Battlecars
Battlecars Rulebook
Table of Contents
Table of Contents
- Equipment
- Object
- Setting Up
- Terrain
- Battlecar Cards
- Arming Your Car
- Recording Damage
- Wrecks
- A Car's Components: Use & Effect of Damage
- Power Brakes
- The Driver
- The Game Round
- Movement
- Acceleration & Deceleration
- Reversing
- Three-Point Turns
- Cornering
- Skidding
- Crashing and Ramming
- Firing Weapons
- Direction of Fire
- Passive Weapons (Oil, Smoke, Mines, Spikes)
- Missile Weapons (Rockets, Shells, Machine-Gun, Flame)
- Pedestrians
- The Winner
- Other Game Scenarios
- Flow Charts
Equipment
2 Playing Boards
These show the road surface and the lines of movement.
4 Full-Colour Die-Cut Sheets
These contain:
- 8 Car Counters — These are used to represent the players' Battlecars on the board.
- 8 Pedestrian Counters — These are used to represent the players' Pedestrians on the board.
- 4 Speed Markers — These are used by the players to record their speed.
- 28 Weapon Markers — These show Oil, Smoke, Mines and Spikes. They are placed on the board to denote where a Battlecar has dropped one of these weapons.
4 Battlecar Cards
These are used by the players to record their speed, weaponry, and damage sustained.
4 Pedestrian Cards
If a driver leaves a Battlecar, these are used to record the driver's speed, weaponry and damage sustained.
3 Sheets of Off-Board Weapon Counters
These denote the amounts of Off-Board Weapons the players have. They are placed on the Battlecar and Pedestrian Cards to record ammunition used.
2 Sheets of On-Board Damage Counters
These are placed on the Battlecar and Pedestrian Cards to denote damage sustained.
1 Eight-Sided Die
This is used to resolve combat and to determine the results of various actions.
4 Play Sheets
These have all the various tables on them for easy reference during play.
Object
The object in the basic street combat game is to be the last surviving car with a driver on the board by destroying or immobilising the other Battlecars.
Setting Up
Read the rules thoroughly. The basic game of street combat is described here. Other scenarios are described on the facing page.
Only one Playing Board is used for a 2- or 3-player game. Both are used side-by-side for a 4-player game.
The starting points are the centre points of the sides of the board.
Place Terrain Markers on the board to form streets, squares and areas of Grass and Trees. Terrain must be placed to allow access across the starting points.
Each player selects a Battlecar Card, a Battlecar Counter, a Pedestrian Counter and a Pedestrian Card.
The players then arm their cars with the Weapon Pod counters.
The players decide a starting point of their choice. Only one car can occupy each starting point.
Terrain
Road Surface
The lines are the lines of Movement and Firing. The dots are the points for Movement.
Grass
Skids are more likely on grass. Acceleration and deceleration are also reduced. The dots are Movement points.
Trees
Cars may not drive or fire through trees. The dots are location points to aid placement on the board.
Buildings
Cars may not fire or drive through buildings.
Damage to Buildings & Trees
Any hits on Buildings and Trees are recorded by placing Red Damage Counters on the Terrain Marker on the board.
Buildings or Trees take damage until completely covered by Damage Counters. The three different sizes take 4, 8 and 16 hits respectively. Any surplus or additional damage has no effect on them, but is taken by any Pedestrian taking cover there.
Battlecar Cards
The Battlecar Cards depict the various Battlecars. The information on the card is detailed in the diagram below.
A Typical Battlecar
The card shows Hit Location Tables (for use when an Armour Block has been breached), the Speed Track, and the Armour Block, divided into Front Section, Centre Section and Rear Section.
Arming Your Car
Weapons may only be placed in a car's Weapon Pods and Turrets.
Each of the different Weapons has a different range and does different damage. This is detailed in the section on Firing Weapons.
The amount carried in each Pod is limited by the size of each Weapon Counter. Thus the standard eight box Weapon Pod may carry two Rockets, four Shells and so on.
A Turret may only contain Machine-Gun rounds.
Weapon Counters may not be stacked on top of each other.
A Weapon Pod can only hold one type of Missile Weapon OR a mix of Passive Weapons.
Missile Weapons
These are Rockets, Shells, Machine-Gun rounds, and Flame.
Rockets and Shells — These may only be placed in Weapon Pods which fire out of the front or rear.
Machine-Gun Rounds and Flame — These may be placed in any Weapon Pod.
Passive Weapons
Smoke, Mines, Oil and Spikes — These may not be placed in a Weapon Pod which fires out of the front of the car.
Recording Damage
Damage to a Battlecar is recorded by placing one Red Damage Counter for each point of damage taken on the squares marked on the Battlecar Card.
Damage is taken by a car in the area of the Section nominated by the firer. (See Firing Missile Weapons.)
The first target to be hit in the designated area is the Armour Block. When an Armour Block is totally covered in Damage Counters, any surplus or additional points of damage to it are carried over to the interior of that Section.
When the interior of a Section is hit, a die is rolled and the result is referred to the Section's Hit Location Table on the Battlecar Card to determine what interior component has been hit. If the result is a component which has already been totally destroyed, roll again until a suitable target is hit. Any surplus damage points left over from totally destroying a component are carried over to another component in that Section, again determined by die roll.
When an entire Section is destroyed (completely covered by Damage Counters), any further damage to that Section not inflicted from the direction at right angles to the side of the car, passes through to the next Section in the line of fire, the component hit being decided by die roll as above. Damage inflicted at right angles to the side of the car has no further effect on a destroyed Section.
Wrecks
Once a car is destroyed, or rendered immobile, the Car Counter is left on the board as a Wreck. Wrecks are treated in exactly the same manner as Trees and Buildings, receiving damage in that Damage Counters are placed on the Car Counter. A Wreck can only absorb 2 points of damage. Any surplus is taken by any driver taking cover there. If a Wreck has any operational Weapons, they may be fired by any occupant.
A Car's Components: Use & Effect of Damage
Each Battlecar has various components. Not all cars have the same components. The various components are:
Armour Blocks
Each Battlecar has 8 Armour Blocks: one at the front, one at the rear and one on each side of each Section. The Armour soaks up damage. When an Armour Block is breached, further damage to that Block will strike an internal component.
Tyres
Effect of Damage — For each tyre destroyed, the car's maximum speed is reduced by 2.
Engine
Effect of Damage — For each square of the Engine covered by a Damage Counter, the car's maximum speed is reduced by 1.
Weapon Pods & Turrets
These hold a Battlecar's weaponry.
Effect of Damage — Any empty spaces in a Weapon Pod or Turret receive damage first. Then spaces occupied by Weapons. When any space occupied by a Passive Weapon is hit, that Weapon Counter is removed and discarded. The Damage Counter remains on the space in the Weapon Pod. If a Missile Weapon Counter is hit by a Rocket or Shell, it may detonate, but only if the car does not have a working Gunnery Computer. If not, roll 1 die for each round hit, a 7 or 8 and it detonates. The affected round(s) fires off. Those from a Weapon Pod fire at 90 degrees to the side or end where the Pod was located. Those from Turrets fire off in a random direction determined by die roll according to the diagram (right). For all rounds fired off, proceed as normal for Firing Weapons except where there is a choice as to what area of a car is hit, the target decides. Any rounds that were hit and do not detonate are still destroyed and removed from play. The Damage Counter still remains on the space in the Weapon Pod or Turret.
Turret Detonation Diagram — a die roll of 1 through 8 fires the round off in one of eight directions arranged around the car (1 = left, 2 = front-left, 3 = front, 4 = front-right, 5 = right, 6 = rear-right, 7 = rear, 8 = rear-left).
Fuel Tank
Effect of Damage — If any part of the Rear Section of a car with a damaged Fuel Tank and no working Fire Extinguisher is hit by Flame, roll 1 die and add 1 for every Damage Point to the Fuel Tank. If the total is 7 or more, the Fuel Tank explodes, totally destroying the car and killing the driver. This also applies if a previously undamaged Fuel Tank is hit by Flame.
If a Shell or Rocket hits the Fuel Tank of a car with no working Fire Extinguisher, proceed as for Flame above, but deduct 2 from the total obtained.
Super-Charger
This allows 1 extra point of Acceleration. It functions until totally destroyed.
Auto-Steer
This allows cars to Corner more safely at high speeds. It functions until totally destroyed.
Gunnery Computer
This adds 1 to the chance of hitting a target, allows an extra attack, and prevents Missile Weapons from detonating if they are hit. It functions until totally destroyed.
Fire Extinguisher
This prevents a damaged Fuel Tank from exploding. It functions until totally destroyed.
Power Brakes
These give a car 1 extra point of Deceleration. They function until totally destroyed.
The Driver
Once he has received three points of damage, the driver is dead. That player is then out of the game. The next time it is that car's Turn to Move, roll immediately for Skidding using the car's speed as the Speed Difference. At the end of the Skid, the car's speed is reduced to zero. If the car is still capable of movement, it is not a Wreck and may be commandeered by any Pedestrian reaching it.
The Game Round
-
All players secretly place one of their Speed Counters on the Speed Track on their Battlecar Card in accordance with the rules on Movement: Acceleration and Deceleration. The speeds are then simultaneously revealed. The speed indicates the number of points that the car must be moved that Turn.
-
The first player Moves the number of points determined by the car's speed. Other cars may be fired at during the Move. They may return the fire. When the car's Movement ends, that player's Turn ends.
-
Play passes to the next player on the left, who then Moves and Fires as in 2.
-
Once all players have Moved, the Round ends. A die is rolled for each Smoke Marker on the board to see if it remains in play or is removed.
Die Roll: 1-4 Smoke remains. 5-8 Smoke removed.
-
A new Round starts as in 1, except that players turn their current Speed Counter face down. They use their second Speed Counter to secretly mark their new speed. This allows a check to be kept on acceleration and deceleration when the speeds are revealed.
Example Game Lay-Out
A typical lay-out for a 2-3 player street combat game. The diagram shows a Playing Board with Terrain Markers placed to form streets bordered by Grass, Trees and Buildings, with the Battlecars starting at the centre points of the board's sides.
Movement
All movement is from point to point on Road and Grass.
Cars cannot Move through Buildings, Trees, Wrecks and other cars, or along the Movement lines blocked by the corners of Buildings and Trees. Cars may Ram into other cars and Crash into Buildings, Trees and Wrecks. Cars may run over Pedestrians by moving through them (see Pedestrians).
All cars must move their first point of movement in the direction that they were facing at the end of their previous Turn, even if this means hitting an obstruction.
Acceleration & Deceleration
| On Road | On Grass | On Road (with Supercharger) | On Grass (with Supercharger) | |
|---|---|---|---|---|
| Max Acceleration | 2 | 1 | 3 | 2 |
| On Road | On Grass | On Road (with Power Brakes) | On Grass (with Power Brakes) | |
|---|---|---|---|---|
| Max Deceleration | 3 | 2 | 4 | 3 |
Reversing
When moving from a forward motion to reverse, or vice versa, a car must have a speed of 0 before moving in the opposite direction.
The maximum speed in Reverse is 3 on Road, or 2 on Grass.
Three-Point Turns
A car with a speed of 0 may execute a three-point turn. A car executing a three-point turn rotates on the point that it occupies to face any direction. Its Speed remains at 0.
Cornering
All Cornering is carried out while Moving.
The possible Corners that can be turned are 45 degree, 90 degree, and 135 degree. When Cornering, the car is turned on the point of the Corner to head in the desired direction.
If a car Corners at a speed which is greater than the maximum safe speed, the car must test to see if it Skids (see Skidding).
Maximum Safe Speeds for Cornering
| Without Auto-Steer: On Road | Without Auto-Steer: On Grass | With Auto-Steer: On Road | With Auto-Steer: On Grass | |
|---|---|---|---|---|
| 45 degree Corner | 8 | 4 | 9 | 6 |
| 90 degree Corner | 4 | 2 | 6 | 3 |
| 135 degree Corner | 2 | 1 | 3 | 2 |
Skidding
A car must test to skid in the following cases:
i) When it Corners at more than the maximum safe speed.
ii) When it drives onto a point covered with a Smoke, Oil or Spikes Marker. (NB: A car does not have to test when moving off from a point so affected.)
iii) When the driver is killed while the car is in motion.
To Test for Skidding
To test for Skidding, follow these steps in order:
-
Move the car onto the point where the Skid may take place. If the car is attempting to Corner, it is not yet turned to face its new direction.
-
Determine the Speed Difference (SD).
If Cornering, the Speed Difference is the excess over the Safe Speed. If driving over Smoke, Oil or Spikes, the following Speed Differences are used:
- Oil: SD of 5, or car's speed if greater.
- Smoke: SD of 3, or car's speed if greater.
- Spikes: SD of 2, or car's speed if greater. If the driver is killed while the car is in motion, the SD is the car's speed.
If two or more of these instances occur at the same point, the SD is the instance with the greatest value.
-
Consult the Drift Table and roll the die as indicated for the Speed Difference to see whether the car has drifted on in its present direction and whether there is any damage to the tyres.
Drift Table
| SD | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
|---|---|---|---|---|---|---|---|---|
| Distance Drifted | 0 | 1 Die − 7 | 1 Die − 6 | 1 Die − 5 | 1 Die − 4 | 1 Die − 3 | 1 Die − 2 | 1 Die − 1 |
| Damage per Tyre | 0 | 0 | 0 | 0 | 1 | 1 | 2 | 2 |
-
If the car has Drifted, move it the required distance in the direction it is currently facing. It cannot Fire while Drifting. If the car Drifts into a Wreck, Building, Tree or another car, do not go to step 5, but refer to Crashing and Ramming. If there is any damage to the tyres, place the appropriate Damage Counters on the Battlecar Card.
-
Roll one die to determine the car's final facing according to the diagram. If the car is moving at a speed of 4 or more, the following die modifiers are applied.
Die Modifiers
Speed Die Modifier 4 +1 5 or 6 +2 7, 8, 9 +3 Final Facing Diagram — the car may end up facing one of eleven numbered directions (1-11) arranged around its original heading, determined by the die roll (modified as above); its original Direction of Movement before the Skid is shown for reference.
-
Turn the car to face the direction determined by the Final Facing diagram.
-
If the Final Facing is 1, 2, 3 or 4, the car must now complete its move, Cornering if that had been its intention. Any other Final Facing and the car's speed is immediately reduced to zero and it may move no further that Turn.
Crashing and Ramming
Crashing
A Crash occurs when a car would move onto a point covered by an obstruction (Tree, Building or Wreck). The car does not move onto the point but remains on the point immediately before impact.
Any car that crashes must immediately reduce its speed to 0.
The obstruction automatically takes 1 point of damage.
Ramming
A Ram occurs when one car would move onto a point occupied by another car, either deliberately or as the result of a Skid. A Ramming car does not move onto the occupied point but remains on the point immediately before impact.
The type of Ram depends on the direction the cars are travelling on impact. The different Rams are:
A: Head-On Ram — Both Cars take full damage according to the Damage Table.
B: Side Ram — The target takes full damage and the Rammer takes half damage (fractions are rounded down).
'Shunt' Ram — The target takes full damage and the Rammer takes half damage (fractions are rounded down).
After a Ram, the speed of both cars is immediately reduced to 0.
The Rammer may move no further that Turn.
If possible, the target car can accelerate from 0 and move on its next Turn.
Damage from Rams and Crashes
To determine the damage sustained from the Ram or Crash:
-
Determine the Relative Velocity (RV) of the car or cars involved.
i) When Crashing, the RV is the Crashing car's speed. ii) In a Head-on Ram, the RV is the speed of both cars added together. iii) In a 'Shunt' Ram, the RV is the higher speed minus the lower. iv) In a Side Ram, the RV is the speed of the Ramming car.
-
Locate the area of damage.
If the front or rear of a car strikes an obstruction or is Rammed by another vehicle, the damage is taken there.
If the side of a car is Rammed, roll 1 die:
Die Roll 1 or 2 3, 4, 5 or 6 7 or 8 Area Damaged Side Front Side Centre Side Rear -
Determine damage.
The Relative Velocity of the impact determines the die roll for damage on the Damage Table (right).
Driver Stunned
A Stunned Driver cannot Move or Fire until the end of the current Game Round.
Crash/Ram Damage Table
| RV | Damage |
|---|---|
| 1 | 1 Die − 2 |
| 2 | 1 Die − 1 |
| 3 | 1 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 |
| 13 | 3 Dice |
| 14 | 3 Dice + 1 * |
| 15 | 3 Dice + 2 * |
| 16 | 3 Dice + 3 * |
| 17 | 3 Dice + 4 * |
| 18 | 4 Dice * |
* = Driver Stunned
Firing Weapons
Targets that Missile Weapons may be fired at are other Cars, Buildings, Trees, Wrecks, and Pedestrians.
A car may only fire Missile Weapons during its Turn or to return fire when fired at.
Firing During Your Turn
Cars can only fire Missile Weapons at two different targets during their Turn. Cars with a working Gunnery Computer may fire Missile Weapons at 3 different targets during their Turn.
A car can only fire one round of Missile Weapons at any one target during its Turn.
During its Turn, a car can only fire any Weapon when it moves onto a movement point. It cannot therefore fire from the point on which it starts its Turn unless it is remaining stationary, or is executing a 3-point turn.
During its Turn, a car may drop one round of Passive Weapons from each Weapon Pod loaded with them.
Firing Outside of Your Turn
A car may only fire outside of its Turn to return fire when fired at. It may only fire one round of a Missile Weapon and only at the attacking car.
Direction of Fire
All firing is from point to point along the board's movement lines.
Each Weapon Pod may fire along the line that its barrel points and along the lines at 45 degrees to it on either side.
A Turret may fire along any line.
Obstructions
Only the nearest target along any line of fire may be fired at, though something beyond may be hit if the shot misses the first target.
A car may not fire through any other target in the line of fire, regardless of whether the nearest target has received its total amount of damage.
The corners of building and trees obstruct the line of fire running across the corner.
Example
A may not fire at B, the line of sight is blocked by the corner of the building, but could fire at C or at the building.
B may not fire at A for the same reason, but B could fire at C.
C may fire at B or A.
Passive Weapons (Oil, Smoke, Mines, Spikes)
These may only be dropped onto an unoccupied point.
They may only be dropped on the nearest point along the chosen line of fire. A Weapon Marker showing the corresponding Weapon is placed on the board. The dropped Weapon Counter is removed from the Weapon Pod which is firing it.
Passive Weapons have no effect until a car drives over the Weapon Marker.
Oil, Spikes and Mines remain in play for the rest of the game. Smoke may be removed during the final phase of each Game Round. (See Game Round.)
Effect of Passive Weapons
Smoke
A Missile Weapon fired through Smoke has a reduced chance of hitting its target. When firing through Smoke deduct 4 from the final score to hit.
Cars driving into Smoke must follow the procedure for Skidding using a Speed Difference of 3, or their speed if it is greater.
Oil
Cars driving onto Oil must follow the procedure for Skidding using a Speed Difference of 5, or their speed if it is greater.
Spikes
Cars driving onto Spikes must follow the procedure for Skidding using a Speed Difference of 2, or their speed if it is greater.
Spikes also damage tyres. To determine the amount of damage, roll 1 die − 3 for each tyre on entering the Spikes. Damage cannot be carried over from one tyre to another.
Mines
Cars entering mined areas take damage both on their tyres and interior components regardless of whether the Armour Blocks are still intact or not.
To determine the damage to tyres, roll 1 die − 3 for each tyre. Damage may not be carried over from one tyre to another.
To determine damage to interior components:
-
Roll 1 die to determine which Section has been hit:
Die Roll Section 1 or 2 Front Section 3, 4, 5 or 6 Centre Section 7 or 8 Rear Section -
Roll 1 die and refer to the relevant Hit Location Table on the Battlecar Card to determine the component that has been hit.
-
The damage to that component is 1 die − 2 (unused hit points are carried over to other components as normal — see Battlecar Cards: Damage).
Missile Weapons (Rockets, Shells, Machine-Gun, Flame)
To fire Missile Weapons, perform the following steps in order:
1. Nominate Target
Buildings, Trees, Wrecks, Cars and Pedestrians may be fired at.
If firing at another car, the firer must specify the area of the Section of the target (front, side-front, side-centre, side-rear, rear) at which he is aiming.
A car may only fire at the areas of the target nearest to it. If the target car is at 45 degrees to the firer, he has the choice of firing at the target's end and the two nearest side Sections. If the target car is side on, any of the side Sections may be fired at.
Example:
A may fire at the side-front or side-centre of side 3 or the front (1) of C, or the front (1) of B.
B may fire at the side-front or side-centre of side 2 or the front (1) of A, or the front (1) of C.
C may fire at the side-front, side-centre or side-rear of side 3 of B, or of side 2 of A.
2. Calculate Range
The range is the number of points showing between the firer and the target.
3. Fire Weapon
Remove and discard the Weapon Counter being fired from the appropriate Weapon Pod.
4. Check to Hit
Flame — Flame hits the target automatically, but only has a maximum range of 3 points.
All Other Missile Weapons — Roll the dice as shown here:
Machine-Gun: 1 Die — Shell: 1 Die + 3 — Rocket: 2 Dice
If the firer has a working Gunnery Computer add 1 to the score.
If the line of fire is obscured by Smoke, deduct 4 from the score.
If the total is equal to, or greater than the range, the nominated target has been hit.
If the final result is less than the range the target has been missed. The Missile continues along the line of fire to the next possible target.
5. Calculate Damage
The damage inflicted by Missile Weapons is as follows:
Machine-Gun: 1 Die − 2, minus the range — Flame: 1 Die + 3, minus the range Shell: 1 Die minus the range — Rocket: 2 Dice minus the range
Flame, Rockets, and Shells may explode the target's Fuel Tank. Rockets and Shells may detonate the target's ammunition (see Car Components: Use & Effect of Damage).
6. Record Damage
The target records the damage inflicted as described under Battlecar Cards: Damage.
Pedestrians
Should a driver wish to leave his car for any reason, he must be represented on the board by a Pedestrian Counter and for record purposes by a Pedestrian Card.
A Pedestrian Card shows a Damage Record, Ammunition boxes, and a Speed Track.
A driver can only leave a car when the speed is zero.
A Pedestrian has 3 Machine-Gun Rounds only, even if his car was not equipped with any.
Any hits already received by the driver are transferred to the Damage spaces on the Pedestrian Card.
Movement and firing are carried out during a player's turn, exactly as for cars, except:
- A Pedestrian has no turning restrictions and may Accelerate and Decelerate as much as desired.
- A Pedestrian has a maximum speed of 2 on all surfaces.
- Pedestrians may pass freely through Oil, Spikes, Mines and Smoke.
- Pedestrians may enter Trees, Buildings and Wrecks. They may also fire from them. They move from point to point in cover, just as they do in the open.
- Pedestrians may fire in any direction.
Pedestrians may commandeer any stationary car capable of movement which has been vacated by its driver or whose driver is dead. They simply enter the car and may drive off next Turn.
A car may run over a Pedestrian by moving onto or across the point occupied by the Pedestrian. The Pedestrian is automatically killed. The car is unharmed.
The Winner
The winner in the basic street combat game is the driver occupying the last mobile Battlecar.
Other game scenarios are presented on the facing page.
Other Game Scenarios
Arena Combat — For 2 (3, or 4) Players
The diagram shows one playing board laid out for Arena Combat. The black areas are buildings representing stands.
There are Mines, Spikes and/or Oil left over from previous combats. Markers for these are placed at random on the board except in front of entry points.
Roll a die to see which car enters the arena first. The highest score wins. Both cars enter at speed 3.
The Winner — A decisive victory goes to the player who kills the opposing driver. A victory is only marginal if the opposing driver can escape from the arena through a car entry point, even though his car has been destroyed or immobilised.
Variations
For more players, put both boards together, and more stands to create a larger arena.
Players may fight as individuals or teams.
Spare car counters may be used to represent Wrecks from previous combats.
Cars may leave the arena by their entry points, and miss 1 Turn to be re-armed.
Mission Accomplished — For 4 Players
Set up both playing boards with Terrain as for a basic street combat game. The starting points are as for the basic game.
Each car is numbered 1 to 4.
Each player secretly rolls a die and refers to the mission plot (below) for his/her car number. The number that a player scores on his die roll gives the mission for the game. The mission should be noted on a scrap of paper and kept concealed until accomplished.
The Winner — The winner is the first player to complete his/her mission or the last survivor.
Mission Plots
Car Number One
1-2: Kill the driver of car 2. He killed your brother in a car combat, and only his death will even the score.
3-4: Kill the driver of car 3. He ran over your dog, and said something derisive about your parents.
5-6: Kill the driver of car 4. The honour of your gang demands it.
7-8: Your score has been low lately, you must kill any other driver in order to walk tall in your gang.
Car Number Two
1-2: The driver of car 1 is an old opponent of yours. He gave you your limp. He must be killed.
3-4: The driver of car 3 has robbed your gang's hideout for too long. He must be killed.
5-6: The driver of car 4 killed your best friend. Kill him.
7-8: You have a deal with the local car repair shop. You get a commission on each car repaired. Immobilise two cars.
Car Number Three
1-2: Car 1 just creamed your cousin. Kill the swine!
3-4: The driver of car 2 just machine-gunned your aunt's pedigree Siamese. Honour demands you kill him.
5-6: Car 4 has encroached on your gang's territory once too often. You must kill him for the honour of the Southside Marauders.
7-8: You have a deal with the local garage, you get commission on every wreck they repair. You must immobilise two cars.
Car Number Four
1-2: Kill the driver of car 1. He is the rat that jilted your sister.
3-4: Your target is car 3. His paintwork is just too colourful and killing him should provide a much needed lesson in taste.
5-6: The driver of car 3 is a member of a rival gang, the Scarlet Angels. You must kill him.
7-8: Your score has been low lately. You must kill at least one driver.
Flow Charts
These flow charts summarise the procedures described above.
Ram/Crash Guide
- Move car to point before Ram/Crash.
- Determine Relative Velocity of Ram/Crash. Is it a Side-Ram? (Yes or No, both proceed to the next step.)
- Roll the die for location of damage.
- Roll on Crash/Ram Damage Table to determine damage.
- Record damage on Battlecar Cards and reduce speed of all cars involved in Crash/Ram to 0.
- Turn ends.
Skid Guide
- Move car to point of skid.
- Determine Speed Difference and roll on Drift Table. Has the car drifted on in its present direction?
- If Yes: Move the car the required distance. Does it strike an obstruction? If Yes, refer back to the Ram/Crash Guide (Determine Relative Velocity of Ram/Crash). If No, continue.
- If No: continue.
- Roll for final facing on Final Facing Diagram. Is the result 1, 2, 3 or 4?
- If Yes: The car must continue its Move. Turn ends.
- If No: Car's speed is reduced to 0. Turn ends.
Fire Missile Guide
- Nominate line of fire, target and area of target.
- Determine range and fire Missile by removing the Weapon Counter from the Weapon Pod.
- Roll the die to see if the shot hits its target. Does it?
- If Yes: Determine the damage and record on target's Battlecar Card, then Continue Move if any movement unused.
- If No: Missile continues along line of fire. Is there another target within range of weapon? If Yes, Determine Range and return to step 3. If No, the Missile has no further effect on play, then Continue Move if any movement unused.