Professional Documents
Culture Documents
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.
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.
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..
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.
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.
9
DASHBOARD
Anatomy
NOTE
A pencil can
easily be used in
place of the various
Dashboard tokens.
10
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
Stat Slot
for Power.
11
VEHICLE DESIGN
Dash Setup
Below is an example
Dashboard setup.
12
As well as their primary functions,
some Stats interact with the
Dashboard in other ways.
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.
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.
13
HAZARD DICE
The Hazard Dice can be used as a
randomiser for:
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.
14
15
VEHICLE DESIGN
Vehicle Class
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.
16
WEIGHT
STEER
CREW COST TARGETING (WEIGHT DIFFERENCE
CLASS SIZE TEMPLATE TOUGHNESS AFFECTS COLLISIONS,
LIMIT IN MODIFIER
LIMITATIONS SEE COLLISION
SECTION)
17
UPGRADE DECK
Anatomy
2 8 1 9
3
4 10
7
5
16
11
12
14
6 13
15
18
1 Upgrade name
2 Upgrade type
4 Number of uses
8 Line of Sight
9 Fire Arc
10 Range
11 Effect Panel
14 Catastrophic Failure
15 Critical Success
19
UPGRADE DECK
Symbols
20
NUMBER OF USES SITTING DUCK REQUIRED TO FUNCTION
A tooled up muscle
car belonging to
AutoKill Arena ace
Sven Svenesson
21
CREW
DRIVER CREW
A slum dwelling
road-warrior
standing up for
imagined rights.
22
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:
23
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.
24
25
DASHBOARD & DICE
Usage
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.
26
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.
27
SPEED CHANGE
CATASTROPHIC FAILURE
If a 1 is rolled, maintain
Current Speed and suffer
1HP to Accelerate Stat.
28
EMERGENCY STOP!
Uses all 3 Actions for the Activation.
SUCCESS
FAILURE
Move full
Movement Distance
for the Turn.
Adjust
Current Speed Tracker
to 0MPH.
Place vehicle at
Forward HD Facing.
29
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.
6”
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.
31
STEER
2”
1”
32
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
33
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
34
A spirited
debate
over right
of way
takes
place on a
scorched
stretch of
SynthMac.
ATTACK
LoS & Fire Arc
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.
36
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.
37
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.
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.
A factory fresh
Callidac Stalker,
“Business Edition”.
40
THREE POINT TURN
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.
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
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.
42
Russian wilderness
rescue extortionists
search for victims
to rescue.
TRAVERSABLE TERRAIN
Drops
EXAMPLE
The vehicle in diagram B is
travelling at 120MPH. Its B
Movement Distance of 6” is
interrupted by a 1” Drop.
44
NOTE
SUCCESS FAILURE
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
45
VEHICLE EFFECTS
CORRODING ON FIRE
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.
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
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.
51
COLLISIONS
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
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
53
COLLISIONS
With Moving 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
+2HP if Lighter
4
PASSIVE VEHICLE 5 PASSIVE VEHICLE
-2HP if Heavier
57
COLLISIONS
Sideswipes
Control+Power V Control+Power
DRAW/HIGHEST:
• Complete/s Activation
as normal.
LOWEST:
+2” if Lighter
WITH STATIONARY VEHICLE -2” if Heavier
STATIONARY VEHICLE:
58
WITH MOVING VEHICLE
BOTH VEHICLES:
MOVING VEHICLE:
• Completes Activation
+2” if Lighter
as normal.
-2” if Heavier
59
COLLISIONS
Static Objects
• 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
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.
68