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Game Sequence
1. 2. Dice off to see who goes first. Turn 10 phases movement
Movement (p.4)
Each Turn has 5 Phases whereby movement and shooting takes place. 1. All Drivers and Pedestrians make their movements according to speed during certain phases. 2. Fastest Vehicle/Pedestrian moves first. 3. See Movement Chart for phases. 4. Vehicles can make one manoeuvre per phase at 1. 5. Vehicles may at beginning of each phase accelerate or decelerate up to vehicles rates. 6. All rolls and Crash Table results are made before normal movement.
Deceleration @ 20mph: D2 manoeuvre @ 25mph: D3 manoeuvre @ 30mph: D5 manoeuvre @ 35mph: D7 manoeuvre (tires take 2 hits) @ 40mph: D9 manoeuvre (tires take 1d hits) @ 45mph: D11 manoeuvre (tires take 1d+3) @ 45mph +: Impossible in one turn
Manoeuvres (p.6)
Bends: - up to 15 - D1 16 to 30 - D2 31 to 45 - D3 46 to 60 D4 61 to 75 D5 76 to 90 D6 Drift: (1 forward and either side D1 Man) (1 forward and either side D3 Man) Swerve: drift followed by turn (see Bend) Difficulty equivalent to the bend Controlled Skid: Make a bend as normal, declare how far you want to skid. Skid +D1 to bend/swerve you make, -1 aimed fire, no deceleration, no tire dam. Skid - +D2 to bend/swerve you make,-3 to aimed weapons, -5 mph, no tire dam. Skid - +D3 to bend/swerve you make, -6 to aimed weapons, -5 mph, 1pt dam to each tire. 1 Skid - +D4 to bend/swerve you make, no aimed fire for rest of turn, -10 mph, 2pts of dam to each tire.
Control Table
Consult Control Table when you make a manoeuvre. Roll 1d6 when necessary and achieve the number or higher. If you pass you continue to control the vehicle. If you fail proceed to Crash Tables
Road Conditions:
Off-road - +D1 to manoeuvre Light rain - +D1 to hazard and manoeuvre Heavy rain - +D2 to hazard and manoeuvre Gravel - +D1 to hazard and manoeuvre Oil on road - +D2 to hazard and manoeuvre Light snow - +D2 to hazard and manoeuvre Heavy snow - +D3 to hazard and manoeuvre Ice or packed snow - +D4 to hazard and manoeuvre
Collisions (p.12)
Workout Damage Modifier for each vehicle. Note Speed of impact. Roll for damage Ram result n x DM = Damage Sustained.
Pedestrians (p.16)
360 Line of Sight. st 3 hit points (can add 3 points armour). 1 point of damage is nd rd wound, 2 unconscious, 3 is a kill Move per phase. Can carry 6 Grenades or equivalent (GE) of equipment. Pedestrians running through debris or spikes roll 2d6 on a 2 or 3 they take 1D-4. Pedestrians running through oil roll 2d6 on a 5+ they stay on their feet. Flaming oil same but also take 1 point of damage. Takes 1 phase to enter a vehicle, 3 phases to start and begin moving.
Vehicle Weight Dam Modifier 0-2000lbs 1/3 2001-4000 2/3 4001-8000 1 8001-12000 2 12001-16000 3 16001-20000 4 20001-24000 5 Every 4000 lbs DM increases by 1 Conforming Movement th Pedestrians have a DM of 1/5
Movement
Automatic Fire
Weapon will fire each turn until it runs out of ammo To put a weapon on or off automatic takes a shooting turn Draw line from the weapon, if targets crosses this line while weapon is firing the target is automatically hit and takes damage.
Combat Procedure
Declare weapon and target Check Line of Sight Determine score to hit using Target Modifiers Roll 2D6 to achieve hit score and above. Determine damage location Determine damage amount (see weapon stats) All damage is resolved at the end of the turn
Vehicle Targets
Cycle Targeting
Attacking from rear: Roll 2D6 (2-10 Hits armour, 11-12 Hits exposed wheel) Attacking from side: Roll 2D6 (2-5 Hits driver, 6-7 Hits power plant, 8-10 Hits weapon) Attacking Sidecar: Roll 1D6 (1-4 Hits cycle is hit (use table above), 5-6 Hits Sidecar). 2 to target sidecar
Specific Target
Burst Effect
See weapon description for damage and effects. Burst effect does extra 1D6 damage to surrounding targets ups to 2 away
Area Effect
See weapon description for damage and effects. Area effect does damage to targets 1 away to other targets
Uncontrolled Vehicles
Immediately go to Crash Table 1 adding 4 to the roll. Passengers may leap from vehicle or suffer the consequences
Visibility
Pedestrian Shooting
Hand weapons have a range of 20 Can only fire once per turn Once fired pedestrian cannot move for rest of the turn. Running pedestrians cannot fire Hand weapons take 1 turn to reload
Miscellaneous
Cover
A prone pedestrian -1 to hit a target To target a prone pedestrian -5 to hit Pedestrian in cover cannot be hit (unless its a burst effect) Pedestrian in cover who is firing is 2 to hit
Hand-to-Hand Combat
5+ on 2D6 to hit Human fist damage is 1D-5 Using a gun, rock, wood etc 1D-4 Martial Arts Skill effects HTH Pedestrians can attack vehicles
Fire!!
If hit by a flame/heat weapon there is a 30% chance of catching fire (1D6: 1-4 no fire, 5-6 catch fire) Engines suffering 50% damage may catch fire (1D6: 1-4 no fire, 5-6 catch fire) A vehicle with a gas engine (on a 1) or volatile weapon (on a 1-2) may explode (1D6: on a 1 the vehicle explodes, all occupants are killed, pedestrians and vehicles 1 away takes 1D of damage) Damage starts depending upon where fire starts. FP Armour cannot catch fire. Extinguish fires only if you have a fire extinguisher (1D6: 1-4 extinguished, 5-6 fire) 1 attempt per turn. Damage taken each turn the fire burns. See Vehicular Fire Table for burn duration (p.31)
2
Safe Safe Safe Safe Safe Safe Safe Safe Safe Safe Safe Safe Safe Safe Safe Safe 2 2 2 3
1
Safe Safe Safe Safe Safe Safe Safe Safe Safe Safe Safe Safe Safe 2 3 3 3 3 3 4
0
Safe Safe Safe Safe Safe Safe Safe Safe Safe Safe 2 2 3 3 4 4 4 4 4 XX
-1
Safe Safe Safe Safe Safe Safe 2 2 2 3 3 3 4 4 5 5 5 XX XX XX
-2
Safe Safe Safe 2 2 2 2 3 3 4 4 5 5 5 6 XX XX XX XX XX
-3
Safe Safe 2 2 2 3 3 4 4 5 5 5 6 XX XX XX XX XX XX XX
-4
Safe Safe 3 3 3 4 4 5 5 6 6 XX XX XX XX XX XX XX XX XX
-5
Safe 2 4 4 4 5 5 6 XX XX XX XX XX XX XX XX XX XX XX XX
-6
Safe 2 4 5 6 6 XX XX XX XX XX XX XX XX XX XX XX XX XX XX
Speed Mod -2 -2 0 1 1 2 2 3 3 4 4 5 5 6 6 7 7 8 8
Control Table
Consult Control Table when you make a manoeuvre. Roll 1d6 when necessary and achieve the number or higher. If you pass you continue to control the vehicle. If you fail proceed to Crash Tables
6
Safe Safe Safe Safe Safe Safe Safe Safe Safe Safe Safe Safe Safe Safe Safe Safe Safe Safe Safe Safe Safe Safe Safe Safe Safe Safe Safe 2 2 3
5
Safe Safe Safe Safe Safe Safe Safe Safe Safe Safe Safe Safe Safe Safe Safe Safe Safe Safe Safe Safe Safe Safe Safe Safe Safe 2 2 3 3 4
4
Safe Safe Safe Safe Safe Safe Safe Safe Safe Safe Safe Safe Safe Safe Safe Safe Safe Safe Safe Safe Safe Safe Safe 2 2 3 3 4 4 5
3
Safe Safe Safe Safe Safe Safe Safe Safe Safe Safe Safe Safe Safe Safe Safe Safe Safe Safe Safe Safe 2 2 3 3 4 4 5 5 6 6
2
Safe Safe Safe Safe Safe Safe Safe Safe Safe Safe Safe Safe Safe Safe Safe Safe Safe 2 2 3 3 4 4 5 5 6 6 6 XX XX
1
Safe Safe Safe Safe Safe Safe Safe Safe Safe Safe Safe Safe Safe Safe 2 2 3 3 4 4 5 5 6 6 6 XX XX XX XX XX
0
Safe Safe Safe Safe Safe Safe Safe Safe Safe Safe Safe 2 2 3 3 4 4 5 5 6 6 6 XX XX XX XX XX XX XX XX
-1
Safe Safe Safe Safe Safe Safe Safe Safe 2 2 3 3 4 4 5 5 6 6 6 XX XX XX XX XX XX XX XX XX XX XX
-2
Safe Safe Safe Safe Safe 2 2 3 3 4 4 5 5 6 6 6 XX XX XX XX XX XX XX XX XX XX XX XX XX XX
-3
Safe Safe Safe Safe 2 3 3 4 5 5 6 6 6 6 XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX
-4
Safe Safe Safe 2 3 4 4 5 5 6 6 6 XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX
-5
Safe 2 2 3 4 4 5 5 6 6 XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX
-6
2 3 4 4 5 5 6 6 XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX
Speed Mod -3 -2 -1 0 1 1 2 2 2 3 3 3 4 4 4 5 5 5 6 6 6 7 7 7 8 8 8 9 9 9
Control Table
Consult Control Table when you make a manoeuvre. Roll 1d6 when necessary and achieve the number or higher. If you pass you continue to control the vehicle. If you fail proceed to Crash Tables
Helicopter Modifiers
80-120mph: +1 121 160mph: +2 161-200mph: +3 200mph>: +4 Engine Damaged: +1 Rotor Damaged: +4
Characters
Skill Points
Winning a Duel +3 Surviving a game +1 Conspicicuous Bravery +2 Risking your life to save a team mate or friend +2 Using an unusual tactic +1 Escaping an Ambush alive +1 Knocking out a vehicle to be salvaged +1 Winning an Arena Event +3 Completing a mission or adventure +5 to +15 Referee Points of Brilliance +1
Prestige
Entering Combat +1 Each kill your vehicle scores +2 Your vehicle destroyed but you survive -1 Your vehicle destroyed but your injured -2 Attack with a hand gun while outside your car +1 Attack with a hand weapon while outside your car +2 Kill a character with PP over 15 +1. Over 20 +2 Kill a character with PP over 20 +2 Kill a character with PP over 30 +3 You become an Ace +5 You become a Double Ace +5 Overt Cowardice -3 Referee Points for lucky shots, surviving against adds, heroism +3
Infamy Points
1pt of infamy per kill 1pt of Infamy per crime committed
Using Skills
Need a basic in the skill Roll 7+ to succeed on 2D6 If you have a skill add to dice amount. Double 1 always fails. If you do not have skill roll with 4, common sense prevails.
Skills
Acrobatics: Can perform acrobatic acts, jump an extra Animal Husbandry: Can train an animal on 5+ each week to learn new skill Area Knowledge: Detailed knowledge of area, haunts and key info Archery: Adds +1to hit with a bow or crossbow. Blade: Adds +1 to HTHC. Can defend against knife attacks. Boat Pilot: Can use a boat Body Building: L1: +1 DP, L2: +2 DP, L3: +3 Climbing: Climb buildings, trees, fences, etc Communications: Can use Communication Equipment Computer Tech: Can use and fix Computer Equipment. Cyclist: Can use a Bike or Trike Driver: Can use a car, van, flatbed, Engineering: Building, create traps, alarms, etc Espionage: Intelligence/Counter Intelligence Explosives: Creation of bombs, traps and other creations. Successful use of explosives dependent upon Skill Role. If unsuccessful roll 2D6 (2: Explosives go off killing user, 3-4: Explosives go off 5 phases early, 5-6: Explosives does half damage, 7-9: Explosives are a dud, 10-11: Explosives go off 5 phases later, 12: Explosives do 2x damage) Fast-Talk: getting out of scrapes, gift of the gob! Gunner: Use vehicle weapons according to skill level Hand gunner: Use hand weapons. Anyone without this ability is at 2 TH Helicopter Pilot: Can use helicopters Hobbies: Can be anything!! Hover Pilot: Can use a hovercraft Journalism: Journalistic skills Law: Legal skills, Knowledge and Argument Leadership: Can Command a group of people. More likely to obey
Luck: Adds +1 to all die roles in odd situation, but not normal skill roles Martial Arts: L1: -1 TH, L2: -2 TH, L3: -3 TH in HTHC and +1 to Dam Mechanic: Ability to fix things. (p.41) Level Trivial Easy Med Hard V Hard No Skill 2 11 X X X Mech 1 9 11 12 X Mech +1 1 7 9 11 14 Mech +2 1 5 7 9 11 Mech +3 1 3 5 7 11 Paramedic: Can save a wound, 1 per 2 weeks Politics: Winning votes, diplomacy, social graces Running: Each +1 adds 2.5mph to running Security: Knowledge of security systems and how to disable them Science: Knowledge of chemistry, physics, biology and mathematics Stealth: Ability to avoid detection: Can only be used on foot with these modifiers Good lighting: -5 Average lighting: -3 Fair lighting: -1 Poor lighting: 0 Appropriate camo: +2 Forest & Jungle: +2 Palms & Desert: -3
Streetwise: Can make contacts and associates Survival: Has excellent survival skills in harsh or difficult settings Swimming: Can swim confidently, diving, hold breath Teaching: Can teach a skill they possess to another over 6 games Theft: Stealing obviously!! Trucker: Can drive lorries, 10 wheelers, etc
D100
01-09 10-19 20-29 30-39 40-49 50-69 70-79 80-89 90-100
Injury to Body
Left Leg Right Leg Right Arm Left Arm Groin Abdomen Chest Shoulder Head
Effect
1 movement per hit (both Legs hit, victims falls to the ground, can only crawl per turn, -2 to hit in shooting) 1 movement per hit (both Legs hit, victims falls to the ground, can only crawl per turn, -2 to hit in shooting) Two handed weapons cannot be used (Shooting and HTH), single weapons can be used at a -1 Two handed weapons cannot be used (Shooting and HTH), single weapons can be used at a -1 D6: 1-3 Flesh wound, 4-6 Severe Bleed (D6: number of turns to complete unconsciousness) D6: 1-3 Flesh wound, 4-6 Severe Bleed (D6: number of turns to complete unconsciousness) D6: 1-3 Flesh wound, 4-5 Severe Bleed (D6: number of turns to complete unconsciousness), 6 Death! Two handed weapons cannot be used (Shooting and HTH), single weapons can be used at a -1 D6: 1-3 Flesh wound, 4-5 Severe Bleed (D6: number of turns to complete unconsciousness), 6 Death!
Head 90-100
Abdomen 50-69
Groin 40-49
Driving
Bootlegger Decelerate 15 Decelerate 10 Continue course / speed Continue course / speed Continue course / speed Continue course / speed Accelerate 10 Drift {D1 (1-3) or D3 (4-6)} Swerve {D1 (1-3) or D3 (4-6)} Ram nearest opponent
Normal Pedestrians
Hide - Prone Move to high ground / Shoot Move to high ground/ Throw grenade Continue course/ Shoot Continue course/ Throw grenade Continue course Run Get in better position Ranged Get closer to nearest target Move away from target / Shoot Heroic Action
Police
Hide - Prone Stand shoot Get in better position Ranged Get in better position Ranged Get closer to nearest target Get closer to nearest target Get closer to nearest target Throw grenade Throw grenade Charge to melee Heroic Action
On Foot
1: Hits the dirt, prone, hands over head (no shooting or action) 2: Calls for backup (talking on radio to other officers) 3: Takes Aim (+1 to hit in shooting next turn or waits until there is a target) 4: Shoots (1D6: 1-3 Pistol, 4-6 Shotgun) 5: Jumps behind available cover 6: Frenzy!!! 1-2 Shoots twice at nearest perp (1D6: 1-3 Pistol, 4-6 Shotgun) 3-4 Runs towards nearest perp. (if in HTH distance fights 2 attacks) 5-6 Heroic Action (1D6: 1-3 Dives at nearest Perp wrestles to the floor, 4-6 Runs and shoots twice at nearest Perp (1D6: 1-3 Pistol, 4-6 Shotgun), if in HTH range gets 2 attacks with weapon butt)
In Vehicle
1: Hits the breaks!!!! Emergency stop (no damage to tyres) 2: Calls for backup (talking on radio to other officers), other vehicles race to area of calling vehicle 3: Takes Aim (+1 to hit in shooting next turn or waits until there is a target). Vehicle moves to area of target at least 15 in LOS stops and aims primary weapon 4: Shoots (1D6: 1-3 Pistol, 4-6 Shotgun) at nearest available target (even if they are in cover) 5: Moves vehicle behind available cover 6: Frenzy!!! 1-2 Shoots twice at nearest perp (1D6: 1-3 Main weapon, 4-6 Secondary) 3-4 Drives towards nearest perp and rams (vehicles and pedestrian) 5-6 Heroic Action (1D6: 1-2 Drives at nearest Perp knocks to the floor, 3-4 Drives and shoots twice at nearest Perp (1D6: 1-3 Main weapon, 4-6 Secondary), 5-6 Bootlegs into hot area with shooting x 3)