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<blockquote data-quote="Sir Brennen" data-source="post: 8140124" data-attributes="member: 553"><p>You didn't mention you were running Savage Rifts. That adds some more complexity to the rules. But not a lot. </p><p></p><p>You're also making my suggestions seem more complex than they are. You can bookmark if you need to. Or just remember/make a note of the page number the first time you look it up during play, if you feel you'll need to reference the information again. Some of those pages I mentioned were to help with the apparent missing vehicle stat block, which won't normally be the case. The tables on pg 117 are also on the GM Screen inserts, if you have those. </p><p></p><p>Or wing it. Ignore the tables. You're allowed. If an NPC vehicle takes Wounds without going out of commission, just reduce it's speed or something. Apply it's Wounds as a penalty to attacks. </p><p></p><p>How many games do you not need the stats for the opponents? You did mention the adventure didn't have stats for these mega-vehicles. That's not great, but an omission in the adventure text doesn't reflect on the system as a whole. And while I don't have Savage Rifts, I can't imagine it doesn't have some vehicle stats you could have used to approximate. Just find one, jot down what you think the Toughness/Armor should be, and move on.</p><p></p><p>Of course you'll need to reference the adventure you're running. The adventure or the core books will have the stats for opponents, so this kind of doubles up on saying you need opponent stats, as well. </p><p></p><p>You don't need the website, just, if you are having problems calculating raises, have some sort of reference. The chart I linked to could be printed out.</p><p></p><p>Again, all this depends on how familiar you are with the rules, which your mentioning not being sure if vehicles are just one Wound like Extras suggests you aren't completely. But if you are, I've found the game is pretty fast, though obviously YMMV.</p></blockquote><p></p>
[QUOTE="Sir Brennen, post: 8140124, member: 553"] You didn't mention you were running Savage Rifts. That adds some more complexity to the rules. But not a lot. You're also making my suggestions seem more complex than they are. You can bookmark if you need to. Or just remember/make a note of the page number the first time you look it up during play, if you feel you'll need to reference the information again. Some of those pages I mentioned were to help with the apparent missing vehicle stat block, which won't normally be the case. The tables on pg 117 are also on the GM Screen inserts, if you have those. Or wing it. Ignore the tables. You're allowed. If an NPC vehicle takes Wounds without going out of commission, just reduce it's speed or something. Apply it's Wounds as a penalty to attacks. How many games do you not need the stats for the opponents? You did mention the adventure didn't have stats for these mega-vehicles. That's not great, but an omission in the adventure text doesn't reflect on the system as a whole. And while I don't have Savage Rifts, I can't imagine it doesn't have some vehicle stats you could have used to approximate. Just find one, jot down what you think the Toughness/Armor should be, and move on. Of course you'll need to reference the adventure you're running. The adventure or the core books will have the stats for opponents, so this kind of doubles up on saying you need opponent stats, as well. You don't need the website, just, if you are having problems calculating raises, have some sort of reference. The chart I linked to could be printed out. Again, all this depends on how familiar you are with the rules, which your mentioning not being sure if vehicles are just one Wound like Extras suggests you aren't completely. But if you are, I've found the game is pretty fast, though obviously YMMV. [/QUOTE]
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