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<blockquote data-quote="Some Dude" data-source="post: 7840558" data-attributes="member: 6980080"><p><strong>CHAPTER 3: LIBER VEHICULORUM(CONTINUED... AGAIN</strong></p><p></p><p></p><p>Okay, so, looking up, we see that I was partway through explaining the procedure for Vehicle Combat. I was in the midst of discussing Step 2: Make The Attack. I just explained the rules for one kind of Attack, a Vehicle-To-Vehicle Strike. That is, an Attack on one Vehicle, using the Attacker's Vehicle as the Weapon. There is really only one Attack Action, Collide, which is performed by making and Operate Check. The GM will determine the Difficulty Rating, as usual. </p><p></p><p></p><p>In addition, passengers may Attack using Ranged or Melee Weapons. There are some restrictions, of course. The Attacker, if not using a Ranged Weapon, will need a Weapon with the Reach Quality. And if the horse (a Dray Horse is needed to do this) pulling a conveyance starts to Bleed or is Injured, the Vehicle may suffer a Crash. Horses bleed just like Characters, that is to say, to death if not treated. And let's just say that one dead horse on your team can make for a really bad day, especially during a Chase or Vehicle Combat.</p><p></p><p></p><p>Ranged Weapons can be used, provided the Attacker can see outside the Vehicle. </p><p></p><p></p><p>Step 3: Other Vehicle Evades - is Successful, e.g., not Ecaded, it's time to roll Damage. Drivers/Pilots can "Jink", a maneuver designed to evade damage, equivalent to a "Dodge" in personal Combat. A Vehicle's Size, along with other factors, will be used to determine the Difficulty Level of such an Action.</p><p></p><p></p><p>One neat detail: Passengers who successfully deal a Melee blow will inflict additional Damage relative to the speed of the Vehicle in which they are riding. This has a cool internal logic, and isn't complex (extra Fury Die).</p><p></p><p></p><p>Step 4: Roll Damage - If the Attack is successful, it's time to figure out how much Damage the other Vehicle takes. Vehicles that Collide with other VEhicles inflict Damage according to the following formula: Vehicle Size Modifier+1d10 Momentum Die. The number generated is compared to the other Vehicle's Vehicle Threshold. This is like Damage Threshold, in that it is a track. Its value is determined by adding to the Vehicle Size Modifier an amount determined by the Driver/Pilot's Perception Bonus. [PB] 1 to 6 adds 1, [PB] 7 to 12 adds 2, and [PB] 13 or greater adds 3. </p><p></p><p></p><p>Sep 5: Determine Vehicle Condition - As with the Character Damage Threshold, the Vehicle Threshold is extrapolated to +6/+12/+18, to form a 6-step track, just like the Peril and Damage Condition Tracks used elsewhere. And, as with Damage, when Vehicles reach the Moderately Smashed step, they can begin to suffer Mishaps, the likelihood and number of which can increase as the Vehicle takes more Damage and moves further down the Track. Mishaps are like injuries for Vehicles, and are determined in the same way, by rolling Chaos Dice. On a face 6, a Vehicle that has suffered a Mishap will roll on the appropriate table (Moderate, Serious, Grievous), to determine what unfortunate thing has befallen it. Each table has 12 Mishaps, ranging from near-harmless, to worrisome, to downright crippling or even fatal. As with Injuries suffered by Characters, a Fate Point can be expended to ignore a single Mishap.,</p><p></p><p></p><p><strong>(QUICK SIDEBAR: i failed to note earlier, when discussing Vehicle Position and its importance to Vehicle Combat, that Position can be changed by means of a successful Operate Check)</strong></p><p></p><p></p><p>Next, there is an explanation of how to Repair Vehicles, the skills, time and material involved, as well as Difficulty Levels based on Vehicle Condition.</p><p></p><p></p><p>There is a paragraph on the Healing of Injured Dray Horses. I hope you have plenty of bandages!</p><p></p><p></p><p>Chapter 3 closes with some quick rules for using Steeds in place of Vehicles, and how it is different. </p><p></p><p></p><p>Chapter 3 is really nice. It's beautifully illustrated, has a lot of useful info, and introduces some neat subsystems that run off of the same basic framework, rather than being fiddly mini-games. It's concise and well-written. Overall, I'd say my only compaints would be 1 or 2 very minor typos, and the introduction of new terms such as Momentum Dice and Vehicle Threshold, when Fury Dice and Damage Threshold already have an established meaning for pretty much the same thing. I get that it adds a bit of flavor and distinction, but I question whether it was necessary. I can see many just using the already established terms, as my group probably would. But, really, I must admit, that's nit-picking. It's a great chapter of new options that are easily bolted to your existing game. Well done.</p></blockquote><p></p>
[QUOTE="Some Dude, post: 7840558, member: 6980080"] [b]CHAPTER 3: LIBER VEHICULORUM(CONTINUED... AGAIN[/b] Okay, so, looking up, we see that I was partway through explaining the procedure for Vehicle Combat. I was in the midst of discussing Step 2: Make The Attack. I just explained the rules for one kind of Attack, a Vehicle-To-Vehicle Strike. That is, an Attack on one Vehicle, using the Attacker's Vehicle as the Weapon. There is really only one Attack Action, Collide, which is performed by making and Operate Check. The GM will determine the Difficulty Rating, as usual. In addition, passengers may Attack using Ranged or Melee Weapons. There are some restrictions, of course. The Attacker, if not using a Ranged Weapon, will need a Weapon with the Reach Quality. And if the horse (a Dray Horse is needed to do this) pulling a conveyance starts to Bleed or is Injured, the Vehicle may suffer a Crash. Horses bleed just like Characters, that is to say, to death if not treated. And let's just say that one dead horse on your team can make for a really bad day, especially during a Chase or Vehicle Combat. Ranged Weapons can be used, provided the Attacker can see outside the Vehicle. Step 3: Other Vehicle Evades - is Successful, e.g., not Ecaded, it's time to roll Damage. Drivers/Pilots can "Jink", a maneuver designed to evade damage, equivalent to a "Dodge" in personal Combat. A Vehicle's Size, along with other factors, will be used to determine the Difficulty Level of such an Action. One neat detail: Passengers who successfully deal a Melee blow will inflict additional Damage relative to the speed of the Vehicle in which they are riding. This has a cool internal logic, and isn't complex (extra Fury Die). Step 4: Roll Damage - If the Attack is successful, it's time to figure out how much Damage the other Vehicle takes. Vehicles that Collide with other VEhicles inflict Damage according to the following formula: Vehicle Size Modifier+1d10 Momentum Die. The number generated is compared to the other Vehicle's Vehicle Threshold. This is like Damage Threshold, in that it is a track. Its value is determined by adding to the Vehicle Size Modifier an amount determined by the Driver/Pilot's Perception Bonus. [PB] 1 to 6 adds 1, [PB] 7 to 12 adds 2, and [PB] 13 or greater adds 3. Sep 5: Determine Vehicle Condition - As with the Character Damage Threshold, the Vehicle Threshold is extrapolated to +6/+12/+18, to form a 6-step track, just like the Peril and Damage Condition Tracks used elsewhere. And, as with Damage, when Vehicles reach the Moderately Smashed step, they can begin to suffer Mishaps, the likelihood and number of which can increase as the Vehicle takes more Damage and moves further down the Track. Mishaps are like injuries for Vehicles, and are determined in the same way, by rolling Chaos Dice. On a face 6, a Vehicle that has suffered a Mishap will roll on the appropriate table (Moderate, Serious, Grievous), to determine what unfortunate thing has befallen it. Each table has 12 Mishaps, ranging from near-harmless, to worrisome, to downright crippling or even fatal. As with Injuries suffered by Characters, a Fate Point can be expended to ignore a single Mishap., [b](QUICK SIDEBAR: i failed to note earlier, when discussing Vehicle Position and its importance to Vehicle Combat, that Position can be changed by means of a successful Operate Check)[/b] Next, there is an explanation of how to Repair Vehicles, the skills, time and material involved, as well as Difficulty Levels based on Vehicle Condition. There is a paragraph on the Healing of Injured Dray Horses. I hope you have plenty of bandages! Chapter 3 closes with some quick rules for using Steeds in place of Vehicles, and how it is different. Chapter 3 is really nice. It's beautifully illustrated, has a lot of useful info, and introduces some neat subsystems that run off of the same basic framework, rather than being fiddly mini-games. It's concise and well-written. Overall, I'd say my only compaints would be 1 or 2 very minor typos, and the introduction of new terms such as Momentum Dice and Vehicle Threshold, when Fury Dice and Damage Threshold already have an established meaning for pretty much the same thing. I get that it adds a bit of flavor and distinction, but I question whether it was necessary. I can see many just using the already established terms, as my group probably would. But, really, I must admit, that's nit-picking. It's a great chapter of new options that are easily bolted to your existing game. Well done. [/QUOTE]
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