Battlecars Rulebook

THE GAME OF DEADLY DRIVING BATTTE@AMS By the year 2080 automobile accidents were non-existent. One-way traffic on the

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THE GAME OF DEADLY DRIVING

BATTTE@AMS By the year 2080 automobile accidents were non-existent. One-way traffic on the

revolutionary Autoslot roads in electric cars built with computerised destination control, automatic pilot and speed regulators had long since put an end to collisions. Car travel had become totally safe, but there were those who longed for the thrill and danger of high-speed driving; freedom behind the steering wheel. It was later that year that a few individuals started to search old barns and garages for 20th century sports cars. They would then spend months restoring these machines to theirformer power and beauty. At secret places in the dead of night, the silence would be broken by the roar of a'57 Chevy or '77 Corvetle coming back to life. But just listening to the noise of a V8 engine was not enough for their owners -they wanted to drive theii cars. Searches were started across the country for disused roads that had not been fitted with Autoslot. A few were found and meetings were quickly arranged. The first meetings were attended by only the drivers and a few friends, and ca rs were run up and down small strips of road. Butthat soon became boring. ln early 2081 the first race between cars was organised, and this attracted some spectators who yelled and cheered with excitement. More races were organised, but it wasn't until 9.23pm on 23rd September 2081 that something terrible happened for the first time that century. Jerry Tomasko died in a car crash. The news spread, and the attendance at the next race doubled. A safe and passivq society thrilled at the prospect of seeing a real car crash, and over the next months they weren't disappointed. Cars were now built with machine guns, crash bars, and other defensive and offensive modifications. The crowds loved it, and by 2083 the cars,were more prepared for war than for racing. The Battlecar had been born, and brave were those who drove them. By now the object had become the destruction of the other drivers' cars rather than racing against them.

The spor{ became known as Battlecars, and although illegal and highly dangerous, it attracted a national following. By 2085 it was firmly established, and the State Police were forced to turn a blind eye to its existence. So it was that outlaws like Pete 'Crazy' Kowalski (14 kills), the most dangerous man on four wheels, became heroes.

EOUIPMENT 2 PLAYING BOARDS These show the road surface and the lines of movement. 2 FULL-COLOUR DIE-CUT SHEETS

These contain:

Terrain Markers: These show Trees, Grass and Buildings. They are placed on the Playing Boards to create different scenario/game lay-outs. 8 Car Counters: These are used to represent the players' Battlecars on the board. 8 Pedestrian Counters: These are used to represent the drivers on the board if they leave their Battlecar. 8 Speed Markers: These are used by the players to record their speed. 28Weapon 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 lf a driver leaves a Battlecar, these are used to record the driver's speed, weaponry, and

damage sustained. 3 SHEETS OF DIE-CUT WEAPON COUNTERS

These denote the rounds of different Weapons. They are placed on the Battlecars and Pedestrian Cards to record ammunition 2 SHEETS OF DIE-CUT DAMAGE COUNTERS

These are placed on the Battlecar and Pedestrian Cards to record the 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 d6scribed here. Other scenarios are described at the back of the rules.

Only one Playing Board is used for a 4-player game.

a 2-

or 3-player game. Both are used side-by-side for

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. The Markers must be placed so that the corners are on the intersections of two diagonal lines where there is no movement point as in the Example Lay-out on page 7. Terrain must be placed to allow access to the starting points.

Each player selects a Battlecar Card, a Pedestrian Card, a Battlecar Counter and a

Pedestrian Counter.

The players then arm their cars with the Weapons Counters. The players dice to see who has first Move. Players, in turn, then place their Battlecar Counters on 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 lhe 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 notfire 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 c6vered by Damage Counters. The

th ree diTferent sizes take 4, 8 and 16 hits respectively. Any su rplus 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

{ Speed Track

Hit Location Tables for when an Armour Block has been breached.

I l l

I Armour Block

Front Section

Centre

Section

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 bythe size of each Weapon Counter. Thusthe 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 wh ich f ires out of the f ront of the car.

RECORDING DAMAGE

Damage to a Battlecar is recorded by placing on€ Red Damage Counter for each point of damage taken on the squares marked on the Battlecar Card. Damage istaken by sile Weaponsl

a car in

the area of the Section nominated bythefirer. (See Firing: Mis-

The firsttargetto be hit in the designated area isthe Armour Block. \A/hen 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. t

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 Battlbcar Card to determlne what interior component has been hit. lf the result is a component which has already been totally destroyed, roll again until a suitable target is hit. Any surplus damage points left overfrom totally destroying a component are carried overto anothercomponent 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 qar, 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 anglesto 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. AWreck can only absorb 2 points of damage. Any surplus is taken by any driver taking cover there. lf a Wreck has any operationalWeapons, 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 ai:6:

ARMOUR BLOCKS Each Battlecar has 8 Atmour 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 daniage to that Block will strike"an internjl cornponent.

ryRES Effect of Damage For each tyre destroyed, the car's maximum speed is reduced by 2. ENGINE

Effect of Damage For each sg.uare 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 sp€ces in a Weapon Pod or Turret receive damage first. Then spaces gccupied by Weapons. When any space occupied by a Passlve Weapon is hit, that Weapon Counter is removed and discarded. The Damage Counter rbmains on the s.pace in the Weapon Pod. lf a Missile Weapon Counter is hit by a Rocket or Shell, it may detonate, but only if the car does nof have a working Gunnery Computer. lf not, roll i die for each round hil, a7 or 8 and it detonates. The affected round(s) fires off. Those from a Weapon Pod fire at 90 degrees to the side or endwhere the Pod was located. Those from Turrets 3 4 fire off in a random direction determined by die roll according tothe diagram (right). For all roundsfired off, proceed as normalfor Firing Weapons except -l> 5 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

2\-

1+ 8/7

FUEL TANK

Effect of Damage lf any part of the Rear Section of a car with a d.amaged Fuel Tank and no working Fire Extinguisher is.hitly Flame, roll 1 die and add 1 foievery Damage point to the iuel Tank. lf the total is 7 or more, the Fuel Tank explodes, totaliy destrdying the car and killing the driver. This also applies if a previously uhdamagdd Fuel ranl is hit by Flame. lf a Shell or Rocket hitsthe FuelTank of a carwith no working Fire Extinguisher, proceed as for Flame above. but deduct 2 f rom the total obtained. "

SUPER-CHARGER

This allows

1

extra point of Acceleration. lt fUnctions until totally destroyed.

AUTO.STEER This allows cars to Corner more safely at high speeds. lt functions untiltotally destroyed.

GUNNERYCOMPUTER This adds 1 to the chance of.hitting a target, allows an extra attack, and prevents Missile weapons from detonating if they are hit. lt functions until totally destioyed. FlRE EXTINGUISHER

This prevents 6

a

damaged Fueltankfrom exploding. lt functions untiltotally destroyed.

POWER BRAKES

These give a car

1

extra point of Deceleration. They function until totally destroyed.

THE DRIVER Once he has received th ree 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 ca r's speed as the Speed Difference. At the end of the Skid, the ca r's speed is reduced to zero. lf the car is still capable of movement, it is not a Wreck and may be commandeered by any Pedestrian reaching it.

THE GAME ROUND

1 : All players secretly place one of their Speed Counters on-the 9pee.O Track on their Battlebar'Card in accoidance with the rules on Movement: Acceleration and Deceleration. The speeds are then sim ultaneously revealed. The speed indicates the number of points that the car must be moved that Turn.

2: The first player Moves the number of points determined -bY the ca r's. speed. Other cars may Oe tireO at during the Move. They may return the fire. When the car's Movement ends, that player's Turn ends.

3: Play passes to the next player on the left, who then Moves and Fires as in 2. 4: 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.

DieRoll: 1-4Smokeremains.

5-8 Smoke removed.

5: Anew Round starts as in 1, exceptthat playersturn theircurrent Speed Counterface

down. They usetheir second Speed Counterto secretly marktheir new.speed. This allows a check to'be kept on accelerdtion and deceleration when the speeds are revealed.

EXAMPLE GAME LAY-OUT

A typical lay-out for a 2-3 player street combat game.

m

MOVEMENT

All movement

is

from point to point on Road and Grass.

carscannot MovethroughBuildingg,Trees,wrecksandothercars,oralongtheMovement lines blocked bythe corners of Buildings and Trees. Cars may Ram int-o other cars into Buil{ngs. Trees and Wrecks.tars may run over Peilestrians by moving through them (see Pedestriansl. a.nd Crash

All cars must move thei.r 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 I

On Grass

I

with Supercharoer

MaxAcceleration

2

3

1

2

I

with Power Brakes Max Deceleration

3

4

2

I

3

REVERSING

whe.n moving from.a forward motion to reverse, or vice versa, a car must have of 0 before moving in the opposite direction.

a

speed

The maximum speed in Reverse is 3 on Road. or 2 on Grass.

THREE.POINT TURNS

with a.speed of 0 may execute a th-ree-point turn. A car executing a three-point turn rotates on the point that it occupies to face any direction. lts speed iemains it 0.

,A car

CORNERING

All Cornering is carried out while Moving. The possible Corners that can be turned are:

iI

1

I

I

45 degree

90 degree

135 degree

When Cornering, the car isturned on the point of the Cornerto 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 Skiddingl.

MAXIMUM SAFE SPEEDS FOR CORNERING Without Auto-Steer 45 degree Corner 90

degree Corner

135 deqreeCorner 8

On Road 8

On Grass

4

2

2

1

4

With Auto-Steer On Grass

On Road 9 6

r!

6 3 2

SKIDDING

A car musttest to skid in the following cases: i) When it Corners at more than the m-aximum safe speed. ii) when it drives onto a point covered with a smoke,'oil or Spikes Marker. (NB A car does not have to testwhen moving off from a point so affebted). iii) When the driver is killed while the car is in moiion. TO TEST FOR SKIDDING To test for Skidding, follow these steps in order: 1 ' Move the car onto the point where the Skjd may take place. lf the car is attempting to Corner, it is not yet turned to face its new direction.

2. Determine the Speed Difference (SD).

lf Cornering,

Speed Difference is the excess over the Safe Speed. 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 spee-d if qreater. Spikes: SD of 2. or car's sbeed if q"reater. lf the driver is killed while thb car is in motion, the SD is the car,s speed. th^e

lf drivin^g_over Smoke,

lf two or more of these instances occur at the same point. the SD is the instance with the greatest value.

3: 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 whethbr there is any damage to the tyres. Drift Table SD

1

2

0

l Die-7

0

0

4

3

5

6

7

8

urstance

Drifted uamage per Tyre

1

Die-6

1

Die-5

0

0

1

Die-4 l Die-3 l Die-2 l Die-1 1

1

2

2

4: lf the car.has D{fted, move.itthe required distance in the direction it is currentlyfacing. It cannot Fire while Drifting. lf the car Drifts into a Wreck, Building, Tree or anoiher ca-r, do not go to step 5, but.refer to crashing and Ramming. lf therdis any damage to the tyres, place the appropriate Damage Counters on the Battlecar Card.

5: 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

7,8,

6 ................ +2

I

................ +3

Final Facing Diagram

Direction

of Movement before Skid

6: Turn the car to face the direction determined by the Final Facing diagram.

7: lf the Final Facing, is 1,2,3 or 4, the car musf now complete its move, cornering if that had been its intention. Any other Finar Facing and the car's speed is imme"diaieiy reduced to zero and it may move no further thaiTurn.

CRASHING and RAMMING CRASHING

A Crash occurs when a car would move onto a pointcovered by an obstruction (Tree, Building or wre-ck). The car does not move onio the point bui remains on the poini im mediately before i mpact. 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:

rE A: Head-On Ram Both Cars take full damage according to the Damage Table.

E " E[=l-O

B: SideRam

The target takes fu

I I

damage and the Rammer takes half damage (fractions are rounde*d down).

r+r-r 'Shunt'Ram The target takes fu ll damage and the Rammer takes half damage (fractions are roundei down).

After a Ram. the speed of both cars is immediately reduced to

0.

The Rammer may move no further that Turn.

lf possible, the target car can accelerate from 0 and move on its next

DAMAGE FROM RAMS AND CRASHES

Tu rn.

Crash/Ram

To determine the damage sustained from the Ram or Crash: 1. Determine the Relative Velocity (RV) of the car or cars involved. i) . When Crashing, the RV is the Crashing car's speed. ii) ln a Head-on Rim,the RV isthespeed o"f both cirs addedtogether. iii) ln a 'Shunt' Ram, , the RV is the higher speed minus the loi,ver. iv) ln a Side Ram, the RV is the speedbf the Ramming car.

2. Locate the area of damage.

lf the front or rear of a car strikes an obstruction or is Rammed by another vehicle, the damage is taken there. lf the side of a car is Rammed, roll 1 die:

DieRoll: Area Damaqed:

'lor2 Side Front

3,4, 5 or 6 Side Centre

7

or8

Side Rear

3. Determine damage. The.Relative Velocity of the impact determines the die roll for damage on the Damage Table (right): DI.UI Stunned DRIVER STUNNED A Stunned Driver cannot Move or Fire until the end of the current Game Round. 10

FIRING WEAPONS

Targetsthat 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 Tu rn. 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 onfo 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. lt 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 notfire through any othertarget in the line of fire, regardless of whetherthe nearest target has received its total amount of damage. The corners of building and trees obstruct the line of fire running across the corner.

EXA,MPLE: A may notfire at B, the line of sight is blocked by the corner of the

building, but could fire at the building.

C

or at

B may not fire at A for the same

reason, but B could fire at C may fire at B or A.

C.

PASSruE WEAFONS {Oil, Smoke, Mines, Spikes)

These may only be dropped onto an unoccupied point. They mayonly be dropped on the nearest point along the chosen line of fire. AWeapon 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 playfor the rest of the game. Smoke may be removed during the final phase of each Game Round. (See Garne Roundl. EFFECT OF PASSIVE WEAPONS Smoke A Missile Weapon fired th rough 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.

oir

Cars driving onto oil mustfollowthe procedurefor Skidding using a Speed Difference of 5, or their speed if it is greater.

Spikes

Cars driving onto Spikes mustfollowthe 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. Dam.age 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 ried over from one tyre to another.

1

die-3 for each tyre. Damage may not be car-

I I

,I I

{ i

To determine damage to interior components: die to determine which Section has been hit: 1 or2 Front Section. 3,4,5or 6 Centre Section. Rea r Section. 7 orB

1: Roll

1

2: Roll

1 die and refer to the relevant Hit Location Table on the Battlecar Card to determine the component that has been hit.

3:Thedamagetothatcomponentisldie-2(unusedhitpointsarecarriedovertoother components as normal 12

-

see Battlecar Cards: Damagel.

I I I

MISSILE WEAFOT\I$ {Roekets, $halls. Machine-Gun, Flame)

To fire Missile Weapons. perform the f{rllowing steps in order:

I

1. NOMINATETARGET

Buildings, Trees, Wrecks, Cars and Fedestrians may be fired at. lf firing at anbther car, the firer must specifythe area of the $ec{ion of the target (front, side-front, side-centre, side-rear, rear) at which he is aimirrg.

A car may only fire atthe areas of the target nearestto it. lf thetargetcar is at45 degrees to the firer. he has the choice of fi ring at the

target's end and the two nearest side Sections. lf 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 f ront

(1

)

of C, or the f ront

(1

)

of B.

B may f ire at the side-f ront or side-centre of side 2 or the front (1 ) of A, or the f ront (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

lf the firer has a working Gunnery Computer add 1 to the score. lf the line of fire is obscured by Smoke, deduct 4 from the score. lf the total is equal to, or greater than the range, the nominated target has been hit. lf 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'. l Die-2, minusthe Shell: 1 Die minusthe range

range

Flame: 1 Die+3; minLsthe range Bocket: 2 Dice minusthe 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 Damagel.

5: RECORD DAMAGE The target records the damage inflicted as described under Battlecar Cards: Damage. 13

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. Damage Record

-Ammunition Speed Track

A Pedestrian Card A driver can only leave a car when the speed is zero. A Pedestrian has 3 Machine-Gun Rounds only, even if his carwas 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 du ring a player's tu rn. exactly as for ears. except: A Pedestrian has noturning restrictions and mayAccelerate 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 statlonary car capable of movement which has be.en va-cated by its driver or whose driver is dead. They simply enter the car and may drive off next Turn. A car may run ov_er a Pedestrian by moving onto or across the point occupied by the Pedestrian. The Pedestrian is automaticallt killed. The car is uriharmed. -

THE WINNER

The winner in the basic street combat game is the driver occupying the last mobile Battleca r. Other game scenarios are presented on the faclng page.

OTHER GAME SCENARIOS ARENA COMBAT- For 2 (3, or +) Players The diagram shows one playing board

laid out for Arena Combat. The black

areas are buildings representing stands.

There are Mines, Spikes andlor 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 th rough 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 to create

a

larger arena. Players may fight as individuals orteams.

Spare car counters may be used to represent Wrecks from previous combats. Cars may leave the arena by their entry points. and miss 1 Tuin to be re-armed. 4 Players MISSION ACCOMPLISHED - For Terrain as for a basic street combat game. The starting Set up both playing boards with 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 nu mber. The num ber that a player scores on his die roll gives the mission for the gamb. 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

Car Number Two

Killthedriverolcat2.He 1-2 Thedriverof€r'lisanold killedyourbrotherinacar opponentofyours. He gave you your limp. He combat and only his death will even the score. must be killed. 3-4 Killthedriverofcar3.He 3-4 Thedriverofcar3has 1-2

ran over your dog, and said something terrible

rubbedyourgang'snose

initfortoolong.Hemust

parents. be killed. 5-6 Thedriverofcar4killed honour of your gang yourbestfriend.Killhim. . demandsit. 7-8 Youhaveadealwiththe 7-8 Yourscorehasbeenlow local car repair shop. lately, you must kill any You get a commission other driver in order to on each car repaired. walk tall in your gang. lmmobilise two cars. about your

5-6 Killthedriverofcar4.The

Car Number Three

1-2 Car'l justcreamed your cousin. Kill the swine!

3-4 The driverof car 2 just machine-gunned your aunt's pedigree Siamese. Honour demands vou kill him.

5-6 Car4hasencroached on

your gang's territory once too often. You must kill him for the honour of the Southside Marauders.

7-8 Youhaveadealwith the local garage, you get commrsston on every Wreck they repair. You must immobilise two

Car Number Four '1 -2 Kill the driverof car'1. He

is the rat that jilted your

srster.

3-4 Yourtargetiscar2. His

paintwork is just too vulgar and killing him should

provide a much needed lesson in taste.

5-6 Thedriverof car3isa member of a rival oano. The Scarlet Angels "muit kill him.

7-8 Yourscore has been low lately. You must kill at least one driver.

cars.

15

FLOW CHARTS RAM/CRASH GUIDE

SKID GUIDE

FIRE MISSILE GUIDE

Move car to point of skid

of Ram/Crash. ls it

and roll on Drift Table. the car drifted on in its

by

removing the

Counter from the

a

Ram?

L

along line of fire. ls

there another target within range of

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