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Racing!

Rules: Statline Vehicle class: Determines certain abilities Skill: Determines rider's abilities, on a 4+ may turn an extra 45 degrees or rol l and extra movement dice. May use this ability as many times as this score. BS: Rider's skill with firearms, Number= what is required to hit So BS3 is 3+ to hit. Luck: Rider's luck, can re-roll this many dice per race How it's played All racers set up on the grid. d6 to determine who goes first (Or other acceptable method) Vehicles have 6 gears and move d6X current gear and must move at least half of w hat it rolled. Vehicles can turn once upto 45 degrees in a turn normally Vehicles can go up or down a single gear in a turn. Vehicles have weapon mounted on the front which can shoot in 90 degree arc. Ride rs make a BS test to hit their target. If hit roll on the damage table and apply accordingly. Vehicle classes: Light: Bikes and jetbikes mostly and other 1 pilot craft. They tend to be the fastest and most manuverable but also the easiest to damage. For each 2 inches moved they can move sideway 1 inch. If in 1st gear they can tu rn as much as they like. If in 2nd they can turn 90 degrees instead of 45. Medium: Bikes with sidecars and buggies mostly. Roughly 2 pilots. Less manuverable than light but more so than heavy. No bonuses to turning. May slide 1 inch for every 4 moved forward. Can attempt t o smash through terrain instead of going round it. A 5+ on a d6 will get the veh icle through terrain safely. A failure will mean it does get through but takes d amage, roll on the damage chart. On a 1 the vehicle stops completely without mov ing through terrain and takes damage, roll on the damage chart. They may have an alternate weapon mount instead of forward facing or another wea pon controlled by passenger. Heavy: Trucks and other big vehicles. Big and hard to damage but also the least manuverable. No bonus to turning. May slide 1 inch for every 6 moved forward. Can attempt to smash through terrain and will be successful on a 3+. Failure mean it will make it through but will suffer damage, roll on the damage chart.May have more than o ne weapon mount or another weapon controlled by a passenger. Damage Chart:

Roll a D6 1. No effect 2. No effect 3. Shaken, either drop a gear or do not shoot next turn. 4. Stunned. Drop 2 gears or drop 1 and do not shoot nect turn 5. Damage. Roll again 1-2 transmission- Vehicle loses a gear maximum. 3- Tires l ose 1 inch from each d6. 4- weapon the weapon breaks, cannot be fired. 5- rider wounded. Lose one point from each stat. 6- structural weakness. +1 to damage cha rt on future rolls. 6. Crash. You're wrecked! Remove from play 7. Burnout. Scatter 2d6 and resolve any damage if you collide with another racer and then you are removed from play Light vehicles add +1 to this chart. Heavy vehicles are at -1 to this chart. Upgrades: Improved Transmission. May go up 2 gears on the roll of a 4+. Failure means no g ear change at all. Armour plating. -1 to damage chart. -1 to each movement d6 Extra weapon (Medium or heavy) Alternate weapon mount (Medium or Heavy) May have a weapon mount at a different angle 360 weapon mount (Medium or heavy) Hover mount (Light or Medium) May attempt to fly over terrian instead of round i t. Each inch upwards to fly over takes away one from horizontal. Powerful weapon. Plus 1 to damage rolls when used. Campaign rules: Each gang/team starts with 1000 tokens. Pilot 100 tokens each. Light Vehicle 50 tokens each. Medium Vehicle 100 tokens each. Heavy Vehicle 200 tokens each. Upgrades: Improved Transmission 50 tokens Armour plating 50 tokens Extra Weapon 50 tokens Alternate Weapon mounting 50 tokens 360 weapon mount 100 tokens for medium. 50 for heavy Hover mount 50 tokens

Powerful weapon 100 tokens

Injury Chart. For each pilot taken out of the race through damage they must roll on this chart after the race to see what happened to them. 2d6 2. Dead 3. Heavily injured, lose a point of luck, miss d3 races 4. Moderatly injured, lose a point of 1-3 skill, 4-6 BS, miss next race. 5. Lightly injured, miss next race. 6. Full recovery! 7. Full recovery! 8. Full recovery! 9. Lightly injured, miss next race. 10. Moderatly injured, lose a point of 1-3 skill, 4-6 BS, miss next race. 11. Heavily injured, lose a point of luck, miss d3 races 12. Dead XP +d6 for surviving +10 for winning (1st place) +5 for second. +1 for every member of winning team/gang. +5 for every pilot taken out of the race. XP chart Rookie 0xp Starter 10xp Racer 25xp Veteran 40xp Star 55xp Superstar 75xp Legend 100xp Each time a pilot increases in ranks roll on the skill chart d6 1. 2. 3. 4. 5. 6. Increase in skill Increase in BS Increase in sKill Increase in Bs Increase in Luck Endorsement! +d6x10 tokens after each race.

Winnings: 10 for finnishing. 50 for winning. +d6x10 tokens for participating.

Repair: For each vehicle taken out of the race roll on the following chart D6 1. 2. 3. 4. 5. 6. Scrap metal! Gain d6X10 tokens as you sell what's left. Lose one randomly determined upgrade or weapon inlcuding base weapon Takes d3 races to repair Misses next race while it is repaired. Repaired in time for next race Repaired in time for next race

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