A Combat Racing Game

By Dan & Alex Looke, Matt Sponsler, Franz Bratz, Riley Hyle, and Eric Nieberger

Contents
Pg. Content Pg.
29.

Content
Definitions

3. 4.
4. 5. 6.

Introduction Pre-Race
Choose your bike The Bike Sheet Type of Race
6. 8. 10. 11. 12. 13. 13. 14. 14. 15. 16.

31.
31. 32. 33.

Post-Race
Race Placement Awards Final Steps

Joust Death Race Standard Race Suicide Demolition Derby The Sniper Crowd Control Gravity Wells Mime Fields Battle Boxes Sticky Situation

35.
35. 46. 49. 50.

Upgrades
Weapons / Items Implants Sponsors Templates

13.

Optional Rules

17.

Additional Steps

18.
18. 19.
19. 21. 21. 22. 25. 26. 27.

Race
The Game Turn Actions
Movement Actions Combat Actions Recovery Actions Combined Actions Movement Turning Combat

25.

Game Mechanics

Introduction
Battle Bikes is a futuristic combat racing game based on a six-sided dice system and centered around highly advanced and heavily armed bikes. You each 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 and at the same time attempt to destroy your opponent’s bikes. Good luck. I’m sure the crowd will love you.
Groongo’s bike fishtailed wildly around the corner but he couldn’t afford to let up on the gas. The heavy was right behind him, not farther than fifteen feet away, and it was unloading a fortune’s worth of ammo battering him back and forth. He wasn’t worried though he just had to use his bike’ speed and out maneuver the son of a bitch. That strategy had kept him alive through countless races, and he was particularly adept at outrunning dull-witted lumbering behemoths. Grinning, he pushed the button to inject the nitro into his engine and he could see the fluid rush through the clear vanity tubes and under the hood. He braced himself for the increase in thrust, but nothing happened….
3

Type of Bike
Battle Bikes has three classes of bike to choose from. Each class of bike has its own damage sheet where most of the differences can be observed.
“Raptor Class” Light Bike: Light bikes are light on armor, but heavy on speed. They generally roll higher on movement rolls and can make two movement actions per turn, but they are fragile and are much more easily destroyed than their heavier counterparts. “Warthog Class” Medium Bike: Medium bikes are the middle of the road. Not as slow as heavy bikes, but better armored than light bikes, they can both survive in combat and out run many opponents in a race. This is the type of bike those indecisive people who can’t make up their mind about how they want to play. “Fortress Class” Heavy Bike: Heavy bikes are built like tanks with the arms and armor to prove it. Unfortunately, they also drive like tanks and are the most adept bikes at actually winning races. Heavy bikes generally move slower than the other types of bikes, but they shoot more and can take significant damage before being destroyed.

Campaign Circuit Special Rules
Whenever you see a box like this, it will contain special extra rules to be used only during a campaign. When selecting your bike, you should instead select two bikes (either of the same or different types). The first bike will be your main bike, and the second will be your backup which you will use when your main bike is out of commission.
4

The Bike Sheet
“Priming” Your Bike Sheet:
Before each single game, or the first game in a campaign, your bike sheet needs to be “primed” in a certain way depending on what type of bike you are racing. Light bikes: Fill in the circle for the 5+ save Medium Bikes: Fill in the circle for the 4+ save, and one extra damage box in the “armor” and “weapons” categories. Heavy Bikes: Fill in the circle for the 3+ save, and one extra damage box in the “armor”, “weapons”, “engines”, and “tires” categories.

Bike Sheet Upgrades:
During a campaign, you may purchase upgrades for your bikes by paying for and filling in dash-lined areas on your sheet. Upgrades for your bike sheet may be purchased at the cost denoted on the sheet and subject to the following limitations: You may only upgrade your save once, ever. Damage boxes must be upgraded from left to right and you are limited to the number of dash-lined boxes on your sheet.
5

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 cocnditions. Players can either select the type of race they want to play, or roll a D6.

Joust Death Race

Standard Race
Suicide Demolition Derby

OPTIONAL

Standard Race

Joust
Terrain Placement: 1. Place the terrain on the table so that there is a straight track with one end on either side of the table (see Fig. 1). Or, alternatively, for shorter tables the terrain may be placed in a horseshoe shape (see Fig. 2). 2. Obstacles may be placed evenly on the track. 3. Mark start/finish lines on both ends of the track.

Fig. 1 = terrain = track

Fig. 2 = obstacles
6

Type of Race
Joust, cont.
Teams: 1. Players separate into two even teams. 2. If there are an odd number of players, one team must play a “ghost bike” which plays as if there was another player participating.

Campaign Circuit Special Rules
In a campaign, the “ghost bike” must be made evenly matched with the other, more upgraded, bikes. As such, the team with the “ghost bike” may purchase items and upgrades for it worth a total value of $150 X the number of previous race in the campaign.

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. Weapon Activation Delay: Win Conditions: 1. The first team to successfully navigate all of their non-destroyed bikes from one side of the track to the other, wins. 2. If either team is completely destroyed, the other team wins. None

Campaign Circuit Special Rules
Roll a die to determine final placement within teams when awarding money and campaign points.

7

Type of Race
Death 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 for an example) 2. Obstacles may be placed on the track as desired. = terrain = 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 isn’t going to be good!” He watched with a strong sense of impending doom as the heavy’s cannon rotated slowly, taking careful aim at his stalled bike.
8

Type of Race
Death Race, cont.
Weapon Activation Delay: Special Race Rule: D3+1 turns The Wall of Fire

Let’s turn up the heat! 1. The Wall of Fire is dormant for most of the race but becomes activate at the end of the turn where any player has entered into their third lap. 2. The Wall of Fire “chases” that player around the track moving 3D6” at the end of each turn. 3. The Wall of Fire covers the entire surface of the track, from terrain to terrain, and cannot be avoided. 4. The Wall of Fire also extends from its current position on the track back to the start/finish line. (See Fig. 4) 5. Any bike caught in the area of the Wall of Fire takes one wound per action point spent until they can escape the Wall. 6. The Wall of Fire continues to move around the track until the entire track is covered, and continues to burn until the race is over. = terrain = track = Wall of Fire

Fig. 4

9

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: Win Conditions: 1. The first player to complete 3 full laps around the track, wins. 2. The last player left standing, wins. D3+1 turns

10

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: Win Conditions: 1. The first player to complete 3 full laps around the track, wins. 2. The last player left standing, wins.
11

D3+1 turns

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 Bike Placement:

= track

= obstacles

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. Weapon Activation Delay: Win Conditions: 1. The last player left standing, wins.
12

None

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.

The Sniper Crowd Control Gravity Wells

Mime Fields Battle Boxes Sticky Situation

The Sniper
Someone really doesn’t 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, the sniper shoots at them! 2. The sniper rolls 4D6 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 doesn’t like you... The crowd is restless and wants to participate in the race: 1. If any player’s 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 player’s bike takes wound.

OPTIONAL

13

Optional Rules
Gravity Wells
Timmy would hate to be stuck in one of these... The planet you’re 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 enters a gravity well, you are bogged down. 3. In addition, if you are caught in a gravity well you must make a movement 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.

14

Optional Rules
Battle Boxes
This’a 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

1. Single Use, May be used at any time
2. You gain +1 AP until the end of the turn. = Green Shell

1. Single Use, New Action, 1AP
2. Declare that you are using this item. 3. Target another bike up to 36” away and within line of sight. Roll to hit. 4. If you hit, the target bike takes a wound and is placed facing in a random direction using a scatter die. = Red Shell

1. Single Use, New Action, 1AP
2. Declare that you are using this item. 3. Target another bike up to 18” away and within line of sight. You automatically hit. 4. The target bike takes a wound and is placed facing in a random direction using a scatter die.
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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 roll, 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.
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Addt’l Steps
These additional steps should be completed as well.

Purchase Upgrades
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. If you are playing a single race you may want to allocate a fixed amount of money to purchase upgrades as well. This is the ONLY time when you may: Purchase weapons and items. Install, uninstall, and swap out weapons and items on your bikes. Upgrade your bikes’ armor and damage boxes. Install new implants. Upgrade your driver’s implant points. Reset your driver’s implants. ($200 cost)

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.

You are now ready to race!
17

The Game Turn
Two Easy Steps:
Every game turn consists of two steps which must be followed in order:

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.
18

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 player’s 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 Heavy Bikes: 1

Move:
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.

1 AP

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Actions
Turbo Boost:
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 doesn’t 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 EXACTLY equal to double total of the highest 2 dice in inches. Medium Bikes: Roll 2D6 and move EXACTLY double that distance in inches. Heavy Bikes: Roll 3D6 and move a distance EXACTLY equal to double the total of the lowest 2 dice in inches. Groongo stared down the barrel of the Heavy’s 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 couldn’t see.
20

2 AP

Actions
Combat Actions
Maximum number of combat class actions allowed per turn: Light Bikes: 1 Medium Bikes: 1 Heavy Bikes: 2

Shoot:
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.

1 AP

Recovery Actions
There is no maximum number of recovery class actions which may be taken per turn

On the Fly Repair:
You try to repair your bike without slowing down: 1. Roll a D6, on a 4+ repair 1 box of damage or 1 disabled item.

1 AP

Repair:
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.
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2 AP

Actions
Recovery Actions, cont.
Reload:
Many weapons available for purchase need to be reloaded between each shot: 1. Reload 1 weapon.

1 AP

Initiative Boost:
You are take sometime to plan out your next move: 1. You may roll +1 die or –1 die on your next initiative roll.

1 AP

Combined Actions
For example, a melee action is a combined movement and combat action and so it counts as taking 1 movement AND 1 combat action. 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.
22

Combined actions count as taking 1 action in EACH of the combined classes for the purposes of your maximum actions per turn.

Melee:

Actions
Combined Actions, cont.
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:

Ram:

Head-On:
1. 2. 3. 4. The front of your bike is in base to base with another bike. The other bike travels 2D6” in a straight line away from your bike. (see Fig. 6) If the other bike hits a wall, it stops and takes a wound. If the other bike hits a second bike, it stops and takes a wound and the second bike repeats the process as if it were rammed head-on. (This can create a pinball effect with multiple bikes). 5. All bikes which involuntarily travel any distance due to a head-on ram are placed facing in a random direction using a scatter die.

2D6”
Fig. 6

23

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”

24

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.

Actual Movement Score:
Your actual movement score is a very important number in Battle Bikes. Your score denotes the speed that your bike moved in the previous turn and is the number which other players are trying to match when rolling to hit your bike. Your actual movement score is the actual distance that your bike moved during the last turn. Therefore, if you rolled a 12” movement, but become bogged down after moving 8”, your actual movement score is 8”. You should mark your actual movement on the sliding scale on the side of your bike sheet. If you’re bogged down, or you choose not to spend action points on moving during your turn, your movement drops to 0 (skull and crossbones on the bike sheet) as soon as you
25

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).

The Turning Wheel:
The turning wheel is a device specific to Battle Bikes, it can be easily made by pasting or drawing the turning wheel template onto a CD (see the templates section of this rulebook).

Free Turning

Fig. 9

Free Turning

26

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, what terrain can and cannot be seen through should be determined before the game.

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,

Critical Hits and Misses:
On rare occasions you will make extraordinarily good, or bad, shots that will either cause extra damage or explode in your face.

Rolling Triple 1’s:
If you ever roll triple 1’s to hit, your weapon critically fails. You automatically miss your attack and your bike takes a wound, with no save allowed. Also, if you were using a weapon in one of your slots, it is disabled.

Rolling Triple 6’s:

If you ever are lucky enough to roll triple 6’s, you critically strike your target. Your shot automatically hits, does one extra wound, and bypasses any saves which the target bike may have. If you roll triples to hit, other than 1’s or 6’s, and your total score is high enough to hit the target bike, you deal one extra wound.

Rolling Triples, other than 1’s or 6’s:
27

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 bike’s save score (on your bike’s 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.

Failing your save roll:
If you fail your save roll, your bike takes a wound. Roll 2D6 and match that number to the number ranges in the top right of each of your bike’s vital areas. Mark the left-most, solid-lined damage box in the vital area you rolled.

Taking Multiple Wounds:
If you take multiple wounds from the same attack, follow the previous steps for each wound separately.

Penalties:
After you take a certain amount of damage in a vital area, you will start to suffer penalties as denoted on your bike’s 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.

28

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.

-

= you may continue your movement as normal. = you take a wound, no save allowed, but may continue your movement.

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.

Weapons Activation Delay:
Some race types call for a weapons activation delay. If there is one, no bike may make any combat action, except for a melee or ram action, for the number of turns specified.

29

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.

Disabled Weapons or Items:
If a weapon or item becomes disabled, it may no longer be used and generates no beneficial effects until it is repaired. If the weapon or item becomes disabled due to damage taken in that category, repairing the damage will also repair the weapon or item. However, if the weapon or item is disabled directly, for example if you are hit by the Ion Cannon (see the weapons and items section of this rulebook), you must repair that weapon or item directly.

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.
30

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.

Determining Race Placement
In a standard race and several other race types, placement is determined first by the order in which players finish the race, and second by the order in which player’s bikes were destroyed. Players who finish the race are ranked in top down order with first place going to the first player to finish, etc. Players who are destroyed are ranked in bottom up order with the first player who is destroyed falling into last place, etc. For example: 5 players are racing in a standard race. Player 2 is destroyed first followed by Player 3. Players 5, 1, and 4 finish the race, in that order. They would be ranked:

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.
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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

First Sponsor Pick Second Sponsor Pick Third Sponsor Pick Fourth Sponsor Pick Fifth Sponsor Pick

Surviving the Race:
(not being destroyed) $50 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
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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 later in this rulebook) 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.

Repairing Bikes / The Shop
You may now retrieve bikes from the shop which were placed in the shop during the last race. You may now also choose to repair your current bike, place it in the shop, or continue on to the next race. The cost to repair a bike is $10 per damage box / disabled weapon. Any damage not repaired is carried on to the next race. Alternatively, you may place your bike in the shop. Doing so means that your bike is unavailable for the next race and you must use your backup bike. Also, items and weapons which are on a bike placed in the shop must remain on that bike until it comes out of the shop. Any bike which was destroyed must be placed in the shop. Bikes come out of the shop fully repaired with all weapons and items working.
33

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!

Groongo’s head spun and he could barely move in his significantly shrunken cockpit. He tried to start his engine, but after several flameouts he gave up. “Damn it!” he thought, he was so close to winning too. All he could do now was sit back and hope the other bikes didn’t crash and kill him. As the whirred and roared over and around him, he started thinking how he would load-out his next bike. He wouldn’t lose so easily next time...

34

Weapons / Items
Definitions for Weapons and Items:
New Actions
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.

Upgrades
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
All items are designated to a specific slot, and all bikes have the same slot types:

1x Front Slot,

1x Rear Slot,

1x Special Slot, 3x Enhancement slots

Weapons and items must be mounted in their specified slot. Removing a weapon from a slot is free as is swapping a weapon or item out for a new one. Any weapon or item removed from a slot is not lost, even if it is not currently installed onto a bike. Make a note of any such weapons or items. Drones, if purchased will also have a slot to install upgrades.

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.
35

Weapons / Items
Front Slot
Rapid Fire Cannon
Upgrade Standard “shoot” action $300

Shoots more bullets at the price of lowered accuracy...
When making a standard shoot action, you may choose to make 2 shots instead of 1, but each shot is made at a –3 to hit.

Ion Cannon
New Combat Action 1 Action Point $400

A burst of highly charged particles burn out complicated circuitry...
Target any bike in line of sight and within 36” and roll to hit. If you hit, you do not wound the target, but the target player must still roll to determine which vital area you hit. If the target has a weapon or item installed in the vital area hit, that weapon or item is disabled. A critical hit with this weapon disables 2 items.

Heat-Seeking Missile
New Combat Action 1 Action Point $500

Fires a missile which can follow its target around corners...
Target any bike within 18” regardless of line of sight. Deal the target bike 1 wound. This weapon must be reloaded.

High-Explosive Missile
New Combat Action 2 Action Points $300

Fires a missile which causes a large, devastating blast...
Target any bike in line of sight and within 24” of your bike and roll to hit. If you hit center a large round template over the target bike. All bikes under the template take 1 wound and suffer a –1 on their save roll.
36

Weapons / Items
Front Slot, cont.
The Burninator
New Combat Action 1 Action Point $500

Shoots a stream of burning liquid at high pressure.
Extend a straight template out lengthwise from any point base to base with your bike. All bikes underneath the template take 1 wound but add +1 to their save rolls.

SETI Defense Space Cannon
New Combat Action 2 Action Points $600

Calls in a large orbital laser strike
Choose a target area of the track in line of sight and within 24” and roll to hit. If you hit, place a marker at the target. If you miss, move the marker D6” in a random direction using a scatter die. You may only have one marker placed on the track at a time and the marker remains on the track until the laser is triggered. Once the marker is placed, after each time you take an action roll a D6. The laser can be triggered either by using this weapon a second time in a subsequent turn, OR by rolling a 6 after a future action. When the laser is triggered, center a large round template around the marker. Any bike caught under the template (including your own) suffers 2 wounds at –2 to their save rolls.

37

Weapons / Items
Front Slot, cont.
Flak Cannon
New Combat Action 2 Action Points $500

Shoots hundreds of shards of metal at high velocity and high spread
Target another bike in line of sight and within 24” and roll to hit. If you hit, and the bike is: 0”-8” away, the target suffers 2 wounds at –1 to their save rolls. >8”-16” away, the target suffers 2 wounds. >16”-24” away, the target suffers 1 wound.

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 turns. This effect may be applied multiple times.

38

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 slides in a straight line across the template and is 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.

The Chain Smoker
New Combat Action 1 Action Point $300

This weapon emits a dense field of smoke which can’t 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.

39

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 starts with the maximum 2 drones. Drones have their own damage sheets in the templates section of the rulebook. When a drone is destroyed, a replacement it loses any upgrades, and a new drone may be purchased for $100 during the “purchase upgrades” phase of the pre-race. 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, travel with the parent bike and are considered deactivated for the purposes of any special equipment which can upgrade the drones. 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 may take their action at any time when their parent bike takes an action. Drones may also, as an action, reattach to their parent bike if they are in base to base contact with it.

40

Weapons / Items
Special Slot
The Claw
New Combat Action Heavy Bikes Only 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.

The Rocket Booster
New Movement Action Light Bikes Only 2 Action Points $600

A dangerous, but fast, way to travel...
Roll 3D6 and move EXACTLY double the total of all 3 dice. If your two highest dice are doubles, you do not move and instead are bogged down. If you roll triples, you do not move, you are bogged down, you take a wound and this item is disabled. This item must be reloaded.

EMP Pulse
New Combat Action Medium Bikes Only 2 Action Points $400

Emits a disruptive pulse which can burn out other bike’s 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+.

41

Type of Race
Enhancement Slot
Spikes
Upgrade Standard Ram Action $200

They’re spikes...on your bike...
You automatically deal 1 wound to any rammed bike.

Stabilized Nitro
Upgrade Standard Turbo Boost Action $400

Makes turbo boosting a little less risky...
If you become bogged down due to your dice roll on a turbo boost action, you instead may move the distance you rolled as a standard move action.

High-Quality Engine Parts
Upgrade All Movement Actions $200

Your engine is well put together...
This upgrade may be taken multiple times. Add +1 to your total movement roll, before modifiers.

All-Terrain Tires
Upgrade All Movement Actions $300

You can easily navigate the roughest of terrain...
You no longer become bogged down on the roll of a 1 in rough terrain.

42

Weapons / Items
Enhancement Slot, cont.
High-Discharge Capacitor
New Recovery Action 3 Action Points $600

You save up energy for later use...
Double your total action points next turn.

Electrified Armor
Upgrade Defensive / Offensive $500

Your bike’s exterior is electrified...
Any bike which enters base to base contact with your bike takes 1 wound.

Sawed-Off Shotgun
Upgrade Standard Melee Action $300

You have a shotgun, for those up-close and personal encounters...
When taking a melee action, you wound all bikes that come within 2” of your bike, rather than only base to base. Also, if you are destroyed during the race, any bike which passes within 2” of your destroyed bike still takes a wound. Dealing these wounds grant cash and CP as normal.

Advanced Targeting Systems
Upgrade All Combat Actions $300

You’ve switched on your targeting computer...
This upgrade may be taken multiple times. You gain +2 on all rolls to hit.
43

Weapons / Items
Enhancement Slot, cont.
Passive Deflection Field
Upgrade Defensive $400

Creates an energy barrier which is difficult to pass through...
Whenever you are targeted by a combat action other than a ram or melee action, the bike taking the action must roll at least an unmodified 8 to hit or else the attack misses. This applies even to attacks which do not require a roll to hit.

Red Makes It Go FASTER
Upgrade All Movement Actions $300

It sure does...
Add +2” of movement, after all modifiers, on any movement action. (This does not apply if you become bogged down).

DAX Gunner
Upgrade All Combat Actions $600

You’ve given over some of your targeting to a computer...
You may make 1 additional combat action per turn.

Nanites
Upgrade Standard On the Fly Repair Action $400

Tiny robots to help repair your bike...
You gain +1 to your roll when you take a on the fly repair action.

44

Weapons / Items
Enhancement Slot, cont.
Heavy Cannon
Upgrade Standard On the Fly Repair Action $500

Your main gun shoots dense, armor piercing rounds...
Any bike hit by your standard shoot action suffers a –1 penalty on their save roll.

Drone Slot
Decoy Drones
Upgrade Drones $200/drone

Drones can be modified to project a hologram of your bike...
As long as at least one of your drones with this upgrade is within 12” of your bike and is not deactivated, you may choose to roll a D6 for any wounds you suffer before you make your save. On a roll of 4+, that wound is redirected to that drone.

Repair Drones
Upgrade Drones $200/drone

Drones can be modified to help repair your bike...
As long as at least one of your drones with this upgrade is within 12” of your bike and is not deactivated, you gain +1 to your on the fly repair rolls per drone with this upgrade.

Turret Drones
Upgrade Drones $300/drone

Drones can be modified to shoot at a faster rate...
Turret drones cannot make move actions. Turret drones count as having the “rapid fire cannon” upgrade (in the front slot list) when making shoot actions.
45

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.

Implant Points (IP)
Your IP value represents the maximum number of implants your driver’s constitution can support. Each implant will cost a certain amount of IP and you may buy implants up to your maximum IP (given on your driver’s sheet). Though you do not have to use all of your IP, you may not exceed your maximum.

Upgrading your IP
Your driver’s maximum IP may be upgraded at the cost denoted on your driver’s 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.

Resetting Your Driver’s Implants
You may remove all of your driver’s implants and replace them with a new set only during the upgrades phase of the pre-race. Doing so costs $200.

46

Implants
Implants
Cybernetic Eyes
Implant May be taken up to 2X 10 IP

Slow eyes? Try cyber-eyes...
You gain +1 when rolling to hit per instance taken.

Muscle Replacements
Implant May be taken up to 2X 25 IP

You replace your muscles with a stronger, carbon-fiber mesh...
Opponents suffer –1 on their save rolls when you hit them with a melee attack.

Specialized Arm
Implant May be taken 1X 20 IP

You implant a third arm which is specialized to repair your bike...
You gain +1 on your on the fly repair rolls.

“Kamikaze” Rage Enhancer
Implant May be taken 1X 15 IP

A brain implants helps enhance your anger and remove your fear...
You deal 1 additional automatic wound when ramming.

Precision Body Control
Implant May be taken 1X 30 IP

Implants allow you to make much more precise turns...
You turn at 1/2 the movement cost when using the turning wheel.
47

Implants
Implants, cont.
Reflex Booster
Implant May be taken up to 1X 50 IP

You can quickly adjust to any situation or attack...
You gain an extra 6+ save roll. This roll cannot be modified in any way (up or down) and may be taken even if the wound you take does not allow saves.

Neural Motivator
Implant You gain +1 AP. May be taken up to 1X 100 IP

Your brain is implanted with a motivation chip that keeps you going at top speed...

48

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 front slot 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.

Alex’s Throat-Kicker, Steel Toed Boots, llc.
You automatically deal +1 wound per bike when attacking in melee for the duration of the next race.

Eric’s Generic, Chinese Knockoffs, Inc.
You may purchase weapons and items at a 25% discount during the next purchase upgrades phase.

The Sponsler, Mystery Benefactor
You immediately earn $200.

Groongo’s Great Gears, and Other Engine Parts
You may make 1 additional movement action per turn for the duration of the next race.

Riley’s Wiley Discount Shields
You roll +1 on to save for the duration of the next game.

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.

The Comeback Kid, Cowboy Boots and Apparel

49

Large Round Template Type: __________________

Large Round Template Type: __________________

50

Long Straight Template

Long Straight Template

Long Straight Template

51

4”

6”

2”

Front of Bike

Turning Wheel
4”
4”
2”
2”

6”

6”

Front of Bike

Turning Wheel
4”
2”

6”
52

Drone Card
Damage:

Drone Card
Damage:

Upgrade

Upgrade

Drone Card
Damage:

Drone Card
Damage:

Upgrade

Upgrade

Drone Card
Damage:

Drone Card
Damage:

Upgrade

Upgrade

Drone Card
Damage:

Drone Card
Damage:

Upgrade

Upgrade
53

Standard Actions Cheat-Sheet:
Movement Class AP Combat Class Shoot 1 Ram Melee 2 2 On the Fly Repair Repair Reload Initiative Boost Move Turbo Boost 1 2 AP Combined Class AP Recovery Class AP 1 2 1 1

11

penalty to hit * front slot disabled

20+

Actual Movement Score

Name of Player:

Class of Bike:

3

SPECIAL Slot:

4

Save 3+ 2+
Enhancement:

5+

4+

Armor
*
* Enhancement slot disabled

6-9
Damage Box:

Upgrade Cost $100 Save: (1 upgrade allowed) $800

5

6 -3

Weapons
*

10-11

7

Front:

8

Cockpit
Enhancement:

12
*
* Enhancement slot disabled

9

10

12

13

14

15

Tires
Rear: -3
movement penalty

2-3
*
* rear slot disabled

16

17

18 -2

19

Engine 4-5

*
movement penalty * Enhancement slot disabled

Enhancement:

DRIVER CARD
Total Cash
Name of Driver: Campaign Points Total Name of Player: Damage Dealt

DRIVER CARD
Total Cash

Name of Player:

50

100

150

$1000 per box

Cut Here

Damage Dealt CP Max IP Upgrade Cost Max Implant Points

Name of Driver:

Campaign Points

Total

Race 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

Race 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

CP

Max Implant Points

Max IP Upgrade Cost

50

100

150

$1000 per box Sponsor / Implants

Sponsor / Implants
Number Cost N/A N/A Name
Sponsor: Implants:

Name

Effect

Effect

Cost N/A

Sponsor:

Implants:

Total

Total