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View Poll Results: Are characters allowed to purchase vehicles at creation? | |||
Allow Purchase of Vehicles |
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23 | 74.19% |
Do Not Allow Purchase of Vehicles |
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8 | 25.81% |
Voters: 31. You may not vote on this poll |
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#1
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Hell yes... but it's definitely a case of "be careful what you wish for". If they purchase vehicles that the GM isn't happy with, well, the GM can make them suffer for their choices. Worn out parts, no ammo, limited POL, contaminated POL, the options are many.
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#2
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What he said smile
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Tis better to do than to do not. Tis better to act than react. Tis better to have a battery of 105's than not. Tis better to see them afor they see you. |
#3
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There's a reason it's for sale and not being utilized.
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#4
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Where is your campaign starting - are you in the wreckage of the 5th division running for your lives or are you somewhere where you could buy vehicles - i.e. perhaps Krakow where anything is for sale for instance?
I would think that the difference between the starting rollup vehicles (which by game definition are supposed to be fully fueled and armed and in good condition) and buying them is that you would be buying a vehicle - not the ammo and fuel needed to operate it - meaning you need money to arm it and fuel it as well - and anything you buy as others have said may have issues with it that rolled vehicles wont keep in mind with anything used that its always buyer beware - limited ammo available for it alone can make a vehicle nothign more than just basic transport no matter how big its gun is - or even more fun is a non-operational weapon - get a terrific buy on a tank and then find out that the cannon is non-functional and you have a fuel hog that looks impressive but all its armed with are machine guns |
#5
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I view starting cash not as actual physical dollars, but basically "buy points". The rules (at least the 1.0 rules) state that starting vehicles are to be considered in good working order, IIRC, so if (for example) the party wants to pool their dough and they have enough for an Abrams or whatever then that's also part of their starting unit. The most well-armored force I have run as a GM had a Bradley and an HEMTT and then later salvaged an abandoned M113; there were numerous characters, and had they had enough from the outset, yes, I'd have said "Okay you can purchase the Stingray," etc.
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THIS IS MY SIG, HERE IT IS. |
#6
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I think many parties may have just left it there but to me even a beat up piece of junk sure beats walking and I agree with you - the question is do they have enough money to properly arm it - thats what we did with the Bradley we rolled in the above mentioned campaign - game gives you one ammo load for it - but considering how much combat we saw even in the short length of the campaign thats not going to cut it - so we made sure we had the TOW's to spare |
#7
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I follow the same general lines as Raketenjagdpanzer - your initial cash is more like "buying points."
For initial 5th Division starts, I also use the availability values - if I roll it as unavailable, you can't buy it in your initial creation shopping spree.
Usually, common stuff is available, but not always. Yes, you can buy a vehicle - if it's available. I won't necessarily give players a choice on wear values (randomly rolled), but then they are not forced to buy the vehicle either. Other campaigns I have been in, the GM may assign a vehicle (or not) if appropriate to the setting and circumstances of the scenario. In a couple, we were a team assigned to a mission, and were assigned vehicles; extra equipment was very limited. In another, vehicles were in appropriate; we were each given a horse instead, and a wagon for the group. Uncle Ted Last edited by unkated; 12-09-2015 at 05:44 PM. Reason: name correction |
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