NL Road Warriors Ver0.9
NL Road Warriors Ver0.9
NL Road Warriors Ver0.9
These rules introduce small gangs and their continuing struggle to control their turf and see off rival
gangs. Road Warriors uses the No Limits core rules but expands certain areas providing a more
detailed skirmish level environment. Campaign rules are included to allow a gang to evolve from
game to game
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Road Warriors
Post Apocalypse Skirmish Rules for No Limits
New Rules
The Bottle Check
Whenever a Gang goes down below 50% of
its starting strength, then it is time for the
Gang Leader to roll a bottle check. In order to
do so, then he must simply roll a normal CO
check at the beginning of the turn. If this fails,
then his gang scampers off and the game
ends. If this succeeds, then the game
continues for another turn.
Note that the Gang Leader must make a CO
check at the beginning of each turn, once
50% of his men are down or out.
New Critical
Whenever you roll a natural 1 on the die to
hit, then you do not automatically ignore
armour. Instead, you have hit a weak point in
the enemy and therefore you add +1 ST to
your attack.
Fumbles
Whenever you roll a natural 10, then the
attack made a complete miss, dud or
otherwise had absolutely no effect. Therefore
you must roll an ammo check, 1d10 and roll
below the weapons Ammo. If failed, then you
have run out of ammo and the weapon
cannot be used any more during that game.
Some weapons fumbles on a roll of 9-10.
Pinning
If a ganger was hit, but not injured by the
attack, then he must roll a CO check. If he
succeeds then nothing further happens. If he
fails, then hes Pinned. At the beginning of
the units next activation, roll an unmodified
CO check. If successful, then the unit is no
longer pinned and may function normally. If
failed, then the unit suffers -1 RA/CC and has
half its AC rounded down. It is still Pinned.
Reload
Some weapons will have a special ability
called Reload. Whenever a weapon with
this ability has fired, then place a small
marker next to it. As soon as possible it then
needs to spend 4 AC on reloading the
weapon before its able to fire. I.e., the
weapon can only be fired every other turn.
Going Down
Once a unit has been hit and lost its last
wound, then you must roll a Toughness
check. If this fails, then the model is out and
is removed from the game. If this succeeds
then the model is put face down and has 3
AC until his next activation where he may
attempt to recover by rolling another
Toughness check. If he rolls a Natural 1 on
this check, then hes still fighting, however, he
has a -1 RA and CC modifier.
Do note that the model must still roll a normal
CO check, if hes wounded, and may flee the
battle instead.
Hold
Weapons with a ROF of 2+ will have half their
ROF, rounded down, when theyre shooting
on hold.
Mercy Kill
If a ganger ever gets into base-to-base
contact with an enemy figure whos Down,
then hes allowed to execute that model by
using either a shooting or close combat
attack. The executed model is considered out
of action and thus removed from the game.
Wounding Hit
You score a wounding hit each time you
wound. This means that if a unit went down,
and was wounded once more, then it would
still count as a wounding hit, often netting you
+5 EXP.
Falling Down
Units who went down or was knocked prone
within 1 of a ledge, or units who failed a
jump, will fall and take an automatic hit of a
DAM +1 per 2 fallen. Thus, at 4 the DAM
equals 2 and so forth.
Note that theres no maximum to this.
Vehicle on Hold
Vehicles cannot go on hold at all.
One figure at a time
You may only activate one ganger at a time.
Once all gangers have been activated a new
turn begins.
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Post Apocalypse Skirmish Rules for No Limits
Vehicle Movement
Vehicle Stats
A vehicle will have the following stats:
Acceleration (ACC), Brake (BRK), Armour
(AR), Protection (PR), Wounds (W), Handling
(HA) and Max Speed (MS).
AR
6
PR
-
W
4
HA
+1
5-6
7-8
9-10
1112
1314
15+
CC
-1
-2
-3
-4
-5
-6
If this is successful then the unit jumps out of
harms way. If unsuccessful then unit is hit by
a force equalling to half the Wounds (rounded
down), plus 1 point per 4 of movement. The
vehicle takes no harm.
MS
30
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Post Apocalypse Skirmish Rules for No Limits
Swerve: UC 4, HA -2
The vehicle is allowed to swerve side-to-side
in order to make it a difficult target. If failed,
then the vehicle goes out of control. If
successful, then the vehicle has Dodge.
Special Manoeuvres
A vehicle is allowed to perform special
Manoeuvres during its SOS, however these
will deduct any AC from the driver
accordingly. They are performed at any point
during the vehicles movement and require a
handling check at certain penalties.
Bootlegger Reverse: UC 6, HA -3
The vehicle moves forward up to half its
current SOS and if the handling was
successful then it may now perform a 180degree turn and come to a full stop. If failed, it
goes out of control.
Tight Turn: UC 2, HA -1
The vehicle is allowed to perform a 90-degree
turn to either side instead of its normal turn of
45 degrees. If failed then the vehicle goes out
of control.
Turning Table
Speed
Turn at
1-4
2
5-7
3
8-10
4
11-13
5
14+
6
Full Stop: UC 5, HA -2
The vehicle is allowed to perform emergency
braking at the beginning of its activation. If
successful then the vehicle deducts double
its BRK. If failed, it moves half SOS and then
goes out of control.
HA
+1
+0
-1
-2
-3
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Post Apocalypse Skirmish Rules for No Limits
Vehicle Combat
1d100
Effect
100-90
84-80
79-75
Passengers
Passengers are allowed to fire their weapons,
if the vehicle is open topped. Because of the
high speeds, then they will receive a -1 RA
per each 5 worth of SOS. If the vehicle is not
open topped then they are not allowed to fire
their weapons. They may only fire once the
vehicle has been activated.
74-70
Taking Damage
Whenever a vehicle takes damage, then the
opponent must declare if hes trying to hit the
crew or the vehicle. If he attempts to hit the
crew then he receives a -2 modifier for bike
attacks and a -4 for all other vehicles.
Template weapons will hit both the vehicle
and the crew. Passengers are included in the
crew and the opponent may select exactly
which crewmember he wants to shoot.
If a crewmember is hit, then the crewmember
adds the PR of the vehicle to his Toughness.
59-35
19-15
69-65
64-60
34-30
29-25
24-20
14-10
9-5
Loosing Wounds
As soon as a vehicle has lost its last wound
then you must roll on the following injury
table. Once all wounds are lost the vehicle
becomes immobilized. An immobilized
vehicle may still fire.
4-1
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Post Apocalypse Skirmish Rules for No Limits
Vehicle Weapons
A vehicle might, at some point during a
campaign, be fitted with many sorts of
weapons. In order to do so, simply follow the
following rules.
Repairs
Instead of healing the vehicle, then you can
attempt to either have one of your gangers
with the Grease Monkey skill attempt to repair
it by rolling a CO check. This check is
modified as follows:
- 1 CO per each additional wound
the vehicle has.
- 1 CO if the damage is stacked (i.e.
two results of Jammed Steering
would grant you a -1 CO).
If the check was successful, then one point of
the damage has been repaired. If failed, then
nothing further happens.
Or you could simply spend a ganger in the
post-game phase to tow the vehicle to the
nearest barter town and have a mechanic
look at the vehicle. This will cost you 50 caps
per wound, and he still needs to roll a CO
check (his CO, however, starts out at 10). IF
he fails, no damage has been repaired and
youre 50 caps short. If successful then youre
50 caps short, as well as one damage. If you
roll a natural one whilst visiting the barter
grease monkey, then he fixes two damages
for the price of one! You may only attempt
one repair per post-game phase.
Cost
+50
+100
+200
Space
1
2
3
4
Scrapping a Vehicle
If you choose to sell a vehicle at any point, or
have been forced to by a roll on the damage
table, then its scrap value is equal to half its
starting value. You may salvage all
equipment and weapons, which you have
attached to the vehicle prior to selling it.
Spaces
Each vehicle will have a number of spaces
equal to their size. Usually, a Bike will have a
space of 1, which means that a bike can only
have 1 Fixed Forward weapon. Space also
determines the available space for crew on
the vehicle. For an example; a truck with a
Swivel mounted Machine Gun will use 3
spaces on mounting this weapon. This will
leave it with 4 spaces for crew, or perhaps
some other type of weapon mounts.
Space is a rough estimation of the weight as
well as the actual size of the mount. You may
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Scenarios
The player with the lower gang rating must
roll on the following table to determine the
scenario.
Purchasing a Gang
Each gang starts out with 1000 bottle-caps
(caps for short) for which he may purchase a
gang as well as their equipment.
The following rules apply for gang creation:
Minimum 3 Fighters (at least 3 figures
in a gang)
One Leader, no more, no less
Up to three Special Weapons may be
fielded.
As many Gangers as you want to
No more than half a gang can be
made up of Newbs.
2d10 Scenario
2
Higher Gang Rating Decides
3
Lower Gang Rating Decides
4-5
Road War / Turf War
6-8
Turf War
9-10
Scavengers
11-12
Sabotage
13-14
Im Calling You Out
15-17
Gang Fight
18
Show Down
19
Lower Gang Rating Decides
20
Higher Gang Rating Decides
Once a scenario has been rolled for, roll for
any old battle wounds.
Gang Leader:
120 caps
AC RA CC ST
T
W CO AR
8
4
4
3
3
1
6
Special Rule: Leader; any friendly model
within 6 may substitute their CO for that of
the leaders.
Weapons: Close Combat, Pistol, Rifle,
Grenades.
Ganger:
60 caps
AC RA CC ST
T
W CO AR
8
3
3
3
3
1
5
Weapons: Close Combat, Pistol, Rifle,
Grenades, (Special)
Newb:
30 caps
AC RA CC ST
T
W CO AR
8
2
2
3
3
1
4
Weapons: Close Combat, Pistol, Grenades
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Post Apocalypse Skirmish Rules for No Limits
Gang Rating
A gangs rating is equal to its total cost +
Level from all of its gang members.
Per each 50 points of Gang Rating difference,
then the gang with the lower Gang Rating
gains +1 EXP when winning. If theres a
difference of 100 then they will gain +2 EXP
for winning and +1 EXP for loosing. This will
increase per 50 points there after.
Gaining Experience
After each scenario, each ganger will have
learned a couple of new tricks which will allow
him to improve his aim or similar.
Pistols
Mini-SMG, SMG, Pistol, Zip-Gun, Crossbow
EXP
0-4
5-10
11-15
16-25
26-35
36-45
46-55
56-65
66-85
86-100
101-130
131-160
161-190
191-220
221-250
251-280
281-310
311-340
341-370
371-400
Rifles
Hunting Rifle, Sawed-Off Shotgun, Shotgun,
Blunderbuss, Musket, Assault Rifle
Special
Spear Gun, Machine Gun, Grenade
Launcher, Missile Launcher, Flamer, Sniper
Rifle
Grenades
Frag, Smoke, Incendiary
Vehicles
Bike, Normal Car, Large Car, Pickup
- Upgrades
Armour Plates, Seat Belts, Spear Gun,
Assault Rifle, Machine Gun, Missile
Launcher, Auto Cannon; Any Mounting,
Stuff
Hollow Point, Armor Piercing, Pellets, Slugs,
Masks, Tool Kit, Medic Pack, Padded Armour
Rank
Newb
Ganger
Leader
Legendary
Level
5
10
15
20
25
35
45
55
65
75
90
105
120
135
150
165
180
195
205
220
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Road Warriors
Post Apocalypse Skirmish Rules for No Limits
T
7
W
3
CO
8
AR
-
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Post Apocalypse Skirmish Rules for No Limits
10
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Road Warriors
Post Apocalypse Skirmish Rules for No Limits
Injury Table
If a model went down during the game, you
must now roll a toughness check. If
successful then he has gained no injury and
was simply winded during the fight. If failed,
then he must roll on the following table.
Unit that were out of the game must roll on
this table.
Units that fled does not roll on this table.
Injury Table
1d100
Effect
100-90
89-85
84-80
79-75
74-70
69-65
64-60
59-35
34-30
29-25
24-20
19-15
14-10
9-5
4-1
11
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Road Warriors
Post Apocalypse Skirmish Rules for No Limits
Territories
Each gang starts out with 5 territories
generated from the table overleaf. Each
territory must be worked by at least one
ganger. This ganger may not have gone out
of action during the game.
Only gangers are allowed to work the
territories.
Difference
Colleting Income
Depending on the number of models in your
gang, then your actual income may vary as
shown in this table:
Income 1029
3049
5079
80119
120169
170229
230299
300379
380459
460559
560669+
58
30
910
25
1113
20
1416
15
1719
10
20+
4
35
40
35
30
25
20
15
10
45
40
35
30
25
20
15
50
45
40
35
30
25
20
60
50
45
40
35
30
25
70
60
50
45
40
35
30
90
70
60
50
45
40
35
110
90
70
60
50
45
40
130
110
90
70
60
50
45
150
130
110
90
70
60
50
170
150
130
110
90
70
60
Income Bonus
1-49
50-99
100-149
150-199
200-249
250-499
500-749
750-999
1000-1499
1500+
+5
+10
+15
+20
+25
+50
+100
+150
+200
+250
PR
-
W
4
HA
+1
MS
30
AR
7
PR
-
W
5
HA
-
MS
25
AR
7
PR
+1
W
6
HA
-1
MS
15
PR
-
W
5
HA
-
MS
20
Pick Up Truck
ACC BRK AR
3/4
5/4
6
Space: 9
Cost: 120
Open Topped
12
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Road Warriors
Post Apocalypse Skirmish Rules for No Limits
D100
0-7
Notes
8-14
Notes
15-22
Notes
23-30
Notes
31-38
Notes
39-46
Notes
47-54
Notes
55-62
Notes
63-70
Notes
71-78
Notes
79-84
Notes
85-88
Notes
89-91
Notes
92-95
Notes
96-99
Notes
100
Notes
Name
Mercenaries
A gang may hire Mercenaries in order to
bolster their strength when theyre running
low on man-power. In order to so, simply pay
the caps listed for a Mercenary and roll his 5
Advances on the following list. His maximum
is the same as any other human.
Income
Chem Pit
2d6
If you roll a double 6 when
working the pit, then the ganger
gains a single mutation and no
income is gained.
Old Ruins
10
Slag
15
Mineral Outcrop
D6*10
AC
8
D6*10
Drinking Hole
D6*10
ST
3
T
3
W
1
CO
5
AR
-
Trader Contact
D6*10
Any Loot recovered nets you a
+5 credits.
Friendly Doc
D6*10
May sell organs from dead gang
members for d6*5 caps.
Workshop
D6*10
Ignore first Ammo roll for one
weapon during a game.
Gambling Den
2d10*10
If you roll doubles, then you
must Pay the gamblers the
number rolled.
Pre War Stash
2d6*10
May be looted a lot more up to
5d6*10. However, should you
roll a double when doing so,
then the Stash is looted by
others and is removed.
Choose
Free choice of Territory.
CC
3
2d10 Effect
2
The unit gains +1 AC
3
The unit gains +1 W
4-9
The unit rolls on skill table
10
The unit receives +1 RA
11
The unit receives +1 CO
12
The unit receives +1 CC
13-18
The unit rolls on skill table
19
The unit gains +1 T
20
The unit gains +1 ST
Shanty Town
30
Roll 1d10 on a roll of 1, you
gain a free Newb.
Mine
D6*10
Captives add +1 to the Income
rolled.
Highways
10
Allows you to deploy up to three
models up to 8 in from any
deployment area except your
opponents, at the end of your
first turn.
Holestead
D6*10
Water Still
RA
3
13
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Post Apocalypse Skirmish Rules for No Limits
Mutations
Its rather simple; roll 1d10 and look to see
what the effect does in No Limits.
1d10
1
2
3
4
5
6
7
8
9
10
Mutation
Extra Head
Horns
Corrosive Blood
Whip Tounge
Rotting Flesh
Scaly Skin (fixed armor = 3)
Hesitate
Unstable
Tail Attack
Devour
14
D100
Item
1-7
1
2
3
4
5
6
8-11
12-19
20-27
28-35
36-39
40-43
44-51
52-59
1-3
4-5
6
60-63
1-2
3-4
6
64-71
1
2
3
4
5
6
72-75
76-83
1-2
3-4
5
6
82-85
86-93
1
2
3
4
5
6
94-97
1-2
3
4
5
6
98-99
100
Cost
40+1d10
100+3d10
140+3d10
150+4d10
160+4d10
180+5d10
80+2d10
10+1d6
20+1d6
30+1d10
50+1d10
60+2d10
50+2d10
30+2d10
60+3d10
90+4d10
40+3d10
80+5d10
120+6d10
20+1d10
30+2d10
40+2d10
50+3d10
50+4d10
80+5d10
60+1d10
30+2d10
30+4d10
60+5d10
80+6d10
50+3d10
120+3d10
140+3d10
200+3d10
140+3d10
180+5d10
200+5d10
30+2d10
40+3d10
50+3d10
60+4d10
80+5d10
50+2d10
-
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Road Warriors
Post Apocalypse Skirmish Rules for No Limits
Scope (Sight)
Adds +4 to all range brackets.
IR Sight (Sight)
Ignores one point of cover modifier for to hit.
Speed Loader
A weapon fitted with this upgrade receives +1
ROF, but lowers its ammo by 2.
Ammo
Solid Slug
20 caps
Adds +1 ST to the Shotgun. Shotgun only.
Cybernetics; Prosthetics
Automatically cures an Injury involving Arm,
Leg, Eye or Ear.
Pellets
20 caps
Lower ST by one, ignores any cover
modifiers when rolling to hit. Shotgun only.
Cybernetics; Improvements
Automatically cures an Injury involving Arm,
Leg or Eye. In addition the implant grants the
following bonuses, which allows the character
to go above the normal maximum:
Eye
+1 RA
Leg
+1 AC
Arm
+1 ST
You are free to choose the upgrade. No more
than one of each upgrade is allowed per
ganger.
Dum-Dum Bullets
20 caps
The weapon now has +1 ST, but counts
Ammo one lower.
Hollow Point Bullets
50 caps
Weapon loaded with these bullets have
Ammo of 1 lower, but now deals +1 DA.
Armour Piercing Bullets 30 caps
Weapon loaded with these bullets now have
a PM of 2.
Reload
50 caps
Ignores an ammo roll per reload available.
Useful Stuff
Padded Armor
30 caps
Unit now has an AR of 2
Filter Masks
40 caps
Prevents the effect of Toxic Gas.
Filter Goggles
50 caps
Prevents the effect of Shock attacks
Medic Pack
80 caps
+1 to Toughness when rolling for Going
Down. A Medic with this equipment may add
or subtract 5 when rerolling a serious injury.
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Post Apocalypse Skirmish Rules for No Limits
Generator
100 caps
May convert Old Ruins into a Village.
Vehicle Mounts
Turret
100 caps
The Vehicle now has a turret unto which a
single weapon can be mounted.
Boosta
20 caps
The unit gains a d5 free move at the
beginning of his turn. Roll 1d10 before each
game, on a 10 he suffers from an overdose
and does not partake in the fight.
Addiction: -3
Swivel
50 caps
The Vehicle now has a Swivel mount unto
which a single weapon can be mounted.
Calma
10 caps
The unit gains a +2 CO to avoid pinning, but
a -2 to Handling if driving. Wears off when the
game is over.
Addiction: -2
Arc Mounting
25 caps
The Vehicle now has an Arc mount unto
which a single weapon can be mounted.
Vehicle Equipment
Seat Belts
30 caps
Allows a re-roll on the damage done to any
crew if any collision occurs. If equipped on a
bike, the crew will only fly 1d6 instead and
only suffer half damage.
Frenz
20 caps
The unit gains +2 ST, which may increase
above the normal, as well as the Bloodlust
skill. However, roll 1d10 at the start of each
activation. On a 10, the effects have worn off.
Addiction: -4
Armour Plating
80 caps
Increase the Vehicles AR by 1. May not
increase beyond 10.
Eagle Eye
20 caps
The ganger gains +1 RA, and has almost a
sixth sense of where to place his shots thus
ignoring one point of cover modifier. Roll
1d10 at each activation. On a 8-10 the effects
have worn off.
Addiction: -4
Tweak
70 Caps
May increase the ACC, BRK or MS by 1. You
may never purchase more than one such
Tweak per stat.
Off Road
60 caps
The vehicle may move at normal speeds
through terrain, but may still go out of control.
Onslaught
60 caps
The ganger gains +1 to all of his stats. At the
beginning of each activation roll 1d10. On a
4-10 the effects have worn off.
Addiction: -5
Drugs
If you start using drugs, then youre on your
way down a slippery slope. Once the ganger
consumes the Drug, then he must roll a CO
check, modified by the drugs Additiction
rating. If he succeeds nothing further
happens. If he fails then he becomes
addicted and gains no further benefit from the
drug in future games. However, he must now
purchase and use the drug every game.
Should he roll a natural 10 on the Addiction
roll then he must roll a toughness check. If
failed then he suffers an overdose and is out
of the game as if he suffered a wound.
Drugs are one use only items.
Brawn
40 caps
The ganger gains +1 T and +1 W. At the
beginning of each activation roll 1d10. On a
roll of 8-10 the effects have worn off.
Addiction: -4
Flex
30 caps
Increase the gangers AC by one and his CO
for handling checks by 3. Roll 1d10 at the
beginning of each activation. On a roll of 10
the effects have worn off.
Addiction: -4
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Post Apocalypse Skirmish Rules for No Limits
Spear
UC SR
MR
LR
4
Close Combat
Reach: 2
ROA ST DA
1
+0 1
Cost
Free
Pistols
Mini-SMG
UC SR
MR
LR
ROA ST DA
4
5/+1 10/+0 15/-1
2
2 1
Ammo
5
Cost
20
ROA ST DA
1
+1 1
Cost
10
SMG
UC SR
MR
LR
ROA ST DA
5
6/+1 12/+0 18/-1
2
3 1
Ammo
4
Cost
25
Zip-Gun
UC SR
MR
LR
ROA ST DA
3
6/+1 12/+0 18/-1
1
2 1
Ammo
5
Cost
5
Unreliable: On a fumble, then the model
using this weapon is knocked prone.
ROA ST DA
1
+1 1
Cost
20
Hand Gun
UC SR
MR
LR
ROA ST DA
4
5/+1 10/+0 15/-1
1
3 1
Ammo
5
Cost
10
ROA ST DA
2
5 1
Cost
35
Punch Dagger
UC SR
MR
LR
3
Close Combat
PM: -1
ROA ST DA
1
+0 1
Cost
20
Gun Glove
UC SR
MR
LR
5
Close Combat
Small Template
ROA ST DA
1
6 1
Cost
-
Stun Gun
UC SR
MR
LR
3
Close Combat
Shock Effect
ROA ST DA
1
6 1
Cost
-
Katana
UC SR
MR
LR
3
Close Combat
PM: -1
ROA ST DA
1
+3 1
Cost
-
Power Fist
UC SR
MR
LR
6
Close Combat
PM: -1
ROA ST DA
2
7 2
Cost
-
Cross Bow
UC SR
MR
LR
ROA ST DA
3
6/+1 12/+0 18/-1
1
3 1
Ammo
7
Cost
5
Rifles
Hunting Rifle
UC SR
MR
LR
ROA ST DA
4 10/+1 20/+0 30/+0
1
4 1
Ammo
5
Cost
30
Shotgun (with normal shots)
UC SR
MR
LR
ROA ST DA
4
6/+1 12/+0 18/-1
1
4 1
Ammo
5
Cost
25
Sawed Off Shotgun
UC SR
MR
LR
ROA ST DA
4
4/+2 8/+1 12/-1
1
4 1
Ammo
5
Cost
20
Blunderbuss
UC SR
MR
LR
ROA ST DA
5
Medium Template
1
4 1
Ammo
3
Cost
20
Highly Unreliable: A roll of 9-10 when using
this weapon counts as a fumble. The ganger
using this weapon is then knocked prone.
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Road Warriors
Post Apocalypse Skirmish Rules for No Limits
Special
Spear Gun
UC SR
MR
LR
ROA ST DA
5
5/+1 10/+0 15/-1
1
5 1
Ammo
6
Cost
25
Projectile Travel d10: See No Limits for
details
Musket
UC SR
MR
LR
ROA ST DA
4
8/+1 16/+0 24/-1
1
4 1
Ammo
5
Cost
15
Unreliable: On a fumble, then the model
using this weapon is knocked prone.
Assault Rifle
UC SR
MR
LR
ROA ST DA
5
8/+1 16/+0 24/-1
2
4 1
Ammo
5
Cost
45
Web gun
UC SR
MR
LR
ROA ST DA
4
4/+1 8/+0 12/-1
1
Ammo
5
Cost
25
Snare: See No Limits for details
Tranquilizer
UC SR
MR
LR
ROA ST DA
6
8/+1 16/+0 24/-1
1
5 1
Ammo
5
Cost
Sleepy: A unit wounded by this weapon will
not roll on the serious injury chart post match.
Hes simply knocked out cold and out of the
game at once.
Flamer
UC SR
MR
LR
ROA ST DA
5
Medium Template
1
5 1
Ammo
3
Cost
40
Catches Fire: A unit hit, but not wounded by
an attack of a flamer will catch fire on a roll of
1 - 6. Each turn the unit will take damage
from the flames and are then allowed to put
out the fire. In order to do so, roll 1d10. If the
result is 8 or below, then the fire has been put
out. If a 9 or 10 are rolled then the model has
still caught fire.
Combat Shotgun
UC SR
MR
LR
ROA ST DA
5
8/+1 16/+0 24/-1
2
4 1
Ammo
4
Cost
-
Grenade Launcher
UC SR
MR
LR
ROA ST DA
6
8/+1 16/+0 24/-1
1
*
*
Ammo
5
Cost
70
Ammo: The weapon has an ST and DA
according to the munitions loaded in the
weapon. These are bought separately.
Pulse Rifle
UC SR
MR
LR
ROA ST DA
6
8/+1 16/+0 24/-1
2
5 1
Ammo
7
Cost
Laser Rifle
UC SR
MR
LR
ROA ST DA
5 12/+1 24/+0 48/-1
1
5 1
Ammo
9
Cost
-
Machine Gun
UC SR
MR
LR
ROA ST DA
7
8/+1 16/+0 24/-1
4
4 1
Ammo
4
Cost
120
Gauss Rifle
UC SR
MR
LR
ROA ST DA
5
8/+1 16/+0 24/-1
1
6 1
Ammo
7
Cost
-
18
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Road Warriors
Post Apocalypse Skirmish Rules for No Limits
Missile Launcher
UC SR
MR
LR
ROA ST DA
8 12/+1 24/+0 36/-1
1
*
*
Ammo
4
Cost
100
Ammo: The weapon has an ST and DA
according to the munitions loaded in the
weapon. These are bought separately.
Incendiary
UC SR
MR
LR
ROA ST DA
5
3/+1 6/+0 9/-1
1
5 1
Template
2
Cost
65
Indirect: May be fired Indirect.
Catches Fire: A unit hit, but not wounded by
an attack of an incendiary grenade will catch
fire on a roll of 1 - 6. Each turn the unit will
take damage from the flames and are then
allowed to put out the fire. In order to do so,
roll 1d10. If the result is 8 or below, then the
fire has been put out. If a 9 or 10 are rolled
then the model has still caught fire.
Sniper Rifle
UC SR
MR
LR
ROA ST DA
6 10/+1 20/+0 30/-1
1
5 1
Ammo
5
Cost
80
Laser Cannon
UC SR
MR
LR
ROA ST DA
8 15/+0 30/+1 45/+0
1
6 1
Ammo
9
Cost
Penetration Modifier -2
Flash Bangs
Smoke
UC SR
MR
LR
ROA ST DA
5
3/+1 6/+0 9/-1
1
Template
3
Cost
Indirect: May be fired Indirect.
Shock Effect: See No Limits
Knock Prone: See No Limits
Rail Gun
UC SR
MR
LR
ROA ST DA
8 10/+1 20/+0 30/-1
1
6 2
Ammo
4
Cost
Projectile Travel 1d5
Penetration Modifier -2
Plasma Gun
UC SR
MR
LR
ROA ST DA
8
8/+1 16/+0 24/-1
1
6 2
Ammo
2
Cost
Template 2
Must Reload after Each Shot
Penetration Modifier -3
Highly Unstable: Count an ammo roll of 9-10
as destroyed. Ganger carrying it will be hit by
the weapon, as if hit normally.
Grenades
Frag Grenade
UC SR
MR
LR
ROA ST DA
5
3/+1 6/+0 9/-1
1
5 1
Template
2
Cost
40
Indirect: May be fired indirect.
ROA ST DA
1
5 1
Cost
65
ROA ST DA
1
8 1
Cost
95
Smoke
UC SR
MR
LR
ROA ST DA
5
3/+1 6/+0 9/-1
1
Template
3
Cost
Indirect: May be fired Indirect.
Smoke: Generates smoke, see No Limits.
Frag Missile
UC SR
MR
LR
Template
2
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Road Warriors
Post Apocalypse Skirmish Rules for No Limits
Scenarios
Road War
Can only be played if the gang has any
vehicles. Only Vehicles and crew are allowed
in this scenario.
Background
The talk in the bartertowns are all about a
new find way out in the wasteland. Two
gangs have decided to risk the long journey,
and luck would have it that they spot each
other out on some deserted highway. This is
a race to the death and the promised loot at
the end of the road.
Setup
Play on a normal table. The gang with the
highest gang rating will be the defender in
this scenario. He will set up 12 from the edge
termed the Drop Out. The attacker will set up
6 from the edge termed the Drop out. The
defender sets up all of his vehicles first. The
attacker then place all of his vehicles.
The other edge of the Drop Out is termed The
Promised Land. This must be designated into
5 lanes (roughly 9 wide) from where terrain
will appear. Place 1d5 pieces of terrain in one
of the 5 lanes, 6 away from The Promised
Land.
All Vehicles SOS starts at 5.
Objective
The Objective is to be the one closest to The
Promised Land at the end of turn 8, or to be
the sole survivor of the Road War, by any
means necessary.
Experience Points:
+1d6 for surviving the scenario
+1d3 for participating in the scenario
Special Rules
Vehicles will move 1 per turn, which allows
for 1 turn, if they do not alter their SOS. Each
point of SOS beyond the starting 5 will add 1
to this move. All normal Turning rules apply to
this move. A vehicle will still move the ACC
worth of inches as normal.
20
14/12/2006
Road Warriors
Post Apocalypse Skirmish Rules for No Limits
Turf War
Scavengers
Setup
Setup a normal playing field, with a good deal
of terrain.
Roll on the territory chart beforehand to get a
general idea of what kind of terrain should be
placed.
If this scenario was selected by a Lower
Rating Gang then they may attempt to take
over an opponents turf. They must select this
before the game starts. Otherwise the two
gangs are fighting for a new piece of land.
Each gang sets up, alternating with up to
three units, up to 6 in from two opposite
edges.
Setup
Setup a normal playing field. Roll 1d6+5.
Place this many counters no closer than 12
to any edge and no closer than 8 from any
other counter. Once placed, roll for initiative
and place up to three alternating between the
players up to 6 in from any opposing table
edges.
Roll for initiative as normal.
Objective
To snatch the loot and get it back home. In
order to do so, a unit must move into contact
with the loot and spend 1 AC on carrying it.
He must then either deposit it in a vehicle
(filling up 1 space) or carry it by himself. Once
a unit leaves the board, by means of the
same table edge as they deployed in, then
they have removed the loot. A unit that leaves
the board will not return for the fight.
Objective
This is a straight out war to gain control of a
piece of turf. As soon as an opponent bottles
out, then he has lost the turf and the winner
gets the turf.
A player may voluntarily bottle out at the
beginning of his 3rd turn and onwards.
Experience
+1d6 for surviving the scenario
+1d3 for participating in the scenario
+10 per wounding hit
Experience
+1d6 for surviving the scenario
Additional
The winner gains a new turf and adds it to his
sheet. If this was stolen from another player,
he looses it from his roster.
The turf counts as managed for the post
game phase of this fight.
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Road Warriors
Post Apocalypse Skirmish Rules for No Limits
Sabotage
Ever so often, a gang will be hired to take
something out that belongs to another gang;
or theyll simply do it out of spite.
Setup
The gang with the highest rating will be the
defender in this scenario. Randomly pick a
Turf from his roster; this turf is under attack.
Place a central objective in the direct centre
of the playing area. Both sides now deploy,
alternating and three gangers at a time, up to
6 in from two opposing edges of the playing
area. The attacker will have the first turn.
Setup
Setup a small village of some sort in the
centre of the playing field. There should be
one building in the direct centre of the playing
field, representing a drinking den where the
two gang leaders have exchanged some
rather harsh remarks.
Place the Gang Leader and +1d6 worth of
gangers within 4 of this building, so that the
gang leaders have LOS to each other. Both
sides have the same number of Gangers.
The rest of the gang comes in as
reinforcements once all hell breaks loose.
Objective
All of the attackers gangers are armed with
some kind of explosives. They must reach the
central objective, be in base to base contact
with it and then spend 20 AC in order to
prime the explosives. If a figure manages to
do so, then the attacker wins. If a unit was
shot whilst setting up a bomb, then leave a
small counter and a die indicating how many
actions he managed to use on setting up the
bomb. Another model from the attackers side
may now attempt to continue the work. The
opponent may move into base-to-base
contact with the marker to simply defuse the
bomb.
Objective
Show that no good two bit scumbag whos
really the toughest warrior in these parts of
the wasteland. Its a simple fight to the death.
The winner is the side still standing, and the
loser will be the first one to bottle out. There
are no turn limits.
Special Rules
At the beginning of each turn, roll 1d10 per
gang member who arent involved in the
shoot out downtown. Per each 5 or less
rolled, then that ganger will appear up to 12
away from the leader of his gang. If hes
down or out then he will be placed 6 from the
edge.
If the leader goes down or out, then the gang
whos leader went down or out will have a -2
to their bottle check for the rest of the game.
Experience
+1d6 for surviving
+1d3 for participating
+10 per wounding hit
+15 to the winning leader
Additional
The Turf that was sabotaged cannot be
worked in this Post Game Phase as the
losers are attempting to rebuild it.
22
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Road Warriors
Post Apocalypse Skirmish Rules for No Limits
Gang Fight
Rumbling and tumbling in the wasteland, you
often come across a lot of enemies and
when they come across you, theyll more than
likely go for their gun and then its time to
fight.
Setup
Normal set up, up to 6 from opposing edges,
with a good variation of terrain.
Experience
+1d6 for surviving the scenario
+1d3 for participating
+10 per wounding hit
+10 to the winning leader
Showdown
Sometimes, a showdown has been called for.
It harkens back to the cowboy legends of old,
where the two opposing gangs square off for
a round of fast draw shoot out to show the
others whos the boss in these parts.
Setup
Setup as normal, however, a gang sets up
their leader as well as 1d3+2 of their gangers.
They are placed no further than 6 away from
each other, preferably in an open street at the
centre of the table. The remaining gang does
not participate in this fight.
Objective
To drive off the opponent gang. The first
gang to bottle out have lost the match. There
are no turn limits to this game.
Objective
To show off and survive as this is bound to
get real messy, real soon.
The winner will be the last side standing.
Special Rules
Each turn, both players roll 1d10 and
subtracts their Leaders CO from the roll. Any
positive numbers are added to a special
nerve count. A roll of 10 always adds 4 to
this, whilst a roll of 1 subtracts 2 from the
nerve count. If the nerve count ever goes to
10+ then the gang who reached this count
will go for their guns first.
Until then, each ganger may, alternating
between the players, shuffle up to 2 but may
23
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Road Warriors
Post Apocalypse Skirmish Rules for No Limits
A Sample Gang
Gang Name Hootin Hellounds
Name
Big Lou Parkins
AC RA CC ST
8
4
4
3
T
3
W
1
CO Equipment:
6 Shotgun (Solid Slug), Leader
LVL Cost
90 165
Name
Lil Lou Parkins
AC RA CC ST
CO Equipment
LVL Cost
Name
Clyde Parkins
AC RA CC ST
Name
Bob Parkins
AC RA CC ST
Name
Gerold Parkins
AC RA CC ST
Name
Geribald Parkins
AC RA CC ST
Name
Young Lou
AC RA CC ST
Name
8
8
8
8
8
3
3
3
3
3
3
3
3
3
3
3
3
25
CO Equipment
5
LVL Cost
Crossbow
25
CO Equipment
5
25
25
80
LVL Cost
Pistol
25
CO Equipment
70
LVL Cost
Zip Pistol
CO Equipment
LVL Cost
Name
AC RA CC ST
CO Equipment
LVL Cost
Name
Old Man Willis
(Mercenary)
AC RA CC ST
CO Equipment
LVL Cost
Name
Name
Water Still
Shanty Town
Holestead
Gambling Den
Shanty Town
85
LVL Cost
CO Equipment
5
65
LVL Cost
CO Equipment
5
190
AC RA CC ST
Territories
35
25
40
AC RA CC ST
CO Equipment
LVL Cost
AC RA CC ST
CO Equipment
LVL Cost
Gang Rating
24
1235
14/12/2006
Road Warriors
Post Apocalypse Skirmish Rules for No Limits
Vehicles
Name
Ol Bessie
(Pick Up)
Name
The Hog
(Bike)
ACC BRK
3/4
4/3
HA
MS
Equipment
Cost
+1
30
PR
HA
MS
AR
PR
5/4
ACC BRK
Cost
15
Equipment
Swivel Mounted Spear Gun,
Space Left: 7
AR
5/3
195
65
Name
ACC BRK
AR
PR
HA
MS
Equipment
Cost
Name
ACC BRK
AR
PR
HA
MS
Equipment
Cost
Name
ACC BRK
AR
PR
HA
MS
Equipment
Cost
Name
ACC BRK
AR
PR
HA
MS
Equipment
Cost
25
14/12/2006
Road Warriors
Post Apocalypse Skirmish Rules for No Limits
Gang Name
Name
AC RA CC ST
CO Equipment
LVL Cost
Name
AC RA CC ST
CO Equipment
LVL Cost
Name
AC RA CC ST
CO Equipment
LVL Cost
Name
AC RA CC ST
CO Equipment
LVL Cost
Name
AC RA CC ST
CO Equipment
LVL Cost
Name
AC RA CC ST
CO Equipment
LVL Cost
Name
AC RA CC ST
CO Equipment
LVL Cost
Name
AC RA CC ST
CO Equipment
LVL Cost
Name
AC RA CC ST
CO Equipment
LVL Cost
Name
AC RA CC ST
CO Equipment
LVL Cost
Name
AC RA CC ST
CO Equipment
LVL Cost
Name
AC RA CC ST
CO Equipment
LVL Cost
Territories
Gang Rating
26
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Road Warriors
Post Apocalypse Skirmish Rules for No Limits
Vehicles
Name
ACC BRK
AR
PR
HA
MS
Equipment
Cost
Name
ACC BRK
AR
PR
HA
MS
Equipment
Cost
Name
ACC BRK
AR
PR
HA
MS
Equipment
Cost
Name
ACC BRK
AR
PR
HA
MS
Equipment
Cost
Name
ACC BRK
AR
PR
HA
MS
Equipment
Cost
Name
ACC BRK
AR
PR
HA
MS
Equipment
Cost
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