday, March 22, 2013

Vehicle Movement Outline


I've been working on the formal writeup of the new Visibility/Shooting rules. Which will get tested today with CaulynDarr. But while I work on that, here's a rough outline of my thoughts for how vehicles should move. I've tried to add just enough method variation between the types to make it interesting, with meaningful tactical differences. But not so much detail that it becomes a naval sim. :)

Like I said, this is rough. But I see some ways that these ideas can be concatenated into a series of named special rules that simply modify the basic wheeled vehicle rules. Which themselves will simply be modifications of the basic infantry movement rules.

Vehicle Movement Outline


      I.         Generic (Wheeled) Vehicles


a.     Stationary Vehicles
                                               i.     May move up to normal Mv characteristic at an Advance.
                                             ii.     May move up to 2x Mv when moving At The Double.
                                            iii.     May turn up to 45 degrees by subtracting ½ of its base Mv
from its total Movement.
                                            iv.     Must move straight forward or back at least ½ of its base
Mv before turning.
                                             v.     Must move straight forward/back at least ½ of its base Mv
between turns.
                                            vi.     If the vehicle has moved forward (but not backward), place
a direction-die (standard GW scatter die) on top of it, with
the arrow showing.
                                          vii.     Stationary Vehicles may not move through area terrain.
But may cross hills at ½ movement.

b.     Accelerating Vehicles
                                               i.     Vehicle is accelerating if it has a direction-die on top of it
already.
                                             ii.     Accelerating Vehicles may move up to 2x their normal Mv
at an advance, or 3x ATD.
                                            iii.     Accelerating vehicles may turn up to 45 degrees by
subtracting ½ of its base Mv from its total movement.
                                            iv.     Accelerating vehicles must move at least 1x their base Mv
between turns.
                                             v.     If an accelerating vehicle wishes to stop, it may do so. But
will still count as moving (it had to counter its acceleration).
                                            vi.     If an accelerating vehicle wishes to back up, it may do so,
but may only move its base Mv. It will also count as moving
ATD.
                                          vii.     When stopping or backing up, a vehicle may not turn.
                                         viii.     Accelerating vehicles may cross area terrain, but will bog
on a roll of 1. If a vehicle bogs, this is permanent.

    II.         Tanks

a.     Stationary Tanks
                                               i.     Same as wheeled, except…
                                             ii.     May make any number of 90 degree turns before moving.
                                            iii.     Each 90 degree turn will subtract ½ of the tank’s base Mv
from its total movement for that action.
                                            iv.     Tanks moving backward receive a direction die. Point the
die in the direction of travel.
                                             v.     Stationary tanks (and half-tracks) may cross area terrain.
Bogging on a 1.
                                            vi.     Bogs are not permanent for tanks & half-tracks, and can be
cleared during the action phase.
b.     Accelerating Tanks
                                               i.     Same as wheeled, except…
                                             ii.     When stopping, a tank may also make a free 90 degree turn
(locks one track and spins on it).
                                            iii.     If a backwards-moving tank wishes to stop or change
direction, treat this the same as a normal vehicle which
wishes to stop or back up while accelerating forward.
                                            iv.     Accelerating tanks may re-roll their bog checks.
c.     Turret Rotation (all turrets, not just tanks)
                                               i.     Slow Turrets may rotate up to 45 degrees per turn.
                                             ii.     Normal Turrets may rotate up to 90 degrees per turn.
                                            iii.     Fast Turrets may rotate up to 180 degrees per turn.

  III.         Walkers

a.     Stationary Walkers
                                               i.     Same as Tank, except…
                                             ii.     Walkers may side-step laterally up to ½ of their base
movement at the same cost as a normal stationary tank turn.
                                            iii.     Walkers may cross terrain, bogging on a 1. However, this
bog is cleared automatically during the reaction phase (it
only limits their movement this turn)

b.     Accelerating Walkers
                                               i.     Same as Tank, except…
                                             ii.     Walkers may side-step laterally up to ½ of their base Mv
instead of turning. Otherwise this counts as a turn in all
respects.
                                            iii.     Running walkers must re-roll successful bog checks (they
trip easily).
  IV.         Bikes

a.     Stationary Bikes
                                               i.     Same as wheeled, except…
                                             ii.     Bikes may freely turn in place towards any direction
before moving.
                                            iii.     Bikes may not move backwards.
                                            iv.     Bikes may cross terrain with a normal bog check.

b.     Accelerating Bikes
                                               i.     Same as wheeled, except…
                                             ii.     Accelerating Bikes may turn 90 degrees instead of 45
degrees.
                                            iii.     When stopping, a bike may be turned to face any direction
for free.
                                            iv.     Bikes may not move backwards.
                                             v.     Accelerating bikes re-roll successful bog checks.
                                            vi.     Bikes accelerating over hills ‘catch air’, and may move
up to 4x their normal Mv when moving ATD.

    V.         Skimmers

a.     Stationary Skimmers
                                               i.     Same as tanks, but…
                                             ii.     Skimmers get a free 90 degree turn at the end of their
movement.
                                            iii.     The direction die is not faced forward or back, but in
the direction that the skimmer moved before its final turn.
                                            iv.     Skimmers cross all terrain except woods and structure
walls without Mv penalties or bog checks.
                                             v.     Woods and Structure walls reduce movement by ½ and
require bog checks.

b.     Accelerating Skimmers
                                               i.     Same as tanks, but…
                                             ii.     Before moving, the skimmer will ‘drift’ the skimmer’s
base Mv in the direction indicated on the direction die.
It may then move normally from that point on.
                                            iii.     If a skimmer wishes to stop, it may do so (counts as
moving), but will still drift.
                                            iv.     If a skimmer wishes to stop with no drift, it may do so,
but will count at moving ATD.
                                             v.     Skimmers may not ‘back up’ if they are already
accelerating.
                                            vi.     If a skimmer’s  drift movement carries it into a woods
or a structure wall, it must roll a bog test for the drift,
and another when it starts the rest of its movement.

  VI.         Jetbikes

a.     Stationary Jetbikes
                                               i.     Same as skimmer, but…
                                             ii.     Jetbikes may freely turn in place to face any direction
before moving.
                                            iii.     Jetbikes may not move backwards.
                                            iv.     Failed bog checks can not be recovered from during
the reaction phase.

b.     Accelerating Jetbikes
                                               i.     Same as skimmer, but…
                                             ii.     Accelerating Jetbikes may turn 90 degrees instead of
45 degrees.
                                            iii.     When stopping, a jetbike may be turned to face any
direction for free.
                                            iv.     Failed bog checks will kill the bike and its passenger(s).

Thoughts?

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