• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Unplaytested vehicle rules

Morrus

Well, that was fun
Staff member
These are the [basic version of] the vehicle rules for WOIN. These are unplaytested, and feature in NOW, a book some ways off yet, but I was working on them as NEW is currently in layout.

So there are three pages - one which deals with customizing vehicles, one which is a stock list of premade vehicles, and one which explains the basic vehicle combat rules. It's a little terse and assumes you know WOIN's core mechanics.



That's about the depth of vehicle combat rules which will appear in NOW. A separate vehicles supplement will no doubt appear later with much more in-depth rules for those who want a full-fledged vehicle skirmish game compatible with WOIN.

It doesn't list all the awesome maneuvers vehicles can do, as they'll be mainly driver abilities found in careers.

As mentioned, not yet playtested. There's plenty of time, what with NEW in layout and OLD being worked on first. So stuff may (and is likely to) change.
 

log in or register to remove this ad

Quick observation - in real life, vehicles can decelerate more rapidly than they can accelerate (I haven't done more than a quick look, but it appears to be 1.5-2 times). If you wanted to model this, then I suggest allowing vehicles to decrease their SPEED by twice (or 1.5x) their ACCELERATION. [edit - looking at the scale, and how quickly vehicles can reach their top speed, you can probably ignore this]

Acceleration on the 2012 XJ looks too high - it's 0-60 time is around 6 seconds, so nowhere near the Zonda and F1!
 
Last edited:

Yeah, I really need to test this and see what sort of acceleration time (in rounds) feels right. The thing I'm most unhappy with right now is the turning rules. I might steal my starship turning rules and use those instead.
 

Just changed those turning circle rules for the starship combat ones. Much better, I think.
 

It looks good. The only thing that stands out is collisions always bringing a vehicle to a halt. It works for the majority of cases, but a tank, for instance, could roll right over most cars, and wouldn't even notice a motorbike. Maybe have a vehicle be able to keep moving, with its speed halved, if it takes less than, say, 20% of its starting health in damage from the collision.

You could also allow a rule for glancing blows, such as when one vehicle tries to shunt another off the road. Maybe have it cause damage equal to one-quarter starting health, and reduce both vehicles' speed by a quarter. I'm guessing that may already exist as a maneuver.
 

It looks good. The only thing that stands out is collisions always bringing a vehicle to a halt. It works for the majority of cases, but a tank, for instance, could roll right over most cars, and wouldn't even notice a motorbike. Maybe have a vehicle be able to keep moving, with its speed halved, if it takes less than, say, 20% of its starting health in damage from the collision.

You could also allow a rule for glancing blows, such as when one vehicle tries to shunt another off the road. Maybe have it cause damage equal to one-quarter starting health, and reduce both vehicles' speed by a quarter. I'm guessing that may already exist as a maneuver.

Yeah, it's an incredibly quick, simple rule. I think I'll expand it to four collision types - head on, rear-end, t-bone, and sideswipe.

There will be a bunch of maneuvers that anyone can take, and then some specific to certain careers like the driver at the link below:

http://www.woinrpg.com/now-careers/
 

Into the Woods

Remove ads

Top