Monday, July 6, 2009

Inquisitor Motorcycle Rules

For a few missions in an Inquisitor campaign that I was gamesmaster for, I needed to have some characters on motorcycles. In one, the player characters had to fight off a hive biker gang. So I had to come up with some rules for riding motorcycles in Inquisitor. The rules I came up with are simple, but worked really well. If anyone else still plays Inquisitor, these rules might come in handy.

Bike Rules
Speed:
There are four speeds that someone can travel at on a motorcycle. They can be not moving, going 20 yards/turn, 40 yards/turn, or 60 yards/turn. A character can spend their first action in a turn to speed up or slow down one level. This will take effect immediately, so the bike moves at the new speed this turn. The bike movies straight ahead the entire speed distance in a turn. The player may use actions to turn the bike as described below. It takes one action to get on a bike and start it. The next turn the player will be moving at the slowest speed and can accelerate that turn if they wish.

Actions:
When riding a motorcycle, a character rolls their actions before declaring them. Actions can be used on normal things and combined as normal. Characters can’t do anything that would require their right hand, since it must be used to operate the motorcycle.

Turning:
An action can be spent to turn up to 45 degrees. This can be done at any point during the movement of the bike. Any number of actions can be spent this way in a turn. Some other actions can be combined with turning, such as shooting, but the success chance of these actions will be halved. Accelerating or decelerating cannot be combined with turning. An action can be spent doing a skid turn of 90 degrees. If this is done, the rider takes an initiative test with a negative modifier equal to half their speed. If they fail, they fall off the bike.

Shooting:
When shooting at or from a speeding bike is difficult, and therefore there is an additional negative to hit modifier. To determine it, determine which is moving faster, the shooter or target. The number of yards/turn they are moving is the to-hit modifier.

When a shot hits someone riding a bike, the shot may either hit the bike or the rider. Roll a D10 and consult the chart to determine what was hit:
1-4: The rider. Determine damage as normal. If knockback damage is done or the rider takes any damage the must pass an initiative test or fall off the bike.
5-6: Tire. Randomly determine if it was the front or back tire. If the shot penetrates the bike’s armor, the tire goes flat. The rider must pass an initiative test or he falls off the bike. The max speed of the bike also goes down by one level. Further hits to the same tire have no effect.
7: Gas tank. If the shot penetrates the bikes armor, it is now leaking fuel. The top speed of the bike will decrease by one level each turn until it is out of gas and can no longer move. Any flaming or exploding attacks that hit the bike will cause it to explode with the effect of a frag grenade and the rider crashes.
8: Hydraulics. If the shot penetrates the bike’s armor, the bike can no longer turn.
9-10: Nothing. The shot hits the bike in a non-vital spot and has no effect.

Assaulting:
It is impossible to maintain an assault against someone on a bike who can just drive away. When charging a bike, the charger only gets one attack. There is a negative to-hit modifier in combat that is the same as when shooting at someone on a bike. The rider cannot parry or dodge the attack in any way. If an injury level is done to the bike rider, the rider must pass an initiative test or fall off the bike. If knockback damage is done, the rider automatically falls off the bike.

Bike riders can do hit-and-run attacks. If they pass by within 3 yards of someone, they can have one hand-to-hand attack against them. The defender can dodge but not parry. If the attack hits, it does normal damage plus extra damage equal to the bike’s speed (in yards/turn) divided by 10.

Bumping:
Bike riders can nudge each other. If a bike passes by within 3 yards of another, the rider can choose to ram the other bike. If so, the rider takes an initiative test. If he fails, he falls off the bike. If he passes, the amount he passed by is a negative modifier on the other rider’s initiative test. Either way, the rammed bike rider takes an initiative test (no modifier if the rammer failed his test). If he fails, he falls off his bike.

Falling/Crashing:
If a bike hits a wall or another bike head on, the rider crashes. If a rider crashes, he takes (speed/10) hits at D6 + (speed/10) damage. If a rider falls off his bike, he takes (speed/10) hits at D6 + (speed/20). The bike and rider skid along the ground so that they go the distance the bike would have traveled this turn.

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