Saturday, August 30, 2014

B Movie Car Chase Games.

After much background research including rewatching Grand Theft Auto and Smokey and the Bandit I have fleshed out the rules for using Machinas to create car chase campaigns. Here are the rules so far. Any suggestions or fixes are more than welcome. I have yet to play test them, but now that I have sheriff and deputy minis that should happen soon.

Roll to determine the type of race for the game.
1/2 d6                                    Race style
1                                              Race
2                                              Courier run
3                                              Escape

Race - first vehicle to reach the destination wins.
Courier run - successfully deliver the package/vehicle to the destination.
Escape - be the only remaining vehicle at the end of the race.

After each Machinas race will be a non-driving event from this table.
1d6           Non-driving event
1                Gas Station encounter
2                Diner/Roadhouse encounter
3                Hitchhiker
4                Broken down car
5                Notel Motel encounter
6                Carjack attempt

Gas station encounter - While refueling your vehicle you have an encounter with 1/2 d6 people.
Diner/Roadhouse encounter - set up the encounter using the THW bar fight rules. If the police arrive they will be added to the next race.
Hitchiker - take a pep challenge to see if you pick up the hitchhiker.
Broken down car - 1-4 your car has broken down and you lose 1 attribute for the next race only. 5-6 you come across a broken down car and can use some of it to modify your car. Increase 1 attribute by 1 point.
Notel Motel encounter - While getting a quick nap you have (1-4) an encounter with 1/2 d6 people or (5-6) you oversleep and start at the back of the pack for the next stage of the race.
Carjack attempt - immediately go to combat with 1/2 d6 people.

After each encounter except Hitchhiker take a PEP challenge to see if a NPC joins you. Use the NPC table to determine who joins you.

2d6    NPC               R P F S T S    Weapon                              Attributes
1        Drifter             4 2  3  4 2 2     Knife        Roll vs PEP each encounter to see if drifter switches                                                                                 sides.
2        Superhero       3 1  2  3 2 1     N/A           Will always attempt a PEP challenge for the group.
3        Jilted Bride     1 0  0  1 1 1     N/A           -1 to PEP challenges.
4       Redneck          4 2  3  4 3 1     Dynamite   Increased ability to fix the car
5 Abandoned Racer 3 1  2  3 3 3     Tire Iron     Knowledge of 1 other car can be used to prevent                                                                                     passing.
6 Annoying Teen     2 0 1  2 1 1      N/A            -1 to PEP challenges.
7       Reporter          3 2 1  3 2 1      N/A           Contact with news helicopter can be used to avoid                                                                                  obstacles.
8       Ganger            4 2 3  4 1 3      BAP          Always tries to fight.
9    Televangelist     2 1 0  2 1 1      N/A           +1 to PEP challenges.
10      Nun                4 3 2  4 2 2      N/A           +1 to PEP challenges.
11      Killer             3 1 2 3 2 1       2x BAP      Always tries to fight.

Jumping Obstacles - player must decide to jump the obstacle before rolling. Immediately take Out of Control test. If successful take Avoiding Wreck test. After passing the test the player vehicle is placed ahead of the obstacle in the same lane.

Up on Two Wheels - after passing an Avoiding Wreck or Out of Control test the player can briefly drive on two wheels. Roll 1d6 - a result of 5 or 6 recovers all bonus dice used during the previous test, a result of 1 removes 1 bonus die.

Once the police have joined the chase any future obstacles will be police roadblocks (1-4), (5-6) player allies such as big rigs, a funeral procession, bikers or blocking cars. Unsuccessfully avoiding roadblocks will immediately lead to an encounter with the police. Big Rigs or blocking cars will automatically let allied players pass without challenge.

Friday, August 1, 2014

B Movie Police Chase.

I am starting to play around with creating a campaign using Machinas (a THW racing game) and various other rules from THW based on various 70/80s car chase movies like Smokey and the Bandit. Here is an AAR based on a quick game I set up.

Game Setup using Atlas for the route.
The cars -
Black Trans Am with Spiked Tires (Savvy 3, Tech 3, Speed 4 Cruiser)
Cop I with Spike Belt aka Box of Nails (Savvy 3, Tech 4, Speed 2, Luckless)
Cop II with Spike Belt aka Box of Nails (Savvy 3, Tech 3, Speed3, Loner)

Of course I am driving the Trans Am. The game was to be a pursuit from Boston to Providence using a road atlas as the markers, unfortunately disaster struck on the second round when the Cop that passed me successfully deployed a Spike Belt as I was trying to pass. Of course I then rolled no successes on the out of control table causing me to wreck. At least I was able to walk away from the wreck with only the loss of 1 Tech. The GIF below illustrates what happened Hollywood Explosions were not added for the sake of my ego.