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  • Buying Vehicles

    Question for you all:

    Reading the 2/2.2 edition rules, and really the 1.0 rules as well..

    Do you let your characters purchase vehicles with their starting money I know there is a dice roll that effectively nets them free vehicles, but are they allowed to buy vehicles as well Other than confirming they are allowed to buy motorcycles, there is no explicit statement toward if they are/are not allowed to purchase other vehicles.

    I am starting a game with 5 people, and collectively we have over 100,000$ to spend on starting equipment. By far the limiting factor is carry capacity of the starting vehicles (we got 2 HMMWVs). The amount of money you get seems excessive unless you are intended to buy vehicles, yet the challenge seems greater without.


    What are your thoughts on this
    31
    Allow Purchase of Vehicles
    0%
    23
    Do Not Allow Purchase of Vehicles
    0%
    8
    "Hokey religions and ancient weapons are no match for a good blaster at your side, kid." - Han Solo

  • #2
    Hell yes... but it's definitely a case of "be careful what you wish for". If they purchase vehicles that the GM isn't happy with, well, the GM can make them suffer for their choices. Worn out parts, no ammo, limited POL, contaminated POL, the options are many.
    sigpic "It is better to be feared than loved" - Nicolo Machiavelli

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    • #3
      yep

      Originally posted by Targan View Post
      Hell yes... but it's definitely a case of "be careful what you wish for". If they purchase vehicles that the GM isn't happy with, well, the GM can make them suffer for their choices. Worn out parts, no ammo, limited POL, contaminated POL, the options are many.
      What he said smile
      Tis better to do than to do not.
      Tis better to act than react.
      Tis better to have a battery of 105's than not.
      Tis better to see them afor they see you.

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      • #4
        Originally posted by LT. Ox View Post
        What he said smile
        There's a reason it's for sale and not being utilized.

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        • #5
          Where is your campaign starting - are you in the wreckage of the 5th division running for your lives or are you somewhere where you could buy vehicles - i.e. perhaps Krakow where anything is for sale for instance

          I would think that the difference between the starting rollup vehicles (which by game definition are supposed to be fully fueled and armed and in good condition) and buying them is that you would be buying a vehicle - not the ammo and fuel needed to operate it - meaning you need money to arm it and fuel it as well - and anything you buy as others have said may have issues with it that rolled vehicles wont

          keep in mind with anything used that its always buyer beware - limited ammo available for it alone can make a vehicle nothign more than just basic transport no matter how big its gun is - or even more fun is a non-operational weapon - get a terrific buy on a tank and then find out that the cannon is non-functional and you have a fuel hog that looks impressive but all its armed with are machine guns

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          • #6
            I view starting cash not as actual physical dollars, but basically "buy points". The rules (at least the 1.0 rules) state that starting vehicles are to be considered in good working order, IIRC, so if (for example) the party wants to pool their dough and they have enough for an Abrams or whatever then that's also part of their starting unit. The most well-armored force I have run as a GM had a Bradley and an HEMTT and then later salvaged an abandoned M113; there were numerous characters, and had they had enough from the outset, yes, I'd have said "Okay you can purchase the Stingray," etc.
            THIS IS MY SIG, HERE IT IS.

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            • #7
              Originally posted by raketenjagdpanzer View Post
              I view starting cash not as actual physical dollars, but basically "buy points". The rules (at least the 1.0 rules) state that starting vehicles are to be considered in good working order, IIRC, so if (for example) the party wants to pool their dough and they have enough for an Abrams or whatever then that's also part of their starting unit. The most well-armored force I have run as a GM had a Bradley and an HEMTT and then later salvaged an abandoned M113; there were numerous characters, and had they had enough from the outset, yes, I'd have said "Okay you can purchase the Stingray," etc.
              You left out the part about the M113 basically being about as beat up as one can be and still work - but we got it running for sure - showing just how important a good mechanic is to a party

              I think many parties may have just left it there but to me even a beat up piece of junk sure beats walking

              and I agree with you - the question is do they have enough money to properly arm it - thats what we did with the Bradley we rolled in the above mentioned campaign - game gives you one ammo load for it - but considering how much combat we saw even in the short length of the campaign thats not going to cut it - so we made sure we had the TOW's to spare

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              • #8
                I follow the same general lines as Raketenjagdpanzer - your initial cash is more like "buying points."

                For initial 5th Division starts, I also use the availability values - if I roll it as unavailable, you can't buy it in your initial creation shopping spree.
                • "Your original issue gas mask gave out, and you haven't been close enough to the front of the line when they gave out re- issues" or
                • "You cannot beg, borrow or steal another box of 7.62mm N. So, your M60 is down to your last full belt..." or
                • "The only Parker Hales you've seen in the last 6 months were in the hands of someone carrying it, or in pieces in the armorer's shop."


                Usually, common stuff is available, but not always.

                Yes, you can buy a vehicle - if it's available.

                I won't necessarily give players a choice on wear values (randomly rolled), but then they are not forced to buy the vehicle either.

                Other campaigns I have been in, the GM may assign a vehicle (or not) if appropriate to the setting and circumstances of the scenario. In a couple, we were a team assigned to a mission, and were assigned vehicles; extra equipment was very limited. In another, vehicles were in appropriate; we were each given a horse instead, and a wagon for the group.

                Uncle Ted
                Last edited by unkated; 12-09-2015, 05:44 PM. Reason: name correction

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                • #9
                  The rules do specifically say in 2.2 you are supposed to roll for wear value on starter vehicles.

                  My campaign is indeed going to start in Kalisz.
                  "Hokey religions and ancient weapons are no match for a good blaster at your side, kid." - Han Solo

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                  • #10
                    starting vehicles should have some wear for sure - but there I look at the level of player before deciding how to apply wear - veteran players who have played the game before are ones who know how to deal with vehicles that have mechanical issues and heavy wear

                    for new players I tend to go more to giving them some wear but nothing that would break down too soon so they can get more into the mechanics of the game first before they have to play mechanic on their vehicles

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                    • #11
                      Originally posted by Sapper31 View Post
                      The rules do specifically say in 2.2 you are supposed to roll for wear value on starter vehicles.
                      1st edition has random rolls for wear value too IIRC, but really everything is at the GM's discretion. I recall someone on this forum once saying that they would assign different wear values for different major components on vehicles, i.e. main weapon, powerplant, suspension etc.
                      sigpic "It is better to be feared than loved" - Nicolo Machiavelli

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                      • #12
                        Another game played that didn't really get off the ground but at the very least was a good thought experiment...we rolled up a LAV 25 and a Humvee - may have been two of them (in fact I think it was) - and with our starting dollars could have purchased another LAV but didn't have the crew. Instead we bought so much equipment we were running out of vehicle carry capacity.
                        THIS IS MY SIG, HERE IT IS.

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                        • #13
                          Somebody somewhere made a chart for rolling what kind/how many of vehicles based on number of PCs. It's amazing. http://forum.juhlin.com/attachment.phpattachmentid=903

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                          • #14
                            Originally posted by raketenjagdpanzer View Post
                            Another game played that didn't really get off the ground but at the very least was a good thought experiment...we rolled up a LAV 25 and a Humvee - may have been two of them (in fact I think it was) - and with our starting dollars could have purchased another LAV but didn't have the crew. Instead we bought so much equipment we were running out of vehicle carry capacity.
                            In that case, it might be worth setting up a home base in somewhere suitably T2K-esque, say an abandoned hangar

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                            • #15
                              Originally posted by Silent Hunter UK View Post
                              In that case, it might be worth setting up a home base in somewhere suitably T2K-esque, say an abandoned hangar
                              Once you get out of the Kalisz salient, then yeah that'd make sense. Build up a nice cantonment.
                              THIS IS MY SIG, HERE IT IS.

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