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A movement zone is an 8” x 8” square on the tabletop. A movement zone can only hold a single vehicle
model or 2 bike models. If a vehicle attempts to move into a movement zone occupied by another
vehicle a collision occurs.
Movement sequence
1. Each Driver rolls a priority check. The highest gets to move their vehicle first, reroll ties
2. The Driver performs their actions
3. Move the vehicle based on the
Vehicles Cards
Each vehicle will have a stats card that outlines what the vehicle is capable of.
Vehicle Stations
Vehicles will have at least 1 station and possibly many more which require crew. If the station is not
crewed, then its function cannot be fulfilled. It takes a Basic action to move to a station. A crewmember
can move between stations in their turn.
Driver Actions
Simple Actions
o Start your engines: take a TA check to turn on the vehicle
o Maintain Speed: stay at current speed band
o Jam on the brakes: move down two range bands, Driver takes an Initiative test to
maintain control of the vehicle, if failed the vehicle has the out-of-control condition,
passengers take an Initiative test or go prone.
Basic Actions
o Accelerate: move up one speed band
o Slow Down: move down one speed band
o Turn left or right 90 degrees
o Drift left or right: move one zone diaganlly left or right
Double Actions
o Skid turn 180 degrees: double action, perform a TA check, -1 per level of speed above 2,
if failed vehicle out of control.
o Jink: Double Action: -1BS to be hit, Driver takes an Initiative test to maintain control of
the vehicle, passengers take an Initiative test or go prone
o Ram: Double Action – if there is another vehicle in your zone hit it. The driver takes an
Initiative test to maintain control of the vehicle, passengers take an Initiative test or go
prone.
Passenger Actions
Basic Actions
o Shoot Secondary Armament
o Reload Primary Armament: Basic Action
o Co-driver assist: gain +1 modifier to any test the driver’s action requires.
Double action
o Shoot Primary Armament
o Damage Control: take a TA check, if successful add 1 vehicle hull point back to the
vehicle’s maximum hull points. On a roll of a double 1 take off a vehicle hull point.