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Moto sickles


GrooveD70

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The old Eye for and Eye rules (page 62) considered a turn of 121-180 degrees in a single hex to be a -3 modifier to your Combat Driving roll. However you also have to reduce your Turn mode which is an additional -4 penalty (reduce turn mode to 0).

 

However if you are going slower your turn mode is less. Zero, for instance, if you are starting from a dead stop.

 

The tables are reproduced below.

 

Degree of Turn / Modifier

01-60 (one hex side) = -0

61-90 (up to 1.5 hexsides) = -1

91-120 (up to 2 hexsides) = -2

121-180 (up to 3 hexsides, bootlegger) = -3

One hex line drift = -0

 

Decrease in Turn Mode / Modifier

-1 = -1

-2 = -2

1/2 current Turn Mode = -3

Bootlegger (move one vehicle

length forward and reverse

vehicle facing, eliminating the

Turn Mode for this maneuver = -4

 

Hope the table is readable. Hope this helps.

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Re: Moto sickles

 

Originally posted by GrooveD70

I have a player that wants to do one of those kewl 180 turns on a motor cyle where the back tire spins out while the bike stays in the same "hex". He wants to use this to aviod having a turn radius. He also have a good combat driving skill. How would you all handle this?:confused:

 

I saw something like this somewhere - can't find it (of course), so here's a couple ways - make it a combat driving skill roll with something like (velocity/3 or5) as the negative modifier. Another way could be to buy the skill (power) as teleport (same hex, must be on surface [can't do 180s in air though], only to change direction 180 degrees, requires comabt driving skill roll - no idea of points, just thinking things out loud). The first would let anyone do it, the second would make it a specific skill that needed to be learned separately.

 

The teleport looks hideously expensive (skimming book). A cheaper way might be transform (object traveling one way into object travelling 180 degrees opposite), similar limitations.

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