Battlebikes
Battlebikes Rulebook
Table of Contents
Table of Contents
Movement
Movement Modifiers
Max speed reduced by 2 for each square of Engine damaged.
Max speed reduced by 4 for each Tyre destroyed.
Acceleration & Deceleration
| On Road | On Grass | On Road (With Supercharger) | On Grass (With Supercharger) | |
|---|---|---|---|---|
| Acceleration | 3 | 2 | 4 | 3 |
| On Road | On Grass | On Road (With Power Brakes) | On Grass (With Power Brakes) | |
|---|---|---|---|---|
| Deceleration | 4 | 3 | 5 | 4 |
Reversing
Battlebikes cannot Reverse.
Cornering
Maximum Safe Speeds for Cornering
| Corner | Without Auto-Steer: Road | Without Auto-Steer: Grass/Trees | With Auto-Steer: Road | With Auto-Steer: Grass/Trees |
|---|---|---|---|---|
| 45° Corner | 10 | 6 | 10 | 8 |
| 90° Corner | 6 | 4 | 8 | 5 |
| 135° Corner | 4 | 3 | 5 | 4 |
| 180° Corner | 2 | 1 | 3 | 2 |
Skidding
- Cornering: SD = excess above Safe Speed.
- Oil: SD = 5, or bike's speed if greater.
- Smoke: SD = 3, or bike's speed if greater.
- Spikes: SD = 2, or bike's speed if greater.
- Driver Killed: SD = bike's speed at the time.
Drift Table
| SD | Distance Drifted | Damage per Tyre |
|---|---|---|
| 1 | 0 | 0 |
| 2 | 1 die-7 | 0 |
| 3 | 1 die-6 | 0 |
| 4 | 1 die-5 | 0 |
| 5 | 1 die-4 | 1 |
| 6 | 1 die-3 | 1 |
| 7 | 1 die-2 | 2 |
| 8 | 1 die-1 | 2 |
| 9+ | 1 die |
Drift table as printed. The sheet gives "1 die-7" and similar entries as printed; no correction has been applied.
Final Facing
Diagram on the sheet: a bike outline with eleven numbered directions (1 to 11) around it, beside the caption "Direction of movement before skid" (an arrow pointing up). The numbers are the Final Facing directions; the image is too low-resolution to transcribe the arrow positions with certainty, so the diagram is described rather than redrawn.
| Speed | Die Modifier |
|---|---|
| 4 | +1 |
| 5 or 6 | +2 |
| 7, 8, 9, or 10 | +3 |
Result:
- 1, 2, 3, 4: Continue Move.
- 5 or more: Reduce speed to 0. Turn ends. Bike cannot fire until next Turn.
In Trees: Any Drift or Final Facing of 5 or more and bike has Crashed into Tree.
Passive Weapons
Range: Passive Weapons are dropped on first point on line of fire.
To Hit: Automatic effect on any car driving through them. Bikes may avoid Mines and Spikes by rolling their speed or greater on 1 die. Smoke and Oil automatically affect bikes. Apart from Smoke, all Passive Weapons remain on the board until the end of the game.
| Weapon | Effect |
|---|---|
| Smoke | Missile Weapons fired through Smoke get -4 on their 'to hit' die roll. Vehicles entering Smoke must check to Skid with an SD of 3, or vehicle's speed if greater. Roll die for each Smoke Marker at end of each round: if 5, 6, 7 or 8 the Marker is removed. |
| Oil | Vehicles entering Oil must check to Skid with an SD of 5 or vehicle's speed if greater. |
| Spikes | Vehicles affected by Spikes roll 1 die-3 for each Tyre for damage (any excess damage is not carried over) and must check to Skid with SD of 2 or vehicle's speed if greater. |
| Mines (Damage: 1 die+2) | Vehicles affected by Mines roll 1 die-3 for each tyre for damage (excess not carried over) and take damage (left) to an internal component. For car, roll die to locate Section: 1 or 2: Front section damaged. 3, 4, 5, 6: Centre section damaged. 7 or 8: Rear section damaged. Roll 1 die on vehicle's Hit Location table for the component hit. NB: The interior of the vehicle will be damaged even if the armour is intact. |
Crashing and Ramming
Crash
Bike takes full damage.
Obstruction takes ½ point of damage. (Scan glyph unclear; read as ½, matching the Crash/Ram table's half-die entry at RV 3.)
Relative Velocity (RV) = bike's speed.
Reduce bike's speed to 0 after Crash.
Rams
Reduce both vehicles' speeds to 0 after Ram.
Head-On Ram
Both vehicles take full damage.
RV = speed of both vehicles added together.
Side-Rams
Rammer takes half damage.
Target takes full damage:
Bike takes damage in relevant side and is considered to have slid over and cannot fire any weapon until next Turn.
For car, roll die for location:
- 1 or 2 = Side-Front
- 3, 4, 5 or 6 = Side-Centre
- 7 or 8 = Side-Rear
RV = Rammer's speed.
'Shunt' Ram
Rammer takes half damage.
Target takes full damage.
RV = Higher speed minus the lower.
Crash/Ram Damage Table
| RV | Damage |
|---|---|
| 1 | 1 Die-2 |
| 2 | 1 Die-1 |
| 3 | ½ Die (scan glyph unclear; read as ½ Die) |
| 4 | 1 Die+1 |
| 5 | 1 Die+2 |
| 6 | 1 Die+3 |
| 7 | 1 Die+4 |
| 8 | 2 Dice |
| 9 | 2 Dice+1 |
| 10 | 2 Dice+2 |
| 11 | 2 Dice+3 |
| 12 | 2 Dice+4 |
* = Driver Stunned.
Missile Weapons
Range = number of points between firer and target.
To Hit: Roll range or greater with Weapon's range dice.
Modifiers to Hit Roll (Cumulative): Working Gunnery Computer, +1 to die roll; Firing through Smoke, -4; through Smoke; Target is a Pedestrian, -2; Shot fired at Battlebike/Pedestrian from within same cover, -2. Flame hits automatically within its range.
The printed modifier line reads "Firing through Smoke, -4; through Smoke;" with the phrase repeated; transcribed as printed.
| Weapon | Effects in Addition to Damage Points |
|---|---|
| Machine-Gun Range: 1 die Damage: 1 die-2, minus range. | None. |
| Flame Range: 3 Damage: 1 die+3, minus range | If Flame hits relevant section of vehicle with damaged Fuel Tank and no working Fire Extinguisher, roll 1 die adding 1 for every point of damage to the Fuel Tank. If the total is 7 or greater, the Fuel Tank explodes, destroying the vehicle and killing the driver. |
| Shell & Rocket Shell: Range: 1 die+3 Damage: 1 die, minus range Rocket: Range: 2 dice Damage: 2 dice, minus range | Treat as Flame when hitting a damaged Fuel Tank, but deduct 2 from the final score. If a Shell or Rocket hits a Missile Weapon Counter in a Turret or Weapon Pod of a vehicle with no working Gunnery Computer, roll 1 die for each round affected. A score of 7 or 8 and the ammunition detonates. If this occurs in a Weapon Pod, the affected round or rounds fires off at 90° to the side or end where the Pod was located. If it occurred in a Turret, roll 1 die to determine direction from the diagram: 1 = left, 2 = top-left, 3 = top, 4 = top-right, 5 = right, 6 = bottom-right, 7 = bottom, 8 = bottom-left. |