Friday, September 4, 2015

Chariots of Rubbish Part 5: Weapons

ON THE APPLICATION OF VIOLENCE

In Chariots Of Rubbish, the Weapons are RAD!*

RANGE is how far this thing can shoot. It's measured in Positions, Sectors, or rarely entire Zones.
ACCURACY is how likely you gun is to hit. When you shoot people, roll 1d10 + A while they roll 1d10 + CO. You hit if you rolled higher!
DAMAGE is how much this thing hurts. You add this number when seeing how badly your target GETS REKT.

Ranges come in a few different types.
  • Positive range means the weapon is front mounted. If you're in Sector 3, Position 6, and you have a range of S 2, you can hit anyone from Sector 3, Position 7 to Sector 5, Position 9. If you do a bootlegger turn, you can shoot backwards in this same manner.
  • Visual range is the same thing. If the target is in front of you and you can see them, you can hit them!
  • Zero range means you can ONLY hit a vehicle in the same Position, Sector, or Zone as you.
  • AC range includes your current Position. Otherwise treat as positive range, with your AC score as the number of Positions you can hit.
  • Negative range means the weapon leaves something behind. Regardless of what direction your vehicle is facing, they always hit 1 Position behind you.
*Again, I swear that just happened.


ON GETTING REKT

Whenever you GET REKT, roll 1d10 + ST against 1d10 + D. The difference between these rolls is the Margin. Whoever rolled higher rolls 1d100, and chooses that result + or - the Margin.

Example: Sally has just blown up my Stability 2 car with a mine, which is Damage 4. I roll 1d10 + 2 and get 7 total, while she rolls 1d10 + 4 and gets 10 total. The Margin is 3, in her favor. She rolls 1d100 and gets 58. She may choose any result from 55 to 61 for me to suffer. She picks 60: Flip Over Twice. I skip my Movement Phase and GET REKT again for 7 damage. Sally smiles and reaches for the dice: here we go again.


ON HAZARDS


Hazards are obstacles on the track that you really don't want to hit. Just like a vehicle, they have a Zone, Sector, and Position. Unlike a vehicle, they usually don't move. When you enter or pass their Position in the Movement Phase, you make a CO check. You avoid them if you roll higher then the number of Positions you moved this round; otherwise you crash into them.


ON COVER

If you can't SEE your target, that usually means you can't shoot him! Use common sense. If the cover is short or shoddy, consider giving -1, 2 or even 3 A to the attacker.

Weapons that descend from above don't give a damn about cover, unless the target is in a cave or something.


ON THE JOYS OF PYROMANIA


Being on fire sucks. At the beginning of your Movement Phase, you GET REKT, D: # of rounds you've been on fire. Putting out the fire takes a REPAIR roll. If you ram or grapple someone while on fire, they are now also on fire.


#
Name
Range
Accuracy
Damage
Special
0
No Weapon
-
-
-
+1 AC. Hoooray pacifism.
0
Grappling
AC P
CO
-
Your cars are now stuck together. A REPAIR will pry you apart. In the Movement Phase, you average your two AC rolls.
0
Ramming
AC P
CO
RAd4
You GET REKT, D: Target's RA.
1
The Hand Gun From Hell
0 P
-
4
It counts as a side arm, so a Crew member rolls SHOOT instead of rolling Accuracy VS Control.
2
Enormous Crossbow
3 S
5
0
You have one BLACK ARROW: Automatically hits and the target's GET REKT roll is treated as a 1.
3
Tank Cannon
4 S
0
8
Takes one action to fire, one to reload.
4
10 Guns Welded Together
1 S
6
1d6
All different munitions. It's a wonder it fires at all.
5
Frickin' Lasers
Visual
7
5
Pick a color! It reflects off of mirrors.
6
Grey Goo Gun
2 S
1
-2
Fires nanobots: they eat metal. -1 ST. 4/6 it keeps going next round (with another GET REKT roll!)
#
Name
Range
Accuracy
Damage
Special
7
Freeze Ray
1 S
5
-
Sector becomes Slippery Terrain. Anyone hit freezes: no Movement Phase until you REPAIR the ice off. 1 round recharge period.
8
Water Cannons
1 S
3
-
Can spray forwards and backwards. Enemy Crew needs to HANG ON. Can also spray the ground: a Smooth Sector will become Slippery.
9
Green Goo Gun
2 S
1
-
Rapidly Hardens. Target gets -1 AC, +1 ST (stacks). Any attack will break it off. Stop for a round and you can build ramps and bridges.
10
Grappling Chain Rockets
3 S
5
-
Long distance Grapple! You can reel yourself towards your target at 5 Positions a turn.
11
Ion Blaster
2 S
4
-
Turns off their controls and their weapons for 1 round.  They auto fail all CO checks.
12
Harpoon Gun And Grav Anchor
3 S
4
-
Tag and Drag! -2 AC, -2 CO until they cut the thing off.
#
Name
Range
Accuracy
Damage
Special
13
Heat Beam
Visual
3
-
Sets the target on fire.
14
Lightning Generator
0 Z
Auto
5
Attacks from above! Attacks a randomly rolled car or tall object. 1 round recharge period.
15
Heat Seeking Missile Launcher
4 S
Auto
6
Takes 1 round to catch up. Always homes in on the closest target. Slow Reload: Fires once per Zone.
16
Pipe Organ Missile Launcher
3 S
0
3
Takes 1 round to catch up. Launches 1d4 missiles, straight up! They come down from above.
17
Hwacha Firework Missiles
2 S
-
5
Roll 1d20 ten times. Those ten Positions in the next two Sectors GET REKT, D: 5. Needs an action to reload. Very pretty!
18
Plasma Cannon
3 S
2
8
Get's hot! 1/6 chance it melts and you effectively shoot yourself! Guy firing needs to SURVIVE.
#
Name
Range
Accuracy
Damage
Special
19
Tentacles
0 S
5
1
Up to 6 targets a round need to HANG ON or get picked up.
20
Bolted On Giant Hands w/Sword
AC P
3
6 or 2
Can do hand things. D: 6 with sword, D: 2 with arm but lets you auto Grapple if you hit.
21
Machine Guns
1 S
2
1
1/2 of Crew must SURVIVE, rounded up.
22
Flamethrower
AC P
Auto
-
Enemy Crew must SURVIVE. Then the car catches on fire.
23
Rocket Propelled Chainsaw
3 S
6
0
The first round it chainsaws a hole in your car. Next round it explodes, and everyone rolls SURVIVE. Slow Reload: Fires once per Zone.
24
Shuriken Battery
AC P
7
-2
Enemy Crew must HANG ON.
#
Name
Range
Accuracy
Damage
Special
25
Quake Hammer
0 S
Auto
-
This Sector becomes Rough terrain. Cars in this Sector have all Crew HANG ON (unless they hover).
26
Jensen's Brand Kraken-in-a-Can
-1 P
-
-
Hazard: Angry squid monster. It tries to latch on: success means -2 AC and it's riding with you. HP: 30, R: 0 S, A: 3, D: 1. You get one.
27
Vortex Grenade
-1 P
-
All Of It
Hazard: Screaming hole in reality. Pass a CO or BE DESTROYED UTTERLY. It moves forward 1d10 Positions every Movement Phase. You get one.
28
Mines
-1 P
-
4
Hazard: Mine. If they fail a CO it is your OPTION to blow it up.
29
Mountain Gun
2 S
-1
6
Hazard: Stone pillar.
30
Hallucinogen Grenade
-1 S
Auto
-
Hazard: Pink Cloud. Unavoidable, takes up entire Sector. Pass through and the GM rolls on the TRIPPIN' BALLS table. Slow Reload: Fires once per Zone.


TRIPPIN' BALLS Table

The first law of trippin' balls: Ham it up. The trees are moving. Your exhaust is made of butterflies. The sun has gone black, and the clouds start circling it like water around a drain.

Pick whichever one of these might apply. Or roll if you are very good at lying.
  1. Tell the player they failed when they succeeded. Secretly keep track of their results, while going on as if nothing is happening.
  2. Tell the player they succeeded when they failed. Talk about the effects of their action, roll lots of dice, describe how it affects the other racers. These are all lies.
  3. Fabricate a hazard or monster. Ask the player how they will deal with it.
  4. Describe an important feature of the environment as non-important. If asked, insist that currently it's trivial to avoid. Then roll the dice to see if it fucked the player up.
  5. Describe what other vehicles are doing, make it up. Someone crashing, attacking you, taking a different path.
  6. Mix up which vehicle is doing what.

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