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H. Faulkner & O.

Luetchford

Art by
Tamás Baranya
Shane Cook
Dustin Halstead
Macho Panchos
Shindy Reehal

Copyright 2018 Dice Mechanic Games. “Dice Mechanic Games” & “AutoKill” are registered trademarks of Dice Mechanic Games.
CONTENTS
A BROKEN FUTURE: INTRODUCTION TO AUTOKILL 4
THE RULES 6
OVERVIEW 8
DASHBOARD: ANATOMY 10
VEHICLE DESIGN: DASH SETUP 12
HAZARD DICE 14
VEHICLE DESIGN: VEHICLE CLASS 16
UPGRADE DECK: ANATOMY 18
UPGRADE DECK: SYMBOLS 20
CREW 22
VEHICLE DESIGN: COSTING A GAME 24
DASHBOARD & DICE: USAGE 26
SPEED CHANGE 28
MOVEMENT 30
STEER 32
ATTACK 34
ATTACK: LOS & FIRE ARC 36
SPECIAL ACTIONS 38
THREE POINT TURN 41
TRAVERSABLE TERRAIN 42
TRAVERSABLE TERRAIN: DROPS 44
VEHICLE EFFECTS 46
CONTROL PANEL 48
TURN SEQUENCE 50
COLLISIONS 52
COLLISIONS: WITH MOVING VEHICLE 54
COLLISIONS: WITH STATIONARY VEHICLE 56
COLLISIONS: SIDESWIPES 58
COLLISIONS: STATIC OBJECTS 60
GLOSSARY 62
AutoKill is a vehicular combat
system using multiple dice and
movement templates to create
a sand-box style
tabletop experience.

Factions can be themed in any


way you can imagine within the
vast variety of settings. There are
gangs, corporations, places and
characters within the background
for inspiration but the world is
wide open to player creativity.

A BROKEN
FUTURE
The game is set in a future There are totalitarian
Earth engaged in multiple country-states in brutal
dystopian scenarios. lock-down, scorched nuclear
deserts and engine cities
Each continent and the countries dominating bleak horizons.
within suffer in unimagined ways. Everyone, without exception,
HyperCapitalism is the main drive is out for themselves.
of humanity with the Earth’s
population at 10 billion and vast New technologies have evolved in
swathes of certain countries the desperate struggle to avert
rendered uninhabitable by environmental and societal
industry and conflict. catastrophe. Huge atmospheric
scrubbers clean blackened skies
while AI controlled road-drones
patrol the highways, selecting
offenders to meet their quotas.

4
While combustion engines are
still widely used, a plethora of
alternative propulsion modes
have evolved to cope with the
depletion of fossil fuel resources
and the constant threat of
environmental apocalypse.

Advancements in nano and 3d


printing technologies mean fast,
vending machine style production
is common for most objects
including vehicles. It is possible
to have an idea for a ride, stroll in
to the nearest GigaCity showroom
or illicit junk town ReproUnit and
drive it away an hour later.
Due to these new forms of
production, vehicles in the world
of AutoKill draw on design cues
from all of automotive history;
combining, editing and improving
on them. They can be equipped
with exotic arsenals of weaponry
utilising wildly varying levels of
technological advancement, from
crude black powder projectiles to
lethal energy weapons.

Far beyond the glistening


showrooms of the GigaCities
lie vast wasteland expanses
scattered with petro-cannibals,
exiled mutants and scavenger
bandits. Nomadic groups of
devolved savages have been
witnessed in the most desolate
areas, using salvaged half-car
A friendly
mascot for a chariots and prehistoric blunt
highstreet force weaponry to achieve
arms dealer. their objectives.

From the dawn of transport to


the bleeding edge stylings of
the future, in AutoKill no vehicle
is out of place.

5
THE RULES
AutoKill is typically played with A basic Turn should go like this:
1-3 vehicles per player, although
the system can handle (technically Both players within a pair
infinitely) more. Players run nominate an Active Vehicle.
through the Turn in pairs, one
vehicle each at a time. Both players set 0-3 Actions..

To design their vehicles, first Both players roll dice


players choose from 5 Vehicle in to Dice Tray.
Classes. Then through the
allocation of dice (D6, D8, D10, D12, Determine Initiative.
D14, D16) across 6 Stats, and using
cards from a Vehicle Upgrade Deck, Player 1 resolves Steer Actions,
they get to finely tune the type of lays out Movement Templates.
vehicle they wish to play.
Player 2 resolves Steer Actions,
A Driver and Crew can be selected lays out Movement Templates.
to add even more variety.
Player 1 resolves Attack Actions.
Players may Steer, Attack,
Accelerate/Decelerate and make Player 2 resolves Attack Actions.
other Special Actions, all of which
are resolved on a simultaneous Player 1 resolves any Collisions.
dice roll.
Player 2 resolves any Collisions.
The simultaneity of rolling and
the back and forth Turn sequence Player 1 moves vehicle
keeps both players engaged with to Final Position.
the game and focussed on the
action at all times. Player 2 moves vehicle
to Final Position.

Player 1 resolves
Special Actions.

Player 2 resolves
Special Actions.
NOTE
Both players resolve
Definitions for Vehicle Effects.
all capitalised,
emboldened terms Both players resolve
can be found in Speed Change Actions.
the glossary.
Both players record Damage.

Repeat until every vehicle of both


players has been Activated.

8
OVERVIEW
Any page that carries
a full-width Advanced
Rules watermark can be
omitted without
affecting the rest
of the rules.

A Bounty
Hunter’s ride,
ritualistically
adorned with
kill trophies.

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DASHBOARD
Anatomy

Each vehicle in play has a


Dashboard. It shows which Stat
Dice is allocated to which Stat Slot.

It tracks the Current Speed,


Top Speed and Safe Speed of the
vehicle, as well as Damage, and
any ongoing Vehicle Effects.

NOTE

A pencil can
easily be used in
place of the various
Dashboard tokens.

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Stat Slots for
Control, Attack,
Defence, Vehicle
Accelerate, and Damage Damage Effect
Decelerate. Threshold. Track Slots.
Vehicle
Hit Point Damage Limit Effect
Tokens. Tokens. Tokens.

Dice Bonus
Maximum Modifier

Current Safe and


Speed Top Speed
Tracker. Trackers.
Damage Speed
Stat Tokens.
Modifier. Dial.

Stat Slot
for Power.

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VEHICLE DESIGN
Dash Setup

Each Stat Token corresponds to


a Stat Dice of the same colour.

The higher the Maximum value on


the Stat Dice, the better the Stat
will perform in game.

Stat Tokens are assigned to Damage Limit Tokens are placed


Stat Slots. on Damage Track square that is
equivalent in negative value to
Hit Point Tokens are placed at the Maximum value on the
the start of the Damage Track, corresponding Stat Token.
on square 0.
The Current Speed Tracker
is placed on the Speed Dial,
set to 0MPH.

Below is an example
Dashboard setup.

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As well as their primary functions,
some Stats interact with the
Dashboard in other ways.

There are some considerations to


make when allocating Stat Dice.

CONTROL, ATTACK ACCELERATE POWER

These two Stats are not linked to Using a D8 or higher gives an The Maximum number on the
any other aspect of the Dashboard. advantage at certain Speeds. Stat Dice is translated in to 10MPH
increments, the result is the
vehicle’s Top Speed.

DEFENCE DECELERATE The Top Speed Tracker is placed in


the relevant slot on the Speed Dial.

This Stat takes the majority of The Maximum number on the Stat
Damage first. It protects other Stats Dice is translated in to 10MPH
until reaching its Damage Limit. increments, the result is the
vehicle’s Safe Speed.
Damage to Defence Stat does not
affect Damage Threshold. The Safe Speed Tracker is placed in
the relevant slot on the Speed Dial.

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HAZARD DICE
The Hazard Dice can be used as a
randomiser for:

• Number of Hit Points incurred


• Damage location
• Distance
• Facing
• Direction

It is a six sided dice, numbered


as standard, that also includes a
double ended, two colour direction
arrow, bisected across the middle
on each face.

Whenever it is referred to, it is


always a players own Hazard Dice
that is read. Even if Damage is
caused to multiple vehicles
belonging to different players,
each player reads their own
Hazard Dice.

If a player has not rolled a


Hazard Dice this Activation, refer
to the highest HD in play.

TERMINOLOGY
HD Hazard Dice.
HD2 Use the Hazard Dice as a D2, 1-3 is 1, 4-6 is 2.
HD3 Use the Hazard Dice as a D3, 1-2 is 1, 3-4 is 2, 5-6 is 3.
HD” The face value of the Hazard Dice in inches.
HDHP The face value of the Hazard Dice in Hit Points.
HD Facing Rotate the vehicle about its central axis to face in the direction of the red arrow.
Forward HD Facing Rotate the vehicle about its central axis to face in the direction of the arrow in its 180o
front arc, if this can’t be determined, face in the direction of the red arrow.
HD Direction The direction the red arrow is pointing.
HD Stat The Stat Dice closest to the Hazard Dice in the Dice Tray. If Stat Dice are equidistant
from Hazard Dice, or two dice are touching the Hazard Dice, choose the Stat Dice with
the highest Maximum.

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15
VEHICLE DESIGN
Vehicle Class

In AutoKill, most conceivable The Toughness and Weight

5555
vehicles can be represented on aspects however, can be assigned
Big rig cabs. Large
the table top. freely to represent unusual builds armoured transports.
(a particularly heavily armoured Tanks. Buses. Coaches.
In addition to assigning Stat tank-motorcycle or a massive
Dice to Stat Slots, vehicles are land ship made of canvass

4444
designated a Class, meaning the and fibreglass). Large pick-ups. Small flat-bed
entire corresponding row in the trucks. Large vans. RVs. Small
buses. Some articulated truck
table below applies to that vehicle. If the vehicle is longer than cabs. Armoured cars. Small tanks.
the 5-6” of Class 5, it will be Monster trucks.
Alternatively, if all players very unwieldy on the tabletop

3333
agree, certain aspects can unless it is articulated, like a
be adjusted separately. big rig for example. Average car sized vehicles.
Some articulated truck cabs.
Small armoured cars.
Class 3 vehicles, highlighted In the case of rigs with
yellow, are standard car sized trailers, use the Class for the

2222
vehicles, it is recommended to rig, discounting the trailer
Dunebuggies.
learn the game using Class 3 length. Remove the trailer at the “Smart” style cars. Chariots.
vehicles, as there are no extra start of the Activation and reattach Milkfloats. Anything between a
motorcycle and a car.
modifiers in this Class. it after movement, following
the shortest path between the

1111111
The Crew Limit, Cost, Size, connector on the trailer and the
Targeting Modifier and Steer connector on the rig. Motorcycles +/- Sidecar.
Bicycles. Scooters. Horses.
Template Limitations are linked
Quadbikes. GoKarts.
and always correspond directly. Class examples (right) are by no
means exhaustive and act as a
guide only.

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WEIGHT
STEER
CREW COST TARGETING (WEIGHT DIFFERENCE
CLASS SIZE TEMPLATE TOUGHNESS AFFECTS COLLISIONS,
LIMIT IN MODIFIER
LIMITATIONS SEE COLLISION
SECTION)

PRACTICALLY INDESTRUCTIBLE SUPER HEAVY


MASSIVE +2
VERY EASY
5-6” LONG TO OPPOSING
5 5 500 & EASY 4 STATS OVER DAMAGE -2 ACCELERATE
5 HARD PLAYER’S
STEERS ONLY THRESHOLD TO DESTROY -2 DECELERATE
POINTS ATTACK DICE
(EXCLUDING DEFENCE)
STRONG HEAVY
LARGE +1 VERY EASY,
4-5” LONG TO OPPOSING EASY
4 4 400 3 STATS OVER DAMAGE -1 ACCELERATE
4 HARD PLAYER’S & MODERATE
THRESHOLD TO DESTROY -1 DECELERATE
POINTS ATTACK DICE STEERS ONLY
(EXCLUDING DEFENCE)
MEDIUM
MEDIUM
3-4” LONG
3 3 300 0 2 STATS OVER DAMAGE
3 HARD
THRESHOLD TO DESTROY
POINTS
(EXCLUDING DEFENCE)
WEAK LIGHT
SMALL -1
2-3” LONG TO OPPOSING
2 2 200 1 STAT OVER DAMAGE +1 ACCELERATE
2 HARD PLAYER’S
THRESHOLD TO DESTROY +1 DECELERATE
POINTS ATTACK DICE
(EXCLUDING DEFENCE)
FRAGILE ULTRA LIGHT
MICRO -2
1-2” LONG TO OPPOSING
1 1 100 FULLY DEPLETED +2ACCELERATE
1 HARD PLAYER’S
DEFENCE +1HP +2 DECELERATE
POINT ATTACK DICE
TO DESTROY

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UPGRADE DECK
Anatomy

After a vehicle has been assigned Bonuses on the cards stack, so


its Stats and Class, it may be by targeting stationary vehicles
further adapted using cards from (Sitting Ducks) within the Close
a Vehicle Upgrade Deck. These Range Bonus distance, then rolling
range from passive and ranged a Maximum, players can really pile
weaponry, to boosted Defence, on the damage in a single Attack.
to a multitude of items and
gadgets that affect all manner
of outcomes during gameplay.

2 8 1 9

3
4 10
7
5
16
11
12

14
6 13
15

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1 Upgrade name

2 Upgrade type

3 Number of Actions required to use

4 Number of uses

5 Bonus to Attack when target is stationary

6 Upgrade cost in UniCreds

7 Conditions for Success Panel

8 Line of Sight

9 Fire Arc

10 Range

11 Effect Panel

12 Close Range distance

13 Critical Success, Catastrophic Failure, and additional information panel

14 Catastrophic Failure

15 Critical Success

16 Required in order to function

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UPGRADE DECK
Symbols

UPGRADE TYPE NUMBER OF ACTIONS

Defence Item Control Loss Weapon The number of Actions


required to use an
item is displayed in a
Attack Item Gaseous Weapon/Effect green circle.

The top example


Speed Item Solid Round Weapon
requires 1 Action to use.

Control Item Flame Weapon The middle example


shows that an item can
be utilised in 2 ways,
Repair Item Rocket Weapon either as a passive effect
requiring no Actions,
or as 1 Action.
Hard Point Energy Weapon

The bottom example


Percussive Weapon Corrosive Weapon shows that you need to
use 2 Actions in total to
use the item, but that
Spike/Puncture Weapon Explosive Weapon they can be spread over
different Activations.

Powered Blade Weapon Laser Weapon

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NUMBER OF USES SITTING DUCK REQUIRED TO FUNCTION

The base number of When a vehicle is Some items are


uses each item has is
2 stationary, it is a Sitting specifically designed to
displayed in an orange Duck. Vehicles Attacking improve or enhance other
circle. Some items have a Sitting Duck gain a items. If another type
infinite usage (top bonus. A white numerical of item is required for
example). Others have value, as in the top 2 something to function,
a set amount of uses example, adds that it is displayed in a red
with the option of amount to Attack rolls. circle. Hard Points are
buying more. Sometimes, the bonus a common example.
may also negate a If more than one Hard
The cost of more ammo is targeting Action, as in the Point is required, a black
displayed just above the example underneath. numerical value may
item cost at the bottom appear inside the Hard
left of the card. Point symbol.

A tooled up muscle
car belonging to
AutoKill Arena ace
Sven Svenesson

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CREW
DRIVER CREW

Each vehicle must have at least A Crew member may fulfil


one Crew member. If a vehicle only multiple and changing roles
has one Crew member, they act as within a vehicle (and potentially
the vehicle’s Driver. other vehicles).

The Driver carries out all All Driving Actions (Steer,


Actions unless there are Accelerate and Decelerate)
other Crew present. must be carried out by the Driver.

Attack and Special Actions


that don’t relate to driving
can be carried out by any of
the other Crew.

To use a Crew member’s modifiers


or special rules, the relevant Crew
must be allocated to the Action
before dice are rolled, otherwise
it is assumed the Driver carried
out the Action.

A slum dwelling
road-warrior
standing up for
imagined rights.

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ROSTER CREW ROSTER

DRIVER:
All Crew must be entered on the
Crew Roster, a Driver must be
NAME:
allocated by marking the relevant HP:
circle in the “Driver” column on
the right hand side of the Roster. NAME:
HP:
A new Driver may be allocated at
any time, this uses all 3 Actions for
the Activation. Mark the relevant NAME:
circle in the “Driver” column on HP:
the right hand side of the Roster,
erasing the previous mark. NAME:
HP:

NAME:
HP:

NAME:

CREW MORTALITY HP:

Most Crew members have 3HP.


They may be directly harmed if
any Attack Action succeeds on the
Attack Dice’s Maximum value.

The attacking player may choose to


allocate 1HP to the vehicle’s Crew,
with any remaining HP allocated to
the vehicle as normal. The injured
Crew member is chosen by the
defending player.

If the last Crew member in a


vehicle dies, the vehicle remains
at 0MPH and in play until/unless
another Crew member takes
control of it.

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VEHICLE DESIGN
Costing a Game

Turning a vehicle from a While learning the game, 600 Below are 2 examples
basic runaround to a tooled up per player is fine. Enough for a car of 1000 lists, one single
death machine isn’t free. Upgrades sized vehicle, an unskilled Driver, a vehicle list (left), and one two
need to be purchased. single Hard Point with a basic vehicle list (right).
weapon of some kind, and maybe
The currency used for this purpose a single performance boost or These two lists provide a good
is the UniCred, or . chunk of armour. When players are guide to scaling the game up,
comfortable with the rules, a small each 1000 added increases the
game with a bit of variety comes in game size by around this amount.
at around 1000 per player.

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25
DASHBOARD & DICE
Usage

READING THE DICE DAMAGE DAMAGE THRESHOLD

The Natural Result on the Stat Every time a vehicle loses a Hit If a number of Hit Point Tokens
Dice is cross referenced with the Point, the red Hit Point Token for (dependent on Class) cross the
corresponding colour-coded the corresponding Stat is moved Damage Threshold, the vehicle
Stat Token on the Dashboard. one square closer to its Damage is destroyed.
Limit.
First, any Bonus Modifiers are The Defence Stat does not have a
added, then any Damage Modifiers Unless otherwise stated, the Damage Threshold.
are subtracted. The Final Result Defence Stat takes all Damage first,
is what is needed in order to then when
determine whether an Action is that has reached its Damage Limit,
successful or not. the HD Stat.

Every HP incurred results in a


BONUS MODIFIERS permanent -1 Damage Modifier
to the Natural Result on the
The Bonus Modifier for each corresponding Stat Dice.
Stat is shown on the right
side of the Stat Token. A Stat can only incur Damage up
to its Damage Limit, surplus HP are
transferred to the HD Stat, then,
should that be depleted, the next
Bonus Modifiers are added even nearest Stat to the HD, then the
when Damage Modifiers bring the next and so on.
Final Result on the Stat Dice to
0 or less. When a Stat (apart from Defence
and Power) reaches its Damage
When a vehicle is moving at or Limit, it explodes causing HDHP to
under its Safe Speed, it receives a the closest Stat Dice to its own Stat
Safe Speed Bonus. This is a positive Dice in the Dice Tray.
Bonus Modifier to the Natural
Result on each Stat Dice, except If the Power Stat takes Damage,
Defence. first the Safe Speed is decreased
by 10MPH per HP incurred, until it
The Defence Stat always receives reaches 0MPH, then the Top Speed
an Armour Bonus. This is a positive is reduced 10MPH per HP incurred
Bonus Modifier to the Natural until it reaches 0MPH, if this
Result on the Defence Dice. happens the vehicle is destroyed.

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EXAMPLE

A vehicle is travelling at
Safe Speed and needs to Steer.
The Natural Result of 11 on the red
Control Dice is cross-referenced
with the red Stat Token.

First, the +8 Safe Speed Bonus


is added, then the -2 in Damage
Modifiers is subtracted.
The Final Result is 17.

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SPEED CHANGE

ACCELERATE DECELERATE REVERSE


Equal or beat number of 10MPH Equal or beat number of 10MPH Vehicles can Reverse up
increments between Current Speed increments between Current Speed to their Safe Speed.
and desired Speed with Final and desired Speed with Final
Result on Accelerate Dice. Result on Decelerate Dice. When in Reverse, vehicles do not
receive a Safe Speed Bonus
SUCCESS SUCCESS
When at 0MPH (or in Reverse),
Increase Current Speed by Decrease Current Speed by equal or beat number of 10MPH
desired number of 10MPH desired number of 10MPH increments between Current Speed
increments. Adjust Current increments. Adjust Current Speed and desired Speed with Final
Speed Tracker to new Speed. Tracker to new Speed. Result
on Accelerate Dice.
FAILURE FAILURE
SUCCESS
Increase Current Speed by same Decrease Current Speed by same
number of 10MPH increments as number of 10MPH increments as Increase Current Speed by desired
Final Result. Adjust Current Speed Final Result. Adjust Current Speed number of 10MPH increments.
Tracker to new Speed. Tracker to new Speed. Adjust Current Speed Tracker to
new Speed.
CATASTROPHIC FAILURE CATASTROPHIC FAILURE
Vehicle now moves in Reverse,
If a 1 is rolled, maintain If a 1 is rolled, maintain until it Decelerates back to 0MPH.
Current Speed and suffer Current Speed and suffer
1HP to Accelerate Stat. 1HP to Decelerate Stat. FAILURE

Increase Current Speed by same


number of 10MPH increments as
Final Result. Adjust Current Speed
Tracker to new Speed.

CATASTROPHIC FAILURE

If a 1 is rolled, maintain
Current Speed and suffer
1HP to Accelerate Stat.

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EMERGENCY STOP!
Uses all 3 Actions for the Activation.

Equal or beat Hazard Dice with


Decelerate Natural Result.

SUCCESS

Halve Movement Distance


for the Turn (round up).

Adjust Current Speed


Tracker to 0MPH.

FAILURE

Move full
Movement Distance
for the Turn.

Adjust
Current Speed Tracker
to 0MPH.

Place vehicle at
Forward HD Facing.

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MOVEMENT
Movement Distance is calculated by The result may be rounded up A vehicle’s Current Speed is
halving a vehicle’s Current Speed or down to the nearest inch checked against the table below
and translating the result in to 1” depending on the vehicle’s to find its Movement Distance.
for every 10MPH increment. Accelerate Dice.

D6 as Accelerate Dice means round


down every time!

D8 or higher as Accelerate Dice,


choose whether to round up or down,
depending on the situation.

6”

5” Movement Templates, needed


to move in a straight line.

4”

3”

2”

1” AutoKill Template.

30
Above is an example of a vehicle Once per Activation players
moving at 60MPH, equalling 3” of may choose to Offset a pair of
Movement Distance. Movement Templates up to their
central dividing line.
First, Movement Templates
totalling the number of inches Templates can be offset in either
to be moved are placed in front direction and do not need to be
of the vehicle. offset by the full amount.

Followed by the AutoKill Template The first Movement Template may


at the end of the total not be offset with the vehicle.
Movement Distance.

The Movement Templates are


removed, and the vehicle moved
up behind the AutoKill Template.

The AutoKill Template is removed.

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STEER

2”

1”

In order to Steer a vehicle, FAILURE AT UNSAFE SPEED:


equal or beat desired Steer
Template value with Final Incorporate a Steer Template If a 1 is rolled, over-steer
Result on Control Dice. with closest equalled or beaten and roll the vehicle.
value in to Movement Distance
for Activation. Complete Movement Distance +HD”,
including desired Steer Template.
SUCCESS CATASTROPHIC FAILURE
Place vehicle at HD Facing, 0MPH.
Incorporate desired AT SAFE SPEED:
Steer Template in to Check Roll Table against Natural
Movement Distance for Activation. If a 1 is rolled, over-steer Result on opponent’s D10.
and spin out.
CRITICAL SUCCESS If the vehicle doesn’t explode,
Complete Movement Distance it takes 1HP per 10MPH of its
If a Maximum is rolled, choose for the Activation, including desired Current Speed.
any Steer Template equal or Steer Template.
lower in value than Final Result If a vehicle is on its side,
on Control Dice. Place vehicle at HD Facing, 0MPH. players may spend all Actions
on its next Activation rolling it
on to its wheels.

If a vehicle is on its roof, players


may spend all Actions on its next
Activation rolling it on to its side.

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ROLL TABLE
1-2 Vehicle explodes causing HDHP
to all vehicles within 2HD”

3 Vehicle lands
on right side

4 Vehicle lands
on left side

5-7 Vehicle lands on roof

8-10 Vehicle lands on wheels

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ATTACK
In order to Attack, a vehicle must In general, the Attacking player SUSTAIN ATTACK
be equipped with a weapon. must beat the Final Result on
These can be found within the the Target Vehicle’s Defence Dice Use additional Actions during
Vehicle Upgrade Deck. with the Final Result on their an Attack Action to Sustain Attack,
Attack Dice. increasing the likelihood of
A weapon may be assigned to causing Damage with each
a Hard Point on the Front, Rear, Line of Sight and Action spent.
Left or Right Facings, or to a Fire Arc may be required.
specialist Hard Point of some kind. Sustain Attack for
Refer to individual 2 Actions = +1 to Attack roll.
Vehicle Upgrade Card
for results. Sustain Attack for all
3 Actions = +2 to Attack roll.

SPECULATIVE SHOTS

Sometimes an enemy model may


be obscured from Line of Sight by
terrain. Or it may be the case that a
vehicle’s Driver could not be aware
of an enemy, but due to the nature
of tabletop wargaming, the player
is aware of an enemy vehicle.

If a vehicle is equipped with a


weapon that can ignore terrain,
shoot through terrain, or doesn’t
need Line of Site, a Speculative
Shot may be taken.

Speculative Shots do not receive


any modifiers. Only the Natural
Result on the Attack Dice is read.

Outcome is resolved as per


individual weapon rules.

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A spirited
debate
over right
of way
takes
place on a
scorched
stretch of
SynthMac.
ATTACK
LoS & Fire Arc

The Fire Arc can be measured


from any point on the vehicle or A B
its Movement Templates, from the
rear-most edge of the vehicle, to
the leading edge of the Movement
Templates, as long as it is aligned
with the correct Hard Point.

Diagram A shows the Fire Arc of Diagram B shows the Fire Arc of
a stationary vehicle with a Front a stationary vehicle with a Rear
Facing Hard Point. Facing Hard Point.

C D

Diagram C shows the Fire Arc of Diagram D shows the Fire Arc of
a stationary vehicle with a Left a stationary vehicle with a Right
Facing Hard Point. Facing Hard Point.

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LINE OF SIGHT FIRE ARC

E F G
Line of Sight is a visual path drawn A weapon’s Fire Arc The striped area in diagram G
from one object to another. is the area it can cover. represents the full area of effect
provided by a Left Hard Point
Line of Sight is measured from ANY The Fire Arc can be measured from mounted weapon.
point on the Attacking Vehicle AND ANY point on the Attacking Vehicle
its Movement Templates, but NOT or its Movement Templates, Diagram H shows the full area
its AutoKill Template. as long as it’s aligned to the of effect of a Rear Hard Point
correct Hard Point. mounted weapon.
The striped area in diagram E
represents the area that is within The greyed out AutoKill Templates
Line of Sight of the red vehicle. in diagrams F, G and H prescribe H
the largest possible area of effect.
Line of Sight must be drawn to
Target Vehicle only, NOT to its The red vehicle in diagram F is
Movement Templates if present. equipped with a weapon fixed to a
Front Hard Point.
If ANY of the Target Vehicle
is obscured, -1 to Attack Dice The striped area in diagram F is
Final Result. within both Line of Sight and Fire
Arc of the red vehicle.

If ANY of the Target Vehicle


is not within the Fire Arc, -1
to Attack Dice Final Result.

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SPECIAL ACTIONS
EXTINGUISH FIRE BREAK TARGET LOCK ROLL VEHICLE
Dedicate 1-3 Actions to the task. Requires all 3 Actions Attacking and Target Vehicles
for the Activation. must be at 0MPH and within 2”
Equal or beat HD3 with of each other to Roll Vehicle.
number of Actions dedicated Equal or beat HD with
to extinguish. Control Dice Natural Result. Requires all 3 Actions
for the Activation.
Remove Vehicle Effect Token Remove Vehicle Effect Token
from Dashboard if successful. from Dashboard if successful. Automatic success,
roll vehicle a quarter turn,
roof to side, side to wheels,
wheels to side, or side to roof.

Roll Vehicle may be used to


roll a player’s own vehicle or
an enemy vehicle.

38
THREE POINT TURN* REPAIR CAR-JACK
Requires all 3 Actions The vehicle must be stationary to If a vehicle has 1 or less living
for the Activation. perform a Repair Action. Crew, and is at 0MPH, it is at risk
of being Car-Jacked. This is an
A vehicle must be stationary to Requires all 3 Actions all or nothing, desperate attempt
perform a Three Point Turn. for the Activation. at vehicle theft.

Player declares that they are going Players declare how many HP Attacking and Target Vehicles
to attempt a Three Point Turn. they wish to regain. must be at 0MPH and within 2”
of each other.
A 2 or more is needed on Equal or beat that number with
Control Dice Natural Result. Natural Result on D8. Requires all 3 Actions
for the Activation.
If successful, rotate vehicle SUCCESS
to desired Facing. If there is no Driver or the Driver is
Distribute the regained HP to dead in the Target Vehicle, success
On a roll of 1, the vehicle whichever Stats need them. Move is automatic.
ends HD Facing. red Hit Point Token away from its
Damage Limit back towards 0. If the Driver is alive and present,
Attacking D6 V Target D8
FAILURE
Highest Natural Result wins.
If you fail to equal or better the
number of HP you declared, you If successful, Attacking Driver takes
regain 1HP. control of vehicle, Defending Driver
is dead.

If unsuccessful, Attacking Driver


dies, surviving Driver may choose
which vehicle to keep.

Remaining vehicle stays at 0MPH


and in play, until/unless another
Driver takes control of it.

A factory fresh
Callidac Stalker,
“Business Edition”.

*See page 41 for optional Advanced Rules 39


Nomadic road-farmers load up their Snail with supplies at a Newanderthal trading post.

40
THREE POINT TURN

Players may get in to situations


that would take too long to
manoeuvre out of with the
standard movement mechanics.

If this occurs, or at any other


time, players can attempt a Special
Action, the Three Point Turn.

A Three Point Turn takes up all 3


Actions for that Activation.

A vehicle must be stationary to If an opponent doesn’t think If you can find the vehicle’s Class
perform a Three Point Turn. there would be enough space number in inches of space at any
to carry out the manoeuvre, point on both the horizontal and
Player declares that they are going they may challenge a vertical axis of the vehicle, then
to attempt a Three Point Turn. Three Point Turn. the manoeuvre is possible.

A 2 or more is needed on No challenges are allowed Using Movement Templates,


Control Dice Natural Result. after dice are rolled. determine if this is true.

If successful, rotate vehicle If challenged, measure the If it isn’t, you may spend
to desired Facing. space around the vehicle to all Actions each Activation
prove it is possible. rotating the vehicle to
On a roll of 1, the vehicle HD Facing in the hope of getting
ends HD Facing. it in to the right position.

41
TRAVERSABLE TERRAIN

Traversable Terrain is any area of the


table that can be accessed by vehicle.

SAFE TERRAIN UNSAFE TERRAIN INCLINES

The main type of Traversable A purpose designed road surface is An Incline is any significant
Terrain is Safe Terrain. the optimum material to drive on, rise in terrain height that can
however this is not always possible be traversed by vehicles in play
This represents an adequate on the chewed up highways and (models/Movement Templates can
surface to drive on and needs toxic wastes of the broken future. be physically placed on the terrain
no special rules. surface without falling off or
If terrain is designated Unsafe, sliding out of place).
All Bonus Modifiers are read as ignore all Safe Speed Bonuses
normal. Roads are a prime example while travelling upon it. Inclines should be designated at
of Safe Terrain. the start of the game.
Unsafe Terrain should be
Safe Terrain should be designated designated at the start A vehicle that starts its Activation
at the start of the game. of the game. on and facing up an Incline must
include an Accelerate Action (2+) to
maintain Current Speed.

Failing to do so, or failing the


Action results in a decrease of
10MPH to Current Speed.

A vehicle that starts its Activation


on and facing down an Incline
must include a Decelerate Action
(2+) to maintain Current Speed.

Failing to do so, or failing the


Action results in an increase of
10MPH to Current Speed.

42
Russian wilderness
rescue extortionists
search for victims
to rescue.
TRAVERSABLE TERRAIN
Drops

A Drop is an abrupt and sheer end


to a driving surface. A cliff face,
the roof of a building, the edge
of a ramp, or a jump.

When a vehicle’s Movement


Distance is interrupted by a Drop, a
Jump Distance (refer to table right)
is inserted at ground level with the
AutoKill Template placed at the
end. This replaces any remaining
Movement Distance.

The Jump Height is twice the


height of any Incline preceding A
the Drop, measured from the
ground level preceding the
Incline (See diagram A).

EXAMPLE
The vehicle in diagram B is
travelling at 120MPH. Its B
Movement Distance of 6” is
interrupted by a 1” Drop.

The Jump Distance of 12” (10” due


to Speed + 2” due to Jump Height)
replaces the remaining Movement
Distance for the Activation.

44
NOTE

Any terrain items placed in front of


a jump or Drop must be defined as
clearable or not before the start of
the game.

If any vehicles move in to the path


of the jump or Drop during play, and
players cannot agree whether they
are clearable, check HD2 of airborne
vehicle, 1-3=Failure 4-6=Success.

If a vehicle traverses a Drop,


compare Control Dice Natural
Result to Hazard Dice.

SUCCESS FAILURE

If Control Dice higher than If Hazard Dice is higher than


Hazard Dice: Control Dice, vehicle length
exceeds Jump Distance, Jump
Rotate vehicle to Forward HD Height is greater than 16”, or
Facing on final placement. falling is a result of a Collision:

Take 1HP damage for every 1” of Rotate vehicle to HD Facing


decent, +1HP per vehicle Class. on final placement, referring
to the Roll Table (below) against
In diagram B, the vehicle is Class 3 opponent’s D10.
and has descended 2”. Therefore it
takes 5HP. Take 1HP damage for every 1”
of decent, +1HP per vehicle Class,
If Control Dice Natural Result is +1HP for every 10MPH increment
greater than Jump Distance, treat of Speed.
as above except without any
rotation on final placement.

ROLL TABLE
1-2 Vehicle explodes causing HDHP
to all vehicles within 2HD”

3 Vehicle lands
on right side

4 Vehicle lands
on left side

5-7 Vehicle lands on roof

8-10 Vehicle lands on wheels

45
VEHICLE EFFECTS

CORRODING ON FIRE

From the first Activation a From the first Activation a


vehicle is Corroding, a vehicle vehicle is On Fire, a vehicle takes
takes 1HP per Activation HD3HP per Activation
(in addition to any other Damage). (in addition to any other Damage).

Damage is incurred to HD Stat To extinguish, dedicate


on first Activation in effect, and 1-3 Actions to the task.
continues to deplete the same
Stat each Activation until HD Number of Actions dedicated V HD3
result is a 1, or the Stat reaches
its Damage Limit. Equal or beat to extinguish. Take
no Damage for the Activation that
the fire is extinguished.

Remove Vehicle Effect Token


from Dashboard if successful.

46
TARGET SYSTEM FAULT
LOCKED
While Target Locked, a vehicle is While there is a System Fault,
always considered to be in Line read the Stat Dice closest to
of Sight and Fire Arc of the your intended Stat Dice in the
Attacking Vehicle. Dice Tray for every Action.

To break Target Lock spend Remove Vehicle Effect Token


3 Actions swerving and from Dashboard after HD3
signal jamming. Activations in effect (HD3
result is determined on
Control Dice Natural Result V HD first Activation in effect).

Equal or beat to break Target Lock.

Remove Vehicle Effect Token


from Dashboard if successful.

47
CONTROL PANEL

Each player has a Control Panel. Only cards placed on the Control
This is where Actions are set. Panel can be included in Action
resolution, with two exceptions:
Cards relevant to each Action
are placed on the corresponding Vehicle Class cards are
Action Slot. When the time comes always included.
to resolve each Action, all the
cards needed are available in If a vehicle only has a Driver and
the right order. no other Crew, the Driver’s Crew
Card is always included.

48
Speed Change Actions must be
accompanied by a token on the
attached numbered scale to
indicate the Desired Speed.

49
TURN SEQUENCE

Players nominate an NO MEASURING of any


1 Active Vehicle each.
3 kind before rolling dice!

2 Players set 0-3 Actions on their


Control Panels for their Active Vehicles.
Players roll dice in to Dice Trays.
Determine Initiative:
• Up to 1 Steer Action • Highest Current Speed
• Up to 1 Attack Action gets Initiative.
• Up to 1 Speed Change Action • If Speed equal, highest
• Up to 1 Special Action result on D16 gets Initiative.

4 Check for successful


Steer Actions if relevant.

5 Player with Initiative (Player 1) lays


down their Movement Templates
6 Player 2 lays down their
Movement Templates until either full
until either full Movement Distance Movement Distance is achieved (place
is achieved (place AutoKill AutoKill Template), or a Movement
Template), or a Movement Template Template makes contact with an object
makes contact with an object (stop placing templates as close to
(stop placing templates as close to object as possible).
object as possible).

7 Player 1 resolves Attack Actions. 9 Player 1 resolves any Collisions.

8 Player 2 resolves Attack Actions.


10 If Player 2 was not involved in a
Collision already, Player 2 resolves
any Collisions.

50
11 Player 1: 12 Player 2:
• Removes any • Removes any If a vehicle or its
remaining remaining Movement Templates
Movement Templates Movement Templates come in to contact
• Places vehicle • Places vehicle with an object at the
directly behind directly behind end of the Activation,
AutoKill Template AutoKill Template a Collision is triggered.
• Removes • Removes
AutoKill Template. AutoKill Template.

13 Both players resolve


15 Both players check for
16 Both players record
any Special Actions. successful Speed Change any Damage.
Actions & adjust Current
14 Both players resolve
any Vehicle Effects.
Speed if relevant.

Each vehicle may Return to the beginning If there is an odd


Activate once per Turn. of the Turn Sequence and number of vehicles, the
When all vehicles have repeat with the next pair player with no Active
Activated, the Turn is of vehicles/players. Vehicle MUST continue
complete. Repeat. to roll their dice in to
their Dice Tray for every
Activation in the Turn.

51
COLLISIONS

Throughout the game, units of


PASSIVE VEHICLE WEIGHT CLASS:
Damage and Speed are linked.

1 2 3 4 5
10MPH = 1HP. Therefore
Hit Points may be referred LIGHTER, +2
SEE GREEN SEE GREEN SEE GREEN
NORMAL MODIFIER
to as a factor of Speed. 1 BOX BOX BOX
COLLISION HEAVIER, -2
OPPOSITE OPPOSITE OPPOSITE
MODIFIER

“Speed HP” means the number


LIGHTER, +2 LIGHTER, +2
of 10MPH increments a vehicle SEE GREEN SEE GREEN
MODIFIER NORMAL MODIFIER
2 BOX BOX
ACTIVE VEHICLE WEIGHT CLASS:

is travelling at, translated in to HEAVIER, -2 COLLISION HEAVIER, -2


OPPOSITE OPPOSITE
MODIFIER MODIFIER
Hit Points. A collision at 100MPH
would cause 10HP. LIGHTER
LIGHTER, +2 LIGHTER, +2
VEHICLE SEE GREEN
MODIFIER NORMAL MODIFIER
3 DESTROYED. BOX
HEAVIER, -2 COLLISION HEAVIER, -2
If vehicles are the same HEAVIER, OPPOSITE
MODIFIER MODIFIER
-10MPH, 5HP
Weight Class, Collisions
LIGHTER LIGHTER
occur in the manner described VEHICLE VEHICLE
LIGHTER, +2 LIGHTER, +2
MODIFIER NORMAL MODIFIER
in the main body of the 4 DESTROYED. DESTROYED.
HEAVIER, -2 COLLISION HEAVIER, -2
HEAVIER, HEAVIER,
Collisions section. MODIFIER MODIFIER
-10MPH, 5HP -10MPH, 5HP

LIGHTER LIGHTER LIGHTER


LIGHTER, +2
If the Weight Class is different, VEHICLE VEHICLE VEHICLE
MODIFIER NORMAL
5 DESTROYED. DESTROYED. DESTROYED.
refer to the table (right) and HEAVIER, -2 COLLISION
HEAVIER, HEAVIER, HEAVIER,
MODIFIER
-10MPH, 5HP -10MPH, 5HP -10MPH, 5HP
the text in the orange, yellow
and green boxes on the opposite
page, as well as the rules written
in the yellow boxes within each
Collision outcome.

Before resolving Collisions, first


move vehicles in to contact and
refer to Collision diagrams in
relevant sections for outcomes.

52
If a Ramming Vehicle is 2 Weight If there is a difference of 1 Weight In every case except
Classes or more heavier than the Class, refer to Collision outcomes a head on collision:
Passive Vehicle, the lighter vehicle but with a +2/-2 modifier.
is destroyed in the Collision. Do If a Passive Vehicle is 2 Weight
not refer to Collision outcomes, The lighter vehicle applies a Classes or more heavier than
remove vehicle from play instead. +2 modifier to every direct the Ramming Vehicle, the lighter
effect that refers to it within vehicle takes Speed HP, place
The heavier, surviving vehicle the Collision outcome. Inches vehicle HD” away in Forward HD
slows down 10MPH and takes 5HP. (other than Movement Distance), Direction of heavier vehicle at
10MPH increments of Speed, HD Facing. Do not refer to
and Hit Points. Movement Distance Collision outcomes.
is unaffected.
In a head on collision:
The heavier vehicle applies a
-2 modifier to every direct effect The lighter vehicle is destroyed
that refers to it within the in the Collision. Do not refer to
Collision outcome. Inches Collision outcomes, remove
(other than Movement Distance), vehicle from play instead.
10MPH increments of Speed, and
Hit Points. Movement Distance The heavier vehicle slows
is unaffected. down 10MPH and takes 5HP

These modifiers are in


yellow boxes within each
Collision outcome.

53
COLLISIONS
With Moving Vehicle

1 PASSIVE VEHICLE 2 PASSIVE VEHICLE 3 PASSIVE VEHICLE

• Takes Ramming Vehicle • Takes Ramming Vehicle • Takes Ramming Vehicle


Speed HP Speed HP Speed HP
• Moves half Ramming Vehicle’s • Moves half Ramming Vehicle’s • Moves half Ramming Vehicle’s
Movement Distance away from Movement Distance away from Movement Distance away from
Ramming Vehicle (round up). Ramming Vehicle (round up). Ramming Vehicle (round up).
• Completes Movement Distance • Completes Movement Distance • Completes Movement Distance
including any Steer Actions. including any Steer Actions. including any Steer Actions.
• 0MPH, HD Facing. • 0MPH, HD Facing. • 0MPH, HD Facing.
• Complete step 14 and 16 • Complete step 14 and 16 • Complete step 14 and 16
of Turn Sequence. of Turn Sequence. of Turn Sequence.

RAMMING VEHICLE RAMMING VEHICLE RAMMING VEHICLE

• Takes half Ramming Vehicle • Takes Ramming Vehicle • Takes half Ramming Vehicle
Speed HP (round up) Speed HP Speed HP (round up)
• Decelerates HD3x10MPH • Stops • Decelerates HD3x10MPH
• Forward HD Facing. • Forward HD Facing. • Forward HD Facing.
• Complete step 14 and 16 • Complete step 14 and 16 • Complete step 14 and 16
of Turn Sequence. of Turn Sequence. of Turn Sequence.

4
PASSIVE VEHICLE 5 BOTH VEHICLES +2HP if Lighter
-2HP if Heavier
• Takes Speed difference HP • Take highest Speed HP
• Adds half Ramming Vehicle’s • Stop. +2” if Lighter
Movement Distance (round • Move half fastest vehicle’s -2” if Heavier
up), to the start of their own Movement Distance away from
Movement Distance (including each other (round up), centred
+20MPH if Lighter
any of their own Steer Actions). over point of impact.
-20MPH if Heavier
• Completes from step 11 • 0MPH, HD Facing.
in Turn Sequence. • Complete step 14 and 16
of Turn Sequence.
RAMMING VEHICLE
NOTE
• Takes Speed difference HP
• Decelerates Speed The leading face of a
difference MPH moving vehicle counts
• Complete step 14 and 16 as the front for the
of Turn Sequence. purpose of collisions

54
1 2 3

5 4

3 2 1

55
COLLISIONS
With Stationary Vehicle

1 2 3

5 4

3 2 1

56
1 PASSIVE VEHICLE 2 PASSIVE VEHICLE 3 PASSIVE VEHICLE

• Takes Ramming Vehicle • Takes Ramming Vehicle • Takes Ramming Vehicle


Speed HP Speed HP Speed HP
• Moves half Ramming Vehicle’s • Moves half Ramming Vehicle’s • Moves half Ramming Vehicle’s
Movement Distance away from Movement Distance away from Movement Distance away from
Ramming Vehicle (round up). Ramming Vehicle (round up). Ramming Vehicle (round up).
• Moves HD” to left of • HD Facing. • Moves HD” to right of
Ramming Vehicle. • Complete step 14 and 16 Ramming Vehicle.
• HD Facing. of Turn Sequence. • HD Facing.
• Complete step 14 and 16 • Complete step 14 and 16
of Turn Sequence. RAMMING VEHICLE of Turn Sequence.

RAMMING VEHICLE • Takes Ramming Vehicle RAMMING VEHICLE


Speed HP
• Takes half Ramming Vehicle • Stops • Takes half Ramming Vehicle
Speed HP (round up) • Forward HD Facing. Speed HP (round up)
• Decelerates HD3x10MPH • Complete step 14 and 16 • Decelerates HD3x10MPH
• Forward HD Facing. of Turn Sequence. • Forward HD Facing.
• Complete step 14 and 16 • Complete step 14 and 16
of Turn Sequence. of Turn Sequence.

+2HP if Lighter
4
PASSIVE VEHICLE 5 PASSIVE VEHICLE
-2HP if Heavier

• Takes Ramming • Takes Ramming


+2” if Lighter
Vehicle Speed HP Vehicle Speed HP
-2” if Heavier
• Moves half Ramming Vehicle’s • Moves half Ramming Vehicle’s
Movement Distance away from Movement Distance away from
Ramming Vehicle (round up) Ramming Vehicle (round up) +20MPH if Lighter
• HD Facing. • HD Facing. -20MPH if Heavier
• Complete step 14 and 16 • Complete step 14 and 16
of Turn Sequence. of Turn Sequence.

RAMMING VEHICLE RAMMING VEHICLE


NOTE
• Takes Speed HP • Takes Speed HP
• Stops • Stops The leading face of a
• Complete step 14 and 16 • Complete step 14 and 16 moving vehicle counts
of Turn Sequence. of Turn Sequence. as the front for the
purpose of collisions

57
COLLISIONS
Sideswipes

WITH MOVING VEHICLE

Control+Power V Control+Power

DRAW/HIGHEST:

• Complete/s Activation
as normal.

LOWEST:

• (Vehicle & Movement


Templates) Move HD3”
away from Ramming Vehicle
(round up).
• Takes HD3HP
• Completes from step 11
of Turn Sequence.
• Forward HD Facing.

+2” if Lighter
WITH STATIONARY VEHICLE -2” if Heavier

MOVING VEHICLE: +2HP if Lighter


-2HP if Heavier
• Completes Activation
as normal.

STATIONARY VEHICLE:

• Moves half Ramming Vehicle’s


Movement Distance away from
Ramming Vehicle (round up). NOTE
• Takes half Ramming Vehicle’s
Speed HP (round up). The leading
• Forward HD Facing. edge of a moving
• Complete step 14 and 16 vehicle counts as the
of Turn Sequence. front for the purpose
of Collisions.

58
WITH MOVING VEHICLE

BOTH VEHICLES:

• Both vehicles & their


Movement Templates
Move half fastest vehicle’s
Movement Distance away from
each other (round up), centred
over point of impact.
• Take half fastest vehicle’s
Speed HP (round up).
• Forward HD Facing.
• Completes from step 11
of Turn Sequence.

WITH STATIONARY VEHICLE

MOVING VEHICLE:

• Completes Activation
+2” if Lighter
as normal.
-2” if Heavier

+2HP if Lighter STATIONARY VEHICLE:


-2HP if Heavier
• Moves half Ramming Vehicle’s
Movement Distance away from
Ramming Vehicle (round up).
• Takes half Ramming Vehicle’s
Speed HP (round up).
• Forward HD Facing.
• Complete step 14 and 16
of Turn Sequence.

59
COLLISIONS
Static Objects

HEAD ON COLLISION WITH CONTACT WITH PERMANENT OBJECT ON


PERMANENT OBJECT FINAL PLACEMENT OF VEHICLE (SCRAPE)

• Take Speed HP
• Move half Movement Distance 1 2 1 2
directly away from object
(round up).
• 0MPH, HD Facing.
• Complete step 14 and 16
of Turn Sequence.

3 4 3 4

COLLISION WITH
IMPERMANENT OBJECT

• Take 1HP Sometimes Movement Templates If a Scrape happens:


• Complete remaining may not come in to contact with a
Movement Distance and Permanent Object, but when a • Place the vehicle as close as
Actions. vehicle is placed at its Final possible to it’s Final Position.
• Object scatters HD” in HD Position, it overlaps with, or comes • Adjust AutoKill Template
Direction causing 1HP to in to contact with one. to match vehicle’s new
anything it hits. Facing/position.
• Complete from step 11 • Take 1HP
of Turn Sequence. • Complete from step 14
of Turn Sequence.

60
GLOSSARY
Accelerate, Accelerate Action Advanced Rules Bonus Modifier
The shift from Current Optional rules that add A positive modifier added
Speed to a higher Speed. complexity and depth to to a Stat Dice’s Natural
Accelerate Dice the game. Result.
The Stat Dice assigned Armour Bonus Car-Jack
to the Accelerate Stat. The bonus applied to the The Action of attempting
Accelerate Stat Defence Stat at all times, a to steal a vehicle.
The Stat that dictates positive modifier totalling Catastrophic Failure
a vehicle’s ability to half the highest value on The roll of a 1 on a Stat
speed up. the Defence Dice. Dice, triggering
Action Attack, Attack Action catastrophe.
An activity or The Action of firing a Class
manoeuvre, one of up to weapon or otherwise Classes 1-5 are vehicle
three per vehicle, per Turn. activating offensive classifications based on
Action Token capabilities using Toughness, Size and Weight
A circular blue token used the Attack Dice. among other atributes.
to set Speed Change Attack Item Close Range
Actions on the Control An item from the Vehicle The range at which certain
Panel. Upgrade Deck that affects weapons gain a bonus
Action Slot Attack Actions. number of HP when
The areas on the Attack Dice successful in their Attack.
Control Panel where The Stat Dice assigned Collision
Actions are set. to the Attack Stat. An event triggered when
Activated Attacking Vehicle a vehicle or its Movement
A vehicle that has A vehicle carrying out Templates come in to
expended its Actions for an offensive Action. contact with something.
that Turn has Activated. Attack Stat Conditions for Success Panel
Activation The Stat that dictates a The green panel at the top
The usage of an individual vehicle’s ability to Attack. of Vehicle Upgrade Cards.
vehicle within the Turn, AutoKill Template Control Panel
o
An Activation comprises of A 90 angle used as a Fire The area where Action
1-3 Actions. Arc, and as a placement Tokens are placed in order
Active Vehicle marker at the head of a to set Actions.
A vehicle that is currently vehicle’s Movement Control
carrying out its Actions. Distance. Relating to the Control
Stat, a vehicle’s ability to
manoeuvre using Steer
Templates.

62
Control Action Crew Limit Damage Limit
An Action that utilises the The maximum number The maximum amount of
Control Dice, commonly a of Crew members a vehicle Damage a Stat can take.
Steer Action. can have, dependent on Damage Limit Token
Control Dice Class. A black token with a white
The Stat Dice assigned Crew Roster skull and crossbones icon
to the Control Stat. A list of a vehicle’s Crew on it. This token stays
Control Item that also denotes Driver. static throughout the
An item from the Vehicle Critical Success game and marks a Stat’s
Upgrade Deck that affects The Maximum result on a Damage Limit on
Control Actions. Stat Dice rolled during the its Damage Track.
Control Loss Weapon attempt of certain Damage Modifier
A passive weapon from the Actions, resulting in buffs A negative modifier
Vehicle Upgrade Deck or bonuses. corresponding to
that affects a vehicle’s Current Speed the number of Hit
ability to maintain control. The Speed a vehicle is Points a Stat
Control Stat travelling at. has incurred.
The Stat that dictates a Current Speed Tracker Damage Threshold
vehicle’s ability to Steer. A red pointer that indicates The red line between 4 and
Corroding a vehicle’s Current Speed, it 5 HP that spans all
A Vehicle Effect, while is located on right of the Damage Tracks except
Corroding, a vehicle takes Dashboard in the centre of Defence on the Dashboard.
Damage each Turn. the Speed Dial. If a number of Hit Point
Corrosive Weapon D2 Tokens cross it, a vehicle is
A passive weapon from the Refers to using a six sided destroyed.
Vehicle Upgrade Deck dice to provide a binary Damage Track
that causes the “Corroding” outcome. 1-3 equals 1, and The grid on the Dashboard
Vehicle Effect. 4-6 equals 2. used to track Damage. Hit
Cost D3 Point Tokens move along
The value in UniCreds that Refers to using a six sided the Damage Track towards
an item, vehicle or Crew dice to provide one of a Stat’s Damage Limit.
member is worth. three outcomes. Dashboard
Crew 1-2 equals 1, 3-4 The tool used to track
The occupants of equals 2, 5-6 equals 3. a vehicle’s Stats, Speed,
vehicles in the game, they D6, D8, D10, D12, D14, D16 Damage and performance
carry out a vehicle’s A six, eight, ten twelve, during a game.
Actions. fourteen or sixteen sided Decelerate, Decelerate Action
Crew Deck/Card dice respectively. The shift from Current
A selection of vehicle Damage Speed to a lower Speed.
occupants with varying Incurred in Collisions and Decelerate Dice
skills. as a result of Successful The Stat Dice assigned
Attack Actions against to the Decelerate Stat.
a vehicle, it inhibits vehicle
functionality.

63
Decelerate Stat Effect Panel Front Facing
The Stat that dictates The yellow panel in the A location to install a Hard
a vehicle’s ability to middle of Vehicle Upgrade Point for weapon
slow down. Cards. attachments, a weapon
Defence Energy Weapon placed here will
A vehicle’s ability to A weapon that uses energy. face forward.
withstand Damage from Explosive Weapon Gaseous Weapon/Effect
weaponry. An exploding weapon. Any in game effect or
Defence Dice Facing weapon that behaves like
The Stat Dice assigned 1) The direction a vehicle a gas.
to the Defence Stat. is pointing towards. 2) The Hard Point
Defence Item side of a vehicle that a A location on a vehicle
An item from the weapon is mounted on. that a weapon or Upgrade
Vehicle Upgrade Deck Final Position can be attached to.
that affects the Defence The location/Facing of a Hazard Dice
Stat. vehicle at the end of its A white six sided dice with
Defence Stat Activation. red and black direction
The Stat that dictates Final Result arrows and a number from
a vehicle’s ability to The figure determined by 1-6 on each face, used as a
withstand Damage. taking a dice’s Natural randomiser for number
Desired Speed Result, adding any Bonus of Hit Points,
Set on the Control Panel Modifiers and subtracting Damage location, distance,
before dice are rolled. any Damage Modifiers. Facing and direction.
Dice Tray Fire Arc HD
o
Any flat bottomed The 90 angle within which Abbreviation of
receptacle of at vehicles can target enemy “Hazard Dice”.
least 5” by 5”. vehicles with certain HD2
Driver weapons, measured using Use Hazard Dice as a D2,
A conceptual the AutoKill Template. 1-3 is 1, 4-6 is 2.
representation of Flame Weapon HD3
a vehicle’s Driver. Drivers A weapon that causes the Use Hazard Dice as a D3.
are injurable and perform “On Fire” Vehicle Effect. 1-2 is 1, 3-4 is 2, 5-6 is 3.
Driving and other Actions. Forward HD Facing HD”
Driving Actions The direction that the Face value of Hazard Dice
All Actions related to arrow on the Hazard Dice in inches.
manoeuvring a vehicle that is in a vehicle’s front HDHP
Steer, Accelerate, 180 arc is pointing. Face value of Hazard Dice
Decelerate, Three Point Fragile in Hit Points.
Turn, Reverse. Toughness Class 1, fully HD Facing
Carried out by depleted Defence Stat The direction the red arrow
vehicle’s Driver. +1HP in Damage to destroy. on the Hazard Dice is
Drop pointing, when referring to
An abrupt and sheer end the rotational facing of a
to a driving surface. vehicle.

64
HD Direction Jump Height Micro
The direction the red arrow The maximum height a A Size Class 1 vehicle. 1
on the Hazard Dice is vehicle reaches while Hard Point, aproximately
pointing. traversing a Drop. 1-2” long.
HD Stat Laser Weapon Movement Templates
The Stat Dice nearest to A light beam based Straight or curved
the Hazard Dice in the Dice weapon. templates of different
Tray. Large lengths, angles
Heavy A Size Class 4 vehicle. 4 and colours, marked in
Weight Class 4, -1 Hard Points, aproximately increments of one inch.
Accelerate/Decelerate. 4-5” long. Movement Distance
Hit Point Left Facing The total number of inches
A unit of Damage. A location to install a Hard a vehicle moves based on
Hit Point Tokens Point for weapon its Current Speed.
A red token used to track attachments, a weapon Natural Result
the number of Hit Points placed here will face to the The result on a Stat Dice as
a vehicle has incurred. left of a vehicle. it lays in the Dice Tray.
HP License Card Offset
Abbreviation of “Hit Points”. A record of a Driver’s HP Any two Movement
Incline and name. Templates can
Any significant rise Light be misaligned up to the
in terrain height that can Weight Class 2, +1 half way mark, this is an
be traversed by vehicles in Accelerate/Decelerate. Offset.
play. Line of Sight On Fire
Impermanent Object An uninterrupted line A Vehicle Effect, while
A loosely attached, drawn between On Fire, a vehicle takes
lightweight, or flimsy any location or object on Damage each Turn.
structure or object that the table and any Passive Vehicle
wouldn’t affect the path of point on a vehicle or its The vehicle represented
a vehicle too much Movement Templates. by the blue car in the
on Collision. Massive Collision type diagrams in
Initiative A Size Class 5 vehicle. 5 the Collisions section
The vehicle with Initiative Hard Points, aproximately of the rules.
places Movement 5-6” long. Percussive Weapon
Templates and carries out Maximum A weapon that uses a
Attack Actions first. The highest result on a vehicle’s Speed and inertia
Jump Distance Stat Dice, when rolled this to cause Damage.
The distance between the normally results in a bonus
edge of a Drop and or buff.
the landing point of a Medium
vehicle that traverses it. Refers to Class 3, car sized
vehicle attributes.

65
Permanent Object Repair Item Safe Speed Bonus
A securely attached, An item that affects a A bonus imparted for
heavy, or sturdy Repair Action. travelling at or under
structure or object that Reverse a vehicle’s Safe Speed.
would cause Damage and When a vehicle is in Safe Terrain
interrupt the path of Reverse, it moves Terrain surface that does
a vehicle. backwards instead not afffect game
Player 1 of forwards and can only mechanics.
The player with Initiative move at Safe Speed, Scrape
that Activation. despite it counting as A minor type of Collision
Player 2 Unsafe Speed. that barely affects a
The player without Right Facing vehicle.
Initiative that Activation. A location to install a Hard Sitting Duck Bonus
Power Point for weapon A bonus imparted when a
The Speed potential of a attachments, a weapon Target Vehicle is stationary.
vehicle, Power dictates a placed here will face to the Size
vehicle’s Top Speed. right of a vehicle. An attribute of vehicle
Powered Blade Weapon Rocket Weapon Class prescribing length in
A motorized cutting A self propelled missile inches and number of Hard
weapon. weapon. Points allowed.
Power Stat Roll Table Small
The Stat that dictates a An outcome table that A Size Class 2 vehicle.
vehicle’s Top Speed. dictates the results of 2 Hard Points, aproximately
Practically Indestructible rolling a vehicle. 2-3” long.
A Toughness Class 5 Roll Vehicle Solid Round Weapon
vehicle. Fully depleted The Action of rolling a A weapon with
Defence Stat + 4 Stats vehicle on to a face from conventional rounds.
over Damage an adjacent face, e.g. from Special Action
Threshold to Destroy. roof to side or side to An Action that doesn’t
Ramming Vehicle wheels. conform to the basic Stat
The instigating vehicle in Safe Speed based Actions of Steer,
a collision. Tied to the Maximum Attack, and Speed
Range value on the Decelerate Change, they may
The distance from which a Dice, vehicles get a bonus take up more than
weapon can hit its target. for traveling at or under one Action.
Rear Facing this Speed. Speculative Shots
A location to install a Hard Safe Speed Tracker An Attack made without
Point for weapon A small, round, green Line of Sight or any
attachments, a weapon token with “SAFE” written positive modifiers.
placed here will face to the on it. It is placed Speed
rear of a vehicle. on the Speed Dial in the Of or relating to a vehicle’s
Repair Action slot corresponding Current, Top, or Safe Speed.
An Action that allows Hit to a vehicle’s Safe Speed.
Points to be re-instated.

66
Speed Change Action Stat Dice Super Heavy
An Accelerate or One of 6 dice of varying Weight Class 5, -2
Decelerate Action. colour and number Accelerate/Decelerate.
Solid Round Weapon of faces used to represent Sustain Attack
A weapon with the different Stats that Increasing weapon
conventional rounds. vehicles use in game. efficacy by spending more
Solid Round Weapon Stat Actions Attacking.
A weapon with A vehicle characteristic; System Fault
conventional rounds. Power, Accelerate, A Vehicle Effect, while
Special Action Decelerate, Control, Attack there is a System Fault, a
An Action that doesn’t or Defence. vehicle’s Stats are
conform to the basic Stat Stat Slot scrambled.
based Actions of Steer, A slot on the Dashboard Target Vehicle
Attack, and Speed Change, relating to a corresponding A vehicle that is the
they may take up Stat and designed to desired victim of an Attack
more than one Action. receive a Stat Token. Action.
Speculative Shots Stat Token Target Locked
An Attack made without Placed in a Stat Slot on the A Vehicle Effect, while a
Line of Sight or any Dashboard to represent a vehicle is Target Locked,
positive modifiers. chosen Stat, the higher the it counts as always in
Speed value of the token and its Line of Sight and Fire Arc
Of or relating to a vehicle’s corresponding Stat Dice, of the Attacking Vehicle.
Current, Top, or Safe Speed. the better the Stat. Targeting Modifier
Speed Change Action Steer, Steer Actions A modifier applied to
An Accelerate or The insertion of a Steer vehicles following the
Decelerate Action. Template in to the logic that larger vehicles
Speed Dial Movement Distance for the are easier to hit, and
The section on the right of Activation. smaller ones harder.
the Dashboard that tracks Steer Templates Three Point Turn
Speed related data. Curved templates of one or A manoeuvre for
Speed Item two inches, and of varying repositioning a vehicle to
An item from the Vehicle angles and colours. a new Facing.
Upgrade Deck that affects Steer Template Limitations Top Speed
Speed or Movement A limitation imposed on a The fastest Speed a vehicle
Distance, Accelerate or vehicle’s turning circle, can travel at, dictated by
Decelerate Actions. related to vehicle Class. the Power Stat.
Spike Puncture Weapon Strong Top Speed Tracker
A contact weapon that A Toughness Class 4 A small, round, red token
punctures a vehicle’s vehicle. Fully depleted with “TOP” written on it. It
armour. Defence Stat + 3 Stats is placed on the Speed
over Damage Threshold Dial in the slot
to Destroy. corresponding to a
vehicle’s Top Speed.

67
Toughness Unsafe Terrain Vehicle Effect Tokens
A vehicle atribute relating No Safe Speed Bonuses are A set of red tokens
to the number of Stats applied while traversing displaying symbols for the
that need to cross the this terrain. On Fire, Corroding, System
Damage Threshold for it to Unsafe Speed Fault, and Target Locked
be destroyed. Related to Decelerate Stat, Vehicle Effects.
Traversable Terrain no 50% bonus is added Vehicle Upgrade Card
Any terrain accessible by a at this Speed. A card displaying rules for
vehicle. Upgrade Upgrades along with their
Turn An item from the Vehicle cost in UniCreds.
One cycle of game-play. Upgrade Deck, used to Vehicle Upgrade Deck
Turn Sequence increase a vehicle’s A deck containing all the
The order in which the performance in a given Upgrades available in the
various stages of the Turn area. game.
are resolved, displayed in V Weak
the form of a flow chart. Abbreviation of “versus”. Toughness Class 2 fully
Turret Vehicle Class depleted Defence
A rotating platform on a A set of vehicle atributes Stat +1HP in Damage to
vehicle that a weapon or loosly defined by Size. destroy.
Upgrade can be attached Vehicle Effects Weight
to. A lasting effect that causes Class atribute affecting
Ultra Light damage or negative results Speed Change and
Weight Class 1, +2 to a vehicle on a Turn by Collisions.
Accelerate/Decelerate. Turn basis.
UniCreds Vehicle Effect Slots
The currency in the 4 slots on the Dashboard
world of AutoKill, and in designed to receive
game terms, the “points” Vehicle Effect Tokens.
needed to purchase
weapons and upgrades.

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