Dustin DePenning
First Post
Synthicide RPG – vehicle combat rules – feedback?
Hi All!
I've been developing Synthicide for a long time. It's a gritty sci-fi rpg with tactical combat. Quick info here:
www.synthiciderpg.com
I'm working on vehicle combat rules – trying to keep them narrative and fast. I seem to design new vehicle rules every year
The current rules seem a bit complex, unfortunately, but I think they could work. What do you all think of this overview?
VEHICLE BATTLES
Vehicle battles do not take place on a grid. These battles are too fast-paced to be contained in a single location – so why draw it out? What matters is which vehicles can have access to each other, and this is tracked by using Promximity.
Passengers of other vehicles in range can make attacks against you. If their vehicle is close enough, their passengers can attempt to board you or make melee attacks against you. Here's how to set a vehicle battle up:
1.The GM decides Starting Proximity. Proximity determines what sort of weapons and actions vehicles can use against each other. If in doubt, just assume all combatants start at Rifle Proximity.
2.Determine Driver Velocity (DV). Add each driver’s Operation to their Vehicle Velocity to determine their (DV)
3.All drivers Roll 1d10 + DV to determine turn order.
4.Flee Phase: Following turn order, each driver decides whether or not to flee. These actions are automatically successful.
5.Pursue phase: Following turn order, drivers who did not take flee actions can pursue enemies. This requires successful rolls.
6.Passenger Phase: Following vehicle turn order, each passenger may take one action.
Repeat. Continue the three phases in order until the battle is resolved.
[h=2]Flee Phase Actions[/h][TABLE="width: 455"][TR][TD]Driver Action[/TD][TD]Required Rolls[/TD][TD]Description[/TD][/TR][TR][TD]Withdraw[/TD][TD]None[/TD][TD]Automatically successful. Withdraw from all enemy proximities.[/TD][/TR][TR][TD]Escape[/TD][TD]None[/TD][TD]Only take this action if no enemies
have proximity to you. Fully escape the battle.[/TD][/TR][TR][TD]Play Chicken[/TD][TD]Operation[/TD][TD]Dangerous maneuver to force withdraw from pursuing enemies. Can be used to escape spaceship grapples.[/TD][/TR][/TABLE][h=2]Pursue Phase Actions[/h][TABLE="width: 455"][TR][TD]Driver Action[/TD][TD]Required Rolls[/TD][TD]Description[/TD][/TR][TR][TD]Follow[/TD][TD]DV vs. DV[/TD][TD]Regain the same Proximity you had with one fleeing enemy at the beginning of the turn. You may also ram or grapple in the same turn that you take the follow action.[/TD][/TR][TR][TD]Close In[/TD][TD]DV vs. DV[/TD][TD]You move to any desired proximity with any enemy. Proximity choices are Rifle, Pistol, Shotgun, Striking.[/TD][/TR][TR][TD]Grapple[/TD][TD]DV vs. DV[/TD][TD]Spaceships with grapplers can attach to enemy ships in Striking Proximity.[/TD][/TR][TR][TD]Ram Vehicle[/TD][TD]DV vs. DV[/TD][TD]Slam your vehicle into another that is in Striking Proximity. Both take damage.[/TD][/TR][/TABLE][h=2]Passenger Phase Actions[/h][TABLE="width: 455"][TR][TD]Passenger Action[/TD][TD]Required Rolls[/TD][TD]Description[/TD][/TR][TR][TD]Attack Enemies[/TD][TD]Standard Attack action[/TD][TD]Attack an enemy within your proximity[/TD][/TR][TR][TD]Attack Vehicles[/TD][TD]Roll Damage[/TD][TD]Damage an enemy vehicle within your proximity[/TD][/TR][TR][TD]Jump to Enemy vehicle[/TD][TD]Toughness[/TD][TD]You can only jump to vehicles in Striking Proximity. Make a Toughness roll to jump, then Speed roll to hold on.[/TD][/TR][TR][TD]Board Enemy Vehicle[/TD][TD]None[/TD][TD]Automatically board a vehicle grappled by yours.[/TD][/TR][TR][TD]Take Control[/TD][TD]Toughness vs Toughness[/TD][TD]Wrestle control of the vehicle away from its pilot.[/TD][/TR][/TABLE]
Hi All!
I've been developing Synthicide for a long time. It's a gritty sci-fi rpg with tactical combat. Quick info here:
www.synthiciderpg.com
I'm working on vehicle combat rules – trying to keep them narrative and fast. I seem to design new vehicle rules every year

The current rules seem a bit complex, unfortunately, but I think they could work. What do you all think of this overview?
VEHICLE BATTLES
Vehicle battles do not take place on a grid. These battles are too fast-paced to be contained in a single location – so why draw it out? What matters is which vehicles can have access to each other, and this is tracked by using Promximity.
Passengers of other vehicles in range can make attacks against you. If their vehicle is close enough, their passengers can attempt to board you or make melee attacks against you. Here's how to set a vehicle battle up:
1.The GM decides Starting Proximity. Proximity determines what sort of weapons and actions vehicles can use against each other. If in doubt, just assume all combatants start at Rifle Proximity.
2.Determine Driver Velocity (DV). Add each driver’s Operation to their Vehicle Velocity to determine their (DV)
3.All drivers Roll 1d10 + DV to determine turn order.
4.Flee Phase: Following turn order, each driver decides whether or not to flee. These actions are automatically successful.
5.Pursue phase: Following turn order, drivers who did not take flee actions can pursue enemies. This requires successful rolls.
6.Passenger Phase: Following vehicle turn order, each passenger may take one action.
Repeat. Continue the three phases in order until the battle is resolved.
[h=2]Flee Phase Actions[/h][TABLE="width: 455"][TR][TD]Driver Action[/TD][TD]Required Rolls[/TD][TD]Description[/TD][/TR][TR][TD]Withdraw[/TD][TD]None[/TD][TD]Automatically successful. Withdraw from all enemy proximities.[/TD][/TR][TR][TD]Escape[/TD][TD]None[/TD][TD]Only take this action if no enemies
have proximity to you. Fully escape the battle.[/TD][/TR][TR][TD]Play Chicken[/TD][TD]Operation[/TD][TD]Dangerous maneuver to force withdraw from pursuing enemies. Can be used to escape spaceship grapples.[/TD][/TR][/TABLE][h=2]Pursue Phase Actions[/h][TABLE="width: 455"][TR][TD]Driver Action[/TD][TD]Required Rolls[/TD][TD]Description[/TD][/TR][TR][TD]Follow[/TD][TD]DV vs. DV[/TD][TD]Regain the same Proximity you had with one fleeing enemy at the beginning of the turn. You may also ram or grapple in the same turn that you take the follow action.[/TD][/TR][TR][TD]Close In[/TD][TD]DV vs. DV[/TD][TD]You move to any desired proximity with any enemy. Proximity choices are Rifle, Pistol, Shotgun, Striking.[/TD][/TR][TR][TD]Grapple[/TD][TD]DV vs. DV[/TD][TD]Spaceships with grapplers can attach to enemy ships in Striking Proximity.[/TD][/TR][TR][TD]Ram Vehicle[/TD][TD]DV vs. DV[/TD][TD]Slam your vehicle into another that is in Striking Proximity. Both take damage.[/TD][/TR][/TABLE][h=2]Passenger Phase Actions[/h][TABLE="width: 455"][TR][TD]Passenger Action[/TD][TD]Required Rolls[/TD][TD]Description[/TD][/TR][TR][TD]Attack Enemies[/TD][TD]Standard Attack action[/TD][TD]Attack an enemy within your proximity[/TD][/TR][TR][TD]Attack Vehicles[/TD][TD]Roll Damage[/TD][TD]Damage an enemy vehicle within your proximity[/TD][/TR][TR][TD]Jump to Enemy vehicle[/TD][TD]Toughness[/TD][TD]You can only jump to vehicles in Striking Proximity. Make a Toughness roll to jump, then Speed roll to hold on.[/TD][/TR][TR][TD]Board Enemy Vehicle[/TD][TD]None[/TD][TD]Automatically board a vehicle grappled by yours.[/TD][/TR][TR][TD]Take Control[/TD][TD]Toughness vs Toughness[/TD][TD]Wrestle control of the vehicle away from its pilot.[/TD][/TR][/TABLE]