Motorcycles

Movement, Combat, Stunts


Motorcycles are two wheeled vehicles used for recon and by couriers. In games motorcycles can be used for these purposes. For many gamers, having a motorcycle included in their force brings out irresistable fantasies of being in a "When Stunts Go Bad" show on the Fox network.. Below are rules covering both situations.

MOVEMENT

Motorcycles move 15" per action. See the Terrain Chart for how terrain effects motorcycle movement.

CREW

Motorcycles require a crew of one: the driver. All motorcycles may have one rider, who sits behind the driver. All rider rules apply, so it is not possible for the rider to fire on the move.

Mounting and Dismounting It takes one action for Drivers, Riders and Passengers to Mount or Dismount a motorcycle.

Side Cars Motorcycles with a sidecar can carry one passenger in the sidecar, in addition to the rider on the back. Passengers are allowed to fire on the move at Half Chance To Hit.

FIRING

As stated in the Passengers and Riders rules on page 20 of the Armored Combat chapter, Riders and Drivers cannot fire and move in the same action. Passengers (seated in a sidecar) can move and fire in the same action, suffering Half Chance To Hit on any such fire. A passenger can fire any small arm or throw grenades or satchel charges out of the side car. All rules apply. Drivers and Riders can only fire pistols, submachine guns, or grenades from the back of a bike, and never while moving.

Bike Cover Any motorcycle crew may hide behind a motorcycle for cover. The motorcycle is set on its side to do this. It takes no actions to set down or pick up a motorcycle. Crew must be prone to use the motorcycle for cover, and gain an additional +1, for a total of +3.

Sidecar Cover Motorcycle with a sidecar cannot be set on its side. Crew behind a standing motorcycle receive +1 cover, this may not be combined with prone.

Machine Guns German sidecars sometimes mount an MG 34 or 42 light machine gun. This weapon is operated by the passenger in the sidecar. Any fire on the move is at Half Chance To Hit. The LMG may be removed from the sidecar and carried normally if a figure spends one action to remove it. The availability of the LMG is a 14 or less.

STUNTS

Players have an almost irresistable urge to try tbe craziest stunts with their motorcycle troops. While this probably was not that common in real battles, it is just too fun on the game table to ignore. Any driver wishing to engage in a stunt must first pass a Half Gut Check. Once this check is passed the player may attempt the stunt and make a Skill Check. These are guidelines only and require fair and fun judgement by a gamemaster or a quorum of players.

Jumps Players may try to jump various obstacles. The driver must have at least 15" worth of movement in order to attempt a jump. Jumps can be made with or without a ramp, the presence of a ramp is determined by terrain.

Without a ramp a cycle can jump a 2" horizontal obstacle with a Skill Check, a 3" with a Half Skill Check. Without a ramp a motorcycle can jump a 1" vertical obstacle with a Half Skill Check.

With a ramp a motorcycle can jump a 3" horizontal obstacle with a Skill Check, a 4" with a Half Skill Check. With a ramp a motorcycle can jump a 1" vertical obstacle with a Skill Check and up to a 3" with a Half Skill Check.

Sharp Turns A motorcycle can move up to 45" per action on the open road! Attempting a turn at this speed could well be suicidal. A motorcycle moving 16-30" per action can attempt a 60 deg turn with Skill Check and a 120 deg turn with a half Skill Check. At faster then 30" an action a motorcycle can attempt a 45 deg turn with a Skill Check and a 90 deg turn with a Half Skill Check.

Other Stunts Certainly players will be much more creative then we have been here. Any stunt that a player can dream up could be posssible. Any stunt will first require a Half Gut Check and then a Skill Check, Half Skill Check or Quarter Skill Check based on the "Knievel-ness" of the stunt. Any failure will call for an immediate roll on the Crash Chart.

Crashing

Whenever the driver of a motorcycle receives a Light Wound, Heavy Wound, KIA, or Gory Death, the motorcycle must roll on the Crash Chart below. In addition, any motorcycle that fails a Skill Check for driving or a stunt must also roll on the chart.

DieEffect
1-4The driver pitches forward causing the bike to flip end over end. The motorcycle is destroyed and all crew must roll on the A Column. The bike and crew bounce d6" in the direction the bike was moving.
5-8The motorcycle drop to one sde and skids d6" in the direction of forward movement. The crew must roil on the E Column.
9-12The cycle begins an uncontrolled turn to the left. The bike moves one full action, veering to the left, and stops. If the cycle hits anything, then see 1-4.
13-16The cycle begins an uncontrolled turn to the right. The bike moves one full action, veering to the right, and stops. If the cycle hits anything, then see 1-4.
17-20The motorcycle sets on its side and comes to rest fairly gently. There are no further ill effects.
Die Roll Modifiers:
+1 for motorcycle with sidecar
-2 per 10" of speed


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