Shadows over Baltimore Vehicle Combat |
|||||
|
||||||||||||||||||||||||||||||||||||||||||||
Vehicle
Combat Inevitably, characters will get in
a car chase or face combat with a well-armed drone. Combat involving vehicles generally falls into one of two categories:
standard tactical character combat, and chase combat. Tactical combat primarily occurs when vehicles (usually drones) are supporting (or opposing) the characters,
or in situations where flesh-and-blood characters outnumber
the vehicles involved. (For example, the party is trying to stop the bad guy from boarding a helicopter and getting away.)
Chase
combat usually
occurs predominantly with vehicles (though this may not always be the
case) and is generally a lot more fluid, based more on maneuverability than positioning. Also, chase combat occurs on a much
larger scale and timeframe than standard tactical combat. Vehicle
Attributes Vehicles have a number of attributes
that are relevant to vehicle combat. Vehicle
Initiative Any vehicle that is being physically
piloted or remotely controlled operates on the same Initiative as the character who controls it. If the controlling character
is using full-immersion virtual reality to control the vehicle (this is called “rigging” the vehicle), the vehicle
operates on his Matrix Initiative. Drones that pilot themselves have an Initiative equal to their Pilot + Response attributes.
and they get 3 Initiative Passes per turn. Vehicle
Body Vehicle Body functions much like a
character’s Body, and is primarily used for damage resistance tests. Condition
Monitor Vehicles have a Condition Monitor to
track damage and operability, just like characters. Vehicles do not suffer from Stun damage, however, so they simply have
one Physical Condition Monitor. Higher Body vehicles have more damage “boxes,” same as with characters. A Body
3 motorcycle or combat drone, for example, has 10 boxes on its Condition Monitor. Vehicle
Armor Vehicle armor functions just like character
armor, and is used for the vehicle’s damage resistance tests. Vehicle armor is the same rating against both ballistic
and impact attacks. Since vehicle armor is often much higher than ordinary character armor, gamemasters should remember to
use the trade-in rule for large dice pools (4 dice for 1 hit). If an attack’s modified DV does not exceed a vehicle’s
modified Armor rating, then the attack automatically fails. Pilot Pilot is an attribute that measures
how sophisticated the vehicle’s dog-brain computer is. In general, Pilot substitutes for character attributes (typically
Agility, Reaction, Intuition, and Logic) for any Success Tests that the vehicle makes. (The skill portion is covered by autosoft
programs that are loaded into the vehicle’s memory). Handling
Rating Every vehicle has a Handling rating
that indicates how easy it is to pilot and maneuver. Sensors Sensors are the vehicular equivalent
of the Intuition attribute. Almost all vehicles in Shadowrun have some kind of sensor array, if only to interact with GridGuide and other traffic
network systems. Only retro pre-Crash vehicles lack sensors, and most of them are retrofitted with add-on sensors. When driving
a vehicle, a driver may use the Sensor attribute instead of Intuition when making Perception Tests and other Intuition-linked
Success Tests. Drones always use the Sensor attribute for Perception Tests. Acceleration Vehicles have an Acceleration rating
that determine their movement rates. The number to the left of the slash is a vehicle’s Walking rate in meters per turn.
The number to the right is its Running rate. A drive or drone can attempt to move a greater distance by making a Vehicle Test
(see below). Each hit on the test adds 5 meters to the vehicle’s movement rate. Speed Speed is the reasonable high-end maximum
velocity of the vehicle. Drivers can accelerate past this, but start suffering real difficulties in trying to get their vehicle
to go faster and still maintain control. The gamemaster should apply modifiers as she feels appropriate. Speed is expressed
in meters per Combat Turn. .
Vehicle Tests
Situation Threshold Example Easy 1 Merge, sudden stop, passing Average 2 Avoid obstacle, steer through narrow space, pull a wheelie Hard 3 Hairpin turn, “stoppie” on bike, jackknife truck Extreme 4 180 w/o stopping, jump an obstacle on a bike Terrain Thresholds
Terrain Type Threshold Example Open 0 Highway, flat grassy plain Light +1 Main street thoroughfare, rolling hills Restricted +2 Side street, light woods, rocky slopes, light traffic Tight +3 Back alleys, heavy woods, very steep slopes, high traffic,
mud, swamp, sand Vehicle
Tests Characters don’t need to make
a vehicle test every time they operate a vehicle. For normal everyday tasks, like driving to the Stuffer Shack, it’s
assumed the character performs this automatically. A vehicle test is called for only when there’s a chance of bad consequences
(like crashing), or if time is a crucial factor (like jumpstarting a car while under fire.) To make a vehicle test, the character
rolls Reaction + the appropriate vehicle skill +/– the vehicle’s Handling. The threshold depends on the difficulty
of the task being performed—see the Vehicle Test Threshold Table. A simple task (avoiding a large boulder in the middle
of open terrain) may only have a threshold of 1 hit, while a more difficult task (making a hairpin turn to dive into a narrow
opening) may require as many as 3 or 4 hits. Depending on the circumstances, failure
to achieve threshold doesn’t necessarily mean that the vehicle crashes— it just means the driver failed to
perform the maneuver he intended. Unless the purpose of the vehicle test was to avoid crashing, the driver manages to pull
away in time and make another attempt. Driving
with Augmented or Virtual Reality Characters who are physically driving/piloting
with the aid of augmented reality (they have subscribed to the vehicle as a service) receive a +1 dice pool
modifier on all Vehicle Tests. If they are remotely controlling the vehicle, they receive no bonus. Characters who are driving a vehicle
through virtual reality (whether they are directly jacked in to the vehicle or piloting it remotely), receive a –1
threshold modifier to all Vehicle Tests. Vehicle
Test Glitches A glitch on a vehicle test causes something
to go wrong with the vehicle. This can be anything from accidentally turning on the wipers to getting a flat, at the gamemaster’s
discretion. At its most severe, a glitch might cause a temporary loss of control; apply a –2 modifier to tests made
by any characters within the vehicle. The driver must succeed in a Vehicle Test within one turn or the vehicle crashes. If
the driver gets a critical glitch on the vehicle test, then the vehicle crashes. Terrain The terrain a vehicle is moving through
serves as a threshold modifier to the vehicle test, as noted on the Terrain Table. The terrain type depends
on the number of obstacles that either must be dodged or that block line of sight. Weather and visibility are not
included in terrain and should be treated as standard dice pool modifiers.
Tactical
Combat In standard tactical combat, a vehicle
is treated as an extension of the driver. Initiative is resolved as normal. Actions Drivers must spend at least one Complex
Action each turn driving their vehicle, or the vehicle goes out of control at the end of the Combat Turn. Apply a –2
dice pool modifier to all actions by characters in an uncontrolled vehicle. If the driver does not make a Vehicle Test to
regain control of the vehicle in one Combat Turn, it crashes. In most cases using any onboard vehicle
accessories (sensors, vehicle weapons, etc.) requires spending a Complex Action. (However, there may be some cases where only
a Free or Simple Action is necessary, such as turning on/off Sensors or ECM, arming missiles, and so on.) Listed below is a sample list of vehicle-specific
actions: Free
Actions Change
Linked Device Mode: A driver who is rigging the vehicle or has a direct neural link to it may activate or deactivate various
systems such as sensors, ECM, weapons, and so on as a Free Action. The driver may also call up a status report to monitor
the position, heading and speed, damage report, and/or current orders of the vehicle. Note that activated sensors, ECM, and
ECCM systems come online at the start of the next Combat Turn. Simple
Actions Use
Sensors:
A driver
or passenger may use sensors to detect or lock onto targets. Use
Simple Object:
This
action can be used to manually activate/deactivate sensors, ECM/ECCM, weapon systems, and other onboard vehicle systems. Complex
Actions Fire
a Vehicle Weapon: A driver or passenger may fire a vehicle weapon. Make
Vehicle Test:
A driver
spends a Complex Action when executing a maneuver that requires a Vehicle Test. (It doesn’t cost an action if the driver
is making a Vehicle Test to avoid a crash.) Ram: The driver may attempt
to ram another vehicle (see Ramming, below). Ramming If a driver wants to ram something
(or someone) with the vehicle, treat it as a melee attack. The target must be within the vehicle’s Walking or Running
Range (a –3 dice modifier applies if the driver has to resort to running). The driver rolls Reaction + Vehicle skill
+/– Handling to attack. The target rolls Reaction + Dodge if a pedestrian, or Reaction +Vehicle skill +/– Handling
if driving another vehicle. If the driver gets more hits, he hits the target. Make the damage resistance test as normal. The
base Damage Value of the attack is determined by the ramming vehicle’s Body and speed, as noted on the Ramming Damage
Table. The ramming vehicle must resist only half that amount (round down). Characters resist ramming damage with half their
Impact armor (round up). If the ram succeeds, each driver must
make an additional Vehicle Test to avoid crashing. The threshold for the ramming driver is 2; the threshold for the rammed
driver is 3. Vehicle Speed Damage Value 1-20 Body/2 21-60 Body 61-200 Body x2 201+ Body x3 Chase
Combat Chase combat involves multiple vehicles
moving at high speed over a distance. This covers everything from car and motorcycle chases to aerial dogfights
to armored vehicles in mounted battle. Chase combat is radically different from ordinary tactical combat. Because everyone
is moving around quickly, it’s nearly impossible and practically pointless to keep track of everyone’s position.
Instead, chase combat is handled in abstract terms, where each driver tries to maneuver his vehicle
to gain an advantage over his opponent(s). Chase
Combat Turn Sequence Chase Combat is similar to regular
combat. Here is the sequence for resolving Chase Combat: 1. Opposed Vehicle Test. 2. Roll Initiative. Roll Initiative as
usual. All the normal rules for Initiative apply. 3. Begin Chase Combat Turn. 4. Declare Action/Stunts. Instead of actions,
vehicles execute stunts. Like regular combat, stunts may be Free, Simple, or Complex. See Chase Stunts. 5. Resolve Actions/Stunts by
Initiative Order. Resolve
as normal, from highest Initiative Score to lowest. 6. Resolve Actions/Stunts in
subsequent passes. 7. End of Chase Turn. The Chase Turn ends.
Go back to step 1. Continue resolving chase combat until all opposing vehicles involved have crashed, broken off, or been
destroyed. Chase
Turns Time during chase combat is measured
by Chase Turns. One Chase Turn is one minute long (20 Combat Turns). As with standard combat, Chase Turns are
further subdivided by Initiative Passes. Opposed
Vehicle Test At the beginning of each Chase Combat
Turn, each driver makes a Vehicle Test. The winner chooses the Engagement Range he will have against all vehicles that scored
fewer hits than he did. Ties are broken first by Edge, then Reaction, then Handling. The rules for glitches and critical glitches
on Vehicle Tests apply here. Engagement
Range There are 3 Ranges of Engagement in
Chase Combat: Close, Short, and Long. Close Range is very close—the vehicles are side by side or otherwise in near proximity, and may attempt to ram
each other or cut each other off. This is close enough that a character could attempt to jump from one vehicle to another.
This is Short range for most ranged weapon attacks. Short Range
is near
to each other, but not close enough to directly engage the other vehicle. This is Medium Range for most ranged weapon attacks.
Long
Range is
within sight of the other vehicle, but trailing a distance away. This is Long Range for most ranged weapon attacks. Driver
Complex Actions and Chase Stunts Drivers must spend one Complex Action
each Chase Turn controlling their vehicle. If they choose, they may spend this Complex Action performing one of the following
Chase Stunts. A driver may only perform one Chase Stunt per Turn. If the driver fails to spend a Complex Action controlling
the vehicle, it becomes uncontrolled: apply a –2 dice modifier to the actions of all characters in the vehicle next
turn. The driver must succeed in a Vehicle Test to regain control of the vehicle next turn or it will crash. Break
Off
(Long Range Only): The
driver tries to break contact with all other opponents and flee the scene. To do this, the driver must succeed in a Vehicle
Test with a threshold modifier of +1 per pursuing vehicle after the first. The driver must succeed in this test 3 turns in
a row—only then has he escaped. If at any point he fails a test, or fails to maintain Long Range, he must start to Break
Off all over again. Cut
Off
(Close Range Only): The
driver tries to cut off another vehicle in Close Range, forcing it to crash. Make an Opposed Vehicle Test. The loser must
make a Vehicle Test to avoid crashing, with the net hits generated from this test serving as a negative modifier. Maneuver (Any Range):
The
driver attempts to maneuver for a better position. For each net hit he scores on a Vehicle Test (over the threshold), he adds
+1 die to his Opposed Vehicle Test at the beginning of the next Chase Combat Turn. Ram
(Close
Range Only): The
driver attempts to collide with another vehicle in Close Range. Passenger
Actions Passenger actions take place as normal,
in Initiative order.
Attacks
Against Vehicles When a vehicle is attacked in ranged
combat, the driver rolls his Reaction +/– Handling as the defense part of the Opposed Test. Drones roll their Pilot
+/– Handling. Evasive
Driving Vehicles that are under attack can
take a Complex Action and undertake evasive driving—the vehicle equivalent of full defense. This means the driver of
the vehicle can add his Vehicle skill dice to the defense dice pool to dodge ranged attacks (drones add their Defense autosoft
rating). Evasive driving cannot be used against ramming attacks. Vehicle
Damage Whenever a vehicle is hit by an attack,
it resists damage as normal, rolling Body + Armor. If the attack’s modified DV does not exceed the vehicle’s modified
Armor, no damage is applied. Note that since many vehicles will have large Body dice pools, gamemasters are encouraged to
use the trade-in-dice-for-hits rule (4 dice = 1 hit) to simplify tests. Your average tank, for example, will automatically
get 4 hits on a Body Test by trade in, so there is no point in rolling unless the hits
needed are higher than 4. Crashing Just like Knockdown, if a vehicle takes
more damage from a single attack than it has Body, then the driver must make an immediate Vehicle skill + Reaction (3) Test
to avoid crashing. Called
Shots on Vehicles Called shots against vehicles follow
the same rules as for Called Shot. A third option, however, is available to the attacker if the called shot succeeds.
The attacker can choose to target and destroy any specific component of the vehicle: window, sensor, tire, etc. The gamemaster
determines the exact effect of this called shot, based on the DV inflicted. In most cases, the component will simply be destroyed.
Shot-out tires inflict a –2 dice pool modifier per flat tire to Vehicle Tests. Damage
and Passengers Attacks must specifically target either
the passengers (in which case, the vehicle is unaffected) or the vehicle itself (in which case, the passengers are
not affected). The exceptions to this rule are ramming, full-automatic bursts and area-effect weapon attacks like grenades
and rockets—these attacks affect both passengers and vehicles. If an attack is made against passengers, make a normal
Attack Test, but the passengers are always considered to be under cover (partial cover at the least,
though full cover/blind fire may apply as the situation dictates). Passengers attempting to defend an attack inside a vehicle
suffer a –2 dodge dice pool modifier, since they are somewhat limited in movement. Additionally, the passengers gain
protection from the vehicle’s chassis, adding the Armor of the vehicle to any personal
armor the characters are wearing. In the case of ramming, full-auto and area-effect attacks, both passengers and vehicles
resist the damage equally.
Gunnery The rules for ranged combat apply to
vehicle-mounted weapons. The action required for shooting weapons depends on the mode fired, same as with normal firearms,
but in almost all cases vehicle weapons require a Complex Action to fire. The Gunnery skill is used for vehicle-mounted weapons.
Ordinary characters shooting handheld weapons (for example, sammies leaning out a car window firing handguns) follow the normal
rules for ranged combat, except that they suffer a –3 dice pool modifier due to the motion of the vehicle. Firearms
mounted on a weapon mount (a pintle mount or a ring mount) ignore this penalty. Drones
and Gunnery Drones attack using their Pilot + Targeting
autosoft rating. Drones must have an autosoft appropriate to the weapon they are wielding in order to
attack. Sensor
Tests To detect a person, critter, or vehicle
with sensors, the character/vehicle must make a successful Sensor + Perception Test (Sensor + Pilot in the case of
drones). If the target is trying to evade detection, make this an opposed Test versus the target’s Infiltration + Agility
(metahumans, critters) or Infiltration (Vehicle) + Reaction +/– Handling in the case of vehicles. Since vehicle stealth
is limited by the driver’s ability, the dice applied for Infiltration skill should not exceed the driver’s appropriate
Vehicle skill. Sensors are designed to detect the
“signature” (emissions, composition, sound, etc) of other vehicles, so modifiers from the Signature Table apply
to the detecting vehicle’s dice pool. Sensor
Targeting Characters can use the vehicle’s
Sensor Attribute to help with Gunnery. They can do this by two means: passive targeting and active targeting. Passive
Targeting In passive targeting, the vehicle’s
Sensor attribute substitutes for Agility (or Pilot) as the linked Attribute, so the attacker rolls Gunnery + Sensor. The target’s
Signature modifiers are also applied as a dice pool modifier. Active
Targeting Active targeting uses a vehicle’s
Sensors to lock onto a target. To use active targeting, the character/vehicle must first make a Sensor Test to lock onto a
target. This requires a Simple Action. If the character/vehicle wins the test, the net hits are added as
a dice pool modifier to the subsequent Gunnery Test. If no hits are achieved, the sensors fail to lock onto the target and
an active targeting attack cannot be made. Once a target has been locked onto, active targeting can be used against it without
requiring additional Sensor Tests. If the target vehicle somehow breaks sensor contact, a new target lock must be acquired.
|
||||||||||||||||||||||||||||||||||||||||||||
Enter supporting content here |
||||||||||||||||||||||||||||||||||||||||||||