Pedestrians
You remember pedestrians - those things that make that swishy sound under your wheels? Of course you do!

Basic Notes:

All pedestrians have 2 hits (although the infirm, young or old have only one). Cost wise they are the equivilant of 0.5 wear points (+ equipment).

Movement:

All pedestrians move at one square per turn and may perform one action (such as shooting). They move before all vehicles do, and if there are pedestrians on more than one team, then alternate the movement of peds.
Peds have no facing, and may move in any direction.

Sprinting: If a pedestrian does no other action that turn, they may sprint. In this case they may move at 2 sqaures for the turn. Sprinting may only be done every other turn.
Off Road Movement: A ped may run along the side of a track but not actually being on it. Place them next to the track, and they use the edge of the tracks squares to keep track of movement. If they go further afield then they are considered in the stands and out of play.
Stacking: Upto 8 pedestrians may occupy the same square.
Entering/Leaving Vehicles: A Driver or pedestrian may enter or leave a stationary vehicle only. To do this, it takes one turn while the vehicle is still for the person to enter or leave. Of course, this assumes that the vehicle can take the new people and isn't already full.

Combat:

Damage: A pedestrian that takes one hit (out of his two) is considered wounded and may not sprint. They are also at -2 for all actions.
Vehicles shooting at Pedestrians:
Vehicles shoot at pedestrians with a -3 to their to hit roll. If they do hit, then the weapons do damage equalling their damage as an amount of 1st gear dice to roll plus the roll of an additional 1st gear die. For example, a machine rolls 2 1st gear dice as damage, a blast cannon rolls 5.
All vehicular weapons are considered area effect.
Ramming Pedestrians:
This is as normal, but the pedestrian has the equivilant of 2 points of handling (dodging!). Simply add the gear of the rammer as bonus to hit instead of the usual modifiers as pedestrians do not worry about gears and are always slower than cars.
If the ped is hit, then simply roll the current gear die of the vehicle, and the pedestrian takes that much damage. A car takes 1 point of damage if on the roll of a 1D20 (+ the rammers gear) is 12+, or two points if a 21+ is rolled.
All ramming is considered Area Effect.
Pedestrians shooting at cars:
This follows all normal rules.
Pedestrians against pedestrians:
Again this is treat as normal, but remember that all peds are at a -3 to be hit.

Other Points:
Area Effect: Some weapons are considered Area Effect meaning that they either explode with a blast effect, or are fully automatic weapons that can sweep an area. What this means is that if the weapon hits someone in a square, and there are other pedestrians in that square, each of them have to be rolled to hit, and if hit they also take full damage.
Close Combat: Sometime pedestrians have no ranged weapons and thus may want to clobber each other physically. To do this, the two opponents have to be in the same or adjacent square, and then normal combat applies. If specific close combat weapons are not being used, then damage is 1 point if the roll of a 1st gear die is 2.
Dropped Weapon: These do not effect pedestrians, although smoke modifiers do apply. However a pedestrian may not sprint on oil.

Equipment:

It would be a harsh mother indeed who let her sons and daughters out to play without being properly equipped, and here is a small selection of weapons and other things that might be useful.

Encumbrance:
It is up to any referee to determine just how complicated they want to get to with how much equipment a pedestrian may carry, but as a guide, a typical amount is around 6 items. However no more than one item may be used at one time, or two pistols (with the second having a -2 modifier).

ItemCostRangeShotsAP DamageVeh. DamageNotes
Weapons
Light pistol0.254"101None
Heavy pistol0.54"101st Gear(19+)
SMG0.756"101st Gear +1(16+)Area effect
Assault Rifle0.758"152nd Gear(10+)
Laser Rifle0.7510"51st Gear1
Shotgun0.54"102nd Gear(18+)
    A Shotgun may be equipped with Buckshot. This reduces the damage to a 1st gear die, but gives the weapon a +2 to hit and makes it Area Effect
Portable Minigun1.56"102nd Gear +11Area Effect, +2 to hit.
Portable Flamethrower0.54"51st Gear(16+)+2 to hit
    Even if the Flamethrower doesn't cause any damage, it still hase a chance to set the target on fire. This is equal to a 1 or 2 on 1D20 [See the variant fire rules].
LAW14"13rd Gear2Area Effect
Close Combat Weapon0.250"0None

AP Damage: This is the amount of damage scored against other pedestrians.
Veh. Damage: This is the amout of damage scored against vehicles. If the result is in brackets, then if a hit is scored, this number or greater on a 1D20 must be thrown for one point of damage to actually be inflicted.

ItemCostNotes
Equipment
Body Armour0.5 per point
This gives a pedestrian extra hits (upto a maximum of 4 extra). If more than 2 extra armour points are bought, the ped may not sprint.
Targetting Sight0.5 per weaponGives a +2 to hit for the weapon it is attached to

Tripod Weapons:
These are vehicular weapons that are mounted on a man portable chassis to allow for use by pedestrians. They are bought at the same costs as standard vehicular weaponry. It takes one ped per cost of the weapon to move the weapon, during which time they may not sprint. Before the weapon is used, it must be set up, requiring one turn (for one ped only), and then on the turn after it is ready to go and need only be operated by one pedestrian. If the weapon is to be shifted, it doesn't need time dismantling, but it will need time to reassemble, make sure it is working when put down.
The operator and any carriers must be in the same square as the weapon at all times they are using/carrying it, and the weapon counts as one pedestrian for stacking purposes.


Formula Dé