Post date: Dec 02, 2012 10:30:12 PM
Dash's Boat: (Yacht + PT Boat stats)- Acc: 3, TS:10, Toughness: 13(2), Crew: 1+5
So blue felt for the base.
Use Hill sides (if you left them there, I think you might have taken them home) to form river banks, but none touch the bridge.
Use Overpass terrain piece for bridge. Use something to prop up the ends to indicate they are not in the water. (Fence?) just don't put any terrain on those "weak" ends.
Place cars on side to make walls for car fort effect. Mirror it, so if the fight takes past the bridge it is the same set up, just the boat is going away. (So say that what they see is just HALF of the bridge width).
Can't go around, Dash will say too much debris under the water could hull the boat.
Bridge is at GM's edge.
Have lengths of chain with wicked hooks and barbs hanging from the bridge, and a section of chain link fence that can be raised in the middle for toll booth, with a series of 4 stop signs on it. Terrain wise, use your fences to indicate where the chains are and barricades to indicate where the chain link fence is (yeah, that is confusing, but it will work). This "barricade" system is on both sides of the fence. Have murder holes in the bridge (warn the PCs of that through shafts of light seen beneath the bridge."
Chain Rules: Running under the chains at anything other than a crawl requires an Agility Check -1 per 1" of speed > 6 (so at top speed -4). Failure means taking 1d6 Damage per 5" of movement the boat is going (so 2d6 max) and making an Agility check to remain on the Boat. Success means dodging the chains.
Driver needs to make a Driving check as well (at a -2 for MAP as he is also dodging the chains) to get the boat through, failure means its been snagged and must roll 2d6 vs. the out of control table.
Out of Control
2d6 Effect
2 Roll Over: The vehicle performs a Slip and rolls over 1d6 times in that direction. Roll collision damage for the
vehicle and everyone inside. Any exterior-mounted weapons or accessories are ruined.
3–4 Spin: Move the vehicle 1d6” in the direction of the maneuver, or 1d6” away from a damaging blow. Roll a d12,
read it like a clock facing, and point the vehicle in that direction.
5-9 Skid: Move the vehicle 1d4” left or right (in the direction of a failed maneuver, or away from a damaging attack).
10–11 Slip: Move the vehicle 1d6” left or right (in the direction of a failed maneuver, or away from a damaging attack).
12 Flip: The vehicle flips end over end 1d4 times. Move it forward that many increments of its own length. Roll
collision damage for the vehicle, its passengers, and anything it hits. Slow and heavy vehicles such as tanks
(GM’s discretion) don’t flip but suffer a Slip or Skid instead.
Players will get sight of the bridge at 72", but only one target will be visible (he is throwing rocks into the water). Inside will be 3 raiders/PC armed with hunting rifles and grenades. (Yes, grenades, PCs have to deal with Vertical distance, those on higher ground do not).
"The wind whipping past your face as Dash's boat cuts a mean wake through the polluted water of the Willamette river as you coast by ruins of the once great city of Portland. In the distance you spot your first of several bridges you must deal with to get to your destination of the Legacy Good Samaritan Hospital. Dash, pulls back on the throttle, giving you a chance to look at the bridge from here.
Someone has turned the cars on their side creating a make-shift fort of wrecked cars and the end of the bridge hang precariously over the water.
It is noted that there is, in the center section of the river, is a section of chain link fence where four stop signs indicate that you should stop there. At first you have no idea why until you catch a glint of some "things" hanging from the bridge itself. Scores of chains with hooks and barbs hang all around the bridge, to entangle and ensnare toll-runners. And looking past the shadows with shafts of light you see the other side of the bridge is the same situation.
You see only one individual at this point, sitting on the edge of the bridge tossing rocks into the water, he has not seen you, yet.
"No way around," says Dash, "too risky with all the bridge debris. So you wanna pay or play?" he says with a grin and a gleam in his eye.
(Deal initiative)