Battle Bikes 2.4 PDF
Battle Bikes 2.4 PDF
Battle Bikes 2.4 PDF
Combat
Racing
Game
Contents
Pg.
Content
3.
4.
Introduction
Pre-Race
4.
11.
4.
6.
8.
9.
10
11.
11.
12.
12
13.
14.
Optional Rules
The Sniper
Crowd Control
Gravity Wells
Mime Fields
Battle Boxes
Sticky Situation
Additional Steps
Race
18.
25.
Retrieval
Death Race
Standard Race
Suicide
Demolition Derby
Movement Actions
Combat Actions
Recovery Actions
Combined Actions
Game Mechanics
Movement
Turning
Combat
Content
29.
31.
31.
32.
33.
Type of Race
17.
18.
19.
Pg.
35.
35.
46.
49.
50.
Definitions
Post-Race
Race Placement
Awards
Final Steps
Upgrades
Weapons / Items
Implants
Sponsors
Templates
Introduction
Battle Bikes is a futuristic
combat racing game set in
the Lost Nebula universe
and centered around highly
advanced and heavily armed
bikes.
In the game, you will control
your own bike as you race
at break-neck speeds
around deadly tracks.
You will need to use all of
your cunning and skill to
stay alive, destroy your opponents bikes, and win the
race.
Good luck.
Im sure the crowd will love
you.
Introduction
Type of Race
How to Determine the Type of Race:
There are five different types of races each of which have their own in-game rules and win
conditions. Players can either select the type of race they want to play, or roll a D6.
Death Race
Standard Race
OPTIONAL
Retrieval
Standard Race
Suicide
Demolition Derby
Retrieval
Terrain Placement:
Fig. 2
Fig. 1
= terrain
= track
= obstacles
Type of Race
Retrieval, cont.
Teams:
1. Players separate into two teams. Teams should be divided as evenly as possible.
Bike Placement:
1. Players place there bikes on either end of the track facing each
other.
2. Bikes must start in base to base contact with the start/finish line.
The Ball:
None
Win Conditions:
1. The first team to successfully corral the ball back to their start/
finish line, wins.
2. If either team is completely destroyed, the other team wins.
Type of Race
Death Race
Terrain Placement:
= track
= obstacles
Fig. 3
Bike Placement:
1. Bikes must be placed in base to base contact with the start/finish
line.
2. All bikes must be facing the same direction, this will be the race
direction.
Shit! thought Groongo, as his engine sputtered and his bike slowed
to a crawl. This isnt going to be good!
He watched with a strong sense of impending doom as the heavys
cannon rotated slowly, taking careful aim at his stalled bike.
7
Type of Race
Death Race, cont.
Weapon Activation Delay:
D3+1 turns
= track
Fig. 4
= Wall of Fire
Type of Race
Death Race, cont.
Win Conditions:
1. The first player to complete 3 full laps around the track, wins.
2. The last player left standing, wins.
Standard Race
Terrain Placement:
1. The terrain is placed on the table so that it forms one continuous
track with a single start/finish line. (See Fig, 3 on pg. 7 for an example).
2. Alternatively, other types of tracks (such as a figure 8 configuration) can be designed as desired by the players but there must be a
single start/finish line.
3. Obstacles may be placed on the track as desired.
Bike Placement:
1. Bikes must be placed in base to base contact with the start/finish
line.
2. Players may determine which direction to race in, and players may
even race in different directions if they wish, but all players must
travel the same distance, in a closed loop, so that they complete
laps which both begin and end at the start/finish line.
Weapon Activation Delay:
D3+1 turns
Win Conditions:
1. The first player to complete 3 full laps around the track, wins.
2. The last player left standing, wins.
Type of Race
Suicide
Terrain Placement:
1. The terrain is placed the same as in the Joust race (see pg. 5).
2. Mark a single start/finish line on one end of the track.
3. Place markers at 1/2 the distance and 3/4 of the distance across
the table from the start/finish line.
4. Obstacles may be placed as desired.
Bike Placement:
1. Bikes must be placed in base to base contact with the start/finish
line.
2. Players will race across the table and bikes should be placed to
face accordingly.
Special Race Rule:
Suicide
1. This race is run not in a circular lap, but back and forth down a
straight track.
2. Lap 1 consists of bikes traveling from the start/finish line, to the
halfway mark on the track, and back to the start/finish line.
3. Lap 2 is the same, but bikes will travel to the 3/4 mark.
4. Lap 3 is the same, but bikes will travel all the way across the table.
Weapon Activation Delay:
D3+1 turns
Win Conditions:
1. The first player to complete 3 full laps, wins.
2. The last player left standing, wins.
10
Type of Race
Demolition Derby
Terrain Placement:
1. The terrain is placed around the outside of the table so that there
is a bowl of track in the center of the table that is walled off. (See
Fig. 5).
2. Obstacles may be placed as desired.
Fig. 5
= terrain
= track
= obstacles
Bike Placement:
1. Bikes are placed in base to base contact anywhere along the edge
of the track (See Fig. 5).
2. If necessary, players may wish to roll a die to determine in what
order they place their bikes.
None
Win Conditions:
1. The last player left standing, wins.
11
Optional Rules
How to Determine the Optional Rules:
There are six different optional rules which may be applied to any type of race. Players may
play with these rules or choose to ignore them. If players choose to incorporate these rules
they may either select which optional rule(s) to use, or roll a D6.
Crowd Control
Gravity Wells
OPTIONAL
The Sniper
Mime Fields
Battle Boxes
Sticky Situation
The Sniper
Someone really doesnt like you...
A sniper is on the look out for any bike which seems to be pulling ahead of the pack:
1. If, at any time, any player rolls doubles on the dice that they use to determine their
movement (for example, the highest two dice on a fast bike), the sniper shoots at
them!
2. The sniper rolls 3D6 to hit and, if he hits, the targeted bike takes a wound.
3. The sniper may never critically hit or critically miss.
Crowd Control
Everyone really doesnt like you...
The crowd is restless and wants to participate in the race:
1. If any players bike is within 3 of the outside wall of the track at the end of the turn,
the crowd starts pelting them with cups, rocks, hot dogs and anything else they can
get their hands on.
2. Roll a D6, on a 6 the crowd throws something really nasty and that players bike
takes wound.
12
Optional Rules
Gravity Wells
Timmy would hate to be stuck in one of these...
The planet youre racing on has random shifts in gravity:
1. Place D6 large circular templates marked as gravity wells on the track (along
with any obstacles and terrain).
2. If you enter a gravity well, you are bogged down.
3. In addition, if you are caught in a gravity well you must make a movement class action as your first action each turn you remain caught.
4. If you are able to move at least 6 in that action, you escape the gravity well and
may continue your turn as normal.
5. If you fail to escape a gravity well, you are bogged down again.
Mime Fields
A mime is a terrible thing to baste - The Orc Gourmand
Crowds of white faced (and probably French) mimes lounge casually around the track:
1. Place D6 large circular templates marked as mime fields on the track (along with
any obstacles and terrain).
2. If you enter a mime field roll a D6:
= the mimes beat your bike with imaginary clubs and you take a wound.
= the mimes leap out of the way of your bike and nothing happens.
= the crowd goes wild as you splatter a mime all over the track. They are so
impressed that they all pull out guns and start shooting at all the other bikes in
the race. Every other bike in the race takes 1 wound.
13
Optional Rules
Battle Boxes
Thisa seems familiar...
Someone has placed random rewards all over the track:
1. Place 2D6 Battle Box markers randomly on the track (along with obstacles and terrain.
2. When your bike comes into base to base contact with one of these markers, flip it
over and roll on the chart below to determine which item you receive.
3. A flipped Battle Box marker is inactive and gives no reward.
4. You may only have 1 Battle Box item at a time and you must use that item before it
can be replaced, however, Battle Boxes you touch still flip as normal.
5. At the end of the turn, return all flipped Battle Box markers face up.
= Magic Mushroom Stimulant
Optional Rules
= Trap Box
1. Immediate Use
2. Replace the Battle Box marker you just flipped with a Trap Box marker.
3. The Trap Box marker should look the same as the other Battle Boxes when
face up, but be marked as a Trap Box when flipped.
4. When a bike comes into base to base contact with a Trap Box, flip it to reveal
that it is trapped.
5. That bike takes a wound and is bogged down.
= Leader Shell
1. Single Use, New Action, 1AP
2. Declare that you are using this item.
3. Target the bike that is currently in first place, regardless of distance or line
of sight.
4. That bike takes 1 wound and is placed facing in a random direction using a
scatter die.
= STAR (Small Temporary Atomic Reactor)
1. Single Use, May be used at any time.
2. Declare that you are using this item.
3. You gain +3 to your movement die rolls, before modifiers, until the end of the
turn.
4. You also deal 1 extra automatic wound when ramming until the end of the
turn.
Sticky Situation
Eww...
The sponsors feel they could make more money if the races took longer:
1. Place D6 large circular templates marked as sticky templates on the track (along
with any obstacles and terrain).
2. All of the area covered by those templates is considered rough terrain.
15
Addtl Steps
These additional steps should be completed as well.
Purchase Upgrades
If you are playing a single race you may want to allocate a fixed amount of money to
purchase upgrades as well. $500 is the recommended amount for a single race.
When playing a campaign game, you will earn money which you may spend to upgrade
your bikes and your driver (see the lists at the end of this rulebook).
You begin the campaign with $500 to spend.
You may only upgrade your save once, ever.
Damage boxes must be upgraded from right to left (intuitively) and you are limited to the number of dash-lined boxes on your sheet.
This is the ONLY time when you may:
Install, uninstall, and swap out weapons and items on your bikes.
Place Terrain
At this time, you should place the terrain on the track according to the rules established
for the type of race that you are participating in.
The rules for the type of race should be followed in spirit, but you may have leeway to
adjust the rules according to your own designs as long as all players agree.
Place Bikes
After the terrain is placed, place your bikes on the track according to the rules established for the type of race.
1. Determine Initiative:
Players begin each turn by rolling 2D6 to determine their initiative. This number
may be modified in various ways and will serve to determine the order of play for
the turn.
2. Take Actions:
Battle Bikes game-play is based on an action point (AP) system where all players
have a pool of AP to spend and a set of actions which they may take.
All bikes start with 2 AP which may be modified by upgrades and in game events.
After initiative is rolled each turn, a single action is taken by the player with the
highest initiative. Play then continues in initiative order, from highest to lowest,
with all players making single actions until everyone has taken their first action.
Then, play returns to the player with the highest initiative to take their second action. Play continues in this fashion until all players have expended all of their AP.
Players must take an action if possible and lose the remainder of their AP if
they pass.
Once the last player expends his last action point, the turn is over and all effects
that are triggered at the end of the turn occur. After such effects are resolved,
the next turn begins with a new initiative role.
It is important to note that some actions, such as turbo boost, require more
than one AP. These actions are still considered single actions when determining turn order. Therefore, it is possible for players with the same number of
AP to take a different number of actions each turn.
17
Actions
Classes of Actions:
All actions fall into one of four classes: movement, combat, recovery, or combined.
Movement and combat actions are self explanatory and are the most used types of actions as, generally, you either want to be shooting at something or driving every turn.
Different classes of bikes have different restrictions on the number of these actions they
may take each turn. Recovery actions consist of any forward-looking action which either repairs your bike, or allows you to prepare for other actions in upcoming turns.
Combined actions consist of single actions that span two or more of the other classes.
The actions listed below are Standard Actions that all bikes may take. This list is not all
-inclusive of every action a player may take and each players list of available actions
may be expanded through upgrades and in game events.
Movement Actions
Maximum number of movement class actions allowed per turn:
Light Bikes:
2
Medium Bikes:
1
Unless specifically otherwise stated, all movement penalties and bonuses are applied after any modifiers to the movement die roll (such as the doubling effect of a
turbo boost action).
Move:
1 AP
This is your default movement action (you take this action if you roll dice before declaring another movement action). Its effect is different for each type of bike:
Light Bikes:
Roll 3D6 and move a distance UP TO the total of the highest 2 dice in inches.
Medium Bikes:
Roll 2D6 and move UP TO that distance in inches.
Heavy Bikes:
Roll 3D6 and move a distance UP TO the total of the lowest 2 dice in inches.
18
Actions
Turbo Boost:
2 AP
Taking a turbo boost action means your driver is dumping nitro, or some other highly
volatile chemical, into his engine for a temporary boost of speed. Though effective, this
process can cause engine failure, and so whenever doubles are rolled on the two dice
which are used to determine your movement score, your bike doesnt move and
instead is bogged down.
You must declare that you are taking a turbo boost action.
Like a standard move action, the effect of the turbo boost action differs for different
types of bikes:
Light Bikes:
Roll 3D6 and move a distance up to double total of the highest 2 dice in inches.
Medium Bikes:
Roll 2D6 and move up to double that distance in inches.
Heavy Bikes:
Roll 3D6 and move a distance up to double the total of the lowest 2 dice in
inches.
Groongo stared down the barrel of the Heavys gigantic cannon. This
was the end of him, he felt sure.
He could feel the pressure mounting as the heavy just sat there. What
was taking him so long?
Unexpectedly, the cannon began to rotate back around to aim at
something that Groongo couldnt see.
19
Actions
Combat Actions
Maximum number of combat class actions allowed per turn:
Light Bikes:
1
Medium Bikes:
1
Heavy Bikes:
2
Shoot:
1 AP
Your fire at another bike with whatever standard armaments it may have:
1. Target another bike which is within 24 of your bike and within line of sight.
2. Roll to hit.
3. If you hit, the target bike takes 1 wound.
Recovery Actions
There is no maximum number of recovery class actions which may be taken per turn
1 AP
Repair:
2 AP
You stop, or at least slow down, to make a concentrated effort at repairing your bike:
1. Repair 1 box of damage or 1 disabled item.
20
Actions
Recovery Actions, cont.
Reload:
1 AP
Many weapons available for purchase need to be reloaded between each shot:
1. Reload 1 weapon.
Initiative Boost:
1 AP
Combined Actions
Combined actions count as taking 1 action in EACH of the combined classes for the purposes of your maximum actions per turn.
For example, a melee action is a combined movement and combat action and so it counts
as taking 1 movement AND 1 combat action.
Melee:
Movement / Combat
2 AP
You whack another bike with chains, or a bat, or a sword, etc.:
1. Declare that you are taking this action.
2. Make a standard move action.
3. Each bike which comes into base to base contact with your bike during that move
takes 1 wound.
21
Actions
Combined Actions, cont.
Ram:
Movement / Combat
2 AP
You ram your bike into another bike:
1. Declare that you are using this action (you may not decide to ram another bike ex
post facto).
2. Make a standard move action.
3. You may ram any or all bikes that you are in base to base contact with AFTER you
finish your movement.
A ram can occur in one of three ways:
Head-On:
1.
2.
3.
4.
Fig. 6
22
Actions
Combined Actions, cont.
Ram, cont.
Side-Swipe:
1. The side of your bike is in base to base with another bike. (See Fig. 7)
2. Repeat the process for a head-on ram, but the other bike only travels 1D6 and is not
placed facing a random direction.
Fig. 7
1D6
Rear-Ended:
1. The rear of your bike is in base to base with another bike. (See Fig. 8)
2. Repeat the process for a head-on ram, but the other bike only travels 1D6
3. The other bike is still placed facing in a random direction.
Fig. 8
1D6
23
Game Mechanics
The Details:
These rules encompass the nitty-gritty details of how the game runs.
Movement
Forward Movement:
Forward movement is the standard type of movement for all bikes. See your movement
class action to determine the distance that your bike can travel.
Reverse Movement:
Bikes may move in reverse only during a standard move action. Reversing takes 2 of
movement for every 1 actually moved. For example, if you roll 12 of movement and need
to move 2 in reverse in order to clear a path to turn, you move 2 back at the cost of 4
and then may move 8 forward.
Game Mechanics
Turning
Free Turning:
You may turn your bike for free during forward or reverse movement up to 45 to the
left or right of the a straight line drawn directly down the center of your bike. For wider
turns, the turning wheel must be used. (See Fig. 9).
Free Turning
Fig. 9
Free Turning
25
Game Mechanics
Combat
Targeting:
When targeting another bike, you must declare your target before you measure the distance to the target. If you target a bike which is out of range of your attack, your attack
automatically misses. In many cases, line of sight must also be determined. When determining line of sight, draw an imaginary line from the center of the targeting bike to
the center of the targeted bike. If that line is blocked by terrain or other objects which
cannot logically be seen though, and the targeted bike cannot be seen.
Rolling to Hit:
Once your target is established and is in range, many weapons require you to roll to hit.
When you are required to do so follow this process:
1. Roll 3D6.
2. Add in any modifiers which may affect your roll.
3. If your total roll is equal to or higher than your target bikes actual movement score,
If you ever are lucky enough to roll triple 6s, you critically strike your target. Your shot
automatically hits, does one extra wound, and bypasses all saves which the target bike
may have.
If you roll triples to hit, other than 1s or 6s, and your total score is high enough to hit
the target bike, you deal one extra wound.
26
Type of Race
Combat, cont.
Wounding:
When your bike takes a wound, unless the weapon or circumstance specifically states
otherwise, you may roll to save that wound.
Rolling to save:
Roll a D6 against your bikes save score (on your bikes sheet). If you roll equal to or
higher than your save score, you save and the wound is ignored, otherwise you fail your
save roll. An unmodified roll of a 6 always saves and an unmodified roll of a 1 always
fails.
Penalties:
After you take a certain amount of damage in a vital area, you will start to suffer penalties as denoted on your bikes sheet.
Being Destroyed:
If you ever reach the skull and crossbones in any vital area, your bike is destroyed. Flip
your bike on its side where it was destroyed, as it is now a flaming wreck which counts
as an obstacle. You are taken out of the current race and, if playing in a campaign, your
bike must be placed in the shop to be repaired.
27
Definitions
Other Details:
More rules which encompass even more nitty-gritty details of how the game runs.
Bogged Down:
If your bike becomes bogged down, it immediately stops and you lose the remainder of
your AP for the turn.
Rough Terrain:
Immediately as your bike enters rough terrain, roll a D6.
= you are bogged down.
If you become bogged down, your bike stops at the point where it entered the terrain.
If you are able to pass all the way through the area of rough terrain without being
bogged down, you only have to take one test. However, if you end your movement inside
of the rough terrain or if you become bogged down in the rough terrain, you must take a
second test before you move out of the rough terrain.
28
Definitions
Reloading:
If a weapon or item states that it must be reloaded, then it is considered disabled until
you use the reload action to reload that specific weapon or item.
Templates:
If a item or rule makes reference to a template, that template may be found at the end of
this rulebook.
Suddenly, the heavy exploded forward in a burst of movement and
sparks.
Groongo tensed as it hurtled towards him, smashing hard into his
bike.
The track turned into a blur as he whirled backwards spinning out of
control.
When the dust and nausea settled, all he could see was an up-close
view of the wall which bordered the inside of the track.
29
Race Placement
Post-Race Awards / Repairs:
After each race, you will be awarded a place and, if playing in a campaign, cash and campaign
points. In order to make sure each player is awarded their share correctly, follow these
steps in order.
1st place:
2nd place:
3rd place:
4th place:
5th place:
Player 5
Player 1
Player 4
Player 3
Player 2
Of course, not all race types follow this exact formula, and the rules for each race type
override these standard rules.
30
Awards
Determining Awards
After placement is determined, players earn cash, campaign points (CP), and sponsorship awards based on multiple factors detailed below:
All Awards are Cumulative
Cash
CP
Placement in the Race:
1st place:
2nd place:
3rd place:
4th place:
5th place:
$100
$70
$50
$25
No Award
10 CP
6 CP
3 CP
1 CP
No Award
1 CP
Dealing Damage:
(wounds dealt and not saved, max of 15)
Per box:
Per 5 boxes:
$10
1 CP
Participation:
(everyone gets this)
$150
31
Final Steps
Reset / Pick Sponsors
Sponsors flock to racers who are winning, or they may prefer to be on the underdog...
All sponsors from last race are reset.
Players may now pick their sponsors (from the Sponsor list on Pg. 49) in the order
detailed in the awards section on the previous page.
Sponsors generally give a temporary bonus for the next game, although some may
award extra cash or some other permanent bonus.
Sponsors fall into several categories, detailed in the Sponsor list, and each sponsor
may only be chosen by one player at a time.
32
Final Steps
Determine Campaign Placement
This is the final step for any campaign game.
Players add their newly earned CP to their already earned CP to determine their placement in the campaign.
If a player meets the pre-set requirements to win the campaign, and after review by their fellow players, they may declare themselves the winner!
33
Weapons / Items
Definitions for Weapons and Items:
Item / Weapon Types:
New Action:
If a weapon or item states it is used as a new action, this is an additional action which
may be taken along with or instead of the standard available actions. Action Points cost
will be stated for these items.
Upgrade:
If a weapon or item is classified as an upgrade, this is typically a passive improvement
to a standard action (or possibly to another item or weapon). Such items will detail
their exact effect. Unless specifically stated otherwise, upgrades may only be taken once.
Slots
Weapons and items must be mounted in their specified slot (see your bikes sheet). Removing a weapon from a slot is free, as is swapping a weapon or item out for a new one.
Specified Classes
Some items, typically items that go into the special slot, will specify that they may only
be used by a certain type of bike or they may exclude a certain type of bike. When come
across, these rules should be self explanatory.
Template Weapons
Some weapons and items designate the use of a template (templates can be found at
the end of this rulebook). You may only place one template of each type on the
track at once. For example, if your bike has the chain smoker and the BP special, you
may have one smoke and one oil slick on the track, but not two smoke screens. Also, if
the template weapon designates the number of turns the template remains on the track,
34
you must wait until the template expires before you place a new one.
Weapons / Items
Front Slot
Rapid Fire Cannon
Upgrade
$300
Ion Cannon
New Combat Action
1 Action Point
$400
Heat-Seeking Missile
New Combat Action
1 Action Point
$500
High-Explosive Missile
New Combat Action
2 Action Points
$300
Weapons / Items
Front Slot, cont.
The Burninator
New Combat Action
1 Action Point
$500
2 Action Points
$600
36
Weapons / Items
Front Slot, cont.
Flak Cannon
New Combat Action
2 Action Points
$500
The Tenderizer
New Combat Action
1 Action Point
$600
Shoots concentrated microwaves which liquefy all but the hardest metals...
Target another bike in line of sight and within 18 and roll to hit. If you hit, the target
bike suffers a 1 to its save rolls for D3 +1 turns. This effect may be applied multiple
times.
37
Weapons / Items
Rear Slot
The BP Special Oil Sprayer
New Combat Action
1 Action Point
$400
This weapon sprays a large field of oil onto the track making it slick and dangerous...
Place a large round template, marked as an oil slick, in base to base with your bike.
The field lasts for D3 +2 turns. Any bike which enters the template ends its current
movement and slides in a straight line across the template. It is then turned facing a
random direction using a scatter die. If the sliding bike collides with terrain it takes
a wound. If the sliding bike collides with another bike, it takes a wound and the second bike is treated as being rammed head-on.
1 Action Point
$300
This weapon emits a dense field of smoke which cant be seen through...
Place a large round template, marked as smoke, in base to base with your bike. The
smoke dissipates in D3 turns. The area of the smoke template is considered rough
terrain and blocks line of sight.
Mine Layer
New Combat Action
1 Action Point
$300
Lays a field of micro-mines which attach to the first enemy target to pass by...
Place a large round template, marked as a mine field, in base to base with your
bike. The field lasts until triggered, or until you choose to lay another field. The first
enemy bike which enters the field suffers 1 wound.
38
Weapons / Items
Rear Slot, cont.
Drone Bay
New Combat Action
1 Action Point
$600/$100
Many drivers elect to field drones which can complete various tasks for them...
Special Rules:
This weapon launches 2 drones. Drones have their own damage sheets in the templates section of the rulebook. Players may repair any damage their drones have
suffered for $10 per box. When a drone is destroyed, it must be replaced for $100
during the purchase upgrades phase of the pre-race before it can be fielded again.
Any drone replaced in this way will keep its upgrades.
Using the Drone Bay:
Drones begin the race attached to their parent bike and detaching each drone is a
new combat action which costs the parent bike 1 AP. While attached, drones may not
be attacked, they travel with the parent bike and they are considered deactivated for
the purposes of any special equipment they carry (see pg. 45).
Once detached, drones act as their own bikes under the control of the player who
launched them. Drones have 1 AP, 2 damage boxes, a 5+ save and may be targeted as
a standard bike.
Drones may take any standard action and their controlling player must take their
actions as if his own bike was taking an action.
Drones may also, as an action, reattach to their parent bike if they are in base to
base contact with it. Attached drones may be repaired as if they were part of the
parent bike.
If the drone bay is disabled, drones lose all of their AP until the drone bay is repaired.
39
Weapons / Items
Special Slot
The Claw
New Combat Action
2 Action Points
$400
Fires a claw which can catch onto other bikes and winch them backwards.
Target another bike in line of sight and within 15 and roll to hit. If you hit, move that
bike into base to base contact with your bike. This movement counts as a ram action for purposes of upgrades such as spikes. Roll a D6, on a 4+ the target bike is
bogged down. This weapon must be reloaded.
2 Action Points
$600
EMP Pulse
New Combat Action
2 Action Points
$400
Emits a disruptive pulse which can burn out other bikes sensitive electronics...
Disable this item. All other bikes within 12 of you bike, regardless of line of sight, are
bogged down on the roll of a 3+.
40
Weapons / Items
Enhancement Slot
Spikes
Standard Ram Action
Upgrade
$200
Stabilized Nitro
Upgrade
$400
$200
Enhanced Traction
Upgrade
$300
41
Weapons / Items
Enhancement Slot, cont.
High-Discharge Capacitor
New Recovery Action
3 Action Points
$600
Electrified Armor
Upgrade
Defensive / Offensive
$500
Sawed-Off Shotgun
Upgrade
$300
$300
Weapons / Items
Enhancement Slot, cont.
Passive Deflection Field
Defensive
Upgrade
$400
Speed Holes
Upgrade
$300
It sure does...
Add +2 of movement to any movement action. (This does not apply if you become
bogged down).
DAX Gunner
All Combat Actions
Upgrade
$600
Nanites
Upgrade
$400
43
Weapons / Items
Enhancement Slot, cont.
Heavy Cannon
Upgrade
$500
Drone Slot
Decoy Drones
Upgrade
Drones
$200/drone
Repair Drones
Upgrade
Drones
$200/drone
Turret Drones
Upgrade
Drones
$200/drone
Implants
Definitions for Implants:
Implants, unlike weapons and items, upgrade your driver and not your bike. Your
driver stays the same throughout the campaign and so his upgrades transfer
from one bike to another, even if one of your bikes in the shop.
Upgrading your IP
Your drivers maximum IP may be upgraded at the cost denoted on your drivers sheet.
IP upgrades may be purchased during the purchase upgrades phase of the pre-race and
you may install new implants to fill the points immediately.
45
Implants
Implants
Cybernetic Eyes
Implant
May be taken up to 2X
10 IP
Muscle Replacements
Implant
May be taken up to 2X
25 IP
Specialized Arm
Implant
20 IP
15 IP
A brain implants helps enhance your anger and remove your fear...
You deal 1 additional automatic wound when ramming.
30 IP
Implants
Implants, cont.
Reflex Booster
Implant
50 IP
Neural Motivator
Implant
100 IP
Your brain is implanted with a motivation chip that keeps you going at top speed...
You gain +1 AP.
47
Sponsors
Choosing Sponsors:
Sponsors are chosen by the players in the order detailed in the determining awards section
of the rulebook (pg. 32). Each sponsor may only be chosen by one player at a time and certain
sponsors may not be chosen by some players as detailed in the sponsor lists.
The Sponsors
Franz Bombs, and Other Armaments, Inc.
You gain one additional, temporary slot of your choice which cannot be disabled and
lasts for the duration of the next race. When sponsors are reset, any weapon or item
which is installed in this slot is automatically removed.
You may only take this sponsor if, after the third race in the campaign, you are in
last place in the campaign. You gain +1AP for the duration of the next race.
48
49
50
Front of Bike
Turning Wheel
Front of Bike
Turning Wheel
51
Drone Card
Drone Card
Damage:
Damage:
Upgrade
Upgrade
Drone Card
Drone Card
Damage:
Damage:
Upgrade
Upgrade
Drone Card
Drone Card
Damage:
Damage:
Upgrade
Upgrade
Drone Card
Drone Card
Damage:
Damage:
Upgrade
Upgrade
52
20+
19
18
17
16
15
14
13
12
11
10
5+
4+
-3
Engine 4-5
Front:
Weapons
Save
SPECIAL Slot:
Class of Bike:
Name of Player:
Movement Bonus/
Penalties Tracker
2+
-2
Shoot
Combat Class
Enhancement:
6-9
1
2
Enhancement:
Armor
Move
Turbo Boost
10-11
3+
See Pg. 5
Movement Class AP
Cockpit
movement penalty
Rear:
Tires
-3
2-3
12
$800
Upgrade Cost
$100
2
2
Damage Box:
Ram
Melee
Enhancement:
AP
Damage Dealt
15
15
Total
14
14
11
10
13
N/A
Cost
13
Effect
Sponsor / Implants
150
Implants:
Sponsor:
Name
50
100
Effect
Total
N/A
Cost
Sponsor / Implants
150
CP
Campaign Points
Total Cash
Race 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Name of Driver:
Name of Player:
DRIVER CARD
12
Implants:
Sponsor:
Name
100
Cut Here
12
11
10
50
Total
CP
Race 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Campaign Points
Total Cash
Damage Dealt
Name of Driver:
Name of Player:
DRIVER CARD
Total
Type of Race
55
-Clarified that all movement penalties and bonuses are applied after movement die roll modifiers unless otherwise stated. (pg. 19)
-Removed the restriction that a bike which turbo boosts must move exactly the distance
rolled, instead bikes may move up to the distance rolled. (pg. 20)
-Clarified that your actual movement score is the distance your bike traveled during your last
movement action, rather than during your last turn. (pg. 25)
- Clarified that line of sight must be determined from the center of the targeting bike to the center of the targeted bike. (pg. 27)
- Allowed bikes hit by the ion cannon to roll a save at 2, and clarified that any items or
weapons disabled by the ion cannon may be repaired as if repairing 1 box of damage. (pg. 36)
- Reduced the AP cost of triggering the laser in the SETI defense laser from 2AP to 1AP. (Pg.
37)
- Modified the drone bay so that drones which are repurchased do not lose their upgrades. Also clarified that attached drones may be repaired as part of their parent bike and that drones
which sustain damage in a race may be repaired post-race for $10 per box.(pg. 40)
- Changed the name of All Terrain Tires to Enhanced Traction (Pg. 42)
- Clarified that the sawed-off shotgun enhancement ignores the effects of electrified armor
when you make a melee attack from more than 1 away. (pg. 43)
-Changed the name of the enhancement slot item red makes it go faster to speed holes (pg.
44)
-Reduced the cost of the turret drone drone upgrade from $300 / drone to $200 / drone. (pg.
45)
-Added a movement penalties / bonus tracker box to the bike sheet (pg. 54)