Car Wars Reference Sheets

August 21, 2017 | Author: dwarfalope | Category: Artillery, Tire, Vehicles, Transport, Unrest
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Car Wars: Quick Reference Sheet Game Sequence 1. 2.

Dice off to see who goes first. Turn – 10 phases movement

Acceleration & Deceleration (p.5) • • •

Movement (p.4) Each Turn has 5 Phases whereby movement and shooting takes place. 1. All Drivers and Pedestrians make their movements according to speed during certain phases. 2. Fastest Vehicle/Pedestrian moves first. 3. See Movement Chart for phases. 4. Vehicles can make one manoeuvre per phase at 1”. 5. Vehicles may at beginning of each phase accelerate or decelerate up to vehicles rates. 6. All rolls and Crash Table results are made before normal movement.

Handling Class & Skill Tests (p.5) • •

• •

Each vehicle has a Handling Class that determines how manoeuvrable it is. The higher the HC the better. Reflex Roll: each player rolls d6. on a 5 or 6 the HC is raised by 1 as the driver has excellent reflexes. The Reflex roll can be modified by Drivers Skill (Driver +2 gets to add 2 to the Reflex dice roll) Vehicles that lose a tire reduce its HC by 3. More than 1 tire is lost go to Crash Table 1 and decelerates by 30mph per each full turn. Difficulty of the Manoeuvre (D) directly affects the handling class of the vehicle (HC 3 attempts a manoeuvre D4 = HC –1, then a manoeuvre D2 = HC –3)

Hazards & Road Conditions (p.9)

Deceleration @ 20mph: D2 manoeuvre @ 25mph: D3 manoeuvre @ 30mph: D5 manoeuvre @ 35mph: D7 manoeuvre (tires take 2 hits) @ 40mph: D9 manoeuvre (tires take 1d hits) @ 45mph: D11 manoeuvre (tires take 1d+3) @ 45mph +: Impossible in one turn

Manoeuvres (p.6) • Bends: - up to 15˚ - D1 16˚ to 30˚ - D2 31˚ to 45˚ - D3 46˚ to 60˚ – D4 61˚ to 75˚ – D5 76˚ to 90˚ – D6 • Drift: (1” forward and ¼” either side – D1 Man) (1” forward and ½” either side – D3 Man) • Swerve: ¼” drift followed by turn (see Bend) Difficulty equivalent to the bend • Controlled Skid: Make a bend as normal, declare how far you want to skid. ¼” Skid – +D1 to bend/swerve you make, -1 aimed fire, no deceleration, no tire dam. ½” Skid - +D2 to bend/swerve you make,-3 to aimed weapons, -5 mph, no tire dam. ¾” Skid - +D3 to bend/swerve you make, -6 to aimed weapons, -5 mph, 1pt dam to each tire. 1” Skid - +D4 to bend/swerve you make, no aimed fire for rest of turn, -10 mph, 2pts of dam to each tire.

Hazards: • • • • • •

Hitting curb, obstacle or Pedestrian – D1 Hitting loose Debris – D1 Enemy Fire does 1-5 hits of dam - D1 Enemy Fire does 6-9 hits of dam - D2 Enemy Fire does 10+ hits of dam - D3 Driver injured or killed – D2

Hazards to Oversized Vehicles: • • • • • • •

Striking an obstacle – D1 Enemy Fire does 13-22 hits of dam – D2 Enemy Fire does 22+ hits of dam - D3 Trailer released while tractor is in motion – D2 AT gun fired to side – D1 Tank gun fired – D2 Cycle steamrolled – D1

Acceleration is not a hazard. Deceleration can take place a 10mph per turn without danger. Deceleration at a greater speed requires a roll on Crash Table 1.

Control Table Consult Control Table when you make a manoeuvre. Roll 1d6 when necessary and achieve the number or higher. If you pass you continue to control the vehicle. If you fail proceed to Crash Tables

Road Conditions: • • • • • • •



Off-road - +D1 to manoeuvre Light rain - +D1 to hazard and manoeuvre Heavy rain - +D2 to hazard and manoeuvre Gravel - +D1 to hazard and manoeuvre Oil on road - +D2 to hazard and manoeuvre Light snow - +D2 to hazard and manoeuvre Heavy snow - +D3 to hazard and manoeuvre Ice or packed snow - +D4 to hazard and manoeuvre

Collisions (p.12) • •



Workout Damage Modifier for each vehicle. Note Speed of impact. Roll for damage Ram result n x DM = Damage Sustained.

Collision Damage Table Vehicle Weight Dam Modifier 0-2000lbs 1/3 2001-4000 2/3 4001-8000 1 8001-12000 2 12001-16000 3 16001-20000 4 20001-24000 5 Every 4000 lbs DM increases by 1

Pedestrians (p.16) • • • • • • •

360˚ Line of Sight. st 3 hit points (can add 3 points armour). 1 point of damage is nd rd wound, 2 unconscious, 3 is a kill Move ¼” per phase. Can carry 6 Grenades or equivalent (GE) of equipment. Pedestrians running through debris or spikes roll 2d6 on a 2 or 3 they take 1D-4. Pedestrians running through oil roll 2d6 on a 5+ they stay on their feet. Flaming oil same but also take 1 point of damage. Takes 1 phase to enter a vehicle, 3 phases to start and begin moving.

• •

Conforming Movement th Pedestrians have a DM of 1/5

Vehicle Shooting (p.28)

Target Modifiers (p.29)

Rate of Fire

Range

• •

A weapon my fire once per turn during any phase Unless – Weapon is on Automatic - Vehicle has a Gunner - Linked Weapons are used

• •

Movement • • • • • • • • •

Automatic Fire • • •

Weapon will fire each turn until it runs out of ammo To put a weapon on or off automatic takes a shooting turn Draw line from the weapon, if targets crosses this line while weapon is firing the target is automatically hit and takes damage.

Combat Procedure • • • • • • •

Declare weapon and target Check Line of Sight Determine score to hit using Target Modifiers Roll 2D6 to achieve hit score and above. Determine damage location Determine damage amount (see weapon stats) All damage is resolved at the end of the turn

Attacking from rear: Roll 2D6 (2-10 Hits armour, 11-12 Hits exposed wheel) Attacking from side: Roll 2D6 (2-5 Hits driver, 6-7 Hits power plant, 8-10 Hits weapon) Attacking Sidecar: Roll 1D6 (1-4 Hits cycle is hit (use table above), 5-6 Hits Sidecar). –2 to target sidecar

• •

• • • • • • • • • • • • • • • • • • • •

See weapon description for damage and effects. Burst effect does extra 1D6 damage to surrounding targets ups to 2” away

Area Effect • •

See weapon description for damage and effects. Area effect does damage to targets 1” away to other targets

Uncontrolled Vehicles • •

• • • • • •

Firing through paint or smoke –1 per ½” Blinded by Searchlight –10 Rain –2 Heavy Rain –3 Snow fall –4 Fog –5

Miscellaneous Hand weapons have a range of 20” Can only fire once per turn Once fired pedestrian cannot move for rest of the turn. Running pedestrians cannot fire Hand weapons take 1 turn to reload

• • • • • • •

Cover • • • •

Pedestrian –3 Pedestrian in water (head & shoulders) –5 Pedestrian Swimming –4 Vehicle Tire –3 Turret –2 Weapon System -5 Bike Rider –3 (side only) Radar or Wire Guided Missile in flight –6 for target vehicle, -10 everyone else.

Visibility

Immediately go to Crash Table 1 adding 4 to the roll. Passengers may leap from vehicle or suffer the consequences

Pedestrian Shooting • • • • •

Compact or Subcompact –1 Car (Front or rear -1) Bike (side –2, front or back –3) Trike –2 from top Light Trike (side –2, front or back –3) Medium Trike (side –1, front or back –2) Heavy Trike (side –1, front or back –1) X-Heavy Trike (front or back –1) 10 Wheeler Carrier –2 (front) 10 Wheeler +1 (side) Mini bus or Tractor +1 (side) Trailer or Bus +2 (side)

Specific Target

Burst Effect • •

Target Stationary +1 Firer Stationary +1 Firing at a large object +1 Target moving at 30mph+ -1 Target moving at 40mph+ -2 Target moving at 50mph+ -3 Target moving at 60mph+ -4 Target moving at 70mph+ -5 Target moving at 80mph+ -6

Vehicle Targets

Cycle Targeting •

Point Blank (less than 1”): +4 Long Range (-1 for every 4”)

A prone pedestrian -1 to hit a target To target a prone pedestrian -5 to hit Pedestrian in cover cannot be hit (unless it’s a burst effect) Pedestrian in cover who is firing is –2 to hit

Grenades & Thrown Objects • Grenades are thrown up to 5”

Fire!! • If hit by a flame/heat weapon there is a 30% chance of catching fire (1D6: 1-4 no fire, 5-6 catch fire) • Engines suffering 50% damage may catch fire (1D6: 1-4 no fire, 5-6 catch fire) • A vehicle with a gas engine (on a 1) or volatile weapon (on a 1-2) may explode (1D6: on a 1 the vehicle explodes, all occupants are killed, pedestrians and vehicles 1” away takes 1D of damage) • Damage starts depending upon where fire starts. • FP Armour cannot catch fire. • Extinguish fires only if you have a fire extinguisher (1D6: 1-4 extinguished, 5-6 fire) 1 attempt per turn. Damage taken each turn the fire burns. • See Vehicular Fire Table for burn duration (p.31)

Targeting Computer used +1 Hi-Resolution Targeting Computer used +2 Cyber link used +3 Laser Scope +1 Gunner/Hand gunner Skill Sustained Fire - 2 shots +1, 3+ shots +2 Gunner Skill

Hand-to-Hand Combat • • • • •

5+ on 2D6 to hit Human fist damage is 1D-5 Using a gun, rock, wood etc 1D-4 Martial Arts Skill effects HTH Pedestrians can attack vehicles

Buildings & Height • • • • •

Buildings are +10 to hit Each Building has a DP value Pedestrians in rubble get +1 to hit, and –4 To be fired on. -1 to hit for every building story If building is hit by vehicle weapon it has 50% chance of catching fire (1D6: 1-3 No fire, 4-6 fire!)

Control Table (Cars, Trucks, Bikes) Sp

3

2

1

0

-1

-2

-3

-4

-5

-6

5-10 15-20 25-30 35-40 45-50 55-60 65-70 75-80 85-90 95-100 105-110 115-120 125-130 135-140 145-150 155-160 165-170 175-180 185-190 195-200

Safe

Safe

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2

2

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2

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4

4

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2

2

3

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5

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2

2

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4

6

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2

3

4

5

6

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2

2

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4

5

XX

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XX

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5

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Speed Mod -2 -2 0 1 1 2 2 3 3 4 4 5 5 6 6 7 7 8 8

Crash Tables (p.10) • • •

If Driver fails its roll on the Control Table Refer to appropriate Crash Tables, roll 2d6 Subtract Driver’s Skill from Dice result (refer to table) Speed Modifier from Control Table +/- on the Crash Table (So, you roll 8 +4 (Speed Mod) for travelling at 140mph = 12 –3 of the Drivers skill = 9+)



Control Table Consult Control Table when you make a manoeuvre. Roll 1d6 when necessary and achieve the number or higher. If you pass you continue to control the vehicle. If you fail proceed to Crash Tables

Control Table (Helicopters, Boats, Hovercraft) Sp

7

6

5

4

3

2

1

0

-1

-2

-3

-4

-5

-6

5-10 15-20 25-30 35-40 45-50 55-60 65-70 75-80 85-90 95-100 105-110 115-120 125-130 135-140 145-150 155-160 165-170 175-180 185-190 195-200

Safe

Safe

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2

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3

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4

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2

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XX

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6

XX

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6

XX

XX

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3

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6

XX

XX

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2

4

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6

XX

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3

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6

6

XX

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3

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6

XX

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Speed Mod -3 -2 -1 0 1 1 2 2 2 3 3 3 4 4 4 5 5 5 6 6

205-210

Safe

Safe

Safe

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2

3

5

6

XX

XX

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6

215-220

Safe

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4

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6

XX

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7

225-230

Safe

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3

4

6

XX

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7

235-240

Safe

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2

3

5

6

XX

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7

245-250

Safe

Safe

Safe

2

4

5

6

XX

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8

255-260

Safe

Safe

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6

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8

265-270

Safe

Safe

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6

XX

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8

275-280

Safe

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6

XX

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9

285-290

Safe

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6

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9

295-300

Safe

3

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6

XX

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XX

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XX

9

Crash Tables (p.10) • • • •

If Driver fails its roll on the Control Table Refer to appropriate Crash Tables, roll 2d6 Subtract Driver’s Skill from Dice result (refer to table) Speed Modifier from Control Table +/- on the Crash Table -

Control Table Consult Control Table when you make a manoeuvre. Roll 1d6 when necessary and achieve the number or higher. If you pass you continue to control the vehicle. If you fail proceed to Crash Tables

Helicopter Modifiers 80-120mph: +1 121 –160mph: +2 161-200mph: +3 200mph>: +4 Engine Damaged: +1 Rotor Damaged: +4

Characters Skill Points • • • • • • • • • •

Winning a Duel +3 Surviving a game +1 Conspicicuous Bravery +2 Risking your life to save a team mate or friend +2 Using an unusual tactic +1 Escaping an Ambush alive +1 Knocking out a vehicle to be salvaged +1 Winning an Arena Event +3 Completing a mission or adventure +5 to +15 Referee Points of Brilliance +1

Spending Skill Points • •

Every 10 Skill Points + $1000 = 1 Skill Level Each Skill Level can be no more than +3

Using Skills • • • •

Need a basic in the skill Roll 7+ to succeed on 2D6 If you have a skill add to dice amount. Double 1 always fails. If you do not have skill roll with –4, common sense prevails.

Prestige • • • • • • • • • • • • •

Wealth & Income

Entering Combat +1 Each kill your vehicle scores +2 Your vehicle destroyed but you survive -1 Your vehicle destroyed but your injured -2 Attack with a hand gun while outside your car +1 Attack with a hand weapon while outside your car +2 Kill a character with PP over 15 +1. Over 20 +2 Kill a character with PP over 20 +2 Kill a character with PP over 30 +3 You become an Ace +5 You become a Double Ace +5 Overt Cowardice -3 Referee Points for lucky shots, surviving against adds, heroism +3

• • •

Salvage: Arena Prizes: Selling Cars: Missions: Transactions:

• • • •

Each Character starts with 0 Prestige Points 5 Confirmed Kills = Ace 10 Confirmed Kills = Double Ace Prestige of 15 > gains 25% off new car purchases & repairs Prestige of 25 > gains 50% off new car purchases & repairs

Skills Acrobatics: Can perform acrobatic acts, jump an extra ¼” Animal Husbandry: Can train an animal on 5+ each week to learn new skill Area Knowledge: Detailed knowledge of area, haunts and key info Archery: Adds +1to hit with a bow or crossbow. Blade: Adds +1 to HTHC. Can defend against knife attacks. Boat Pilot: Can use a boat Body Building: L1: +1 DP, L2: +2 DP, L3: +3 Climbing: Climb buildings, trees, fences, etc Communications: Can use Communication Equipment Computer Tech: Can use and fix Computer Equipment. Cyclist: Can use a Bike or Trike Driver: Can use a car, van, flatbed, Engineering: Building, create traps, alarms, etc Espionage: Intelligence/Counter Intelligence Explosives: Creation of bombs, traps and other creations. Successful use of explosives dependent upon Skill Role. If unsuccessful roll 2D6 (2: Explosives go off killing user, 3-4: Explosives go off 5 phases early, 5-6: Explosives does half damage, 7-9: Explosives are a dud, 10-11: Explosives go off 5 phases later, 12: Explosives do 2x damage) Fast-Talk: getting out of scrapes, gift of the gob! Gunner: Use vehicle weapons according to skill level Hand gunner: Use hand weapons. Anyone without this ability is at –2 TH Helicopter Pilot: Can use helicopters Hobbies: Can be anything!! Hover Pilot: Can use a hovercraft Journalism: Journalistic skills Law: Legal skills, Knowledge and Argument Leadership: Can Command a group of people. More likely to obey

Value $ 1/2 the value of parts 1/2 to 1 1/2 value of cars competing Value set by owner Set by Referee or Roll 5D6 x $100 Bets, swaps, sales, etc

Infamy Points

Spending Prestige Points •

Each Player Receives $150 for food etc per week If cash falls to $0 your prestige is 0 too Collect cash any way you can legally or not

• •

1pt of infamy per kill 1pt of Infamy per crime committed

Luck: Adds +1 to all die roles in odd situation, but not normal skill roles Martial Arts: L1: -1 TH, L2: -2 TH, L3: -3 TH in HTHC and +1 to Dam Mechanic: Ability to fix things. (p.41) Level Trivial Easy Med Hard V Hard No Skill 2 11 X X X Mech 1 9 11 12 X Mech +1 1 7 9 11 14 Mech +2 1 5 7 9 11 Mech +3 1 3 5 7 11 Paramedic: Can save a wound, 1 per 2 weeks Politics: Winning votes, diplomacy, social graces Running: Each +1 adds 2.5mph to running Security: Knowledge of security systems and how to disable them Science: Knowledge of chemistry, physics, biology and mathematics Stealth: Ability to avoid detection: Can only be used on foot with these modifiers • • • • • • •

Good lighting: -5 Average lighting: -3 Fair lighting: -1 Poor lighting: 0 Appropriate camo: +2 Forest & Jungle: +2 Palms & Desert: -3

Streetwise: Can make contacts and associates Survival: Has excellent survival skills in harsh or difficult settings Swimming: Can swim confidently, diving, hold breath Teaching: Can teach a skill they possess to another over 6 games Theft: Stealing obviously!! Trucker: Can drive lorries, 10 wheelers, etc

Wounds & Injury Roll D100 each time your body takes a wound (record wound and effects) Wound effects are added together.

D100 01-09 10-19 20-29 30-39 40-49 50-69 70-79 80-89 90-100

Injury to Body Left Leg Right Leg Right Arm Left Arm Groin Abdomen Chest Shoulder Head

Effect –1 ¼” movement per hit (both Legs hit, victims falls to the ground, can only crawl ¼”per turn, -2 to hit in shooting) –1 ¼” movement per hit (both Legs hit, victims falls to the ground, can only crawl ¼”per turn, -2 to hit in shooting) Two handed weapons cannot be used (Shooting and HTH), single weapons can be used at a -1 Two handed weapons cannot be used (Shooting and HTH), single weapons can be used at a -1 D6: 1-3 Flesh wound, 4-6 Severe Bleed (D6: number of turns to complete unconsciousness) D6: 1-3 Flesh wound, 4-6 Severe Bleed (D6: number of turns to complete unconsciousness) D6: 1-3 Flesh wound, 4-5 Severe Bleed (D6: number of turns to complete unconsciousness), 6 Death! Two handed weapons cannot be used (Shooting and HTH), single weapons can be used at a -1 D6: 1-3 Flesh wound, 4-5 Severe Bleed (D6: number of turns to complete unconsciousness), 6 Death!

Head 90-100

Shoulder 80-89 Chest 70-79

Right Arm 20-29

Left Arm 30-39

Abdomen 50-69

Groin 40-49

Right Leg 10-19

Left Leg 01-09

Non-Player Characters NPC - Random Events 2D6 2 3 4 5 6 7 8 9 10 11 12

Driving

Normal Pedestrians

Police

Bootlegger

Hide - Prone

Hide - Prone

Decelerate 15

Move to high ground / Shoot

Stand shoot

Decelerate 10

Move to high ground/ Throw grenade

Get in better position Ranged

Continue course / speed

Continue course/ Shoot

Get in better position Ranged

Continue course / speed

Continue course/ Throw grenade

Get closer to nearest target

Continue course / speed

Continue course

Get closer to nearest target

Continue course / speed

Run

Get closer to nearest target

Accelerate 10

Get in better position Ranged

Throw grenade

Drift {D1 (1-3) or D3 (4-6)}

Get closer to nearest target

Throw grenade

Swerve {D1 (1-3) or D3 (4-6)}

Move away from target / Shoot

Charge to melee

Ram nearest opponent

Heroic Action

Heroic Action

Awareness & Alerts • Over 10” no Awareness • 2D6: 7+ with modifiers Every 4” -1 Police not alert –3 Police Alert +5 Every 10pts of Infamy +2 Night –2 Bad weather –2 Stealth Skill (according to character) Weapon Concealed –2 Weapon visible +2

Police Action Random Act • Once Police become aware roll 1D6 to determine action:

On Foot 1: Hits the dirt, prone, hands over head (no shooting or action) 2: Calls for backup (talking on radio to other officers) 3: Takes Aim (+1 to hit in shooting next turn or waits until there is a target) 4: Shoots (1D6: 1-3 Pistol, 4-6 Shotgun) 5: Jumps behind available cover 6: Frenzy!!! 1-2 Shoots twice at nearest perp (1D6: 1-3 Pistol, 4-6 Shotgun) 3-4 Runs towards nearest perp. (if in HTH distance fights 2 attacks) 5-6 Heroic Action (1D6: 1-3 Dives at nearest Perp wrestles to the floor, 4-6 Runs and shoots twice at nearest Perp (1D6: 1-3 Pistol, 4-6 Shotgun), if in HTH range gets 2 attacks with weapon butt)

In Vehicle 1: Hits the breaks!!!! Emergency stop (no damage to tyres) 2: Calls for backup (talking on radio to other officers), other vehicles race to area of calling vehicle 3: Takes Aim (+1 to hit in shooting next turn or waits until there is a target). Vehicle moves to area of target at least 15” in LOS stops and aims primary weapon 4: Shoots (1D6: 1-3 Pistol, 4-6 Shotgun) at nearest available target (even if they are in cover) 5: Moves vehicle behind available cover 6: Frenzy!!! 1-2 Shoots twice at nearest perp (1D6: 1-3 Main weapon, 4-6 Secondary) 3-4 Drives towards nearest perp and rams (vehicles and pedestrian) 5-6 Heroic Action (1D6: 1-2 Drives at nearest Perp knocks to the floor, 3-4 Drives and shoots twice at nearest Perp (1D6: 1-3 Main weapon, 4-6 Secondary), 5-6 Bootlegs into hot area with shooting x 3)

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