By DRUNK DWARVES GAMES V.1.2
Game Design : Donald Carr, Dan Motush
Illustration and Logo Design : Juan Navarro, Donald Carr
Fiction : Pete Croucher, Donald Carr
Welcome
to Axle Tribes V1.2! Axle tribes is the game of automotive combat set
within a post apocalyptic world. Please note, that this is a game for
the gamers - it is not for profit, nor will it ever be. In addition, the
rules will literally be shaped by the players - each new edition will
contain rule changes and additions that are suggested by YOU. Please
feel free to jot down any ideas as you play and submit them to the Drunk
Dwarves webmaster at don@drunkdwarves.com
And without further delay - we present our first published game: AXLE TRIBES.
The
Earth has been blighted. Long ago an event, the great end, turned the
world as we knew it into a smitten landscape of broken glass and twisted
jungles of metal rod. All that was green and blue, has been reborn in
hues of dead browns. The air tastes bad - and it's hard to believe we
were ever meant to live here.
Between
the endless stretches of waste there are monstrous cities ruled by
powerful land lords, where the land still clings to life. But if you
live there, you live their way - or not at all. That's why many of us
band together and try to survive in the wastes of the bad lands - among
the mutant freaks and the harsh ever-present sun. The Axle Tribes rule
this land, that is - everything left worth ruling. The Axle Tribes
fight, they fight over food, water, and the parts needed to make and
maintain our steeds. I am a warrior, my steed is my life, and the life
of my tribe"
TABLE OF CONTENTS
Getting Started
Starting the Game
The Turn
Steed Actions
Weapons
Taking Damage
Steed, Weapon, and Upgrade Costs
Showcase
Conclusion
GETTING STARTED
NEEDED MATERIALS
To
play axle tribes you will need the following items: Measuring tape, a
handful of 10 sided dice (d10), a playing surface (preferably 6x4 feet),
damage counter sheet, speed counter sheet, weapon counter sheets, tribe
record sheets, a 45 degree angle of some sort, hot wheels scale model
cars, and weapon bits from any miniature range. It is recommended that
you mount all counter sheets to a thin card backing - then cut with a
sharp blade. Do not assemble cars until you read through the rules and
understand them.
TRIBE CREATION
Both
players decide on a cash limit before creating their tribes. This cash
is used to purchase steeds, weapons, and upgrades. You may continue to
add to your tribe until you reach the cash limit. You may not exceed the
limit, but being a bit under is OK. The guides for purchasing your
tribe is located in the "Steed, Weapon, and Upgrade Costs" section of
this rule book. Fill out record sheets for your tribe, each page can
record 3 cars worth of information. Each section needs to be filled out
before play begins. Average tribe starting cash is roughly 100,000
bucks. More or less is OK, but note more cars will slow down play time
considerably.
STARTING THE GAME
SETUP
Before
the game begins, players may place terrain onto the table as they see
fit (though having none is perfectly acceptable as well.) Once the table
is set, both players arrange their cars along the shortest table edges,
touching the edge. On a 6x4 table for example, cars would be set up
along the 4' sides, touching the edge and facing towards each other.
INITIAL SPEED PHASE
All
cars have a Max speed that can be raised and lowered depending on the
upgrades given to each. Once all cars are set on the table, each is
assigned a speed counter up to their maximum speed limit after upgrades.
This speed is represented by a speed counter token and each car is
given one face down beside it. This represents the speed rating at which
the car starts the game.
ROLLING FOR INITIATIVE
Each player rolls a d10. The player with the highest score decides who activates the first car, and play begins.
THE TURN
ACTIVATION VS TURNS
An activation
is when a steed (car) is selected by it's owner, and moved. During it's
activation a car carries out all actions and attacks. Once a car moves
it's full move, and carried out all of it's actions, it's activation is
over. A car is activated once per turn.
A turn
consists of all players activating all their cars in an alternating
fashion. Once all players have activated all their cars, the turn is
over and a new one begins. Aside from the first turn, all turns follow
the following phases.
DAMAGE COUNTER PHASE
Any
car that has any damage counter on it carries out any required rolls
now and apply the results. A summary of the damage counters is found in
the Taking Damage section.
SPEED PHASE
Each
car my replace it's current speed with a new one if desired. Cars may
accelerate or brake (add or subtract) one from their current speed
safely, or can keep their current speed. Note: A car can never
accelerate more than it's max speed with upgrades. Naturally, zero is
the lowest speed that can be reached. Once you've decided, place the new
speed counter face down next to the model. Once all cars have their new
speed counters face down each player rolls a d10. The highest score
decides who moves the first car - then all speed counters are turned
face up and play continues to the next phase.
SPECIAL RULE : HARD BREAK STOP
: A player may choose to pull a hard break maneuver instead of
reducing a cars speed by only one. A player can choose any speed less
than the normal one under his current speed, but it forces the player to
make an immediate control check. If successful, place the new speed on
the car face up. If failed, the car drops only one speed rating and an
out of control counter is placed on the car. All of this is done in
clear sight of all opponents - the enormous dust cloud and skidding car
is quite noticeable
NOTE
: THE RULE OF 2 : Nearly every roll in axle tribes is carried out
in the same simple manner. For control rolls for example simply roll a
d10 and roll a 2 or more to succeed. This number is modified by the cars
current speed rating. For example, a car moving a speed of 4 needs a 6
or more, a car moving 8 would need a perfect 10, etc.
NOTE
: PERFECT ROLLS : Perfect rolls occur when a player rolls a 1 or 10
before modifiers. 10's always succeed while 1's always fail, no matter
what the situation.
CAR ACTIVATION
Cars
are activated in order of their current speed rating. When it's your
turn you must activate the car with the highest speed first, and then
proceed down the line until all cars are activated. If multiple cars
have the same speed, you may choose the order of activation for those
cars. Car activation alternates between players, for example: you move
your fastest car, then your opponent chooses and activates his fastest,
then back to you to move your next fastest etc. This continues until all
cars have been activated. Once a car has carried out it's activation a
good idea may be to turn it's speed counter backwards in order to remind
you which ones have already been activated. If one player has more cars
than the other players, activation is carried out as normal until the
player with more cars has a few remaining - then said player simply
carries out the remaining activation of his cars until all have been
activated.
ENDING THE TURN
Once
all cars on all sides have been activated, the turn is finished. Start a
new turn at the damage counter phase and continue play.
STEED ACTIONS
MOVEMENT
When a car is activated it must
move a number of inches equal to 5 times it's current speed rating. So a
car with a speed of 1 must move 5 inches, where as a car moving 6 must
move 30 inches. Naturally, a car moving 0 just stays put.
TURNING
A
car is allowed four 45 degree turns each activation, but is required to
move at least it's current speed rating in inches between each one. So a
car moving a speed of 6 must move 30 inches, and can make a 45 degree
turn every 6 inches traveled. A car may choose to turn less than 45
degrees, but no more safely. (Cars must move at least it's current speed
rating in inches at the start of it's activation before attempting any
turns.)
SPECIAL RULE : KICK STOP TURN
: The car can choose to pull a kick stop instead of a normal turn. If
it chooses to do so, it must make an immediate control check. If it
passes, it may turn a 90 degree turn instead of the normal 45. If it
fails, it goes immediately out of control and moves the rest of it's
movement according to the out of control rules. At the end of it's move,
the cars speed is instantly reduced by 1 per kick stop executed.
RAMMING VS COLLISION
Ramming is a deliberate attempt to run your car into something. Collisions
are accidental contacts with objects. You must decide when you make
contact with an object if you mean it to be a collision or ram. Contact
resulting from an out of control move are always collisions.
COLLISIONS : If
you collide into a car, the car being hit is allowed to roll a d10. If
it rolls under it's current speed, it moves directly forward just enough
to allow the car executing the hit to move right on by.
RAMS
: You carry out rams as mentioned above, however, if the car being hit
makes its roll to dodge the car making the hit, the car making the hit
is allowed to roll a d10. If the roll is under it's speed, contact
happens anyway. (The hitting car adjusts it's steering in order to
contact it's desired target.)
DAMAGE FROM COLLISIONS AND RAMS
HEAD
ON CONTACT - This occurs when two cars make contact to their front
facings. (Or a car impacts an immobile object with its front facing.)
Each car takes damage to their front facing equal to both cars current
speed rating combined. Each car then bounces a d5 inches directly away
from each other (a d10 halved, rounded up.) And their speed is instantly
reduced to zero. If a car makes contact with a immobile object to it's
front facing, it takes damage to it's front facing equal to it's current
speed, and then bounces back and is halted as described above.
T-BONE
CONTACT - This occurs when one car runs into the side facing of another
with it's front or rear facing. The car being hit takes damage equal to
the hitting cars speed doubled to the facing hit. An out of control
counter is immediately placed on the hit car. The hitting car takes
damage equal to it's own speed to the front facing, and is bounced back
and halted as described above. If a car skids into an immobile object,
and it strikes a side facing, then it is also considered a t-bone
contact. In this case, the car takes it's speed in damage to the facing
hit, and it's speed is instantly reduced to zero.
SIDE
SWIPE CONTACT - This occurs when 2 cars make contact each on their side
facings. Each car combines their speeds, and halves it rounding up.
This is the damage taken by both cars to the facing hit. The hit car has
an out of control counter immediately placed on it, and the hitting car
immediately stops and it's speed is replaced with a zero counter.
REAR-ENDING
CONTACT - This occurs when one car hits another cars rear facing with
any of it's facings. The car hit takes damage equal to the hitting cars
speed minus it's own current speed to it's rear facing. (It's not
possible to not take ANY damage, the hit car has to take at least 1.)
Then it takes a control check - if it passes, the car is bumped strait
forward a d5 inches (d10 halved rounded up.) If it fails, bump it
forward a d5 inches and place an out of control counter on it. The car
making the hit takes damage equal to it's speed halved rounding up to
whatever facing is hit. If the hitting car strikes with its front
facing, it's movement ends and it's current speed is reduced by half
rounding up. Any other facing results in the hitting car stopping dead
and it's speed is immediately reduced to zero. If a car skids into an
immobile object, and it strikes it's rear facing, then it is also
considered a rear-ending contact. In this case, the car takes it's speed
in damage to the rear facing, and it's speed is instantly reduced to
zero.
NOTE
: Any cars that take 8 or more damage resulting from a collision or ram
instantly gain a "STUN" counter and crosses off the number 2 box on the
critical chart (Crew Stunned) if it hasn't been crossed off
already. If it has already been crossed off, then just place the STUN
counter and continue play.
ATTACKING
Shooting can occur any time during a cars movement. Basic shooting follows a few easy steps in order to cause damage.
First
you choose a target and stop the car in it's tracks. Out of the weapons
number of shots, choose how many will be fired at the target.
Next,
measure range - if the target is within range and within the fire arc
of the shooting weapon, go on to the next step, if it falls outside the
weapons range or arc, the shots are wasted.
Firing
weapons follows the rule of 2. For each shot a weapon fires, roll a d10
and roll a 2 or more. This roll is modified by the targets speed. So
shooting at a car moving a speed of 4 would require rolls of 6 or more, a
target moving 8 would require a perfect 10 roll in order to hit.
Once hit, carry out the weapons damage to the facing hit.
Once all damage has been recorded, continue the attacking cars movement.
Keep in mind, there are many types of weapons that can change the way a weapon works when firing.
WEAPON ARCS
Arcs
are the area in which a weapon can fire from the car. There are 4 arcs
around the car: front, left, right, and rear. Arcs are divided into 45
degree sections, originating from the middle of the car. So if a weapon
has a forward arc, it can shoot within an area 45 degrees to the front
of the vehicle. If there are questions use the turn template centered in
the middle of the car to judge fire arcs.
FIXED WEAPON ARCS
Fixed
weapon mounts, like the common fixed forward machine gun armament,
allows the weapon to only be fired in a direct straight line, in other
words - there can be no deviation in where the shots fly from the car.
Weapons can be fixed in any direction, below is an example of fixed
forward machine guns.
WEAPONS
Now for the part you've all been waiting for - weapons!
WEAPON STATS
Every weapon has 4 easy stats : range, rate of fire, damage, and type.
RANGE (RNG) - The distance in inches a weapon can shoot.
RATE OF FIRE (ROF) - The number of shots the weapon can squeeze off each activation.
DAMAGE (DAM) - The number of damage boxes a weapon fills in per shot that hits.
TYPE (TYP) - This could change the way a weapon functions.
WEAPON TYPES
STRAFE
- The weapon constantly shoots as the steed moves - spraying bullets
wildly into the air. If at any time an enemy car moves within 6" of this
weapons arc during it's activation, the weapon is allowed a single shot
at it as the enemy flies by.
FIXED
- A fixed weapon is bolted into place and may only be fired in a
straight line. A fixed weapon has a set fire direction, either directly
in front, right, left, or rear of the car it's bolted onto.
TURRET
- The weapon is mounted in a rotating turret. The weapon can do one of
two things at the beginning of its cars activation. It can choose any
facing to act as its fire arc this turn OR it can choose to "lock on" a
target. The weapon chooses any target on the table. If at any time
during it's activation the car moves within this weapons range of the
chosen target, the weapon lets loose it's entire payload into it's
target.
TURBULENT
- The weapons rounds pack such a punch that any car hit by a shot from
this weapon must take an immediate control check or have an out of
control counter placed on it.
EXPLOSION
(N) - This weapon causes a blast with each shot that hits. Once the
shot hits, then any object within (N) inches of the hit object is also
effected by the weapon and instantly take the weapons damage halved,
rounded up and any other effects caused by the weapon (such as
turbulent)
LOBBING
- The weapon fires it's rounds high into the air. When fired, place a
mortar shot counter anywhere on the table within its arc. The shot does
not hit this turn, but as soon as the firing car is activated next turn,
the shot hits the ground (or whatever is under it.) Roll 2d10. One is
the distance the shot deviates from it's desired target in inches, and
the other points in the direction the shot flies. Once the shot is
deviated, carry out damage as normal.
FLAME
- The weapon fires a a template of fire 8 inches long and 1 inch wide.
Any cars touching this template must roll under their speed or receive
an "on fire" template. Flame weapons cannot be fired forward while
moving without also hitting the firing car.
DROP
- Drop weapons have a single shot. They are placed on the table behind
the car as a 6x2" template as it moves. The car must move at least 5
inches in a straight line before dropping a drop weapon. Once on the
table, any car that moves through the weapons template takes damage as
stated under the weapons description. Each time a car moves through a
drop weapon template roll a d10, on a perfect roll of 1 or 10, the
template is exhausted, and removed.
TAKING DAMAGE
RECORDING DAMAGE
Each
shot that hits its target causes a certain number of damage. This
damage is recorded by crossing out an amount of damage boxes on the cars
record sheet on the facing hit. Each time a box with a dot is filled
in, the attacking car rolls on the critical hit chart for the hit car.
If all the damage boxes on a facing are filled in, then every
additional point of damage causes a separate roll on the chart. Every
car record sheet has a critical hit section with a set of 10 boxes with
numbers. Each time a critical hit is rolled, record the number rolled in
this column of boxes. The same result cannot be rolled twice, so if a
result is rolled again, shift the result one number to the right until
an unrolled result is reached - then apply that damage instead.
Eventually, the rolls will be shifted to the number 10 box which results
in a crew killed roll - effectively destroying the car. If all boxes
are filled in, and the car takes another critical hit, the car simply explodes.
NOTE : If
a car ever instantly explodes for any reason, then any object within 5"
of the exploding car must roll a d10 immediately. If the roll is under
the cars current speed, then nothing happens. If the roll is above the
cars speed, it receives an "on fire" counter. If the roll is also a
perfect 10, then also place an immediately out of control counter on the
car.
CRITICAL HIT CHART
Each time a car takes critical damage, roll on the chart below and apply the result.
1. - Crew Rattled
: Enemy fire whizzes through the crew cabin and forces the passengers
to duck and cover. The car violently swerves back and forth as the pilot
tries to regain control. Take an immediate control check. Failed rolls result in an out of control counter.
2. - Crew Stunned
: The shots force the pilot to juke the car to avoid being killed.
Passengers flail around knocking into each other, slamming into hard
metal. Place a stun counter on the car.
3. - Additional Structural Damage : Enemy fire rips through the car and takes off great chunks of armor, poorly fastened down. Add another 3 damage to the facing hit. This can cause additional critical hits.
4. - Engine Sputter : Incoming shots rip through the cars hood - and suddenly pressing the gas causes the car to lurch violently. Place a sputter counter on the car.
5. - Damaged Brakes : The shots fly through the car body and puncture vulnerable break lines. Pressing the brake results in little actual slowing. Place a no brakes counter on the car.
6. - Tires Damaged : The car swerves as tires explode, reducing the wheels to metal rims. Make an instant control check. Failed rolls result in an out of control counter. Place a tire damage counter on the car.
7. - Hood Smoking : The shots rip through the hood of the car, quickly producing black billowing smoke. Place a smokin' counter on the car.
8. - Leaking Fluid : The enemy fire tears through fluid lines producing a steady trickle of oil from behind the car. Place a leaking fuel counter on the car.
9. - Gas Tank Punctured : "Tang - tang - tang!" Enemy fire punctures your cars hull and strike the gas tanks! Roll
a d10. On the roll of 1-5 the car immediately explodes. A roll of 6-10
results in placing an out of fuel counter on the car.
10. - Crew Killed : The shots fly through the crew compartment reducing fevered battle cries into an instant crimson silence. Place a driver killed counter on the car.
DAMAGE COUNTERS
During each damage counter phase consult this chart and carry out the effects of each counter a car has on it. If
a car takes on damage counters in a turn before it is activated, then
carry out the effects of the counters as soon as it is activated - DO
NOT wait until the next damage counter phase!
OUT OF CONTROL
- The driver tries to keep the car steady, but is soon thrown into an
uncontrollable fish-tail. Keep cars current speed. During the cars next
activation roll a d10. On the roll of a 1-4, turn the car 45 degrees to
the left. On a roll of 5-6 keep the cars current heading. On the roll of
a 7-10 turn the car 45 degrees to the right. Move the car its full move
straight down this path it's full movement. (If the car receives an out
of control counter in mid-activation, the amount moved is equal to the
remaining inches available this move.) If the car collides with an
object or ends its move without collision, roll a D10, the direction the
die points is the new heading of the vehicle. If the car collides with
an object, carry out damage with the out of control cars new heading. If
the die roll to determine the new heading is also a 1 or 10, the car
flips. Place the car on it's back. Flipped cars cannot move or shoot for
the remainder of the game. After all this is carried out, the car is
placed on speed zero, the out of control counter is removed, and the car
returns to normal. Naturally, a car cannot fire weapons if it is out of
control.
This
can seem confusing, so check out the example below. Here, the car has
gone out of control in the middle of his move. He first rolls to see
which direction he skids - in this example, he rolls a 3, turning his
current path 45* to the left. He then moves the remainder of his
movement in that direction. Once he stops or collides with something, he
rolls a dice to determine the direction in which his car is now facing.
In this example he has rolled so that it's pointing to the upper right.
If this dice had also been a 1 or 10, his car would have flipped. After
all this, the car is placed on speed zero. This is to simulate a car
swerving in a random direction all the wild spinning around wildly.
STUN
- The cars crew lay slumped over seats and dash boards - some are
unconscious. They will be fine, but are slowly shaking out the stars.
Reduce cars speed by one in next speed counter phase. Car moves straight
forward it's full move on activation. The car cannot fire. After move
roll a d10 on the roll of a 1-5 keep Stun counter on car. A result of
6-10 allows you to remove the counter and continue play as normal.
SPUTTER
- Test when you wish to accelerate during a speed counter phase. You
may only accelerate on the roll of a 6-10 on a d10. On a roll of 1-5 you
may not accelerate this speed counter phase.
NO BRAKES
- Test when you wish to decelerate during a speed counter phase. You
may only decelerate on the roll of a 6-10 on a d10. On a roll of 1-5 you
may not decelerate this speed counter phase.
TIRE DAMAGE - The cars max speed is reduced by half rounded up.
SMOKIN' - All control and attack rolls have a -1 penalty.
LEAKING FUEL
- Any flame attacks that hit car cause it to instantly explode. Even if
a car is out of fuel, the car still keeps the leaking fuel counter as
it represents other flammable fluids such as oil and hydraulic fluid.
OUT OF FUEL - Reduce speed of car by one each speed counter phase until car reaches zero.
DRIVER KILLED
- Car moves its full speed straight forward and then has it's speed
reduced to zero on its next activation. Car is effectively destroyed -
it cannot move or shoot for remainder of game. It can still be fire on
though, until it instantly explodes from filling all critical hit boxes.
ON FIRE
- The car goes up like a roman candle! Car takes 1 damage on every
facing at the start of its next activation. Roll a d10. If score is
under cars current speed rating, the fire counter is removed, if you
fail keep the counter and test again next turn.
"So - Yah ready to hit the garage!?"
STEED, WEAPON, AND UPGRADE COSTS
STEEDS
- As for now - cars will be placed into 3 broad categories. Buggies
include all manner of small, fast cars. Racing buggies, Dune buggies,
and small custom rides fall into this category. Full sizes represent
most of the cars you see on the streets, including trucks and slightly
larger vehicles like station wagons. Hulks are the largest of vehicles,
but smaller than semi-trucks. These include vehicles like buses,
delivery trucks, etc. Other vehicles such as motorcycles and semis are
in the works.
BUGGY - 9,000
MAX SPEED = 6
WEAPONS: Fixed forward machine guns
OPTIONS: May carry a single drop weapon
FULL SIZE - 11,000
MAX SPEED = 4
WEAPONS: Fixed forward machine guns
OPTIONS: May carry a single drop weapon.
May also mount one of the following:
forward arc mortar,
arc right/left/rear OR turreted flame thrower,
arc front/right/left/rear OR turreted machine guns.
HULK - 13,000
MAX SPEED = 2
WEAPONS: Fixed forward machine guns
OPTIONS: May carry a single drop weapon.
May also mount arc right or left machine guns OR both right and left arc machine guns.
May also mount one of the following :
forward arc mortar,
arc right/left/rear OR turreted flame thrower,
arc front/right/left/rear OR turreted machine guns,
arc front/right/left/rear OR turreted heavy machine guns,
fixed front OR turreted missile launcher,
fixed forward rocket launcher.
WEAPONS - Add the cost of each additional weapon added to cost of steed.
MACHINE GUNS - RNG = 12, DAM = 1, ROF = 6, TYP = Strafe 3,000 (5,000 for turret mounted)
HEAVY MACHINE GUNS - RNG = 24, DAM = 1, ROF = 12, TYP = Strafe 7,000 (9,000 for turret mounted)
MISSILE LAUNCHER - RNG = 36, DAM = 6, ROF = 1, TYP = Turbulant 6,000 (8,000 for turreted)
ROCKET LAUNCHER - RNG = 36, DAM = 3, ROF = 3, TYP = Turbulant 7,000
MORTAR - RNG = special, DAM = 15, ROF = 1, TYP = Lobbing, explosion (2), turbulant 8,000
FLAME THROWER - RNG = special, DAM = special, ROF = 1, TYP = Flame 4,000 (5,000 for turret mounted)
DROP WEAPONS - Add the cost of each additional weapon added to cost of steed.
OIL DROP - Cars hitting oil slick are forced to pass an imediant control check or receive an immediant out of control counter. 2,000
NAPALM DROP - Cars hitting a napalm drop have an on fire counter placed on them. 3,000
CALTROP DROP
- Cars hitting a caltrop drop receive an instant tire damage critical
hit. If the car already has tire damage, ignore this damage. 4,000
UPGRADES - Add the cost of each additional upgrade added to cost of steed.
Upgrades
can only be taken once per car. An upgrade marked "one use" can only be
used once, after which it has it's box checked on the car stat sheet
and cannot be used again.
ARMORED WINDOWS : (One use) 1,000
Ignores first crew stunned, crew rattled, or crew killed critical hits. Allowed to : all cars
ARMORED WHEELS : (One use) 1,000
Ignores first tire damage critical hit roll. Allowed to : all cars
EXTRA ARMORED HULL: 2,000
Each
facing on this car may use the extra grey boxes next to facings name as
damage boxes on each facing They are filled in first before the normal
boxes are touched. Otherwise, cars are not allowed to use these grey
boxes for recording damage. Max speed is reduced by 1. You may not have
both extra armored hull and striped down hull. Allowed cars : all cars
OVERSIZED ENGINE: 2,000
Car adds +1 to it's max speed. Allowed cars : all cars
STRIPED DOWN HULL: 1,000
Car adds +1 to it's max speed, but fills in the first 3 damage boxes of each facing. Allowed cars : full size, buggy
TURBO BOOSTERS: 1,000
Car may accelerate 2 speed ratings during the speed counter phase instead of the normal 1. Allowed cars : full size, buggy
TURBO BRAKES: 1,000
Car may decelerate 2 speed ratings during the speed counter phase safely instead of the normal 1. Allowed cars : all cars.
RAM SHIELD: 3,000
Car receives no damage from its own speed during rams and collisions to front facing. Allowed cars : full size, hulk
STICKY TIRES: 1,000
These
special tires are host to heavy tread or even spikes. Car may reroll
kick -stop turn rolls if the first fails. Allowed cars: Buggies, Full
size
HYDRO-RAM: 3,000
This
ram houses a hydraulically compressed spike. Once it hits for the first
time, the spike is blasted into whatever it makes contact with -
causing great damage. The first time the car makes contact with ANY
object to its front facing, the spike is released, causing and instant
critical hit roll. May be combined with ram shield. Allowed cars: hulks,
full size
TARGETING SYSTEM: 1,000
Ranging
from advanced scopes to simple cross hairs, a targeting system greatly
helps a weapons operator to hit their targets. A targeter may only be
fitted on secondary weapon systems (ie: not the guns that come with the
car.) and only apply to one weapon system. Unlike most upgrades,
targeters can be bought multiple times, but you may only ever have one
targeter on any given weapon. Each turn, you may choose to re-roll a
salvo of shots from the weapon the targeting system is attached to - the
second roll stands. Has no effect on flame, lobbing, and drop weapons.
Allowed cars : full size, hulk.
PROTECTED LINES: (One use) 1,000
The
cars fluid lines are protected by metal en casings, or placed within
iron shells. The car may ignore the first Damaged brakes, or leaking
fuel rolls. Allowed cars: all
ARMORED ENGINE HOUSING: (One use) 1,000
The
engine is encased within steel plates. Car may ignore the first engine
sputter, hood smoking, or punctured gas tank rolls. Allowed cars: all
SHOWCASE
The following pics have been sent in by fans of the game. If you want to submit pictures of your own, send them in to the webmaster!
The above and below pictures were sent in by the very talented Mr. Adam Smith - very cool!
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Full size with armored windows, fixed forward machine guns, and hydro-ram by: Craig Hardt |
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Full size with armored windows, fixed forward machine guns, front arc machine guns, and oil drop by : Rick Maturi |
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Full size with armored windows, oversized engine, fixed forward machine guns, and rear arc machine guns by : Rick Maturi |
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Buggy equipped with armored windows, fixed forward machine guns, and caltrop dropper by : Stuart Murray |
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Full
size equipped with armored windows, oversized engine, turret mounted
machine gun, fixed forward machine guns, and napalm dropper by: Stuart Murray |
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CONCLUSION :
Battles
and victory conditions are, for the time being, completely up to you
the player. You can do total destruction style matches, arena style
matches, missions of all sorts - for now, we'll leave victory conditions
to you. We will be releasing an expansion covering missions and
scenarios as well as campaign play in the future. Please note that this
game will be totally sculpted by the players of the game, so please send
in any rules, comments, desired fixes, additions whatever - to the
webmaster: don@drunkdwarves.com
HERE'S TO THE GAMERS.