Sunday, 22 December 2019

Machinas (post apocalyptic car racing) Race Game 03

Introduction
I solo play though a Two Hour Wargames Machinas (post-apocalypse car racing) game with 4 cars.  Machinas does not seem to be currently available (December 2019) :-)

Background
It is early November and I am busy running with too many gaming projects when we as a family sit down to watch the Netflix seriesDaybreak.  The jocks tribe is a homage to Mad Max. And Australians have an affinity for Mad Max :-) I had played a little of Machinas a few years ago and so I was inspired me to give another go. And also the fact that the Car Wars Kickstarter launched.  I was a big 1st Edition Car Wars player and while I know the new one is not that, it is faster and streamlined and so could not help but back it.  Blame nostalgia.  In the meantime, Machinas is on my list of tertiary projects so I felt justified to give it a go.
The game is run completely in a spreadsheet to automate many of the tasks.  All of the car generation and turn narrative is generated by the spreadsheet.  This is third cut of the spreadsheet.  The games in 2017 used a very clunky spreadsheet.  I overhauled this one completely to version 2 and ran a lap before I realised it was too onerous - each task was too uniquely implemented and so was hard to use.  I shuffled things around, streamlined some of the attributes and now have a spreadsheet Version 3 that flows consistently and guides you through the zones.  I need to improve the generated narrative but it is a good start.

Changes to the rules
I tried to limit the changes to the rules as much as possible but here they are:

  • Shoot now has a vehicle size modifier that the target rolls. Cycles are more likely to be hit than rigs.
  • Damage nuance: If 2+ successes for shooting, roll 1d6: 1-3 -1 speed; 4 is -1 tech 5 is -1 savvy 6 is -3 Bonus Dice.  If Tech/Savvy=0 or Bonus dice left < 3 dice then -1 to speed.
  • Out of control has no vehicle mods but each vehicles gets a +1d6 to the Out of Control check (I found Out of Control occurring too often for my liking)..
  • Included Kaptain Kobolds decision for when an NPC will roll bonus dice when being passed.
  •  NPCs only use limited weapons (Molotov Cocktail) on a 4+ or automatically if it is the last lap.
  • A car will always have a weapon it can fire. I changed some of the weapon that are limited use to have less effect instead.
  • I changed some of the weapons and attributes that were very difficult to code into a spreadsheet.
  • Less Bonus dice at start.  Average start number is 3 dice rather than 9 dice.
I am indebted to the Kaptain Kobold’s proposed Machinas NPCchanges for some of these.

Game Start
Note: All Cars were randomly generated but I did pick the better ones. I also made no decisions for each car – all were run as NPCs and decisions randomly generated.  The spreadsheet does allow for player controlled cars but I just wanted to see how it worked.

It is Lap 1 and Zone 1
The track is Straight.  The next zone track is Straight.
There are 4 vehicles in the race.

Vehicle 1 RED: Savvy-3 Tech-5 Speed-4. Sedan. Signature: Scrapper (+1 to car weight limit). Attributes: Gun (standard gun), Clunker (-2 Bonus dice at start), Spiked Wheels (+1d6 for bash), Power Steering (+1d6 when checking out of control), Heavy Armour (+1 for bashing and shot at). Starting Position 1.

Vehicle 2 YELLOW: Savvy-3 Tech-3 Speed-3. RV. Signature: Evader (+1 if shot at). Attributes: Gun (standard gun), Reinforced Posts (-1 to car damage), Ad hoc Armor (+1d6 shot at), AP Gun (1d6 becomes +1 on shooting), Power Steering (+1d6 when checking out of control), Spiked Wheels (+1d6 for bash). Starting Position 4.

Vehicle 3 BLUE: Savvy-4 Tech-4 Speed-3. Sedan. Signature: Gearhead (+1 Tech). Attributes: Tail Gun (May shoot behind), Power Steering (+1d6 when checking out of control), Dropped Spikes (+1 if being passed), . Starting Position 2.

Vehicle 4 GREEN: Savvy-4 Tech-4 Speed-3. Sedan. Signature: Slow to React (-2 bonus dice at start). Attributes: Grenade Launcher (+2 when shooting), Tuned Up (+2 Bonus dice at start), Ad hoc Armor (+1d6 shot at), . Starting Position 3.



Zone turn – Lap 1, Zone 2
Challenge
YELLOW goes In Position.
BLUE goes In Position.
GREEN goes Wide.


Random events
YELLOW receives +1 Bonus Die.
BLUE suffers the brakes locking up!  Drop back.
GREEN receives +1 Bonus Die.

Passing
GREEN attempts to pass RED. RED wins and may act. Action is to Bash. RED attempts to bash GREEN. Both stay in current spot and lane.

BLUE attempts to pass GREEN. GREEN wins and may act. Action is to Hold.

YELLOW attempts to pass BLUE. BLUE wins and may act. Action is to Shoot. BLUE attempts to shoot YELLOW using their Tail Gun. YELLOW damaged. Shooting has damaged the car. Damage inflicted is -1 Speed.

Zone turn, lap 1 Zone 3
Challenge
YELLOW goes In Position.
BLUE goes Out of Position.  Gain one Bonus die.
GREEN goes Wide.


Random events
YELLOW lose 1 bonus die.

Passing
GREEN attempts to pass RED. GREEN wins and may act. Action is to Bash. GREEN attempts to bash RED. Both stay in current spot and lane.
YELLOW attempts to pass BLUE. BLUE as Target wins and may act. Action is to Hold.

Zone turn, Lap 1 Zone 4
Challenge
YELLOW goes Out of Position.  Gain one Bonus die.
BLUE goes In Position.
GREEN goes In Position.


Random events
YELLOW receives +1 Bonus Die.
GREEN may attempt to pass now!
GREEN attempts to pass RED. GREEN wins and may act. Action is to Shoot. GREEN attempts to shoot RED using their Grenade Launcher. RED damaged. Shooting has damaged the car. Damage inflicted is -1 Speed.

Passing
GREEN attempts to pass RED. GREEN as Passer wins and may act. Action is to Pass.


Zone turn, lap 1, zone 5
Challenge
RED goes Out of Position.  Gain one Bonus die.
YELLOW goes In Position.
BLUE goes In Position.


Random events
BLUE receives +1 Bonus Die.
GREEN receives +1 Bonus Die.

Passing
BLUE attempts to pass YELLOW for a tail shot. BLUE  is going for a tail shot. BLUE.Passer wins and may act. Action is to Shoot. BLUE attempts to shoot YELLOW using their Tail Gun. YELLOW damaged. Shooting has damaged the car. Damage inflicted is -1 Speed. YELLOW now at 1 Speed.

YELLOW attempts to pass BLUE. BLUE as Target wins and may act. Action is to Hold.

Zone turn, lap 1, zone 6
Challenge
RED goes Wide.
YELLOW goes In Position.
BLUE goes In Position.


Random events
RED may attempt to pass now!
RED attempts to pass GREEN. RED wins and may act. Action is to Bash. RED attempts to bash GREEN. Both stay in current spot and lane.
YELLOW suffers the brakes locking up!  Drop back.

Passing
RED attempts to pass GREEN. Pass attempts fails.
BLUE attempts to pass RED. BLUE wins and may act. Action is to Pass.


Lap 2 and Zone 1
The track is Straight.  The next zone track is Straight.
Challenge
RED goes Out of Position.  Gain one Bonus die.
YELLOW goes Out of Position.  Gain one Bonus die.
BLUE goes In Position.


Random events
RED suffers the brakes locking up!  Drop back.
BLUE receives +1 Bonus Die.
GREEN lose 1 bonus die.

RED Drops back.
RED out of control? Retain control – stay in current spot and lane.
YELLOW out of control? Retain control – stay in current spot and lane.

Passing
BLUE attempts to pass GREEN. BLUE as Passer wins and may act. Action is to Pass.

Lap 2 and Zone 2
The track is Straight.  The next zone track is Curved.
Challenge
RED goes Out of Position.  Gain one Bonus die.
YELLOW goes In Position.
GREEN goes Out of Position.  Gain one Bonus die.
OOPS - error in sheet means no bonus dice for Zone 2 when there should have been,


Random events
BLUE receives +1 Bonus Die.

Passing
YELLOW attempts to pass RED. RED as Target wins and may act. Action is to Hold.

Lap 2 and Zone 3
The track is Curved.  The next zone track is Straight.
Challenge
RED goes Wide.
YELLOW goes Wide.
GREEN goes In Position.


Random events
RED receives +1 Bonus Die.
YELLOW receives +1 Bonus Die.

Passing
GREEN attempts to pass BLUE. BLUE as Target wins and may act. Action is to Hold.
RED attempts to pass GREEN. GREEN as Target wins and may act. Action is to Hold.
YELLOW attempts to pass RED. RED as Target wins and may act. Action is to Hold.

Lap 2 and Zone 4
The track is Straight.  The next zone track is Straight.
Challenge
RED goes Out of Position.  Gain one Bonus die.
YELLOW goes In Position.
GREEN goes In Position.


Random events
BLUE lose 1 bonus die.
GREEN suffers the brakes locking up!  Drop back.
GREEN out of control? Retain control – stay in current spot and lane.
RED out of control? Retain control – stay in current spot and lane.

Passing
GREEN attempts to pass BLUE. BLUE asTarget wins and may act. Action is to Bash. BLUE attempts to bash GREEN. Both stay in current spot and lane.
YELLOW attempts to pass RED. RED as Target wins and may act. Action is to Bash. RED attempts to bash YELLOW. Basher RED wrecked. Basher Flip back as Wreck.
RED has flipped back right and is now an obstacle.


Lap 2 and Zone 5
The track is Straight.  The next zone track is Curved.
Challenge
YELLOW goes In Position.
GREEN goes In Position.


Random events
YELLOW receives +1 Bonus Die.
BLUE suffers the brakes locking up!  Drop back.
GREEN loses 1 bonus die.


Passing
BLUE attempts to pass GREEN. GREEN as Target wins and may act. Action is to Hold.

Lap 2 and Zone 6.
The track is Curved.  The next zone track is Straight.
Challenge
YELLOW goes Out of Position.  Gain one Bonus die.
BLUE goes In Position.


Random events
YELLOW may attempt to pass now!
BLUE receives +1 Bonus Die.
GREEN suffers the brakes locking up!  Drop back.

GREEN Drops back. BLUE in LEAD.


YELLOW attempts to pass GREEN. GREEN as Target wins and may act. Action is to Hold.

Passing
GREEN attempts to pass BLUE. BLUE as Target wins and may act. Action is to Shoot. BLUE attempts to shoot GREEN using their Tail Gun. Both stay in current spot and lane.
YELLOW attempts to pass GREEN. GREEN as Target wins and may act. Action is to Bash. GREEN attempts to bash YELLOW. Both stay in current spot and lane.


Lap 3 (last lap) and Zone 1
The track is Straight.  The next zone track is Straight.
Challenge
YELLOW goes Out of Position.  Gain one Bonus die.
GREEN goes Out of Position.  Gain one Bonus die.


Random events
BLUE receives +1 Bonus Die.
GREEN receives +1 Bonus Die.

Lap 3 (last lap) and Zone 2
The track is Straight.  The next zone track is Curved.
Challenge
YELLOW goes Wide.  Zone 2: 3 Bonus dice received.
BLUE.  Zone 2: 3 Bonus dice received.
GREEN goes In Position.  Zone 2: 3 Bonus dice received.


Passing
GREEN attempts to pass BLUE. GREEN as Passer wins and may act. Action is to Pass.


YELLOW attempts to pass BLUE. BLUE as Target wins and may act. Action is to Hold.

Lap 3 (last lap) and Zone 4
The track is Straight.  The next zone track is Straight.
Challenge
YELLOW goes Out of Position.
BLUE goes Out of Position.


Random events
None.

Lap 3 (last lap) and Zone 4
The track is Straight.  The next zone track is Straight.
Challenge
YELLOW goes Wide.
BLUE goes In Position.


Random events
YELLOW receives +1 Bonus Die .
GREEN suffers the brakes locking up!  Drop back.

Green Drops back


Passing
GREEN attempts to pass BLUE. Pass attempts fails.
YELLOW attempts to pass GREEN. GREEN as Target wins and may act. Action is to Hold.


Lap 3 (last lap) and Zone 5
The track is Straight.  The next zone track is Curved.
Challenge
YELLOW goes In Position.
GREEN goes Out of Position.  Gain one Bonus die.


Random events
None

Passing
YELLOW attempts to pass GREEN. GREEN as Target wins and may act. Action is to Bash. GREEN attempts to bash YELLOW. Basher YELLOW wrecked. Target Flip back as Wreck..
YELLOW has flipped back left and is now an obstacle.


Lap 3 (last lap) and Zone 6
The track is Curved.  The next zone track is Straight.
Challenge
GREEN goes In Position.


Random events
GREEN may attempt to pass now!
GREEN attempts to pass BLUE. GREEN as Passer wins and may act. Action is to Pass.


Passing
BLUE attempts to pass GREEN. Pass attempts fails.
GREEN Wins!


Verdict
That was actually loads of fun to watch being played out!  Even if I was not specifically running a car it was great to see what the random generator made the cars do. I was secretly hoping for Red to win but it crashed out in lap 2.  Running the game helped me fix a few errors and also helped with the narrative generation.  I am hoping to run a few more games with maybe more cars (the spreadsheet can handle up to 8) and then modify the sheet to be able to run both races and chases. 

6 comments:

  1. Glad you're finding my changes useful. gaslands kind of pushed Machinas aside for the past 18 months, but I feel I ought to go back an rework the game if only because it offers a far better race expereince than Gaslands.

    ReplyDelete
    Replies
    1. Your changes have been very handy and really enhance the game. I did see that Gaslands supplanted Mahinas in your gaming group. I have Gaslands but Machinas is so much easier to solo! I have redesigned it to be a bit more spreadsheet friendly, and the NPC will lean towards an action depending on some car attributes (e.g. a car with Spiked Wheels has a slightly greater chance of bashing).

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  2. Hey Shaun, I am impressed by your blog about Machinas! I just discover this game, but as excited I was, I has been very disapointed when I realized the game wasnt available anymore.... Until I found your blog! Your spreadsheet seems very cool! Would you accept to share it ? Thanks!

    ReplyDelete
    Replies
    1. Machinas is once again available from Rebel Minis (only for the last 4 months or so):

      http://www.rebelminis.com/madrainwapdf.html

      Send me an email at shaun DOT wizkid AT gmail DOT com andI will share the spreadsheet. Some of the abilities that were hard to implement in a spreadhsheet are not there but there is a description for each of the abilities in the sheets. You will need the rules to run the spreadsheet as it will make no sense without them!

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  3. I notice that in the last games I played (nearly two years ago :( ) I was completely reworking Shooting again:

    "2+ successes as shooting vehicle: Target vehicle loses Bonus Dice equal to one less than the margin. If they are reduced to zero Bonus Dice, they must make a D6 roll against Size. Roll equal to or less than Size or become a wreck. A roll of ‘1’ is always a success and a ‘6’ is always a fail. If the vehicle doesn’t become a wreck then it skids back a spot as for a result of 1+"

    I've never really liked how it drained Speed, which is a cary-over from the fact that Machinas shooting is derived from the whipping rule in the chariot-racing game it's derived from. Draining bonus dice seemed an interesting way to go, and once they're gone your vehicle is at risk of a bash-like instant kill.

    I used vehicle sizes for a few things 1 is a bike, 3 is a car and 6 is a truck. You can manage the rest I think. Small vehicles get a bonus when passing, and big ones penalty. Conversely small vehicles get a minus when bashing and big ones a bonus. And now it affects how easy they are to kill with shooting.

    ReplyDelete
    Replies
    1. Yes, I did not like Shooting just reduced speed either, and your comments on vehicle sizes a few years ago got me thinking to revise how vehicle sizes worked in the game.

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