Topic: Potential Trailer Rules
April 17, 2019 at 5:37 am #6124
A slight modification on rules presented by Dale Burden on the facebook group, I figure the easiest way is to just treat the trailers as extra upgrades that grant a little extra build wiggle room in exchange for cans. Here’s my proposal:
Reduce Handling of the Vehicle by 1, due to trailers not behaving well under big movements.
When it is chosen, the player must declare that one of the purchased weapons/upgrades is attached to the trailer instead of the vehicle.
Add three new Keyword Rules:
Unbalanced Load – If the vehicle attempts a Hazardous Maneuver, Take 2 Hazards instead of 1.
Lynchpin Stress – If this vehicle flips, the trailer is destroyed and any bonuses and/or weapons that were attached no longer can be used by the car.
Deadweight – If the vehicle is a part of a slam attack, gain +1 die, but give 1 Extra Hazard to vehicle.
Break trailers up into Light and Heavy Trailers.
Light Trailers – Light being pack-up campers, dragging the tail end of a car, front tire tow rigs, etc. Small, mobile, able to just give you a little extra boost toward an extra build point.
Any vehicle can tow a light trailer (Motorcycles have towable campers right now).
Adds 1 build slot and 1 Hull
Costs 2 Cans.
Heavy Trailers – Heavy trailers are Horse Transporters, U-haul Trailers, anything between a light trailer and a Semi Trailer.
Lightweight vehicles can’t tow these. Adds 2 Build Slots and 2 Hull.
Costs 5 Cans
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