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David Graffam's Replies

  • in reply to: War rig anchor #4202
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    David Graffam
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    Just the 1 hazard token as described.

    “Stick-shift” is one way of shifting, and as part of a “stick-shift” you receive 1 hazard token.

    “Tanker anchor” is another way of shifting, and as part of a “tanker anchor” you receive 1 hazard token.

    in reply to: War rig anchor #4203
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    David Graffam
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    –double post–

    in reply to: Multiple Activations & Triggers #4187
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    David Graffam
    Participant

    I don’t see any limit on the number of times a vehicle can activate in a single gear phase, and the wording for the rule seems to indicate that these bonus activations can occur at any time — although a rules lawyer could argue that “twice” is a limitation, while another rules lawyer could argue that the Rule of Carnage supercedes it. 🙂

    I think the Rule of Carnage beats all, so keep on activating that Performance Car each time it is eligible to Slip Away, as that is more likely to cause more carnage.

    To try to prevent abusing this with friendly vehicles, I might house-rule the last line of Slip Away to be: “A collision with a friendly vehicle can trigger this effect, but only if the collision occurs while that friendly vehicle is not active.”

    in reply to: Slime Pinball #4186
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    David Graffam
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    I think the Rule of Carnage says you keep Pinballing until the vehicle becomes a WRECK in step 4.

    in reply to: New Weapons (suggestions) #4148
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    David Graffam
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    Cool stuff! I’m going to steal a lot of those ideas.

    Here’s the new gear in our house rules, plus changes to the official gear:

    * * * * * * * * * *

    VEHICLES

    Large Truck (big rig hauler without trailer, large construction vehicle): Heavyweight, Hull 14, Handling 2, Max Gear 4, Slots 2, Crew 2, Cans 25.
    Piledriver Attack: This vehicle may perform piledriver attacks like a War Rig.

    Bus: (No change to stats.)
    Combat Conversion: When outfitting this vehicle before a scenario, you may remove -3 Crew to gain +1 Build Slot, or you may remove -5 Crew to gain +2 Build Slots. There is no cost for this conversion.

    * * * * * * * * * *

    WEAPONS

    Flak Cannon: Shooting weapon, Damage 2D6, Range Long, Slots 1, Ammo -, Cans 3.
    Each vehicle in this weapon’s arc of fire suffers the number of hits rolled, and may choose to roll to evade this attack separately.

    Molotov Cocktails: Range Short. (No other changes.)
    (Rationale: This is an attempt to strike a better balance between Molotovs with Grenades, because by the RAW Molotovs seem stronger than Grenades in almost every situation because of Fire’s way of adding damage.)

    Caltrop Dropper: Ammo 1. (No other stat changes.)
    Altered special rules text: “Caltrop templates count as treacherous surfaces. If a vehicle’s final position overlaps a caltrop template, that vehicle becomes the target of a 1D6 attack.”
    (Rationale: An attempt to make a stronger distinction between mines and caltrops, which have very similar effects in the RAW. Note that caltrop templates aren’t removed from play after a vehicle runs over them.)

    Crane / Spikes All Over / Wrecking Ball: Smash weapon, Damage +2D6, Range Smash, Slots 2, Ammo -, Cans 10.
    When involved in a collision of any orientation, this vehicle may add +2D6 to its smash attack. When involved in a collision during its own activation, this vehicle does not gain any hazard tokens as a result of the collision. This weapon needs no facing.

    Exploding Ram: (No change to stats.)
    Altered special rules text: “Exploding Rams are deactivated along with other weapons during scenarios.”

    Wheel Spikes: Smash weapon, Damage +1D6, Range Smash, Slots -, Ammo -, Cans 1.
    When involved in a collision using this vehicle’s left side or right side, it may add +1D6 to its smash attack. If this attack occurs during this vehicle’s activation, it does not gain any hazard tokens as a result of the collision. This weapon needs no facing, and can only be purchased once per vehicle.

    * * * * * * * * * *

    UPGRADES

    Adjustable Mounting for Weapon: Slots -, Ammo -, Cans (x2)
    When purchasing a shooting weapon for a vehicle, a player may double the basic cost of the weapon to make it adjustable-mounted. At the start of this vehicle’s attack step, a crewmember may forfeit their ability to attack or take any other action in order to move this weapon to a different facing. The weapon may then attack using the new facing. This weapon must be set to a facing (front, left, right, or rear) before deploying it for a scenario.
    (Rationale: Our house rules require weapons to be either “left-mounted” and “right-mounted” instead of having “side-mounted” weapons that can fire in either direction. So I thought a poor-man’s turret might be useful.)

    Linked Droppers: Slots -, Ammo -, Cans 1
    This vehicle may attack once with each of its dropped weapons during a single attack step (instead of being limited to 1 dropped weapon attack per attack step). Each dropped weapon attack requires a Crew to activate it as usual.

    Nitro Booster: (No changes to stats.)
    Altered special rules text: “During its first activation, this vehicle is treated as being at its max gear for determining collision damage.”

    Overbuilt: Slots -, Ammo -, Cans -.
    This vehicle loses either -1 Handling or -1 Max Gear in order to gain +1 Build Slot. This upgrade may not be taken if it would reduce a vehicle’s Handling or Max Gear value below 2. Lightweight vehicles may not take this upgrade. A vehicle may only take this upgrade once.

    Recoil Absorption: Slots -, Ammo -, Cans 1.
    This vehicle may ignore the +2 hazard tokens normally received when attacking with a 125mm Cannon.

    Removed Seating: Slots -, Ammo -, Cans (Special).
    This vehicle loses -1 Crew and gains +1 can to spend on weapons or other upgrades for this vehicle; this “free” can of gasoline does not count toward the total can value of the vehicle. A vehicle may not remove its last crewmember’s seating.

    Turret Mounting For Weapon: (No changes to stats.)
    Altered special rules text: “Turret-mounted weapons may fire as though they were mounted to the front, left, right, and rear. Note that this does not provide 360 degree coverage.”
    (Rationale: Blind spots make maneuvering matter more.)

    in reply to: New Vehicles Type #4127
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    David Graffam
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    These are the stats I’m using for large construction vehicles and big rig haulers without trailers:

    Large Truck
    Heavyweight
    Hull 14
    Handling 2
    Max Gear 4
    Build Slots 2
    Crew 2
    Cans 25
    Piledriver Attack: This vehicle may perform piledriver attacks like a War Rig.

    in reply to: More backstory? #4126
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    David Graffam
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    I imagine that The Network has arenas around the world (and beyond) and that it has various ways of transporting teams to them. A multi-planetary corporation probably has a fleet of cargo aircraft, at least. In a world where “respawning” is a thing, there could be other weird transportation or matter-assembly technologies.

    If we need to justify a random battle between teams from different parts of the world, we can just say they’re both in town for a televised event and things got out of hand when they pulled into the same gas station.

    in reply to: New or Alternate Character Classes/Faction ideas #4080
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    David Graffam
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    “GURPS Autoduel” was the name for the series of RPG sourcebooks for the Car Wars setting. Great stuff.

    in reply to: Question about rolling attack dice and evade rolls #4075
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    David Graffam
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    The “Evading Special Attacks” rule on page 27 tells us to cancel standard hits before canceling special-effect-triggering hits.

    But what if there are two or more weapons with special effects that both hit (such as Blast and Explosive)? We always cancel the standard hits first, but how should we decide which special-effect-triggering hits to cancel, if we have a choice?

    The Rule of Carnage would probably give that choice to the attacker, but I’m inclined to let the target choose which hits to cancel. They are evading, after all.

    in reply to: New or Alternate Character Classes/Faction ideas #4065
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    David Graffam
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    Cool idea. Here are some “roles” I put together. These are designed to work with some other house rules regarding sponsorships and season leagues, so these won’t make complete sense.

    CONS
    Sentenced for heinous crimes and given the option to die in the arena, these competitors are among the most dangerous and entertaining on the circuit.

    Nothing To Lose: If you wrecked an opponent’s vehicle during one of your activations, you may take a free activation with one of your other vehicles immediately after the current activation.
    Transfer Request: Your team is only eligible for Warden sponsorships.

    JOCKS
    Martian slummers and the idle rich compete on Gaslands to get some Earth-grav thrills. Whether naturally gifted or not, jocks think they’re better than everyone else — and the Network and sponsors tend to agree with them.

    Well Connected: Other players may not spend audience votes to invoke Executive Intervention against you.
    Have A Cigar: Treat your Team Rating as 5 higher when checking your team’s eligibility for sponsorships.

    LOONS
    Whether it’s the result of radiation, fumes, head injuries or mutations, a significant portion of bloodsport racers are simply mental.

    Reckless: Once per scenario, you may choose to automatically fail a flip check or explosion check.

    MONKS
    Lovely machines need loving caretakers. The sacred symphony of diesel and spark shall not be adulterated by any muffler. These are the ways of the motor monks, the grease-anointed fanatics who rumble into the combat arena out of their obsession with internal combustion.

    Ritual Of The Wrench: Once per scenario, at the start of any of your vehicles’ attack steps, you may choose to have that vehicle become distracted in order to attempt repairs. Roll 1D6 for each crewmember, and for each roll of 4+ the vehicle recovers 1 hull point.

    REBS
    The Earth Resistance has been staging a guerilla war against the Martians for years, interrupting Gaslands broadcasts with spectactular stunts (or terrorist threats, depending on one’s view). This season, the Resistance has begun to insert rebels into the competition in preparation for something truly unforgettable.

    Secret Benefactors: Your team cannot acquire sponsorships.
    Mars Is A Lie: Once per Televised Event, when activating one of your vehicles you may discard all of your audience votes to make a very public display of defiance against David Logan, the Network, the Martian scam and so on. For each vote that is discarded you will gain 1D6 cans when rolling for spoils after this scenario.
    Perks: If your Team Rating is 45 or higher, you may purchase perks from the Badass and Daring classes.

    SCABS
    The lonely riders of the wastelands survive by their wits, and no small measure of luck. Competing in auto combat events can be a way to escape the hopeless life of a fringer, but usually just means pouring enough gas in the tank to make it the next few miles to nowhere.

    Survival Instinct: Once per scenario, when any of your vehicles is making an evade roll, it may gain +2 hazard tokens to treat all of the dice results as Evade results.

    STIFFS
    Raising a family has never been easy, and some Gaslands competitors put their lives on the line just to put food on the table at home. The Network has found that Martian audiences love the feel-good stories behind these teams, frequently showing photos of the racers with their beaming children set against the ongoing carnage.

    Awwww!: The first time your team gains an audience vote during a scenario, it gains an additional +1 audience vote.

    in reply to: Turret Weapons #4058
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    David Graffam
    Participant

    From my reading of the rules, that’s correct.

    “It would be very hard for a target to benefit from cover against a turreted weapon.”

    I think that depends on the terrain you’re using. The terrain in your example is small, so it isn’t providing much cover.

    in reply to: Mines vs Caltrops #4008
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    David Graffam
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    Here’s how Caltrop Droppers work in my house rules:

    Dropped weapon, large template, 1 build slot, 1 ammo, 1 can. Caltrop templates count as treacherous surfaces. If a vehicle’s final position overlaps a caltrop template, that vehicle becomes the target of a 1D6 attack.

    The key differences: Large template. 1 ammo only. Driving over a caltrop template produces unreliable damage (0,0,0,1,1,2 hits), but the template never gets removed.

    in reply to: Best place for parts #4001
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    David Graffam
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    Here’s a good place to start:

    https://gaslands.com/forums/topic/bits-and-weapons/

    in reply to: Gaslands on YouTube #3997
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    David Graffam
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    in reply to: Side mounted weapons #3996
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    David Graffam
    Participant

    When installing a “side-mounted” weapon, you don’t have to specify to the left or right. A side-mounted weapon faces both the left and right.

    A side-mounted ram works the same way. You only need to buy one side-mounted ram to get the benefits of a ram on both the left side and right side.

    in reply to: To Base or Not to Base? #3986
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    David Graffam
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    I think as soon as I can come up with a really easy and cheap way to make bases, I’ll be using them. The game seems designed for them, and standardizing movement and targeting in that way makes things a little easier when judging organized events.

    I probably won’t glue my models to bases. More likely, I’ll stick them on with poster putty.

    in reply to: RVs would be classed as? #3967
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    David Graffam
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    Bus.

    in reply to: New Vehicles Type #3885
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    David Graffam
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    I agree that armored vans are probably well represented by the Pickup Truck / Van / Tractor chassis with Armour Plating, but that’s not such a great fit for large construction vehicles such as dump trucks, concrete mixers, graders, and large farm vehicles such as harvesters. We also don’t have a great option if we want to run big rig hauler trucks without trailers.

    So I really like this Large Truck idea, and have added it to my league’s house rules. I’m sure someone will take it for a spin and we’ll let you know what we think.

    in reply to: Hot for leather OP #3838
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    David Graffam
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    Hell For Leather is on page 52, for those of you following along. 🙂

    If you think it’s overpowered, what do you suggest should be done to help balance it?

    Should it cost more than 5 cans? Should it only be allowed if you’re in gear 2+? Maybe you should get a hazard token for using the Long template when you aren’t in gear 5 or 6?

    in reply to: Wiping out on a slide #3795
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    David Graffam
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    There’s a considerable amount of hand-waving involved in any sort of lateral or diagonal vehicle movement while flipping, so I suggest that you put the player to the left of the flipping vehicle’s controller in charge of all of those maneuver template and vehicle placements, to ensure that the Rule of Carnage is observed. 🙂

    in reply to: Nitro into Smash Attack #3792
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    David Graffam
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    Seems like a reasonable thing to house-rule. How about: For collision purposes, just treat a vehicle as being in its max gear during that first activation when using a Nitro Booster.

    in reply to: Monster Truck Hull Points? #3765
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    David Graffam
    Participant

    The giant tires that make monster trucks into monster trucks seem like a glaring structural weakness in combat. And there may not be much inside of a monster truck body to absorb damage, since they’re usually stripped to save weight. That might explain why they aren’t more durable than regular cars and trucks.

    in reply to: Build slot question #3755
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    David Graffam
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    I added this to my house rules:

    Wrecking Ball
    Type: Smash
    Attack: +2D6
    Range: Smash
    Slots: 1
    Cans: 12
    When involved in a collision of any orientation, this vehicle may add +2D6 to its smash attack. When involved in a collision during its own activation, this vehicle does not gain any hazard tokens as a result of the collision. This vehicle may not mount rams of any kind.

    in reply to: Bits and Weapons #3752
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    David Graffam
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    in reply to: short template usage #3725
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    David Graffam
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    The Short template is used for War Rig piledriver attacks, at least.

    Eventually, I think we’ll all find a voluntary use for a Short maneuver, probably to avoid smashing into something or avoiding another vehicle’s arc of fire.

Viewing 25 posts - 1 through 25 (of 40 total)