micro wars (car wars)
TRANSCRIPT
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M IC R O W A R S
being a retro-clone of the roleplaying, character, and
combat portions of a C ertain W ell-known automotive
combat game, as yet minus the automobile rules
Playtest Version 0.01. Copyright © 2014 by Christopher A. Goodwin. Released as Open
Content under the terms of the Open Game License (see Legal Information, below).
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Contents
Contents
Character Creation
Character Points
Stats
Skills
Character Disadvantages
Hit Points and Damage
Armor
Inanimate Objects
Combining DEF and SP
Combat, Skill, and Task Resolution
Stat Checks
Critical Success and Critical FailureLuck Checks
Bad Luck
The Roll High Variant
Character Movement and Combat Time
Initiative
Smaller Turns (optional)
Size
The Fantasy Game
Changes
Legal InformationOpen Game Content
OPEN GAME LICENSE Version 1.0a
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Character Creation
Charact er Points
Characters begin play with a number of points available to buy stats and skills. A typical
character starts with 30 points to spend. A character can, with the referee’s permission, reduceone or more of er stats or take disadvantages in order to gain more points.
Stats
Characters have four stats: Physique (PHY), Dexterity (DEX), Intelligence (INT), and Cool
(COOL). Each of them starts at +0. Increasing a stat costs 30 points per +1; characters can
also sell back some of their stats, in which case they get back 30 points per -1. No stat may be
reduced below -2 or increased above +3 without special means such as magic, super powers,
or the like.
Physique represents a character’s strength, health, stamina, physical condition, and athleticability. Dexterity represents a character’s hand-eye coordination, physical agility, balance, and
general physical movement ability. Intelligence represents a character’s reasoning, memory,
speed of thought, and perception. Cool represents a character’s ability to interact with and
make a positive impression on others as well as er willpower and ability to stay calm in a crisis.
Skills
Characters can buy skills. Unless otherwise mentioned, each skill costs 10 points to buy the
skill at base level, and an additional 10 points per +1. Each skill is listed with the name of a stat
in parentheses; any bonuses or penalties the character has with the stat apply to the use of the
skill.
For skills with a (type) noted, the character must choose a specific area with which the skill is
useful. For instance, a character with Driving skill must select a type of vehicle e can drive,
whether Cars, Motorcycles, Oversized Vehicles, Chariot, Horse and Buggy, or other types of
vehicles at the referee’s discretion. The character must buy Driving skill again to be able to
drive an additional type of vehicle.
The skills are:
Acrobat (DEX)
Animal Handling (COOL)
Armoury (INT)
Bureaucracy (COOL)
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Climbing (PHY)
Computers (INT)
Crew (INT or SOC) - this represents the ability of the character to function as part of a trained
crew, where individuals might have different functions but must operate in unison or in a specificsequence. Characters with any of the following skills automatically have Crew at base level if
desired: Heavy Weapons, Leadership, Pilot, Profession (soldier), Sailing, Systems Operation,
Tactics, Vehicle Weapons. Characters who have more than one of these skills do not receive
additional levels in Crew, however.
Driving (type) (DEX) - Types can include Cars, Motorcycles, Oversized Vehicles, Chariot, Horse
And Buggy, Giant Robot (walker or wheeled only), Giant Transformable Robot In Land Vehicle
Form.
Electronics (INT)
Extra HP (PHY) - this allows a character to buy up to 3 additional HP at 10 points apiece,
without increasing er PHY score. There would normally be no reason to roll the Extra HP skill.
Forgery (INT)
Gambling (COOL)
Heavy Weapons (DEX) - heavy machine guns, mortars, grenade launchers, cannon; any
man-portable crew-served weapon, but not Vehicle Weapons. (This depends entirely on techlevel. In a low tech world, ballistae, catapults, and trebuchets would be considered Heavy
Weapons, though this skill might be renamed Siege Engines in such a game.)
Improved Initiative (Special) - every level in Improved Initiative (including the base level) adds
+1 to characters’ Initiative rolls in combat. A character can buy up to three levels Improved
Initiative.
Knowledge (type) (INT) - Area (specific area), Culture (place or people), General (person or
thing)
Language (specific) (INT) - the character speaks another language. Base level means the
character can carry on basic conversations; with additional levels the character can speak more
fluently. Four levels (Language+3) means the character effectively has native level fluency with
the language.
Leadership (COOL)
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Luck (Special) - A character with Luck at base level makes er Luck checks at 7- instead of 4-,
and additional levels increase er Luck roll.
Magic (INT) - Magic skill represents a character’s ability to successfully cast a spell. A character
with Magic skill has a number of Spell points equal to 10 + COOL + Magic skill value. Every
spell has a spell level; a mage can cast spells of a maximum level equal to half er Magic skilllevel, rounded up. A mage can learn any number of spells they are capable of casting, one at a
time; whether they can find these spells is another story… (Note: the Magic skill represents
Arcane magic only. Divine and Nature Magic are separate skills; Divine and Nature Magic are
each based on COOL.)
Martial Arts (PHY)
Mechanic (INT)
Melee Weapons (PHY) - swords, knives, staves, pole arms, bashing weapons
Missile Weapons (DEX) - bows, crossbows, thrown weapons.
Navigation (INT)
Oratory (COOL)
Paramedic (INT)
Perception (INT) - This represents the character’s ability to sense the environment around em. All characters begin with Perception at base level for no cost.
Pilot (type) (DEX) - Helicopter, Fixed Wing, Hovercraft, Large Watercraft, Hot Air Balloon,
Spacecraft, Giant Robot (with flight or jump capability), Transformable Giant Robot In Air Or
Spacecraft Form.
Power (type) (Special) - if a character has any kind of super, psionic, or other types of powers,
this represents er ability to activate and control them. The stat to use depends on the powers
and is generally up to the referee. It’s possible that different types of power might be controlled
by different stats. In most cases the Power skill is not necessary for a character to simply use er
powers; this can help em perform power tricks, stunts, and so forth.
Profession (type) (INT) - accountant, blacksmith, cartwright, detective, soldier, etc. The
governing stat can depend on the specifics of the profession; Profession (dancer) might be
DEX-based, while Profession (loader) might be PHY-based.
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Running (PHY or DEX) - This is effectively two skills. Running (PHY) is used for increasing a
character’s running distance and endurance, while Running (DEX) is used to increase a
character’s running speed. Every level of Running (DEX) increases a character’s Walk, Jog,
and Run movement by 3 feet/1 meter per turn.
Sailing (type) (PHY) - Small Windpowered Watercraft, Small Powered Watercraft, Large CrewedWatercraft
Science (type) (INT) - anthropology, biology, chemistry, engineering, medicine, physics, etc.
Security Systems (INT) -
Small Arms (DEX) - pistols, rifles, submachine guns, shotguns, etc.
Stealth (DEX)
Streetwise (COOL)
Systems Operation (INT) - This skill grants the character the ability to use communications and
sensory gear (typically fixed or vehicle-mounted) such as radio, radar, sonar, infrared scopes,
subspace comms, hyperspace navigation equipment, etc. In an instance where these items
would prove useful, the character may use er Systems Operation skill instead of Perception in
order to find objects or sense through prohibitive conditions.
Tactics (INT) - A character with Tactics skill adds +1 to er initiative rolls in combat.
Toughness (PHY) - each level of Toughness reduces nonlethal damage taken by the character
by 1 point.
Vehicle Weapons (DEX) - any weapon mounted on a vehicle such as a car, starship, giant
robot, etc.
Additional skills are possible; with the referee’s permission, a player may come up with new
skills. The use and parameters of any new skills are up to the referee. Knowledge, Power, and
Profession can often be stretched into new skills as well.
Character Disadvantages
If the referee permits, characters might be able to take disadvantages to increase the points
they have to spend on stats and skills. (Disadvantage rules are not yet written or available but
will appear here when they are.) (Rough guideline: a penalty of -2 to a category of rolls should
be worth 10 points; see also under Bad Luck, below.)
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Hit Points and Damage
Characters have an amount of hit points (HP) equal to 3 + PHY.
A character who has taken some damage is wounded and may suffer penalties to stat checks or
skill use depending on the severity of er wounds.
A character reduced to 0 HP by means of any attacks (lethal and nonlethal damage) is
unconscious. (Add together the total amount of lethal and nonlethal damage the character has
taken; if this total is equal to or greater than er hit points, e is unconscious.)
A character reduced to -1 HP or lower (via lethal damage only; in other words, has taken an
amount of lethal damage greater than er original hit point total) is unconscious and dying. The
character takes another 1 damage every minute until stabilized (via use of Paramedic skill) or
until reaching -1x er initial hit point total, at which time e dies.
Nonlethal attacks can’t reduce a character below 0 HP. A character who is already unconscious
(at 0 HP or below) who is attacked with additional nonlethal attacks takes no damage from
them, though (referee’s discretion) they might increase the amount of time the character is
unconscious. (Optionally: a character who has been wounded via lethal damage to -1 HP or
below might take an additional 1 damage from a nonlethal attack, regardless of the amount of
damage it does.)
Concussion attacks -- punching, bashing, Martial Arts, etc. -- do half of their damage (round
down) to characters as lethal damage and half of their damage (round up) as nonlethal. In
cases where it matters, resolve lethal damage first.
(Example: An unarmored character with 5 HP is hit with a nonlethal attack doing 8 damage.
The character is reduced to 0 HP and is knocked unconscious. Additional nonlethal attacks do
no damage to the character. If someone were to inflict an additional 1 point of lethal damage to
the character, e would still be unconscious, but e would not be considered dying until e had
taken an additional 5 HP in lethal damage, reducing em to -1.)
A corpse is an inanimate object (see below) with 0 SP. Its “original” SP score is considered to
be equal to the formerly living owner’s HP, and is already considered “broken” as far as
inanimate objects are concerned. If the corpse takes further damage equal to its original HPvalue, it is completely obliterated.
Armor
Armor is given a defense score (DEF). Subtract the armor’s DEF from the damage of a lethal
attack; any lethal damage remaining passes through the armor, into the target underneath.
Don’t consider the lethal and nonlethal portions to be separate attacks; apply the total to the
DEF value, but the armor stops lethal damage first. For instance, if a character wearing 5 DEF
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armor is punched by another character doing 7 damage (which becomes 3 lethal and 4
nonlethal), the 3 points of lethal damage are stopped first. The armor can stop another 2 points
of nonlethal damage, allowing 2 points through.
(Strictly speaking, the game term we’re concerned with here is DEF. Armor can be considered
any object that protects a character or another object.)
Inanim ate Objects
Inanimate objects have structural points (SP) rather than hit points. When an object is reduced
to 0 structural points, it is broken, and may not perform its original functions but might still be
reparable (referee’s discretion). If it is reduced to -1x its SP value, it is completely destroyed
and irreparable, though it might (referee’s discretion) be scavenged for spare parts (or, more
likely, raw materials). At -2x its SP it can’t even be scavenged; the object is reduced entirely to
useless rubble. Unless it has some specific weakness, no inanimate object ever loses SP to
nonlethal damage.
Com bining DEF and S P
Some objects might have both a DEF and an SP score. When hit, subtract the DEF value from
the lethal damage of the attack; any remaining lethal damage reduces the object’s SP value.
When the object is reduced to 0 SP, it is broken, and the broken object’s DEF is half its original
value, rounding down. If the object is reduced to -1x its SP value, its DEF no longer protects.
Combat Skill and Task Resolution
The base roll to do anything is 7 or less (7-) on 2d6.
If you don't have the skill to do something, and the action may be performed unskilled,
you take a -3 penalty (reducing the target number).
If you have the skill at base (level 0) you're at 7-
Each additional +1 skill level is +1 to do the thing (and increases the target number)
Each +1 in a stat adds to the use of all skills to which the stat applies.
For refereed/campaign play: If you have a skill that is reasonably similar but not the
exact skill, you can add your skill level but still take the -3 penalty.
Bonuses increase the target number, penalties decrease it.
Stat Checks
Sometimes a character might need to make a stat check. To succeed at a stat check, the
character must roll (7 + stat) or less on 2d6.
Critical Suc cess and Critical Failure
A natural 2 on any success check might be a critical success, and a natural 12 might be a
critical failure. On a 2, roll a luck check (see below); success on the luck check means
something lucky happens. Failure on the luck check, including on a 12, means it’s just a normal
success.
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If you roll a natural 12 on a regular success check, roll a luck check; success on the luck check
means it’s a completely normal failure. Rolling 12 on this luck check “confirms” the critical
failure, and something bad happens to the character.
Luck Checks
Sometimes a character effectively must throw emself upon the mercy of the gods. In this case,
the character rolls 2d6. On a 4-, the character’s prayers are answered. If the character has
Luck skill at base level, this roll becomes 7-, and increases by 1 per +1 Luck. A natural 12 in
this case results in a critical failure, causing the character some form of misfortune. The referee
should be creative with this; a character who relies on luck must take the bad with the good!
Bad Luck
If a character has Bad Luck, every level of Bad Luck increases the chances of a critical failure
on a luck check; one level changes it to 11-12, two levels to 10-12, and so on. This is
irrespective of any Luck the character may also possess. Bad Luck would be considered a
character disadvantage (see above under Character Creation) worth 10 points per level.
The R oll High Variant
If the GM and all players are willing, they can switch the dice system to roll high rather than roll
low. In that case, the intent is to roll 7+ on 2d6; bonuses and penalties add to the dice value
rather than the target number. A natural 12 would be a critical success, and a natural 2 would
be a critical failure. The basic Luck Check becomes 10+ (which is 7+ with a -3 penalty for being
“unskilled”). Bad Luck would increase the chances of a critical failure on a Luck Check to 2-3
for one level, 2-4 for two, and so on.
Character Movement and Combat Time
Time and movement are measured in real-world units, though for game purposes we will use
turns equal to one second in length.
This game uses non-gridded mapping and movement where possible, so that for instance, a
walking character (moving up to 3 feet per second) can move 1 or 2 feet if desired. It is
suggested that a scale be chosen for purposes of tactical mapping and miniatures use (such as
1 inch equals 3 feet or 25mm equals 1 meter), though the map scale may vary depending on
the scale of the majority of the combatants. For example, on a map scaled for giant robot
combat, one inch might equal 10 meters, but for a character scaled map one inch might equal 1
meter.
In-game distances will always be given in real-world scale measurements; a giant robot might
move a maximum of 20 meters per second, but the amount of map distance representing this
could easily vary.
Character movement is as follows:
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Walk - 3-4 feet/1 meter per second (approximately 2 miles or 3 kilometers per hour)
Jog - 7.5 feet/2 meters per second (approximately 5 miles or 8 kilometers per hour)
Run - 15 feet/4 meters per second (approximately 10 miles or 15 kilometers per hour)
Jump - 7.5 feet/2 meters in distance or 3 feet/1 meter in height, or an amount of distance
equal to any prior movement (halved for height). Jumping is considered a combat
action. Sprint - 30 feet/9 meters per second (approximately 20 miles or 30 kilometers per hour)
During a turn, a character can move (up to a Run) and then perform a combat action; no
character may attack while Sprinting. Regardless of how far a character has moved during the
turn, e may not move after performing a combat action.
A character may, instead of performing a combat action, perform a second move action (Walk,
Jog, or Run only). Sprinting is effectively two Run actions performed during the turn.
(Note: In real world terms, 10 mph approximates 15 feet per second, while 15 kphapproximates 4 meters per second. Within the same margin of error, 10 mph also approximates
15 kph. For our purposes, it doesn’t matter whether units are exact as long as they are
consistent.)
Initiative
At the beginning of combat, every character rolls 1d6 and adds er INT (plus any bonuses from
Improved Initiative and/or Tactics skill); the result is the character’s Initiative score. During each
turn, characters declare their actions and movement in order of Initiative from lowest to highest,
and after all actions have been declared they resolve in order from highest to lowest. Once all
characters have acted, the turn is over and the next turn starts.
Initiative order is fixed at the beginning of combat, though circumstances may permit a character
to reroll er initiative (such as disengaging from and re-engaging in combat).
Sm aller Turns optional)
In games where characters or other entities move at extremely high speeds, the referee may
wish to proportion movement throughout a turn, by “slicing” a turn up into equal parts, and
allowing each character to prorate their movement down to the fractions of a second. It is
recommended that one turn be divided into no more than three to five parts.
Size
Characters have a “hidden” stat, called Size. Characters shouldn’t increase or decrease their
Size stat unless playing in a game where they can be much larger or much smaller than the
norm (superhero and fantasy games, most likely), though at the referee’s discretion a character
might be able to take +1 or -1 Size to represent being extremely large or very small (children
would have at least -1 Size, for instance).
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Increasing or decreasing Size would cost 10 or -10 points per level, respectively, with no lower
or upper limit (unless the referee decides otherwise). Every -1 level of Size would halve the
character’s weight and give attackers a -1 penalty to hit or perceive em. -3 levels of Size would
in addition halve the character’s height, movement, and volume. Every +1 to Size doubles the
character’s weight and grants attackers a +1 bonus to hit or perceive the character. +1 to Size
also effectively grants the character +1 to er PHY stat (through reducing Size below 0 does notaffect PHY). +3 levels of Size would double the character’s height, movement, and volume as
well. Increasing or decreasing Size by one or two levels would have a cosmetic effect on the
character’s height but not affect er movement. (Reduced Size could be considered a character
disadvantage.)
Size can also be used to roughly estimate combat penalties to hit targets that are much larger or
smaller but that aren’t necessarily expressed in terms of Size.
The Fantasy Game
Here is a link to a set of rules for converting fantasy OGL SRD monsters, spells, and charactersover to the Certain Well known vehicle combat board game, which would work just fine and
dandy with Micro Wars. Note that those rules are based around roll-high, so keep that in mind
when reading and using them.
Changes
21 May 2015: Added link to the fantasy rules.
14 April 2015: Added description for Magic skill.
17 December 2014: Tweaked gender neutral pronouns. Included Roll High Variant.
2 December 2014: Fixed DEF and SP. They are separate items.
11 July 2014: Tweaked some of the wording around DEF and SP for Armor, and rearranged
that section.
26 June 2014: Added rules for Size, Critical Success and Failure, and optional rules for smaller
combat turns.
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