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ACKNOWLEDGEMENTS Concept and Rules by: Word Forge Games Ltd. Background: Dominic Tringali and Richard Howkins Art: Dominik Kasprzycki, Przemek Kozlowski, Gregor Stuglik Model! Painting: Gareth Higgins Additional Contributors: Craig Andrews, Jan Barcicki, Mike Bissell, Russ Charles, Powell Crider, Jaroslaw Ewertowski, Chris Hale, Antonina Leszczyszyn, Jeremy Mahieu, Jason Marden, | Andreas Michel, Seb Moeller, Aitch Parker, Michat Pawlaczyk, Kim Rapson, Paul Rist, Jim Vidlak, Ben Wolseley-Charles, Irek Zielitiski Proof Readers and Playtesters: Chip Aaron, Rob Alderman, Ian Bassett, Peter Ceretti, David Cox, Henrik Dahlberg, Louis Delahay, Antony Evans, Tim Fenwick, Fabio Figus, Neil Flood, 4 Bob Hambleton, Paddy Heron, Alex Hood, Will Jones, Jonathan Kilby, Tim Lockwood, Eduardo Lopez, Simon Mackenzie, Arjan Oudekerk, John Potter, Isaac Rapson, Andrew Rees, Andy Waller, Stu Williams Without you this would never have been a thing! Produced by Word Forge Ld. ‘We would also like to thank all our Kickstarter backers... 0201s Ward Forge The Des ap an le go hart ues and nine ene rtrd ot ao Introduction The Game Initial Deployment Positioning Vehicles on the Board Order of Play Winning the Game Navigating the Vehicle Statcard Navigatiing the Weapon & Gear Statcards Navigating the Character Statcard Arcs of Fire Vehicles Overview Bikes Trikes Buggies Cars Action Points Activation Pathway Implement Actions Move Actions Offensive Special Move Actions Shooting Actions Resolving Damage Defensive Rolls Becoming a Wreck Evading an Offensive Move Action Pile-ups Wipe Outs Road Features Missions Campaigns and Advanced Rules Quick Reference WwW: just couldn't take it anymore. World War 3 lasted only a couple of hours, but the end of civilisation occurred just thé same, at * least for us and the Russians. They kept pushing us, taking over Ukraine (and then mobilising to push further and further. We did everything we could; | embargo them, imposed sanctions, got our allies to gan oF on them. Yet they © remained adamant and weren't gonna back off. Although most at us aren't Sure exactly why we did, when we did, we struck first. Mrs. President pressed the Big Red button... Kaboom! Moscow and over a dozen other Russian cities were scratched from existence to be replaced with a hot-zone that would remain burning bright for over 200 years. We did it, but it turns out, so did they. The devastation began a day or so later. When Russia saw that we had launched our warheads, they did the same. But they didn’t hold back like we did. They blew up warheads in our lower atmosphere (took out all of our electrical it and communication networks). They annihilated our military bases and supply depots and left us utterly unable to deal with the third portion of the Russian retribution... Zombies! : At first we thought it was some stroke of fuck that our major cities had been spared the biggest of the blasts, only having been hit by a few small missiles while the other strategic points and infrastructure of our once great nation were utterly decimated. Suddenly people started getting sick, by the chai then the y millions. Then people started dying in mass waves. This would : have been horrible enough in itself, but then the dead came back and they were hungry... hungry for us! 7 fey ate anything they could sink their undead teeth into - dogs, cats, insects and even other zombies, but what they really wanted was the warm, pink brain tissue of the still fiving. ‘Now this, it turns out, is where science fiction and science fact go their separate ways; you can get bitten and survive, you can bleed out and die and not come back, zombie does not breed zombie. The Russian bombs unleashed an airborne virus and the effect was just as devastating as any nuke. Psychologically, it was arguably far, far worse. Since their earfier bombs had taken out our ability to communicate or respond with anyone, we just had to try era to defend ourselves as best we coul ae 4 sti have nightmares now, and the combles have Seen gone 20 years. Don’t get me wrong; there are still some no-go areas, in fact every major city is closed down. The zombies might not be hardy but the viral agent released from those bombs was. Every now and again a gang would venture too far, looking for gas or food, then it would happen, they went alf ‘zombie, dying from the ever lingering viral spores and soon coming Back. So what of our great country now? Well, it’s basically a pit! We have gone a rao ages no dlecrctey no cellphones, wo tadisrry, no lows and tf allot as made sure we can Bray grow any fof ur own, fe te wild West; life is cheap and survival is all that matters. There is one place in" which some semblance of normality still occurs and it’s here by the grace of God: San Francisco. When the Ruskie's bombs hit, San Fran was, naturally, a key tar- get. The bomb went a little awry, landing directly on Oakland. So the virus never made it across the bay. When the zombies started crossing the Bay and Golden Gate Bridges they were blown. Then the populace barricaded themselves off us- ing the ‘Northern Canal and the Holy Cross Cemetery. It seems quite ironic now that the land of the dead became the fast stand of the living. Against the odds San Fran survived and is now the last great bastion of America. J got there & after a few months of trekking through the wastelands. "My medical knowledge opened the gates. The world still needed doctors after the apocalypse it seems ea if 1 was only just a veterinarian, but thankfully bleeders can’t be choosers). Luckyg me! & ‘Now, it’s dog eat dog. You only survive if you jo a gang and even then, regularly, hie gangs are wiped from tf maid ae only a red smear on the street to show het “passing. Over the last twenty years the gang structure has evolved. Those with supplies proliferate, those without are roadkill. 1t’s capitalism on a gang level and if you have the wherewithal and are lucky, it’s not such a bad world. Tm fortunate 1 fave a sill and one that people are literally dying for. Ym comfortable, reasonably secure and guarded; J have a family and an okay place to live, but J can never let my guard down. 1 am a valuable commodity and the asset the hostile takeover was designed for. With gas you can do anything, you rule the road! The most profitable and hence most influential gangs are the Hauler gangs. They have the prime spots in # SF and are the most dont (If the zombies come back, the Haulers will survive them while the rest are left for the slaughter. The Haulers have everything. Two . or three of them have even set-up new towns. SF ise has been divided into two. Richard Law's Haulage Company was the first and his gang now controls the North West of SF and ‘Route 280. They had a monopoly for years, but then the ‘Haul’s Angels arrived. They wrestled the South ‘Bast fom The Law and now P own Route 101. The ensuing and continuous struggle between these two major players is now paving the bloody road for more and more up and coming Hailer Gangs. We are evolving, where well end up, 1 have no idea. Getting there will be messy, bloody and if you're that way inclined exhilarating! Maybe you're thinking you can fust leave this depressing wasteland we once & called North Ameri. (U that just simply won't happen. ‘The remaining Super A Powers have a two-fold opinion of us lowly Americans. On one hand they feel a “responsibility” to do something to help us, but on the other hand we are the car- riers el an unknown viral: Sait plague (or so they believe). That being said, we are the wonderful recipients of the first ever “Continental Allied Quarantine”. If any of us try to get out we are shot dead and burned, but to counter that tragic karmic res ot the powers that be now find themselves in, they make reqular aid drops in the form of pallets stocked with gas barrels, food, medical supplies and a plethora of other commodities. These supplies have become the new currency of the fand, the lifeblood of a once prideful peaple who are now reduced to the scraps from under the world’s table. When the old flying fortresses are spotted in the sky, you can bet your last dri of gas oe he Law and the Hants Angels will saddle up, fon with oa ~ other up and coming wannabe get hey will get on their bikes, trikes and buggies, they will strap into their weaponised Chevys and armoured Cadillacs and they will drive hard. When they collide on the highways in the wastes outside San Fran, there will be death and destruction; there will be CAR-NAGEM! They will race and shoot their way to the drop ANT Grerever ttrmatyibe) andar tee Devi Sensei tea an 05 ‘Doc’ Matters atin the Devil's Run, Route 666 is a 2, or more, player family game of post-apocalyptical mechanical carnage set in the near future; a dark and barbaric place, where World War 3 has seen the demise of the USA and Russia. Twenty years after the war, those that have survived must fight for everything. Post-apocalyptic North America is a feudal land run by numerous gangs, the most powerful of which control the interstates and rush to win control © of the aid drops (ADs) delivered by the new Super Powers; the SRI (Super-Repub- lic of India), the UCE (United Countries of Europe) and Brazilia (formerly South America). Each player controls a gang of ramshackle vehicles and their characterful drivers as they race across the remains of America to lay claim to the aid drops and the riches they contain. Each gang will do whatever it takes to get to the drops first... murder, death, kill, race, win! DICE n the game various dice are used, including six and ten sided dice. For ease we will use a short-hand to describe dice type, for example, six-sided dice are re- ferred to as D6s and ten-sided dice are called D10s. If more than one dice of a particular type is to be used, the D6 or D10 for example, will have a number pre- cursor, which indicates the number of that particular dice type should be rolled. For example 2D10 means two ten-sided dice should be rolled and 5D6 means five six-sided dice. Also we should note that the singular of dice’ is die} but to avoid confusion we will use dice in all cases. ‘y A aN “Haul Out!” Traditional Run Cry of the Haul’s Angels THE BOARD the Devils Run uses a rolling board mechanic using 3 road tiles, which can be combined in any order depending on the mission. Devil's Run is a linear, forward motion game, in which the road is created throughout the game. Ideally you will need a space of approximately 3x3 foot to play (but that is not a necessity). The initial setup will include the three designated tiles ordered as specified by the mission. Once a model exits the third (final) tile, the owning player must take the first tile from the table and place the fourth next to the third. At this point any mod- els still on the first tile are removed from play. This approach continues when the fourth tile is exited, therefore the ‘second’ (and so now back-most) tile and any models on it are removed and the ‘first’ tile becomes the fifth. The tiles and models are removed and added in this fashion until only 1 vehicle remains or a player completes the mission. INITIAL DEPLOYMENT ach mission includes a schematic of how the tiles should be placed. On the tiles various letters, numbers and symbols are included. The * represents the * locations where debris should be placed. The letters and numbers represent the deployment options for the 2 gangs. Both players roll a D10. The player with the highest roll (in the case of a draw reroll), chooses either ‘letters’ or ‘numbers. That player then places a vehicle in one of his deployment squares. The other player then places a vehicle in one of their deployment squares. Deployment then alter- nates until all vehicles are placed on an appropriate deployment square. impassable) Lerrauny Delores) Ssexul POSITIONING VEHICLES ON THE BOARD ach vehicle in Devil's Run occupies a number of squares. The foremost square, at the front of the vehicle, is the Primary position. All other squares occupied (or partially occupied) by the vehicle are <@ considered Secondary positions. When setting up, at the beginning of a game, a vehicle’ primary position must be placed on a viable deployment square. If there is no room behind the deployment square for the vehicles secondary position the vehicle cannot be deployed on the deployment squares in which case an alternative deployment square must be used. If there is no viable deployment squares the vehicle may not be deployed and is considered wiped-out. All forward movement is measured from the Primary square. Ifa vehicle has a secondary location on a tile when the tile is removed the vehicle is also removed from play. ORDER OF PLAY Sse depends on the mission being played (see the mission section). At the beginning of each turn the players roll a D10. The player with the highest value chooses who goes first. Players then alternate activating any vehicle in their gang. If one player has more vehicles than their opponent all remaining vehicles are activated in turn until all vehicles in play have been activated. Once all vehicles have activated the turn ends and the players roll off again to determine who goes first in the next turn. WINNING THE GAME es game is won if the mission objective is completed. AND THE MOST IMPORTANT RULE... s with any game (or at least it should be), the most important rule in Devil’s Run is have fun! If you are not having fun then what's the point? If an argument does surface, consult the rules; they should give you the answer, but if not toss a coin to decide. E VEHICLE STATCARD MM: Minimum Movement: ‘his is the minimum number of spaces a vehicle must move in each turn. This MM modifier is supplemented by D3 extra movement. Therefore a vehicle with a MM of 3 must move at least 3 spaces and will additionally be able to move another I, 2 or 3 spaces depend- ing on the D3 result. CP: Chassis Points: The Chassis value represents the durability of each vehicle. Once reduced to 0 or less, the vehicle becomes a wreck. Each vehicle statcard should be allocated the appro- priate number of Chassis tokens at the beginning of the game. A: Armour: Armour represents the bits of the vehicle that do not matter if they get shot. An A test is successful if the D10 roll is lower or equal to the A value. An A value of 2 therefore means the vehicle needs a 1 or 2 to ignore the damage point, 1 means the vehicle needs a 1. Each vehicle statcard should be allocated the appropriate number of Armour tokens at the beginning of the game. E: Evade: One of the best offensive weapons in any Haulage ganger’s arsenal is their vehicle. Vehicles can do serious damage by ramming or sideswiping anoth- er vehicle. Evading such moves is often a wise option. ‘The E value represents the vehicles ability to evade such an attack. An Evade reaction is successful if the D10 roll is lower or equal to the E value. BS1: Ballistic Skill 1: This is how good the vehicles driver is at shooting at a speeding vehicle from their own speeding vehicle. A BS test is successful if the D10 roll is lower or equal to the BS value. So a biker with a BS of 7 will need to roll a 1-7 to hit his target. The BS value is often modified depending on the distance and situation (if it’s nearer it’s easier to hit!). 2: Exactly the same as BSI, but this is the ic skill for any secondary or tertiary weapons, which are often fired by a passenger or designated gunner. Vehicles with a BS2 value of - cannot be allocated a passenger or gunner. $: Price: As Devil’s Run has been designed as a ‘sand-box’ style game where players can create their own gangs (check out the free Advanced Rules at df 0), vehicle conversions and missions, each Be Gatos, Back weapon, acinonrand pear ehnicealao has aS prion, When creating a gang for a mission, the players should ensure that their gang $ total either equals the designated target or is less than it. Special Skills: Some vehicles come with special skills. The special skills are described on the vehicles Statcard. Equipped with: The Devil's Run is a dangerous and often fatal vocation. Each and every gang member (with any sense) will make sure they are well armed. The listed weapon comes as standard with the given vehicle. Upgrades and additional weapons may also be equipped. THE WEAPON & GEAR STATCARDS R: Range: The Range is the maximum number of squares the weapon can hit. Hence a pistol is at maximum range if the target is in the forth square away from the vehicle completing a BS test. Weapons can be fired at a lower range than that specified 4 (if within the designated arc of fire for the vehicle). RoF: Rate of Fire: is the number of shots the weapon can make and hence the number of D10s that are rolled when completing a BS test. Each successful test counts as a hit. P: Power: of the weapon. If the weapon hits and the armour test is failed the weapon causes P chassis points to be lost for each, successful hit. For example: a Pistol has a P of 1 so causes the removal of 1 Chassis Point, a Magnum has a P of 2 hence causes the removal of 2 Chassis Points (if the A test is failed). NAVIGATING THE CHARACTER STATCARD he people in the game, like the ri i) aS are categorised depending on their ability and skill set. Some characters may fall under more than one category: Driver: Any character categorised as a Driver may drive any Buggy or Car. Rider: Any character categorised as a Rider may ride any Bike or Trike. Passenger: All characters can be added to a vehicle with at least one Passenger space as a passenger. Characters in a passenger space cannot modify E or BS1 values, but instead use the BS2 value. Some characters are listed as a Passenger only, in this case the character may not ride or drive any vehicle DEFINITION: UNIQUE @ ING vehicles, characters and weapons are often specified as Unique. Anything specified as unique may only be included in a player’s gang once. Conversely any non-unique vehicle, character or weapon can be included any number of times. Cards for unique characters and items feature the Unique Star Emblem directly after the character, vehicle or item name in the title bar. FACTIONS: 1n Devil’s Run: Route 666 there are 2 factions: ‘The Law Haulage Company (often abbreviated to the Law) and the Haul’s Angels. On the cards you will see one or other of their logos, or alternatively the Universal (can be }} used by all factions) logo: TheLaw — Haul’s Angels Universal Il vehicles have a primary weapon. Some vehicles have or can be equipped with passengers or gunners which will give the vehicle a secondary or tertiary arc of fire. The numerical value in each square is the BS modifier to shoot to this distance. This is further explained in the Shooting Actions: Range Modifiers section on page 23. he Devils Run Board game comes complete with a number of vehicles which represent the two gangs: The Haul’s Angels and The Law Haulage Company. There are four types of vehicles in the Devil’ Run, Route 666 Boardgame: Bikes, Trikes, Buggies and Cars: ikes are the simplest of the vehicles commonly seen on the Devil's Run, ‘but they are also the fastest. As with all vehicles in the game, they come in all shapes and sizes, but all come with just two wheels. They tend not to have any armour and the riders are armed with small hand weapons, or at best a sawn-off shotgun. In comparison to other vehicles they are cheap, but have very limited access to upgrades, armour and weapons. Bike Statcard Arc of Fire Manoeuvrable: Roll 203 and discard one when determining movement. Equipped with a Rider with Pistol for free. ld where the quality of the road cannot be assured and where win, the trike is seen far more frequently than it was before the se. The Haul Angels, especially, favour it and bolt on a heavy gun or flamer depending on their expected foe. In the game the trike is versatile and reasonably speedy, but is a lot less manoeuvrable than its tw wheeled counterpart. Arc of Fire Trike Statcard Hard to Steer: Moving at movement. Equipped with a Rider wth Pistol and Gunner with lamer for fter the San Jose massacre, where over fifty of The Law’s bikers were annihilated by a Haul’s Angels’ ambush, the armoured buggy has become a mainstay of the Law’s arsenal. The one-man gun platform acts as the lynch-pin in almost every Law fleet, providing cover to the speedier bikes and trikes. ‘The standard format is equipped with a semi-automatic paired = machine gun platform mounted on the roof of the vehicle; which while not quite as accurate as a manual system, ensures a significant rate of fire. Buggies have a very stable chassis and hardy, well tracked tyres, meaning that, although they are not quite as fast many other vehicles on the road, they are pretty much unaffected by adverse terrains, such as scrubland, desert or ice. Arc of Fire Buggy Statcard ot Slated by & \esi\es2) Rough Rider: Buggies ignoce the rules for Scrub and Debris terrain and receive a-2 modifier to the damaged caused winen entering a wreck square quipped witha Orver and Duel Machineguns for fee Var, cars have become the focus of society, status symbol and yet so much more. The Haul’s Angels, for example, love to customise their cars, stripping them back nearly to their chassis, before bolting on all manner of customisations. First on their list is an oversized engine, followed by various defensive weapons, such as smoke screens, oil slicks etc. Furthermore the vehicles are reinforced with additional armour, which itself, is often used offensively to ram others off of the road. In the past ballistic weapons were bolted to the bodywork or chassis, but this approach has fallen out of favour due to the inaccurate nature of such weapons and the fact they often shear from the bodywork or buckle the chassis; instead hand weapons are mostly used by the driver and passengers to target the critical areas like tyres and opposing drivers. Arc of Fire Car Statcard id a here are many different things a vehicle can do in Devil's Run, from dropping an oil spill, to hitting the Nitros. Maybe the driver may choose to sideswipe another vehicle or hit the brakes. PY Each vehicle has two action points per turn. Once activated the first action PX point must be used for a basic move action (unless a special implement action is FF declared). This basic move action can be upgraded to a special move action. If this is done the second action point is also used. Instead of upgrading the basic move action to a special move action, the second action point can be used to pay for a shooting action or an implement action. When shooting, all weapons may be fired ina single action (if they have a viable target). Options for using Action Points Action Point 1 Action Point 2 2 PSCC UNENINID asc roleren Acton Basie Mov Action pull: SPREE — Perrot F ; 1 CP and must move IMPLEMENT ACTIONS mplement actions represent doing something other than driving or shooting. ‘They could be trying to pick up your fallen vehicle or restart your engine; or maybe pressing the button to release an oil spill or call in an airstrike. There are two types of Implement actions: Basic which uses one action point and Advanced which uses two action points. Basic Implement Actions: Basic Implement actions use one action point. Push the Button: Any vehicle may complete a push the button action by declaring it at the beginning of their move action. Many vehicles are equipped with offensive or defensive equipment or gear; activating (or using) such equipment costs 1 action point. Repair: Available to wrecks only. To attempt to repair a wreck roll 3D6, on a roll of two 6s the vehicle is repaired, regains 1 chassis point and must immediately move in a forward direction its minimum movement. On a roll of three 6s, the vehicle regains 3 chassis points and has 2 Action Points. Advanced Implement Actions: Advanced Implement actions use two action points. Take them out!: If a unique character is in a wreck, a vehicle in an adjacent square may target the wreck with a take them out special action for 2 action points. Complete a BS test with a -2 modifier. If successful the unique character is taken out and cannot be used in any subsequent runs. Additionally the wreck is instantly reduced to 0 action points. an with all cards note: 0 yl Fe fe op unique the unique characters: MOVE ACTIONS here are two types of move actions in Devil’s Run: Basic and Special. ‘The basic move action costs 1 action point, whereas special move actions cost 2 action points. The first action point per vehicle per turn must be spent on a Move action. Only 1 move action (of any type) may be completed per turn. Basic Move Actions: ‘There are two basic move actions: Pedal to the Metal and BRAKE!, both use | action point. Pedal to the Metal: Vehicle movement is determined by a D3 roll and the designated minimum movement modifier. For example, a trike has a movement modifier of 3. So to move a trike, the owning player rolls a D3 and then adds 3; & this is the trike’s maximum movement allowance; whereas a car has a minimum. movement modifier of 2. It is likely therefore, although not certain, that a trike will move faster than a car in each basic movement action. Some vehicles (most notably bikes), can roll 2D3 when determining their movement. In such a case two D3 are rolled and the player chooses which one he wants to use. Vehicles must move in a forward direction (either diagonally or straight). Moving directly forward cost 1 movement and moving diagonally forward costs 2 movement. Each vehicle completing a Pedal to the Metal action must always move its minimum movement modifier and may move up to its total movement allocation (movement modifier +D3) For example: Rich is using an action to move his trike, he rolls a 2 and adds his modifier of 3, meaning he can move up to 5 spaces. Dominic next moves his bike, he rolls two D3s and gets a 1 and a 2. He discards the 1, keeping the 2, which with his modifier of 3 means his bike can move up to 5 spaces. In both cases the vehicles must move their minimum movement modifier of 3. BRAKE!: ‘The vehicle moves directly backwards its full movement allocation (movement modifier +D3). Offensive Special Move Actions: Il offensive special move actions may target the primary or a secondary location of the defending vehicle. As with basic move actions, offensive special move actions are determined by a D3 roll and the designated minimum movement modifier. Ram: Any vehicle may complete a Ram action by declaring it at the beginning of their move action. Ramming vehicles may not move diagonally. Vehicles that complete a Ram action move the ramming vehicle into the square of its target and move the target 1 space directly forward. Count the number of squares the ramming vehicle has moved and add it to its initial armour value and then add D3. The rammed vehicle adds a D3 roll to their & initial armour value. Compare the results. The vehicle with the lower value takes damage equal to the difference. Ram on the Brakes: ‘his special move action is similar to Ram. Any vehicle may complete a Ram on the Brakes special move action by declaring it at the beginning of their move action. Ramming on the Brakes vehicles may not move diagonally. Vehicles that complete a Ram on the Brakes special move action must move their vehicle directly backwards into the square of its target and move the target 1 space directly backwards. Count the number of squares the ramming vehicle has moved and add it to its initial armour val id then add D3. The rammed vehicle adds a D3 roll to their initial Armoury Both vehicles take chassis damage equal to their opponent's total. Sideswipe: Any vehicle may complete a Sideswipe action by declaring it at the beginning of their move action. Once declared move the sideswiping vehicle into position next to their target, then the square of its target (B) and move the target 1 space directly away from the sideswiping vehicle. The vehicle completing a sideswipe (A) may end its movement either diagonally for 2 movement or sideways for 1 movement. Add the result of a D3 roll to the sidesswiping vehicle's current Armour and CP value. For the target vehicle, add the result of a D3 to its current Armour and CP value. The vehicle with the lower value takes dai the difference. SHOOTING ACTIONS Completing a Shooting Action To fire a weapon a D10 is rolled (for each ROF; so if ROF is 3 3D10s are rolled) and compared to the allocated BS skill. If the roll is equal or lower than the BS value the shooting action is successful: A biker with a BS of 7 will need to roll a 1-7 to hit his target. The BS value is often modified depending on the distance to the target. Ifa vehicle has a target in more than one arc of fire, it may complete a shooting action at each target; but only one target can be targeted per arc of fire. Line of Sight To target a vehicle with a shooting attack, line of sight must be drawn. In this game line of sight is drawn from any position in any square occupied by the vehicle to «. any position within a square occupied by a target vehicle. As long as this line does not cross over any part of a square occupied by something that blocks line of sight (see below) then the shot can be made (assuming the target is within the weapons Arc of Fire). Other vehicles and wrecks block line of sight, as do some terrain pieces which have the special rule: Block Line of Sight (for example concrete walls or crash barriers). Range Modifiers ‘The distance (in squares) between the shooting vehicle and its target often has an effect on the ability of the shooter to hit its target. The Arc of Fire grids for each \ vehicle and weapon specify if the weapon can be fired and the BS modifier that is applied. For example: Ifa biker with a BS skill of 7 is targeting a vehicle in a square with a -2, the biker’s BS is modified by -2. Hence he has a BS of 5 and would need a roll of 5 or less to hit his target (BS7-2 =5). Weapon Power Each weapon has a P or Power value that represents the amount of damage it does for each successful BS test. For example: A pistol is P 1, whereas a Magnum is P2. Ifa vehicle is forced to take chassis damage trom 1 pistol shot it loses 1 CP. If'it takes chassis damage from a single Magnum shot it loses 2 CPs, Ifa weapon has stats of ROF2 and P2 and both BS tests cause damage, the target vehicle will lose 4 CPs (2 for each successful BS test). Critical Hits Il vehicles have sensitive sections, which if hit are likely to cause more serious damage. To represent this any BS test roll of 1 is considered a critical hit. Un- saved critical hits additionally cause an extra I point of chassis damage. pe DEFENSIVE ROLLS Bs fast moving chunks of metal occasionally even an accurate hit can bounce off the target harmlessly. Every vehicle in the game has an Armour value. Ifthe A value or less is rolled on a D10 the damage point is ignored. When a vehicle receives more than 1 point of damage, roll the D10s one after another. As soon as one fail is rolled, all other damage gets through. a For example: A bike receives 5 points of damage, including one critical hit. The first (crit- ical) A test result is a I saving 1 point of damage and the extra critical point of damage, then a 2 is rolled saving the second point of damage. The third defensive dice roll is a 8 so fails. That point of damage gets through. The fourth and fifth damage cannot be saved, because the third defensive dice failed. Meaning the bike takes 3 points of chassis damage ical hits are always defended against first. BECOMING A WRECK ny vehicle reduced to 0 or fewer chassis points (CP) via any means, instantly becomes a wreck and is left in play (maybe place it upside-down on the square(s) where it became a wreck). Wrecks may not complete a Shoot or Move action and have 0 chassis points and | action point. The action point may be used to attempt a repair (see the Basic Implement action section). All wrecks additionally follow the wreck terrain rules listed in the Road Features section. a. A: ae 7 <= Sono h ‘elgil ne of the best offensive weapons in any Haulage ganger’s arsenal is their ‘vehicle; they can do serious damage by ramming or sideswiping another vehicle. Evading such moves is often a wise option. The E value on the vehicles statcard represents the vehicles ability to evade such an attack. An Evade reaction is successful if the D10 roll is lower or equal to the E value. This is a free reaction to any Offensive Special Move action and can only be completed if a square is available to Evade into. In the case of vehicles with secondary and even tertiary positions enough space must be available to move the vehicle directly sideways without hitting any obstacles. Ram on the Evading a: Sideswipe Brakes If the Evade reaction is successful against a Ram or Ram on the Brakes, the vehicle completing the Offensive Special Move action MUST complete its full movement allowance in a straight line. Vehicles that attempted a Sideswipe that has been evaded just enter the square vacated by the evading vehicle. ‘The evading vehicle is placed in one of the legal Evade squares. Neither the evading nor offensive vehicle take any damage. If the Evade reaction is unsuccessful the evading vehicle is moved as described by the offensive move actionand the offensive vehicle takes the square of its target. ‘Then the damage is allocated as specified. If the remaining movement allowance, after a successful Evade, means the vehicle completing the offensive move action makes contact with a different vehicle then that vehicle, whether friend or foe, becomes the new target of the action. In such cases the new target may not attempt an Evade action so » \ | is hit automatically. 2 PILE UPS O22: a vehicle may ram, ram on the brakes or sideswipe its target into another vehicle or an obstacle. This will, literally, have a knock on effect onall vehicles involved in the pile-up. Only the target of the offensive move special action can attempt an Evade reaction. In the diagram above it can be seen that Car B has rammed the Buggy, but Car A is in the square that the Buggy should be rammed into. This is a Pile-up. Equally another vehicle could be in front of Car A, if there is, they too are considered part of the pile-up. All vehicles involved in the Pile-up are moved as described by the rules of the particular offensive special move action and then receive 1 chassis points of damage additional to the damage they would normally take as a result of the special move actions. Ifan immovable object is involved in the pile-up, the vehicle next to the immovable object is instantly destroyed and removed from play, all other vehicles are moved as described by the rules of the particular offensive special move action and then receive 2 chassis points of damage additional to the damage they would normally take as a result of the special move actions, 'Y WIPE-OUTS Being rammed or sideswiped off of the board fa vehicle is targeted by an offensive special move action and cannot be placed as described by the move action because the space specified is off of the board the vehicle is considered wiped-out. Wiped-out vehicles are considered out of the game although not destroyed. Occasionally a vehicle may wipe-out as a result of a pile-up. If this happens determine the effect of the pile-up before removing the vehicle from play. a aa wenty years is a long time to go without road maintenance. The Devil's Run is aptly named and not just because of the other gangers. Post-apocalyptic roads are a mess of wrecks, debris and neglect. Mother Nature has also started to reclaim | what once was hers. Road obstacles are divided into four types each of which have their own rule sets: Scrub - Any vehicle that starts its move action in a Scrub square has a MM of 1. Debris - When a vehicle enters a debris square, it must complete an E test. If the test is failed the vehicle loses 1 CP with no A test allowed. Any vehicle that starts its move action in a Debris square has a MM of 1. Wrecks - When a vehicle enters a wreck square it must complete an E test. If the test is failed the vehicle loses D3 CP which can be saved as normal. Any vehicle that starts its move action in a Wreck square has a MM of 1. Wrecks block Line of Sight. Impassable Features - Any vehicle that enters an Impassable feature square is instantly wrecked with its primary location on the Impassable feature square (hence cannot attempt a Repair action). Although instantly wrecked, the vehicle still causes damage as normal in an offensive move action. Impassable features above road level such as barriers, bridge supports etc. block Line of Sight. Impassable features below road level such as rivers or fissures do not block Line of Sight. OVERVIEW he Mission section is divided into two parts and includes a total of 8 missions. Each mission can be played in isolation, but they have also been designed to play as a narrative, with each previous mission affecting those that come subsequently. Introduction Missions lhe two introduction missions are designed to give both players an understanding of each of the two main aspects of the game, namely racing (moving) and battling (ramming and shooting). It is recommending in the first play of these missions you only use a small number of vehicles, but if you are an experienced player feel free to up the vehicle count. Runs (Main Missions) the main missions are called runs, and as mentioned above, they are designed to be played either in isolation or as part of an ongoing campaign. Throughout the Runs you will be introduced to characters, different weapons and special vehicles. Special mission rules are also introduced and the vehicle count will gradually be increased. Optional Rules Environmental Cards: There are a number of cards in your deck that represent the environmental variability of a post-apocalyptic roadway. These cards can be used in any mission. To do so shuffle your entire Environmental Cards into one deck and place them upside-down next to the board. At the beginning of each turn reveal the topmost card and read the text. The effect is in play until the beginning of the next turn when a new environmental card is revealed. Other Vehicles - Each mission specifies the vehicles and characters that should be played in each mission, but if you want to add more vehicles to your game this can easily be done. There are lots of expansion packs for Devil's Run that you can get from your local friendly gaming store or from the Word Forge Games website (word/orgegames.com), or alternatively raid your toy car collection. Devil's Run has been designed to scale perfectly with any 20mm (1/64-72) scale toy car. Just make sure that the two sides are roughly balanced by making sure the $ values of each gang are roughly similar. DASH TOME STASHS Mission Description: The ‘Haul’s Angels and the Law ‘Haulage Company are out on the open road in a breakneck race to be the first to reach a newly focated stash. ‘The first gang to get there and claim it, gets the loot; but only if they can keep hold of it. ‘It’s time to race against the Devil on Route 666... Lach rag | (asl alpfy, “Side Game Length: Up to 7 turns (use a D10 to keep track). Bs i AMimeric Gangs: & The Law: 2 Bikes, | Buggy. The Haul’s Angels: 2 Bikes, 1 Trike. m Tile Setup: .1a, .2a, 4a Mission Special Rules: Identifying the Stash: The stash token can enter play from the start of turn 2 onwards on a D10 roll of 8+, turn 3 on a6+, turn 4 ona 4+, turn 5 ona 2+ and automatically on turn 6. It must be placed on one of the centre 4 squares of the right most tile (identified in orange above). ‘The player with the inititive chooses the specific stash deployment square Special Action: Pick-up the Stash: All vehicles. Use | action point while in a square adjacent to the Stash to attempt to pick it up. Roll an Evade test with a +2 modifier to E. If the roll is successful the stash is picked up. If not the vehicle has missed its chance. If all vehicles pass the Stash without collecting it, the stash is removed from play to re-enter automatically when a new tile is placed following the mission special rule: Identifying the Stash. If the vehicle that picks up the stash is wrecked, any other vehicle can attempt to pick up the stash using the rules defined above but with a +1 modifier to E. If the wreck repairs before the stash is taken from it, it retains the stash. Mission Objective: ‘The first gang to reach the stash marker and move with it onto a fresh tile wins ‘¥ the game. Alternatively if a gang reduces its opponent to 0 active vehicles it automatically wins. Hell on Wheels ie ‘the Law’ and the Haul’s Angels in a vehicular deathmatch, with no holds barred and no surrender. This is a battle to TY he deaf ana bork gangs fave an axle to griat and sul 0 crack Game Length: From turn 5 onwards the person with initiative rolls a D10 to determine if the game ends in Disengage. Gangs: The Law: | Bikes, 1 Buggy, | Car. Haul’s Angels: 2 Bikes, | Trike, 1 Car. Mission Special Rules: Collecting Chassis Points: When a vehicle is forced to discard chassis tokens due to offensive damage caused by an opposing vehicle, instead they are collected by the opposing gang. Note: Damage caused by a defending vehicle in an offensive move action does not count as offensive damage. Mission Objective: When a turn ends, if a gang has no active vehicles, the opposing gang wins the game. If both gangs have no active vehicles the game is a draw. Or if the game ends with Disengage, the gang that has collected the most chassis tokens wins. If both gangs have the same number of chassis tokens the game is a draw. lof Matthews yas BING to send the er was full” ‘ottle, as he ordered the Lay, Hauler “This is. ip: Officers» He growled ty them. “This te she any wwe tay from the Mauls Angel's scum) Want them all degdi No arres vt ) just dead Ammo boxes Snapped shut, and engines Joared to life in hatred, Today swas 89 '0 bea blodbarh i "Pome would ever forget all to Heil 4 is an Mission Description: ‘News just came in about a supply convoy making a run down to San Pedro to drop off supplies being ie by Skinners, so the Law and the Haul’s ©) Angels are out on the road again looking to grab some of the supplies lost by the convoy. It’s your job to get out there Dt jour hands on whatever you can before the cosy ov the Sines can double Back Game Length: Up to 10 turns (use a D10 to keep track). Gangs: The Law: | Bike, 1 Buggy, 1 Car. The Haul’s Angels: | Bike, 1 Trike, 1 Car. Tile Setup: 1a, 3a, .4a (place the initial stash tokens as ascribed below. $=Stash * tokens) Special Action: Pick-up the Stash: All vehicles. Use 1 action point while in a square adjacent to the Stash to attempt to pick it up. Roll an Evade test with a +2 modifier to E. If the roll is successful the stash is picked up. If not the vehicle has missed its chance. Mission Special Rules: Identifying the Stash: Stash token’s can enter play each time a new tile is placed, the § player who places the tile rolls a D3-1 to determine the number of tokens. after the other. The first D6 represents the row and the second D6 the column. Ifa stash token or impassable terrain reroll the 2D6. Mission Objective: Each gang races along trying to collect as many stash tokens as they can before the * game ends. For each picked up stash token the player gets 1 point. At the end of the game the player with the most points wins. Or if'a gang reduces all the opponent vehicles to wrecks it automatically wins. Spoils of War ‘The winning gang may add the Harpoon to one non-character vehicle in their gang. Ifthe upgraded vehicle fs wrecked at the end of any game the upgrade i lost for all subsequent games. —=5. Mission Description: Before the apocalypse they were the best of friends, almost brothers, but it seems that areal does funny things to people and now, you couldn't find two other souls so diametrically opposed. Tit Bi tat escalated fast, ying = © despises yang, cheese has a murderous intent on chalk. It’s vice versus versa. Chief Matthews versus the Gringo. Matthews has risen high in the Law Haulage Company; he is Richard Law’s right hand man, meticulous, methodical and mariiacal, whereas Gringo, wall he fas one thing on fis mind. Matthews must die. Vendetta time! Game Length: Up to 10 turns (use a D10 to keep track). Gangs: M The Law: Chief Matthews, | Bike, 1 Buggy, 1 Car. The Haul’s Angels: Gringo, | Bike, 1 Trike, 1 Car. Tile Setup: 2b., .1a, .3b (place Gringo in the square marked Gr and Chief Moto of the Law Haulage Company Mission Special Rules: Vendetta: Both Chief Matthews and Gringo are fully focussed on their objective. Neither may complete a shooting action or offensive move action against any other vehicle. Additionally the rest of their gang, have been forcibly informed..’Leave him to me!’ Neither Gringo nor Chief Matthews may be ‘pam targeted by any other vehicle for either a shooting action or an offensive move © action. Mission Objective: ‘The Law’s objective is for Gringo to be wrecked by Chief Matthews ‘The Haul’s Angel objective is for Chief Matthews to be wrecked by Gringo. As soon as either of these occurs the game instantly ends. If the game ends before either of these objectives are met both gangs lose. Spoils of War If the Law win the game they may upgrade any bike to Chief Matthews in any subsequent missions. If the Haul’s Angels win the game they may upgrade any bike to Gringo in any subsequent missions. Mission Description: genius will win through. Game Length: From the end of turn 7 onwards the person with initiative rolls a D10 to determine if the game ends in Disengage. Gangs: § The Law: 1 Bike, 1 Buggy, Bullet equipped with Slick Mick (and hence 2x Oil Slicks). The Haul’s Angels: | Bike, | Trike, Doom equipped with Old Smokey (and hence 2x Smoke Screens). ‘| Tile Setup: .2a, 1a, 3b. Someone once said there és art in war..e’s probably dead! Anyone with any sense knows there’s likely to be nothing more than death a Fe Yin war, but in a run the so intentioned can certainly create a weapon of ») beauty. There's nothing more satisfying than watching he life end someone else's and when two artisans of war come together only true suffering endeavours of your (Turn [Game ends on arollof | fa Av ee I a Mission Special Rules: Collecting Chassis Points: When a vehicle is forced to discard chassis tokens due to offensive damage caused by an opposing vehicle, instead they are collected by the opposing gang. Note: Damage caused by a defending vehicle in an offensive move action does not count as offensive damage. Mission Objective: When a turn ends, if a gang has no active vehicles, the opposing gang wins the game. If both gangs have no active vehicles the game is a draw. Or if the game ends with Disengage, the gang that has collected the most chassis tokens wins. If both gangs have the same number of chassis tokens the game is a draw. Spoils of War If the Law win the game they may upgrade their Car to Bullet in any subsequent run. Additionally they may upgrade their car driver to Slick Mick in any subsequent runs. If the Haul’s Angels win the game they may upgrade their Car to Doom in any subsequent run. Additionally they may upgrade their car driver to Old Smokey in any subsequent runs. Ignore for Slick Mick and Old Smokey, if the character has been taken out. S44gy 266) Mission Description: © Every now and again an opportunity arises which can be very beneficial to your gang but also yourself. Lieutenant Winiski has received intel that 4) the young upstart, Snake and a small ga oe ‘Haul’s Angels have found the iS © themselves on the 280 Gir a wrong nae q Guadalupe Freeway. Can F Winiski and his cronies benefit pom this potentially fatal mistake or will Snake add more Law badges to his tally? Framoomeontscnaronct--) Game Length: From the end of turn7 . onwards the person with initiative rolls a D10 to determine if the game ends in Disengage. © Gangs: The Law: Winiski (and hence a Magnum) and 1 Bike, 1 Buggy, 1 Car. The Haul’s Angels: Snake and | Bike, | Trike, 1 Car. Tile Setup: 2a,, .1a, 3a (place Snake in the square marked Sn and Winiski in the square marked Wi) Mission Objective: The Law’s objective is for Winiski to cause at least 2 CP of damage to Snake and for Winiski to successfully complete a Take him out action against Snake. ifhe is not a wreck nor has he been taken out when the game ends. Spoils of War Ifthe Law win the game they may upgrade a bike to Winiski in all or any subsequent runs. If the Haul’s Angels win the game they may upgrade a bike to Snake in all or any subsequent runs. Ifneither player wins, the Law may upgrade a bike to Winiski and the Haul’s Angels may upgrade a bike to Snake in all or any subsequent runs (assuming they have not 4 been taken out at any point. ny bike threw ing roa" as as Snake fear ng Beats roduced a deal a eas te barreled down the We main road J eae mn per tar ie was ee a ee ete * bat trailing a $4 fe main Te & e : ve = see 4 + ome ao a situation Snal ras as ea mn rn te say ut Of a rae usa ue see evel one f! af ode aso of se sl oly Le oe fitlboard had ioe as only ome mle from ed a fe amoment, ifthe muse fe cei chy Magnum. The shot Ed jously of . big fe dust ad obvious rai a cascade ay cree mee puled Laake ci an : fos i. ee to put So oe mal S into top gear in a 1 Teva going © to get Ne at. _ —* see that museum after all. Mission Description: Out on Route 666 anything can happen, and Petee “Fingers” McForst is finding that out the hard way. A Haul’s Angel convoy carrying Petee to a deal out in the Redwood wastes was jacked by the Law and Petee was taken. The ‘Haul’s Angels want Petee back and will do anything to get him, as he’s the guy that looks after their money and runs their numbers. The Law gang want to get Petee to the detectives in San Fran so he can ask him some “Questions”. ‘It’s time to hit the road out on the Devils Run, and see what fate has in store for Petee. Frarn|eameondsonaronst cl: ol . Peps ae ae Game Length: From the end of turn 6 onwards roll a D10 to determine if the game ends with Disengage. Gangs: The Law: | Bike, 1 Buggy, 1 Car (with a shackled Petee). Haul’s Angels: 2 Bikes, 1 Trike, 1 Car. Tile Setup: .2a, .4a, .1b Mission Special Rules: Protect Petee: The Haul’s Angels cannot shoot the car with Petee inside for fear of hitting him, so the only way to stop the car is to target it with an offensive move action. Each time a successful ram, sideswipe or ram on the brakes is made against the Law car, after damage has been allocated, the Law player completes a spin-out test. If the D10 roll is equal to or lower than the Law’ car current chassis point nothing happens. If the D10 roll is higher than the Law car current chassis point the car spins out and the game ends. Mission Objective: If the car carrying Petee spins out the Haul’s Angels win the game. Or if the game ends with in Disengage the Law have made it into San Fran and Petee must accept his fate. Or if the Law car is wrecked both players (and Pete) lose. Spoils of War If the Law win the game their car is equipped with two Nitros cards which can be used in any subsequent missions. If the Haul’s Angels win the game their car comes with Petee as a rear passenger in all subsequent missions. Pete, Petee what have you done? The rescue attempt was just the beginning; now it’s all out war. ‘Not since the San Jose massacre will so much blood be spilt and all because of a meagre accountant. The Devil will dance as Route 666 takes its toll... Game Length: As long as it takes. Gangs: The Law: All your vehicles plus an Airstrike. «= The Haul’s Angels: All your vehicles plus an Airstrike. Tile Setup: 2b., .1a, .4b Haullage Company, Haull/s) — Angel's Mission Special Rules: War: War is war, it is not a race. Hence, the backmost tile is not removed when the 4th is placed. If placing of a new tile after this, would result in the removal of any active vehicle, the forward most vehicle must complete a brake or ram on the brakes move action instead. Mission Objective: ‘The Gang that reduces all of the opposing vehicles to wrecks first wins the game and the campaign. The game ends at this point. Or ?<.- a Re-Run the Fun! I Why not re-run the missions? You could swop gangs, or add another vehicle or Wp two to the Run. Try a different deployment or different tactics. Demand your * opponent lets you re-run that mission he thrashed you at or let him have an extra car in the run you beat him on. ‘There are also over twenty new missions you can download from our website. Advance: Do you want to complete in a multiplayer Demolition Derby or fly jetpacks in the Devil's Run, or maybe you want to take down a massive War Rig or crash headlong into your enemy? All of this is possible with the free Devil’s Run, Route 666 Advanced rules also available on our website. Start your Own Campaign ‘The advanced rules include everything you could need to design your own campaign for any number of players. It also includes a rich background for the post-apocalyptic world that is the Devil's Run, including extensive background on all the factions. You have met the Law Haulage Company and the Haul’s Angels and read mention of the Skinners, but what about the BritAttack, Justice, The Jets and Hunters. How are they connected, how were they created and what makes them what they are? And lets not forget the Freelancers, road warriors that sell their services to the highest bidder. Download the Devils Run Advanced Ruleset, including new art, missions, rules and background for free at I 800900000 i a Options for using Action Points Vehicles: Action Point 1 Action Point Ieetteo\/ ac, Cet en Basic Implement Action Mgshoot Action Offensive Special Move Action: ) The Defencive Vehicle Compare and the ® loser takes CP damage equal to the difference Armour Value + D3 Moved Spaces + Armour Value # Both vehicles take their opponents total in CP damage Armour Value + D3 Moved Spaces + Armour Value j + D3 i Armour + Current CP Value + D3 Armour + Current CP Value, + D3) § Compare and the. § loser takes CP damage equal to the difference ~ Activation Pathway Trikes

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