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WEAPONS & OTHER IRONMONGERY

This sec on is a quick clarifica on on the weapons listed


in the Weapons Data Table, Chapter 4 in the EPUB.
ThrownStu:Throwing loose items like rocks, balls,
bo les, and other dross at another car.
HarpoonGun:A compressed air rifle that tosses a spear
with a cable on it that will temporarily join the two vehicles, with bad implica ons for someone.
Rifle,Pistol,Shotgun:Pre y much what you think. Ammuni on stocks in this universe are s ll decent, but wont
last forever.
LMG,HMG:Light Machine Gun (like a SAW or M60 on
bipod) and Heavy Machine Gun (like a .50 cal on a tripod)
Flamethrower:Some combus ble mix of fuel compressed into tank that can shoot Short Range. Starts a
FIRE. Limited range and ammuni on.
FFGATMissileorHeavyRocket:Single shot handheld
missiles (like LAWs) or a rack-mounted single shot heavy
rocket (like a Sagger)
WGATMissile:(Wire Guided An tank Missile): Like a
TOW. More rare but more deadly & accurate.
Laser:Tac cal Ba lefield Laser. Incredibly rare, very
accurate, can start a fire. Fantas c range, Limited ammuni on (drains a ba ery very quickly)
RecoillessRifle(RR)orLightGun:Older forms of light
ar llery, direct firing. Packs a decent punch, but ammuni on is also limited unless you knock o an armory
somewhere. Or a museum.
Mortar:Not rare, but uncommon, and hard to find ammuni on for. Fires in an arc.
Read the table notes for this WDT!

OTHER MODES OF MOVING


FLYING:There are two flight capable units in the game,
the Gyrocopter and the Black Helicopter. Treat the gyrocopter as another player run vehicle. You cant have a
truck chase without one of those! The Gyro flies close to
the ground, and can never go much higher than 4 s cks
high which is roughly 24 inches. Swerves and Skids are
possible (think of them as acroba c maneuvers) but
Rolls are not, the Gyro ceases to be on a Roll or any outcome where the engine shuts o and plummets to the
ground. The Black Helicopter is there for the Referee to
have fun with, if he feels the game is dragging. The Black
Helicopter (Da Choppah) has rockets and machine guns
to discourage players from standing s ll or going where
they shouldnt be.
WALKING:There are pedestrians in my version of this
world. I generally make them gangs of cul sts, or thugs,
or bikers or survivalists. Generally speaking, the game is
moving so fast they will have minimal impact beyond
firing o an ambuscade here or there. Therefore Pedestrians (Peds) are included to add a li le chaos, a li le
post-apocalyp c color to the se ng and perhaps a soupcon of ultra-violence to the game. Rules for pedestrians
are simple. The Referee runs them unless someone has
been killed and he wants them to have something to do.
Peds move far slower than vehicles, so they will go last,
in the same placement order of ini a ve the cars use.
Peds will be armed with mostly melee weapons, but also
the occasional Claymore mine, rifle, pistol, maybe a
small FFM (Fire and Forget Missile) ..

ROADWARRIOR/WHITELINEFEVERis a joint eort


by Eric Goodlate and Walt OHara. Road Warrior is
Erics conven on game of Mad Max style road combat.
White Line Fever is the add on that Walt wrote because he likes to nker with things.
This document is a quick reference rule set that references the EPUB version available in the Digital Rules
sec on of the Third Point of Singularity blog:
h ps://misternizz.wordpress.com/digital-rules/
So keep this printed out and handy (it folds into a trifold) but youll need the epub to explain the mea er
bits and have the charts handy.
Ill be releasing a car form as a PDF shortly as well.
Rules: Eric Goodlate/Walt OHara 2015
Ques ons? misternizz@gmail.com

What you will need: CARS, SCENERY, 10D6, 1D6, Car Sheets,
Rules, Coffee Stirrers for measurement (Called Sticks for
distance measure). Mark a Head end of the table and a Foot end .
CARS START GAME IN MOTION. Initiative Order is from the Head
end of table back to the Foot end, by location.
IF YOU ARE RUNNING THE TRUCK, it always goes first. As old cars
die and new cars are added, add them at the Foot end going the
other way.

MOVEin
Ini a ve Order

Roll (and pass) Sustain roll. Move


your Vehicle a # of S cks. If a
RAM occurs, it happens now.

FIRE weapons

Find To Hit # on Weapons Data


Table. Roll your shoot score or
less. For every hit, roll the right
column on the DAMAGE TABLE

Assign DAMAGE

Check the column you are rolling


on. Roll the requisite # on that
column, and apply results immediately.

CHECK for
appropriate results

If your Damage Result is SKID,


SPIN, RAM, or ROLL, place car(s)
in the correc on posi on.

NEXTcar moves

Repeat Move, Fire, Damage,


Check steps for all players

NEXTTURN

If your vehicle stopped last turn,


perform a SUSTAIN ROLL to start
it up again. If vehicle is flipped,
you are done.

RAMMINGispartofMOVING. Ramming can be inten onal (driver chooses to drive into a car) or uninten onal (car SKIDS or SPINS into a car). Ramming car
rolls SCUFFLEroll (on sheet). Target vehicle rolls SAVE.
Every hit is rolled on Col 1 of the Damage Table. Size

Dieren al,Ramming:for every size dierence (S to M,


M to L, etc.) a Ramming car gets +1 to Scue.
AFTER YOU MOVE, YOU SHOOT.
Look up your firing weapon from the WEAPONS DATA TABLE
in sec on 4. This is the data you will need:

Roll against the Shoot Score at the range specified. If you


roll that # or less, its a hit. For every hit, roll on the column
in the Damage Table that makes the most sense. Read the
weapon notes below the table.
AFTER FIRING COMES DAMAGE.
Select the column in the Damage Table (DT) that
makes the most sense for your weapon. Roll the number of DMG rolls indicated in the Weapon Chart

DAMAGE, IT DOES ADD UP.


As your car takes holes and dents, or pass through damage, or a SKID or a SPIN result, make a hash mark on the
bo om of your car sheet with a pencil. This is overall
chassis damage. Once you have more damage than
your cars threshold, your car is now shot to pieces and
basically falls apart on you (rolling a SAVE to not get killed
in the process.) The damage thresholds are listed by size:

Note, however, that this game usually moves way too


fast for this to happen, so consider this op onal. You are
more likely to ROLL your car, get blown up, Flip, or any
number of other maladies listed on the Damage Table
before this happens. Life is cheap in the Apocalypse!
THE CONGA LINE OF CARS.
Dont get too hung up on your car. Drive oensively.
If your car gets destroyed, dont be sen mental about
it. Thats why there are extra cars. If you get killed,
you can start at the Foot end if the game hasnt moved
past the middle of the table(s) yet, or at the head of the
table (the direc on everyone is driving) moving DOWN
the road. Whether a person comes in as a good guy
(escor ng) or bad guy (trying to hijack the truck) is up
to the Referee. He should have a few extra cars and
motorcycles for replacements.
END GAME.

ResultsareCUMULATIVE!!!

It will be evident at some point if victory condi ons


(e.g. stop the truck, etc.) are going to be met in the
me allo ed. Use scoring rules if you feel like you
have to. (See op onal rules in EPUB).

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