campaign rules-us v1.3

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CRUSHING! MOTORIZED FIGHTS INTRODUCTION Now that you have discovered the basic rules version of CRUSHING! it’s time to shift up a gear. These advanced rules allow you to play a campaign with a whole gang, and not just a single car. You could earn more cash depending on the results of your games, extend your territories (i.e. have more shops under your “protection”), recruit mercenaries or special characters for specific missions, repair and upgrade your vehicles, buy more efficient weapons, etc… GANG CREATION You must have noticed in the CRUSHING! background that many organizations, criminal or not, fight for control over the districts of Funkytown. You will have to choose which organization your gang is affiliated with. A gang does not necessarily belong to the organization, but it will always work for one or another. This organization will pay you each time you play a game. The wages will vary according to the results of your mission. Once you have chosen which camp you are in, it is time to create your gang. As a gang leader, you have personal funds at your disposal: $5000 at the beginning. It’s not a lot, but it can be the start of a huge fortune if you manage to gain respect on the street. You will need to recruit gangsters to create a real gang. Remember that you are an insignificant criminal, a small fish in a huge pond. You have slightly more charisma than any other citizen. This charisma allows you to convince other gangsters to join your gang for ridiculous pay. A gang includes a minimum of one leader and 1 gangster. Each member of your gang needs a vehicle. You will only be able to buy third hand, rusty cars at the beginning of a campaign; these will use as much oil as gas and are hard to

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Maintenant que vous vous tes bien rod sur les rgles basiques de CRUSHING

CRUSHING!

MOTORIZED FIGHTS

INTRODUCTION

Now that you have discovered the basic rules version of CRUSHING! its time to shift up a gear. These advanced rules allow you to play a campaign with a whole gang, and not just a single car. You could earn more cash depending on the results of your games, extend your territories (i.e. have more shops under your protection), recruit mercenaries or special characters for specific missions, repair and upgrade your vehicles, buy more efficient weapons, etc

GANG CREATION

You must have noticed in the CRUSHING! background that many organizations, criminal or not, fight for control over the districts of Funkytown. You will have to choose which organization your gang is affiliated with. A gang does not necessarily belong to the organization, but it will always work for one or another. This organization will pay you each time you play a game. The wages will vary according to the results of your mission.

Once you have chosen which camp you are in, it is time to create your gang. As a gang leader, you have personal funds at your disposal: $5000 at the beginning. Its not a lot, but it can be the start of a huge fortune if you manage to gain respect on the street. You will need to recruit gangsters to create a real gang. Remember that you are an insignificant criminal, a small fish in a huge pond. You have slightly more charisma than any other citizen. This charisma allows you to convince other gangsters to join your gang for ridiculous pay.

A gang includes a minimum of one leader and 1 gangster. Each member of your gang needs a vehicle. You will only be able to buy third hand, rusty cars at the beginning of a campaign; these will use as much oil as gas and are hard to start in bad weather. Its not first class, but a crime lords life is earned little by little.

A basic car costs $500. You cant begin with anything else.

You then have to equip your car if you want your gangsters to have the chance to stay alive after a game. Please refer to the weapons table. Dont be too greedy.

You can have up to 6 different weapons on your car but each weapon has a price and you have a very limited budget. Dont worry, you can change or add equipment on your vehicles as soon as your business starts to thrive.

You also need to cater for your gang members needs. A Crib or place to sleep, clean up, something to eat everyday, pay gas and other professional expenses.

It costs $500 for a gangster and $600 for the gang leader. You will probably start off living on the cheap: supermarket clothes, hot-dog or pizza diet, sordid hotel room, but its only the beginning. You will have to pay upkeep costs at the start of each new game. Youll also need to find a cover. Each gang must have a legal activity as cover just in case the law gets too nosey. This activity allows you launder your dirty money. You can choose your cover in the territories table (it depends on the organization you belong to) except the junkyard, the armory and the tuning shop. This will be your first territory. You have to buy the rights to it, from your bosses at the price indicated. If you have some cash left, just write it down in the cash box on your gang sheet.

To Clarify: the FTPD gangs will be dealt with later on as they differ a lot from the normal Gangs...

GANG CrEation

lmentPriCEQuantitY

Car$5001 for each gangster

Gangster$5001 minimum

Leader$6001

ArmamentSee table1 per car minimum

CoverSee table1

CUSTOMIZING AND CASH

Once your gang is created, you are ready to play your first campaign game. It is better to play your first game against another gang of equal experience. Otherwise things will be very hard for the beginner.

How your gang develops will differ for each gang. Thats why its important that you make a good choice. Dont try to find the ultimate gang because it will always end up being the one you are fighting against. Choose a gang because you like its style. Keep the CRUSHING! spirit.

Have a look at the vehicle sheet. You will notice that on the left side are your drivers skills. Each skill has 20 boxes next to it. Each time you succeed in a skill test, either a driving or shooting skill, notch a box. Your gang type might make it easier to develop driving or shooting skills. Each gangster will develop in different ways. There is a different limit for each gang. For example, Spankers gangsters can roll a die on the evolution table when 10 shooting skill boxes have been notched.

Once the die is rolled and the result is applied, erase the used notched boxes and restart for then next upgrade.

The FONK skill differs from the others. You must notch a box each time you roll a critical success (i.e. 1 on D20 during a test). There is an evolution limit for each gangster once again. Spankers are funky by nature: its easier for them to increase their FONK skills.

You get a FONK counter as soon as the evolution limit for your gang is reached. Each counter enables one die re-roll. You can roll the die only once, unless otherwise specified, and the new result applies. Once the die is rolled and the result is applied, erase notched boxes to start again, just like driving and shooting skills. Keep track of the FONK counters owned by your gangster. When the game ends, you keep the counters for future games.

To Clarify: a critical success due to a re-roll never allows you to notch a FONK box. Dont you think you were lucky enough?

GANGSTER EVOLUTION

Each gang evolves differently. The following tables are for each gang.

THE FONKY-SPANKERS

Evolution LIMITS

Driving10

Shooting10

Fonk5

Once the limit is reached, roll 1D6: on a 1, you get +1 in your skill (shooting or driving). Otherwise, roll 2D6 on the following table and apply the result.

SHOOTING SKILL

2 One additional shooting action

3 4Precise shot: the victims adds +1 on the die result on the critical hits table

5 6Foreseeing: ignore the first out of ammo result for passive weapons

7- 8Awesome equipment: ignore weapon jam result

9-10Sharp Shooter : re-roll a missed shooting roll (1x per game)

11-12Sharp-eyed : double firing distance

DRIVING SKILL

2One additional driving action

3 - 4Stuntman! You can make U-turns as if they are 45 turns

5 - 6Slalom: You can make 90 turns as if they are 45 turns

7 - 8Controlled skid: subtract 1 from the die result when you roll on the loss of control table.

9 - 10Dodge: you can re-roll one missed dodge die.

11 - 12Vehicle control: you can re-roll one missed driving die.

THE BLACK JACKERS

Evolution LIMITS

Driving10

Shooting10

Fonk7

Once the limit is reached, roll 1D6: on a 1, you get +1 in your skill (shooting or driving). Otherwise, roll 2D6 on the following table and apply the result.

SHOOTING SKILL

2 One additional shooting action

3 - 4Precise shot: the victims adds +1 on the die result on the critical hits table

5 Foreseeing: ignore the first out of ammo result for passive weapons

6- 8Awesome equipment: ignore weapon jam result

9-10Sharp Shooter : re-roll a missed shooting roll (1x per game)

11-12Sharp-eyed : double firing distance

DRIVING SKILL

2One additional driving action

3 - 4Stuntman! You can make U-turns as if they are 45 turns

5 - 6Slalom: You can make 90 turns as if they are 45 turns

7 - 8Controlled skid: subtract 1 from the die result when you roll on the loss of control table.

9 - 10Dodge: you can re-roll one missed dodge die.

11 - 12Vehicle control: you can re-roll one missed driving die.

THE VOODOO CHILDRENEvolution LIMITS

Driving15

Shooting12

Fonk9

Once the limit is reached, roll 1D6: on a 1, you get +1 in your skill (shooting or driving). Otherwise, roll 2D6 on the following table and apply the result.

SHOOTING SKILL

2-4One additional shooting action

5-7Precise shoot: the victims adds +1 on the die result on the critical hits table

8-10Sharp Shooter : re-roll a missed shooting roll (1x per game)

11-12Sharp-eyed : double firing distance

DRIVING SKILL

2-3One additional driving action

4Slalom: You can make 90 turns as if they are 45 turns

5-6Controlled skid: subtract 1 from the die result when you roll on the loss of control table.

7-9Dodge: you can re-roll one missed dodge die.

10 - 12Vehicle control: you can re-roll one missed driving die.

THE RUSSIAN MAFIA

Evolution LIMITS

Driving15

Shooting8

Fonk18

Once the limit is reached, roll 1D6: on a 1, you get +1 in your skill (shooting or driving). Otherwise, roll 2D6 on the following table and apply the result.

SHOOTING SKILL

2 -3One additional shooting action

4-5Precise shot: the victims adds +1 on the die result on the critical hits table

6-7Foreseeing: ignore the first out of ammo result for passive weapons

8Awesome equipment: ignore weapon jam result

9-10Sharp Shooter : re-roll a missed shooting roll (1x per game)

11-12Sharp-eyed : double firing distance

DRIVING SKILL

2One additional driving action

3 - 4Stuntman! You can make U-turns as if they are 45 turns

5 - 6Slalom: You can make 90 turns as if they are 45 turns

7 - 8Controlled skid: subtract 1 from the die result when you roll on the loss of control table.

9 - 10Dodge: you can re-roll one missed dodge die.

11 - 12Vehicle control: you can re-roll one missed driving die.

LOS ANGELES DE LA MUERTE

Evolution LIMITS

Driving10

Shooting10

Fonk9

Once the limit is reached, roll 1D6: on a 1, you get +1 in your skill (shooting or driving). Otherwise, roll 2D6 on the following table and apply the result.

SHOOTING SKILL

2 One additional shooting action

3Precise shot: the victims adds +1 on the die result on the critical hits table

4Foreseeing: ignore the first out of ammo result for passive weapons

5Awesome equipment: ignore weapon jam result

6-8Sharp Shooter : re-roll a missed shooting roll (1x per game)

9-12Sharp-eyed : double firing distance

DRIVING SKILL

2One additional driving action

3Stuntman! You can make U-turns as if they are 45 turns

4-5Slalom: You can make 90 turns as if they are 45 turns

6 - 8Controlled skid: subtract 1 from the die result when you roll on the loss of control table.

9 - 10Dodge: you can re-roll one missed dodge die.

11 - 12Vehicle control: you can re-roll one missed driving die.

THE FRENCH CONNECTION

Evolution LIMITS

Driving14

Shooting12

Fonk7

Once the limit is reached, roll 1D6: on a 1, you get +1 in your skill (shooting or driving). Otherwise, roll 2D6 on the following table and apply the result.

SHOOTING SKILL

2 One additional shooting action

3Precise shot: the victims adds +1 on the die result on the critical hits table

4 - 5Foreseeing: ignore the first out of ammo result for passive weapons

6 - 8Awesome equipment: ignore weapon jam result

9-12Sharp Shooter : re-roll a missed shooting roll (1x per game)

DRIVING SKILL

2One additional driving action

3 Stuntman! You can make U-turns as if they are 45 turns

4 - 5Slalom: You can make 90 turns as if they are 45 turns

6 - 7Controlled skid: subtract 1 from the die result when you roll on the loss of control table.

8 - 9Dodge: you can re-roll one missed dodge die.

10 - 12Vehicle control: you can re-roll one missed driving die.

THE TRIAD

Evolution LIMITS

Driving15

Shooting12

Fonk9

Once the limit is reached, roll 1D6: on a 1, you get +1 in your skill (shooting or driving). Otherwise, roll 2D6 on the following table and apply the result.

SHOOTING SKILL

2 - 3One additional shooting action

4Precise shot: the victims adds +1 on the die result on the critical hits table

5 - 6Foreseeing: ignore the first out of ammo result for passive weapons

7- 8Awesome equipment: ignore weapon jam result

9-10Sharp Shooter : re-roll a missed shooting roll (1x per game)

11-12Sharp-eyed : double firing distance

DRIVING SKILL

2One additional driving action

3 - 4Stuntman! You can make U-turns as if they are 45 turns

5 - 6Slalom: You can make 90 turns as if they are 45 turns

7 - 8Controlled skid: subtract 1 from the die result when you roll on the loss of control table.

9 - 10Dodge: you can re-roll one missed dodge die.

11 - 12Vehicle control: you can re-roll one missed driving die.

THE YAKUSA

Evolution LIMITS

Driving10

Shooting10

Fonk15

Once the limit is reached, roll 1D6: on a 1, you get +1 in your skill (shooting or driving). Otherwise, roll 2D6 on the following table and apply the result.

SHOOTING SKILL

2 - 3One additional shooting action

4 - 5Precise shot: the victims adds +1 on the die result on the critical hits table

6 - 7Foreseeing: ignore the first out of ammo result for passive weapons

8 - 9Awesome equipment: ignore weapon jam result

10Sharp Shooter : re-roll a missed shooting roll (1x per game)

11-12Sharp-eyed : double firing distance

DRIVING SKILL

2One additional driving action

3Stuntman! You can make U-turns as if they are 45 turns

4 - 5Slalom: You can make 90 turns as if they are 45 turns

6 - 7Controlled skid: subtract 1 from the die result when you roll on the loss of control table.

8 - 9Dodge: you can re-roll one missed dodge die.

10 - 12Vehicle control: you can re-roll one missed driving die.

THE SICILIAN CLAN

Evolution LIMITS

Driving14

Shooting10

Fonk8

Once the limit is reached, roll 1D6: on a 1, you get +1 in your skill (shooting or driving). Otherwise, roll 2D6 on the following table and apply the result.

SHOOTING SKILL

2 One additional shooting action

3 - 4Precise shot: the victims adds +1 on the die result on the critical hits table

5Foreseeing: ignore the first out of ammo result for passive weapons

6 - 7Awesome equipment: ignore weapon jam result

8 - 9Sharp Shooter : re-roll a missed shooting roll (1x per game)

10-12Sharp-eyed : double firing distance

DRIVING SKILL

2One additional driving action

3 - 4Stuntman! You can make U-turns as if they are 45 turns

5 - 6Slalom: You can make 90 turns as if they are 45 turns

7 - 8Controlled skid: subtract 1 from the die result when you roll on the loss of control table.

9 - 10Dodge: you can re-roll one missed dodge die.

11 - 12Vehicle control: you can re-roll one missed driving die.

THE GOOD OLD BOYS

Evolution LIMITS

Driving12

Shooting12

Fonk13

Once the limit is reached, roll 1D6: on a 1, you get +1 in your skill (shooting or driving). Otherwise, roll 2D6 on the following table and apply the result.

SHOOTING SKILL

2 - 4One additional shooting action

5 - 6Foreseeing: ignore the first out of ammo result for passive weapons

7- 9Awesome equipment: ignore weapon jam result

10-12Sharp Shooter : re-roll a missed shooting roll (1x per game)

DRIVING SKILL

2One additional driving action

3Slalom: You can make 90 turns as if they are 45 turns

4 - 5Controlled skid: subtract 1 from the die result when you roll on the loss of control table.

6 - 8Dodge: you can re-roll one missed dodge die.

9 - 12Vehicle control: you can re-roll one missed driving die.

THE HOT-COPS

Evolution LIMITS

Driving12

Shooting9

Fonk12

Once the limit is reached, roll 1D6: on a 1, you get +1 in your skill (shooting or driving). Otherwise, roll 2D6 on the following table and apply the result.

SHOOTING SKILL

2 - 4 One additional shooting action

5Precise shot: the victims adds +1 on the die result on the critical hits table

6Foreseeing: ignore the first out of ammo result for passive weapons

7- 8Awesome equipment: ignore weapon jam result

9-10Sharp Shooter : re-roll a missed shooting roll (1x per game)

11-12Sharp-eyed : double firing distance

DRIVING SKILL

2 - 3One additional driving action

4 - 5Stuntman! You can make U-turns as if they are 45 turns

6 - 7Slalom: You can make 90 turns as if they are 45 turns

8 - 9Controlled skid: subtract 1 from the die result when you roll on the loss of control table.

10 - 11Dodge: you can re-roll one missed dodge die.

12Vehicle control: you can re-roll one missed driving die.

FTPD

Evolution LIMITS

Driving10

Shooting10

Fonk10

Once the limit is reached, roll 1D6: on a 1, you get +1 in your skill (shooting or driving). Otherwise, roll 2D6 on the following table and apply the result.

SHOOTING SKILL

2 - 4 One additional shooting action

5 - 6Precise shot: the victims adds +1 on the die result on the critical hits table

7 - 8Foreseeing: ignore the first out of ammo result for passive weapons

9-10Sharp Shooter : re-roll a missed shooting roll (1x per game)

11-12Sharp-eyed : double firing distance

DRIVING SKILL

2 - 3One additional driving action

4 - 5Stuntman! You can make U-turns as if they are 45 turns

6 - 7Slalom: You can make 90 turns as if they are 45 turns

8 - 9Controlled skid: subtract 1 from the die result when you roll on the loss of control table.

10 - 11Dodge: you can re-roll one missed dodge die.

12Vehicle control: you can re-roll one missed driving die.

ITS MY TERRITORY!

Your gang should increase its reputation in town between games. The more you win the tougher you become, and the greater you are feared. The small area of sidewalk that you control will expand more and more, slowly building into an empire. Thats why, at the end of each game, each gang will get one or more territories. These territories are buildings or people you protect for a little money. The protected have to pay, otherwise they, or their family, might have a little accident.

If nothing is specified in the scenario, players win victory points at the end of each game. You need 2 victory points to roll 1D20 on the territories table. Unless otherwise stated in a scenario, victory points are the following:

Objective fulfilled: 3 points

Immobilized enemy vehicle: 1 point

Destroyed enemy vehicle (12 on a critical hit result): 2 points

Losing player: 2 points

The territories you win can immediately be shaken-down at the end of the game. You can use your money to repair your vehicles or enhanced your gang for the next game.

Whenever you win a new territory you already own, just add it to the previous one. For example, if you have 2 prostitutes and win 3 more, you now have a single territory of 5 prostitutes.

ITS TIME TO PAY BOB

Each gangster can shake-down two territories after each game. If you dont have enough gangsters, you can however recruit henchmen. These henchmen dont fight, but help you to shakedown territories if you dont have enough gangsters to do it. A henchman must be paid (unless a special case). A henchman will work for you for $15. He is part of the gang (note it on the gang sheet) but he wont fight. A henchman can only shake-down one territory after each game.

Henchmen are not always reliable and can make unfortunate mistakes. They work for easy money. Each time you use a henchman, roll 1D20 on the following table:

HENCHMEN TABLE

1-15It rolls boss! your henchman comes back with the money before time.

16-18I think I hit too hard boss: the henchman hit the wrong person: you lose this territory.

19"Ciao boss! your henchman vanishes with your money.

20"I couldnt do anything boss.. your henchman was attacked by a rival gang which took all he had, his underwear, his socks and even his life.

You just have to send one of your men (a gangster or a henchman) to the territory in order to Shake it down and earn the money listed in the territory table. This money is used to pay your gangsters, repair your cars or recruit new gangsters.

Roll 1D6 for each territory on the Shake-Down table to see if everything goes right:

SHAKE-DOWN TABLE

1-4"Hi to your wife": the sum of money is paid without any difficulty.

5"I cant even pay my staff... he refuses to pay. You will have to come back later

6"Tell your boss hes not the boss anymore! the territory belongs to someone else now. You lose it permanently.

TERRITORIES TABLE

1D20TerritoryIncome

1Student*$20

2Vending Machine Round$50

3Grocers shop$100

4Junk Yard: Cars can be repaired at half price (notched boxes). The spare parts are available at half price on a 5 or 6 on 1D6$100

5Snack Bar / Fast-Food$100

6Pool Hall1D6x$120

7Restaurant$200

8Shabby Motel$200

9Armory: your armament cost is halved. The weapons are available at half price on a 5 or 6 on 1D6$250

10Night club1D3x$100

111D6 prostitutes*/1D6 dealers*$100 each

12Laundromat1D6x$20

13Gambling-den*2D6x$50

14Tuning shop: the spare parts are available at half price on a 5 or 6 on 1D6$200

15High Class Brothel*1D3x$200

16Cock fights / Dog fights*1D6x$50

17Street fights*2D6x$50

18Porn cinema2D6x$30

20Sex-shop1D6x$100

* cannot be chosen as a cover

Police forces dont work the same way as common gangsters. The FTPD dont get income from gambling-dens or Mexican brothels. Here are the police territories:

GENEROUS DONORS table

1D20TerritoryIncome

1Old woman with cat$20

2FTPD calendars$50

3Parking meters$100

4Fines$100

5Police dance hall$100

6Overtime1D6x$20

7Night watch1d6x$30

8FTPD chorus concerts $200

9Police concert CD sales1d6x$10

10Old service vehicles sale1D3x$100

11Anonymous donors1D6x$50 each

12Good citizenship courts in schools1D6x$20

13FTPD T-shirts sales2D6x$50

14Informer: you win a free informer.*-

15V.I.P. escort$200

16Prisoner escort in prison van1D3x$100

17Armored van escort1D3x$200

18Risk bonus$30

20Seniority bonus$35

* see indicators rule

The HOT-COPS can choose in both tables.

INFORMERS

An informer can be really useful in an investigation or a police operation. He lets you know your opponents plans. A good informer always knows everything about everyone. No mater how he gathers the information: you gain the advantage over your opponent with surprise.

If you have an informer, you canchangehow your gang is deployed after your opponent has deployed. The following rules apply: You can place a car anywhere on the table except in the opponents deployment zone, it cannot be placed in the opponents line of sight, and it must be more than 20cm away from the opponents' car.Other informer special rules will be released in the future.

REPAIRS

You will rarely end a CRUSHING! game without any damage. You will have to repair your vehicles and even replace them sometimes at the end of a game.

Each white box notched on the vehicle sheet costs $10.

Each orange box notched on the vehicle sheet costs $20.

Some damaged parts need to be replaced when they are destroyed (whenever you roll on the critical hits table):

Radio: $20

Radiator: $30

Gas tank: $30

Steering: $40

Brakes: $50

Engine: $150

Sometimes, it will be more interesting to buy a new car than to repair a wreck. If your vehicle didnt explode (12 on the critical hits table) you could give the wreck to a mechanic and a gunsmith to pick up some mechanical parts and weapons to fix them on your brand new vehicle.

A mechanic costs $1000. He works for your gang but does not fight. He can pick up tuning spare parts on a destroyed vehicle (parts listed in the equipment section). Roll 1D6: 1-4: the spare part can be used again, 5-6: the spare part is destroyed.

A gunsmith costs $1000. He works for your gang but does not fight. He can pick up weapons on a destroyed vehicle, except weapons destroyed as a result of a critical hit. Roll 1D6: 1-4: the weapon can be used again, 5-6: the weapon is destroyed.

If you dont have any mechanics or a gunsmith you cant pick up parts or weapons on wrecks. You can only swap them from a vehicle to another if both are in good condition only (no box notched).

Vehicles in good condition, weapons and equipments can be sold at half of their original price if you need money.

If a gangsters vehicle is destroyed (but didnt explode the driver will be dead) you can place the gangster in one of your other cars or buy a new car for him.

YOURE DEAD BOB.

If your gang does not have a leader and a gangster at least, it is dissolved and you will have to create a new gang.

If your leader dies, a gangster can become a leader for $100.

If you feel reckless, your gangsters can take place in a ride (play the Rodeo scenario) and the winner is your new leader. Its always the strongest law in Funkytown.

ARMAMENT

You will often need to change how your car is armed. You will also need to buy ammunition. Dont worry the armory will sell you cheap and efficient equipment.

The ammunition for a weapon costs $50 per weapon, with the exception of missile-launchers for which the price depends on the type of missile bought.

GHETTO BLASTER

The Ghetto Blaster is a widespread rustic weapon. It is a triple assault gun. Its relatively easily made, but the amount of noise and damage it causes, make it a legendary weapon. However, it is a relatively expensive weapon. Thats why you can only find it on black market.

Ghetto blaster

Firing distanceMaximum

rangeDamagePrice

10 cm50 cm1D6$400

FLASH LIGHT

The Flash Light is a strange weapon. It has only been designed for car fights. It is made with three 5000 watt strobe lamps. When you fire at a car with a Flash Light, the opponents driver is blind for 1D3 turns. The only action they can take is to try to brake to stop their vehicle. When the target is hit, the driver rolls 1D6: on a 6, he is victim of an epileptic attack and must test for driving at the half of his skill. The Flash Light can only be used in front of the target (in a 90 arc in front of the target). You cant flash an already blind driver (its not cumulative). It takes one game turn to reload a Flash Light.The Flash Light is also illegal to sell and many gangs make their own Flash Lights with disco equipment spare parts. A blind driver cant roll for dodge tests.

Flash light

Firing distanceMaximum

rangeDamagePrice

20 cm40 cmSpecial$350

ZAPP GUN

Another exotic weapon. Its maximum range is short but it is very effective. The Zapp Gun sends a RDS message to the target. It locks the radio of the target on a Mormon radio station for 1D3 turns: -3 to all driving and shooting tests. Your target goes mad trying to change the station. This weapon is made in Taiwan and imported by the Yakusa. It is rare and expensive. The Yakusa and the Triad can buy it at half price.

Zapp gun

Firing distanceMaximum

rangeDamagePrice

15 cm15 cmSpecial$550

BOPP GUN

Another made in Asia weapon. It is an energy battery which throws a huge orange and purple bubble of light at the target. This energy ballattacks the structure of the target by dismantlingthe atoms. When it disappears, this bubble makes a peculiar Bopp noise, hence its name of Bopp Gun.

It is very expensive because its a high technology weapon. The Yakusa can buy it at half price.

As it requires such a large amount of energy, only one Bopp Gun can be fixed on a car. It takes 3 turns to reload.

Bopp gun

Firing distanceMaximum

rangeDamagePrice

10 cm30 cm5+(1 by turn)

(x1D3turns)$350

BOOTY SHACKER

The Booty Shacker was at first a weapon used by the police to neutralize gangsters without wounding them, avoiding police accidents. It was then used by gangsters themselves to steal vehicles without damaging them. The Booty Shacker gives a massive electric shock to the car like a giant tazer. The driver rolls 1D6: on a 6 he is unconscious (during one game turn) and he must roll on the loss of control table. Do the same for each piece of equipment of the car. On a 6, the equipment is out of order for the rest of the game only.

BoOTY SHACKER

Firing distanceMaximum

rangeDamagePrice

15 cm40 cmSpecial$400

ULTRA-LIGHT

The Ultra-Light is mainly used by low income gangs. It is a laser rifle. Even if it is not really powerful (they are mainly night club modified lasers) you can easily find them on black market. The Ultra-Light is deadlier when it is synchronized.

Ultra-LIGHT

Firing distanceMaximum

rangeDamagePrice

20 cm60 cm1D3$350

MINI-K

The Mini-K is a machine pistol used by military forces for close combat. After the American empire fell, many military bases have been abandoned and sacked by gangs. This infantry weapon has been modified and adapted to vehicles. Synchronized MINI-K's placed at the front or the rear of a vehicle are devastating weapons at close range.MINI-K

Firing distanceMaximum

rangeDamagePrice

6 cm30 cm4$250

GROOVE DIGGER

The Groove Digger is just a tool used by miners to dig tunnels or trenches. The vivid imagination of some gunsmith first thought of fixing it on a vehicle for motorized fights. The Groove Digger makes 6 cm diameter craters which stay for the rest of the game. The crater is placed under the victims vehicle.

GROOVE DIGGER

Firing distanceMaximum

rangeDamagePrice

10 cm40 cm2D6

+

Crater$800

GRENADE LAUNCHER

The Grenade Launcher uses ammunition close to those used by the rocket launcher. The Grenade Launcher allows indirect fire on targets out of the firer line of sight. It can fire grenades over obstacles up to 10 cm high. If the target is missed, the grenade deviates 2D6 cm in a random direction.

GRENADE Launcher

Firing distanceMaximum

rangeDamagePrice

15 cm50 cmDepends on grenade$350

ROCKET LAUNCHER

The Rocket Launcher, or RPG, is the favorite weapon for gangsters who assault armored bank vehicles. Thanks to the variety of ammunitions, this is a multi usage but expensive weapon.

Rocket launcher

Firing distanceMaximum

rangeDamagePrice

20 cm60 cmDepends on rocket$400

Incendiary rockets and grenades cause 1D6 or 2D6 damage points for each turn during 1D6 turns.

SYNCHRONIZED WEAPONS

The Ghetto Blaster, the Ultra-Light and the Mini-K can be synchronized to shoot simultaneously.

EQUIPMENT

Gangs can enhance their vehicles with the following equipments (sold in tuning shops only):

TINTED WINDOWS level 1 .. $200

-1 modifier to attacker Flash-Light shooting test

MIRROR WINDOWS Level 2 .. $400

-2 modifier to attacker Flash-Light shooting test

VEHICLE ARMOR PLATING..$800

Damage points are halved.

Maximum speed of the vehicle is halved.

FIRE EXTINGUISHER...$300

Fire cannot spread anymore. The vehicle suffers damage for one turn only.

V6 ENGINE..$450

Maximumspeed: 40 cm per turn

Acceleration/deceleration: 5 cm per turn

V8 ENGINE..$700

Maximumspeed: 50 cm per turn

Acceleration/deceleration: 5 cm per turn

TURBO/BLOWER. $600

Acceleration/deceleration: 10 cm per turn (except for reverse gear: 5 cm per turn only)

SUPER SHOCKERSShock-absorbers enhance the driving skill during turns (TRACTION box on vehicle sheet).

-1 to turn test$250

-2 to turn test$500

PROGRESSIVE BRAKES... $200

Progressive brakes allow you to choose the number of dice you roll when braking, to brake smoothly.DISC BRAKES. $400

Disc brakes replace basic brakes. Braking power is now 1D6+2.

CARBON BRAKE PADS ..$250 for one brake die. You can add a +1 modifier to your existing brake die. Limited to 6 for basic brakes and 8 for disc brakes.

4 WHEEL DRIVE..$400

Ignore driving tests in sand.

ANTI-PUNCTURE TIRES$600

Ignore the effect of nails.

SMALL BOTTLE OF NITROUS. $200

You can increase your maximum speed by 10 cm for 1D3 turns. Empty on a 6 on 1D6.

LARGE BOTTLE OF NITROUS. $350

You can increase your maximum speed by 10 cm for 1D6 turns. Empty on a 6 on 1D6.

AUTO DESTRUCTION DEVICE$100

For desperate actions or suicidal drivers (the Yakusa are real kamikaze and Voodoo Children too). The vehicle explodes sending debris 20cm around. All items, vehicles, and people hit suffer 2D6 damage points. It makes a 6 cm crater.

EJECTION SEAT$250

Roll 1D6: 1-2, the driver ejects before the explosion of his vehicle. 3-6: back to ashes.

OPTIONAL RULE: PANIC

Whenever you roll a 20 on 1D20 during a driving test, roll on the following panic table instead of the loss of control table.

PANIC TABLE

1D20RANDOM EVENT

1Unbelievable luck: you dont lose control and you gain a free driving action for this turn

2Engine raced: the vehicle drives forward 10 more cm but keeps its previous speed.

3Running dog: roll to dodge or drive on it (1D3 damage points)*

4Blind man steps across: roll to dodge or drive on him (1D6 damage points)*

5Tramp with shopping cart: roll to dodge or drive on him (1D6+3 damage points)*

6Woman with a pram: roll to dodge her*

7Ambulance across the corner: roll to dodge and if you fail roll for a lateral crash collision. The ambulance is considered as the attacker. If there is no corner, re-roll.

8Hauler across the corner: roll to dodge and if you fail roll for a lateral crash collision. The hauler is considered as the attacker. If there is no corner, re-roll.

9Glass debris: consider as nails

10Forgotten mine

11Oil

12Lost rocket: you suffer 1D6+3 damages at random

13Bump: your speed decreases by 5 cm for this turn

14Big Pot Hole: your speed decreases by 5 cm for this turn

15Crazy sniper: you suffer 2D6+1 damages at random

16Police barricade at 10 cm: brake..or collide

17Krishnademonstration: wait for one turn.

18Crazy driver (he drives at a 20 cm per turn speed): you cannot dodge him. Frontal crash. Calculate damage.

19Delivery Truck: you cannot dodge him. Frontal crash. Calculate damages.

20Mechanical failure: roll 2D6 on the critical hits table

* The obstacle is placed right in front of the vehicle.