White Line Future Editable Text PDF Free
White Line Future Editable Text PDF Free
White Line Future Editable Text PDF Free
DESIGN SECTION 41
Introduction 141), Sample Vehicle Design 141), Advanced
Vehicle Design (421. Weapon Systems 143), Characteristics
(44).
ADVANCED RULES
FOR HIGHWAY WARRIORS
PITTSBURGH, JANUARY 1996, 8.50 A.M.
"Okay, people, I'll keep this short and sweet.
First, I want to say it's good to see you all here. You
won't have seen much of me since your induction
session into Hammond Maninski, but we've all been
watching you from the back room. And you've done
good out there. Real good.
As it says on your timetable, this is a bridging session.
The Agency has decided that you're too good to be
Juniors any more, so as of nine o'clock this am, you're
all on Intermediate grade. Instead of riding some
hotshot's wing all the time, you people will be leading
on contracts. You'll get your own wingmen from our
last intake of Juniors - check the admin computer
for allocations. Look after them, keep 'em in line, and
don't risk them; remember what your own first few
missions were like. But don't risk yourselves for them
if they screw up - i f they 're big enough to be
Sanctioned Ops, they're big enough to handle their
own mistakes.
Okay, that's rank and responsibility out of the way,
so we come to privilege. Your payscales have been
updated, and you'll begin to notice that we'll be
asking you to handle tougher sanctions. More
lucrative ones, too.
Besides all this money, power, danger and glamour, Intermediate grade gives you preferred access to
equipment. Up to now, you've been using fleet cars with a limited range of equipment. Now, the Agency
feels you can be trusted with some of the Big Stuff. This includes engine sizes up to V12, plus rocket
boosters for you dragsters - stand up, Louie Medina, we all know about that Baltimore run last month.
You also get to play with RoboSteer, fire control computers, and lots of other fun toys. Just make sure
you keep it all in one piece, though - it's expensive.
And just to show you how much the Agency values your skills, there are crash bags, passenger cages
- even ejector seats. Yeah, I hear you, Cal, an ejector seat isn't much good if you're doing 75 down Interstate
81 on your roof. You just have to try and keep your Interceptor right way up, okay?
Yes, Polovski, you do get to play with depleted uranium ammo now. But you just remember the cost. Every
time you miss with DU, an accountant cries.
Okay, settle down, people - you'll find equipment lists in your upgrade package, so you can read it all through
in your own time.
There's just one more thing to cover, and that's personalisation. As I said, up to now you've been using
fleet cars, with limited equipment options. Part of your upgrade is that each of you gets his or her very
own Interceptor. And you get to equip it as you please, from the equipment you have listed in your package.
Yay, aren't we good to work for?
Two points. Number one, the Agency gives you the car, with a motor size of your choice. That's a little
reward for all your good work. Everything else you pay for yourself. You're professional Operatives, and
you can handle it. Like I said, your contracts will be getting bigger from now on. And you keep the car
if you leave the Agency.
Number two, take some time and thought before you go hanging chain guns everywhere. 781k to your
garage crew - they know allabout power-to-weight andstufflike that, and they'll save you building something
that fights like a gunship and moves like a slug. You can still requisition fleet cars for general work, so
you might like to build your own Interceptor with a particular type of mission in mind. Or you might just
sit down and design your dream machine. Do what you like - your car, your money.
Okay, I guess that's all my talking done with, so Jet's mosey on down to the test track. Part of your bridging
session is a little workout with a couple of the Seniors, going over some fancy moves, sharpening you
up and showing you how to counter a few kinds of screw-up. And you people are honoured - I've just
had word that one of your sparring partners is going to be the Big H himself. Mister Hammond Maninski,
in person. Once you see what he can do with one lung shot to glory, you'll realise just how far you still
have to go. But if you keep on like you started out with us, you'll get there. Okay, let's go."
- Hammond Maninski staff upgrade session. Gerry Hauser, vice-president in charge of training, presiding.
4 ADVANCED MANOEUVRES
1.2
RIGHT-HANO 3.4
BOOTLEGGER 5.6
The manoeuvre shown on the diagram above is
a right-hand bootlegger. A left-hand bootlegger Roll a 06 to determine t---a·--+- ·- --1
is an exact mirror image, with the large contact final position.
zone on the left hand side of the vehicle.
When you' re flappin' an Op, Because a swerving car is allowed to shift lanes
you wanna move straight in SWERVES before the straight-ahead move, it may be able
and get the job over with. A swerve manoeuvre is the only one where a to dodge something which it would otherwise
It' s a natural reaction , vehicle does not make a straight ahead move first. have been forced to hit. The following diagram
instinctive. You can't let it When a ca r uses a swerve manoeuvre, it first shows a couple of examples of this - in the first
take over or the next t ime shifts one lane to the left or right, then it
you get a gut feeling could one the car swerves and manages to avoid a ram,
be when a hundred rounds completes a straight ahead move, and finally in the second one the swerve is used to avoid
of 6mm ammo smacks into shifts another lane. This second lane shift must hitting a passive weapon.
your body. be in the same direction as the first.
See, there was this slick-ass SWERVE
Op out of Tuvana, once. He
came into my territory and
told a loads TV jerks that he
was gonna ' flush me out'.
I'd never heard of this guy, SWERVE TO
no agency 1 knew of. But LEFT AVOID OOl.L.ISJON
there he was, eatin' up the Car shifts left one This move C11f:lnot be
pri me t ime makin' sure lane, moves forward a made bea~ ·the
every mujo on the net space,' and then shifts swerve would caJ.Jse
remembered his ugly face. ~~'11--:1 left once mor.e. another accident
He loved it. He couldn't see
the road for dollar signs. He equa'lly or more
was a glory boy, easy meat. dangerous.
I caught up with him a week
later, on Route 66. It wasn't
easy enough to give me a
feeling, but just enough to
convince me that I could SWERVE TO
burn off his VS and take him R!IGHT AVOID MINE
• +
apart, back end first. I was This move cannot be
arming a HiVap when he Car shifts right one
lane,. moves· forwacd a made because the
pulled off the kind of swetve would cause
bootlegger I'd only seen in space, and then shifts
Johnny Salvo re-runs. He right once more. another accident ·
took it faster than anything 'equally or more
I'd ever seen. The HiVap dangerous.
kicked off just as his MGs
perforated the hood and
filled my legs with hot lead.
The state picked me up Swerve moves have three stages - the first lane
w hile I was bleedin' to shift, the straight-ahead move, and the second
death. Took me a whole lane shift. Passive weapon hazard rolls resulting Safety Limits
week to remember the from each stage of the move are taken
Johnny Salvo Op, but when immediately, before the next stage. If the vehicle The driver must take a standard hazard roll,
I asked what'd happened, loses control after the f irst shift, o r the straight· against a safety limit of 40mph - failure prohibits
they said 1was the only one the manoeuvre. Hazard rolls are not taken for
on the road. When it was ahead move, it doesn't make the final shift.
each shift that makes up the swerve.
their turn to ask questions, Swerves may only be used when moving onto,
I gave 'em answers they along or off straight sections of track. Drivers The shaded areas on the diagrams above show
didn' t believe. the contact zone for a swerve. However, unlike
cannot swerve while on curves.
There are some smooth all other manoeuvres, swerves are not
movers out there. I'm Once the manoeuvre is started, it must be necessarily prohibited whenever another vehicle
tellin' ya. completed in its entirety. Drivers cannot, for or the edge of the road overlaps with the
example, take the first lane shift and the straight· manoeuvre's contact zone. Drivers are, in certain
· Jay Wagner, ahead move, and then opt not to take the second circumstances, allowed to swerve, even if the
interviewed from Denver
High Security Prison for lane shift. Completion of the manoeuvre may be manoeuvre involves running over a passive
Road Fighters magazine. prevented by control loss. weapon, or will cause another collision or a crash.
ADVANCED MANOEUVRES 7
Driwrs cannot
crash rather than
.
'
.,)
hit mines.
" Hit hard, run fast ·that's The target must be at an angle to the grid, and
my motto. Ain't nothin' BULLDOZER the rammer must be either left or right of the
better than seein ' some
weighed-down Interceptor MOVE centre, as shown in the diagram below. A car
hitting a stationary car in the middle rather than
gettin' smaller in the mirror. Sometimes the road can get partially {or even
Don't need armour ' less to the left or right of the centre can't bulldoze;
completely) blocked by a car which has spun, it treats the move as a head-on ram.
yo u got a morbid fear of
as shown in the diagram below. The special
dyin' in which case what
the hell are you doin' in
bulldozer move lets slow-moving vehicles push
this business? " stationary ones out of the way without risking
serious damage.
· Maicolm Malvinas
interviewed on BLO.CKED 'ACAO
' Bandit'. Channel 7
ILLEGAL AS
Tat.-iet at 90° A BULLDOZER
to ttie grid. MOVE
TREAT AS A
HEAO· ON RAM
Target at 135°
to the grid.
DUAL ACTIONS
Dual actions allow drivers to do two things at
once. The following dual actions are permitted:
Drift & Shoot
Target at 135° Accelerate & Drift
to the grid. Brake & Drift
Accelerate & Shoot
Brake & Shoot
Both actions have exactly the same effect as if
they were being performed independently.
Both vehicles suffer a single hit at -1 damage, The two actions are assumed to be taking place
which is very unlikely to hurt either of them. in the order stated - for example, a driver using
Critical hits (ie scores of 6 on the damage dice) a brake and shoot action will have adjusted the
are ignored. vehicle's speed by the time it comes to shooting.
A driver performing an accelerate and drift will
take any hazard roll against speed after the
·-·..
"
1,, ,, - .
't..
acceleration.
When a shoot action is combined with an
accelerate, brake, or drift action, the driver's
shots are subject to a -1 hit roll penalty. The
penalty applies even if the shot is being fired with
the assistance of, or automatically by, a fire
control computer {see the New Equipment
section).
Drivers forced to take hazard rolls during a phase
in which they've performed a dual action are
subject to a -1 penalty.
A hazard roll with a -1 penalty can be surprisingly
dangerous, and can upset careful optimum speed
calculations.
cc A Renegade finisnes off the opposition.
CHARACTERS 9
SUSURRUS
R E NEG A DE
Nobody knows his real
name. What is known is
that he operat es
.. independently, out of t he
Sierra Madre, after a brief
association with the Lariat
Clan. One of the Ops who
took him on and lived gave
him this title, Susurrus:, a
rustling, a whisper. He
hates Ops because they' re
stupid enough to fight for a
justice he believes doesn't
exist. He hates other
Outlaws because they ' re EEL~J
- - ----, rEJElEJl
usually just stupid. His
,~ targets are normally solo
[: ·____ _J led
Ops or Outlaws. He
occasionally hits supply
vehicles and is not averse to
,:.. taking on uneven odds.
His Renegade' s profile has been built up from verified accounts
1-10 ! E I
of his appearances, which have been on the increase over last
year. Speculation that he is in the pay of some gang is probably
unfounded. His car would cost in the region of $52,000 which,
given his ruthless efficiency, he should be capable of fundi ng
EJEJEJ
c=__=:]
w ithout support.
Over the past twelve months, Susurrus has twice been hunted
by Sanctioned Ops, both from the Express agency. One Op
survived by using his ejector seat. The other was killed after
a long chase which proved the superiority of the Outlaw's
EJBEJ
F· ·
driving skill. Disappearances of known Outlaws in the area
are now being accounted for by his actions.
Ii J
K I RK I N TERCEPTO R
CONNER 2.
EJE:3C:·~~I
sophisticated machine that incorporates the latest safety
devices, heavy firepower and a lot of silicon, to the t 1Une
of $143,500, in fact. F ---1 F: - ·=--;
II
&P•N TEST
If it'$. avoide.d any
c911isjon so fer, the
Note that this skid is not an extra move - it simply car is now.ready ..to
adds the possibility that the ca.r will drift from teke·the standar:~ spin
side to side as it takes the straight-ahead part test. ~ember mm
of the spin move. in thia positjon the
sP.i.n template is
If a car drift skids while it is at an angle to the aligned ageillSt the
grid, it moves straight ahead, and is then shifted front of the 11pir:ming
one lane to the left or right as appropriate. In this vehicle • not along the
context, left and right are judged by the car's ro.ad grid.
direction of travel rather than its front facing. ·
The three parts of an advanced spin move - It is quite possible for a vehicle executing a spin
straight ahead, possible drift skid and final spin move to hit a vehicle while drift skidding. This
test - should be taken in a strict o~der. If one stage should always be treated as a sideswipe,
of the move would cause a collision, the move regardless of the car's angle to the grid. If the
ends immediately. on-coming vehicle is moving in the opposite
direction to the spin, the collision is treated as
an opposed sideswipe.
In this example, a car at 90° to the grid is involved
in an opposed sideswipe as a result of a drift skid.
OPPQSED
SIOE!IWIPE
DURING A SPIN
REAR REAR
L E,.T WINO RIGHT W ING
F"JRE CORRIDOR
FOR LEFT SIDE
ANO WING•
MOUNTED
W.EAPONS
The fire corridor is
shifted 011e lane to the
left of the normal REAR CENT RE. TAIL GATC
corridor.
INTERCEPTOR
REAR RCAR
L EF"T WINQ A:IOHTWI NQ
;
reasons!): Note that when a hard point is used only use this fire
to mount two medium weapons, these must bot h corridor if mounted in
be facing in the same direction. conjunction w ith
turret. cupola or pintle
All rear-facing weapons are subject to hit roll mounts. Restriction
penalties. Rear-facing weapons on tailgate or roof I does not apply to
mounts are subject to a -1 hit roll penalty. Rear- i Renegades.
facing, side or wing-mounted weapon s are !
subject to a -2 hit roll penalty. I
The hit roll penalties make rear-facing weapons
far less accurate. However, they can still be
counted on to score hits at very close ranges. F I RE CORRIDOR
This makes them a useful deterrent against FCR REAR
tailgaters; they're much better than any number FACIN G WEAPON
of 'If you can read this, you're too close' stickers. ON L EFT SIDE OR
LEFT REAR-WI N G
Rear-facing weapons mounted on central hard MOUNT
points (ie roof or tailgate), have fire corridors The rear fire corridor
corresponding to the one for forward firing hood- is shifted one lane to
mounted weapons. Rear-facing weapons on the the left of the normal
rear wi n gs o r sides have fire corridors corridor.
corresponding to those for fo rward -facing side
or wing-mounts. The fire corridors for rear-facing
weapons extend behind the vehicle. The Interceptor drivers be warned! The use of rear-
following diagram shows the fire corridor for rear- mounted weapons makes the Renegade far more
fa cing weapons mounted on either a side or a dangerous. The Renegade's rear hard points now
rea r-wing mount. allow it to carry five heavy weapons.
cc
-.
~"'\·.
r
. .,t1 r
~B
FRIENDLY ANO
ENEMY TAROETS
IN FIRE
•I ~"\.
I
CORRIDOR
The driver hat one
friendly and one
enemy terget for his
linked wing MGs. To
r ·t-ir--J.ll.\..I THREE LINKED be able to fire, he
WEAPONS must pus a cool test
The Interceptor has against his drive skill
Gl.s mounted on the of 4. The player
roof and both wings. t-~H-.T.,..t; ...,,,~~• w ishes to fire, so rolls
The roof and left a dice for the cool
wing-mounted test. It scores a 3
weapons fire at which Is just enough
- t--t- t--
Renegade A. while the to peas the test. The
right wing-mounted driver flret - engaging
GL fires at B. the ernimy target with
the left and hood-
mounted MGa end the
friendly car with the
right-wing MG.
ENGINES
POWER PLA NT NO X
There are three different engines which can be Nox is an extremely powerful explosive which
fitted to a car - a 4 -litre V6, a 6-litre VB and a can be fed into the engine to give it an instant
7.2-litre V12. boost in speed and power. The substance is
contained in a small armoured canister in the
Cars may be purchased with any size of engine engine, and the feed is operated by a switch on
already fitted. The tables below give the cost the dashboard.
price of an engine and chassis. Note that the
weight of the car doesn't change with a larger Once the Nox is switched on, the vehicle's
engine - the weight of the engine is taken into acceleration is doubled, and its maximum speed
account on the power to weight ratio tables in is increased by 40mph (10mph in the case of a
the section on Advanced Vehicle Design. bike). At the end of each phase in which it is used,
the player must roll two dice. On a score of a 2
Engine and Chassis or a 12, the engine explodes with the same effect
as an exploding engine critical hit. The engine
Type Engine Cost Weight is disabled regardless of the critical hit result,
Renegade V6 $2~000 1000 otherwise the vehicle is undamaged. On any He was in a department
VB $35,000 1000 store that took up
other roll, there is no effect. Wendell Project' s South·
V12 $60,000 1000
Nox may be turned on using a standard accelerate side levels three through
Interceptor V6 $50,000 1000 action, which cannot be part of a dual action. five, examining a tie-rack in
VB $70,000 1000 the menswear section on
The vehicle may accelerate up to its increased fourth . Looking around, he
V12 $90,000 1000 acceleration characteristic during the same saw faces he didn't know.
Regardless of the engine chosen, the effects of phase. Nothing told him he'd been
Chargers, Nox and Oil Injection (see below for followed here.
Nox may be turned off using a standard brake
all of these) are cumulative. action, which cannot be part of a dual action. He'd noticed the tail after
In that phase, the driver must reduce speed by leaving for work - from
at least 5mph. The Nox is assumed to be turned another hotel - over an hour
ago. He'd togged the line
off before the vehicle moves. There is no need
and called the office
to roll for an explosion this phase. from his car. Security
When Nox is used in an engine fitted with a already knew, told him
go to Lacey's department
charger (see above), it explodes on a 2, 11 or 12.
store. Standard evasion
When it is used with an engine that is producing techniques on the way.
oil smoke through an oil injection system (see Assistance at destination.
below), it explodes on a 2, 3 or 12. When it is
CHARGERS fitted with both, it explodes on a 2, 3, 11 or 12. Here he was. He seemed to
have lost his pursuers after
The rate at which fuel can be be pumped into leaving his vehicle in a lot,
Vehicle Cost Weight
the engine is one of the more important factors one quarter mile awcry, and
which determines the engine's speed and power. Any $2,000 0
tubing across Central and
Engine charging systems come in a variety of Don' t overload a car with weapons and armour back on different lines.
different forms, and the word charger is used to and then rely on the Nox switch to get you out There were times when
cover systems like fuel injection, superchargers, of trouble. Nox is far too risky to use to tail an rush hour could be useful.
turbo -chargers, and intelligent fuel -feed He waited, went to take a
enemy over a long stretch. It takes a long time
mechanisms. look at the hats.
to outrun someone who's on your tail, so again
the Nox is too risky. Outside, a dark man spoke
Chargers can be fitted to any vehicle, with any quietly, hands cupped as if
power plant. A charger increases a vehicle's Nox is best used for a short burn. When a car he was warming them with
acceleration by 4mph and its maximum speed is being chased, Nox con give it time end spt1ce his breath... He entered the
by 16mph. Chargers work with the car's engine, for a U-turn. When chasing, the Nox is useful for safe point at 8.45, hasn't
and they are disabled if the engine is disabled. keeping up, but in this situation fire as often as left since. Three Grattern
possible, even when there's only a slim chance AG secondmen are in the
Only one charger may be fitted to an engine. area. If w e go in, I suspect
of hitting - you've got to slow down the quarry
they will, too. It would be
Vehicle Cost Weight quickly, or the chances are you'll blow yourself more efficient to use an
Any to tiny pieces. area effect technique.
$5,000 0
Request authorisation."
"Wait." The electronic
voice hissed in his left ear.
" Granted." The dark man
killed the line and made a
sign to another. As the
other man left, the dark
man surveyed the scene
and started walking away
from the archology:
stationary traffic the length
of Southside, AM shift
workers pouring along
the sidewalk. Too many
variables to be accurate.
He stopped by a vendor,
then walked away, eating
chestnuts. With cold
efficiency, his men blew
Lacey's apart.
"How many of 'em you say there was?"
18 ENGINES
Arrest.
As soon as the injection system is switched off,
the rear-most marker is removed. Markers are
removed at the end of each further phase until
there are none left. ·
riilitBT PHASE
The driver switches
.oft ~ oiF;Jrijection,
the rear counter is·
remov8d.
I ,
. -'
" ,' .
'·.
I '
-. ,
~ ·-·'
I ,
t -
, t r'~i
--+'r A& th:e car move·s
forward&, the rear
These rules don't apply to smoke laid by a
conventional smoke layer, or by phosphor
marker·moves to the ammunition (see the section on Spscial
front. The trail· siavs 3 Ammunition). This is assumed to be a much more
t- .i + +· -+ · ma:rkers. long. persistent gas, which lasts for the whole
~
engagement.
I Fitting an oil injection system slightly reduces
. J
I
~ t
I'
.:Li '
an engine's performance. A vehicle fitted with
an oil injection system loses 2mph of acceleration
a ·'.·y : Ii
6. and 4mph of maximum speed.
~
Vehicle Cost Weight
Any $2,000 0
The range of options has
been extended and
improved, from target
acquisition and firing
systems developed for
the air force to self-
seal ing tires that can
Our development staff have processed thousands of handle anything short of
hours of combat and performance data. They are in constant a total blow-out.
touch with the latest developments in m i litary and
paramilitary hardware.
body
armor incor-
porates the
latest plasmet
sandwich
configurations
developed for
military use.
DRIVING SYSTEMS
ACTIVE SUSPENS I ON DRAG CHUTES
An active suspension system is capable of Drag chutes are usually mounted high up on the
adjusting itself so that the car t ilts into corners, vehicle' s rear - they do not occupy a passive
rather like a motorcycle. The system has simple weapons space.
sensors to pick up when the car is going round
a corner. These are linked to a computer which Drag chutes can be released by a vehicle
electro-magnetically adjusts the height and travelling at more than 60mph. Releasing the
stress for the suspension on all four wheels. This drag chute counts as a shoot action. The driver
greatly improves the car's cornering. must roll a dice to see if the chute opens. If the
dice scores a 1, the drag chute doesn' t open, is
Active suspension increases the car' s handling automatically jettisoned and has no further
by + 2. effect.
The costs and weights for an active suspension Provided the drag chute opens, the vehicle
system are as follows: decelerates by 30mph per move, down to a
minimum speed of 60mph (eg if it is travelling
Vehicle Cost Weight at 85mph, the vehicle slows down to 60mph).
Renegade $8,000 30 The chute stays open until the vehicle' s speed
Interceptor $12,000 40 reaches 60mph. Its effect can be enhanced by
brake actions.
The system uses powerful electro-magnets. It
While it is open, the chute is represented by a
stops working if the vehicle sutfers a critical hit
drag chute marker. This is placed immediately
on the generator, or if the engine is disabled.
behind the vehicle, as shown in the diagram.
When this happens, any handling bonus for the
active suspension is lost.
D R A G CHUTES ·
ROBOTIC DRIVE
A robotic drive system may only be used when
combined with active suspension (see above).
The system is linked to the steering, throttle,
brakes, active suspension, and t ransmission. Its
sensors and logic units are capable of creating
an accurate computer model of what is
happening to the vehicle. This model, combined
with driver input from the steering and other
controls, is evaluated by the data processing
systems, and the computer ensures that the
vehicle responds with the maximum efficiency
and safety.
When the vehicle reaches 60mph, the chute is
Robotic drive increases a car's handling by +3 automatically jettisoned. The marker should be
points. Any bonus for the active suspension is removed from play at the start of the next turn.
lost.
A drag chute affects hit rolls in a similar way to
Robotic drive can either be f itted along with a smoke marker, except that the hit roll penalty
active suspension as a complete system, or later is -2 per chute marker. The -2 penalty can be
on as an upgrade. Either way, it's expensive. added to smoke penalties, up to a maximum of -3.
Vehicle Cost Weight While drag chutes are obviously useful for
Renegade enhanced braking, they can also be quite deadly
for any vehicle which runs into them.
Complete system $12,000 50
Upgrade $7,000 20 If any vehicle collides with a drag chute (it has
the same contact zone as a car) - the chute is
Interceptor removed from play, but the driver of the colliding
" Heard of a guy once who Complete system $15,000 60 vehicle is forced to take a hazard roll if travelling
used a drag chute when he Upgrade $10,000 20 faster than the 10mph safety limit.
got blown off a canyon road
into a three·hund red foot Cost and weight are as follows:
drop. Didn't help." Robotic drive stops working if the active
suspension system is disabled (see above), and
Vehicle Cost Weight
• unattributed. the + 3 handling bonus is lost.
:c Any $3,000 20
J AG R ENEGA DE
CANCER
Jag Cancer is one of the
most evil, wanted
Outlaws in the US today.
He has connections in the
Lariat Clan, the Maniax
and the Kill Krazy
Kommandos but remains 1 1 11 11 11 11 1111 11 1111 111 111 11 1111
fiercely independent of I S9U(£~ : 6 Ool" 1>6 : LJ~E.L. {i;T'!(.Al. A1 0 t>A~
Avro"'~ AtE t..AllClti
any group. Since 1992,
Cancer has been
responsible for the deaths
of thirteen sanctioned
IOI k Ops and at least one
Outlaw who crossed him (which is how he came by
$84,500 worth of supercharged V12 Renegade). What
makes these facts more worrying is that Cancer used to
be a biker. He grudgingly moved over to four wheels when
he realised that the extra firepower was worth it.
Apart from his deserved notoriety, Cancer is a skilled
mechanic who rebuilds almost anything he uses · and that
includes the 15mm A-cannon mounted on his car. When EJBEJ
Turner, Harvest and Ramirez ran his psych profile, the only
conclusion they reached was that the man is totally
l.-~·-·-··· ._J
xenophobic.
The media have made him the archetypal anti-hero of the
age, televising at least two attempts to kill him. Neon Jon
Jakob once said he was the only man he'd vote for president
I;: J
I N TER CE PTO R
LUCAS NASH
Nash is the kind of Op who keeps a bottle of scotch stashed
below the dash. It's a habit that cost him his job when
he joined Turner, Harvest and Ramirez as a promising young
recruit, two years ago. They didn't fire him. They just waited
till he'd sobered up and then they showed him the
Interceptor he'd written off in the middle of Manhatten .f::.-: l'",,.;;:i 1,.;.... J
' ,I_
PeeZee.
1 ~.. 1
He moved to Miami and managed to get a job as a wingman
for Cal Booker, an Op who specialised in escort runs for
high profile media types and corporate execs. He had some
success and earned enough off the fat boys to build a
c:JE:JcJ __,_____
11u,11a WUIG
~ ~l 1-;;:.w.,- . ;.::-
~~t~~
enough to do a job. After that it's another city, or another
corporation, and another sanction. He has 15 sanctions
to his credit.
22 ENGINES
ENHANCED
COMPUTERISED BRAKING "y..
Enhanced computerised braking systems (ECB)
regulate brake-fluid pressure to give a vehicle
optimum braking for its current speed and
movement. This increases the vehicle's braking
allowance by + 6mph, and adds an extra
+ 10mph to the vehicle's panic braking allowance.
These values should be noted on the vehicle's
record sheet.
For Example: an Interceptor with a basic braking
characteristic of 30 is fitted with ECB. Its braking
allowance is increased to 36, and its panic
.... -
---
braking allowance in increased to 46. Its braking :;.___.:::
characteristic is recorded as 36146 on the record "":- -- ...
sheet.
Cost and weight are as follows:
REINFORCED TYRES
A great deal of research and development has
gone into t yres, leading to the development of
reinforced tyres such as t he Blackrock Operative
wit h its woven tungsten armour and self-sealing
puncturefoam insert.
When a vehicle fitted with reinforced tyres takes
a critical hit to the wheels, the driver rolls a dice.
On even results the shot ricochets harmlessly off cc
the reinforced tyres, and there is no critical hit "Boresky had ridden alone
after all. On odd results the critical hit takes place BIKE DRIVING SYSTEMS for fifteen yea rs, doin'
normally. soft w are runs from
Two-Wheel Drive Quebec to El Paso by the
Cost and weight are as follows: A two-wheel drive system on a bike gives the grace of God and a fork-
ride r greater control over his machine and alters mounted twen'ie -mil
Vehicle Cost Weight its final characterist ics as follows: grenade launcher. Too many
people knew him - jealous
Renegade $5,000 0 Handling: of his style, ya know?
Interceptor $8,000 +1
0 Anybody but him woulda
Braking: + 10mph
Bike $3,000 0 seen the hit comin'. Good
thing he had a recovery
Bikes must be purchased as t wo-w heel drive
clause in his contract.
variants; t he drive can't be fitted at a later date.
·'He was still gettin' used to
The handling bonus is applied to the bike's full the idea of persuadin' the
handling characteristics, so the bike's reduced Japanese neuromotors in
handling will also be increased by + 1. his new left leg to do whet
he wanted, when I met
For example: a bike is fitted with two-wheel drive, him. He said he'd retired,
increasing its handling to 7. Its reduced handling that runs cost too much
is th erefore increased to 4. to insure now. Then I
mentioned this guy from
Computer Drive Tampa Bay. Specialised in
A bike-mounted computer can be used to control Titanium cust om sidecars
the engine, active suspension units, throttle and with stabilised miniguns.
steering. Computer drive increases the engine's He still wasn't convinced .
So I sold him a story about
performance and the bike's handling as follows: a poor girl from Montana
who'd ended up carryin'
Handling: +1 fire control software in
Acceleration: +5mph her head, and got bored
Braking: +5mph when she wasn't movin',
ya know ?
The handling bonus is applied to the bike's full
handling characteristics, so the bike's reduced "Well, we been partners
ever since..''
flandling will also be increased by + 1.
Shelly Hinkley:
Bikes must be fitted with computer drive when
sidecar rider with
they are bought. The effects of two-wheel and Japleg Zak Boresky
computer drive are cumulative when the systems
are combined.
System Cost Weight
Two-Wheel $3,000 0
Computer $2,000 0
Both $5,000 0
A Renegade with rear firing W88pons.
14 ARMOUR
ARMOUR
CARBON STEEL ARMOUR
Cars
The costs of extra armour are given on the table
below. The costs and weights given are for one
extra point of armour on the given target facing.
cc
-- -- ·-
The armour rating of a vehicle represents the
Floor
Roof
$1,200
$800
35
20
.A ~~- £-'L--
the expanse of the desert carbon steel armour to the car's different target
warehouse. Behind him, facings. This is obviously a sensible thing to do,
early sunlight creeps particularly on the vehicle's. front and rear
through from an open facings, which are the most common targets. ~ -~ ·
hangar door. He crosses the
hastily laid concrete, his
shadow leading the way
into the gloom at the far
Extra floor armour can also be extremely useful,
to protect the vehicle against shrapnel from
pattern mines.
Bikes
' ·:14~71!i
.,. ,._ '
end. Caught in a single
shaft of light is the Putting vast amounts of armour on any one Production bikes have two points of armour as
reconditioned body of his location doesn't ensure total safety. The armour standard. This armour can be increased in the
VB Renegade. can never completely cover every single square same way as a car. Extra points of armour cost
inch of a vehicle, nor can it be counted on to stop and weigh the same, irrespective of facing . Note
A man in dirty overalls a lucky shot getting through. Enemies who score
crawls out from beneath it. that the cost and the weight for one point of side
" You've got your plastic a 6 on their damage roll still get a critical hit, armour covers both sides.
floor panel s," he says, regardless of armour. No target facing can have
wiping his hands on a rag an armour rating of more than 6. Cost Weight
pulled from a chest pocket. Carbon Steel
Dill an nods. The man looks
When a vehicle with different armour ratings on
different target facings is being fired at from an (per facing) $1,000 16
back at the glossy black car.
" Everything that isn' t new angle, the players need to know which target
is as good as.'· Dillan facing a shot actually hits. This can be done using Bikes may never have more than 4 points of
studies the mechanic' s the Critical Hits section in the Dark Future armour on their sides, 6 on the front, rear and
permanent grin. ''I've linked rulebook. floor and 3 on the roof facing.
t he GLs, too. Come back
next month and I'll have
some shaped plastic for
ya." Dillan tries not to cringe
as the mechanic winks this
last piece of info at him.
Instead he begins walking
around the car. "I' ve seen
to everything, M r Dillan."
The mechanic's suddenly
acquired mask of sincerity
makes the Outlaw want
to vomit.
" What." he asks, "is this?"
Oillan keeps his eyes on the
gold stripe that has been
painted down the length of
the vehicle.
The mes;hanic shrugs and
laughs nervously. "Just a
finish i ng touch , er, Mr
Dillan. Make it go faster."
The Outlaw seems to have
a headache. He rubs his
fingers on the bridge of his
nose. He walks back around
the vehicle, a sad smile on
his face. He nods at the little
man in dirty overalls and
hits him with the back
of his hand. cc
CARBON PLASTIC 'I think scum like you should
be off the road. Let's do it
ARMOUR the easy way."
Carbon plastic technology provides extremely • monitored CB
efficient, lightweight armour. Carbon plastic is transmission, Turner,
as tough as carbon steel. It is also flexible, heat Harvest & Ramirez vs
resistant and - more important - less than half Kill Krazy Kommandos,
the weight. Using lightweight annour reduces Interstate 25 near
the vehicle's weight, allowing it to accelerate Pueblo, Colorado,
September 14th 1995.
faster or carry more weaponry.
Another great advantage of carbon plastic
armour is that it provides effective defense
against AP hits (see Armour Piercing Effect in
the section on Weapon Systems). No other
armour can guarantee any kind of protection
against this type of ammunition. An AP hit can
completely negate carbon steel armour, at worst,
such armour will only have a reduced effect. The
carbon plastic armour rating is deducted in full
from the hit's damage roll, regardless of the AP
weapon's damage rating.
Vehicles can be purchased already fitted with
carbon plastic armour. These vehicles have the
same armour ratings as the standard carbon steel
versions, but weigh 350 weight points less. The
costs for ready-made carbon plastic armoured
vehicles are added to t he basic price of t he
chassis and engine; they are as follows:
STRIPPED - DOWN
Vehicle Cost Weight
Renegade + $15,000 650 VEHICLES
Interceptor + $15,000 650 Cars come out of the factory already armoured.
Bike + $5,000 150 Stripping the armour out, replacing structural
sections of bodywork with lightweight tubing,
Converting t o Carbon Plastics replacing metal body panels with plastics - all
Vehicles can be converted to lightweight armour, these thing reduce a vehicle's weight. M aking
but this is expensive because of the cost of it lig hter makes it faster. M any people trade
stripping the car, fitting carbon plastics and then armour for speed, seeing this as an acceptable
re-assembling the car. The costs of converting risk. Many others think this is crazy. It's all a
a car to all carbon plastic armour are given below. matter of outlook.
These prices are to replace the car's integral A stripped-down car has an annour rating of zero,
carbon steel armour; any additions/ armour but the weight of chassis and engine falls by 500
already fitted may be left in place or stripped out, weight points.
without affecting the cost. A car will lose the
benefit of any armour that is stripped out. Cars can be bought already stripped-down at the
standard purchase price or they may be stripped
Weight down at a later date. The costs for stripping down
Vehicle Cost Saving an existing car are given below:
Renegade $20,000 -350 Weight
Interceptor $20,000 -350 Vehicle Coat Saving
Bike $10,000 -50 Renegade $5,000 -500
Interceptor $5,000 -500
Additional Carbon Plastic Armour
Carbon plastics can be used to upgrade existing If the car is fitted w ith additional armour, this may
armour in the same way as carbon steel. Costs either be stripped or left in place, without
and weights are: affecting the cost.
Target facing Cost Weight There is, of course, nothing to stop the player
Front $5,000 20 replac ing arm our on cert ain sections with
Rear $5,000 20 conventional carbon steel or even lightweight
Sides• $5,000 20 carbon plastic armour after the vehicle has been
Floor $3,000 20 stripped down • additional armour must be paid
Roof $1,000 10 for at the nonnal rate.
For Example: A standard Renegade is stripped
•Cost and weight are for armour fitted on both down and fitted with 3 points of carbon plastic
side armour must be balanced. armour to the front. This costs $5, 000 for the
strip and $15,000 for the armour. The vehicle still
Bikes has 3 p oints of armour on the front end has saved
Cost and weight are the same irrespective of 440 points of weight.
facing. The cost and weight of one point of side
armour covers both sides. Stripped Bikes
Bikes can be purchased without armour at the
Cost Weight normal price or t hey can be stripped down later
Carbon Plastic at no extra cost. Stripped bikes have an armour
(per facing) $2,000 B rating of 0 and weigh 100.
26 WEAPON SYSTEMS
cc
The Chain Gun
WEAPON SYSTEMS 27
Range: 20
Accuracy: as missile type
Damage: as missile type
Shots: 1
Cost: $4,000
Weight: 30
MISSILE PODS
A missile pod is a cylindrical housing containing
6 missiles in individual launcher tubes. A missile's
thrust fires backwards out of the launch tube.
This means that missile pods can only be
mounted on a side or roof mount; they can't be
mounted on the hood because the blow-back
would incinerate the driver!
In the basic Dark Future rules, a missile pod
comes with 6 high-explosive missiles - these are
reckoned into its price and weight. The statistics
given below are for an empty missile pod, which cc
may be loaded with any of the missile types types have special range considerations, Brother, there's no
described in this section. explained under the relevant entries. Apart from percentage in shuttin' your
this, they use all the normal firing rules. eyes when there's fuel
Range: 50 injection headed your
I
Accuracy: as missile type direction. Keep 'em wide,
man. Stitch 'em open if you
Damage: as missile type have to. It don't matter how
Shots: up to 6
Cost: $15,000 •• FJRE CORRIDOR
much silicon you got
stashed in the dash · you
Weight: 120 ·+ \. f
A
FOR SIDE·
MOUNTED
wanna see him burn.
~I
the missile cannot hit
~,
Missile pods can have mixed loaas in the same
way as other weapons (see Mixed Ammunition
+ .. 4-
. ·t i anything in the space
directly in front of
Loads). Again, the 6 missiles in each pod must the car.
be recorded in order of firing, and may only be
fired in that order (unless a missile fire computer
is fitted, in which ca~e the order may be changed
· see below).
Missiles have a minimum rang e of two spaces; Missile pods on turrets cannot be linked to a turret
if the range is too short, the missile will not be fire computer and gain no benefits from one. They
properly armed, and has no effect. Some missile may still be linked to a missile fire computer.
28 MISSILES
SMOKE
A smoke m issile fills the fire corridor shown on
the diagram w ith smoke markers. This area is 6
spaces long, beginning 6 spaces from the firer.
This 4-lane wide fire corridor is used regardless
of whether the firing vehicle has a missile f ire
computer. As with phosphor shelfs (see Special
Ammunition). the range template should be used
when the fire corridor goes over a curve. When
smoke is f ired with a missile fire computer, the
dri ver may choose the range at wh ich the
missile' s effects begin, including ranges below
6 spaces (but not below the 2 space minimum).
TGSM
TGSM "'You can always tell when
an OP' s made enough for
The TGSM (Terminally Guided Sub-Munition) his own machine. He comes
missile is a very high-tech weapon. Each TGSM down here full of big ideas,
missile is equipped with range sensors, and a just like a kid who' s been
SMOKE MISSILE short distance from the target it fires off 6 smaller give the run of a toyshop,
high explosive missiles. an' you can' t tell him a
The smoke missile fire damn thing.
corridor is four lanes Shots from TGSM missiles are calculated
wide and six spaces normally. If the missile scores a hit, the parent Take young Davey Willis,
long. The corridor missile has locked on to the target and now. His'thing was missiles.
begins six spaces He was going to have HiVAP
successfully fired the sub-munitions. To find out and cannister and fire
from the firing vehicle how many of the sub-munitions hit, roll a dice
(this may be reduced control computers and all
and consult the following table. kind of other stuff, and
to two spaces if using
a missile fi re when I mentioned carbon
computer). No. of plastic armour and
Dice Roll sub-munition hits reinforced tyres, you'd have
Twelve smoke markers thought I'd said something
are laid as shown
1.2 4 about his mother.
within the fire 3,4 5
+- I ~ -- 5,6 6 Well, away he went with all
1 : i: corridor. This smoke
is persistent and lasts
his missiles, like a dog with
The effects of each TGSM sub-munitions hit two tails. But then this lone
--:+
I : t.
II
1-· I .
until the end of the
game. should then be calculated separately.
Accuracy +4
biker started tailgating him,
with a pair of A-cannon on
'riggers. Musta been using
DU, too, 'cause he made
Ii . , Damage + 4HE (per some real big holes. Davey
+~-
I I
f-,t: Cost
Weight
sub-munition)
$12,500 per missile
30
dropped mines, but Charlie
was good. Just wove in and
out like they weren' t there,
shooting away. There
wasn't a thing Davey could
do about it, 'cause with all
his missiles he didn't have
space for nothin' rear-firing.
Well, it was just a matter of
time before something gave
out. In the end it was a rear
tyre, but by now the whole
When firing TGSM determine the target facing of Davey' s dream machine
as follows. was Swiss Cheese City.
Now some mechanics
The smoke laid by a missile is persistent, and lasts Dice Roll TGSM hits would rub an OP's face in
for the rest of the game. 1,2 Roof something like that, but not
3 Lett Side me. Not a word. But it was
Accuracy NA still a week before he spoke
Damage NA 4 Right Side to me."
Cost $2,000 per m issile 5 Front
Weight 30 6 Rear - Herb Mortensen,
chief mechanic,
Don't think this is merely a defensive munition. The large number of potential HE hits can be Enforcer, San Francisco
Smoke fired into a group of fast-moving vehicles devastating for a target travelling at speed. The
can force at least one of them out of control. target will have to take a number of standard
Losing contr ol at high speeds is always hazard rolls, and is in very real danger of running
dangerous; losing it at high speeds while in tight out of panic braking allowance and
formation is invariably disastrous! losing control.
30 AMMUNITION
AMMUNITION
In the basic rules each weapon uses a standard For example: A shot causing + BAP damage hits
ammunition type, referred to as general purpose a target with 6 armour. 8 is higher than 6, so the
or GP. GP ammunition for grenade launchers is, armour is ignored on the damage roll.
of course, explosive, and this is still referred to
as HE. This section covers three types of special If an AP shot hits a target whose armour is higher
ammunition - depleted uranium, phosphor and than the shot's damage, work out damage
shaped plastic. When a weapon expends all of normally - but halve the value of the target's
armour, rounding up to the nearest whole
its ammunition (at a rate of one shot per shoot
action), it may not fire again for the remainder number.
of that game. Carbon Plastic Armour
A weapon firing special ammunition keeps the One of the design functions of carbon plastic
same range, accuracy, ammunition and weight armour is to counter armour piercing hits. AP hits
characteristics - only damage is changed. This always take the full damage roll penalty for
is because the ammunition either doesn't cause carbon plastic armour.
damage lie phosphor) or it's better at causing For example: An Interceptor has 4 points of
damage (ie is armour piercing, see below). carbon steel and an additional 2 points of carbon
In a dark corner of an old plastic armour, for a total of 6. It 'takes a +BA P
warhouse, a figure slid into Most weapons can take some form of special hit. The weapon's damage is higher than the
shadow. Rand rigged a ammunition. The cost may vary from weapon to armour rating so the carbon steel armour is
torniquet for wh at was left weapon. ignored, and the damage roll is taken with a -2
of his leg. There was no
penalty for the carbon plastic armour.
pain. Shock had its ARMOUR
advantages. He cou ld hear The same vehicle then takes a +4AP hit. As the
howls as the two pursuing PIERCING EFFECT total armour exceeds the hit's damage, the
Vampires climbed the stairs. Military technology has devised a wide range of carbon steel counts at half its value (2), and the
Two minutes ago, he'd been relatively lightweight munitions which are carbon plastic still has its full effect (2). The
taking the route through capable of piercing the awesome armour of a damage roll is taken with a -4 armour penalty.
Newark Nogo in an agency battle tank. Versions of these weapons, designed
Interceptor. The street had for use on military light attack vehicles, are DEPLETED URANIUM
erupted w ith gang warfare. available to Ops and, like everything else, can be
He'd been caught in Using a safe waste product from the nuclear
purchased on the black market by those w ith industry, depleted uran ium amm~mition
rocket launcher crossfire.
Responding as best he
enough hard cash. combines a superdense projectile with an
could, he'd climbed out of Armour piercing shots are denoted by the letters advanced propellant charge. The results can be
the wreck , grabbed his AP after the ammunition' s damage characteristic. devastating.
shotgun, and reached the
cover of this warehouse Damage from AP hits is subject to special rules. Weapon Damage Cost
before the Interceptor's If the target's armour is equal to or less than the Autocannon +3AP $1,000 per shot
ammo went up. An alarm weapon's damage rating, armour is not Minigun + 5AP $2,000 per shot
would be screaming on his Chain Gun +6AP $3,000 per shot
subtracted from the damage roll.
controller's desk. If he could
reach the rooftop, there'd be
an agency copter to pick
him up in minutes. But his
leg refused to cli mb any
further and the Vampires
were too close.
They were just discernable
as a boy and a girl when the
Vampires reached the top of
the stairs and ran towards
him. Both dressed in black,
neither older Jhan fifteen at
most - their insane yelping
revealing gleaming steel
fangs. A ll this he took in
with a glance. But whatever
they were on tonight, they
were too far gone. They
came straight at him with
fangs and claws. He
squeezed the trigger. The
teenagers summersaulted
backwards, t heir f l esh
exploding. Somebody must
have o wed him a favour...
He pulled a small aeroso l
from a jacket pocket and
sprayed a com bination of
plaskin and anaesthetic
over his leg wound . Rand
felt co ld comfortable
numbness. He heard a
chopper approaching. That
got him moving but he was
h opping and leaning
against the wall as he went.
Two floors to go.
AMMUNITION 31
SHAPED PLASTIC When the shot fires across a curve, place the He was a floor up when a
range template as shown on the diagram below. scream cut through the
A shaped plastic charge explodes on impact w ith noi se of rotor blades.
a target. The charge is designed to channel the Wherever a lane divider intersects with a pair of
Momma had found her
force of the explosion inwards, enabling it to blast space dividers inside the area covered by the babies. Vampire habits
through heavy armour. template, place a smoke marker. The marker's being what they were, he'd
position should be adjusted so that it could have have a few moments while
Shaped plastic rounds are only available for been laid by a car travelling in the same direction, she feasted before he was
40mm grenade launchers and 40mm RAG as shown in the second part of the diagram. tackled again.
launchers. The door at the top of the
PHOSPHOR SHOTS ON CURVES
l ast flight opened. A
Weapon Damage Cost ::---- T ---:;:--·r chop:;>e r crewman ra n
40mm GL +6AP '$1,200 per shot + + ~ down the stairs • and
40mm RAG +6AP $1,500 per shot + something followed. The
+ t man turned as the Vampire
+ leapt. The two of them
+ +
PHOSPHOR f came tumbling down on
Rand. He heard the crack
A phosphor shot is a low velocity round which
that broke the chopper
burns in flight. giving off a dense, choking cloud man' s neck. The dead
of smoke. man's weight pinned him
upside down on the stairs.
Each phosphor shot projects a trail of 6 smoke
markers starting 6 spaces from the firer and i : f . ~ .
The Vampire reached for
him as he freed the shotgun
carrying on in a straight line. A simple example
is shown on the diagram below. -+-i---+--+-j~~-- from beneath the body
'
•
...
> <
,. )o: between them.
Markers are laid He fired again and again and
where a lane divider again - "Get off mel Get off!
PHOSPHOR SHOT · intersects a pair of GET OFF! " • blasting
space dividel'S. The shredded Vampire back up
markers are then the stairs until what
adjusted to a position remained collapsed in a
in which a car could heap. He dropped the
have laid them. empty weapon. On pure
adrenalin, he scaled the
smoking carnage and
Phosphor shots never cause damage. They are crawled up to the rooftop.
assumed to be fired on a fairly high trajectory, He fell through the
so they are not affected by the presence of helicopter' s open hatch. He
vehicles in the fire corridor. closed his eyes, ready for
take-off. When it didn' t
Phosphor smoke is persistent, and the markers come he looked forward
remain in place for the rest of the game. into the cockpit. The pilot
was a bloody mess hugging
In a game with Jots ofpeople using smoke layers, the console. Climbing out
oil injection and phosphor shells, chances are of the co-pilot's seat
you'll run out of smoke markers. To overcome was a red-eyed female
this, wherever there's a trail of smoke, remove Vampire, l icking blood
all the markers except for the ones at either end, from her fangs.
The phosphor shot
fire corridor is two or use lumps of cotton wool as markers (a very " Hush baby," she crooned,
lanes wide and six effective alternative}. " Momma's here to make
lanes long. The things better."
corridor begins six Weapon Damage Cost
spaces from the 20mm GL nil $ 200 per shot
firing vehicle. 40mm GL nil $500 per shot
Six smoke markers 40mm RAG nil $ 500 per shot
are .placed as shown
within the fire
+ti
' I i
corridor. This smoke
is persistent and
lasts until the end of
the game.
-+-
~ ~ ~
""'.~"'
~i
~
@!
"0)
.!:;
•,, iU~
tJ.
"'"~
~
"'
~
cc
;i Z AMMUNITION
It s 1ust before 6.
DOUBLE LOADING
A. man in faded jeans and
scuffed shoes climbs out of Car-mounted weapons can be modified to take
a Mitsokai Rapier MG and a larger ammunition load. The required
slams the door shut behind modification may be something as simple as a
him. He fastens studs on a larger magazine, or a storage tray. This is called
l aded jacket. pockets a double loading facility.
bulging w i th ci garette
pac kets. His hair si ts Once a weapon has double-load facility, it may
cropped above the temples carry up to twice its normal number of shots. The
but straggles down over cost of a double reload is twice the cost of a
the collar for the sake of a single re load, as given in Advanced Vehicle
three gramme net- tec h Design.
socket behind his r ight
ear. Another struggler, The costs to convert weapons to take double
broadcasting Nobody-at-all loads are given on the tables below; a weapon
on every frequency. which is not on the tables may not be double
High on Cruze, he m oves loaded. The costs to convert to double load are
through the half-light, just for the facility - the extra ammunition must
between fo ur-tonne be bought separately (at the cost of a reload).
transports, up th e steps A basic weapon does have a single load included
beyond. He enters the in the price.
block-wide NewsNet foyer
w ith a c ard tap ed in the The tables also give the additional weight of the
Rapier's deck. His journey weapon with a double load; this must be added
takes him down a flight of to the basic weight rating for the weapon
stairs leading off the foyer.
To the rhyt hm of the
whenever the weapon is carrying more shots
corporation' s sponsored than its normal single load.
pulse, he rigs timed halluc
releases i n basement Weapon Cost Add. Weight
ventilation units. CC
Heavy Weapons
Now back through the MIXED
foyer. winding self adhesive Chain Gun $3,000 +200
molecule chain ac ross the AMMUNITION LOADS 40mm GL $2,000 +125
m ain entrance, leaving the
spindle there. Down the
steps in a dance, over the Medium Weapons
road aga in, then out of the
autumn chill as the Rapier's
6mm Machine
heater wraps around him. Gun $1,000 +125
The Rapier blinks from red Autocannon $2,000 +1 25
to b lu e and pu l ls away 20mm GL $1,000 +100
down the street.
I t ' s just after 6. Pa rts
of smiling screaming Lightweight Weapons
NewsNet employees begin 4.2mm Machine
falling down the steps. Gun $1.000 +45
Chaos in the city. 20mm GL $1,000 +40
Minigun $2,000 + 125
Passive Weapons
Spike layer $1,000 + 50
Mine Layer $2,000 +125
Smoke layer $1,000 +25
Oil layer $1,000 + 50
Lightweight Passives
Spike Layer $1,000 + 30
Once purchased, the shells can be freely m ixed Mme Layer $2,000 + 75
within a magazine, at no extra cost. The driver Smoke La-,-er $1,000 + 10
has to keep a detailed record of which type of Oil Layer $1,000 + 25
ammunition is next in the magazine.
Purchasing special ammunition for a mixed load
does not, of course, increase a weapon's available Just because a weapon has a double-load facility
ammunition - it's only possible to get so many f itted, that doesn' t mean that it must always be
shots in a magazine. Therefore, every special shot double-loaded. If a driver has used up to one full
loaded into a weapon reduces its GP shots by-1. load of a double-loaded weapon, it is only
necessary to buy one additional load to top up
For example: A starting Op buys an autocannon
the weapon to its full double load. On the other
(with 8 GP shots) along with 2 depleted uranium
hand, a driver with a ccmpletely empty weapon
shots. The player then decides on the firing order;
in this case, he decides to save the expensive (but may just purchase and use a single reload to save
money and weight.
deadly) depleted uranium until last. In the shots
section of the weapons record sheet he writes When double-foading facilities are combined with
" GP, GP, GP, GP, GP, GP, DU, DU''. Each time he special ammunition and mixed loads (see above),
fires the autocannon, he crosses off the shot he the contents of a magazine can start to get very
has used. complex, but they must still be recorded in detail.
CHARACTERS 33
SILAS RENEGADE
ZENDIK 4
(N(IW( IOTAL , l'IA~WG
&.0001'fS WEIGM l I
Zend ik became an
Outlaw af ter escaping
from a pyschiatric
, 1 institution in Oakland
;L__J
~ Ir.«'"~-1 !o:::u
MNl!l 'IWIG·
For a while, their gang was one of the most successfully
disruptive influences in North California. Zendik's luck
changed when he was double-crossed by his hacker.
Most of the gang were wiped out by Shogun Ops but
.
...........__,
c= __ __
--~
I
Zendik and McNally escaped again.
They haven' t been seen much since. A couple of months
ago, a stringer for Road Fighters magazine caught up
with the Outlaws and asked them if they'd retired.
Zendik replied, ' 'I'm waiting for someone."
-
' --
JENSEN INTERCEPTOR
E DAVIS 3
Modes
Turret fire computers can be used in the following
modes:
Standby (0 ) - The system is off. It does nothing.
Cost: $10,000
Weight: 0
FIRE CONTROL COMPUTERS 35
HE ADH U NT ™ Turrets
Smart Security Systems When a turret mounted missi le pod is being
International offer controlled, the computer selects targets from a
your global network the 360° fire arc. All the other missile fire computer i '
most advanced data rules apply.
protection technology
available. Talk to us. Modes PHASE 1
We'll keep unwanted noses A missile fire computer may operate in the
out of your business. following modes. The missile fire
Corpora t e and m ili ta ry computer is in
protection w ith an edge. Standby (0) · The system is off. It does nothing. engagement mode.
Curing the first phase
01 02 - 774 - 1 1 72-1122 Lock On (l) - The system locks onto the closest the driver drifts,
ION/Ext 4Ell target. Using a single shoot action, the driver may bringing the target
fire any missile in any pod linked to the computer. into the fire corridor.
This allows the driver to select the missile to be The sytem
used, suspending the normal rule about firing automatically fires
missiles in strict loading sequence. one missile. The
missile hits and
Salvo IS) • The system automatically locks its knocks out the
entire available arsenal on the nearest target, target's last remaining
ignoring those that are within the 2 space weapon, mounted in
minimum range. The driver has the option of f iring the turret.
a single missile or the full missile load; either
option takes a single shoot action.
SAFETY DEVICES
Driving and weapons systems are not the only EJECTOR SEATS
'extras' which can be added to a vehicle - there
is also the safety of the driver to consider. The Ejector seats can get a driver out of potentially
rules assume that the drivers will be wearing fatal situations, allowing him to fight another day.
padded fireproof clothing, and a lightweight, They present the only realistic means of escaping
broad visibility helmet. Players now have the from a vehicle which is travelling at high speed.
option to invest in other safety devices designed An ejector seat can be fired using a shoot action.
to keep drivers alive even if they lose an This is the only action that a driver is allowed to
engagement (and their vehicle). This caters for make while a vehicle is out of control.
players running campaign games, who want to
keep the benefits of their drivers' experience. The player states that the shoot action to eject
Dead Man's Curve deals with this type of game is being used before the car model is moved, and
in more detail. before any control loss tests. The driver
automatically escapes and the vehicle now has
CRASH BARS no driver. Driver results from critics/ hits should
be re-rolled.
Crash bars may only be fitted to bikes - indeed,
they are the only safety device which may be
Vehicle Cost Weight
fitted to a bike. Crash bars and outrigger mounts
may not be combined. Any car $7,500 30
When a bike which is fitted with crash bars takes Ejector seats are a last resort. They are rarely used
a side hit as a result of a roll, crash or collision, in early games, as players are quite happy to battle
subtract -2 from the damage. Bikes w ith crash on to the last with little regard for the fate of their
bars also subtract -2 from critics/ hit rolls arising drivers. A player with an advanced character will
from a side hit as a result of a roll, crash or be more concerned with the fate of the driver
collision. than the fate of the car.
Vehicle Cost Weight
Bike $500 0
PASSENGER CAGES
CRASH SUPPRESSION Extra armour around the driver - on the seat, the
door panels and bulkheads - gives ~he driver an
SYSTEMS extra saving throw against driver critical hits,
Crash suppression systems combine a regardless of their cause.
strengthened frame around the driver, inflatable When the car suffers any driver critical hit result,
crash bags, and additional padding in the driver's the player is allowed to roll a dice to see if the
compartment. armour stops the hit. If the dice scores an even
A crash suppression system gives the driver a number the armour has stopped the hit, if it
saving throw against any driver critics/ hit scores an odd number the armour has been
resulting from a crash or a roll. Whenever such breached or by-passed and doesn't affect the hit. " I hadn't slept for three
a hit is sustained, the player rolls 2 dice and adds years, since the accident on
Vehicles can be fitted with both a crash I 20. Then I started using
their scores together. If the total is equal to or suppression system and a passenger cage. in
more than the vehicle's current speed factor, the neural cutout with a Uni-
which case the driver is allowed two saving Med pink noise generator.
crash suppression system has neutralised the hit, throws against a driver critics/ hit result from The surgeons said it would
and the critical result is ignored. crashing or rolling. do the job, and it did, pretty
well. But I still suffered
Vehlcle Cost Weight Vehicle Cost Weight occasional hallucinations.
afterprints, perspective
Any car $5,000 Weight: Any car $5,000 30 loss. Should have given the
game up as a bad deal. but
me and the road, we were
like that.
" Anyway, I was on two
wheels when I got hit by a
cowboy jammer who was
riding my frequency, for the
Maniax probably. The guy
must have been sittin' in my
screwed sub-conscious for
half an hour wh ile he
bypassed the Uni-Med's
trigger code. One second I
was cruising at eighty, the
next thing I knew, the
Rockies formed a tunnel,
with the sky in the middle.
I lost my breakfast just
before the road became a
wall. falling past me. Now
I ride keyboards and steer
psych-profiles.'•
Ben Slater,
Recruitment Officer.
Turner, Harvest & Ramirez
Crash suppression in action
i8 THIUE WHEELERS
.
blister i ng day. He didn't
determining their contact zones, the driver's
ob1ect to the heat. Time and
choice of actions and manoeuvres, but they're l . . i
money - and revenge - were
on his mind. treated as bikes for collisions - which means that II I . ,_,: '
~'ltttt
they aren' t allowed to deliberately sideswipe cars,
..!
~
I.~jii1r
bikes or trikes going in the opposite direction.
~
....;
killed most of his family. No
one man could have been in
three different locations at
"'c:
:!?
~~
the same t ime. But one
man had given the orders.
5E - - ·- One man had organised,
authorised and profited
~ from their deaths. One man
~ who had power because he
Q.
~
..
~
....__ __;_~~m,;_..:::._ _ _...:::i_ __.i:.,;..._ _...__ _ __ _ _ _ _ ___.cc
invisible for years. And Azis
now knew he lived on
Washington Boulevard,
~ L--.::..:llmCi.;;JE~:....>..:
somewhere. He had spent
TRIKE TARGET MATRI X his inheritance getting
06 Roll F'L. O OR F'ACING this far. He should have
guessed he'd be buying a
06 Roll F'RONT F'ACING .1;2 Bodywork . ,n 7 w hole street.
. ~: .
.3A Wbetla: rolt ~n :O:: , : ..
1.2 fl~ywork ~· :" . 1, 2 Front So be it.
3 . WhffJ*: roll ~gain • 3,4 Rear Left He climbed into his open
1, 2 Front 5,6 Rear Right topped Cervierra and
3,4 Rear Left ·s . weapon•:tolJ '.~P.·~ : : started the ignition. The
5,6 Rear Right 1 Front Left cost of undermining the
4,5 Roll ~in ~ ' ., , , ... ~ 2 Front Right security systems on every
1,2, Weapons: roll again • 3,4 Passive Left block in the street would
1,2 Front Left 5,6 Passive Right keep his family in debt for
3,4 Front Right the next decade. It would be
6· Roll OQ!llo ~.~ J..r.G';YJ; T ./ • worth it, he thought. A mile
5,6 Pintle 1 Engine
3,4 Engine beyond the Canyon' s
2 Fuel eastern end he spoke a
5,6 Fuel 3.4 Tall Gunner stri ng of numbers into a
6 5,6 Rider microphone in the steering
column. A light came on. "I
have seen enough," he said.
06 Roll SIDE F'ACING 06 Roll ROOF' F'ACING The road shook as the
Canyon collapsed in on
1;2 Bpdywork . · · '' + . 1,2,3 · . BodyWoffe . itself.
3 '.· Wh.•"·~~r:oJI; again .- ~ . ~ · ·.~ ·='.•·;;~~;:( 4, 5,6 Roll again -
odd numbers front 1,2 Pintle (if none, Rider )
even numbers rear 3.4 Gunner (if none, Rider)
4· R~ll agajl') • 5,6 Rider
1,2,3 Weapons: roll again -
1,2 Front Critical hit results are usually the same as for
3,4 Passive
5,6 Pintle bikes. As stated above, trikes never test against
reduced handling. On Bodywork result number
4, 5,6 Engine
5,6
5 -severed weapons link· passive results should
Roll again -
1, 2 Fuel be re-randomised . Roll one dice: odds are left,
3.4 Tall Gunner evens right,
5,6 Rider
VEHICLE DESIGN
:;1~~~( ~~·.-~sta~r~11~~•t~~~~~~~--~
Note: Outriggers may not be fitted to bike- 1,2,3 Fuel
4,5,6 Rider
sidecar combinations.
DESIGN SECTION
This is the last section of the book. It begins with advanced vehicle design, with which you
can design cars and bikes from scratch without reference to the rest of the book. S~art by choosing
the vehicle type and engine size, and add the systems you want. Keep a check on total weight
and cost. When you have totals for both, refer to the Characteristics page. Your vehicle should
now be complete. It should then be a simple matter to transfer all the information to a vehicle
record sheet (see below).
Then there are the scenarios: six games that make use of equipment and rules presented in this
volume. You may find that they give you ideas for more games of your own. Modify the scenarios
to suit you. They also prepare you for the campaign rules in Dead Man's Curve. These scenarios,
or others that you prepare yourself, are a good place to introduce the non·player characters
presented at intervals throughout this book. If your games are normally run by a referee, it's
a good idea to leave the choice to him. If you're a player, you can pick a character to play, or
just take the ideas that appeal to you and work up your own.
New vehicle record sheets are provided. These may be photocopied for personal use. These revised
record sheets have a notes section to allow you to put in reminders for invisible additions to
your vehicle (such as whether it has reinforced tyres). It's a good idea to note the type of armour
used, as well as how much of it you have on each target facing. There are now record sheets
for trikes and motorcycle combinations as well as blank ones for vehicles you design yourself
using die-cast models (the GenTech car from the scenario section is one example).
That's it. Get the car out of the workshop and do what you have to do.
2 points steel, all facings $16,000 320 1 PiQ~ CAC( (,(~ ~--V\"-l(, "™tow>>,. ES'ib'~ ~
lJ....ec(.p A ~ CA::J:.roi
Trouble with all that armour is that you can't see it from
the cockpit. He wants some reassurance.
ADVANCED
VEHICLE DESIGN
These tables summarise the information given in this book, providing a quick reference guide for designing or customising a vehicle.
WEAPON SYSTEMS
WEAPON MOUNTS F'IRE CONTROL
The costs and weights given below for the basic weapons include a single load of ammunition. Outlaws should pay special
attention to cost. They will find it more expensive to equip their vehicles with certain weapons because they are Sanctioned
Weapons which can only be obtained through black market sources.
DOUBLE LOADS
Cost is for facility only. Extra ammunition is paid for at the cost of a reload. Additional weight is added to a weapon carrying •
double load of ammunition.
Heavy Weapons Cost Add Weight Passive Weapons Cost Add Weight
;~,¢~i@f~;~.;t~f$~i;~~W:.J¥~tlt%W=i1tfi1l:i~.fat@~~~H~~~ ~~ur~•~wrri~~1~~~Wf~,,1w&~;;r~w~1mw;~s~'tti1rw~i.
40mm GL 2,000 +125 Mine Layer $2,000 + 125
Medium Weapons f~,J~~,tjt@l~t5¥T:fl'1ir%.IfrS#tW'llf~~~f!Jf~IWl.fi0
;~~ffi1~iffl.l.n!JJ!\P1'N¥~;;s.t:k~;~wfil!Mmi~A~•ttw.1Wr£l,W1~f'.t·~;:,
15mm Autocannon $2,000 +125 Lightweight Passives
;~~~~Im~tllf#-4f4Tu~~~m1~:~%~eyk1~~tfil~1tt-;~~W~ilt~1W~t01if1W:'.f~~ ~$ii~R~li~B~WW.IW.*%~~W.i~~-&l&W~-~J~1lfilW
Mine Layer $2,000 + 75
trg!{ii~~!~~rJ'tiMtff&*Wt1WfWEl%!,,~Wfif¥.tlfu~''WMWJ.~
44 CHARACTERISTICS
CHARACTERISTICS
In the basic game, vehicles were given simple maximum weight limits. Acceleration, braking and handling weren't
affected by the vehicle's weight. In the advanced rules, acceleration and maximum speed are determined by the
vehicle's total weight and the size of the power plant. Handling and braking are determined by the vehicle's total weight.
VG vs V12
Weight Ace Max. Speed A ce Max. Speed A ce Max. Speed
800or less 24 1iQ ~- 3Q 142 32 ' 170
801 -1000 21 112 28 136 30 160.
i.001.1200 18 .' 106.'.~w _; 26· 128 28 t50
1201-1400 15 100 24 120 26 140
14b,1...1·6QO. .., ,,;4, .::-~-·t9~~1t~~i:f_~:::~ .2 2 ·· ~ ,.
116 • ,~:_ .;<
·,w': · t: . ; -2 4'. J;''tf<t'.32
1601 -1800 13 92 20 '1'12 22 126
1801•2000 1~ --~-a~ ~e<'i, 18 ' 1:08 ' :.:<--: 21 . ,:+1'2'0 ..
2001 -2200 12 86 16 104 20 112
2201-2400 10 8~ '~ 15 '.' 100 18 ~·19~
2401 -2600 9 86 14 96 16 104
2691*2.800
2801-3000
8
7
82:'
82
. 12.;
10
92
90
15
14
'1,00
96
300f,3200 9· , 88- )2 \ .9,2J %'
3201 -3400 10 88
3M>ii~aeoo '' ,:.i:; :·~ - :
· ;
: '-< ~ < ~ : Cl~~ff :~ -~ ~- ·
Maximum weight 3000 Maximum weight 3200 Maximum weight 3600
Renegade Interceptor
BIKES
Weight Braking Acceleration Max. Speed
~~,;QtHess • <' '" '\'~.60 • ~ .:5-~,;\Tu$\f.fHt:! 601' _,t:ltf t ·
201 -300 45 45 115
so.1:400 40 40 105
401 -500 35 35 1oo
5Q1-600 30 30 95
601-700 28 25 90
tohaoo. '~~-" ~. 2e 20 Wes . «-L
801 -900 24 18 80 -2
t 00~4-1000 · ,·~ .. ~:;&~?~);;~:·, ;u:S-~...~UtmiifM:t.,:e~ . ,, , .ci7~:;i.~;.1il!W£1~H>i:m}f,t,~atJb;~;hl:tf&v&B~;~;lt
• The same adjustment is made to reduced handling. Note that a bike with handling -3 will have a reduced handling of 0
and will automatically lose control unless equipped w ith Two-Wheel Drive and/or Computer Drive to give it a handling bonus.
SCENARIOS 45
GAME ONE
" You 've come a long way, boy, I'll give you that. But you made
a mistake when you told the guys you could do a better job
than me. You don't even know all the roads around here. I
wanna show you a little scenic route I used to take as a kid,
called Bulldozer Alle,t. Let's say we take a trip down there.
Now."
A western chapter of the Maniax has discovered, and
successfully raided, a US government weapons cache in the
Mojave desert in part of what used to be Fort Irwin Military
Reservation. Now, there is a power struggle as the gang's two
most prominent (and greedy) members gamble for control of
the outfit. The weapons chosen for the duel come from the
ra ided store, and the Outlaws have the tech to use them.
The Red Dog - a bar seething with low life. Apparently, it's named after a Sanctioned Op.
1. Both players have $100,000 to build and equip a Renegade 2. The exec's car is a custom built saloon that can be
from scratch. represented by an unarmed Interceptor or a suitable die-
cast model. Basically, it's a VS Interceptor with 4 points
2. The game continues as Game 1 above. of carbon plastic armour on all facings and no weapons.
The Op player has $100,000 to design and equip an
Interceptor to escort the executive. The Outlaw player has
$100,000 to design and equip a biker gang. Trikes may
be used.
GENTECH CAR
GAME THREE
"Here they come, spreadin' out to cover the whole damn
highway. We can't miss_"
Two opposing Outlaw gangs meet up on a deserted stretch
of Interstate to settle old scores. 1 11111 11111111111 111111 11111111 1
-
---·--·--..
....
NAME SKILL
24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2
• Lose 10mpn maximum speed, 5mph accelerat~ and 1 point of handling when score falls below this value.
HOOD: ROOF:
LJLJLJ
I I
EJEJEJ
SHOTS I SHOTS
D EJ D EJ
WING : SIDE:
Using as many photocopies of
IACCURACYI this page es you need, draw or !ACCURACY'
stick a picture of the vehicle of
your choice into this space and
SHOTS SHOTS
place weapon boxes and
markers appropriately.
PASSIVE:
TAILGATE:
I I I 111 1 I 1 1 I I I I I 1 1 I I 1 1 I I I I I 11 I 11 I
HOOD: ROOF:
ODEJ ,rlJDDEJ
I SHOTS I J
·~;;:~:::- :
I SHOTS
L. WING:
~ IACCU1
L_J
I OAMAGE i
l __ _ _ J
SHOTS
0
REAR L. WING:
IACCURACTI EJ '.:· I 0
REAR R. WING:
SHOTS SHOTS
EJ
TAILGATE:
ACCURACY EJ
JI ~·~• I
1 PASSIVE:
SHOTS
I'"ms
. <.
. ·.
INTERCEPTOR
NAME I SKILL
-·:-~ :-.··
24 23 22 21 20 19 ~i;; 17 16 15 14 13 '~1 11 10 9
~~~ w• ••
.
.~::;::.: .;
8 7 ~If 5 4 3 2
• lose tOmph maximum speed, 5mph acceleration and t point of handling when score falls below this value.
11 1 I I I 11 I I 11 11 I I I I I I I I I I I I I I I I I I
HOOD:
LJLJLJ D
ROOF:
IACCURACYI D
ISHOTS SHOTS
D
L. WING:
IACCURACYI EJ
SHOTS SHOTS
D
L. SIDE:
IACCURAj EJ D
R. SIDE:
!ACCURACY! D
SHOTS SHOTS
D
REAR L. WING:
IACCURACYI D D
REAR R. W ING:
!ACCURACY LAMAGE I I
SHOTS SHOTS
D
TAILGAT E:
IACCURACYI EJ R. PASSIVE:
'--
SH-OTS- ----'
- f f" - ' I SHOTS
TRIKE
NAME SKILL
1 1 I I I I I I I I I I I I 1 1 I I I 1 1 I I I I 11 I I I I I
LEFT:
LJLJLJ EJ
RIGHT:
IACCURj I DAMAGEJ
J
SHOTS SHOTS
~. :.
l. OUTRIGGER:
IACCURAj I DAMAGE .
SHOTS
k\'.'.&5C;\y:,>.'Mi:%.-:J
SHOTS
·-1
l. PASSIVE: R. PASSIVE:
EJDEJ
ISHOTS
NAME SKILL
.•~·3:..:
9 8 7 rl 5 4 rra'~
;z ~~ 2
• Lose 10mph maximum speed, 5mph acceleration and 1 point of handling when score falls below this value.
11I I 1 11 11 11 11 I I I I I I I I I I I 1 1 I I I 1 1 I
LEFT:
SHOTS SHOTS
l. OUTRIGGER:
I RANGE I IACCURA~1 D D
R. OUTRIGGER:
!ACCURACY' D
SHOTS
PASSIVE:
I....____'"~· _J LJ
MOTORCYCLE COMBINATION
NAME
E.NGINE
[
12 111 I 10 I 9 I s· 1 7 I 6 I sI4 I3 I 2
11 I I 1 1 I 11 1 I I I
I I I 1 1 II I I I 1111 II 11 I
LEFT:
LJLJLJ EJ
RIGHT:
IACCURACYI D
ISHOTS I
,;..,
,1 [ SHOTS =]
EJ D
SIDE GUNNER:
IACCURACYI
([]J [ SHOTS
---i
!~~
IEJ
L. PASSIVE: R. PASSIVE:
1s 11 1s 1s 14 13 '~~ 11 10 s s 1 s I&F~"lt 3 2
• Lose 10mph maximum speed, 5mph acceleration and 1 point of handling when score falls below this value.
11 I I I I 1 1 I I I I I I I I I I I I 1 1 I I 1 1 I I I 1 1 I
HOOD:
ODD ,. 0 ROOF:
IACCURACYI D
I SHOTS
SHOTS
0
L. WING:
IACCURACYI D 0
R. WING:
IACCURACYI D
SHOTS SHOTS
0
REAR R. WING:
IACCURACYI D
SHOTS SHOTS
0 D
TAILGATE:
.,.: ~ ~ ..,
!ACCURACY' »,
:.\ ·
'.L
LJ
PASSIVE:
SHOTS
~ITT'
I.____ _ _ _ ,,
·---·-···-----------------
•
as Ops do not usually fight one another!
S100,000. For Ops this represents a mixture of self-raised funds and
Each unit consists of a number of drivers or characters (the two terms perhaps sponsorship from a friendly agency. For Outlaw gangs, the money
are interchangeable). The campaign game comprises a sequence of Dark represents help from underworld sources of all kinds: the mob, for example,
Future games with each player pitting one unit against an opposing unit or booty from previous raids.
belonging to another player. These articles explain how t he sequence of
games fits together and what happens to survivors. Players spend the money as they see fit. Vehicles are chosen, designed
and equipped with weapons and other systems from Dark Future and White
Line Fever. Everything a player wants his unit to use in its first game must
Sanct ioned Ops and Outlaw Gangs be paid for ouf of these funds. The only exception to this is the driver. A
The type of unit determines, to some extent, how many drivers it contains. Sanctioned Op player gets his first driver free. An Outlaw player gets his
Sanctioned Operatives always begin a campaign as solitary, independent first two drivers free. At the beginning of a campaign game, all drivers have
a drive skill of 2. ·
drivers who have managed to acquire the funds they need to go it alone
in a roadfighting career. A single driver and vehicle make up the unit There are no restrictions on how the players spend their money, other than
(although Ops can build up agencies as the campaign progresses). that all players must agree on the equipment they're going to allow into
their games. The choice of vehicles may be widened to allow an Op to
A player who takes the Outlaw role starts with a unit consisting of at least
buy a Renegade and an Outlaw to buy an Interceptor. However, drivers
two drivers and a corresponding number of vehicles. Outlaws come from who choose a vehicle not normally associated w ith their particular role
a background where a certain amount of interdependence has helped them w ill find themselves disadvantaged at some point during the course of their
survive thus far. The unit is made up of a number of drivers right from the campaign .
beginning . The vehicles may be cars, bikes, trikes. or motorbike-sidecar
combinations. Campaign games are played out in a number of contract sequences. The
main feature of a contract sequence is the stage involving roadfights, played
Assuming that players' characters survive the road fights they participate out using the usual Dark Future rules. These games are called engagements
in, they can be played for as long as a player w ishes. Players can retire to differentiate them from the campaign game. The different combinations
their Op and Outlaw characters from active play at any time. Even when of engagement are:
a unit is taken out of active play, it might sponsor new gangs or agencies
· for example, the controlling player might donate $100,000 from the unit's Op vs Outlaw Gang
funds to set up a new unit for a new campaign. Outlaw Gang vs Outlaw Gang
Before long, players running campaign games will find themselves Outlaw Gang vs Renegade Op
constructing their own vividly-detailed Dark Future environment. The Op vs Renegade Op
process should be as much fun as the games themselves. Renegade Op vs Renegade Op
WD16
DEAD MAN'S CURVE
·-
WD17
DEAD MAN'S CURVE
,I
/ ! r' APPROACH AND
ENGAGEMENT
When one player makes an attack declaration on another. an engagement
is played between the two units. All the engagements that occur in a
contract seQuence are considered to take place simultaneously, so they
may be played in any order that suits the players.
The attacker can specify how many of his unit's vehicles w ill take part
in the engagement. In addition, attackers are subject to the restrictions
of the engagement objectives described below. The defender must use
all the vehicles in his unit but is not subject to the engagement objectives.
The process that determines the nature of the engagement, and what each
side's vehicles are doing just prior to it , is called the approach. There are
three types of approach: the pursuit, the intercept and the ambush. The
three types of approach providing three different types of game and they
can lead to exciting developments early on in an engagement. An attacker
may find a well prepared opponent turning the tables on him. The approach
also determines exactly when and how vehicles on both sides enter a
combat situation.
When one player is about to play another, both are entitled to know their
opponents' drive skills and their units' total dollar value.
2. When a player has made one attack declaration, it becomes the next
THE APPROACH
•
player's turn to make one. As each declaration is made. the choice
of units to attack decreases, so players should ensure that they don' t Once the two sides have arranged to fight the engagement, allocated
'double book' a unit, by arranging more than one engagement for it. drivers and vehicles, and prepared record sheets, the game should be
3. When all the players have made an attack declaration with one of started by making an approach roll. Whoever wins the approach roll will
their units, the player who made the first attack declaration can make have some say in how the two sides meet. The side that loses the approach
an attack declaration with another unit, if he's playing more than roll is considered to be cruising. Cruising units are subject to a number
one unit in the campaign. Attack declarations are made for extra units of restrictions, explained below.
in the same order as before. To make the approach roll both players roll one dice and apply drive skill
4. No engagements are played until all the players have arranged all and information bonuses.
the engagements for the contract sequence.
Units that either do not make an attack declaration or become the subject Drive Skill Bonus
of one during the attack declaration phase cannot enter an engagement If a unit's least skilled driver has a drive skill of 4 or more, the controlling
until the next contract sequence. Drivers in these units receive no pay. player gains a bonus to the dice roll.
unless they' re Outlaws. nor can they accumulate kudos or mileage points.
If drivers in such units have more than 2 psychosis points, they must still Lowest Drive Skill 4 -5 6·1 8-9
...,
10
make a psychosis test as instructed in the section on Psychosjs. Approach Roll Bonus +2 +3 +4
A road fighter's career is made up of one or more contract sequences. When
all the engagements arranged in the attack declaration phase have been
played and when the consequences of all those engagements have been Information Bonus
determined for all the drivers involved, a new contract sequence can begin. Accurate and detailed information can be a vital factor in getting the jump
If players don't want to start a new contract sequence. they must retire on a target or avoiding be ing taken by surprise. Various sources of
from the campaign. Players running Op characters who want to turn information exist and can be used by anyone who can afford their services.
Renegade and become Outlaws can do so now. At the beginning of a new
contract sequence, a new round of attack declarations is made. The Ops can use the services of a special tracing agency called Aatcatchers.
circumstances that determine whether or not there can be another contract Ratcatchers can give details of gangs. including names, bounties and last
sequence are described below under Winning, Losing and Starting Again. known location. Information is compiled by a combination of satellite
tracking, state and federal authorities, undercover Ops and many other
•
sources. Most of these involve scouring computer networks worldwide
For example: four players, A, 8, C end 0, begin a campaign. Player A to find out what certain individuals are getting up to. An Operative or agency
and player 8 each control one Op; players C and D both run an Outlaw can spend up to $15.000 on Ratcatchers data before an engagement. For
gang. All four players have designed their units. They each roll a dice each $5,000 spent, they gain a + 1 bonus to the approach roll. The money
and 8 rolls highest, so the order in which the attack declarations will must be spent before t he approach roll is made.
be made is 8, C, D endA. 8 says that C's gang has got the locals worried,
and he has been hired to clean up the area for them, so he declares Outlaws can buy information available on the grapevine, which consists
an attack against C's gang. of a loose association of hackers on the payroll of organised crime. These
hackers tap into various useful areas of the computer networks;stick their
It should now be C's turn to declare an attack but his only unit is already fingers in the w ind and sell the data to anyone with the cash. A gang may
the subject of one. His gang knows that the locals ere after their blood spend up to $20,000 prior to an engagement; for each $10,000 spent,
and he's going to spend this contract sequence trying to survive their they gain a + l to the approach roll. The money must be spent before the
wrath. It moves on to D's turn to declare en attack. The only person approach roll is made.
w ith a unit that can be attackedis A. Well, apart from the road combat
experience he'll get from attacking en Op, it shouldn't do his gang's
reputation any harm if they're seen to be on the offensive. He declares Approach Result
an attack against A's solo Op. Finally, it's A's turn to make en attack
Once both players have rolled a dice and added and bonuses, subtract the
declaration. He can't, of course, because there are no units for him
to attack, and ha doesn't have a unit capable of attacking anyway. So defender' s total from the attacker's total and consult the following table:
his Op has heard down the grapevine that some Outlaws are using
Total Result
him to prove how tough they are. He's not worried. It's in these kinds
of circumstances that Ops get their reputation. He'llstill be able to claim 0 or less The defender may choose the type of engagement:
bounty from state authorities if he defeats D's gang. That's what he intercept, pursuit or ambush
got into this job for. The attack declaration phase is complete. 1 to 2 The attacker may choose t he type of engagement
but is restricted to a choice of intercept or pursuit
3 or more The attacker has a free choice of the type of
engagement : intercept, pursuit or ambush
Attackers and Defenders
Units making ;mack declarations are known as the attackers for that Because both sides must make dice rolls to determine the nature of the
engagement. Their opponents are the defenders. The differences between approach, it may be the case that an attacker who rolls badly finds himself
attackers and defenders are explained in the next section. in a very unsatisfactory situation.
WD18
DEAD MAN'S CURVE
•
as unfavourable for the Op es possible. If Nash survives, he might
start thinking about a subscription to Ratcatchers. Dark Future characters are used to driving very dangerously for much of
the time. Drivers act differently when they're not in a combat situation.
The rules below are designed to keep drivers at a safe. economical speed,
and keep them on the right side of the road until t hey see the enemy. (British
Intercepts and ambushes are comber engagements. They involve a vicious readers should note that in the US the right side is indeed the right side.)
head-on clash between two opposing units. Pursuit is a flight engagement.
It involves one unit chasing another. The criteria that determine how many All the cruising vehicles belonging to a player must travel in the same
mileage points are earned differ for the two types of engagement because direct ion, although their speeds may vary slightly, as detailed below. They
they require different skills on the part of the drivers involved. Mileage points must occupy only the right-hand side of the road • ie the 4 lanes to the
are fully explained in Mileage. right of the double yellow line.
Vehicles on straight sections start the game travelling at a cruising speed
of between 50mph and 80mph. The player chooses a speed from within
Intercept this range when the vehicles are placed on the board at the beginning of
an engagement. Vehicles on curves must start at the safety limit for that
1. Generate a stretch of 7 track sections. part of the curve.
2. The winner of the approach roll chooses which end of the track he While under cruising restrictions, vehicles must proceed at between 50
wants to start from.
and 80mph, and must slow down to optimum speed for curves if they are
3. The loser of the approach roll places his vehicles first, within 2 track not already travelling at that speed or slower. They must also remain on
sections of the opposite end. These vehicles start the engagement the right side of the road.
under all cruising restrictions (see below). They must be facing so
Cruising vehicles may enter the four lanes on the left·hand side of the track
that they are heading towards the enemy unit.
only if there is some form of obstacle • sand or debris, for example · on
4. The winner of the approach roll places his vehicles within 2 track this or the next section of track. Vehicles dodging such obstacles must
sections of his nominated end. heading in towards the middle. move back to the proper road position as soon as possible but they don't
have to exceed safety limits to do this.
5. The winner then selects any starting speeds for his models. Different
vehicles can travel at different speeds . There are no cruising Cruising vehicles aren't allowed to drift on curves · they must stay in the
restrictions. same lanes as when they moved onto the curve.
• Pursuit
1.
2.
Generate a stretch of 7 track sections.
The unit that lost the approach roll must place its vehicles anywhere
in the 3rd or 4th track sections, facing in the direction in which the
Ending Cruising Restrictions
Cruising restrictions end when the cruising side spots the opposition. The
enemy can be seen by a unit when that unit can trace line of sight, along
the length of the board, between one of its vehicles and one of the enemy
vehicles. It doesn't matter what range exists between the two units. Lines
track was laid. of sight are traced from the centre of one car model to any part of another
model along a stretch of track sections.
3. This unit is subject to all cruising restrictions (see below ).
Although line of sight is normally only traced along the board, it may be
4. The winner of the approach roll starts anywhere on 1st track section traced across board edges if a vista opens up. At the beginning of each
and may choose a starting speed of at least 60mph or the safety turn, a side at cruising speed may roll a dice. If the dice scores a 5 or 6
limit if the vehicle is on a curve. There is no maximum limit. The assume a vista has opened up, allowing the cruising vehicles to spot enemy
vehicles should lace in the direction in w hich the track sections were vehicles beyond. This rule simulates the fact that even on the most
laid. favourable ground or in the most meticulously chosen ambush position,
there is still a chance of the ground rising or flattening to give one side
a clear view of the other.
Ambush
Once a driver has spotted a hostile vehicle • either by direct line of sight
1. Generate a stretch of 9 track sections. The usual rules on track or by a vista • the entire side is freed from cruising restrictions. If the
generation are then used. However there may be a maximum of 9 engagement begins w ith the opposition already in sight, assume that they
track sections in play throughout the game. have just come into view or that the cruising side has just identified them
as hostile vehicles. The cruising side must still start the game within
Allowing 9 track sections to stay in play is going to make it much cruising speed but is immediately freed from cruising restrictions.
more difficult for the quarry to shake pursuers, reflecting the feet
that the ambushers have a much better knowledge of the locality.
2. The unit which lost the approach roll places all its vehicles anywhere Entering Combat
on the 3 c,entral track sections. The player may choose the direction When the two sides have finished their approach, the engagement begins
of travel for these vehicles, but they must all travel in the same and they enter combat. The engagement is then played using all the rules
direction and obey all cruising rest rictions (see below). from Dark Future. White Line Fever and the rules in this article.
WD19
-
DEAD MAN'S CURVE
The enga,gement objective only has to be made by the unit that is the
THE ENGAGEMENT OBJECTIVE attacker for this engagement. Therefore. in the example given above, if
Unscrupulous players might want to set up a situation where they can the Op had taken out a contract on the Outlaw unit, and w as therefore
leave the engagement before any combat takes place if doing so would the attacker. but then lost the approach roll, the Outlaw player would be
be to their advantage. For instance, an Outlaw player who gets to choose perfec tly entitled to set up the engagement in such a way as allowed him
the type of engagement could set up a pursuit against an Op just so that to escape before the Operative could shoot at him.
he could immediately turn around, move his vehicle out of play and gain However. if the situation was the same but the Outlaw unit was the
the benefits of loot (explained in the next section), leaving the bewildered attacker, to move out of play (by, for example, reversing off the first track
Op to f ace almost certain bankruptcy. section immediately) w ould cause the Outlaw attacker to incur all the
When a player makes an attack declaration against another player. his unit penalties for deliberately failing to meet the engagement objective.
is obliged to reach t he engagement objective in order to be able to claim Condition 3 does not apply if both units are Outlaws because a lot of rivalry
any pay for this contract seqence. This is because an attacker has made exists between Outlaw gangs. They both have to feed off the same
some kind of contract to take on his opponent in a roadfight, which, if innocent victims to survive. If they meet up In an engagement and then
he is t o maintain any kind of credibility w ith the people he's doing the job simply choose not to f ight each other, word w ill get round pretty fast. The
for. he must try to keep. A unit' s engagement objective is met when at result will be that the sandside town dw ellers they usually prey upon will
least one vehicle from the attacking unit has remained within four spaces be less afraid of the gangs and w ill arm themselves better and fight better.
of at least one vehicle from the defending unit for six phases (ie the range It is therefore assumed that the gang w ill not make a loot test because
between the vehicles is four or less!. This shows that the attacker has t hey lack the confidence to attack tow n dw ellers with such high morale.
serious intent w ith regard to keeping his part of the contract.
Staying w ithin engagement range makes it difficult for an unworthy
attacker to break off an engagement without good reason. The six phases
do not have to occur consecutively. They can be spread out over any length
ENDING AN ENGAGEMENT
of tim e the attacker w ishes. Similarly, if either side has more than one Engagements end for a number of reasons. Units can drive into the desert
vehicle. it doesn't have to be the same two vehicles for all she phases. or be left immobile, with some or all of their equipment intact . They might
destroy the vehicles they encounter or be destroyed themselves.
The best way to record this is for the attacking player to keep a separate
dice by his side (place it or choose a colour of dice so that it cannot The engagement must continue until only one side has any active vehicles
accidentally be rolled or used for any other purpose) and use it in the same left in play. An active vehicle is one which has all of the following:
way the normal phasing dice w orks.
Sanctioned Operatives who deliberately fail to meet t heir engagement 1. A working engine.
objective forfeit any pay which they might otherw ise have been entitled 2. At least some remaining ammunit ion, not counting passives, and
to. They do not receive any mileage points for this engagement. If they the means to fire it.
deliberately fail to meet their next engagement objective, they w ill be 3. A driver w ho has not suffered a crit ical hit that results in the
branded as conmen and w ill lose their license. They must be removed from vehicle being treated as having no driver.
the campaign immediately.
Outlaws w ho deliberately fail to meet their engagement object ive lose all The side that ends the engagement w ith the only active vehicles in play
their credibility w ith the underworld and their cwn members and cannot has salvage rights. At the end of an engagement, there w ill probably be
take a loot test for this contract sequence (loot tests are explined later a number of wrecks lying along a stretch of interstate. Some of the
in Pay). They do not earn any mileage points for t his engagement. If they equipment left in all this wreckage might be re-usable. This is why salvage
deliberately fail to meet their next engagement objective, they are racked is v ital in a campaign, as it's the means by w hich equipment can be
by internal dissent and must disband immediately. They are removed from recovered and re-used. regardless of who originally owned it . The reason
play. w hy a player must have an active vehicle in order to be able to claim salvage
is that the player's driver needs to be able to guard all the wrecks until
a salvage team arrives at the site. If neither side has any active vehicles
Exceptions left at the end of an engagement, then neit her player can claim salvage.
If a unit fails to meet its engagement objective because of any of t he The equipment Is lost to ·the desert.
following conditions, then it has not failed deliberately and can claim any Because salvage takes place after an engagement, it is discussed in the
pay to which it is entitled and play subsequent contract sequences: Survival section.
1. If a vehicle belonging to the unit is destroyed or takes any number
of critical hits before the required number of phases have been spent
to meet the terms of the objective, the engagement can end w ithout WINNING, LOSING
penalty, regardless of whether or not the objective is reached. AND STARTING AGAIN
2. If any of the unit's vehicles crash before the engagement objective
A campaign can last for as many contract sequences as the players want
is reached, the controlling player can attempt t o disengage w ithout
or until only Op units or only one Outlaw unit remains in t he campaign.
penalty. If only one unit remains in the campaign, its controlling player has won
3. If a defending unit moves out of play before the attacker can reach (see below). If more than one unit remains in the campaign and they are
the engagement objective. the engagement ends w ithout penalty. all Op units, then the campaign ends not w ith a player v ictory but w ith
This condition does not apply if both units are Outlaw units. a victory for the side of law and order (unles.s. of course, one or more of
4. Units w hich are ambushed are not subject to the restriction of those units decide t o turn Renegade and become Outlaws).
engagement objectives, regardless of their original status as attacker Players are allowed to give up any unit under their control. Thev may do
or defender. this after an engagement and start again with a new unit .
Players might want to give up unit s for a number of reasons. Another
player' s unit might have established such a lead, in terms of available
firepower and driving ability, that opposing players decide there' s no point
in competing against the unit any more. because they don' t think t hat they
can beat it. The player who controls t hat unit has won the campaign.
Of course, if a player' s unit is completely destroyed during an engagement.
he must either st art again f rom scratch with new drivers and vehicles or
continue in the campaign w ith any other unit he still has. A player who
continually loses units or starts new ones rather than persevering with
the ones he has will find himself incapable of defeating a unit that has
lasted several contract sequences. If a player wants to win a campaign,
he should not give up too easily. If an opposing player's unit only has the
advantage of a few contract sequences, the lead can be eroded by skillful
play. However. a player w ho tries to bring a unit into a campaign where
all the likely adversaries have survived a lot of battles Isn't going to do
anything other than provide target practise for those units.
If several units are involved in a campaign, it doesn't matter how many
drop out or are dest royed at any one time, as long as two opposing units
can still fight each other. If the campaign reaches a stage w here there
are no opposing units for a cont ract sequence, it ends there.
W020
D EAD MAN'S CURVE
NIGHT DRIVING
Ops and Outlaws can't always wait for the ,sun to come up before they
do w hat they have to do. If roadfighting is the deadliest activity in the USA,
roadfighting at night is as deadly as you can get.
When an attack declaration is made, it's either because an Op has been
offered a contract on a gang that's currently in his territory, or because
a gang has somehow found the opportunity to attack one of its rivals or
a hated Op foe. When either side gets an opportunity to take on an
opponent, it must act quickly. If the call comes in the middle of the night,
so be it. They get into their cars and go.
Roll a dice after t he attack declaration has been made but before t he
approach roll is taken. A result of 6 indicates that the engagement w ill
take place at night.
CONDITIONS AT NIGHT
Dark Future vehicles have headlamps and brake lights just like the cars
we're all used to. Because of their powerful beams, t here is no change
to the rules on spotting enemy vehicles at the beginning of an engagement.
as long as t~e cars being spotted actually use their lights.
Any driver entering a night f ight w ill have an anti-glare windscreen or
goggles so players don't have to worry about the dazzling effects of on-
• coming beams. Cars and bikes must use their headlamps unless they or
their drivers have night driving equipment.
Comput er drive and robotic drive come with integral night fighting
equipment such as t hermal imaging and light intensification systems.
Vehicles fitted with either of these systems need not use headlamps at
night. Drivers with artificial eyes {see Cybernetics) are also exempt from
the need to use headlamps.
Units of drivers with mixed equipment {ie some vehicles and drivers w ith
night driving gear and others w ithout) m ight as w ell all drive w ith
headlamps burning because once a vehicle using headlamps has been
spotted all the vehicles in that unit are spotted (since they're driving in
relatively close formation). ~
L.-_,_.,-L-~"-'-'"'"'.....-""-~~~~~~~~~~~~~~~~~ u
An entire unit which uses some form of night driving facility is far more
difficult to spot. The unit is spotted only when its opponent rolls equal
to or greater than its range in spaces on a dice or w hen the unit opens
fire, whichever happens first. This roll can be made once per phase. A unit
is alw ays visible at ranges of 2 spaces or less. A spotting unit w ith night
driving gear adds + 3 to the score on the dice.
Hitting target s is more difficult at night because the vehicles are harder
t o see. A weapon linked t o any kind of electronic fire control c,o mputer
makes rolls to hit as normal. All unassisted rolls to hit suffer a -1 modifier
in addit ion to any other modifiers. Smoke and other sight blocking devices
are still ef fective.
WD21
-
DEAD MAN'S CURVE
HOSTILE
ENVIRONMENTS
The climatology of Dark Future America could take up a volume in its own
right. Most of the continent is now desert. Sometimes it rains near to a
mountain range but most of the country sees few water clouds. From Miami
to Seattle. there's little variation in the weather. But the wind brings dangers
to the dying century.
Clouds of pollutants, some potentially lethal, drift across the the sand dunes
unhindered. Obliteration of protective atmospheric layers results in periods
of intense ultra-violet radiation that blinds the unprotected or seeds cancer
in their cells. leaked biological and chemical agents contaminate remote
areas. And the legacy of meltdowns and leaks from fission plants can be
found from coast to coast.
After placing vehicles at the beginning of an engagement, roll one dice
for local road conditions that may affect play. A result of 6 means that
some potentially harmful condition exists. Roll again on the Environmental
Conditions Table or choose one. The condition described last s for the
duration of that game. Bear in mind that high radiation, sand storms and
biochemical agents w ill not be found near or in urban settings. If one of
these results is rolled for an engagement in Nogo or PZ, it should be ignored
an.d rolled again.
Drivers of Interceptors are protected from some of the harmful effects
•
caused by these conditions · however an Op who has to leave his vehicle
will expose himself to any dangers present.
WD22
DEAD MAN 'S CURVE
Psychosis Phase
SURVIVAL Surviving drivers calculate psychosis points for the engagement. Drivers
w ith 2-12 points must take a psychosis test as instructed. Drivers who
When the engagement has been played, the rest of the contract sequence fail the test must roll for a disorder. Any instructions to spend money must
can be implemented. This involves each player making a series of tests be acted on immediately. See Psychosis.
and decisions for each of his drivers.
The procedure is broken down into a number of phases and the tests and
choices should be made in the order described below. The procedure must Kudos Phase
be completed by all the players before a new contract sequence can Surviving drivers calculate their kudos points for the engagement and can
commence. take any media rolls if they are entitled to do so. Any funher psychosis
As players go through the phases. vehicle record sheets should be kept points gained in this process are added to the driver's total immediately.
close to hand and frequently updated. Keep track of a driver's psychosis A driver gaining new psychosis points in this phase records them now but
points, kudos points and so fonh on an extra sheet of paper. does not test for another disorder until the next psychosis phase. See
Kudos.
All the new terms, tests and choices mentioned below are fully explained
in the following sections.
Recruitment Phase
Outlaw Gangs which have been reduced to a single active vehicle are
Injury Phase allowed to replace losses. Other new gang members can be recruited if
Check on the results of each driver's injuries to see if he's dead, disabled finances permit. Ops who are in a position to form an agency may do so.
or just scratched. See Death, Injury and Escape. See Recruitment.
•
Following the rules for re·equipment are details of cybernetic
Mileage Phase enhancements for drivers and rules for using built·in software packages
Surviving drivers calculate their mileage points. Any drive skill bonuses to hack into an enemy's computer system.
are implemented immediately. See Mileage.
WD23
DEAD MA N'S CURVE
DEATH, INJURY
AND ESCAPE
If a driwr doesn't make it through the engagement itself, all the following
phases become irrelevant. Even if the character survives the combat.
serious wounds can have drastic implications for that character's
development through the course of the campaign. To this end. the Dark
Future injury rules are expended as follows.
CHARACTER VULNERABILITY
Any KO result on a driver or tail gunner critical hit means that the character
has been killed. However, the chance of suffering a KO hit is too low - a
driver can roll a car at 80mph w ith a 90% chance of survivall The serious
trouble test is introduced here to make things a little tougher on drivers
in P9tential fatal situations.
•
Tab.. Result
-4 or less Dead: the vehicle takes speed factor damage as normal.
The driver is killed automatically. If there is a second crew
member. he should take two criticals.
-3 to -1 2 Driver Critlcals : the vehicle takes speed factor damage
and criticals as normal. Roll for two add itional driver
criticals. If the vehicle involved is a two-seater. one of the
criticals should be taken by the other crew member.
0 to 2 1 Driver Critical: The vehicle tak es speed factor damage
as normal. Apply any criticals normally and roll for one
additional driver critical.
3 or more Safe: The vehicle takes speed factor damage as normal.
Apply all criticals, including driver and tail gunner criticals.
normally.
A character whose life functions are restored as a result of applying a
recovery clause gains 06 psychosis points immediately.
For example: a Renegade taking a 60° bend at 100mph suffers
control loss and crashes on the outside of the curve. The Outlaw
pl11yer rolls 11 dice and scores 4, then adds his drive skiff of 2 to E.JECTOR SEATS
get a 6. Cross referencing this on the Serious Trouble Table with
his speed factor of 5 givt!s a 1 Driver Critical 1esult. The Renegade A driver whose vehicle is fitted with an ejector seat can eject instead of
holds togerher in the crash and rhe drivt!r only rolls for one driver taking a serious trouble test. Ejecting takes up a shoot action - the only
critical to give him a Limb Disabled result. He's got off lucky. The action a driver can take w hile out of control. A driver who ejects can do
c11r can be repaired. He gains a psychosis point for losing the limb. nothing else for the rest of the engagement.
A driver attempting to eject from a rolling vehicle must roll a dice: on a
6 t he vehicle rolls too fast for an eject and the driver must stay with it
•
and take the consequences. On a roll of 1- 5 the driver can eject norm ally.
HEALING There is one addition to the rules on ejector seat installation. Ejector seats
Drivers who survive an engagement will be in one of four condit ions: cannot be fitted to two-seater vehicles (ie vehicles w ith a tail gun position).
unhurt, hurt, injured or limb disabled. The effects of these results on a driver
are as follows:
ESCAPE
Unhurt: no problem at all.
A driver might still be alive when his vehicle is destroyed. He may or may
Hurt: a couple of new scars but nothing to worry about. not be injured. This doesn't matter if the driver belongs to the w inning
Injured: drivers who suffer an injury lose 1 point of drive skill until they unit. He can find some means of getting home w ith other drivers who have
have healed up. The driver's drive skill is reduced by -1 for the follow ing survived or, at w orst. he should be able to call for assistance on a radio.
contract sequence, returning to normal thereafter. Drivers on the losing side must try to escape. Drivers who escape on foot
Limb Disabled: disabled limbs will not heal. The player should refer to the are probably going to find themselves in the middle of a desert, miles away
new Limb Disabled Table (see Cybernericsl. from t he nearest habitation. If this happens it 's best to assume that a
vulture TV station's camcopter was covering the road fight lthey do manage
to catch a very high percentage) and w ill radio a scavenger gang (see below)
Recovery Clauses that there are survivors. A scavenger gang will pick up someone who has
A Sanctioned Operative can take out a recovery clause at the cost of $1,000 no other means of rescue for a $200 fee. If a driver can't or w on't pay,
per contract sequence. This must be paid before the driver takes part in make a note to that effect. He will never be offered rescue in this way
an engagement. In a contract sequence for w hich a recovery clause has again. If he finds himself in this situation in the future, he will be left to
not been paid for. the Op gets no insurance cover. die in the desert.
When an insured Operative dies as a result of an engagement, the player An Operative who has a recovery clause can set off the alarm t hat calls
is allowed to roll one dice. On a roll of 5 or more, a medical jetcopter or out a clinicopter for no charge. and suffers no psychosis points for invoking
clinicopter arrives on the scene in minutes and whisks the Op away to the clause in this manner. However. he must still take out a new clause
a hospital in the nearest PZ where expensive medical technology restores before the beginning of his next engagement if he wants 10 keep his
the character's life functions before it really is too late. The Op must miss insurance cover.
the next contract sequence because he's hospitalised for this period. Only 11 every member of a unit that just w on an engagement has to be rescued
one recovery clause may be taken out by an Op in a single contract by scavengers or by invoking a recovery clause, that unit cannot claim
sequence. salvage.
WD24
DEA D MAN'S CURVE
SALVAGE
Salvage w orks because a sub-culture of extremely efficient roadfight
scavengers exists across America. Scavengers are not Outlaws in the Dark
Future sense but t hey often operate outside st ate laws in practice. No
matt er w here an engagement is fought, scavengers will see it. They might
be watching the fight on TV like anyone else, they might happen to be
based nearby or they might have been tipped off that an engagement was
-----
-----
going to take place.
The scavengers are well equipped for their role. When the engagement
has ended, they will move in w ith trucks fitted with w inches, cutting gear
and other recovery d evices. Some scavenger groups maintain mob. yakuza
or corporate connections. These sometimes have heavy-duty helicopters
to ca.rry out their work. Other groups have media connections from which
they receive a limited form of sponsorship to run their operations. However
they acquired the means, the vehicles are recovered and taken back to
the scavengers' secret desert warehouses.
The scavengers earn enough money from such sales to survive. Most of
their income is derived from their mechanical expertise. Weapons and other
equipment can be recovered and put on the black market. However, to
keep unwanted noses out of their livelihood, they do business with Ops
and Outlaw s alike. They offer to sell some of the equipment recovered from
t he engagement to whichever side won the right to claim salvage.
SALVAGE CONDITIONS
• Salvage is claimed by the player who controlled the last active vehicle in
the game.
Equipment can be salvaged from any of the vehicles that have become
inactive as a result of the engagement. Salvaged equipment can then be
fitted to other vehicles, sold off for extra income, or kept in storage by
the player so it may be fitted or sold at a later point in the campaign.
Some equipment cannot be salvaged . This equipment is too sensitive and
fragile to withstand the kind of treatment a vehicle must have endured
before it became a wreck.
Weapons, turrets, engines and some miscellaneous equipment can be
removed but driving systems or fire control computers cannot. When an i
v
engine is salvaged, any add-ons (ie Nox cannister, oil injection or charger)
are lost. Armour cannot be salvaged.
Entire vehicles cannot be salvaged if they have crashed, rolled or have taken Equipment Salvage Cost Table
terminal damage. A vehicle which has taken at least one terminal damage
roll is deemed to be· a write-off, regardless of the cause of the terminal Cost to Salvage from: Cost t o
damage roll. Write-offs cannot be repaired and are only fit for salvage. Item Write -Off s Others Repair Critical
Equipment can be salvaged from such vehicles, though is is slightly more Weapen• $500 $250 $250
expensive, even if the models were removed from play during t he game. Engine $500 $250 $250
Turret $500 $250 $250
Other vehicles can be salvaged and then repaired. Repair is explained in Cupola $500 $250 $250
the Re-Equipment section. Pintie $ 500 '$250 $250
Players are allowed to salvage items which have been damaged as a result Outriggers $500 $250 $250
of critical hits, although the critical hit must be repaired before the item Reinforced Tyres $500 $2.50 $250
will function again (see below). Drag Chute $500 $250 $250
Rocket SObster ., $500 $250 $250
Salvaging equipment can be financially beneficial but still requires some $500 $250 $250
Ejector Seat
expenditure. This money must be available before the salvage takes place.
The scavengers have to be paid for their services immediately. Therefore, • A weapon with a double loading facility retains that facility if salvaged.
players can' t wait until their drivers have been paid for this contract
Any ammunition in the weapon is also salvaged.
sequence before they salvage, nor can vehicles and equipment be saved
to allow salvage to t~ke place in the next contract sequence. If financial The costs to recover whole vehicles (along with any equipment carried
restrictions prevent a player from salvaging equipment and vehicles, then by them) are given below. Only vehicles w hich have not become write·
the hardware is lost. offs can be salvaged. The Cost to Repair Critical column indicates the cost
required to repair critical hits done to part of the vehicle • not to any item
The cost of salvaging items from a vehicle depend on whether or not that carried by it. Therefore. a critical hit to a Renegade's chain gun would cost
vehicle is a write-off. They are given on the Equipment Salvage Cost Table.
$250 to repair, whereas a critical hit that broke the Renegade's axle would
Also given on this t able is the cost to repair a crit ic al hit w hich the
cost $1,000.
equipment may have suffered (this has to be paid in addit ion to the actual
salvage cost) . Recovering whole vehicles is the only means by which armour. engine add·
ons and computers can be recovered. With the except ion of armour, these
There is no cost to strip an item from a vehicle or to refit it to another vehicle.
cannot be removed. The cost to recover whole vehicles and to repair critical
Drivers pay scavengers for their ability to recover equipment, regardless
hits are given on the Vehicle Salvage Cost Table.
of the state of the vehicle it comes from. It's assumed that the drivers'
own backup crews t hen handle repairing this equipment and refitting it
to the drivers' vehicles. This is redesign and is explained more fully in the Vehicle Salvage Cost Table
Re-Equipment section.
Vehicle Cost Critical
Renegade $5,000 $1,000
Interceptor $5,000 $1,000
Bil(e $2,500 $500
Trike $3,000 $500
Combination $3,000 $600
A player can salvage, even if he only wants to store the equipment or sell
it later. A player who stores equipment simply takes note of the fact. Resale
is explained in the Re-Equipment section.
W025
DEAD MAN'S CURVE
···----~~-------- .
MILEAGE
Mileage is important to fl\/ery driver. It's an expression of basic road combat
experience. A driver's level of expertise can be judged by his number of
mileage points.
GAINING MILEAGE
Mileage points are earned as a direct result of taking part in an engagement.
They have a twofold effect on the game. The first and most beneficial of
these effects is that drive skill increases as mileage points are earned. The
second effect mileage points have concerns the campaign game and the
driver's long-term reputation. The more engagement.s a driver takes part
in, and the more people that are involved in them, the greater the chance
a surviving driver has of attracting media attention. This is how drivers
earn kudos points (explained in Kudos).
ig
Mileage From Engagements u
Each engagement follows one of two basic forms: combat or flight (see '----'-'--'=-----~-"'~"""---'~~~~~-==.....;::___;:.,.,.....,a...::.,,.:..._~...._'-' ~
Approach and Engagement). The manner in which drivers earn mileage
points depends on w hich of these forms the engagement takes. After the
engagement, each surviving driver consults the Engagement Mileage For example: in a combat engsg11ment, two Ops fought two
Tables below. Outlaws - ona of each was killed, giving a casualty ratio of 2 (4
divid11d by 2J. The highest Outlaw driv11 skill was 3; subtracting
•
2 gives a drive skill bonus of t. So the surviving Op receives t point
A Note on Cuualtlea
for the eng11g11ment plus t point for drive skill bonus, plus 2 points
A vehicle can end up in one of Sfl\/eral states as a result of losing a roadfight.
for casualty ratio -11 total of 4 mileage points. Tha highest Op drive
A vehicle can be immobilised or disabled as a result of having a broken
skill was 4; subtracting 2 gives a drive skill bonus of 2. The Our/aw
axle or knocked out engine. It can become a wreck as a result of crashing, gets t engagement point, 2 drive skill bonus points and 2 casualty
rolling or taking terminal damage. It cen be disabled as a result of having ratio points for a total of 5 mileage points.
no driver. For the purposes of the Engagement MilHge Tables below,
survivors are vehicles that have not suffered any of these results. Disabled
vehicles are those that have suffered one or more of these results.
Flight Engagement Mileage Table
Combat Engagement Mileage Table 1. The driver receives one point for f ighting the engagement.
t. The driver receives one point for fighting the engagement. 2. A drive skill bonus is added. The player takes his opponent's
highest drive skill and subtracts -2. The remainder is added to
2. A drive skill bonus is added. The player lakes his opponent's the total mileage points earned. Negative results are ignored.
highest drive skill and subtracts -2. The remainder is added to
the total mileage points earned. Negative results are ignored. 3. On e additional point is added for each enemy vehicle t hat was
disabled in the engagement.
3. The casualty ratio for that engagement is added. This is
calculated by dividing the original number of drivers in the 4. One point is subtracted for each friendly vehicle that was
engagement by the number of survivors. Fractions are rounded disabled in the engagement.
down.
For example: in a flight engagement between an Op and three
Outlaws, tha Op disabled two of his opponents and the third
escap11d. Thtl highest Outlaw drive skill was 2; subtracting 2 gives
a drive skill bonus of 0. The Op gets t engagement point, no drive
skill bonus points, plus t point for each of the disabled vehicles
- a total of 3 mileage points. The Op's drive skill was 4, giving a
drive skill bonus of 2 (4 minus 2). The Outlaw gets t engagement
poin(, plus 2 drive skill bonus points, less 2 points for his disabled
comrades - a total of t mileage point.
PAV
Ops and Outlaws eam their pay in different ways. Ops receive a fee based
on their opponents' bounties. Outlaws form raiding parties end steal or
eKtort money from their victims. Only Op units that have fought in this
contract sequence receive any pay. Outlaws get their loot anyway - if
they're not out roadfignting, they've got all the more time to mount raids
and enforce their protection rackets.
Any money that remains at the end of a contract sequence can be saved
for spending in the future. Ops place their money in the safe hands of the
giant financial corporations; Outlaws are more likely to stash the loot away
in their gang hideout. Money saved from sequence to sequence is readily
available whenever the players want to spend it.
WD27
DEAD MAN'S CURVE
•
Harmless Disorders 3 Phobia: The driver has an irrational fear of a particular type of
Harmless disorders are minor peculiarities in behaviour which will mark opponent. When faced with opponents who fit the description of
a driver as an eccentric, but won't affect his combat performance. Invent his phobia, a driver loses 1 point of drive skill due to nervousness.
a disorder or roll one dice and apply the result below. This modification does not affect the driver's bounty value. The
penalty ends immediately if all the opponents who fit the phobia
Clothing Fixation : The drive r insists on wearing some weird form of description are knocked out of the game by a crash, roll, disabled
clothing. The player may choose or roll again: vehicle or no driver result. The player can either invent a phobia which
Odds: Headgear - choose or roll again: must have some kind of detrimental effect on the driver's playability
t Fli(lng·~ogoles·Or tank commander's helmet or roll on the following table:
2 Silk Scarf
3 Brimined/flopP'f hat 1-2 Vehicles - choose or roll again:
4 M irror shades (or other dark glasses) 1';2' " fl,eniig~de4-. r
5. Ski mask' • 3-4 Interceptors
6 Hockey mask 5-6 Bikes; ·t rikes ~ sidecar: combos
Evens: Other clothes · choose or roll again: 3 Opponents - choose or roll again:
1 Paramilitary uniform
1·2 Or~ of respected Status or higl)er rue
2 Loud shirt
Media .'', ·./ .•
3 Oay-glo trousers
3 Operaiives !sanctioned. o~ Renegade)
4 Hologram T-shirt
4:5' OOilawa· .·.:,;"". ''-f .J
5 MaClntosn · 6 Drivers whose vehicles have a talisman
6 Rags
4·5 Vehicles equipped with a particular weapon • choose
2 Hairstyle: The driver becomes obsessed with a particular hairstyle.
or roll again:
The player may choose a distinctive hairstyle or roll on the following
table. l.. Chairi gun .•·
2 M issiles
1 MohicWcrest (dyed if desired)
-3' 1.:Au~oe~ri9 &'.'.f'/ · ,,
•
2 Shaved· head
4 Grenade launchers
3 Flat top
5-'6 laser.·(anyl
4 DA
5 Yerv long !this cari' go to waist or beloW)
6 Vehicles of a pa rticular colour - choose or roll again:
6 Dreadlocks
1 Red
3 Strong, Silent Type: The driver almost completely clams up. He only 2 Yellow
ever communicates in grunts and monosyllables. 3 . . Bi.iii/' ·
4 Black
4 Phobia: The driver has an irrational fear of something that w ill not 5 Wh~'.
normally affect his performance in a roadfight. The player may choose 6 Green
a phobia or roll on the following table.
1 ·1nncuiAiachnida·: · · 4 Adrenalin Rush: Each time the driver passes a control loss test. roll
2 ·Animals · a dice. On a roll of 6, his drive skill is increased by + 1 until the next
3 · Crowds ·' control loss test has to be taken (the drive skill is treated as normal
4 Heights for this test). Each time the driver fails a control loss test, roll a dice.
s oar1cness· On a roll of 1, the driver begins to shake uncontrollably, reducing his
6 Open spaces drive skill by -1. Thereafter, roll a dice every time a driver passes a
control loss test . On another roll of 1 the shaking s tops and drive
5-6 Talisman : The driver's vehicle must sport some sort of distinctive skill returns to normal.
talisman. The player may choose one or roll on the following table. Roll again the next time the driver fails a control loss test, and so on.
The dri~palnts dii1irlotlvt: 1c111 n:i•~iilw. o~ :hi~: <soor. :
· .+rofltwlnltor.hoi:iifF'': ·,. ""',•::·,'' .. ··" 5 Absent·MlndednHs: The driver loses concentration from time to
2 Huge furry dice time. At the start of each turn. the player rolls a dice; on a roll of 1
3 Animal s~JI oo ffo!'t bumper; . the character's drive skill is reduced by • 2 for that turn only.
4 Lon9 aerial with flag or pennant (US. Confederate,
agency. gang etc) . .. · .. . 6 Hypochondria : The driver is always suffering the effects of some
5 13.ellgksu~j<>k•n ; ·~ou,' JcOi)) flgUrin• ete • lai:fd. to imaginary illness. At the beginning of each engagement. roll a dice;
tQOf or IAA>d • · · • on a roll of 1 the symptoms are particularly strong and the character's
6 White wall tyres drive skill is reduced by ·1 for the whole of the engagement.
WD28
D EAD MAN'S CURVE
Costly Disorders
Cost ly disorders ere not dangerous to the driver but they eat Into his Income.
Some types of costly disorder are listed below with dice rolls for random
generation. As always, players ere free to choose a disorder or invent their
own if t hey wish. ·
•
>
6 Metallic pink
•
contract sequence (including this one). Mult iply the result The fact that a driver may suffer from a disorder and then be cured of it
by $1,000. This is the amount the driver spends on over time does not mean he can't suffer from that disorder again if he rolls
visiting analysts betw een contracts. it in a future disorder test.
5 - 6 Gambling - immediately after the driver is paid for each Even if a disorder has w orn off, a driver cen continue t o exhibit the
contract sequence (including this one) he rushes out to symptom. If the driver took to carrying a talisman. for example, as the result
the nearest den of iniquity and throws vast amounts of of a disorder. he could continue to use that talisman after the disorder had
money away in frivolous gambling games. Calculate the worn off if the player who controlled him wanted to. A player can decide
amount spent in each contract sequence at the rate of that the although a driver may be cured of a disorder, he retains the item,
206 x $1,000. appearance or effect described for that disorder because he wants to.
Contradictory disorders cancel each other out. If a driver has maintained
the effect of a disorder and subsequently gains a contradictory disorder.
Dangerous Disorders he must abandon the original disorder effect. This mainly applies to Heavy
Dangerous disorders have a serious effect on a character's combat Foot and Over Cautious. which contradict each other. Players might decide
performance and life expectancy. The player may invent a disorder provided that some of the harmless or minor disorders contradict each other
the other players agree that it is sufficiently dangerous and detrimental (especially those that affect clothing style or vehicle presentation). In this
to the character's chances of survival. Alternatively, roll a dice and apply case. it's up to the player. if a player can't imagine his driver having a tank
the result below. commander's helmet and a mohican haircut (not surprising), he can decide
that his character is simply changing his approach to roadfightong fashion
Foolherdy: The driver insists on stripping all armour from his vehicle. and discard whichever disorder came first. On the other hand, a character
wearing a hologram t-shirt who suddenly develops a craving for wearing
2-3 Heavy Foot: Any accelerate or brake action the character makes must tattered rags might accomodate his new desire by ripping his old shirt to
be at the full allowance. shreds.
To be continued - part 2 of this article contains the rules for kudos. recruitment and re-equipment. plus hints on running campaigns with e GM.
W029
DEAD MAN'S CURVE
by Richard Halliwell and Sean Masterson
Here's the concluding part of the Dark Future campaign rules that were published in White Dwarf 123. The following
pages deal with the effects of success as a roadfighter and the inevitable attention of the media, with recruiting
new drivers and build ing up Op agencies and Outlaw gangs, and with re-equipping and repairing both cars and drivers,
inciuding details of cybernetics and computer hacking. There are also some hints and tips on playing Dark Future
campaigns with an independent referee, known as a Gamesmaster (or GM).
MEDIA VISIBILITY
The driver's total kudos points (ie mileage points divided by 10 and rounded
down, plus modifiers for eccentricity) determine his status as a media
personality, according to the following table.
Having determined a driver's media visibility, the driver may take advantage
of it, if he wants to, by making rolls on one or more of t he Media Tables
as inst ructed. These rolls are made at the player's discretion· the driver
isn't forced to roll on these tables if he wants to avoid the added stress
and problems that fame can bring .
Obscure
The driver is hardly known and gains no special advantages.
Eccentricity
The driver's mental and physica l condition can have an ef fect on his
accumulation of kudos points. The media may find certain character traits Known
attract ive for publicity purposes, and others counter-productive to their Many people can half-remember the driver's name when they hear it,
needs. The effects of eccentricity factors should be applied every time without knowing why they remember it and w ithout being able to put a
a driver re-calculates his kudos point level. face to it. Roadf ight buffs know the driver' s name and most of his
Eccentricity factors are cumulative and compulsory. professional history. If the driver fought in this contract sequence, roll one
dice.
Eccentricity Factors Kudos Modifier
1-S Nothing out of tha ordinary happens.
Harmless Disorders: 6 Roll once on Media Table 1.
Clothing Fh111tiqn. · +2
Hairstyle +2 Respected
S:trong, Silent Type +1
Phobia ·1 The driver is reasonably well -known. A significant proportion of the general
Telismen +1 public know something about him. If t he driver fought in this contract
sequence, roll one dice.
Minor Disorders:
1·3 Nothing out of the ordinllry happens.
Manic Depressive +1
Very Unreliable ·2 4.5 Roll once on Media Table 1.
Phobia ·2 6 Roll once on MedJs 711bls 2.
Adrenalin Rush +1
Absent· Mlndednet>s +1
Hypochondria ·1 Famous
The driver is very well-known. Most people are aware of his name and most
Costly Disorders: recent exploits. If the driver fought in this contract sequence. roll one dice.
Ex:peosi11e Suit +1
Chrome Engine +1 1 Nothing out of the ordinary happens.
Custom Paint Job: 2·3 Roll once on Media Table 1.
Airbrush +1 4-5 Roll once on. Med/11 TabM 2 .
2·tone ·1 6 Roll once on Media Table 3.
Charity Donation ,~,, . +1
Upholstery 0
PA System +3 Star
Fortress Building +2 The driver is a household name. His exploits are known and talked about
Visiting Psychiatrists +1 by everyone and he is sought after by the media and other groups. If the
Gambling · +1 driver fought in this contract sequence, roll one dice.
TV Appearances
The Op receives the sum indicated for appearing on chat shows and/or
vulture station roadfight programmes.
Magazine Interview
A magazine such as Lifetime or Roadlighters runs an article on the Op,
with an extended interview and action holo-feature. The Op receives the
indicated fee.
Advertising Deal
The Op receives the sum indicated from a corporation in return for having
that corporation's logo or product name prominently displayed on one or
more of his vehicles.
Free Weapons
The Op receives weapons of his choice. to the value indicated. from an
armaments corporation. In return, the Op either makes an advertisement
where he endorses the company's products or displays that company's
logo on his vehicle.
Reloads and special ammunition can be chosen if weapons themselves
are not required. If any of the equipment requires installation, it is fitted'
free of charge. The amount shown must be spent on weaponry - any
remainder is wasted, it may not be saved.
When a number of items is mentioned instead of a sum. the Operative ti
may have this many weapons of his choice. each with a double loading ....
facility, if desired, and a full load of ammunition. The ammunition type and
mix may be chosen by the Op.
Free Equipment
The Op chooses items of equipment • other than weapons • from a
manufacturing corporation. In return, the Op makes an advertisement in
which he endorses that company's product by displaying the company's
logo on his vehicle.
If any of the equipment requires installation. it is fitted free of charge. The
amount shown must be spent on equipment - any remainder is lost, it may
not be saved or banked. When a number of items is mentioned instead
of a sum, the Op may choose that number of items. regardless of cost.
MEDIA TABLES
If a driver decides to take the rolls to which his media visibility entitles TV Rights
him, consult the following tables. If the driver has the option of taking two A TV company makes the offer shown for the TV rights to the Op' s name
rolls, he can take the first and then decide whether or not to take the second. and life story, which will be turned into a top·rating mini-series with leading
Note that there are different results depending on whether the driver is screenstarsl
an Op or an Outlaw (Renegade Ops roll as Outlaws).
For every roll the driver makes on a Media Table in this contract sequence,
he must add + 1 psychosis point to his total in the psychosis phase of the Royalties
next contract sequence. Careful record keeping is recommended. A publishing company offers the Op a sum to have a ghostwriter pen his
autobiography - a sure-fire bestseller!
Media Table 1
Extra Protection
Roll Op Fee Outlaw Fee The Outlaw gang's increasingly fearsome reputation enables them to force
1 TV Appearances $5,000 Extra Protection . $5,000 more protection out of their territory. They set the indicated sum in addition
2 Magazine Interview $7,500 Organised Crime $7,500 to the results of their loot test for this contract sequence.
3 Adverrisil)g Deal $10,000 Vulture 8aclch'.800M: ~~..@
4.5 Free Weapons $10,000 Black Market Credit $10,000
6 Free Equipment $10,000 · Black' ¥ark'~t Credit ~1<),®Q : Organised Crime
The gang is contracted to do a few 'odd jobs' for a local organised crime
outfit. In return they receive the indicated sum.
Media Table 2
Roll Op Fee Outlaw Fee Vulture Backhander
1 TV Appearances $10,000 e)(ua Pfotection· ' $10,oo'O The gang is given a payment by a vulture TV station in return for setting
2 Magazine Interview $15,000 Organised Crime $15.000 up a raid or a roadfight for transmission on demand.
3 Ad~rtlsing Oilal $2.0,000 Vulture 8a~kll3®et no,000
4.5 Free Weapons $25,000 Black Market Credit $20,000
6 Free Equipment $25,000 Black Marut Credit $25,000 Black Market Credit
The gang's reputation has spread well into the black market and they are
able to negotiate certain discounts and favours amounting to the sum given.
Media Table 3 This money may only be spent on weapons and equipment. Anything left
at the start of the next contract sequence is lost.
Roll Op Fee Outlaw Fee
1 TV Rights $100,000 TV OocurnentatY : '~5o.QOO •
2 Royalties $75,000 Extra Protection $75.000 TV Documentary
3 Advertising oeal $100,000 Org-ritsed C1i"-ie HG;OQO The gang is made the subject of a fly-on -the-wall TV documentary.
4 Free Weapons 1 Item Black Market Credit $50,000 something tha·t always makes popular viewing in the PZs. In return for their
5 Free Equipment 3 Items ·Slack Market Cieqj~ ~;~~M>QQ : co-operation they receive the indicated sum from the TV company's slush
6 Free Equipment $100.000 Black Market Credit $100,000 fund .
DEAD MAN'S CURVE
4-6 the Op loses the case. and suffers an extra $100,000 costs and loses
THE PRICE OF FAME 2 dice of kudos points. Each $10,000 the Op spends on bribes subtracts
As well as the financial advantages, success has a price. Being firmly in ·1 from the dice roll. This money must be spent prior to the dice roll being
the public eye can expose you to all sorts of cranks, most of whom are made. If the Op loses the case and cannot afford to pay compensation,
employed by media corporations. These rules cover the less welcome he loses his license and must either retire or become a Renegade Op. An
experienced driver will not leave an agency because he's in court.
things which fame may bring.
Once per contract sequence, after making any rolls on the Media Tables,
roll one dice for each driver who has 10 or more mileage points. For every Libel
time a driver rolled on a Medill T11ble, add + 1 to the score on the dice. On The Op become the subject of a libellous article, book or programme. The
a roll of 1·5 nothing unusual happens; on a roll of 6 or more. make one Op must spend $5,000 times his kudos score on bribes or legal fees in
roll on the Medi11 Manipulation T/lbla. an attempt to prevent publication or broadcast. If the Op can't or w on't
fight the case. the scandal costs him 2 dice worth of kudos points.
Media Manipulat ion Table
Assassination
Roll RHult Someone tries to assassinate the Op. Roll one dice: the Op is killed on
Op Outl- a roll of 1.
. · ;.;,1 ,i.;'Kffitf\~~ftimty, '. ·1;j~C,ilii\li :)i ·L.
2 Blackmail Organised Crime
. ~;' ''. ;) ~>~Mifitwtr~q-rj ;_: L ~6ii:r~;xsY:;~x~: : ' · Organised Crime
4 Compensation Member Killed The gang comes to the notice of organised crime, which decides that these
~ ~ ~ . ; , ? ~ r< f!~·;>: : ·N~~~:;i~~; ~,.~ ~ ~ .·~~:~~~~~~~·c-;~ ~t;jF:.~~-: (~: ~ ~:
1
upstarts may be getting too big to be left at large. It costs $10,000 multiplied
by the highest kudos score in the gang to convince them otherwise. If the
gang cannot or will not pay, it must disband immediately lie none of the
vehicles or drivers from that gang can take any further part in the
High V isibility campaign).
The Op is watched wherever he goes and has great difficulty in moving
undetected. Treat his drive skill as 2 points lower for the purpose of making
his next approach roll. Member Killed
One gang member is killCd in a brawl with a member of a rival gang or
a brave citizen. The gang loses the member with the lowest drive skill.
Blackmail It may not recruit a replacement until the end of the next contract sequence.
An unpleasant secret has surfaced from the Op's past. He must pay
$10,000 times his current kudos score to keep it covered up. If an Op can't
or won't pay, roll 2 dice to determine the cost to the Op in lost kudos points. Vigilant e
The gang is being stalked by a crank vigilante intent on dealing out his
own form of justice. Roll one dice for each character. On a roll of 6, the
Investigation vigilante kills that character. New recruits can only be brought into the
A complaint has led to the Op being investigated by the authorities. He gang at the end of the next contract sequence. Irrespective of how
may not take part in an engagement during the next contract sequence. successful the vig.i lante is in his mission, he will not return to haunt the
Roll one dice; on a score of 4 or more, he loses his license and must either gang again, though another vigilante might if the gang is unfortunate
retire or become a Renegade Op lie en Outlaw). The player may subtract enough to roll this result again.
-1 from the dice roll for every $10,000 spent on bribes. This money must
be spent before the dice is rolled. An experienced driver will not leave an
agency because of suspension during investigation. Int ernal Feud
The gang is split by internal dissention and leadership disputes. Roll one
dice for each gang member: on a roll of 1 that driver leaves the gang, taking
Compensation his vehicle and other equipment with him. Those who leave are given to
The Op is sued by relatives of someone who was killed in one of his previous the next player in a clockwise direction lor the other player in a two player
engagements. He must spend $5,000 times his kudos score in legal fees, game), w ho may form them into e new gang if he wishes. The new gang
and miss the next contract sequence in court. Roll a dice: on a result of will be arch-enemies of the original gang.
· ·~-
·- ~-
u W I
·-= · '-----
DEAD MAN'S CURVE
RECRUITMENT GANGING UP
Gangs may recruit new drivers in the same way as Ops who form agencies.
AND EXPANSION The gang must operate a central fund just like an agency. Experienced
drivers (who provide their own vehicles) must be paid 10% of the value
During the recruitment phase, players may be able to replace their losses of their vehicle per contract sequenc,e, in addit ion to any salvage and loot
and recruit new members to their agencies or gangs. they are entitled to and they must fight in 1 engagement per contract
sequence.
If any of these conditions are not met, t he driver will leave t he gang at
FORMING AGENCIES the end of the contract sequence. The drivers the Outlaw player began
with do not follow the rules for experienced drivers, no matter how high
Ops are allowed to form agencies. Forming an agency costs $10,000. Once their drive skills become.
formed, the Agency may license new Ops for $ 5,000 a piece (ie the agency
can pay $ 5,000 for a new driver). These new characters begin w ith a drive Gangs cannot be split into several groups. However. if an Outlaw gang
skill of 2. is the attacker in an engagement, it can choose to keep some vehicles
in reserve, ie out of the engagement . These vehicles still count towards
The agency must provide the funds for any new vehicles. It may not recruit t he gang's loot test.
a driver unless a vehicle is provided during the re-equipment phase - this
means players may want to estimate their expenditure during that phase Outlaw gangs reduced to a single vehicle and 2 surviving drivers may obtain
before hiring new drivers. Any number of new drivers may be recruited a basic or stripped V6 Renegade. This is free. Gangs reduced to a single
in this phase if sufficient funds are available. If a player finds he hasn't vehicle and only one driver can recruit one new member (with a drive skill
got the money to provide a vehicle for a new driver in the re·equipment of 2l who provides his own basic or stripped V6 Renegade. In either case.
phase. the driver is lost. Alternatively, the player may retire one of his weapons and equipment must be drawn from the gang's resources (eg
existing drivers to make a vehicle available. the bank, salvage or moved from the other car).
The agency can head hunt experienced drivers (see Random Dri ver Alternatively, a player may choose to run a lone Outlaw. Lone Outlaws don't
Generation). Experienced drivers provide their own vehicles but can be make a loot test at the end of an engagement. When a player has 2 or
equipped w ith an agency vehicle if the controlling player w ishes (and can more lone characters. he can choose to merge them to form a new gang.
afford this). Experianced drivers are those w ith drive skills above 2. They The new gang makes a loot test immediately but only uses a $1,000
must be paid 10% of the value of their own vehicle at the end of each multiplier instead of the normal $ 5,000 (see Pay). The gang may then spend
contract sequence. in addition to any salvage and bounty that they are any of this money to repair. reload and purchase new weapons before its
entitled to. If payment is not made, the driver will leave the agency next engagement. Future loot tests are carried out normally.
immediately and will not work for it again. A gang must disperse if all its vehicles are written off. Any money held
Experienced drivers who leave the agency (or who are ret ired from it by by the gang, and any equipment in its store, are lost. The player is allowed
the player) always take their vehicles with them - if the driver has more to save any one surviving character to start a new gang, with the usual
than one vehicle. he takes the most expensive w ith him. leaving the others $100,000 and one new driver. The player must buy two vehicles.
as agency property.
An agency driver who becomes experienced through play must be treated
like any other experienced driver. Drivers who move from one agency to
RANDOM DRIVER GENERATION
another must serve one contract sequence notice before they move to If a player wants to recruit an experienced driver lie one with a drive skill
the new agency. When a player is hiring an experienced driver, assume higher than 2) for his gang or agency, he has to see if there are any such
that the driver has already served this notice and is available immediately. characters available during the recrui·tment phase.
Players can sell drivers (and their vehicles) to other players, whether or
There are always characters (Ops or Outlaws) of drive skill 2 available for
not those players are in the same campaign.
recruitment. If Op players roll a 1 or if Outlaw players roll a 1 or 2 on the
The only exception to this is the driver who founded the agency. The only Driver Generation Table, it means that oniy novice drivers are available for
money he eams comes from salvage. bounty and any media deals he makes recruitment. Any other result indicates the availability of an additional
(see Kudosl. experienced driver.
The agency may run a fleet of any number of vehicles. It is free to choose Roll a dice and cross reference the result with the character type on the
which drivers and which vehicles are being used after it is given the contract Driver Generation Table. The funds columns indicate how much the player
but before the approach roll is made. An experienced driver must take part can spend on that driver's vehicle (experienced drivers provide their own
in 1 engagement per contract sequence. If he does not, the agency does vehicles). The figure is a maximum. Less can be spent on the vehicle if
not have to pay him but he will leave rather than sit around twiddling his the player desires. Any money left over is lost .
thumbs.
An agency can take part in any number of engagements in a contract
sequence if it uses different drivers and vehicles for each engagement. Drive Skill Generation Table
At the end of an engagement, the bounty must be split equally between
the drivers who were involved and the agency they work for. As long as Drive Skill Funds
a driver survives the engagement, he is entitled to a share of the bounty. Dice Ron Ops Outlaws Ops Outlaws
Therefore drivers w ho eject, are hospitalised or who even lose their vehicles 1- 2 z. .
are still entitled to be paid.
2 3 2 $100,000
3 3 3 $100,000 $7(),000
For example: 3 Turner Hervest and Ramirez Ops wipe a gang off
4 3 3 $100,000 $70,000
the road and ara entitled to $40,000 bounty. The 3 Ops each get
$10,000 and tht1 agency (THRJ gets $10,000. 5 4 3 $150,000 $70,000
6 4 4 $150,000· $110,000
Any salvage that agency Ops can claim is split among the drivers in any • When characters with a drive skill of 2 are recruited. the recruiting unit
manner the controlling player desires. The agency claims no part of the must provide the vehicle. If the unit hasn' t got enough money to buy a
salvage reward. new vehicle, no driver can be recruited.
At the end of eech contract sequence the agency must pay $10,000 basic
running costs. regardless of how many drivers it employs, in addition to
any payments for experienced drivers. An agency that can't cover its Other Characteristics
expenses must disband or form into an Outlaw gang immediately lie A randomly generated driver is assumed to have the minimum number of
become Renegade Ops). mileage points for his drive skill level. To determine the number and type
When an agency is reduced to a single driver - whether or not that driver of any disorders. roll a dice and add the character's drive skill. This is the
is t he one who founded the agency - the driver no longer has to pay the number of psychosis points the driver has acquired.
$10,000 monthly running costs for the agency. The central fund can be The number on the dice is also used to determine the number of psychosis
absorbed into the character's own finances and the character directly tests the character must make before he's used in an engagement. Any
controls any money the agency earns while it has only one driver. However. disorders are noted, along with their kudos modifiers. Use the number of
unless the controlling player w ishes, the agency continues to exist. New mileage points to determine the character's kudos points and modify the
drivers and vehicles can be brought in under the rules above. As soon as result by the effects of any disorders. The driver does not make any media
a new character joins the agency, all the normal rules for running the rolls he may be ent.itled to until he has fought in an engagement. The driver
organisation come into effect. has $2,000 times his drive skill in cash.
DEAD MAN'S CURVE
RE-EQUIPMENT price. Add another 30%. This represents the highest offer that the player
is given for the item. The player must accept this price.
When Ops sell equipment, the fraction of the original cost that they are
In the re-equipment phase drivers can put right any damage caused to their
sold for is based on the ordinary price for that item of equipment. Outlaws
vehicles by the last engagement. They can also buy and sell items of
sell sanctioned weapons at a fraction of their black market value.
equipment. There are few restrictions regarding how this is carried out.
Pf ayers can acquire the extra cash they need to repair their unit's vehicles Sale of surplus equipment may only occur in this manner. Players cannot
by selling surplus gear. sell equipment to other players. This does not prevent one driver in a player's
unit selling or giving equipment to another driver in the same unit.
REPAIR For example: an Op wishes to sell e 6mm MG. The player rolls a
Vehicles which have sustained partial damage may either be used again, dice and scores a 4 • 40% of the MG's purchase price. Another
starting with this damage, or they may be repaired. Repairing 1 point of 30% is added to this to make the total offer worth 70%. 6mm
damage costs $ 2 50. Players can repair any or all points lost. The vehicle's MGs cost $5,000, so the offer is $3,500. The Op got a good deal.
characteristics are restored as its damage level rises past tne damage Maanwhile, a successful Outlaw has just ended the career of a
increment levels.
young Op and has managed to salvage a Heavy l.8ser from the
Any critical hits must be repaired. Repairing a critical hit requires the wreck of the poor Op's brand-new Interceptor. The Outlaw can't
attention of highly skilled mechanics and costs $250. The affected area believe his luck; he hates lasers and the HL's black market price
is then fully restored to its original condition. is $27,000. He decides to sell it and rolls the dice. He scores a
Once any repairs have been completed, the player is allowed to purchase 1 ·a 10% offer. Adding 30% brings this up to a paltry 40%. $10,800
new equipment and re-design his vehicle. for this kind of mil-tech/ It's daylight robbery but it's the best offer
he's going to get.
Vehicles which have suffered terminal damage may neither be repaired
or used again. Equipment may be salvaged from them.
Repair does not have to be carried out in the same contract sequence in
which the vehicle suffered damage. If a vehicle is capable of being driven
in its damaged state, then a player can leave it in that state, though doing
REDESIGN AND NEW VEHICLES
so Is extremely risky for the driver concerned. Otherwise, vehicles can Drivers may now modify their vehicles in any manner they choose, subject
remain in storage until the controlling player is ready to spend money on to the restrictions of the rules and financial resources.
them to make them roadworthy again. However, a player must always have Once salvage costs have been paid for the recovery of old equipment, or
enough roadworthy vehicles for all the drivers in his unit - if he doesn' t new equipment has been purchased, no costs are incurred for the
he must retire the extra drivers from the campaign. modification of a driver's vehicle by $!ripping wnpons or adding new ones.
However, players should make any necessary adjustments to the vehicle
record sheet for overall changes in the vehicle's characteristics which might
RESALE be incurred by the redesign process.
As a result of salvage and re-design, drivers often end up with surplus There is nothing to prevent a driver owning as many vehicles as he can
equipment. Drivers with surplus weapons, turrets or engines may try to afford. If a driver wants to purchase a new vehicle and any equipment for
sell them. They may not sell other equipment. If the surplus equipment it, he can do so now. Drivers with more than one vehicle choose which
comes from a player's own vehicle. that player must first pay the cost for one to use in the forthcoming engagement after accepting or declaring
stripping the equipment - $250 per item. Each Op character or Outlaw an attack at the beginning of a contract sequence.
gang has a store where surplus equipment may be held. Units that have recruited new drivers in this contract sequence should buy
A player who wishes to sell items of equipment must roll one dice for each the extra vehicle(s) and equipment they need now. Any driver that doesn't
item. Each pip on the dice is equivalent to 10% of the original purchase have a vehicle is lost.
DEAD MAN'S CURVE
CYBERNETICS Cosmetics
All cybernetic enhancements are designed to suit style as well as function.
Dark Future technology is advanced and deadly. Much of it is designed Everybody wants some aesthetic factor taken into account, whether it
to kill. And more is designed to enhance a driver's survivability. People be the display of grafted high technology or the subtle incorporation of
will go to any lengths to survive, even if they are hardly recognisable as the limb into the user's skin tone. Cyber boutiques can usually meet any
human beings as a result of their efforts. Cybertechnology can keep a driver such requiremer.ts w ithin the listed cost of an item. Players can decide
on the road, even after battles have torn his body to shreds. Some people how they want their cyborg driver to look.
are actually attracted to the machine option, seeing the potential of
electronlc and mechanical enhancements for their careers. Others purchase
cybernet ic devices to keep up with the opposition. Some techno-freak CYBER DEVICES
drivers use deadly computer viruses to attack their enemies. But the
complexities and hazards of hacking can have fatal results for those who Arms
try it.
Arms cost $B,OOO each. A driver who replaces one arm lost through
As the end of the century approaches. the shape of humanity is changing. combat will be able to continue functioning as a driver but w ill suffer a
Some would say it's disappearing altogether. ·1 drive skill modifier because of the slight imbalance between natural and
prosthetic limb. If both arms are replaced. there is no drive skill modifier.
LIMB DISABLED
Legs
These limb disabled rules replace the limb disabled, driver critical hit result Legs cost $10,000 each. A driver who replaces one leg lost through combat
in the Dark Future rulebook. When a driver suffers a limb disabled critical will be able to continue functioning as a driver but will suffer a -1 drive
hit he should roll on the Limb Disabled Table below to determine which
skil l modifier because of the sli.ght imbalance between natural and
limb {or organ - the term limb is used throughout Dark Future to refer to
prosthetic limb. If both legs are replaced, there is no drive skill modifier.
both) is affected. Suffering this type of critical hit causes the driver to gain
a psychosis point.
Eyes
For $15,000 a driver can fit a pair of artificial eyes. These have increased
Limb Disabled Table spectral range, allowing the driver to see into infra-red and ultra-violet
frequencies. Limited zoom functions are also built into the eyes as standard.
Roll Result A driver with artificial eyes does not suffer from any of the negative
1. . Eyes: th• blast blind1 the ~\i:er, ·~~ vshlcle llas:M·~~r;,~ modifiers normally caused by smoke or night driving (even when the two
are combined).
2. Skin: the driver is severely burned. Reduce drive skill by -1.
3-4 · · A~: an arm Is dlsab~: 8-edUce
drlve sklll by -2:; · ' .
5. leg: a leg is disabled. Reduce drive skill by -t • Skin
Skin is one of the most esoteric cybernetic enhancements the boutiques
6 ~. .,U: roll again. Oc:kJs:~~~; everis ·leg$. BO~)hire :
· ,disabled. The ve'hicle has·r'Midtrver~ :. . . · ~ .. ;;-··: : ·*-~· and clinics have to offer. It's also one of the most expensive. There are
two basic skin types.
• When both arms or legs are disabled the vehicle is treated as having
no driver. Plaskin: this is most common skin replacement. It's even available in spray
form as part of a first aid kit. However. an entire body can be covered with
a thicker version (available in any colour or texture) for $18.000. There
are several advantages. Plaskin is mo1,11ded to fit every contour of the body
FITTING CYBERNETICS and stretches to allow the wearer to move and function normally. Apart
Every time a driver fits a cybernetic enhancement. + 1 psychosis point from a little extra weight. the user can hardly tell it's there. It's resistant
is added to his current total. This is not in addition to a psychosis point to heat and can toughen instantly to absorb kinetic impact. A driver who
gained by suffering a limb disabled critical hit. A driver may choose to have has plaskin fitted practically carries a passenger cage around with him.
any cybernetic enhancement fitted regardless of whether he needs it or If the driver's vehicle c rashes or rolls. the driver is entitled to a saving throw
not. Enhancements are purchased during the re-equipment phase. A driver of 6 against a driver critical hit. This in additon to any saving throws other
can purchase any number of enhancements as long as the required funds equipment might allow him to make.
are avai lable. All the effects of the enhancement come into play
immediately. Holoskln: this is a more advanced version of plaskin . It has all the benefits
of plaskin but can change colour and pattern to merge with its surroundings.
It also protects the wearer from the effects of any pollutants or biochemical
agents. Holoskin costs $25,000.
The Plug
Most people have some use for a computer. But unless your driver only
ever wants to use an old fashioned calculator, somebody's going to .have
to put a drill to his cranium. The operation is normally complete within
thirty minutes and it leaves the patient with three grammes of carbon
plastic net-tee sticking out from behind an ear. Running a cable from this
socket to an interface device the size of a personal stereo unit allows the
driver engage in the deadly pursuit of hacking • the penetration of the
com puter network that forms the universal communications and data
processing medium used across the globe.
A plug and interface costs a driver$ 30,000 and 2 psychosis points instead
of 1. Drivers can build up a library of mind controlled software developed
specifically for roadfighters. Though software is mo re expensive than the
similar hardware versions that are available, the advantage of software
is that a driver can escape from a wrecked vehicle and carry his most vital
driving and combat systems in his head (hardware systems can't be
salvaged from vehicles). So the driver doesn't run the risk of having to
buy everything again should he lose his vehicle. A driver can use software
in a vehicle that already has the hardware version fitted but gains no
additional benefits from this. Some software allows drivers to engage in
a deadly form of hacking (see below).
All the programs described below require the user to wear a plug. The
interface is connected to the relevant vehicle sytems. A driver may install
as much software as he wants (no additional psychosis points are gained
from installing software). However, some software cannot function unless
a driver has other cybernetic enhancements in addition to the plug itself.
DEAD MAN'S CURVE
Fire Control : there are two types of fire control software; turret fire and
missile fire. Each can only be run on a driver with artificial eyes. Each works
HACK ATTACKS
the same way as the relevant fire control deck and costs $15,000. A hack attack is declared like any action. It may form part of a dual action
and takes one shoot action to execute. A hack attack cannot be combined
with another shoot action. The driver cannot make any hack attacks on
Drive: again, there are two types of drive software; one for bikes and one a driver who has already become the victim of a successful hack attack.
for cars. The bike version is the equivalent of computer drive and costs He can make hack attacks against any other drivers.
$8,000. The car version is the equivalent of robotic drive (which will work
in an Interceptor or Renegade) and costs $18,000. Drive software can only Each time a hacking driver attacks in this way, the player rolls one dice
be used by drivers with pairs of artificial legs and artificial arms. and adds the number of Hack-Attack programs the driver has installed.
Then subtract the number of Head-Hunt modules employed by the driver
under attack (if any) and consult the following table. The result is applied
Doublethink: this software allows the driver to perform any dual action immediately.
without the usual negative modifier. One program functions for any type
of vehicle and costs $8,000. Doublethink does not require the driver to
use any other cybernetic enhancement. Hack Attack Table
Total Result
Roadfight: is an exceptional piece of software in that it incorporates all
of the programs listed above (including both types of fire control and drive ; 1 br'fe'$w . . :Baekfir~
programs) as sub-routines. It costs $40,000. For the program to function 0 to 4 Neutralised
fully, a driver must have all the relevant cybernetic enhancements. A driver : ; '" 6' $0 8" . ··~. ... · ::svmm Maltunctibn-
does not need any enhancements, however, if he only wants to take ' - ~) or m~;~ System Hostility
advantage of a part of the program that doesn't require them (eg a driver
who only wants to use the Doublethink routine contained in the Road fight
package can do so whether or not he has any other enhancements; a driver
Backfire
who wants to use the fire control routines must have artificial eyes). The opponent's Head· Hunt software counters the virus assault and traces
the program's route back to the attacker's plug. It induces neural-cutout
in the attacker. Roll one dice. On a score of 1·5 all the attacker's Hack·
Hack-Attack: this is a powerful, modular program that allows a driver to Attack modules are wiped (he must purchase new software if he wants
try and infiltrate the electronic systems in another driver's vehicle and to make attacks of this type in future engagements). Further, the cutout
deposit a computer virus that will corrupt those systems. Up to 6 Hack· prevents any of the attacking hacker's softw are from functioning for the
Attack modules can be stacked together to make a more powerful weapon. rest of this engagemen!. Beginning with the next phase, the attacking
Hack-Attack modules cost $2,000 each. For details of how this program hacker must drive as if he had no software installed. On a score of 6 the
works see Hacking. defensive Head -Hunt program burns out the attacking hacker by
transmitting a routine that induces brain death. Treat the result as a KO
driver critical.
Head-Hunt: this is another modular program used to defend drivers from
hostile hackers. Basically, it forms a shield against Hack-Attack. It is
sometimes capable of causing fatal injury to a hostile hacker. Up to 6 Head· Neutralised
Hunt modules can be stacked to create a more powerful defence. Head· The Hack·Attack and Head-Hunt programs smash into each other in an
Hunt modules cost $2,000 each. For details of how this program works electronic equivalent of a head·on ram. Both players roll a dice. A score
see Hacking. of 6 means the player's Hack-Attack or Head-Hunt modules (whichever
ones are being used) are destroyed. Any other score has no effect .
System Malfunction
HACKING The Hack·Attack program has penetrated the vehicle' s defences and the
virus infects one of the systems on board. The attacking player can choose
which of his opponent's systems is affected. This can be robotic drive,
Anybody with a plug can go hacking. All they need is a piece of Hack· computer drive, missile fire computer, turret fire computer or any piece
Attack software. By ha eking, an individual can subvert security programs of software (note: if the opponent is running Roadfight software, the
that defend computers in other vehicles. attacker chooses which sub-program is affected). That system will not
function for the rest of the engagement.
Most vehicles have a computer that int.irfaces with Data net, making them
vulnerable to hackers. These computers often run mapping and road data System Hostility
programs. Others control weapon systems and vehicle performance. A few
run intelligence gathering systems. Much of the computer technology that The computer virus is devastatingly effective. If the opponent has any of
may be employed by a roadfighter is, by its very nature, vulnerable to outside these systems installed in his vehicle, in software or hardware form, they
interference. behave as follows for the rest of the engagement.
make your campaign theme, as long as eveybody enjoys the games they
GAMES MASTERS get out of it. Write spinoff campaigns. Have fun.
Of course. players often run more than one unit and this could lead to two
There are many aspects of a Dark Future campaign which can be made or more plotlines. These could be part of one overall campaign backdrop.
more exciting by the presence of a Gamesmaster !GM ). A Gamesmaster But it's a mistake to make a playerface one of his own units w ith his other
is an extra player who acts as an independent referee. The Gamesmaster unit . In such a case. the thematic connections should be kept in the
doesn't control any drivers or vehicles of his own. In large games. players background or a new player should join the game.
can take it in turns to be the Gamesmaster for a specific engagement,
the role going from player to player as the contract sequence is played out. Once a player knows that his driver is going to gain a disorder as a result
of failing a psychosis test. and he knows how severe that disorder is going
A Gamesmaster can generate the conditions at the beginning of an to be, the GM can choose the disorder if it helps him develop the campaign
engagement or develop the whole theme of the campaign. so that the storyline as a result. Likewise, a GM can determine the result of a driver' s
players themselves do not reach disagreements over the conditions and media rolls or the effects of media manipulation .
progress of the game. He can control random hazards or features that make
an engagement more interesting to play. And apart from adding his own When a GM becomes involved in a character's development in this way.
creativity to the game, the Gamesmaster is the independent adjudicator he should remember that his role is impartial and his presence is supposed
on all aspects of the rules. For this reason, he should be thoroughly tam iliar to work for the fun of the campaign, not for the benefit of a particular player.
with the rules. If players want a Gamesmaster to run their campaign, they A GM should never apply harsh results because a player behaved
should be prepared to accept his position as an adjudicator. This section disagreeably in a game session . If the players won't accept his
contains a few guidelines on how to fill this role successfully. independence, he should leave them to it. If he doesn't intend to be
independent, he should become a player himself.
In addition. this section Includes some additional rules t hat can be added
to the game whether it is a campaign or not. Some of these add vari ety There are some Other things GMs shouldn't do. A GM never takes rolls
to the environment in which an engagement takes place. Now players can for a player's weapons or vehicles. A GM should never set up an unbalanced
fight engagements at night or under exotic, adverse road and atomspheric game without the consent of both players involved. A GM should not enter
conditions. Rules for determining optional random factors are also included his own units on a regular basis. The only time the Gamesmaster should
here. All these rules are usable w ithout a Gamesmaster. enter a unit is when he is running a third party for the purposes of a
particular scenario which both the players have agreed to play.
W0'8
ST. WUIS BLUES
81NGLE·SEATER VS WlTH
PERFORMANCE INTERCEPTOR STRIPl'ED ARMOUR $100,000
890 6
'ffe~~lle.~wt·
108(148) 4
• ~1!£1!,t,~''.;( ;Z~;Q~~@
19(38) 24
?-iJjCAEl.Etill
41/51 Lucy Pemberton (drive skill 7) 18. 12, 6
W049
ST. LOUIS BLUES
RANDOM METHOD
This is the quickest and easiest system to use as the players
don't pick their cards at all. The players first agree on a number
SELECTION METHOD of cards (rather than a total cost). Each player then randomly
draws the agreed number of cards from the appropriate pack.
In this system, the players first agree a maximum cost for each
group of vehicles. Each player then simply picks a number For the best results, the Outlaw players should draw two cards
of Op or Outlaw vehicles up to the maximum cost allowed. for every one card drawn by the Ops.
The value of all your vehicles added together may be less than For example: two Op players each draw one card from the
the agreed maximum, but obviously this makes a weaker forca Op pack. There are also two Outlaw players, so they both draw
If two or more players are picking from the same set of cards two cards from the Outlaw pack.
(eg there are two Outlaw players), they should each roll a dice,
with the high scorer picking first. UNBALANCED GAMES
After playing a few games of the two random systems, it
For example: the players have decided on a maximum cost becomes obvious that in the majority of games the two sides
of $180,000. The Outlaw player then looks through the Outlaw will be unbalanced, either in terms of the value of the vehicles,
cards and picks out a $ 70,000 Renegade, a $50, 000 or because of the roles for which the vehicles are designed.
Renegade and two $30,000 bikes. The Op player looks It can be quite a pain having to chase three suped-up bikes
through the Op cards and picks a $150,000 Interceptor and in an Interceptor Tank, for example. However, don't forget that
a $30,000 bike. The total cost of each player's vehicles is anything is possible given good tactics and better luck. One
$180,000, the maximum they agreed upon. They are now good critical hit can take out a $150,000 Interceptor! So don't
ready to play what should be an evenly-matched game. be put off by seemingly unbalanced sides - it could turn out
to be one of your most memorable games.
If you want, one player can pick his force first - each player
If the idea of unbalanced games interested you, try an even
should roll a dice, w ith the low scorer picking first. This gives
more random system, especially if you're playing a multi-player
the player (or players) picking second an advantage, because
game. Shuffle both packs of cards together to form a single
they can pick vehicles specifically for the task ahead. For
pack and then deal each player a single card. Using this system
instance, the Op player in the example above would probably
just about anything can happen. In the most extreme case,
make sure that the Interceptor was a Gunship as it's got a
you might get one side with only a bike or two, while the other
lot of killing to do.
side has several vehicles covered with armour and bristling
By starting with different amounts of money to spend, you with weapons - simply lasting a couple of turns could be
can vary the length of the game. Typical costs per player for considered a victory for the bikes.
different sizes of game are:
ONLY CHOOSING ONE SIDE
Quick game $120,000
Medium game $250,000 You can, of course, use this system to choose the forces for
Long game $560,000 one player and fight them against vehicles t hat have already
been designed using the normal rules from White Line Fever.
SEMI-RANDOM METHOD This can be done with either the Selection or the Random
As above, you must first agree on a maximum cost for each Selection methods. Calculate the total cost of the vehicles
player. Both packs of cards are then shuffled. Cards are dealt you ttave already designed and then use this as the maximum
to each player from the appropriate pack, up to the maximum cost.
agreed. If the next card to be dealt would take the total cost You can even combine designed vehicles with data cards on
over the agreed maximum, it is discarded and the player stops the same side - add up the cost of the vehicles you have already
dealing (the minimum cost for a vehicle is $30,000, so you designed and then select ordeal cards to make your total cost
can stop dealing if you are within $30,000 of the maximum). up to the agreed limit.
WD50
ST. LOUIS BLUES
W051
ST. WUIS BWES
The Blues first saw action on April 27th, 1994, when a convoy The Vehicles
set out west on 170 to Kansas City, under escort from four Blues As with any agency, the success of the St. Louis Blues is down
Interceptors. The Plague Riders were smart. They hit the convoy to much more than just the drivers. They have the usual backup
just :as it crossed the Missouri bridge. But what they didn't know facilities, with the best mechanics the City of St. Louis could
was that the Blues' main strength had crossed the river down find • including a few ga rage freaks and other Outlaw
at St . Charles and joined 170 behind them. Even now, they were spannermen who came in" under the amnesty. While several
heading east to the combat zone with all guns loaded and all of the Blues' drivers have their own favourite cars, there is also
lights green. a fleet of specialised vehicles, designed to do particular jobs.
Perfo rmance cars are designed for extended pursuit, when a
gang has used a lot of fuel and ammo and wants to get away.
They are light and fast, w ith firepower concentrated up front.
Gunships go all-out for attack. Firepower is the keyword, and
they are used for secondary hits on Outlaw forces which are
After that first battle, the Plague Riders were more careful. Even already involved in a fight, as well as in more general combat
so, within a month or so they had been pushed back as far as situations.
Columbia in the west, Cape Girardeau in the south and Mount
Vernon in the east. Over the two years or so since then, there Tanks are the counterpart to Gunships. They are designed to
have been victories and defeats, but the tide of the war is moving soak up grief rather than hand it out, and are most often used
slowly in the Blues' favour. Red Devil Mccorkindale has just to bait ambushes or for convoy support.
rejoined the team after a six-month stay in hospital, with a brand Multi-role designs aim at a perfect blend of speed, armour and
new Huydermans Dex-10 cyborg arm, while Lone Star f irepower. They are generally used on routine patrols, or when
disappeared after a battle on 144 just outside Springfield. Some the driver needs to be able to react to a variety of situations.
say he was killed, but his Interceptor was never found , and
there's a persistent rumour that he's taken to the hills to pursue Road Bikes are light, fast, and lightly armed. They are primarily
his quest for vengeance. designed for scouting, but are also used by messengers ·radio
silence can sometimes give you a great tactical advantage •
The Plague Riders may be on the run, but the further they are and by convoy outriders.
pushed back into the sand, the harder it becomes to push them
any further. They may never be completely eradicated. What H eavy Bikes are built for serious f ighting on two wheels,
matters, though, is that their stranglehold on St. Louis has been combining the manoeuvrability of a bike with enough firepower
broken, and the man in the stretch limo hasn't been seen for to stand toe-to-toe with a Reneg,11de. They are used for general
some time. patrol work, as well as for hit-and-run ra iding.
I
The 18 data cards that follow are vehicles used by the Ops of the St. Louis Blues, but they can, of course, just as easily be used
for the Sanctioned Op~ of your own agency. I
PASSENGER CAGE · DRIVER CRITICAL SAVING THROW COMPUTER BRAKING • INCREASED 8RAKING AND PANIC BRAKING
MISSILE POD IS LOADED WITH HE ANO SMAPEO PlASTIC !ARMOUR PIERCING! NO NOTES
MISSILES IN THE FOUOWING ORDER • HE, SP. HE. SP. HE, SP.
CARBON STEEL 8 6 6 5
CARBON PLASTIC O 0 0 0 4 4 4
Drive Skills: if you're not using the St. Louis Blues agency, roll a 06: drive Skill 2; 2-3 = drive skill 3; 4-5 drive
skill 4; 6 = drive skill 5.
I
I
ST. LOUIS BLUES
VARIANT
INTERCEPTOR GUNSHIP SINOU·SEATER V8 Tv.'O·SEATER V8 $100,000
WEIGHT
1450
SPEED
96 5
ACCELE,MT~ .:···MAX.DAM .
14 24
..-.....~-"-_. Car l Beck (drive skill 31 and Joel )fi~Jl&MOO&
Jules Mason (drive skill 4) Back (gunner) 18, 12. 6
LQcAtl9°t-!< ~ed.¥
16mm AUTOCANNON • HOOD +2 + 3/ 8 CUPOLA +2 +4
+ 3AP
20mm GRENAOE HOOO +1 + 2HE 10 16
LIN KED 20mm FROHT WINOS 0 +2HE 10 16 LAUNCHER
GRENADE LAUNCHER SPIKE LAYER A.PASSIVE SEE RULES
TWIN 8mm M ACHINE REAR CENTAA +1 +1 12 18
GUNS
ARMOUR ARMOUR
TYPE TYPE
CARBON STEEL
· WEIGHt r;w..~~f"."
890 5
. SPEED ,
108(148) 5
:ACCE.tE A 'E: MAl(:DAM.C
19(38) 24
,.8RAl<E'" fl!'l(;R£Mai1TS.·
41 / 51 Lucy Pemberton (drive skill 71 J immy Mc corkindale (drive skill 41 18, 12, 6
WEAPON LOC,A.TION AcCuR . ~··
40mm GRENADE HOOO •1 "" SHE 8 ROOF 6 16 FORWARD
LAUNCHER FIRING
L.W . COM8AT LASER ROOF +1 1fTU RN 12 FORWARD HOOO +1 + 2HE 10 16
ARING
NOX • INCREASED MAX SPEED ANO ACCELERATION 1148 a. 38) NO SPECIAL EQUIPMENT NO NOTES
NOX WILL BLOW ENGINE ON A 2 OR 12. IF OIL INJECTION ALSO ON. THEN
Wi l l BLOW ON A 2 . 11 OR 12.
I
Lucy Pemberton is something of a speed freak. She says it's because firing lasers just doesn' t seem right unless she's cruising over a hund red in her performa nce
lntercep lor. Bui despite he r off·hand att it ude and street-cool rap, she's a skilled driver w hose rut hlessness is matched only by her efficiency. As the leading
local Op. her move to join the Blues w as almo st inev itable, but she pretended that it was a t ough decision · Johansen w as glad she made it. The Laser Lady
is one of the Blues most valuable assets and is the only Op in the out fit as skilled as Johansen.
ST. LOUIS BLUES
WfilG"'1
1855
SPEEO
88
MAX DAM :
24
tfclGR£M~J$
18, 12, 6
llEJNFOllCED TYRES • CRITICAL HIT SAVING THROW COMPUTERISED BRAKING • INCREASED 8/IAKE ANO PANIC BRAKE
ACTIVE SUSHHSION • INCREASED HANDLING (71 SHOTS 1, 2. 3, 4 IN MINI OUN ARE DEPUTED URANIUM. IE ARMOUR PIERCING:
IT IS AlSO OOUalE LOAOED WITH&. 8. 7. 8 AS NORMAL SHOTS. IT IS FORWARD
NO NOTES FIRING.
ARMOUR
TYPE FRONT
24
;'BRAKE".·~ Lizzie Wyatt (drive skill 4 ) i$ReJ1lUiN1S
26 and Freeman Vanner (gunner) Hannibal Fry (drive skill 3) 18, 12, 6
PON < l :no A,.Y~~:
CHARGER • INCREASED MAX SPEED AND ACCElERATION ~N CLUDEDI EJECTOR SEAT • SEE RULES
NONOTU CHAIN OUN IN ROOF TUllRET HAS A Jeo• ARC OF FIRE.
I
Lizzie Wyatt and Freeman Vanner (mult i-role Interceptor) are an ex-Turne r, Harvest and Ramirez wing team from New York. Vanner is a brilliant mechanic
who has been able to bring a good deal of practical expertise to t he Blues, as well as proven marksmanship with an A-cannon, while Wyan applies her finely
honed driving skill . She quit THR after a vicious roadfight against a Maniax gang left her sightless. Though her oyes were replaced, she suffered a crisis
of confidence and thought she was finished . News of the Blues was beginning to spread and Vanner tried to persuade her that it was a move she should
make. She asked him, if it was such a good idea, why wasn't he going, too? Vanner looked startled and replied. "Who said I wasn't?"
ST. LOUIS BLUES
1815
, .:'SPE!!Pi <· .•
88
~Et£~,4t · i'< l'MiX'.PA "'
12 9
'INCF!i:MENTS
Cal Booker (drive skill 5 ) 6, 3
l
AP VARIES + BA'
CAN
CHARGER • INCREASED MAX .SPEED AND ACCELERATION (INCLUDED> REIN~ORCl!D TYRES • SAVING THROW VS CRITI CAL HITS
ACTIVE SUSPENSION • INCREASES HANDLING COMPUTER DRIVE • INCREASED ACCELEARTION, BRAKING AND HANDLING
ONCLUOEOI
MISSILE POD IS COMPVTER CONTROLLED CSEE RUUSI. PODS ARE IN ORDER
HE. SP. HE. SP. HE. CAN. !HE • HIGH EXPl.OSIVE, SP • SHAPED PLASTIC AND NOTE • MINE LAYER IS A LIGHTWl:IOHT VERSION
CAN • CANISTER).
'.<ARMOUR
. ;:" . TYPE
CARBON STEEL
WEI GHT
1080
S~EP ':'
150
.:~j;flfitE'
28
-. BRAKE ,;
32 Sam Everitt (drive skill 2)
LOQA'T:IO."f, ~~ !iliQTS
DRAG CHUTE • 8RAKING SYSTEM. SEE RULES TWO WHEEL DRIVE • INCREASED BRAKING ANO HANDLING ONCLUDED)
;.:>'"~X'·-~·.•-.
LOCATtON~J?>•
{. ARMOUR .,-.
Jf~~ARMOl.JR
..
::-r .TYPE F~t REAA .~ ...-·:n. .,.TYPE REAR SIOeS - !FJ:q6R· . ROOF
CARBON STEEL 0 CARBON STEEL 2 2 2 2
CARBON PLASTIC 4 4 4 0 0 0 0
I
The agency's bikers all come from the same NoGo gang, the Dellw ood Devasta tors. Lemmy Weston (road bike) is probabl y the meanest biker t he Deva stator's
ever had. He was reluctant to cross the wire and join up w it h the B!ues but had nowhere else to go. As it turned out, he was surprised at the warmth of
the reception (he'll never forget leading the Devestator"s right up to the steps of city hall) and the respect shown by t he other Ops and Out laws. He's effectively
the gang leader and has to answer only to Johansen himself. But there's no personality clash to get in the way · Johansen knows a compet ent roadfighter
when he meets one.
ST. WUIS BLUES
C. ·W£10fl!°( / ~!iAi:iQUNG'
292 613
$PEED . ··~
115
ACCELERATE · MAX DAM
50 9
BRAKE
Barker (drive skill 3 )
TWO WHEEL DRIVE • INCREASED HANOUNO AHO MAKING (l\ICLUDEDl CRASH BARS • ROLL. CRASH OR COLLISION DAMAGE DECREASED
100(110)
'AfX:E-Leaii:rt WMAXOAM "
35(70) 9
SAAKE,,.'l< :!~CJ!E,..EH1S
35 Spike (drive skill 3 ) A-cann on Anne (drive skill 3 ) 6, 3
REINFORCED TYRES • SAVING THROW VS CRITICAL HITS Oil INJECTION • MAKES SMOKE
4 3 3 2 ARBON STEEL 6 2 2 2 2
CARBON PLASTIC 0 0 0 0 ARBON PLASTIC 4 0 1 0 0
If you want to be successf ul in this business - ff you want to survive · you've got to plan your operations. Think ahead carefully and make sure you've got
the cars and bikes to do the job. There is no such thing as a vehicle for all occasions. If it's got enough armour to survive a four-vehicle ambush. it's going
to be 100 slow for pursuit. If it's got enough weapon s for gang-busting, it'll be too obvious for convoy support. The answer is to have specific vehicles for
specific jobs, and to use them right. ·
Welcome to the world Dark Future. The game that puts So, what you've got here is a stripped down version of
you at the wheel of one of the meanest street machines the main game. Fun and easy to play, it introduces all the
of the near future - the G-Mek Interceptor. concepts of the rules system so that when you start to
read it, you'll already have a pretty good idea how
The rules system simulates the deadly encounters between everything works.
a new breed of law enforcer - Sanctioned Operatives, and
their stop-at-nothing outlaw opponents. It recreates the
savage car wars t hat are fought across the highways of
a USA ravaged by natural disasters a USA which is slowly
turning into one big desert...
You can control either one (or more) Sanctioned Ops (SOs),
or a group of outlaws. Games can be vicious dogfights,
rapid intercepts, or hit-and-run ambushes. You can use just
OK, blue eyes. So ya wanna be one o' th'Maniax.
a couple of cars, or fill the road w ith Renegades and bikes. huh? Think you ' re some kinda whizz kid in a
The Ops, just trying to earn a living have to blast the bad
Renegade, do ya? Well, since you ain' t hardly old
guys off the road. The Outlaws can try to outrun the Ops,
enough to have left yer mommy's skirts, I won' t go
or they can fight back. Then again, they might just be
too hard on ya. There' s a long straight stretch o'road
fighting each other...
up on highway 19. Know it? Well you and me's gonna
This rule sheet is specially designed for those who are head off over there · we'll call the Splintered Rock
overawed by fat, complex-looking rulebooks. Actually, the the start. and then.. . Well. first one past the old gas
game isn't that complicated, but we know how frustrating station is the winner. OK? Then we'll see whether
it can be when you can't get started without having to yooz the stuff of th'Maniax. If you're still in one piece
wade through pages and pages of rules. that is.
X2
XS
Put the other bits back in the box, you don't need anything
else to play this introductory game.
Each player controls one of the cars, which are armed with TURNS & PHASES
a hood-mounted machine gun, and a mine layer (you can't
actually see this on the model). One Renegade belongs How Many Turns?
to 'Mad' Mike McQuaig, one of the Maniax (a vicious, The game lasts a variable number of turns - depending on
Outlaw gang). the other to Ronny 'The Razor' (a would- how fast the two cars are travelling.
be gang member).
Turns are subdivided into phases numbered from one to
Each player has 2 mine counters and 4 dummy counters six. Phase 1 is the start of the turn, then phase 2, and so
to use during the game when they want to deploy some on through to the last phase.
rnines (or try to fool the other player into thinking they've
done so by using one of the dummy markers). In addition, The Phase Sequence
they will need a piece of scrap paper to keep track of how
Each phase should follow this sequence:
fast their cars are going, how much damage they've taken
and so on. 1. Decide which car is moving faster.
To start with, the players should note that their car has 2. The driver of the faster car declares whether he is going
12 damage points, and 3 armour points (these terms are to use an action, and t hen moves the car.
explained under Shooting - see below)
When the two cars have the same speed factor, move
Take the 9 track sections and lay them end to end on a the leading one first. If the vehicles are side by side,
carpet or table. each player rolls a dice. Whoever has the highest score
must move first.
I
I•
-i
>- 1
XI
-i -
Ill
!: -:
z -
"'
-15=1
i
+
. . '
- -.. -
-1--
·--: -
_._
!
3. The driver of the slower car may now declare an action.
The car model may move, provided its speed factor
equals or exceeds the number of the current phase
(shown on the phasing dice).
4 . The phase has now ended. Turn over the phasing dice
to show the number of the next phase.
•
If the number on the dice is greater than the faster car's
speed factor, the turn ends - go to step 5. Otherwise,
The two cars start on the first section, in the positions start the new phase by going back to step 1.
shown on the diagram.
5. At the end of the turn, move the phasing dice back to
the number 1, ready for the start of the first phase of
the new turn. Go back to step 1.
me= The turn consists of between one and six phases. Just
how many depends on the speed factor of the faster car.
The turn only ends when you reach a phase where neither
car can move - see steps 4 and 5 on the list, above. Note
that cars cannot have a higher speed factor than 6.
1~:=
___._ ,_ -
r
-
•
STARTI NG POSI T IONS
One player (the caller) should take the small phasing dice
and place it to one side of the playing area. It doesn't matter
who is the caller, but this is the player with the
responsibility for making sure that each turn is carried out
in the correct sequence, as explained below.
The game starts with both Renegades already moving.
Before the first turn, both players secretly decide their
vehicle's speed factor (any number from 1 to 6). and write
it down on the piece of paper. The higher the number, the
faster the car is moving. The players must keep track of
their car's speed, and amend the speed factor on the paper
as they accelerate or brake.
Both players then declare their speed factor. The caller sets
the phasing dice to '1' for phase 1 of the first turn, and
the game is ready to begin...
IT 19 THE START OF PHASE FOUR . THE CAR AT SP EEO FACTOR
FOUR IS AL.L.OWEO A MOVE, ANO AN ACTION . THE CAR MOVES
FORWARD ANO L.AYS A M INE.
Object of the Game THE PHASING OICEIS THEN TURNEOTO '5 '. AS NEITHER CAR
IS GOING FAST ENOUGH TO MOVE, THE TURN ENOS. THE
The winner of the game is the first driver to cross the PHASING OICE 15 RESET TO '1' FOR THE START OF THE NEXT
finishing line. If neither driver makes it, the game is a draw. TURN .
If Ronny wins, or if the game's a draw, then the Maniax
membership goes up by one...
MOVES Shoot: The driver is allowed to fire the machine gun or lay
The tracks are divided up into lanes and spaces, as shown mines. He must declare which he intends to use before
in the following diagram. he moves • see the section on Shooting.
. . t - - - - t -- -
Sideswipe: The driver deliberately slams into the side of
the other car. See the section on Rama
Shunt: The driver rams into the back of the other car. See
the section on Rama. A shunt action is obligatory if the
·~~~--+~~~-r car is going lo hit something during Its forward move.
...
LAN1:8 • i-----r-----;- Timing
• 1-----+-- - - +- ---l Actions are declared before moving, and come into effect
immediately after the car model has been moved forwards .
. .~~~-r~~~-t-~
• • 8PAC1t9 .
•
In each move the car simply moves from one space to the
For example: a player declares an accelerate action. He
should move the model forwards one space and then
write the new speed factor on the car's record sheet.
•
phase. When one car is going faster, the slower car will
run out of moves towards the end of the turn. An example
is shown on the diagram.
-- --<
! i lMI• - --
--<
·-.--- ~
---1
-- -'
I
ACTIONS
Declaring Actions
DRIF'T
Drivers declaring a drift action move their car forwards first,
and then shift it one lane to the left or right.
.---
r' '1
~
The player must declare which action is going to be used,
before the car model is moved. { - ~
One Action per Phase
Drivers are allowed to use only one action per phase. This
means, for example, they can't drift and fire in the
same phase. ~
Drift: The car drifts one lane to the left or right, this is
SHOOTING
explained in the next section. Drivers employing a shoot action may either fire the
machine gun or lay mines. We'll look at machine guns first.
If the driver wants to place mines, see Mines, below.
Fire Corridors MINES
To fire the machine gun, the car must have a target vehicle
(you can't shoot at mines, only cars) in its fire corridor, The Markers
as shown below. There are two types of markers - dummies and real mines.
Dummies don't have any effect - they are only used to scare
F IRE CORRIDORS the other driver. Players using a shoot action are allowed
to choose - in secret - whether they use a real mine marker
or a dummy.
...CAN SHOOT
3 SQUARE R ANG E .
Terminal Damage
When a car has lost all its damage points, it is removed
from play. The other player must still cross the finish ing
line to win.
Mine Damage
The Rammer
SHUNTS
•
THE DRIVER OF" THE RAMMING CAR GETS THE
HIGHEST SCORE BO THE TARGET LOSES TWO
DAMAGE POINTS.
BP<<~-0-R-~-
~~~S-P-E-EO-~ACTDR~
To resolve a sideswipe, both players roll a dice, and the
player who is actually doing the sideswipe adds one to
the score. The player with the lower score automatically
c =tlil ~_____.
~ ~~--I
'7he engine roar is all I can hear, and we're not even moving yet. The road ahead
shimmers in the heat rising from the hood. I hardly notice as the red light turns green. .."
Since their first appearance in 1993, armed motorsports Drivers can advance to Grade A by two methods. Either
have been hugely successful, both in their own right and they can provide their own car and start racing once they
as a marketing venture. Those companies that took the have achieved the minimum entry requirements, or they
plunge, and invested in the sport after its legalisation, can join a manufacturer's team. Since the former is
reaped rich rewards. Initial outlay on constructing race enormously expensive, most Grade A drivers choose the
tracks and attracting participants was soon recouped from latter option.
ever increasing gate receipts, television rights sales and
sponsorship deals - the money came flooding in. At the end of the first, and all subsequent races, when
a driver has reached the entry requirement for Grade A,
Now, four years on, armed motorsport already has its fair the player should roll two dice. A score of ten or more means
share of heroes, and there are thousands of new stars that they have been signed up by a manufacturer's team
waiting in the wings. There is something in the sport to and may enter Grade A. This roll may be made after every
attract everybody, from the rumbling might of the Ironclad race until the driver gets signed up. On the first and all
to the breath-taking speed of the Dragster. Rules have been subsequent rolls, drivers who came first in the race are
laid down, vehicle class specifications have been allowed to add 3 to the score.
formalised, and plans for the second world championships
are already underway. F'Or combat racing at least, the future S.cil•1a9e. R.ap<l~r, ar.d fla~i~
looks bright. Any car which has taken at least one Terminal Damage
roll is deemed to be a write-off. Drivers who write off their
car have to buy a new one from money in the bank. Any
functioning weapons, turrets, and so on, may be salvaged
COl'1l8AT RACI N G AS A CAREER from write-offs at a cost of $1,000 per item. Drivers may
Players choosing to run a racing driver are allowed a starting always take salvage from their own vehicle if they survive
fund of $100,000 with which they must buy their first car the race. Salvage can never be taken from other vehicles.
- a Jalopy. Some funds should be left in the bank for later; Vehicles, engines, weapons and turrets may be resold.
a career in combat racing is an expensive business. The When seliing vehicles, players may strip them of weapons
new driver must build and pay for the Jalopy according and turrets. Engines and other equipment must be left
to the class specifications (see later). Next, they determine in place.
their drive skill (roll D6: 1=2; 2,3,4=3; 5=4; 6=51. They
are then ready to appear in their first Grade C race. To determine the sale price, total up the cost of the items
to be sold. The player rolls a dice, multiplies the result by
Racing cars are divided by Grade and Class. Grade C is five and adds 50. This gives a number between 55 and
the lowest, and there is only one class of car in this grade 80. This is the percentage of the original cost for which
- the Jalopy. All new drivers must begin at Grade C. Whilst the item is sold. Players must accept this sum. They can' t
in Grade C, they have to be completely self sufficient for refuse and try the roll again.
funds.
Remember it is possible just to replace an engine, so when,
Once drivers have earned enough points, they are be able for example, a driver moves from Tank V6 to Tank VS, all
to progress to Grade B. Grade B classes are Tank; Renegade that is needed is to buy and fit a VS engine, rather than
and Classic. The entry requirements for getting into these buy a whole new vehicle.
classes are detailed below. Most drivers sell a Jalopy before
buying a Grade B vehicle. Team iltlemb.;)13,1ip
When they enter a Grade B class, drivers get sponsorship. When drivers are signed up with a team, their financial
This normally involves having every spare inch of the car worries are virtually over. They do not have to buy a car,
and the driver's clothing covered in advertising. Cars fitted as this is provided by the team, to the driver's own
with V6 engines in this grade get $ 5,000 sponsorship specifications (within the class limits, of course). Repair,
money before every race. VS cars get $10,000 per race. ammunition and salvage costs are met by the
This is, of course, in addition to any prize money earned. manufacturer. All the driver has to do is win races and pick
up the prize money.
Drivers may, if they are rich enough, decide to drive in more
than one B Grade class. The need to buy and maintain more Drivers don't receive any sponsorship money when driving
than one vehicle makes it a risky option but the rewards for a team. Instead, they get a nominal fee of $ 5,000 before
can be great. each race.
A team position is secure, as long as the driver keeps Adding vast quantities of armour to a vehicle doesn't
winning. After each race in which a driver comes last, the ensure total safety. The armour can never cover every
player should roll two dice. This is known as the Team Place square inch of the car, nor can it be counted on to stop
Roll. A score of 3 or less means that the driver has been a lucky shot getting through. Enemies who score a 6 on
thrown out of the team. The only way the driver can return their damamge roll still get a critical hit, regardless of the
to Grade A is to start racing once more in a Grade B VS, amount of armour.
and gef signed up to a team again.
Engines
Drivers aren't allowed to drive in more than one
Grade A class. A racing vehicle's acceleration and maximum speed are
determined by·its total weight, compared to the size of
power plant. The braking characteristic depends on the
MOVING ON total w eight, and the type of vehicle. The characteristics
are calculated using the tab le given under Power to
For some people, life as a rac ing driver just isn't enough. Weight, below.
Some want to go out and set the world to rights, others
are more interested in burning it to the ground. A driver Drivers may wish to buy or sell engines at some point. The
may leave combat racing at any time to become an Op or costs are given below. Fitting a replacement engine into
start up a gang. They are allowed to take with them any a car costs an additional $5,000.
cars owned and any cash in the bank (remember that Grade
A vehicles are owned by t he team rather than the driver). Engine Cost
Ex-racing drivers use whatever money and vehicles they V6 $10,000
own to set up in their new career. Players starting a gang vs $20,000
V12 $35,000
may recruit up to 3 other drivers for free, as long as they
have more than one car.
Nit ride
Nitride, NOx, nitrous oxide -there are plenty of names for
HARDWARE it but, one thing 's for sure - few components are as
The surge of interest in vehicle racing led to the potentially lethal, or as popular. Nitride is a volatile oxidising
development of new equipment for racing cars. Most of agent which can be fed into the engine to make it instantly
these items quickly found their way onto the streets, of more powerful. The nitride is held in a small armoured
course. Unless stated otherwise, this equipment can be canister in the engine, and is operated by a switch mounted
used in normal road combats as well as on race circuits. on the dashboard.
Nitride can be turned on or off using a shoot action.
Plastic Armour Beginning with the next phase, the car's acceleration is
In the main game, a vehicle's armour characteristic doubled and its maximum speed goes up by 40mph.
represents the bodywork, plus several panels of carbon
steel armour. These carbon steel p lates, although Pushing an engine too far can be dangerous. At the end
extremely strong, are too heavy for racing cars, so most of each phase in which t he vehicle is accelerating or
are stripped of armour. cruising at above the normal characteristic, the driver must
take a nitride test. The player rolls 2D6. On a 2 or a 12,
However, a car doesn't have to race completely the engine explodes w ith the same effect as an exploding
unprotected. Lightweight carbon-plastic armour can be engine critical hit. On any other result the car is okay, but
added to any of the car's different facings. In racing another nitride test must be taken the next time the vehicle
vehicles, armour is usually added to Tanks and Ironclads. exceeds its usual maximums.
Extra floor armour is also extremely usesful for protecting
vehicles from the effects of pattern mines. If the nitride is turned off while the vehicle is above its
normal maximum speed, use the rules for exceeding
The costs of extra carbon-plastic armour are given on the maximum speed, given in the rulebook (page 15).
table below. Costs and weights given are for one extra point
of armour for each facing.
I Nitride Canister
Cost
$2,000
Weight
nil
Facing Cost Weight
Front $5,000 20
Rear $5,000 20
Sides • $5,000 20
Floor $3,000 20
Roof $1,000 10
• Cost and weight are for one point of armour on both sides.
Side armour must be balanced in this way.
Vehicles which suffer a hit have burning napalm on the Wheel Blad~s
underside and wheels ·start worrying! As you can see, Wheel blades are large, sharp chrome-plated blades which
if you must drive through napalm, it's a good idea to do project from the vehicle's wheels and spin at high speeds
it as fast as possible. when the vehicle is in motion. Wheel blades come into
Drivers of vehicles which have suffered a napalm hit must effect whenever the vehicle is involved in a sideswipe,
roll for Napalm Spread at the end of each subsequent phase made either by you or against you. Any effects from the
in which the vehicle actually moves. wheel blades occur after damage and hazard rolls for the
sideswipe itself. Roll on the Wheel Blade Effect Table below
and add 1 to your roll if you won the sideswipe test:
- Roll 06. Not e: The "1" result on the table below affects the vehicle
- Add 1 if the vehicle is at speed factor 3 or slower. with the wheel blades; any other result affects the
Substract 1 if it is at speed factor 5 or higher. opponent's vehicle.
- Look up the result on the Napalm Spread Table:
Wheel Blade E·ifec1 Tabla
Napalm Soread Table Wheel blades on this side are destroyed, and cannot be
used again. Roll a die:
2 or less: The napalm burns itself out. 1-3 No other effect.
3: The napalm is still burning, but doesn't do any damage this 4,5 Wheel Damage. Handling reduced by 1.
ohase • roll as:iain on this table next ohase. 6 Wheel Critical at base damage.
4: T he napalm spreads. It is treated as two separate hits from 2,3 No additional effect.
the next move on, but doesn't cause anv additional damage.
4 The target takes a hit at + 2 damage, on its side facing.
5 or more: The napalm is still burning • roll for damage with
a + 1 damage bonus, and roll again on this table next phase. 5+ Wheel Critical.
If it is not obvious which wheel is hit. roll 06:
1-3 front wheel; 4-6 rear wheel
Any criticals should be ro lled on t he special Napalm Critical Roll on the Wheel critical table in the basic rules.
Table, below. Criticals from Napalm are judged to be at
+2 damage. Vehicles fitted w ith wheel blades lose Smph from their
maximum speed.
Cost Weight
Wheel Blades $3,000 50
VEHICLE CLASSES - GR A DE 8
1ntormation and class specifications are given below.
Where two classes differ only in engine size (ie Classic Tanks
V6 and Classic VS) information which is common to both A "Tank" is, unfortunately, nor actually a tank at all, but
classes is given first, along with a general description of the next best thing. Cars in the Tank Classes are actually
the vehicle. Information which differs.with engine size is Renegades that have been strengthened by having steel
given in the specific class details. Cost and weight values struts welded across the weak points of the car such as
are for the basic vehicle including the engine. Total the doors, wheel arches and windshield. While this does
Equipped Weight and Cost are the class limits for the fully not increase the armour value, it means that the vehicle
equipped vehicle. Base Prize Money is used to calculate can take more damage before it starts to f all apart.
how much the winning driver earns (see Circuit and Drag However, it does have the drawback of making the car
Racing, below). The rest of the categories are self rather heavy, and reduces its handling. There's nothing
explanatory. quite like driving your very own Tank • they may not go
too fast, but they have got lots of weapons.
Tank s can be represented by converted die-casts or
GRA DE C Renegades. Renegades can be converted by the addition
of struts that strengthen the body work (bits of stretched
Jalopies sprue can be used for the struts).
The humble Jalopy is the starting point of almost every The following information is common to both types of Tank:
racing driver's career. These cars are usually insurance
write-offs or ex-company cars which have been rebuilt and Weight: 1,250
fitted with mountings for weapons. Jalopies are fairly slow, Damage: 24 (incremental damage at
poorly armoured and handle badly, but they're cheap! 18, 12 and 6)
Armour: 3
Suitably converted die-cast models of modern cars make Handling: 3
best Jalopies, although Renegade models will do. Weapon Mounts: Hood, Wings, Roof or Turret,
one Passive
Jalopy Usable Weapons: All weapons permitted
Class Entry Usable Equipment: All except racing tyres. Plastic
Requirements: None armour may be added, up to a
Weight: 750 maximum of 10 points on any
Damage: 16 {incremental damage one facing
at 12, 8 and 4)
Armour: 2 Tank (V6 ) Tank (VS)
Handling: 2 Class Entry 4 or more pts 4 or more pts
Weapon Mounts: Hood, wings, one passive Requirements: earned in Jalopy earned in Tank (V6)
Usable Weapons: All medium weapons apart from class class
Combat Lasers; all passives Engine: V6 vs
Usable Equipment: All except turret. Plastic armour Cost: $25,000 $40,000
may be added, up to a maximum Total Equipped
of 5 pts on any one facing Weight: 1,250-3,000 1,250-3,200
Engine: V6 Total Equipped
Cost: $10,000 Cost: $60,000 or less $75,000 or less
Total Equipped Base Prize
Weight: 750 · 1,250 Money: $15,000 $20,000
Total Equipped Cost: $25,000 or less
Base Prize Money: $7,500
Renegades Classic (V6) Classic (VS)
The Renegades used for racing are stripped-down versions Class Entry 4 or more pts 4 or more pts
of the normal road combat vehicle. Stripping the armour Requirements: earned in Jalopy earned in Classic
out, replacing bodywork with lightweight tubing or plastic Class (VS) class
panels all reduces a vehicle's weight. Reducing the weight Engine: V6 vs
_ makes the car go faster. Cost: $20,000 $35,000
Total Equipped
The drawback is, of course, that the car is now totally
Weight: 750-1. 250 750-1,250
unarmoured. Most drivers get round this problem with the Total Equipped
addition of a few points of plastic armour to the rear of
Cost: $45,000 or less $60,000 or less
the car. This gives a degree of protection without adding Base Prize
too much to the weight.
Money: $12,500 $17,500
The following information is common to both types
of Renegade:
GR A DE A
Weight: 500
Damage: 1S (incremental damage at Ironclads
12, 8 and 41
Armour: 0 An Ironclad takes the concept of the Tank class one stage
Handling: 4 further, consisting of an Interceptor that has been
Weapon Mounts: Hood, Wings, Roof, one Passive strengthened to take more damage. As in the Tank cless,
Usable Weapons: All medium weapons. All this extra strength is paid for by a reduction in speed and
passives except pattern mines. handling. Anybody who drives an Ironclad will find their
Usable Equipment: All except turret. Plastic armour experience as a Tank driver a valuable asset. An Ironclad
may be added, up to a maximum race is a real war of attrition. The cars are equipped wit h
of 6 points on any one facing. an awesome amount of firepower, with armour to match.
Use Interceptor models for Ironclads. For extra realism add
Renegade (V6l Renegade (VS) bars across doors, windshield and wheel arches.
Class Entry 4 or more pts 4 or more pts
The following details are common to both types of Ironclad:
Requirements: earned in Jalopy earned in Renegade
class (V6l class
Weight: 1,500
Engine: VS vs Damage: 32 (incremental damage at
Cost: $ 20,000 $35,000
24, 16 and Sl
Total Equipped
Armour: 4
Weight: 500-1,000 500-1.000 Handling: 4
Total Equipped
Weapon Mounts: Hood, Wings, Sides, Roof or
Cost: $ 50,000 or less $65,000 or less
Turret. 2 Passives
Base Prize Usable Weapons: All
Money: $12,500 $17,500
Usable Equipment: All except racing tyres. Plastic
armour may be added, up to a
maximum of 10 point s on any
Classics one facing.
For sheer style you cannot beat the Classic car. Any
Pre-1976 vehicle counts as a Classic. At a typical race you Ironclad (VS) Ironclad (V12l
might witness a 1952 Studebaker Coupe lining up against
a Morris Minor, or a Ford Prefect alongside a Volkswagen Class Entry 4 or more pts 4 or more pts
Beetle from the late 60's. Requirements: earned in Tank earned in Ironclad
(VS) class (VS) class
Quite why anyone would subject a valuable collector's item Engine: vs V12
to such violent abuse is not obvious; but the Classic race Cost: $S0,000 $100,000
is always a real favourite with the crowds. Some of the Total Equipped
cars involved have been repaired so many times that there Weight: 1,500-3,200 1,500-3,600
isn't a single orig in al component left; but the owners Total Equipped
always seem to find new sources for spare parts. Cost: $150,000 or less $175,000 or less
Base Prize
You will have to use converted die-casts for Classic car
Money: $25,000 $30,000
models. It is fairly easy to find models of cars from the
60's and early 70's, and the addition of a couple of w ing
mounted machine guns can only enhance their appearance.
The following information is common to both types
of Classic:
Weight: 750
Damage: 16 (incremental damage at
12, Sand 4)
Armour: 2
Handling: 4
Weapon Mounts: Hood, Wings, one Passive
Usable Weapons: All medium weapons and Chain
Guns. All passives.
Usable Equipment: All except turret. Plastic armour
may be added, up to a maximum
of 5 points on any one facing.
~) pt_;J··c:J C<1r.; Dr<'lgsters
The Sports Car represents the glamorous side of combat "Dragster drivers do it real fast," so the car stickers say,
racing. For real fame this is the car to drive. The vid and and no-one would argue with them. The Dragster is built
press are always full of the latest reports on the top Sports purely for speed. A car normally gets from green light to
Car drivers. They are popular heroes in the same league the finish line in about 5 seconds. This doesn't leave much
as the best Ops. time for shooting, but at speeds exceeding 200mph, one
good shot can turn the opposition into a cartwheeling
A Sports Car is an Interceptor which has been stripped fireball.
of internal armour, making it very light and fast. Most cars
usually have a few points of plastic armour added to give Good Dragster models can be quite hard to find; but they
at least a little protection. Sports Cars are fast and are around so keep looking. The results of a good
dangerous; and to judge by the reports in the daily papers, conversion job make them well worth the search (try fixing
the same can be said of those who drive them. large wheels to the rear of a Renegade model).
Use Interceptor models for Sports Cars. Dragsters are a strange shape... to reflect this, they have
their own target matrix, which is given below:
The following is common to both types of sports car:
Weight: 500
Damage: 24 !incremental damage at DRAGSTER TARGET MATRIX
1S, 12 and 6)
0 . REAR FLOOR
Armour:
1 Bodywork 1,2 Bodywork
Handling: 5 2,3,4 Rear Wheels 3,4 Roll again:
Weapon Mounts: Hood, Wings, Sides, Roof or 5,6 Engine • Roll again: 1,2 Front Wheels
Turret, 2 Passives 1,2 Passive Weapon 3· 6 Rear Wheels
Usable Weapons: All medium weapons. All 3,4 Fuel 5,6 Roll again:
passives except mines. 5,6 Driver 1 Passive Weapon
Equipment: All permitted. Plastic Armour 2,3 Engine
may be added, up to a maximum SIOE 4,5 Fuel
1,2 Bodywork 6 Driver
of S points on any one facing.
3,4 Wheels • roll again:
1,2 Front ROOF
Sports Car IVS) Sports Car (V12l 3·6 Rear 1,2 Bodywork
Class Entry 4 or more pts in 4 or more pts 5 Roll again: 3,4 Roll again:
Requirements: Renegade IVS) or earned in Sports 1·4 Engine l,2 Front Wheels
Classic (VS) Car (V8l class 5 Hood Weapon 3· 6 Rear Wheels
6 Passive Weapon 5,6 Roll again:
Engine: VS V12
6 Roll again: l Hood Weapon
Cost: $70,000 $90,000 1·4 Driver 2,3 Engine
Total Equipped 5,6 Fuel 4 Fuel
Weight: 500-1,000 500-1,000 5,6 Driver
Total Equipped FRONT
Cost: $120,000 or less $150,000 or less 1,2 Bodywork
Base Prize 3 Front Wheels
Money: $25,000 $30,000 4 Rear Wheels
5 Roll again:
1,2 Hood Weapon
3·6 Engine
6 Driver
C h-3r;,.c·~ ;rhd~s
The weights of each of the basic vehicle bodies are given
in the class specifications. These take into account the The following information is common to all types
weight of the engine itself. All the driver needs to do is of Dragster:
add the weight of any weapons and equipment carried. Weight: 300
Damage: 12 (incremental damage at
Weight Acceleration Maxim11m Spead Staking• 9, 6 and 3)
Armour: 0
V6 VB . V12 V6 VB V12 iype I 'fypt JI
Handling: 3
400 Ol leS$ 30 35 38 136 160 194 38 45
401-600 27 128 Weapon Mounts: Hood, 1 Passive
32 35 150 182 34 42
601·800 24 30 32 120 142 170 30 38 Usable Weapons: Machine Gun, Autocannon. All
801·1000 21 28 30 112 134 160 26 35 passives except pattern mines.
1001·1200 18 26 . 28 106 126 150 24 32 Usable Equipment: All except turret and racing tyres.
1201-1400 16 24 26 100 120 140 22 30 Plastic armour may be added, up
1401-1600 14 22 24 96 116 132 2() 28 to a maximum of 5 pts on the
1601-1800 13 20 22 92 112 126 20 26 rear and 2 pts on any other
1801-2000 12 18 21 90 108 120 18 22 facing.
2001-2200 11 16 20 88 104 114 16 20
2201-240 10 15 18 86 100 108 15 20
2401-2600 9 14 16 84 96 104 14 18 Dragster IVS) Dragster IV12)
2601-2800 8 12 15 82 92 100 12 16 Class Entry 4 or more pts in 4 or more pts in
2801·3000 7 10 14 82 90 96 lO 15
3001·3200 9 12 88 92 2 14 Requirements: Renegade (VS) or Dragster IVS) class
3201·3400 10 90 8 12 Classic IVS)
3401·3600 9 88 6 10 Engine: VB V12
Cost: $ 70,000 $90,000
Total Equipped
A V6 engine cannot carry a load of more than 3000 weight
Weight: 300-800 300-800
points. A VS cannot carry a load greater than 3200 weight
Total Equipped
points. A V12's limit is 3600 weight points.
Cost: $120,000 or less $150,000 or less
*Note: Type I cars are Jalopies, Classics, Renegade, Tanks Base Prize
and Dragsters. Type II cars are Ironclads and Sports Cars. Money: $25,000 $30,000
NEW RULES Wheelspin Test
BLAC K OUTS
WHEE L SP IN S
"Every race I say to myself, 'This time I'm not going to pass
It is, of course, perfectly natural to expect that when you our: and it always happens, just the same."
slam the gas pedal to the floor your car will speed away,
leaving only a cloud of dust and exhaust fumes in its wake. One of the more dangerous aspects of drag racing is the
Things are not always this simple, however, for no matter tendency for drivers to black out due to excessive g-forces
how good a driver you are. you can never escape the danger generated by high acceleration. Whenever drivers succeed
of a wheelspin - something which is embarrassing at the in accelerating by 40mph or more, they must take a
best of times, and fatal at the worst. blackout test.
Blackout Test Starting Positions
1. Roll 206.
2. Add drive skill.
3. Add 2 if the driver has already suffered a 'hurt' or
'wounded' Critical.
4. On scores of 8 or less, drivers black out. otherwise they
are unaffected.
6 Cars
A roll of 2, before modification, always results in the driver
blacking out, regardless of drive skill.
~·
Drivers who fail to regain consciousness on their first
attempt, automatically recover on the second. Drivers of - - - lE.ilr-.. . .
vehicles with a sleeping gas pedal may be forced to take ·- -· .
- - --t - -
a blackout test in the same move as they regain - - ~ . .
consciousness. These drivers subtract 2 from the black . --·
out test .
--·- - . ·-
3 Cars
The Start
C I RCUITS Once the last vehicle is in place, t he game can begin. Drivers
There are quite a number of combat circuits in America with nitride can turn it on just before the race begins, if
- a few of the more famous layouts are shown here. Prior they w ish. All vehicles start off stationary.
t o the race, a track may be chosen at random, or players Drivers aren't allowed to use any kind ofweapon, except
may agree on another layout altogether. smoke, until they have completed their first lap. This rule.
Each player then throws two dice and adds their driver's known informally as the ' 'two minute truce'', also applies
drive skill - this reflects their performance in the practice to sidewipes. Any driver violating this rule is disqualified,
laps. The driver with the highest total chooses a starting and the race is restarted. Once a car is onto its second
position, followed by the driver with the second highest lap, anything goes.
total, and so on...
The Finish
~ ·~
any of these condit ions is fulfilled the race is over:
Roll 206:
Tick Over Table
~
THE FINISH ~ ·~:~~
... .~
The race can be won in one of three ways:
I .
1• Crossing the finishing line first. This earns the driver 3
points.
~ / .,,
2• Rendering the opponent's vehicle inoperative. This earns
the driver 2 points.
3. A driver may also win if the opponent's car is disabled
during the burn. This earns 1 point.
~
PHOTO GRAPHY SUPPLIED
by Billy Joe Hawkins BY CHUCK BIRD, WKIL - TV
EYE IN T H E S KY REPORTER
w ~. --------~
"... Hold it, Eddlc, I'm getting a message forty-three confirmed kills and fifty-eight head on or coming through a curtain of
that one of our roving cameras has probables, with the loss of nine cars on her fire! It's easy to sec why the Scorps have
something for us ... yes, we're going live to side. In a straight pursuit situation like this, built up such a rep out on 40, Don!"
...Interstate 40, just under a hundred miles which she has encountered eighty-five
west of St. Louis." times before, her success rare is ninety-two " Sure is. Scratch one Renegade."
point nine-four percent · lmprcssivc In " Uh-oh, looks like Redd's In trouble
" Yes, Don, we have the picture. Not a bad anybody's language. We' ll have to sec how
one at that - our technical boys fixed the herself. She must have picked up a tyre hit
the second Renegade tilts the odds." someplace • that was a very dangerous
link pretty fast."
" Okay, Don, I'm through to datanct. We' re skid."
" They know thai WKJL can't lose a minute
In bringing the fmcst road action to Its watching the Red Scorpions, and the
"And I think ... she's laying mines behind
vicwcts.'' sanction was filed by the Rocheport
her. Wit.h the wreck on one side and the
Residents' Association."
"I can sec the cars now. They must be mines on the other, the Scorpion's got no
" Busting protection, right?" place to go!"
going pretty near flat out - It's certainly
taking our C2.!Ilcra a while to catch up. Walt " Right." " Hell! Whar a move! Did you ~ tha1? "
· I think I can sec a marking on the
Interceptor. Let me just get computer "Whoa! Things arc starting to cook out ·'Sure did, Eddlc. She practically fed that
enhancement on that ...yes, yes I have it, there, Eddlc. The second Renegade has just chain gun down his throai. When he began
it's Redd Harvest's number one car, 'Nola swung onto the road behind the first , and to waver, ~he was sideways, past and goner
Gay." he's going head-On at Redd! Meanwhile, his This is the kind of driving that's made Redd
buddy's pulled a bootlegger turn · looks Harvest a household name!"
"We should be In for a good show then, like they're going to hit her one-two from
Eddie. Turner, Harvest and Ramirez don' t the front. Has she been faced with this " They both suffered In that exchange.
have TV affiliation, so they can be a little situation before?" Looks like Redd 's lost her windshield and
hard to pin down." part of a front wing, but the Scorpion's
" No, but her victory ratio in hcad-ons of spilling oil, and he knows it · he's talclng
"But It's always worth the effort. WKIL, all kinds is seventy-eight point six percent, it real wide past the burner . and there go
the Action Station, brings you nothing but with three car losses in twenty-eight Redd's mines! He's still going· no! Skidded
the best." engagements.'' right into the burning wreck of his partner,
"Absolutely right. Do we have a make on and there they go! Would you look ai that!'•
"Okay, thanks, Eddlc. The shooting has
her opponent yet?'' started! The Scorpion has opened up with " Well, it's another clean sweep for Redd
"Opponents, plural, Don, our boys have what look like twin machine guns on the Harvest ... hey, she's stopped. She's getting
monitored some CB and the Renegade's hood. He's still out of range, but they 're out of her car. Maybe she's overcome her
been calling for help. He got an answer closing fast, something like one hundred nonnal aversion to television? Our ·cop<cr's
from less than a mile away. Yes · there's a eighty miles and hour. And Redd's opening going in, let's sec if she'll talk to us. That
second Renegade behind the dunes, up up now. She may not be able to get a was some going there, Redd , do you have
ahead to the right. I don't think we're dose second shot off before they pass each other, anything to say to the viewers of WKIL?"
enough to pick up emblems yet, but I'll see so this better be good."
if the datanet will give us anything." " What the · what happened there, Don?
" She certainly means business. She's giving Where's the picture?"
" It certainly looks like being a good fight him the works · both rocket pods and the
· Redd 's closing steadily on the first chain gun." " I think she still dlslikcs television"
Renegade, but we don' t yet know If she "Yes, that 's a good hit, the Sco rpion's ''We'll update you on that situation in just
knows about the second. For all you stat· definitely in trouble." a moment. folks, but first let's look at that
freaks out there. this Is Redd's one hundred classic roadfight again ..."
twenty-seventh sanction as an Op for ''Number two's opened up with a grenade
Turner, Harvest and Ra.mJrez. In the three launcher! And an autoeannon, by the looks
years, two months and fifteen days of her of It! Looks like he's written off his partner, PHILADELPHIA
career, she has notched up two hundred and he's giving Redd the choice of hitting MARCH 14th 1181
Redd ' s car a 90 s Caddy Added extras include switch-mount lasers in the wing!.' add1t1ona. armo ir
pattern mine and smoli.e deployment svstl:Hn:.
THlRl ARl MANY SANCTIONfD,~
.
THERE ARE MANY OP AGENCIES
Boarding
Boarding vehicles is handled in exactly the same way as leaving
them. Again, a vehicle must be stationary during the pedestrian
phase for pedestrians to board it.
A pedestrian who boards a vehicle and takes the driving seat
isn't automatically entitl ed to use actions in the vehicle
movement phases. The player must roll a dice - if it scores
an odd number the driver can't use actions this turn, but may
start doing so in phase one of the next turn (assume he is
desperat ely trying to get the car started in the meantime). If
th e dice scores an even number, t he ped es tri an is now
considered to be t he driv er, and t he veh icl e c an use
actions normally.
Small Arms Fire
Passengers and Vehicle Design Pedestrians may carry up to t w o small arms. or a single
Each passenger occupies 100 weight points. if a vehicle starts lightweight medium weapon. The minigun outlined below is
the game with a crew of 2 or more, or picks up passengers a new lightw eight weapon, and can be fitted to cars and bikes
during a game, the player must check to see w hether these using the normal rules.
will exceed the maximum payload and start to slow the car Small arms can' t be fitted to cars, although drivers are allowed
down - see Vehicle Design on p81 of the Dark Future rulebook. to carry one small arm on their person, ready for fighting
on foot.
SHOOTING Small arms fire takes place in the pedestrian phase only. This
means small arms only get to fire once per turn - they can' t
Fire Arcs fire in the vehicle phases.
The fire arc for a figure on foot is 90°, as in the diagram.
The fire corridor for a passenger depends·on which side of Shooting from Moving Vehicles
the vehicle they are sitting on, as illustrated below. Changing Passengers are allowed to shoot w ith small arms from inside
sides on a vehicle counts as a move. a vehicle. provided the vehicle has room for them. The arc of
fire w ill depend on the shooter's position. People riding on
the outside of a vehicle will have a 360° arc of fire. Passengers
actually inside the vehicle must be positioned on the left or
right, in which case their fire arcs are as show n above.
Passengers firing small arms from a vehicle fi re in the •
pedestrian phase, those with lightweight weapons have to
use the shoot llghtweight weapon action in the pedestrian
phase. and fire in one vehicle phase.
The Renegades provided in the game are single·seaters. They
may carry up to four passengers, however, hanging onto the
sides and roof. These models may fire, but only in t he
pedestrian phase and only if the vehicle's current speed is
60mph or less - otherwise they'll be too busy just hanging onl
Bikes can carry one pillion passenger. The pillion passenger
can fire small arms at any speed, but may not use
lightweight weapons.
,.,.. Interceptors can't carry passengers, other than a cupola gunner
(see below).
Bike pillion passengers have a free choice of left or right -hand
f ire corridors, as in the diagram below. Firing Lightweight Weapons
~IRE RIDERS .~
Pedestrians armed w ith lightweight weapons have to use the
CO RR I DOR FOR P I LLI ON fire lightweight weapon action - this means that they can' t
fire in the pedestrian phase, but they can fire in one of the
vehicle phases of that turn. The player chooses which vehicle
RIGHT phase to fire in.
Cupola Mounts
The miniatures range incorporates cupola gunners which may
be placed on Renegades and Interceptors, in place of roof or
turret mounted weapons. Cupolas can mount one lightweight
or medium weapon, but can' t take heavy weapons.
Cupola gunners have the same fire arc as a turret, and are hit
on any roof/turret critical. When a critical hit is scored, t he
player should roll a dice - on odd scores the critical is on the
gunner, on even scores it is on the weapon.
NEW WEAPONS
Small arms use the same characteristics as ordinary w eapons, although it is assumed for vehicle design purposes that each
small arm is 5 weig ht points. The m inigun is 70 w eight points and counts as a lightweight w eapon.
Numbers of shots are given for each w eapon. However, particularly in larger games, recording ammunition is tedious, and
the players may agree to assume that each weapon has unlimited ammunition. Alternatively, you might roll a dice each time
a weapon fires - on a 1, the ammo runs out and the model must spend its next pedestrian action stationary and reloading.
• Range ............. 6
Accuracy . . . . . . . . . + 2
Damage ........... -1
Shots ............. 6
F'AL.WELL. EN FORC ER
1 2-GAUGE
PUMP - ACTI O N
SHOTGUN .
Range ...... . .... . 12
Accuracy ... .. .... . . 0
Damage ........ + 6HE
SABRE F'REEOOM
F'I G HTER 3 RO C K E T -
PROP E L.L.ED GRE NADE
Shot s ........... .. 1 L. A U N CHER .
Coat ........... $500 Cost ........ . . $1.000
•
Damage .. . ..... .. +4 WITH MANPAK
Shots ............. 6
Cost ......... $10,000 BOO Y MOUNT .
20mm GRENADE LAUNCHER Wei ght .•......... 70
AUTOMATIC PISTOL
Range . ............ 6
Accuracy ........... 0
Damage .. . . • ....... 0
Shots ..... . ...... 12
Cost ........... $250
CLOSE COMBAT
If a pedestrian model moves into base-to-base contact with Off-road pedestrians must be placed within 4cm of the board
an enemy model, both players roll a dice. If the scores are tied, edge. Assume that the grid extends off the board itself;
roll again. The player with the lowest score loses - his model pedestrians must be placed so that their base does not overlap
suffers a critical hit at base damage. Close combatants a space divider.
suffering hurt or wounded results are knocked over. They are
'pinned' until there is no enemy model in base-to-base contact, Off-board pedestrians may move, fire and claim concealment
and can't do anything until the turn after the one in which according to the rules already laid down.
the enemy model moves away. If a vehicle crashes into the off-road space occupiod by the
pedestrians, roll a dice and add the vehicle's speed factor. Do
RANDOM HAZARDS this for each model on the off-road space. On scores of 7 or
more the model takes a critical, again adding the car's
Roadblocks are piaced whenever the dice rolled to generate speed factor.
a random hazard scores a double 3 or double 4. Roadblocks
are never set up on curved tracks - they should be placed on Pedestrians who are off-road may move directly out of play
the straight following the curve. if their player wishes. Models which have moved out of play
cannot rejoin the game later on.
When a roadblock is generated, the players should roll the dice
to see who's manning it. On even scores its a police roadblock,
on odd numbers it's an Outlaw roadblock.
Outlaw roadblocks are set up and controlled by the player in
charge of the target gang, police roadblocks are set up and
controlled by an Op player. In gang vs gang encounters, the
players roll the dice and the high scorer controls the roadblock.
CONCEALMENT
Pedestrian models can hide by using the claim concealment
action during the pedestrian phase. Concealed models cannot
be engaged until they lose concealment by shooting or moving.
Models on an open road cannot claim concealment - they are
•
To set up a roadblock, the controlling player takes all the too obvious! However, models may claim concealment from
available obstacle markers and places them on the track obstacles or wrecks, but obviously th is will only provide
section. The obstacles can be placed at right angles to the concealment from enemy models on the other side of
road, so that they cover four lanes instead of the usual three. the obstacle.
They can also be placed so that they are partially off the board.
The player placing the obstacles has a free choice of where
to put them, but must leave a route which is two lanes wide,
and which can be negotiated by ordinary straight-ahead or
drift moves.
•
. BOARD.
(Any pedestrian on the road edge
can claim .to be in soft cover)
D A MAGE
Pedestrians and Passengers
Each hit on a pedestrian gives an automatic critical, rolling
on the driver table in the main rules Cp34). Models suffering
a ' hurt' result aren't allowed to shoot or move until the start
of the next turn. Wounded models move at half rate. and suffer
a -1 modifier w hen firing.
Pedestrians, pillion riders and passengers on the outside of
vehicles don't have the protection of a car. Critical hits on these
types add the weapon's damage rating to the roll for effect.
Multi-Crewed Vehicles
If a car has a crew of two or more the player must randomise
'driver' cri ticals amongst the crew.
Note that this system always makes cupola gunners very prone
to damage - they will take randomised driver criticals as well
as roof/turret criticals. But after all, they are fairly
prominent targets.
TOURNAMENT RULES
B Y R IC H ARD HALLIWELL AND SE A N M ASTE R SON
Dark Future Tournament Rules have been designed with a number of play options in mind. Primarily, they are a slimmed down version
of the basic game rules, and tournament games run at conventions like Games Day will be played w ith them. Players may also
choose to use these rules when they want a game of Dark Future w ithout some of the more complex aspects of the main game
system, especially when a large number of players are i wolved. Tournament games can be played by up to 6 players.
There are very few rule changes. Miles per hour is replaced by speed factor alone for simplicity's sake and spinning, rolling and
detailed critical hits are replaced w ith a sudden death rule - crash and burn. Because the Tournament Rules use a circuit, rather
than rolling track, a player wins by either being the first to complete three laps of the circuit, or by default if he is the last remaining
player with a moving vehide on the track. For ease of play in these circumstances, initiative is determined by the order of play
moving clockwise to the next player, rather than by speed factor, with exceptions tX> avoid unrealistic events.
Most of the rules below apply to all vehicles. Some special cases for bikes are included at the end.
Very few examples or elaborations are given. Players famBiar w ith the basic rules should find everything straightforward. Those
seeking fuller explanations of particular rules are referred to the rulebook itself. These Tournament rules should be seen as a summary
of rules used and special cases.
Drivers, to your vehicles!
Counting Laps
Drivers don' t have to complete consecutive laps in the same
direct ion. Drivers who travel completely around a c ircuit in the
opposite direction to the rest of the cars still count it as a lap.
Players always count laps against their starting position. To count
a lap by crossing this line, a driver must complete the circuit in
one direction. A driver who travels tw o-thirds of the way around
a circuit, then changes direction and travels back to his starting
position, cannot claim this as a completed lap.
The Caller
Choosing a Vehicle The caller is the person responsible for caning the phases and
A maximum available points cost must be decided upon by the ensuring that each one is carried out in the correct sequence.
players, who may then spend the points to purchase any vehicle, This responsibility rotates from player to player.
w ith any combination of weapons, from the list at the end of these The driver with the low est numbered starting position acts as
rules. Each player must have t he same number of points available. the caller for the first turn. When the player declares the turn over,
Ideally, each player should have 10-25 points to spend. the phasing dice are passed to the player in the next seat (ie,
nearest t o the caller in the direction of play), who assumes the
Objective responsibility for c alling the phases in the next rurn, and so on.
The first driver to complete 3 laps of th e circuit is the w inner.
If only one moving vehicle remains on t he circuit at any point, Initiative
its driver is declared the w imer. In a Tournament game, players take their moves in a clockwise
order beginning with the caller. Where this would cause an
Starting Positions unrealistic result • like a car shunt ramming someone at a higher
T he diagram shows shaded starting positions. The easiest w ay speed factor • the players should move in order of speed factor
to assign these to players is to use 6 numbered cards and simply (highest first) tX> resolve the situation. A driver who is forced to
deal one out to each player. Alternatively, each player could roll move out of sequence in such a situation does not move again
a dice until they generate a score eq..ial to an unused start position. in that phase.