TURN SEQUENCE
The game progresses in turns, during which all
vehicles get to act. Each turn is split into 3 distinct
phases. The most important of these is the action
phase, although each phase serves a purpose.
- Start Phase- occasionally some things are called to
be checked before any action occurs each turn. The
start phase is when this happens. Although most of the
action occurs, appropriately, in the action phase,
having a distinct start phase clarifies the timing of
some effects.
- Action Phase- in the action phase players activate
their vehicles. Vehicles activate in order of speed,
fastest first. In the event of several vehicles moving at
the same speed, a D6+ drive skill roll determines order
of action. Vehicles complete all movement actions
before taking firing actions. Any special actions due to
equipment and skills occur when the action indicates,
as these actions by their nature follow peculiar rules.
End Phase- as with the start phase, a distinct end
phase is present to conclude any book-keeping or tests
required at the end of a turn.
Action
Safe Speed
Effect
Drift
80
Swerve
80
Jink
30-60
Bootlegger
20-40
U-Turn
Sideswipe
30
40/40/20
Shunt
40
Snake
60
Sweep
50
Hard Brake
60
Varies
MOVEMENT EXAMPLE
Failed by 1-3
Failed by 4-6
Failed by 7
Screeching
Brake- slow by
10mph per degree
of failure. -1 to
all other rolls this
turn.
Failed by 8
Failed by 9
Failed by 10+
RollVehicle
halves its speed
this turn and halts
next turn. No
actions can be
taken. Roll D6 for
final position (1,2roof,
3Left
side,4- Right side,
5,6 Right side).
Vehicle takes D6
hits for every full
10 mph it was
travelling.
SHOOTING
Shooting- Vehicles maker one firing action for every
level of Gunnery the driver has. Note that firing
actions are distinct from driving actions in that
gunnery skill does not grant rerolls in the way drive
skills do, affecting just the number of actions allowed.
Situation
Modifier
-1
-1
-1
-1
-1
-2
+1
+1
+1
D6 Roll
Result
1-2
Miss
3-5
Glancing Hit
Penetrating Hit
Weapon
Range
Dice/Ammo
Notes
16
10/5
Burst Fire
12
10/6
30
8/0
30
8/0
30
8/0
25
As ammo
Explosive
shot
Slow,
Overcharge
Slow,
Piercing
Slow,
Tracking
Lock
As
pod
12/6
Explosive
TGSM missiles- A lethal warhead of tightly packed submunitions. The huge damage potential is somewhat
offset by each sub-munitions limited guidance system.
Machine Gun- a favourite for its excellent ammo
consumption. Lacks hitting power but keeps on going.
Autocannon- the MGs big brother. Extra damage but at
a weight and ammo cost.
As
pod
4D6/2D6
Submunitions
16
4/2
Burst fire
18
6/3
Burst fire
20
5/0
20
5/0
20
5/0
16
6/4
Slow,
Overcharge
Slow,
Piercing
Slow,
Tracking
Explosive
4/2
Burst fire
5/3
Explosive
12
Explosive
12
10/auto (one
shot only)
4/0
12
5/0
12
5/0
Slow,
Piercing
Slow,
Tracking
Slow,
Overcharge
Weapon
Range
Damage/Am
mo
Notes
Oil- An oldfashioned
deterrent
for
pursuing
vehicles.
Spikes- Blades,
sharpened poles,
caltrops; a variety
of types by with
similar effect.
Mines- A catchall for grenades,
firecrackers and
anything
else
dropped out of a
moving vehicle.
Smoke- Not so
much a weapon
as a defence
system,
smoke
can still be the
cause of crashes
and deaths.
__
0/2
-1 to handling of
vehicle. 50 mph
safe speed.
__
3/2
__
5/3
If spikes cause
any damage, a
wheel critical is
caused
automatically.
50
mph
safe
speed.
__
0/2
60
mph
safe
speed. -1 to hit for
every
smoke
counter between
firer and target.
Every start phase,
smoke counters
disappear on a roll
of 4+ (test for
each one).
Sources of additional hurtThe three main ways vehicles receive damage aside
from shooting are through collisions, crashes and
criticals. Each is dealt with here. The types of damage
that can be taken are Relative, Combined and
Catastrophic.
Relative Damage- Subtract the slower cars speed
from that of the faster car. Of the result, apply one
penetrating hit per 10mph difference, minimum 1.
Combined Damage- Add the vehicles speeds together.
Of the result, apply one penetrating hit per 10 mph,
minimum 1
Catastrophic Damage- Add the vehicles speeds
together. Of the result apply D6 penetrating hits for
every 25 mph (minimum one D6).
Collisions- A collision is contact between two vehicles
that are in game, i.e. controlled by players. There are
several types of collision, each detailed here.
Sideswipes- A sideswipe is a side-to-side collision
between two vehicles. It can only occur as part of a
deliberate ram. To engage in a sideswipe, the swiping
vehicle and target vehicle must be adjacent. Follow
this procedure:
The swiping vehicle takes driving action
roll. If successful, the target takes relative
damage.
If failed, both cars take relative damage.
The target vehicle then takes a driving test
based on the sideswipe safe speed.
If the vehicles are travelling in opposite
directions, an opposed sideswipe, relative
Sides
Rear
1-Bodywork
hit
2- Wheels
3-Weapon
(wings)
4-Weapon
(hood)
5- Engine hit
6- Cockpit
Roof
1- Bodywork hit
2- Wheels
3-Weapon
(Odds-wings,
Evens- sides)
4-Weapon (roof)
5- Fuel Tank
6- Cockpit
1Bodywork hit
2- Wheels
3-Weapon
(roof)
4-Weapon
(Odds-passive,
Evens- tailgate)
5- Fuel
6- Cockpit
1- Bodywork hit
2- Weapon (roof)
3- Weapon (Oddswings, Evens- Tailgate)
4- Fuel
5- Engine
6- Cockpit
Floor
1- Bodywork hit
2- Wheels
3- Wheels
4- Weapon (sides)
5- Fuel
6-Engine
3+
Driver
K.O.Vehicle
out
of
control
-2
penalty
to all
rolls
-1
penalty
to all
rolls
No penalty.
10