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DF fast notes version of rules- Notes on design

These rules assume familiarity with Dark Future and


dispense with explaining how a vehicle moves on the
grid and other simpler rules. They are written to tackle
a few issues with the original system that have arisen
in play. Whilst not bad for an 18-year old game, the
mechanics are well due an overhaul, and todays
gaming conventions focus on speed and smoother
mechanics than DF necessarily offers.
The two principle changes are in the turn sequence
and the shooting system. The turn sequence dispenses
with phases and speed factors in favour of a simpler
system that gives vehicles more options per move, and
the shooting system adopts a totally new system which
abstracts ammo and tackles the flat number
progression of the old system. The old flat progression
of dice+damage versus armour value led to some
weapons being totally ineffective, whilst others were
deadly. The new system gives every weapon a chance
to cause damage, whilst no weapon is a killer.
Other minor changes mostly involve giving players
more tactical options in a turn and simplifying or
unifying mechanics for dealing with situations. These
rules are a work in progress and will change regularly.
Feel free to use, adapt, steal from or ignore however
you like!

TURN SEQUENCE
The game progresses in turns, during which all
vehicles get to act. Each turn is split into 3 distinct
phases. The most important of these is the action
phase, although each phase serves a purpose.
- Start Phase- occasionally some things are called to
be checked before any action occurs each turn. The
start phase is when this happens. Although most of the
action occurs, appropriately, in the action phase,
having a distinct start phase clarifies the timing of
some effects.
- Action Phase- in the action phase players activate
their vehicles. Vehicles activate in order of speed,
fastest first. In the event of several vehicles moving at
the same speed, a D6+ drive skill roll determines order
of action. Vehicles complete all movement actions
before taking firing actions. Any special actions due to
equipment and skills occur when the action indicates,
as these actions by their nature follow peculiar rules.
End Phase- as with the start phase, a distinct end
phase is present to conclude any book-keeping or tests
required at the end of a turn.

Moving and measuring- All games measurements are


in car lengths or lanes. A car length is 8cm long. A
lane is 2cm wide. A standard sized vehicle is once car
length long and two lanes wide. A typical highway is
16cm, or 8 lanes, wide.
The movement template is two car length long and
four car lengths wide. One car length is marked as
four lanes with a centre point to be placed over the
vehicle being measured for, the other car length forms
the turning template for use on bends and off-road.
A vehicle moves one car length for every 25mph, or
part thereof, that it is travelling. A vehicle must move
its full allowance every turn. A vehicles movement is
determined by its speed at the beginning of its
activation- changes in speed do not effect movement
until the following turn. This can lead to poorly
planned manoeuvres resulting in high speed collisions!
Slow vehicle move allowance- The one exception to
the rule that vehicles must move their full move
allowance is in the event where a slower vehicle
would, through some peculiarity of the turn sequence,
move into a faster moving vehicle. This can happen if
a faster vehicle moves in front of a slower one.
In this instance the slower moving vehicle may move
as normal until it is directly behind the faster but loses
any further movement for the turn. Whilst this is not
entirely realistic, it prevents the physical impossibility
of a 30mph car somehow striking a 60mph car from
behind! Such situations are self-correcting as the faster
vehicles will accelerate away in the following turn.
Note that should a slower car accelerate during its turn
until it is faster than the vehicle in front, this rule does
not apply and a collision occurs!
Changing lanes and turning- changing lanes can
only occur as part of a manoeuvre and is dealt with
below, under movement actions. Turning the vehicle
on bends is carried out using the movement templateplace the turning section over the vehicle. The desired
turn has a safe speed marked. This speed requires a
Drive test is the vehicle is travelling in excess of this
safe speed.
Movement actions- Every turn a vehicle can make a
number of movement actions equal to the drivers
current Drive skill. A movement action is declared
before a vehicle moves and a vehicle make take one
action per movement (up to a number equal to the
drivers Drive skill) so a slow moving vehicle will
take less action s than a faster one. Movement actions
are:
-

Manoeuvre. A complete list of manoeuvres


is listed below. Many of these involve
rolling a Drive test, explained below. If a
manoeuvre involves a Drive test the dice roll

is part of the same action- declaring a


manoeuvre and testing for it is one action.
-

Wherever dice rolls are taken for tests, a 1 always fails


and a 6 always succeeds, regardless of modifiers. This

Reroll a failed Drive test. This action is


peculiar in that it counts toward the total
number of action the vehicle can make, but
will be used in conjunction with another
action to prevent that action from failing.
This is the only action that may be used in
this way and represents the drivers skill
coming into play. Provided the driver has
actions sufficient to do so, multiple rerolls
can be taken on a single test.
Activate or Disengage a piece of
Equipment- Switching Nox on or off,
for example, or firing rocket boosters,
count as a movement action.

Note that normal acceleration and braking are


considered free actions- they require no rolls and
can be carried out in addition to a manoeuvre
action unless the movement action would supersede
them.
Taking a Drive test- Drive tests are rolled on 1D6
with a target number of 4+. The dice roll is
modified by the vehicles handling being added to
the roll, the target number is modified by a number
of factors, the main one of which is speed. Most
situations list a Safe Speed. For every 10mph, or
part thereof, a vehicle is travelling faster than the
safe speed, the target number increases by 1. As
noted above, drivers can use movement actions to
reroll failed drive tests.
Out of Turn Tests- Occasionally something can
cause a driving check outside of a vehicles actiondamage form high explosive weapons, for example.
These are checked for as usual, with the restriction
that only one reroll can be applied from the driving
skill pool- this dice is effectively removed from the
vehicles next activation, and if a reroll is used, all
driving rolls in the next activation are at a -1
penalty.
Note that multiple out of turn driving tests can use
up multiple dice until the vehicles next activations
pool of dice is consumed. In this event the vehicle
can take no manoeuvre actions or reroll any checks
in its own action phase.

offers a chance to pull off high octane desperate


manoeuvres- and keeps the highways dangerous for
even the best drivers.
If a driving check is failed- look up the result on the
out of control chart above. If the failure is due to the
rule of 1, then roll 1D6 and add 1 per 10mph of
current speed and apply the result to the chart.

Action

Safe Speed

Effect

Drift

80

Swerve

80

Vehicle moves one lane left or


right after moving. Note that
drifts on bends must be toward
the outer edge of the bend
only.
Vehicle moves one lane left or
right before and after moving.
Vehicles cannot swerve on
bends.
SPECIAL- Once per turn only.
Used after being chosen as a
target. Minimum speed 30
mph. Vehicle gains a special
4+ save against penetrating
hits. Vehicle is at -1 to all its
rolls in the following turn.
Vehicle moves into the next
space and turns through 180.
Must have 2 lanes free to the
side it turns through. This
manoeuvre requires a driving
test at any speed. Attempts
faster
than
40mph
automatically fail.
Vehicle turns 180 in the road
after moving. Count across
four lanes from the starting
position- vehicle ends up in
the third and fourth lane (one
vehicle width away).
Vehicle rams a vehicle in the
adjacent lane. See collisions
for rules on resolving this.
Vehicle rams a vehicle in
front. See collisions for rules
on resolving this.
Bikes only. Vehicle loses one
lane of its contact zone for this
move.
Bikes only. Vehicle moves up
to three lanes left or right.
Vehicle must move at least one
lane before moving forward.
The vehicle can double its
braking this turn.
This
manoeuvre requires a driving
test at any speed.
Test against 4+ 1per 10mph or
part thereof of the2 vehicles
current speed.

Jink

30-60

Bootlegger

20-40

U-Turn

Sideswipe

30

40/40/20

Shunt

40

Snake

60

Sweep

50

Hard Brake

60

The Rule of 1 and 6Regain Control

Varies

See collisions and crashes, later, for a full description


of the out of control effects on vehicles.

MOVEMENT EXAMPLE
Failed by 1-3

Failed by 4-6

Failed by 7

Screeching
Brake- slow by
10mph per degree
of failure. -1 to
all other rolls this
turn.

Skidding Brakeslow by 10mph


per degree of
failure and drift
one lane left (odd
result on dice) or
right (even result
on dice). -1 to all
other rolls this
turn.

Full Skid- slow


by 30mph and
swerve two lanes
left (odd result on
dice) or right
(even result on
dice). -1 to all
other rolls this
turn.

Failed by 8

Failed by 9

Failed by 10+

Sliding Skidslow by 50mph.


Align the vehicle
at 45. If the
vehicle is on a
bend the rear
moves towards the
outer edge. If on a
straight roll D6odd= left, even=
right. The vehicle
has a four lane
contact zone. It
remains out of
control.

Spin- use the spin


template to move
vehicle every turn
until it reaches a
stop. Roll 1 D6 +
1 per 25 mph of
speed for the spin.
Direction
is
determined by the
roll- an odd result
is a left spin, even
is a right spin.
Continue spinning
until
a
halt.
Collisions cause
catastrophic
damage.

RollVehicle
halves its speed
this turn and halts
next turn. No
actions can be
taken. Roll D6 for
final position (1,2roof,
3Left
side,4- Right side,
5,6 Right side).
Vehicle takes D6
hits for every full
10 mph it was
travelling.

Opposed driving check- If a vehicle attempts a


manoeuvre involving another vehicle, such as a ram,
the target number of 4+ is modified by adding the
opposing vehicles handling.

Example of manoeuvre actions: Sir Lucius, the


famed Sanctioned Op is closing on two Sand Devil
renegades. He is burning along at 96mph. The
renegades are travelling at 85 and 60mph
respectively. At the start of the action phase Lucius
acts first as the fastest car. He is currently 8 spaces
behind the slower sand devil, a fact he intends to
rectify.
A speed of 96 grants him 4 spaces of movement. His
drive skill of 4 gives him four movement actions. For
his first move he takes no manoeuvre action. For his
second move he drifts. As he is travelling at 96mph he
must test against a target number of 6 (4+1 per full or
part of 10 mph faster than the swerves safe speed of
80mph). With a handling or 4 he needs a 2 or more.
He rolls a 5 so smoothly moves over.
With his third move he drifts again, still needing 2 or
more. He rolls a 1! He uses another action (he has
two left) and rerolls- this one rolls a 4 so he completes
the drift after some frantic steering. His final move is
a straight move forward, braking to 79mph as he
begins to target his quarrymoments later the world
is less one scumbag
After Luciuss shooting, the slower Renegade is still
active and decides to deal with the Op in flashy style.
With a speed of 60mph the vehicle moves 3 times this
turn. The driver has a drive skill of 2. In his first
move forward the driver hard brakes. His braking of
22ph becomes 44mph for this move. Hard braking has
a safe speed of 60mph but always requires a checkwith a target of 4+ the driver succeeds easily, rolling
a 3 and adding 3 handling.
His second move, with a speed of 36mph is a
bootlegger turn. His target number is 4, his handling
is 3. He can only fail due to the rule of 1. He rolls a 3
so the Renegade flips round in a cloud of melting tyre
rubber and the driver lines up his triple- linked MGs
onto the oncoming Interceptor

SHOOTING
Shooting- Vehicles maker one firing action for every
level of Gunnery the driver has. Note that firing
actions are distinct from driving actions in that
gunnery skill does not grant rerolls in the way drive
skills do, affecting just the number of actions allowed.

Firing actions Aim, or fire a weapon system.


Weapons and effects.
Aim- an aim action precedes a firing action and gives
a +1 bonus to fire.
Firing a weapon systemIf a weapon is in range, roll a number of dice as shown
on the weapon chart below. Apply modifiers from the
tactical chart. Note that bonuses and penalties to fire
affect the number of non-ammo dice rolled e.g.
aiming adds one normal dice to the number of
dice rolled.

Situation

Modifier

Vehicle performed 1+ manoeuvre


actions
Firing Vehicle 80+ mph
Target Vehicle 80+ mph
Intervening smoke (per counter)
Firing on bike (2 lanes in fire corridor)
Firing on bike (one lane in fire corridor)
Weapon hood mounted
Weapon roof/turret mounted
Aim action has been taken

-1
-1
-1
-1
-1
-2
+1
+1
+1

D6 Roll

Result

1-2

Miss

3-5

Glancing Hit

Penetrating Hit

Glancing hits do no damage, by themselves. However,


the total number of glancing hits from a volley causes
penetrating hits every time they equal the target
vehicles armour- e.g. 12 glancing hits would cause 4
penetrating hits to a vehicle with armour 3, and 2
penetrating hits to a vehicle with armour 6.

Weapons are listed by range, damage and ammo dice


and any special notes that apply to the weapon.
Weight, Cost and Hardpoints are listed in vehicle
design, later.
Ammo dice- weapons are listed with a number of
ammo dice. In the badlands of the future reliability is
not a feature of equipment. When firing, a weapons
ammo dice should be either rolled separately or
different coloured dice used. If a two or more 6s are
rolled on ammo dice the weapon either jams or runs
out of ammo and cannot be used again. This turns
shot still counts.
Damage dice- the first number in the dice stat, this is
the total number of dice rolled, including Ammo Dicee.g. 12/6 would equate to 12 dice overall, 6 of which
are ammo dice.
Range- the ranges listed refer to spaces on the
highway board.

Weapon Notes- this section covers the special


abilities of weapons.
-

A Penetrating hit does 1 point of damage to a vehicle.


In addition check for critical hits as below.

Critical hits- blowing chunks off a vehicle is not good


for its performance. Roll 1D6 and add the number of
penetrating hits scored. On a 7+, roll on the relevant
critical hit chart and apply the results.

Burst Fire- weapons listed as being able to


burst fire can add half their dice again to
their roll if so desired, rounding up- e.g. a 4
dice weapon can become a 6 dice weapon in
burst mode. The drawback is that all the
additional dice are ammo dice, greatly
increasing the chance of a failure as the
driver pushes that weapon to the limit
Explosive- Hits from an explosive weapon
force a hazard check against a safe speed of
40mph provide at least one penetrating hit is
rolled.
Lock- Weapons that can attain lock (notably
missiles) can delay their shot for better aim.
Declare a lock as a firing action. No dice are
rolled. The following turn the weapon fires
at the locked target with half its dice added
again. No additional ammo dice are added.
Overcharge- Laser weapons can overcharge
their shots. This doubles their available dice
for the shot. The drawback to this is that the
massive power surge totally drains the
capacitors. A 6 must be rolled on 1D6 in the
start phase before the weapon can fire again.
Test once every turn the weapon should be
able to fire.
Piercing- Armour piercing shells and needle
lasers are examples of weapons that excel at
piercing armour and causing damage to a
vehicles internal systems. A piercing
weapon adds double the number of

penetrating hits caused to the critical roll,


and +1 to the roll for critical effect.
Slow- Slow weapons take time to reloadlasers need to recharge from engine
capacitors, for example. Slow weapons can
only fire every other turn.
Sub-Munitions- Sub-Munitions are small
explosive charges that deliver a devastating
secondary detonation as they strike the
surface of a vehicle. The effect of this can
shred all but the thickest armour. SubMunitions double the number of glancing
hits for purposes of calculating penetrating
hits.
Tracking- Tracking weapons use various
methods of increasing accuracy, be it tracer
rounds, targeting systems or pulsed fire. A
tracking weapon rerolls missed shots when it
fires.

Linked weapons- Weapons of the same type can be


linked. A linked weapon system fires as a single volley
as one action. The advantage of this is a greater
amount of potential damage, whilst the drawback is a
greatly increased chance of ammo failure due to the
additional ammo dice being rolled- rolls are treated en
masse and every pair of ammo dice 6s disables one
of the linked weapons. Clearly lasers have an
advantage when linked due to this rule!

Weapon

Range

Dice/Ammo

Notes

Chain Gun- the big daddy of guns, with a frightening


hit rate (and ammo consumption).
40mm Grenade Launcher- A brutal shell launcher with
massive stopping power but prone to jams
Heavy Laser- Efficient and deadly, if expensive. A lack
of ammo makes them very reliable.
Heavy Needle Laser- the use of a focused pin beam
makes piercing armour childs play for this weapon.
Heavy Pulse Laser- the use of pulse burst firing makes
this laser very accurate.
Missile Pod- a turret favourite, the missile pod carries
few shots but delivers massive damage

16

10/5

Burst Fire

12

10/6

30

8/0

30

8/0

30

8/0

25

As ammo

Explosive
shot
Slow,
Overcharge
Slow,
Piercing
Slow,
Tracking
Lock

Standard missiles- Old faithful- a rocket propelled


explosive warhead for fast, efficient carnage.

As
pod

12/6

Explosive

TGSM missiles- A lethal warhead of tightly packed submunitions. The huge damage potential is somewhat
offset by each sub-munitions limited guidance system.
Machine Gun- a favourite for its excellent ammo
consumption. Lacks hitting power but keeps on going.
Autocannon- the MGs big brother. Extra damage but at
a weight and ammo cost.

As
pod

4D6/2D6

Submunitions

16

4/2

Burst fire

18

6/3

Burst fire

Combat Laser- a compact version of the Heavy laser

20

5/0

Needle Laser- pin-point beam weapon for piercing


vehicle hulls.
Pulse Laser- a rapid pulsing beam allows this weapon
to pepper even the hardest targets with fire.
20mm Grenade Launcher- smaller cousin of the 40mm
with a lethal sting.
Light Machine Gun- the stripped down bike version of
the MG.
20mm Tube GL- a small launcher for bikes

20

5/0

20

5/0

16

6/4

Slow,
Overcharge
Slow,
Piercing
Slow,
Tracking
Explosive

4/2

Burst fire

5/3

Explosive

40mm RAG- a one-shot heavy hitter for cycles

12

Explosive

Light Combat Laser- A small but efficient laser system


for bikers.

12

10/auto (one
shot only)
4/0

Light Needle Laser- A compact needlepoint beam


system.
Light Pulse Laser- reduced range but no less effective a
pulse charge unit.

12

5/0

12

5/0

Slow,
Piercing
Slow,
Tracking

Slow,
Overcharge

Example: Returning to the fight going on above, the


Sand Devil has just pulled a bootlegger and has
Lucius in his sights. His Gunnery skill is 3, allowing
him 3 firing actions. He only has one weapon system
on board, however. Consequently the driver uses his
first action to aim, adding a dice to his overall roll.
Then he decides to burst fire his MGs!
This is risky as it will add 6 ammo dice to the pool (2
for each MG as they have a damage dice of 4 and half
again is added)! He gains one additional dice as the
middle MG is hood mounted. His total roll is 20 D6 (3
MGs roll 6 D6, plus one for aim and one for hood).
However, a whopping 12 of these are ammo dice(2 per
MG plus the 6 from burst mode firing)! Our
desperado rolls his dicehis normal dice come up
1,2,2,3,3,4,5,6
and
his
ammo
dice
roll
1,1,2,2,3,4,4,5,6,6,6,6.
The Sand Devil has caused 5 penetrating hits through
6s, plus his 8 glancing hits total more than Luciuss
front armour of 5 so he scores another penetrating hit
from these- had he scored 10 glancing hits he would
have had 2 more penetrating hits. Luciuss Interceptor
looks distinctly ventilated, but the Ops agony isnt
over. With so many penetrating hits, a critical is
almost guaranteed- the Sand Devil rolls a 4, which
when added to the 6 penetrating hits is a critical sure
enough. Checking the front facing chart, the Sand
Devil rolls a 5- a hit to the engine.
Whenever the engine is
hit the driver must
immediately roll a dice and add the current number of
hits then engine has taken. On a 7+ the engine
explodes causing catastrophic damage and disabling
the vehicle! Lucius rolls immediately- a 6 will be fatal.
He rolls a 4 this time, but the next time his engine is
hit he will have to check again...and again...and
again
Luciuss only good fortune in this is that the Sand
Devil rolled four 6s in his ammo dice- pairing these
up means two of the three MGs he was firing have
either run dry or jammed. Electing to keep the hood
gun running, the Sand Devil player marks off the
other two weapons. In the desert, the Sand Devil
driver begins to sweat as warning lights flash on his
dashboard and the battered but still deadly
Interceptor closes ever closer

Passive Weapons- a passive launcher operates


differently to normal weapons in that it drops an
ammo load for vehicles to run over. However a
passive weapon has an ammo roll like every other
weapon. The difference is that the ammo roll is taken
when the launcher drops the load, and is a separate
roll to damage, which is rolled (not including ammo
dice) when the load is triggered.

Weapon

Range

Damage/Am
mo

Notes

Oil- An oldfashioned
deterrent
for
pursuing
vehicles.
Spikes- Blades,
sharpened poles,
caltrops; a variety
of types by with
similar effect.
Mines- A catchall for grenades,
firecrackers and
anything
else
dropped out of a
moving vehicle.
Smoke- Not so
much a weapon
as a defence
system,
smoke
can still be the
cause of crashes
and deaths.

__

0/2

-1 to handling of
vehicle. 50 mph
safe speed.

__

3/2

__

5/3

If spikes cause
any damage, a
wheel critical is
caused
automatically.
50
mph
safe
speed.

__

0/2

60
mph
safe
speed. -1 to hit for
every
smoke
counter between
firer and target.
Every start phase,
smoke counters
disappear on a roll
of 4+ (test for
each one).

COLLISIONS AND CRASHES


Out of control vehicles- A vehicle that has no driver,
no handling or fails a hazard check may be out of
control. This is usually determined by a roll on the out
of control table. Note that out of control results take
effect in the next move a vehicle makes, which may
mean they take effect in the following turn.
A vehicle which is out of control but not disabled can
regain control with a Regain control action.
Obviously, the driver needs to be conscious to attempt
this!
Regaining control is a difficult prospect, but this is in
keeping with the fact that it is far more difficult to
retrieve a failed manoeuvre than to keep under control
in the first place.
This test is taken against a difficulty of 4+ 1 per
10mph of part thereof of the vehicles current speed.
If the vehicle regains control, then the result from the
control loss table is not applied. If it fails to regain
control, the result rolled is applied. This result will
either be from a failed manoeuvre check, or a critical
or other result.
The possible results are-

Screeching Brake- A vehicle braking in this


manner slows by 10mph per degree of
failure (for drive tests) or by 1D6x10mph
(for rule of 1 or other generated loss of
control checks). After this braking the
vehicle regains control, although the vehicle
suffers a -1 penalty to all Drive tests for the
remainder of the turn. The vehicle regains
control after this effect.
Skidding Brake- A vehicle braking in this
manner slows by 10mph per degree of
failure (for drive tests) or 2D6x10mph (for
rule if 1 or other generated loss of control
checks). It also drifts right or left as
determined by a D6 roll (evens=right,
odds=left). The vehicle regains control after
this effect.
Sliding Brake- A vehicle braking in this
manner loses 50mph of speed. It also turns
45 and gains a four lane contact zone. If the
vehicle is on a bend the rear of the car turns
towards the outer edge of the bend.
Otherwise the direction is determined by a
D6 roll- odds= the rear moving to the left,
evens= the rear moving to the right.
Collisions cause combined damage. The
vehicle remains out of control in a sliding
skid.
Spin- A spinning vehicle has a four lane
wide contact zone. Place the spin template
over the vehicle. Every move it makes, roll
1D6 and add 1 per 10mph the vehicle is

travelling. Turn the car to this position with


the template aligned to the front of the car.
The first time this roll is made, it also
determines direction with evens being
clockwise and odds being anti-clockwise.
Reduce the vehicles speed by the amount
shown each time until the vehicle comes to a
rest. Collisions cause catastrophic damage.
The vehicle regains control after this effect,
as it will not be moving.
Roll- A rolling vehicle has a four lane wide
contact zone. The vehicle halves its
movement this turn and comes to a stop the
following turn. Roll a D6 to determine what
facing it comes to rest on1- Floor
2,3- Left side
3,4- Right side
5,6- Roof
The vehicle takes catastrophic damage based
on its speed when it began the roll, which is
applied to the location it comes to rest on.

Sources of additional hurtThe three main ways vehicles receive damage aside
from shooting are through collisions, crashes and
criticals. Each is dealt with here. The types of damage
that can be taken are Relative, Combined and
Catastrophic.
Relative Damage- Subtract the slower cars speed
from that of the faster car. Of the result, apply one
penetrating hit per 10mph difference, minimum 1.
Combined Damage- Add the vehicles speeds together.
Of the result, apply one penetrating hit per 10 mph,
minimum 1
Catastrophic Damage- Add the vehicles speeds
together. Of the result apply D6 penetrating hits for
every 25 mph (minimum one D6).
Collisions- A collision is contact between two vehicles
that are in game, i.e. controlled by players. There are
several types of collision, each detailed here.
Sideswipes- A sideswipe is a side-to-side collision
between two vehicles. It can only occur as part of a
deliberate ram. To engage in a sideswipe, the swiping
vehicle and target vehicle must be adjacent. Follow
this procedure:
The swiping vehicle takes driving action
roll. If successful, the target takes relative
damage.
If failed, both cars take relative damage.
The target vehicle then takes a driving test
based on the sideswipe safe speed.
If the vehicles are travelling in opposite
directions, an opposed sideswipe, relative

damage becomes combined damage, and


afterwards both vehicles take driving tests as
above, the target vehicle testing at a safe
speed of 20 mph.
The speeds of both vehicles are adjustedboth cars slow by 10pmh, 20mph in an
opposed sideswipe.

Crashes- colliding with a solid stationary object is


treated as a crash, as is any move that means the car
leaves the road. Crashes are treated as head on rams
against a target with no speed. Obviously only the
moving vehicle needs roll damage (unless you have a
pressing need to damage a wall).

Shunts- A shunt is a collision when a vehicle hits


another from behind. This can occur deliberately, or if
a faster moving vehicle is unable to avoid a vehicle in
front. Follow this procedure:
-

The shunting vehicle and the shunted


vehicle both move forward one space.
The shunting vehicle takes driving action
roll. If successful, the target takes relative
damage.
If failed both cars take relative damage.
The shunted vehicle then takes a driving test
based on the shunt safe speed.
The speeds of both vehicles are adjusted- the
difference in speed is added to the slower
vehicle and subtracted from the faster
vehicle.
If the shunting vehicle has movement left
this turn, another shunt may occur. Repeat
the steps as above.

Bulldoze- A bulldoze occurs when a vehicle moves


into another vehicle which is facing sideways across
the road but positioned with its end in line with the
moving vehicle, or when the target vehicle is at a 45
angle to the approaching vehicle. This can occur
deliberately or if the moving vehicle is unable to avoid
the collision. Follow this procedure:
-

The moving vehicle must be travelling at


30mph or slower. Vehicles moving faster are
treated as ramming head on.
Both vehicles take relative damage (which is
unlikely to harm either vehicle due to the
low speeds involved).
The target vehicle is aligned with the road
by moving into an adjacent section to the
moving vehicles destination. Judgement is
used to move the bulldozed vehicle left or
right depending on original alignment to the
moving vehicle.

Head on rams- A Head on ram occurs when to


vehicles strike each other, either because their front
ends collide, or if one vehicle is aligned across the
grid and its centre lies directly in from of the moving
vehicle. Despite the danger involved, head on rams
can be deliberate- but tend not to be! Follow this
procedure:
-

Both vehicles come to an immediate halt.


Both vehicles suffer catastrophic damage.

Critical Hits- Penetrating hits to vehicles tend to


cause serious problems beyond the large holes in the
bodywork. When a critical hit is caused, roll on the
appropriate chart for the location affected, as below:
Front

Sides

Rear

1-Bodywork
hit
2- Wheels
3-Weapon
(wings)
4-Weapon
(hood)
5- Engine hit
6- Cockpit
Roof

1- Bodywork hit
2- Wheels
3-Weapon
(Odds-wings,
Evens- sides)
4-Weapon (roof)
5- Fuel Tank
6- Cockpit

1Bodywork hit
2- Wheels
3-Weapon
(roof)
4-Weapon
(Odds-passive,
Evens- tailgate)
5- Fuel
6- Cockpit

1- Bodywork hit
2- Weapon (roof)
3- Weapon (Oddswings, Evens- Tailgate)
4- Fuel
5- Engine
6- Cockpit

Floor
1- Bodywork hit
2- Wheels
3- Wheels
4- Weapon (sides)
5- Fuel
6-Engine

A result that hits an area that the vehicle has no


equipment in (such as a roof weapon that isnt
mounted) moves up one place in the critical chart.
Bodywork hit- A bodywork hit causes one more
penetrating hit, with no further chance of a critical.
Wheels- Every hit on the wheels incurs a -1 penalty to
all driving related rolls. If this cumulative penalty
exceeds -4 the vehicle is considered out of control.
Weapon- The first time a weapon is hit, the damage
means it can only fire if a 4+ is rolled first of all.
Subsequent hits disable the weapon for the
engagement. If the result can apply to more than one
weapon, randomise the result between them.
Fuel- Each fuel hit increases chance of engine failure
due to explosion or lack of fuel. Each time a fuel hit
happens, roll 1D6 and add the current number of fuel
hits taken. On a 7+ roll for an engine critical.

1. It also causes a hazard check against a safe speed of


30 mph.

Driver stamina- all drivers begin with 4 stamina. If


injured they suffer a penalty to driving and shooting
rolls as follows
0

3+

Driver
K.O.Vehicle
out
of
control

-2
penalty
to all
rolls

-1
penalty
to all
rolls

No penalty.

Drivers that are K.O. must check to regain


consciousness in every start phase. Roll 1 D6. On a 4+
the driver regains 1 stamina and is conscious- although
their vehicle is very likely out of control or crashed!
Out of control and disabled vehicles- Vehicles that
are out of control roll 1D6+1 per 25 mph. Apply this
result to the loss of control chart. Disabled vehicles
cannot accelerate, decelerate by 10 mph (unless
another deceleration is in effect from loss of control)
and are immobile once they reach a complete stop.
Unless a loss of control result supersedes, disables
vehicles will travel in a straight line until stopping or
colliding with an object.
Terminal Damage and Driver TraumaOnce a vehicle has been reduced to 0 damage points,
further hits cause terminal damage. Roll D6 each time
a vehicle takes a penetrating hit from terminal
damage. On a 6 the engine explodes as per the engine
critical result.
Driver trauma is caused by catastrophic damage and
engine criticals. Any time a vehicle takes catastrophic
damage or the vehicle engine explodes, roll D6. If the
result is greater than the drivers current stamina, the
driver is immediately knocked unconscious with
stamina reduced to 0.

Engine- Engine hits are extremely dangerous. Each


time the engine is hit, roll 1D6 and add the current
number of engine hits. On a 7+ the vehicle takes
catastrophic damage based on its current speed and is
considered out of control and disabled. This also
causes driver trauma.
Cockpit- hits to the cockpit cause trauma and damage
to the driver. Each hit reduces the drivers stamina by

10

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