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THE FANTASY GAME OF SPEED

Death Roller Racing 2550 V1.03


Author: Tim Hearthward, email: tim.hearthward@gmail.com
Acknowledgments:
This original idea for Death Roller Racing was created by Neilpferd In 2012 and can be found here
https://www.impactminiatures.com/DeathRollerRacing/ZlurpeeBowl_DeathrollerRacing.pdf
Notes for Fantasy Football Veterans………..………………………….2
On The Line………………………..………………………………………..3
The Rise of Death Roller Racing………………………………………...4
The Death Roller………………………………………………………… …5
Setup………………………………………………………………………….7
Rounds…………………………………………………………………….…8
Turns………………………………………………………………………….8
Moving………………………………………………………………………..9
Turning………………………………………………………………………10
Spin Out…………………………………………………………………......11
Handling…………………………………………………………………......11
Ramming………...…………………………………………………………..12
Collisions…………………………….………………………………………15
Crashing……………………………………………………………………...17
Winning…………………………………………………………………… …18
Optional Rules:
The Pits………………………………………………………………………19
Arenas…………………………………………………………………….. …20
Starting Slicks and Debris………………………………………………..21
Weather………………………………………………………………………21
Custom Death Rollers……………………………………………………..22
Skills………………………………………………………………………. …24
Sample Death Rollers………………………………………………….. …27
Tips……………………………………………………………………………28
Roller Cards……………………………………………………………… …29
NOTES FOR FANTASY FOOTBALL VETERANS:

It’s like Fantasy Football, but not...


For a start, there’s no ball! But that’s pretty obvious. Death Roller Racing uses familiar fantasy football game
mechanics for a very different experience. A lot will feel familiar but there’s been some major changes as well.
Here’s a quick list of the key differences.

The pitch
Known as an arena, only the outside four squares of a standard Fantasy Football pitch are used, creating
a rectangular racetrack. You’re trying to win a race, not score touch downs. There are also slicks to slip
on and debris to crash into.

The rollers
Whilst you can build something very similar to the familiar Dwarf Death Roller, modern racing rollers
take many forms and tend to be lighter and therefore, faster but less armoured. There’s wide scope to
design your own roller.

Moving
Rollers have a facing and must make turn moves to change it. They can also make as many Rush moves
as they like if they can build the momentum to do so but this comes with increasing risk of losing
control. Slipstreaming is also a thing!

Ramming
Crashing into someone on purpose, you’ll recognise the dice and the way they’re used. Pows now push
the defender in the line of the ram rather than to one of three squares. This makes getting those crash-
causing Chain-Collisions much more likely.

Fouling
There are no fouls! No referee is mad enough to get in the way of multiple rampaging Death Rollers.
Anyone is a target on your turn, whether they’re up and running or stalled and vulnerable.

Armour & Injury


The relative speed of rollers colliding can have a huge effect on the armour roll and stuns are replaced
with spinning out. Otherwise, much is the same except for some name changes; injuries are called
crashes and casualties are known as breakdowns. Crashes won’t remove a player from the action
though. There’s never a need to lie a model down or replace it with a token.

Skills
Most skills have found their way into the game, except for the passing ones, there’s no ball after all.
Nearly all the skills function in a different way to varying degrees but the names remain the same and
the skill’s effect will feel familiar.
Klint eased his grip on the handlebars and tried to relax. Months of training in an empty arena had not prepared
him for this moment. The noise from the crowd was deafening, even for ears used to the roar of a Death Roller
engine. The glare of the spotlights stung his eyes, masking his view of the first corner down the track. Favours
had been asked and honour was at stake, now was not the time to lose focus.

He let out a long breath and concentrated on the heartbeat throb coming from the machine beneath him.
Valeya’s Virtue, made by his father’s hand and raced by it too for decades previous. A thing of beauty wrought
of steel and embellished with gold inlay. Her steam engine pulsed as she idled steadily on the start line, patient
and ready, a veteran. Calm returned. He gave Veevee a loving pat.

Looking over to his right, he saw his training buddy Heinrich atop his wheeled contraption. The engineering
was shoddy by any respectable standards but somehow the machine kept going, and going well. Klint would be
hard pressed to keep pace with him. The human caught his glance and raised a hand in salute, a grin visible
under his moustache. Klint returned the gesture with a nod, but it was lost as Heinrich’s attention was drawn
away.

A large beast was being herded onto the track to take the far starting spot, a mass of muscle and teeth, nothing
more than a large ball with legs and a serrated mouth. Goblins in dark rags tried desperately to prod it into
position, another clung precariously to its back. The creature snapped and hissed, barely under control. Heinrich
was visibly perturbed. A smile crept across Klint’s face, maybe he was in with a chance after all.

More drivers were lining up behind him, he could hear the engines and the shouts of pit crews doing their final
checks. They would be racing away from him in the opposite direction and the thought of meeting them head on
around the far side of the track filled him with trepidation. Focus, he told himself again, he needed to
concentrate on his own race group for now.

Klint looked left, and down at the last competitor on his side of the line. A single
wheel was all that he could see, a tiny engine mounted on a frame within it. So
small and vulnerable, a death trap. The sweet scent of burning alcohol wafted up
from the exhaust as it putted in wait of the race ahead. A Halfling sat on a saddle in
the middle of the device just in front of the engine, his stubby legs out to either side
to balance the thing. One finger deeply exploring a nostril as if he had not a care in
the world.

His ire at the nonchalance was quickly ended by a sudden flare of red light. A
moment later the noise from the crowd surged as they realised the race was about to
begin. Klint’s heart jumped as his own awareness caught up and a rush of adrenaline
coursed through his veins.

The red light changed to amber. His hands gripped the controls and his eyes focused
on the track ahead, ready, poised for action.

Green!

Engines roared all around him as reflexes kicked in and his training took over.
Veevee sprang forward off the line.

The race was on.


Half-time entertainment at football games has always been a spectacle, with some fans only attending a match to
see the team’s cheerleaders try to outdo each other with their thrilling routines. The mob is hard to please
though, and in an effort to keep the crowd entertained stadium owners have gone to some wild and wacky
lengths over the years. From public executions to Halfling pie throwing, none have quite taken off like Death
Roller Racing.

It all began back in 2512 during the High Mountain Cup when two Dwarf teams faced each other on the pitch.
The match ground to a halt as two immovable walls of beards and biceps met each other over the line of
scrimmage. As if to epitomise the struggle, both team’s Death Rollers collided head-to-head at the centre of the
pitch, their drive-wheels spinning great ruts in the turf as neither could gain an inch.

As the halftime whistle blew to jeers from a bored crowd, a derogatory comment from one of the drivers about
the other’s roller fell like a spark on the player’s frayed tempers. A punch-up of epic proportions ensued and the
riot quickly spread to the stands. The city guards were sent in to stop the worst of the damage and the High King
himself climbed down from his box intent on the cause of the fracas.

The sight of their King, and his bodyguard of stoic warriors, soon quelled the violence on the pitch and both
teams gathered round to receive their chastisement. Knowing that honour was at stake, and that it could lead to a
costly grudge-feud if left unresolved, the king boomed out his proclamation for all the Stadium to hear.

In order to settle their dispute both Death Rollers would complete a circuit of the pitch, using whatever means
they wished to delay and disrupt their opponent. The first to complete the full lap would prove their roller
superior and nothing more would be heard on the matter. The rollers took up position at the edge of the pitch,
using the Line of Scrimmage as a marker for the lap. The crowd hushed and even the guards took a break from
cracking skulls to watch the spectacle. The race was slow and brutal, both drivers giving it everything to disable
their opponent. As the victor finally limped across the finish line the fans erupted in a roar of deafening cheers.

The match ended in a convincing win for the faster driver’s team and everyone went home happy. It wasn’t until
the next game that the stadium officials realised there could be more to it. At the halftime whistle, as the teams
left the pitch, the crowd was oddly silent. From somewhere far to the back came the shout of ‘Rollers!’ that
quickly developed into a chant, ‘Roll-ers, Roll-ers’. The mob had found a new fix.

Word of the spectacle quickly spread to other stadiums and within a year it was commonplace for two rollers to
race for the crowd at halftime. In an effort to keep the fans appeased, organisers held ever bigger and more
fantastic races. More competitors, more laps, even large aggressive beasts were herded onto the pitch to spice
things up. The rollers began to evolve into faster machines and the drivers too, at least the ones that survived,
began to develop more skills and tactics. Soon down-and-out stadiums were being repurposed into full-time
racing arenas and purpose-built tracks started to appear with pit lanes where dugouts would once have been.
Championships became established and Sponsors began to take an interest

Death Roller Racing was here to stay.


Dwarves will always be known for inventing and using the infamous Death Roller on the football pitch.
However, modern roller racing attracts a wide variety of races and peoples, and their rollers take an equally
diverse form. Whilst many are hulking steam-powered machines in a similar vein to the original Death Rollers,
others are little more than armour plates affixed to a large beast to offer it protection. Whether they roll, stomp,
ooze or bound, the term ‘roller’ has stuck and fans, and pundits alike, use it to refer to the competitors.

Not all forms of roller are suitable to take to the arena, however. This quickly became apparent when the Elven
Dragon Prince Tilandwyr entered his gleaming chariot in the Champions Cup at the renowned Bronze Hatch
arena. The racers had barely made the first corner before his four prized white stallions were a red smear on the
arena wall. Fans near the trackside said they could see the tears running down his cheeks right up to the moment
a trailing roller permanently ended all such concerns for him. Following several similar incidents, chariots
quickly fell out of fashion in favour of more mechanical or protected designs.

Death Roller Cards


Each roller has its own card that details its strengths and weaknesses. The Players use these to keep
track of the roller throughout the race.
Roller: Class: Medium
Roller
Every roller needs a name so the crowds Driver: SPP:
can chant it from the stands. Build:

Class
Rollers are classified by weight, this MA ST AG AV Status:
affects its profile and available skills. 6 5 4+ 8+
Items:
Driver
Almost as famous as their rollers, drivers
can gain riches and respect or become the Skills: Tackle
target of the crowd’s ire.

SPP – Seasoned Pilot Points


These keep track of a driver’s progress and can AG - Agility
be used to learn new skills. A measure of how well the driver can handle
the roller, this is a target that will have to be
Build met when performing various manoeuvres.
These are the customisations used to build the
roller. AV - Armour Value
How well protected a roller is, this target will
MA - Movement Allowance need to be met to cause this roller to crash.
This is the amount a roller can move along
each turn. Skills
These are tricks the driver has learned as well
ST - Strength as feats the roller itself is capable of.
An indicator of the mass of a roller and the
power of its driving force, this value Items
determines the outcome of intentional impacts. Single-use items the driver can employ at
critical moments during the race.
Status
There are several statuses each player will need to track on their roller with appropriate tokens or
markers.

Facing Momentum
It is important to know which direction a roller Rollers with Momentum can gain extra
is facing during a race as this affects its movement and the strength of rams made by or
movement and the strength of collisions. The against them may be affected. A roller gains or
roller model should have an obvious forward keeps Momentum at the end of its turn if it is
face or have it marked on its base. not Stationary. A roller can lose its Momentum
from a Spin Out, being successfully rammed
Stationary and other such calamities. It can also
Rollers become stationary after crashing, being voluntarily lose its Momentum at any point
bashed or skidding on oil, ooze or such like. after moving a square.
The roller will not have Momentum in the turn
following becoming Stationary and the Dazed
strength of rams made against it may be A bad crash can stun a driver causing them to
affected by the Stationary status. A roller that lose valuable time whilst they gather their
is Stationary automatically fails any Agility wits. A roller with a Dazed driver will have a
tests it is called to make. D6 on its Stationary marker showing a 1.

Ready Stalled
Rollers that are Ready have not yet acted this A Stalled roller is having trouble getting
turn. restarted after a crash. It will have a D6 on its
Stationary marker to indicate the target
required to get going again.

Miniature by Fanath
The Arena
Death Roller Racing arenas come in varying levels of sophistication from purpose-built tracks to
hastily laid out cordons on a football pitch to offer some halftime spectacle. However grand the arena,
they all conform to standard dimensions to ensure drivers can compare their times across the various
leagues that have sprung up across the land.

Due to its roots in halftime entertainment, the standard Death Roller Racing arena has the same
dimensions as a fantasy football pitch, 26 by 15 squares. The middle 18 by 7 squares are blocked off
creating a track 4 squares wide. A start/finish line runs across the track at the middle of the long edge,
where the line of scrimmage would be. This extends across both sides of the track but might only be
used on one side with fewer drivers competing.
START / FINISH
START / FINISH
START / FINISH
START / FINISH

Starting Positions
Each roller begins the race on a square with a start line directly to their rear. The order of the initial
Round is determined by a dice roll so it makes very little difference which square a roller starts from.

For games of 1 to 4 players all the rollers are set up along one start line and will race clockwise
around the track. For races of 5 to 8 players divide the rollers across both start lines, one group racing
clockwise, the other counterclockwise. With 9 to 16 players split the rollers across
both start lines and split them again so that on each start line a group of rollers will be facing in either
direction. Games of 5 or more players will result in rollers coming head on to their competitors as
they race around the track, merry mayhem will ensue.

Once a player has selected a start line they place their Death Roller Card on the side of the table next
to it. This serves as a reminder for which finish line the roller is aiming for.

Number of Laps
A race can last for any number of laps, but this needs to be decided upon before the race begins. A
single lap with 4 rollers competing will last about 30 minutes with everyone familiar with the rules.
A race is divided into rounds, during which each roller takes a turn to try and get ahead along the
track.

Ready Rollers
At the start of a round place a Ready marker on each roller’s card, this keeps track of who has and
hasn’t acted in this round.

First Round Turn Order


For each of the starting lines, determine the order in which the rollers will act in the first round
separately. Each player roles a D6 and adds their AG to the result. The roller with the highest total
goes first and gains 1 MA this round as it beats the others off the line. The rest act in descending
order. In the case of a tie, the roller with the highest MA wins.

Subsequent Turn Order


Each roller takes its turn to act in
order of which is closest to their own
start line. Where two or more rollers
4
are the same distance from their own
start line, the closest to the outer edge

START
3 1
goes first. In the case of further ties
each player rolls a D6 with the higher 2

acting first.

These rollers are numbered in order of turn activation during this round.

At the start of a roller’s turn, remove its Ready counter to show it has acted this round. During its turn
a roller can move, carry out a ram against another roller and gain Momentum.

Dazed or Stalled Ram


A roller that has a D6 next to it at the start of Once a turn, at any point in a roller’s move, it
its turn may do nothing but roll that D6. The can crash into another roller in an attempt to
number the D6 was showing prior to being slow it down, push it off course or wreck it
rolled is the target required for the roller to get entirely.
moving again. If the D6 roll meets the target
the dice is removed. If the target is not met the Gain Momentum
D6 is replaced on the Stationary marker At the end of its turn, if it is not Stationary, a
showing a target of one less. A target of 1 is an roller gains Momentum. The roller will be able
automatic pass. to move extra squares next turn if it can keep
its Momentum marker until then.
Move
The roller can move around the arena a Skills
number of squares equal to the Movement Some skills can be used at certain points
Allowance (MA) on its profile. Turning and during a roller’s turn.
carrying out rams against other rollers will use
up MA.
Normal Movement
During a roller’s turn it may move a number of squares equal to the
MA shown on its profile. Rollers can normally move forward to an
empty square directly in front of them or diagonally, to one either
side of it. When a roller moves diagonally its facing remains same.

Other rollers, walls, and debris may m a roller from moving to an


empty square. A roller cannot move diagonally forward past the
corner of a wall or between two other rollers, debris or other
obstacles that are diagonally adjacent.

Momentum
A roller with Momentum must continue to make normal moves Legal (green) and illegal (red) moves.
until it loses Momentum or runs out of MA. If it has Momentum
after using all its MA, it may make Rush moves. A roller may voluntarily lose Momentum after a
normal move but can’t whilst turning, Slipstreaming or making Rush moves.

Stationary
If a roller doesn’t have Momentum, it may voluntarily become Stationary at the cost of 1 MA.
Stationary rollers never have Momentum but may move normally if they have the MA to do so.
Whilst a roller is Stationary it’s driver cannot use any skills unless stated in the skill description.

Reversing
Sometimes a roller will need to back up after an unfortunate Spin Out or Collision. Rollers can move
to an empty square directly behind them at the cost of 2 MA. They retain their original facing. A roller
that reverses is considered Stationary after each move.

Rushing
Using a roller’s built-up momentum, the driver can push it beyond its safe limits to eke out every last
bit of speed. This can be dangerous though as the roller begins to wobble and shake uncontrollably.

If a roller has Momentum, it can move extra squares beyond its MA as Rush moves. The extra
movement must be used in the same manner as normal movement. A roller cannot Reverse or Turn
whilst making Rush moves.

After a roller makes a Rush move, make a test to see if the driver retains
control. Roll a D6, on a result of 2+ the driver handles the extra speed
and the roller may make another Rush move. On a 1 or less the driver
has lost control and the roller suffers a Spin Out (see below for more
details). Each extra Rush move a roller makes in its turn gives a
cumulative -1 modifier to the roll, so the second is at 3+, the third 4+
etc. However, a roll of 6 is always successful.

Slipstreaming
Rollers are large and far from aerodynamic, when moving at speed they
leave behind a trail of roiling air that others can use to their advantage.
If a roller is in an unobstructed lane behind a roller with Momentum
and they are facing the same direction it can make Slipstream moves. Rollers with Momentum (blue) give
Slipstream lanes.
A roller can use D3 extra MA whilst Slipstreaming each turn but
cannot use them to Reverse or Turn.
Even the lightest rollers are heavy things and when moving at speed they can be hard to manoeuvre.
Only the most specialised rollers can turn on the spot, most will need to be moving to change the
direction they face.

A roller can make as many turns as can be made with its MA but the turn must be made completely.
As with Normal Movement, a roller may not turn between two other rollers that are adjacent
diagonally and cannot turn past the corner of a wall.

Rush moves and Slipstreaming cannot be used to make all or part of a turn and rams may not be
carried out whilst turning. The MA cost to make the turn and distance moved depends on the speed of
the roller, as detailed below.

Turning Without Momentum Turning With Momentum


To turn the roller, move it 1 square diagonally A roller that has Momentum is considered to
forward either left or right and turn its facing be travelling at speed and will be harder to
90 degrees in that direction. This costs 2 of the turn. A turn with Momentum costs 3 MA, the
roller’s MA for the turn. roller is moved 2 squares forward and one to
either the right or left then turned 90 degrees
in that direction.

Turning Whilst Reversing


A roller can turn whilst reversing. Move the
roller to the square directly behind it and turn
it to face 90 degrees to either the left or right.
This costs 3 of the roller’s MA for the turn.
Rollers are difficult things to steer at the best of times but with
uneven tracks, oil slicks and being smashed into by other rollers a D8 New Facing
driver will often lose control during a race. When this happens the 1-2 180 degrees
roller slides to a halt in a terrifying spin.
3-4 90 degrees clockwise
The roller becomes Stationary and if they are active, their turn 90 degrees
ends. Roll a D8 and consult the New Facing table to determine 5-6
counterclockwise
which way it is now facing compared to before the Spin Out.
7-8 Original facing

A good driver in an agile roller can handle all that a rough track and devious opponents can throw at
them. A slow-witted driver in a unwieldy roller may find themselves an easy target for their more
skilled and nimble competitors.

Rollers test against their agility when crossing Slicks or trying to avoid damage in a Chain Swerve.
Lots of skills also require an AG test to see if their effect occurs, others force an AG test on an
opponent to avoid negative effects.

Agility Test
To make an AG test, roll a D6 and compare it to the target given by the AG value on the roller’s
profile. If the target is met, the test is passed. Skills that call for an AG test often have a side effect if
the test is failed on a roll of 1.

A Stationary roller automatically fails any AG test it is called to make.

Miniature by Fanath
The fans don’t pay good money just to see drivers race around the arena, the big draw is the crash of
colliding rollers and the clatter as debris flies across the track.

Ramming is the main way in which a roller can slow or stop its opposition. A driver aims their roller
at another and intentionally crashes into them, using speed and weight to their advantage. Even a
minor collision will cause an opponent to lose Momentum and give you the edge in the next round.
Ramming can be risky for both parties though and anyone attempting such a manoeuvre should try to
stack the odds in their favour.

A roller may carry out one ram a turn at any point during its move at the cost of 1 MA. If a Rush
move is used for the ram the test to keep control must be made first. Failing the test causes the roller
to Spin Out in the square it’s in before it can carry out the ram. In the same way as Normal
Movement, rams cannot be made between to diagonally adjacent rollers or around wall corners.

Compare Strength
A ram is resolved by rolling a number of ram dice determined by comparing the ST of both rollers
involved. However, the ST of the ramming roller is first modified by the relative speed of the two
rollers, which is determined by comparing their facing and movement status. Skills may also affect ST
values and the number of ram dice rolled.

Facing
A roller can carry out a ram against a target in one of the 3 squares in
front of it from its front face. If it is not Stationary it can ram a target
directly to the side with its side face. It can also ram a target directly to
its rear with its rear face, but only whilst Stationary. The target is hit Only when Only when
on its face closest to the attacker. In the case of a forward diagonal moving moving
ram, the target is hit on the face parallel with the facing of the attacker.
Only when Stationary
Relative Speed
Much of the strength with which two rollers collide depends on the Rams can be made in certain
relative speed between them. Two rollers travelling at high speed in directions dependant on movement.
the same direction will have much less of an impact than two in a
head on collision. To work out how the ram is affected cross-reference the two rollers speed on the
appropriate table for the face the defending roller is hit on. This value is applied to the attacker’s ST
value for the ram as well as any armour rolls that occur, both for the defender and attacker.

Defender hit Defender hit


on rear Defender’s Movement on side Defender’s Movement
Attacker’s Attacker’s
Movement Momentum Normal Stationary Movement Momentum Normal Stationary
Forward Forward
Momentum
- +1 +2 Momentum
+2 +2 +2
Forward Forward
Normal
-1 - +1 Normal
+1 +1 +1

Side Swipe - - - Side Swipe - - -


Reverse No Ram -1 - Reverse -1 -1 -1
Defender hit
on front Defender’s Movement
Attacker’s
Movement Momentum Normal Stationary
Forward
Momentum
+4 +3 +2
Forward
Normal
+3 +2 +1

Side Swipe - - -
Reverse +2 +1 -

Ram Roll
Once the adjusted ST of each roller has been established compare the values. The attacker rolls a
number of ram dice as indicated in the table below. Depending on the ST comparison the Attacker or
Defender will choose which ram dice result to use, if more than one is rolled.

ST Comparison No. Ram Dice Rolled


Attacker has more than double ST of Defender 3 Ram dice - Attacker chooses
Attacker has more ST than Defender 2 Ram dice - Attacker chooses
Attacker has equal ST to Defender 1 Ram dice
Defender has more ST than Attacker 2 Ram dice - Defender chooses
Defender has more than double ST of Defender 3 Ram dice - Defender chooses

Ram Result
Ram dice are D6s that can result in one of 5 outcomes, the Swerve result appears on two faces.

Defender Knocked
The two rollers collide as the attacker careers into
the defender, sending it flying. The defender loses
Momentum and the attacker must make an armour
test against them to see if they suffer a Crash.

The defender is moved to the next square in line with


the direction the ram came from. If that square
contains another roller, debris or wall a Collision
occurs (see Collisions below). The defender’s Facing
is not changed. The attacker may choose to follow
up the ram into the square the defender vacated, with The attacker (red) rams the defender (yellow)
no MA cost. They retain their facing. and moves them with a Defender Knocked
result.
!
Defender Clipped
The ram is on target but leaves an opening a skilled driver could use to escape. If the defender
has the Dodge skill treat this as a Swerve result, otherwise treat it as a Defender Knocked
result.

Swerve
The defender sees the ram coming and steers to
avoid it. The attacker must move the defender to an
empty square in line with the direction the ram came
from or to one of the squares either side of that,
adjacent to the defender. If all the squares contain
another roller, debris or wall the attacker may choose
which square the defender swerves to and a Collision
occurs (see Collisions below). The defender’s Facing
is not changed. The attacker may choose to follow
up the ram into the square the defender vacated, with
no MA cost. They retain their facing. The attacker (red) rams the defender (yellow)
and moves them with a Swerve result.

Both Knocked
The two rollers collide in a mess of mutual destruction. Both rollers must make armour tests
for each other to see if they Crash. Both rollers lose momentum.

Attacker Knocked
The attacker misjudges the ram
completely and bounces off the
defender. The defender must
make an armour test for the
attacker to see if it suffers a
Crash.
Where lots of rollers are packed into a small area vying for the best racing line, even a small shunt can
quickly cascade into a large pile-up.

If a roller tries to enter the same square as another without carrying out a ram there’s a chance they
collide. This usually happens from being rammed but may also occur from moving over slicks or
misjudging a high-speed manoeuvre.

The roller occupying the square must pass an AG test to avoid the collision. If the test is passed the
colliding roller loses Momentum and the occupying roller is moved as if it suffered a Swerve result
from a ram. If the test is failed both rollers lose Momentum and must make Armour tests for each
other to see if they suffer a Crash. The occupying roller is then moved 1 square in the same direction
the collider came from in the same way as a Defender Knocked ram result. This may cause another
Collision if the square is occupied.

Chain-Collisions
A well-aimed Swerve or an unlucky slide can easily cause a large crash as one roller piles into
another, pushing it into another, and so on.

If more than two rollers are involved in a Collision, resolve all the AG and Armour tests before
making any of the movements required.

Walls
Both the outside and inside of a Death Roller Racing track are often
lined with sturdy walls to keep the spectators safe and give the drivers
something to crush their opponents against.

When a roller collides with a wall it loses Momentum and must make an
Armour test to see if it suffers a Crash. For the purposes of Relative
Speed, the roller is treated as the attacker and the wall is considered a
Stationary defender. If a roller collides with a wall, it faces it also
becomes Stationary.

If the roller collides diagonally into the wall it will move into the next
square along it and may cause another collision if that square is
occupied. A roller that collides directly into a wall remains in its square
and any other rollers involved with a Chain-Collision aren’t moved One defender (yellow) collided
directly with the wall after a
either.
Swerve. The other hits diagonally
and moves along a square.
Debris
The remains of previous wrecks often litter a Death Roller Racing track and large parts frequently fall
off rollers during the heavy impacts they suffer.

If a roller enters a square containing a Debris marker it suffers a Collision as if it had hit another roller
but the Armour test has a +2 modifier. The Debris marker is not moved and any Chain-Collisions
involved come to an end.
Slicks
Any impact involving a roller is likely to shed engine oil, nuts and bolts, viscous slime or other sundry
small parts that keep it running. Whenever a roller fails an AV test, place a Slick marker on the square
the roller ends up in after any Chain-Collisions are resolved. Only one Slick marker can occupy a
square, any further Slicks on that square are ignored.

A roller may suffer a Spin Out when moving onto a square containing a Slick.

Rollers Without Momentum Rollers With Momentum


A roller making a normal move or Slipstream A roller with Momentum entering a square
move onto a square containing a Slick must containing a Slick loses Momentum and
make an AG test. If the test is successful the continues 1 square in the direction it last
roller can continue with its move, if not it moved. If that square is empty they suffer a
suffers a Spin Out on the square containing the Spin Out, if it isn’t they suffer a Collision.
Slick. If the roller was turning, the AG test is
automatically failed.

Out Of Control Rollers


Rollers that have been moved by a Defender
Knocked ram result, a Slick or a Collision, that
enter a square containing a Slick suffer a Spin
Out in that square
When a driver’s skill at manoeuvring has failed them the only thing that can save them is the
sturdiness of their roller. If the roller’s armour also fails, the driver can be in real trouble!

Armour Test
The better built and more heavily protected a roller is, the more able it is to withstand impacts with
walls, debris and other rollers. None of them are indestructible though and a high-speed head-on
collision is likely to wreck even the toughest roller.

To make the Armour test, roll 2D6 and adjust the result by the Relative Speed modifier for the ram or
collision (see Ramming above) and any relevant skills. If the adjusted result meets the target given by
the roller’s AV value then a Crash has occurred. Otherwise, the roller has withstood the impact, it
loses Momentum but suffers no other effects.

Crash Breakdowns
When a roller’s armour fails to absorb an Racing is hard on the rollers and sooner or
impact, the driver loses control and damage later they’ll take a bad hit. If your roller has a
may occur, roll 2D6 and consult the Crash Breakdown, roll a D16 and consult the
table below. Breakdown table to see what’s gone wrong.

2D6 Crash D16 Breakdown


1-7 Spin Out 1-6 Stalled
8-9 Dazed Driver 7-11 Unreliable
10+ Breakdown 12-14 Damaged
15-16 Wrecked
Spin Out
The impact sends the roller spinning like a top,
it suffers a Spin Out, as detailed above. Stalled
When a roller is Stalled it becomes Stationary
Dazed Driver and can’t get moving straight away.
The roller suffers a Spin Out as above but the
Place a D6 on the Stationary marker showing a
driver is also completely shaken by the crash.
4 result. Whilst the D6 remains on the
The roller loses its Ready marker if it has one.
Stationary marker, the only thing the player
If it doesn’t have a Ready marker place a D6
can do on their turn is roll the dice.
on its Stationary marker showing a 1.
On a result of 4-6 the roller gets going and can
Breakdown continue as normal in the following turn,
The roller suffers a Spin Out but something remove the D6 from the Stationary marker.
more fundamental has also gone wrong. The
roller has also suffered a Breakdown. On a result of 3 or less the roller remains
Stationary with the D6 in place. The target for
the Stalled roll next turn is reduced by 1, this
is cumulative with previous failed Stalled
rolls. Change the D6 to show the result
required next turn.
Unreliable
The roller has Stalled and suffers +1 to all Wrecked
further Crash rolls, make a note on the Roller The roller is completely trashed in a shower of
Card. broken parts and cannot be restarted. Whilst
the arena team clear it from the track the pit
Damaged crew work feverishly to get it going again.
The roller has taken damage but the driver
manages to keep it limping on. It has Stalled Place a Debris marker on the square the roller
and suffers a characteristic reduction for the was Wrecked in. The roller suffers a
rest of the race. Roll a D6 and consult the table characteristic reduction as ‘Damaged’ above
below. and must restart the lap. The roller is
repositioned on the track in front of any
starting line but is considered Stalled.
D6 Damage Effect
1-2 Panelling Bent -1AV
Functionality Lose a random
3
Impaired skill
4 Chassis Buckled -1AG
Drive Chain
5 -1ST
Stretched
6 Axle Snapped -1MV

The race is won at the end of the round in which a roller completes the required number of laps.
However, being first over the line doesn’t necessarily make you the winner of the race. A round of
game time is considered to be happening all at once, therefore the roller that has moved the furthest
past their finish line by the end of the round is declared the victor. If two or more rollers are level, the
one with the fastest movement status wins. Rollers may carry out rams and use Rush moves once past
the finish line.
Once you’ve got the hang of the core rules you can add to your races with the optional rules below.

Even if a roller can make it around the track without being rammed into pieces or crushed against a
wall, they’ll start to lose power. Whether it’s a beast’s legs tiring, a loss of steam pressure or some
arcane energy running low, it’ll need topping up before long.

Running on Empty
Races that go on for more than one lap have a wearing effect on the rollers. Each time a roller
completes a lap it loses 1 MA and 1 ST from its profile. Rollers can remove this modifier by stopping
in the pits to refuel and repair.

Entering the Pits


The pits are located in the central area of the arena, on the inside of
the track. Rollers access the pits by moving off the track from the
square adjacent to the inside wall before their start/finish line. The
roller must be facing perpendicular to the wall, it cannot drift
sideways into the pits but can reverse in if desired.

Filling Up
Once in the pits, place the roller in the central section of the board
with a Stationary marker next to it with a D6 on top showing a 4
result. Whilst the D6 remains on the Stationary marker, the only
thing the player can do on their turn is roll the dice.

On a result of 4-6 the roller gets going and can continue as normal
Enter the pits just before the finish line
in the following turn, remove the D6 from the Stationary marker.
and re-join the track on the start line.

On a result of 3 or less the roller remains Stationary with the D6 in place. The target for the Stalled
roll next turn is reduced by 1, this is cumulative with previous failed Stalled rolls. Change the D6 to
show the result required next turn.

Repairs
Whilst the roller is in the pits, the pit crew can attempt to hastily repair damage it has sustained during
the race so far.

When the roller is in the pits it may recover from effects it has suffered from the ‘Damaged’ table in
the ‘Breakdown’ results. Up to three damage effects can be removed, each increasing the target on the
Stationary D6 by 1. If the target is raised to 7 the D6 roll is automatically failed. Extra damage may be
fixed on subsequent turns by raising the D6 target once it has been reduced by a previous failures on
the roll.

Exiting the Pits


If a roller starts its turn in the pits without a D6 on its Stationary marker, it may exit the pits and re-
join the race. The roller is placed on the track facing towards the outside wall, on the square adjacent
to the inside wall and directly after its start/finish line. It may then make a full move. If the square is
occupied by another roller a collision occurs.
Racing arenas vary as much in quality and form as football stadia. If you want to vary your Death
Roller Racing experience, pick or choose randomly from the arena variations listed below.

D6 Arena Variation
1 Dangerous Walls Random Magic
The arena is run by
2 Soft Barriers D6 Magical Energy
wizards! At the start
3 No Barriers of the race, place 1 Explosion
markers on the track
4 Uneven Track to show points of 2 Web
5 Obstacles swirling magical
3 Slime
energy. If a roller
6 Random Magic moves onto one of 4 Teleport
these squares roll on
5 Speed Boost
the Magical Energy
Dangerous Walls table to see what
The arena walls are rough or lined with spikes, 6 Energise
happens.
rollers that collide with the walls have a +1
modifier to Armour rolls against them.
Explosion
Soft Barriers The roller loses Momentum and must make an
Bales of hay or hedges line the track, common Armour test, any adjacent rollers must pass an
at rustic arenas. Rollers that collide with soft AG test or Spin Out.
barriers have a -2 modifier to Armour tests
against them. If the armour test doesn’t result
in a crash, the roller passes straight through the Web
barrier, see ‘No Barriers’ below. The roller loses Momentum, continues forward
for all of its MA then becomes Stationary.
No Barriers
The arena has no physical barriers keeping the Slime
rollers on the track. Rollers that leave the track Place a Slick marker on the track, the roller
end their turn immediately and come back on must pass an AG test or Spin Out.
facing perpendicular to the wall at the start of
their next turn in the square they left the track. Teleport
The roller is moved to a square randomly
Uneven Track determined by rolling a D8 3 times. Each time
The racing surface is bumpy and rutted. All the D8 is rolled, move the roller to the square
Rush rolls suffer a -1 modifier at this arena. adjacent to it that corresponds with the D8
result, with 1 at the roller’s facing and the
numbers increase clockwise from there. The
Obstacles
roller will materialise in the last square and
Pillars, hedges or pits traps obstruct the track.
may collide with anything that occupies it.
Place markers on the track to show the squares
that contain obstacles and decide if these count
as walls, soft barriers or holes. Rollers Speed Boost
colliding with a soft obstacle are placed in the The roller immediately gains Momentum and
square on the far side of it in their direction of must make 3 Rush moves.
travel. If a roller collides with a hole it must
restart the lap as per a crash ‘Wreck’ result. Energise
The roller gains Momentum, Claws and
Mighty Blow until it suffers a Spin Out.
Many arenas are poorly maintained and even the better kept may have oil and debris left on the track
from the previous race. Place D8+4 Slick markers and D8-4 Debris markers randomly on the track.
For each marker, roll D16 to determine a square along the start lines. Roll another D16 and count
from that square along its lane, and around the corner if a high enough number is rolled, to determine.
where the marker is placed.

4 5
3 6
2 7
1 8
Results of (3,8) and (7,15) when determining Slick placement.

Some arenas are exposed to the elements and whilst death rollers can cope with most weather it can
get extreme enough to have an impact on the race. Before the race beings, roll 2D6 and consult the
weather table to see what the weather is like at the time of the race.

Boiling Hot 2D6 Weather


The rollers are starting to overheat in the 2 Boiling Hot
baking conditions and have to be run at a
reduced capacity. Each roller has its ST 3 Blinding Sun
reduced by 2 for this race.
4-10 Perfect Conditions
Blinding Sun 11 Driving Rain
The glare from the sun makes avoiding
obstacles much harder for drivers facing into 12 Snow and Ice
it. Randomly assign one side of the track as the
direction in which the sun is in and place a Driving Rain
marker there as a reminder. Any roller facing The heavy downpour makes it hard for the
in this direction suffers a -2 penalty to AG drivers to see and the rollers to grip. All AG
tests. tests made this race suffer a -1 modifier.

Perfect Conditions Snow and Ice


It’s great weather for racing, the weather has The freezing conditions have turned the track
no effect on this race. into an ice rink. When cornering, a roller will
slide a square in their current direction of
travel before being turned to the new facing.
Additionally, all Rush rolls suffer a -1
modifier.
Every roller is cherished by its driver and pit crew that maintains it. Whether it’s a purring, sleek thing
of beauty or a pile of scrap barely held together with hope and string, each one will have been
lovingly customised, upgraded and adorned until it’s as unique as its driver.

The following section allows you to build your very own custom roller. However, when learning the
rules it’s easier if all the players use a medium class roller with only the Tackle skill it comes with.

Roller Class
Rollers are divided into one of 4 classes depending on their chassis and drive capabilities. Each class
gives the base profile and a starting skill for your roller.

Roller Class MV ST AG AV Skills


Light 7 4 4+ 7+ Jump Up
Medium 6 5 4+ 8+ Tackle
Heavy 5 6 4+ 9+ Juggernaut
Irregular 2D4+1 5 4+ 8+ Disturbing Presence

Light Heavy
These rollers have sacrificed strength and Bulky, dense and powerful, these rollers rely
armour in order to squeeze out every last drop on smashing their way through the opposition
of speed. The favourite of glory boys and to get to the finish line.
speed freaks alike, they can easily take
advantage of an opening and streak to victory. Irregular
With their light weight they can also make Some rollers have erratic or experimental
much sharper turns at low speeds. propulsion systems, are poorly built or are just
plain random to control. Other drivers tend to
Medium be nervous around such unpredictable
The average roller, if one can be said to exist. opponents.
They are a good balance between speed, power
and protection which makes them ideal for Pick the class of roller you want to race and
controlling the racing lanes. note its details on the roller’s car

Customization
Once you have selected a class for your roller you can customise it from a wide choice of options.
Each option has an associated cost and you have 8 points to spend on them.

Customisation Cost
Upgrade 4
Weapon Option 3
Secondary Skill 3
Primary Skill 2
Single Use Item 1
Upgrades Weapon Options
Crews have been known to add almost Kitting out a roller with extra weapons is a
anything to a roller to gain an advantage. firm fan favourite and can be hugely effective
Upgrades affect the profile of the roller and on the track.
can have a big impact upon its performance.

Upgrade MV ST AG AV Skills Weapon Option Skill


Power Bladed Prow Stab
+1 Sidestep
Steering
Lightweight Launcher Bombardier
Armour
+1 Thick Skull
Plating Sharp Bits Claws
Titchy, Rear Flail Prehensile Tail
Compact
+1 -1 Sneaky git,
Chassis Forward Spikes Horns
Timmm-ber
Burley Grappler Tentacles
+1 -1 Mighty Blow
Chassis
Spring-loaded
+1 Pogo
Suspension
Powered
-1 Chainsaw
Cutter
Hideous Foul
+1
Adornments Appearance
Go Faster Sprint, Break
Stripe Tackle

Skills Roller Class Primary Skills Secondary Skills


Skills allow a driver to use a roller in a
way others just can’t match, giving Heavy Heavy Medium
them an edge in particular situations.
Medium Medium Light, Heavy
Skills are split into Primary and
Secondary lists for each roller class. Irregular Light, Medium, Heavy -
Light Light Medium
Single Use Items
These give you an effect that can be used once a race for a powerful boost. You’ll get a stash of the
items to use in each race you compete in.

Witherfork’s Booster Dynamite


Some of Witherfork’s brews pack a mighty A stick of TNT, a grenade, or similar. Use the
punch indeed! Immediately gain Momentum Bombardier skill but any roller in the square
and 2 MA for this turn. hit must make an armour roll on a failed AG
test and those next to it Spin Out on a failed
Lucky Charm AG test.
Drivers are a superstitious lot and many carry
items like rabbit’s feet, a scarf from a loved Crazy Mechanic
one or the symbol of a favoured deity for luck. A devoted member of the pit team runs on the
Some even work! Reroll a ram, AG test or track to assist the disabled roller. Treat a
Rush test. Stalled result as a Spin Out or treat anything
worse than Stalled as a Stalled result
A driver new to their roller is no match for a seasoned pro with all the tricks of the trade. Skills allow
driver to really shine on the track. Unless stated otherwise, skills cannot be used whilst Stationary.

Light Skills
Light skills are about speed, evasion and manoeuvrability. They come easier to drivers of Light Class
rollers but Medium Class rollers can manage them too.

Defensive Sneaky Git


An expert in evasive manoeuvres, you may With a keen eye on the track and a roller small
ignore a Both Knocked result from a ram when enough, you nip through gaps others wouldn’t
defending. If you do, you lose Momentum. dream of. Make an AG test to move diagonally
between 2 other rollers or obstacles that are
Dodge adjacent on a diagonal, or diagonally past the
Fast reactions and a nimble roller let you treat corner of a wall. If you fail the AG test you
Defender Clipped result as a Swerve instead. lose Momentum. If the AG test result is a 1
you move directly forward instead.
Jump Up
The right application of power and a tight- Sprint
steering arc allow you to spin this roller on the You can get every last ounce of acceleration
spot. It can be turned 90 degrees when out of your roller. Once a turn after you have
Stationary, at the cost of 1 MA. It is no longer used all your MA, you may make an AG test
Stationary once it has made the turn. to make a Rush move without needing
Momentum. If the AG test result is a 1 you
Sidestep Spin Out.
Your quick wits allow you to take advantage
of a poorly made ram. If you are made to Sure Feet
Swerve, you may move to any square adjacent Calm and steady, you trust in the grip your
to you instead of the normal three. roller has on the track. You may ignore Slicks
and the effects of Snow and Ice.

Medium Skills
Medium skills are a mix of utility, movement and ramming that can round out a roller build

Dauntless
Utterly fearless or psychotic looney, you Fend
happily throw your roller against heavier You can employ aggressive counter-
opponents. Before making a ram, roll a D6 and manoeuvres to deter an incoming ram. You
add your ST to the result. If the total is higher may apply Swerve results from rams that
than the target’s ST, both roller’s ST’s are target this roller to the attacker instead. If you
considered equal before other modifiers. do, you lose Momentum.

Dirty Player Frenzy


Your roller has a purpose-built sprayer, oozes Determined, full of bloodlust or just unable to
slime or leaks oil in a way you can control. stop, you relentlessly plough into your targets.
Once a turn you may cause a Slick. Roll a D6, When making rams directly forward you may
on a result of 2+ place the Slick marker follow up a Swerve result and make another
randomly on one of the 3 squares behind you. ram.
On a result of 1 place a Slick marker in your
current square. You Spin Out, moving 1
square forward first if you have Momentum.
Pro moved, make an AG test. If the test is failed
The consummate expert on the track, you take you Spin Out. If the test result is a 1 you try to
everything in your stride, either that or you’re move into the square whilst the roller is still in
too cocky and about to take a fall. Once a it, check for a collision. If the AG test is
round, you may attempt to reroll a ram dice or successful, move into the vacated square, the
AG test. Rolla D6, on a result of 3+ you may roller then may be shadowed again if it moves
make the reroll. However, on a result of 1 or 2, further.
the ram results in an Attacker Knocked or the
AG test results in a 1. Tackle
Unwilling to let anyone get past you, you’ve
Ram always got an eye to your sides in case
An expert in aggressive manoeuvres, you may someone tries to overtake. Once per turn, if
ignore a Both Knocked result from a ram when you are not Stationary, you may make a ram
attacking. If you do, you lose Momentum. against a roller that tries to leave either square
to the side of your roller.
Shadowing
Always on the lookout for an edge, you’re Wrestle
happy to attempt the most extreme An expert in safety manoeuvres, you may
slipstreaming. Once per turn, if you have cause you and your opponent to lose
Momentum, you may attempt to follow a roller Momentum from a ram with a Both Knocked
that leaves your front arc. Before the roller is result but otherwise be unaffected.

Heavy Skills
Heavy skills focus on ramming, whether that’s hitting harder, more often or better.

Arm Bar
A fan of the sideswipe, you’ve kitted out your Mighty Blow
roller’s flanks with spikes and you know how You’ve practiced hard at running down your
to use them. You may add 1 to Armour tests opponent. You may add 1 to Armour tests and
and Crash rolls when ramming sideways. Crash rolls when making rams forward.

Brawler Multiple Ramming


You won’t easily accept defeat in an You know how to use your weight to cannon
altercation. When you ram you may reroll dice through the pack, sending other rollers
showing a Both Knocked result. spinning from your path. If you have
Momentum you may make 2 rams in a turn.
Break Tackle However, the second ram costs 2MA to carry
You know how to power out of an awkward out.
situation. Once a turn, at the cost of 1MA, you
may apply a Swerve result an adjacent roller, Stand Firm
as if you had rammed them. You’d rather go down than give ground but
you’re confident your armour will save you.
Juggernaut You may turn a ram result of Swerve to Both
You can throw your roller into a fight, pushing Knocked if defending then lose Momentum. If
it to greater speed as you strike. You may turn the attacker has Juggernaut both rollers count
a Both Knocked result to a Swerve result when as having Wrestle instead of Juggernaut and
attacking. If the target has Stand Firm, both Stand Firm.
rollers count as having Wrestle instead of
Juggernaut and Stand Firm. Whenever you Thick Skull
follow up on a ram, you may also gain Dense bone, soft padding or a good ol’ crash
Momentum. helmet protects your noggin. A Crash result of
Dazed Driver is treated as a Spin Out instead.
Inbuilt Skills
These skills are gained through upgrades and weapon options and can’t be learned.

Bombardier
The roller is equipped with a small turret or Pogo
has crew that lob projectiles at other rollers. If you are not Stationary you may use 2MA to
Once per turn the roller may shoot at a target try to jump over a roller, debris or other
up to 6 squares away. Roll a D6, on a 4+ the obstacle in front of you. Make an AG test, if
target is hit and must pass an AG test or Spin you pass place your roller in one of the three
Out. Apply the following modifiers to the roll: squares on the far side of the roller or obstacle
without changing facing. If the test is failed
Target within 3 squares +1 you lose Momentum, on a roll of 1 you collide
Roller is Stationary +1 with the roller or obstacle you tried to jump.
Roller has Momentum -1
Prehensile Tail
On a roll of a 1 this roller suffers a Spin Out. The roller is equipped with a spinning flail,
trailing chains or whipping rope to the rear.
Chainsaw Opponents must pass an AG test before
The roller is equipped with a whirring toothed carrying out a ram to your rear face. On a roll
chain, spinning serrated disc or similar weapon of 1 they lose Momentum.
that can easily tear into an opponent. Instead
of a rolling ram dice, make a successful AG Stab
test to roll against the target’s AV with a +3 The roller is equipped with a razor-sharp blade
modifier that isn’t modified for Relative on its forward face. Instead of a rolling ram
Speed. If the AG test rolls a 1 you Spin Out. dice, make a successful AG test to roll against
the target’s AV with no modifier for Relative
Claws Speed. If the AG test is a roll of 1 you lose
The roller’s weapons are sharpened to a Momentum.
razor’s edge or equipped with extra spikes to
pierce an opponent's armour. Armour rolls Tentacles
against targets of rams made by this roller are A grappling hook, tentacles or big grabbing
at a target of 7+ before other modifiers. arm allow this roller to move their victims
where they like. If you choose to follow up a
Disturbing Presence Defender Knocked or Swerve result you may
This roller moves in an erratic fashion, move the defender to any adjacent empty
worrying nearby drivers. Adjacent rollers square, including the one you just vacated.
suffer -1 to AG tests. You may also lose Momentum to make the
defender Stationary.
Foul Appearance
Disease, undeath or scary markings put some Titchy
drivers off from getting too close. Opponents This roller is so small it lacks the mass to
must roll a D6 Before they can carry out a ram effectively use its Momentum for extra speed.
against this roller. On a result of 2+ the ram It can’t use Momentum to make Rush moves.
may go ahead. On a result of 1 their ram for
that turn, and the MA cost to make it, are Timmm-ber
wasted. The base on this roller is so small it can topple
over. Treat a Spin Out roll of a 1 as a Dazed
Horns Driver.
Large spikes, horns or lances protrude from
the front of the roller. Add 1 to the ST of this
roller when making forward rams.
Roller MV ST AG AV Skills

Death Roller 5 7 5+ 10+ Juggernaut, Mighty Blow, Thick Skull


Build: Heavy Class, Burley Chassis, Armour Plating
Tackle, Arm Bar, Ram, Dirty Player, Witherfork’s
Barrel Roller 6 5 4+ 8+ Booster
Build: Medium Class, Secondary Skill, Primary Skill (2), Single Use Item
Rolling Rock 6 5 3+ 8+ Tackle, Leap, Claws, Lucky Charm
Build: Medium Class, Spring-loaded Suspension, Extra Spikey Bits, Single Use Item
Pump Trolley 2D4+1 5 4+ 8+ Disturbing Presence, Horns, Bombardier, Juggernaut
Build: Irregular Class, Forward Spikes, Launcher, Primary Skill
Gutter Roller 7 4 4+ 7+ Jump Up, Stab, Prehensile Tail, Sprint
Build: Light Class, Sharpened Prow, Rear Flail, Primary Skill
Monowheel 8 3 4+ 7+ Jump Up, Titchy, Sneaky Git, Timmm-ber, Sprint, Dodge
Build: Light Class, Compact, Primary Skill (2)
Cave Hopper 2D4+2 4 3+ 8+ Disturbing Presence, Titchy, Sneaky Git, Timmm-ber
Build: Irregular Class, Compact Chassis, Spring-loaded Suspension
Giant Hopper 2D4+1 5 3+ 8+ Disturbing Presence, Leap, Frenzy, Dauntless
Build: Irregular Class, Spring-loaded Suspension, Primary Skill (2)
Driller 5 8 5+ 9+ Juggernaut, Mighty Blow, Horns
Build: Heavy Class, Burley Chassis, Forward Spikes,
Dark Dwarf Smith 7 4 3+ 7+ Jump Up, Sidestep, Claws, Lucky Charm
Build: Light Class, Power Steering, Sharp Bits, Single Use Item
Slug of Pestilence 5 6 4+ 10+ Juggernaut, Foul Appearance, Tentacles, Lucky Charm
Build: Heavy Class, Hideous Adornments, Grappler, Single Use Item
Fake It ‘til You Make It
If you haven’t got around to building your very own arena you can temporarily convert your fantasy
football pitch by using something to mark out each of the corners of the inside walls, sticky-tack them
down if they’re likely to move. Once these are marked the lines of the walls are pretty clear. Tokens
and markers can be left in the pit area inside the ‘walls’ when not in use.

Speaking of tokens, coins are great for Stationary, Momentum and Ready markers. Use three different
sizes with the Ready markers as the smallest coins so they can be placed on top of the others at the
start of the round.

Spare black miniature bases work great as Slick markers and Debris can be marked by some
scrunched up, flattened aluminium foil.

Don’t Push Your Luck


The odds aren’t in your favour if you attempt 3 or more Rush moves in a turn. Of course, a 1 could
happen on any roll or that string of 6’s could come in just when you want it to. Best to save the long
sprint for when it’s really needed

Power Slide!
If you have Momentum, corner wide and early with your normal movement so you can drift the
remainder of the way around the corner with your Rush moves. This will deny trailing rollers a
Slipstream move from you. It also looks really cool! Just watch out for being a juicy side-on target.

Ramming Upwards
Use your speed and facing to gain modifiers to your ST when you want to take down a stronger, more
well armoured roller. Head on collisions are particularly worth the risk. Remember, the Relative
Speed modifier also applies to the armour roll.

If you really want to take down a roller next to a wall, go out wide and turn into them so you ram
head-on to their side. You’ll get a speed bonus to your ST and armour roll and push them into the
wall. If you have Momentum and MA left to use, you also get to collide with them afterwards which
could result in another wall smash as well!

Racing Line
The shortest, and therefore fastest, route around the track cuts through the squares on the inside of the
corners, shown here in green. A roller needs to time their turn around a corner to avoid travelling
extra distance and giving their opponents an edge. A well-timed ram could also push them off the
racing line or force them out wide around other racers.

In the diagram, the coloured


squares show which to avoid for
the shortest lap. The turn should
be made from the last white
squares before the corner in
order to pass through the green
square. The orange squares can
be used if a roller doesn’t have
Momentum.
Roller: Class: Roller: Class:
Driver: SPP: Driver: SPP:
Build: Build:

MA ST AG AV Status: MA ST AG AV Status:

Items: Items:

Skills: Skills:

Roller: Class: Roller: Class:


Driver: SPP: Driver: SPP:
Build: Build:

MA ST AG AV Status: MA ST AG AV Status:

Items: Items:

Skills: Skills:

Roller: Class: Roller: Class:


Driver: SPP: Driver: SPP:
Build: Build:

MA ST AG AV Status: MA ST AG AV Status:

Items: Items:

Skills: Skills:
“Klint eased his grip on the handlebars and
tried to relax. Months of training in an empty
arena had not prepared him for this moment.
The noise from the crowd was deafening,
even for ears used to the roar of a Death
Roller engine…”

Death Roller Racing 2550 is a game for 2 to 16


players to see who can be fastest around the track.
It’s not going to be that simple though!
Take command of a fantastical racer, whether a
steam-powered juggernaut, slathering beast or
magical murder machine and smash your way past
the opposition.
You’ll need to use all your tricks and skills to claim
the best racing line, grind your rivals into the wall
and take the chequered flag!

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