The thing that I'm currently working on for Hammercalled is Segira: 1985. With the vehicle types system, I want to have an ability to have a quick framework from which to build vehicles.
Segira, being a sort of alternate timeline historical fiction, doesn't have robust content creation rules included, both to streamline play and because there's some logical limits on what you're going to find in 1985.
However, I do want to talk about some of the vehicles, and more particularly how the vehicles are going to be made. I've already teased this last week with a couple example vehicles, but I want to talk about the method I'm using to make the vehicles.
Originally I had planned Segira to have just a couple vehicles and battlesuits, but I also planned Segira to be released a year and a half ago and I also planned for it to be 24 pages long and feature a unique dice mechanic that I don't even remember. Something with d6's, I think.
So, here we are, talking about vehicles and types. Each of the types below will eventually find their way into the vehicles for Hammercalled, though the balance may change between now and then.
Groundcraft
Groundcraft represent unarmored vehicles and their up-armored military equivalents.
Base Stats:
- Cost: 2 VP
- Core Damage: 3 Boxes
- Damage Threshold: 6
- Operators and Passengers: 1+4
- Maneuver: 0
- Accuracy: 0
Special Rules: Groundcraft suffer a -10 penalty when defending against attacks made by enemies who are In Melee with them.
Qualities:
All-Terrain (1): Gain a +10 bonus when the Operator is making tests to navigate rough terrain.
Open Air (1): Crew and passengers in the vehicle may be targeted by attacks. Attackers do not gain bonuses to attack them.
Transport (1): The vehicle can carry four additional passengers.
Aircraft
*Mostly helicopters in here, some small, light planes also feature, including maybe something like a Carrier.
Base Stats:
- Cost: 4 VP
- Core Damage: 3 Boxes
- Damage Threshold: 6
- Operators and Passengers: 2+4
- Maneuver: 0
- Accuracy: -10
Special Rules: Aircraft that are currently flying cannot be In Melee with any other combatant. They suffer a -10 penalty to defending against attacks while on the ground. The Operator of an Aircraft must make an appropriate Awareness+Specialization test to take-off and land. Failing one of these tests results in damage to the Aircraft equal to twice the Inverse Margin of the roll, and damage to all passengers equal to the Margin. This may not be reduced by armor. If the vehicle is disabled, the Operator makes this roll at a -30 penalty, immediately.
Aircraft typically have two operators; only one Miscellaneous Action may be used to add or remove status effects in combat, but otherwise both operators may use actions normally to control the aircraft. Any activated Gear given to the Operators is typically given to one or the other in particular.
Qualities:
Combat Role (0): The vehicle can carry no passengers, but gains 2 Gear Points to spend on a Weapon.
Helicopter (1): The vehicle gains a +10 bonus to take-offs and landings, and does not suffer a penalty to the roll to avoid crashing if it is disabled mid-air.
Offensive Payload (1): Give a weapon on this vehicle +2 Damage (this does not count against the maximum Damage purchased with Gear Points) and 1 additional Gear Point to spend on a Quality. This quality may be only once per vehicle. The vehicle must have the Combat Role quality to choose this quality.
Transport (1, 2): If this quality is purchased for one point, the vehicle can carry four more passengers. If this quality is purchased for two points, the total number of passengers increases to 16.
Exoskeleton
Note: one of the things that's going on with the VP cost here is that the Exoskeleton is in a squad-support role, and you get 1 VP per character at the start of a campaign, and can spend starting points to get up to 4 more. This way a character can get a cheap Exoskeleton easily without putting their squad back. Playtesting will see if this sort of pricing works well.
Base Stats:
- Cost: 1 VP
- Core Damage: 2 Boxes
- Damage Threshold: 6
- Operators and Passengers: 1
- Maneuver: 0
- Accuracy: 0
Qualities
Battlesuit (2): Increase Core Damage to 3 Boxes, and Accuracy by +10 to reflect the combat optimizations of the vehicle.
Highly Mobile (1): The battlesuit is designed to enhance the wearer's agility, granting them a +10 Maneuver bonus.
Armored Vehicle
Tanks, APCs, the like.
Base Stats"
- Cost: 6 VP
- Core Damage: 4 Boxes
- Damage Threshold: 10
- Operators and Passengers: 1+3
- Maneuver: -10
- Accuracy: 0
Qualities
Cannon (0): A weapon on the vehicle gains +2 damage, but a -10 penalty to attack dismounted characters or Aircraft.
Carrier (1): The vehicle can carry six additional passengers, but not traditional cargo.
Treads (0): The vehicle's Maneuver is increased to 0 for the purposes of navigating terrain, but reduced to -15 when evading fire.