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Vehicle Fast play sheet

Turning
- Stationary motorbikes, tracked vehicles, grav
vehicles and helicopters may turn on the spot.
Turning table
Speed Max angle Min distance between turns
0-30
90
5 cm
31-60
60
10 cm
61-90
30
15 cm
91+
15
20 cm
Vehicles can try to make a tighter turn then the max
turn angle. For every increment a succesfuill ksid test
needs to be made.
(e.g. at speed 91+, for a 180 turn, 11 successful skid
tests are required).
Skid Test (Roll 1D6)
-1 if driver is veteran or elite
-2 if driver is a hero
-1 if driving on roads
-1 if skid test is made to turn*
-skid modifier (if negative, add)
Roll Result
2No Effect: The driver manages to keep the
vehicles under control
3-4
Skid: Move the vehicle 2D10 forward and 1D10
sideways No one may shoot from this vehicle
during this turn. The vehicle returns to normal
next turn.
5+
Crash: Move the vehicle it's current speed less
4D10. The vehicle then stops and is destroyed.
All occupants take an automatic 3D6 wound.
Any survivors automatically receive a panic
reaction.
*Vehicles trying to make a turn cannot improve the
value below a skid result if the die roll is a 6.
Disembarking from a moving vehicle (roll 1D6)
-1 for every 10cm the vehicles speed is over 30cm
+1 if a hero disembarks
Roll Result
1-2
Injury: The person leaving the vehicle takes an
automatic 1D10 wound while leaving the
vehicle. Armour offers no protection.
3-4
Panic: The person leaving the vehicle receives
a panic reaction while leaving the vehicle.
5-6
OK: The person leaves the vehicle safely
Ramming Pedestrians (Roll 1D6)
-1 if the driver is veteran or elite.
-2 if the driver is a hero.
-1 for every 10cm (or part of) above 30cm speed
-skid modifier (note: negative skid modifiers should be
added).
+1 if the pedestrian is a hero.
Roll Result
1-4
Hit: The pedestrian is hit and takes an
automatic Wound equal to the ram value of the
vehicle. Armour offers no protection.
5
Near Miss: The pedestrian just leaps out the
way in time place a Panic counter next to the
pedestrian.
6+
Miss: The pedestrian leaps out the way barely
in time.

Ramming other Vehicles (Roll 1D6)


-1 if rammer is green
+1 if rammer veteran or elite
+2 if rammer is a hero
+skid mod. Ramming vehicle
+1 if rammed driver is green
-1 if rammer veteran or elite
-2 if rammer is a hero
-skid mod rammed vehicle
Score
Result
1 or
Miss: Ramming player rolls on the Skid table
less
2-3
Near Miss: Both Players roll on the Skid
table
4-5
Sideswipe: Rammed player rolls on the Skid
table
5+
Crash: Both vehicles crash together. Refer
to section below.
Frontal ram:
Both vehicles roll their Ram Value and add their ram
value again for every 10cm above 30cm which the
vehicle is traveling.
Side ram:
Rammer rolls the vehicles Ram Value and add its ram
value for every 10cm above 30cm which the vehicle is
traveling. The rammed vehicle rolls its basic ram value.
Rear ram:
Rammer rolls the vehicles Ram Value and add its ram
value for every 10cm above 30cm which the vehicle is
traveling faster then the rammed vehicle. The
rammed vehicle rolls is normal ram value.
Minor and major damage (roll 1D6)
Minor damage lasts for one turn only, major damage is
permanent
Roll Result
1
Steering Jam: The vehicle may no longer turn
properly. Roll 1D6 (1-3 the vehicle cannot turn
right, 4-6 the vehicle cannot turn left). In the
case of a helicopter: 1-2 the helicopter cant
go left, 3-4 the helicopter cant go right, 5-6
the helicopter cant go up or down.
2
Control Loss: The vehicle accelerates 1D10
every turn. The vehicle cannot brake.
3
Power Loss: The vehicle slows 2D10 every turn
until it stops. It cannot be moved further under
it's own power.
4-5
Skid: Roll on the Skid table.
6
Fire: All Occupants take an automatic 2D6
wound from a fire in the vehicle. Armour offers
no protection. If the damage was major, the
vehicle is now on fire. Roll 1D6 each turn, on a
5+ the fire burns itself out, on a 1 the vehicle
explodes as if with a critical hit.
Critical Damage (roll 1D6)
Roll Result
1-3
Kaboom: The vehicle explodedes spectacularly
and does a hit equal to twice its ramvalue to
any model within 5cm. All Occupants are
automatically removed from the game
4-6
Total breakdown: The vehicle will move it's
current speed less 4D10, then stop. All
occupants take an automatic 3D6 wound.
Armour offers no protection.

Type

Acc

Dec

Sport Bike
Motor
Bike/Trike
Sport Car
Normal Car
SUV
Armoured
car
4x4
truck/Bus
Wheeled
APC
Tracked APC
Light Tank
Medium
Tank
Heavy Tank
Light Grav
Medium Grav
Heavy Grav
Light
Helicopter
Medium
Helicopter
Heavy
Helicopter

50
40

Damage values
Minor Major Critical
7-8
9-10
11
8-9
10-11
12

Point
value
12
15/25

5D10
5D10

Skid
modifier
0
+1

Ram
value
1D4
1D4

Free
slots
1
2/3

35
30
30
25

5D10
4D10
4D10
4D10

+1
0
0
0

1D6
1D6
1D8
1D8

2
3
3
3

9-10
10-11
11-12
12-14

11-12
12-13
13-15
15-17

13
14
16
18

30
50
70
80

25

4D10

-1

2D4

4/6

13-15

16-18

19

100/150

20

3D10

-1

2D6

14-16

17-19

20

130

15
15
15

3D10
3D10
3D10

-2
-2
-2

2D8
3D6
3D6

3
4
5

15-17
18-20
19-21

18-20
21-23
22-24

21
24
25

150
200
230

10
20
20
15
40

3D10
3D10
3D10
3D10
40

-2
-2
-2
-2
0

3D8
1D6
1D8
2D6
1D8

6
2
4
6
2

20-22
10-11
12-14
14-16
12-14

23-25
12-13
15-17
17-19
15-17

26
14
18
20
18

250
40
70
120
150

30

30

-1

2D8

15-17

18-20

21

200

25

25

-2

3D6

18-20

21-23

24

250

Firing from a Vehicle


- The driver of a moving vehicle may only fire a pistol and suffers a -1 on the 'Hit roll'.
- For every 10cm (or part of) above 30cm which the vehicle is moving there is an additional -1
penalty to the 'Hit Roll' of anyone shooting from the vehicle.
- Models cannot shoot in the turn that they embark in a vehicle.
- The amount of models capacle of firing is limited to space. (e.g. in a car only the passengers
next to the windows would be capable of firing.
Firing at a Vehicle
While vehicles can be fast moving targets, they tend to be much larger, making them easier to
hit.
- For every 10cm (or part of) above 30cm which the vehicle is moving subtract a 1 from the 'Hit
Roll' for anyone shooting at the vehicle.
- Add a +1 to the 'Hit Roll' if the shooter is firing at a car sized vehicle
- Add a +2 to the 'Hit Roll' if the shooter is firing at a large vehicle such as an APC or Truck.

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