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Use one playing board for a 2 or 3 player game, two A vehicle can only re at 2 different targets during

for a 4 player game. Place terrain markers so that the the turn (or 3 with Gunnery Computer), and can only
corners are on diagonal line intersections. re one round at any one target (i.e. cant re twice at
same target). Can drop one round of Passive Weapons
Arm vehicles with weapons counters and roll a die to
from each Pod loaded with them in a turn.
see who has rst move. Vehicles start on the centre
points of the board sides. Return re can only be made when red upon, and
only one round of missile weapons at the attacking
Arming Your Vehicle vehicle.
A Pod can only hold one type of missile weapon Pods may only re along the line of its barrel and 45
(rockets, shells, MG rounds and ame) OR a mix of to either side; turrets may re along any line. Only
passive weapons. the nearest target along any line of re may be red
at, although something beyond may be hit if the shot
Rockets and shells can only be in pods that re out misses the rst target. The corners of buildings and
of the front or rear. Passive weapons cannot re out trees obstruct the line of re.
of the front. Turrets may only hold MG rounds. Bikes
cannot be armed with rockets. 1 Nominate Target Specify target and target section.
2 Calculate Range The number of points showing
Game Turn between the rer and the target.
1 Players secretly place Speed Counters, following 3 Fire Weapon Choose and discard the appropriate
the acceleration/ deceleration rules. Counters are Weapon Counter.
simultaneously revealed.
4 Check to Hit Roll equal to our greater than the
2 First player moves and res. range with the weapons range dice. +1 to hit with
Fired upon vehicles may return re. Gunnery Computer.
3 Next player(s) moves and res. 5 Calculate and Record Damage
4 Roll for Smoke Markers.
Passive weapons may only be dropped onto an
5 Next turn begins with the old Speed Counter unoccupied point rst along the chosen line of re.
turned face down and a new one placed. Bikes may re from a point in trees but not through trees.

Movement Pedestrians Any shot red at a pedestrian is -2 to hit.


Any shot red at a Pedestrian or Bike from within the
Vehicles move a number of points equal to their same building/trees is an additional -2 to hit.
Speed and must move their rst point in the direction
they were facing. Cars may not move through Damage
buildings, trees, wrecks and other cars, or along lines
blocked by the corners of buildings and trees. Damage to Vehicles
First area hit is the armour block. When it is covered
Bikes move as above, but may move through
in damage counters, extra points carry over to the
undestroyed trees and attempt to avoid mines and
interior as indicated by the Hit Location Table for that
spikes. For each point or corner driven through roll
section. Empty spaces are hit rst in Weapon Pods
a d8. If the result is equal to or less than the bikes
and Turrets. Hit weapons are discarded; hit missile
Speed the bike crashes, or the weapon takes effect.
weapons may also cause additional effects.
When moving from forward to reverse or vice versa, a
If a component has already been destroyed, roll
vehicle must have a speed of 0 before moving in the
again. Surplus carries on to another component.
opposite direction. Bikes cannot reverse.
Special components function until totally destroyed.
A vehicle with a speed of 0 may execute a 3 point Where there are two components listed, the rst is
turn by rotating on the point to face any direction. the one hit. When that is destroyed, roll again on the
table for the surplus.
Cornering (45, 90, 135and 180 for bikes only) is
carried out while moving. If an entire section is destroyed and if the damage
does not come at right angles to the side, damage
Firing carries on to the next section in the line of re.

Missile Weapons may be red at other Vehicles, Damage to Terrain and Wrecks
Buildings, Trees, Wrecks and Pedestrians. The rer Recorded by placing damage markers. Once covered
must specify the area of the section at which he is (by 2, 4, 8 or 16 markers), damage then passes to
aiming (side: front, centre or rear; at 45: end or two any Pedestrian taking cover there. Cover must be
nearest sides). destroyed before a Pedestrian takes damage.
Skidding WEAPONS
A vehicle must test for Skidding in the following cases:
Machine-gun
a) It corners at more than the maximum safe speed. Range: d8
b) It drives onto a point covered with Smoke, Damage: d8-2, minus range
Oil or Spikes. Additional Effects: none
c) The Driver is killed and the vehicle is in motion.
Flame
Test for Skidding
Range: 3
1 Move car to the skid point (if cornering, before turn) Damage: d8+3, minus range
2 Determine the Speed Difference (SD) Additional Effects: If ame hits any part of the
3 Consult the Drift Table; determine Final Facing. relevant section of a vehicle (or any part of a bike)
with a damaged Fuel Tank and no working Fire
Extinguisher, or if a previously undamaged Fuel Tank
Crashing and Ramming
is hit by ame, roll d8 (+1 for every point of damage
A Crash occurs when a vehicle would move onto a to the Fuel Tank). On a 7+, the tank explodes,
point covered by a Tree, Building or Wreck (or the destroying the vehicle and killing the driver.
edge of the board). The vehicle remains on the point
immediately before impact and reduces its speed to Shell
0. The obstruction takes 1 point of damage. Range: d8+3
Ramming occurs when one vehicle would move onto Damage: d8, minus range
a point occupied by another. The vehicle remains on Additional Effects: same as Rocket, below
the point immediately before impact. After a Ram
both vehicles reduce speed to 0. The amount of
Rocket
damage is determined by direction of collision. The Range: 2d8
Rammer ends its turn, but the target vehicle may be Damage: 2d8, minus range
able to accelerate from 0 on its next turn. Additional Effects: Treat as ame when hitting a
damaged Fuel Tank, but deduct 2 from the nal score.
Damage from Rams and Crashes
If a Shell or Rocket hits a Missile Weapon Counter in
1. Determine the Relative Velocity (RV)
a Turret or Weapon Pod of a vehicle with no working
2. Locate the area of damage Gunnery Computer, roll d8 for each round affected.
3. Determine damage 7+ and the ammo detonates. If a Pod, the round
res off at 90 to the side or end where the Pod was
Pedestrians located. If a Turret, roll a d8 for direction.
A Driver can only leave a vehicle when the Speed is 0. If a Shell or Rocket hits the Fuel Tank of a vehicle
Any hits already received to the Driver remain as a with no working Fire Extinguisher, proceed as for
Pedestrian. ame above, but with -2 on the roll.
A Pedestrian has no turning or Acceleration/ Smoke
Deceleration restrictions and a maximum speed of
Missile Weapons red through smoke are -4 to hit.
2 on all surfaces. They may pass freely through Oil,
Spikes, Mines and Smoke; may enter Trees, Buildings Vehicles entering smoke must check to Skid with a
and Wrecks; and may re from them in any direction. SD of 3 or the vehicles speed, whichever is greater.
Pedestrians may commandeer any stationery vehicle Roll d8 for each Smoke Marker at the end of each
capable of movement which has been vacated round; it is removed on a 5+.
by its Driver, or whose Driver is dead. If a wreck
has operational weapons they can be red by any Oil
occupant. Check to Skid with a SD of 5 or the vehicles speed,
Hand weapons can be reloaded with unused ammo whichever is greater.
in the hand weapon of a dead Pedestrian/Driver by
occupying the same pointthis takes one turn during
Spikes
which he cannot re. Roll d8-3 for each tyre for damage (any excess is not
carried over) and must check to Skid with a SD of 2
If a Pedestrian is run over by a vehicle he is or the vehicles speed, whichever is greater.
automatically killed; the vehicle is unharmed.
Mines
The Driver Damage: d8-2
A driver is dead after three points of damage. On next Roll d8-3 for each tyre for damage (any excess is not
move roll immediately for Skidding with vehicles carried over) and take the d8-2 damage to an internal
speed as the SD. Speed is 0 at the end of the skid. component (roll d8 on the relevant hit location chart of
If the vehicle is still capable of movement, it is not a the following section: 1-2 front; 3-6 centre; 7-8 rear).
wreck and may be commandeered by a Pedestrian. The interior is damaged even if the armour is intact.
CRASHING AND RAMMING
Crash
Vehicle: full damage
RV: vehicles speed
SKIDDING
Head-On Ram
SPEED DIFFERENCE (SD) Both vehicles: full damage
Cornering excess over Safe Speed RV: sum of speeds
Oil 5 or Speed if greater
Smoke 3 or Speed if greater Side Ram
Spikes 2 or Speed if greater Target: full damage
Driver Killed Speed Rammer: half damage (round
If two or more of these occur at the same point, using
down fractions)
the greatest SD of the instances. RV: rammers speed
Cannot re while drifting. Shunt Ram
Target: full damage
DRIFT Rammer: half damage
SD DISTANCE DRIFTED DAMAGE/TYRE RV: fastest speed minus slowest
1 0 0
2 d8-7 0 SIDE DAMAGE
3 d8-6 0 (d8) 1-2 side front
3-6 side centre
4 d8-5 0
7-8 side rear
5 d8-4 1
Bike takes damage in relevant side and has
6 d8-3 1
slid over and cannot re until next turn.
7 d8-2 2
8 d8-1 2 CRASH/RAM DAMAGE TABLE
9+ d8 3 RV DAMAGE OTHER EFFECTS
1 d8-2
FINAL FACING
2 d8-1
SPEED MODIFIER
3 d8
4 +1
4 d8+1
5-6 +2
5 d8+2
7-10 +3
6 d8+3
7 d8+4
1,2,3,4
8 2d8
5 6 9 2d8+1
BEFORE SKID
DIRECTION OF MOVEMENT

10 2d8+2
11 2d8+3
7 8 12 2d8+4
13 3d8
14 3d8+1 driver stunned
9 11
15 3d8+2 driver stunned
10
16 3d8+3 driver stunned
17 3d8+4 driver stunned
1-4 Continue move.
18+ 4d8 driver stunned
5+ Reduce speed to 0, turn ends.
A bike in trees crashes into a tree. Reduce vehicles speeds to 0 after ram or crash.
7+ If a bike, it has slid over and cannot re A stunned driver cannot Move or Fire until the end of
until next turn. the current game round.

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