Combat:
At any point in a players turn (when they are moving a car), they may declare that they are firing a weapon. Movement is then halted, the combat is resolved, and then once it is finished, the cars movement then continues.
Combat is NOT simultaneous - whoever fires first scores damage first, and if this means that the target cannot reaction fire back, then so be it!
Obviously, to be able to fire, the target has to be in the arc of fire of a weapon that the firing vehicle has, and the weapon has to have some ammunition left.
NOTE: A given weapon (or linked set) may fire once per turn. A given person may fire once per turn.
This basically means that if a driver fires a forward mounted machine gun, then on the same turn, a gunner cannot fire that weapon.
NOTE: If a car spins then it may not conduct combat (if it hadn't already done so) and may not use Reaction fire until it has moved off.
Combat is measured in Inches.
All ranges are measured using a straight edge and are measured from the Centre of the firing counter to the Centre of the target counter.
If the ruler would leave the circuit and cross other parts of the board, then there is no line of sight (although depending on the circuit being played, this is open to a players agreement, but the rule is no line of sight!).
When trying to hit someone, firstly check that the target is in the weapons range. This is:
| Short Range | 4 Inches |
| Medium Range | 8 Inches |
| Long Range | 12 Inches |
If the target doesn't fall in the weapons range, then it cannot be
hit.
Next determine if a line of sight exists.
How to work out fire arcs. Divide the counter into 4 triangular sections by making two invisible lines running from the top left to the bottom right of the counter, and the top right to the bottom left of the counter. The section at the front of the vehicle is the Foward Arc, with the rest being the left, right and rear arcs.
Turrets of course, have a full 360 degree arc of fire until the weapons in it are destroyed.
If a line of sight exists and the target is in the fire arc of the weapon being used, cross of one ammunition load for the weapon, and roll to hit.
This is done by roll 1d20 and adding/subtracting the following modifiers:
| Target is in: |
| 1st gear: | +1 |
| 4th gear: | -1 |
| 5th gear: | -2 |
| 6th gear: | -3 |
|
| Target is: |
| 9-12 inches range: | -1 |
| Adjoing square: | +2 |
|
| Special Aim: |
|
| Firer is in: |
|
| Firer Movement: |
| Is in a corner, or just left a corner that movement: | -2 |
| Has manouevred or sideslipped: | -1 |
|
| Weather: |
| Temporary Rain: | -1 |
| Rain: | -2 |
| Lasers in changable weather: | -1 |
| Lasers have an additional -1 in rain |
|
| Other: |
| Per square of smoke the combat passes through: | -2 |
|
If the modified result is , then the target is hit.
If the target was a Tyre or Turret, then see below.
If no target was specified, then the body was hit.
Tyres: Subtract the weapons damage from the targets armour on their tyres. Once this reaches 0, subtract the remaining damage from the targets tyres.
Turret: Subtract the weapons damage from the targets turret armour (if any), and once it reaches zero, a single remaining point of damage will destroy the weapon.
Further damage is lost. The vehicle is not considered to have a turret anymore.
Body: Subtract the weapons damage from the vehicles armour points. Once they reach zero, then roll a hit location (on the following table) for each point of damage remaining with the weapon
(1d20).
| Die Roll | Item Hit |
| 1-2 | Weapon |
| 3-5 | Engine |
| 6-7 | Fuel |
| 8 | Brakes |
| 9 | Handling |
| 10-11 | Driver |
| 12-13 | Gunner (or Body hit if no Gunner) |
| 14-20 | Bodywork |
Damage effects: This is standard. Each point of damage crosses of one wear point of the item hit, with the normal effects for when they have no more points left in that location.
Weapon: One weapon on the car is destroyed. The owning player may select which weapon is destroyed, it can be anywhere on the car, and can be a dropped weapon if desired.
Driver/Gunner: Each driver or gunner has 2 hits (plus armour). On the second hit they are dead. If this is the gunner, then the vehicle may no longer make two attacks. If this is the driver, then the vehicle is elminated.
For example: Our little Speedster Formula 1 car, undamaged so far, is the victim of a vicious and totally uncalled for attack in a race for position. The Speedster is hit by a machine gun, a laser shot, and then a heavy rocket (ouch!). All attacks are aimed at the body of the car, because its the bigger target. The machine gun inflicts 1 point of damage, so the Speedsters armour of 4 is reduced to 3. The laser then hits and scores 2 points of damage, so the armour is now reduced to 1. Finally, the heavy rocket comes screaming in and inflicts 3 points of damage. This hurts. The armour is reduced to zero, and gives two internal points of damage. This means rolling twice on the Internal Hit table. The first roll (for the first internal point of damage) comes up a 4, meaning the engine has been hit. The second roll comes up a 13, meaning the gunner, or in this case, the Bodywork has been hit as the car doesn't have a driver. Unfortunaly, the Speedster only has an engine of 1, so the poor car now splutters to a halt and is eliminated from play.
The loss of all Tyres, Engine, Body or Driver will eliminate the car and cause it to be out of the race. Note that unless the Driver or gunner is killed, an elminated vehicle will not result in the death of the crew.
Unless using some optional rules, remove the vehicle from the board and out of play. Because the vehicle will probably still have momentum, it is assumed to glide off the track.
Gunners: A gunner means that the vehicle may fire another weapon (or set) at anytime in the turn. They use all the same modifiers as above. Not that both a gunner and driver must have a targetting computer to gain the effects.
Reaction Fire: Sometimes a vehicle wishes to fire at another out of turn. This is called Reaction Fire and it works as normal combat but outside the firers normal time.
Instead they declare that they are using Reaction Fire, and it is done instantly. There is an additional -2 to the hit roll.
A vehicle may only use Reaction Fire if the target vehicle has moved at least one square or performed an action (like shooting).
If a vehicle uses Reaction Fire, then they may not fire in their next scheduled movement, unless they have a gunner.
Firing in anyone elses turn is considered Reaction Fire.
Whenever a dropped weapon is used, a counter must be placed in a square next to the vehicle depending on the location of the weapon (ie, a dropped weapon facing backwards is placed in the square behind).
If there is already a vehicle in the square where the weapon is going, then that vehicle is unaffected _then_ by the dropped weapon.
All dropped weapons have an Avoid Number. Whenever a vehicle enters the square of a dropped weapon, they must make an avoid roll (of 1d20 + the vehicles handling). If they roll equal or greater than the Avoid Number they have passed through the square with no
problems. If they fail, they take the damage as follows:
| Mines: |
| Avoid: | 16+ |
| Damage: | Tyres: 2nd Gear die in damage Body: 1st Gear die in damage |
| Once exploded, remove the mine counter |
|
| Spikes: |
| Avoid: | 15+ |
| Damage: | Tyres: 2nd Gear die in damage |
| When hit, do NOT remove from play |
|
| Oil: |
| Avoid: | 16+ |
| Damage: | None |
When running over oil, add the following modifiers:
-4 In a corner
-2 Maneuovring on a straight
If the roll fails, it is important to know by how much as this will effect the result.
| Failed by 1-3 points: | Skid 1 extra square |
| Failed by 4-6 points: | Skid 2 extra squares/ | |
| Failed by 7-10 points: | Skid by 3 extra squares and spinout at the end of the skid on a 1-8 on 1D20 |
| Failed by 11+ points: | Skid by 3 extra squares and Immediate spinout at the end of the skid |
|
|
| Smoke: |
| Avoid: | None |
| Damage: | None |
Smoke confers a penalty for all combat through the square [see above] Disipates on a 16+ on a 1d20 (roll once per turn). |
|
NOTE: Tyre Armour Points are not used to soak up damage from dropped weapons. Damage is applied directly to the cars tyres.
Sometimes when ammo runs low, or just for the pure hell of it, people want to deliberatly ram another car.
To do this, the Rammer has to be in contact with another car, either in the square behind the target (Rear End Ram), or to the side of the target (Sideswipe) at some point in their movement.
The procedure for both types of ram is the same, but the damage effects are slightly differant.
To ram, roll 1d20, and add the following modifiers:
+ rammers handling
- targets handling
+ ( (Rammers Gear - Targets Gear) * 2)
|
On a , the target is rammed.
If the ram misses, then the car continues with its movement, and passes through the square containing the target, but cannot end their movement there (the target is considered blocking).
The damage that each vehicle takes is based on the speed of the vehicles and whether the rammer has a ramplate.
For Read End Rams: The Gear is the Rammers Gear - Targets gear (mininum of 1st).
For example if the Rammer is in 6th gear, and target is in 4th, then use the column for 2nd Gear. If the rammer is in 2nd, and the target is in 6th, then use 1st gear.
Sideswipes: Use the same procedure as for Rear End Rams, but no ramplate bonuses are applied to either car as a Ramplate is mounted on the front of car which is not used in this type of ram. Then halve any damage (minimum of 1 point) taken.
| Damage to Target | Damage to Rammer |
| w/o Ramplate | w/ Ramplate | w/o Ramplate | w/ Ramplate |
| 1st Gear | 1 pt | 1 pt | 0 pts | 0 pts |
| 2nd Gear | 1st Gear | 2 pts | 1 pt | 0 pts |
| 3rd Gear | 1st Gear +1 | 2nd Gear | 1st Gear | 1 pt |
| 4th Gear | 2nd Gear | 2nd Gear +2 | 1st Gear +1 | 1st Gear |
| 5th Gear | 3rd Gear | 3rd Gear +2 | 2nd Gear | 1st Gear +1 |
| 6th Gear | 4th Gear | 4th Gear +3 | 3rd Gear | 2nd Gear |
If damage is expressed as a Gear, then roll that gears die as the
damage.
Sideswipes also have an additional effect in that the target has to make a handling roll (roll 1D20, and add the handling of the car. Success on 14+), and if it succeeds nothing else happens. If it fails then it is pushed 1 square to the opposite side of the ram. If it can't go any further (its already on the side of the track), then it roll 1D20, and on a 1 it takes a further point of damage.
If a rear end ram is successful and the rammer survives, then its movement for the rest of the turn (if any) is modified by the ram, and is generally reduced.
If the target is in the same or higher gear, then the rammers movement is ended.
If the target is in a lower gear, then subtract the higher gear from the lower, and the end result is the is the gear die to be rolled and subtracted from the rammers end movement. If this would reduce the movement left to zero or less, then the rammers movement is ended.
After any type of ram, no further manoeuvres are allowed, save for standard corner movement.