Monday, August 4, 2014

Gruntz - Rules for Car Chases

Hi everyone,

To build upon the last AAR here is a new set of rules for Car Chases in Gruntz... any feedback is appreciated!

This is what i've come up with so far:

Rules for Car chases

16” x 24” board

The board should have a clear roadway from the front to the back.

Each player rolls 2d6 and adds the highest skill (or commander’s skill). The highest roll can choose to deploy first or second.  Whoever deploys first also has the first activation.

The attacker is placed in the back 12” and the defender (one being chased) is placed in the front 12”.

At start of each turn:
1) Each vehicle writes down its move (for example 3” left, 1” back”)
2) The tile from rear is removed and new tiles placed up front.  All terrain moves 6” towards the back.
3) A card is dealt to each player for each unit.  The player then assigns the cards to their units.  The players reveal their highest cards and then activate their units in that order continuing until no units are left to activate.   (Aces are high, suit order (highest to lowest) is: Spades, Clubs, Diamonds, Hearts)

Each activation vehicle can moves 6” left or right and up to 2” front or back.

All shooting is at a -3 plus additional modifiers

If a vehicle is on a tile that is removed it is removed from play.

If a vehicle moves into a terrain piece the driver rolls a skill check vs 11.  If they fail the check they take a 7 damage hit.  If they succeed the vehicle moves 1” to either side of the terrain and stops.  If they can’t move 1” to either side it stops 1” behind the terrain.

Any engine critical and the vehicle is out of the game.

At the end of each turn:

1) Each player alternates rolling a 1d6 for each 4” section on the front tile.  On a 2-3 place an approx. 1” piece of terrain. On a 4-5 place an approx. 2” piece of terrain. On a 6 place a building or other large terrain piece approx. 4”. Place the terrain on the leading edge of the tile.