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Acknowledgements
Devil’s Run Concept and Rules by: Word Forge Games Ltd.
Advanced Rules by: Mark Rapson with Richard Howkins, Alan Davies
We would also like to thank all our Kickstarter backers...without you this
would never have been a thing!
Table of Contents
Acknowledgements................................................................................................................................. 1
Living Rulebook Colour-Coding: .............................................................................................................. 1
Natural Dice rolls of 1 or 10 .................................................................................................................... 4
Range Modifiers ...................................................................................................................................... 4
Named Characters .................................................................................................................................. 4
Hand Weapons........................................................................................................................................ 4
Gunner Weapons .................................................................................................................................... 4
Gear......................................................................................................................................................... 4
Vehicle Primary, Secondary and Tertiary Positions ................................................................................ 4
Vehicles Types ......................................................................................................................................... 6
Bikes .................................................................................................................................................... 6
Trikes ................................................................................................................................................... 6
Karts .................................................................................................................................................... 6
Buggies ................................................................................................................................................ 6
Cars ..................................................................................................................................................... 7
Flyers ................................................................................................................................................... 7
Behemoths .......................................................................................................................................... 7
Mega-Vehicles..................................................................................................................................... 7
Using Action Points ................................................................................................................................. 8
Options for using Action Points .......................................................................................................... 8
Additional Actions ................................................................................................................................... 9
Basic Implement Actions:.................................................................................................................... 9
Advanced Implement Actions ........................................................................................................... 10
Advanced Move Actions: .................................................................................................................. 11
Basic Move Action............................................................................................................................. 11
Driving Advanced Move Actions ....................................................................................................... 11
Offensive Advanced Move Actions: .................................................................................................. 13
Quick Reference for Offensive Advanced Move Actions: ................................................................. 15
Evade Reaction: Evading an Offensive Advanced Move Action. .......................................................... 16
Evading while completing a any Advanced Move Action ................................................................. 17
Flowchart for Resolving Offensive Move Actions ................................................................................. 18
Additional Arcs of Fire ........................................................................................................................... 19
Hull Mounted Weapons .................................................................................................................... 19
Mounting Hull Mounted Weapons ............................................................................................... 19
Range Modifiers
Unless specified otherwise the maximum range (R) modifier caused by the arc of fire is -5.
Named Characters
Characters with a Statcard are defined as Named Characters. Named characters may be unique or
generic.
Hand Weapons
Two Handed Weapons may only be used by passengers.
Every character (named or unnamed) comes with a pistol as standard. This is replaced if they are
equipped with any other hand or two handed weapon.
Gunner Weapons
Gunner weapons may only be used if the vehicle is equipped with a passenger with the Gunner type.
Each gunner weapon must be allocated a gunner. If, for any reason, the allocated gunner is removed
from the vehicle, the gunner weapon may not be fired. Gunners may move from one gunner weapon
to another on the same vehicle using the Cover us! action so long as the target weapon does not
have a gunner when the action is declared.
Gear
Each vehicle may be equipped with up to three gear cards. Only one forward facing gear may be
equipped per vehicle. Only one rear facing gear may be equipped per vehicle.
If a vehicle has a secondary and or tertiary position on a tile when the tile is removed the vehicle is
also removed from play.
Vehicles Types
In this section we explain the different vehicle types. There are eight types of vehicle in the Devil’s
Run:
Bikes
Bikes are the simplest of the land vehicles commonly seen on the Devil’s Run, but they are also the
fastest. As with all vehicles in the game, they come in all shapes and sizes, but all come with just two
wheels. They tend to have little armour and the riders are armed with small hand weapons, or at
best a sawn-off shotgun. Points-wise they are cheap, but have very limited access to upgrades,
armour and weapons.
Trikes
In a world where the quality of the road cannot be assured and where guns win, the trike is seen far
more frequently than it was before the Apocalypse. The Haul Angels, especially, favour it and bolt on
a heavy gun or flamer depending on their expected foe. In the game the trike is fairly versatile and
reasonably speedy, but is a lot less manoeuvrable than its two-wheel counterpart.
As the postapocalyptic world has evolved so have the vehicle types. The Trike class includes
traditional trikes, inverted trikes - where the two wheels are at the front, bikes with sidecars and
even quadbikes (yes yes we know)!
Karts
A considered rarity, karts have been used to some success by the Purple Caustairs, in the form of
their Krackarts. These vehicles have amazing acceleration, but diabolical manoeuvrability. Some
would say they are the worst aspects of the Trike and Buggy put together, but as with many things,
there is some merit in madness and accelerating in front of a Warrig before slamming on the brakes
is definitely mad, even if occasionally it does crack the target!
Buggies
After the San Jose massacre, where over fifty of The Law’s trikers were annihilated by a Haul’s
Angels’ ambush, the armoured buggy has become a mainstay of the Law’s arsenal. The one-man gun
platform acts as the lynch-pin in almost every Law fleet, providing cover to the speedier bikes and
slower cars. The standard format is equipped with a semi-automatic paired machine gun platform
mounted on the roof of the vehicle; which while not quite as accurate as a manual system, ensures a
significant rate of fire. Buggies have a very stable chassis and hardy, well tracked tyres, meaning
that, although they are not quite as fast many other vehicles on the road, they are pretty much
unaffected by adverse terrains, such as scrubland, desert or ice.
Since the various ambushes on the Hell’s Highway the Law have developed a heavily armoured
variant of their standard buggy. This version does not have any outer weapons, but is designed
specifically to withstand heavy ramming and firepower. Other gangs use buggies too, most
noticeably the Skinner Karrgy, the BritAttack Muggy and the Purple Caustiair’s Grappler.
Cars
Two-a-penny before the war, cars have become the focus of society, a status symbol and yet so
much more. The Haul’s Angels, for example, love to customise their cars, stripping them back nearly
to their chassis, before bolting on all manner of customisations. First on their list is an oversized
engine, followed by various defensive weapons, such as smoke screens, oil slicks etc. furthermore
the vehicles are reinforced with additional armour, which itself, is often used offensively to ram
others off of the road.
Flyers
This type of vehicle can take various forms, from gyrocopters to drones, from little flying machines
to jetpacks, but anything bigger than this is prohibited in the exclusion zone and will be shot from
the sky as soon as it enters. Hence, flying vehicles are limited to nothing bigger than one-man short-
range craft.
Flyers are generally fast, but often fairly in-offensive due to the need for lightness and hence
inability to carry weapons or armour. Additionally they are pretty useless when it comes to picking
up aid-drops or stashes. What use is it getting there first if you can’t land or defend your spoils? As
such, many gangs don’t bother with them. The Justice has found a niche with their Jetpackers and
the Law use drones and gyrocopters routinely for surveillance and tactical support. In recent years
Hornets from the Jets have also become common. Flying battles between the Jets and Justice are
amazing to watch if less fun to be involved in.
Behemoths
Behemoths are less a type of vehicle than a vehicle class and include anything that has a length of
more than 18 foot (2 squares). Examples include the Justice Aedificorum and the Skinners Trukk.
Behemoths have a tertiary location (the rear most square(s)) as well as the normal Primary and
Secondary vehicle locations.
Mega-Vehicles
See the Warrig and other Mega-Vehicle section for more on this vehicle type.
Each vehicle has two action points per turn. Once activated the first action point must be used for a
basic move action. This basic move action can be upgraded to an advanced move action. If this is
done the second action point is also used. Instead of upgrading the basic move action to an
advanced move action the second action point can be used to pay for a shooting action or an
implement action. When shooting, one weapon may be fired per arc of fire per shoot action
(assuming they have a viable target and only if there is a character allocated to the arc.).
Vehicles:
Wrecks
Additional Actions
Cover us!: Any named character in a secondary or tertiary arc of fire may change to another
secondary or tertiary arc position for 1 action point.
Jump: Range 2: A Jump action may be completed by any named character using the rear facing
gunner arc of fire with a Range of 2. Complete a BS2 test. If the target vehicle is friendly add an
additional +2 modifier to BS2. If the Jump action is successful place the character’s card on the target
vehicle. Characters that fail the Jump test are considered wiped-out.
For example: The Headhunter with a BS of 8 jumps onto a friendly vehicle in a -2 location on the rear
facing gunner arc of fire. He therefore needs a 8 or less to complete the jump (8 -2 for the arc of fire
modifier and +2 because the target vehicle is friendly). If he jumped onto an enemy vehicle he would
need a 6 or less.
Pick-up the Stash: Complete a Pick-up Stash action while in a square adjacent to or including a Stash
token to attempt to pick it up. Roll an Evade test with a +2 modifier to E. If the roll is successful the
stash is picked up.
If the vehicle that picks up the stash is wrecked, any other vehicle can attempt to pick up the stash
using the rules defined above but with a +1 modifier to E (instead of +2 ). If the wreck repairs before
the stash is taken from it, it retains the stash.
Put out Fire: To complete a Put out Fire action roll a D10. On a roll of 5 or less remove a flame token
from the vehicle. On a roll of 1 remove all flame tokens from the vehicle.
Throw: To throw a weapon, choose a target square and complete a BS test. Add a +2 modifier to the
result. If successful, the target square and any vehicle on it are hit. If failed the weapon scatters
using the Scatter rules.
Deal with Them!: Declare a Deal with Them! Advanced action to target a wreck in an adjacent
square driven or ridden by a non-named character. Complete a BS test. If successful, the wreck is
reduced to 0 action points and the non-unique character count on the gang roster is reduced by 1
for each non-unique driver, rider, gunner or passenger in the vehicle.
In this section you will find rules for turning. Allowing turning in the game opens up all sorts of
options for offensive move actions too, such as head-on collisions.
Turn: All vehicles except Mega-Vehicles. At the beginning or end of a normal move action the vehicle
may turn 90 degrees left or right. If a Turning action is declared, the movement dice is not rolled and
the vehicle may only move its MM.
Use the rearmost square of the vehicle, (inner most to the turn for Behemoths) as the pivot point.
If the vehicle completing this action contacts another vehicle at any point in the action resolve as a
Sideswipe, but the defensive vehicle rolls a D6+2 when determining damage.
These advanced rules introduce a new class of move action: Driving Advanced Move Actions. Like
the Offensive Advanced Move Actions, Driving Advanced Move Actions use two action points, and
hence do not allow shooting.
Hand Brake Turn: Cars and Buggies may complete a hand brake turn action by declaring it at the
beginning of their move action. Vehicles completing this action may not move diagonally. Roll a
D3+1 for movement and move the rolled value straight forward. Then turn the vehicle 90o left or
right as required using its primary position as its pivot point and move the same D3 value forward. In
this case ignore the vehicle’s MM.
If the vehicle completing this action contacts another vehicle at any point in the action resolve as a
Sideswipe, but the defensive vehicle rolls a D6+2 when determining damage.
180: Bikes, Trikes, Cars and Buggies may complete a 180 action by declaring it at the beginning of
their move action. Turn the vehicle 180o using the primary position as the pivot point. The vehicle
does not use MM in this driving Advanced move action and has a MM of 1 in its subsequent turn.
This action may not be attempted if contact with another vehicle would occur in the process of
completing it.
Turning Move MM and then turn OR Turn and then All vehicles except
move MM. Mega-Vehicles
Hand Brake Turn Roll a D3. Move the D3+1 and rotate the vehicle Karts, Buggies and
90o left or right. Then move the same D3 value Cars
again (ignore MM for this action)
180 Rotate the vehicle 180o using the primary Bikes, Trikes, Karts
position as the pivot point. In the next turn MM Buggies and Cars
is 1.
All offensive advanced move actions may target the primary, secondary or tertiary position of the
defensive vehicle. As with basic move actions, offensive advanced move actions are determined by a
D3 roll and the designated minimum movement modifier.
Ram: Any vehicle may complete a Ram action by declaring it at the beginning of their move action.
Vehicles that complete a Ram action are placed directly behind the target vehicle.
Count the number of squares the ramming vehicle has moved and add it to the current armour value
of the vehicle has and then roll a D3. The Rammed vehicle adds a D3 roll to their current armour
value. Compare the results. The vehicle with the lower value takes damage equal to the difference.
Ram on the Brakes: This special move action is similar to Ram. Any vehicle may complete a Ram on
the Brakes special move action by declaring it at the beginning of their move action. Vehicles that
complete a Ram on the Brakes special move action are placed directly in front of the target vehicle. E
Tests may be completed as normal. Use the Flowchart for Resolving Offensive Move Actions to
resolve the offensive move action.
Count the number of squares the ramming vehicle has moved and add it to the current armour value
the vehicle has and then roll a D3. The Rammed vehicle adds a D3 roll to their current Armour value.
Both vehicles take chassis damage equal to their opponent’s total.
Side Swipe: Any vehicle may complete a Side Swipe action by declaring it at the beginning of their
move action. Vehicles that complete a Side Swipe special move action are placed directly next to any
location of the the target vehicle. E Tests may be completed as normal. Use the Flowchart for
Resolving Offensive Move Actions to resolve the offensive move action.
Add the result of a D3 roll to the offensive vehicle’s current Armour and Chassis value. For the
defensive vehicle, add the result of a D3 to its current Armour and Chassis value. The vehicle with
the lower value takes damage equal to the difference.
T-Bone: Any vehicle may complete a T-bone action against a vehicle that is side-on to them by
declaring a T-Bone at the beginning of the activation. Vehicles completing a T-Bone may not move
diagonally. Once declared, move the vehicle completing a T-bone next to the target. E Tests may be
completed as normal. Use the Flowchart for Resolving Offensive Move Actions to resolve the
offensive move action.
Count the number of squares the vehicle completing the T-bone has moved and add it to the current
armour value the vehicle has and then roll a D6. The target vehicle adds a D3 roll to current armour
value. Compare the results. The vehicle with the lower value takes damage equal to the difference.
Head-On: Any vehicle may complete a Head-On action against a vehicle that is facing it by declaring
a Head-On at the beginning of the activation. Vehicles completing a Head-on may not move
diagonally. Once declared, move the vehicle completing a Head-on into the square next to the
square of its target. E Tests may be completed as normal. Use the Flowchart for Resolving Offensive
Move Actions to resolve the offensive move action.
Count the number of squares the offensive vehicle has moved and add it to the current chassis (CP)
total the vehicle has and then roll a D6. The defensive vehicle adds a D3 roll to their current chassis
(CP) total. Both vehicles take chassis damage equal to their opponent’s total.
Designer Note: In playtesting it became clear that it was unrealistic that a bike (for example) could
wipe-out a behemoth (for example). Hence we have tweaked the rules slightly to represent that this
should not be an automatic occurrence. We have also simplified the Side Swipe rules for clarity. These
rules supercede the Core Rules for Ram, Ram on the Brakes and Side Swipe
Ram on the Brakes Moved Spaces + Armour Value+ D3 Both Vehicles take
Armour Value+ D3 their opponents total
in Chassis damage
Evading a T-
Bone
<- <
Evading a
Head-on
<- ->
<
If the Evade reaction is successful against any Offensive Advanced Move action (except Sideswipe),
the offensive vehicle MUST complete its full movement allowance in a straight line. Vehicles that
attempted a Sideswipe that has been evaded just enter the square vacated by the evading vehicle.
The evading vehicle is placed in one of the legal Evade squares. Neither the evading nor offensive
vehicle take any damage.
Only the target vehicle may attempt to Evade an Offensive Advanced Move action. Any other vehicle
hit after an evade reaction takes damage as normal (as does the vehicle completing the Offensive
advanced move action).
Vehicles completing any advanced move actions automatically fail any E tests in their move action.
If the Evade reaction is unsuccessful move the offensive vehicle to the square of the defensive
vehicle and move the defensive vehicle one square forward from the point of view of the offensive
vehicle. This extra movement is included when resolving damage.
If an Evade reaction is not attempted do not move the vehicles until after damage has been
resolved. If the defensive vehicle does not take damage neither vehicle is moved. If the defensive
vehicle does take damage, move both vehicles as describe in the previous paragraph.
Any damage caused by road features or pile-ups are resolved after movement. Wipe-outs occur
after all damage is resolved.
Successful Unsuccessful
Determine Offensive Move Damage
Vehicles moved as Move both vehicles as Defensive vehicle takes Defensive Vehicle does not
described by the described by the OMA Damage takes Damage
Evade Rules
Determine Offensive Move Complete A Tests Offensive Vehicle completes A
Damage Tests
Action Complete
Note: As hull mounted weapons use BS1, they can be considered as alternate primary arcs of fire.
Each arc of fire (primary, secondary etc.) may only be fired once per turn and only if there is a
character allocated to the arc. Hence, a vehicle cannot fire more than one hull mounted weapon per
turn.
Gunner Weapons
Gunner weapons use BS2 to fire and replace the secondary arc of fire (for Trikes) and the tertiary arc
of fire (for Cars and Behemoths). Gunner weapons need a Gunner to fire them and they cannot be
fired if the gunner is lost from the vehicle.
Note: Most Gunner weapons use either of the following arcs of fire, with the exception of flamer
gunner weapons which use the flamer arc of fire. Flaming Gunner weapons cannot be forward
facing.
In this image the black square represents the vehicle. On a Car or Behemoth this
would be the tertiary arc of fire.
In this image the black square represents the vehicle. On a Car or Behemoth this would be
the tertiary arc of fire and may be in the secondary or tertiary position.
In this image the black square represents the vehicle. On a Car or Behemoth this
would be the tertiary arc of fire and may be in the secondary or tertiary position.
Tokens
Flame Tokens:
For each flame token on a vehicle, the vehicle receives 1 CP of damage at the end of each turn.
Armour saves may not be taken for damage caused by flaming weapons. Flame tokens remain on
the vehicle until the end of the game unless removed by a put out fire action.
Roll a D6 for each vehicle that enters a square with a flame token on it. On a 1-3 the vehicle receives
a flame token.
Poison Tokens
Certain weapons can cause allocation of Poison tokens to vehicles.
Any vehicle with four or more poison tokens is instantly wrecked and cannot repair.
Vehicles with a tertiary position ignore the effect of poison tokens.
Fighting
If a vehicle is equipped with a named character from an opposing player, this character gains an
activation phase at the end of the turn after all vehicles activations have been completed.
Attack: Both players roll a D10. If the defending vehicle has no passengers or gunners the attacking
character gains a +2 modifier to the D10 result. If the vehicle player wins the attacking character is
beaten and its card is considered wiped-out. If the attacking character wins the defending vehicle
loses the difference between the D10 results in CP with no A test allowed. Instead of losing CP the
vehicle may discard a passenger or gunner.
Vehicles that start their activation equipped with a named character card from an opposing player
must complete a Fight action or a Take Them Out! action. Vehicles using Fight action may not
complete E tests and have the Hard to Steer special skill.
Fight: Both players roll a D10. If the vehicle player wins the attacking character is defeated and its
card is discarded. If the character wins the vehicle loses the difference between the two rolls in CP
with no A test allowed. Any vehicle wrecked by Fighting is considered Wiped-Out.
Acquired: Any vehicle Wiped-Out by the Fight special skill is removed from the Itinerary of the
owning gang and is added to Itinerary of the player that caused the Wipe-Out. Roll a D6 to
determine the repair cost of the vehicle.
Scatters: Roll a D10 and consult the following tables to determine the direction of the scatter. Next
roll a D3 to determine the distance of the scatter. Any vehicle in the hit square is also hit. The ‘2’
position is always next to the target nearest (or on) the thrower. If a 10 is rolled, resolve the weapon
or gear effects on the vehicle completing the action:
The vehicle completing a shoot action (green square) is on the right of its target and
adjacent to its target (red square). Hence the Scatter 2 position is on the shooter and on the
left of the target.
The vehicle completing a shoot action (green square) is on the left of its target and not
adjacent to its target (red square). Hence the Scatter 2 position is nearest the shooter on the
right of the target.
In this example the weapon scatters after a failed BS test. The player rolls a 7 on a D10 (for
direction of the scatter) and a 2 on a D3 (for distance of the scatter. Hence the blue square is
hit.
If the vehicle is hit by an explosion only in its secondary position (because the primary position is out
of range), use the hit secondary position to determine where the vehicle moves. If the vehicle is hit
by an explosion in its tertiary position only, it is not moved. If the vehicle is hit directly by the
explosion (in any position) it is not moved.
What is a Mega-Vehicle?
Any driven vehicle have occupies seven or more squares is considered a Mega-Vehicle and follows
the special rules for Mega-Vehicles.
The Mega-Vehicle symbol denotes a Mega-Vehicle and weapons and gear that may only be used by
Mega-Vehicles.
When setting up, at the beginning of a game, one of the mega-vehicle’s primary positions must be
placed on a viable deployment square. If there is no room behind or next to the deployment square
for the mega-vehicle’s other positions, the mega-vehicle cannot be deployed on the deployment
square; in which case an alternative deployment square or primary position must be used. If there is
no viable deployment squares the mega-vehicle may not be deployed and is considered wiped-out.
If a mega-vehicle has a Secondary (not tertiary) Position on a tile when the tile is removed the
vehicle is also removed from play.
Turning a Mega-Vehicle
To turn a Mega-Vehicle the Mega-Turn Advanced Driving Move Action must be used:
Mega-Turn: A Mega-Turn takes 2 turns to complete. On the game turn it is declared the Mega-
Vehicle does not move and uses both it’s action points. On the subsequent game turn use two action
points to rotate the Mega-Vehicle 90® in the direction desired and place the Mega-Vehicles inner
most tertiary position on the square vacated by the inner most primary location.
On the second game turn of a Mega-Turn advanced driving move action the Mega-Vehicle is moved. After the manoeuvre,
the inner most tertiary position (the left beige square) takes the square (red) vacated by the inner most primary position.
Remove any ridden or driven vehicle without a tertiary location hit by the Mega-Vehicle while it is
completing a Mega-Turn from play. They are considered wiped-out.
Mega-Vehicles may be targeted by offensive move actions while they are completing a Mega-Turn.
Equipping Mega-Vehicles
Mega-Vehicles, like other vehicles, can be equipped with weapons, passengers and gear. Each mega-
vehicle may be equipped in different ways as specified.
Note: At the moment we have only the Warrig so what is listed here will focus on that.
Warrig
Weapon Mounts:
Each weapon
eapon mount may be used for attaching a weapon to a mega-vehicle.
mega Only one weapon may
be allocated per Mount.
eapons can be attached to the Warrig as allocated by their card and use the appropriate
Warrig weapons
arcs of fire. Gunner weapons may be used on any free mount position. To use the Gunner weapon a
Gunner must also be equipped at a cost of $1500.
$1500
Gear
Warrigs may be equipped with up to one driven front gear, 1 driven rear gear, 1 driven wheel gear. If
the gear does not have the Mega-Vehicle
Mega symbol
ol an addition $1000 must be paid to equip the
Warrig with the gear.
Warrigs may be equipped with up to 4 Personal Gear at the cost listed.
Warrigs may not use Nitros.
Each quaternary arc of fire may be fired once per turn using the vehicles BS2 value (including
modifications for character gunners as appropriate) assuming there is a viable target in the arc of
fire.
The quaternary arcs of fire are dependent on the Weapon Mount listed as follows.
The Black Squares represent the very front of the warrig in the case of forward facing weapon
mounts or the rear of the warrig in the case of rear facing weapon mounts. The white arrows on the
Black square point to the front of the vehicle.