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BIKER EXPERIENCE SYSTEM

Biker Experience Table   Biker Advance Roll Table
Experience Title 2D6 Result
0-5 Weed Random skill from any skills table
6-10 Green Spud / Small Mamma 3-4 Random skill from a standard skills table
11-15 Spud / Small Mamma Roll d6. 1-3 = +1 ST, 4-6 = +1 A
16-20 Top Spud / Small Mamma Roll d6. 1-3 = +1 BS, 4-6 = +1 WS
21-30 Young Rider / Mamma Roll d6. 1-3 = +1 LD, 4-6 = +1 I
31-40 Rider / Mamma Roll d6. 1-3 = +1 BS, 4-6 = +1 WS
41-50 Rider / Mamma Roll d6. 1-3 = +1 W, 4-6 = +1 T
51-60 Top Rider / Mamma 10-11 Random skill from any skills table
61-80 Champion / Mamma Random skill from any skills table
81-100 Champion / Mamma  
101-120 Champion / Mamma Starting Experience</STRONG< TD>
121-140 Champion / Mamma Type Experience
141-160 Gang Champion / Big Mamma Spud
161-180 Gang Champion / Big Mamma Mamma 5+d3
181-200 Gang Champion / Big Mamma Rider 20+d6
201-240 Exalted Champion / Big Mamma Wrench 60+d6
241-280 Exalted Champion / Big Mamma Lord 60+d6
281-320 Exalted Champion / Big Mamma  
321-360 Exalted Champion / Big Mamma Maximum Value Table
361-400 Exalted Champion / Big Mamma M WS BS S T W I A Ld
400+ Grand Champion / Big Mamma

 

Biker Skills Types Available
Type Agility Combat Ferocity Muscle Shooting Stealth Techno Biker
Spud   x     x      
Mamma x   x   x      
Rider   x     x     x
Wrench   x   x x   x x
Lord x x x   x   x x

 

Biker Skill Table
Jink: The rider is able to make small bounces and shifts as he rides, causing the bike to be harder to hit. All enemy fire directed at the bike is at -1 to hit.
Jury Rig: The ganger may attempt to temporarily fix a downed bike using what can be found in the immediate area (usually rubber bands and chewing gum). Roll a d6. 1- cannot fix bike at all, 2-3 - cannot fix bike now, but may try again later, 4-6 the bike is usable for the rest of the battle. Since the fix is just temporary, treat the bike as "down" at the end of the battle, so the bike may still roll on the Bike Serious Damage table.
Dare Devil: The rider routinely pushes his bike to the limit, performing feats which would cause lesser men to blanch, until he knows the absolute limits of his vehicle. This allows the rider to reroll any jump or skid turn control roll.
Stunt Man: The biker is able to leap from and onto moving vehicles with ease. His uncanny reflexes and ability to avoid injury means that he not suffer an injury when mounting or dismounting a moving bike if he can pass an Initiative test.
Run Through: The rider has perfected the Hit and Run attack, and is a master at using his bike as a weapon in close combat. A WS bonus of +1 is given to the rider for any close combat he is in, provided he is mounted on his bike, and it is not stopped.
Master Mechanic: Wrenches only The Wrench has superior skills in repairing and maintaining the gang's bikes. If the Wrench is not taken out of action at the end of the game, he may be used to reroll one result on the Serious Damage table.

BIKER TERRITORIES



When creating a biker gang, you may roll any of your territories from the following chart. A biker gang must roll at least one of their starting territories from this chart.

Special Rules: As these territories are often viewed as being borderline illegal, any "grass out" rolls against the gang are modified by -1 for each of the Biker Territories the gang controls.

If a Biker Territory is ever captured by a non-Biker gang, then that territory may only ever be plundered, as the workers will refuse to associate with anyone who does not understand the business.

D66 Result Income Territory
11-12 d6 x 10 Dirty Guilder Contact: A guilder offers information to the gang for reasons of his own. The gang can use this information to their advantage and increase their income. They can also press for additional information by rolling up to an additional 3d6. However, if any of the dice come up doubles, then the contact is found out and lost. The contact will also be lost if the gang is "grassed out" As long as the gang has the contact, any "grass out" rolls against the gang will be at +2, as the contact is able to influence his fellows.
13-16 Drug Contact: The gang has links to the illicit drug trade. For a share of the profits, they offer whatever protection they can and direct would be customers to their contact. As long as the gang has this contact, one drug may be treated as common during trading. Roll a d6 when this territory is taken. 1-3 = Spur, 4-5= Kalma, 6= Slaught.
21-26 d6 x 10 Exotic Entertainment Establishment: Scantily clad (and often less) young women and men perform on stage, or in private "Wild Snake" rooms for their customers. Any or all Mammas or Boy Toys which have not been taken out of action may earn extra money for the gang by performing in the club. For each Mamma or Boy Toy, add +1 to the d6 roll. If the territory is not worked by a Rider, the dancers will only take in 5 credits each.
31-36 2d6 x 10 House of Ill Repute: Young men and women sell their favours to lonely underhivers in particular need of their services. In exchange for the lion's share of the profits, the house provides its employees with a clean and safe working environment, a well balanced diet, and perhaps the best protected lodgings in all the underhive. A rider which works the territory may come across a particularly comely employee. If the rider does not have a Mamma or Boy Toy, roll a d6 to see if "sparks fly". On a 6, the employee will join the gang as the rider's Mamma or Boy Toy.
41-46 2d6 x 10 Numbers Game: The gang offers a periodic lottery to whoever is interested. As the lottery is unregulated, the gang can attempt to change the payout at any time. The gang can safely roll 2d6 for income, but can add up to an additional 4d6 if they wish. However, if the sum of the new dice is greater than the sum of the original 2d6, then the players will realize that the gang is not playing fair, and the territory will be lost.
51-56 d6 x 10 Outlander Trading Contact: The gang has some stake in an Outlander Trading post, either as part owners, or in some sort of "protection" arrangement. During trading, the gang may elect to roll one of its items found using the Outlander's Trading Post chart, as opposed to the regular trading post chart.
61-63 Ratskin Contact: The gang leader has befriended the chief of a nearby non-renegade Ratskin tribe. Trade with the Ratskins generates 15 credits. Also, the gang may treat Blind Snake Pouches as common during trading sessions. If the gang also holds an Archeotech Horde, and agrees never to work it, the Ratskin tribe will offer the services of a Ratskin scout. If the Horde is worked or lost, the scout will leave. If the scout dies, he will not be replaced for free.
64-66 d6 x 10 Underground Garage: The mechanics in the underground garage are adept not only at fixing vehicles, but also at making vehicles appropriated by questionable means untraceable. They never ask questions when they notice the distinctive blast patterns of guilder weapons, nor do they offer information on any of their clients. The mechanics also help the gang's Wrenches in maintaining the gang's bikes. As a result, the gang may ignore the first hit in a battle which would disable a bike.

THE BIKES

All bikes share the following profile:

Type M T W
Bike

Date: 2015-12-24; view: 806


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