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Redline Role-playing (8k)

Vehicle combat (5k)

Vehicle combat stays as in Redline, but you will have needed to have converted your Dark Future vehicle before you can use them in combat. See the Vehicle section for more details on conversion.


Weapons:
Now you have the car, you have to have something to shoot with. Use the following table for most Dark Future weapons.

WeaponSizeDamageCriticalType RangeAccuracy
Lightweight Weapons:
4.2mm Machine GunMedium3d6x3P100+3
7.62mm Mini GunMedium8d6x3P150+5
Lightweight Combat LaserMedium3d6x3P150+3
20mm Tube GLMedium5d6Explosive150+0
40mm RAGMedium15d6Explosive150+0
Medium Weapons:
6mm Machine GunMedium3d6x3P200+3
15mm AutocannonLarge7d6x3P250+1
20mm Grenade LauncherMedium5d6Explosive200+0
Combat LaserMedium7d6x3P300+3
Heavy Weapons:
ChaingunLarge10d6x3P200+5
Heavy LaserLarge12d6x3P450+3
40mm Grenade LauncherLarge15d6Explosive250+0
Missile PodLarge15d6Explosive375+5

Accuracy:
Use this modifier when rolling to hit with that weapon.

Armour Piercing:
Some weapons can use AP ammunition (like depleted uranium) instead of normal. When this happens, the weapon is Type P and has a x3 critical. In addition, halve all non-carbon plastic hardness that the vehicle has.

Ammunition:
Always use the amount of ammunition from Dark Future. This is a must to balance the more powerful weapons.


Other Points:
This is just a selection of odds and ends that round out a vehicle and its combat effects.

Computers and Electronics:
Anything that gives a bonus to hit in Dark Future can give a bonus to hit in Redline as well. This includes things like turret and missile computers, but not weapon mounts (like hood weapons). Multiply the ACC bonus by 2 to get the bonus in Redline.

Passive Weapons:
These are dropped from a vehicle in order to deter or trap a following vehicle. If a vehicle drives through a passive square, then it must roll to avoid the obstacle using the a DC of 20. Failure indicates damage.

Spikes:
All tyres of the vehicle take 2d4 damage.

Mines:
All tyres of the vehicle take 1d6 damage, and the vehicles underbody takes 4d6 damage.

Smoke:
Smoke doesn't effect handling or cause rolls to avoid. Instead, all combat through the area effected by smoke is at -5 to hit.

Reinforced Tyres:
Double the hit points of reinforced tyres.


Jetcopters:
Jetcopters in action are effectively treated like cars with their manoeuvres and handling, but in addition, they can fly like a normal flying creature. They may get to zero speed at any altitude safely by hovering.

Obviously terrain, hazards and obstacles do not play any part in hindering a jetcopter unless it is travelling low enough to have to dodge building and trees. A jetcopter at low enough altitude may ram or be rammed, but due to the fact that jetcopters aren't built for ramming, they take half again the damage.

When a jetcopter has been hit in combat and a critical hit has been scored, use the normal critical hit tables found in Redline. However, if a 5 is scored from any angle, then treat this as if the rotors had been hit. This is bad as it means that the jetcopter will start to plummet from the skies. The Jetcopter will crash next turn and treat this as if the craft had exploded. Pilots should have a Ref save of DC 15 to eject before hand.

To be able to shoot at a jetcopter (or vice-versa), the range between the jetcopter and the ground vehicle must be greater than the height, unless the firer has a total vertical swivel mount for their weapons.

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