Sure. Let's keep things simple and stick with the same gang: 3-harm, medium, well-disciplined, 1-armor - want: savagery - about 40 rough customers, with varied and extensive weapons, and they're disciplined but barely holding on to that discipline.
Clutch, the Gunlugger: Cool+1 Hard+2 Hot-2 Sharp+2 Weird-1
Gear: machinegun (3-harm close/far area messy), heavy armor (2-armor)
Moves: NOT TO BE FUCKED WITH, Bloodcrazed
We'll keep the truck the same, too; what Gunlugger doesn't love a good off-road pick-up?
Vehicle: Pickup (massive=2, speed=0, handling+1, 1-armor) Rugged, Off-road, Powerful, Picky
So the gang's blockading Clutch's way through a broken, rocky, blown-dust and gully landscape called the Knives. He's already read the situation and he knows his best way through: there's a spot overlooking the road where there's a guy with a machine gun, set up to catch coming vehicles in a crossfire, but Clutch is going to use his vehicle as a weapon and drive right through this little machinegun nest. Clutch also knows that he should be on the lookout for the gang's 4-wheeling outriders, on both sides of the blockade, but he hasn't seen any of them yet.
Here are the harm calculations:
The gang's inflicting 3-harm, +1harm for their size, for a total of 4-harm. They've got 1-armor, +1armor for their size differential, and hell, let's give them +1armor for defending a prepared position for a total of 3-armor.
Clutch is using his vehicle as a weapon. A direct hit inflicts 3-harm, +2harm for its massive, +1 for the fact that Clutch is Bloodcrazed for a total of 6-harm. A glancing hit inflicts 3-harm.
His pickup has 1-armor.
In sum, in an unmodified exchange of harm:
The gang hits Clutch's pickup for 3-harm (serious damage, impaired function, can be field-patched). Blow-through hits Clutch for 2-harm, but his armor reduces that to 0.
Clutch's pickup hits the gang for 3-harm (widespread injuries, many serious, several fatalities), probably royally fucking up that one guy's machine gun nest and running over a few other random assholes in the process of blowing through the barrier.
So here are Clutch's options; he gets to choose 1, 2, or 3 of these, depending on his roll (which, being Hard+2 and taking +1 forward from
reading the sitch is highly likely to succeed):
- If he chooses to inflict terrible harm, he'll be swerving to drive along the line of the blockade, hitting as many people as he can. He'll inflict 4-harm: widespread serious injuries, many fatalities.
- If he chooses to suffer little harm, he'll be swerving to avoid the worst enemy fire. His pickup will suffer 2-harm (one impaired function, can be field patched). Blow-through will hit him for 1-harm, which his armor will reduce to 0-harm.
- If he chooses to force his way through his enemy's position, he'll be on the other side of their blockade. If he doesn't, he'll be hung up on it somewhere.
- If he chooses to impress, frighten or dismay them, I'ma go with frighten them; the screams of dudes with crushed legs and broken spines can be heard over the roar of Clutch's engine as he does donuts over the gang's prepared positions - as MC our job is to change their behavior accordingly, which might just mean bugging the fuck out.
Even in the unlikely event of a miss, Clutch still gets to pick one. I think much of his choice will depend on how attached he is to his truck, but he certainly has the option of blowing through the blockade and taking his chances with the 4-wheelers who (since they are not impressed, dismayed, or frightened) are probably out for blood. Although if the gang's leader is weak or absent, he might be better off choosing to inflict terrible harm and cause them to break. If "the gang" breaks, does that include their pack of 4-wheelers? I'd say probably so (as it's not a separate entity), which effectively cedes the field to him and ends the conflict. This would essentially be a win on a miss, which is I think what people were originally most concerned about. All that it has cost Clutch is some harm to his vehicle.
And honestly, if Clutch were attached to his truck, he's better off leaving it somewhere (relatively) safe and hoofing it to attack the blockade on foot. Sure, he'll have one less point of armor and do one less point of Harm with his base attack (he loses the +2 massive but gains the
area tag, which I'd say probably offsets the bonus to the gang's +1armor for size difference, at least initially). In this case, Clutch is exchanging 2-harm for 2-harm before making any choices.
For the miss case, let's say he plays it conservatively and chooses to suffer little harm - now he's exchanging harm at a 2-for-1 rate. This initially doesn't look so bad going into a follow-up battle move, but the key here is going to be what the MC does to snowball into that move. At the very least, I'd likely describe the gangers fanning out, trying to get Clutch into some kind of crossfire, maybe with a couple of the 4-wheelers making a flanking maneuver (i.e. make it clear to Clutch that he won't get the benefit of his weapon's
area tag anymore). And/or maybe say that he sees a couple of 4-wheelers peeling off and heading to where he parked his truck - shit, they must have spotted it even under the camouflage netting! This presents him with the choice of whether he wants to do dedicated violence to the guys in the immediate vicinity, or concentrate on the guys going for his truck (I'd let him
lay down fire to suppress the 4-wheelers making a break for his truck, forcing them to duck for cover or break off for a tick).
Is this more or less what you had in mind when designing the 2nd Ed moves?