battle bikes rules and bike sheets 2.0
TRANSCRIPT
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A Combat Racing Game
By Dan & Alex Looke, Matt Sponsler, Franz Bratz, Riley Hyle, and
Eric Nieberger
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Contents
Pg.
3.
4.4.5.
6.6.8.10.
11.12.
13.13.13.14.14.15.16.
17.
18.18.
19. 19.21.21.22.
25.25.26.
27.
Content
IntroductionPre-Race
Choose your bikeThe Bike Sheet
Type of RaceJoustDeath RaceStandard RaceSuicide
Demolition Derby
Optional RulesThe Sniper
Crowd ControlGravity WellsMime FieldsBattle BoxesSticky Situation
Additional Steps
RaceThe Game Turn
ActionsMovement ActionsCombat ActionsRecovery ActionsCombined Actions
Game MechanicsMovementTurningCombat
Pg.
29.
31.31.32.
33.35.
35.46.49.50.
Content
Definitions
Post-RaceRace PlacementAwards
Final StepsUpgrades
Weapons / ItemsImplantsSponsorsTemplates
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Introduction
Battle Bikes is a futuristic
combat racing game based
on a six-sided dice system
and centered around highly
advanced and heavily armed
bikes.
You each will control your
own bike as you race at
break-neck speeds around
deadly tracks.
You will need to use all of
your cunning and skill tostay alive and at the same
time attempt to destroy
your opponents bikes.
Good luck.
Im sure the crowd will loveyou.
Groongos bike fishtailed wildlyaround the corner but he couldnt af-
ford to let up on the gas.
The heavy was right behind him, notfarther than fifteen feet away, and it
was unloading a fortunes worth ofammo battering him back and forth.
He wasnt worried though he justhad to use his bike speed and outmaneuver the son of a bitch. That
strategy had kept him alive throughcountless races, and he was particu-
larly adept at outrunning dull-wittedlumbering behemoths.
Grinning, he pushed the button to
inject the nitro into his engine and he
could see the fluid rush through theclear vanity tubes and under thehood.
He braced himself for the increase inthrust, but nothing happened.
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Type of Bike
Battle Bikes has three classes of bike to choose from. Each class of bikehas its own damage sheet where most of the differences can be ob-
served.
Raptor Class Light Bike:
Light bikes are light on armor, but heavy on speed. They generally roll higheron movement rolls and can make two movement actions per turn, but they
are fragile and are much more easily destroyed than their heavier counter-parts.
Warthog Class Medium Bike:
Medium bikes are the middle of the road. Not as slow as heavy bikes, butbetter armored than light bikes, they can both survive in combat and out runmany opponents in a race. This is the type of bike those indecisive peoplewho cant make up their mind about how they want to play.
Fortress Class Heavy Bike:
Heavy bikes are built like tanks with the arms and armor to prove it. Unfor-tunately, they also drive like tanks and are the most adept bikes at actuallywinning races. Heavy bikes generally move slower than the other types ofbikes, but they shoot more and can take significant damage before being de-stroyed.
Campaign Circuit Special Rules
Whenever you see a box like this, it will contain special extra rules to be used only during a
campaign.
When selecting your bike, you should instead select two bikes (either of the same or differenttypes). The first bike will be your main bike, and the second will be your backup which you will usewhen your main bike is out of commission.
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The Bike Sheet
Priming Your Bike Sheet:
Before each single game, or the first game in a campaign, your bike sheet needsto be primed in a certain way depending on what type of bike you are racing.
Light bikes:
Fill in the circle for the 5+ save
Medium Bikes:
Fill in the circle for the 4+ save, and one extra damage box in the armor andweapons categories.
Heavy Bikes:
Fill in the circle for the 3+ save, and one extra damage box in the armor,weapons, engines, and tires categories.
Bike Sheet Upgrades:
During a campaign, you may purchase upgrades for your bikes by paying forand filling in dash-lined areas on your sheet. Upgrades for your bike sheet may
be purchased at the cost denoted on the sheet and subject to the following limi-tations:
You may only upgrade your save once, ever.
Damage boxes must be upgraded from left to right and you are limited to
the number of dash-lined boxes on your sheet.
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Type of Race
How to Determine the Type of Race:There are five different types of races each of which have their own in-game rules and win
cocnditions. Players can either select the type of race they want to play, or roll a D6.
Joust
Death Race
Standard Race
Standard Race
Suicide
Demolition Derby
OPTIONAL
Joust
1. Place the terrain on the table so that there is astraight track with one end on either side of
the table (see Fig. 1). Or, alternatively, forshorter tables the terrain may be placed in ahorseshoe shape (see Fig. 2).
2. Obstacles may be placed evenly on the track.
3. Mark start/finish lines on both ends of thetrack.
Terrain Placement:
Fig. 1 Fig. 2
= terrain = track = obstacles
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Type of Race
Joust, cont.
Bike Placement:
1. Players place there bikes on either end of the track facing eachother.
2. Bikes must start in base to base contact with the start/finish line.
Teams:
1. Players separate into two even teams.
2. If there are an odd number of players, one team must play a ghostbike which plays as if there was another player participating.
Campaign Circuit Special RulesIn a campaign, the ghost bike must be made evenly matched with the other, more up-graded, bikes. As such, the team with the ghost bike may purchase items and upgradesfor it worth a total value of $150 X the number of previous race in the campaign.
Weapon Activation Delay: None
Win Conditions:
1. The first team to successfully navigate all of their non-destroyedbikes from one side of the track to the other, wins.
2. If either team is completely destroyed, the other team wins.
Campaign Circuit Special RulesRoll a die to determine final placement within teams when awarding money and campaignpoints.
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Type of Race
Death Race
Terrain Placement:
1. The terrain is placed on the table so that it forms one continuoustrack with a single start/finish line. (See Fig, 3 for an example)
2. Obstacles may be placed on the track as desired.
= terrain = track = obstacles
Fig. 3
Bike Placement:
1. Bikes must be placed in base to base contact with the start/finishline.
2. All bikes must be facing the same direction, this will be the racedirection.
Shit! thought Groongo, as his engine sputtered and his bike slowed
to a crawl. This isnt going to be good!
He watched with a strong sense of impending doom as the heavyscannon rotated slowly, taking careful aim at his stalled bike.
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Type of Race
Death Race, cont.
Weapon Activation Delay: D3+1 turns
Special Race Rule: The Wall of Fire
Lets turn up the heat!
1. The Wall of Fire is dormant for most of the race but becomes acti-vate at the end of the turn where any player has entered into theirthird lap.
2. The Wall of Fire chases that player around the track moving 3D6at the end of each turn.
3. The Wall of Fire covers the entire surface of the track, from terrainto terrain, and cannot be avoided.
4. The Wall of Fire also extends from its current position on the trackback to the start/finish line. (See Fig. 4)
5. Any bike caught in the area of the Wall of Fire takes one wound peraction point spent until they can escape the Wall.
6. The Wall of Fire continues to move around the track until the entiretrack is covered, and continues to burn until the race is over.
= terrain = track = Wall of Fire
Fig. 4
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Type of Race
Death Race, cont.
Win Conditions:
1. The first player to complete 3 full laps around the track, wins.
2. The last player left standing, wins.
Standard Race
Terrain Placement:
1. The terrain is placed on the table so that it forms one continuoustrack with a single start/finish line. (See Fig, 3 on pg. 7 for an ex-ample).
2. Alternatively, other types of tracks (such as a figure 8 configura-tion) can be designed as desired by the players but there must be a
single start/finish line.3. Obstacles may be placed on the track as desired.
Bike Placement:
1. Bikes must be placed in base to base contact with the start/finishline.
2. Players may determine which direction to race in, and players mayeven race in different directions if they wish, but all players musttravel the same distance, in a closed loop, so that they complete
laps which both begin and end at the start/finish line.
Weapon Activation Delay: D3+1 turns
Win Conditions:
1. The first player to complete 3 full laps around the track, wins.
2. The last player left standing, wins.
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Type of Race
Suicide
Terrain Placement:
1. The terrain is placed the same as in the Joust race (see pg. 5).
2. Mark a single start/finish line on one end of the track.
3. Place markers at 1/2 the distance and 3/4 of the distance across
the table from the start/finish line.4. Obstacles may be placed as desired.
Bike Placement:
1. Bikes must be placed in base to base contact with the start/finishline.
2. Players will race across the table and bikes should be placed toface accordingly.
Special Race Rule: Suicide
1. This race is run not in a circular lap, but back and forth down astraight track.
2. Lap 1 consists of bikes traveling from the start/finish line, to thehalfway mark on the track, and back to the start/finish line.
3. Lap 2 is the same, but bikes will travel to the 3/4 mark.
4. Lap 3 is the same, but bikes will travel all the way across the table.
Weapon Activation Delay: D3+1 turns
Win Conditions:
1. The first player to complete 3 full laps around the track, wins.
2. The last player left standing, wins.
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Type of Race
Demolition Derby
Terrain Placement:
1. The terrain is placed around the outside of the table so that thereis a bowl of track in the center of the table that is walled off. (SeeFig. 5).
2. Obstacles may be placed as desired.
Bike Placement:
1. Bikes are placed in base to base contact anywhere along the edgeof the track (See Fig. 5).
2. If necessary, players may wish to roll a die to determine in whatorder they place their bikes.
= terrain = track = obstacles
Weapon Activation Delay: None
Win Conditions:
1. The last player left standing, wins.
Fig.5
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Optional Rules
The Sniper
Crowd Control
Gravity Wells
Mime Fields
Battle Boxes
Sticky Situation
OPTIONAL
How to Determine the Optional Rules:There are six different optional rules which may be applied to any type of race. Players mayplay with these rules or choose to ignore them. If players choose to incorporate these rules
they may either select which optional rule(s) to use, or roll a D6.
The SniperSomeone really doesnt like you...
The crowd is restless and wants to participate in the race:
1. If any players bike is within 3 of the outside wall of the track at the end of the turn,the crowd starts pelting them with cups, rocks, hot dogs and anything else they canget their hands on.
2. Roll a D6, on a 6 the crowd throws something really nasty and that players biketakes wound.
Crowd ControlEveryone really doesnt like you...
A sniper is on the look out for any bike which seems to be pulling ahead of the pack:
1. If, at any time, any player rolls doubles on the dice that they use to determine theirmovement, the sniper shoots at them!
2. The sniper rolls 4D6 to hit and, if he hits, the targeted bike takes a wound.
3. The sniper may never critically hit or critically miss.
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Optional Rules
Gravity WellsTimmy would hate to be stuck in one of these...
The planet youre racing on has random shifts in gravity:
1. Place D6 large circular templates marked as gravity wells on the track (alongwith any obstacles and terrain).
2. If you enters a gravity well, you are bogged down.
3. In addition, if you are caught in a gravity well you must make a movement action asyour first action each turn you remain caught.
4. If you are able to move at least 6 in that action, you escape the gravity well andmay continue your turn as normal.
5. If you fail to escape a gravity well, you are bogged down again.
Mime FieldsA mime is a terrible thing to baste - The Orc Gourmand
Crowds of white faced (and probably French) mimes lounge casually around the track:
1. Place D6 large circular templates marked as mime fields on the track (along withany obstacles and terrain).
2. If you enter a mime field roll a D6:
= the mimes beat your bike with imaginary clubs and you take a wound.
= the mimes leap out of the way of your bike and nothing happens.
= the crowd goes wild as you splatter a mime all over the track. They are soimpressed that they all pull out guns and start shooting at all the other bikes inthe race. Every other bike in the race takes 1 wound.
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Optional Rules
Battle BoxesThisa seems familiar...
Someone has placed random rewards all over the track:
1. Place 2D6 Battle Box markers randomly on the track (along with obstacles and ter-rain.
2. When your bike comes into base to base contact with one of these markers, flip it
over and roll on the chart below to determine which item you receive.3. A flipped Battle Box marker is inactive and gives no reward.
4. You may only have 1 Battle Box item at a time and you must use that item before itcan be replaced, however, Battle Boxes you touch still flip as normal.
5. At the end of the turn, return all flipped Battle Box markers face up.
= Magic Mushroom Stimulant
1. Single Use, May be used at any time2. You gain +1 AP until the end of the turn.
= Green Shell1. Single Use, New Action, 1AP 2. Declare that you are using this item.3. Target another bike up to 36 away and within line of sight. Roll to hit.4. If you hit, the target bike takes a wound and is placed facing in a random di-
rection using a scatter die.
= Red Shell1. Single Use, New Action, 1AP 2. Declare that you are using this item.3. Target another bike up to 18 away and within line of sight. You automatically
hit.4. The target bike takes a wound and is placed facing in a random direction us-
ing a scatter die.
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Optional Rules
= Trap Box1. Immediate Use2. Replace the Battle Box marker you just flipped with a Trap Box marker.3. The Trap Box marker should look the same as the other Battle Boxes when
face up, but be marked as a Trap Box when flipped.4. When a bike comes into base to base contact with a Trap Box, flip it to reveal
that it is trapped.5. That bike takes a wound and is bogged down.
= Leader Shell1. Single Use, New Action, 1AP2. Declare that you are using this item.3. Target the bike that is currently in first place, regardless of distance or line
of sight.4. That bike takes 1 wound and is placed facing in a random direction using a
scatter die.
= STAR (Small Temporary Atomic Reactor)
1. Single Use, May be used at any time.2. Declare that you are using this item.3. You gain +3 to your movement die roll, before modifiers, until the end of the
turn.4. You also deal 1 extra automatic wound when ramming until the end of the
turn.
Sticky Situation
Eww...The sponsors feel they could make more money if the races took longer:
1. Place D6 large circular templates marked as sticky templates on the track (alongwith any obstacles and terrain).
2. All of the area covered by those templates is considered rough terrain.
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Addtl Steps
Purchase Upgrades
These additional steps should be completed as well.
When playing a campaign game, you will earn money which you may spend to upgradeyour bikes and your driver (see the lists at the end of this rulebook). You begin thecampaign with $500 to spend.
If you are playing a single race you may want to allocate a fixed amount of money to
purchase upgrades as well.
This is the ONLY time when you may:
Purchase weapons and items.
Install, uninstall, and swap out weapons and items on your bikes.
Upgrade your bikes armor and damage boxes.
Install new implants.
Upgrade your drivers implant points.Reset your drivers implants. ($200 cost)
Place Terrain
At this time, you should place the terrain on the track according to the rules establishedfor the type of race that you are participating in.
The rules for the type of race should be followed in spirit, but you may have leeway to
adjust the rules according to your own designs as long as all players agree.
Place Bikes
After the terrain is placed, place your bikes on the track according to the rules estab-lished for the type of race.
You are now ready to race!
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The Game Turn
Two Easy Steps:Every game turn consists of two steps which must be followed in order:
1. Determine Initiative:Players begin each turn by rolling 2D6 to determine their initiative. This numbermay be modified in various ways and will serve to determine the order of play for
the turn.
2. Take Actions:Battle Bikes game-play is based on an action point (AP) system where all playershave a pool of AP to spend and a set of actions which they may take.
All bikes start with 2 AP which may be modified by upgrades and in game events.
After initiative is rolled each turn, a single action is taken by the player with the
highest initiative. Play then continues in initiative order, from highest to lowest,with all players making single actions until everyone has taken their first action.Then, play returns to the player with the highest initiative to take their second ac-tion. Play continues in this fashion until all players have expended all of their AP.
Players must take an action if possible and lose the remainder of their AP if
they pass.
Once the last player expends his last action point, the turn is over and all effectsthat are triggered at the end of the turn occur. After such effects are resolved,the next turn begins with a new initiative role.
It is important to note that some actions, such as turbo boost, require more
than one AP. These actions are still considered single actions when determin-
ing turn order. Therefore, it is possible for players with the same number of
AP to take a different number of actions each turn.
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Actions
Classes of Actions:All actions fall into one of four classes: movement, combat, recovery, or combined.
Movement and combat actions are self explanatory and are the most used types of ac-tions as, generally, you either want to be shooting at something or driving every turn.
Different classes of bikes have different restrictions on the number of these actions theymay take each turn. Recovery actions consist of any forward-looking action which either
repairs your bike, or allows you to prepare for other actions in upcoming turns. Com-
bined actions consist of single actions that span two or more of the other classes.
The actions listed below are Standard Actions that all bikes may take. This list is not all-inclusive of every action a player may take and each players list of available actions
may be expanded through upgrades and in game events.
Movement Actions
Move:1 AP
This is your default movement action (you take this action if you roll dice before declar-ing another movement action). Its effect is different for each type of bike:
Light Bikes:Roll 3D6 and move a distance UP TO the total of the highest 2 dice in inches.
Medium Bikes:Roll 2D6 and move UP TO that distance in inches.
Heavy Bikes:Roll 3D6 and move a distance UP TO the total of the lowest 2 dice in inches.
Maximum number of movement class actions allowed per turn:
Light Bikes: 2Medium Bikes: 1Heavy Bikes: 1
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Actions
Turbo Boost:2 AP
Taking a turbo boost action means your driver is dumping nitro, or some other highlyvolatile chemical, into his engine for a temporary boost of speed. Though effective, thisprocess can cause engine failure, and so whenever doubles are rolled on the two dicewhich are used to determine your movement score, your bike doesnt move and
instead is bogged down.
You must declare that you are taking a turbo boost action.
Like a standard move action, the effect of the turbo boost action differs for differenttypes of bikes:
Light Bikes:Roll 3D6 and move a distance EXACTLY equal to double total of the highest 2 dicein inches.
Medium Bikes:Roll 2D6 and move EXACTLY double that distance in inches.
Heavy Bikes:Roll 3D6 and move a distance EXACTLY equal to double the total of the lowest 2dice in inches.
Groongo stared down the barrel of the Heavys gigantic cannon. This
was the end of him, he felt sure.
He could feel the pressure mounting as the heavy just sat there. Whatwas taking him so long?
Unexpectedly, the cannon began to rotate back around to aim at
something that Groongo couldnt see.
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Actions
Combat ActionsMaximum number of combat class actions allowed per turn:
Light Bikes: 1Medium Bikes: 1Heavy Bikes: 2
Shoot:
1 AP
Your fire at another bike with whatever standard armaments it may have:
1. Target another bike which is within 24 of your bike and within line of sight.2. Roll to hit.3. If you hit, the target bike takes 1 wound.
Recovery ActionsThere is no maximum number of recovery class actions which may be taken per turn
On the Fly Repair:1 AP
You try to repair your bike without slowing down:
1. Roll a D6, on a 4+ repair 1 box of damage or 1 disabled item.
Repair:2 AP
You stop, or at least slow down, to make a concentrated effort at repairing your bike:
1. Repair 1 box of damage or 1 disabled item.
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Actions
Reload:1 AP
Many weapons available for purchase need to be reloaded between each shot:
1. Reload 1 weapon.
Recovery Actions, cont.
Initiative Boost:1 AP
You are take sometime to plan out your next move:
1. You may roll +1 die or 1 die on your next initiative roll.
Combined Actions
Combined actions count as taking 1 action in EACH of the combined classes for the pur-poses of your maximum actions per turn.For example, a melee action is a combined movement and combat action and so it counts
as taking 1 movement AND 1 combat action.
Melee:Movement / Combat
2 AP
You whack another bike with chains, or a bat, or a sword, etc.:
1. Declare that you are taking this action.2. Make a standard move action.3. Each bike which comes into base to base contact with your bike during that move
takes 1 wound.
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Actions
Ram:Movement / Combat
2 APYou ram your bike into another bike:
1. Declare that you are using this action (you may not decide to ram another bike expost facto).
2. Make a standard move action.3. You may ram any or all bikes that you are in base to base contact with AFTER you
finish your movement.
A ram can occur in one of three ways:
Head-On:1. The front of your bike is in base to base with another bike.2. The other bike travels 2D6 in a straight line away from your bike. (see Fig. 6)
3. If the other bike hits a wall, it stops and takes a wound.4. If the other bike hits a second bike, it stops and takes a wound and the second bike
repeats the process as if it were rammed head-on. (This can create a pinball effectwith multiple bikes).
5. All bikes which involuntarily travel any distance due to a head-on ram are placed fac-ing in a random direction using a scatter die.
Combined Actions, cont.
2D6
Fig. 6
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Actions
Ram, cont.
Side-Swipe:1. The side of your bike is in base to base with another bike. (See Fig. 7)2. Repeat the process for a head-on ram, but the other bike only travels 1D6 and is not
placed facing a random direction.
Rear-Ended:1. The rear of your bike is in base to base with another bike. (See Fig. 8)2. Repeat the process for a head-on ram, but the other bike only travels 1D63. The other bike is still placed facing in a random direction.
Combined Actions, cont.
1D6
1D6
Fig. 7
Fig. 8
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Game Mechanics
The Details:These rules encompass the nitty-gritty details of how the game runs.
Movement
Forward Movement:
Forward movement is the standard type of movement for all bikes. See your movementclass action to determine the distance that your bike can travel.
Reverse Movement:
Bikes may move in reverse only during a standard move action. Reversing takes 2 ofmovement for every 1 actually moved. For example, if you roll 12 of movement and needto move 2 in reverse in order to clear a path to turn, you move 2 back at the cost of 4
and then may move 8 forward.
Actual Movement Score:
Your actual movement score is a very important number in Battle Bikes. Your score de-notes the speed that your bike moved in the previous turn and is the number which otherplayers are trying to match when rolling to hit your bike.
Your actual movement scoreis the actual distance that your bike moved during
the last turn. Therefore, if you rolled a 12 movement, but become bogged down aftermoving 8, your actual movement score is 8. You should mark your actual movement onthe sliding scale on the side of your bike sheet.
If youre bogged down, or you choose not to spend action points on moving during yourturn, your movement drops to 0 (skull and crossbones on the bike sheet) as soon as you
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Game Mechanics
Turning
Free Turning:
You may turn your bike for free during forward or reverse movement up to 45 to theleft or right of the a straight line drawn directly down the center of your bike. For widerturns, the turning wheel must be used. (See Fig. 9).
The Turning Wheel:
The turning wheel is a device specific to Battle Bikes, it can be easily made by pasting ordrawing the turning wheel template onto a CD (see the templates section of this rule-book).
Free Turning
Free Turning
Fig. 9
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Game Mechanics
Combat
Targeting:
When targeting another bike, you must declare your target before you measure the dis-tance to the target. If you target a bike which is out of range of your attack, your attackautomatically misses. In many cases, line of sightmust also be determined, what terraincan and cannot be seen through should be determined before the game.
Rolling to Hit:
Once your target is established and is in range, many weapons require you to roll to hit.When you are required to do so follow this process:
1. Roll 3D6.2. Add in any modifiers which may affect your roll.3. If your total roll is equal to or higher than your target bikes actual movement score,
Critical Hits and Misses:
On rare occasions you will make extraordinarily good, or bad, shots that will either causeextra damage or explode in your face.
Rolling Triple 1s:If you ever roll triple 1s to hit, your weapon critically fails. You automatically miss yourattack and your bike takes a wound, with no save allowed. Also, if you were using a
weapon in one of your slots, it is disabled. Rolling Triple 6s:If you ever are lucky enough to roll triple 6s, you critically strike your target. Your shotautomatically hits, does one extra wound, and bypasses any saves which the target bikemay have.
Rolling Triples, other than 1s or 6s:If you roll triples to hit, other than 1s or 6s, and your total score is high enough to hitthe target bike, you deal one extra wound.
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Type of Race
Combat, cont.
Wounding:
When your bike takes a wound, unless the weapon or circumstance specifically statesotherwise, you may roll to save that wound.
Rolling to save:
Roll a D6 against your bikes save score (on your bikes sheet). If you roll equal to orhigher than your save score, you save and the wound is ignored, otherwise you fail yoursave roll. An unmodified roll of a 6 always saves and an unmodified roll of a 1 alwaysfails.
Failing your save roll:If you fail your save roll, your bike takes a wound. Roll 2D6 and match that number to thenumber ranges in the top right of each of your bikes vital areas. Mark the left-most,solid-lined damage box in the vital area you rolled.
Taking Multiple Wounds:If you take multiple wounds from the same attack, follow the previous steps for eachwound separately.
Penalties:After you take a certain amount of damage in a vital area, you will start to suffer penal-ties as denoted on your bikes sheet.
Being Destroyed:If you ever reach the skull and crossbones in any vital area, your bike is destroyed. Flipyour bike on its side where it was destroyed, as it is now a flaming wreck which countsas an obstacle. You are taken out of the current race and, if playing in a campaign, yourbike must be placed in the shop to be repaired.
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Definitions
Other Details:More rules which encompass even more nitty-gritty details of how the game runs.
Bogged Down:
If your bike becomes bogged down, it immediately stops and you lose the remainder of
your AP for the turn.
Rough Terrain:
Immediately as your bike enters rough terrain, roll a D6.
If you become bogged down, your bike stops at the point where it entered the terrain.
If you are able to pass all the way through the area of rough terrain without beingbogged down, you only have to take one test. However, if you end your movement insideof the rough terrain or if you become bogged down in the rough terrain, you must take asecond test before you move out of the rough terrain.
= you are bogged down.
= you may continue your movement as normal.-
= you take a wound, no save allowed, but may continue your movement.
Weapons Activation Delay:
Some race types call for a weapons activation delay. If there is one, no bike may makeany combat action, except for a melee or ram action, for the number of turns specified.
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Definitions
Reloading:
If a weapon or item states that it must be reloaded, then it is considered disabled untilyou use the reload action to reload that specific weapon or item.
Disabled Weapons or Items:
If a weapon or item becomes disabled, it may no longer be used and generates no benefi-
cial effects until it is repaired.
If the weapon or item becomes disabled due to damage taken in that category, repairingthe damage will also repair the weapon or item. However, if the weapon or item is dis-abled directly, for example if you are hit by the Ion Cannon (see the weapons and itemssection of this rulebook), you must repair that weapon or item directly.
Templates:
If a item or rule makes reference to a template, that template may be found at the end ofthis rulebook.
Suddenly, the heavy exploded forward in a burst of movement andsparks.
Groongo tensed as it hurtled towards him, smashing hard into hisbike.
The track turned into a blur as he whirled backwards spinning out ofcontrol.
When the dust and nausea settled, all he could see was an up-close
view of the wall which bordered the inside of the track.
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Race Placement
Post-Race Awards / Repairs:After each race, you will be awarded a place and, if playing in a campaign, cash and campaign
points. In order to make sure each player is awarded their share correctly, follow thesesteps in order.
Determining Race Placement
In a standard race and several other race types, placement is determined first by theorder in which players finish the race, and second by the order in which players bikeswere destroyed.
Players who finish the race are ranked in top down order with first place going to thefirst player to finish, etc.
Players who are destroyed are ranked in bottom up order with the first player who is
destroyed falling into last place, etc.
For example:
5 players are racing in a standard race. Player 2 is destroyed first followed byPlayer 3. Players 5, 1, and 4 finish the race, in that order. They would be ranked:
1st place: Player 52nd place: Player 1
3rd place: Player 44th place: Player 35th place: Player 2
Of course, not all race types follow this exact formula, and the rules for each race typeoverride these standard rules.
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Awards
Determining Awards
After placement is determined, players earn cash, campaign points (CP), and sponsor-ship awards based on multiple factors detailed below:
All Awards are Cumulative
Cash CP
Placement in the Race:
1st place: $100 10 CP First Sponsor Pick2nd place: $70 6 CP Second Sponsor Pick3rd place: $50 3 CP Third Sponsor Pick4th place: $25 1 CP Fourth Sponsor Pick5th place: No Award No Award Fifth Sponsor Pick
Surviving the Race:(not being destroyed)
$50 1 CP
Dealing Damage:
(wounds dealt and not saved, max of 15)Per box: $10Per 5 boxes: 1 CP
Participation:(everyone gets this)
$150
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Final Steps
Reset / Pick Sponsors
You may now retrieve bikes from the shop which were placed in the shop during thelast race.
You may now also choose to repair your current bike, place it in the shop, or continueon to the next race.
The cost to repair a bike is $10 per damage box / disabled weapon. Any damage notrepaired is carried on to the next race.
Alternatively, you may place your bike in the shop. Doing so means that your bike isunavailable for the next race and you must use your backup bike. Also, items andweapons which are on a bike placed in the shop must remain on that bike until it comesout of the shop. Any bike which was destroyed must be placed in the shop.
Bikes come out of the shop fully repaired with all weapons and items working.
Repairing Bikes / The Shop
Sponsors flock to racers who are winning, or they may prefer to be on the underdog...
All sponsors from last race are reset.
Players may now pick their sponsors (from the Sponsor list later in this rulebook) in theorder detailed in the awards section on the previous page.
Sponsors generally give a temporary bonus for the next game, although some may awardextra cash or some other permanent bonus.
Sponsors fall into several categories, detailed in the Sponsor list, and each sponsormay only be chosen by one player at a time.
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Final Steps
Determine Campaign Placement
This is the final step for any campaign game.
Players add their newly earned CP to their already earned CP to determine their place-ment in the campaign.
If a player meets the pre-set requirements to win the campaign, and after re-
view by their fellow players, they may declare themselves the winner!
Groongos head spun and he could barely move in his significantly
shrunken cockpit.
He tried to start his engine, but after several flameouts he gave up.
Damn it! he thought, he was so close to winning too.
All he could do now was sit back and hope the other bikes didnt crashand kill him.
As the whirred and roared over and around him, he started thinking
how he would load-out his next bike.
He wouldnt lose so easily next time...
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Weapons / Items
Definitions for Weapons and Items:
New Actions
If a weapon or item states it is used as a new action, this is an additional action whichmay be taken along with or instead of the standard available actions. Action Points costwill be stated for these items.
Upgrades
If a weapon or item is classified as an upgrade, this is typically a passive improvementto a standard action, or possibly to another item or weapon. Such items will detail theirexact effect. Unless specifically stated otherwise, upgrades may only be taken once.
Slots
All items are designated to a specific slot, and all bikes have the same slot types:
1x Front Slot, 1x Rear Slot, 1x Special Slot, 3x Enhancement slots
Weapons and items must be mounted in their specified slot. Removing a weapon from aslot is free as is swapping a weapon or item out for a new one. Any weapon or item re-moved from a slot is not lost, even if it is not currently installed onto a bike. Make anote of any such weapons or items.
Drones, if purchased will also have a slot to install upgrades.
Specified Classes
Some items, typically items that go into the special slot, will specify that they may onlybe used by a certain type of bike or they may exclude a certain type of bike. When comeacross, these rules should be self explanatory.
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Weapons / Items
Front Slot
Rapid Fire Cannon
Upgrade $300Standard shoot action
Shoots more bullets at the price of lowered accuracy...
When making a standard shoot action, you may choose to make 2 shots instead of 1,but each shot is made at a 3 to hit.
Ion Cannon
New Combat Action $4001 Action Point
A burst of highly charged particles burn out complicated circuitry...
Target any bike in line of sight and within 36 and roll to hit. If you hit, you do notwound the target, but the target player must still roll to determine which vital areayou hit. If the target has a weapon or item installed in the vital area hit, that weaponor item is disabled. A critical hit with this weapon disables 2 items.
Heat-Seeking Missile
New Combat Action $5001 Action Point
Fires a missile which can follow its target around corners...
Target any bike within 18 regardless of line of sight. Deal the target bike 1 wound.This weapon must be reloaded.
High-Explosive Missile
New Combat Action $3002 Action Points
Fires a missile which causes a large, devastating blast...
Target any bike in line of sight and within 24 of your bike and roll to hit. If you hitcenter a large round templateover the target bike. All bikes under the template take1 wound and suffer a 1 on their save roll.
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Weapons / Items
Front Slot, cont.
The Burninator
New Combat Action $5001 Action Point
Shoots a stream of burning liquid at high pressure.
Extend a straight templateout lengthwise from any point base to base with your bike.All bikes underneath the template take 1 wound but add +1 to their save rolls.
SETI Defense Space Cannon
New Combat Action $6002 Action Points
Calls in a large orbital laser strike
Choose a target area of the track in line of sight and within 24 and roll to hit. If youhit, place a marker at the target. If you miss, move the marker D6 in a random di-rection using a scatter die.
You may only have one marker placed on the track at a time and the marker remainson the track until the laser is triggered. Once the marker is placed, after each timeyou take an action roll a D6. The laser can be triggered either by using this weapon asecond time in a subsequent turn, OR by rolling a 6 after a future action.
When the laser is triggered, center a large round templatearound the marker. Any
bike caught under the template (including your own) suffers 2 wounds at 2 to theirsave rolls.
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Weapons / Items
Front Slot, cont.
Flak Cannon
New Combat Action $5002 Action Points
Shoots hundreds of shards of metal at high velocity and high spread
Target another bike in line of sight and within 24 and roll to hit. If you hit, and the
bike is:
0-8 away, the target suffers 2 wounds at 1 to their save rolls.>8-16 away, the target suffers 2 wounds.>16-24 away, the target suffers 1 wound.
The Tenderizer
New Combat Action $6001 Action PointShoots concentrated microwaves which liquefy all but the hardest metals...
Target another bike in line of sight and within 18 and roll to hit. If you hit, the targetbike suffers a 1 to its save rolls for D3 turns. This effect may be applied multipletimes.
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Weapons / Items
Rear Slot
The BP Special Oil Sprayer
New Combat Action $4001 Action Point
This weapon sprays a large field of oil onto the track making it slick and dangerous...
Place a large round template, marked as an oil slick, in base to base with your bike.
The field lasts for D3 +2 turns. Any bike which enters the template slides in astraight line across the template and is turned facing a random direction using ascatter die. If the sliding bike collides with terrain it takes a wound. If the slidingbike collides with another bike, it takes a wound and the second bike is treated asbeing rammed head-on.
The Chain Smoker
New Combat Action $3001 Action Point
This weapon emits a dense field of smoke which cant be seen through... Place a large round template, marked as smoke, in base to base with your bike. Thesmoke dissipates in D3 turns. The area of the smoke template is considered roughterrain and blocks line of sight.
Mine Layer
New Combat Action $3001 Action Point
Lays a field of micro-mines which attach to the first enemy target to pass by...Place a large round template, marked as a mine field, in base to base with yourbike. The field lasts until triggered, or until you choose to lay another field. The firstenemy bike which enters the field suffers 1 wound.
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Weapons / Items
Rear Slot, cont.
Drone Bay
New Combat Action $600/$1001 Action Point
Many drivers elect to field drones which can complete various tasks for them...
Special Rules:This weapon starts with the maximum 2 drones. Drones have their own damagesheets in the templates section of the rulebook. When a drone is destroyed, areplacement it loses any upgrades, and a new drone may be purchased for $100 dur-ing the purchase upgrades phase of the pre-race.
Using the Drone Bay:
Drones begin the race attached to their parent bike and detaching each drone is a
new combat action which costs the parent bike 1 AP. While attached, drones may notbe attacked, travel with the parent bike and are considered deactivated for the pur-poses of any special equipment which can upgrade the drones.
Once detached, drones act as their own bikes under the control of the player wholaunched them. Drones have 1 AP, 2 damage boxes, a 5+ save and may be targeted asa standard bike.
Drones may take any standard action and may take their action at any time when
their parent bike takes an action.
Drones may also, as an action, reattach to their parent bike if they are in base tobase contact with it.
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Weapons / Items
Special Slot
The Claw
New Combat Action 2 Action Points $400Heavy Bikes Only
Fires a claw which can catch onto other bikes and winch them backwards.
Target another bike in line of sight and within 15 and roll to hit. If you hit, move that
bike into base to base contact with your bike. This movement counts as a ram ac-tion for purposes of upgrades such as spikes. Roll a D6, on a 4+ the target bike isbogged down. This weapon must be reloaded.
The Rocket Booster
New Movement Action 2 Action Points $600Light Bikes Only
A dangerous, but fast, way to travel...
Roll 3D6 and move EXACTLY double the total of all 3 dice. If your two highest dice aredoubles, you do not move and instead are bogged down. If you roll triples, you do notmove, you are bogged down, you take a wound and this item is disabled. This itemmust be reloaded.
EMP Pulse
New Combat Action 2 Action Points $400Medium Bikes Only
Emits a disruptive pulse which can burn out other bikes sensitive electronics...Disable this item. All other bikes within 12 of you bike, regardless of line of sight, arebogged down on the roll of a 3+.
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Type of Race
Enhancement Slot
Spikes
Upgrade $200Standard Ram Action
Theyre spikes...on your bike...
You automatically deal 1 wound to any rammed bike.
Stabilized Nitro
Upgrade $400Standard Turbo Boost Action
Makes turbo boosting a little less risky...
If you become bogged down due to your dice roll on a turbo boost action, you insteadmay move the distance you rolled as a standard move action.
High-Quality Engine Parts
Upgrade $200All Movement Actions
Your engine is well put together...
This upgrade may be taken multiple times.Add +1 to your total movement roll, before modifiers.
All-Terrain Tires
Upgrade $300All Movement Actions
You can easily navigate the roughest of terrain...
You no longer become bogged down on the roll of a 1 in rough terrain.
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Weapons / Items
Enhancement Slot, cont.
High-Discharge Capacitor
New Recovery Action $6003 Action Points
You save up energy for later use...
Double your total action points next turn.
Electrified Armor
Upgrade $500Defensive / Offensive
Your bikes exterior is electrified...
Any bike which enters base to base contact with your bike takes 1 wound.
Sawed-Off Shotgun
Upgrade $300Standard Melee Action
You have a shotgun, for those up-close and personal encounters...
When taking a melee action, you wound all bikes that come within 2 of your bike,rather than only base to base.
Also, if you are destroyed during the race, any bike which passes within 2 of yourdestroyed bike still takes a wound. Dealing these wounds grant cash and CP as nor-mal.
Advanced Targeting Systems
Upgrade $300All Combat Actions
Youve switched on your targeting computer...
This upgrade may be taken multiple times.You gain +2 on all rolls to hit.
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Weapons / Items
Enhancement Slot, cont.
Passive Deflection Field
Upgrade $400Defensive
Creates an energy barrier which is difficult to pass through...
Whenever you are targeted by a combat action other than a ram or melee action, the
bike taking the action must roll at least an unmodified 8 to hit or else the attackmisses. This applies even to attacks which do not require a roll to hit.
Red Makes It Go FASTER
Upgrade $300All Movement Actions
It sure does...
Add +2 of movement, after all modifiers, on any movement action. (This does notapply if you become bogged down).
DAX Gunner
Upgrade $600All Combat Actions
Youve given over some of your targeting to a computer...
You may make 1 additional combat action per turn.
Nanites
Upgrade $400Standard On the Fly Repair Action
Tiny robots to help repair your bike...
You gain +1 to your roll when you take a on the fly repair action.
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Weapons / Items
Enhancement Slot, cont.
Decoy Drones
Upgrade $200/droneDrones
Drones can be modified to project a hologram of your bike...
As long as at least one of your drones with this upgrade is within 12 of your bike andis not deactivated, you may choose to roll a D6 for any wounds you suffer before youmake your save. On a roll of 4+, that wound is redirected to that drone.
Heavy Cannon
Upgrade $500Standard On the Fly Repair Action
Your main gun shoots dense, armor piercing rounds...
Any bike hit by your standard shoot action suffers a 1 penalty on their save roll.
Drone Slot
Repair Drones
Upgrade $200/droneDrones
Drones can be modified to help repair your bike...
As long as at least one of your drones with this upgrade is within 12 of your bike andis not deactivated, you gain +1 to your on the fly repair rolls per drone with this up-grade.
Turret DronesUpgrade $300/droneDrones
Drones can be modified to shoot at a faster rate...
Turret drones cannot make move actions. Turret drones count as having the rapidfire cannon upgrade (in the front slot list) when making shoot actions.
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Implants
Definitions for Implants:
Implants, unlike weapons and items, upgrade your driver and not your bike. Your driverstays the same throughout the campaign and so his upgrades transfer from one bike toanother, even if one of your bikes in the shop.
Implant Points (IP)
Your IP value represents the maximum number of implants your drivers constitutioncan support. Each implant will cost a certain amount of IP and you may buy implants upto your maximum IP (given on your drivers sheet). Though you do not have to use all ofyour IP, you may not exceed your maximum.
Upgrading your IP
Your drivers maximum IP may be upgraded at the cost denoted on your drivers sheet.IP upgrades may be purchased during the purchase upgrades phase of the pre-race andyou may install new implants to fill the points immediately.
Resetting Your Drivers Implants
You may remove all of your drivers implants and replace them with a new set only dur-ing the upgrades phase of the pre-race. Doing so costs $200.
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Implants
Implants
Cybernetic Eyes
Implant 10 IPMay be taken up to 2X
Slow eyes? Try cyber-eyes...
You gain +1 when rolling to hit per instance taken.
Muscle Replacements
Implant 25 IPMay be taken up to 2X
You replace your muscles with a stronger, carbon-fiber mesh...
Opponents suffer 1 on their save rolls when you hit them with a melee attack.
Specialized Arm
Implant 20 IPMay be taken 1X
You implant a third arm which is specialized to repair your bike...
You gain +1 on your on the fly repair rolls.
Kamikaze Rage Enhancer
Implant 15 IPMay be taken 1X
A brain implants helps enhance your anger and remove your fear...
You deal 1 additional automatic wound when ramming.
Precision Body Control
Implant 30 IPMay be taken 1X
Implants allow you to make much more precise turns...
You turn at 1/2 the movement cost when using the turning wheel.
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Implants
Implants, cont.
Reflex Booster
Implant 50 IPMay be taken up to 1X
You can quickly adjust to any situation or attack...
You gain an extra 6+ save roll. This roll cannot be modified in any way (up or down)and may be taken even if the wound you take does not allow saves.
Neural Motivator
Implant 100 IPMay be taken up to 1X
Your brain is implanted with a motivation chip that keeps you going at top speed...
You gain +1 AP.
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Sponsors
Choosing Sponsors:Sponsors are chosen by the players in the order detailed in the determining awards section of
the rulebook (pg. 32). Each sponsor may only be chosen by one player at a time and certainsponsors may not be chosen by some players as detailed in the sponsor lists.
The Sponsors
Franz Bombs, and Other Armaments, Inc.
You gain one additional, temporary front slot which cannot be disabled and lasts for theduration of the next race. When sponsors are reset, any weapon or item which is in-
stalled in this slot is automatically removed.
Alexs Throat-Kicker, Steel Toed Boots, llc.You automatically deal +1 wound per bike when attacking in melee for the duration of the
next race.
Erics Generic, Chinese Knockoffs, Inc.You may purchase weapons and items at a 25% discount during the next purchase up-
grades phase.
The Sponsler, Mystery BenefactorYou immediately earn $200.
Groongos Great Gears, and Other Engine PartsYou may make 1 additional movement action per turn for the duration of the next race.
Rileys Wiley Discount ShieldsYou roll +1 on to save for the duration of the next game.
The Comeback Kid, Cowboy Boots and ApparelYou may only take this sponsor if, after the third race in the campaign, you are in
last place in the campaign. You gain +1AP for the duration of the next race.
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Large Round TemplateType:__________________
Large Round Template
Type:__________________
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LongStraightTemplate
LongStraightTemplate
LongStraightTemplate
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Turning Wheel
Front of Bike
2
4
6
6
4
2
Turning Wheel
Front of Bike
2
4
6
6
4
2
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Drone CardDamage:
Upgrade
Drone CardDamage:
Upgrade
Drone CardDamage:
Upgrade
Drone CardDamage:
Upgrade
Drone CardDamage:
Upgrade
Drone CardDamage:
Upgrade
Drone CardDamage:Upgrade
Drone CardDamage:Upgrade
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Actual Movement Score
NameofPlayer:
ClassofBike:
SPECIALSlot:
3 4 5 6 7 8 9 10 11
12 13 14 15 16 17 18 19
Save
5+
4+
3+
2+
Tires
2-
3
-3
movemen
tpena
lty
Front:
*
*frontslotdisabled
Rear:
Weapons
10-
11
*
-3
penaltytohit
*
rears
lotdisa
bled
Enhance
ment:
*
*En
hancemen
ts
lotdisa
bled
Ar
mor
6-
9
Enhancement: *
*En
hancemen
tslo
tdisa
bled
Cockpit
12
Engine
4-
5
*
-2
Enhancement:
UpgradeCost
DamageBox:
$100
Save:(1upgradeallowed)
$800
StandardActionsCheat-Sheet:
MovementClass
CombatClass
Recovery
Class
CombinedClass
AP
Move
1
AP
Tur
bo
Boos
t
2
AP
AP
Shoot
1
Ram
2
Me
lee
2
On
the
FlyRepa
ir
1
Repa
ir
2
Re
loa
d
1
Initiative
Boos
t
1
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CutHere
RIVE
RCARD
Ca
mpaignPoints
3
4
5
6
7
8
9
10
11
12
13
14
15
antPoints
00
150
MaxIPUpgradeC
ost
$1000per
bo
x
Spon
sor/Implants
Effect
Cost
T o t a l
Total
DRIVERCAR
D
Damage Dealt
CampaignPoints
Race
1
2
3
4
5
6
7
8
9
1
0
11
12
13
14
15
CP
M
axImplantPoints
50
100
150
NameofP
layer:
NameofD
river:
MaxIPUpgradeCost
$1000per
box
Sponsor/Impla
nts
Name
Effect
Cost
T o t a l
Total
Tota
lCas
h
To
talCas
h
N/A
Sponsor:
Implants:
N/A
Number
N/A