Quick rule set for Brik-Kar Wars
Posted: Fri Apr 24, 2020 8:40 pm
Armor and hit points:
Speed Racers come in two classes, Solo and Gunner. Solo cars all have 15 hit points and Gunners have 20. When a car reaches zero hit points, it is no longer running.
Armor has a numerical value, and will be deducted from damage dice rolled each time. For example, if a gun does 8 points of damage, and the target's armor value is 5; 3 points of damage is done to the target's hit points.
Speed and Movement
During the movement turn; one can accelerate, turn, brake, skid, coast - basically anything you can do in a car, you can do in a Brik-Kar.
Speed is defined by the number of car lengths your car travels in a given turn. All cars accelerate at up to their speed value per turn. Cars with blower systems, once activated, must accelerate at least one plus whatever bonus provided by the blower.
Vehicles brake at the same rate they accelerate. Note: Blower systems only affect acceleration, not braking.
Handling and effect success rolls must be made for major maneuvers, crashes, and weapon's effects.
The gamemaster will roll percentage (2 ten siders) against performance values, modifying with bonus dice. Rolling under the performance value will be a success.
Crashes
Crashing causes direct damage to the vehicle's hit points. Crash damage is determined by the cars speed. A car going speed 4 will cause 4 points of damage directly to the victims vehicle, bypassing armor considerations. Head on crashes cause damage to both vehicles.
If you fail a handling of effect roll, you crash crash. Effect damage from weapons are subject to armor considerations. Crashes reduce the speed of a car by 4 after knock on effects and damage are calculated.
Turn order:
1: Initiative 1D6 who goes first.
2: Movement - cars are accelerated, moved and turned. Handling rolls are made.
3: Firing - Weapons declarations, to hit rolls made, and damage.calculated.
4: Aftermath - Gamemaster resolves vehicle locations, conditions, and then effects.
(More to follow)
Speed Racers come in two classes, Solo and Gunner. Solo cars all have 15 hit points and Gunners have 20. When a car reaches zero hit points, it is no longer running.
Armor has a numerical value, and will be deducted from damage dice rolled each time. For example, if a gun does 8 points of damage, and the target's armor value is 5; 3 points of damage is done to the target's hit points.
Speed and Movement
During the movement turn; one can accelerate, turn, brake, skid, coast - basically anything you can do in a car, you can do in a Brik-Kar.
Speed is defined by the number of car lengths your car travels in a given turn. All cars accelerate at up to their speed value per turn. Cars with blower systems, once activated, must accelerate at least one plus whatever bonus provided by the blower.
Vehicles brake at the same rate they accelerate. Note: Blower systems only affect acceleration, not braking.
Handling and effect success rolls must be made for major maneuvers, crashes, and weapon's effects.
The gamemaster will roll percentage (2 ten siders) against performance values, modifying with bonus dice. Rolling under the performance value will be a success.
Crashes
Crashing causes direct damage to the vehicle's hit points. Crash damage is determined by the cars speed. A car going speed 4 will cause 4 points of damage directly to the victims vehicle, bypassing armor considerations. Head on crashes cause damage to both vehicles.
If you fail a handling of effect roll, you crash crash. Effect damage from weapons are subject to armor considerations. Crashes reduce the speed of a car by 4 after knock on effects and damage are calculated.
Turn order:
1: Initiative 1D6 who goes first.
2: Movement - cars are accelerated, moved and turned. Handling rolls are made.
3: Firing - Weapons declarations, to hit rolls made, and damage.calculated.
4: Aftermath - Gamemaster resolves vehicle locations, conditions, and then effects.
(More to follow)