Hot Start (1 Can)
Roll a D6 at the start of the game. This vehicle starts the game in that Gear. Re-roll if this would put the current Gear of the vehicle above its max Gear.
Slipstream (2 Cans)
If this vehicle is involved in a Tailgate Collision during its activation, this vehicle may declare a Slipstream reaction.
If they do, the other vehicle may not declare a reaction. If this vehicle declares a Slipstream reaction, this vehicle may change up or down one Gear and gain a Hazard Token.
Neither vehicle gains Hazard Tokens as a result of this Collision.
Overload (2 Cans)
When resolving Skid Dice during the Movement Step, this vehicle may roll one additional Skid Dice. If it does, it must change up at least One Gear or gain a Hazard Token.
Downshift (3 Cans)
At the end of a Movement Step in which this vehicle changed down one or more Gears, this vehcle may make a forced move Short Straight forward.
Time Extended! (3 Cans)
At the end of a Movement Step in which this vehicle passes a race gate, this vehicle may remove any number of Hazard Tokens.
Hell for Leather (5 Cans)
This vehicle considers Long Straight to be permitted in any Gear. The Long Straight is not considered either Hazardous or Trivial in any Gear.
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Rocket Thrusters (1 Can)
When this vehicle is moved as part of a Flip, it may choose to use the Long Straight, Veer, or Gentle templates instead of the Medium Straight template.
Whizbang (1 Can)
At the start of each game, this vehicle gains a random speed perk. This perk is lost at the end of the game.
Gyroscope (1 Can)
At the start of each game, this vehicle gains a random Daring perk. This perk is lost at the end of the game.
Satellite Navigation (2 Casn)
When this vehicle resolves its Skid Dice, this vehicle's controller may set aside one Shift result. This vehicle may have any number of Shift results set aside.
Any vehicle in this team may use these set aside Shift results during a later Movement Step, as if they had rolled them in that Movement Step.
Mobile Mechanic (3 Cans)
Once per activation, at the start of its Attack Step, this vehicle may temporarily reduce its Crew Value by one, once, until the end of the Attack Step, to perform a field repair.
If it does, this vehicle gains 1 Hull Point, which may not take its Hull Points above the vehicle's Hull Value.
Eureka! (4 Cans)
Once per game, at the start of its Attack Step, this vehicle's controller may declare any weapon that this vehicle has not attacked with yet this game.
This vehicle counts as being armed with the declared weapon, on a facing of their choice, for the next attack only.
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Fenderkiss (2 Cans)
When this vehicle makes a Smash Attack, this vehicle suffers a penalty of -2 attack dice. Vehicles making a Smash Attack targeting this vehicle suffer a penalty of -2 attack dice.
Rear Drive (2 Cans)
This vehicle may pivot about the centre of its front edge, rather than the centre of the vehicle, when resolving Spin results.
Delicate Touch (3 Cans)
This vehicle ignores the hazard icons on movement templates.
Momentum (3 Cans)
When resolving Skid Dice, this vehicle may set aside a Slide or Spin result to re-roll a Skid Dice.
This effect may be used multiple times. Skid Dice that are set aside must be resolved.
Purring (6 Cans)
This vehicle does not gain more than 1 Hazard Token from Spin results each activation.
This vehicle does not gain more than 1 Hazard Token from Slide results each activation.
This vehicle does not gain more than 1 Hazard Token from Hazard results each activation.
Skiing (6 Cans)
If this vehicle has Handling 3 or higher, this vehicle may take 3 Hazard Tokens at the end of its Movement Step to be ignored by other vehicles during their Movement Steps until the start of this vehicle's next activation.
If, by ignoring this vehicle in a way, a vehicle's Final Position would overlap it, move that vehicle backwards along their movement template by the minimum amount to avoid overlapping any obstruction.
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