RoadWar 2000

This section is very rough. The rules are a little more complex to due to the demands of a comprehensive vehicle combat system. I'm still looking for some good Mental Mutations, and the Artifacts are a little weak. Send in those suggestions you keep talking over.

 

enjoy.

 

Section RW1: Intro

The Grease Age. Wandering bands of maurauding punks. The last of the V8 Detroit Iron. It's the dawn of the Apacolypse, or maybe it's hard drivin on a friday night. Either way it's Guns and Gasoline.

Big decision time. This genre can be played two ways;

A) Desolate Irradiated Wasteland
Resources are scarce. All Powder weapons will have a randomly determined # of reloads at the begining of the battle (1d10). You may purchase more reloads at the cost of 1 cp/per shot. All powder weapons and explosives are 3x normal cost and will misfire on an unmodified ToHit roll of 1. When Powder Weapons Misfire, they simply don't discharge. When explosives misfire the detonate immediately.

B) Post Modern, Twilight 2000.
Supplies are relatively available, Ignore Muties.

Have fun.

Section RW2: The RoadWarrior

Hard. Mean. Fast

The three classes of normal men are; Men, MadMen, and RoadWarriors. Their stats can be found on table B1.

Section RW3: Special Men; GreaseMonkeys, EggHeads, SawBones, and Muties

 

Grease Monkeys

Stuff breaks. They fix it.

Grease Monkeys are the vital artisans of the wasteland. Thought cowards and fools by the more adventureous Warriors, without the hard skills and cunning of the Grease Monkeys every thing would grind to a halt. mostly illiterate and never educated, these idiot sevants derive ther skills from experience (past mistakes), know-how ('I seen this done on a lawn mower once') and hard hunches (random guesses).

GreaseMonkeys are of primary use in a campaign setting. They can repair damaged vehicles between battles, improve the performance of vehicles before battles, and work with EggHeads to install Mechanical Artifacts.

GreaseMonkeys are some what rare, and good ones are hard to find;. Each army may have only one, and you never know what you're going to get. Roll on table RW2K1c to determine the Ability and Cost of the Monkey.

The 3 abiliteies of a GreaseMonkey are Repair, Install and Tune. GreaseMonkeys may attempt to Repair damaged vehicle components. to do this the Gmonkey must roll 6 or more on 1d10. This roll will be increasesd by the Gmonkeys repair skill and decreased by the modifier of the repair. Installation works they same way, however there is no difficulty modifier (you just gotta have the part.) These tasks can take place during battle. The vehicle must be stopped, and there is a -1 if the mechanic is being fired at. Lastly is Tuneing. A Monkey may tune 1 vehicle per level before the game. These vehicles will gain an additional 5" of acceleration per turn for the game.

Grease Monkeys need tools. The more tools, the better. And they need big tools. Big tools fix big problems. Tool kits come in different classes ranging feom 1 (a wrench) to 10 (a full scale shop with Air tools, Car Lifts, Arc Welders, the works(this includes the tools, not the structures). Players should be sure to supply the GreaseMonkey with the appropriate size tools (a swiss army knife (while very handy when placed in the hands of and expert) is not a class 8 tool kit!). A tool kit cost is equal to the square of its class (a level 5 tool kit costs (5x5) 25 points. When a Grease Monkey attempts repairs, his repair roll is modified by the class of his tool kit.

 

 

EggHeads

EggHeads are the keepers of ancient knowledge. There abilites stem from years spent in study of the old books and skills of the Information Age. Eggheads are the only people who can restore artifacts, and they are esential in developing an advanced army.

EggHeads are also incredible organizers. Having an Egghead in your army will increase a Grease Monkeys fix it roll by 1.

EggHeads can troublle shoot weapon problems to prevent failure. Before the battle begins the EggHead can roll 1d10 to determine the number of weapons or explosives that will never misfire.

 

SawBones

SawBones fix people. Sometimes. They are very similar to GreaseMonkys in their passion for their work, their lack of training, and their use of crescent wrenches, drills and alcohol.

SawBones must carry a Medici Kit in the form of a case or other treapping. They do not participate in combat, but have been known to cause the death of those in battle.

SawBones can heal 1d6-2 HPs (a negative resuld results in loss of HP) on a success roll of 4-6 on a 1d6. They may make only one attempt per turn, on one patient. That is they roll 1d6. If they roll a 4, 5, or 6 they may make a second roll to determine how many HitPoints they restore.

SawBones may have their camps specially equipped with "Hospitals", this grants them automatic success in administering healing, though the amount of HP restored is still random. Hospitals cost 30 points, added to the cost of the building.

Medici Wagons, cost an additional 5 points added to the cost of the vehicle. This increases the chance of success to 3-6 on 1d6.

SawBones cost 5 points.

 

Muties

The drifters who spend too much time out in the hot zones. The Derelicts who live in the radioactive wastes or even over-thrown gang leaders exiled to the far reaches of the unknown lands, over time, suffer the serious, grotesque warping effects of radiation exposure. Aside from the disfiguring and often crippling physical attributes strange, mental side effects have been documented. The fortunate few can develop telepathy, telekinesis, energy bolts, invisibility, super strength and more. All are latent human abilities that their mutated minds have unleashed.

Roving bands of these mutants are a menace to frontier civilization areas. Often one or two radioactively enhanced 'men' will lead a pack of the less gifted muties. The Psy-Mutie, will lead this band of primitve, nuked out brethren, decked with salvaged jalopies, and very primitive weapons. He can alternately be 'hired' out to gangs as a special purpose hit-men.

Muties have a base cost determined by there class (man, MadMan or Warrior) and may purchase skills and abilities. Muties may have up to 4 rolls on the Mutantions tables (RW2K1a and 1b) at 3 CP per roll.

Muties are immune to any Rad damage.

We should still have a random chart to roll for your powers, but unlike the others (very spell-like) I'm thinking we do 'wasteland' like mutations, sure have a good half of it be 'traditional' psychic stuff, but also have almost hero-like abilities too, to represent the hardening of the wasteland on an individual. Ex: 'Hot' Pocket-individual emits high levels of radiation (so this would work like a personal damage-shield) people in contact, H-T-H or whatever would take additonal RAD damage or 2) Gamma Green-gamma rays have increased this person's strength to 'hulk-like' proportions while turning his skin a greenish hue, Really these could be good items for the skills chart too, good descriptions or whatever for strength, agility and stuff. I do like the 'Hot' Pocket though

 

Section RW4: Heroes

Heros are Men who have risen to the top, some times due to great deeds, but usually due to great egos. In essence the scope and cost of a Hero is unlimited. The Hero's enhanced abilities are due to breeding, training, or in extreme cases magical or mechanical enhancement. Attributes can only be given once and remain for the life of the hero. Skills are learned and can be added after the initial creation of the character. Some Skills are cumulative (this is indicated on each skill table).

Attributes apply to anything the Hero does. That is, if a Hero has the attribute Agility, he gains +1 to all ranged combat. The Hero must have this Attribute when he's created and can only buy it once,

Skills are learned abilities. They can be purchased between games to simulate character growth, and may be purchased beyond the base level.

Combat Skills (specialization, extra attacks, etc) apply to one particular weapon, chosen by the Hero. If the Hero want's to be Specialized in more than one weapon he must purchase more than one Skill.

Any Skills purchased beyond +1 costs the sum of the bonuses (huh? WHAT?? (that means if you want a +2 To Hit specialization on Battle Axe it costs 3 CP (1+2). A level 3 bonus would cost 1+2+3 or 6 points) Get it?).

Highway Heroes can buy any of the skills and attributes found on table RW2K4 and tables RW2K5.

Section RW5: Game Play and Combat

The Advanced Game Turn is broken down into 6 Phases. Each phase is dedicated to a certain activity as described below.

Phase1: You and your opponent should each decide on an imaginary line behind which your forces will be deployed. When the lines are drawn, deploy your forces in any fashion you choose. You can put troops on buildings, behind buildings, anywhere they can stand or lay.

Phase2: Roll for initiative. The player with the highest roll moves first for the duration of the turn.

Phase3: Using the movement rates of the models, the winner of the initiative moves one unit or vehicle its allotted distance, then the loser does the same. The twoSome actions, like crashes and bomb dropping may interrupt the movement phase. Collisions between objects are done in the following manner:

When a vehicle collides with an object, some bad bad things can happen.

Assume a vehicle moved 12" and ran into a building. The building would take 12 SP in damage, the vehicle 24 SP. If the vehicle careened through a squad hitting three of the members, they would each take 24 points (ick!) and the vehicle would take 6 points three times (once per man).

Men may attempt to leap out of the way of an oncoming vehicle. If the individual successfully rolls his current HP or less on 1d10, he tumbles safely to the side, but looses one attack this turn.

Collisions with flyers are treated in the same manner for the target, only the flyer always crashes.

Phase 4a: This is the Special Thingy Phase where weird mental powers, majik abilities or funny devices may be used (the device in question will denote its funniness in it's description.)

Phase 4: Men can fire only one weapon per turn (unless they have special skills or abilities) The player that won the initiative fires the weapons of one vehicle or squad at the target(s) he chooses, checking to make sure the target is in range. He then makes the appropriate ToHit roll as supplied by the weapon charts. If he hits a squad, the targeted individual in the squad takes the hit and damage is subtracted from the unlucky schmucks HP (damage does not "roll over" to other members of the squad). If he misses, nothing happens to the target.

Men who are at least 1/2 concealed by cover gain a -2 to being hit by enemy fire.

Some weapons may have burst effects damage (burst effect does roll over as described in burst effect). The players alternate until everyone that wants to and can fire has done so. After all the shooting, Men with hand weapons who are in range and have not shot may hit. Shooting at a nonmoving object at point blank range will automatically hit.

Man and vehicle are ripped apart as soon as the destruction is recorded. Scatter the pieces over the area that the item was destroyed in and remove half of the pieces from the playing area, leaving realistic debris behind. When a squad of men is destroyed, simply sprinkle their bodies and equipment over the area they died in.

RW2K introduces a new type of combat. Throwing stuff. A MiniFig can throw a hand held objects (such as TNT, grappling Hooks, rocks, etc.) Short Range = Current HP (+any Strength Bonuses) and Long Range = 2x Current HP. Multiple items may be bound togeter and thrown as a bundle at the cost of 1" in range per additional item. If a Thrown Weapon misses it will land 1/2 the distance thrown in a random direction from the target.

Burst affect works differently in RW2K. A Burst Affect weapon has a Burst radius (indicated by "B#"). The # is the number of inches of radius for the burst affect. ALL objects in the burst radius take FULL damage from the atack.

So let's put it together: 3 sticks of TNT would have a -2 range, but do 3 points of damage to everything in the blast radius (see table RW2K6 for more on TNT).

Otherwise, game play works just as stated in Section B5 in the Basic Book.

Section RW6: Hand Weapons

These weapons are carried by Warriors, or other humans, for use against enemies, in the form of humans or vehicles. They can be found on tables RW2K6.

Men also have extra equipment they may carry. Things included on this list are scopes, armor, and special ammo and is found on tables RW2K7.

Section RW7: Vehicles and Vehicle Weapons

Cars are made of parts. Different parts do different things. One important part is the Body. The Body holds the vehicle together, determines how big the vehicle is, and how much stuff it can carry. When the body is built, find the area (in studs) that it takes up. This is most easily done by placing it on a square piece of a known area, counting the studs on the square that are visible, and subtracting the latter from the former. Any fraction of a stud counts as a half stud. both the Cost and Structure Points of a body are equal to it's area/2.

Another important part is the Engine. The engine determines the top speed and the acceleration of the vehicle. Different Engine parts do different things, and there are many extra components that can enhance performance.

Engine stuff. At the very least the engine must have a Cylinder Block (one cylinder can be represented by a 1 stud brick, but be imagineative). One cylinder can pull up to 10 structure points of a vehicle. The cylinder itself has 1 SP. The more cylinders you have, the more vehicle structure you can pull. The amount of pull you have will affect your acceleration and your top speed. More is better.

To get the heap moving you must have more pull than you have total vehicle SP (including all components). This will allow you to accelerate 5" per turn and reach a top speed of 25" per turn. If you'r vehicle's pull is twice the total SP you can accelerate 8" per turn and have a top speed of 30". All vehicles can slowdown by 10" per turn. Anny change in speed must be announced at the beginning of the vehicles movement.

 

Driving. Movement is handled as normal, however you may only move the speed of your vehicle last turn + up to your Max Acceleration. You may break (negitive acceleration)10" per turn.

 

Turning. A vehicle may turn in an arc with a radius equal to its speed in studs. That is, if you have a car going 15" per turn this turn, and the driver wishes to redirect the vehicle, you take a 15 stud long plate extended from the side of the vehicle, pin the opposite end, and move the car through the arc as far as you wish (provided the car doesn't travel more than it's 15" for the turn).

You may attempt to turn a tighter arc, but you might wipe out. You must roll greater than the number of studs you've shortened the turning radius by (on 1d10) or check the crash table (Table RW2K9) to see the results.

You may attempt as many turns as you like, provided the vehicle does not exceed its max speed.

 

 

 

 

 

 

Speeds just a matter of money. How fast are you wanting to spend? The components on Table RW2K10 can be purchased to enhance a vehicles performance.

Super Charger + 3" acc

Turbo + 5" top speed

NO2 + 5" acc and +5" top speed for 1 turn

Tubular Headers + 10 sp of pull

HD Radiator + 2 on engine failure rolls

Off Road Suspension -3 studs on turn radius when off road

Off Road Tranny - 1 studs on turn radius when off road

Off Road Tires -1 studs on turn radius when off road

Race Suspension -3 studs turn radius on road

Race Tranny - 1 studs on turn radius when on road

Race slicks -1 studs on turn radius when on road

Anti Lock Breaks break up to 15" per turn

Armor Plateing +1sp for weight and damage to vehicle

 

Cargo

In addition to components, any cargo (including passengers) will add to the weight of the vehicle (SP for determineing speed, but not damage). In general add the cargos sp to the vehicles sp. People weigh 3,4 or 5 sp, special Egg Head equipment should have a designated SP

 

 

Section RW7a: Vehicle Critical Hits

If a vehicle takes 25% or more of its current SP in damage in one turn, there's a chance for the weapons striking the vehicle to cause more serious internal damage. If this is the case, critical hits are scored on a 6 or over on a 1d10.

To determine what is damaged when a vehicle gets a critical hit, roll 2d10 and consult table RW2K2 (if the item rolled is not available go to the next one on the list:

 

Section RW7b: Collisions and Vehicle Boarding

When a vehicle collides with an object, or another vehicle, some bad bad things can happen.

Assume a vehicle moved 12" and ran into a building. The building would take 12 SP in damage, the vehicle 24 SP. If the vehicle careened through a squad hitting three of the members, they would each take 24 points (ick!) and the vehicle would take 6 points three times (once per man).

Men may attempt to leap out of the way of an oncoming vehicle. If the individual successfully rolls his current HP or less on 1d10, he tumbles safely to the side, but looses one attack this turn.

Men may attempt to board vehicles to commender them. To board the man must roll his current HP or less on 1d10. Add 1 to the roll for every 1"/turn difference in speed. That is, Bob (4hp) is leaping from his wagon (15" per turn) onto the Bone Grinder (18"/turn) which is travelling in the same direction. Bob would need to roll 4 or less. He rolls a 2 and adds 3 (because the vehicle he is jumping to is going 3"/turn faster) to get 5. Bob doesn't quite make it.

If a boarding attempt fails, the boarder suffers collision damage at the relative speed of the vehicle he was trying to board. Bob would thus take 4 points of damage (2"x2). Bob's dead, but even if he wasn't, he'll be hitting the ground at 15"/turn. Yes kids, thats 30 points of damge. Splat.

To Use a grappling Hook the MiniFig must first "attack" the vehicle with a chain or Grappling Gun. a succesful hit means the vehicle is snared and the MiniFig may roll to board. (attached grapling hooks give a +2 on the boarding roll)

Section RW8: Vehicle weapons

Vehicle weapons are basically any weapon that's too big to carry by hand. Vehicle weapons have SP is used for determineing speed and acceleration but, but they do not absorb damage. If a weapon gets hit it is destroyed.

Heavy Guns are built rather than bought. You must choose a calibur (damage), a barrel length (range) and a rate of fire (shots per turn and reload rate). These are found on Table RW2K11, Other enhancements and features (special ammo, sights etc.) can be purchased from table RW2K11a.

Cannon can also be purchased, and are found on table RW2K12.

A vehicle may fire one weapon for each member of the crew. A given weapon may only be fired once per turn.

Section RW9: Bases & Buildings

Bases are great objects to center a scenario around. It's great fun to have one player design a base and protect it, while the other player designs his forces to effectively take the base.

There are a number of simple rules to follow as guidelines for the constructions of bases and buildings. First of all, is the size of the building. The basic Cost of the structure is equal to the Area, and the SP (strength) is the Area x2.

That is a building 9 studs by 9 studs would have a base cost of 81 CP (9x9) and a strength of 162SP (81x2).

Now that the Structure Points (Hit Points for a structure) and Cost Points have been determined, we'll get on with building the rest of the Base. When a Base is built, there is one regular, free door, placed wherever the player wants it, the Base is one level high (one level is five bricks tall), includes a roof (if desired),and the walls are one stud thick. A small wall with Battlements may be added atop the roof for an additional 30 pts (Battlements are generally made of full size 2x1 bricks.)

If a Man is firing or Psying from behind a battlement, there is a -2 ToHit penalty to hit him.

Extra exterior doors cost 10 points.

A player can thicken the walls to two or three studs, thus giving more protection to the building, but at a cost. Double stud walls cost an extra 2 points per stud along the wall. An entire wall must be made double thickness, or the extra width is ineffective. For example, a wall of length 20 studs is to be made double thickness. This process would add 40 points to the value of the base. Use this process with triple strength walls as well, except triple stud walls cost 4 points per stud of the wall. Whenever a double stud wall is hit by incoming fire, 3 points are taken off of the damage inflicted. Triple strength walls take 4 points off of damage inflicted in the same manner.

Extra levels may be added to the base at a cost of 1/2 the area. Levels are basically extra rooms above the main building. These extra levels can be as large as the player desires, since he already payed for the size of the building in the initial stage. Upper levels may be armored (thickened) at a cost of 2 points per stud to double thickness. Triple thickness upper walls are not allowed. If a third level is created, it can only have a one stud thick wall, as well as the fourth and higher levels. When a base is fired on, the firer must designate which level he is firing at, at a -1 per level. Thus, there is no penalty for shooting at the ground level, -1 penalty at level two, -2 at level three, etc. Guns may be placed on the base as described under Section 7: Gun Emplacement, Tripods, &Bunkers, although any Lazers mounted above the first level of the building must be Medium or small, and Rockets or Missiles must be less than 5 sections a each.

Vehicles may be housed in the bases, as long as they can get in and out of the doors.

There is no ToHit bonus for firing down from an upper level of a building.

Section RW10: Weapon Emplacement

 

Gun emplacements range from simple tripods to full- fledged bunkers. The rules for gun emplacement are as follows: A gun emplacement can mount any weapons that a vehicle can carry. For point costs, simply take the weapon to be mounted and use its points value. Then build a structure (as in section S9 bases and buildings) to mount it in or on .

If the emplacement is to be a bunker (gun with a cover of one stud thickness) multiply the cost and structure points by two, and build the bunker around the weapon. Be sure that there is room for at least one operator and controls (these may be levers or computer screens or the like.

All rules for hinges (5 pts.) and turrets (5 pts.) apply to weapon emplacements.

All firing arcs, for vehicles as well, are 90 degrees from the base of the weapon being fired.

See Table RW2K13