Devil's Run: Route 666
Devil's Run: Route 666 Rulebook
Table of Contents
Table of Contents
- The Game: The Devil's Run, Route 666
- Dice
- The Board
- Initial Deployment
- Positioning Vehicles on the Board
- Order of Play
- Winning the Game
- Statlines
- The Vehicles
- Action Points
- Types of Actions
- Shooting Actions
- Road Features
- Becoming a Wreck
- Upgrades
- Mission 1 - The Devil's Run
- Mission 2 - Hell on Wheels
- Print Outs
- Weapons
- Print-Out Components
The Game: The Devil's Run, Route 666
The Devil's Run, Route 666 is a 2, or more, player family game of post-apocalyptical mechanical carnage set in the near future; a dark and barbaric place, where World War 3 has seen the demise of the USA and Russia. Twenty years after the war, those that have survived must fight for everything. Post-apocalyptic North America is a feudal land run by numerous gangs, the most powerful of which control the interstates and rush to win control of the aid-drops (ADs) delivered by the new super-powers; the SRI (Super-Republic of India), the UCE (United Countries of Europe) and Brazilia (formerly South America).
Each player controls a gang of ramshackle vehicles and their characterful drivers as they race across the remains of America to lay claim to the aid drops and the riches they contain. Each gang will do whatever it takes to get to the drops first...murder, death, kill, race, win!
Dice
In the game various dice are used, including six and ten sided dice. For ease we will use a short-hand to describe dice type, for example, six-sided dice are referred to as D6s and ten-sided dice are called D10s. If more than one dice of a particular type is to be used, the D6 or D10 for example, will have a number precursor, which indicates the number of that particular dice type should be rolled. For example 2D10 means two ten-sided dice should be rolled and 5D6 means five six-sided dice.
D3 dice actually have six sides, but each number is repeated twice. Alternatively a standard D6 may be used and the value halved, rounding up (1-2 is 1, 3-4 is 2 and 5-6 is 3).
Also we should note that the singular of 'dice' is 'die', but to avoid confusion we will use dice in all cases.
The Board
The Devil's Run uses a rolling board mechanic using 3 road tiles, which can be combined in any order depending on the mission.
Devil's Run is a linear, forward motion game, in which the road is created throughout the game. Ideally you will need a space of approximately 4x3 foot to play (but that is not a necessity). The initial setup will include the three designated tiles ordered as specified by the mission.
Once a model exits the third Route 666 tile, the owning player must take the back tile from the table and place it in front of the third. At this point any models still on the first tile are removed from play. This approach continues when the fourth tile is exited, therefore the 'second'/back Route 666 tile and any models on it are removed and the second tile becomes the fifth. The tiles and models are removed and added in this fashion until only 1 vehicle remains or a player completes the mission.
Initial Deployment
Each mission includes a schematic of how the tiles should be placed. On the tiles various, letters, numbers and symbols are included. The * represents the locations where debris should be placed. The letters and numbers represent the deployment options for the 2 gangs. Both players roll a D10. The player with the highest roll (in the case of a draw reroll), chooses either 'letters' or 'numbers'. That player then places a vehicle in one of his deployment squares. The other player then places a vehicle in one of their deployment squares. Deployment then alternates until all vehicles are placed on an appropriate deployment square.
Example of a deployment tile. Motion of Play. * = Debris
D
A * 3
2
1 C
B *
4
Positioning Vehicles on the Board
Each vehicle in Devil's Run occupies a number of squares. The foremost square, at the front of the vehicle, is the Primary position. All other squares occupied (or partially occupied) by the vehicle are considered Secondary position(s). When setting up, at the beginning of a game, a vehicle's primary position must be placed on a viable deployment square. If there is no room behind deployment square for the vehicle' secondary positions the vehicle cannot be deployed on the deployment square; in which case an alternative deployment square must be used. If there is no viable deployment squares the vehicle may not be deployed and is considered destroyed.
All forward movement is measured from the Primary square.
Order of Play
Setup depends on the mission being played (see the mission section).
At the beginning of each turn the players roll a D10. The player with the highest value chooses who goes first. Players then alternate activating any vehicle in their gang. If one player has more vehicles than their opponent all remaining vehicles are activated in turn until all vehicles in play have been activated. Once all vehicles have activated the turn ends and the players roll off again to determine who goes first in the next turn.
Winning the Game
The game is won if the mission objective is complete.
Statlines
Vehicle Stats
Example stat line (Buggy):
MM CP A E BS1 BS2
2 8 1 3 6 -
Weapon: Machine Gun
Special Skill: Rough Rider: Buggies do not lose their movement modifier when passing through or ending their move action on a Debris or Scrub square.
MM: Movement Modifier. This is the minimum number of spaces a vehicle must move in each turn. The movement modifier is supplemented by D3 extra movement. Therefore a vehicle with a movement modifier of 3 must move at least 3 spaces and will additionally be able to move another 1, 2 or 3 spaces depending on the D3 result.
CP: Chassis Points. The Chassis value represents the durability of each vehicle. Once reduced to 0 or below, the vehicle becomes a wreck. Each vehicle statcard should be allocated the appropriate number of Chassis tokens at the beginning of the game.
A: Armour. Armour represents the bits of the vehicle that do not matter if they get shot. A A test is successful if the D6 roll is lower or equal to the A value. A A value of 2 therefore means the vehicle needs a 1 or 2 to ignore the damage point, 1 means the vehicle needs a 1.
E: Evade. One of the best offensive weapons in any Haulage ganger's arsenal is their vehicle. Vehicles can do serious damage by ramming, sideswiping or T-boning another vehicle. Evading such moves is often a wise option. The E value represents the vehicles ability to evade such an attack. An Evade reaction is successful if the D10 roll is lower or equal to the E value.
BS1: Ballistic Skill 1. This is how good the vehicles driver is at shooting at a speeding vehicle from their own speeding vehicle. A BS test is successful if the D10 roll is lower or equal to the BS value. So a biker with a BS of 7 will need to roll a 1-7 to hit his target. The BS value is often modified depending on the distance and situation (if it's nearer it's easier to hit!).
BS2: Ballistic Skill 2. Exactly the same as BS1, but this is the ballistic skill for any secondary or tertiary weapons, which are often fired by a passenger or designated gunner.
W: Weapons. The Devil's Run is a dangerous and often fatal vocation. Each and every gang member (with any sense) will make sure they are well armed. The listed weapon comes as standard with the given vehicle. Upgrades and additional weapons may also be equipped.
Special Skills. As with Weapons some vehicles come with special skills. The special skills are briefly described in the Stat line. More in depth details of the rule can be found in the 'Upgrades and Special Skills' section.
Weapon Stats
Weapons have 2 stats and occasionally a special skill. R is the maximum range of the weapon and is counted in squares. Hence a pistol is at maximum range if the target is in the forth square away from the vehicle completing a BS test. Weapons can be fired at a lower range than that specified (if within the designated arc of fire for the vehicle). RoF is the number of shots the weapon can make and hence the number of D10s that are rolled when completing a BS test. Each successful test counts as a hit.
Example weapon stat card (Flamer):
Flamer
R RoF
3 3
Special Skill: Flamer Weapon: RoF is decreased by 1 per intervening square between firer and target. Armour saves may not be taken for damage caused by flaming weapons.
Arcs of Fire
All vehicles have a primary weapon. Some vehicles have a second arc of fire for their primary weapon, where it is harder for it to hit its target and some vehicles can be equipped with passengers which will give the vehicle a secondary or tertiary arc of fire.
The numerical value in each square is the BS modifier to shoot to this distance. This is further explained in the Shooting Actions: Range Modifiers section on page 17.
The printed arc diagrams are grids of squares around the vehicle (marked X below; the printed key distinguishes the primary weapon's primary arc, its secondary arc, the secondary weapon and the tertiary weapon by shading, which the text layer does not carry). Blank squares are outside that vehicle's arcs. Values are the BS modifiers.
Bike (primary weapon, primary arc and secondary arc):
-3 -3 -3 -3 -3 -3 -3 -3 -3
-3 -2 -2 -2 -2 -2 -2 -2 -3
-3 -2 -1 -1 -1 -1 -1 -2 -3
-3 -2 -1 0 0 0 -1 -2 -3
-3 -2 -1 0 X 0 -1 -2 -3
-5 -4 -3 -2 -2 -3 -4 -5
-5 -4 -3 -3 -4 -5
-5 -4 -4 -5
-5 -5
Buggy (primary weapon, primary arc and secondary arc):
-2 -2 -2 -2 -2 -2 -2 -2 -2
-2 -1 -1 -1 -1 -1 -1 -1 -2
-2 -1 0 0 0 0 0 -1 -2
-2 -1 0 0 -1 -2
-2 -1 0 X 0 -1 -2
-4 -3 -2 -2 -3 -4
-4 -3 -2 -2 -2 -2 -2 -3 -4
-4 -3 -3 -3 -3 -3 -3 -3 -4
-4 -4 -4 -4 -4 -4 -4 -4 -4
Trike (primary weapon, primary arc, secondary arc and secondary weapon):
-3 -3 -3 -3 -3 -3 -3 -3 -3
-3 -2 -2 -2 -2 -2 -2 -2 -3
-3 -2 -1 -1 -1 -1 -1 -2 -3
-3 -2 -1 0 0 0 -1 -2 -3
0 X 0
-1 0 0 -1
-1 -1 -1 -1 -1
-2 -2 -2 -2 -2 -2 -2
Car (primary weapon, primary arc and secondary arc, plus secondary and tertiary weapon arcs; G = the grey square printed beside the vehicle):
-3 -3
-3 -2 -2 -3
-3 -2 -1 -1 -2 -3
-3 -2 -1 0 0 -1 -2 -3
-3 -2 -1 0 X 0 -1 -2 -3
-3 -2 -1 0 G 0 -1 -2 -3
-3 -2 -1 0 0 0 -1 -2 -3
-3 -2 -1 -1 -1 -1 -1 -2 -3
-3 -2 -2 -2 -2 -2 -2 -2 -3
-3 -3 -3 -3 -3 -3 -3 -3 -3
The Vehicles
The Devil's Run game comes complete with a number of vehicles which represent the two gangs: The Haul Angels and The Law Haulage Company.
There are, currently, four types of vehicles in the Devil's Run: Bikes, Trikes, Buggies and Cars:
Bikes
Bikes are the simplest of the vehicles commonly seen on the Devil's Run, but they are also the fastest. As with all vehicles in the game, they come in all shapes and sizes, but all come with just two wheels. They tend not to have any armour and the riders are armed with small hand weapons, or at best a sawn-off shotgun. Points-wise they are cheap, but have very limited access to upgrades, armour and weapons.
Trikes
In a world where the quality of the road cannot be assured and where guns win, the trike is seen far more frequently than it was before the Apocalypse. The Haul Angels, especially, favour it and bolt on a heavy gun or flamer depending on their expected foe. In the game the trike is fairly versatile and reasonably speedy, but is a lot less manoeuvrable than its two-wheeled counterpart.
Buggies
After the San Jose massacre, where over fifty of The Law's bikers were annihilated by a Haul's Angels' ambush, the armoured buggy has become a mainstay of the Law's arsenal. The one-man gun platform acts as the lynch-pin in almost every Law fleet, providing cover to the speedier bikes and trikes.
The standard format is equipped with a semi-automatic paired machine gun platform mounted on the roof of the vehicle; which while not quite as accurate as a manual system, ensures a significant rate of fire. Buggies have a very stable chassis and hardy, well tracked tyres, meaning that, although they are not quite as fast many other vehicles on the road, they are pretty much unaffected by adverse terrains, such as scrubland, desert or ice.
Cars
Two-a-penny before the War, cars have become the focus of society, a status symbol and yet so much more. The Haul's Angels, for example, love to customise their cars, stripping them back nearly to their chassis, before bolting on all manner of customisations. First on their list is an oversized engine, followed by various defensive weapons, such as smoke screens, oil slicks etc. furthermore the vehicles are reinforced with additional armour, which itself, is often used offensively to ram others off of the road. In the past ballistic weapons were bolted to the bodywork or chassis, but this approach has fallen out of favour due to the inaccurate nature of such weapons and the fact they often shear from the bodywork or buckle the chassis; instead hand weapons are mostly used by the driver and passengers to target the critical areas like tyres and opposing drivers.
Action Points
There are many different things a vehicle can do in Devil's run, from dropping an oil spill, to hitting the Nitros. Maybe the driver may choose to sideswipe another vehicle or complete a handbrake turn.
Each vehicle has two action points per turn. Once activated the first action point must be used for a basic move action. This basic move action can be upgraded to a special move action. If this is done the second action point is also used. Instead of upgrading the basic move action to a special move action the second action point can be used to pay for a shooting action or an implement action. When shooting, all weapons may be fired in a single action (if they have a viable target).
Options for Using Action Points
Vehicles:
| Action Point 1 | Action Point 2 |
|---|---|
| Basic Move Action | Implement Action |
| Basic Move Action | Shoot Action |
| Special Move Action | - |
Wrecks:
| Action Point 1 | Action Point 2 |
|---|---|
| Repair | Not available |
Types of Actions
Implement Actions
Do It! Many vehicles are equipped with offensive or defensive equipment or gadgets; activating (or using) such equipment costs 1 action point.
Repair. Available to wrecks only. To attempt to repair a wreck roll 3D6, on a roll of two 6s the vehicle is repaired, regains 1 chassis point and must immediately move its movement modifier forward. On a roll of three 6s, the vehicle regains 3 chassis points and then moves as normal.
Move Actions
There are two types of move actions in Devil's Run: Basic and Special. The basic move action costs 1 action point, whereas special move actions cost 2 action points. The first action point per vehicle per turn must be spent on a Move action.
Only 1 move action (of any type) may be completed per turn.
Basic Move Action
There are two basic move actions: Peddle to the Metal and BRAKE!, both use 1 action point.
Peddle to the Metal. Vehicle movement is determined by a D3 roll and the designated movement modifier. For example, a trike has a movement modifier of 3. So to move a trike, the owning player rolls a D3 and then adds 3; this is the trike's maximum movement allowance; whereas a car has a movement modifier of 2. It is likely therefore, although not certain, that a trike will move faster than a car in each basic movement action.
Some vehicles (most notably bikes), can roll 2D3 when determining their movement. In such a case two D3 are rolled and the player chooses which one he wants o use.
Vehicles must move in a forward direction (either diagonally or straight. Moving directly forward cost 1 movement and moving diagonally forward costs 2 movement.
Each vehicle completing a Peddle to the Metal action must always move its Movement modifier and may move up to its total movement allocation (movement modifier +D3)
For example: Rich is using an action to move his trike, he rolls a 2 and adds his modifier of 3, meaning he can move up to 5 spaces. Dominic next moves his bike, he rolls two D3s and gets a 1 and a 3. He discards the 1, keeping the 3, which with his modifier of 6 means his bike can move up to 6 spaces.
BRAKE! The vehicle moves directly backwards its full movement allocation.
Offensive Special Move Actions
All offensive special move actions may target the primary or a secondary location of the defending vehicle.
Ram. Any vehicle may complete a Ram action by declaring it at the beginning of their move action. Vehicles that complete a Ram action may move the Ramming vehicle into the square of its target and move the target 1 space directly forward.
Count the number of squares the ramming vehicle has moved and add it to the total number of armour value the vehicle has and then roll a D3. The Rammed vehicle adds a D3 roll to their current armour value. Compare the results. The vehicle with the lower value takes damage equal to the difference.
Ram on the Brakes. This special move action is similar to Ram. Any vehicle may complete a Ram on the Brakes special move action by declaring it at the beginning of their move action. Vehicles that complete a Ram on the Brakes special move action must move their vehicle directly backwards into the square of its target and move the target 1 space directly backwards.
Count the number of squares the ramming vehicle has moved and add it to the total armour value the vehicle has and then roll a D3. The Rammed vehicle adds a D3 roll to their current Armour value. Both vehicles take chassis damage equal to their opponent's total.
Side Swipe. Any vehicle may complete a Side Swipe action by declaring it at the beginning of their move action. Once declared move the side swiping vehicle into the square of its target and move the target 1 space directly away from the side swiping vehicle. The vehicle completing a Side Swipe may end its movement either diagonally for 2 movement or sideways for 1 movement.
Add the result of a D3 roll to the side swiping vehicle's current Armour and Chassis value. For the target vehicle, add the result of a D3 to its current Armour and Chassis value. The vehicle with the lower value takes damage equal to the difference.
Quick Reference for Offensive Special Skills
| Offensive Special Move Action | Offensive | Defensive | Affect |
|---|---|---|---|
| Ram | Moved Spaces + Armour Value + D3 | Armour Value + D3 | Compare and loser takes chassis damage equal to the difference |
| Ram on the Breaks | Moved Spaces + Armour Value + D3 | Armour Value + D3 | Both Vehicles take their opponents total in Chassis damage |
| SideSwipe | Armour + current Chassis value + D3 | Armour + current Chassis value + D3 | Compare and loser takes chassis damage equal to the difference |
(Printed as "Ram on the Breaks" in the source; reproduced as printed.)
Pile-ups
Occasionally, a vehicle may ram, ram on the breaks, sideswipe or T-bone its target into another vehicle or an obstacle. This will, literally, have a knock on effect on all vehicles involved in the pile-up. Only the target of the offensive move special action can attempt an Evade reaction.
[Diagram omitted: the source's pile-up illustration is an image. In it, Car B has rammed the Buggy, but Car A is in the square that the Buggy should be rammed into. This is a Pile-up. Equally another vehicle could be in front of Car A, if there is, they too are considered part of the pile-up.]
All vehicles involved in the Pile-up are moved as described by the rules of the particular offensive special move action and then receive 1 chassis points of damage additional to the damage they would normally take as a result of the special move actions.
If an immovable object is involved in the pile-up, the vehicle next to the immovable object is instantly destroyed and removed from play, all other vehicles are moved as described by the rules of the particular offensive special move action and then receive 2 chassis points of damage additional to the damage they would normally take as a result of the special move actions.
Wipe-Outs: Being Rammed Off of the Board
If a vehicle is targeted by an offensive special move action and cannot be placed as described by the move action because the space specified is off of the board the vehicle is considered wiped-out. Wiped-out vehicles are considered out of the game although not destroyed.
Occasionally a vehicle may wipe-out as a result of a Pile-up. If this happens determine the effect of the Pile-up before removing the vehicle from play.
Evade Reaction: Evading an Offensive Special Action
One of the best offensive weapons in any Haulage ganger's arsenal is their vehicle; they can do serious damage by ramming, sideswiping or T-boning another vehicle. Evading such moves is often a wise option. The E value represents the vehicles ability to evade such an attack. An Evade reaction is successful if the D10 roll is lower or equal to the E value. This is a free reaction to any Offensive Special Move action and can only be completed if a square is available to Evade into. In the case of vehicles with secondary and even tertiary positions enough space must be available to move the vehicle directly sideways without hitting any obstacles.
Diagram key (as printed, text arrows; ^ = motion of vehicles):
Evading a Sideswipe (motion of vehicles: ^^ above; "<- ^ ^" and "v" below)
(hence cars targeted in their secondary location have only one evade possibility)
Evading a Ram
<- ^ ->
^
Evading a Ram on the Brakes
^
<- ^ ->
Evading a T-Bone
^
<- <
^
If the Evade reaction is successful against a Ram, Ram on the Brakes or T-Bone action, the vehicle completing the Offensive Special Move action MUST complete its full movement allowance in a straight line. Vehicles that attempted a Sideswipe that has been evaded just enter the square vacated by the evading vehicle. The evading vehicle is placed in one of the legal Evade squares. Neither the evading nor offensive vehicle take any damage.
If the remaining movement allowance means the ramming vehicle makes contact with a different vehicle then that vehicle, whether friend or foe, becomes the new target of the Ram, Ram on the Brakes or T-Bone action.
If the Evade reaction is unsuccessful the Evading vehicle is pushed forward by one square (from the POV of the offensive vehicle) and the offensive vehicle takes the square of its target. Then the damage is allocated as specified.
Only the target vehicle may attempt to Evade an Offensive Special Move action. Any other vehicle hit after an evade reaction takes damage as normal (as does the vehicle completing the Offensive Special move action).
Shooting Actions
To fire a weapon a D10 is rolled and compared to the allocated BS skill. If the roll is equal or lower than the BS value the shooting action is successful: A biker with a BS of 7 will need to roll a 1-7 to hit his target. The BS value is often modified depending on the distance to the target.
Line of Sight
To target a vehicle with a shooting attack, line of sight must be drawn. In this game line of sight is drawn from any position in any square occupied by the vehicle to any position within a square occupied by a target vehicle. As long as this line does not cross over any part of a square occupied by something that blocks line of sight (see below) then the shot can be made (assuming the target is within the weapons Arc of Fire). Other vehicles and wrecks block line of sight, as do some terrain pieces which have the special rule: Block Line of Sight (for example concrete walls or crash barriers).
Range Modifiers
The distance (in squares) between the shooting vehicle and its target often has an effect on the ability of the shooter to hit its target. The Arc of fire grids for each vehicle and weapon specify if the weapon can be fired and the BS modifier that is applied.
For example: If a biker with a BS skill of 7 is targeting a vehicle in a square with a -2, the biker's BS is modified by -2. Hence he has a BS of 5 and would need a roll of 5 or less to hit his target (BS7-1-1 =5).
Defensive Rolls
Being fast moving chunks of metal occasionally even an accurate hit can bounce off the target harmlessly. Every vehicle in the game has, at least, an Armour Value of 1, meaning if a 1 is rolled on a D6 the damage point is ignored. Certain upgrades (most noticeably Armour), can increase the chance of ignoring the damage caused. In such cases the vehicle may need to roll a 2 or less or even only a 3 or less to ignore the damage
If a vehicle takes more than one point of damage the vehicle rolls defensive dice in order. As soon as one fail is rolled, all other damage gets through
For example: A bike receives 5 points of damage. It rolls a 1 saving 1 point of damage, then another 1 saving that too. Its third defensive dice roll is a 4 so fails. That point of damage gets through. The fourth and fifth damage cannot be saved, because the third defensive dice failed. Meaning the bike takes 3 points of chassis damage
Critical Hits
All vehicles have sensitive sections, which if hit are likely to cause more critical damage. To represent this any BS test roll of 1 is considered a critical hit (the critical damage point does not receive its own defensive roll). Unsaved critical hits additionally cause an extra 1 point of chassis damage.
Road Features
Twenty years is a long time to go without road maintenance. The Devil's Run is aptly named and not just because of the other gangers. Post-apocalyptic roads are a mess of wrecks, debris and neglect. Mother Nature has also started to reclaim what once was hers.
Road obstacles are divided into three types each of which have their own rule sets:
Debris and Scrub
Any vehicle that passes through or ends its move action in a Debris or Scrub square loses its movement modifier, hence may only move up to D3 squares.
Wrecks
Any vehicle that passes through or ends its move action in a square with a wreck loses its movement modifier, hence may only move up to D3 squares. Additionally, the vehicle receives D3 damage, which can be saved as normal.
Wrecks block Line of Sight.
Impassable Features
Any vehicle that passes through or ends its activation in a square with an Impassable Feature is instantly wrecked with its primary location on the Impassable feature square (hence cannot attempt a Repair action).
Impassable Features block Line of Sight.
Becoming a Wreck
Any vehicle reduced to 0 or less chassis points instantly becomes a wreck and is left in play (maybe place it upside-down on the square(s) where it became a wreck). Wrecks may not complete a Shoot or Move action and have 0 chassis points and 1 action point. The action point may be used to attempt a repair (see the Implement action section). All wrecks additionally follow the wreck terrain rules listed in the Road Features section.
Upgrades
Upgrades are a part of the Advanced Rules or special character skills and include Items such as Armour, Nitros, Wheel spikes, extra passengers (such as mechanics), oil spills, Smoke screens, Bazookas, magnums etc.
[Note: the Advanced Rules that govern upgrades are not included in this Beta Core Rules document; the source gives only this list.]
Mission 1 - The Devil's Run
Mission Description. The Haul's Angels and the Law are out on the open road in a breakneck race to be the first to reach a newly located stash. The first gang to get there and claim it, get the loot; but only if they can keep hold of it. It's time to race against the devil on route 666...
Game Length: Up to 7 turns (use a D10 to keep track).
Gangs: The Law: 1 Bike, 1 Buggy. The Haul's Angel: 1 Bike, 1 Trike.
Tile Setup (Motion of Play; * = Debris):
D
A * 3 * *
2
1 C *
B * *
4
Mission Special Rules:
Identifying the Stash. The stash token can enter play from the start turn 2 onwards on a D10 roll of 8+, turn 3 on a 6+, turn 4 on a 4+, turn 5 on a 2+ and automatically on the 6th and 7th turns. It must be placed on one of the centre 4 squares of the right most tile (identified in orange above).
Special Action: All vehicles. Use 1 action point while in a square adjacent to the Stash to attempt to pick it up. Roll an Evade test with a +2 modifier to E. If the roll is successful the stash is picked up. If not the vehicle has missed its chance. If all vehicles pass the Stash without collecting it, the stash is removed from play to re-enter automatically when a new tile is placed following the mission special rule: Identifying the Stash.
Mission Objective: The first gang to reach the stash marker and move with it onto a fresh tile wins the game. Alternatively if a gang reduces its opponent to 0 active vehicles it automatically wins.
Mission 2 - Hell on Wheels
Mission Description. Hell on Wheels pits the Law and the Haul's Angels in a vehicular deathmatch, with no holds barred and no surrender. This is a battle to the death, and both gangs have an axle to grind and skulls to crack...
Game Length: From turn 5 onwards roll a D10 to determine if the game ends in Disengage.
| Turn | Game ends on a roll of |
|---|---|
| 6 | 1-2 |
| 7 | 1-4 |
| 8 | 1-6 |
| 9 | 1-8 |
| 10 | Automatically |
Gangs: The Law: 1 Bike, 1 Buggy, 1 Car. The Haul's Angels: 1 Bike, 1 Trike, 1 Car.
Tile Setup (Motion of Play; * = Debris):
D
A 3 * *
2 * *
1 C * *
B *
α 4 β γ
Special Rules:
Collecting Chassis Points. When a vehicle is forced to discard chassis tokens due to damage caused by an opposing vehicle, instead of discarding the tokens they are instead collected by the opposing gang.
Mission Objective: When a turn ends, if a gang has no active vehicles, the opposing gang wins the game. If both gangs have no active vehicles the game is a draw. If the game ends with in Disengage, the gang that has collected the most chassis tokens wins. If both gangs have the same number of chassis tokens the game is a draw.
Print Outs
Vehicle Stats: The Haul Angels
Bike
MM CP A E BS1 BS2
3 5 1 6 7 -
Weapon: Pistol
Special Skill: Manoeuvrable: Roll 2D3 and discard one when determining movement.
Trike
MM CP A E BS1 BS2
3 6 1 5 7 7
Weapon: Pistol (Driver), Flamer (Gunner)
Special Skill: Hard to Steer: Moving a trike diagonally forward costs 3 movement.
Car
MM CP A E BS1 BS2
2 9 2 3 6 8
Weapon: Pistol (Driver), Pistol (Gunner)
Vehicle Stats: The Law
Bike
MM CP A E BS1 BS2
3 6 1 6 7 -
Weapon: Pistol
Special Skill: Manoeuvrable: Roll 2D3 and discard one when determining movement.
Buggy
MM CP A E BS1 BS2
2 8 2 3 6 -
Weapon: Machine Gun
Special Skill: Rough Rider: Buggies do not lose their movement modifier when passing through or ending their move action on a Debris or Scrub square.
Car
MM CP A E BS1 BS2
2 9 2 3 6 8
Weapon: Pistol (Driver), Pistol (Gunner)
Arcs of Fire (print-out)
The print-out page repeats the arc grids given under Arcs of Fire above.
Weapons
Pistol
R RoF
4 1
Flamer
R RoF
3 3
Special Skill: Flamer weapon: RoF is decreased by 1 dice per intervening square between firer and target. Armour saves may not be taken for damage caused by flaming weapons.
Machinegun
R RoF
4 3
Quick Reference for Offensive Special Skills (print-out)
This page repeats the Quick Reference table given under Offensive Special Move Actions above.
Print-Out Components
The source's final pages are print-and-play layouts for the Beta test: a board to print (three copies, 8x8 squares of roughly 3.5 cm, "so long as the car fits in 2 squares all is good"), chassis tokens (C for chassis, Bu for buggy, T for trike, B for bike), debris tokens (3.5 x 3.5 cm), and vehicle tokens labelled Law / HA (Haul's Angels) with Car, Bike, Buggy and Trike. These are component layouts, not rules, and are not reproduced beyond this description.