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.
from its total Movement.
iv. Must
move straight forward or back at least ½ of its base
Mv before turning.
Mv before turning.
v. Must
move straight forward/back at least ½ of its base Mv
between turns.
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.
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.
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.
already.
ii. Accelerating
Vehicles may move up to 2x their normal Mv
at an advance, or 3x ATD.
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.
subtracting ½ of its base Mv from its total movement.
iv. Accelerating
vehicles must move at least 1x their base Mv
between turns.
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).
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.
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.
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.
from its total movement for that action.
iv. Tanks
moving backward receive a direction die. Point the
die in the direction of travel.
die in the direction of travel.
v. Stationary
tanks (and half-tracks) may cross area terrain.
Bogging on a 1.
Bogging on a 1.
vi. Bogs
are not permanent for tanks & half-tracks, and can be
cleared during the action phase.
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).
(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.
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.
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)
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.
instead of turning. Otherwise this counts as a turn in all
respects.
iii. Running
walkers must re-roll successful bog checks (they
trip easily).
trip easily).
IV.
Bikes
a. Stationary
Bikes
i. Same
as wheeled, except…
ii. Bikes
may freely turn in place towards any direction
before moving.
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.
degrees.
iii. When
stopping, a bike may be turned to face any direction
for free.
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.
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.
movement.
iii. The
direction die is not faced forward or back, but in
the direction that the skimmer moved before its final turn.
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.
walls without Mv penalties or bog checks.
v. Woods
and Structure walls reduce movement by ½ and
require bog checks.
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.
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.
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.
but will count at moving ATD.
v. Skimmers
may not ‘back up’ if they are already
accelerating.
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.
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.
before moving.
iii. Jetbikes
may not move backwards.
iv. Failed
bog checks can not be recovered from during
the reaction phase.
the reaction phase.
b. Accelerating
Jetbikes
i. Same
as skimmer, but…
ii. Accelerating
Jetbikes may turn 90 degrees instead of
45 degrees.
45 degrees.
iii. When
stopping, a jetbike may be turned to face any
direction for free.
direction for free.
iv. Failed
bog checks will kill the bike and its passenger(s).
Thoughts?
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