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CRUSHING!

MOTORIZED FIGHTS
INTRODUCTION
Now that you have discovered the basic rules version of CRUSHING! its time to shift up a gear. These
advanced rules allow you to play a campaign with a whole gang, and not just a single car. You could earn
more cash depending on the results of your games, extend your territories (i.e. have more shops under
your protection), recruit mercenaries or special characters for specific missions, repair and upgrade your
vehicles, buy more efficient weapons, etc

GANG CREATION
You must have noticed in the CRUSHING! background that many organizations, criminal or not, fight for
control over the districts of Funkytown. You will have to choose which organization your gang is affiliated
with. A gang does not necessarily belong to the organization, but it will always work for one or another.
This organization will pay you each time you play a game. The wages will vary according to the results of
your mission.
Once you have chosen which camp you are in, it is time to create your gang. As a gang leader, you have
personal funds at your disposal: $5000 at the beginning. Its not a lot, but it can be the start of a huge
fortune if you manage to gain respect on the street. You will need to recruit gangsters to create a real
gang. Remember that you are an insignificant criminal, a small fish in a huge pond. You have slightly
more charisma than any other citizen. This charisma allows you to convince other gangsters to join your
gang for ridiculous pay.
A gang includes a minimum of one leader and 1 gangster. Each member of your gang needs a vehicle.
You will only be able to buy third hand, rusty cars at the beginning of a campaign; these will use as much
oil as gas and are hard to start in bad weather. Its not first class, but a crime lords life is earned little by
little.
A basic car costs $500. You cant begin with anything else.
You then have to equip your car if you want your gangsters to have the chance to stay alive after a game.
Please refer to the weapons table. Dont be too greedy.

You can have up to 6 different weapons on your car but each weapon has a price and you have a very
limited budget. Dont worry, you can change or add equipment on your vehicles as soon as your business
starts to thrive.
You also need to cater for your gang members needs. A Crib or place to sleep, clean up, something to
eat everyday, pay gas and other professional expenses.
It costs $500 for a gangster and $600 for the gang leader. You will probably start off living on the cheap:
supermarket clothes, hot-dog or pizza diet, sordid hotel room, but its only the beginning. You will have to
pay upkeep costs at the start of each new game. Youll also need to find a cover. Each gang must have a
legal activity as cover just in case the law gets too nosey. This activity allows you launder your dirty
money.
You can choose your cover in the territories table (it depends on the organization you belong to ) except
the junkyard, the armory and the tuning shop. This will be your first territory. You have to buy the r ights to
it, from your bosses at the price indicated. If you have some cash left, just write it down in the cash box on
your gang sheet.
To Clarify: the FTPD gangs will be dealt with later on as they differ a lot from the normal Gangs...

GANG CREATION
LMENT

PRICE

QUANTITY

Car

$500

1 for each gangster

Gangster

$500

1 minimum

Leader

$600

Armamen

See table

1 per car minimum

See table

t
Cover

CUSTOMIZING AND CASH

Once your gang is created, you are ready to play your first campaign game. It is better to play your first
game against another gang of equal experience. Otherwise things will be very hard for the beginner.
How your gang develops will differ for each gang. Thats why its important that you make a good choice.
Dont try to find the ultimate gang because it will always end up being the one you are fighting against.
Choose a gang because you like its style. Keep the CRUSHING! spirit.

Have a look at the vehicle sheet. You will notice that on the left side are your drivers skills. Each skill has
20 boxes next to it. Each time you succeed in a skill test, either a driving or shooting skill, notch a box.
Your gang type might make it easier to develop driving or shooting skills. Each gangster will develop in
different ways. There is a different limit for each gang. For example, Spankers gangsters can roll a die on
the evolution table when 10 shooting skill boxes have been notched.
Once the die is rolled and the result is applied, erase the used notched boxes and restart for then next
upgrade.

The FONK skill differs from the others. You must notch a box each time you roll a critical success (i.e. 1
on D20 during a test). There is an evolution limit for each gangster once again. Spankers are funky by
nature: its easier for them to increase their FONK skills.
You get a FONK counter as soon as the evolution limit for your gang is reached. Each counter enables
one die re-roll. You can roll the die only once, unless otherwise specified, and the new result applies.
Once the die is rolled and the result is applied, erase notched boxes to start again, just like driving and
shooting skills. Keep track of the FONK counters owned by your gangster. When the game ends, you
keep the counters for future games.
To Clarify: a critical success due to a re-roll never allows you to notch a FONK box. Dont you think you were lucky
enough?

GANGSTER EVOLUTION
Each gang evolves differently. The following tables are for each gang.

THE FONKY-SPANKERS

EVOLUTION LIMITS
Driving

10

Shooting

10

Fonk

Once the limit is reached, roll 1D6: on a 1, you get +1 in your skill (shooting or driving). Otherwise, roll 2D6
on the following table and apply the result.

SHOOTING SKILL
2
34

One additional shooting action


Precise shot : the victims adds +1 on
the die result on the critical hits table

56

Foreseeing: ignore the first out of


ammo result for passive weapons

7- 8

Awesome

equipment :

ignore

weapon jam result


9-10

Sharp Shooter : re-roll a missed


shooting roll (1x per game)

11-12

Sharp-eyed : double firing distance

DRIVING SKILL
2
3-4

One additional driving action


Stuntman! You can make U-turns as
if they are 45 turns

5-6

Slalom: You can make 90 turns as if


they are 45 turns

7-8

Controlled skid: subtract 1 from the


die result when you roll on the loss of
control table.

9 - 10

Dodge: you can re-roll one missed


dodge die.

11 - 12 Vehicle control: you can re-roll one


missed driving die.

THE BLACK JACKERS

EVOLUTION LIMITS
Driving

10

Shooting

10

Fonk

Once the limit is reached, roll 1D6: on a 1, you get +1 in your skill (shooting or driving). Otherwise, roll 2D6
on the following table and apply the result.

SHOOTING SKILL
2
3-4

One additional shooting action


Precise shot: the victims adds +1 on
the die result on the critical hits table

Foreseeing: ignore the first out of


ammo result for passive weapons

6- 8

Awesome

equipment :

ignore

weapon jam result


9-10

Sharp Shooter : re-roll a missed


shooting roll (1x per game)

11-12

Sharp-eyed : double firing distance

DRIVING SKILL
2

One additional driving action

3-4

Stuntman! You can make U-turns as


if they are 45 turns

5-6

Slalom: You can make 90 turns as if


they are 45 turns

7-8

Controlled skid: subtract 1 from the


die result when you roll on the loss of
control table.

9 - 10

Dodge: you can re-roll one missed


dodge die.

11 - 12 Vehicle control: you can re-roll one


missed driving die.

THE VOODOO CHILDREN

EVOLUTION LIMITS
Driving

15

Shooting

12

Fonk

Once the limit is reached, roll 1D6: on a 1, you get +1 in your skill (shooting or driving). Otherwise, roll 2D6
on the following table and apply the result.

SHOOTING SKILL
2-4

One additional shooting action

5-7

Precise shoot: the victims adds +1 on


the die result on the critical hits table

8-10

Sharp Shooter : re-roll a missed


shooting roll (1x per game)

11-12

Sharp-eyed : double firing distance

DRIVING SKILL
2-3
4

One additional driving action


Slalom: You can make 90 turns as if
they are 45 turns

5-6

Controlled skid: subtract 1 from the


die result when you roll on the loss of
control table.

7-9

Dodge: you can re-roll one missed


dodge die.

10 - 12 Vehicle control: you can re-roll one


missed driving die.

THE RUSSIAN MAFIA

EVOLUTION LIMITS

Driving

15

Shooting

Fonk

18

Once the limit is reached, roll 1D6: on a 1, you get +1 in your skill (shooting or driving). Otherwise, roll 2D6
on the following table and apply the result.

SHOOTING SKILL
2 -3

One additional shooting action

4-5

Precise shot: the victims adds +1 on


the die result on the critical hits table

6-7

Foreseeing: ignore the first out of


ammo result for passive weapons

Awesome

equipment :

ignore

weapon jam result


9-10

Sharp Shooter : re-roll a missed


shooting roll (1x per game)

11-12

Sharp-eyed : double firing distance

DRIVING SKILL
2
3-4

One additional driving action


Stuntman! You can make U-turns as
if they are 45 turns

5-6

Slalom: You can make 90 turns as if


they are 45 turns

7-8

Controlled skid: subtract 1 from the

die result when you roll on the loss of


control table.
9 - 10

Dodge: you can re-roll one missed


dodge die.

11 - 12 Vehicle control: you can re-roll one


missed driving die.

LOS ANGELES DE LA MUERTE

EVOLUTION LIMITS
Driving

10

Shooting

10

Fonk

Once the limit is reached, roll 1D6: on a 1, you get +1 in your skill (shooting or driving). Otherwise, roll 2D6
on the following table and apply the result.

SHOOTING SKILL
2

One additional shooting action

Precise shot: the victims adds +1 on


the die result on the critical hits table

Foreseeing: ignore the first out of


ammo result for passive weapons

Awesome

equipment :

ignore

weapon jam result


6-8

Sharp Shooter : re-roll a missed

shooting roll (1x per game)


9-12

Sharp-eyed : double firing distance

DRIVING SKILL
2

One additional driving action

Stuntman! You can make U-turns as


if they are 45 turns

4-5

Slalom: You can make 90 turns as if


they are 45 turns

6-8

Controlled skid: subtract 1 from the


die result when you roll on the loss of
control table.

9 - 10

Dodge: you can re-roll one missed


dodge die.

11 - 12 Vehicle control: you can re-roll one


missed driving die.

THE FRENCH CONNECTION

EVOLUTION LIMITS
Driving

14

Shooting

12

Fonk

Once the limit is reached, roll 1D6: on a 1, you get +1 in your skill (shooting or driving). Otherwise, roll 2D6
on the following table and apply the result.

SHOOTING SKILL
2

One additional shooting action

Precise shot: the victims adds +1 on


the die result on the critical hits table

4-5

Foreseeing: ignore the first out of


ammo result for passive weapons

6-8

Awesome

equipment :

ignore

weapon jam result


9-12

Sharp Shooter : re-roll a missed


shooting roll (1x per game)

DRIVING SKILL
2

One additional driving action

Stuntman! You can make U-turns as


if they are 45 turns

4-5

Slalom: You can make 90 turns as if


they are 45 turns

6-7

Controlled skid: subtract 1 from the


die result when you roll on the loss of
control table.

8-9

Dodge: you can re-roll one missed


dodge die.

10 - 12 Vehicle control: you can re-roll one


missed driving die.

THE TRIAD

EVOLUTION LIMITS
Driving

15

Shooting

12

Fonk

Once the limit is reached, roll 1D6: on a 1, you get +1 in your skill (shooting or driving). Otherwise, roll 2D6
on the following table and apply the result.

SHOOTING SKILL
2-3
4

One additional shooting action


Precise shot: the victims adds +1 on
the die result on the critical hits table

5-6

Foreseeing: ignore the first out of


ammo result for passive weapons

7- 8

Awesome

equipment :

ignore

weapon jam result


9-10

Sharp Shooter : re-roll a missed


shooting roll (1x per game)

11-12

Sharp-eyed : double firing distance

DRIVING SKILL
2
3-4

One additional driving action


Stuntman! You can make U-turns as
if they are 45 turns

5-6

Slalom: You can make 90 turns as if

they are 45 turns


7-8

Controlled skid: subtract 1 from the


die result when you roll on the loss of
control table.

9 - 10

Dodge: you can re-roll one missed


dodge die.

11 - 12 Vehicle control: you can re-roll one


missed driving die.

THE YAKUSA

EVOLUTION LIMITS
Driving

10

Shooting

10

Fonk

15

Once the limit is reached, roll 1D6: on a 1, you get +1 in your skill (shooting or driving). Otherwise, roll 2D6
on the following table and apply the result.

SHOOTING SKILL
2-3

One additional shooting action

4-5

Precise shot: the victims adds +1 on


the die result on the critical hits table

6-7

Foreseeing: ignore the first out of


ammo result for passive weapons

8-9

Awesome

equipment :

ignore

weapon jam result


10

Sharp Shooter : re-roll a missed


shooting roll (1x per game)

11-12

Sharp-eyed : double firing distance

DRIVING SKILL
2

One additional driving action

Stuntman! You can make U-turns as


if they are 45 turns

4-5

Slalom: You can make 90 turns as if


they are 45 turns

6-7

Controlled skid: subtract 1 from the


die result when you roll on the loss of
control table.

8-9

Dodge: you can re-roll one missed


dodge die.

10 - 12 Vehicle control: you can re-roll one


missed driving die.

THE SICILIAN CLAN

EVOLUTION LIMITS
Driving

14

Shooting

10

Fonk

Once the limit is reached, roll 1D6: on a 1, you get +1 in your skill (shooting or driving). Otherwise, roll 2D6
on the following table and apply the result.

SHOOTING SKILL
2
3-4

One additional shooting action


Precise shot: the victims adds +1 on
the die result on the critical hits table

Foreseeing: ignore the first out of


ammo result for passive weapons

6-7

Awesome

equipment :

ignore

weapon jam result


8-9

Sharp Shooter : re-roll a missed


shooting roll (1x per game)

10-12

Sharp-eyed : double firing distance

DRIVING SKILL
2
3-4

One additional driving action


Stuntman! You can make U-turns as
if they are 45 turns

5-6

Slalom: You can make 90 turns as if


they are 45 turns

7-8

Controlled skid: subtract 1 from the


die result when you roll on the loss of

control table.
9 - 10

Dodge: you can re-roll one missed


dodge die.

11 - 12 Vehicle control: you can re-roll one


missed driving die.

THE GOOD OLD BOYS

EVOLUTION LIMITS
Driving

12

Shooting

12

Fonk

13

Once the limit is reached, roll 1D6: on a 1, you get +1 in your skill (shooting or driving). Otherwise, roll 2D6
on the following table and apply the result.

SHOOTING SKILL
2-4

One additional shooting action

5-6

Foreseeing: ignore the first out of


ammo result for passive weapons

7- 9

Awesome

equipment :

ignore

weapon jam result


10-12

Sharp Shooter : re-roll a missed


shooting roll (1x per game)

DRIVING SKILL

One additional driving action

Slalom: You can make 90 turns as if


they are 45 turns

4-5

Controlled skid: subtract 1 from the


die result when you roll on the loss of
control table.

6-8

Dodge: you can re-roll one missed


dodge die.

9 - 12

Vehicle control: you can re-roll one


missed driving die.

THE HOT-COPS

EVOLUTION LIMITS
Driving

12

Shooting

Fonk

12

Once the limit is reached, roll 1D6: on a 1, you get +1 in your skill (shooting or driving). Otherwise, roll 2D6
on the following table and apply the result.

SHOOTING SKILL
2-4
5

One additional shooting action


Precise shot: the victims adds +1 on
the die result on the critical hits table

Foreseeing: ignore the first out of

ammo result for passive weapons


7- 8

Awesome

equipment :

ignore

weapon jam result


9-10

Sharp Shooter : re-roll a missed


shooting roll (1x per game)

11-12

Sharp-eyed : double firing distance

DRIVING SKILL
2-3

One additional driving action

4-5

Stuntman! You can make U-turns as


if they are 45 turns

6-7

Slalom: You can make 90 turns as if


they are 45 turns

8-9

Controlled skid: subtract 1 from the


die result when you roll on the loss of
control table.

10 - 11 Dodge: you can re-roll one missed


dodge die.
12

Vehicle control: you can re-roll one


missed driving die.

FTPD

EVOLUTION LIMITS
Driving

10

Shooting

10

Fonk

10

Once the limit is reached, roll 1D6: on a 1, you get +1 in your skill (shooting or driving). Otherwise, roll 2D6
on the following table and apply the result.

SHOOTING SKILL
2-4

One additional shooting action

5-6

Precise shot: the victims adds +1 on


the die result on the critical hits table

7-8

Foreseeing: ignore the first out of


ammo result for passive weapons

9-10

Sharp Shooter : re-roll a missed


shooting roll (1x per game)

11-12

Sharp-eyed : double firing distance

DRIVING SKILL
2-3

One additional driving action

4-5

Stuntman! You can make U-turns as


if they are 45 turns

6-7

Slalom: You can make 90 turns as if


they are 45 turns

8-9

Controlled skid: subtract 1 from the


die result when you roll on the loss of
control table.

10 - 11 Dodge: you can re-roll one missed


dodge die.

12

Vehicle control: you can re-roll one


missed driving die.

ITS MY TERRITORY!
Your gang should increase its reputation in town between games. The more you win the tougher you
become, and the greater you are feared. The small area of sidewalk that you control will expand more and
more, slowly building into an empire. Thats why, at the end of each game, each gang will get one or more
territories. These territories are buildings or people you protect for a little money. The protected have to
pay, otherwise they, or their family, might have a little accident.
If nothing is specified in the scenario, players win victory points at the end of each game. You need 2
victory points to roll 1D20 on the territories table. Unless otherwise stated in a scenario, victory points are
the following:

Objective fulfilled: 3 points


Immobilized enemy vehicle: 1 point
Destroyed enemy vehicle (12 on a critical hit result): 2 points
Losing player: 2 points

The territories you win can immediately be shaken-down at the end of the game. You can use your
money to repair your vehicles or enhanced your gang for the next game.
Whenever you win a new territory you already own, just add it to the previous one. For example, if you
have 2 prostitutes and win 3 more, you now have a single territory of 5 prostitutes.

ITS TIME TO PAY BOB


Each gangster can shake-down two territories after each game. If you dont have enough gangsters, you
can however recruit henchmen. These henchmen dont fight, but help you to shakedown territories if
you dont have enough gangsters to do it. A henchman must be paid (unless a special case). A henchman

will work for you for $15. He is part of the gang (note it on the gang sheet) but he wont fight. A henchman
can only shake-down one territory after each game.
Henchmen are not always reliable and can make unfortunate mistakes. They work for easy money. Each
time you use a henchman, roll 1D20 on the following table:

HENCHMEN TABLE
1-15

It

rolls

boss!

your

henchman

comes back with the money before


time.
16-18 I think I hit too hard boss: the
henchman hit the wrong person: you
lose this territory.
19

"Ciao

boss!

your

henchman

vanishes with your money.


20

"I couldnt do anything boss.. your


henchman was attacked by a rival
gang which took all he had, his
underwear, his socks and even his life.

You just have to send one of your men (a gangster or a henchman) to the territory in order to Shake it
down and earn the money listed in the territory table. This money is used to pay your gangsters, repair
your cars or recruit new gangsters.
Roll 1D6 for each territory on the Shake-Down table to see if everything goes right:

SHAKE-DOWN TABLE
1-4

"Hi to your wife": the sum of money


is paid without any difficulty.

"I cant even pay my staff... he

refuses to pay. You will have to come


back later
6

"Tell your boss hes not the boss


anymore! the territory belongs to
someone

else

now.

You

lose

it

permanently.

TERRITORIES TABLE
1D20

Territory

Income

Student*

$20

Vending Machine Round

$50

Grocers shop

$100

Junk Yard: Cars can be repaired at half price (notched boxes). The spare $100
parts are available at half price on a 5 or 6 on 1D6

Snack Bar / Fast-Food

$100

Pool Hall

1D6x$120

Restaurant

$200

Shabby Motel

$200

Armory: your armament cost is halved. The weapons are available at half $250
price on a 5 or 6 on 1D6

10

Night club

1D3x$100

11

1D6 prostitutes*/1D6 dealers*

$100 each

12

Laundromat

1D6x$20

13

Gambling-den*

2D6x$50

14

Tuning shop: the spare parts are available at half price on a 5 or 6 on 1D6

15

High Class Brothel*

1D3x$200

16

Cock fights / Dog fights*

1D6x$50

17

Street fights*

2D6x$50

18

Porn cinema

2D6x$30

20

Sex-shop

1D6x$100

$200

* cannot be chosen as a cover

Police forces dont work the same way as common gangsters. The FTPD dont get income from gamblingdens or Mexican brothels. Here are the police territories:

GENEROUS DONORS TABLE


1D20

Territory

Income

Old woman with cat

$20

FTPD calendars

$50

Parking meters

$100

Fines

$100

Police dance hall

$100

Overtime

1D6x$20

Night watch

1d6x$30

FTPD chorus concerts

$200

Police concert CD sales

1d6x$10

10

Old service vehicles sale

1D3x$100

11

Anonymous donors

1D6x$50
each

12

Good citizenship courts in schools

1D6x$20

13

FTPD T-shirts sales

2D6x$50

14

Informer: you win a free informer.*

15

V.I.P. escort

$200

16

Prisoner escort in prison van

1D3x$100

17

Armored van escort

1D3x$200

18

Risk bonus

$30

20

Seniority bonus

$35

* see indicators rule

The HOT-COPS can choose in both tables.

INFORMERS
An informer can be really useful in an investigation or a police operation. He lets you know your opponents
plans. A good informer always knows everything about everyone. No mater how he gathers the
information: you gain the advantage over your opponent with surprise.
If you have an informer, you can change how your gang is deployed after your opponent has deployed.
The following rules apply: You can place a car anywhere on the table except in the opponents deployment
zone, it cannot be placed in the opponents line of sight, and it must be more than 20cm away from the
opponents' car.
Other informer special rules will be released in the future.

REPAIRS

You will rarely end a CRUSHING! game without any damage.

You will have to repair your vehicles and

even replace them sometimes at the end of a game.


Each white box notched on the vehicle sheet costs $10.
Each orange box notched on the vehicle sheet costs $20.
Some damaged parts need to be replaced when they are destroyed (whenever you roll on the critical hits
table):
Radio: $20
Radiator: $30
Gas tank: $30
Steering: $40
Brakes: $50
Engine: $150

Sometimes, it will be more interesting to buy a new car than to repair a wreck. If your vehicle didnt
explode (12 on the critical hits table) you could give the wreck to a mechanic and a gunsmith to pick up
some mechanical parts and weapons to fix them on your brand new vehicle.
A mechanic costs $1000. He works for your gang but does not fight. He can pick up tuning spare parts on
a destroyed vehicle (parts listed in the equipment section). Roll 1D6: 1-4: the spare part can be used
again, 5-6: the spare part is destroyed.
A gunsmith costs $1000. He works for your gang but does not fight. He can pick up weapons on a
destroyed vehicle, except weapons destroyed as a result of a critical hit. Roll 1D6: 1-4: the weapon can be
used again, 5-6: the weapon is destroyed.
If you dont have any mechanics or a gunsmith you cant pick up parts or weapons on wrecks. You can
only swap them from a vehicle to another if both are in good condition only (no box notched).

Vehicles in good condition, weapons and equipments can be sold at half of their original price if you need
money.
If a gangsters vehicle is destroyed (but didnt explode the driver will be dead) you can place the gangster
in one of your other cars or buy a new car for him.

YOURE DEAD BOB.

If your gang does not have a leader and a gangster at least, it is dissolved and you will have to create a
new gang.
If your leader dies, a gangster can become a leader for $100.
If you feel reckless, your gangsters can take place in a ride (play the Rodeo scenario) and the winner is
your new leader. Its always the strongest law in Funkytown.

ARMAMENT
You will often need to change how your car is armed. You will also need to buy ammunition. Dont worry
the armory will sell you cheap and efficient equipment.
The ammunition for a weapon costs $50 per weapon, with the exception of missile-launchers for which the
price depends on the type of missile bought.

GHETTO BLASTER
The Ghetto Blaster is a widespread rustic weapon. It is a triple assault gun. Its relatively easily made, but
the amount of noise and damage it causes, make it a legendary weapon. However, it is a relatively
expensive weapon. Thats why you can only find it on black market.

GHETTO BLASTER
Firing

Maximum

distance

range

10 cm

50 cm

Damage

Price

1D6

$400

FLASH LIGHT
The Flash Light is a strange weapon. It has only been designed for car fights. It is made with three 5000
watt strobe lamps. When you fire at a car with a Flash Light, the opponents driver is blind for 1D3 turns.
The only action they can take is to try to brake to stop their vehicle. When the target is hit, the driver rolls
1D6: on a 6, he is victim of an epileptic attack and must test for driving at the half of his skill. The Flash
Light can only be used in front of the target (in a 90 arc in front of the target). You cant flash an already
blind driver (its not cumulative). It takes one game turn to reload a Flash Light.

The Flash Light is also illegal to sell and many gangs make their own Flash Lights with disco equipment
spare parts. A blind driver cant roll for dodge tests.

FLASH LIGHT
Firing

Maximum

distance

range

20 cm

40 cm

Damage

Price

Special

$350

ZAPP GUN
Another exotic weapon. Its maximum range is short but it is very effective. The Zapp Gun sends a RDS
message to the target. It locks the radio of the target on a Mormon radio station for 1D3 turns: -3 to all
driving and shooting tests. Your target goes mad trying to change the station. This weapon is made in
Taiwan and imported by the Yakusa. It is rare and expensive. The Yakusa and the Triad can buy it at half
price.

ZAPP GUN
Firing

Maximum

distance

range

15 cm

15 cm

Damage

Price

Special

$550

BOPP GUN
Another made in Asia weapon. It is an energy battery which throws a huge orange and purple bubble of
light at the target. This energy ball attacks the structure of the target by dismantling the atoms. When it
disappears, this bubble makes a peculiar Bopp noise, hence its name of Bopp Gun.
It is very expensive because its a high technology weapon. The Yakusa can buy it at half price.
As it requires such a large amount of energy, only one Bopp Gun can be fixed on a car. It takes 3 turns to
reload.

BOPP GUN
Firing

Maximum

distance

range

10 cm

30 cm

Damage

Price

5+(1 by turn)

$350

(x1D3turns)

BOOTY SHACKER
The Booty Shacker was at first a weapon used by the police to neutralize gangsters without wounding
them, avoiding police accidents. It was then used by gangsters themselves to steal vehicles without
damaging them. The Booty Shacker gives a massive electric shock to the car like a giant tazer. The driver
rolls 1D6: on a 6 he is unconscious (during one game turn) and he must roll on the loss of control table.
Do the same for each piece of equipment of the car. On a 6, the equipment is out of order for the rest of
the game only.

BOOTY SHACKER
Firing

Maximum

distance

range

15 cm

40 cm

Damage

Price

Special

$400

ULTRA-LIGHT
The Ultra-Light is mainly used by low income gangs. It is a laser rifle. Even if it is not really powerful (they
are mainly night club modified lasers) you can easily find them on black market. The Ultra-Light is deadlier
when it is synchronized.

ULTRA-LIGHT
Firing

Maximum

distance

range

20 cm

60 cm

Damage

Price

1D3

$350

MINI-K
The Mini-K is a machine pistol used by military forces for close combat. After the American empire fell,
many military bases have been abandoned and sacked by gangs. This infantry weapon has been modified
and adapted to vehicles. Synchronized MINI-K's placed at the front or the rear of a vehicle are devastating
weapons at close range.

MINI-K
Firing

Maximum

distance

range

6 cm

30 cm

Damage

Price

$250

GROOVE DIGGER
The Groove Digger is just a tool used by miners to dig tunnels or trenches. The vivid imagination of some
gunsmith first thought of fixing it on a vehicle for motorized fights. The Groove Digger makes 6 cm
diameter craters which stay for the rest of the game. The crater is placed under the victims vehicle.

GROOVE DIGGER
Firing

Maximum

distance

range

10 cm

40 cm

Damage

Price

2D6

$800

+
Crater

GRENADE LAUNCHER

The Grenade Launcher uses ammunition close to those used by the rocket launcher. The Grenade
Launcher allows indirect fire on targets out of the firer line of sight. It can fire grenades over obstacles up
to 10 cm high. If the target is missed, the grenade deviates 2D6 cm in a random direction.

GRENADE LAUNCHER
Firing

Maximum

distance

range

15 cm

50 cm

Damage

Price

Depends on

$350

grenade

ROCKET LAUNCHER
The Rocket Launcher, or RPG, is the favorite weapon for gangsters who assault armored bank vehicles.
Thanks to the variety of ammunitions, this is a multi usage but expensive weapon.

ROCKET LAUNCHER
Firing

Maximum

distance

range

20 cm

60 cm

Damage

Price

Depends on

$400

rocket

Incendiary rockets and grenades cause 1D6 or 2D6 damage points for each turn during 1D6 turns.

SYNCHRONIZED WEAPONS
The Ghetto Blaster, the Ultra-Light and the Mini-K can be synchronized to shoot simultaneously.

EQUIPMENT

Gangs can enhance their vehicles with the following equipments (sold in tuning shops only):

TINTED WINDOWS level 1 .. $200


-1 modifier to attacker Flash-Light shooting test

MIRROR WINDOWS Level 2 .. $400


-2 modifier to attacker Flash-Light shooting test

VEHICLE ARMOR PLATING..$800


Damage points are halved.
Maximum speed of the vehicle is halved.

FIRE EXTINGUISHER...$300
Fire cannot spread anymore. The vehicle suffers damage for one turn only.

V6 ENGINE..$450
Maximum speed: 40 cm per turn
Acceleration/deceleration: 5 cm per turn

V8 ENGINE..$700
Maximum speed: 50 cm per turn
Acceleration/deceleration: 5 cm per turn

TURBO/BLOWER. $600
Acceleration/deceleration: 10 cm per turn (except for reverse gear: 5 cm per turn only)

SUPER SHOCKERS
Shock-absorbers enhance the driving skill during turns (TRACTION box on vehicle sheet).
-1 to turn test$250
-2 to turn test$500

PROGRESSIVE BRAKES... $200


Progressive brakes allow you to choose the number of dice you roll when braking, to brake smoothly.

DISC BRAKES. $400


Disc brakes replace basic brakes. Braking power is now 1D6+2.

CARBON BRAKE PADS ..$250 for one brake die. You can add a +1 modifier to your existing brake die.
Limited to 6 for basic brakes and 8 for disc brakes.

4 WHEEL DRIVE..$400
Ignore driving tests in sand.

ANTI-PUNCTURE TIRES$600
Ignore the effect of nails.

SMALL BOTTLE OF NITROUS. $200


You can increase your maximum speed by 10 cm for 1D3 turns. Empty on a 6 on 1D6.

LARGE BOTTLE OF NITROUS. $350


You can increase your maximum speed by 10 cm for 1D6 turns. Empty on a 6 on 1D6.

AUTO DESTRUCTION DEVICE$100


For desperate actions or suicidal drivers (the Yakusa are real kamikaze and Voodoo Children too). The
vehicle explodes sending debris 20cm around. All items, vehicles, and people hit suffer 2D6 damage
points. It makes a 6 cm crater.

EJECTION SEAT$250
Roll 1D6: 1-2, the driver ejects before the explosion of his vehicle. 3-6: back to ashes.

OPTIONAL RULE: PANIC

Whenever you roll a 20 on 1D20 during a driving test, roll on the following panic table instead of the loss of
control table.

PANIC TABLE
1D20

RANDOM EVENT

Unbelievable luck: you dont lose control and you gain a free driving action
for this turn

Engine raced: the vehicle drives forward 10 more cm but keeps its previous
speed.

Running dog: roll to dodge or drive on it (1D3 damage points)*

Blind man steps across: roll to dodge or drive on him (1D6 damage points)*

Tramp with shopping cart: roll to dodge or drive on him (1D6+3 damage
points)*

Woman with a pram: roll to dodge her*

Ambulance across the corner: roll to dodge and if you fail roll for a lateral
crash collision. The ambulance is considered as the attacker. If there is no
corner, re-roll.

Hauler across the corner: roll to dodge and if you fail roll for a lateral crash
collision. The hauler is considered as the attacker. If there is no corner, reroll.

Glass debris : consider as nails

10

Forgotten mine

11

Oil

12

Lost rocket: you suffer 1D6+3 damages at random

13

Bump: your speed decreases by 5 cm for this turn

14

Big Pot Hole: your speed decreases by 5 cm for this turn

15

Crazy sniper: you suffer 2D6+1 damages at random

16

Police barricade at 10 cm : brake..or collide

17

Krishna demonstration: wait for one turn.

18

Crazy driver (he drives at a 20 cm per turn speed): you cannot dodge him.
Frontal crash. Calculate damage.

19

Delivery Truck: you cannot dodge him. Frontal crash. Calculate damages.

20

Mechanical failure : roll 2D6 on the critical hits table

* The obstacle is placed right in front of the vehicle.

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