Sunteți pe pagina 1din 9

Reasoning The idea for Battletrucks came from a surprise Christmas present of a copy of Battle Cars from my brother

(E-Bay I salute you). I like many others played this game as a child but never o ned it myself. !everal of us ould meet at the house of a friend to play his copy of the game. I thought that a battletrucks e"pansion set already e"isted having got it confused ith battlebikes. I could find no mention of one online so I set about creating my o n. I ould like to thank all those ho have contributed to the Board #ame #eek ebsite for the invaluable use of images and e"tra rules and also universalhead at headlesshollo .com for the updated vehicle cards. $ithout them I ould not have been able to compete this. I e"pect that all game board dra ings and pieces remain the sole property of #ames $orkshop% Ian &ivingstone and all those ho orked on the original game all those years ago. This is not meant to be a profit making e"ercise. !imply a fan based e"pansion to add some ne ideas to a really great game. Trucks ' Battle Truck is essentially t o separate vehicles set end to end. The Cab and the Trailer. An attacker can select which they wish to shoot at or ram . The driver occupies the cab and has full control over the eapons and systems in his cab and those in the trailer. The trailer is attached to the cab ( ell at least it is at the beginning of the game) and must follo the cab herever the driver takes it. The trailer occupies the space behind the cab at all times unless it has been disconnected from the cab. ' disconnected trailer has no means of propulsion and ill remain stationary unless re-attached to a cab.

The Trailer occupies the space immediately behind the cab as sho n here.

' battletruck is slo er and less manoeuvrable than a battlecar but has many more eapon pods and hence more ammo. It also contains room for cargo (more on this later). The rule

of firing only one missile eapon at a target per turn still apples so therefore a truck is in essence a slo er moving battlecar. This makes for a slo er game of battlecars ith a fe added e"tras. !o hy bother/ $ell% battletrucks are not intended to be used alone. They should be used as part of a gang of vehicles. ' Truck (or maybe -) and a fe cars and)or bikes riding shotgun. ' truck truly comes into its o n in a target rich environment here there are three four or even five enemy vehicles in line of sight. It ill not run out of ammo as 0uickly as its smaller counterparts and can hold its o n against multiple attackers. Rules 'll Battlecar 1ules remain the same so that a truck can be used in con2unction ith cars and bikes in the same game. 3o ever I have created a fe ne rules and tables in order to use trucks. These rules are by no means official or complete. 4lease feel free to play test% change or completely ignore all of them. 5aking the game fun and interesting is hat6s important. Battletruck cards
http()) .boardgamegeek.com)image)*+,-.

Instead of one card as ith a car a battletruck has t o. 7ne for the cab and one for the trailer as sho n here. Cab Card Trailer Card

The eapon pods and turrets are filled ith ammo in the same manner as a battle car. The same rules for hat ammo goes in hat pods apply. 8amage is sho n in the same ay as you ould ith a battlecar card. These cards ere adapted from originals and do nloaded versions and have been modified to be used here. The speed and manoeuvrability data has been changed to suit the fact that these are great big lorries not speedy armoured cars. This data is printed on the card rather than here in the rules. Thanks to the universalhead at headlesshollo ho I think came up ith that idea% I think it6s brilliant. Car Components and damage 'll components and damage orks in e"actly the same ay as the main battle cars rule book states. Except for Tyres and Cargo. Tyres 9or each tyre destroyed the trucks ma"imum speed is reduced by 1 instead of . ' Truck can move ithout a heel easier than a car can.

Cargo Cargo spaces are intended to be used as a scenario building tool. The idea being that the gang have to move something from one hideout to another or drive through another car gangs turf on route to a drop off. It is left to the players of the game to decide hat they are carrying and here too but here are a fe ideas.
+. The gang must get the truck to a certain building on the game board here they ill drop off some ammo they stole from a rival gang. But the rival gang is hot on their heels. !hould the gang manage to get the truck to the building ith :.; of the cargo or more undamaged they in the game. -. The gang are smuggling 2e els through a rival gang6s neighbourhood. The rival gang have got ind of this and ant the 2e els for themselves to sell on the black market. The rival gang ins if they manage to immobilise the truck or steal the trailer before it can leave the area by moving off the far side of the game board. ,. The gang are hiding pedestrians in the truck as part of an armed attack on a rival gang6s hideout. The pedestrians may e"it the truck provided it is stationary and may then act as normal stealing unmanned cars or bikes or 2ust hosing the area ith machine gun fire. Each cargo pod ill fit + pedestrian. They ill be able to shoot from the doors as the truck moves. The pedestrian has , points of damage not +< like other forms of cargo.

7f course the gang could 2ust be using the truck as some e"tra firepo er and the cargo is empty. In hich case a hit in the cargo area is a asted shot. !o"ement 'll rules regarding game se0uencing and movement still apply including the use of super chargers% auto steer and po er brakes. 3o ever% a truck has its o n drift rules hich incorporate the issue of 2ack knifing. #kidding ' Truck must test for skidding 2ust like a car tests and orks out its speed difference (!8) in e"actly the same ay as in the main battlecars rule book. Tyre damage affects the trailer as ell as the cab. $rifting and %ack &nifing $ork out drift using the same table as in the main rule book. 5ove the cab to the location it ends up and face it in the same direction as it ends up. Then e must roll again to test for 2ack knifing and here the trailer ends up using the follo ing chart. 1oll the dice and place the trailer on the corresponding space. If it hits a building or tree sort out damage to the trailer as normal.
Rolling an '

1 3 4 5

!hould you roll an < hilst testing for trailer drift the trailer detaches from the cab altogether(( Test for the drift of the trailer again as it drifts a ay from the cab. =se the same speed used to ork out the original skid. =se the standard drift table from the rule book to do this. The trailer ill go in the direction the cab as originally drifting in. $ork out damage to the trailer if it crashes as normal.

Reconnecting a trailer to cab !hould a trailer become disconnected from the cab it can be reattached by reversing the cab onto it at speed 1+. >ou must reverse onto the right end ho ever. If this is not possible (I.e. its up against a building) a pedestrian ill be able to move it *.? per turn. The pedestrian must be in contact ith the trailer. T o pedestrians can move it +<.? per turn and so on. )ulling away after a *ack knife. The Truck ill move off in hatever direction the Cab is facing 2ust as it ould ere it a battlecar. +ther ways to detach a trailer. The driver of a truck may choose to detach a trailer at any time. The trailers speed is reduced to . and ill remain here the cab dropped it off. 9eel free to use drift rules if the cab as travelling at speed hen it disconnected the trailer. 'ny pedestrian taking control of the cab can disconnect a trailer. ' trailer disconnects if the hitch of the cab is completely destroyed. ' trailer ill disconnect of all its tyres are destroyed and the cab tries to drive a ay. +ther Rules 9eel free to invent other rules for anything I have missed. @ust try to keep it simple. Appendices The follo ing pages contain the follo ing - different Cab Cards - different Trailer cards A Cab playing pieces (- different types) A Trailer playing pieces (- different types)

S-ar putea să vă placă și