The track management enforces several house rules.
1. No firing until the beginning of the fourth turn.
2. No dropped weapons or dropped weapon ordnance.
This also includes grenades, dischargers, oil guns, spike
guns, mine flingers, and gas streamers. The only exception
are rocket boosters placed in ejectable EWPs.
3. No more than 2d6 of weaponry per side.
4. All vehicles must be equipped with the same type
of
power source (electric or gas). No intermixing.
5. No tire shots allowed.
6. No deliberate ramming.
RANDOM TRACK TABLE:
Road: Roll ld6 for width, condition, and direction.
Width |
Condition |
Direction |
1: |
1" |
1: |
Fair |
1: |
Straight |
2: |
1" |
2: |
Fair |
2: |
Straight |
3: |
2" |
3: |
Fair |
3: |
Straight |
4: |
2" |
4: |
Poor* |
4: |
Left*** |
5: |
3" |
5: |
Poor* |
5: |
Right*** |
6: |
3" |
6: |
Dismal** |
6: |
180 loop |
* -D1 to all maneuvers.
** -D1 to all maneuvers, 50% chance of taking 1d6-2 points
of tire damage.
*** Roll ld6. 1-2: 45 degrees, 3-4: 90 degrees, 5-6: 145
degrees.
All left, right and loop turns have a 1 in 6 chance of
having a D1 bank
|