The magnificent little ruleset that is A Fistful of Kung Fu has very few
flaws, but vehicle pursuit rules are unfortunately not included. Allthough
Andrea Sfiligoi is working on an expansion that also includes these rules, I
became impatient and wrote my own. These are currently being playtested and
will be edited in the future. In the meantime, feel free to try them yourself!
EDIT May 8th:
Ramming modifier for heavier vehicles added. Turn rules improved and enhanced turn ability for bikes added.
EDIT May 8th:
Ramming modifier for heavier vehicles added. Turn rules improved and enhanced turn ability for bikes added.
Pictures of a test game
Rules
Vehicles activate the same way and at the same moment as the driver. The
driver rolls 1-3 Activation Dice. A Driving Activation may either be a Move, a
Stunt or Hands-off-the-Wheel (HotW). These may be combined in any order.
Stats
Vehicles have a Combat and a Speed stat and a Turn Stat. Vehicles offer
2 points of cover unless stated otherwise.
Examples:
Combat
Speed
Turn (max 90 degrees)
Bulldozer C10
Short
Short curved Move
Truck C8
Medium
Medium curved move
Car C4
Long Medium
curved Move
Bike C2
2xMedium Long curved Move
Movement
Moves:
·
The vehicle may
execute a Turn (any Move deviating from a straight- and along a curved line),
an Emergency stop, a Start or a move of a maximum of Speed inches in a straight
line for 1 Activation.
A turn is any deviation from a straight line up to a total of 90 degrees. Cars may only turn once per activation. Bikes may turn twice.
A turn is any deviation from a straight line up to a total of 90 degrees. Cars may only turn once per activation. Bikes may turn twice.
Stunts:
·
Unlike other Actions,
a Stunt MUST be announced beforehand!
·
The vehicle may
execute a Stunt for 2 Activations. Should the driver not get the two required
Actions, he will Lose
Control.
Examples:
Examples:
·
a 180 Turn (any turn
of more than 90 degrees)
·
a Jump (2x
Speed)
·
a Wheelie ( half the
space width to pass through)
·
a High speed turn
(after at least 2 full straight moves)
A car performing a wheelie on a wheelie stand
HotW:
while driving (which
will still cost him at least 1 Activation) the driver may execute one Action
for 1 other Activation like shooting out
of the window, grabbing a passer-by or opening/closing a door.
Lose Control
Failing a Quality Test by the driver or rolling three Failures means the
driver Loses Control of the vehicle. The vehicle will immediately move 1 x
Speed in a random direction in its forward 180 degrees and then stop. The
engine will falter in any case and needs to be re-started.
Vehicle combat
Ramming a vehicle with another vehicle works like close combat. Both
parties roll 1d6, add Combat and modifiers and consult the Vehicle Combat
Table. Buildings and other Immovable terrain features have a Combat result
value of 10 (no roll). Treat a collision with
an immovable terrain feature (e.g. a building) as an attack by the terrain
feature on the vehicle.
Heavy vehicle vs light vehicle always gets a +2 for the Heavy vehicle (i.e. car vs bike).
Heavy vehicle vs light vehicle always gets a +2 for the Heavy vehicle (i.e. car vs bike).
A ramming attack in progress
Vehicle Combat Table
Attacker wins by:
|
Target wins by:
|
|
1
|
- Target Vehicle is moved D6 cm away from the attacker
- Attacker is immovable object: target vehicle stops and engine
falters
|
No effect
|
2
|
- Target driver rolls Q test or Lose Control
- Attacker is immovable object: target vehicle is disabled. Passengers
may exit in the next turn.
|
No effect
|
3
|
- Target disabled and driver rolls Q test -1 or Loses Control
- Attacker is immovable object: target vehicle is disabled. Passengers
take a C4 hit. Bikers take a C6 hit.
|
Target Driver gets 1 Reaction (even an Extra!)
|
4
|
- Target car disabled and driver loses Control
- Attacker is immovable object: target vehicle is disabled. 1 Extra is
killed. All others take a C6 hit. Bikers take a C8 hit.
|
- Attacker driver rolls Q test or Loses Control
- Attacker is immovable object: target vehicle stops in time and may
make 1 free Move.
|
5+
|
- Target flips over and crashes into the nearest terrain feature. All
Extras are killed. All other car passengers take a C6 hit. Bikers take a C8
hit.
|
- Attacker car disabled and driver rolls Q test -1 or Loses Control
- Attacker is immovable object: target vehicle evades immovable object
and may either make 1 free Move or immediately roll for 3 Activations.
|
Shooting at the passengers of a vehicle works as normal. All covered
vehicles except bikes offer -2 Cover unless
stated otherwise.
Shooting at a vehicle works as normal. Both the shooter and the vehicle
roll 1d6, add Combat and modifiers and consult Shooting At Vehicles Table.
Shooting at Vehicles Table
Attacker wins by:
|
Target wins by:
|
|
1
|
Windshield shatters. Target driver rolls Q test or Loses Control
|
No effect
|
2
|
Tire hit! Target driver rolls Q test -1 or Loses Control. All Q-tests
are now -1.
|
No effect
|
3
|
Driver is hit! If disabled, passenger must roll Q test to take over
the wheel! Or LC....
|
- Shooter drops his weapon in the car. Takes 1 Action to retrieve it.
|
4
|
Target Vehicle disabled. Roll Q test or LC
|
- Shooters weapon jams. It takes 1 full turn to unjam it.
- in a crowd, a bystander is hit on a 5-6
|
5+
|
Gas tank hit. Target vehicle explodes and LC. All car passengers take
a C6 hit. Survivors may exit the vehicle.
|
- Shooter startles the attacker driver. Roll Q test or LC
- shooter drops his weapon on the street. It is lost.
|
Moving across the table:
Playing a pursuit demands a large table with terrain that enables a
pursuit (i.e. lots of roads, curves and avoidable stuff). When the pursuit
moves off table, simply continue play on the opposite (appropriate) side of the
table.
As soon as the first vehicle re-enters the new table edge, roll 1D6 and
consult Obstacle Table.
Obstacle Table
Score
|
Obstacle encountered
|
1
|
No obstacle
|
2
|
Moving Obstacle appears straight ahead at D6xshort distance
|
3
|
Moving Obstacle appears from the right at the first crossing
|
4
|
Moving Obstacle appears from the left at the first crossing
|
5
|
Stationary Obstacle appears straight ahead at D6xShort
|
6
|
No obstacle
|
Ending the pursuit
As soon as the pursued vehicle outruns the pursuers by more the 1 table
length, he has shaken his pursuers and the pursuit is over.
As soon as the pursuers disable the pursued vehicle, the pursuit is over
as well.
Traffic
The rules assume a certain quantity of other Traffic on the table. All
Traffic on the table will usually -for practical purposes- be static unless
moving because of the Obstacle table. All Moving traffic will move 1 Medium per
turn (drive safely!) in a straight line before any player Moves. Traffic will
never actively collide (these are decent drivers, you know) and always stop
before colliding when moving. The same might not be true about players....
Car Gadgets
Under Construction.
Figures in cars
So as to present a good visual spectacle, figures should not be placed
on top of or next to driving vehicles. Use an off-table template representing
the seats in the vehicle.
Thanks a lot! Obviously useful for other types of games as well. A few questions / comments / suggestions. I don't play AFoKF, so my inputs are based on just what I see here. So these items may be of interest to any of us who (shamelessly add the works from others) borrow ideas they find. Some of this might require more bookkeeping than benefit (shooting from the hip here – haven’t play tested yet) and if so, by all means dump them!
ReplyDeleteUnfortunately, the items are more than the space allows, so if you want to shoot me an email, I'll be happy to send - you can PM me at TMP (terrement), or, I'll just add them on the thread at TMP as soon as I get out of the DH.
JJ
I found your feedback on TWW. Thanks! I'll respond there as soon as I have some time on my hands.
ReplyDeleteFollow the thread at this location people!
http://www.thewargameswebsite.com/forums/topic/fistful-of-kungfu-homebrew-vehicular-pursuit-rules/
Nice! I like your action chart.
ReplyDelete