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Old 08-08-2015, 02:06 PM
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Raellus Raellus is offline
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Join Date: Sep 2008
Location: Southern AZ
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Vehicles are cool but they're also kind of an albatross, for both players and GM's.

PCs should constantly have to consider accumulating wear, routine maintenance, fuel supply, and ammo availability. Vehicles give the group a mobility advantage so long as they are gassed up and running.

For GMs, it's extra record keeping and dealing, IG, with player attachment to said vehicles. AT weapons are a major threat, especially against relatively thin-skinned AFVs like Bradleys and LAV-25s. You don't want to deprive the players of their wheels/tracks but you don't want them rampaging around feeling invulnerable either.

I like to use a little fudge to keep vehicle-tied player teams honest. The first time I roll a hull or turret hit against a PC vehicle, if the result indicates serious damage, I don't even look at the damage tables. I just tell them that an externally-stowed ruck or water can took the brunt of the HEAT warhead. They lose all of that gear but they keep their vehicle. It lets them know that they are not invincible in their IFV (they do lose something), but also allows them keep hold of it for at least another engagement or two.
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Author of Twilight 2000 adventure modules, Rook's Gambit and The Poisoned Chalice, the campaign sourcebook, Korean Peninsula, the gear-book, Baltic Boats, and the co-author of Tara Romaneasca, a campaign sourcebook for Romania, all available for purchase on DriveThruRPG:

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