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10-31-17 Slots: 0

Same as mines/caltrops except they do no damage.


Bumper Trigger Doubles the ammo for that particular weapon but
Decide if attached front, side, or rear of your half are fakes. You must somehow secretly mark
vehicle. Link to a weapon that can fire on the same which are fake and which are real when dropped.
side. If hit on that side your weapon automatically Cost: 1
fires at target that hit that side. Only works on
defense. Fire Extinguisher
Cost: 3 Ammo: 1
Puts out fire. Must use crew member to use it.
Caltrop Thrower Cost: 1
Type: Shooting
Attack: - Fireproof Armor
Range: Double Slot: 0
Build Slots: 1 Double amount of save dice vs a fire attack
Special Rules: Ammo:3. Throws Caltrops up to Cost: 1
Double range. Scatter
Cost: 3 Flaming Oil Dropper
Type: Dropped
Countermeasures Attack: 2d6
Type: Dropped Range: Small Burst
Attack: - Slots: 1
Range: Short Burst Special: Ammo:3. Same rules as Oil Dropper plus
Slot: 0 fire, explosive
Special: If missile or rocket is attacking a target Cost: 2
within medium of countermeasures and the
countermeasures is in range of missile/rocket, on a Flame Cloud
4+ missile/rocket attacks countermeasure instead of Type: Dropped
target vehicle. Attack: 4d6
Cost: 1 Range: Small Burst
Build Slots: 1
Cluster Bomb Special: Ammo 3, Fire
Use with cannon, rockets, or mortar only Cost: 3
If hit target attack all other targets within short of
original target Grappling Gun
Cost: weapon cost x 2 Slot:1
When a Slide or Skid is rolled and the vehicle is
Drift Master within medium of obstacle on the same side as the
When applying a Slide result on this vehicle you Facing of the Grappling Gun the player may ignore
may stop when on the middle of the Slide template the Spin or Slide rolled on the Skid Dice. However
instead of the edge. the vehicle still takes a hazard token. Choose Facing
Cost: 2 of Grappling Gun. It can be turreted for x3 cost.
Special: Ammo: 3
Engine Upgrade Cost: 1
Slots: 0
+1 max gear (gear 6 max) Grenade Launcher
Cost: 2 Type: Shooting
Attack: 2d6
Fake Mines/Caltrops Range: Double
Build Slots: 1 Build Slots: 1
Special Rules: Ammo:3. Small Burst Template, Special Rules: Ammo:3. For every unsaved hit roll
Explosive, Scatter a Skid Die. Choose which one result happens to the
Cost: 3 target.
Shift: increase or decrease target's current gear by
High Performance Tires one. Can't go above targets max gear nor below
Slots: 0 gear 1. Target gains a hazard.
Roll +1 Skid Die. Remove one die of your choice Hazard: target takes 2 hazards
after rolls are complete. Skid: place Skid template on side of target opposite
Cost: 4 of the attacker. Move target as you would for
normal Skid. Target gains a hazard.
Ice Dropper Spin: attacker rotates target to facing of their
Type: Dropped choice. Target gains a hazard.
Attack: - Cost: 3
Range: Small Burst
Slots: 1 Laser Beam
Special: Ammo:3. Gain 1 Hazard. Slick : Reroll a Type: Shooting
Shift. If no Skid Dice were rolled roll 1 Skid Die Attack: 2d6
and apply a Spin, Slide, or Hazard if rolled. Gain Range: Double
Hazard as normal. On Spin opponent of Ice Dropper Build Slots: 1
chooses facing. Special Rules: For every unsaved hit roll 1d6
Cost: 3 1. 1 damage
2. 1 damage
Improved Suspension 3. 1 damage
Slots: 0 4. Kill 1 crew (can't kill last crew otherwise 2
+1 handling damage)
Cost: 3 5. Shift target up or down one gear (can't go above
max gear or below gear one otherwise 2 damage)
Jump Jets 6. Lower handling of target by 1 (min 1 handling
Slot: 1 otherwise 2 damage)
Special: Ammo: 1. Lightweight vehicles only. Cost: 4
Allows vehicle to jump over "short" obstacles such
as walls and other vehicles. The vehicle gains 2 Mine Thrower
Hazard tokens when using Jump Jets. Type: Shooting
When attempting to use Jump Jets roll 1 Skid Attack: 3d6
Die. If the result is a Hazard symbol the Jump Jets Range: Double
failed to engage and normal result of maneuver Build Slots: 1
happens. If any other symbol is rolled on the Skid Special Rules: Ammo:1. Small Burst Template,
Die the vehicle's Jump Jets works and the vehicle blast, Scatter
ignores the short obstacle/vehicle. Cannot stop on Cost: 2
top obstacle. If not enough room to complete
maneuver do a Smash attack against Off-Road Tires
obstacle/vehicle (this vehicle may not avoid). Slots: 0
Cost: 1 Ignore penalty for Rough terrain.
1 Hazard for Treacherous terrain.
Kinetic Lash Cost:
Type: Shooting
Attack: 3d6 Paint Gun
Range: Double
Type: Shooting Cost: 4
Attack: -
Range: Large Burst Spoilers and Air-dams
Slots: 1 When in gear 5or 6 roll one extra Skid Die. Remove
Special: Ammo:3. Target hit by Paint Gun gain +1 one Skid Die when roll is completed.
hazard and -1 handling. Can be removed once all Cost: 1
hazard tokens are removed from vehicle.
Cost: 2 Spring Loaded Ram
Type: Smash
Paint Cloud Dropper Attack: -
Type: Dropped Range: Smash
Attack: - Slots: 1
Range: Small Burst Special: After a collision on side with Spring
Slots: 1 Loaded Ram and the vehicle with SLR successfully
Rules: Ammo:3. The small burst template will stay made at least one avoid the vehicle with SLR moves
through this round and the following round. the vehicle it successfully made the avoid roll
Remove template after second round. Target hit by against anywhere within short distance from it. It
Pain Cloud gains -1 handling. Can be removed once can then rotate the target any direction you wish as
all hazard tokens are removed from vehicle. long as it does not collide with it again.
Cost: 1 Cost: 1

Proximity Mine Dropper Tear Gas Dropper


Type: Dropped Type: Dropped
Attack: 2d6 Attack: -
Range: Small Burst Range: Large Burst
Build Slots: 1 Build Slots: 1
Special Rules: Ammo:1. Blast, if within short of Special Rules: Ammo:1. Counts as Treacherous
proximity mine, except one that laid mine, on 4+ ground. Big Tires still take 1 Hazard.
explodes short distance of mine Cost: 2
Cost: 3
Tear Gas Thrower
Radar Guided Type: Shooting
Works only on canon and rockets Attack: -
Reroll one attack Die Range: Double
Cost: 2 Build Slots: 1
Special Rules: Ammo:1. Small Burst, Scatter. Same
Radar Jammer effect as Tear Gas
Nullifies reroll for Radar Guided weapons. If Cost: 3
opponent dies not have Radar a Guided they must
reroll a successful hit (reroll a 6 if rolled). Tracer Bullets
Cost: 1 Works only on machine-guns, heavy machine-guns,
and mini-gun
Slide Phenom Reroll one attack Die
May use a Shift result as a Slide instead. Cost: 2
Cost: 4
Vehicular Shotgun
Spin Phenom Type: Shooting
May use a Shift result as a Spin instead. Attack: 2d6
Range: Large Blast
Build Slots: 1
Special Rules: Ammo: 3
Cost: 2

Scatter Weapons
Roll 3d6
If 2 or more hits successfully landed at attackers
chosen target.
If 0-1 hits attack scattered. Roll 1d6
1. Side facing attacker short distance from target
vehicle
2. Side clockwise from side facing attacker short
distance from target vehicle
3. Side opposite facing attacker short distance from
target vehicle
4. Side counterclockwise facing attacker short
distance from target vehicle
5. Target's choice of which side
6. Attacker's choice of which side

2
Attacker 1 Target 3
4

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