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Author Topic: Car racing/chase rules? (Now with rules under development!)  (Read 4377 times)

Offline Burgundavia

  • Mad Scientist
  • Posts: 705
    • Coreyburger.ca
Car racing/chase rules? (Now with rules under development!)
« on: March 12, 2012, 06:07:22 AM »
I was thinking of running a car racing/chase game and I was wondering what rules other people know about/have used for this sort of game. We normally use .45 A 2nd Ed, which is a wonderful rule set, but it just isn't detailed enough to run a pure car racing or chase scenario. I think that one of the recent glossy wargames magazines published something recently, but I don't know where that was published or when.

Can anybody suggest anything?
« Last Edit: March 16, 2012, 06:40:30 AM by Burgundavia »

Offline gnomehome

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  • Posts: 562
Re: Car racing/chase rules?
« Reply #1 on: March 12, 2012, 07:21:59 AM »
I think the rules you are referring to were from Wargames Soldiers & Strategy, issue 57 http://www.karwansaraypublishers.com/shop/wss-magazine/wss-single-issues/wss-issue-57.html
I like my games like my orange juice: pulpy with no added sugar or artificial sweeteners

Offline Burgundavia

  • Mad Scientist
  • Posts: 705
    • Coreyburger.ca
Re: Car racing/chase rules?
« Reply #2 on: March 12, 2012, 08:40:56 AM »
I think the rules you are referring to were from Wargames Soldiers & Strategy, issue 57 http://www.karwansaraypublishers.com/shop/wss-magazine/wss-single-issues/wss-issue-57.html

Yep, those are the ones. Have you tried them out?

Offline gnomehome

  • Mad Scientist
  • Posts: 562
Re: Car racing/chase rules?
« Reply #3 on: March 12, 2012, 08:52:56 AM »
I haven't tried them.

Have you read throught the following thread : http://leadadventureforum.com/index.php?topic=34855.0


Offline Burgundavia

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    • Coreyburger.ca
Re: Car racing/chase rules?
« Reply #4 on: March 13, 2012, 01:41:14 AM »
That was what inspired me to start this whole project.

Offline Billchuck

  • Scientist
  • Posts: 432
    • Velociengineer.net
Re: Car racing/chase rules?
« Reply #5 on: March 13, 2012, 01:51:15 AM »
I want to give Road Wolf a try some time.  It's a post-apocalyptic (Car Wars, Mad Max, etc.) game, but I can't see why it wouldn't work for other kinds of chases/races.

Offline Burgundavia

  • Mad Scientist
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    • Coreyburger.ca
Re: Car racing/chase rules?
« Reply #6 on: March 13, 2012, 05:47:31 AM »
I want to give Road Wolf a try some time.  It's a post-apocalyptic (Car Wars, Mad Max, etc.) game, but I can't see why it wouldn't work for other kinds of chases/races.

Looks fun and simple. Have to try it out.

I was mocking up some road bits tonight. 4" total width for the road, plus 1/2" on either side for the banks.


Offline Billchuck

  • Scientist
  • Posts: 432
    • Velociengineer.net
Re: Car racing/chase rules?
« Reply #7 on: March 14, 2012, 01:54:30 AM »
Looks fun and simple. Have to try it out.

I was mocking up some road bits tonight. 4" total width for the road, plus 1/2" on either side for the banks.

I have a roll of black shelf liner, 12" wide by 6' or so long, kind of a thin, stiff foam material.  I think it'll work well for what I want to do, once I get around to grunging it up and then masking and painting stripes on it.

Offline FramFramson

  • Elder God
  • Posts: 10681
  • But maybe everything that dies, someday comes back
Re: Car racing/chase rules?
« Reply #8 on: March 14, 2012, 02:41:05 AM »
You might also want to check this thread for inspiration.


I joined my gun with pirate swords, and sailed the seas of cyberspace.

Offline Burgundavia

  • Mad Scientist
  • Posts: 705
    • Coreyburger.ca
Re: Car racing/chase rules?
« Reply #9 on: March 14, 2012, 05:14:28 AM »
You might also want to check this thread for inspiration.

Same thread as above ;) But still awesome and the main inspiration behind my project.

Offline Burgundavia

  • Mad Scientist
  • Posts: 705
    • Coreyburger.ca
Re: Car racing/chase rules?
« Reply #10 on: March 16, 2012, 06:40:26 AM »
Some preliminary rule thoughts:

Car:
accel 6"/turn
safe decel: 3"/turn
safe max speed: 12"/turn (control roll beyond)
base condition: 8

Truck
accel: 4"/turn
safe decel: 2"/turn
safe max speed: 8"
base condition 10

damage (like .45A, 1d10 for location)
shooting at the front:
1 tires
2-3 engine
4- headlights
5-6 windshiel
7-10 body

rear:
1 tires
2 fuel tank
3 body
4 taillights
5-6 rear window (or body)
7-10 body

Driving control rolls
1d10 + car condition + situation modifiers + speed (-1 per 2" of movement") + drivers skill
if failure, go to failure chart (the fun one)
1d10 + difference between 10 and your roll

Failure Chart
1-2 lose 1d2" of speed
2-4 lose 1d3" of speed
5-6 lose 1d6" of speed
7-8 stop
9 skid 30 degrees 1d3"
10 skid 30 1d6"
11 skid 45 1d3
12 skid 45 1d6
13 skid 90 1d3
14 skid 90 1d6
15 fishtail
16 spin out 90 degree right, occupants dazed next round (cannot act)
17 spin out 90 left, occupants dazed
18 spin out 180, occupants dazed
19 roll 1d3 times, occupants take 2 x WS 10 hits
20 car explodes, all occupants dead, everything within 2" takes 2 x WS 10 hits

Situational Modifiers
-1 night
-1 raining/snowing
-1 debris/oil on road
-2 off-road
-1 if head lights out and is night
-1 is windshield out

Car Condition
-1 per tire shot out
-2 if engine damaged (engine has two hits, 1st hit is half speed and -2, second is out)
-1 per two body damage

Road placement:
When front vehicle starts onto last piece, pause the vehicles movement
roll 2d10

2 s-curve (2 90 degree turns)
3 90 degree
4 45 degree
5-6 30 degree
7 straight (tree)
8 straight 2"
9 straight 4"
10-12 straight 8"
13 straight 4"
14 straight 2"
15 straight (bridge)
16-17 30 degree
18 45 degree
19 90 degree
20 cows! (roll again and place on start of new piece)

direction of turn is chosen by the player in last place.
recommence movement

 

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