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  1. Players create 100 point Gurps characters with a 50 point disadvantage limit.
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  3. Characters should not have exotic or superhuman traits, this game is set in a post apocolytic environment where the new Ice Age came in abruptly after the turn of the millennium(2000) and after a few decades society has finally returned, but is struggling to plant its feet in the ground. As always, discuss with the GM.
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  6. The gurps portion of the game rules mostly determines foot combat and skill checks, the following vehicular combat and customization rules are largely independant.
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  9. ---Customization---
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  11. Vehicles are constructed on a square grid, this is done by simple placement of parts wherever they may fit(on chassis slots where no other part is occupying the space/s), overworld movement and combat statistics, as well as any special abilities, are modified accordingly depending on the parts installed and the size of the vehicle.
  12. Scrap is used primarily for repairs(see scrap & repairs), but is also used to create additional chassis slots to place parts on, as well as to create armor panels.(See Combat & Damage)
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  14. Vehicles usually have at least three layers in which parts may be placed, the belly(For things such as gas tanks, wheels, and the engine), the main chassis(for most things such as seating, controls, weapons, armor, and storage), and the roof(Which can carry roof mounted weapons, turrets, hatches, etc.). The main chassis may have multiple layers if the players desire, but may cause adverse effects on handling. As always, ask the GM where a part can be placed if you are uncertain.
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  16. Chassis slots are placed on the main chassis layer and the roof. The belly has chassis slots wherever they are on the lowest main chassis layer.
  17. Some parts might not require all the squares they consume to contain chassis slots, and others(such as wheels and armor plates) are placed adjacent to chassis slots.
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  19. In order for a player to drive the vehicle he/she must be able to see forward from the controls, this can be accomplished by open air, windshield, viewport, or camera system.
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  21. Seats are not necessary onboard a vehicle, but do prevent the need for balance checks for those seated whenever a difficult maneuver is performed(Any driving check).
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  24. ---Movement---
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  26. Vehicle movement is done on a hex grid, while players may interact with the vehicle on the square 'vehicle grid'.
  27. The vehicle has several statistics for movement:
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  29. Weight Class: Effects the other stats. Uses a letter system, with later letters denoting heavier vehicles.(A=Lightest class, increased by every 5 heavy parts/cargo)
  30. Speed: The maximum tiles per turn.(-1 per weight class)
  31. Acceleration: Determines how many tiles per turn can be added to the current speed.(-2 per weight class, minimum 1)
  32. Braking: Determines how many tiles per turn can be removed from the current speed.(-2 per weight class, minimum 1)
  33. Handling: Gives a bonus or penalty to driving checks when performing difficult maneuvers or traversing rough terrain.(+1 per weight class, +2 per extra vehicle layer, lower=better)
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  35. Each turn the driver of the vehicle may choose to add or subtract the current speed according to acceleration and braking, then must move the vehicle in the currently faced direction a number of tiles equal to the new speed. If the driver wishes to turn he/she must make the turn half-way through the number of spaces traveled(Ex. at 6 speed, the turn must be made at 3 spaces and the last three spaces must be moved in the new direction faced, the turn also may span no more than one hex face) or must pass a driving check.
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  37. Accelerations or brakings over 3 count as a maneuver for unseated individuals(Requires a balance check)
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  40. ---Combat & Damage---
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  42. Vehicles take damage from four directions, front, back, left, and right. Each direction has its own armor points and hit locations. The areas that can be hit are the parts, and players in that location.
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  44. When an attack is made do an appropriate weapon check to determine if the attack hits or misses, if it hits the GM chooses which direction the attack hits from(unless it's dead obvious, say if you are directly behind the target), then the GM rolls which part the attack will hit against, and damage is applied.
  45. Players may choose to aim for a specific part on an enemy vehicle. The GM will determine how much more difficult this will make the weapon check.
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  48. Parts can be protected with armor plating, each armor plate adds a number of points to the total armor pool on that side of the vehicle. When damage is recieved and the part to be hit is chosen, it is checked for armor protection(if armor is in the way of the direction of the hit, then it absorbs the hit), if it hits armor, the points are taken directly from the armor pool, any remaining damage goes to the part.
  49. If the armor pool on a side of the vehicle is zero, then armor panels that would otherwise absorb hits will be lost entirely if hit.
  50. Every 10 armor panels/viewports/doors count as a heavy part.
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  53. Weapons deal damage in consistant numbers(ex. a .50 cal will always hit for 3). When such a weapon is to hit a person, double the damage number that gets through to determine the number of dice to roll, add 1 if it's a direct hit(No armor absorption)
  54. If a hand-held weapon is to hit a vehicle, make sure it is either explosive, armor-piercing, or energy based, all other damage types will do nothing(unless special exception is given by the GM). Every two dies worth of damage are converted into 1 damage against vehicles, extra points such as +1s are ignored. Explosives usually will do 1 point of damage to surrounding parts, again decided by GM.
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  57. It is also possible to do damage by ramming, Damage done this way is equa to the number of weight classes your vehicle is above the enemy vehicle plus 1 in addition to whatever parts your vehicle has that can increase such damage.(Spikes)
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  60. ---Scrap & Repairs---
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  62. Scrap is used to maintain and modify your vehicle. Your vehicle's chassis is formed and protected by it, and scrap can even be used for repairs in a pinch. All parts can be dissassembled into scrap, so this is a flexible and somewhat abundant resource.
  63. Each scrap unit takes up a slot to carry in your vehicle, however at least 5 can be put together to create a scrap pile. Scrap piles consume 4 spaces and can contain up to 7 scrap each, however also count as a heavy part.
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  66. Chassis slots, armor panels, and armor viewports are made using 1 scrap each. Chassis slots determine where you can place parts. Armor panels protect parts they cover, each armor panel adds 3 points to the armor pool, armor viewports allow players to fire handheld weapons through them, but only provide 2 points.
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  69. All parts have 4 damage states, intact, disabled, disabled 2, and destroyed. In effect parts have 3 hit points. They may only be damaged by vehicle mounted weapons, with exceptions as ruled by the GM.
  70. Damage levels render the part inoperable and may create negative conditions(Ex. a gas tank leaks). When a part is disabled it can be repaired to full operability with a simple repair check according to the conditions below.
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  72. Disabled(yellow halo): Pass a repair check.
  73. Disabled 2(Red halo): Pass a repair check at +2.
  74. Destroyed(Red X): Cannot repair in combat, either pass a repair check and consume an identical part, or pass a repair check at +5 and consume 1 scrap.
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