Rules for playing Combat Biker, Has anyone heard of it being done |
Rules for playing Combat Biker, Has anyone heard of it being done |
Dec 24 2014, 06:54 AM
Post
#1
|
|
Moving Target Group: Members Posts: 120 Joined: 26-November 13 Member No.: 177,727 |
Has anyone ever heard of or attempted to make rules for playing combat biker in SR tabletop? i've been deep in the idea, but i haven't taken the time to try and map out a way; was hoping to see someone else's attempt if it's been done before.
|
|
|
Dec 24 2014, 07:30 AM
Post
#2
|
|
Target Group: Members Posts: 17 Joined: 13-December 14 From: Tulsa, OK Member No.: 191,350 |
I'm not familiar with the more recent adventures, but you can check the character of Punch in A Killing Glare, SR2 #7314. SR2 stats Body 5(7), Quickness 6((IMG:style_emoticons/default/cool.gif) , Strength 5(7), Charisma 4, Intelligence 4, Willpower 4, Essence .5, Reaction 6(10), Initiative 10+3D6. And he's an elf. His girlfriend Judy is tougher. She rides a Harley Davidson Brawler with two mounted Uzi SMGs and a mounted grenade launcher. They are Urban Brawl players for the Boston Massacre team.
There were complete rules for cycle combat in SR1's DMZ boxed set with cardboard map counters. Not statted for the rpg, but fun none the less. |
|
|
Dec 24 2014, 07:33 AM
Post
#3
|
|
Moving Target Group: Members Posts: 413 Joined: 20-September 10 Member No.: 19,058 |
Are you referring to the miniatures game or SR5?
|
|
|
Dec 24 2014, 07:38 AM
Post
#4
|
|
Target Group: Members Posts: 17 Joined: 13-December 14 From: Tulsa, OK Member No.: 191,350 |
The old boxed set FASA came out before they issued SR2, with the paperboard punch-out pieces. Still have all the contents. The box itself bit the big time.
|
|
|
Dec 24 2014, 09:40 AM
Post
#5
|
|
Runner Group: Members Posts: 2,575 Joined: 5-February 10 Member No.: 18,115 |
I've always assumed it was like a cross between the bike-fight sections of Full Throttle. the maze segments of American Gladiators, the Running Man, and Capture The Flag a la Quake/Unreal/Tribes/Etc.
I seem to recall there being a lot more information available about Urban Brawl than Combat Biker - not sure why that is, though I wonder if maybe it has something to do with UB being lethal and CB not. ~Umi |
|
|
Dec 24 2014, 11:44 AM
Post
#6
|
|
Running Target Group: Dumpshocked Posts: 1,003 Joined: 3-May 11 From: Brisbane Australia Member No.: 29,391 |
A friend played a physad dwarf that rode around with a sword is that the sort of combat biker you are talking about?
|
|
|
Dec 24 2014, 12:36 PM
Post
#7
|
|
Grand Master of Run-Fu Group: Dumpshocked Posts: 6,840 Joined: 26-February 02 From: Tir Tairngire Member No.: 178 |
Full rules for Combat Biker were in Shadowbeat. I think it was reprinted somewhere, but I can't remember where. Also, the rules were reprinted online somewhere, although you might need to use the Wayback machine to find it now,
|
|
|
Dec 24 2014, 12:39 PM
Post
#8
|
|
Moving Target Group: Members Posts: 234 Joined: 13-December 10 Member No.: 19,226 |
There was an older book, 1st edition i think, called Shadowbeat that had info on combat biking.
|
|
|
Dec 24 2014, 01:00 PM
Post
#9
|
|
Shooting Target Group: Members Posts: 1,642 Joined: 22-April 12 From: somewhere far beyond sanity Member No.: 51,886 |
To summarize:
Arena is 150m long, 50m wide (Shadowbeat was written in metric, consider this), designed as a maze divided into lanes (think League of Legends). Some lanes are wide enough for 3-4 bikes, others are very narrow, barely enough for 1 bike. Then there's the Skyway that runs over the middle of the field, about 3m above, no safety rails, also called 'launch pad'. At each end of the field is a 2m goal circle. Arena designs vary and can change. Teams are divided into 9 positions, 8 bikers and 1 goalie on foot.
Riot guns have three round clips per turn, as does the grenade launcher. The riot carbine has 20 rounds Bikes may be rigged, but it isn't mandatory, though usual. Bikes are Rapier equivalents for the fast ones and the thunderbiker's, and Scorpion equivalents for the lancebikers Standard equipment is: Radios, either helmet mounted or cyberware. 1 Trauma patch. Goalie armor is 6/5 (SR1 stats, IIRC), the rest wear 3/2, with helmets providing +1/+1 The goal of the game is planting a 180cm long, weighted flagpole in the opposing team's goal zone. First it must be captured from a mount on an erratically moving vehicle, then defended and placed. Thunderbikers and lancers may only enter play once linebikers have secured the flag. Every play turn is also controlled by a random timer, set to between 30 and 60secs, so goals must be made within this period. Everything above 30s is called 'jittertime' for obvious reasons. Every quarter of a game is 10min of playing time, and clock stops between turns (called plays) for reloading, replacements, etc. Scoring a goal counts 3 points and only players on a bike can score. Dismounted players can carry the flag but planting it doesn't count. Having the flag in the opposing team's defense territory when the timer runs out counts for 1 point. If the flag is in your own territory (even in your possession), the opponents score one point. Doesn't matter if flagholder is mounted or not. If the flag vehicle carries the flag into one team's territory when the timer runs out, the opposing teams scores 1 point. If the flag is in no team's possession when the timer runs out, the last team to carry it, scores 1 point. There are fouls, but not many:
Known big league teams are: Atlanta Rebels Baton Rouge Red Devils Chicago Lightning ... well, probably not anymore Cleveland Commandos DeeCee Shurikens New York Marauders Los Angeles Sabers New Orleans Buzzsaws Houston Mustangs Oakland Hogs Seattle Timber Wolves Texas Rattlers Enjoy! |
|
|
Dec 24 2014, 04:16 PM
Post
#10
|
|
Mr. Quote-function Group: Dumpshocked Posts: 1,312 Joined: 26-February 02 From: Somewhere in Germany Member No.: 1,376 |
QUOTE (bannockburn) [..] Enjoy! But do not, I repeat, do not try to use standard combat resolution or vehicle combat from any edition to play the game. The results would not be consistent with the fluff descriptions ~memories of if 3 to 6 second wipe out come to mind~ |
|
|
Dec 25 2014, 04:40 AM
Post
#11
|
|
Moving Target Group: Members Posts: 120 Joined: 26-November 13 Member No.: 177,727 |
good Biz thanks chummers
I do own Shadowbeat, it's very informative. I also own the novel Dead Air I think it's called (really great novel) about 2 combat bikers on the run. but they talk about a live game in that a few times, along with other details. I've also been focusing on the cultural aspect in sports in other novels, grasping how it's different from our sports today. like downloading personalities I'm not referring to the tabletop game, though that may be easier to use then on straight paper or to use as a reference/tool. i'll cue a view, thanks! I just think it;s a cool aspect, i'm trying to figure out how i can involve actually playing a game while GM'ing, i've got a group of neewbs who all own motorcycles. so presenting a fantasy of riding a bike both violently and as a sport is very appealing to them. esp as a , minor league progression into better skills better nuyen and biiger league & fame is intriguing. so idk, maybe i'll do some experimenting and post the results. |
|
|
Dec 25 2014, 04:43 AM
Post
#12
|
|
Moving Target Group: Members Posts: 120 Joined: 26-November 13 Member No.: 177,727 |
if we make any big news in the combat biker world, we'll tune you in
|
|
|
Dec 25 2014, 05:31 AM
Post
#13
|
|
Grand Master of Run-Fu Group: Dumpshocked Posts: 6,840 Joined: 26-February 02 From: Tir Tairngire Member No.: 178 |
But do not, I repeat, do not try to use standard combat resolution or vehicle combat from any edition to play the game. The results would not be consistent with the fluff descriptions ~memories of if 3 to 6 second wipe out come to mind~ Yeah, I don't think any edition of Shadowrun has decent vehicle rules. Depending on what edition you're using, I can suggest a few variations that might help. In SR2-3, you should chuck the Maneuver Score entirely, and just use opposed rolls to abstract things, modifying as needed for speed, terrain, that sort of thing. SR4.5 uses opposed tests already, so stick with those and toss everything else. You'll also have to abstract time a bit more: in Sr2-3, you might want to "skip" rounds, where everyone turns around and lines up for another run, for example. In 4.5, you'll need to rescale combat back to 3-second rounds, otherwise the combat scales will get out of hand. |
|
|
Dec 25 2014, 10:52 AM
Post
#14
|
|
Shooting Target Group: Dumpshocked Posts: 1,973 Joined: 4-June 10 Member No.: 18,659 |
My last SR3 campaign, I threw out the vehicle rules entirely and replaced them with drive rolls on arbitrary target numbers as determined to be dramatically appropriate after we did the math and discovered it was physically impossible to kill a pedestrian with a Chrysler-Nissan Jackrabbit at any speed.
|
|
|
Dec 26 2014, 08:40 AM
Post
#15
|
|
Runner Group: Members Posts: 2,782 Joined: 28-August 09 Member No.: 17,566 |
Full rules for Combat Biker were in Shadowbeat. I think it was reprinted somewhere, but I can't remember where. Also, the rules were reprinted online somewhere, although you might need to use the Wayback machine to find it now, http://www.intercom.net/user/logan1/ubl.htm Was this it, and/or related? |
|
|
Dec 26 2014, 10:03 AM
Post
#16
|
|
Grand Master of Run-Fu Group: Dumpshocked Posts: 6,840 Joined: 26-February 02 From: Tir Tairngire Member No.: 178 |
Almost. That's the rules for Urban Brawl, another Shadowrun combat sport. Combat Biker is different, although they've got similar themes. I used that site back in the day, when the runners were hired to steal a ball from an Urban Brawl game... in progress. (IMG:style_emoticons/default/vegm.gif) |
|
|
Lo-Fi Version | Time is now: 24th April 2024 - 09:59 AM |
Topps, Inc has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. Topps, Inc has granted permission to the Dumpshock Forums to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with the Dumpshock Forums in any official capacity whatsoever.