Dark Future
Dark Future Rulebook
Table of Contents
Table of Contents
Components
The game box contains:
- Introductory Rule Sheet (read this first!) - Tournament Rules, a cut-down version designed for tournament play and as a simple introduction to the main rules.
- This Rulebook
- Spin Template
- Three dice (the larger one is used as a phasing dice)
- Clear Plastic Range Ruler
- Assorted Passive Weapon marker counters
- 8 Straight track sections
- 3 Corner track sections
- 3 Bend track sections
- Plastic vehicles and weapons: four sprues with 1 chassis; four sprues with 2 Large Wheels and 4 Small Wheels; four sprues with 1 Machine Gun, 1 Autocannon, 1 Chain Gun, 1 Heavy Laser, 1 Combat Laser, 1 40mm Grenade Launcher, 1 20mm Grenade Launcher, 1 Missile Pod, 1 Turret, 1 Side Mounting Bracket; two sprues with 2 Bikes, 1 Interceptor body, 1 Renegade body; 2 Transparent Interceptor Windscreens.
If anything is missing, write to Games Workshop enclosing the coloured raffle ticket and a description of the missing item.
This rule book has been perforated and drilled with holes so that you can use a ring binder and add additional pages of notes, copies of supplementary material from White Dwarf magazine, etc.
Using the Rule Book
The size of this book is due to the fact that the rules are comprehensive rather than being complex. Most of the systems have been designed to be as simple and realistic as possible.
The best way to learn the rules is to play the introductory game a couple of times, read through the rule book completely, and then work through the different scenarios in the order they are given (p87). Initially you will have to refer to the rule book quite frequently as you play through each of the scenarios. Once this is done, you should be familiar with the different sorts of rules and special cases, and should be able to play any subsequent games using just the quick reference sheets at the back of this book.
Because the game is designed to be a realistic simulation, new players can take part without really needing to have read the rules at all, provided there is one experienced player either taking part or refereeing. Somebody who is completely unfamiliar with the Dark Future system only needs a basic understanding of the principles of driving.
Turn Sequence
Summary, Terminology
A game turn in Dark Future only represents a few seconds of 'real time', and because of the pace of the game, most encounters will be over in around a dozen turns. But even within the limited time span of a turn, an awful lot can happen and vehicles can manoeuvre and fire several times. To simulate this in detail, the turn is further sub-divided into phases. There are a maximum of six phases to a turn depending on the speed of the fastest vehicle (see p12) - the faster the cars are moving, the more phases there are in a turn (up to a maximum of six). In each phase, any vehicle in play may move forwards, provided it is going fast enough.
As well as moving forwards during a phase, drivers are allowed to perform one action. Actions are required to manoeuvre, adjust speed and fire.
Turns are always at least one phase long. In the unlikely event of all the vehicles in play being stationary, the turn still lasts for one phase.
The Phasing Die
The large die provided with this set is used to record the phases in each turn. One player should be given the die. This player is referred to as the caller and is responsible for seeing that the turn and phase sequencing rules are all observed.
The die is placed with 'one' uppermost for the turn's first phase. Once all vehicles have moved, taken hazard rolls, and fired, the player with the die announces the end of the phase. The die should be turned over to 'two' and the second phase begins.
The caller carries on overseeing the phases until the end of the turn, when the die is reset to 'one' for the start of the new turn's first phase.
Always keep the phasing die well out of reach during a phase, otherwise someone always picks it up and rolls it for a hit or a hazard roll.
Order of Play in a Turn
Each turn consists of up to six phases. Each phase should be executed in the following sequence.
Phasing Die. The caller sets the phasing die.
Actions and Moves. Each driver is allowed one action and, if they are going fast enough, a move (see p12).
Drivers take their actions and moves in descending order of speed, in miles per hour (eg, a driver at 70mph acts and moves before a driver at 65mph). The driver declares the action, moves and then executes the action before play moves onto the next fastest driver.
Drivers take their actions and moves in the following sequence:
- The player declares which action the driver is going to use. Drivers are allowed one action per phase, and may choose from: manoeuvre (p13), brake/accelerate (p15 & 16), ram (p17), shoot (p22), regain control (p17) and reverse (p17).
- Provided the vehicle is going fast enough, it moves forwards and executes manoeuvres and brake/accelerate actions. If the driver is braking or accelerating the vehicle's speed track should be adjusted immediately after the model has been moved.
- The player now takes any hazard rolls required for the manoeuvres, driving round curves, and/or suffering passive hits (see p30).
- If the driver has declared a shoot passives action (and has neither panic braked nor lost control as a result of failing a hazard roll), he may now place passive markers, face down on the track.
- If the driver declared an ordinary shoot action he may now fire (again, provided he has neither panic braked nor lost control). Drivers are not obliged to fire at this stage, they may still change their mind and not fire. Drivers who do choose to use the shoot action may check the fire corridor and measure the range. Once they've started checking the range and fire corridor, the driver is committed to firing. Target vehicles suffering damage or critical hits are forced to take hazard rolls immediately.
Drivers of vehicles not going fast enough to move in the current phase are allowed an action, again in descending order of miles per hour. However they are restricted to using shoot actions with direct fire weapons, or using smoke, so they ignore steps 2, 3 and 4 of the sequence above.
Drivers of stationary vehicles (ie, ones at 0mph) are also allowed an action, although again they are only allowed to shoot direct fire weapons or lay smoke. When there are two or more stationary vehicles, the drivers should roll a dice to determine the order in which they declare and take their actions.
Endphase. After all drivers have taken their actions and moves, the caller declares the end of the phase. If there aren't any vehicles travelling fast enough to take a move in the next phase, the turn ends. The caller resets the die to 1, for phase 1 of the next turn.
Movement
The Grid
For your first few games, we suggest you lay out the track according to the diagrams given with the example scenarios (p87-89). Initially, while you are still learning the rules, you will find it easier to conclude these games when one of the cars crosses the 'finishing line'. Once you've got the hang of the basic mechanics, however, you can introduce the rules for track generation (p74). These create a 'rolling' track - sections are removed from the back and added to the front as the cars speed along.
The straight sections of track are marked with a grid of small rectangles called lanes. The lanes are divided at regular intervals into spaces.
Cars should be placed so they occupy two lanes in the same space. The car's contact zone (the area it covers on the grid) is used for working out whether or not a manoeuvre results in a collision or a crash (see p52).
Whenever a manoeuvre would result in a car's contact zone overlapping with another, the two vehicles collide. If a car's contact zone goes off the edge of the road, or hits an obstacle, the car crashes and is removed from play.
Corners and bends have a curved grid. Cars should still be placed so that they occupy two lanes of the grid. However, the spaces are not as regularly defined as on the straight track sections. When a car is on a pair of lanes with even spaces, its position is easily discerned.
When a car is on a pair of lanes with uneven spaces, it should use the dividing line on the outside for judging its position and its moves. (The diagram shows a car moving onto the uneven lanes of a curve - the vehicle is moved forwards to the dividing line on the outer, right-hand side.)
Declaring Actions
Before moving, each player must state which action they intend to use during the phase.
The rules on actions are semi-abstract. They represent the relatively short period of thinking time over any given turn. A turn represents only a few seconds: in such a time it is very difficult to plan many actions or react to new events.
Only one action may be taken per phase. Drivers who have lost control of their vehicles cannot perform any actions at all - they are too busy trying to regain control!
The 'one action per phase' rule has a lot of important implications. The first is, of course, that it is impossible to manoeuvre and fire in the same phase.
There are seven different actions:
- Manoeuvre: either drift (ie, change lanes), or U-turn (ie, turn through 180 degrees).
- Accelerate: increase speed by up to the vehicle's current acceleration characteristic (p15).
- Brake: reduce speed by up to the vehicle's current braking characteristic (see p16).
- Reverse: travel backwards without changing facing.
- Regain Control: attempt to keep the vehicle on the road and in the game!
- Ram: compulsory action when colliding with other vehicles or making an intentional sideswipe (see p17).
- Shoot: either fire at an opponent, or use a passive counter measure (mines, oil, smoke, etc. - see p22).
The player must state which action is going to be used before moving the model. Players can opt not to use any action at all. In this case the model simply moves forward, at a steady speed.
Drivers declaring shoot actions must state whether they are shooting passives or ordinary weapons. Drivers shooting ordinary weapons must say which one they're going to use. Drivers declaring accelerate or brake actions have to give the acceleration or braking in mph. Drivers declaring a manoeuvre must state which one they are going to attempt.
Speed Factor
The movement rules use a simplified system of measuring a vehicle's speed - called its speed factor (SF). The speed factor of a vehicle equals its speed in miles per hour, divided by twenty and rounded up to the nearest whole number.
| Speed in mph | Speed factor |
|---|---|
| 1-20 | 1 |
| 21-40 | 2 |
| 41-60 | 3 |
| 61-80 | 4 |
| 81-100 | 5 |
| 101-120 | 6 |
Speed Track
The record sheets have space for recording the vehicle's current speed and speed factor. Each phase, the speed may be increased by up to the vehicle's acceleration or decreased by up to its braking.
For example: an Interceptor has braking 40mph and acceleration 30mph. If it is travelling at 60mph the player can set its speed anywhere between a minimum of 20mph and a maximum of 90mph.
Players should note that they can change the vehicle's speed during the turn by using accelerate actions to speed up or brake actions to slow down. Vehicles may also be forced to slow down because of hazard or control loss tests (see p38).
Other players are allowed to see how fast each vehicle is going. Players may wish to keep their record sheets secret but must declare any changes of speed during each phase. Players are allowed to ask each other how fast their cars are going at any time.
Phases and Moves
In effect, a vehicle has as many moves per turn as its speed factor: a vehicle with a speed factor of 1 will move once per turn, a vehicle with a speed factor of 2 will move twice and so on. Sometimes a vehicle which starts the turn at, say 50mph, has lost speed by the end of the second phase down to 40mph or less - in this case it doesn't get a move in the third phase.
The phases are numbered one to six. In the first phase every vehicle, apart from the stationary ones, must move forwards. In the second phase only vehicles moving faster than 21mph are moved. In the third phase only vehicles travelling faster than 41mph are moved, and so on up to the sixth phase when only vehicles travelling faster than 101mph are moved.
| Speed Factor | Speed in mph | Phases with a move |
|---|---|---|
| 1 | Up to 20mph | 1 |
| 2 | 21 to 40mph | 1, 2 |
| 3 | 41 to 60mph | 1, 2, 3 |
| 4 | 61 to 80mph | 1, 2, 3, 4 |
| 5 | 81 to 100mph | 1, 2, 3, 4, 5 |
| 6 | 101 to 120mph | 1, 2, 3, 4, 5, 6 |
To decide whether a vehicle may move or not - simply compare its current speed factor with the number of the current phase; the speed factor must be greater than or equal to the phase number in order for the vehicle to move. In each move, the vehicle must go one space forward, and the driver may use one action.
In most phases, particularly the early ones, there will be several vehicles moving. When this happens, move the faster vehicles first. Within each phase moves are taken in descending order of speed in miles per hour.
Example: The Interceptor is moving at 15mph, so its speed factor is 1, and the Renegade is moving at 30mph so it has a speed factor of 2. In the first phase both cars move; the Renegade is moving faster so it takes the first move, followed by the Interceptor. In the second phase only the Renegade is travelling fast enough for a move so it takes a second move while the Interceptor isn't moved. The turn then ends.
When there are two vehicles moving at exactly the same speed the one in front must move first. If the two vehicles are neck and neck or travelling in different directions let both players roll a die - whoever gets the lowest score must move first.
The order in which the vehicles are going to move should be determined by the caller at the start of each phase. The caller simply checks the speed of all vehicles in play. This will give the sequence of moves for the rest of the phase - the fastest vehicle moves first, second fastest second and so on.
Once the sequence of moves has been figured out by the caller the vehicles follow this sequence during the phase, regardless of changes in speed due to acceleration or braking; the only things that can interrupt this sequence are collisions (see p52).
Moving on the Grid
When a car is moving straight-ahead, its move is along the same lanes into the next space.
When cars are cornering on 'uneven' lanes, count the next space by using the dividing lines towards the outside of the bend.
The straight-ahead move is usually compulsory - if at the start of any phase, a vehicle is travelling fast enough for a move it must execute a straight-ahead move before doing anything else.
Manoeuvres
In each of its moves a vehicle must go forwards along the same lanes into the space directly ahead. If the driver uses an action to manoeuvre, the car's position may be altered slightly, depending on which manoeuvre is chosen.
Vehicles which are not travelling fast enough to move in the current phase may not manoeuvre.
Basic manoeuvres must be announced before the vehicle makes the straight-ahead move. There are only two basic manoeuvres: drifts and U-turns.
Drivers aren't allowed to manoeuvre if there is another car, or the edge of the road, inside the manoeuvre's contact zone.
Provided the vehicle is on an open stretch of road, and not travelling dangerously fast, these manoeuvres may be completed safely and without any loss of speed. However, if the vehicle is going too fast it may be forced to brake or even go into a skid - see p38.
Drift
When a car uses a drift manoeuvre it completes its straight-ahead move and then, staying in the same space, may shift one lane in either direction.
Vehicles on corners or bends are allowed to drift but only to the lane on the outside. When a vehicle is drifting into an 'uneven' pair of lanes its final position should be determined by aligning the car with the square divider on the outside of the pair of lanes.
Where a car is drifting from an even pair of lanes to an uneven pair of lanes this will mean that the car's forward move will be shorter than if the car had carried on moving in the same lanes. Note that a drift to the outside is the only manoeuvre that a vehicle may voluntarily undertake while on a curved section.
Cars which start the move on a corner or bend, but which are moving onto a straight section are allowed to execute a drift in either direction.
Cutting Up. The rules on movement allow drivers to cut each other up by starting the move next to them, drifting and finishing in front.
Drivers can't use a drift to cut up a car which has yet to move during the current phase (unless it's a stationary vehicle whose action will not involve a collision with the vehicle doing the cutting up). Whenever a player wishes to cut-up a stationary vehicle, the player controlling it must declare his action at once. If he is moving off, the cut-up is not allowed.
Vehicles are not allowed to use a drift manoeuvre to move next to a car and then across into contact. This is a special attack called a sideswipe - covered in the rules on Ramming (see p52).
Safety Limits. Drivers will automatically succeed in making drift manoeuvres, unless exceeding 80mph. If the driver exceeds 80mph, he must make a hazard roll (see p38) to complete the manoeuvre successfully.
U-turn
The car simply executes a broad U-turn leaving it facing in the opposite direction.
U-turns may not be attempted if there are obstacles or other vehicles in the contact zone shown by the shaded area on the U-turn diagram. This means that a U-turn cannot be used to ram somebody.
The most lethal weapons are forward firing, so people being chased are going to have to turn to face their pursuers at some point. The best time to do this is a couple of spaces after a bend. Take the bend on the outside and then U-turn so your line of fire covers the entire width of the corner.
Vehicles on curved tracks can't try U-turns, unless they're on the edge of the track, U-turning across a straight section.
A car on a straight next to a curve is allowed to U-turn across the curve.
U-turns by reversing vehicles (see below) follow all the rules given above. A vehicle which is reversing on a curve can only U-turn from the edge of the track, across a straight section. A vehicle is allowed to reverse from a straight, across the edge of a curve.
The U-turn, and its contact zone, is always six lanes wide.
Safety Limits. U-turns may be completed automatically only at speeds of up to 10mph. At speeds of between 11 and 30mph, a hazard roll is required to complete the manoeuvre successfully (see p38).
Making a U-turn obviously means yanking the wheel to full-lock - a very dangerous thing to do at speed. A driver who attempts a U-turn at 31mph or faster automatically loses control before the manoeuvre is executed. The driver must take a control loss test immediately (see p42), instead of making the U-turn.
Acceleration
Acceleration characteristics for the vehicles in this game are:
- Renegade: 20mph
- Interceptor: 30mph
- Bike: 40mph
A summary of all characteristics for all the vehicles in this game may be found on p83. Acceleration characteristics are given in miles per hour. This is the most the vehicle can accelerate in any phase.
Acceleration may be reduced by accumulating damage (see p28) and possibly as a result of critical hits (see p32).
When a vehicle's acceleration is reduced to zero, it is assumed that the engine is not producing enough power to propel the vehicle, which then automatically slows down by 5mph immediately after each move. Players may, of course, use a brake action (below) to reduce their speed by more than this - provided they do not exceed their current braking characteristic.
In order to accelerate, the driver drops to a lower gear while simultaneously booting the accelerator pedal. The player therefore first declares he is using an acceleration action, stating current speed, amount of acceleration, and new speed. Then, he moves the car straight ahead, and finally adjusts the speed track on his record sheet.
Accelerate actions may only be used by vehicles which are actually moving during the current phase.
For Example: it is the third phase of the turn. A driver of a vehicle moving at 35mph has a speed factor of two, so cannot move in this phase. The driver cannot use an accelerate action to increase the vehicle's speed.
When a car using an accelerate action must take a hazard roll in the same move, the test is taken against the new, faster speed.
Moving Off
The rules above state that if you're not going fast enough to move in the current phase then your action may only be shoot. The only exception is the case of a vehicle which is stationary at the beginning of phase 1. In this case, the vehicle is allowed to accelerate or reverse (see p17), and is moved after all other vehicles. When there are 2 or more vehicles moving off together, the one which is accelerating the most moves first.
In addition to accelerating or reversing, vehicles which are moving off may also perform a U-turn or Drift manoeuvre. This is the only occasion when a vehicle may perform two actions in one phase, and only applies to vehicles which are stationary at the start of phase 1.
Maximum Speed
Note that all vehicles in this game are rated for maximum speed. Maximum speeds are given in miles per hour. The maximum speeds for the vehicles in this game are:
- Renegade: 100mph
- Interceptor: 120mph
- Bike: 110mph
No acceleration may ever take a vehicle over its maximum speed.
Maximum speed is slowly reduced as the vehicle sustains increasing amounts of damage. It may also be reduced drastically as a result of sudden critical hits.
When a vehicle's maximum speed is reduced, and the vehicle is left travelling faster than the new maximum it obviously can't accelerate. Its acceleration is therefore treated as being zero (see above) until its speed has reached the new limit.
Braking
Braking is, of course, the opposite of acceleration. It is recorded in the same way and reduced by accumulating damage and certain critical hits.
A vehicle's braking characteristic can never fall below 5mph because of the friction in the transmission and wheels. Braking characteristics for the vehicles in this set are as follows:
- Renegade: 30mph
- Interceptor: 40mph
- Bike: 40mph
By using the foot brake, and/or selecting a lower gear, the vehicle's speed may be reduced by up to the vehicle's current braking characteristic.
The vehicle's speed is adjusted immediately after it has made its move. This means that the vehicle must still move forward one space, regardless of its speed once the brake action is completed.
For Example: in phase two, a car travelling at 25mph must make a move. The driver uses the phase's action to brake. The vehicle's braking characteristic is 15mph so the driver can reduce speed by up to 15mph. The driver chooses the maximum brake so the car's speed goes down to 10mph, but it still has to move forwards.
Brake actions may only be used by vehicles which are actually moving during the current phase. This means that if a driver wants to use a brake action it must be done early on in the turn.
For Example: it is the fourth phase of the turn. A vehicle moving at 55mph has a speed factor of 3, so may not move this turn. The driver cannot use a brake action to decrease the vehicle's speed.
When a car must take a hazard roll in the same phase as braking, hazard tests are taken against the car's new, slower speed (see p38).
Reverse
Vehicles (not bikes) which are stationary at the start of the first phase are allowed to make a reverse move. The car is assumed to be travelling at 10mph.
An ordinary, straight-ahead move does not usually require an action. This is not the case when a vehicle is moving in reverse. A reverse move does require an action and will therefore prevent the driver from being able to shoot, brake or accelerate.
Drivers are, however, allowed to perform a drift or even a U-turn while reversing - this is treated as a part of the reverse action.
Drivers are allowed to reverse on curved tracks but may not drift or U-turn.
Vehicles which are reversing ignore hazard rolls (see p38).
At the end of the reverse move, the car's speed is reduced back to zero - next turn it may either accelerate and move forward or reverse again.
Regain Control
The rules on control loss are given on page 42. A driver who has lost control of a car is forced to take a control loss test at the start of each move. A driver who passes the test is forced to use a regain control action. The driver cannot perform any other actions such as shoot or manoeuvre.
Ram
Rules for rams - how they happen and the damage caused - are covered on pages 52-57.
Ram actions are used to restrict the circumstances in which one vehicle can run into another one. A player might be quite happy to sacrifice one of his drivers to ensure a quick victory or merely for revenge. In reality the driver of the car wouldn't be happy to give up his life quite so readily.
A driver who is still in control can only drive into somebody by using a ram action. Drivers who are about to run into something don't have time to think about shooting or manoeuvring.
Rams occur when either:
- a collision will result irrespective of any manoeuvre the driver might like to make, or
- after making a forward move, a driver slams into the side of a car in an adjacent lane. This is known as a sideswipe.
In each case, the driver must choose the ram action.
Shooting
Shooting takes place after a vehicle has taken its move, plus any associated damage and hazard rolls. A vehicle may shoot in any phase, provided the driver hasn't already used up the phase's action.
Moving and shooting example: in phase 1, the Interceptor is travelling at 55mph, the Renegade at 15mph. The Interceptor moves first and goes straight ahead. The Renegade then executes a U-turn - it can't fire because this phase's action has been used to manoeuvre. In phase 2 the Interceptor moves first and again goes straight ahead so the driver can use the action for firing. The Renegade is not travelling fast enough to make a move, but is still allowed to fire. In phase 3 the Interceptor drifts to avoid a collision.
'Shoot' is a general term used to cover the use of any one vehicle-mounted weapon (including passive counter measures), or a pair of turret-mounted weapons. Full rules on the use of weapons are given on pages 25-29.
Drivers declaring shoot actions must state which weapon is going to fire before the model is moved.
The driver uses the action to bring the weapon on target by manoeuvring his car. Firing the weapon once it's on target is only a small part of the action.
Drivers who've declared a shoot action at the start of their move are not committed to fire until they start to check the fire corridor and range.
Shooting actions are unusual because drivers are allowed to use them in phases in which their car isn't actually moving. This means that in an extreme case where there are two cars in play, one at speed factor 1 and the other at speed factor 6, the drivers of both cars could, in theory, have six shots.
Because shooting takes place after movement, players may have already used up their action and may not be able to fire. Drivers who use their action, are forced to panic brake, or who lose control cannot shoot in the same phase.
A shoot action isn't just a question of pressing a button, it involves making sure the car is correctly aligned on the target, choosing which weapon to use and so on. Each shot requires time, preparation and concentration, which is why each shot requires an action.
Firing Passive Weapons
The vehicles of Dark Future may be equipped with two kinds of weapons: direct fire combat weapons, and passive weapons.
Passive weapons fire counter measures onto the road behind a vehicle. Explosive passive weapons detonate when a vehicle passes over them. Simpler passive weapons, like oil and smoke, are designed more to cause drivers to lose control than to damage vehicles.
Vehicles can only carry passive weapons if they have a passive weapons mount (see p83). A smoke layer, for example, cannot be mounted in place of a chain gun, say, and vice versa.
Weapon Types
Immediately after having moved and after passing any relevant hazard and/or control loss tests, a player who declared a 'shoot passive' action may place a suitable counter on the grid as described below. Note that drivers can only use passive weapons in those phases in which their vehicle is actually going to move. Stationary vehicles, however, may always deploy smoke.
Spike layers are crude, often home-made weapons, generally scattering a dozen or so razor-edged caltrops. These are quite devastating against standard pneumatic tyres and can even cause a lot of damage against solid rubber tyres.
Oil layers are also fairly simple. They are generally just an oil reservoir with a pump which delivers the oil to a nozzle or a row of nozzles mounted at the rear of the car. Oil slicks don't cause damage as such but each hit reduces a vehicle's handling (p40) and might force the target to brake or suffer control loss.
Pattern Mines are small but powerful landmines laid in a very tight cluster. Each individual mine has a separate and highly sensitive detonator. The instant one of the mines explodes, the entire carpet of mines will automatically detonate.
Smoke Layers don't cause damage but the clouds of smoke they produce can obscure enemy fire and pose a very real hazard to high-speed pursuers.
Deployment
Passive weapons are represented by the coloured markers included in the box. For added visual impact, however, you should make your own smoke markers from cotton wool glued onto card. The markers are placed on the road and will either cause damage or force hazard roll tests (p38) for any vehicle driving over them too fast.
Dummies
At the start of each game, players should grab a handful of dummy passive markers, plus markers to represent any real passives that are actually fitted to their vehicles. Drivers of vehicles without passive weapons may not deploy dummies.
Deploying passive weapons requires a shoot action. The driver must have declared a shoot passives action, completed the intended move and then passed any relevant hazard rolls.
Provided the driver doesn't panic brake or lose control, he has the option to shoot and deploy the marker. The driver may choose either a dummy or a real marker.
The marker should be placed so that it occupies the two lanes immediately behind the vehicle. Oil, Mines, and Spikes counters (including dummies) are always placed face down, Smoke counters face up.
When passives are laid on curves, the marker should be placed directly behind the vehicle, and then moved slightly so it only occupies two spaces.
The markers are only turned over when they are overlapped by a vehicle's contact zone. Dummy markers and mines are then removed from play.
Oil and Smoke
An oil layer can be locked on as part of a shoot action. This means that oil will be deployed after each of the vehicle's moves, without the driver having to use a shoot action.
Once locked-on, the oil can only be switched off by another shoot action. This action must be declared at the start of the vehicle's move, and only comes into effect if the driver manages to complete the move without losing control. Provided the action is completed, the oil is turned off, no marker is deployed, no ammunition is used.
When an oil layer is locked on and the car spins, the oil is assumed to be dispersed. No marker is placed, but the oil layer's ammunition is reduced by one.
Interceptors have two passive weapon positions - one on the left, the other on the right. Weapons laid from either of these are placed in the normal position, immediately behind the vehicle. If both weapons are used, one marker (player's choice) is placed on top of the other.
Stationary vehicles, and those not going fast enough to take a move, may only deploy smoke. Oil layers on stationary vehicles automatically turn themselves off.
Oil is treated as a surface hazard, this is important for the way it affects Bikes - see p70.
Oil markers stay in place, regardless of how many vehicles drive over them.
Smoke layers can be locked on in the same way as an oil layer. This means that the vehicle carries on laying smoke at the end of each of its moves without the driver having to spend an action. Thus, a locked-on smoke layer can be used to lay a continuous trail as the driver weaves across the road.
Smoke laid by a locked-on smoke layer in a spinning car is dispersed. No marker is placed but the weapon's 'ammunition' still goes down.
The smoke produced by a smoke layer is persistent, this means that, once deployed, the marker stays in place for the duration of the game.
Tail-gating
Passive weapons can be used while being tail-gated. Tail-gating happens when there is a car in a space directly behind another car.
To deploy a passive when being tail-gated, the 'shooter' must roll a dice. If it scores an odd number, the shot has failed - assume the weapon has been scattered or, in the case of oil, it's just hit the other car's hood. If the dice score is an even number, the counter should be placed normally, if necessary underneath the other car model. This rule does not apply to smoke - which can always be laid even if there is a vehicle right on your tail.
Drivers who have a passive weapon counter laid under their vehicle must make the normal hazard and damage rolls for that weapon but not until immediately after their next move. This is an exception to the normal rules where drivers test for moving onto the marker but not off it.
Hits
Vehicles hit passives if the weapon counter is anywhere in their contact zone (see p52). Face down markers are then turned face up. Dummy markers are removed from play. When a vehicle contacts a passive marker, it completes its intended move, takes any damage (see p30) and then makes any hazard roll (see p38).
Damage and hazard rolls should be made immediately after the vehicle has been moved. A passive hit can thus damage a vehicle or force it to panic brake or lose control before it gets to shoot.
When you are about to hit a passive the best thing to do is drive straight ahead and, in most cases, don't brake. This gives the best possible control and doesn't force an extra hazard roll for manoeuvring.
Note that, since the first stage of most actions is a straight-ahead move, a vehicle which starts a phase immediately behind a passive weapon marker must run into it, even if its final position - after a drift manoeuvre, say - means it is not directly over the marker.
Damage rolls are taken before hazard rolls. The damage roll may, by cumulative damage or a lucky critical hit, affect the vehicle's handling, or the driver's drive skill. Any such effects are taken into account on the hazard roll. This rule also applies to oil, which automatically reduces the target's handling (see p30).
Use passive weapons thoughtfully. Their value isn't so much in the damage that they cause as in the ways they can be used to force pursuers to lose ground. A passive weapon laid just before the inside lanes of a corner forces a pursuer to go round the longer, outer lanes.
Direct Fire
The rules on shooting are very simple. For each weapon fired, the firer measures the range in squares, and rolls a dice. To hit the target, the dice score must equal or exceed the range in spaces. The score of the dice is modified by the weapon's accuracy and a variety of tactical factors.
When the dice rolled to hit scores a one - before these modifiers are applied - the shot always misses.
When to Fire
Drivers can shoot if they declared a shoot action, and have not been forced to panic brake or lose control. Drivers do not have to have moved in a phase to take a shot.
The player must declare which vehicle is firing, and which target is being shot at. Drivers who declare a shoot action before a move aren't committed to firing. They can change their minds after the move and not shoot, but must clearly state they are doing so.
Once a vehicle has moved, and the player has stated that he is going to shoot, he can't then change his mind. If, for example, a player measures the range and discovers that the target is beyond maximum range, the shot must be fired - the ammunition is wasted.
Fire Corridors
Weapons may only ever be fired at targets in their fire corridor. The fire corridor for any weapon on a fixed mount is the strip of lanes directly ahead of the weapon (as shown in the rule book's diagram). A vehicle need only be partially inside the corridor for it to be an eligible target.
When the firing vehicle is on a curve, its fire corridor can only be checked by using the range ruler. The ruler should be placed directly in front of the firer, and aligned as precisely as possible so that its edge is flush with the space divider in front of the vehicle.
The same rule applies when firing at targets on curves where the fire corridor must be extended off the straight grid using the movement ruler.
Whether or not a model is inside a fire corridor should be determined by the exact position of the model - not the rules on contact zones. This is particularly important when working out whether or not it is possible to fire at targets on curves. Cars which are at an angle to the grid because of spin also calculate their fire corridors using the range ruler.
A fire corridor may never be extended off the track sections. It is assumed that the roads are surrounded by either light vegetation or low hills which make it impossible to fire through or over them.
Targets
A 'target' is a vehicle. Players are not allowed to shoot at passive weapon markers, nor may they single out a particular location on a car as their target.
When there are two or more targets in the fire corridor, all fire must be directed at the closest one. This will mean that a friendly vehicle partly obscuring the fire corridor will effectively block out the real targets. (Example: two Renegades are fighting on the same side. The one in front is preventing his comrade from engaging the Interceptor, because he is partially blocking the fire corridor.)
Measuring Ranges
To measure a range count the number of spaces between the shooter and the target. Count the space occupied by the target but not the one occupied by the shooter.
When shots are not being aimed straight along the road, for example a shot at an angle from a turret, the range can still be measured by using the range ruler.
When using the ruler, put the front of it next to whichever weapon is firing, and measure to the closest point on the target vehicle. Count all the spaces in between, counting part of a space as one extra space of range.
Where the measured range is more than six spaces, but still within the weapon's range, count the target as only six spaces away.
Example: a machine gun is firing at a target 8 squares away. The range is counted as six, not eight.
Full details of the characteristics of all weapons available in this game can be found on p83.
Hit Rolls
Whenever a shot is fired, the player should make a hit roll to see if it hits the target. To make a hit roll:
- Measure the range in squares (shots at targets more than six squares away but still within the weapon's maximum range count as a range of six).
- Roll one six-sided dice. If it scores a 1, the shot has missed - regardless of any modifiers.
- Add the weapon's accuracy.
- Add or subtract any appropriate tactical factors (see below).
If the total equals or exceeds the range, the shot has hit. If it is less than the range number, the shot has missed and has no further effects.
Shots are always taken using accuracy, range and tactical factors according to the circumstances at the point when the weapon is fired.
Weapon Accuracy Modifiers
| Weapon | Accuracy | Weapon | Accuracy |
|---|---|---|---|
| 4.2mm MG | +2 | Combat Laser | +2 |
| 20mm GL | 0 | Chain Gun | +3 |
| Lightweight Laser | +2 | 40mm GL | 0 |
| 40mm RAG | 0 | Heavy Laser | +2 |
| 6mm MG | +2 | Missile Pod | +2 |
| 15mm Autocannon | +1 |
Tactical Factors
| Factor | Modifier |
|---|---|
| Firing hood-mounted weapons | +1 |
| Firing turret-mounted weapons | +1 |
| Each smoke marker in the fire corridor (maximum -3) | -1 |
| Firer travelling at 81mph or faster | -1 |
| Target travelling at 81mph or faster | -1 |
Turrets
Hit rolls from turret mounted weapons use all the normal rules. The difference lies in the way the targets are selected.
A turret is automated and computerised. It contains a sensor array along with a simple fire control computer which aims the weapon at the nearest available enemy target.
The principal advantage of a turret is that it allows the weapon freedom from the restrictive fire corridors outlined above. A turret-mounted weapon may fire in any direction, anywhere in a full 360 degree arc.
Turrets are intelligent, so they can distinguish between friend and foe amongst vehicles. A 'friendly' vehicle is anything that has started the game on the same side.
The guns mounted in the turret are only pointed at the target, it's up to the driver to fire them. The driver is presented with an image of the selected target via a head-up link. Firing the weapon requires a shoot action like any other shot.
The closest target should be measured in spaces, using the range ruler. When there are two or more targets at equal range the turret will select the one that is to the rear of the firing vehicle.
If there are two or more equi-distant targets to the rear, the player may select which one the turret aims at without having to use an extra action. When there are no targets to the rear and two equi-distant targets in front, the player may select one of them, again without having to use an extra action.
Damage
Damage rolls have a variety of causes - the most common cause is hostile fire, although drivers also take damage rolls when they hit mines, collide or crash.
Regardless of the cause, each roll is referred to as a hit. The dice roll and modifications are referred to as a damage roll.
Each damage roll follows the following sequence:
- Roll a dice.
- Add any modification for the type of hit. This is the damage characteristic in the case of weapons; for collisions the hit's damage will be modified by the speeds of the vehicles involved, for crashes the modifier is equal to the crashing vehicle's speed factor.
- Subtract the target's armour.
The total is the number of damage points caused. If the total is zero or less the shot hasn't caused damage.
If the score on the dice is a 'natural' six - before modifiers for damage and armour are applied - the hit causes a lucky critical hit in addition to the ordinary damage (see p32).
Natural sixes cause critical hits even if the hit doesn't cause ordinary damage. No amount of armour can stop a critical hit when the hit roll scores a six.
The total should be marked off the vehicle's damage track.
Weapon Damage Characteristics
| Weapon | Damage | Weapon | Damage |
|---|---|---|---|
| Lightweight MG | +1 | 20mm GL | +2 HE |
| Lightweight GL | +2 HE | Combat Laser | +3 |
| Lightweight Laser | 1 | Chain Gun | +5 |
| 40mm RAG | +8 HE | 40mm GL | +8 HE |
| 6mm MG | +1 | Heavy Laser | +6 |
| 15mm Autocannon | +3 | Missile Pod | +8 HE |
Damage Characteristics
A vehicle's damage characteristic depends on its size, weight and standard of construction. Initial damage characteristics for all the vehicles in this set are as follows:
- Renegade: 18
- Interceptor: 24
- Bike: 9
Damage Increments
As vehicles take increasing levels of damage their performance and handling will slowly worsen. This is simulated by reducing the vehicle's characteristics when it falls below certain levels. The levels are called damage levels and the reduction in the vehicle's performance is referred to as incremental damage.
The record sheets are marked with the different levels at which incremental damage is taken. These are:
| Vehicle | Starting Level | Incremental Levels |
|---|---|---|
| Interceptor | 24 | 18, 12, 6 |
| Renegade | 18 | 12, 8, 4 |
| Bike | 9 | 6, 3 |
The moment a vehicle falls below the increment level its performance should be reduced. The reduction is the same for each increment level - the vehicle loses 10mph of maximum speed, 3mph of acceleration and one point of handling (see p40).
Note that a vehicle's starting damage total isn't a damage level, so vehicles don't take incremental damage when they first take damage.
Armour
The vehicles used in Dark Future are well prepared for what's going to be thrown at them. All the cars are fitted with armoured seats, doors and coachwork, along with armour plating protecting vital innards like the fuel tank and the engine. The floors are also armoured, with a strengthened chassis, as well as roll and ram bars fitted as standard.
Armour is a simple one number rating which covers all the car - front, sides, rear, roof and floor. Armour ratings are as follows:
- Renegade: 3
- Interceptor: 4
- Bike: 2
Multiple Hits
Drivers can take multiple hits in several circumstances. The most common is where a car collides or crashes at speed. These are explained under Collisions (p52) and Crashes (p58).
The full effects - ordinary damage, criticals, terminal damage and then any hazard rolls - must be calculated for each hit in sequence. Once a vehicle has lost its last damage point, players should still take damage rolls, although the only thing that is important is whether the dice scores a six, and thus causes a critical.
Once a vehicle is reduced to zero damage it suffers terminal damage (see p35). The effects of terminal damage vary, generally the car will be reduced to an immobilised wreck, and its weapons usually stop working.
Multiple Damage
A single hit may cause far more than just ordinary damage - it may also cause a critical, terminal damage or a hazard roll. When this happens the different stages of damage should be worked out in the following order:
- Ordinary Damage
- Critical Hits (p32)
- Terminal Damage (p35)
- Hazard Rolls (p38)
HE Hits
Grenade launchers have a high explosive warhead, designated by the letters 'HE' after the weapon's damage characteristic. HE hits are exactly the same as other hits except that they may force targets to take hazard rolls to simulate the additional effects of the blast (see p38).
Passive Damage
Oil
A thick coating of oil is enough to make even the best drivers lose control. Encountering oil is particularly dangerous if the car is manoeuvring or taking other hazards. Even if a driver manages to survive the hazard, the coating of oil on the tyres will severely hamper the car's performance for several miles - far longer than most games.
Oil 'hits' don't cause ordinary damage. However, each time a vehicle drives through oil, its handling should be reduced by one (see p40).
Once this has been done, the vehicle may also be forced to take a hazard roll. The hazard's safety limit (p38) depends on the move that has just been made. A driver who has just moved straight-ahead and has neither braked, nor accelerated, will be all right if doing less than 60mph. A driver who has made any other sort of move - a skid, a drift, a spin etc - is only OK if doing less than 30mph.
Cars on curves always test against the lower - and therefore more dangerous - 30mph safety limit. This applies even if the driver isn't performing any kind of manoeuvre.
When approaching a patch of oil the best thing to do is just drive straight over it. When going too fast, don't hit the brakes!
A vehicle's handling may be reduced by up to two points as a result of successive oil hits. Once a vehicle has taken two oil hits, its handling cannot be reduced any further by oil.
The safety limit for driving straight-ahead onto oil is quite high. For this reason oil is best used on corners and bends or to restrict the enemy's manoeuvres.
Hazard rolls for oil are taken immediately after the forward move. If the target is taking another hazard roll for the move, however, the test for the oil should always be taken last. Oil hazards are an exception to the usual rules, given on p38-41, which say that hazard rolls should be taken in descending order.
Drivers forced to panic brake because of another hazard roll, test against the 30mph limit.
For example: a driver doing 80mph hits a patch of oil on a curve with a 50mph safety limit. Because it's an oil hazard, the driver tests for the curve first. The hazard roll forces the driver to panic brake, which means that the oil hazard roll is taken against the 30mph safety limit.
Pattern Mines
A pattern mine marker represents a cluster of a dozen or so compact mines, each with its own detonator and a powerful explosive charge. If one of the charges explodes, the entire pattern goes up.
When a vehicle takes a pattern mine hit it suffers one hit at +3 damage. It must take a hazard roll if travelling faster than 50mph. The mines' weapon marker is then removed.
Smoke
Smoke markers are always placed face up.
The main effect of smoke is to obscure the car from anything shooting at it from behind. There is a minus one hit modifier for each smoke marker in the shooter's fire corridor. This applies to any smoke marker which lies partially, or entirely, inside the fire corridor. (Example: a car shooting with a wing-mounted weapon has three smoke markers actually inside the fire corridor so the shot takes place with a -3 modifier on the hit roll.)
The maximum deduction for firing through smoke is -3. Where there are four or more smoke markers in the fire corridor the shot still takes place with a -3 hit modifier.
When working out how much smoke there is in a fire corridor, shooters count any smoke marker which is actually underneath the target model.
The safety limit for hitting smoke is 60mph, drivers at 61+ must take a hazard roll (see p38).
Spikes
Hits from spikes use a special system for calculating damage. Each time a vehicle takes a spike hit, the player who deployed the spikes should roll a dice. If the dice scores a 5 or less, the spikes have no effect. If the dice scores a 6 the spikes cause a wheel critical at 0 damage (see p34).
Vehicles running over spikes at speeds of 20mph or less are immune to spikes - there is no need to roll for damage.
Double Hits
It is possible for a car to hit two passive weapons in one move. This commonly occurs when two passive weapons have been laid on top of each other, or where they are side by side and a car drives over the centre. There are of course other ways that a car can hit two counters - especially when U-turning or spinning.
When a car hits two identical weapons markers after a straight-ahead move (either on a straight or a corner) the effects will depend on the weapon:
| Marker | Effect |
|---|---|
| Oil | Treat as two hits. |
| Pattern Mines | Roll for damage for both patterns, one after the other. Make only one hazard roll for both sets but make the safety limit 30mph instead of the usual 50mph. |
| Smoke | Take one hazard roll against the normal limit. If the car chooses to fire out from the smoke, it does so with only a minus one to hit for the two markers underneath the model. |
| Spikes | Treat this as a single hit. |
The problems really begin when someone drives straight into an odd set of passive weapons - for example oil on one side and pattern mines on the other. In these cases the driver must treat each hit separately.
When two cars are collaborating to lay adjacent pairs of passive weapons they are often far more effective laying 'odd' sets - oil and pattern mines is one of the most devastating pairs.
Critical Hits
Critical hits occur whenever a player scores a 'natural' six on a hit roll (a natural six is a dice roll of six before any modifiers are applied).
Whenever a critical hit is scored the player should roll for damage normally and then roll for the critical hit. To roll for the critical hit, the player must determine which facing is hit. Facings are either the sides, front, rear, floor or roof - this is usually obvious.
Once this is done the player uses the Target Matrix (below) to decide whether the hit strikes the bodywork, wheels, weaponry, the engine, or the driver. The player then rolls to see what has happened on the appropriate critical hits results table.
Players should note that the person actually rolling the dice should be whoever caused the hit. If the critical hit is the result of a crash (p58) or control loss (p42), the dice should be rolled by the driver of the car itself - not one of the other players.
Target Facing
The target's facing is usually quite obvious from the relative positions of the target and firer.
Most shots are on the front or rear tables. When both cars are on straights and have at least one lane in common, the target's facing is still either front or rear.
When the target is at 45 degrees to the road, where someone is firing onto or from a corner, or where the target is in a completely different pair of lanes the shot may hit either the rear/front, or the sides. This is called an oblique hit. When an oblique hit occurs, roll a dice. When the dice scores an even number, the shot hits the front/rear. When the score is odd, the shot hits the side.
When a car has spun through 90 degrees, critical hits are taken on the 'side' profile.
Critical hits from passive weapons are floor facing.
Cars can also take critical hits when they roll or crash (see p46). Hits for rolling are taken on the roof. For crashes, the hit's facing is decided by rolling a dice:
| Score | Facing |
|---|---|
| 1, 2 | Roof |
| 3 | Left side |
| 4 | Right side |
| 5, 6 | Front |
Target Matrix
Having established the target's facing, the next thing to do is roll to see what is actually hit. This is done by finding the appropriate table for the hit's facing, and rolling a dice.
Players only make one roll per critical hit. If, as often happens with weapons hits, the table gives something which isn't fitted or which has already been destroyed or disabled, the critical is wasted. Because of this rule, vehicles with only one or two weapons are much less likely to suffer a weapons hit than a vehicle bristling with guns and equipment.
Hits on Sides, Wings and Passives must be followed by a second roll. Odd numbers are a hit on the left hand weapon station, evens are on the right.
Renegades only have one passive weapon station centred at the rear of the car. Their drivers must treat 'Passives' results on the tables below as automatic hits on this, central, weapon station.
Front Facing
| D6 | Result |
|---|---|
| 1-2 | Bodywork |
| 3 | Front Wheels |
| 4 | Weapons - roll again: 1,2 Wings; 3 Sides; 4 Hood; 5,6 Roof/Turret |
| 5 | Engine |
| 6 | Driver |
Rear Facing
| D6 | Result |
|---|---|
| 1,2 | Bodywork |
| 3 | Rear Wheels |
| 4 | Weapons - roll again: 1,2,3 Passives; 4 Sides; 5,6 Roof/Turret |
| 5,6 | Roll again: 1,2 Engine; 3,4 Fuel; 5,6 Driver |
Side Facing
| D6 | Result |
|---|---|
| 1-2 | Bodywork |
| 3 | Wheels - roll again: 1,2,3 Front; 4,5,6 Rear |
| 4 | Weapons - roll again: 1 Wings; 2,3 Passives; 4,5 Side*; 6 Roof/Turret |
| 5 | Roll again: 1,2,3,4 Engine; 5,6 Fuel |
| 6 | Driver |
*There is no need for a second roll to which side is actually hit. Count this as a hit on whichever side is closest to the firer.
Floor Facing
| D6 | Result |
|---|---|
| 1,2 | Bodywork |
| 3,4 | Wheels - roll again: 1,2,3,4 Front; 5,6 Rear |
| 5,6 | Roll again: 1 Weapons (roll again: 1,2 Sides; 3,4,5,6 Passives); 2,3 Engine; 4 Fuel; 5,6 Driver |
Roof Facing
| D6 | Result |
|---|---|
| 1,2 | Bodywork |
| 3,4 | Roof/Turret mounted Weapons |
| 5,6 | Roll again: 1 Engine; 2,3 Fuel; 4,5,6 Driver |
Critical Hit Result Tables
Having determined what has been hit, roll on the appropriate table below to find the effects.
Driver (D6)
- 1, 2 Hurt. The driver must take an immediate hazard roll if travelling faster than the safety limit of 40mph.
- 3, 4 Injured. Reduce the driver's drive skill by one. Drivers travelling faster than the safety limit of 20mph are forced to take hazard rolls.
- 5 Limb Disabled. Roll a dice twice. On the first roll even numbers are arms, odd ones are legs. The second roll decides which side, as usual - odds left, even right. A lost leg reduces drive skill by one, a lost arm reduces drive skill by 2. The vehicle automatically loses control, and the driver makes a control loss test at the start of the next move. Drivers who lose the use of both legs or both arms have their drive skill reduced to zero, their vehicle is treated as having no driver.
- 6 K.O. The vehicle has no driver (see below).
No Driver
A vehicle with no driver automatically loses control and adds 2 to all control loss tests. The driver's drive skill is reduced to zero which will take the car's adverse control down to zero (see p40).
The vehicle carries on moving until it either slows to a halt or crashes. During this time, its speed goes down by 5mph after each move, and may also fall as the result of skidding, spinning and running into things!
When a vehicle has no driver, it automatically crashes after any move which leaves it on a curved track section (see Crashes, p58).
Engine (D6)
- 1 Engine Block. Roll a dice and add the hit's damage. If the total is a seven or more the engine is disabled (see below).
- 2 Carburettor. Halve the vehicle's current acceleration characteristic. Round any fractions down.
- 3 Brake Cylinder. The car's braking characteristic falls to 5mph.
- 4 Generator. The engine keeps going but there is insufficient power for any lasers, turrets or guidance systems. These immediately stop working.
- 5 Ignition. The engine is disabled (see below).
- 6 Explosion. The engine is disabled. The explosion causes another +2 HE hit. In addition, the vehicle must make a hazard roll against a safety limit of 50mph. Any critical hits caused by the explosion are taken on the car's side facing.
Disabled Engine
When a vehicle's engine is disabled, its acceleration is reduced to zero. After completing each move, the vehicle automatically loses 5mph of speed (see p15).
If the vehicle has any lasers, they are allowed one last shot this turn with their stored power, and then stop working. If the lasers have already been fired during this turn, they have no power reserve and don't get this last shot.
Turrets and missile guidance systems stop working immediately.
Wheels (D6)
- 1 Brake pipe. Halve the vehicle's current braking characteristic. Ignore fractions.
- 2, 3 Front Wheels - Steering Hit. Roll a dice, and add the shot's damage (see p28). If the total is 5 or less, the critical has no effect, it is wasted. If the total is 6 or more, the vehicle's handling is reduced to 0 (see p40). Rear Wheels - Axle Hit. Roll a dice and add the hit's damage. If the total is 7 or more, the vehicle's axle is broken, otherwise the critical has no further effects. Vehicles with a broken axle lose two points of handling, and their acceleration is reduced to zero. The driver must take an immediate hazard roll against a safety limit of 40mph. This hazard roll must be taken after all subsequent moves. When the vehicle finally comes to a halt, it is treated as a wreck (see p57).
- 4 Split tyre. After each move the driver of the target vehicle rolls a dice. If the dice score is less than the vehicle's current speed factor, the tyre shreds and has the same effects as a Tyre Destroyed result - see below. If the score equals or exceeds the vehicle's current speed factor, the tyre has survived the move. Nothing else happens, but the driver must keep rolling at the end of the next, and all subsequent moves.
- 5, 6 Tyre Destroyed. The vehicle's handling is reduced by two and its maximum speed goes down by 10mph or down to 60mph - whichever is the slowest. Once its handling has been reduced, the driver must take an immediate hazard roll with a safety limit of 20mph. If, at the end of a move, the car is still travelling above the new, lower, maximum speed limit, the driver is forced to take a hazard roll. Treat the test's safety limit as the vehicle's new maximum speed.
Bodywork (D6)
- 1 Transmission. Roll a dice, and add the hit's damage. If the total is seven or more, reduce the vehicle's acceleration to zero. Otherwise the hit is wasted.
- 2 VDU destroyed. Any turret or missile pods are out of action.
- 3 Fuel line. The vehicle is now leaking fuel. At the end of each turn the driver rolls a dice. If it scores one, the car's engine is disabled.
- 4 Brake line. Halve the vehicle's current braking characteristic.
- 5 Weapon link severed. If there are any weapons on the same facing as this shot go back to the appropriate target facing table on the target matrix. Roll as directed for a Weapons hit, the weapon selected is out of action. As usual, the player is only allowed one dice roll on the facing table. If this result is an empty weapons mount the critical hit has been wasted.
- 6 Screen. The windscreen shatters. The driver takes a hazard roll against a safety limit of 30mph (see p38).
Weapons (D6)
- 1, 2 Damaged. The weapon is slightly damaged. Its accuracy is reduced by two. On all subsequent shots, roll a dice. If the dice scores an odd number, it jams and does not fire. This isn't a permanent jam so the driver can try shooting the weapon again. The same dice roll is made, needing an even number for success. When deploying passives, this roll must be taken, even if the driver is only trying to deploy a dummy. Players should note that the jam may recur. A successful roll to fire it doesn't mean it has repaired itself!
- 3 Jammed. Every time the driver tries to fire, roll a dice. If the score is 5 or less, the weapon is still jammed and may not fire. A score of 6 means the weapon instantly starts working again and the shot takes place as normal. Once a 6 has been scored the weapon starts working normally. No more rolls are needed to fire it.
- 4 Command Link severed. The weapon is totally unharmed but cannot be operated.
- 5, 6 Destroyed. The weapon cannot fire again. If the weapon which has been hit causes HE damage (either mines or GLs), there is a risk that it will explode. The driver of the target vehicle rolls a dice, if it scores an even number there is no extra damage. If the dice score is an odd number, the weapon explodes. The explosion causes a +8 HE hit.
Fuel (D6)
- 1-3 Holed. The vehicle is now leaking fuel. At the end of each turn the driver must roll a dice. If it scores one, the car's engine is disabled.
- 4-6 Explodes. The vehicle takes an immediate +8 HE hit. Any critical hits resulting from the explosion are taken on the vehicle's rear facing. The engine is also immediately disabled.
Terminal Damage
When a vehicle takes a hit which wipes out its last damage points, three things happen:
The vehicle's engine is disabled (see p34), all weapons cease functioning, and its handling is reduced to zero (see p40).
Any subsequent hits on the vehicle ignore normal damage rolls, but should still roll a dice to see if they score a critical.
On this and any subsequent hit, the driver's player should roll a dice. On scores of 2 or more, nothing happens, but if the dice scores a 1, the car explodes causing a driver critical (see p34).
A car can only explode in this way once. Once the car has exploded any additional damage is effectively wasted.
For example: a car with only 2 points of damage left takes a hit which causes 4 points, the vehicle's engine is disabled, its handling reduced to zero, and the weapons stop working. The player who caused the hit rolls a dice to see if the car explodes - it scores a 2 so the car is OK. The car eventually crashes at speed factor 4. The driver rolls four dice - if any of them score a 1 the car explodes.
Hazards and Control Loss Tests
Safety Limits
Whenever a vehicle corners, manoeuvres, takes a hit or collides with something, consult the list of safety limits below. If the incident is noted, and the vehicle is going faster than the listed safety limit, the driver must take a hazard roll.
Drivers who encounter a hazard when they're travelling slower than the limit are, of course, totally safe, and don't have to make a hazard roll. Drivers only have to test when they exceed the limit, so those going at exactly the same speed are also safe.
Note that when a driver uses an accelerate, or brake action, the speed is adjusted immediately after the vehicle is moved, before any hazard rolls are made.
Hazard rolls for curves, manoeuvres and all weapon hits (including passives) are taken just after each move, and their effects come into force immediately.
Rams (see p52)
- Sideswipe, neck and neck (losers only): 40mph
- Sideswipe, opposed - winner: 40mph
- Sideswipe, opposed - loser: 20mph
- Shunt (both vehicles): 40mph
Manoeuvres
- Drift: 80mph
- U-turn: safety limit 10mph. Vehicles trying a U-turn at 31+ lose control.
- Overlapping contact zones (bikes only, p64): neck-and-neck 80mph; opposed 40mph
- Dodge (bikes only): 40mph
Passive Weapons
- Oil, straight-ahead move: 60mph
- Oil, any other move (eg drift, U-turn or moving on a curve, etc): 30mph
- Pattern Mine: 50mph
- Smoke: 60mph
Curves
Cars on curves test against the safety limit printed on the track. When cars are on two lanes with different safety limits, they test against the higher, and therefore safer, limit printed on the outer lane.
Hits and Critical Hits
Random Road Hazards (p76):
- Sand: 30mph
- Debris: 10mph
- Railroad crossing: 60mph
Weapon hits:
- HE hit of 4 or less (20mm GL): 50mph
- HE hit of 5 or more (40mm GL): 30mph
- Shattered Screen: 30mph
Critical Hits:
- Broken Axle: 40mph
- Tyre destroyed: 20mph
- Exploding Weapon (+8HE): 30mph limit
- Exploding Engine (+2HE): 50mph limit
- Exploding Fuel Tank (+8HE): 30mph limit
- Driver hurt: 40mph
- Driver injured: 20mph
Hazard Rolls
To take a hazard roll:
- Roll a dice.
- Add for excess speed. Add 1 for every 10mph (or part thereof) by which the vehicle exceeds the safety limit.
- Subtract Optimum Control. Optimum control is either the vehicle's handling or the driver's drive skill - whichever is higher.
For example: a car going at 62mph encounters a hazard with a 50mph safety limit. The modifier for excess speed is 2.
Once the total has been worked out consult the following table:
Hazard Roll Results
| Score | Result |
|---|---|
| 0 or less | OK. |
| 1-4 | Panic Brake. The driver is forced to hit the brake pedal. The vehicle retains control but slows down by 5mph times the result, eg total of 3 means the vehicle slows down by 15mph. In any given phase, a car may only brake up to its current braking characteristic. If the brakes have already been used during the current phase, the earlier braking is subtracted from the remaining allowance. If the car's remaining braking is lower than the required Panic Brake, the vehicle brakes as far as it can and then suffers Control Loss. |
| 5+ | Control Loss. The vehicle is now out of control. Vehicles which lose control must automatically make a control loss test at the start of their next move, as detailed under Control Loss (see p42). |
Example: a car at 90mph with an optimum control of 4 takes a +2HE hit. The safety limit is 50mph. The player rolls a dice and scores a 5. The car is going exactly 40mph too fast so the driver must add 4 for excess speed. Taking the optimum control off brings the total to 5 which is a control loss result.
Drivers
Drivers are classified by a single number - their drive skill. Drive skill is an important factor used to decide how well the driver can take corners, manoeuvre and cope with obstacles. Drive skill is occasionally reduced, but only as a result of critical hits.
A driver whose drive skill is reduced to zero is assumed to be unconscious for the remainder of the game. A driver whose drive skill is reduced to less than zero is dead, the vehicle is said to have no driver (see p34).
Handling
A car's handling characteristic represents its ability to corner and manoeuvre. The handling rating is used when the vehicle is forced to take a speed check or a test for control loss. Handling characteristics are as follows:
- Renegade: 4
- Interceptor: 5
- Bike: 6
Handling is reduced by accumulating damage and by critical hits, especially on the tyres!
When a vehicle's handling is reduced to zero, it immediately loses control. The driver is forced to add 2 to all subsequent control loss tests.
Stopping. Vehicles with zero handling or no driver will eventually come to a halt. They must remain stationary for the rest of the game. Vehicles with no driver cannot shoot.
Optimum and Adverse Control. These are two terms used in the hazard and control loss rules. To work out optimum control compare the car's handling and the driver's drive skill. Optimum control is whichever number is highest. To work out adverse control, use whichever characteristic is lower.
For example: the car's handling is 3 the driver's drive skill is 4. The car's optimum control is 4. Its adverse control is 3.
Curves
Hazard rolls for cornering are taken after every move, which ends on a curve. Drivers who are travelling faster than the safety limit have to take a hazard roll when they first move onto the curve, and must keep taking them until they slow down to the safety limit, or get back onto a straight section.
Drivers who are moving off a curve and onto a straight section of track don't have to take a hazard roll.
Manoeuvres
Cars take hazard rolls for manoeuvres after they are moved, and so can depend on completing whichever manoeuvre they were trying (not that they'll necessarily remain in control). This isn't true of U-turns. A U-turn has a maximum limit of 30mph. Cars trying to U-turn at 31 or faster automatically lose control before they are moved. They don't even start the U-turn and their actual move is dictated by the control loss result. Drivers who manage to regain control have got to do an ordinary straight-ahead move - they can't U-turn.
Hits and Critical Hits
Certain critical hits force the driver to take a hazard roll. The safety limit for the hit is given in each individual entry on the critical hits results tables, and reproduced on the list on p38.
Any hazard roll forced by a hit or critical hit is taken after damage has been calculated and recorded. This may mean that the vehicle is taking the roll with an optimum control which has just been reduced as a result of the hit.
On driver hurt and driver injured criticals, the test is only taken once, the instant it happens. The player doesn't have to keep on taking the test in subsequent moves.
Passive Weapons
Drivers take hazard rolls for passive weapon hits when they move onto a passive weapon counter, they don't need to test again as they move off.
The only exception to this is when a car that's being tail-gated drops a passive weapon directly under its pursuer. In this one case the target must take the hazard roll when it moves off the counter.
Any hazard roll forced by a passive weapon hit is taken after damage has been calculated and recorded. This may mean that the vehicle is taking the roll with an optimum control which has just been reduced as a result of the hit.
Rams
Head-on collisions bring cars to a complete halt. Shunts and sideswipes leave both cars moving. They are forced to take hazard rolls if travelling faster than the speed limit given above.
As a special rule, panic brake results are ignored when a vehicle is the target of a shunt ram. Target vehicle drivers getting panic brake results should treat them as 'OK', drivers of ramming vehicles, however, are still forced to brake.
Panic Braking
Cars forced into panic braking reduce their current speed by 5mph times the result of the hazard roll. This adjustment should be made immediately, before the player progresses any further. The reduction in speed counts immediately. If the car is forced to take another hazard roll, the roll is made against the new, slower speed.
Cars are not allowed to panic brake by more than their braking characteristic in any one phase. This means that when a driver has used a brake action, or is forced to take several tests in one phase there's a risk of 'running out' of braking and losing control.
Example: a Renegade travelling at 80mph moves onto a curve with a safety limit of 50mph. The car takes the hazard roll for the curve and gets a 20mph panic brake result. This is well within the car's braking allowance of 30mph so the car is still under control. The panic brake takes the speed down to 60mph. Later on in the same phase it takes a hit from a 40mm GL. This requires a hazard roll because the safety limit for a +8HE hit is only 30mph. The driver gets another 20mph panic brake result. With the earlier test for curve the car has exceeded its braking limit. The car's speed can only be reduced by 10mph because of the 20mph used for the first hazard roll. The car brakes by its last 10mph and goes out of control.
When approaching a hazard, brake down to the safety limit, if possible. In more drastic danger a foot-to-floor brake action can often make matters worse. The action eats up the allowance for panic braking. Multiple hazards should be encountered at an even speed, giving the maximum possible attention to reacting.
A panic brake result doesn't just mean the driver stomps a foot down on the brake pedal. Panic braking also takes into account the fact that the driver focuses all his attention on keeping the car under control.
A driver who is forced to panic brake is distracted and cannot fire or use any sort of action for the rest of the phase.
For example: in phase 1 a vehicle at 50mph moves first and manages to score a 40mm GL hit on a car at 50mph. The driver of the target vehicle fails the hazard roll and panic brakes by 15mph. When the target vehicle takes its move the driver will not be able to take an action.
In certain rare cases, a panic brake result will prevent a vehicle being able to move in a phase where it otherwise would have been able to. If the example above took place in phase 3, the target vehicle would lose a move because its speed falls from 50mph (speed factor 3) to 35mph (speed factor 2).
Multiple Tests
Drivers may be forced to take several rolls if they hit two or more hazards during their move.
When a driver is forced to take several tests, they should be taken in sequence, taking hazards with higher safety limits first. Tests for oil, however, are always taken last.
For example: a car at 65mph moves onto a '60' curve and hits pattern mines. The pattern mines have a safety limit of 50mph. The tests are taken in descending order, so the driver rolls for the curve hazard and then the mines.
If a hazard roll forces a panic brake which brings a vehicle down to or below the safety limit for a subsequent hazard, there is no need to test.
Example (cont'd): the hazard roll for the curves results in 20mph panic braking. The vehicle's speed is immediately reduced to 45mph, so there's no longer any need to take a hazard roll for the mines.
A car which loses control won't take any more hazard rolls until the driver regains control.
Cars which only have to take one hazard check in a phase rarely lose control unless they're doing something really stupid. The limit to the amount of panic braking is easily exploited. If you can hit a car more than twice in the same phase, or when it's speeding round a corner, the driver just won't be able to cope with reacting to everything. Eventually he's likely to 'run out' of braking and lose control.
Vehicles sometimes take hits when they are no longer actually moving. This happens in the later phases of the turn when the vehicle is not fast enough to take a move.
When these vehicles get panic brake results, their speed is altered immediately. The vehicle has the usual allowance of panic braking, equal to its current braking characteristic. However, this allowance is for all of the rest of the turn. Vehicles which take several late-turn hits may find themselves out of control by the first phase of the next turn.
Optimum Speed
A driver who knows there's a hazard ahead can quickly figure out an optimum speed. The optimum speed is the one where even with a dice score of 6 on the hazard roll the vehicle is still only forced to panic brake.
For example: a car with an optimum control of 4 encountering a hazard with a 60mph safety limit has an optimum speed of 80mph. When it takes the hazard roll, the car will be adding 2 (for excess speed) but subtracting 4 (for the optimum control). Even the worst possible score - a 6 - will leave a total of 4 which is only a panic brake result. The same car taking the hazard roll while travelling at 81+ only subtracts 1 from the dice score, risking control loss.
Always hit corners travelling at the optimum speed, you only risk slowing down, and either get round quicker, or wind up down at the safety limit. Think twice about it if there is anyone who can fire at you and who stands a reasonable chance of hitting with HE.
Control Loss
When a vehicle fails a hazard roll by a margin of 5 or more, it is deemed to be out of control. Vehicles can also be forced to lose control as a result of critical damage hits.
Whatever the cause of the control loss, the rules which govern what happens next are the same. The driver is forced to take a control loss test before each subsequent move. The test results give the vehicle a compulsory move which may also force a skid, spin or even roll.
Drivers who have lost control are too busy wrestling with the steering wheel to use any actions. This stops them doing anything like manoeuvring, braking, accelerating or shooting until the car is back under control.
Vehicles which are out of control don't take hazard rolls.
Vehicles which have no driver or a handling of zero, immediately lose control, and add an extra two to their control loss tests.
Control Loss Tests
Vehicles which are out of control carry on taking their moves in the usual sequence. However, they must make a control loss test just before each move. To test:
- Roll a dice.
- Add current Speed Factor.
- Subtract Adverse Control. This is whichever is the lower out of the vehicle's handling, or the driver's drive skill.
- Add 2 if the vehicle has zero handling or no driver.
Once the total has been calculated refer to the following table.
Control Loss Results Table
| Score | Result |
|---|---|
| 1 or less | Regain control. The vehicle must move straight-ahead. Once this has been completed, the driver instantly regains control, and this counts as the driver's action for the phase. The driver must roll for any new hazards encountered during the straight-ahead move. |
| 2, 3 | Skid and regain control. The vehicle must take a skid test (see p43) before it moves. This will mean that the vehicle may either carry on in a straight line or drift to one side or the other. The vehicle is treated as being out of control for the duration of this move. Once it has been completed the driver instantly regains control. |
| 4, 5 | Skid and remain out of control. As above but the vehicle remains out of control. |
| 6, 7 | Spin. Move the vehicle forward and test for a skid, then for a spin. Once a vehicle starts spinning it stays out of control and automatically spins in every subsequent move until it comes to halt. |
| 8+ | Roll. As above but the vehicle rolls, see below. The car automatically comes to a halt. |
Drivers take control loss tests at the start of each subsequent move until they regain control. Drivers of cars which have started to spin cannot regain control. They keep spinning, stay out of control, and don't take control loss tests. This is explained in more detail in the sub-section on Spinning, below.
Skidding
Drivers of cars which are skidding take a skid test before each move. To test:
- Roll a dice: on even numbers the car skids straight and loses 5mph speed. On odd numbers the car drift skids and loses 10mph speed.
- If the car drift skids and is now on a curve it automatically drifts outwards. If the car is on a straight, roll the dice again: on even numbers the car drifts to the right; on odd numbers the car drifts to the left.
Straight skids are ordinary straight-ahead moves (they have the same contact zone as an ordinary straight-ahead move). Cars on curves carry on following the lane grid.
A drift skid is exactly the same as a drift manoeuvre.
As explained above, when a vehicle drift skids on a curve there's no need to test for direction. Vehicles drift skidding on curves always go outwards.
Spinning
Spin Test. Cars which spin when they have just lost control always take one skid test first.
Note that when a car is aligned on the grid, the contact zone for its forward move is only two lanes wide. Where cars are spinning through 180 or even 360 degrees, the contact zone for the actual rotation following the forward move is always four lanes wide.
To spin a vehicle:
- Place the spin template over the model so that the position marked with the arrow corresponds to the car's front.
- If this is the first spin, test a dice for the direction. Odd numbers are anti-clockwise, even numbers are clockwise.
- Roll the dice again and add the vehicle's speed factor.
- The total scored indicates the vehicle's final position on the template. Move the vehicle to the position shown.
- The spin template shows a speed reduction which should now be subtracted from the car's current speed. If the deduction is greater than the current speed, the car comes to a halt (it doesn't go into reverse!).
(The positions and speed deductions are printed on the Spin Template component and are not reproduced in the rule book text.)
Straight-Ahead Moves. Cars which are already spinning don't test for a skid. They move straight-ahead using the special moves shown on the rule book's diagram. The contact zones for vehicles which have spun through 180 or 360 degrees are only two lanes wide for their next forward moves.
Example: the car hits a mine and loses a tyre. At the start of the next move its control loss result gives a spin. The driver rolls for the skid test and the first dice scores an even number, so the car skids straight ahead. The driver now takes the spin test, rolling the first dice for direction; it scores a 4 (a clockwise spin). The dice for rotation scores a 2, plus speed factor 2, gives a total of 4.
As cars spin they slow down, as indicated on the spin template. In many cases this will bring the vehicle to a halt. When a car is still moving after the speed deduction it keeps spinning, ploughing along, spinning out of control, in the same direction. Until it comes to a halt, the car travels along the same line as when the spin started, regardless of the way the car is actually facing.
If moving the model to the position indicated on the spin template would cause a collision with another vehicle, it isn't moved, although the effects of collision are calculated normally. If the car is still moving after the collision, it carries on spinning until it comes to a halt.
Contact Zones. The contact zones shown on the diagrams are used for judging collisions, and passive weapon hits.
Cars which are making a second or subsequent spin move ignore stage 2 of the spin test procedure, they carry on spinning in the same direction.
Rotation. The spin template is marked with different positions for the car's rotation. Each position is marked with a speed deduction, this should be subtracted from the car's current speed immediately after the model is moved.
When testing for a second or subsequent rotation, remember to align the template with the front of the vehicle - not the direction of travel.
It is important to remember that vehicles are either on the grid or at 45 or 90 degrees. The models should be aligned as precisely as possible and a model which ends a spin parallel with the road must end up neatly on the grid.
When a car is at 45 or 90 degrees to the grid and is still moving, its move has a contact zone four lanes wide. Even if the spin brings the vehicle back onto the grid, its contact zone is still four lanes wide for the forward move.
Crashes. Cars which are spinning crash if they are taking a spin test on a curved track. This is explained in more detail under Crashes (see p58). If the contact zone of a car at 45 or 90 degrees to the track goes off the edge of the road surface, this also makes the vehicle crash.
Rolling
Cars which roll, first skid and then spin as explained above. After it has spun, the car model is then turned upside down: the car is wrecked. It can't take any further part in the game. The vehicle immediately takes speed factor damage - one hit per current speed factor, each hit with a damage equal to the vehicle's speed factor. Any critical hits are taken on the vehicle's roof.
Rolling cars ignore the speed reductions marked on the spin template.
For example: a vehicle rolling at speed factor 3 takes three hits, each at +3 damage.
Once damage has been calculated, the vehicle's speed falls to zero.
Cars which have rolled are left in place, with the model turned upside down. The car is then classed as a wreck (this is important for determining damage from rams - see p56).
The skid or spin before a roll may result in the vehicle crashing off the road. In this case, the model should be removed from play, and take damage from the roll before taking the crash damage.
If the spin test causes a rotation blocked by the presence of another vehicle, work out the effects of the ram first, and then roll the car.
Moving Back into Play
When a vehicle spins, it will keep doing so until it comes to halt. If the vehicle comes to a halt at an angle to the grid, its next move must be a special Re-Alignment manoeuvre (which uses up the phase's action). Vehicles are not allowed to increase their speed to more than 20mph when making a re-alignment manoeuvre.
To re-align itself, the vehicle is rotated so it is back on the grid. If the vehicle is being turned from 45 degrees it may only turn back through 45 degrees and so will be heading in the same direction. A driver re-aligning from 90 degrees has a free choice of vehicle facing.
Once the vehicle has been re-aligned it must make a normal straight ahead move. Re-alignment manoeuvres are shown in the rule book's diagram, along with the usual contact zones.
Because vehicles which spin on a curve automatically crash, a vehicle can never find itself off the grid on a curve.
Rams and Crashes
Whenever the contact zone of a moving vehicle overlaps the contact zone of another vehicle, a ram occurs. Whenever the contact zone of a moving vehicle covers an area off the road surface, the vehicle crashes and is removed from play.
The rule book's diagram shows the contact zones for the most common positions and manoeuvres (straight-ahead move, drift manoeuvre, U-turn manoeuvre, spin move).
Rams
A ram happens when one car runs into another. The vehicle executing the move which causes the collision is referred to as the rammer, the other vehicle is called the target.
Vehicles always make moves in sequence - they are never moved simultaneously. Players should check to see whether their intended move will result in a collision before they actually move the model itself. If the move will cause a collision, the model is left in place.
Note that a vehicle may never perform any other actions in the same phase as a ram - it is impossible to accelerate into the back of a vehicle, for example.
Ram Sequence
Rams follow this sequence:
- Calculate the contact zone of the vehicle's intended move.
- If a collision is about to take place, leave the rammer model in place.
- Decide whether the ram is a head-on, a shunt, or a sideswipe. This is explained in the sections on types of rams, below.
- Calculate damage using the rules given under Ram Damage below.
- Reduce the vehicles' speed by the amounts given for that type of ram.
- Any vehicles which are still moving and under control must now take a hazard roll against the safety limit for that ram.
Vehicles Spinning
The contact zones for cars at an angle to the grid are always four lanes wide.
A stationary vehicle which is at an angle to the grid because of a spin, has the contact zone shown in the rule book's diagram.
When a car at an angle to the grid is still moving, its contact zone covers the entirety of all four lanes in the space it is moving into. This is regardless of the position of the model. (The rule book's extreme example: the car is at an angle to the grid and moving forwards. Because of the contact zone rules, it hits the mines, even though the tyres scarcely contact.)
Curves
When a car on a curve is occupying 'even' lanes, its contact zone is determined easily. Cars on uneven lanes judge their contact zones by using the space dividers on the outside lane.
On curves, the track grid, rather than the model, is used to judge contact zones. This is especially important when players are using converted die cast cars. A few car models may be a little too large and overhang the edges of the space. It is thus possible for two car models to be touching without a collision actually occurring.
Types of Ram
Head On
A head-on ram occurs when a vehicle rams another vehicle travelling in the opposite direction. This may happen when both vehicles are occupying the same two lanes or when they have only one lane in common.
Head-on rams can happen on corners and bends. The lane markings are used for determining whether the vehicles are head-on, not the angle of the models. Despite the angles of the models, all the rams in the rule book's curve diagram are treated as head-on.
When a vehicle is about to collide with something, its model isn't moved. In a head-on ram, both vehicles come to an immediate halt. The cars finish their move in the same place as they started.
Shunt
A shunt occurs when both vehicles are moving in the same direction. Obviously, a shunt can only ever happen when the target is moving slower than the rammer.
Shunt rams can take place if the vehicles have one or both lanes in common, in the same way as head-on rams, and can occur on straight sections of track or on curves.
Sideswipe
A driver can sideswipe when the target is on adjacent lanes in the same square. The rammer simply yanks the steering wheel over and smashes into the target on the side. A driver may only attempt a sideswipe after a straight-ahead move, and only if the player declared a ram action. (Example: the Interceptor has just made a straight-ahead move bringing it neck and neck with the Renegade and the driver uses the move's action for a sideswipe.)
The amount of risk and damage depends largely on the directions in which the cars are travelling. If both cars are travelling in the same direction it is called a neck and neck. If one car is stationary, or the two cars are travelling in opposite directions, it is called an opposed sideswipe.
Neck and neck sideswipes rarely cause much damage; they are used mainly to try to force the other car to lose control or to go off the road.
As stated above, sideswipes may only be done after the rammer has completed a move. Because sideswipes require an action this may only be a straight-ahead move. (Illegal sideswipe: the driver drifts across into the target square and cannot sideswipe because the drift used up the phase's action.)
On curves, cars are quite often 'staggered' with the front of one car a half space further forward than the other car. In these situations, drivers may only attempt sideswipes if the front of their car is behind the front of the other car - drivers on curves cannot make sideswipes with the rear ends of their vehicles.
Sideswipes are not subject to the rules for drifts, which prohibit moving inwards on a curve. Cars on curved sections of track are allowed to sideswipe from an outer lane to an inner lane.
The outcome of a sideswipe depends largely on a sideswipe test. The test should be taken immediately on contact, before calculating damage.
To take a sideswipe test, both drivers should:
- Roll a dice.
- Add the vehicle's optimum control unless it is out of control, in which case add its adverse control.
- The rammer adds a further +1.
If the totals are the same, the outcome is a draw. Otherwise the player with the higher score is the winner, and the player with the lower score the loser.
The ways in which the sideswipe test affects the outcome of a ram are detailed later under Ram Damage below and Hazard Rolls (p38).
Ram Damage
Ram damage is assessed in the normal way - a ram will cause a certain number of hits, each with their own damage characteristic. There are four different types of ram damage, depending on the nature of the ram:
- Relative speed factor hits
- Combined speed factor hits
- Relative speed factor damage
- Combined speed factor damage
A relative speed factor hit is one hit. The hit's damage characteristic can be calculated by subtracting the speed factor of the slower vehicle from the speed factor of the faster.
For example: after a neck & neck sideswipe a vehicle is forced to take a relative speed factor hit. The vehicles are travelling at speed factor 3 and 4. The relative speed hit is at +1 damage.
A combined speed factor hit is one hit, with a damage characteristic equal to the total of the two vehicles' speed factors.
For example: after an opposed sideswipe a vehicle is forced to take a combined speed factor hit. The two vehicles are travelling at speed factors 1 and 3 respectively. The combined speed factor hit is one hit at +4 damage.
Combined speed factor damage can be calculated by adding together the speed factor of both vehicles. This total gives both the number of hits and the damage characteristics of each hit.
For example: a head-on ram occurs with two vehicles both travelling at 57mph - a speed factor of 3. 3+3 is 6, so combined damage for this collision is 6 hits at +6 damage.
Relative speed factor damage can be calculated by subtracting the speed factor of the slower car from the speed factor of the faster car. Where both vehicles have the same speed factor no damage is caused.
For example: a vehicle travelling at speed factor 5 shunts a target moving at speed factor 4. Relative speed factor damage is one hit at +1.
Hits caused by rams are calculated normally by rolling a dice, adding the hit's damage characteristic and subtracting the target's internal armour. If the dice rolled for damage scores a six, the hit also causes critical damage.
Ram damage by type:
- Head-On. Both vehicles take combined speed factor damage.
- Shunt. Both vehicles take relative speed factor damage. Where both vehicles have the same speed factor no damage is caused, but the vehicles still make the appropriate hazard roll (see p38).
- Sideswipe, Neck & Neck. The loser of the sideswipe test takes a relative speed factor hit. If the test resulted in a draw, both vehicles take a relative speed factor hit.
- Sideswipe, Opposed. The loser of the sideswipe test takes a combined speed factor hit. If the test resulted in a draw, both vehicles take a combined speed factor hit.
Speed Adjustment
Head-On. After a head-on ram both vehicles automatically come to a halt.
Shunt. Work out the difference between the two vehicles' speeds in miles per hour. Halve this number and round any fractions up. This total should be added to the target's speed and subtracted from the rammer's speed. This leaves both vehicles travelling at the same speed, or with the one in front going slightly faster. Players should note that when two vehicles are travelling at the same speed it is always the one in front that moves first.
For example: a car travelling at 60mph shunt rams a target which is travelling at 40mph. The difference in speed, divided by two, is 10mph. The target accelerates to 50mph, the rammer slows down to 50mph.
Sideswipe. If they were travelling in the same direction, both vehicles lose 10mph. If they were travelling in opposite directions, both vehicles lose 20mph.
Hazard Rolls (Rams)
Vehicles which have been involved in a sideswipe or a shunt may still be moving.
Vehicles involved in a shunt must take a hazard roll against a safety limit of 40mph. Drivers of vehicles which are the target of a shunt ram ignore panic brake results on hazard rolls. They stay in control and don't brake.
After a neck and neck sideswipe, only the loser need take a hazard roll. This is against a safety limit of 40mph.
After an opposed sideswipe the winner tests against a 40mph safety limit, the loser tests against 20mph.
Control Loss (Rams)
Drivers who lose control will, of course, be forced to take a control loss test at the start of their next move.
When a car skids after a sideswipe, there is no need to take a skid test. The car automatically drift skids and the direction in which it skids isn't randomised.
Cars on straight tracks skid outwards, reacting to the sideswipe. (Example: the Renegade has just lost a sideswipe, failed the hazard roll, and lost control. In its next move, if it does skid, it will automatically do so away from the car which sideswiped it.)
Cars which start to skid on a curve also by-pass the skid test. Cars which were sideswiped from an inner lane drift skid outwards. Cars which were sideswiped from an outer lane skid straight, but lose 10mph as if it were a drift skid.
Stationary Cars and Wrecks
A collision with a car which is stationary and facing in the opposite direction to the rammer's direction is always treated as a head-on ram.
Collisions with stationary vehicles pointed in the same direction as the rammer are treated as shunt rams, provided the target isn't a wreck.
Certain cars are deemed to be wrecks. These are cars which have taken terminal damage, have rolled, or have a broken axle as a result of a critical hit (see p34). Any collision with a wreck is treated as a head-on ram.
Finally, collisions with any vehicles which are at an angle to the grid are treated as head-on rams.
Moving After a Shunt Ram. After the damage has been calculated and the two vehicles' speeds adjusted, both vehicles will be in the same positions as they were at the start of the phase, but they will now be at the same speed.
This means that the target vehicle must now take its move. Provided the vehicle hasn't lost control, the driver is allowed to declare an action, move forward and then execute the action in the normal sequence. If the driver is out of control, the move must be preceded by the usual control loss test (see p42).
Once the target has completed its move and any associated actions, the driver of the ramming vehicle may then complete his move, although the driver can't perform any actions.
If either vehicle's move results in another collision see p52.
Spins and Skids
Vehicles which are spinning or skidding must execute their moves in a strict sequence - forward moves, drift skids and spins, in that order. The player must check the contact zone for each part of the sequence before moving the car model - if a collision will occur, the move comes to an end.
The rotation of a spinning model may cause it to hit another vehicle. In these cases, there is no need to roll for rotation. The car model isn't actually moved, and the collision is treated as a sideswipe. If the car is still moving after the sideswipe, it is still classed as spinning. In its next move, and all subsequent ones, it moves straight-ahead and rolls for rotation normally (see p44).
After a shunt ram, a car which is skidding or spinning will get to take its normal forward move in which case it simply completes the straight-ahead move, then tests for the skid and/or the spin.
Vehicles which are rolling may have one of the four stages of their move blocked by another vehicle - in which case take as many of the stages as possible, and work out the collision at that speed. The car then rolls and comes to a halt.
Crashes
Whenever a vehicle's contact zone strays off the road surface it will crash immediately. (Examples in the rule book: the car is out of control, skids to the right and crashes; the car skids straight, spins and crashes.)
When a car crashes, the driver rolls for damage and then removes the model from play. The car is completely out of the game.
Drivers aren't allowed to make a manoeuvre which would cause a crash. Vehicles only crash when they are out of control.
Curves
In certain circumstances vehicles on corners are forced to crash, even when their contact zone doesn't go off the edge of the track. This happens when a vehicle ends its move on a curved track and either has no driver, or is forced to rotate because of a spin test.
Cars crashing on curves don't pose any danger to other cars nearby - it is assumed that the crashing car conveniently cartwheels through the air and lands well out of harm's way.
A car forced to rotate on a curved track section automatically crashes. The model is removed from play immediately, and other vehicles aren't affected. Even if there is another vehicle or a passive weapon in the spin's contact zone - any of the lanes adjoining the vehicle - the spinning car is still removed from play the moment it starts to rotate. Any collisions that would have been caused by the rotation are ignored.
Vehicles crash if they have no driver and end a move on a curved track. The model is removed from play immediately.
Crash Damage
Unless you are playing a campaign, where the outcome of a scenario will have a bearing on a vehicle's state of repair in subsequent engagements, there is no need to roll for crash damage. Simply remove the vehicle from play.
Otherwise, crashed vehicles take speed factor damage, as per rams (see p56). A crashing vehicle thus takes a number of hits equal to its current speed factor. Each damage roll is also modified by the current speed factor. For example, a vehicle which crashes at 75mph (speed factor 4), takes 4 hits each with a damage characteristic of +4.
Bikes
The rules presented up till now have dealt almost exclusively with cars. But of course, Renegades and Interceptors are by no means the only vehicles to be found engaged in the deadly highway conflicts of the Dark Future. Bikes are cheaper and more manoeuvrable - but offer correspondingly less protection to the driver, and can't carry nearly as much armament.
Rules Summary
The rules for cars are assumed to apply to bikes, unless stated otherwise. So there isn't a new set of rules to learn, just a few variations to reflect the different ways in which bikes behave.
A bike and its rider are treated as a single, integral model. If the bike is removed from play, so is the rider. If the bike is wrecked or takes terminal damage the rider immediately leaves play at the start of the turn after the bike comes to a halt. The rider leaves before the start of the turn's first phase - so cannot be harmed in any way.
Moving bikes occupy two lanes in the same way as a car. This represents the amount of space actually needed around a moving motorcycle to ensure its safety.
Bikes are allowed to dodge around obstacles by using a special dodge action, temporarily reducing their contact zone (see below).
Bikes use normal factors for control loss tests, but they roll rather than spin. Rolling bikes are like rolling cars - they take a skid test, fall, damage and come to a halt.
Bikes can't use any of the large cumbersome weapons which can be fitted to cars. They have to use smaller, lightweight variants.
Bikes can't ram or sideswipe cars. When a bike does run into a car, it always comes off worse.
Riding
The main differences between bikes and cars, apart from the greatly enhanced acceleration and handling of a bike, is that the consequences of losing control are far, far worse for bikes.
Actions. The actions available to a rider are largely the same as a driver. Riders, however, aren't allowed to reverse or perform sideswipes against cars or bikes travelling in the opposite direction. They are allowed a special dodge action which allows them to temporarily shift onto a single lane. Dodge actions are classed as a manoeuvre, see below.
Movement and Manoeuvres
Contact Zones. Bike models should be placed on the boards so that the bike's wheels are over a lane divider, and the front of the base is close to the space divider in front of the bike.
The bike model is assumed to occupy both lanes. When a bike moves straight-ahead it covers one space, in the same way as a car.
Bikes moving onto, along or off 'odd' pairs of curved lanes observe the same rules as cars - the space divider that counts is always the one on the outside lane. Where a bike is drifting it should move forward so it is alongside the outer lane divider at the end of its move.
As a special exception, bikes are allowed to share one or both lanes of their contact zones, but only with other bikes. Bikes can pass very close to each other without colliding. This situation is referred to as overlapping contact zones.
Riding this close to another bike doesn't cause a collision, but it is not without risks. When bikes end a move with overlapping contact zones, both riders must take an immediate hazard roll. The safety limit is 80mph if the two bikes are going in the same direction; 40mph if they're travelling in opposite directions.
The hazard roll is taken using the normal rules and sequencing - see Hazard and Control Loss Tests, p38. (Bikes in these positions are allowed to sideswipe each other - see Collisions, p70).
Example: in phase four a bike travelling at 70 miles per hour flashes past another bike at 30mph. The rider takes the hazard roll immediately after the move. The other bike is going slower than the 40mph safety limit, so doesn't need to test.
Stationary bikes, whether upright or fallen, have the normal 2 lane contact zone.
Drift. The contact zone for a drifting bike is the same as that for a car. Bikes are allowed to drift outwards, but not inwards, on curves in the same way as cars. The manoeuvre has the usual 80mph safety limit.
U-turn. A bike U-turning is subject to the normal restrictions and speed limits. The maximum speed to attempt the manoeuvre is 10mph, the safety limit is 31mph.
Dodge. The fact that a bike occupies two lanes in the same way as a car reflects the fact that although bikes aren't very wide, they still need a lot of clearance space on either side if they're travelling at speed. The dodge manoeuvre offers them the opportunity of squeezing through much tighter spaces when they are travelling slowly.
Dodge manoeuvres are hazards with a safety limit of 40mph.
A rider employing a dodge action makes a normal straight-ahead move, but with the reduced (single lane) contact zones shown on the rule book's diagram. The rider is free to choose which side the bike's contact zone goes on.
The value of a dodge is that it allows the bike to avoid hitting passives (a rider can slalom through a set of spikes and emerge unscathed). Bikes are allowed to dodge when they are on curved tracks.
In the move following a dodge, the rider can use any action, including another dodge, in either direction. If the rider doesn't use another dodge, the bike's contact zone goes back up to two lanes, and all the usual rules apply.
Riders can only dodge surface hazards, such as passive weapons. They can't dodge other vehicles, either cars or bikes. (A rider cannot use a dodge action to avoid hitting a car; this is treated as a sideswipe, see Collisions.)
Riders who panic brake or lose control still complete the dodge, and have the reduced contact zones.
Moving Off. Bikes which are moving off are allowed to travel in either direction, and can simultaneously drift or U-turn, in the same way as cars.
A bike moving off in a different direction is turned around and aligned against the dividing lines at the opposite end of the square. Bikes can only do this when they're moving off and aren't accelerating to more than 20mph (such a manoeuvre will effectively take up the whole turn).
Shooting
Passive Deployment. Motorcycles end the move aligned with the space dividers to their front. Passives laid by a bike are placed behind the bike model. Note that stationary bikes cannot deploy any passives.
Direct Fire. The fire corridor for both left and right-hand mounted weapons is the same (the two lanes directly ahead of the bike). When bikes are shooting from curves their fire corridors should be judged using the ruler template, see p25.
Range and accuracy characteristics for bike mounted weapons:
| Weapon | Range | Accuracy |
|---|---|---|
| 4.2mm MG | 8 | +2 |
| 20mm Tube GL | 12 | 0 |
| Combat Laser | 12 | +2 |
| 40mm RAG | 12 | 0 |
Bike Targets. Bikes can only be fired at when one of the lanes they're occupying is inside the shooter's fire corridor.
Where there is only one of the bike's two lanes in the shooter's fire corridor, shots are subject to a -2 hit roll penalty.
If both lanes are in the fire corridor the shot is subject to a -1 hit penalty.
Where target or firer are on a curve, check the fire corridor using the template. Only part of the model needs to be in the other lane for the bike to count as occupying two lanes.
Bikes which have fallen over can't be fired at by anything other than turret mounted weapons.
Bike Damage
Passive Hits. Bikes can in some cases avoid passive markers by using a dodge action - see Dodge above.
Hazard rolls for pattern mine hits are taken against the bike's reduced handling (see Bike Hazard and Control Loss Tests below).
Bikes hitting oil test against their full handling if they are moving straight-ahead, on straight track, and have not adjusted their speed earlier in the phase, otherwise they test against the lower safety limit and their reduced handling.
Bikes will only take a hazard roll for spikes if they take a critical hit, and always take hazard rolls for criticals against their reduced handling.
Riders take hazard rolls for smoke against their full handling characteristic.
Incremental Damage. Bikes suffer incremental damage in the same way as cars: see Damage Increments (p28). Bikes take incremental damage when they fall below 6 and 3 points, as shown on the record sheets. The effects of incremental damage are the same as for cars; handling -1, acceleration -3mph and maximum speed -10mph.
Terminal Damage. Bikes take terminal damage tests in the same way and in the same circumstances as cars. When the bike comes to halt it falls and the rider escapes (if still alive). The model is left in position on the road surface, at a slight angle to the grid to indicate that it has fallen. It is treated as a wreck and the rider automatically leaves play at the start of the next turn.
Road Damage. Bike riders are far more exposed than their counterparts inside cars. Road damage represents the rider coming into contact with the road surface - when the bike falls over and the rider is knocked off or thrown.
A rider is forced to take road damage when the bike rolls, crashes or is involved in a head-on ram.
Road damage is simulated by an automatic driver critical. The player should find the driver section of the critical hit results table (p34) and roll a dice. The dice is subject to modifiers depending on the bike's speed factor:
| Speed factor | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8+ |
|---|---|---|---|---|---|---|---|---|
| Modifier | -4 | -2 | 0 | +2 | +3 | +4 | +5 | +6 |
This special modified rider critical is referred to as a road damage test.
For example: an out of control bike rolls at 35mph, which is speed factor 2, and the rider takes road damage. The player rolls for a driver critical, but subtracts two from the score.
Bike Critical Hits - Target Matrix
Bikes use a different target matrix to cars, and some critical hit results differ.
Front (D6)
- 1,2 Bodywork
- 3 Front Wheels
- 4 Weapons, roll again. Odd numbers left, even numbers right
- 5 Engine
- 6 Roll again: 1-2 Fuel; 3-6 Rider
Sides (D6)
- 1,2 Bodywork
- 3 Wheels, roll again: 1,2,3 front; 4,5,6 rear
- 4 Weapons, roll again: odds front*; evens passives
- 5 Roll again: odds Fuel; evens Engine
- 6 Rider
*If the damage is for a crash, roll, or internal explosion, roll again: odd scores mean left side, even scores mean right.
Rear (D6)
- 1,2 Bodywork
- 3 Rear Wheel
- 4 Passives
- 5 Roll again: odds Fuel; evens Engine
- 6 Rider
Floor (D6)
- 1,2 Bodywork
- 3 Wheels, roll again: odds Front; evens Rear
- 4 Weapons, roll again: odds Front, roll again (odds left, evens right); evens Passives
- 5 Engine
- 6 Rider
Roof (D6)
- 1,2,3 Bodywork
- 4,5,6 Rider
Bikes and their riders are treated as a composite entity - even when a rider has taken road damage he is still assumed to be on, or at least very close to the bike.
Bike Critical Hit Results
Bodywork (D6)
- 1 Transmission. Roll a dice and add the hit's damage. If the total is 6 or more, the bike's acceleration falls to zero. If the total is 5 or less, the hit is wasted.
- 2 Clutch Cable. The bike cannot exceed its current speed factor characteristic for the rest of the game.
- 3 Fuel Line. The bike is leaking fuel. At the end of each turn, the rider rolls a dice. If it scores a 1, the bike's engine is disabled.
- 4 Brake Cable. The bike's current braking characteristic is halved, rounding fractions down.
- 5 Weapons link severed. One of the bike's weapons links is severed. To determine which one, roll a dice: 1,2 Left-hand; 3,4 Right-hand; 5,6 Passive. If the result is a weapon not fitted to the bike, the hit is wasted.
- 6 Accelerator Cable. The bike's acceleration is reduced to zero.
Wheels (D6)
- 1 Brake Cable. The bike's current braking characteristic is halved, rounding any fractions down.
- 2,3 Wheel Bearing. Roll a dice and add the hit's damage. If the total is 6 or less, the shot hasn't managed to break the wheel bearing, but the bike's handling goes down by 1. If the score was 7 or more, a wheel has fallen off! If the bike is travelling at 81mph or faster it crashes. The model should be removed from play, the bike takes crash damage (see p58) and the rider takes road damage. If the bike is travelling at 80mph or less, it automatically rolls on its next move, see p64.
- 4 Split tyre. As for cars, see Critical Hit Results (p34).
- 5,6 Tyre Destroyed. As for cars, see Critical Hit Results (p34). As with any bike critical hit, the hazard roll is taken against the bike's reduced handling (below).
Weapons (D6). Weapon criticals on bikes have exactly the same effect as ones on cars (see p35): 1,2 Damaged; 3 Jammed; 4 Command Link Severed; 5,6 Destroyed.
Engine (D6)
- 1 Engine Block. Roll a dice, add the hit's damage. If the total is six or more, the bike's engine is disabled. If the total is 5 or less, the hit has no effect.
- 2 Carburettor. The bike's acceleration is reduced to one-third of its current characteristic, any fractions should be rounded down.
- 3 Brake Cylinder. As for cars, see Critical Hit Results (p34).
- 4 Generator. As for cars, see Critical Hit Results (p34).
- 5 Ignition. As for cars, see Critical Hit Results (p34).
- 6 Explosion. As for cars, see Critical Hit Results (p34).
Fuel (D6)
- 1-3 Holed. As for cars, see Critical Hit Results (p35).
- 4-6 Explodes. The bike takes an immediate +8HE hit, the engine is disabled.
Rider (D6)
- 1-2 Hurt. As for cars, see Critical Hit Results (p34).
- 3-4 Injured. As for cars, see Critical Hit Results (p34).
- 5 Limb Disabled. As for cars, see Critical Hit Results (p34).
- 6 K.O. The bike has no rider.
Bikes with no rider automatically roll in their next move (p46).
When a bike has no rider and finishes a move on a curve, it automatically crashes. The bike model is removed from play and takes crash damage.
Bikes with a disabled engine will slow to a halt. Once they have come to a halt they may be abandoned by the driver at the start of any turn. The player simply declares that the rider is leaving his bike before the start of the first phase. The bike model is left in place, at a slight angle to the grid - if anything hits it, it is treated as a wreck (p57).
If the rider doesn't abandon the bike, he may push it. Pushing counts as a normal action and gives the bike an acceleration and maximum speed of 5mph. The rider cannot shoot in the same turn that the bike is pushed.
In the unlikely event of a bike's full handling characteristic falling to zero, the bike automatically loses control.
Bike Hazard and Control Loss Tests
Bikes have a handling characteristic of 6. For a bike, this characteristic is intended for basic manoeuvres, like drifting and cornering. The high characteristic represents the fact that at high speeds bikes are much better at getting round corners than cars. However bikes are in many cases more vulnerable than cars; they only have two wheels and are far less stable.
Bikes test against their full handling characteristic for manoeuvres and curves.
Bikes taking hazard rolls for any other reason have their handling characteristic reduced by 3 for that test. This is called the bike's reduced handling figure. The list below details the tests when the bike is forced to test against reduced handling:
- HE hits
- Oil on curves (and straights if the rider adjusted speed earlier in the phase)
- Critical hits
- Mine hits
- Debris
- Sand on curves
- Collisions
(Example: the bike hits a mine marker. After calculating damage it takes the hazard roll against its reduced handling of 3.)
Control Loss Tests. Bikes use the normal factors for control loss tests - the player rolls a dice, adds speed factor and deducts the bike's adverse control.
It is important to note that the bike's adverse control is determined by comparing the rider's drive skill and the bike's full handling, not its reduced handling.
Bike Control Loss Test
| Score | Result |
|---|---|
| 1 or less | Regain Control |
| 2, 3 | Skid & Regain Control |
| 4, 5 | Skid out of Control |
| 6+ | Roll |
Regaining control and skidding are handled in exactly the same way as for cars (see p44).
Rolling. When a bike gets a roll result on a control loss test, check its speed. If the bike is travelling at 81mph or faster, it crashes. The bike model is removed from play immediately. The bike does not make a forward move, and other vehicles aren't affected by its demise. The bike takes speed factor damage for the crash (as detailed in Crash Damage, p58), and the rider takes road damage - see Road Damage above.
If a bike rolls at 80mph or slower, it takes a standard skid test, moves, and then rolls. The bike takes speed factor damage -2 and the rider takes road damage.
For example: rolling bikes take speed factor damage -2. A bike rolling at speed factor 4 would take 2 hits, both at +2 damage.
Damage, and thus any critical hits, is taken on a random facing: 1 Left side; 2 Right side; 3 Roof; 4 Floor; 5 Front; 6 Rear.
The bike then comes to an immediate halt, and its speed track should be adjusted accordingly. The bike model should be placed on its side at an angle to the grid to represent the fact that it has fallen.
If the bike takes terminal damage, or the rider is KO'd the bike is treated as a wreck.
In the event of both the bike and the rider surviving the roll, the bike remains in place until the start of next move, at which point the rider is allowed to pick the bike up and resume play.
Bike Collisions
Like car drivers, bikers can't make a ram action unless the collision is inevitable, or they are sideswiping. Bikes are further restricted in that they can only sideswipe other bikes, and only when the target is travelling in the same direction - a neck & neck sideswipe.
Rams involving bikes follow the usual pattern - see Ram Sequence (p52).
Bike vs. Bike
Head-On. The usual rules are used - both bikes take combined speed factor damage, come to a halt and fall. Riders who survive this take road damage at the speed the bike was travelling at the moment of impact.
Note that collisions with stationary and fallen bikes are always treated as head-on rams.
Shunt. The usual rules are used, but bikes involved in shunts with other bikes automatically lose control - there is no need to take the usual hazard roll.
When a move would lead to a bike-to-bike shunt ram, the ramming model is left in place, as usual. (Example: the rammer's forward move would cause a shunt so the model stays in place. The two vehicles' speeds are adjusted and both riders automatically lose control. As always with a shunt ram, the target vehicle will be the next to move. It will be out of control because of the shunt, so the move must be preceded by a control loss test.)
Sideswipe. Bikes can only sideswipe each other when they are travelling in the same direction, and have overlapping contact zones. Bikes with overlapping contact zones are forced to take hazard rolls after their moves. Riders forced to panic brake, or who lose control, can't sideswipe. (Example: the pursuing bike is about to move and decides to use a straight-ahead move with a ram action for a sideswipe. The contact zone for the lead bike's move overlaps the pursuer's contact zone. After the move is completed the player takes a hazard roll, scores low and is forced to panic brake. The bike can't sideswipe and has effectively lost this move's action.)
Two bikes may be involved in an accidental opposed sideswipe, if one were out of control and skidding into the target. In cases like this use the normal rules, given under Collisions (p56). Note that when taking a sideswipe test, riders of bikes which are out of control use reduced handling, rather than the full characteristic.
It is important to note that for shunts the ramming vehicle still isn't moved, even though the bike doesn't fill the whole square. (Example: the car model isn't moved. The shunt is calculated normally, both vehicles must take hazard rolls. The bike moves next; if the bike lost control because of the shunt's hazard roll, its move must be preceded by a control loss test.)
Bike vs. Car
A partial head-on ram with a motorcycle is always treated as a sideswipe. This is explained in detail in the rules on sideswiping, below.
Head-On. When a bike is involved in a head-on collision with a car, both vehicles suffer one combined speed factor hit. The rider of the bike must also take road damage. The bike is then removed from play. It is assumed to have crashed, but doesn't take additional crash damage - it's already suffered badly enough!
The car driver doesn't need to take the usual hazard roll, while in both cases the biker automatically loses control.
If the car was the rammer it then completes its move.
Whichever vehicle was the rammer, the car now slows down by 30mph and goes out of control. Its next move must be preceded by a control loss test.
Shunt Rams. In bike vs car shunt rams both sides suffer a relative speed hit, as explained in Ram Damage (p56).
When a bike shunt rams a car, the bike slows to the same speed as the car. The car's speed is unaffected.
When a car shunt rams a bike, the bike automatically accelerates to the car's speed-at-impact. The car slows down by 10mph.
Sideswipes. Bikes taking sideswipe tests automatically lose against cars.
A partial head-on or shunt ram with a motorcycle is always treated as a sideswipe. (If this were a collision between two cars it would be treated as a head-on ram. Because the other vehicle is a bike it is treated as an opposed sideswipe.)
Because of this rule it is usually only possible to shunt or head-on ram a bike when the vehicles have both lanes in common.
As these rams are treated as sideswipes, the moving vehicle's model is moved, bringing the models briefly into contact.
Cars don't need overlapping contact zones to sideswipe bikes. They are allowed to sideswipe from the usual positions.
Wrecks and Fallen Bikes. Fallen bikes are usually wrecks, although occasionally a car will hit a bike which has fallen but is still functioning; either way the results of the impact are the same.
When a car hits a fallen bike, treat the incident as a head-on ram. After calculating damage, the bike is removed from play, and the car will complete its move, but lose control.
When a bike hits a wrecked bike it automatically crashes. The moving bike is taken out of play, taking crash and road damage. The wreck remains in place.
Track Generation
Initial Track Generation
For your first few games, we recommend you set up the track according to the introductory games. Once you've got the feel of the game, however, you can set up track lay-outs by using the simple system below.
At the start of the game, draw three straight track sections. Place them end-to-end at one side of the table. Once the first three sections have been laid, either of the players rolls a dice for the third. A score of 1-4 is a straight, a 5 or 6 is a curve. This process continues until there are ten track sections in play. (Transcriber's note: the rule book prints "ten" here, although its own sample diagram and the later rules refer to a stretch of seven track sections; transcribed as printed.)
Curves are either ninety-degree corners or 60 degree bends. To see what sort of curve and which way it's going, you must roll two dice one after another. The first roll is for the type (either a corner or a bend), the second roll is for direction (left or right). On the first roll, a score of 5 or 6 gives a tight corner, a 1, 2, 3, or 4 gives a broader bend. On the second dice, odd numbers give curves to the left, evens are to the right.
When a curve is placed, the track section following it is always a straight. Track sections after curves aren't randomly generated, they are always straights.
In certain rare circumstances you might find that all sections of a particular type are already in use, as in the rule book's sample track. Whenever this happens, and the track called for is a curve, use the other sort of curve - ie switch bends for corners and corners for bends.
If the required track is a straight, and all the straights are in play, the track generation ends. The finish is deemed to be wherever the track has stopped and no new track is generated.
When a series of bends in the same direction is generated, the track is in danger of turning back on itself. When there have been two curves in the same direction, any following curve is automatically in the opposite direction. This is called the 180 degree rule.
Continuous Generation
The early scenarios are played out over a stretch of seven track sections. Once the cars move off the end, the game is over. The continuous track generation system is used in the more advanced scenarios to allow the game to keep going until the cars are destroyed or the lead car manages to get sufficiently far ahead to escape. As the cars race along the road, track sections are removed from the back and new ones laid in front to replace them. As the game progresses, the cars move forward, new boards are laid down and old ones are removed.
To start the continuous generation process, the players should place three straight sections on the table and then generate new ones up to the limit of the lead driver's line of sight. This is up to the next curve, or three straight sections ahead.
The dice for generating track should be rolled by the driver of the lead car.
New track is generated by the same dice sequence used in the initial track generation rules given above - ie on the first dice roll 1-4 is a straight, 5 or 6 is a curve. The rule that every curve is followed by a straight also applies.
Straight Sections. The big advantage of a straight is that drivers can see what's ahead. A leading vehicle which is on a straight section is always allowed to generate more track so that there are either three sections of track after the one the car is on, or up to a curve - which blocks the driver's line of sight.
Curves. Curves block a driver's view of the road ahead. When a curve is generated the process stops and nobody finds out what's round it until they are in a position to see.
Whenever a curve is generated, the player rolls to see which sort it is and which direction it's going in. Continuous generation then stops.
Curves are always followed by a straight. The straight isn't placed on the table until the lead vehicle moves onto the curve itself.
Extra track is generated after a curve only after a car has moved off the curve and into the mandatory straight.
Removing Track
In order to keep the track sections circulating, 'old' track must be taken off the back of the seven section stretch. This is fairly important if you happen to be driving something on the section which is being removed...
In the random generation system there may never be more than seven track sections in play at any one time. Whenever a new section of track is being placed and there are already seven sections in play, the one at the back must be removed.
If there are any vehicles or passive weapon markers on this section, they are removed from play. Cars removed in this fashion aren't damaged but can't take any more part in the game. This is referred to as leaving play - the moment a car goes off the end of the track system it is out of the game and cannot re-enter, although there is no risk of damage.
Cars are most likely to fall behind in this way when the leading car moves onto a straight section after a corner.
Vehicles cannot stop themselves being removed from play even if they have yet to move in the current phase and their move will take them onto a new board.
Changing Direction
The rules above assume that all the cars are heading in the same direction. If a car U-turns, then there may be vehicles going in opposite directions.
In cases like this, track is generated for the lead car going in the direction of play. The direction of play is determined by the majority of cars - if there are two cars going the same way and another one going in the opposite direction, the direction of play is that travelled by the two cars. Whenever there are equal numbers of vehicles in opposite directions, the old direction of play remains in force. Cars going in the opposite direction to the direction of play will drive off the edge of the board and leave play. They may not re-enter the game.
When the direction of play is changed, new track is generated using all the rules given above.
Particularly astute players might have noticed that this means that if the cars turn round they'll be going along an entirely different stretch of road - because it's being generated all over again. This happens so rarely that it isn't usually worth keeping a record of the old track. Recording track as it is removed - along with the position of any passive weapons, wrecks etc - can add a little extra detail to the game, but more often than not, it's wasted effort.
Random Road Hazards
Storming along with your foot to the floor is all very well when you've got a clear, straight stretch of road ahead. But the desert roads and dirt tracks in the USA of the Dark Future are not always as well maintained as they should be. To reflect this poor state of repair, a number of road hazard markers are included in the box, and the system below explains how you should place them on the track when generating continuous, new sections of track.
There are three types of road hazard:
- Sand: the product of constant drifting, or sudden, vicious sandstorms.
- Debris: garbage, eroded pavements and the wreckage of earlier combat.
- Obstacles: the remains of old road blocks, fallen trees and wrecks.
When to use Random Road Hazards. Whenever a new section of track is brought into play, roll a dice for the placement of a random road hazard. If the dice scores a 1 there is some sort of random hazard on that track section.
Random hazard markers are placed on the edges of the road so that they occupy three lanes in a single space.
Very rarely, there won't be enough markers to represent all the hazards required, or there won't be enough of the same type. In these cases, place as many of the appropriate markers as you can, and ignore ones which can't be represented - don't roll for a different type if you run out of one.
Of course, experienced modellers may wish to make their own, three-dimensional markers for hazards. Sand, flock, or ballast is readily available from any model shop and can easily be glued to strips of card to create the desired effect.
Generation. To determine the number and nature of the obstacles both the large dice should be rolled.
The number on the higher scoring dice gives you the type of road hazard:
| Highest Score | Road Hazard |
|---|---|
| 6 | Sand |
| 5 | Debris |
| 4 or less | Obstacles |
The number on the lower scoring dice gives the side of the road on which they should be placed - odd numbers are left, evens are right. This is also the number of markers to be placed.
Markers should be placed, in the order generated, from the space nearest to the start of the track, and working forwards in the direction of play.
On straight sections there are 3 spaces on the tracks, on curves there are 2-5 spaces. Sometimes there will be more than enough counters to fill the entire side. In these cases, any counters which won't fit should be placed on the next track section. (Example: the two dice give 5 sand markers on the left hand side of a straight. The fourth and fifth sand markers are placed on the next track along.)
Doubles. If the dice score a double one or a double two there is a railroad crossing, see the special rules below.
If the dice score a double 3 or higher - there are obstacles on both sides of the road. Roll the two dice again, first to generate the obstacles on the left, then for the ones on the right. Use the system above for determining the number and nature of the obstacles. If either dice throw scores a double, ignore the result and re-roll.
Effects of Road Hazards
Sand. Drivers moving through sand must take an immediate hazard roll against a safety limit of 30mph.
Debris. Drivers moving through debris test against a safety limit of 10mph.
Obstacles. A collision with an obstacle is treated as a collision with a wreck (see p57). In most cases this will be a straight head-on ram. In the rare event of it being a sideswipe caused by skidding, the vehicle automatically loses the sideswipe test (see p54).
Obstacles can't be destroyed by firing at them or driving into them.
Railroad Crossing. Railroads on straight track sections should be placed across the central spaces, those on curves are placed on the end spaces.
A railroad crossing is treated as a hazard with a 60mph safety limit. In addition to this, drivers moving onto the railroad must roll the dice again. If the dice score a double 1 the car gets mashed to teeny bits by a speeding express train. The vehicle and all others on the railroad section are removed from play immediately. Drivers of vehicles hit by trains suffer a critical hit with +2 to the roll on the results table (p34). The train is assumed to have passed and has no further effect on the game - although there's the same chance of another coming along.
Vehicle Design
The basic scenarios provide the players with 'ready-to-use' cars, each with pre-set characteristics and weapons. This section, designed mainly as an aid to long running campaign games, tells you how the basic cars can be modified and customised to the driver's wishes.
Everything that could be mounted on a vehicle is given a weight and a cost.
Weights are given in abstract weight points.
Vehicles have payload ratings. The payload rating is the maximum number of weight points which may be fitted to the vehicle, without altering its characteristics.
In the campaign games the players are awarded varying sums of money and may spend this on new cars to replace any losses and new gear for the cars. In this section the cars are given maximum weight allowances which may not be exceeded.
Weapons are given a cost and a weight rating. The cost is the basic cost for a fully loaded weapon.
| Vehicle | Cost | Maximum Payload |
|---|---|---|
| Bike | $15,000 | 250 |
| Renegade | $35,000 | 600 |
| Interceptor | $70,000 | 850 |
| Lightweight Weapon | Cost | Weight |
|---|---|---|
| 4.2mm Machine gun | $6,000 | 80 |
| 20mm Tube GL | $6,000 | 60 |
| Combat Laser | $10,000 | 70 |
| 40mm RAG Tube | $6,000 | 50 |
| Medium Weapon | Cost | Weight |
|---|---|---|
| Machine Gun | $5,000 | 175 |
| 15mm Autocannon | $9,000 | 250 |
| 20mm Grenade Launcher | $5,500 | 150 |
| Combat Laser | $10,000 | 100* |
*The laser's weight rating takes into account the extra generators and power packs.
| Heavy Weapon | Cost | Weight |
|---|---|---|
| Chain Gun | $22,000 | 300 |
| 40mm Grenade Launcher | $15,000 | 250 |
| Heavy Laser | $18,000 | 200 |
| Missile Pod | $25,000 | 300 |
| Passive Weapon | Cost | Weight |
|---|---|---|
| Spike Layer | $1,500 | 100 |
| Pattern Mine Layer | $5,000 | 150 |
| Smoke Layer | $2,000 | 50 |
| Oil Layer | $3,000 | 75 |
| Lightweight Passive | Cost | Weight |
|---|---|---|
| Spike Layer | $1,000 | 60 |
| Pattern Mine Layer | $4,000 | 100 |
| Smoke Layer | $1,500 | 50 |
| Oil Layer | $2,000 | 50 |
| Turret | Cost | Weight |
|---|---|---|
| Turret | $25,000 | 150 |
Weapons Mounts
Bikes have two front mounts, and one passive. Bikes can only take lightweight weapons.
Lightweight weapons can be fitted to cars - they are not exclusive to bikes.
A Renegade has four ordinary weapons mounts available - these are the hood, the roof and the two wings. Renegades have only one passives position, so they may never carry more than one passive weapon.
An Interceptor has six ordinary weapons mounts: hood, roof, two front wings and two side-mounts. They have two passives positions, left and right.
Both vehicles may be fitted with turrets.
Heavy weapons may only be mounted on a vehicle's hood, roof or turret, or side mounts. Because the Renegade doesn't have side-mounts, this means that the only place they can have a heavy weapon is on the hood, roof or turret.
Turrets may not be used to mount missile launcher tubes. All fixed mounted weapons are forward firing.
Linking Weapons
Linking weapons is free. It should be denoted on the reference sheet by drawing a line between all the weapons concerned and writing 'Link' on the line.
Any identical weapons mounted to the vehicle may be linked so that they all fire when the driver uses a shoot action. When weapons are linked the shoot action must be used to fire all of them - the driver has no choice.
Different types of weapon cannot be linked together. Weapons mounted in turrets can't be linked with other weapons.
There is no theoretical limit to the number of weapons which may be linked together, except the weapons mounts on the vehicles themselves.
When shooting with linked weapons the driver must roll for each shot in turn - working out any resultant damage before going on to work out the next shot.
Vehicles and Hardware
Summary Table
| Vehicle | Damage | Armour | Speed | Acc | Braking | Handling |
|---|---|---|---|---|---|---|
| Renegade | 18 | 3 | 100 | 20 | 30 | 4 |
| Interceptor | 24 | 4 | 120 | 30 | 40 | 5 |
| Bike | 9 | 2 | 110 | 40 | 40 | 6 |
Weaponry
Weapons Mounts. Weapons mounts aren't part of the vehicle's full characteristic profile but they are important. The weapons mounts for the vehicles in this set are:
- Interceptor: hood, wings, roof, sides, two passive weapons mounts.
- Bike: left and right front fairing mounts, one passive weapon mount.
- Renegade: hood, wings, roof, one passive weapon mount.
Passive weapon positions may be used to mount passive weapons only. They cannot be used to mount ordinary weapons. Each passive weapon mount can hold a maximum of one passive weapon.
Other weapons positions can carry one weapon. Any weapon fitted to a fixed mount must be forward facing.
In addition to these fixed mounts, any car may be fitted with a turret. Turrets can hold one heavy weapon or two medium weapons.
Weapons are defined by the most important performance considerations like how likely a shot is to hit its target, how much damage it is likely to cause and so on. These different aspects of a weapon's performance are called characteristics. Each weapon is defined in terms of the following characteristics:
- Range: in spaces
- Accuracy: to be added to the hit roll
- Damage: to be added to the damage roll
- Shots: number of times the weapon may be used before re-loading
Weapons are further sub-divided into three main categories: medium weapons, heavy weapons and lightweight weapons. The main difference is that heavy weapons may only be fitted to hood, side or turret mounts. Heavy weapons cannot be fitted to a car's wings. Lightweight weapons are the only sort that may be mounted on bikes.
Heavy Weapons
Chain Gun. Chain guns are manufactured by and for the military. They are basically electrically powered machine guns. The steel belt holding the ammunition is fed by a powerful motor which allows the gun to load, fire, and discard cartridges at a much faster rate than any conventional machine gun. Chain guns and their ammunition are incredibly expensive. The weight of the ammunition and high rate of fire restricts the number of bursts the weapon can fire. Range 16; Accuracy +3; Damage +5; Shots 6; Cost $22,000; Weight 300. A hit from a chain gun is usually pretty devastating, but they've only got six chances. They should be saved for really easy targets - usually a one or two square range. You've only got three shots, so spend them wisely! (as printed)
40mm Grenade Launcher. Grenade launchers are cheap, reliable weapons which fire powerful high explosive shells. These weapons are not very accurate but the results of a hit are usually devastating. Range 18; Accuracy 0; Damage +8HE; Shots 8; Cost $15,000; Weight 250.
Heavy Laser. Heavy lasers, like their smaller counterparts, draw their power from the vehicle itself. The heavy laser uses so much power that the vehicle must be fitted with several large, expensive and easily damaged power packs. These are charged from the engine and each shot uses the entire power supply available. Like a light laser, a heavy laser may fire only once per turn. Range 30; Accuracy +2; Damage +6; Shots once per turn; Cost $18,000; Weight 200.
Missile Pod. Each of these specially designed pods can carry six rocket-assisted, armour piercing missiles with high explosive warheads. Range 24; Accuracy +2; Damage +8HE; Shots 6; Cost $25,000; Weight 300.
Medium Weapons
Machine Gun. 6mm machine guns are the most common form of vehicle-mounted weaponry. Their high rate of fire usually ensures at least a couple of direct hits from every burst. Their drawbacks are the sheer weight of ammunition and a tendency to jam. Range 16; Accuracy +2; Damage +1; Shots 12; Cost $5,000; Weight 175. With twelve shots machine guns rarely run out of ammunition. It's best to fire at any opportunity when the chance of hitting is about one in three or higher.
15mm Autocannon. An autocannon is similar to a large calibre machine gun. It has a slightly slower rate of fire than a machine gun, but the weight of the armour piercing ammunition means that hits cause considerably more damage. Range 18; Accuracy +1; Damage +3; Shots 8; Cost $9,000; Weight 250.
20mm Grenade Launcher. Even relatively small calibre weapons can fire grenades with a very powerful high explosive warhead. The blast from just one hit is enough to cause very heavy damage, and may even force the target to go out of control. Magazine fed variants are ideal vehicle weapons as they can fire several times before needing to be reloaded. Range 16; Accuracy 0; Damage +2HE; Shots 10; Cost $5,000; Weight 150. The rules on hazards, detailed later, mean that hits from HE weapons like this can force vehicles out of control. The faster the target is moving, the more likely it is to lose control. At high speeds the chances of hitting might be low, because of the weapon's poor accuracy but the results can be devastating. For this reason it's generally worth firing at fast moving targets whenever the opportunity arises.
Combat Laser. Lasers draw their power from the vehicle's engine through a complex and vulnerable charging system. The laser's power supply can charge and store enough power for one shot every couple of seconds. Because of this, a laser can shoot only once per turn. There's no need to keep a record of the number of shots fired because lasers keep going until they are destroyed or their power supply fails, usually as a result of the car's engine being disabled. Range 20; Accuracy +2; Damage +3; Shots once per turn; Cost $10,000; Weight 100.
Passive Weapons
Spike layers. Crude, often home-made weapons, generally scattering a dozen or so razor-edged caltrops. Damage: see the special rules under Passive Weapons (p30). Shots 12; Cost $1,500; Weight 100.
Oil layers. Oil layers are generally just an oil reservoir with a pump which delivers the oil to a nozzle or a row of nozzles mounted at the rear of the car. Oil slicks don't cause damage as such but each hit reduces a vehicle's handling (p40) and might force the target to brake or suffer control loss. Damage: a hazard roll, the target loses 1 point of handling. Shots 12; Cost $3,000; Weight 75.
Pattern Mines. Pattern mines are small but powerful landmines laid in a very tight cluster. Each individual mine has a separate and highly sensitive detonator. The instant one of the mines explodes, the entire carpet of mines will automatically detonate. Damage: +3 damage and a 50mph hazard roll. Shots 6; Cost $5,000; Weight 150.
Smoke Layers. Smoke layers don't cause damage as such but the clouds of smoke they produce can obscure enemy fire and pose a very real hazard to high-speed pursuers. Damage: 60mph hazard roll. Shots 20; Cost $2,000; Weight 50.
Lightweight Passives
The effects of bike passives are exactly the same as their car mounted counterparts.
| Passive | Shots | Cost | Weight |
|---|---|---|---|
| Spikes | 6 | $1,000 | 60 |
| Oil | 6 | $2,000 | 50 |
| Pattern Mines | 4 | $4,000 | 100 |
| Smoke | 12 | $1,500 | 50 |
Lightweight Weapons
Motorcycles use a series of special lightweight weapons. These tend to be every bit as efficient as their larger, car-mounted counterparts, but the amount of ammunition available is generally much lower.
Lightweight weapons can be used on cars, in which case they are treated as medium weapons.
Bikes have three weapons mounts - one on either side of the front fairing and one passive mount. Fairing mounts may each carry one lightweight weapon. The passive mount may take one lightweight passive weapon.
Lightweight MG. Lightweight 4.2mm MGs use mainly plastic components. Their characteristics are as good as a car's, although they eat ammunition far quicker. They have a slightly higher rate of fire than car mounted variants, but the velocity of the shot is lower. Range 8; Accuracy +2; Damage +1; Shots 6; Cost $6,000; Weight 80.
20mm Grenade Launcher. Although very similar in effect to the car-mounted variant, the lightweight 20mm GL has reduced range and less than half the number of shots of its heavier counterpart. Range 12; Accuracy 0; Damage +2HE; Shots 4; Cost $6,000; Weight 60.
Lightweight Combat Laser. The lightweight laser is arguably the most versatile and effective of all bike-portable weapons. Its unlimited number of shots make it invaluable for long chases. Range 12; Accuracy +2; Damage +1; Shots NA; Cost $10,000; Weight 70.
40mm RAG Launcher Tubes. The use of rocket assisted grenades in low-recoil launching chambers allows a motorcycle-mounted weapon to deliver warheads causing nearly as much devastation as their car-mounted counterparts. Range 12; Accuracy 0; Damage +8HE; Shots 1; Weight (loaded) 50; Cost $5,000.
Games (Scenarios)
The introductory games can each be played as often as the players wish. Players are strongly advised against trying to learn the game by leaping in feet first and using the full rules for continuous track generation and vehicle design. These games introduce the rules gradually, from a very simple game to one which uses all the rules in the set.
Players familiar with the Dark Future system will find the rules easy to use, but are still recommended to go back to Game One if the game involves any players who haven't yet tried the rules.
Each game should start with one of the players rolling a dice: if it scores an odd number the driver is the lead car, if it scores an even number the driver is the chase car.
(The track layout diagrams for these games are drawings in the rule book and are only described here.)
Game One
- Lay out all the straight sections in a single line as shown on the diagram (seven straight sections, with a finish line at the far end). The driver of the chase car at the rear may place it anywhere in the shaded track section at the start of the course. The driver of the lead car may then place his model anywhere in the shaded track section in front.
- Fill in two of the vehicle record sheets for Renegades armed with a hood-mounted MG and an oil layer. Both drivers have a drive skill of 3.
- Both cars start at 60mph (speed factor 3).
- The lead car wins by moving across the 'finish' line. Once this happens the game is over, and the lead car has won. The pursuer can only win the game by stopping the lead car reaching that line.
Game Two
- Roll a dice. Find the diagram which corresponds with the score (the rule book shows six numbered curving track layouts, 1 to 6) and lay out the entire track. The driver of the chase car may place it anywhere on the first track section. The driver of the lead car may then place his model anywhere in the track section in front.
- Fill in two of the vehicle record sheets for Renegades armed with a hood-mounted MG and an oil layer. Both drivers have a drive skill of 3.
- Both cars start at 60mph (speed factor 3), as in Game One.
- Victory is determined as explained in Game One.
Game Three
- The players now roll a dice to see how their Renegade is armed. Both players can choose either a defensive or an offensive car. They make this choice and complete the car's record sheet, before rolling the dice to determine which car is placed in front. Both drivers still have a drive skill of 3.
| Roll | Offensive Cars |
|---|---|
| 1 | Hood-mounted MG. Oil layer |
| 2 | Two wing-mounted 20mm grenade launchers. Smoke layer |
| 3 | Two wing-mounted MGs. Spike layer |
| 4 | Hood-mounted 40mm grenade launcher. Smoke layer |
| 5 | Hood-mounted 15mm autocannon. |
| 6 | Hood-mounted chain gun |
| Roll | Defensive Cars |
|---|---|
| 1 | Hood-mounted MG. Spike layer |
| 2 | Hood-mounted MG. Smoke layer |
| 3 | Hood-mounted MG. Oil layer |
| 4 | Hood-mounted 20mm grenade launcher. Oil layer |
| 5 | Hood-mounted 20mm grenade launcher. Pattern mine layer |
| 6 | Hood-mounted 15mm autocannon. Pattern mine layer |
- Roll a dice, set up the corresponding track, and place the cars as directed in Game Two.
- Roll two dice, add the scores together and multiply by ten for the vehicles' starting speed, in miles per hour. Roll again on scores of 2, 3, 4. Either player can choose to re-roll the dice if they score 10 or more. The driver of the lead car may choose to roll again on any score of 8 or more. Players re-rolling dice are allowed to keep rolling the dice until they score something that neither side will veto.
These rules effectively give a minimum starting speed of 50mph. Either driver can object to a speed of 100+. The lead car's driver is allowed to object to a speed of 70mph or more. The rule is intended to avoid the embarrassing situation of being forced to hit a corner at 70+.
- The victory conditions are the same as for Game One.
Game Four
- Both players draw up a vehicle record sheet using the rules given under Vehicle Design. Each player is allowed $50,000 to arm and equip their car. They must buy a Renegade and at least one weapon, either a passive or an ordinary one.
The drive skill of each driver is determined randomly. Roll a dice and consult the following table:
| Score | Drive Skill |
|---|---|
| 1 | 2 |
| 2 | 3 |
| 3 | 3 |
| 4 | 3 |
| 5 | 4 |
| 6 | 5 |
- Players dice for position and then set up the track as in Game Two.
- The players roll for the starting speed as detailed in Game Three.
- Victory conditions are as Game One.
Game Five
- Both players have $50,000 to spend, and generate drive skill scores as explained for Game Four.
- The track is laid out using the rules for Initial Track Generation (p74).
- The players roll for the starting speed as detailed in Game Three.
- The lead car wins by moving off the seventh track section.
Game Six
Both players roll a dice. The one with the lower score has $100,000 to purchase and equip an Interceptor. The other player also has $100,000 to purchase and equip an Outlaw gang.
The minimum sizes for the gang is either two Renegades, three bikes, or one Renegade and two bikes. Players are of course free to exceed these minimums, provided each vehicle has at least one weapon. The player with the Interceptor is an Op. The Outlaw gang always starts as the lead side, the Op is the chase side. The outlaw vehicles may be driven by different players.
The track is laid out using the rules for Continuous Track Generation (p75).
Starting speeds are as detailed in Game Three.
The game progresses until all the vehicles on one side are either wrecked, crashed or immobilised without weapons.
Game Seven
Both players roll a dice. The one with the highest score is called the attacker. The attacker has the option of designing a gang or an Op, the other player must design a gang, which is referred to as the target.
Other rules, and victory conditions for the Op vs Gang engagements, are as detailed in Game Six. In Gang vs Gang games the attacker may only claim a victory if the entire target gang is taken out. The target gang win by managing to get all its vehicles safely out of play and/or taking out or outdistancing the attackers.
Game Eight
Design sides as per Game Six, and determine the attacker as per Game Seven.
The attacker has the option of choosing an intercept or a pursuit. If the player chooses a pursuit, use the rules given for Game Six. Victory conditions are as for Game Six.
If the attacker chooses an intercept, lay out seven sections of track according to the Continuous Track Generation rules (p75). The target side must set up on the third track, moving at 60mph, heading towards the attacker. The attacker may set up anywhere on track sections 5, 6 or 7 facing towards the target and may choose any speed between zero mph and maximum speed.
Game Reference Sheets
The rule book ends with quick-reference sheets (actions, control loss, skidding, safety limits, hazard rolls, spinning, bike notes, shooting, accuracy, damage, passive weapon characteristics, target matrices, critical hit results, and the vehicle design / weapon characteristics table) that restate the rules transcribed above. Where the reference sheets differ from the main text, as printed:
- Actions summary: Manoeuvre - drift or U-turn. Accelerate - increase speed by up to acceleration characteristic. Brake - reduce speed by up to braking characteristic. Regain Control - compulsory action. Ram - compulsory action on straight-ahead move or sideswipe.
- U-turn: safety limit 10mph; vehicles trying a U-turn at 31mph or more lose control.
- Bike rolling: if faster than 80mph, the bike crashes; at 80mph or less, the bike skids and suffers speed factor damage at -2.
- Bike Fuel critical, Explodes: the reference sheet gives an immediate +4HE hit and the engine disabled (the main rules, p69, give +8HE).
- Smoke: -1 hit rolls (maximum -3), 60mph safety limit. Oil: -1 handling, maximum -2; 30/60mph hazard roll. Pattern Mines: +3 damage, 50mph safety limit. Spikes: 6s score a tyre critical, base damage.
- Reference-sheet accuracy and damage lists match the Weapon Accuracy Modifiers and Weapon Damage Characteristics tables above (Lightweight Laser +1 damage).
- Reference-sheet vehicle table matches the Summary Table above (Hardpoints: Renegade - hood, wings, roof, one passive mount; Interceptor - hood, wings, sides, roof, two passive weapons mounts; Bike - two side and one passive mount), with Cost and Payload as in Vehicle Design. Heavy weapons may only be side, hood, roof or turret mounted. Either car can be fitted with a turret.