Phoenix Command High-Speed Pursuit System.pdf

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PHOENIX COMMAND
HIGH-SPEED PURSUIT
SYSTEM
Original Phoenix
Command Design
Barry Nakazono
David McKenzie
Principle Writing and Design
Corporal Ferro
Editing and Design
Private Kastro
)c( Copyleft 2002, meaning you may not copyright this work.
Phoenix Command is a trademark of Leading Edge Games,
and is used here not for profit and without permission,
for the continuing advancement and improvement of the line.
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Introduction
The Phoenix Command High Speed Pursuit System (PCHSPS) is designed
to let you simulate the use and abuse of common civilian wheeled motor
vehicles, especially those involved in high-speed pursuits, while providing a
realistic sense of the dangers and decisions involved. It is compatible with
other Phoenix Command products, but the game stands alone and requires
little or no familiarity with them. Players should find the rules satisfy both role-
play and miniatures purposes, and can be modulated to taste.
Play requires only paper, writing implements, and at least one six-sided
and one ten-sided die. We recommend using 1:60 to 1:70 scale toy cars, if
possible. Advanced play may require a calculator, rulers, protractors, detailed
maps and GM preparation. Players should be able to think in terms of degrees
(e.g. perpendicular lines are 90 o , a circle reads 360 o , etc.) as these are used
fairly often.
For those familiar with the Phoenix Command Combat System (PCCS) ,
we recommend getting used to thinking one step up in terms of time. That is,
in PCCS, the basic time units are second Impulses, with advanced play
employing 1/10 th second Master Phasing Counts. Here, the basic time unit is
the 2-second Phase, with advanced play employing Impulses.
Note that the Turns used here span 10 seconds, distinct from the 8
second Turns used in the Phoenix Command Mechanized Combat System.
To combine the two systems, all one needs to do is prorate any given vehicle’s
performance per Phase.
And lastly, when rolled singly, a six- or ten-sided die is written (6) and (10)
respectively. Four six-sided dice would be written 4(6), and so forth. When
two ten-sided dice are rolled in sequence to produce a number from zero to
ninety-nine, they are termed 0-99.
It is important to note, right from the beginning, that this system is still in
its beta stage , meaning that it is still unfinished . The system hasn´t been fully
playtested and some (if not many) of the rules may still need modifications for
them to work realistically and smoothly. Some portions of the tables and rules
were intentionally left blank or unfinished, as the designers didn´t have proper
knowledge or just wanted to see what would come out of this frame of rules as
more people got their glance at it. Thus, if you (the reader) have any ideas
concerning this product, feel free to come out with them.
Before reading any further, you should notice that there is a rough Basic
System in the back of this book, that lets you simulate and play with maximum
speed and minimum effort. You have to, however, be familiar with some of the
rules in this system, in order to go with those “lite” rules.
Welcome to the Phoenix Command High Speed Pursuit System !
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TABLE OF CONTENTS
INTRODUCTION
1. THE BASICS
1.1
How to Use This Book
1.2
Character Creation
1.3
Play Scales
1.4
Vehicle and Driver Characteristics
MOVEMENT
2.1
2.
Combat Actions
2.2
Speed and Gearshifting
2.3
Maneuver Room
2.4
Driving Accuracy
2.5
Drifting
2.6
Basic Cornering
2.7
Advanced Cornering (Optional)
2.8
Vehicle Details (Optional)
2.9
Jostling and G-Force (Optional)
3.
AWARENESS (Optional)
3.1
Spotting
3.2
Reaction Time
3.3
Target Identification
3.4
Scouting
4.
INTERACTION (Optional)
4.1
Traffic
4.2
Stationary Obstacles
4.3
Offensive Driving
4.4
Stunts
4.5
orale
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5. MISHAPS
5.1
Basic Skidding
5.2
Rollovers (Optional)
5.3
Advanced Skidding (Optional)
5.4
Wheel Drive Effects On Skidding (Optional)
5.5
Unusual Environmental Conditions (Optional)
5.6
Collisions (Optional)
5.7
Injuries
6. SPECIAL RULES
6.1
Motorcycles and Motorbikes
6.2
Tractor-Trailers
6.3
Busses and Recreational Vehicles
6.4
Towing
6.5
Armed Combat
DRIVER DATA SHEET
95
VEHICLE DATA SHEETS
Motorcycle
Hatchback
100
Coupe
105
Sedan
110
Sports Car
115
Pickup Truck
120
Van
126
Light Truck
131
Tractor-Trailer
135
Bus
139
TABLES
BASIC SYSTEM
149
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