Professional Documents
Culture Documents
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.
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.
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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
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.
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.
MA ST AG AV Status: MA ST AG AV Status:
Items: Items:
Skills: Skills:
MA ST AG AV Status: MA ST AG AV Status:
Items: Items:
Skills: Skills:
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…”