Vehicle Combat

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Vehicle Combat


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Introduction: Vehicles are a common sight within combat environments, providing a myriad of possibilities within a combat scenario. Usually used for transport in these eras, a vehicle can be both the lifeline for characters, or simply a stronger addition to one’s arsenal, depending on where one may be.

The Basics: Vehicles, unlike normal creatures, consist of several sections or parts with their own HP pools, which we call Components, Each section of a vehicle has a term determining what happens to the vehicle once that section’s HP reaches 0. Additionally, each section also may have other modifiers or individual DR depending on the part itself. They have their own movement and will move creatures inside of them with them.

Components: A vehicle as stated prior is divided into components, which are parts of the vehicle that perform a task that makes the vehicle work in a way, the primary components of every vehicle are the Hull, the Movement, and Weapons Components. A vehicle may have more than 1 of these (Except the Hull) and will be listed within its stats when created. Down below is a small explanation of each component type:

  • Hull: A vehicle’s hull is the basic frame on which the other components are mounted. Usually, when a hull is destroyed, the vehicle itself is destroyed.
  • Movement: A movement component is the part of a vehicle that allows them to move. Each Motion component provides speed to the vehicle, and should it be destroyed, the speed of which will see itself affected. Sometimes some components might not be able to work together, and this will be stated in the description of it.
  • Weapons: A vehicle capable of being used in combat usually has one or more weapon components, which creatures inside the vehicle can operate within their turns.
Each component may have special rules attached to it, which are described within its stat block when it is created by Mechanics team. Additionally, Each component has its own health, AC and actions it can perform, or otherwise properties it has. Each component is destroyed when it reaches 0 HP, and a vehicle is destroyed when its hull reaches 0 HP

Initiative: A vehicle functions and moves under the driver’s initiative, if several people are driving the vehicle, the DM chooses who the vehicle falls under.

Turning Speed: Some Vehicles (the majority) are heavy things, and as such, turning for them is a bit more of a struggle than for a single creature. Turn Speeds are there to represent that. When a Vehicle turns 90º, the vehicle consumes the speed in its turning speed. If a vehicle has a turning speed of 4, for example, for turning 90º to the right, it’ll consume 4 speed off of its movement to do so. This means turning 180º will consume double that.

Moving Diagonally for a vehicle consumes its turning speed once, and the driver of the said vehicle can choose whether the vehicle ends its movement facing the way it was originally, or at a 90º angle from that.

Crew: A vehicle will have within its stat block a requirement for a crew, this is the number of people (Characters or NPCs) who are required in order to operate the vehicle to be driven effectively. A vehicle can be attempted to be driven with less crew than what’s specified, but the effects of such actions are determined by DM discretion, attempting to pull a two-horse cart with one horse, for example, might see a drastically reduced speed or risk hurting the horse pulling it.

Passengers: A vehicle can hold a number of creatures inside of it based on the number of passengers specified upon the stat card of the vehicle in question. This passenger number is the number of creatures that can comfortably fit within the vehicle, and while more can be added in some cases, it is up to DM discretion as to what happens when that’s the case.

Representation: A vehicle is represented by both an item and a building. The item (or items) is always to be stored somewhere designated within the vehicle in order for the DM to access and confirm a vehicle's stats, a vehicle has one item per component it has. The size and shape of a vehicle itself are left fully upon the representation it's given as a build in-game, however, do note that the size of the said building must be accurate to the vehicle itself.

Damage: Each Vehicle can have a series of DR (Positive or Negative) against certain things. When an attack strikes the vehicle, it is up to the DM to determine whether the attack in question would even pose damage to the vehicle whatsoever, as a rule of thumb, Non-Alive Vehicles cannot take Psychic or Poison damage of any kind, and swords strikes will barely ever make a dent on a ship, therefore not posing any feasible damage to its hull.

Actions in a Vehicle: Vehicles, unlike players, have a different set of actions to the players, due to their inherent nature as constructs. Most ships are unable to take the Dash action unless it's specified otherwise, through having some sort of booster, since there's no way to up their speed further, the length of the actions a vehicle has is determined by the type of vehicle and the mechanics.

Component Attributes


  • Arrowproof
    • An Arrowproof component takes no damage from conventional arrows and crossbow bolts (This does not include specialized arrows such as flaming arrows or anything of that sort)
  • Wind-Conditined
    • A Movement component that has the wind-conditioned attribute will only be able to move should the wind allow it so, should there no be wind, the motion component’s speed becomes zero.
  • Shrapnel-proof
    • A Shrapnel-Proof vehicle is immune to shrapnel shots, such as ones loaded into ship cannons, this means that the component does not take damage from anything that can be considered shrapnel.

Example Vehicle Stats

(These stats are purely theoretical and do not reflect the exact values we'll be giving the actually represented vehicles in the server. This is to show how the stats of a vehicle look like)

Galley

Medium Water Vehicle
Creature Capacity: 8 Crew, 16 Passengers

Stats:
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Speed: 18 | Turning Speed: 5 | Strength: +7 | Dexterity: -3
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Components:

Hull:
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AC: 15
HP: 500
Damage Variance: 5 Fire DV.
Arrowproof
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Sails [Front Mast] (Movement):
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AC: 13
HP: 100
Damage Variance: 5 Fire DV.

When destroyed, the ship’s movement will be reduced by 13 blocks.
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Sails [Back Mast] (Movement):
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AC: 13
HP: 100
Damage Variance: 5 Fire DV.

When destroyed, the ship’s movement will be reduced by 13 blocks.
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Blast Powder Cannon [x6] (Weapon):
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AC: 15
HP: 50 each
Damage Variance: 5 DR against Slashing and Piercing Attacks.

Ship Cannon | 35 Bludgeoning
Ammunition (60 Meters), Heavy Loading 2, Stationary, Penetration
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Horse Cart

Tiny Land Vehicle
Creature Capacity: 3 Crew (2 Horses), 6 Passengers

Stats:
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Speed: 16 | Turning Speed: 4 | Strength: +3 | Dexterity: -1
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Components:

Hull:
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AC: 11
HP: 200
Damage Variance: 5 Fire DV.
Arrowproof
-------------------------------------------------------------------------------

Axle (and Wheels) [Front] (Movement):
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AC: 13
HP: 50
Damage Variance: 5 Fire DV.

When destroyed, the cart’s movement will be reduced by 8 blocks.
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Axle (and Wheels) [Back] (Movement):
-------------------------------------------------------------------------------
AC: 13
HP: 50
Damage Variance: 5 Fire DV.

When destroyed, the cart’s movement will be reduced by 8 blocks.
-------------------------------------------------------------------------------
 
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