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Welcome to White Line Fever, the first rules

supplement for Dark Future. In these pages you will


find advanced rules for manoeuvres, hazards and
shooting, a wealth of new equipment to spend your
bounties on, and an advanced vehicle design
system allowing you greater freedom than ever
before in designing your own Interceptors,
Renegades or bikes.
Some of the material in this book was developed
for the original Dark Future rulebook, but had to be
left out for space reasons. Some of it arises from
the comments and suggestions of those who played
the game, both during playtesting and·after it was
released. Yet more was suggested by the work of
the artists and model-makers who have been
involved with the Dark Future range of products.
Whatever its origins, we decided that this material
was too good to hold back from you, so here it is.
We hope that you'll enjoy it as much as we have.
And there will be more. Dark Future continues to
grow, and we've even had to leave some material
out of this supplement for reasons of space. In the
words of Mad Mickey Mulligan of the Black Widows,
as he ejected from his burning Renegade on
Interstate 15, "'You'll be hearin' more about this, you
better believe it!"
CREDITS CONTENTS
GAME DESIGN ADVANCED MANOEUVRES 4
Richard Halliwell Speed Factor 7 + (4). Bootlegger Turns (5), Swerves (6).
Drifting on Curves (7), Bulldozer Move (8), Dual Actions (81.
ADDITIONAL MATERIAL
Graeme Davis and Sean Masterson ADVANCED HAZARDS 10
Spinning (10), Rolling (11).
COVER ART ADVANCED SHOOTING 12
Les Edwards © 1988 Fire Corridors (12), Rear Hard Points (12). Rear Facing
Weapons (13), Outrigger Mounts (14), linked Weapons (14).
INTERNAL ILLUSTRATIONS
Carl Critchlow NEW EQUIPMENT 16
Engines 17
ADDITIONAL 1.LUSTRATION Power Ptant (17), Chargers (17), Nox (17), Oil Injection (18).
David Clemmett, Pete Knifton, D avid Gallagher, H,
M artin M cKenna and Richard Wright Driving Systems 20
Active Suspension (20), Robotic Drive (20), Drag Chutes
120), Rocket Boosters 122), Enhanced Computerised
Braking 123), Reinforced Tyres 123), Bike Driving Systems
PRODUCED 8Y THE GAMES WORKSHOP DESIGN STUOfO:
Managing Oirec101: Bryan Ansell; Studio Man~r: Tom Kirby; D<tsign
(23).
Ml1N9"r. Alan Merrett; Art Director: John Blanche; Publications Manager. Armour 24
Phil Gallaghet; Print Buytr: Steve McGowan; Editorial Supervisor: Simon
Forrest: Production Supervisor: Tony Cottrell; Miniature. Co-ordinator: Carbon Steel Armour (24), Carbon Plastic Armour 125),
Phil lewis; Auistant to D..ign Manager: Tim Pollard; Graphic Design: Stripped Down Vehicles (25).
Mark Craven. Brian George. Bil Sedgwick; Designers/Developers: Mike
Brunton, Graeme Davis, Richard Helliwell. Jervis Johnson, Sean Weapon Systems 26
Mesterson, Poul Murphy, Rick Prie•tley, Nigel Stillman; Photography: Chris Tail Gunners 126), Minigun (261. 50mm Missile Tube (271.
Colston; Artists/llluttratoro: Tony Ackland. Gary Chalk, Wayne England, Missile Pods (27).
David Gallagher. Darren Matthews, Mike Mcvey; Citadel Designers: Kevin
Adams. Mark Copplest one. Colin Dixon, Jes Goodwin, Bob Olley; Alan
Pdrry & Mlchatl Perry; P11ttlcs Development Team: Bob Naismith, John
Missiles 28
Thornthwaite. Dave Andrews; Typesetting: Dawn Duffy. Lindsey 0 le Doux Canister (28), High Explosive (28). HiVAP (28). Smoke (29),
Paton: Studio Assistant: Alan Balderson; Finished Artists: Suzanne Biadon, TGSM 129).
Katy Briggs, David Clammett, Shaun Halliday. Dave Lund. Tony Osborne,
David Oliver. Nick Ord, Richard Wright; PR & Advertising: Andy Jones; Ammunition 30
Administration: Susan Burton, Heather Nicholson. Armour Piercing Effect (30), Depleted Uranium (30).
Phosphor (311, Shaped Plastic (31), Mixed Ammunition
Loads (32), Double Loading (32).
Fire Control Computers 34
Dark Future, 3-D Roleplay Hobby Game, and the Games Turret Fire Computers (34), Missile Fire Computers (35).
Workshop and Citadel logos are Trademarks owned 37
Safety Devic es
by Games Workshop Ltd. Dark Future a nd all its Crash Bars (37), Crash Suppression Systems (37), Ejector
associated imagery is © 1988 Games Workshop Ltd. Seats (37), Passenger Cages (37).
All Rights Reserved.
THREE-WHEELERS 38
Trikes 38
ISBN: 1 869893 55 7 Moving (38), Shooting (38), Trike Target Matrix (39), Vehicle
Design (39).
Produc t Code: 002924 Motorcyc le Combinations 40
Side Gunners 140), Combination Target Matrix 140).

DESIGN SECTION 41
Introduction 141), Sample Vehicle Design 141), Advanced
Vehicle Design (421. Weapon Systems 143), Characteristics
(44).

Games Workshop Design Studio, Scenarios 45


Enfield Chambers, 14-16 Low Pavement,
N ottingham NG1 7DL.
Vehicle Record Sheets 49
Interceptor (49,65), Renegade (50,54), Bike (52,56), Trike
(51,57). M otorcycle Combination (63. 58), Blank
Games Workshop US, (4 8,59,601.
1220 Key Highway, CHARACTERS
Baltimore, Susurrus (91. Kirk Conner (9). Jag Cancer (211, Lucas Nash
Maryland 21230, USA. 1211. Silas Zendik (33), Jensen E Davis (33).
ADVANCED RULES FOR filGHWAY WARRIORS 3

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

"In the Japanese language,


there is a word: zanshin. ADVANCED
Literally translated, it
means 'readiness'. In the
martial arts, it is the skill of
MANOEUVRES
co-ordination; the ability to
perform two or more This section introduces a number of new rules to allow drivers to take more
actions with one set of drastic action on the road. Under certain circumstances vehicles may travel
movements. Roadfighting
is no less a martial art than at higher speed factors than those listed in the basic game. The rules below
jujitsu or kendo, and the explain how and when this can happen. Drivers can also attempt to swing
driver who wishes for along
and successful career must their car around in the road when they want to change direction more quickly
be able to act more quickly than would be possible with a standard u-turn. Drift rules are expanded to
and efficiently than his
opponent." allow drivers the option of risking a double drift (called a swerve) or to drift
- Rashomon Kurosawa
inwards on a curve, and a new collision rule makes it possible for car drivers
Shogun Agency, to push stationary vehicles out of the path of their own, while travelling at
Oakland, California slow speeds. Finally, some actions may now be combined in a single phase,
though this option also has associated risks.
Drivers may perform any one of the following SPEED
actions (advanced manouevres expalined in this
section are listed in italics): FACTOR 7 +
Accelerate In the basic rules, the fastest any vehicle can
travel is speed factor 6 - giving a maximum of
Brake six phases per turn. The new engine types and
other devices introduced in this volume permit
Drift
vehicles to have speed factors of 7 or more.
Swerve (effectively, a double drift)
Drivers of vehicles at speed factors of 7 + start
U-turn taking double moves, as shown on the following
table. In phases where a driver takes a double
Bootlegger Turn (ie a fast U-turn) * move the car model is moved twice but the driver
Ram still only gets one action. This action may be used
in either the first or the second move, but. not
Bulldozer Move (ie push a stationary vehicle out both.
of the way)*
When there are two or more vehicles taking a
Reverse* double move in the same phase they should both
take their first moves, in descending order of
Regain Control speed, and then take their second moves. again
Shoot - new rules for shooting may be found in in descending order of speed.
the Advanced Shooting section.
PHASE
Dual Action - any of the following combinations SPEEO 2 3 4 5 6
may be attempted in the same phase: MPH FACTOR
~t1f,t4Qi~~m*tl1i8¥r~~,~tri@t•~1
Drift & Shoot 141-160 8 xx xx x x x x
Accelerate & Drift \t(miflffi'fil@~10aw1i~~"ffti¥&~~•&.&kr.J.w.1t%
Brake & Drift 181-200 10 xx xx xx xx x x
Brake & Shoot '-tm12'2'0%~Mtwl~1t~mrn~k1~~*'m*'~•v.~;fil~'E4
Accelerate & Shoot 221-240 12 xx xx xx xx xx xx
x - ordinary move; xx - double move
• These manouevres cannot be made by bikes.

Herry f'Brfitt's Silver Bullet Interceptor lures e Renegade into e trep.


ADVANCED MANOEUVRES 5

BOOTLEGGER Bootlegger Test


In making most other manoeuvres, a vehicle's
TURNS final position is guaranteed. Although a car may
In a bootlegger turn, the driver turns the car in Jose control as a result of failing an associated
such a way, and at such speed, that the back hazard roll, it always completes the manoeuvre.
wheels spin out, turning the car right round on To complete a bootlegger the player must
itself while still in motion. take a special bootlegger test before moving
the model.
The controlling player must make a special
bootlegger test to complete the manoeuvre A driver attempting a bootlegger must first state
successfully. whether it's a left or a right-hander and then make
a bootlegger test as follows:
Only cars may attempt bootlegger turns. Bikes
may never perform this manoeuvre. Roll a dice
A successful bootlegger move is illustrated on Subtract the vehicle's adverse control
the diagram below. The vehicle is moved straight Add + 1 for each oil or mine counter in the contact
ahead, into the square in front. The car is then zone
turned through 180° and has its speed reduced
to zero. Add + 1 if there is any debris anywhere inside
the contact zone
. .. Add + 1 if there is any sand inside the contact
LEFT-HAND .Rlr.9ki~~~9''.M; zone.
BOOTLE GOER ·BOP'!L£.~G.t!·R '-'
Calculate the result and consult the following
table:

Bootlegger Test Table


1 or Success! Move the vehicle to the
less intended position, reduce speed to O.
2,3 Failure. The driver rolls a dice, consults
the diagram below and then and moves
the car to the position shown for the
corresponding score.

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.

A bootlegger may only be attempted when the


vehicle has enough room. The shaded area on
the above diagrams show the area required for LEFT-HAN O
a bootlegger. This is the manoeuvre's contact BOOTLEGGER
zone. A bootlegger may not be attempted if there Roll a 06 to determine
is another vehicle or the edge of the road in the final position.
contact zone.
Just like U-turns, bootleggers can only be
attempted on straight track sections.
The car is still moving, but at speed
If there are any passive weapons in the contact factor 1, and takes s tyre critical at 0
zone, the manoeuvre may be attempted but the damage. On its next move, the car must
vehicle must make damage and hazard rolls for make a straight-ahead ,.vt1rse move in
each weapon after the move. If there are 2 or the same direction as it was travelling
more weapons in the contact zone, roll for l»fo,. the bootlegger. Because the car
damage for all weapons and then take hazard is now at speed factor 1, this next
rolls, starting with the lowest safety limit and move will be in phase 1 of the next turn.
working up to the highest one. As always, This move is automatic, there is no need
however, tests for oil are taken last, against the to take a control loss test. The car is
lower safety limit of 30mph. assumed to be moving backwards
at 10mph.
Safety Limits
4+ Oversteer. Instead of making the
Cars must be travelling at between 31 and 60
intended move, the car goes out of
miles an hour in order to attempt a bootlegger.
A driver who attempts a bootlegger at 61mph control and takes a tyre critical at 0
or faster (speed factor 4+) automatically loses damage. The driver must take an
control. Instead of making the bootlegger turn, immediate control loss test, adding + 2
to the total. The vehicle makes the
the car stays in place, tests for control Joss and
move indicated by the test, instead of "If it's worth doing, it's
makes the move indicated by the result of the
the intended bootlegger. The + 2 worth doing fast."
test. Cars travelling below 31mph may not
attempt a bootlegger - they simply don't have modifier makes it far more likely that
- Al Garley, interviewed on
the required momentum. the car will spin or even roll. 'Bandit', Channel 7.
6 ADVANCED MANOEUVRES

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

Put simply, the rule is that swerves risking rams DRIFTING


or crashes may only be made to avoid more
serious rams or crashes. Drivers aren't allowed ON CURVES
to swerve to avoid a collision, a passive weapon, When a vehicle drifts outwards on a curve, it
or a hazard, if the swerve move would lead to takes a hazard roll for the drift - not for the limit
an equally, or more, dangerous accident. The printed on the curve lanes. This allows drivers
hierarchy of danger is as follows: to take curves safely while travelling at high
Least dangerous Smoke speeds, by coming at the curve from the inside.
Sand and drifting rather than staying in lane.
Debris
Spikes
Oil
Mines
Shunts
Sideswipes
Crashes
Most dangerous Head-on Rams
For example:
A driver can't swerve to avoid a shunt if this would Drifting Inwards on Curves
cause another shunt, a sideswipe, a crash, or a In the basic rules, cars are prohibited from drifting
head-on ram. inwards on a curve. The advanced rules allow
A driver may swerve to avoid a crash if this would such a manoeuvre as detailed below.
result in a shunt. Vehicles drifting inwards on curves execute their
A driver can swerve and crash rather than make straight-ahead move and then shift in by one lane.
a head-on ram. This is is illustrated in the diagram below.
A driver can't swerve to avoid a head-on ram if When a vehicle is drifting inwards, the extent of
this would cause another head-on ram. the straight-ahead move should be determined
by the nearest space dividers to the outer side
Examples of illegal swerves are shown below. of the vehicle's final position.

IL.LEGAL SWERVE MOVES ·Even lanes to uneven lanes

Driwrs cannot
crash rather than
.
'
.,)
hit mines.

Even lanes to even lanes Oast spa.ce of curve)

Uneven lanes to uneven lanes

Drivers cannot hit an


on-coming car to
avoid a shunt.

Uneven lanes to uneven lanes


(last space of curvel
"You got some hotshot
Swerving and causing stuck on your tail, it's a
an equally dangerous This may sound more complicated than it actually good way to get some
head-on ram is also isl The diagrams should explain the rule. When breathing space. Just suind
prohibited. drifting from even lanes, a vehicle will advance on it and pull a bootlegger.
just as far as if it had moved straight ahead in Either he goes past, which
the same lanes. When drifting from uneven lanes, means you put the hammer
down and open a lead
the vehicle's forward move is greatly reduced • before he can turn on you,
except when moving onto the last space of the or you end up in a head-on,
curve. which means you , can at
Note that the priority of danger ignores whether least shoot a few things at
secondary collisions are with friendly or enemy Safety Limits him as you go by. One
vehicles. Thus it is possible to swerve to avoid Cars drifting inwards on curves take hazard rolls thing, though - don't lay
a head-on ram and, as a result, sideswipe or shunt mines first."
agai nst the safety limits printed on the outside
a friend. lane of the final position · not against the 80mph · Lance Felix, interviewed
A bike that makes a sideswipe during a swerve safety limit for a drift (which is what they would in Road Fighters,
automatically goes out of control. test against if they were drifting outwards). July 1995 issue.
8 ADVANCED MANOEUVRES

" 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.

Bulldozer moves cannot be used against cars


A bulldozer move allows the moving vehicle to which are still aligned on the grid. These are
enter the space and displace the target so that treated as ordinary shunt or head-on rams, as
it aligns with the grid and only occupies two explained in the Dark Future rulebook.
lanes, as illustrated in the diagram below.
Bulldozer moves can only be made against
BULL.DOZ.E R M.O VE stationary vehicles. If the target vehicle is still
moving, treat the collision as a ram.
Bikes may not make bulldozer moves.

Target at 90° Safety Limits


to the grid. To make a bulldozer move, the rammer must be
travelling at 20mph or slower {cars can bulldoze
as part of a reverse move). If the rammer is
travelling at 21mph or faster, the collision must
be treated as a head-on ram.

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.

Conner started his varied


career trading ' ware for
the keyjumpers down
Newark Nogo. He made
many enemies in the
process, expecially after
he and three other
hackers burned a mob I I 1111 1 111111 11 11 1111 11 1 1111 11 1 1
mainframe fo r a small !
~~GER.
_ L.Jo.11(£b
CA(;t l~
A -~
~...<' 1)4(.0iJ), ™ 'Toe s~ I
.
fortune. He moved on to .....,
join Silas Zendik's gang in
Oakland, using his Du~
·" ____J EJEJEJ
computer expertise to provide them w ith details of juicy
hits. However, in keeping w ith his wildcard image, he
[-· -~
t" I
informed on the gang after being contacted by a member
of the Shogun agency. Most of the gang was wiped out l~ttL'"1_1
in the rapid succession of sanctions that followed. Conner
then joined the agency, putting his talents to the
enforcement of law.
·---- _ '8 _J
His success has persuaded the agency that Conner is now
ready to become a Sanctioned Op. The simulations look
EJ~~J EJEE
good, the training exercises have worked out and Conner j- I 1-· !
has designed his own vehicle, Odyssey 4 . It's a

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

Interested parties wait to see how he performs behind the


wheel. The pressure is on for Conner because the moment
EJEJEl
he takes his dream machine onto the interstates, there are 1-· I
going to be OUtlaws who want to sanction him.
JO ADVANCED HAZARDS

" You can have armour up to


your eyeballs. You can have ADVANCED HAZARDS
the firepower of an A-38. This section expands the rules for spinning and rolling a vehicle. The execution
You can have more
electronics than Datanet. of spins and rolls have been changed - that is, made deadlier - in the process,
But if you get a ti re
blown out from under you,
as the possibility of spinning on curves is introduced.
you're going to look as
dumb as the next guy.
So be smart. Fit Blackrock
SPINNING ADVANCED SPIN MOVE

Operatives™ . And keep


th e wheels on you r SPIN MOVES STRAIGHT AHEAO
wheels.''
In the basic Dark Future rules, a car which has At the ~ginning of its
· Blackrock Tire started to spin makes a skid test once, and then move, the car has
Corporation ad carries on skidding in a straight line. In the already spun throogh
135°. The driver takes
advanced rules, spin moves are always preceded a skid test - both dice
by skid tests. score odd numbers so
The skid test is executed before the straight- the car drift skids to
ahead move and before the spin test. The normal the left. The diagram
skid test is taken using two dice; the car drift illustrates the car's
skids if the first dice is an odd number. The straight ahead move.
second dice, if required, decides the direction of
the drift skid (drift left on an odd number, drift
right on an even number). CRIFT TO LEFT
I The drift skid moves
the car to the left.
The contact zone for
this part of the move
is the lene the car is
about to enter. If there
is aoother vehicle in
the .contact zone, the
model .Stays put, its
move ends and t.he
effects of the collision
sho1,11d be calculated
immediately.

&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

An Interceptor tries to recover from a spin.


ADVANCED HAZARDS 11

SPINNING ON CURVES ROLLING


Cars spinning on curves use all the normal rules In the basic rules, a vehicle which rolls has its
for determining how they spin. speed reduced immediately to zero, coming to
The car's position is judged from its centre point, rest as if it has run into a brick wall. In the
which can be represented by the peg-hole on the advanced rules, a rol is always preceded by a spin,
roof weapon mount. When moving the model, (using the advanced spin rules, above) and the
always make sure that at the end of each move vehicle slows down over several phases,
the car's centre point is over a lane divider. continuing to spin and roll until Its speed is 0.
Each phase that a vehicle rolls, it loses 10mph.
The car follows the normal rules on space This 10mph speed reduction is in addition to
dividers. If it's on uneven lanes, it uses the space speed lost through the spin! This means that a
dividers on the outside lane. The centre point of vehicle can keep on SPlnnlng and rolling for some
the car should be aligned halfway between the distance, presenting a serious hazard to other
front and rear space dividers. road users.
The car takes skid tests before moving, as A rolling vehicle still takes speed factor damage
detailed in the preceding section. Treat a drift skid as indicated in Dark Future. After each spin and
inwards as a straight skid, and any other result roll move, roll a dice to determine the facing on
as a drift skid outwards. which the vehicle has landed and consult the
table below. Place the model on the gr id
appropriately and apply any critical results to that
SPINNING ON facing.
CURVES
06
Roll Facing Damaged
1-2 Roof
3-4 Front
5 Side; Roll again: Odd - left
··~
Even - right
\ 6 Floor
> ... - ~.
For example, in phase 1, a car rolls as a result of
·~·
control loss. The first step is to make the vehicle
go through an advanced spin move, as described
on the previous page. The vehicle's speed prior
to the result was 80mph. The skid test
determines the final position of the vehicle and
the speed reduction f-40mph in this case). The
speed is modified by a further -10mph for the roll
(to 30mph) and a 06 is rolled. The 06 rolls a 5
so the car rolls onto its side (a further 06 roll of
,· 1 indicates the left side). It then takes speed
..,, factor damage. It's new speed factor is 2, so it
takes 2 + 2 hits to the left side facing. If the
vehicle survives these hits, it will spin and roll
again in the next phase.

The Op drove through


·-·~- -~-.::___ smoke for the first eight
..:. seconds. He came out of it
it at just over sixty and held
it there while he cut ninety
round a right. He didn't see
the pattern mines until he
was on them.
"Sh - " The car jumped
beneath him. Left leg was
hot, wet, sticky. He kept a
steady grip on the wheel
and lost his scream to
engine roar.
Two seconds later he was
laughing and crying and
screaming as the
Renegade's tail filled his
vision. The Interceptor left
a wake of empty cartridges
as twin autocannon
opened up.
The armour crumpled and
l)Unetured beneath the
hail of shaped ammo. The
Outlaw was still looking
into the rear view mirror
when his chest hit the
windscreen.
Helicopters from LA's Channel 23 catch another sanction for prime-time TV.
12 ADVANCED SHOOTING

· ...And in five we open t he


lines o n 0070-4242-4001
and we wanna hear from
ADVANCED
anyone in a hotspot, so we
can see what's goin' down SHOOTING
t onight. Last nigh t saw
th e Thrash Hammers This section explains how fire corridors may be changed for wing - or rear-
burn two fresh Dancers in
a spec tular h it, over on
mounted (and rear-facing) weapons. Rear mounted and rear firing weapons
Wild side · retaliation for an are also introduced. Bikers may now add extra forward firi ng weapons
action we caught last week.
Hello Wildside, take it easy by equipping their vehicles with outrigger mounts. Finally, details of the
this evening!
advantages and disadvantages of linked weaponry are explained.
" You 're watchin' DSTV2,
it's n in e-twenty -one,
and your eyes are gonna
love you..." FIRE REAR
Neon Jon Jakob CORRIDORS HARD POINTS
Urban Action
DSTV 1995 The following rules provide for variations in fire Both Renegades and Interceptors have three rear
corridors according to the position of the firing hard point s (weapon mounts), one in the centre
weapon. Weapons mounted on wing (either front (the tailgate) and one on each rear wing.
or rear) and side hard points have fire corridors
one lane to the left or right (depending on which RENEGADE

side of the car the weapon is mounted) of the


central corridor applying to hood, roof, and
tailgate-mounted weapons. This is shown in the
diagram below.

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

With a hood-mounted weapon, dri vers must be


more or less directly behind their targets. This L £F"T 8 10£
can be extremely dangerous when the target is
using passive weapons. Wing and side-mounted
weapons offer the possibility of being able to fire
at the target without running into the passive
weapons.

REAR RCAR
L EF"T WINQ A:IOHTWI NQ

Rl:A!q CENTRE TAILBATE

Each rear hard point may be used to mount one


heavy or medium weapon.
Renegade rear-wing mounts may. only be used
for rear-facing weapons (see below). Interceptors
may use rear-wing mounts for forward or rear-
facing weapons. These are subject to all the
normal rules given for ordinary, front wing
mounts.
Tailgate hard points may only mount rear-facing
weapons.
The Dark Future car models don't have all of these
new weapons mounts marked on them. Using
the diagrams above as your guide, it's easy to
make new holes where required. A pin, heated
in a candle flame, will pierce holes for the new
weapons mounts. Always take care when
handling such items.
ADVANCED SHOOTING 13

Note: Interceptors w ith a tailgate-mounted


REAR-FACING weapon and a turret have a restricted arc of fire,
WEAPONS preventing the turret from engaging targets
directly behind the vehicle.
Any vehicles with suitable hard points (ie roof,
side or rear) can be fitted with rear-facing BLI N D SPOT F OR TURRETS, CUPOLAS
weapons. A vehicle with a tailgate gun cannot A ND PINTL E MOUNTS ON
have a rear-facing gun on the roof. I N TERCEPTORS WIT H TAI LGATE
M OU NTE D W EAPONS.
Weapons on roof, side or rear wing hard points
may be backward or forwa rd facing (a
l
Renegade's rear wing-mounted weapons may
only be rear facing). The t ailgate hard point can
only carry rear-facing weapons (for obvious
I Tailgate weapon may

;
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

"Everyone's got their ow n


ideas. I mean, no t wo guys
are going to come up
with t he same machines.
Me, I upgraded to V12,
strengthened the chassis
and got me some serious
weaponry. You got a pair of
buzzguns up front. you only
got to hit the ot her guy one
time, you know?"
- interview wit h
Joe Hanson,
Road Fighters Magazine
14 ADVANCED SHOOTING

'If you ask me, 'riggers are


what makes a bike a serious
proposition. You see this
little thing with a couple of
4 . 2s you ain't gonna
worry. But when you're
r idin' iron with a pair of
linked A-cannon, man, you
get respect."
- Mike the Psych,
South Colorado Maniax

OUTRIGGER Outrigger mounts are very vulnerable. When a


bike with outrigger mounts takes a side hit, the
MOUNTS hit is always on the outrigger mount. When a bike
with outrigger mounts takes a hit from the front
In the advanced rules, bikes are allowed a pair on left or right weapons, roll a dice - if the dice
of outrigger mounts. Outrigger mounts cost scores an odd number, the outrigger mount takes
$5,000 for a pair, and do not add to the bike's the hit.
weight. They may mount lightweight or medium
weapons, which must be forward-firing. In order Bikes which have had one outrigger mount
to balance the bike, both outrigger mounts must disabled will automatically fail a control loss test
be occupied by identical weapons, and the every time a weapon on the remaining outrigger
weapons must be linked (see below). mount is fired.
Outrigger-mounted weapons use the normal
two-lane fire corridor for bike-mounted weapons.
To model outrigger-mounted weapons, you can
simply snap the mounting peg off the weapons
and glue them to the panniers of your bike model
using a polystyrene cement. If you are an
experienced modeller, you might like to LINKED
experiment, making your own outrigger mounts
from bits of sprue or suitable items from your WEAPONS
spares box. The following rules explain how two or more
identical weapons mounted on different hard
Outrigger mounts may carry two 50mm missile points may be linked. Provided the weapons are
tubes each (ie 4 tubes on a pair of outriggers). facing in the same direction, a single shoot action
This is the only time when an outrigger mount will then fire all of them.
may hold more than a single weapon.
Note that only identical weapons which face in
Medium weapons on outrigger mounts may not the same direction may be linked.
be double-loaded. Lightweight weapons may be
double-loaded as normal. (See the new rules in A machine gun, for example, can never be linked
Weapon Systems for details of double-loading.) with a laser, and a 40mm GL can't be linked with
a 20mm GL. Nor may players link front and rear-
A bike may not be fitted with outrigger mounts facing weapons together.
and crash bars (see Safety Devices) - the player
must choose one or the other. Weapons on different mounts may be linked;
such as sets of identical, forward-firing weapons
on front and rear mounts, for example.
When weapons are linked, they are all fired using
the same shoot action. Although it costs nothing
to link two weapons, the link cannot be side-
stepped. Once a number of weapons have been
linked, the driver must fire all of them - even if
he only wishes to use one.
Because it is possible to link hood, roof, wing,
or side-mounted weapons together, the
individual weapons may have different fire
corridors. The appropriate amount of ammunition
must be expended for all the linked weapons
following each shoot action which fires them -
even if there is only a target in the fire corridor
of one of the weapons.
ADVANCED SHOUTING 15

The potentially broader fire corridors of linked "Four linked 4. 2s don' t


weapons can be both an advantage and a weigh that much more than
handicap. Most of the time, linked weapons allow a chain gun. Don't hardly
the driver to engage targets in a much broader cost no more either. Only
difference is, you're hitting
fire corridor, and often the driver can engage two
the other guy with four little
TWO LINKED or more targets st once. However, the fact that bullets instead of one big
WEAPONS all of the weapons must fire can often lead to one. Four chances to hit him
The driver of the car wasted ammunition when weapons are firing instead of just one. I reckon
has a hood-mounted with no target. it make sense."
t t
MG linked to one on Occasionally, a driver may find himself unable - Ed Martinez,
the left-wing. Independent Op,
to shoot at what seems a clear target when he
has a friendly vehicle in the fire corridor of a Boulder, Colorado
different linked weapon.
Drivers with linked weapons systems may have
both friendly and enemy targets in their fire
When linked weapons have di fferent fire corridor. When this happens the driver can only
corridors, each one must shoot at the closest shoot by passing a cool test - rolling a number
target in its own fire corridor. A separate hit roll less than his drive skill. If the dice roll is equal
is made for each weapon firing. to or greater than the driver's skill, the result is
failure and the driver may not fire at all ·he has
This makes it possible for a driver to fire at two wasted his shoot action.
or more different targets using the same shoot
action. There are no hit roll penalties for this.

~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.

Even Ops sometimes turn renegade.


16 NE W EQUIPMENT

··Right from World War One,


the cl assic f ighter tactic NEW EQUIPMENT
was to g et on your target's
ta il and just sit there This section allows players to custom build or buy vehicles to meet their exact
shooting. So they started
putting rear-firing w eapons requirements. A variety of components and systems gives drivers the option
on planes. They do it on cars of spending their money on the areas most important to them. A less powerful
now adays, t oo. So t ake a
good look at a target before
engine might be chosen in order to leave more money available for weapons,
you engage • a rear f iring for example.
gun can ruin you r entire
day." A choice of engine types and systems is presented first, followed by a number
• M /Sgt Bruce of devices which can improve handling and vehicle response. Expanded armour
Hickrock (retd l
G-Force tra ining video
rules allow drivers to opt for varying amounts of armour on different facings,
to equip their cars and bikes with more expensive lightweight armour, or to
dispense with it altogether for the sake of greater speed.
Drivers of all vehicles can choose from an increased variety of weapon mounts
and weapon system~. There are also different ammunition and missile types,
each with different effects. Special ammunition may provide drivers with
tactical opportunities rather than heavier firepower. Weapons may also be
modified to carry extra ammunition. Fire control computers may be installed
to assist target designation and acquisition, or the type of ammunition
delivered by the weapons under their control.
Finally, and appropriately, the introduction of safety devices means that even
a driver who loses an engagement may live to fight another day. These devices
are likely to be of interest to players of campaign games (covered in more
detail in Dead Man's Curve).
Designing _vehicles of whatever type isn't just a question of what you can
afford and what goes in or gets left out. Think about what you want from
a vehicle in play. If you find it difficult to keep your foot off the gas pedal,
build yourself a car that can manoeuvre at high speed. Side armour and rear
firing weapons would be more useful than a forward firing chain gun to a
driver who overtakes a lot. Players should not fall into the trap of seeing vehicle
design as a random process. Drivers should adopt a style to suit a vehicle,
and a vehicle should be modified to suit the driver's style. One affects the
other. Remember that and you' re heading for a win.

An experienced teem refit en Interceptor.


ENGINES 17

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 '

" You want to hide your OIL INJECTION


yellow belly in a tin can, boy, When relatively small quantities of oil are drawn
that's just fine by me.
Means you can't run so
into the engine, they turn the vehicle's exhaust
good. And I got me a can into a dense blue fog - a perfect substitute for SECOND PHASE
opener here, you ain't never a conventional smoke layer. Because it only
gonna forget!" requires a small electric pump and a little lubricant The rear counter is
oil, an oil injection system does not take up a removed,
• Monitered CB
transmission, Sand Devils
passive weapon space.
vs Stateline gasoline The system works like an ordinary smoke layer,
convoy escort, but has an effectively unlimited number of shots.

...
I

May 17th 1995 ... ,;'


It is switched on or off with a shoot action. The '
smoke it produces has the same safety limits and
effects on shooting, and can be locked on in the
same way as an ordinary smoke layer. However,
oil smoke is not persistent in the same way as
smoke from a smoke layer or phosphor
ammunition (see Special Ammunition).
When the oil injection system is Jocked on, it
leaves a trail of smoke markers behind the car.
THIRD PLACE
The trail may never be more than 3 markers long;
when there are three markers behind the car, the The last counter is
one at the back is moved to the front each time removed• .and the
the car moves. An oil injection system fitted to smoke has
a bike leaves a smoke-trail which is only 2 spaces disappeared.
long.

-. ,
~ ·-·'
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.

The improved Vector-9 rocket boosters can take


you well over 200, and RoboSteer 5.3 can give you
that vital edge in almost any combat maneuver.
ZQ ENGI NES

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

Photocopy the dray chute marker, cut it out, and


glue it to a piece of card.
CHARACTERS 21

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

because "he's honest."

I N TER CE PTO R

1 1111 11 1111 11 1111 11 111 111 111 11 1 1


IRee.on~ l>~ut: I

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.,- . ;.::-

$97,000 Interceptor. He worked with Booker for another f· I


year and moved on again. Now he stays in a place long

~~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

THE BEST ROBOTIC DRIVE


JUST GOT BETTER
Introducing RoboSteer 5.3.
the latest upgrade to the
most successful robotic
steering system in the
world.
Better than 5.27 How can
that be? Read on:
Expanded 1.25 gigabyte
memory allows storage
of more than 14,000
additional condition
parameters • no matter
where you are and what
you're doing, it won't be
anything RoboSteer isn't
prepared for.
ROC KET BOOSTERS If pulse mode takes a vehicle above its normal
Deep Six™ RISC Rocket boosters are used to increase the maximum speed, the vehicle decelerates to its
processing system with maximum speed at 5mph per phase after the
128 parallel processing acceleration and maximum speed of a car. They
come in single and twin rocket versions, and booster is turned off.
chips gives a typical
response time of less occupy passive weapon spaces. Because an Boosters may be locked in cruise mode in the
than a millisecond, Interceptor has two passive mounts. it may not same way as an oil or smoke layer. They may only
with full backup, be fitted with a single rocket booster. since this be set on cruise if the car is travelling at 120mph
interrupt and double- would unbalance the vehicle and make it or more at the start of the move. The boosters
check systems built in. uncontrollable. A Renegade may not be fitted will automatically keep the vehicle at the same
Doubletalk 3.5™ 1/0 with twin rocket boosters, since it only has one speed - the driver cannot use any form of brake
standardiser ensures passive weapon space. Bikes may not be fitted or conventional accelerate action until the
total compatibility with rocket boosters. boosters are switched off.
with all computerised
suspension and on- Switching rocket boosters on and off requires Players setting boosters in cruise mode should
board systems, in- a shoot action. This action is declared at the start note down the speed the boosters are
cluding many still in of the turn, and the effects come into play once maintaining on the systems/status section of
development. the vehicle has moved. The shoot action cannot their vehicle record sheet.
Rodin-3 Al emulator therefore be prevented by a panic brake or a
allows RoboSteer to control loss result on a hazard roll. Single rocket boosters have an ammunition rating
familiarise itself with of 24 shots, and twin boosters have 36. Each
your own driving style - Twin rocket boosters are linked. and turning on move in pulse mode expends 2 shots, and each
as personal as a retina both of them counts as a single action. move in cruise mode expends 1.
print • and respond as if Burning rockets do not interfere with subsequent
it were reading your Rocket boosters automatically cut out if the
mind. manoeuvres, or actions other than accelerating vehicle spins or rolls. If the vehicle recovers, they
and braking. may be re-activated using shoot actions. as
You can get on with your detailed above.
job. Boosters may be used in one of two modes ·pulse
or cruise. If a rocket booster suffers a critical hit and
In pulse mode, the boosters burn a lot of fuel to explodes, it causes an additional +SHE hit and
give rapid acceleration; in cruise mode they burn a 30mph hazard roll. If one of a pair oftwin rocket
steadily to maintain speed. boosters is disabled, the other one can no longer
be used.
Rocket boosters cannot be locked in pulse mode
• each pulse requires its own shoot action. This For example: A Renegade is cruising along the
cannot be part of a dual action. freeway at 60mph. Suddenly, the driver catches
sight of an Interceptor storming round a bend
Each pulse increases the car's speed up to an behind him.
increased maximum speed, as detailed on the
table below: Three consecutive pulses bring the Renegade up
to 180mph - a little dangerous for the road
conditions, but the Interceptor in the rear view
Rocket Boost er Pulse Table mirror is already getting smaller. In the fourth
Single Twin phase he decides to switch into cruise mode, so
Vehicle Booster Booster his car will keep going at a steady 180mph.
Weight kc Max k c Max
The Interceptor's almost out of sight when the
800 or less 60 210 80 240 Renegade's driver spots a corner up ahead. He
801-1000 50 200 70 230 cuts the boostei:s, brakes and comes out of the
1001-1200 45 190 65 225 corner at 65mph. Another pulse eases the car
1201-1400 40 180 60 220 up to 115mph - not quite fast enough to cruise.
1401-1600 36 170 55 210 He hits the switch again and pulses up to 175.
1601-1800 32 160 50 200 Next phase he switches back to cruise mode, and
1801-2000 30 150 45 190 the road ahead is clear and straight.
2001-2200 26 140 40 180
2201-2400 24 130 36 170
2401-2600 22 125 32 160 Vehicle Cost Weight
2601-2800 20 120 30 155 Interceptor* $45,000 225
2801-3000 18 115 28 150 Renegade $30,000 150
3001-3200 16 110 24 145
3201-3400 14 100 20 140 • The cost and weight takes the Interceptor's
twin-rocket system into account.
ENGINES 23

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:

Vehicle Cost Weight


Renegade $4,000 0
Interceptor $6,000 0

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.

Target facing Cost Weight


Front $2,000 35
Rear $2,000 35
__ ... Sides" $2,000 35

cc
-- -- ·-
The armour rating of a vehicle represents the
Floor
Roof
$1,200
$800
35
20

*Costs and weights are to cover both sides· side


simple protection of the bodywork plus several
panels of carbon steel armour. Carbon steel armour must be balanced in this way.
armour plates are fitted as standard on all cars. For Example: An Op has a standard Interceptor
It is relatively light and exnemely strong. with an armour rating of 4. He spends $4,000
Standard Interceptors have 4 points of armour on two additional points of frontal armour,
per facing; Renegades have 3_ increasing the car's frontal armour rating to 6.
This section provides rules for adding extra The armour weighs 70 points.
Dillan· s footsteps echo in

.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

" Watch your back !" The


c ry from below w as
WEAPON SYSTEMS
screame d over the
combi ned roar of the TAIL GUNNERS
Renegade's V12 an d
200kph w ind but Jonni 2K
Many roadfighters, deterred by the expense of
heard it. He turned in the a turret, install cupola or pintle mounts in their
small space, swinging the vehicles. A cupola is a crude form of manned
cupola mounted chain gun turret • essentially, it is a power-assisted roof
around. Hair blew across his weapon mount that allows a gunner to swing
face as he clicked the gun' s round 360°. A pintle mount is a fixed mount that
motor. Trodes fell from both provides a 90° arc of fire to either the front or
t emples, w i nding i nto a the rear of the vehicle.
Miritech fire control deck
taped below the gun motor. A tail gun position may only be f itted to a
Th e chai n gun f oll owed Renegade or Interceptor in place of a roof·
wherever he looked. The mounted weapon. They can mount one
trigger was manual. A grid
w i th a f l oating green
lightweight or medium weapon; heavy weapons
pinpoin t jumped i nto mj:y not be mounted.
view. The road stretched all Tail gunners are hit on any roof/turret critical.
the way back to Detroit's
When a tail gun takes a critical hit, roll a dice:
Wildside Nogo, receding
t hrough the grid , in to on odd scores the gunner is hit, on even scores
the haze. the weapon itself is hit. Additionally, w hen a
vehicle with a tail gunner takes a driver critical,
Out of t he heat haze, the roll a dice: on odd scores the driver is hit, and
Interceptor came. Evening
on even scores the tail gunner is hit.
M INIGUN
sunlight glistened on a red The minigun is a high-tech version of the old-
flake paint job. Jenni 2K
foc used h is gaze on the Gunner Criticals fashioned gatling gun, with an electric motor
hood, staring t rance-like Tail gunners are very vulnerable. When a tail powering a number of revolving barrels which
until the green p i npoin t gunner takes a critical hit, roll on the following give it an incredible rate of fire. Shot for shot, a
settled on the Interceptor. table: minigun is not much more powerful than a normal
Crosshairs appeared w ith a 6mm machine gun, but its considerably higher
blink · and he squeezed. burst rate make it a fearsome weapon indeed.
0 6 Roll Result
DAKKADAKKADAKKAD· P INT LE M O UNT
AKKADAKKADAKKA! 1,2 Injured The weapon's accuracy is
reduced by -1 for the rest of the ARC S O F FI RE
KABOOOMJI Red flake and engagement.
pl exiglass engulfed in a
fireball. Flashing crosshairs 3 Seriously Injured The weapon may
in his plastic eyes. A wheel only fi re once per turn, and its
dancing crazy patterns in Fire arc for forward
accuracy is reduced by -1. Both facing pintle.
the air. There was another
howl from bel ow, n ot a
effects last for the rest of the
warning this time, but a cry engagement.
of victory. Fire arc for rear
4,5,6 KO The weapon may not fire for the
rest of the engagement. facing pint le.

Roof M ount Cost Weight


Pintle $6,000 100 (including
gunner) Range: 12
Cupola $10,000 200 (including Accuracy: +2
gunner) Damage: +4
Shots: 4
Tail gunners class the vehicle as a Two-Seater Cost: $12,000
when rolling for critical hits. The gunner himself Weight : 100
costs $ 5,000 but his wei ght is already
incorporated into the roof mount. The m inigun is a lightweight weapon.

cc
The Chain Gun
WEAPON SYSTEMS 27

SOMM MISSILE TUBE I

The 50mm missile tube is a lightweight weapon; i


essentially, it is the equivalent of one chamber
of a missile pod. Like the 40mm RAG launcher, /'-
'\
it is a one-shot weapon. 50mm missile tubes may
carry any type of missile; the price and weight
given below are for an unladen launcher tube.
Bikes can carry up to two 50mm missile tubes
,.\
.)
on each outrigger mount. On cars, 50mm missile
tubes may only be fitted to wing or side mounts.
Pairs or sets of tubes can be linked in the normal
way. 50mm missile tubes can be linked to a
missile fire computer in the same way as normal
missile pods.

Range: 20
Accuracy: as missile type
Damage: as missile type
Shots: 1
Cost: $4,000
Weight: 30

This is a new weapon so you won't find a model


of it in the box. You can make a missile tube by
cutting a small section of sprue and gluing it to
whichever weapon mount you choose. This will
make the missile tube easily identifiable in play.

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.

Prices have b~n changed for the advanced rules; MISSll..E


this is to reflect the increased usefulness of
missiles. Missile pods must be bought empty and j_ Jl t - .....
1..AUNCHER
Note the minimum
missiles purchased separately. ' range of two spaces ·

~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

Stripe's cell looked like a


disaster area. Magazines, MISSILES
cl othes, ripped food The various missile types are listed below. With Because the cannister is bursting above the
packets and other less
easily identifiable litter ran the exception of smoke, all the missile types listed targets, all hits are taken on the targets' roof
from wall to wall. Even the below follow the usual rules on fire corridors and facings.
bed was buried under the eligible targets.
The last rule is one of the advantages of cannister
junk. Lighting from a UV
strip alongside the door, a
The accuracy characteristics for missiles assume shot. Mo:;t drivers rarely bother adding armour
blinkered candle on a that some form of guidance is built into the to the top or sides of their vehicles.
shelf, and the stray beams missile itself; this can be enhanced by putting
from Halogen Hall that the missile under the control of a missile fire Accuracy NA
seeped through the blinds computer · see the next section. Damage + 3 (one or two hits)
cast jagged shadows over Cost $10,000 per missile
the scene. CANN ISTER Weight 30
The pale skinned youth sat Cannister missiles have a warhead which
in the middle of the floor. explodes in the air close to the target, much like H I GH E X PLOS I VE
His hands ran over a an old-fashioned shrapnel shell. This gives the
laminated LCD pad rolled m issile a large area of ~ffect, although the This is the missile with which a missile pod is
out in the densest area of equipped in the basic rules. High Explosive is
damage on targets within the area is relatively
emptied food packets. On useful because apart from the damage it causes,
the wall. a wide screen
light.
it forces the driver to take a hazard roll.
flashed with laser effect as Cannister missiles disregard normal hit rolls.
he took on the might of the Instead of rolling to hit, the shooter nominates
Arachnix Hegemony and Accuracy +2
won. Again. any one track section within range, to which a Damage +SHE
line of sight can be traced. This target track Cost $4,000 per missile
The buzzer sounded as he section can be a straight or either kind of curve. Weight
was punching up another
30
hi-score. The next offensive The shooter rolls a dice for each vehicle on the
could wait a moment. The target track section. If the roll is odd, the vehicle H IVAP
universe according to takes a single + 3 hit, and if the roll is even, the Short for High Velocity Armour-Piercing, a HiVAP
GameTek disappeared and a vehicle takes two +3 hits. missile has a high-powered propellant system
w ide angle view of the
hallway filled the screen. and a solrd tip. To do damage, it relies on force
His visitor was in full street of impact rather than an explosive warhead. The
armour, his face covered in missile keeps accelerating throughout its flight,
crawling halo-tattoos of so the longer the range, the higher the velocity,
yellow and purple dragons. and the greater the damage.
The boy opened the door
with a pad function. HiVAP hits cause AP damage. The hit's damage
characteristic depends on flight time - the range
Stripe's nose wrinkled with
the smell of sweat, blood
between target and firer. The damage
and booze. The Outlaw's characteristic of a HiVAP missile is equal to the
did the same at the lingering range in spaces, subject to a maximum of 15.
odour of two -day-ol d
Chinese meal remains. He
For example: A HiVAP shot with a measured
shut the door behind him. range of 12 spaces hits a target with 8 points
Stripe didn't turn, he just of carbon steel armour. The shot's damage is
waved with one hand while + 12AP. As this exceeds the target's armour,
he readied his Z-Jet with the damage is calculated by rolling a dice, adding 12
other. Intergalactic war was for damage and ignoring the armour.
waiting. lhe Outlaw didn't
want to keep him. Eventually, a HiVAP missile will run out of
CANNI S TE R SHOT propellant and start slowing down. At ranges
" A ORI minigun. Can you
beyond 25 spaces, the damage starts falling by
get me one?" Both cars on the
shaded track section 1 point per space - so a hit at a range of 30 only
' What happene d to the
are hit by one shot. causes + 10AP damage. A HiVAP missile cannot
Fulwell, don't know how hit a target which is 40 or more spaces away.
to reload it? I can get you Roll for each vehicle
a manual." in the target section: HtVAP ammunition combined with a missile fire
an odd score means computer can give more or less perfect accuracy,
The remark bounced off the the vehicle takes one
Outlaw 's armour. "Get me combined with assured target termination on
+ 3 hit; an even score shots at optimum ranges. Ops should be warned,
someone who can do the that i t takes two
deal. Talk to them . There's +3 hits. however, that the high price of such a system
two percent for you ." is not cost-effective on targets with low bounties.
' Five. I need some new Accuracy +2
software." Stripe was Damage 1 per space AP
getting u:;ed to doing
Cost $10,000 per missile
business. The Oultaw didn't
smile, but he nodded to the Weight 30
youngster and left.
Stripe grabbed a jacket and SHAPED PLASTIC
went through the pockets. Like a shaped plastic grenade, the warhead of
He took out his last fifty this missile is designed to direct the force of its
dollar bill and carefully
unrolled it. War could wait detonation inward into the target. it is armour
Cannister missiles cannot be fi red after a move
till after he'd celebrated. piercing.
in which the firer has manoeuvred, performed
any kind of action other than shoot, or been Accuracy +2
forced to take a hazard roll. Provided these Damage +6AP
conditions are fulfilled, the shot automatically Cost $5000 per missile
hits the target track section. Weight 30
MISSILES 29

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

, : where he'd spent most


; l of his life. He was helped
I
~ by a nurse at t h e
1 1 11 111111111 1 111111111111111111
, institute, Kay McNally,
1 who had fallen in love
I11.ownc ~vl, LJ>JIC£.D M&S I
: w ith him. They designed
t he carbon plasti c V8

r~ · 1-cc~1 ' ~4 i
t I. . L - -
car together. They made i ~~ ;
the $100,000 they
L ____
needed to build it by
doing dirty jobs for dirty
M - ·-' - - people. Zend ik driv,e s
and McNally works the m inigun. Their charisma helped
them form a small gang that hired itself out to a variety
of underworld operations.

;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

He was a tough cop, a


cliche perhaps, but true
nonetheless. A couple of
years ago, he had the
unenviable task of
c leaning up Chicago' s
Nogo. He was doi ng a
good job, too good. He 111 111 11111 11 1 1111 11 11111 11 1111 ! I
l DJ.- . 3-0l'O,.,l f{12t1w!~t."'1 ~~(.~ ... , ~(,:
lWlrtJ~c£0 ~ ( EvQ.J~ ~~~
uncovered corruption that
had reached the highest
levels of the Chicago
police force. He was EJE EJ
forced out of the I- · I
department and warned
to keep his nose clean,
after somebody broke it EJE]EJ
for him. 1••..

Instead, he set himself up as a Sanctioned Op and started


work on the interstates of Illinois. To date, he has completed
57 sanctions. He's gained a reputation for being ruthless,
cold and efficient in the process. He's spent most of the
money he's made equipping his Interceptor ($98,000).
~wu.o: _ _ __ _
Perhaps because he's been stabbed in the back before, ;--'IC• <(,........ ..... . . .
Jensen's design incorporates a rear-firing 20mm grenade ' - - -- - -
launcher and an oil unit. Anybody who tries the tactic this
....,
time, won't find it so easy.
Davis sometimes works under contract for other agencies,
mainly Hammond Maninski and Turner, Harvest and
_ __ ,.... . I
1-;;;; ], -
Ramirez.
.H FIRE CONTROL COMPUTERS

Outside the hacker's thirty·


fifth storey window it was
F I RE CONTROL
foggy with pollutants. Even
on a w hat counted as a COMPUTERS
clear night, you still couldn't
see the stars. Those days In the basic game, all weapons a re controlled by
were long gone. But if you the driver, and he must drive and fire at the same
cou ld have, you would time. A fire control computer can fire a weapon
have been able to follow a (or a set of linked weapons) automatically, leaving
moment of NetSat-1 9 ' s the driver free to drive, manoeuvre, fire other
c ir cumpo lar orbit as the weapons and so on. Fire control computers are
h acker powered up h i s
expensive, and often considered a luxury, but
deck . Apart from its
zero gravi ty dance, i t
they can certainly be useful! However, a natural
u nconscious ly caught, result of 1 on a hit roll is still a miss.
identified and juggled half Fire control computers operate in modes. The
a m illion communications modes a computer can function in are explained
per second, scattering
them to unerringly precise individually, below.
destinations both across A computer always starts the game in standby
t he globe and to manned
near space facilities.
mode; switching from one mode to another
requires the driver to use a shoot action, and the
Th e statistics weren't computer cannot engage a target in the same
important to the hacker. Nor l)hase as switching mode. Firing is adjudicated
were they impressive. He at the end of each phase.
was, after all. about to steal
NetSat-19 from the l ong The player must keep a constant note of the
invisible arm of Corporate current mode. The abbreviations given should be
Communications, just for a used to save space.
moment - three seconds in
time, four point three five Fire control computers regard any vehicle other
seconds of arc. He already than a wreck as a potential target. Cars are
had a buyer, a static voice wrecked by rolling over.
that had talked to him from
a commercial music library Bikes
in New Mexico. The relay to
Fire control computers treat hostile bikes the cc
that anonymous user would
be open right on time. the same as cars for targeting purposes. Weapons firing with the assistance of a turret
hacker would make a cross fire computer receive a + 1 bonus on all hit rolls.
c heck to see that payment Friendly bikes do not block the fire corridor of
h ad begun its c i rcuitous a weapon controlled by a fire control computer, At ranges over 6 spaces, this bonus increases
route to one of his bank even though their contact zone is the same as to +2.
ac counts. and t hen he'd a car's.
The broad-spectrum fire control sensors are able
shut down. Then he'd go
to bed. T U R RET f" I RE COMPUTER to target through dust and smoke. 'Neapons firing
with the assistance of a turret fire control
In the basic game, turret-mounted weapons are computer are subject to a maximum -1 hit roll
controlled by the driver via a head-up display. A penalty for firing through smoke, as opposed to
turret fire computer takes ove1r this function, the maximum -3 penalty without a turret fire
linking directly to the turret's motor units and computer.
sensors.
A turret fire computer can be used for cupola
mounted weapons but not for pintle mounted
o·nes. When the computer controls a cupola
mounted weapon, it must be operated by the
gunner, not the driver.
Turret fire computers are of no use for turret
mounted missiles. A m issile fire computer must
be used in these circumstances.

Modes
Turret fire computers can be used in the following
modes:
Standby (0 ) - The system is off. It does nothing.

Engagement (El - The computer automatically


fires the turret-mounted weapon once per phase
at the nearest available target.

Designation (0 ) - The driver must note down the


identification of one enemy vehicle. The
computer automatically fires the turret-mounted
weapon at this target whenever possible;
otherwise, it fires at the nearest enemy target,
as for Engagement mode. The target can be
changed by selecting this mode again. This still
requires a shoot action.

Cost: $10,000
Weight: 0
FIRE CONTROL COMPUTERS 35

Right now, he sat with an


MISSILE FIRE COMPUTER interface pad rolled out on
Any missile-armed vehicle may be fitted with a the table in front of him. He
missile fire computer. A missile fire computer stared at the blank wall
combines sensor arrays, missile guidance from behind a pair of
systems, and a ranging and targeting computer. mirror-spheres which
MISSILE F IRE projected data onto
The system can arm and activate the missiles, COMPUTER his chemically enhanced
and guide them to the target via a wire or radio IGNORES retina. His fingers tapped.
link. This gives the system a much broader fire FRIENDLY
corridor and greatly enhanced accuracy, ! VEHICLES
He saw the countdown
reach zero and felt the link·
especially at longer ranges. The fire computer ·under the guidance of up. He smiled. flicked to a
also allows the driver to designate targets, a missile fire Berlin telephone kiosk and
locking missiles onto them and firing computer, missiles dialled from a memory
automatically while he concentrates on driving may fly past friendly function. A quarter second
or fires other weapons. vehicles which would and two flicks later, the
1
otherwise be blocking Bluline Finance page
· the fire corridor. flashed up inside the mirror-
spheres. There had been no
transfer. He caught his
breath and checked the
page address. He was right
where he was supposed to
have been.
ELIGIBLE TARGET BLOCKED FIRE
CORRIDOR He flicked out faster than he
should have, leaving a trail
from BluLine's Executive
Suite all the way to Harlem.
The computer's broad-spectrum sensors allow He cut the link he'd made
between NetSat-19 and the
targeting even through smoke. Missiles fired from
anonymous static voice
a pod linked to a fire control computer are subject from New Mexico that had
to a maximum -1 hit roll penalty when firi ng set him up, and cut out from
through smoke, as opposed to the normal the mains to separate him
maximum penalty of -3. from the world that had just
ripped him off. The deck still
The minimum range for missiles is programmed on battery, he checked to
into the missile fire computer, and it will not fire make sure the silicon
on targets which are too close. When firing at wasn't failing him. On the
a vehicle which has spun to 45° or 90° or is on last round of checks the
a corner, the range should be checked using the clock in his left eye went
movement ruler. If any part of the target is within dead. Something from
NetSafs defenses was in
1 space of the front of the firing vehicle the fire I r his deck • while he'd been
computer cannot, and will not, select that target. in BluLine. His felt his heart
Missile fire computers are able to steer missiles thrash. He told his hands to
remove the mirror-spheres
in flight. Because of this, missiles launched under but they jerked and knocked
the control of a fire computer have an enlarged the interface pad from the
fire corridor, as shown in the diagram below. Any table instead. Brightness
Targets with only one lane inside the fire corridor
missiles linked to the system can engage targets burned somewhere along
in this fire corridor, regardless of where the are still eligible targets, as usual. The target his optic nerve and a noise
missile pod is mounted on the firing vehicle. cannot be engaged if there is another vehicle grew louder inside his ears,
blocking that lane in either the space immediately like crashing waves in a
behind the target, or the one behind that. rising storm. He shook his
head to try and fling the
mirrors off. His legs and
arms were jerking now. and
F'IRE CORRIDOR he felt the chair going over
F'OR MISSILE POD backwards. Why is it taking
so long to fall?' he thought.
WITH MISSILE
FIRE COMPUTER While a hacker died in
The fire corridor is BLOCKED FIRE Harlem, an insurance broker
four lanes wide, but in London noted the assault
CORRIDOR on NetSat-19, and a
the missile cannot hit If the car blocking the communique was sent to
anything at a range of
shot were 2 spaces Corporate Communications
less than 2 spaces.
further back, the accounts showing the rise
target could be in the premium. On the
engaged. Tokyo Stock Exchange,
shares in New Mexico's

Missile fire computers are programmed to .. . ·t t. . .j.


Smart Security Systems
climbed slightly.

recognise and ignore friendly vehicles. Any


vehicle which start.s the game on the same side !H IP '
is regarded as a friend and cannot be engaged; 1 ~:
anything else is regarded as an enemy. They can
steer missiles around friendly vehicles, M issiles firing with the assistance of a
suspending the usual rule whereby weapons may functioning missile fire computer add + 1 to their
only fire at the first vehicle in the fire corridor. hit rolls at ranges of 5-6 spaces. They add + 2
The fire corridor is only blocked by a vehicle at ranges of 7 -8 spaces, and add + 3 at ranges
completely blocking both lanes to the target. of 9 or more.
.~b FIR£ CONTROL COMPUTERS

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.

Engagement IE) • The system automatically


launches one missile per phase at the nearest
available target, until all missiles are expended
or the mode is changed. The computer w ill fire
the lowest numbered chamber available to shoot. PHASE 2
Where there are two loaded chambers on the
same number. the driver is free to chose. In this The driver swerves to
mode the computer will not fire smoke missiles, avoid the mines. He
and treats chambers containing a smoke missile has no more actions
as being empty. in this phase. so he
can't switch the
Coat: $10,000 miuile fire computer
Weight: out of engagement
0 mode. Regardless of
Engagement mode can be a dangerous option. the driver's wishes,
the computer
The system can fire faster than the driver can
automatically fires
think. Dri vers who don't have any actions left to
another missile •
switch the system into a different mode may find again it hits. The
themselves wasting valuable shots or running out target vehicle has
of missiles. now taken terminal
damage but Isn't yet
Designation (0) · This is a variation of salvo mode. a wreck.
The driver notes down the identification of one
enemy vehicle; the computer locks onto this I ;
vehicle if it is in the fire corridor, as in salvo mode.
If the designated vehicle is not in the fire corridor,
t he computer locks onto the nearest enemy
vehicle, as if in sal\/O mode. The target can be
changed by selecting this mode again. This still
requires a shoot action.
! ·1 • r~
PHASE 3

• • _:·11 The driver is forced to


; !, :1l- panic brake as a
result of hitting the
!i. ...' : J ..
oil. This deprives him
of the phase's actions
and again he can't
stop the computer
wasting another shot
on the already
crippled target.
SAFETY DEVICES 37

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

I" June 1995, Washington


Boulevard was three lanes THREE-WHEELERS
wide in each direction. It ran Motorcycle-sidecar combinations and trikes are two of the more exotic and interesting
east to west, straight as a
d¥e for a litt le over two vehicles employed by Renegades across the USA. These optional rules allow
miles. It was lined on bot h Renegade bike gangs to use heavier equipment in a more versatile manner t han would
sides by apartment and
industrial blocks at least a
be possible with bikes alone.
quar te r of a mile high.
Residents and visitors alike
TRIKES SHOOTING
c alled it the Canyon.
The basic characteristics for a trike are: Any fire directed at a trike is subject to a -1 to
Jamal Vahz Azis shielded hit modifier. This applies whether the trike
his eyes from the sun as it occupies only one or both the lanes of the fire
se ttled neatly into t he Damage Armour Speed Ace Braking Handling
corridor.
boulevard's far western 12/8/4 2 110 35 35 3
vanishin g point Over a Trikes may have a pintle mounted weapon for a
hundred feet above his head tail gunner. The pintle mounted weapon may be
hung one of the thousand MOVING either forward or rear firing. The fire corridors are
sheets of gauze that
polarised light as it poured Manoeuvres shown on the diagram.
onto the Peezee during the Trikes are treated as cars for the purpose of

.
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.

Hazard Rolls and Control Loss


Trikes have an ordinary handling characteristic
- they're never fo rced to test against reduced
handling, unlike motorbikes.
Up to a point, trikes which have lost control
behave like cars. However, trikes are slightly less
·~'I
stable than cars. To simulate this, when trikes
suffer spin results at speeds of 81mph or more,
REAR F I RI N G F RONT F I R I N G
they automatically ro//instead. Trikes which roll
are t reated as wrecks. They can't be righted.
If the t rike doesn't have a tail-gunner, any weapon
W hen trikes roll or crash, any crew take road must be fixed and forward firing, giving it the
damage like normal bike riders. normal fire corridor for a hood-mounted weapon.

tW Terrain Outlaw Gang


THREE WHEELERS 39

Six months of underworld


dealings cost a lot of
money. He'd wanted to buy
an address · the address of
the man who had killed his
three brothers and his
§ sister • the address of a
.~ Sanctioned Operative. This
·~ man was not easy to find ,
however. No one man had

~
....;
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.

'E had remained practically

~
..
~
....__ __;_~~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

Cost M aximum Payload


06 Roll REAR F'ACING
Trike $20,000 350
l.2 <.~ '.~Work -
> . .::'>'. . .
...
3 :Aeiif ~: roll 'again • · Armour
odd numbers left
even numbers right Trikes have two points of armour per facing.
4 W..p0ns: roll again • :f
Armour can be modified or removed by following
1,2 Passive Left the ru les for bikes.
3,4 Passi ve Right
5,6 Pintle Hard Points
5,6 Roll~in - Trikes have two front points which can
1, 2 Engine accommodate one lightweight weapon each.
3 Fuel They have two rear points, which may take
4,5,6 Tall Gunner lightweight or full sized passives.
(if none, roll again ·
1,2 Bodywork Trikes may also have a pintle mount for a tail
3,4,5,6 Rider) gunner. The pintie can mount a lightweight or
medium weapon.
40 MOTORCYCLE COMBINATIONS

I've always lived in a Tokyo


cell. But Gen:rech caught
MOTORCYCLE
me in their system without COMBINATIONS
authorised access. For my
crime they imprisoned me
here, in this world of mujos. A bike with a sidecar is treated as a trike in all
I only travelled by fibre
respects. It has the same characteristics and uses 06 Roll RIGHT FACING
before, and now I am lost.
all the moving and firing rules given above.
Gen:rech have blinded my
hook-up with encrypted The only difference between a trike and a bike
~ff.-~I #-~~~tl~iif.~~l~:I~~~
~3~~~X ~~~~Y):il'Jf~ii~~,W:f~,~::i~f:1Mft$i~~~~
fog. At my deck's periphery with a sidecar is the position of the gunner. The •IDt;~'iiiii'i"'1 -·~~~:~~irn~b~7t'ff'(j~s;"'· . . .,.~11<~A
there is boundless knotted
nothingness. Sometimes it gunner is referred to as a side-gunner. The side- even numbers side
gunner operates a swivel mounted weapon on
disguises itself as a user,
the front of the sidecar. This has a fairly limited ~ml~W:: £Ji1ltiiifj~i~1~~J&itWlmi~~l%t~;~
another system, static. At · ·.. .. ·· ·· · · 1-4 Weapons: roll again -
other times it's pure fog. fire corridor, as shown on the diagram. 1.2 Front
So I have to work slowly, 3,4,5,6 Side
unfolding the molecular 5,6 Engine
creases with the few tools
and routines I can trust. It
I ifilfil§f;'Ai~~ j{lffl;f~DtW•~:I~i~~~[~~~t.~4~1ti~~;g~~~
1 Fuel
doesn't matter if I use a
different deck, or if I hook· 2,3,4 Side Gunner
FIRE CORRIDOR 5,6 Rider
up from somewhere else. FOR
Nothing has dispersed the SI OE-GUNNER
.
~
.

fog , and I risk my mind


every time I test for a
. A side-gunner has
06 Roll LEFT FACING
weakness. For now, it + i~.e.: half the fire corridor
remains across the of a trike's rear
periphery. Until I find my
way through the fog,
nothing is real.
~ -gunner.

I have another form of fog


I want to show Gen-Tech. i~~~ti~ :t~m99,ltjj!~flli~~!iWJ~~it1lft~~F
The fog of war. As with a trike, this weapons mount may be 1.2,3 Weapons: roll again ·
occupied by a fixed, forward-firing weapon 1,2,3 Front
controlled by the rider. The weapon has the usual 4,5,6 Passive
fire corridor for a side-mounted weapon. 4,5,6 Engine

:;1~~~( ~~·.-~sta~r~11~~•t~~~~~~~--~
Note: Outriggers may not be fitted to bike- 1,2,3 Fuel
4,5,6 Rider
sidecar combinations.

Motorcycle combinations use the target matrix 06 Roll REAR FACING


given below:
r~TIB MlR:t~lt*•Blti!~t~W
MOTORCYCLE ~itttt'l ~fl4Ivjlmi1m•~~;11
odd numbers rear
COMBINATION TARGET even numbers side
MATRIX
1m~l\Vl~t«milff16lmtt~•~ti~~4
1-4 Passive
5,6 Side
06 Roll FRONT FACING $.~$J~tw;, tag)~~fiiil]'4W~~'[fi\W@&.®Hlf.m.~~~
:""~ :..;:~..~~:-::::· :,~ .;.,:. . .~~~~~~-*::::t~~. .~.~$.iM S»:;~w«·.~~
'"if~~~~~ 'Wal.l''~}fili~W~®t!@c@'.:r~:i:0r;::·""~'%8~'&"'"'E" 1 Engine
~~:=~~$ti~~: %~~~~~~$=@t?:gi$tm&~~i~:;t!l*-?~
2 Fuel
~~~tartt~~~lilltiflif~~*m~IEIDWll 3,4 Side Gunner
1,2,3 Front 5,6 Rider
4,5,6 Side
iTu~[4i;;:qfil• '~~~W&il""~ltfit~t,filt*t©Nt1%N~
Y..::i«O-.:Y.·.*-~~);.;: .:.a~... ':i. ,·2~iW.v.~F~~t'lhf1t.""s..;.:;.:.~m~~~t. .·i::w~~~.
06 Roll FLOOR FACING
3,4 Front Right
5,6 Side Mount 1~i%~~: ~tf!ilail1:mmf&:~~~--f-~
1)i>i\"li:$.".ir- ~D"..\1•'.~~<i~W-tl'-iirffit~;,:w;i:~ffi<lt.WJ:>i<¥¥~""'~wfil:
~:r~~.-A~~-~~ ~~~~~~~!.(®~~$~~~~%::*l~t~:;;:~~»:@$l&:"f~ m~~mr~mam1J11a1s1J1~
1 Engine 1,2 Front
2 Fuel 3,4 Rear
3,4 Side Gunner 5,6 Side
5,6 Rider ;W%i~"'fii· %~~~JKl[~~~M!~t&Wli@*.$%1i!¥f.,
·~;i~<p:~*« ;~~~·~·.;W&~~;·Nt~.!.>V'.~**;~.$'$:~.~-.e~:~ . ,:t;..-;.);:!:;(,
1 Front Left
2 Front Right
3.4 Passive
06 Roll ROOF' FACING 5,6 Side
;\,1t#:{Q!tf..~ ~~i.l'llf'"*'ilAiW.~\!if.ITTf.f<~WW~W0.f.~Wi.tfif:JMJ
111~~1; ~~fi~#Slool?lillWI*iii .·»:~::~;.-.:.-. .:.·.~<~ s~Jw.....~1~~~*W..E~Qlil~~~:t:~*l?~~re~xm~~

Ff~il~~' ifkJIJJ~~i1mMmW.J&.!i.tlW~fl.-1* 2 Fuel


1,2 Side Gunner 3,4 Side Gunner
3,4,5,6 Rider 5,6 Rider
ADVANCED VEHICLE DESIGN 41

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.

SAMPLE VEHICLE DESIGN


Here's an example of vehicle design. Kirk Conner is an Op,
so he's going to build an Interceptor. Money's no object INTERCEPTOR
to him, so he picks a V12 model with standard armour.
2..
Item Cost Weight
V12 $90,000 1000

He wants to live long enough to be as famous as Redd


Harvest and maybe somebody will make a TV series about
him (he's a Johnny Salvo fan}. The car can take another
2 points of carbon steel armour on all facings to give the
vehicle the maximum allowed armour rating (6 per facing) .

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.

Passenger Cage $5,000 30 EJuLJ EJEJEJ


Ejector Seat $7,500 30
I"" I [-· I
Now when he's out there on the highway, he doesn't want
any of his old enemies creeping up behind him, so h e ITi]~~
decides to put passives into both mounts.
1~~ s I
Mine Layer $5,000 150
Smoke Layer $2,000 50
EJEJEl
And, of course, he wants twin, linked weapons capable
of taking out anything he comes across. He'll mount them
1-· I
on the front wings.

Twin 15mm A-cannon $18,000 500 EJEJEJ


Total Cost and Weight $143,500 2080
1- I
It paid to get a V12 because the weight of this beast means
his Max Speed is 112 and Acceleration and Braking are
both 20. It also affects the Handling to give him a rating
of 4/ 5. Odyssey 4 is ready to roll.
42 ADVANCED VEHICLE DESIGN

ADVANCED
VEHICLE DESIGN
These tables summarise the information given in this book, providing a quick reference guide for designing or customising a vehicle.

VEHICLES ENGINE ADD-ONS


Vehicle Engine Cost Wei ght
'Lft~~~il;~M : · · -~w:'.~iV~P:fM:'.J~?:~}{:~~~~tl~H~fil~f~1~~1f:~~f;t~~:@j
vs $35,000 1000
.; <; \'>>)P~~k :~-- ·:\t¥~V1~H~t·t:T:/.~:%~f.r.Gmfa9.~~$;~~tt1r>0!t0§d%t~
Interceptor V6 $50,000 1000
'~ . s~11 ,,, , i\lf\t~t'.t''.!!:t W<Mt1?~'.®lif~,fu~t~tcttr®ff't·~q
V12 $90,000 1000
·;;. ;_ :4:Blti~:\r J )~;-¥~~ii'.>~~1~~~1}f/~J$if;GD!O®.WiW.%1ffi.@i2iti~~~~t~f;:

ARMOUR DRIVING SYSTEMS


ADDITIONAL CARBON STEEL ARMOUR ACTIVE SUSPENSION
Car Handling +2
Vehicle Cost Wei ght
it.l~J.tilill~l*~W$m1R~mwQ~mtt~rf1ilill~~q1~fti~1~t1~~
Interceptor $12,000 4·0
Upgrade - acti ve suspension to robotic drive:
Brings handling bonus up to + 3.
Bike Vehicle Cost Weight
Target zone Cost Weight :N;::~~WfifPrJ~~;~£~~!±iW:~tlilli\1W}1tfl§1s~!i~rrf#Y~1.;~f~~!,{~i;
, ilA~JW ~:· ~,;·.; .; ~;~::t:L•1;c;~~-,~4:t·~1~·¥·rr~=::;~r~~rt'n;;~t~t\=
Interceptor $10,000 + 20
ADDITIONAL CARBON PLAST IC ARMOUR ROBOTIC DRIVE
Includes active suspension. Handling +3.
Car Vehicle Cost Weight
Target zone Cost Weight
<~;.;rl~tnta•irrt~??l~~ru~t.~t~KJ.mrwtw1~~r,~1!Wt1~~tt~~@1~~f:[
, t :r~a:qap: -~+- :~f~.:~~t:#S~l$Ǥlfm~~~t1zt@:~~i;t;*r:t~i.~~~%Wt~2~~fn~, Interceptor $15,000 60
Rear $5,000 20
..:· ::::J::f$,t[-.~\A ·'.~:t:f:-:*!::3t~W?4~;~~;t~t~~WX~t1~~£~ti~Jf!Jt.;f7'~h·Y:t£'.'. DRAG CHUTE
Floor $3,000 20 30mph braking. Shoot folds and jettisons at 60mph.
·~ -~~)Rjjf ··~t ::ftf>;; ;,:<'·:;Kf~f.(~g)~~~FX*~;~::tf:S*ffl:$~~~)~~r(r>mt:t~~
Vehicle Cost Weight
Bike 1~t:r.::t*~~1:r1o~~~~iww~r&1~w.~~::~1~~~,.t4~mm:~t~%~i~i;~{~illi:~~~)
Target zone Cost Weight
ENHANCED COMPUTERISED BRAKI NG
· ·:·~.-~/~:>:•vt:~::~; ,~%t~:> ~~':w~~t~@frm~0~~m~~iW.4f:fi~¥&iJ.z~1f
Vehicle Cost Weight
CARBON PLASTIC ARMOURED VEHICLES
~::~::~l{•1ttii~t~#2lifil~i~?f;f~~f1.J.~p;JiW±~ffA?lff~,~~lWfJWXf[~·
Vehicle Cost Weight Interceptor $6,000 0
.~J~~~g~)~· .;~~::1f.f)·:-.s~-:~-~~1B~1~-~W{tf:W~W~l~~1~~~t~~:ktf ROCKET BOOSTERS
Interceptor + $15,000 650
~~~ :J:t~ke. ~- i':;!~~~f ~r!f~q~:Qp'~. r~i-:Y~==.~:,<~~~$U~~l:i,$Pl~~~::~~?Wi~B:%~~~

TWO - WHEEL DRIVE


Handling + 1, Braking + 10mph.
Vehicle Cost Weight
~~*~1~~~«r~1~;~~f~~!*t~i*i~11kt~~•l1~~1l~~r~f~Jt;;¥r~~~t§~
REINFORCED TYRES COMPUTER DRIVE .
Handling + 1, Acceleration + 5mph,
Braking + 5mph.
Cost

Ejector seat $7, 500 30


Cars only.
ADVANCED VEHICLE DESIGN 43

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.

WEAPONS AND RELOADS


Weapon Cost Weight Weapon Cost Weight
Heavy Weapons Lightweight Weapons
,~~6·.~~~itb~~: q/~'.t:t::t~x~;:~:~ :~:%:~~;}<i.~::@(~~1&»~~~t;ff,~~~~J.2:;·-t,:~; :~~1::fl#~hi~fl~w.1w.t~W~l~~~~~~~~~t~t.~~~i~~~1*~\~~;,:~~~it;~f~~~~ct~t1;~m.
Reload: Reload (6 shots) $1,000
·q:g~l~~~il,~tfk::y,~::i ;. :·~.·;fj~~ .t~. ;;~~54@~f~~~~i~~~~1~ff~4[~t~l{~~~i:.~:.Mf~ . r:: JM~~G.t¥.~~9.~~g;;::¥~ili£¥~,~~0®,]Fttvfu~tili¢lf~Y0~;
Depleted Uranium• Reload:
(1 shot) $3,000 <~<?J~~,~~RiPlJ~K-a~~~~r~~~~JW~%f~W~~§1t~~~t:i@#tr~;ii.j(@~:t@~i·:ri.~
·• t
4~Gtena~':l4ti:!J'!~f.1~f '.l>· .<.; W~'&.Jl®.·f:f¥tiihH2$0~<H/ (4 shots) $800
Reload: ;~,~'~i&1t~t1i~~Jl·*t~f~~;:~::~;~~~~m~~~1:~:~¥¥~~~:1~;rn]::~~~1~:~~j.-:}f~~;~~~0:;~:
., . ·~ Combat Laser* $10,000 70
. '
' ti~~1w.~~:ea~n~J-t1f~Vi~~1r-rn~:=?~~~w~~t~~(:QQO~:%t::~ir~~*w-~::?:~o-2::~,·,:~;11t'.:;
Shaped Reload:
(1 shot) $1,200 :.
~~·1at~~KP~Jw.•.nt:f~)i:::f::i_-::~<~=>~:tJff:~:~~w::tft\ :}~r-·"~t·:·;·~ff~'.tt:~:~>:;:;: :;,·.
'~~f.ior. lf:11Jl.9J~ . ¥; ? 'f ,~.I~Wii't~Ji9:,~)ffe~1J@J@rhft~1l•)hcA. (1 shot) $ 750
Heavy Laser• $18,000 200 ··>:f_~tfffq~~tr;~~•~tt:·. :t~~~-,:--~,;.:·>f:.f;f~'W~*s~Qtt:···'.J<;\·:,~.:::;::r/ +~~:.x:_>~:.:.¥.
M1.W11~~eo.i:t· 1~~~~1~):<: +wdw~~-~!fHruxn ~e;cL•·'\.l Shaped Plastic"
Missiles (each): (1 shot) $1, 500
High Explosive $4,000 30 ;.f7$.~jtrnfM.J""!9~1~··~'· :"J'····,%d ,·.\',.,. '''likQ$.ltit.~\.ft.,(·il@1~faW~@$'
<;
. r$8.t~~stit~-,~'''··• ;,J:~ihBtil$$J~Wt~·~mMZ$.on~;~0 ' .~···' Reload:
GP (4 shots) $2,500
HiVAP* $10,000 30
fGSM·~ :..r:::~·'.:~~~;%~::m'~~ti~k~Z~ii$~1~t*~' ij PlfiJi.fid®J.~iUijjl~~f :,~¥.~·::.:~~ ::<·:~W~t~F~~~~~~~r~tf<=_f:%B~~1fTtTfWP~·:;~
Cannister• $10,000 30 · (1 shot) $2,000
s~k~; ., ~-'\8;)':;tt;tili ~g®O,~l~·?I?Mrw :a.~-k~ ?::fi19fflfO?MlQIP~~~ ~: .tJ {:~:f1°:~>~.-~%«~::l~:;$~1:~r~:<~s::~~r~:¥;hf ~A1*-~~rnr~
Medium Weapons Passive Weapons
61'(1m M8.ct.ilne"'.Gtlfl:v /\ g8·9>} .,:;.~, ~~OW-/~;· >,f~) j7@v. . ~p!,¥.~~~~~ili"\~l~lf%·· ~>~ .i~;; f$1~~ ~;);~~'.-;:;~-·.~fr:~::~ l~;(f;\;f~
Reload (12 shots) $1,000 Reload (12 shots) $100
-1AA1ID~J>.c.&Ri\~~;:.:~ ~t~:·~: f~f1t~:~¥::~;~;'.~ •·9i~,~~1W~¥b/E~5o;:~:{·,: ;;: )Y~~;n~~~~tt~i~rr~::~·::%.: · .r , .t'·' ' ~r~~..,9.QO·.· F,;,, rMJ~Q,Wt&b;
Reload: Reload (6 shots)• $1,500
GP (8 shots! $3 000
.·~'~!ffl'~;~~~t~'t' :-:::t/~~~:K '. ·~~~;; :r4\it}~~:~1$'qt%b£f%t~ :
'~llt ii!.~~}~t~r'~,.§:~.2'.~'.~:f:E:~[~ . ~·x rm~~twtm~~~~.;:r~>-= ' ·"· . · ··~
$100
.It~OOO;, r~·s~W~'.:d«=>,'N/F\''
20mm Grenade Launcher $5,000 150 Reload (12 shots) $50
<·v_·,·f:t!~~£ ~: ~x::f:e ~: >·;:;(%~·:~-:~). . /~J)iF~::?:;··itiU~::#~-:-~W{t:wt~?:{{:~H~:,.. i-s~·f Lightweight Passives
High Explosive
(10 shots)
i. )_ ~~~i~J~.;~~fJii~e;.;,:;i-: ~-·~;,..'.:,:.x:x:), ~:~~~:~\. :(_; ~~!~090 ,)~ )/)j];~·~~~tQ:ii!t'I¥t~1
Reload (6 shots) $50
'; •sfS$liftf';$!:tdth ·---~~~f*-'~~:~;~J~f.~!w:tiifal:·~1~~£trf~}:;:~~~~::~~;~7~::~rn~~9A:~~1~~r~-
Combat Laser•
Re1oad (4 shots)• $1,000
··f;~~!:~r:~1gJir~~n~w::~ .:·:~R;~~~~'.r~xrn~r'~~~~~f::~t~J~~;;§~t~~~1W{~::tt:r
Reload (12 shots) $60
* denotes an item which is difficult for Outlaws to obtain; when ~ -:i Oir~~e·~;;~:z~~~i::r:%::W ;:/h···~::t~.:)lftii~w~~~~~~~®O~t~~~:. ?~t;~.~~f~~~!J.Pi:~rn~s~~
buying this item for an Outlaw gang, add 50% to the listed cost. Reload (6 shots) $25

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.

ACCELERATION & MAXIMUM SPEED


Having calculated the vehicle's total weight, find the table for the appropriate engine size. Read down the left-hand column
until you reach the correct weight range and then simply read across for the vehicle's acceleration and maximum speed.

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

BRAKING AND HANDLING


Braking is affected by the vehicle's type and weight. Read off the braking characteristic against the total weight on the
appropriate table.
Handling is also affected by the vehicle's weight. Heavier vehicles have problems cornering and manoeuvring at speed because
of their greater inertia. They do however have an advantage - a large vehicle w ith a lot of weight is far less prone to the
effects of mines and other HE hits. Handling can vary with the addition of driving systems so the figures below are bonuses
or penalties for the vehicle's handling. Two figures are given. One is for HE hits, the other is for everything else, including
control loss tests, spin tests. bootlegger tests, and all hazards other than HE hits. The two figures should be noted down
separately on the vehicle's record sheet.

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

2. Players roll the dice to choose starting track set-ups from


SCENARIOS t hose below.

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.

1. Both players drive identically equipped cars. They each roll


for drive skill.
Score Drive Skill
1 2
2 3
3 3
4 3
5 4 Bulldozer Alley begins on the first section of track
6 5 generated by a player.
VS Renegade + turret mounted missile launcher with 3. Both drivers roll a dice to determine the lead car. The lead
missile fire computer (Missiles: HE, HE, HE, Cannister, car begins the game anywhere in the second track section.
Smoke, HiVAPl The following car begins in the first track section. Each
driver selects starting speed (anywhere from zero to
maximum mph).
RENEGADE 4. All track sections generated after the initial set-up will have
sand or debris on them.
Random hazard markers are placed on the edges of the
road so that they occupy three lanes in a single space.
There won't be enough markers to represent all the hazards
required, or there won't be enough of the same type. Place
as many of the appropriate markers as you can, and take
up markers when both drivers have gone past them.
Of course, experienced modellers may w ish to make their
own, three-dimensional markers for hazards. Sand, flock
or ballast is readily available from any model shop and can
be glued to strips of card to create the desired effect.
----------,
_ _ _ _ _ _ _ _J
Generation
To determine the number and nature of the obstacles both
the large dice should be rolled.
The number on the higher scoring dice gives you the type
of road hazard.
Road
Score Hazard
1-3 Sand
4-6 Debris
The number on the lower scoring dice gives the side of
the road on which they should be placed - 1-2 left, 3-4
right, 5-6 both. This is also the number of markers to be
placed.
Markers should be placed, in order generated, from the
space nearest to the start of the track, and working
forwards in the direction of play.
On straight sections there are 3 spaces on the tracks, on
curves there are 2-5 spaces. Sometimes there will be more
than enough counters to fill the entire side. In these cases,
any counters which won't fit should be placed on the next
track section.
5. The winner is the driver of the f irst car to travel along ten
sections of Bulldozer Alley.
46 SCENARIOS

The Red Dog - a bar seething with low life. Apparently, it's named after a Sanctioned Op.

GAME TWO GAME f"OUR


"You're right We join up and nobody around here's gonna have The comm voice was clinical. "Mr Brunner, please fasten your
the firepower to get in our way. Sounds like I'm the best man seatbelt. We may have a problem."
to run this gang_ Don't like the idea, huh? Well, let's be pro,
here. I know some good territory just cryin' for us to sort this An Express Sanctioned Op is escorting a GenTech corporation
out." executive across country when a bike gang make an
assassination attempt.
Another gang, about the same in strength as the Maniax
chapter above, wants to join up with the chapter to secure 1. Players decide who will play the Op and exec and who will
a tighter grip on this stretch of desert. But there can only be play the biker gang. You can roll a dice for this, the lower
one gang leader... scorer taking the part of the Op and exec.

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

1. Each player has $200,000 to build an Outlaw gang. This


must consist of a minimum of 2 Renegades and 3 bikes.
This minimum may be exceeded if a player wishes.
2. A track is selected from those given in 3. Track selection is made from the choice given in Game 1.
Game 1.
Extra track is generated using the normal continuous
3. Players begin at opposite ends of the track, facing each generation rules from Dark Future.
other. Both players choose starting speeds from 0 to
maximum mph. 4. Decide whether the game is to be a pursuit or an intercept.
Roll the dice: on a roll of 1,2,3,4 the game is a pursuit; on
4. Play continues until there are no OpPonents left alive or a 5 or 6 the game is an intercept. In a pursuit game, the
capable of doing damage. Any vehicle that moves off ei1her Op and exec vehicles start on track section 3 at any speed
end of the track is assumed to have left the battle and from 0-max mph_ The bikers start on section 1 at 0-max
cannot be brought back into play. The winner is the player mph. In an intercept game, the biker player starts on section
with at least one vehicle capable of firing and moving at 1 (at 0-max mph) and the Op player starts facing in the
the end of the battle. opposite direction, on section 8,9 or 10, moving at 60mph.
SCENARIOS 47

GAM E FIVE GAME SI X


"Fair trial, my ass. Get off my back while you've still got a "The man waits, Rado. You ready?"
face. That is your face I'm ta/kin' to, isn't it?"
"Don't use words you don't understand, Mendez."
An Op has turned renegade. He's in an agency car being
pursued by a former associate. Missiles cannot be used in Mendez and Rado are rival t rikers. Both have a lot of clout
this game. with the young rebels who have yet to join the ranks of the
Outlaws. A Yakuza man who wants somebody to nurture the
1. Each player has $100,000 to build their Interceptor. young talent in the area has offered $100,000 to fund a new
2. A starting track is selected from those in Game 1. Outlaw gang, to the winner of a race through a dangerous
stretch of desert.
3. The renegade Op begins the game on section 3. His pursuer
starts on section 1. 1. Both players have identical standard trikes. The trikes
are unarmed.
4. Further track is generated as in Game 4.
2. Track is generated as in Game 1.
5. The renegade Op wins the game by destroying or out-
distancing his opponent. The agency Op wins by 3. The first trike to complete twenty sections of t rack is the
destroying or immobilising the fugitive. winner.

-
---·--·--..
....
NAME SKILL

ENGINE TOTAL HANDLING ACCELERATION BRAKING MAXIMUM ARMOUR


ADD-ONS WEIGHT SPEED
FRONT FLOOR

SIDES REAR ROOF

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.

1 111 1 11111 11 11 I I I I 1 1 11 I I I 11 111 11

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 RANGE ' 'ACCURACY! I OAMAGE I


SHOTS
RENEGADE
NAME SKILL

ENGINE TOTAL HANDLING ACCELERATION BRAKING MAXIMUM ARMOUR


ADD-ONS WEIGHT SPEED
FRONT FLOOR

SIDES REAR ROOF

1s 111 116 11s 1 14 113 FJ~ 11 I10 I s I s I 1 I 6 I s' I 4* 1 3 1 2


• Lose 10mph maximum speed, 5mph acceleration and 1 point of handling when score falls below this value.

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:

I AANGE I IACCUAACTI EJ R. WING:

~ IACCU1
L_J
I OAMAGE i
l __ _ _ J

SHOTS

0
REAR L. WING:

IACCURACTI EJ '.:· I 0
REAR R. WING:

IACCURJ I DAMAGE '

SHOTS SHOTS

EJ
TAILGATE:

ACCURACY EJ
JI ~·~• I
1 PASSIVE:

SHOTS
I'"ms
. <.

. ·.
INTERCEPTOR
NAME I SKILL

ENGIN E TOTAL HANDLING ACCELERATION BRAKING MAXIMUM ARMOUR


ADD-ONS WEIGHT SPEED
FRONT FLOOR

SIDES REAR ROOF

-·:-~ :-.··

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

ENGINE TOTAL HANDLING ACCELERATION BRAKING MAXIMUM ARMOUR


ADD-ONS WEIGHT SPEED
FRONT FLOOR

SIDES REAR ROOF

12 111 110 I 9 I.fl 7 I 6 I 5 I 4 I 3 I 2


• Lose lOmph maximum speed, 5mph acceleration and 1 point of handling when score falls below this value.

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:

EJ !ACCURACY! EJ V•'>'' ·---,


EJ
R. OUTRIGGER :

IACCURAj I DAMAGE .

SHOTS
k\'.'.&5C;\y:,>.'Mi:%.-:J
SHOTS
·-1
l. PASSIVE: R. PASSIVE:

l"m' ILJ "m' ~ LJ


REAR:

EJDEJ
ISHOTS

TAIL GUNNER YES/NO


RE'AR FIRING YES/NO
May only be rear finng if t.ailgunner is
present. The weaPOn must be forward and
fixed otherwise.
'· :,~.;.' --~·
~;.~

NAME SKILL

ENGINE TOTAL HANDLING ACCELERATION BRAKING MAXIMUM ARMOUR


ADD-ONS WEIGHT SPEED
FRONT FLOOR

SIDES REAR ROOF

.•~·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:

I RANGE ~ IACCURACYI LJ D IACCURA~1 D


RIGHT:

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
[

TOTAL HANDLING ACCELERATION BRAKING


6
MAXIM U M ARMOUR
AOO-ONS WEIGHT SPEED
FRONT FLOOR

SIDES REAR ROOF

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:

1 ~.. I'""' IEJ


RENEGADE
NAME SKILL

ENGINE TOTAL HANDLING ACCELERATION BRAKING MAXIMUM ARMOUR


ADD-ONS WEIGHT SPEED
FRONT FLOOR

SIDES REAR ROOF

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.____ _ _ _ ,,
·---·-···-----------------

DEAD MAN'S CURVE


by Richard Halliwell and Sean Masterson
The Dark Future and White Line Fever rulebooks cater for a series of one-off games. The players use cars for one game only, and start the next game
with new cars and drivers. This article is the first part of a series that provides rules to allow players to use the same drivers and vehicles over a number
of connected games called a campaign. In a campaign, what happens during one game affects what happens during the next. Players get the chance
to develop roadfighting characters. The more games a player runs his character in, the tougher and more skillful the character becomes. He'll get
richer, too. He will find himself under more pressure. And he'll be able to buy new equipment to repair or modify his vehicle and recruit drivers to
fight alongside him.
Playing a Dark Future campaign is much more fun than playing one-off games and little extra effort is involved. Players begin a campaign with equal
funds and have to earn more money, not just to buy new equipment, but to keep their drivers and vehicles roadworthy.
A story is built up around each game. It begins before the roadfight takes place and continues after it has ended. Players can try to out-manoeuvre •
each other before the roadflght begins. After combat, players are faced with the damage done to their vehicles' armour and systems and their drivers'
mental state. Players have to cope with other unpleasant aspects of the world their characters live in. Big media deals are always in the offing for
moderately successful roadfighters. Dealing with the media in 19g5 can be as dangerous to a person's health as roadfighting itself.
Everything has a price, even the act of survival. Sophisticated technology can lengthen a driver's lifespan but the price isn't just paid in dollars...

PLAYERS AND UNITS Points


Much of a driver 's progress is recorded in the various points systems
A Dark Future campaign can be set up among any number of players, six introduced or expanded upon in t his book. The points systems affect each
being the optimum number. Campaigns are just as suited to two players, other, as well as the driver, in intricate ways.
with an optional referee or Gamesmaster (GM). Each player controls one
or more units. A unit is either an Outlaw Gang or a Sanctioned Op. The Drivers who survive a game gain ml1ttage points. As mileage increases.
more players there are. the better it is for each person to play one unit. so does drive skill. Players also gain psychosis points which reflect the
Smaller games are made more interesting if players control two units each, increasing stress caused by the career and lifestyle of a highway warrior.
such as a game with two players, each controlling one Sanctioned Op and Finally, kudos points may be accrued by drivers who survive long enough
one Outlaw gang. The choice is left to the players. If six people are happy to become famous or notorious.
running two (or even morel units each. then they are free to do so. The Mileage points, drive skill, psychosis points and kudos points can never
one restriction is that all the players should agree to begin the campaign drop below zero.
with the same number of units, even if they drop one of these units out These different types of points and their game effects are described in
of play later. full later (see Mileage, Psychosis and Kudos).
A balance should be found between the types of unit being played. There's
no problem with several players running Outlaw gangs because Outlaw
gangs come into conflict with each other all the time. However, if too many BEGINNING A CAMPAIGN
players choose to run Operatives, it may become difficult to arrange games,
A campaign begins with each player choosing a unit type. Each unit receives


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

THE CONTRACT ATTACK


SEQUENCE DECLARATIONS
A contract sequence represents several factors of the campaign game. The matter of who attacks whom is decided by a series of attack
Firstly, it serves as a measure of time. It could be 48 hours or it could be declarations. Attack declarations work like this:
two weeks. However much of the calendar it represents, its limits are
defined as the maximum amount of activity one roadfighter can engage 1. Only one attack declaration can be made by each unit in each
in, compared to another.
contract sequence.
The kinds of activities that take place during the contract sequence are
slightly different for Ops and Outlaws. The contract sequence regulates 2. A unit can only be the subject of one attack declaration in each
contract sequence.
when and how these activities take place. regardless of the characters·
roles. Tho number of engagements that a driver may take part in is regulated 3. A unit cannot make an attack declaration if it is already the subject
by the contract sequence. This ensures that opposing drivers progress at of an attack declaration by another player.
a realistic rate. A contract sequence consists of one engagement for each
unit in the campaign and the consequences of t hose engagements being 4. When an attack declaration is made. lhe two units involved in the
calculated for every driver involved. declaration must conform to one of the engagement types described
In the case of an Operative, the beginning of the contract sequence earlier (eg Op vs Outlaw Gang or Outlaw Gang vs Outlaw Gangl.
represents a period of activity when different corporatiqns or state Atta ck declarations cannot be made otherwise (ie a Sanctioned Op
authorities are offering bounties for the elimination of Outlaw gangs and cannot make an attack declaration against another Sanctioned Op).
renegade operatives in the Op's area. The Sanctioned Op must find an
opponent on whom a bounty is offered, seek out and engage him, then There are a number of reasons for these restrictions, which vary from case
take the consequences. to case. A unit cannot attack another unit that is already the subject of
an attack declaration because. for instance, when an Operative takes up
In the case of an Outlaw gang, the contract represents cut- throat
a contract on an Outlaw, that Op has exclusive rights to that Outlaw for
underworld influence on their activities. An Outlaw gang might attack an
the period of that contract sequence.
Op after deciding that he could become a problem for their operations in
the future. The gang can take preventative action by hunting him down. When two Outlaw gangs take each other on for territorial reasons or for
Alternatively, the sequence could represent gangs fighting each other to the sake of rivalry, more powerful underworld forces are keen to see which
defend or invade territory. If the gang is subjected to an attack by an Op, side proves itself stronger by its own merit, and passes the word that the
then this road fight merely represents the gang's struggle for survival over two belligerents should not be interfered with for the t ime being.
a short period of time. If two gangs arrange to f ight each other. they must do so secretly. to avoid
A picture of what is going on is gradually built up in the players' minds. the attentions of the media and the authorities, so a Sanctioned Op who
This picture is the background against which the game is played . As you wants to take a contract out against one of those gangs simply cannot
read through these rules. ideas will come to you or you will find weys of find out the gang's location for the period of this contract sequence.
incorporating the ideas you might already have. Sy the time you're ready Units can only make one attack declaration per contract sequence because
to play, you'll know exactly why the scum oughtta be blown off the road! each attack requires planning and training. In addition. the consequences
Campaign games, then. are played out in a series of contract sequences. of the attack are time-consuming. A unit can decline to be the subject
At the start of each sequence, a player must have record sheets for all of any attack declaration but it must retire from the campaign immediately
his characters and vehicles ready. You'll also need to keep a record of each if it does so (ie the characters have gone into retirement). The player who
driver's mileage points, psychosis points, kudos points and so forth. When controlled it cannot create a new unit for the campaign until the beginning
the contract sequence is played. everything that happens in any particula r of the next contract sequence.
phase is assumed to take place simultaneously.
A contract sequence begins with players making attack declarations w ith
The contract sequence begins w ith attack declarations when the players each of their units. This is done as follows:
determine which units are going to fight. The roadfight itself is covered
by the section on Approach and Engagement which is followed by optional 1. Each player rolls a dice. Starting with the player who rolled the highest
rules on night driving and roadfighting in hostile environments. The score, and going clockwise around the table, players are allowed to
remaining phases of the contract sequence ere outlined in the section on declare an attack by one of their units on a unit controlled by ano1her
Survival and fully explained in the sections that follow it. player. subject to the restrictions mentioned above.

·-

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

3. The winning unit places vehicles on the 2 sections at either or both


ENGAGEMENT TYPE ends of the track.
The winner of the approach roll chooses whether the engagement that The ambusher is allowed to sandwich the target between two groups
is about to take place is an intercept, a pursuit or an ambush. of moving vehicles. Vehicles in front of the target can either be moving
After the engagement, when the players calculate how many mileage in the same direction as their quarry • placing passives or making
points their drivers have earned, the number of mileage points available life difficult with rear-firing weapons • or can be heading towards
to the surviving drivers will depend on the type of engagement they have the target in intercept fashion. Vehicles behind the target must head
just fought . Being the winner or loser of an approach roll does not in any towards it.
way affect a unit's status as attacker or defender.
4. The ambusher can also place any number of his vehicles on the 2
lanes nearest to any road side, facing in any direction, on any of the
track sections generated for the start of play (including those
For example: Lucas Nash, an independent Sanctioned Op. declares occupied by the unit that lost the approach roll). These vehicles are
an attack on a newly-formed Miami·based Maniax gang consisting assumed to be moving off. They start the first turn at 20mph, speed
of two Renegades. The Maniax have been kept informed by their factor 1.
bigger cousins' hacker crews (though this help cost them $10,000J
Ambushes can become chaotic, especially when both sides have
and have a + 1 on their approach roll. Nash doesn't use Ratcatchers
lots of vehicles and the ambusher has cars in both intercept and
sohehasnomodifiers to apply. TheManiex roll5(+1) = 6. Nash
pursuit positions. The unit being ambushed should try to minimalise
rolls a 3. The Maniex score is subtracted from Nash's score to give
casualties on initial contact and then get our of there as fest as
a total of minus 3. This is less than zero so tha defender is allowed
to choose the nature of the approach - he's managed to out- possible/.
manoeuvre the Op. The Maniex player sets up en ambush. Nash
will be attacked by one car in each direction.
CRUISING RESTRICTIONS
So, even though Nash took a conttact on the Outlaws, end is Engagements often start with one side simply driving along the highway,
therefore technically the attacker, the Maniax have successfully blissfully unaware of what's about to hit them. These vehicles are said
turned their defence into an attack which will make the situation to be cruising.


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.

Track Generation at Night


Whatever a driver uses to see at night, his visibility is reduced. In game
terms, this affects track generation . As far as initial track generation is
concerned, in Ambush and Intercept engagements is the normal procedure
followed. In Pursuits, only the first 4 track sections are laid.
Night drivers cannot see as far ahead dow n the road as they can during
daylight. In terms of track, drivers can only see 2 spaces ahead of them
{this does not count for spotting vehicles·, which may be seen further away
if either direct or vista line of sight is possible). Therefore, new track sections
are only generated when the lead vehicle enters the last-but-one space
of the last t rack section that was laid down.

Encountering Random Hazards at Night


When an engagement takes place at night, random road hazards are much
more dangerous because t hey're placed much closer to the lead vehicles
than in a normal game.
All of t his makes travelling at high speeds extremely dangerous at night.
That's just the way it should be.

Calculating Mileage Points at Night


Successful roadfighting at night is something that teaches a driver a lot.
It also earns him the respect of others. At the end of an engagement t hat
was fought at night, the number of mileage points awarded to a driver
is multiplied by H'.. Round fractions up.

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.

Environmental Conditions Table


Roi Result
1 High Radiation
i ''' Fir&i . .
3 Ultra :Violet
4 Siirid Storm
5 Pollutant
6 Biochemical Ageot I
~
High radiation: abnormally and dangerously high radiation levels are present ll_Al.U>...~-lJUJu..L.lllllllll.._~~...!Unll!.....JL......ll.~..l'li&.....).~la:~ 3
in this area. This could be a leak from a nearby fission plant, the result
of an accident w ith a toxic waste container or residual tall -out from an
atomic weapons test. All vehicles are fitted with simple geiger counters,
so t he players are always aware of this condition. The radiation will interfere
with missile guidance and detonation systems. Every time a missile is fired Sand Storm: strong w inds whip up a sand sto,,,:, of tremendous destructive
roll 2 dice. If the first dice rolls a 6, the missile's flight track is highly power. Adverse control is modif ied by -1 for three and four-wheeled
eccent ric and it misses its target. If the second dice rolls a 6, the missile vehicles, ·2 for bikes. Any weapons fired w ithout the benefit of a fire control
can hit the target as usual but will detonate improperly, causing only half computer suffer a -1 to hit modifier in addition to any other tactical factors.
damage. Drag chutes cannot open properly and will automatically jettison when
they fire. lasers do half damage.
High radiation levels may be harmful to drivers. Drivers in Interceptors will
be completely protected. Drivers of Renegades and bikes are more
Pollutant: one of the many clouds of pollutant that contaminate North
vulnerable. The GM should roll a dice for each unprotected driver. A result America is drifting over this area. Roll a dice to determine its nature:
of 6 means the driver suffers from radiation sickness. Roll another dice
for that driver to determine the number of contract sequences for which 1·3 Toxic Gas: exposed drivers without filter masks must roll a dice
his drive skill is reduced by •1 because of the nausea he suffers. Reductions at the beginning of each turn. A roll of 6 indicates a lung full of
don't come into effect until the beginning of the next contract sequence toxic gas that induces a KO driver critical immediately.
(make a note now). A result of 6 on this dice indicates a fatal dose of
radiation which cannot be treated. The driver will function normally for 4 ·6 Corrosive Agent: the w ind-borne substance is highly corrosive in
the course of this engagement and then expire. A driver who isn't affected nature. At the end of each engagement, roll a dice for each vehicle.
by a lethal dose may spend $1,000 multiplied by the number of affected A roll of 6 means that some external component has been
contract sequences on treatment that w ill cure him immediately (or at least damaged. This can be armour or a weapon system of the controlling
negate the effects of the sickness!. player's choice. Damage costs $250 to repair.
Roll another dice for each exposed driver. A result of 6 ind icates
Fires : somew here nearby, a fire bums out of control. Perhaps it's on a nearby t hat the corrosive agent settled on his skin. He ends the
off-shoot of the Interstate or the result of some violent activity off the engagement in an injured condition.
road altogether. Regardless of the reason, billowing clouds of black smoke
are being carried in this direction by a strong wind. At the beginning of Biochemical Agent: either as a result of recent corporate warfare. covert
each turn, roll a dice. On a score of 6 a cloud of smoke obscures vision military action or failed experimentation, a biological or chemical agent
on the stretch of road occupied by the players' units. This smoke will is currently active in this region. Roll a dice to determine its nature.
dissipate at the beginning of the next t urn unless another 6 is rolled. While
the smoke drifts across the highway all rolls to hit are made w ith a -1 1-3 Hallucinogen: any exposed driver w ithout a respirator immediately
modifier (except those made by weapons connected to fire control receives 2 psychosis points. Any rolls an exposed driver has to make
com puters) and all hazard rolls are made with the same ·1 modifier. during this engagement are taken at ·1, in addit ion to any other
modifiers. Drive skill is also reduced by ·1 for the period of this
Ultre -Vlolet: depleted ozone levels above this region allow too much ultra· engagement. These negative modifiers reflect the fact the affected
violet radiation to penetrate the atmosphere. Drivers who are inside driver is trying t o separate reality from those impossibly large turbo·
Interceptors, have goggles or are fitted with cybernetic eyes are unaffected. charged pink elephants heading in his direction.
A note should be made each time a driver subjects himself to too much 4-6 Nerve Gas: lingering lethal nerve gas is present. Exposed drivers
UV without eye protection. After 4 UV exposures, the driver's sight is so must ro ll a dice at t he beginning of each turn . They are
severely·impared that he must buy replacement cybernetic eyes or retire contaminated by the gas on a roll of 6. Contamination kills instantly.
from the campaign. If the engagement takes place at night and this result The gas can be absorbed through skin pores so filter masks offer
is rolled, ignore it and roll again. no protection. •

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.

Salvage Phase Re-Equipment Phase


The players decide who, if anyone, can claim salvage. See Salvage. Both sides may now spend cash to repair, re·load, improve and re-design
their vehicles. Surplus equipment may be sold off. See Re·Equipment.


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.

Record Keeping Phase


Pay Phase Record sheets should be updated w ith any new vehicle and driver
Units determine their pay. Ops receive an engagement fee. Gangs take characteristics. Any cash that hasn't been spent can bo saved for the next
a loot test which simulates their criminal activities prior to the next contract sequence (banked or hidden away in a gang hideout). The unit is now ready
sequence. See Pay. for the stan of the next contract sequence.

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.

The Serious Trouble Test


When a car rolls. crashes or is involved in a head-on ram. the driver takes
an immediate serious trouble test. The driver rolls one dice. adds his drive
skill, and subtracts his current speed factor (or the combined speed factor
in the case of a head -on ram) and consults the following table:


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.

As drivers acquire more mileage points. their drive skill increases, as


indicated below:

Campaign Mileage Table


Mileage Drive Skiff
<:~;.
4
."'$
6
. ».:1
120 8
t /f~lf;;~, ~.~-} .J>,eQN;/, '.;...)' ..._;:--.g.; ... ,:~;~:~>,:.
200 10

Drive skill c an never exceed 10.

Mileage And Kudos


As a driver's mileage points total increases, it becomes slightly easier to
earn kudos points. This reflects the fact that kudos is of prime importance
to the media. When they realise they have a moderately successful
character on their hands, it's usually in their interest to help t he character
become as well known as possible, before his career comes to an end.
See Kudos for more details.
WD26
DEAD MAN'S CURVE

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.

OPERATIVES CLAIM BOUNTY


Every Outlaw has a price on his head. This depends on the Outlaw's drive
skill at the time of the roedfight and is given on the table below.

Outlaw Bounty Table


PSYCHOSIS
A professional roadfighter is in an almost constant state of stress. Drivers
Drive Skill Bounty Drive Skill Bounty who live long enough begin to exhibit combat fatigue syndrome similar
2 $6;000 ·7 $120,000 to that suffered by many members of the armed forces. This unhealthy
3 $12,000 8 $250,000 mental state is worsened by the media, which brings its own pressure to
·4 · ·:•20.000 • )' 9 " ··.x};·;. •soo;QOO bear on those involved with the violent struggle for survival. Vulture station
5 $40,000 10 $1,000,000 crews incite the belligerent factions on both sides of the law. And it' s all
. 6 •so.ooo ·.·... too easy for people to lose sight of their original ideals when some media
corporation exec is offering a backhander they desperately need.
An Op who takes on an Outlaw gang and survives receives half the bounty To expect human beings to remain stable under such extreme conditions
for the driver of each car which either crashes, or takes at least one point is ridiculous, but few stop to examine the consequences of their actions.
of terminal damage. Ops are paid the full bounty if the Outlaw is killed The price many pay for their cause is their sanity. Institutions across the
during the battle. USA are full of ex-Ops and Outlaws to prove it.
The mayhem. destruction and killing involved in their professions leaves
many Ops and Outlaws emotionally scarred. twitchy, and in the worse
OUTLAWS LOOT cues, completely deranged. To reflect this. a player must keep track of
Outlaw Gangs and Renegade Ops receive money on the basis of their his character' s psychosis points. Psychosis points are received as follows.:
criminal activity between engagements. At the end of each engagement
an Outlaw gang which has still got one or more active vehicles takes a 1. At the end of every engagement, each surviving driver receives
loot test, This determines how much money they get to spend on their l psychosis point for each driver fatality on his side, and a half a
vehicles before the next game. point for driver fatalities on the opposing side (round down).
2. A driver receives 1 psychosis point as a result of limb loss.
3. A driver receives D6 psychosis points as a result of invoking a
l oot Test recovery clause after becoming a roadfight fatality.
1. Cera: Roll one dice per surviving ·c ar. Bikes and trikes count as 4, A driver receives 1 psychosis point for each roll he makes on
being worth half a dice roll each, so only roll a dice for every any of the Media Tables (see Media). These points are added to
two bikes or trikes lie single bikes or trikes are not counted! . A the driver's total at the end of the next engagement.
maximum of 4 dice may be rolled.
Drivers: Add the appropriate modif ier for the gang member w ith Some of the disorders a character can suffer result in modifications to his
2.
driving ability, combat performance or status. Such modifications take
the highest drive skill:
effect at the beginning of the next contract sequence.
Drive Sklll Modifier Drive SkWI Modifier
2.'or. 3 0 7 20 Psychos is Tests
4 3 8 30
5 :s 9 40
Drivers with 2 or more psychosis points must take a psychosis test at the
end of the psychosis phase. To test. the player rolls 2 dice. If the dice total
6 12 10 50 Is greater than the driver's current psychosis points total, the driver is
unaffected an.d doesn't need to test again until the end of the next
3. Arsenal: The damage modifiers of all the ranged weapons in the unit psychosis phase. If the total scored on the dice is less than or equal to
are added together and divided by 4. Round fractions up. The the driver' s current psychosis points, the driver is compelled to take a
maximum arsenal bonus is 5. Add this to the running total. disorder test (see Disorders).
4. Lootl The gang gets the final total, times $6,000. Psychosis points are held over from contract sequence to contract
sequenc.e. Therefore. it's inevitable that some drivers must gain disorders
if they survive long enough. It's also more likely that in some circumstances
For example: a gang with 3 Renegades and a bike survives an
drivers will be more susceptible to extreme disorders. It's a harsh fact of life.
engagement intact. Three dice are rolled for the cars (the bike is
ignored). The scores add up to 11. The leader has the highest drive
score - 14. A bonus of 3 is added, bringing the score up to 14. For example: an Op takes part in an engagement which results in
The cars have 2 a-cannon ( + 3 damage each), 2 x 6mm MGs ( + 1 him killing three biket$. He also suffers a limb disabled result in
damage each), and the bike (which is included in rhis part of the the process. He receives 4 psychosis points as a result. He takes
calculation) has a l/w GL ( + 2 HEJ. The damage modifiers add up the compulsory psychosis test and rolls 7 on two dice. He's passed
to 10. This divided by 4 and rounded up (10 divided by 4 equals the test and doesn't need to proceed to the disorder test.
2 %, round up to 3 ). This is added to the running total (3 plus 14 However. that engagement has taken his kudos level to 26, making
equals 17) which is then multiplied by $5,000 to get $85,000 · him famous. In the pay phase, the driver gets to make a roll on a
the total amount of money stolen by the gang between the end Media Table. The magazine interview he agrees to costs him
of this engagement and the beginning of the next c ontract another psychosis point. In the next contract sequence, apart from
sequence. any psychosis points he gains from the engagement he takes part
Gangs tend to acquire more money than Ops, but the money has in, he has to add the point he got for taking that media roll. The
to be split between all the gang members, so they have to grab chances are that in the forthcoming sequence, this driver is going
as much as they can. to fail a psychosis test.

WD27
DEAD MAN'S CURVE

DISORDERS Minor Disorders


Minor disorders have a slightly more pronounced effect on a character and
Sanctioned Operatives always follow the procedure for gaining disorders. consequently a detrimental effect on his combat performance. Roll one
explained below. Members of Outlaw gangs behave slighty differently, dice and consult the table tlelow.
however. Follow the normal procedure for the first Outlaw who suffers
a disorder, rolling as usual each time he gains a disorder. However, every
Manic-OepreHive: At the start of each engagement the player rolls
time another gang member fa ils a psychosis test t hat gang member a dice.
automatically gains the the same disorders as the first member. in the same
order. This refelcts the fact that as the Outlaws go gradually insane, they Odds: the driver is depressed; reduce drive skill by ·1 for
follow suit, slowly building up a collective gang imago. This does not occur this engagement.
in addition to taking tho normal disorder test that follows a failed psychosis Evens: the driver is manic; increase drive sk ill by + 1 for
test; it happens instead. this engagement.
The normal procedure is as follows. W henever a driver is called to take These modifications do not affect a driver's bounty value.
a disorder test, roll a dice, add the driver's psychosis points and consult
the table below : 2 Very Unrelleble: When the driver is part of an attacking unit, roll a
dice at the start of each engagement, before the approach roll is
made. If the dice scores a 1. the driver has failed to show up. If there
Disorder Severity Table are any other drivers in the unit, they must fight the engagement.
Otherwise. the engagement is cancelled and the driver cannot take
Score Result part in another engagement until the next contract sequence. Gangs
1-8 ·Roll on :the Har~ss Disor:der Table. and Renegade Op opponents can still take a loot test. If it was a gang
9 ·11 Roll on the Minor Disorder Table. member who failed to turn up at the engagement site, he and his
12·13 .Roll on· the CO$t/y Disorder Table. vehicle must be ignored for the purposes of that gang's loot test in
14+ Roll on the Dangerous Disorder Table. this contract sequence. If a driver who failed to turn up was a solitary
Outlaw, he does not take a loot test in this contract sequence.


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. ·

1-3 Ex pen1lva Ona-Off Payment: The driver i s compelled to buy


something he has always wanted. After this the disorder has no
~··
further effect. The player may c hoose something, other than a
weapon or an item of equipment, which must cost $ 5.000 or more,
or may roll again:

Expensive Suit (costs $5,000)

2 Chrome Engine (costs $8,000)

3 Custom Paint Job - roll again:


Odds: expensive airbrushing (costs $10,000)
Evens: awful two-tone respray costing $5,000. Roll twice
for the colour combination:
~:~t~}i}.: ~:-:·fFiuonta&irif~ttnge '{
2 Lime green
·3 · Lemon ·
4 Royal purpie
;uxs\-~~~ ~,e~ ~_.=·;rf: ·


>
6 Metallic pink

4 Charity donation: the character may repair any damage,


and fully reload any weapons on the car but any remaining
earnings from the last engagement and half his banked
assets are given to charity.

5 - 6 Refit - roll again:


Odds: Doeskin Upholstery - the driver must spend $3,000
having the vehicle fitted w ith doeskin upholstery and
walnut facias.
Evens: Public Address System - the driver insists on going
into action action playing Wagner, Bolt Thrower or Lust
lobster CDs very loudly over an external car music
system. The system costs $3,000. The habit means the
the opposition will know they' re under attack at the start
How Long Disorders Last
of the engagement. and so are instantly exempted from Some disorders, as explained above, are like impulsive emotions which
any cruising restrictions. have an effect once and then trouble the driver no more. Others become
a condition. When this is the case. drivers should roll a dice to see how
4-6 Expansive Habit: Roll again to give the particular habit and then many contract sequences the disorder lasts. Harmless disorders have a
deduct this sum at the end of this and each subsequent engagement. modifier of -2, minor disorders have a modifier of -1. costly disorders have
a modifier of 0 and dangerous disorders have a modifier of + 1. Results
1- 2 Fortress building - the character spends one third of all of 0 or less are treated as 1. This roll is made for each disorder the driver
income on converting his home into an impregnable suffers from. The roll may only be made once per disorder.
fortress. If a GM runs the campaign, he may make the roll in secret and only tell
3- 4 Visiting psychiatrist.s - roll a dice at the end of each the driver when the disorder has worn off.


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.

4-5 Trigger Heppy: The character must fire whenever he ha s the


opportunity to hit a target, no matter how slim. The weapons used Losing Psychosis Points
must either be the most powerful or linked - ie the weapons fired Once a driver has failed a psychosis test and rolled for a disorder. he rolls
are those with the highest damage rating. 206 and subtracts t hat number f rom his psychosis points total - the
stresses of bat tle that have been building up are alleviated by his new
6 0 vef'·Cautlous: An over-cautious driver may never make a manoeuvre outbreak of crazy behaviour. A driver never has less than zero psychosis
at a speed in excess of optimum speed. points.

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).

KUDOS KUDOS POINTS


Successf ul Ops and Outlaws attract t he attention of the media and,
Success means different t hings to different people. While almost everyone consequently, the public. Kudos points are a measure of their media
sees some advantage in survival, others see it merely as a means to an visibility. This degree of visibility largely depends on how long the character
end. Some Sanctioned Ops spent their youth in the PZ, watching action has been around, what he has done, and how flamboyant he is. Every driver
vids about t he Out laws and the threat they pose to American civilisation. will earn kudos points, if he survives long enough. They are the inevitable
They see t heir careers as positive measures in the struggle to hold on to by·product of a driver being able to drive down a stretch of Interstate
what's left. The media corporations are happy to foster this attitude as without anybody stopping him.
an investment in the future. Other, often more experienced, Ops don't think Famous Ops can make sponsorship deals, bringing in an additional income
the battle lines are that clearly defined. or cutting the costs of equipment and maintenance. Notorious Outlaws
Most Outlaw gangs are out to get whatever they can, but mot ives and can use their fearsome reputations to get hold of equipment more cheaply
ambitions differ from gang to gang. What most Out laws share in common on the black market, to demand higher protection fees and generally make
is a battle for survival outside the safe web of corporate·manipulated PZs. more of t heir criminal activities. Both sides will attract attention from the
Some just want a little territory, in NoGo or beyond, where they can make TV vulture stations in the process, with the advantages and disadvantages
the best of their existence. They don't want to contribute to a system that that brings.
has leeched t he planet dry and they will fight for whatever they have Each driver's kudos should be calculated in the kudos phase of every
managed to achieve, whether it be an old shack they can use as a garage contract sequence. Kudos is a combination of how long the driver has been
for their vehicles or a route to a food supply. operating as a roadfighter, measured by mileage, and his eccentricity.
Other Outlaws know that if they're strong enough they can wield power.
And why shouldn't they? The corporations do whatever they need to in
order to get whatever they want. If another Outlaw gang has something Mileage
they can use, they'll go in there and take it. They don't want to know if The longer a driver has been in the roadfight business, the better known
there's a future unless they feature prominently in it. Their attitude provides he is. Each driver earns 1 kudos point for every 10 mileage points he's
inspiring material for me-dia types and so they feed the system in spite accumulated. So, for example, a driver with 24 mileage points has 2 kudos
of themselves. points.
Survival breeds success by its very nature. It takes hard work, has some If the driver has less than 10 mileage points, he earns no kudos points at
advantages, but, of course, brings new problems. A driver who survives all - the effects of eccentricity are ignored and no roll is made for media
a few engagements has to prove his right to continue to survive. visibility.
DEA D MAN'S CURVE

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.

Kudos Effect Table


Kudo• Points Media Visibility
0·5 Obscuie
6-10 Known
11-15 Respected
16-20 Famous
21·25 Ster
26+ Living Legend

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.

Dangerous Disorders: 1 Roll once on Medi• Tebl• 1.


Foolhardy +3 2-3 Roll twice on M•dia Table 1.
Heavy Foot +2 4 Roll onee.-on Media .Teble 2.
Trigg11.r Happy ''."'·~· : :~;~. +.3 5 Roll twice on Media Table 2.
Over-Cautious ·1
6 Roll once on Media TibM 3.
Status:
Highest drive skill iri gang/agency +1 Living Legend
Independent Op +1 The driller is numbered among the all-time greats. His name is on everyone's •
Looe Out law +1 lips and he's guaranteed to boost the ratings of any vulture station or chat
Biker ·1 show on which he appears. If the driver fought in this contract sequence,
Been a fll•n\ber c f 2....3 .gangs/11gencies +1 . roll one dice.
Been a member of more than 3
gangs/agencies ·1
Roll anc* '<>n Medis Table 2.
Op drive. Renegade . ·1
Outlaw drives Interceptor• +1 2·3 Roll twice on Media Table 2.
4-5 Roll onee on M edia Table 3.
• This does not affect Operatives who become Renegade Ops. 6 Roll twice on Media Table 3.
DEAD MAN'S CURVE

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.

Robotic Drive: handling ·3


Fire control and drive assist devices like robotic steering and computer
drive acquire much of the data they need to function by analysing local Computer Drive: handling ·1, acceleration ·5mph, braking -5mph
road and traffic conditions. They do this by talking to eye-satellites orbiting
overhead. Hack·Attack software works by reaching these satellites and Missile Fire Computer: the computer's Identification Friend or Foe
then travelling down the same signal route used by the target vehicle. where routines flip-flop so that the computer only ever fires at friendly targets.
the program attempts to penetrate the vehicle's anti-hacking defences in When there are none, it will not fire at all. The computer will begin
order to plant a virus program in the electronics. A virus program works misfiring in this way in the next available phase and will continue to
by absorbing the processing power of the system it resides in, thereby fire until it runs out of missiles.
making that system incapable of functioning as it should. It doesn't matter
whether the virus enters the vehicle via a fire control computer (or software) Turret Fire Computer: the computer suffers the same effects as the
or a drive assist device. Once it's in the vehicle, it can get to any electronic missile fire computer.
system and wreak hav·oc.
A driver w ith an adversely affected system cannot disable that system
to negate the effects of the hack attack. He must cope with the system's
new behaviour until the end of the engagement. This rule applies to both
Hacking Conditions software and hardware based systems.
Any vehicle with robotic drive, computer drive or a fire control device is
vulnerable to hacking, whether the devices are software or hardware based.
At the beginning of an engagement (ie when the cruising restrictions end) System Repair
drivers who have any of these systems In software or hardware form It costs $ 500 to repair hack damage to a program/device/routine affected
immediately know whether their opj>onents are using any such equipment by hostility or malfunction. Damage must be repaired in the re-equipment
(again, whether it's in software or hardware form). phase. A system destroyed by hack damage is completely useless. It cannot
Any driver w ith a plug and Hack-Attack software can make an attack. be repaired .
DEAD MAN'S CURVE

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.

CAMPAIGN DEVELOPMENT GM-Controlled Units


Just as individual games of Dark Future are exciting, the links between When the Gamesmaster controls a third unit, it can lead to a very exciting
the games in a campaign should be made as dramatic as possible. The game. If the players are going to play an intercept, for example, the GM
best way of linking games is to provide a plotline or campaign theme. The can put civilian traffic on the road. Die-cast models can be used for this.
players take the roles of central characters; individual engagements form If they all have V6 engines. no weapons or armour. weigh between
the highlights of the story, determining to a large extent what happens 800-1400 units and are driven at drive skill 1, it w ill be fun to see if the
next. A character's development becomes a subplot that may be influenced players' drivers manage to swerve between them. It will tell you a lot about
by the campaign theme. or which may influence the campaign itself. The the drivers if they don't bother.
role of Gamesmaster is ideally suited for development of this aspect of A GM could place another roadfighter unit in the vicinity of an engagement.
the game. This is more difficult to handle, especially if the unit consists of more than
The main question that needs to be answered is why the characters are one vehicle. Lone Outlaws and Renegade Ops ere good choices because
fighting each other. They are, by nature of their contrasting roles, opposed they're likely to react badly to players' units no matter what side of the
to each other. but we' ve told you that much already. Finding out why these law they're on. But on those occasions when two Outlaw gangs fight,
characters in particular have become involved in the struggle can provide a lone Op will suit the purpose.
specific details about the belligerents. This makes the campaign more A unit of this type should be there for a purpose. It should add an overall
interesting. tactical consideration that should affect both sides. The unit should be
Perhaps the Op got his license because the local gang was chewing up going somewhere. A GM-controlled unit' s route should be pre-planned as
the road so much, the people in his town couldn' t go on any longer. They much as possible. It might only be around for one or two turns either at
used to have a guardian Op who got killed by the leader of the Outlaw the beginning or the end of the game.
gang • the leader killed him and set his gang on the town because the A GM should not load the game up with so many tactical factors that the
inhabitants are all in the pay of a ruthless multinational corporation that game is reduced to a snail's pace. or becomes unplayable other than by
intends to crush their Nogo shanty to provide more PZ leisure space. That· s the GM himself. GM-controlled units can be fun but they should not be
a simple example. It doesn't matter how complicated and interwoven you over-used.
ST. LOUIS BLUES
READY-TO-USE VEHICLES FOR DARK FUTURE
By Dean Bass
It can take a lot of time to design a few Interceptors and Renegades for Dark Future - so we've
put together some ready-to-use vehicles allowing you to get straight to the fighting. This article
explains how to use the data cards, and gives you the first set: Interceptors and bikes of the
St. Louis Blues.
St. Louis Blues is the first part of an article giving you ready- there are cards for 12 Interceptors and 6 bikes, just some of
designed cars and bikes for Dark Future. These vehicles are the vehicles used by the St. Louis Blues Op agency. In the
presented as data cards, showing.all the information you need next issue, we' ll give you data cards for Renegades and bikes
to use them immediately in play. The vehicles are designed of the Plague Riders gang.
using the advanced rules in White Line Fever, but you can use
t hem w ith the basic Dark Future rules by ignoring new Of course, although we've provided background details for
equipment and rear-firing weapons. the St. Louis Blues and the Plague Riders, you can use these
data cards for anybody you want - they don't have to be used
In addition to the rules for using the data cards, this month with this agency and gang.

W0'8
ST. WUIS BLUES

IT'S IN THE CARDS


Why would you want to use data cards? You may have found
that designing your vehicles takes up a fair amount of time.
This is fine when you' re working out all the details of a specific
vehicle for yourself, but designing half-a-dozen vehicles can
be a little time-consuming.
Data cards allow you to prepare even a large number of
vehicles for a road encounter without too much work. The
cards are ready for immediate use, and give you all the
necessary information for reference during play.
The cards provide a variety of vehicles for a variety of jobs,
from stripped-down Performance cars to heavily-armed
Gunships and heavily-armoured Tanks.

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

40mm GRENADE HOOD +1 +SHE 8 18


LAUNCHER
L.W. COMBAT LASER ROOF +2 +1 11TURN 12 FORWARD Keeping Track
FIRING
Although the data cards tell you everything you need to know
L.W. COMBAT LASER REAR CENTRAL +1 +1 1/TURN 12 about each vehicle to begin play, you will still need to keep
track of things like speed, damage taken, critical hits,
ammunition used and usage of special equipment. This can
NOX · INCllEASEO MAX SPEED AND ACCELERATION 1148 • 381
simply be done to a piece of paper, but it is much easier to
COMPUTER BRAKING • INCAEASEO BRAKE Pl.US MNIC BRAKE keep track of everything if you transfer the vehicle details to
Oil INJECTION • SMOKE PRODUCTION • SEE RUlES the appropriate playsheet.
NOX Will ILOW ENGINE ON A 2 OR 12. IF OIL INJECTION ALSO ON, THEN
Will BLOW ON A 2, 11 OR 12.
USING THE CARDS
•. AF.\MOVF( ,. LOCATION . There are three ways of choosing the vehicles to be used in
·. ':: rYP.E' ' ' FRONT '.REAR . SIDES .FLOOR • ROOF a game. These are: Selection, Semi-Random (both using the
CARBON STEEL 0 0
cost of the vehicles to determine selection) and Random.
0 0 0
CARBON PLASTIC 0 0 0 0 0 Before using either method, you should make sure that the
cards are split into two packs: one for the Ops and the other
for the Outlaws. Players should choose which side they are
Each card contains the following information: going to control (roll a dice if you can't. decide}. and select
or draw cards from the appropriate pack.
Configuration: the type of vehicle (eg Interceptor Gunship or
Performance Renegade). The spread of vehicle costs has been designed so that a similar
total cost can be reached by both sides using a mix of bikes
Variant: the number of crew (single-seater or two-seater), the and cars (as long as a sensible target cost is set in the first
engine size (eg \16 or VB) and a note of whether the vehicle place). The three methods of using the cards give examples
has stripped or extra armour. for three sizes of game: quick, medium and long. A quick game
Basic Vehicle Characteristics: the vehicle's Weight, Speed is a one-on-one game involving a maximum of 4 vehicles each;
(with Nox figures in brackets if relevant), Acceleration (with a medium game would have up to four players with about ten
Nox figures in brackets if relevant), Braking (split as .vehicles in total; and a long game could involve as many as
braking/panic braking in vehicles with enhanced computerised ten players and revolves around fifteen or more vehicles.
braking). Handling (with normal handling in brackets in the
case of cars with active suspension), Handling vs HE hits,
Maximum Damage and Damage Increments (the three steps
at which maximum speed, acceleration and handling
characteristics are reduced).
Weapons: a list of the weapons that the vehicle carries, with
details of their location, Accuracy, Damage, Shots, Range and
any Notes (eg forward firing).
Systems: additional engine and other systems, with any notes
(eg order of missiles loaded into a pod).
Armour: the vehicle's Carbon Steel and Carbon Plastic armour,
with points of each listed for Front, Rear, Sides, Floor and Roof.

W049
ST. LOUIS BLUES

During the dealing of the cards, you may reject up to three


cards: these are discarded and not counted against your total.
After three rejections, you must keep all the cards as dealt
until the maximum cost is reached.
For example: An Op player is to be dealt Op vehicles up to
a maximum cost of $1.80,000. The first card dealt is a
$100,000 Interceptor, which the player rejects. The second
card is a $120,000 Interceptor which the player keeps. The
third card is another $120,000 Interceptor - this would take
the player over the $180,000 limit so it is rejected. The fourth
card is a $40,000 bike which is accepted. This takes the
player's total to $160,000, only $20,000 away from the
maximum cost allowed- as the cheapest vehicle is $30,000,
the player stops at this point.
This system may not give quite such a balanced game as the
Selection method, but it forces the players to make the best
of the vehicles they are dealt while retaining some element
of choice.
As with the Selection method, you can roll for which player
picks first. It's not quite so important with this method, but
it can still make a difference to the cards you choose to reject.
Typical costs per player for different sizes of game are slightly
higher than for Selection:
Quick game $150,000
Medium game $270,000
Long game $600,000

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

THE ST. LOUIS BLUES


- The following is from a Channel 23 interview with 'Little' Jim Op called Steve Johansen. The City Fathers had flown him in
Howard, who has become the unofficial historian of the St. Louis from Denver, where he'd just quit G-Force. It was said that
Bluas since being seriously wounded in the first battle with the someone had made him a better offer. When the meeting was
Plague Riders. over, Steve started making phone calls.
The St. Louis Blues is an agency that breaks all the rules. The Over the next few weeks, a lot of Sanctioned Ops started flying
Enderby Amendment was designed to place the pursuit and into St. Louis. Ex-Express Op Cowboy Jim Dermotty came in
apprehension of highway criminals in the hands of private from Houston, and loner Jules Mason arrived from Miami. And
individuals and organisations. so the last people you'd expect they didn't forget the local talent, either. The Laser Lady herself,
to set up a Sanctioned Operative agency would be the City of Lucky Lucy Pemberton, spent a while at city hall, and when
St. Louis Police. But then, they had a real good reason. she came out she had her Interceptor painted in new colours.
Early in 1994, the sand around St. Louis was a real bad place
to be. The local Maniax were no softer there than they were Everyone knew that St. Louis was putting a team together, but
anyplace else, but the real trouble came from three local gangs: the next move took everyone by surprise. The Mayor went on
the Sandbaggers, the Death Stalkers and the Shotgun Posse. TV to declare war on the Plague Riders, and announced an
Things got worse when the three gangs merged, and started amnesty for any Outlaws who would fight the good fight.
calling themselves the Plague Riders. They had a good general, Well, he certainly got a reaction. The good citizens were
too. Inside a month, nothing came into St. Louis, and nothing outraged, and it took a week of fast talking before the Mayor
came out. The city was completely sealed in.
was sure he wasn't going to get impeached. The vulture stations
After a few weeks, a stretch limo pulled up outside the city loved it, and the Mayor founded the Herbert J. Tucker Orphanage
hall, and a man in an ei;cpensive suit got out and went to talk with the proceeds from an exclusive contract with W-KIL to
with the Mayor. He told the Mayor how bad it was that the city cover the war.
of St. Louis was getting sealed in by the Plague Riders, and
how regrettable it would be if the city were to get completely Actually, the amnesty wasn' t quite so generous as it sounded.
throttled. He said that his people would be happy to take care The Mayor had somehow forgotten to mention on TV that you
of it, if the Mayor would smooth the way for certain deals his only got the amnesty if the team decided to take you. The
people wanted to make in St. Louis. The Mayor promised to bounties on the people they didn't take paid for a base for the
think it over, and the man in the nice suit got back in his stretch new team, and most of the equipment they needed.
limo and drove away. And the Mayor sat down and wondered
The amnesty pulled in some good people, too. Harry 'Faster'
what to do.
Davies and Jimmy 'Red Devil' Mccorkindale had serious
It was about March 1994 when the Chief of Police got a reputations as solo Outlaws, but the real catch was the
confidential report from Washington. He didn't like what he read, Cherokee bandit known as Lone Star. He said he wasn' t
not one bit. The Mayor didn't like it, either. Some F-ederal people bothered about the amnesty - the Plague Riders had killed his
had infiltrated the Plague Riders, and they'd found out a lot of brother, and if anyone was going to take them out, he wanted
interesting things. Like the Plague Riders were into some kind to be there. Given Lone Star's reputation, the public at large
of death cult, and the top levels of this cult led right back to wasn't too happy, but the St. Louis Blues - as the team came
the Mob. Like they got regular visits from stretch limos, carrying to be called - didn't mind a bit.
men in expensive suits.
Now you might expect that a mixture of Ops, loners and Outlaws
And that, if you'll pardon the expression, was the birth of the
would have problems fighting on the same side, but after a week
Blues. or so shaking down, the old feuds were mostly forgotten. They
The Mayor and the Chief held a big meeting, and decided what knew they were all that stood between St. Louis and the Mob,
they were going to do. Also at the meeting was a Sanctioned and they put old scores to one side and got on with the job.

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.

SANCTIONED OPERATIVE DATA CARDS

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

Jim Dermotty (drive skill 6 )

LOCATION LOC.i\TION .OCCUR p.1.4

MISSILE POD• ROOF + V+ 2 +8HE/ e 60 HOOD +1 +8HE 8 18


+8AP FIRING
16mm AUTOCANNON ROOF +1 +3 18 FORWARD
FIRING
L.PASSIVE 12 SEE RULES

A.PASSIVE 20 SEE RULES

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

OIL LAYER L.PASSIVE 12

NO SPECIAL EOUIPMENT NO SPECIAL EOUIPMENT NO NOTES

SHOTS 2. 3. 4 ON AUTOCANNON ARE 0£Pl£TEO URANIUM IE. ARMOUR


PIERCING.

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

L.W. COM8AT LASER REAR CENTRA +1 +1 1fTU 12 L PAS&lllE SEE RULES

NOX • INCREASED MAX SPEED ANO ACCELERATION 1148 a. 38) NO SPECIAL EQUIPMENT NO NOTES

COMPUTER BRAKING • INCREASED BRAKE PlUS Pl'.NIC BRAKE

OIL I NJECTION • SMOKE PROOUCTION • SEE RULES

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.

· ARMOUR i l,.Q.Ct1:noN ••··, ~'t' • ;• ,, ~· ··-tOCATJQNi <


,>
, ryp~ f'. RONT' . AEAfl ~ ,; ~10.1:~ ,, ~qe~ A!r,ojj :: ."sip~~ ~ ,,:qq,RF~;~
CARBON STEEL 0 0 0 0 0 6 7 5 5
CARBON PLASTIC 0 0 0 0 0 0 0 0 0

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

16mm AUTOCANNON HOOO +2 +3 8 18 ROOF +2 + 41 4 +4 12 FORWARD


+&AP FIRING
LINKED Bmm MOS FRONT WINGS +2 +1 12 1e HOOD +1 +SHE 8 18
OIL LAYER A.PASSIVE 12

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~~:

.., AUTOCANNON CUPOLA TURRtT "+ 3 +6 e+e 18 DOUBlElOADED

.~Y LASER HOOD +3 +B /TURN 30 PASSIVE +3 e SEE RULES

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

' .~~·,'.;': < .• VARIANT :


MULTI-ROLEINTERCEPTOR SINOLE·SEATER V8

1815
, .:'SPE!!Pi <· .•
88
~Et£~,4t · i'< l'MiX'.PA "'
12 9
'INCF!i:MENTS
Cal Booker (drive skill 5 ) 6, 3
l

15mm AUTOCANNON HOOD +2. +3 8 18 +3 4 SEE RULES

MINE LAYER PASSIVE +3 8

MISSILE POD• HE ROOF VARIES + BHE 3 50

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

15mm AUTOCANNON' HOOD +2


°"""
+ 3AP 8 LEFT 0 + 2HE 4 12 LIGHTWEIGHT

COMBAT LASER ROOF +2 +3 1fTURN 20


FI RING 4 2 mm MACHINE OUN RIGHT +2 +1 8 LIGHTWEIGHT

DRAG CHUTE • 8RAKING SYSTEM. SEE RULES TWO WHEEL DRIVE • INCREASED BRAKING ANO HANDLING ONCLUDED)

ROBOTIC DRIVE • INCREASED HANDLING 19)

AUTOCANNON IS FULLY LOADED WITH DEPLETED URANIUM !ARMOUR PIERCING)


AMMUNITION.

;.:>'"~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 )

SIDES +2 +1 e 8 LEFT +2 +1 !!TURN 12 LIOHTWEIGHT

20mm ORENADE RIGHT 0 +2HE 4 12 LIGHTWEIGHT

SMOKE LAYER 'AISIVE 12 LIGHTWtlGHT

TWO WHEEL DRIVE • INCREASED HANOUNO AHO MAKING (l\ICLUDEDl CRASH BARS • ROLL. CRASH OR COLLISION DAMAGE DECREASED

COMPUTER DRIVE • INCREASED HANDLING, !RAKINQ. AND ACCELERATION


(INCLUDED)

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

50mm HE MISSILE UfT +2 +8HE LINKED 16mm OUTRIGGER +1 +3 8 18


AUlOCANNONS
50....m CANIST<R RIGHT +3 20
MISSILE

REINFORCED TYRES • SAVING THROW VS CRITICAL HITS Oil INJECTION • MAKES SMOKE

NOX • INCREASED MAX SP£ED AND ACCELER.ATION 11 10 AND 70).


BLOWS ON 2 OR 12.

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.

STARTING THE GAME

• Sort out the components. You will need eight straight


track sections, four pattern mine counters, eight dummy
counters, two chassis, two Renegade bodies, two
machine guns, four small and four large wheels.
The cars go together like this:

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.

How Many Phases in a Turn?

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.

THE CAR AT SPEEO FACTOR THREE ISN' T AL.L.OWEO A MOVE ,


BUT MAY SHOOT.

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.

.. LANES & SPACES

. . 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.

next, staying in the same lanes. Actions and Moves


As explained above, players are allowed one action in each


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

THE BASIC MOVE .

Remember, cars only get to take a move if they are going


fast enough ·see step 3 of the Phase Sequence, above.
IN PHASES 1 ANO 2 BOTH VEHICL.ES MOVE . IN
Players can only change lanes by using a drift action as PHASES 3 ANO • ONL. Y THE FABTEllt VEHICL.E MOVES.
detailed below.
~
Changing Speed Factor
Each player chose a speed factor before the game started. When this happens, the driver of the slower car may only
Once the game has started, however, they may alter their shoot the car's machine guns. In effect, he still has one
factor by us ing brake or accelerate actions, as action • but since all the others (including dropping off
explained below. mines) require the car to be moving, the only option
is shootl
The vehicle's speed factor determines whether or not it

• can move in a particular phase. If a vehicle's speed factor


is less than the number of the current phase, the vehicle
cannot move.

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. ~

The different actions which may be used are: -


THE DRIVER DCCL.ARES A DRIFT ANO MOVES THE
CAR FORWARD .
Accelerate: The driver moves the car forward and then
IT MAY THEN SHff'T ONE L.ANE TO THE L.EFT
increases the vehicle's speed factor by 1. This should be OR RIGHT.
noted down on the car's record sheet.
Cars cannot drift if there is another car in the way - this
Brake: As for accelerate, butthe driver can reduce the car' s is treated as a sideswipe - see below.
speed factor by 1 or 2.

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

Measuring the Range


CAN SHOOT CAN'T SHOOT • When Mines can be Laid
Mines can only b.e laid in a phase when the firing car is
actually moving. After the car has been moved, the player
places the marker, face down, just behind the car model
When shooting, count the number of spaces between the as shown on the diagram, below. The marker must be
target and firer. Include the target's space but not the placed in this position; players aren't allowed to put them
firer's. This is called the range. anywhere else.

THE PLAYER DECLAR ES A S HOOT (MINES) ACT ION,


M OVES THE CAR F'ORWAR DS ...

3 SQUARE R ANG E .

If the range is seven spaces or more, the target is out


of range.

•.• A N D P LACES T H E M ARKER F'AC E DOWN ON


T H E R OAD.
Rolling to Hit
Provided the target is inside the fire corridor and within ~
range, the player rolls a dice to see if the shot hits. This Contact Zones
is a hit roll. When a car moves into a space w ith a marker, it
To hit the target, the firer needs to roll a number higher automatically runs over it. Even If the marker only occupies
than, or equal to the range. If the number is less than the one of the car's lanes the car will still suffer the full effects
range, the shot misses. If the shot hits, the firer determines of running over it.
how much damage It does. ,,.. THE CA R M OV E S F'DRWARDS ...

Rolling for Damage


Roll a dice for each hit, add 2 (forthe force of the machine
gun bullets), and subtract 3 (for the target's armour). The
resulting score is the number of points to be deducted from
the target's damage points total (both cars started with
12 remember).

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.

For ex•mp/tl, M•d Mlk• f11Ws • t Ronny •t • range of 3


s~cH. H• nHd• to toll• 3 or hlg,,.r t o hit, end the dice
co,,,.. up 6 - •hit/ Rol#"fl for detn11~, 1- 10/b • 4 . Adding
2 make• 6, las 3 (for ,,,. te,,,.t'• ermour) glwn a result
of 3 damage points. Ronny hasn't bHn hit 6-fore, so his a,.
damage poin t t otal only flO'I• down to 9. -.. ... AND HITS T HE MARKER.
Avoiding Mines Shunts
Because cars drift afterthfl'( move forward, it is impossible
to avoid hitting mines if they are directly in front of you. When they Occur
In the diagram below the car hits the mines as if moves When a car is about to move, and is directly behind another
forward, even though it's drifting across to try and avoid
them. Remember, the first part of any move i s
straight ahead. ,,
car, a shunt is the automatic outcome and the driver must
declare a ram action.

• THE CAR HITS THE MINES EVEN THOUGH IT IS


ORIF"TING TO TRY ANO AVOID THEM.

Mine Damage
The Rammer
SHUNTS

Because the space in front is occupied by another car, the


rammer does not move forward. The model stays in place,
effectively losing its move. The players roll for the
ram immediately.
When a driver runs over a marker he turns it face up. If
the counter is a dummy, it doesn' t cause any damage and
is returned to the game box. Calculating Damage
Both players should roll a dice, and the driver of the ramming
If the marker shows an explosion, the car has hit the mines.
car adds one. to the score. Whichever player has the lower
The counter should be returned to the game box and the total now takes two points of damage. If the totals are
player who placed the mines rolls for damage. equal, both cars take two damage points.
Mine damage is calculated in a similar manner to machine
gun damage. Roll a dice, add 3 for the force of the explosion, Speed
subtract 3 for the target' s armour, and deduct the final After calculating the damage, the speed factor of the
score from the target' s damage point total. rammer should be reduced to the same as the target, and
the rammer's move ends.
SHUNT RAM
RAMS
THIS 19 THE POSITION AT THE START OF" THE
Sideswipes PHASE, SO A SHUNT RAM IS ABOUT TO OCCUR. THE
PLAYERS ROLL TO SEE WHO TAKES THE DAMAGE .. .
Drivers can sideswipe after their forward move if this brings
them neck and neck with another vehicle.


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

loses 2 damage points. Where t he totals are equal, both


cars take two damage points.
Note that drivers can' t sideswipe unless they are next to
the target after completing their move. THE RAMMER SLOWS DOWN TO THE SAME SPEED
F"ACTOR AS THE TARGET. THE RAMMERS MOVE
ENOS.
OPTIONAL RULES CR ITICAL H ITS
The optional rules below add more colour to the game and If the dice rolled for damage scores a 6, it causes a lucky
introduce more of the concepts usedin the main rules book. critical hit in addition to normal damage (calculated
Games may be played using either or both rules. as above).
To resolve the critical hit, roll the dice again and consult
Hazard Rolls the following table to see what has happened.
Hazard Rolls simulate the fact that things can go wrong
while driving, and the driver may occasionally be forced Brake Failure: The driver can only reduce his speed
to hit the brakes, simply because he is going too fast. factor by 1 for each brake action - he no longer has the
option of reducing his speed factor by 2.
When to Test
Cars must take a hazard roll in the following circumstances: 2 MG: The target's machine gun stops working
Drift Drivers must take a hazard roll immediately 3 Mine Layer: The mine layer explodes. Causing another
after each drift. Drifts aren't too dangerous dice roll of damage (which may of course cause another
so the driver adds 2 to the dice score. critical hit ... ). The vehicle cannot use its mine
layer again.
Mine Hits Drivers must take hazard rolls immediately
after calculating damage for mine hits. 4 Tyres: The car is not allowed to travel at speed factor
4 or higher. If the car is currently going at speed factor
Sideswipe Both drivers take an immediate hazard roll. 4, 5 or 6 the driver Is forced to use a brake action w ith
each move, until the car is down to speed factor 3.
Shunt The rammer takes a hazard roll, the
target doesn't. 5 Dfsabled Engine: The car's engine stops working. The A
driver can't use accelerate actions for the remainder W'
How to Test of the game. Its speed factor goes down by one at the
To take a hazard roll, the player rolls a dice and compares start of each turn. Write this on the record sheet before
the score with the vehicle's current speed factor. If the the start of the first phase.
score is equal to or greater than the speed factor, the driver
has passed the test, and there is no further effect. 6 KERRBOOOMI The car explodes, and is immediately
removed from play.
If the score is less than the speed factor, the driver panic
brakes, reducing the car's speed factor by 1 point. The
new speed factor should be written on the reference sheet
and comes into force immeditely.
A DAV ,AT T }- '.J E
TOM SCUTT

'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.

Example: A driver has a Dragster (armour. OJ and adds 4 Racing Tyres


points of plastic armour to the rear facing. This costs "They're a major contribution to road safety."
$20,000 and adds 80 points of weight. The car now has
Racing tyres, or slicks, are a product left over from the days
an armour rating of 4 against shots which hit the car's rear
- shots which hit other target zones use the car's normal when racing cars didn't carry weapons payloads. Slicks
are made from a special rubber compound that gets more
armour value of zera
adhesive as the tyres get hotter. This gives the car improved
Plastic armour may be added to cars which already have handling and performance once the tyres have warmed up.
an armour characteristic. A maximum of 10 points of armour
Racing tyres can only be fitted to racing cars. The
can be added to a particular target facing in
compound stays at peak performance for only a few laps.
this way.
Slicks fitted to a road-going vehicle would disintegrate after
Example: An Ironclad (armour: 4) hes 5 points of armour only a couple of miles. Slicks cannot be fitted to Dragsters,
added to the floor. This costs $15,000 and adds 100 to the which have their own special tyres. They cannot be used
vehicle's weight, A shot which hits the floor will now be by Tanks or Ironclads, because racing tyres cannot support
up against an etmour rating of 9. the weight of these vehicles.
The following rules apply to vehicles f_itted with During every phase that the driver is unconscious, the
racing tyres: vehicle must accelerate by the maximum amount possible.
Nitride will only be used if it was already switched on before
For the first 5 track sections after the start line, the the driver lost consciousness, in which case it wil l
vehicle has a -1 modifier on handling. Acceleration and remain on.
maximum speed are as normal.
A sleeping gas pedal usually involves a pressure lock on
For the next 5 track sections, the vehicle's handling is the vehicle's steering, so it keeps travelling in a straight line.
normal.
If there is a potential wheelspin {see below) while the car
After the tenth track section, and for the rest of the is under the control of this system, the drive skill of the
race, the vehicle has + 1 handling. system is considered as 3 for the Wheelspin Effect table
only {although it cannot be used to attempt to control the
A set of racing tyres costs $ 2,000. As they replace the wheelspin). For any subsequent tests that may occur, such
normal tyres they do not affect the weight of the car. Unlike as control loss, use a temporary drive skill of 1.
most equipment, racing tyres only last for one race; if a
driver wants to use racing tyres in a subsequent race, a Cost Weight
new set will have to be bought. Sleeping Gas Pedal $1,000 nil

Sleeping gas pedals may only be fitted to drag racers - they


The Sleeping Gas Pedal are illegal in circuit racing.
"There ain't any other feeling I know like waking up behind
a wheel of an automobile moving at over two hundred miles
per hour." Crash Suppression
Crash suppression systems combine a strengthened frame
One of the big problems with high acceleration is remaining around the driver, inflatable crash bags and extra padding.
conscious. This is explained under Blackouts, below. The
sleeping gas pedal means the unconscious driver no longer A crash suppression system gives the driver a saving throw
has to worry about their foot relaxing on the acclerator. against any driver critical hit resulting from a crash or roll.
Pressure Pads in the steering wheel detect the tell-tale Whenever such a hit is sustained, the player rolls two dice.
slackening of grip.which comes with unconsciousness, If the total is equal to, or more than, the vehicle's current
and the sleeping gas pedal immediately applies full speed factor, the crash suppression system neutralises
acceleration. Control returns to the driver as soon as he the hit.
comes round.
Cost Weight
Crash Suppression $5,000 10
Naoaim C;itical Table
Not only has racing led to the development of new
Tyre damage: Roll again:
equipment, it has also produced some rather dangerous 1, 2 Negligible.
new weapons. Since their introduction, the napalm layer 3, 4 Slight: -3mph acceleration, -Smph top speed.
and the wheel blade have become much loved by drivers 5, 6 Severe: -5mph acceleration, -10mph t.op speed,
both on _and off the racing circuit. -2 handling.
Napalm was brough in to fill the gap left when pattern 2 Transmission: Roll again:
mines were disallowed from several racing class 1• 4 No effect
5 · 6 The heat causes the transmission to seize· reduce
specifications. It has remained in use, despite many calls the vehicle's acceleration to zero and take an
for it to be banned. immediate hazard roll with a safety limit of 40mph.
Wheel blades are an obvious combat accessory. In a sport 3 Brake line: Halve the vehicle's braking characteristic.
where most of the action takes place w ith cars neck-and- 4 Wh eels: Roll again:
neck at high speeds, the sideswipe is a deadly manouevre. 1-3 Front wheels; 4-6 Rear wheels
The addition of wheelblades makes it more so. Roll on the Wheels Critical hits table.
5 Passive: Roll on the " Weapon" critical hits table. If there
is more than one passive weapon, roll to see which one
N:;ipalm Layer is affected.
"Other w eapons are all sorta 'Bang, Bang· you're dead' 6 Fuel t ank: The tank explodes. The engine is disabled, and
things. Napalm ain't like that. It's more like a disease." the vehicle takes an immediate +SHE hit. Any criticals
resulting from the explosion are taken on the
The napalm layer is a simple but deadly passive weapon. rear facing.
When the fire button is pressed, a measured volume of
napalm is discharged into a small ignition chamber where
it is set aflame before being deposited onto the road via A vehicle may take several napalm hits and thus have one
or more fires burning on its underside. Each hit should be
a small nozzle. The nozzle moves rapidly from side to side
in a 90-degree arc, ensuring coverage of a wide-area. When treated separately, and a separate roll made on the Napalm
a vehicle drives through napalm, its wheels tend to throw Spread Table.
the sticky, flaming substance onto the underside of the When a vehicle hits two napalm markers in one move, treat
car, where it continues to burn. it as a single hit, but subtract one from the Napalm Hit Test.
A napalm marker represents a pool of burning napalm. It Napalm doesn't carry on burning forever. Every time a
is placed like any other passive marker. When a vehicle vehicle drives through Napalm roll 06 - on an even score
contacts the marker, the driver must take a Napalm Hit the napalm marker should be removed from play; on odd
Test, to see if any of the stuff has actually stuck to the car: scores, it stays there. This roll should be made regardless
of whether the vehicle actually takes a napalm hit.
i'Juoalm Hit Tost
The flip-side of pattern mine counters make good
- Roll a 06. napalm markers.
- On a 1, the vehicle has taken a napalm hit.
- On 2-6. compare the score to the veh icle's speed factor. Cost Weight Shots
The vehicle is hit only if the score equals or exceeds its speed
Napalm Layer $5,000 100 6
factor.

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

Speed Fact or 7 + t. Roll 206.


2. Subtract adverse control.
In the basic rules the fastest any vehicle can travel is speed 3. Compare the result to the vehicle's acceleration, divided
factor 6 - giving a maximum of six phases per turn. The by to (rounded down!.
new power-to -weight ratio tables permit vehicles which 4. If the total on the dice is greater, no wheelspin occurred;
have speed factors of 7 or more. acceleration is as normal. Otherwise the wheels have
spun, and the driver must roll for Wheelspin Effect.
Drivers of vehicles at speed factors of 7 + start taking
double moves. as shown on the following table. In phases
where a driver takes a double move the car model is moved Wheelspin Effect
twice but the driver still only gets one action. This action
may be used in either the first or the second move, but t. Roll 206.
2. Add acceleration divided by to (round down).
not both.
3 . Subtract drive skill.
When there are two or more vehicles taking a double move 4. Then refer to the Whee/spin Effect Table below.
in the same phase they should both take their first moves,
in descending order of speed, and then take their second
Wheelspin Effect Table
moves, again in descending order of speed.
1 or No Effect: the wheelspin is negligible. The car
PHASE
less accelerates as normal.
SPEED
2 3 4 5 6 2· 7 Half Acceleration: the vehicle only accelerates by half
MPH FACTOR
(round down) the amount attempted.
121-140 mph· 7 xx x x x x x
141-160 mph 8 xx xx x x x x 8-9 Skid: the car skids and regains control. Refer to the
161-180 mph 9 xx xx xx x x x Control Loss Results table in the rulebook. The car
181-200 mph 10 xx xx xx xx x x accelerates by half the amount attempted (round
201-220 mph 11 xx xx xx xx xx x down).
221-240 mph 12 xx xx xx xx xx xx 10-1t Hazard Roll: the vehicle accelerates by half the intended
x · ordinary move; xx - double move amount, as above. The driver must take a hazard roll
against a safety limit of 60mph.
12 Control Loss: the vehicle accelerates, as above, and
H IGH ACCELERAT I O N ends the move out of control.
There are two effects that the high acceleration of the t3+ Split Tyre: see Wheel Critical, in the rulebook.
racing car may produce. These are wheelspins and
blackouts. Both can range in effect from minor
inconvenience to bad news. Wheelspins can occur in all
forms of racing as well as on the road. Blackouts, on the
other hand, normally only occur in drag racing; although
you can use the rules in circuit races if you wish. Be warned
though - a blackout on a winding road is usually fatal. Cont rolling Wheelspins
Once the potential effects of the wheeelspin have been
M ove Sequence seen, the driver may either comply with the result, or try
Tests for blackouts and wheelspins should be taken to control it. Drivers attempting to control a wheelspin roll
immediately after the player has declared an accelerate D6 and subtract their drive skill. This gives a modifier which
action which forces a test. Wheelspin tests should be taken must be applied to their original roll on the Wheel spin Effect
before blackout tests. Drivers who don't accelerate by Table, to give the final effect.
40mph or more don't have to test for a blackout.
A Split Tyre result can never be modified, although a player
Drivers who lose control as a result of a wheelspin test, attempting to control a wheelspin may accidentally modify
roll for control loss immediately. Drivers who black out as a result into a "Split Tyre".
a result of high acceleration don't test for control loss until
the start of the next move. Only one attempt can be made to control a wheelspin.
Drivers with low drive skills are usually better off riding
The full move sequence for a drag racer is therefore: with the wheelspin, as fighting against it will probably
make things worse.
Test to regain consciousness
Wheelspin Tests Example: Danny " Dragmaster" McCarthy, with a drive skill
Blackout Tests of 3, has just scored a total of 10, and suffered a hazard
Control Loss Tests roll result on the Wheel spin Effects table. He decides that
Forward Move he cannot risk the hazard roll, so elects to try to control
Speed Track Adjustment the w heelspin - he rolls a six! After subtracting Danny's
Hazard Rolls drive skill of 3, he is still left with a· +3 modifier which
Shooting must be applied. 10 + 3 = 13 - a split tyre. Looks like Danny
should have ridden w ith the wheelspin and gone for the
hazard roll, but it' s too late to change things now...

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.

Blacked Out Drivers


Drivers who black out have their drive skill reduced to 0
and the vehicle is treated as having no driver. This makes
the vehicle lose control, as described in the main rulebook
(p34). The driver doesn't have to take the control loss test
until the start of the next move, after they've tested to
regain consciousness.
Drivers regain consciousness if they roll their drive skill
or less on a D6. The test to regain consciousness is taken
before the control loss test. 4 Cars


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

CIRCUIT RACING _..


The term "Circuit Racing" really covers everything that
isn't drag racing. All races of this type, from Jalopies to
Sports Cars, are held according to the same rules over the
same distance - three laps. This may seem rather short;
but few races make it to this dist ance, and some 2 Cars
commentators have suggested t hat t he circuit is Racing circuits are well maintained, not clutt ered with
outmoded, and that all vehicle combats should be held in debris. For this reason, the safety limit for drifting on a
an arena. straight track is increased to 120 mph.

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

c~~~ A race can be won in any one of three ways. As soon as

~ ·~
any of these condit ions is fulfilled the race is over:

1• A driver wins by being the first t o complete three laps


of t he track.

\~GtlHrf/. Z. A dri ver wi n s by havi ng the only oper ati ve


veh icle left. A vehicle is only classed aS' inoperative if
it can neither move nor fire.
Start 3 • A driver wins by lapping all other vehicles. A vehicle is
on ly lapped when another car is more tha n a lap ahead
of it at the end of a phase.

The number of points a driver receives for winning a race


is equal to the number of drivers who started it; 2 points
for winning a two car race, 3 for winning a three car race.
and so on. To find t he amount of money the driver earns,
Start multiply the number of points won in the rac~ by the base

Circuits are found at: EUREKA,


Bright ~ prize money of the vehicle's class.
angle bend "--.: In races involving 4 or more cars, the driver who came
CA LIFORNIA. BOULDER. COLARADO
~ COLUMBIA, SOUTH CAROLINA C curve~..a4 second receives prize money equalling one-th ird of
whatever was paid to the winner.
DRAG RACING The burn is split into phases. These are not "normal"
phases and the cars don't actually move. One driver should
"Top of the world, Ma." keep a record of the number of burn phases played. Every
phase, starting with the driver with the lowest drive skill,
- Danny 'Dragmaster' McCarthy to his mother, on winning each driver must either "burn" or let the car tick over.
the 1993 Drag Finals at Memphis.
If the engine is left idle, roll two dice and refer to the Tick
Drivers who just want to go really fast get into Sports Cars. Over Table. Players who choose to burn should roll two
Drag Racing is for those who not only want to go really dice, and add the car's heat factor, and refer to the
fast, but have also lost their will to live. It takes a certain Burn Table.
type of personality to drive a virtually unarmoured car at A vehicle's heat factor is equal to the number of times its
over 200mph, whilst undergoing enough g-force to render driver has already rolled on the Burn Table, so keep a record
you unconscious for most of the race. of thisl The heat factor may be reduced by letting the
Combat is secondary in drag racing, and is usually used engine tick over, but it can never fall below zero.
only as a last resort, when a race would otherwise be lost. At the end of the burn phase, the driver recording the
Most of the time, drag racers are gambling with possible number of phases played should roll two dice - if the total
self-destruction in order to find that little extra speed which is less than the phase number, the red light has come on.
will give them the edge over their opponent. In drag racing, This signals the beginning of the race. One more burn phase
more lives are lost through error than through combat. should now be played. At the end of this the green light
appears and the race begins. Play then proceeds under
normal rules.
THE TR A CK
The drag racing track is always the same; one road section
for the starting grid followed by 15 straight road sections, Bum Table
to do this, you have to "roll" track, as explained in the 1. Roll 206.
rulebook (p75). 2. Add the vehicle' s heat factor (number of times already
rolled on this table).
The starting grid, and the next two track ·sections, have
3. Consult the table below.
a chain link fence running down the middle, to separate
the cars. This serves a similar purpose to the "two minute 2·5 Add 1 to Handling (up to a maximum of 2 above
truce" in circuit racing. It may be useful to place a piece original value}.
of chain or string down the middle of these track sections 6-7 Add 2 to Acceleration (up to a maximum of 6 above
to remind the drivers that there is a fence there. original value).
8-9 Add 3 to Top Speed up to a maximum of 9 above
If a car runs into the fence, treat it as a shunt ram against original value }.
a stationary vehicle (p57). The fence is very strong. It 10 Add 1 to Handling, 2 to Acceleration and 3 to Top
ignores damage, and never collapses or moves. A vehicle Speed (up to maximums shown above).
hitting it automatically takes one speed factor hit. All skid 11 Overheating: add 1 to the heat factor immediately.
moves are drift skids away from the fence. 12 Serious Overheating: add 2 to the heat factor
immediately.
Drag race tracks are kept in perfect condition. Because 13 Baked rubber: the tyres overheat - subtract 2 from
of this, drifts in drag racing are taken against a safty limit Handling, 4 from acceleration, and 6 from Top Speed
of 120mph. - this may reduce these characteristics to below their
original values.
Cars should now be placed on the starting grid, as shown 14 Tyra damage: during the race, roll two dice at the end
in the diagram. Drag races are always between two cars, of each turn. If the total is less than the vehicle's speed
never more. All drag races begin with the "burn"... factor, the tyre is destroyed. See the •'Wheels'' Critical
Hit Table for the effects (p34). If you get another Tyre
Damage or Baked rubber result on this table, the tyre
shreds before the car even crosses the start line.u You
lose the race.
15 Blown Gasket: reduce Acceleration by 10 and Top
Speed by 20. Roll 206 at t he end of each turn - if
i
- the total is less than your speed factor, the engine
_- ..m seizes and is disabled.
I
I 16 + Engine explodes: the engine is disabled. The explosion
causes a + SHE hit. Needless to say, the race is lost.
.. I
I

.. ;odll.1 • 4. Increase the heat factor by one.

Roll 206:
Tick Over Table

2-4 Subtract 2 from Heat Factor 1


THE BURN 5-6 Subtract 1 from Heat Factor 1
7 No effect
Drag races can be won or lost before cars ever cross ~he 8 Subtract 3 from Top Speed2
start line. Drivers purposely spin the back wheels whilst 9 Subtract 2 from Acceleration2
keeping the front brakes on. This process, known as "the 10 Subtract 1 from Handling2
burn", gets the engine and tyres hot, to increase handling, 11 Subtract 1 from Handling, 2 from Acceleration and 1 from
acceleration and top speed. Heat Factor l,2
12 Subtract 1 from Handling, 3 from Top Speed and 1 from
There are dangers involved, however; keep the burn going Heat Factor 1•2
for too long and the driver runs the risk of damaging the
1 Heat Factor can never be reduced below zero.
tyres or blowing the engine. Letting the car tick over may
cool the engine and the tyres down, but doing so might 2 The results affecting Acceleration, Handling and Top Speed
only reduce increases already given by the Burn Table; they
lose all the benefits gained. Needless to say, it's all a matter do not take characteristics below original scores.
of experience.
The Final Bum Phase
~-·'\__\\~>I
--., :...'".-
The final burn phase (ie the one after the red light has
appeared) is important for two reasons. Firstly, one system
can be switched on at the end of this phase. In practice,
this usually means only Nitride or a Passive Weapon can
be locked on. Secondly, a driver who rolls on the Burn Table ·~' ,~
,·;A
~T:,
- in this phase may move his car one space forwards up to -.. "& .JI'.
the start line... If, instead, the driver rolls on the Tick Over ··~ ~~
• ' __,.
Table (this might be wise if the heat factor is high), they ,.-
start the race one space back fron the start line.
,,~'::'..~.\ ,.. ·JCl·
' . \1"

~
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.

The points gained in a race should be multiplied by the


base prize money for the class, to find the driver's winnings.
Drivers of cars which actually manage to finish, but in
second place, receive a sum equal to one-third of that paid
to the winner.

~
PHOTO GRAPHY SUPPLIED
by Billy Joe Hawkins BY CHUCK BIRD, WKIL - TV
EYE IN T H E S KY REPORTER

Redd Harvest is beihg hailed as one of


the hottest Sanctioned Operatives of
the last two years. People in the know
are dropping her name in the same
breath as Arnie Mendez, Fast Eddie
Marks and the late, great Thunderbolt
Jackson. In a little over three years,
Redd has come from nowhere to claim
the fourth best survival record (second
if you reckon it by mission count), and
is 57th and rising on the all-time scale.
Every kid on the street knows her
scythe-and-sunset badge, her recent
kills and the names of her cars, but
what about the woman behind the
wheel? Just who is Redd Harvest?
Billy Joe Hawkins went to find out.

BJ: Let's start at the beginning. You


were born Rebecca Marie Harvest in
New Orleans, Louisiana, November
7th 1972.
RH: Yeah (laughs) great little town,
back then.
BJ: So what was it like, growing up • •
''
in New Orleans back in the 'seventies
and 'eighties?
RH: Same as any other place, I guess.
School, TV, more school, more TV.
Used to watch a lot of TV. BJ: Where did you get the title from? BJ : You took interdicts?
BJ: Any particular favourites? RH: More Fun Wi th Cream Cheese? It RH: Sure, took out a couple of mob
just sounded suitably dumb and warehouses, made some money.
RH : You mean any early formative slightly sick.
influences? Don't think so. I never used BJ : And finally you became a
to bother with cop shows... BJ: And than there was the accident. Sanctioned Operative. Why was that?
BJ: There were a lot of them about RH: Yeah. I'd been thinking of quitting RH: I needed more money, fast. The
than. anyhow. But the recording contract record company's lawyers found me.
had a honey of a penalty clause. That penalty clause again.
RH: Liked the A-Team, though.
BJ: What exactly happened? BJ: So you joined Crockett, McCloud
BJ: Really? end Eismann.
RH: Yeah, that little, crazy one. The
RH: The accident? Well, there'd been
a party after a show - Pasadena, it was RH: Right.
pilot. He was cute. The rest were jerks. - it got a little out of hand, we got out
BJ: Than you entered Vassar in 1989, t he back door as the cops were kicking BJ: And made your first three
the front door down. Should never contracts, and paid off the record
to study modern languages end
have let Lonny drive. (pause) Look, he company.
business studies.
wrapped the van round a bridge pillar, RH: Uh-huh.
RH: From the A-Team to adulthood... okay? Can we talk about something
(laughs) My Dad's idea, he was going else now? BJ: And you stayed at i t.
to make me into the executive of the
year or something. I think he still BJ: Uh - sure. Despite the penalty RH: Right.
weeps to think I'm not heading the clause, you quit the band at that point. BJ: Why?
board at GenTec.
RH: Yeah. Drafting in two session men RH: (pause) I guess I liked the work.
BJ: You didn't take to it, then? and renaming it the Dead Lobsters. I
mean, that is sick. I quit. BJ: That all?
RH: It was okay for a while.
BJ: So what then? RH: You got a better reason?
BJ: And after about a year and a half
you dropped out of college end started RH: A couple of straight jobs. Mostly BJ: So now you're a partner, end the
e musiasl career. .. drifting. Punched keys for GenTec for agency is celled Turner, Harvest &
a while, didn't like it, got into whatthey Ramirez. Have you ever thought of
RH: You're making it sound like the laughingly called special market quitting? Retiring or something?
'sixties. research. RH: Every time I take a hit.
BJ: So how did the Lust Lobsters come BJ : By which you mean corporate
about? BJ: Reckon you ever will?
espionage?
RH: A lchohol. Uaughsl Nothing worth RH: Sure. Everybody does. (laughs)
RH: Call it what you like. It's just a matter of t ime.
hearing on the radio, a bunch of us
figu red we could do better. Anyway, BJ: And e spell as a private BJ: Pardon?
how'd you f ind out about that? investigator?
RH: Phone' s ringing. Bye. It's been
BJ: It's myjob. I have it ell here. A five- RH: Yeah, a few months. Missing fun.
piece g/am-punk revival bend, you persons a couple of interdictions, not
played bass end sang backing vocal exactly Hammett country. first published in Lifetimtt magazine, July
one album made it to the top 100... 22nd 1995.
RH: The only album. Number 1 for Third end subsequent English
three glorious weeks. reprint/syndication rights reserved.
REDD HARVES!
- N 16 in • ae1ies of 60-
- 0.
. h the hugelv
~u~~Z~~rurt~rn:~~~a~:J~
& Ramirt:z ~~edited with
Harvest is\ ted sanctions.
157 c?mP e53 confirmed
involving ~ probables; ~t
6
ki\\S ~nd f printing she is
the time o living Ops
No. 4 among of mission
lNo. 2 in terr!~'is 57 in the
t) and ,,.o.
couna\\-tim
• . 0 rankings. _

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

c:======= ALL lllOHTII llESE.llVED fl'f THE ORIGINAL MOADCASTlll - - - - - - - -


G-Me~ V12 Interceptor
Payload Two side mounted missile pods
Hood mounted chain gun
Pay1oan wt>1gn1 900
Value $142.000

G·Me~ MoOel 1~ V~ lnterce~tor


Payload Turret mounted chainyun
Two w ing niounted 15mm autogun$
Payload weight 950
Value $135,000

Payload Two wing mounted MGs

G·Me~ MoOel WJ~ lnterce~tor


Pattern mine deploymem passive l»ft )
Smoke I aver pass1v .. 11ght 1
Payload w1:Hght 550
Vah.J~ $87 000
THR basic configuration heavier roof or hood mounted weapons are uned according to Ill!' contr.1Ltua1 t1u!.J1 r

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

Four offices give us nationwide coverage


and backup.
Three partners offer unrivalled combat
experience - all in the national top fifty
for mission succ~, with over 500
completed sanctions, 1243 confirmed
kills and 107 probables between them.•
An expanding fleet of elite Ops.
The best, trained by the best.
Turner, Harvest and Ramirez.
Names to conjure with.
The only name you need to know.
STREET FIGHTER
PEDESTRIANS AND SMALL-ARMS BY RICHARD HALLIWELL
INTRODUCTION ~ PEDESTRIAN ACTIONS
Dark Future is first and foremost a game of road combat A pedestrian may t ake one action per pedestrian phase.
between armed cars. But there's a lot more to it than that. Different members of a unit are allowed to use different actions
This article covers a few ideas to do with small arms • rifles, if the player wishes. Possible actions are as follows:
pistols and the like • which are hand-held rather than
vehicle-mounted. M ove Up to Scm (one space on the range
Now you can have passengers leaning out of car windows, ruler) in any direction.
blazing away with assault rifles. Roadblocks manned by armed M ove and fire Models may chose to shoot either
pedestrians. Ops or outlaws getting out of their vehicles to small arms before or after their move.
fight on foot. NoGo street gangs fighting each other or anyone
within reach. Move and board
• vehicle See below.
TERMINOLOGY Leave a vehicle
and m ove See below.
These rules use a variety of definitions. A vehicle's crew is
everyone currently inside the vehicle. The driver is the person Leave a vehicle, move
at the w heel of the car. Passengers are anyone inside the end fire small arms Firing takes place after movement.
vehicle, other than the driver. The driver can temporarily count
as a passenger if the vehicle is stationary. The term pedestrian Fire small arms See below.
describes anyone who isn't in a vehicle. Fire small erm1
from vehicle See below.
UNITS Fire lightweight weapon Spend the pedestrian phase using
Pedestrian models must be organised into units of 1-15 models. the sequence outlined below. Then
A side can have as many units as the player likes. At the start the model can fire in any of the
of a game, all models must be a member of a particular unit, vehicle movement phases
although there's no rule to prevent troops leaving units, forming this turn.
new units, or switching between units during the game. You'll Clelm concealment See below.
find it useful to keep track of unit composition during the game,
so keep paper and pencils handy.
MOVING ~
Every member of a unit must stay within 4cm of another
member of the same unit throughout the game· this concept To give the models extra stability, players may wish to fix them
is called unit coherency. Models which break unit coherency onto square bases up to 20x20mm. 20mm Citadel slottabases
are assumed to have left the unit: they may join another unit are ideal for this.
if one of Its members is within 4cm, or they may form a one-
man unit by themselves. Players are allowed voluntarily to split Pedestrian Movement
units, or to regroup individual models into new units. Pedestrians are moved in the pedestrian phase. They may move
up to one space on the range ruler (8cm), in any direction.
TURN SEQUENCE A move does not have to be in a straight line. A model can
The play sequence is altered so that each turn includes a turn as much and as often as the player wishes, provided it
separate pedestrian phase. This takes place before the normal, moves no more than Scm overall. After movement is
vehicle phases of the main game. So the sequence of a turn completed, the model can be turned to face in any direction.
now goes:
On-Road M ovement
Pwdestrlan Phase Pedestrians may be placed on the road surface· in which case
Vehicle Phase 1 they must be aligned so the figure occupies one lane. as shown
Vehicle Phese 2 in the diagram below.
Vehicle Phase 3
...etc.

At the beginning of the pedestrian phase, both players roll a


dice. The player w ith the highest score then activates one of
his units. That is to say, he indicates a unit and says which
action it will use this turn. Actions are covered below. Any
movement and shooting by the activated unit is dealt with,
and then the other player is allowed to activate one of his units.
The players take turns to do this until all units have been dealt
with· when one player runs out of units to activate, the other
deals with all his remaining units in sequence. Note that a unit
may not be activated more than once in a turn.
Pedestrians and Vehicles
Disembarking
If a vehicle starts the turn stationary, the crew can get out,
using the leave vehicle and move or leave vehicle, move and
fir.e actions. Crew members can only leave through the doors;
only one crew member can use each door. Crew members
riding on top of vehicles aren't restricted in this way, and they
can all get off in the same pedestrian phase.

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.

ROCKET PROPELLED GRENADE


PUMP ACTION SHOTGUN
LAUNCHER (RPG)

• 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

ASSAULT RIFLE MINIGUN

Range ..... .. ..... 12 SABRE-HAUSMANN


Accuracy . . . . . . . . . + 1 EA G LE 7 • 6 2 M M
Damage .. ...... .. · .0 ASSAULT RIF'LE .
Shots ............. 6 Range . .... .. .... . 12 ORI REAPER
Cost .. .. .. . . ... $750 Accuracy . . . . . . . . . + 2 7. 62MM MINIGUN


Damage .. . ..... .. +4 WITH MANPAK
Shots ............. 6
Cost ......... $10,000 BOO Y MOUNT .
20mm GRENADE LAUNCHER Wei ght .•......... 70

Range ..... .. ..... 12


SABRE -H A USM AN N
Accuracy . . . . ....... 0 DOM INATO R
Damage .. . .. ... +1HE O RUM - F' EE O 2 0 MM
Shots .... . ........ 6 G R ENAD E L. AUN C H E R.
Cost ....... .. . $5,000

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.

OPEN GROUND TARGETS


Pedestrians directing fire at vehicle targets use the main to
Pedestrians may be placed on the board surface as explained hit rules (score to hit equals range). The score to hit a pedestrian
above, or they may be off-road. is 4 at ranges of up to 5 spaces, 6 at ranges of 6 or more spaces.
The scores to hit is modified by the weapon's accuracy and
the usual tactical factors.
Target is a pedestrian in soft cover -1


. BOARD.
(Any pedestrian on the road edge
can claim .to be in soft cover)

Target is a pedestrian in hard cover ............... -2


lThls Includes those behind obstacles
or inside buildings)

Firer is a pedestrian using a dual move and fire action .. -1


(This doesn't apply when shooting
from a moving vehicle)

Firer is a wounded pedestrain ................... -1

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!

SET UP Players should then position themselves conveniently close to


their starting positions, along with their record sheets and
Set up a circuit of Dark Future track sections (which may be made appropriate beverages.
up from the components of a single game set). The c ircu it
comprises 7 straight sections, 2 right angle cunies and 3 bend One player then rolls the dice to determine the direction of play.
sections laid out as shown below. On odd numbers the cars begin travelling clockwise around the
circuit, on even numbers they travel anti-d ockw ise.
Players place their models on the circuit anywhere within their
starting positions.

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.

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