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Published by Samuel Penn.

Also, see my profile for things that interest me.

Glendale Website - My main web site.

Yags - Main site for yet another game system, a generic GPL'd tabletop RPG.

Yagsbook - Documentation on the Yagsbook RPG documentation format, a Sourceforge project.

Mapcraft - Documentation on world mapping tools, another Sourceforge project.

Midnight Saga - An Ars Magica campaign.

Active Topics

The current topics are currently under active development (relatively speaking).

Yags is Another Game System - Game design notes for Yags, a Free roleplaying game system I use as the core system for most of my campaigns.

Yagsbook - Notes on an XML based documentation system I use for documenting Yags and related campaigns.

Full Thrust - Notes on Full Thrust

Stargrunt - Notes on Stargrunt.

yags:vehicles

Vehicles

Vehicles are treated as a different scale to creatures. They still have the same Size ratings, so a Size 5 vehicle is the same size as a Size 5 human (roughly). Size 5 will probably be a motorbike, size 10 a large family car.

However, things which are Vehicle Scale are treated slightly differently in combat.

Vehicle Scale

When creatures attack vehicles, the damage roll is halved, and the damage type is modified as below.

When vehicles attack creatures, the creature's soak roll is completely ignored (it is zero).

Vehicles have two types of damage: Minor and Major. Either type equates to Wounds against creatures (with the normal Size restrictions). Attacks from creatures are always Minor damage unless the creature is large enough to scale it up. Stuns from creatures are completely ignored.

Vehicles have a single damage track. Minor damage is non-cumulative similar to stuns, but adds to the same track as Major damage.

See Tanks for some example vehicles.

Damage to Vehicles

Vehicles have three levels of damage: Superficial, Moderate and Critical. Three rows as per Full Thrust. When the last box in a row is ticked off, then check for criticals. Some vehicles may have more or less damage levels than their size indicates, though this will be rare. A hot air balloon would be a good example.

Vehicles do not however have a number of damage levels equal to their Size, instead it is based on:

  Damage = Size^2 / 20 (round all fractions up)

This means that a Size 20 vehicle has 20 levels, but smaller vehicles will have fewer levels than their Size, and larger vehicles more. This is to try and provide greater difference in capability between vehicles.

Size Levels Examples
5 2 Motorbike
10 5 Car
15 12 Heavy tank
20 20 Frigate
25 32 Battleship
30 45 Aircraft carrier

It is recommended that any vehicle less than Size 5 is treated as creature scale.

For example, a typical car (Size 10) is:

  • 0
  • -10 / -10
  • -25 / -25

When the last box on a row is marked off, then roll a d20 for each system on the vehicle. On a 15+, that system is disabled. At the end of the moderate damage row, systems are lost on 10+.

For a typical car, systems might be:

  • Engine
  • Wheels
  • Controls
  • Fuel tank

For a tank, systems might be:

  • Main gun
  • Tracks
  • Turret
  • Engine

Different systems may have greater amounts of protection.

Contra-Grav

Assume it works by 'pushing' against nearby masses and the local gravity field. This restricts CG vehicles to being close to the ground, providing a hover mode. CG vehicles will rarely be able to reach orbit, though it can be used to get above the atmosphere where real thrusters can then kick in.

Vehicle type TL9 TL10 TL11 TL12 Description
Hover car 1m 5m 25 m Typical civilian CG transport
HP Hover car 5m 25m 100m 250m Civilian CG transport designed for altitude
Speeder 25m 150m 1km 5km Specialist vehicle designed around CG
Aerospace 1km 15km 200km Air/space craft with CG capability
yags/vehicles.txt · Last modified: 2015/02/04 22:40 (external edit)