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#13550476 Dec 01, 2017 at 11:08 AM · Edited over 1 year ago
Magna
205 Posts
Vehicles are a powerful and unique setup in our DiceMaster. To help represent your favorite vehicle, first we must make a new profile.




A) Right click on your DiceMaster mini-map icon to bring up the Addons Interface menu.
Once there, to the left click the drop down and click on Profiles.

B) Under New, type in the desired name of the vehicle you wish to make a profile of and click Okay to save.
To change back to your previous profile, just return to this menu and click the drop down in Existing Profiles to select the one you desire.

C) Return to the main DiceMaster Interface menu and edit your Charges to be Aim Charges. Set your maximum Aim Charges to 3.
In our system, vehicle abilities work slightly different than normal. (Will explain more below)

You may use this to make extra profiles for different trait load-outs as well!

When you do change profiles however, your health bar wont auto change with it. A quick fix is to right click on the bar (Subtracting a heart) then left clicking on it (Adding a heart). It should refresh it!

Vehicle Types
Vehicle types are determined by RP. Under the hood, they should all operate similarly.

  • Light - 3 Armor. High Mobility. 1 Passenger
  • Medium - 5 Armor. Standard Mobility. 1-2 Passengers
  • Heavy - 8 Armor. Low Mobility. 2-3 Passengers

Vehicle Health is determined via Armor value. Each passenger on the vehicle has a role; Driver, Gunner, and Support.

Vehicle combat rolls are made by all passengers on board the same turn. Driver moves, Gunner attacks, Support defense. All roles can each make a separate action on the vehicle unit’s turn. If there is no Support role, Driver rolls for defense.

If there is an empty seat, you can switch roles! However there are consequences.
Example: If the Driver switches to Gunner, you cant move that turn!

Unless otherwise specified, player traits cannot be used while mounted inside a vehicle.

If a Vehicle reaches 0 Armor while someone is aboard, they must roll 1D20 and beat 10, or take 1d6+4 Dmg

All Vehicles have: Active: Leave Vehicle.

"Aim" Charges
If Gunners have the ability to use Aim charges, then they have;

Aim
Passive: Gain +1 Aim Charge.
  • If an attack misses, player gains +1 Aim Charge.
  • If player's vehicle is hit, -1 Aim Charge.

You can only have a maximum of three Aim Charges.


Vehicle Traits
Each role has 3 augments to choose.

All
Mechanic
Active: Any one crew member may roll 1d20 to repair the vehicle.
1 = -1 Armor | 2-10 = +1 Armor | 11-19 = +2 Armor | 20 = +3 Armor

Eject, Eject!
Passive: +5 to Player's Survival Check upon vehicle destruction.

Extract
Active: Can grab a single player outside the vehicle (if enough room)

Launch
Active: Can launch a single passenger at a target or location.

Line of Sight
Passive: Passengers may use their own player-character standard attacks. Player Trait buffs work here.

Reinforced Plating
Passive: Vehicle gains +2 Def.
Can only be used with Medium and Heavy Vehicles.

Extra Seat
Passive: Passenger(s) +1

Driver
Creative Modifications (Mod)
Passive: Driver may pull from one other Augment tree.
Can only be used with Light or Med Vehicles.

Evasive Maneuvers
Active: Driver may add +3 Def to the Vehicle for one turn.
Can only be used with Light Vehicles.

Reposition
Passive: If a path is available, you may move your vehicle to a new location AFTER making an attack.

"Stay on target!"
Active: Diver steadies the vehicle. Gunner gains +1 Aim charge.

Road Rage
Active: Driver may roll vehicle attacks on their turn. Deals +2 DMG per -1 Armor lost. (Spend Armor for DMG)

All Terrain Vehicle
Passive: Driver may reposition to or through difficult terrain, within reason.

Gunner
Mounted Weapon
Passive: Gunner may roll standard vehicle attacks on their turn. Weapon does 2 Dmg.

Charged Weapon
Active: Requires gunner "Aim" charges. Active: +5 Atk per charge spent. Max 3 Charges. Weapon does +1 DMG per charge spent.

Overkill
Active: Requires gunner "Aim" charges. Active: +5 Crit per charge spent. Max 3 Charges. Weapon does +1 DMG per charge spent.

Splash Damage Weapon
Active: Requires gunner "Aim" charges. Active: 1d2 AoE +1 per charge spent. Max 3 Charges. Weapon does +1 DMG to each target.

Calibrated Weaponry
Passive: Gunner gains Advantage to Atk while vehicle is active

Powerful Mounted Weapon
Passive: Weapon does +2 Dmg. Must have Mounted Weapon equipped.

Support
Expert Repairs
Passive: +2 to repair rolls.
(Note: You can still make a Critical Failure and damage your vehicle!)

Quick Rig
Active: Make a repair roll with Advantage.

Assist Aim
Active: Gunner gains +1 Aim Charge.

Overcharged
Active: Gunner gains maximum Aim Charges. -3 Armor

Keep It Together!
Passive: Upon vehicle destruction, roll a Vehicle survival check. If successful, it is reduced to 1 Armor instead. One use.

Escape Plan
Passive: All Passengers gain Advantage to Survival checks.

Light Vehicle Example

"Monique"
Tyrman's Northrend Mk1 Chopper
Light: 3 Armor. High Mobility. 1-2 Passenger(s)

Driver: Tyrman Bladebreaker
Mechanic
Active: Any one crew member may roll 1d20 to repair the vehicle.
1 = -1 Armor | 2-10 = +1 Armor | 11-19 = +2 Armor | 20 = +3 Armor

"Stay on target!"
Active: Diver steadies the vehicle. Gunner gains +1 Aim charge.

Sidecar
Passive: Passenger(s) +1 (Gunner)

Gunner: Passenger
Mounted Weapon
Passive: Gunner may roll standard vehicle attacks on their turn. Weapon does 2 Dmg.

Charged Weapon
Active: Requires gunner "Aim" charges. Active: +5 Atk per charge spent. Max 3 Charges. Weapon does +1 DMG per charge spent.

Splash Damage Weapon
Active: Requires gunner "Aim" charges. Active: 1d2 AoE +1 per charge spent. Max 3 Charges. Weapon does +1 DMG to each target.



Medium Vehicle Example

F.I.S.T.
Tyrman's Felsteel Instrument Strike Trooper
Medium: 5 Armor. Standard Mobility. 1 Passenger

Driver: Tyrman Bladebreaker
Mounted Weapon (Mod)
Passive: Gunner may roll standard vehicle attacks on their turn. Weapon does 2 Dmg.

Overkill (Mod)
Active: Requires gunner "Aim" charges. Active: +5 Crit per charge spent. Max 3 Charges. Weapon does +1 DMG per charge spent.

Reinforced Plating
Passive: Vehicle gains +2 Def.



Heavy Vehicle Example

"Betty"
Dizzy Driveshaft's Siege Engine
Heavy: 8 Armor. Low Mobility. 3 Passengers

Driver: Dizzy Driveshaft
"Stay on target!"
Active: Diver steadies the vehicle. Gunner gains +1 Aim charge.

Road Rage
Active: Driver may roll vehicle attacks on their turn. Deals +2 DMG per -1 Armor lost. (Spend Armor for DMG)

Reinforced Plating
Passive: Vehicle gains +2 Def.

Gunner: Passenger
Mounted Weapon
Passive: Gunner may roll standard vehicle attacks on their turn. Weapon does 2 Dmg.

Charged Weapon
Active: Requires gunner "Aim" charges. Active: +5 Atk per charge spent. Max 3 Charges. Weapon does +1 DMG per charge spent.

Splash Damage Weapon
Active: Requires gunner "Aim" charges. Active: 1d2 AoE +1 per charge spent. Max 3 Charges. Weapon does +1 DMG to each target.

Support: Passenger
Assist Aim
Active: Gunner gains +1 Aim Charge.

Line of Sight
Passive: Passengers may use their own player-character standard attacks. Player Trait buffs work here.

Mechanic
Active: Any one crew member may roll 1d20 to repair the vehicle.
1 = -1 Armor | 2-10 = +1 Armor | 11-19 = +2 Armor | 20 = +3 Armor



(Edit: 21-1-18: Tyrman: Fixed Evasive Maneuvers and Reinforced Plates. Clarified extra rules; roles.)
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