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BIKES IN HAND TO HAND

A rider of a bike moving 10" or less can fight (and be fought) in Hand to Hand combat as a normal model. If moving faster than 10", than one of the following special attacks may be used:

Hit and Run

Riders and passengers may make a special hit and run attack on models they pass during the movement phase. The rider or passenger immediately fights a single round of close combat against the enemy model. Each model has a single Attack Die, regardless of the number of attacks in his profile. The attacker receives a +1 bonus to his WS for charging, and will win all ties. Also, no parries may be used by either combatant. If the rider survives, the bike continues on with his movement.

A rider or passenger may only make one Hit and Run attack per game turn.

A ganger on foot may make a Hit and Run attack on a bike. The attacker receives a +1 bonus to his WS for charging, but the biker will win all ties. Also, the attacker must pass an Initiative test to avoid being hit by the speeding bike as he attacks.

Dive Bomb

A rider or passenger may make a special Dive Bomb attack during their movement phase by leaping from the speeding bike and landing on their opponent. This is a very dangerous maneuver, which often leaves the attacker in as bad a shape as the target. The attack is made in the movement phase at a model within 2" of the movement path of the bike.

Each model has a single Attack Die, regardless of the number of attacks in his profile. The attacker receives a +1 bonus to his WS for charging, and will win all ties. Also, no parries may be used by either opponent.

If the attacker wins, the defender is hit with a single hit of ST equal to the ST of the attacker's weapon, plus 1 for each inch of speed above 10" the bike had. Since the attacker has fallen from a moving bike, he may take damage. However, he has been able to break his fall on his victim, so only suffers a hit of half the damage as normal.

If the defender wins, the attacker suffers two hits. The first is calculated as if the attacker fell from his bike, and the second is a single hit from the defender's weapon.

If the attack does not result in a model being taken out of action, the gangers will fight normal hand to hand combats starting with the next game turn.

A ganger on foot may make a Dive Bomb attack on a bike. The attacker receives a +1 bonus to his WS for charging, but the biker will still win all ties. Also, the attacker must pass an Initiative test to avoid being hit by the speeding bike as he leaps into battle. If the attacker wins, the biker is hauled from the bike and suffers a single hit of ST equal to the attacker's weapon, plus 1 for each inch of speed the bike had above 10".

COLLISIONS

When riding around in the crowded Underhive, bikes will run into something sooner or later. This will potentially damage both the bike, and the object with which it collided.

A bike moving at a speed of less than 10" will not cause, nor suffer any damage from a collision. However, the rider or passengers must pass an Initiative test to avoid being pinned in place (even slow speed collisions can shake people up).



When a bike collides with an object, it delivers a single hit of ST 5 causing d4 wounds. For each full 5" above 10" that the bike is traveling, the ST of the bike's hit is increased by 1.

If colliding with a movable or destructible object, the bike will deliver its hit, and suffer a hit of ST equal to the Toughness of the object. If the collision destroys the object, but does not take the bike down, the bike will continue through the wreckage, but must make an immediate control roll. If the object is not destroyed, or if the bike is taken down, the bike will stop, and the rider and passengers will suffer a hit as if falling from the bike (at its speed chosen in the movement phase).

If colliding with an indestructible object, the bike takes a hit of it's ST 5 + 1 for each full 5" of speed the bike has above 10 causing d4 wounds. The bike will stop, and the rider and passengers will take damage as if falling from the bike (at its speed chosen in the movement phase).

Any object with an Initiative characteristic (such as a ganger) may attempt to avoid the collision by passing an Initiative test. If the test is passed, the model is moved out of the path of the bike, and is not involved in any collisions.

DAMAGING BIKES

When a bike takes a hit, make a Strength vs. Toughness roll. If this would result in a wounding hit, the bike may lose wounds. As not all parts of the bike are armoured equally, (such as the tires), the bike has a special, variable saving throw. Roll a d3 and apply any saving throw modifiers and roll a d6. If the d3 roll equals or beats the d6 roll, the bike has made its save and avoids a wound. If the d3 roll is less than the d6 roll, the bike takes wounds as normal.

Bike Saving Throw Example:A bolt gun shell hits a bike, and rolls a "6" to wound. The owner of the bike rolls a d3 and a d6. The result of the d3 is a "3", modified by the saving throw modifier of the bolt gun (-1) to "2". The result of the d6 roll is "2". Since the rolls are equal, the shell merely scraps a bit of paint off the bike, but does not damage it. Had the d6 roll been higher, the bike would have suffered 1 wound.

If the armour roll fails, the bike takes the appropriate number or wounds. For each wounding hit on the bike, the rider must make a Control Roll. If a bike loses is last wound, roll a d6. On a 1, the bike "Sputters", but can continue on, assuming the rider can make a Control Roll, but suffers from a "Sputter Hit", as below. On a 2-5, the bike is out of commission, but may still be repaired or Jury Rigged. The rider must make a Control Roll to bring the bike to a stop. The bike will decelerate to the minimum speed of the next lowest speed band, and will continue to do so until stopped. The rider may still steer the bike while it is coasting in this manner. On a 6, the bike has had it for this fight, and everyone knows it. The bike will automatically go out of control, and the rider must make an Initiative check or be thrown from the bike. The bike will decelerate as above until it stops or collides with a solid object, at which point it will be out of action.

Sputter Hits

A bike which sustains a "Sputter Hit" suffers the following:

Loses the maximum remaining speed band

-1 on all Control Rolls

Counts as moving one speed band faster when maneuvering (except when stopped). For example, at Combat speed, the bike may only safely make one 45° turn, as if it were going Fast. If two Sputter Hits were taken, than it could not safely make any turns, as if it were going Break Neck, etc.

If a bike loses its Slow speed band, it has had it for this fight and can not be repaired until after the game. Consider the bike out of action.

At the end of the battle, any bike which is still suffering a Sputter Hit can be fully repaired, and is available to work territories or forage.

Downed Bikes

A bike which goes down, but not out of action, may be repaired on the spot. A gang member with the Biker Skill may attempt to fix the bike in the Recovery Phase if he is in Base to Base contact with the bike. Roll a d6. On a 1, the bike is repaired, and behaves as if it suffered a Sputter Hit. On a 2-5, the bike is still down. On a 6, the bike is out of action.

At the end of the battle, roll a d6 for each downed bike. On a 1-3, the bike can be fully repaired easily and is available to work territories or forage. On a 4-6, the bike needs extensive repairs, or may be damaged beyond repair, and must roll on the Bike Serious Damage Table. These bikes may not be used to work territories or forage.


Date: 2015-12-24; view: 777


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