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View Poll Results: Are characters allowed to purchase vehicles at creation?
Allow Purchase of Vehicles 23 74.19%
Do Not Allow Purchase of Vehicles 8 25.81%
Voters: 31. You may not vote on this poll

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  #1  
Old 12-12-2015, 09:49 AM
Silent Hunter UK Silent Hunter UK is offline
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Originally Posted by raketenjagdpanzer View Post
Another game played that didn't really get off the ground but at the very least was a good thought experiment...we rolled up a LAV 25 and a Humvee - may have been two of them (in fact I think it was) - and with our starting dollars could have purchased another LAV but didn't have the crew. Instead we bought so much equipment we were running out of vehicle carry capacity.
In that case, it might be worth setting up a home base in somewhere suitably T2K-esque, say an abandoned hangar?
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Old 12-12-2015, 06:36 PM
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raketenjagdpanzer raketenjagdpanzer is offline
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Originally Posted by Silent Hunter UK View Post
In that case, it might be worth setting up a home base in somewhere suitably T2K-esque, say an abandoned hangar?
Once you get out of the Kalisz salient, then yeah that'd make sense. Build up a nice cantonment.
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Old 12-12-2015, 10:36 PM
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Originally Posted by raketenjagdpanzer View Post
I view starting cash not as actual physical dollars, but basically "buy points".
I always ran the game with the assumption the items "purchased" at character creation were meant to represent items acquired by the character before the game started. For T2K, this can mean equipment issued to them, gear they scavenged, and finally, everything they were able to shove into the vehicles when the "Good luck, you're on your own." order was issued.
I can't remember if it's in the T2K rules, or if I scavenged it from another game, but I had a rule that 90% of the starting money MUST be spent, or it is lost. The remaining 10% I referred to as the character's "wallet"; this money could be kept or spent as the player wished.

My opinion is, if they want to use the starting cash to buy another vehicle, let them. It's a great way to get all that starting cash out of their hands. Of course, don't forget it's only the vehicles given by rolling upon character creation that are assumed to come with a full load of ammo, fuel, etc. With purchased vehicles, items like fuel, etc., are sold separately.
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Old 12-14-2015, 07:22 AM
Olefin Olefin is offline
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Quote:
Originally Posted by Bullet Magnet View Post
I always ran the game with the assumption the items "purchased" at character creation were meant to represent items acquired by the character before the game started. For T2K, this can mean equipment issued to them, gear they scavenged, and finally, everything they were able to shove into the vehicles when the "Good luck, you're on your own." order was issued.
I can't remember if it's in the T2K rules, or if I scavenged it from another game, but I had a rule that 90% of the starting money MUST be spent, or it is lost. The remaining 10% I referred to as the character's "wallet"; this money could be kept or spent as the player wished.

My opinion is, if they want to use the starting cash to buy another vehicle, let them. It's a great way to get all that starting cash out of their hands. Of course, don't forget it's only the vehicles given by rolling upon character creation that are assumed to come with a full load of ammo, fuel, etc. With purchased vehicles, items like fuel, etc., are sold separately.
I am in agreement on you as to what the items players had that they used their money to obtain represented - i.e. as you said issued, scavenged, and grabbed as the Division collapsed

and also as to what a purchased vehicle should be versus one that is rolled up by the GM - like I said if you have the money to purchase the vehicle you need to also have the money to purchase ammo and fuel for it as well - I wouldn't give the vehicle an empty fuel tank but I would assume that at best its holding 10-20% fuel capacity when purchased as compared the full vehicles that GM rolls give you
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Old 12-14-2015, 09:53 AM
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Here is the way I do it

If I was playing using one of the TW adventure mods, I.E. a group of US PC's escaping Poland, then I'd use the starting vehicle chart found in the TW Rule Book.

Playing anything else, I'd look at the PC's, is there someone who would have a normally have a vehicle? IE Cavalry Scouts, Armored Crewmen, Mechanized Infantry? Or I would just throw in a NPC with a vehicle from my stash of NPCs.

Of course the group could also "find" something too.
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Old 12-14-2015, 11:11 AM
Olefin Olefin is offline
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I like the idea of a bought vehicle being a found one - especially considering the nature of the breakout and how confused it is - finding a US or Soviet vehicle sitting there still useable with dead bodies all around it would be very realistic - i.e. a firefight that ends up with everyone dead or dying but the vehicle still driveable - we got a vehicle like that once using as an idea something from The Big Red One - i.e. playing dead to suck the enemy in and have them dismount - sniper took out the guy they left on the machine gun and we took out the rest

could be done here as well but where the Americans or Russians that are going down get off a grenade that takes out the opposing side - and you have two groups of bodies clustered around an operational vehicle - and there is the vehicle you "bought"
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Old 12-14-2015, 12:03 PM
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Well in the begining of the Free City of Krakow Mod you come across ambush site.

When I came ran this adventure I had my group find a running truck and Humvee since they did not have any vehicles yet.

Using this idea you could give stuff to PC's if you are that type of GM.
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