[These notes and rules are so unofficial it's untrue. They also haven't been extensively play tested, so if you do use them (!) feedback would be welcome.]
An HFV is an experimental military unit. Not designed to replace the MBT, the HFV is designed as a lighter, more manoeuvrable unit able to go where tanks and conventional vehicles can't. Currently they are in trials with the military and are not in main use with anyone, however a couple of multicorps have also been trialling these new vehicles.
They have a crew of one who sits in a cramped armoured and padded cockpit within the main body of the HFV - which stands some 4-5 metres off the ground - the 'head' is actually a sensor unit not being enough to carry much else in the way of equipment. Weapons can be placed in the body, on the shoulders and mounted on the arms. In addition, most HFVs have hands and thus are able to do things that vehicles can't (such as picking up items) and these can also be used to carry additional weaponry.
Being military and being bigger than normal cars, HFVs can carry bigger weapons and more armour than those lighter vehicles, and although they won't be able to outrace them anytime soon, they can go and do things that the others can't. And that is the current issue with HFVs. Currently, they are large walking targets. It is undeniable that they can carry a lot of firepower, and they can carry some heavy armour - at least compared to current Sanctioned Op Interceptors and Renegades, but on the battlefield against real tank guns, they wouldn't stand up for too long. Despite this, the experiment goes on with humanoid vehicles, but in military eyes they are probably not going to amount for much. There are rumours that they might end up as urban pacification units, but that is for the future to decide.
HFVS are not: transformable, Battlemechs, physical weapon specialists, or extremely manoeuvrable, as such throw any ideas of Robotech, Anime or Heavy Gears out of the window.
This section deals with the ins-and-outs of using androids in Dark Future.
Select your choice:
Skills, Actions and Movement
There is only one new skill needed to pilot HFVs - HFV Pilot. This functions exactly as the Drive
skill but used to pilot HFVs only.
HFVs are slightly more flexible than standard vehicles and as such they have a few new actions available to them. These include the following.
Can only be done when the HFV is not moving. It allows the unit to bend down to either hide behind some cover, or to pick things up. The HFV must be stationary to be able to crouch.
The only thing an HFV can do if it falls over. No other movement or combat allowed that turn.
May be combined with a Move Action. This means that the HFV is engaged in close combat, such as punching and kicking. No weapons fire is permitted from an HFV engaged in physical combat.
HFV movement is handled slightly almost the same as normal vehicles but instead of using lanes and boards, use the non-board rules
All HFVs use a standard counter size of 8 cm x 8 cm. Whilst the HFV doesn't take up all that space when stationary, when moving this represents the danger space of the legs and feet.
Because this counter includes the moving feet, it is possible for bikes and pedestrians to try and get through the space in-between the legs while the HFV is moving. Note that this can only happen length-ways through the HFV counter, not through the side.
For bikes to attempt this, they must perform a standard move action only - no other manoeuvres or combat is allowed as the biker currently has other things to worry about. The biker must make hazard roll when they touch the HFV counter. This hazard roll has a +1 modifier per 10 mph or fraction that the HFV is travelling. If the result of the roll is greater than 0, then the bike hits the HFV and a standard ram result occurs.
Pedestrians have to make a saving roll as they don't worry about handling. This saving roll is equal to the speed of the HFV divided by 10 mph, rounding up. This result must be rolled or greater on 1d6. A natural one is an automatic failure, a natural 6 is an automatic success. Failure indicates that the pedestrian was stepped on and dies.
If the bike or pedestrian is travelling towards an HFV which is moving towards them, then only one roll is needed regardless of how many phases it takes the two vehicles to pass. If however, the HFV and the bike/pedestrian are both travelling in the same direction - so that bike is effectively trying to overtake the HFV - then one roll must be made per turn that the two vehicles have overlapping counters; Make this roll in phase 1 and the results last for the entire turn.
HFVs are naturally off-road vehicles and thus take no damage or any of the side effects from travelling off-road. However, HFVs concentrate their weight onto two points - their feet - and as such they do suffer a -1 handling penalty and have halve acceleration when travelling in soft sand or boggy terrain.
However, an HFV can do things that others vehicles can't.
An HFV can step over small walls and small ditches. Anything about 4' high or 4' across can be stepped over, which might mean that hazards such as road blocks no longer become road blocks. However, an HFV cannot lift its legs high enough to step over a vehicle.
Sand effects an HFV as normal but debris has a safe speed of 30 mph. Obstacles only effect the HFV if they are greater than 4' in height, in which case a normal collision occurs. Railroad crossings have no effect on an HFV, but they do suffer the same chance of being destroyed by passing trains.
Oil and spikes have no effect on an HFV unless they explode or are burning, pattern mines explode as normal.
Stepping on things:
If an object is 4' or less, then it can be stepped on. A pedestrian will be killed automatically, regardless of the amount of CON points they have. Other objects will take normal kicking damage.
HFVs can ram other vehicles and be rammed as normal. Damage is worked out as usual, but when a vehicle rams an HFV or when an HFV rams a ground vehicle (car, bike, etc) only the legs will take any critical damage. When HFVs ram other HFVs then make a random hit location roll to see which portion of the HFV takes the brunt of the damage.
An HFV which is rammed by anything larger than a motorbike must make a fall check.
There are many chances for an HFV to fall over, ranging from battle damage to being rammed. When a fall check is required, roll 1d6. Add the HFVs current speed factor and subtract the HFVs Optimum Control. On a result of 3 or less, the HFV remains standing, but on a 4 or greater, the HFV wobbles and unlike a Weeble, falls over.
A fallen HFV takes an immediate relative speed factor hit as it rams the ground - roll on the random hit location table to see which part of the HFV takes the brunt of the fall. Calculate the final speed of the HFV as per a normal ram, and the HFV will move a further amount of times equalling this speed factor on the phases of this speed factor - this represents the HFV skidding across the floor. If this skidding movement causes the HFV to collide with anything, then it takes further ram damage.
Once a fallen HFV has come to a rest, it may attempt to stand. First it has to accelerate to speed factor 1 (and no faster) and then it may make a move action to stand. Standing is simple and automatic provided the HFV hasn't any battle damage. If it has sustained some damage, then it must make a 1d6 roll, adding the Optimum Control and applying any and all of the following modifiers.
|Battle damage||Die Modifier|
A result of 3 or less means that the HFV is now standing and make start to accelerate and move normally. A 4+ denotes failure, which simply means that the HFV doesn't get up, but suffers no further damage. It may try again the next time it can move.
An HFV takes hazard rolls as normal. When forced to make a control test the HFV must make a fall check first. If it makes this, then it takes whatever the control test throws at it. However, results of 6+ denote an automatic fall, the HFV doesn't spin or roll.