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Motorcycle: 50 credits

A Motorcycle is a two wheeled vehicle, suitable for a rider and up to one passenger sitting behind the driver. Motorcycles can only cross "difficult" terrain at combat speed or lower, and may not pass over "impassable" terrain at any speed.

Trike: 60 credits

These three wheeled vehicles may carry up to two passengers, plus the driver. These vehicles can handle "difficult" terrain at fast speed or slower, and may cross "impassable" terrain at slow speed.

Wheel ATV: 70 credits

4 wheel All Terrain Vehicles may carry one driver and up to two passengers. These vehicles can handle "difficult" terrain at any speed, and may cross "impassable" terrain at fast speed or slower.

BIKE CUSTOMIZATION

Any bike may have any number of customizations as described below limited to one of each customization per bike.

Item Description Cost
Weapon Mount A basic weapon may be mounted on the bike, or a heavy weapon mounted in a side car, to fire in a 90° arc of fire from the front of the bike. Any negative To Hit modifiers due to riding on a speeding vehicle are reduced by 1 due to the added stability of the mount. +50% of weapon cost.
Swivel Mount A basic weapon may be mounted on the bike, or a heavy weapon mounted in a side car, to fire in a 180° arc of fire from the front of the bike. Any negative To Hit modifiers due to riding on a speeding vehicle are reduced by 1 due to the added stability of the mount. +100% of weapon cost.
Dropper Grenades may be dropped from the back of the bike as it is moving. This is a special action which occurs during the movement phase, and takes the firing action of the rider. Pick a point along the path of the bike and roll as if to his a point target (i.e. at -1). The grenade will scatter from that point in a random direction, d3 inches if the to hit roll succeeds, or d3x2 if not. A rider may not drop and Hit & Run, Dive Bomb, or charge. 20 credits
Overcharged Engine The bikes Move characteristic is increased by 1 30 credits
Enhanced Suspension Damage taken from falls and jumps are calculated as if the distance was half that actually fallen. 30 credits
Heavy Armour The bikes Toughness characteristic is increased by 1. 30 credits
Side Car Allows a bike to carry another passenger. A side car may have a separate weapon or swivel mount, which can be fired by the passenger in the sidecar, if the passenger is not a Spud. May be fitted with a heavy weapon mount if on a Wrench's bike, in which case it is fired by the Wrench, and the side car cannot carry a passenger. Can only be taken for bikes, not trikes or four-wheelers. 35 credits
Spikes Adds +1 to the WS of the rider and passengers when in Hand to Hand combat, provided bike is not stopped. 10 credits
Halogen Headlight Any hidden gangers within 12" and in a 90° arc from the front of the bike are spotted on a d6 roll of 4+. 10 credits

BIKE MOVEMENT



Bikes do not move as other models. Instead they have different "speed bands" based on their base movement. Each of these speed bands offers the bike a different level of mobility, as follows:

Speed Band Minimum distance Maximum distance Number of turns
Stopped may face any direction
Slow Base Movement any number
Combat Base Movement x 1 Base Movement x 2 2 45° turns, or 1 90°
Fast Base Movement x 2 Base Movement x 3 1 45° turn
Break Neck Base Movement x 3 Base Movement x 4 none

The number of turns states the number of turns the rider can safely make without having to try a skid turn.

At the start of the battle, the bikes must either be stopped or at slow speed. Bikes may accelerate two speed bands in the movement phase, or decelerate one. (e.g., a bike going Slow may accelerate to Combat or Fast speed. A bike going at Combat speed may decelerate to Slow, but not Stopped.)

TERRAIN

At the start of the battle, both parties should agree on which areas of the board represent difficult terrain for the bikes. Most of the table should be "clear", but there may be places where "difficult" or even "impassable" should be designated. Excessively rough or steep terrain should be "difficult", where steep and rough terrain should be "impassable". Of course, things like sheer walls or pools should be un-navigable by any wheeled vehicle. If the bike enters terrain it cannot cross, it will go out of control for the remainder of its movement and come to a halt. The rider and any passengers must make an Initiative test to avoid falling off the bike.

SKID TURNS

A rider may attempt more 45° turns in his movement than is normally safe (as described in the table above). For each additional 45° turn, the biker must make a test on the Bike Control Table. Any results of the Control Roll will be applied to the new (turned) direction of the bike.

JUMPS AND FALLS

A biker may attempt to jump a gap, or launch his bike off a building edge to a lower level.

If jumping a gap, the biker may use up to half of his movement in the jump. Before making the jump, roll a d6. On a result of a "1", the biker cannot find a suitable ramp and will instead fall off the edge in a controlled manner to a lower level as described below. Otherwise, the bike will fly over the gap and land on the other side. The bike may take damage from the jump. Work the damage as if the bike was hit with a blow of ST equal to half the distance jumped, rounding fractions up. Also, the rider must roll on the Bike Control Table when it lands.

If falling in a controlled manner, the bike will land on the lower level a number of inches away from the starting point equal to the height of the fall. The bike may take damage from the fall. Work the damage as if the bike was hit with a blow of ST equal to the height of the fall. The rider must also roll on the Bike Control Table when it lands. The height of the fall counts towards the bikes movement allowance for the turn.

Bike Control Table
Initiative - d6 Result
-3 or less Thrown From Bike
-2 Out Of Control
-1 Rider Pinned
0+ Under Control

 

Modifiers:
Difficult Terrain -1
Impassable Terrain -2
Each Control roll made this turn -1
Each wounding hit taken by Bike or rider this turn -1
Each "Sputter" hit taken -1

Date: 2015-12-24; view: 869


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BIKER EXPERIENCE SYSTEM | BIKES IN HAND TO HAND
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