An HFV is a unique vehicle. Having arms and legs allows it actions and options that other vehicles can only dream about. When taking your first HFV out for a spin we recommend that you pay attention to the following notes and guidelines.
HFVs have some unusual fire arcs for their weapons because of the way the weapons are mounted and the way that HFVs move.
Arm weapons use a combination of the front-firing pintle mount with the front-left or front-right swivel mount found in White Line Fever.
Internal weapons use either the front or rear-firing pintle mount found in White Line Fever.
Leg weapons use front-firing pintle mount found in White Line Fever.
If a vehicle shooting at an HFV doesn't have any vertical mounts, then the locations that they can target are limited depending on the range of the HFV away from the firer. This is because standard vehicle weapon mounts are generally fixed to fire forward with only a limited traverse. The range to the HFV will determine what locations may be targeted; Use the following table to determine the locations able to be hit.
|Vehicle||Range to HFV||HFV Locations available|
|Non-Big rigs||Within 2 spaces||Legs only|
|2+ spaces||Any location|
|Big Rigs (non turrets)||Within 2 spaces||Legs only|
|2+ spaces||Any location
|Big Rigs (turrets)||Any||Any location|
If Any location can be targeted, then the firer can choose the location to be fired at before making any to-hit rolls or can just take a random shot. Shooting specifically gives a -1 modifier to hit. A miss indicates no location will be hit.
If a random shot is being fired, roll 1d6 on the following table.
|Die Roll||Random Location Hit|
|1-2||Legs - roll again, Odds = left, Evens = right|
|5-6||Arms - roll again, Odds = left, Evens = right|
If a critical hit is scored, then all normal rules follow. There are only three critical hit locations though - each arm, each leg and the body. Because of the cramped nature of an HFV body, there is no separate front or rear table.
Having moveable limbs means that an HFV can engage in some form of close combat, namely punching and kicking. A physical attack
action may not be made in the same phase as a shoot
action. Physical attacks may only occur if the HFV counter is next to the target counter or model.
An HFV may punch with its hands, or arms if the hands have been removed. Battle fists will give more damage to a successful punch. Each physical attack action will result in one punch, thus only one punch may be done per phase and each arm may only punch once per turn. In addition, a punch may not be made if the HFV is holding a hand weapon or some other item. A punch may be made if the HFV and/or the target are moving. Punches may be made against any vehicle type that the HFV can reach.
Making a punch attack requires a to-hit roll on 1d6 as normal. There are no ACC modifiers but the pilot may add one third of their HFV Pilot skill (round down). There is a further -2 if the target is a pedestrian. No other modifiers (save pilot wound status) are applied and the to-hit number is the targets speed factor which must be equalled or higher on the modified die roll. A 1d6 is rolled for hit location - evens means that the body is hit, odds equals the arms.
The base damage from a punch is +1 for a Light HFV, +2 for a Standard HFV and +3 for a Heavy HFV. This is reduced by -2 if the HFV doesn't have hands, and increased by +2 for Battle fists or +4 for Heavy Battle fists.
If a massive weapon is built into the arm that is being for a punch attack, then there is a chance that it has been damage. Roll 1d6, on an even result the weapon is not damaged, but an odd result means that it has been damaged - make a roll on the Weapon Critical Hit Table. A weapon sheath will give the weapon another saving throw to avoid damage.
Kicking can only be done when the HFV is stationary - it's hard to kick when you're using your legs for movement. Any attempt to kick while moving will result in the HFV automatically falling over without the kick being successful. An HFV also cannot kick (at all) if a leg is frozen or a leg is destroyed. If the HFVs hip has been damaged, then the HFV must make a fall check before it makes a kick attack - failure means the kick doesn't happen as the HFV falls to the floor. Each leg may kick once per turn.
Making a kick attack requires a to-hit roll on 1d6 as normal. There are no ACC modifiers but the pilot may add one third of their HFV Pilot skill (round down) and -2 if the target is a pedestrian. No other modifiers (save pilot wound status) are applied as both target and attacker must be stationary and if the final result (including the 1d6 roll) equals 2 or higher, the kick has succeeded. All damage will be applied to the target HFVs legs or vehicle side armour.
The base damage from a kick is +3 for a Light HFV, +4 for a Standard HFV and +5 for a Heavy HFV. This is reduced by -3 if the hip is damaged. A kicked pedestrian is automatically killed.
HFVs have the ability to hold specially designed hand weapons. Only HFVs with hands may use hand weapons and whilst held might cause the HFV to suffer a performance drop. The HFV may drop the weapon at any time. Heavy or small weapons require the HFV to use one hand to carry and fire them, Massive weapons require 2 hands. If the weapon is being used in a turn then the HFV may not make any punch attacks with the hand(s) carrying the weapon, and while carrying a weapon, the HFV may not carry anything else in those hands.
A hand held weapons other functions as normal and takes no ACC modifiers for being carried. Anytime an arm is hit on the HFV (in physical or shooting combat) which is currently carrying a hand held weapon, a saving throw must immediately be made - an even score means that the arm was hit as normal, but an odd result means that the hand held weapon was hit instead. A roll on the Weapon Critical Hit Table is then made, although weapon sheaths do provide for an additional saving thrown.
In desperation, a hand held weapon may be used as a club - this is a desperate act as the weapon will no longer be able to be used as a gun once a successful club attack has been made. Club attacks are treated as normal punches and inflict base punching damage (with no modifiers for Battle fists) +1 for Heavy or smaller hand held weapons, or +2 for Massive weapons.