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Gaslands Highway rules

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Page 1: Gaslands Highway
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GASLANDS HIGHWAY Gaslands Highway is a tabletop game of car-on-car destruction in a post-apocalyptic wasteland.

Version 1.04 - August 3, 2015

THE WORLD OF

GASLANDS Gaslands assumes that you are fighting for the last

remaining petroleum reserves in a post-apocalyptic

Australia, circa 1979. To quote tvtropes.com:

"In any post-apocalyptic story created after the

release of Mad Max, it is almost assured that the

obvious and natural way for the world to look after

a civilization-destroying cataclysm is "the

Australian Outback". There is no need to explain

this. Global catastrophe turns the world into an

anarchist Australia with inter-warring gangs. It

just follows logically."

Of course, you can equally choose to fight in a post-

nuclear-fall-out America in the 1950s, in the post-

cybernetic-up-rising of the 2050s, across the

radioactive wastelands outside the mega-cities of the

year 2000AD, or along the construction routes of a

distance Earth-like planet many millions of light-

years from here… It's your game, your table, and

your collection of miniatures, so play whatever YOU

want to play.

Copyright All text copyright 2015 Mike Hutchinson. Images

taken from various sources and used without

permission. Please contact me at http://gasland-

games.co.uk

Common Terms I use the words 'car' and 'vehicle' interchangeably,

even though I mean car, bike, trike, truck, buggy, bus,

big rig, chopper, etc.

WHAT YOU'LL NEED

You must start with a small collection of post-

apocalyptic cars, trucks or buggies in any scale.

The rules assume 10mm, 15mm or 20mm scales, which

covers most micro-style and die-cast toy cars, and

for which plenty of inexpensive miniatures are

available. You might want to print out the templates

a bit larger if you're using 28mm vehicles.

This is a car dashboard. You should have one for

each car you control. It is a quick reference for your

vehicle, and used for recording damage, tyres and

speed. Place a d6 on each of Hull and Tyres, and a

d% on Speed, with the appropriate sides faces-up to

show the current status.

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If you are feeling industrious, you will also want to

make some custom Skid Dice, perhaps printing the

symbols on sticky labels and using blank dice.

Some areas of rough ground, tin shacks, barricades,

ramps, oil cans, or road sections will add a lot, but

are not required to have a fun game.

You will need a set of custom templates, through

which movement and weapons are managed. You will

find these template on the last page of this PDF.

A set of printed damage cards (or a d12)

And finally you will need a set of Initiative Cards

(which are just cards with 1, 2, 3 and 4 written on

them).

SETUP In order to set up:

1. Build your cars (See the "Vehicles" section)

2. Put some terrain down

3. Drop the 7 supply crates

4. Deploy the cars

After you have thrown some terrain down, take seven

supply crates and drop them on to the centre of the

play area, from an arm's height. If any bounce off

the table, toss them back on.

Starting with the youngest player, players take it in

turns to place their all their cars at once. All their

cars must be: (1) touching a board edge; (2) within

SHORT RANGE of each other (see SHOOTING);

and (3) more than 2x LONG RANGE from any other

player's vehicle.

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WINNING The first player to capture FIVE of the SEVEN crates

wins the game.

THE TURN The turn is broken in to three phases:

1. Initiative Phase

2. Activation Phase

3. Dial Phase

Initiative Phase

At the start of each turn, shuffle and deal one

Initiative Card to each player. Initiative cards are

simply cards with a number on them. The number

indicates the order in which players will be able to

activate cars in the Activation Phase.

Activation Phase

The Activation Phase is broken into 5 sub-phases;

one for each speed: 100mph, 80mph, 60mph, 40mph

and lastly 20mph.

In each sub-phase, each car that is travelling at that

speed or faster must activate. For example, a car

moving at 100mph will activate in all five phases.

The initiative cards determine the order in which

players may activate vehicles within each sub-

phase. Players may choose which of their cars to

activate, should they have more than one to choose

from in any sub-phase.

Alternate the activation of cars until all the vehicles

moving at that speed or higher have moved in that

sub-phase, then move to the next speed sub-phase

and repeat.

A car may not pass, it must activate.

If no other players have cars moving fast enough to

activate in given phase, a player may move multiple

vehicles in a row, before the speed sub-phase

proceeds to a speed that the other players may also

activate within. Ensure that ever car activates

exactly once in every sub-phase equal to or less

than its current speed.

Dial Phase

At the end of each turn, you have an opportunity to

adjust the speed of each of your cars. You may

adjust your speed up or down by 20mph. You are not

obliged to adjust your speed.

Your speed can be 0mph, either due to deceleration,

handbrake turns or damage card results.

A car may not adjust its speed in the Dial Phase if it

performed a HANDBRAKE TURN during this turn.

ACTIVATION PHASE When a vehicle activates, it must MOVE, and then it

may optionally POWERSLIDE, or ATTACK, or both

in either order.

Movement

There are five movement templates that you may

select from when making a move: HARD-LEFT,

HARD-RIGHT, LEFT, RIGHT, and FORWARD (the

longer straight template). You may not select SLIDE

(the shorter straight template) as your move, unless

you are making a HANDBRAKE TURN (see below).

To move, simply select one of the five movement

templates, place it so the starting edge of the template

is parallel with the front edge of your vehicle and

then place your vehicle so that the rear edge of your

vehicle is parallel with the far edge of the template.

If your movement template or final position overlaps

rough terrain, make a SKID CHECK. If your

movement template or final position overlaps

another vehicle, both cars make a SMASH ATTACK.

If your movement cannot be completed because of an

obstacle or another car: move the vehicle as far

along the template as possible, then resolve the

SMASH ATTACK.

A car must move when it activates, it may not pass.

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Making a hard-left or hard-right when your car's

current speed is either 80mph or 100mph forces an

immediate SKID CHECK.

Placing Movement Templates

When placing the movement template to move your

car, you must place the starting edge of the template

perpendicular to the car's current facing, and

touching the front of the car. You may place the

template touching any point on the front of the car.

Likewise, when placing the car at the other end of the

template, the back of the car must touch the back of

the car, and be aligned with the ending edge of the

template. You may slide the car to any position

touching the template. The following diagram

illustrates some legal and illegal movements.

Powerslide

You may choose to make a skid check after any

move! This can be done before or after attacking, to

bring weapons to bear, or to better escape the guns of

others.

You may not make a powerslide after a smash attack,

but a powerslide may cause a smash attack.

Handbrake Turn

You may make a HANDBRAKE TURN just once in a

turn, in place of your car's regular move, and it is

always the last action that vehicle takes in that turn.

The car must perform the following:

1. Move 1-forward

2. Rotate 180º on the spot

3. Make a SKID CHECK

4. Reduce your speed by 40mph

5. Reduce your tyres by 1 point

…and then that car's turn ends. I.e. it may not attack.

Smash Attack

If, during a car's movement, the movement template

or final position of your car overlaps another

vehicle, both cars must make a smash attack against

each other.

You must MOVE before you make a SMASH

ATTACK.

A smash attach is an attack that rolls a number of

dice equal to the difference between the armour

values of the two cars, plus one, and always rolls a

minimum of one dice. E.g.

ATTACKER -> AV3 AV4 AV5 AV6

AV3 1D6 2D6 3D6 4D6

AV4 1D6 1D6 2D6 3D6

AV5 1D6 1D6 1D6 2D6

AV6 1D6 1D6 1D6 1D6

If one of the cars is travelling faster than the other,

the faster car gets an extra attack dice.

If your smash attack sandwiches the target between

you and another vehicle or a solid object (like a

building), you get an extra attack dice.

After the smash attack is resolved, the target vehicle

makes an immediate SKID CHECK.

After the skid check is resolved, if either car is in a

position such that it cannot move away in its next

movement, place the attacking car on the far side of

the target vehicle, such that both cars can drive off

in their next turn.

Timing of Movement

You must move before you make a smash attack, a

powerslide, or an attack.

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SHOOTING As part of a car's activation, it may make a shooting

attack. You may only attack once a turn with each of

your weapons. You may only shoot with one weapon

in each phase. You cannot make a shooting attack

and a smash attack in the same activation.

Weapons are one of: front, rear, turret (360º) or crew

(360º). "Line of sight" is determined by application of

shooting template. The shooting stick should be 15cm

long and approximately 2" wide, with a dividing line

at 7.5cm, which indicates SHORT RANGE. A

standard plastic 15cm ruler should suffice.

Place the shooting stick directly out the front or back

of the car (if front or rear weapon), and centered on

the front edge of the car, or touching any part of the

car (if turret or crew). If the shooting stick can touch

an enemy car, you can shoot it.

If your weapon is short ranged, the target must lie in

the first 7.5cm section of the shooting stick, or it is out

of range and cannot be attacked.

To make a shooting attack: roll a number of D6 equal

to your weapon's attack value. E.g. a machine gun

rolls 2D6.

For each roll that is equal to or above the target's

armour value, the target receives a damage card: E.g.

a car has AV4, so an attacker would need to roll a 4+

on any attack dice to damage it.

Cover

If the shooting stick touches a piece of terrain, or

another car, or a wreck, before it touches the target,

the target benefits from cover. Count the target's AV

as 1 higher.

DAMAGE When you take damage, draw a card for each point of

damage (or roll a D12 if you haven't printed the cards

yet). Damage effects are permanent.

1 Fireball! Immediately wrecked.

2 Wheel-arch: 1 Damage & Can't turn left

3 Wrecked pinion: 1 Damage & cannot choose "forward'

4 Lost weapon: 1 Damage & randomly select one weapon. Can't shoot with this weapon again.

5 Breaks broke: 1 Damage & can't decelerate

6 Upholstery Ruined: 1 Damage

7 Dented Fender: 1 Damage

8 Lose control: 1 Damage & immediate skid check

9 Blown engine: 1 Damage & max speed now 40mph

10 Blown tyre: 1 Damage & immediately reduce tyres by 2 points

11 Wheel-arch: 1 Damage & can't turn right

12 Fuel leak: 1 Damage & next hit will automatically cause a "Fireball"

Wrecked

When you take damage equal to your hull, you are

WRECKED. Immediately make one more SLIDE

move directly forward and flip the car over to

indicate it is a Wreck.

SKID CHECK Hand-break turns, powerslides, damage, oil slicks

and terrain can all cause a skid check. Roll a

number of Skid Dice equal to your Handling value.

You must choose exactly one of the rolled results to

apply. You must choose ROLL if you have rolled one.

If you roll two or more ROLL results, you wipe out,

and you are immediately WRECKED. You may

choose a blank face if you like.

The skid dice results have directional facings on

them. You might wish to create custom dice for them.

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D6 Skid Result

1, 2 or 6 (Blank) Nothing

3

Slide: move in either of the indicated directions, using the SLIDE template, maintaining your current facing.

4

Spin: rotate on the spot to either of the indicated facings

5

Roll : take 1 damage card, and then move 1-forward in the indicated direction

If you are using standard D6 as skid dice, the faces with the "1" and

the "6" are your directions for 'spin' and 'slide' results. Use the face

with the "1" for the direction of the "roll" result.

When moving a car for a slide result, place the SLIDE

template pointing in the direction of the slide, and

touching any part of the car. Then move the car to

the other end of the slide template, maintaining its

current facing. Both of these are legal slide moves:

Tyres

Each vehicle starts with a number of tyre points.

You may spend a single TYRE point to re-roll any of

the skid dice, once per skid check. If you are ever

required to make a skid check whilst you have zero

tyre points: you must treat your Handling as 3.

CRATES You may pick up a supply crate if your movement

template, or the final location of your car (before or

after powersliding), or the movement template of

your powerslide, touches the crate. Place the crate

on your car's card and draw a random pickup card.

When a vehicle is WRECKED, the vehicle's owner must

place the crate touching the wreck.

You may drop a crate in the same way as a dropped

special weapon. To drop a crate, simply place the

template touching the back of your car after you

move. Leave the crate there as you move off in the

next phase. You may attack and drop a special

weapon in the same sub-phase.

If you drop a crate, you must discard a pickup card.

Crate Pickups

When you collect a crate, you draw an upgrade (or

roll a dice if you have no cards). These are one of:

D6 Effect

1 Spare Tyre: Gain one tyre point

2 Ammo Dump: Gain Grenades (Ammo 3)

3 Oil Drums: Gain Oil Slicks (Ammo 3)

4 Now I have a Machine Gun, ho, ho, ho

Gain a Machine Gun.

5 Steel Plates: Discard one damage card, and repair one hull point.

6 FLAMETHROWER: Gain a Flamerthrower (Ammo 3)

You may use additional weapons that you pick up,

even if you already have your maximum allowance

of weapons.

TERRAIN Terrain is one of:

Road – if you make a SKID CHECK, you may spend a

tyre point for free.

Open - no penalty, but remember that a hard-left or

hard-right at either 80mph or 100mph forces an

immediately SKID CHECK.

Rough – You roll an extra Skid Dice in rough. Any

turn forces a SKID CHECK.

Obstacle – If a car collides with a static obstacle,

such as a wall or rock, resolve a smash attack,

wherein the obstacle counts as AV6.

Wrecks – If a car collides with the wreck of another

car, resolve a smash attack, wherein the wreck

counts as an obstacle with an Amour Value equal to

that which is had in life. Remove the wreck after the

smash attack.

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VEHICLES & WEAPONS Vehicles

Each vehicle has a stat card, which also doubles as

its dashboard, used for recording current speed and

current tyre points.

Building a Vehicle

1. Choose a vehicle base

2. Choose exactly one weapon. Bikes may not take a

weapon. Big rigs and busses may have two

weapons. Choose front, rear or turret mounted.

Triple cost for turret mounted.

3. Crew is always armed with 1 handgun for free.

Trucks, busses or big rigs may buy up to two

additional crew members armed with handguns

for 10pts each.

Cars with multiple crew members may only shoot

with one crew member in each sub-phase.

Weapons

Weapon Attack Dice

Range

Special Pts .

Machine Gun 2D6 Long 10

Autocannon 4D6 Long 30

Rockets 4D6 Long Ammo 3, Blast 20

Flamethrower 6D6 Short Ammo 3 30

Handgun 1D6 Short Crew 10

Grenades 1D6 Short Crew, Ammo 3, Blast

• Crew: Weapon has 360º line of fire

• Ammo "x" : you may only fire this weapon "x"

times in a game.

• Long: you may use the full length of the line of

sight stick.

• Short : you may only use the "short range" length

of the line of sight stick.

• Blast : target must make a SKID CHECK after

being attacked, even if the attack caused no

damage

Special Weapons

Oil slicks, mines, caltrops are templates that you

drop, and then become "obstacles". To drop a special

weapon, simply place the template touching the back

of your car as you attack. Leave the template there

as you move off in the next phase. Dropping the

template weapon counts as your attack for that sub-

phase.

Special Weapon Notes Pts .

Oil Slick Dropper Dropped. Ammo 1. Counts as treacherous. Lasts for 2 full turns

10

Caltrop Dropper Dropped. Ammo 2. Counts as treacherous. First car to touch it immediately loses 2 tyre points, then remove caltrops template

10

Nitro Booster Ammo 3. May immediately move once in the 100mph sub-phase.

10

Nitro Boosters

Nitro Boosters: (10pts) Ammo 3. Declare at any time

during the 100mph sub-phase. When used, you may

move once in the 100mph sub-phase, as if your

current speed was 100mph, and then you immediately

return to your current speed.

Chopper

The chopper (helicopter) moves at a constant speed

of 60mph. It may freely rotate to face any direction

immediately after moving. It cannot make a hand-

break-turn. It never makes skid checks, nor can it be

made to. It cannot make smash attacks. It ignores

other vehicles and terrain when moving. Other

vehicles ignore it when moving.

Vehicle AV Hull Handling

Tyre Points

Initial Speed

Pts.

Bike 3 2 3 6 40mph 20

Buggy 3 3 3 5 40mph 30

Car 4 4 2 4 20mph 50

Truck 5 5 1 5 20mph 100

Bus 5 5 1 6 20mph 100

Big Rig 5 6 1 3 20mph 150

Chopper 4 4 - - 60mph 100

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QUICK REFERENCE(1) Initiative Phase

(2) Activation Phase

(3) Dial Phase

Damage (if you don't have cards)

D12 Effect

1 Fireball ! Immediately wrecked.

2 Wheel-arch: 1 Damage & Can't turn left

3 Wrecked pinion: 1 Damage & cannot choose "forward'

4 Lost weapon: 1 Damage & randomly select one weapon. Can't shoot with this weapon again.

5 Breaks broke: 1 Damage & can't decelerate

6 1 Damage

7 1 Damage

8 Lose control : 1 Damage & immediate skid check

9 Blown engine: 1 Damage & max speed now 40mph

10 Blown tyre: 1 Damage & immediately reduce tyres by 2 points

11 Wheel-arch: 1 Damage & can't turn right

12 Fuel leak: 1 Damage & next hit will automatically cause a "Fireball"

Vehicles Vehicle AV Hull Handl

ing Tyre Points

Initial Speed

Pts.

Bike 3 2 3 6 40mph 20

Buggy 3 3 3 5 40mph 30

Car 4 4 2 4 20mph 50

Truck 5 5 1 5 20mph 100

Bus 5 5 1 6 20mph 100

Big Rig 5 6 1 3 20mph 150

Chopper 4 4 - - 60mph 100

Terrain

Terrain Effect

Road Bonus: free re-roll on any SKID CHECK

Standard No penalty.

Note: hard-left or hard-right at either 80mph or 100mph forces an immediately SKID CHECK

Rough +1 Skid Dice

Any turn forces a SKID CHECK.

Obstacle Smash attack, obstacle counts as AV6

Wreck Smash attack, remove wreck

Skid Check

D6 Result

1-3 (Blank) Nothing

4

Slide: move in either of the indicated directions, using the SLIDE template, maintaining your current facing.

5

Spin: rotate on the spot to either of the indicated facings

6

Roll : take 1 damage card, and then move 1-forward in the indicated direction

Weapons

Weapon Attack Dice

Range

Special Pts .

Machine Gun 2D6 Long 10

Autocannon 4D6 Long 30

Rockets 4D6 Long Ammo 3, Blast 20

Flamethrower 6D6 Short Ammo 3 30

Handgun 1D6 Short Crew 10

Grenades 1D6 Short Crew, Ammo 3, Blast

Special Weapons

Special Weapon Notes Pts .

Oil Slick Dropper Dropped. Ammo 1. Counts as treacherous. Lasts for 2 full turns

10

Caltrop Dropper Dropped. Ammo 2. Counts as treacherous. First car to touch it immediately loses 2 tyre points, then remove caltrops template

10

Nitro Booster Ammo 3. May immediately move once in the 100mph sub-phase.

10

Crate Pickups

D6 Effect

1 Spare Tyre: Gain one tyre point

2 Ammo Dump: Gain Grenades (Ammo 3)

3 Oil Drums: Gain Oil Slicks (Ammo 3)

4 Now I have a Machine Gun, ho, ho, ho

Gain a Machine Gun.

5 Steel Plates: Discard one damage card, and repair one hull point.

6 FLAMETHROWER: Gain a Flamerthrower (Ammo 3)

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