Gear Phase


Movement Step


1.1. Select a movement template.

1.2. Place the movement template.

1.3. Roll Skid Dice, up to the Handling value of each vehicle.

1.4. Spend Shift results, up to the Handling value of each vehicle.
        • Discard one Hazard, Slide or Spin result.
        • Change Gear up or down by 1, gaining 1 Hazard Token.
        • Discard one Hazard Token from this vehicle.
        • Discard without effect.

1.5. Gain Hazard Tokens from uncancelled Hazard, Slide and Spin results.

1.6. Place Slide template if the vehicle had an uncancelled Slide result.

1.7. Move the vehicle into its Final Position.

       COLLISION WINDOW

1.8. Spin the vehicle if the vehicle had an uncancelled Spin result.

       COLLISION WINDOW

Getting Wrecked


1. Skid to a Halt: Forced move short straight forward.

    COLLISION WINDOW

2. Reset: Reduce current Gear to 1 and discard all Hazard Tokens from the vehicle.

3. Explosion Check: Roll D6 + remaining ammo tokens, explodes on 6+

4. Get Wrecked: Turn model over, leave in play as a wreck.

Vehicle Explosion Table
Lightweight 2D6
Middleweight 4D6
Heavyweight 6D6

When a vehicle Explodes, make an attack against each vehicle within Medium range of the exploding vehicle in a 360-degree Arc of Fire, and then remove the vehicle from play.

Treat each as a separate attack with the Blast special rule and a number of attack dice determined by the weight of the exploding vehicle. Damage from explosions can be evaded.

Attack Step




2.1. Declare targets and check range and cover.

2.2. Roll Attack Dice: 4+ to hit, 6 is critical (2 hits).

       COLLISION WINDOW

2.3. Evade: Each 6+ cancels one hit.

2.4. Damage: Remove Hull Points.




Gear 1 2 3 4 5 6
Short Straight Free Shift X X X X
Medium Straight Free Shift Free Shift Free Shift Free Shift X X
Long Straight X X X X
Gentle Free Shift Free Shift Hazardous X
Turn Free Shift Hazardous X X
Hard Free Shift Hazardous X X X
Hairpin Hazardous X X X
Veer X Free Shift Hazardous X X
Swerve X X Hazardous Hazardous X

Wipeout


3.1. Flip check: Roll D6, if lower than current Gear then suffer 2 hits and forced move        medium straight ignoring all obstructions and vehicles.

       COLLISION WINDOW

3.2. Reset: Regardless of flip check, reduce current Gear to 1 and discard all Hazard Tokens        from the vehicle.

3.3. Lose Control: Regardless of flip check, the player clockwise of the player controlling the        active vehicle pivots the vehicle about its centre point to any facing.

       COLLISION WINDOW