Sideswipes (Figures 9d and 9e) — КиберПедия 

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Sideswipes (Figures 9d and 9e)

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1) A Sideswipe affects the side armor of both vehicles

2) (a) Determine the net speed of the


collision If both vehicles are going in the same direction (Figure 9d) subtract the low- er speed from the higher If they are going in opposite directions (Figure 9e), add the two speeds

(b) Divide net speed by 4, rounding up to the nearest 5 mph This is the collision’s “Swipe-Speed ”

3) Apply ram damage at the “Swipe- Speed,” as modified by each vehicle’s DM

4) If the phasing vehicle’s DM is lower than the other vehicle’s DM, it finishes its movement by sliding along the other ve- hicle

5) Reduce the handling status of each

Temporary Speed Table Find your vehicle’s Damage Modifier (DM) on the left and cross-index it with the opposing vehicle’s (or obstacle’s) DM across the top The result (1, 3/4, 1/2,1/4, 0) is a preliminary indication of how your speed was affected Multiply your original speed by this number, rounding up to the nearest 5 mph This is your “Temporary Speed ”   Your DM                           Opposing DM 1/3  2/3  1  2  3 4  5 6  7 8  9  10  11  12  13  14  15  16  17  18  19  20   1/3  1/2  1/4  1/4  1/4  0  0  0  0  0  0  0  0  0  0  0  0  0  0  0  0  0  0   2/3 3/4 1/2 1/2 1/4 1/4  1/4  0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
1   2   3   4 3/4 3/4 l l 1/2   3/4   3/4   3/4 1/2   3/4   3/4   3/4 1/4   1/2   1/2   3/4 1/4   1/2   1/2   1/2 1/4   1/4   1/2   1/2 1/4   1/4   1/4   1/2 1/4   1/4   1/4   1/2 1/4   1/4   1/4   1/4 0   1/4   1/4   1/4 0   1/4   1/4   1/4 0   1/4   1/4   1/4 0   1/4   1/4   1/4 0   1/4   1/4   1/4 0   1/4   1/4   1/4 0   0   1/4   1/4 0   0   1/4   1/4 0   0   1/4   1/4 0   0   1/4   1/4 0   0   1/4   1/4 0   0   1/4   1/4 0   0   1/4   1/4
5   6   7   8 1   1   1   1 1   1   1   1 3/4   3/4   3/4   1 3/4   3/4   3/4   3/4 3/4   3/4   3/4   3/4 1/2   1/2   3/4   3/4 1/2   1/2   1/2   1/2 1/2   1/2   1/2   1/2 1/2   1/2   1/2   1/2 1/2   1/2   1/2   1/2 1/4   1/2   1/2   1/2 1/4   1/4   1/2   1/2 1/4   1/4   1/2   1/2 1/4   1/4   1/4   1/2 1/4   1/4   1/4   1/2 1/4   1/4   1/4   1/4 1/4   1/4   1/4   1/4 1/4   1/4   1/4   1/4 1/4   1/4   1/4   1/4 1/4   1/4   1/4   1/4 1/4   1/4   1/4   1/4 1/4   1/4   1/4   1/4
9   10   11   12 1   1   1   1 1   1   1   1 1   1   1   1 3/4   3/4   3/4   3/4 3/4   3/4   3/4   3/4 3/4   3/4   3/4   3/4 3/4   3/4   3/4   3/4 1/2   3/4   3/4   3/4 1/2   1/2   1/2   3/4 1/2   1/2   1/2   1/2 1/2   1/2   1/2   1/2 1/2   1/2   1/2   1/2 1/2   1/2   1/2   1/2 1/2   1/2   1/2   1/2 1/2   1/2   1/2   1/2 1/2   1/2   1/2   1/2 1/4   1/2   1/2   1/2 1/4   1/2   1/2   1/2 1/4   1/4   1/2   1/2 1/4   1/4   1/2   1/2 1/4   1/4   1/4   1/2 1/4   1/4   1/4   1/4
13   14   15   16 1   1   1   1 1   1   1   1 1   1   1   1 3/4   1   1   1 3/4   3/4   3/4   3/4 3/4   3/4   3/4   3/4 3/4   3/4   3/4   3/4 3/4   3/4   3/4   3/4 3/4   3/4   3/4   3/4 1/2   3/4   3/4   3/4 1/2   1/2   3/4   3/4 1/2   1/2   1/2   1/2 1/2   1/2   1/2   1/2 1/2   1/2   1/2   1/2 1/2   1/2   1/2   1/2 1/2   1/2   1/2   1/2 1/2   1/2   1/2   1/2 1/2   1/2   1/2   1/2 1/2   1/2   1/2   1/2 1/2   1/2   1/2   1/2 1/2   1/2   1/2   1/2 1/2   1/2   1/2   1/2

 

 

vehicle by 1 for each 10 mph of “Swipe- Speed,” and make a control roll for each

6) If either ve- hicle fishtails as a result of this control roll, the fishtail will be in the direction away from the col- lision which just oc- curred

7) A Sideswipe does not affect the actual speed of either vehicle

 

Concussion from Rams (Optional) When any  ve-

hicle is involved in

17  1 1 1 1 3/4 3/4 3/4 3/4 3/4 3/4 3/4 3/4 1/2 1/2 1/2 1/2 1/2 1/2 1/2 1/2 1/2  1/2   18  1 1 1 1 3/4 3/4 3/4 3/4 3/4 3/4 3/4 3/4 1/2 1/2 1/2 1/2 1/2 1/2 1/2 1/2 1/2  1/2   19  1 1 1 1 3/4 3/4 3/4 3/4 3/4 3/4 3/4 3/4 3/4 1/2 1/2 1/2 1/2 1/2 1/2 1/2 1/2  1/2   20  1 1 1 1 3/4 3/4 3/4 3/4 3/4 3/4 3/4 3/4 3/4 3/4 1/2 1/2 1/2 1/2 1/2 1/2 1/2  1/2
a collision, all occu- pants must roll for concussion effects from the ram Take the speed change that resulted from that ram (in T-Bone collisions, take the speed change of the ramming ve- hicle and apply it to both vehicles), divide that speed by 10 (thus, a 35-mph speed change from a 70-mph  T-Bone


would yield a 4) and roll 2 dice for each crew member involved If the roll is equal to or higher than that number, the crew- man is unaffected If the roll is lower, that crewman is stunned (unable to do any fir- ing actions or operate any vehicle controls) for as many phases as he missed the roll by (at least to the end of the turn) Safety seats add +1 to the roll, as do Impact Armor and Roll Cages Stunning a driver adds a D2 to the total collision hazard

 

Fixed Objects

A fixed object will cause exactly as much damage as it takes, up to the point at which the fixed object breaks All fixed objects have a DP rating, which is the number of Damage Points they can take before they are destroyed

Example: A 20-point tree gets in the way of a luxury car going 40 mph The “ram” damage at 40 mph is 3d, and a luxu- ry car’s DM is usually 1 A 12 is rolled on 3 dice, and multiplied by 1 for a result of 12 That’s how much damage the car does to the tree, and it’s also how much damage the tree does to the car

Now, let’s send the same car into the same tree at 80 mph The “ram” damage at that speed is 11d, and this time the to- tal is 41 The tree only has 20 DP, so it is destroyed But the car also only takes 20 points of damage

For each collision, determine the colli- sion type – Head-On or Sideswipe – and apply damage, speed change, concussions, and hazards accordingly Of course, in a Head-On, if the obstacle is not destroyed or breached, the vehicle stops If the obstacle is destroyed, the vehicle’s “Temporary Speed” becomes its new speed If a Side- swipe does not destroy it, the vehicle finishes the phase by sliding along the obstacle

Note: A building breach is generally 1/4” wide (see Buildings, p 36) A vehicle ramming a building or wall must create two breaches in order to break through Thus, when ramming a 6 DP building, a vehicle must do 12 points of damage to create a double breach and continue through In addition, each 1/4” section of wall will return damage, up to its full DP value


Debris and Obstacles

A “road debris” counter may represent any sort of junk on the road Debris can be part of a scenario (appearing already drawn onto the road) or it can appear as a result of combat

A debris counter is 1/2’’ × 1/4” It may show debris in two squares or in only one Place it on the board so its squares align with those on the road, showing exactly which map squares contain debris

 

Hitting Debris

A vehicle hits debris the first time any part of the vehicle counter touches a de- bris square Debris can be hit only once per phase, regardless of how many debris squares are entered If a vehicle starts the phase on top of debris, that debris does not affect it; it has already been hit

Debris affects all of a vehicle’s tires Roll 1 die for each tire, and subtract 3 from the result, to find the damage to that tire Thus, on a roll of 1 to 3, the tire is undamaged Hitting debris is a D1 hazard


Producing Debris

When a car takes 10 or more points of damage during one phase, pick one debris counter randomly Place it next to the car, at the point hit (A car is not affected by its own debris unless it drives back through it) Debris for top/bottom damage goes be- hind the vehicle If a car explodes, choose five random debris counters, and drop them onto the board from a height of one foot over the explosion site (If one misses the board, or hits any other counter, drop it again) Align counters with the road grid as closely as possible at the point where they fall Debris and other obstacles (be- low) remain until the game ends


Hitting Obstacles

An obstacle counter represents a pothole, loose wheel, or other larger item Striking an obstacle is a D3 hazard Determining wheth- er or not an obstacle is struck is done in the same way as for debris An obstacle does the same damage to each tire as debris does A vehicle may hit more than one obstacle in a phase, and must roll for each


 


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