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Vehicle hits

Posted: Wed Jan 12, 2011 10:28 pm
by Crose87420
Hey all,

Can anyone point me in the direction of vehicles and the amount of hits they can take per vehicle type? I have a micro-jet under heavy AK-47 fire and I can't seem to find the info.

Thanks,

Chad

Re: Vehicle hits

Posted: Wed Jan 12, 2011 10:45 pm
by kevperrine
Crose87420 wrote:Can anyone point me in the direction of vehicles and the amount of hits they can take per vehicle type? I have a micro-jet under heavy AK-47 fire and I can't seem to find the info.

Huh...
I don't see it anywhere in the rules. I may have missed it. Maybe others can find something.

What I DID find is this:
"A Super Vehicle has stats and powers just like a character, but it has no skills." [BASH! UE p.30]

So...
Extrapolating from that, I would GUESS that:
- a "super vehicle" has a full 100 Hits (as a main character)
- a normal vehicle (even a jet or tank) would have a number of hits as a "Minion Rating" depending on the vehicle. [BASH! UE p.68]

HITS
10 - Normal (a sedan)
20 - Grunt (a SUV)
30 - Tough (an Assault truck)
40 - Dangerous (a standard tank)
50 - Powerful (a very heavily armored battle tank)
100 - Super Vehicle (the Batmobile)


thoughts?
-kev-

Posted: Wed Jan 12, 2011 10:50 pm
by Lindharin
I can't find it in the book either. However, per this thread they have 100 hits.

Or presumably, if they are piloted by a minion then they have minion-scale hits (10-50 depending on "quality" of the minion).

Posted: Wed Jan 12, 2011 11:14 pm
by Crose87420
Okay, thanks to the both of you for the help.

Chad

Posted: Wed Jan 12, 2011 11:39 pm
by kevperrine
Lindharin wrote: Or presumably, if they are piloted by a minion then they have minion-scale hits (10-50 depending on "quality" of the minion).

So...
If #24 the Minion is driving (bright yellow) M.O.D.O.K.'s A.I.M. VW-van, with the dangly fuzzy dice and hula-girl on the dash... it's got 10 Hits.

BUT...
if M.O.D.O.K. himself takes the wheel, it shifts to 100 pts because of his ultra-villainary uberness?

Suckily... that could never happen so easily, since MODOK couldn't reach the peddles!!!!

LOL - just teasing.
-kev-


Image

Image


and PS... I love MODOK. hehe

Posted: Fri Jan 14, 2011 3:08 pm
by Lindharin
kevperrine wrote:
Lindharin wrote: Or presumably, if they are piloted by a minion then they have minion-scale hits (10-50 depending on "quality" of the minion).

So...
If #24 the Minion is driving (bright yellow) M.O.D.O.K.'s A.I.M. VW-van, with the dangly fuzzy dice and hula-girl on the dash... it's got 10 Hits.

BUT...
if M.O.D.O.K. himself takes the wheel, it shifts to 100 pts because of his ultra-villainary uberness?
Sorry for the delay, I've been trying to figure out how to articulate an answer here. I know you were teasing, but it raises a really good point that might be worth discussing further. This is probably going to be really long winded, so sorry in advance. :)

Let me start by saying I get what you're saying, and it is totally valid to treat the vehicle as an objective element, so a VW van with hula girl bling is always 10 hits, regardless of who is driving it.

But that isn't the way I personally would run it. There is a conceit (for lack of a better word) in gaming and many other types of storytelling, including comics and action movies, that I think of as "script immunity". It's always been there in RPGs in one form or another, but the first time I really saw it articulated in that way was the first D20 edition of Star Wars RPG. Vitality was described as, at least in part, a form of "script immunity".

Does the 12 year old, 100 pounds, acrobat who puts on a red robin's outfit to help his guardian fight crime really deserve 100 hits, when the seasoned mercenary soldier who weighs 250 pounds (all muscle) gets 20 or 30 hits? Hits aren't just about actual physical ability to withstand damage, it is about story importance. More than many other games, Bash seems to embrace something like script immunity when it comes to the hit system. Robin gets 100 hits because he's a hero, and it is his story. The deadly mercenary gets 30 hits because he's basically an "extra" in this story. Now, maybe that deadly merc has some terrible things happen in his personal life and he becomes the Punisher, and then in his story he has 100 hits. He's not really any physically tougher, just his role has changed.

Getting back to vehicles, when Luke Skywalker is attacking the first Death Star, he's in an X-Wing that is no different than anyone else's. Yet all the nameless pilots who are with him get shot down in one hit. Even most of the named pilots who are with him get shot down in one hit. But Luke gets hit, and it just damages a "stabilizer" that his trusty R2 unit can "lock down".

Sure, that can be explained in other ways. Maybe his attacker rolled poor on his damage, or Luke rolled well on his soak. Maybe he used a hero die to "never surrender". There are lots of ways each of us can choose to handle that in our games within the rules framework Bash provides us.

In my game, my default assumption would be that the character's role in the story is the driving factor for determining Hits. If he's in the same vehicle as some nameless extra, his vehicle will still have more hits because he's the one in it.

The quality of the vehicle will still play a big part in any conflict, though - after all, its stat block affects it's defense, soak, attack and damage rolls. Luke will be much happier going into a firefight in an X-Wing than an unarmed, unshielded shuttle. But even if he's stuck in that shuttle, he's probably not going to be simply blown up in one hit.

Having said all that, I guess I should add that really is just my "default" approach, but I would tweak it to fit the story. I probably wouldn't give 100 hits to the VW van from your MODOK example, either. I'd probably say the heroes can disable it for a fraction of that, but MODOK walks away from the crash with no more than scratches or something. But that is because I can easily believe MODOK could survive a car crash; trashing the VW van doesn't really * up MODOK himself, and it is MODOK who has script immunity, not the van. The scene just proceeds with MODOK mind-blasting the fool who took out his favorite fuzzy dice.

Change your example to MODOK in a VW unarmored space shuttle, in space, and I would be more likely to give him the full 100 hits for that shuttle because destroying the space shuttle means really screwing over the character. If that is how the fight is going to take place, he deserves his full script immunity, unless I have some other way in mind to believably continue the scene after the shuttle's destruction.

Posted: Fri Jan 14, 2011 4:10 pm
by Lindharin
In case it wasn't clear, I haven't really used vehicles in combat in Bash, so I haven't had to formalize or finalize how I plan to do it until now. :)

So I had a few other thoughts...

What if the character has the option of substituting his own hits for his vehicle? If Batman is fighting at an airbase and commandeers a run-of-the-mill fighter plane, he has the choice of using its 30 hits (40 hits?), or his own 100 hits. If he chooses to use the plane's hits, then he can fight in it but it is expected that he'll somehow bail out before it is destroyed. If he uses his own hits, then the plane will last longer but if he's defeated in it he's actually defeated, not just going to bail out and continue the fight with all his normal hits.

Of course, this is highlights the fact that characters with a Super Vehicle are effectively getting 100 extra hits they can use for the cost of 1 advantage. Batman can fly to a scene in his Batplane, fight for a bit, shoot some missiles, wait until the plane is shot down, then eject and continue the fight. He does this a number of times in the Justice League and JLU show, for example. If the Batplane has a full 100 hits, and then Batman himself gets his own 100 hits, that's a pretty huge advantage (although only in certain situations).

I think this why I tend to avoid using vehicles as anything except set dressing... :)

Posted: Fri Jan 14, 2011 7:27 pm
by BASHMAN
The way I'd handle vehicle driver switches between Villains and Minions is simply transfer the % of damage over (round down).

So a minion w/ 10 Hits is piloting a Tie-Fighter and it gets zapped for 8 Hits of damage, it has 2/10 Hits left.

Then Vader says "Get out of the *, let me fly" and takes over. It goes from 2/10 Hits to 20/100 Hits while Vader is piloting it.

So if the Tie-Fighter took 10/10 damage, it would still be wrecked and unflyable to Vader.

Posted: Fri Jan 14, 2011 8:02 pm
by kevperrine
BASHMAN wrote:The way I'd handle vehicle driver switches between Villains and Minions is simply transfer the % of damage over (round down)..

Neat way to handle it!
I was asking if Lindharin would like to expand and make this an article in BAM. I think it'd be a good one to have "on record". BASHMAN - your addition is exactly the kind of "Creator Commentary" I was imagining that you could add to the articles when you review them before publishing in BAM.

Neat!