Alternate Vehicle/Aerial Combat Rules for d20 Modern?

Wulf Ratbane said:
I should have been more precise. I just don't understand why d20Modern has a grid based chase system. That's just silly.
I don't know if I could call what d20 Modern Core Rulebook has a "chase system," apart from the fact they named a term for 30-feet-per-square battemap as "chase scale" (as opposed to 5-feet-per-square battlemap "character scale"). To me, it's a tactical-based vehicle combat rules. As I said earlier, even I would not use that for chase (pursuit, "tag, you're it!") encounter scenes. Others might, if they have a big enough table, a "floating" battlemaps (have done it Star Fleet Battles), or use half-inch square grids.

Again, d20 Modern lacks a chase combat rules, Spycraft lacks a tactical combat rules. It would be nice to have the two systems in between book covers.
 

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Hrm ... I haven't run a chase with D20 Modern yet, but all of the talk on the boards is getting me scared. I might have to write one up for tomorrow's game and nudge the plot toward a car chase and see what goes on.

--fje
 

I've given out 6 or 7 requests for the GRIM TALES vehicle rules so far, and I would love feedback.

In particular, the Vehicle Combat Card, which will be a web enhancement for the book, is definitely open for suggestions on how to make it the most useful tool possible-- so please, if you have suggestions, I am all ears.

Grim Tales will be available in just a couple of weeks so I am open to anything that will improve this web enhancement before it goes live.


Wulf
 

This explains why I can't find in my FLGS every time I go looking for it. I keep seeing "Grimm", and saying to myself, "But where's Grim Tales?"
 

Wulf-

I'll work on doing some mock car chases and things this weekend, and look over it much later tonight. Then some feedback will come your way :)

I can't quite get you instant gratification :D

Tellerve
 

Tellerve said:
Wulf-

I'll work on doing some mock car chases and things this weekend, and look over it much later tonight. Then some feedback will come your way :)

Not looking for instant gratification-- I know a lot of people I've sent them to are planning to run them this weekend.

The rules were based on feedback from a lot of folks who've tried both d20 Modern and Spycraft. I tried to keep the best of both rules systems, while at the same time expanding them (and, of course, to "do no harm.")

I would like to point out that Grim Tales is designed to be used with (wait for it...) a Core Rulebook. But the vehicle rules should work whether you are playing D&D with chariots and wagons, or d20M with motorbikes and jets.

You should be able to mix in dragons or air elementals in either case. ;)

At any rate, if it seems like there are things missing from the rules (say, the vehicle stats) it is because we're assuming you have those stats from you Core source.

Vehicle Feats notwithstanding, of course. I did incorporate most of the cool feats from Spycraft into the Feats chapter. If you find the rules to your liking, or if you find them lacking in the Feats department, you should be pleased with GT.

One last comment. While designing the vehicle rules for GT, in my mind I usually referred to them as the Dogfight rules. It's a very subtle distinction-- they are more than just Combat (d20M) and they are more than just a Chase (Spycraft) because they assume that the situation is more dynamic than simply "You're the predator, you're the prey..."

I hope this doesn't constitute a thread hijack...


Wulf
 

I used the rules that Wulf sent me last weekend for a very brief car chase. They worked quite well and were easy for my players to pick up on. I wish the scene had been longer but alas, it was not to be. So far I give these rules a hefty thumbs up. I only hope I can get some more mileage from them next game!
 

Breakdaddy said:
I used the rules that Wulf sent me last weekend for a very brief car chase. They worked quite well and were easy for my players to pick up on. I wish the scene had been longer but alas, it was not to be. So far I give these rules a hefty thumbs up. I only hope I can get some more mileage from them next game!

I'd love a quick synopsis of how it all went down!

Did you use the combat card and find it helpful?


Wulf
 

Thanks again Wulf for sending the PDF.


I finally got around to giving it a good read, and I really like what I see so far. The system is a little more in line with what I think I want out of vehicle chase rules, and I'm going to run it by our group and see if they'd like to test it out tonight. If we do, I'll let you know how it came out.
 

Wulf Ratbane said:
I'd love a quick synopsis of how it all went down!

Did you use the combat card and find it helpful?


Wulf

I goofed and didnt print the combat card before the game. We had to use a makeshift card we scribbled on a piece of paper that was similar to what your card looks like, but not an exact replica. The chase was between a Dodge Viper and a Ford GT (not mustang GT, big difference!). It was brief and mostly took place at Chase Speed (4x). Both had maneuverability ratings of GOOD. The Viper had a small speed advantage and was chasing the GT. The chase was done on CLOSE terrain (a busy four lane los angeles freeway). Only a few maneuvers were used during the brief chase (mainly GUN IT, EVASIVE MANEUVER, CROWD, and SIDESWIPE). The car being chased used the REDLINE maneuver at one point, failing and blowing his engine (this was a DM decision and not in line with your critical engine hit rules per se). Thats when the chase was over and started a new chase on foot. Like I said, it went fairly quickly and served our purposes for the chase. I will use them again as soon as the opportunity arises and give you more feedback when possible.

EDIT: Almost forgot, I appreciate how much faster this chase went with these rules than with the battle grid chase system in modern.
 
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