RulesPal
Chat
Rulebook
Battlebikes thumbnail

Battlebikes

Expansion for Battlecars

Battlebikes Rulebook

Table of Contents

Table of Contents

  • Movement
    • Movement Modifiers
    • Acceleration & Deceleration
    • Reversing
  • Cornering
    • Maximum Safe Speeds for Cornering
  • Skidding
    • Drift Table
    • Final Facing
  • Passive Weapons
  • Crashing and Ramming
    • Crash
    • Rams
      • Head-On Ram
      • Side-Rams
      • 'Shunt' Ram
    • Crash/Ram Damage Table
  • Missile Weapons

Movement

Movement Modifiers

Max speed reduced by 2 for each square of Engine damaged.

Max speed reduced by 4 for each Tyre destroyed.

Acceleration & Deceleration

On RoadOn GrassOn Road (With Supercharger)On Grass (With Supercharger)
Acceleration3243
On RoadOn GrassOn Road (With Power Brakes)On Grass (With Power Brakes)
Deceleration4354

Reversing

Battlebikes cannot Reverse.

Cornering

Maximum Safe Speeds for Cornering

CornerWithout Auto-Steer: RoadWithout Auto-Steer: Grass/TreesWith Auto-Steer: RoadWith Auto-Steer: Grass/Trees
45° Corner106108
90° Corner6485
135° Corner4354
180° Corner2132

Skidding

  • Cornering: SD = excess above Safe Speed.
  • Oil: SD = 5, or bike's speed if greater.
  • Smoke: SD = 3, or bike's speed if greater.
  • Spikes: SD = 2, or bike's speed if greater.
  • Driver Killed: SD = bike's speed at the time.

Drift Table

SDDistance DriftedDamage per Tyre
100
21 die-70
31 die-60
41 die-50
51 die-41
61 die-31
71 die-22
81 die-12
9+1 die

Drift table as printed. The sheet gives "1 die-7" and similar entries as printed; no correction has been applied.

Final Facing

Diagram on the sheet: a bike outline with eleven numbered directions (1 to 11) around it, beside the caption "Direction of movement before skid" (an arrow pointing up). The numbers are the Final Facing directions; the image is too low-resolution to transcribe the arrow positions with certainty, so the diagram is described rather than redrawn.

SpeedDie Modifier
4+1
5 or 6+2
7, 8, 9, or 10+3

Result:

  • 1, 2, 3, 4: Continue Move.
  • 5 or more: Reduce speed to 0. Turn ends. Bike cannot fire until next Turn.

In Trees: Any Drift or Final Facing of 5 or more and bike has Crashed into Tree.

Passive Weapons

Range: Passive Weapons are dropped on first point on line of fire.

To Hit: Automatic effect on any car driving through them. Bikes may avoid Mines and Spikes by rolling their speed or greater on 1 die. Smoke and Oil automatically affect bikes. Apart from Smoke, all Passive Weapons remain on the board until the end of the game.

WeaponEffect
SmokeMissile Weapons fired through Smoke get -4 on their 'to hit' die roll.

Vehicles entering Smoke must check to Skid with an SD of 3, or vehicle's speed if greater.

Roll die for each Smoke Marker at end of each round: if 5, 6, 7 or 8 the Marker is removed.
OilVehicles entering Oil must check to Skid with an SD of 5 or vehicle's speed if greater.
SpikesVehicles affected by Spikes roll 1 die-3 for each Tyre for damage (any excess damage is not carried over) and must check to Skid with SD of 2 or vehicle's speed if greater.
Mines (Damage: 1 die+2)Vehicles affected by Mines roll 1 die-3 for each tyre for damage (excess not carried over) and take damage (left) to an internal component. For car, roll die to locate Section:
1 or 2: Front section damaged.
3, 4, 5, 6: Centre section damaged.
7 or 8: Rear section damaged.
Roll 1 die on vehicle's Hit Location table for the component hit. NB: The interior of the vehicle will be damaged even if the armour is intact.

Crashing and Ramming

Crash

Bike takes full damage.

Obstruction takes ½ point of damage. (Scan glyph unclear; read as ½, matching the Crash/Ram table's half-die entry at RV 3.)

Relative Velocity (RV) = bike's speed.

Reduce bike's speed to 0 after Crash.

Rams

Reduce both vehicles' speeds to 0 after Ram.

Head-On Ram

Both vehicles take full damage.

RV = speed of both vehicles added together.

Side-Rams

Rammer takes half damage.

Target takes full damage:

Bike takes damage in relevant side and is considered to have slid over and cannot fire any weapon until next Turn.

For car, roll die for location:

  • 1 or 2 = Side-Front
  • 3, 4, 5 or 6 = Side-Centre
  • 7 or 8 = Side-Rear

RV = Rammer's speed.

'Shunt' Ram

Rammer takes half damage.

Target takes full damage.

RV = Higher speed minus the lower.

Crash/Ram Damage Table

RVDamage
11 Die-2
21 Die-1
3½ Die (scan glyph unclear; read as ½ Die)
41 Die+1
51 Die+2
61 Die+3
71 Die+4
82 Dice
92 Dice+1
102 Dice+2
112 Dice+3
122 Dice+4

* = Driver Stunned.

Missile Weapons

Range = number of points between firer and target.

To Hit: Roll range or greater with Weapon's range dice.

Modifiers to Hit Roll (Cumulative): Working Gunnery Computer, +1 to die roll; Firing through Smoke, -4; through Smoke; Target is a Pedestrian, -2; Shot fired at Battlebike/Pedestrian from within same cover, -2. Flame hits automatically within its range.

The printed modifier line reads "Firing through Smoke, -4; through Smoke;" with the phrase repeated; transcribed as printed.

WeaponEffects in Addition to Damage Points
Machine-Gun
Range: 1 die
Damage: 1 die-2, minus range.
None.
Flame
Range: 3
Damage: 1 die+3, minus range
If Flame hits relevant section of vehicle with damaged Fuel Tank and no working Fire Extinguisher, roll 1 die adding 1 for every point of damage to the Fuel Tank. If the total is 7 or greater, the Fuel Tank explodes, destroying the vehicle and killing the driver.
Shell & Rocket
Shell:
Range: 1 die+3
Damage: 1 die, minus range

Rocket:
Range: 2 dice
Damage: 2 dice, minus range
Treat as Flame when hitting a damaged Fuel Tank, but deduct 2 from the final score.

If a Shell or Rocket hits a Missile Weapon Counter in a Turret or Weapon Pod of a vehicle with no working Gunnery Computer, roll 1 die for each round affected. A score of 7 or 8 and the ammunition detonates. If this occurs in a Weapon Pod, the affected round or rounds fires off at 90° to the side or end where the Pod was located.

If it occurred in a Turret, roll 1 die to determine direction from the diagram:
1 = left, 2 = top-left, 3 = top, 4 = top-right, 5 = right, 6 = bottom-right, 7 = bottom, 8 = bottom-left.
3
133 Dice
143 Dice+1*
153 Dice+2*
163 Dice+3*
173 Dice+4*
18+4 Dice*