Friday, September 4, 2015

Chariots of Rubbish Part 8: Rules Of Play

ON POSITIONS, ZONES, AND SECTORS

Races courses are pretty big. Here's the how big!

A Zone is the part of the map you are in. It might have anywhere from 1 to 6 Sectors.
A Sector has 10 Positions, from 0 to 9.
A Position is just a number.

So your car could be in Zone 3, Sector 2, Position 9. Go forward 1 Position and you're in Zone 3, Sector 3, Position 0.


ON THE WHAT HAPPENS IN A ROUND

From first to last, every car goes through the ACTION PHASE and the MOVEMENT PHASE. If two cars share a Position, they take their actions concurrently.*

Action Phase: Decide on which actions you take. You get one Driver action, and up to CR Crew actions. Execute these actions in any order you please.

Movement Phase: Roll 1d10 + AC. You can add this number or less to your Position**. If your Positions is now over 10, then move to the next Sector and subtract 10 from your position.

At this point, here we go again!

*As long they didn't roll the dice on it,  they can even change their action based on what the other guy just said! And the other guy can change it to! This shit can literally go back and forth.

**Why add less? Maybe you wanna nuzzle up to another car to unload on their ass! And avoiding hazards is a lot easier when you're moving slow.


ON THE ACTIONS YOU CAN TAKE

The following is not to be taken as a conclusive list, but rather as shit players keep asking me about, so I figure I'd develop rules for it.

Driver Actions (Pick 1)
  • Floor It: Get Advantage on your AC check in the Movement Phase.
  • Evade: Get Advantage on all opposed CO checks this round.
  • Bootlegger Turn or Rockford Turn: Roll CO. Make it and you car reverses direction while going full speed. Fail and you spin out, skipping your Movement Phase.
  • Block: At the end of her round, your target has to beat you in an opposed CO check, or her maximum Position is 1 behind you.
  • Ramming: Roll opposed CO checks. Win and he GETS REKT, D: RAd4, you GET REKT, D: Target's RA.
  • Grapple: Roll opposed CO checks. Beat her and your cars are stuck together. REPAIR can pry you apart. In the Movement Phase, add your AC rolls and divide by two to determine your mutual Position.
  • Use Weapon: For a target in range, roll a d10 plus accuracy vs their CO check. If you beat them they GET REKT, D: your weapon's damage.
  • Whatever you make up!

Crew Actions (Pick CR)
  • Use Weapon: As above!
  • Repair: Roll REPAIR. You do need to be on the vehicle you're repairing.
  • Shoot: You need to be in a Position adjacent to you target. Roll SHOOT. If you succeed, your target must roll SURVIVE.
  • Melee: You need to be on the same car as you target. Roll MELEE. If you succeed, your target must roll SURVIVE.
  • Some other shit you make up!

Free Actions (Doing these doesn't take up your action)
  • Trick: Play a dastardly trick!
  • Boarding: Get over on the other guys car! You need to be grappled to it.
  • Jump: Boarding for the ungrappled. Destination needs to be adjacent to you. Roll 1d10 on the jump table!

*Jump Table

10 - 6
You made it!
5
You made it, then tripped on your ass! You can't take any actions this round.
4
You're hanging on by your fingers! HANG ON or fall off.
3
You fall off, but manage to latch onto the next vehicle. HANG ON as above.
2
You fall off. Stuck in the Position until picked up (or run over).
1
You fall RIGHT INTO THE WHEELS OH GOD. Roll SURVIVE.


ON RUNNING THE RACE

Before the race, the GM shows everyone the map, describing the zones and general hazards found in them. The players then take turns telling the GM their course tricks, and the GM adds these to her secret list of hazards.

Everyone starts at Zone 0, Sector 0, Position 0. Get your best announcer voice on and introduce all the vehicles and drivers. The race begins with fanfare, cheering, and the Movement Phase.

The race is won by the first team member to cross the finish line, by any means possible. This means:

You can steal someone else's car and win in it.
By keeping your old car, you can then finish in both first AND third place.
Two teams can win by sharing the same car.
If a car crosses the finish line with a melee happening on it, everyone on it ties.

You're only out of the race if your entire Crew dies.

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