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Road Warriors  

By Michael Taylor

 

Wargames rules for battles between rival car gangs in a post apocalyptic future.

 

What you need

  1. Several d6

  2. A protractor

  3. Some converted Hotwheels or Matchbox cars

  4. A ruler or tape measure in inches

 

Turn sequence

  1. Attacker moves

  2. Defender moves

  3. Attacker shoots

  4. Defender shoots

  5. Check to see if either side bottles out.

 

Types of Vehicles

 

Type

Highest Gear

Max weight of equipment

Turning

Armor

Body

Price

Light Car

5

4

+2

3

4

$300

Medium Car

4

5

+1

4

5

$350

Heavy Car

3

6

+0

5

7

$500

Motorcycle

6

1

+3

2

2

$200

 

Movement

               

Unless the scenario says otherwise, all vehicles start the game in gear 1. When moving you must use all your MPs. While moving you may change gears once a turn. You can either up shift or down shift. You can only go from one gear to the next one down or up (gear 2 to 3).

 

Gear

MPs

1

3

2

6

3

10

4

16

5

20

6

26

 

 

Action

MPs

Move 1” over open ground

1

Move 1” over rough ground

2

Turn up to 90 degrees

1

Turn up to 180 degrees

2

 

Turning

 

A vehicle must move at least 2” before it can turn. A vehicle cannot make a turn more then 180 degrees. Roll 2d6 and add vehicles turning number and minus current gear from the roll. You must roll equal to or higher then the listed number on the chart below. If you fail the turn roll then you skid. Whether you succeeded or not you still turn the vehicle, and then either work out skidding or keep moving.

 

 

Degrees of turn

Roll required

1-15

3

16-30

4

31-45

5

46-60

6

61-75

7

76-90

8

91-110

9

111-125

10

126-140

11

141-160

12

161-180

13

 

Braking

At any time during your move you may attempt to brake. To try to brake roll 1d6. If roll higher than your current gear then you immediately stop moving and are now at gear 0 (no movement), you cannot move anymore this turn. If you fail then you skid, although once you have skid you stop as if you succeeded.

 

Skidding

 

Certain things can occur during a game that can make your vehicle skidded. Roll a directional dice and move #d6”  in that direction. The # is equal to your current gear. If you hit anything then you suffer an attack with a strength of 2. If you hit any other vehicles then they take a strength 2 hit as well.

 

Ramming

 

If your car (purposely) drives into another car then a ram occurs. The ramming cars strength is listed below.

 

Vehicle Type

Strength

Motorcycle

1

Light Car

2

Medium Car

3

Heavy Car

5

Armed with spikes on the side of car that comes into contact with other car.

+1

 

The vehicle that is hit also gets to roll an attack against the vehicle that is ramming it. The rammed vehicle has a strength of 0 if it is a motorcycle, 1 if it is a light or medium car and 2 if it is a heavy car. Add 1 to the strength of the vehicle if the side that is being rammed has spikes.

 

Working out hits is the same as shooting. Roll dice equal to your strength and each roll that is equal to or greater then the targets armor is a hit. For each hit scored the target loses one body point.

 

Shooting

 

You can fire as each weapon on your cars once. You must have line of sight to your target and be within range. Fixed weapons have a line of sight of 45 degrees. Turret mounted weapons have a 360 degree line of sight. To shoot roll a number of d6 equal to the strength of the weapon. For each roll that is equal to or greater then the target vehicles armor you score one hit. For each hit you score the target vehicle's body is reduced by one.

 

Weapon

Range

Strength

Weight

Cost

Machinegun

18”

2

1

$100

Spear gun

8”

3

1

$75

Flamethrower

Special (see below)

3

1

$200

Rocket Launcher

30”

4

2

$250

 

Flamethrower: Make a triangular template, which is 8” long, with one end being a point and the other being 3” wide. Roll for damage against all vehicles under the template. If the firing vehicle is moving at gear 3 or higher then it also takes a strength 3 hit.

 

Bottling Out

 

Unless the scenario says otherwise a gang will retire (leave) the battlefield if over 50% of it’s starting vehicles are destroyed. The bottling side automatically loses.

 

Designing Your Vehicles

Each gang will be given a certain amount of money before the game to create their force.

 

First pick the classification of your vehicle (motorcycle, medium car etc…).

 

Then pick the vehicles equipment. A vehicle can only carry weight equal to the vehicle’s “Max weight of equipment”.

 

Third, fill out a record sheet (see below).

 

Fourth, start your engines!

 

Special equipment

 

Spikes

Price: $50 per a side of vehicle equipped with spikes.

Weight: 1

Adds 1 strength to ramming attacks.

 

Oil Dropper

Price: $100

Weight: 2

Creates a 1”x1” square of oil. Any vehicle driving over it must roll 2d6 and add its turning to the roll. If you roll 8 or more the vehicle is fine and my continue on moving. If you roll 7 or less then the vehicle skids (see skidding rules).

 

Extra Armor

Price: $150

Weight: 2

The vehicles armor value is increased by 1.

 

Turbo Engine (cannot be used by motorcycles)

Price: $150

Weight: 2

Your highest gear is increased by 1.

 

Improved Traction

price: $100

Weight: 1

The vehicle’s turning bonus is increased by 1.

 

 

Vehicle Record Sheet

Vehicle Name:

Vehicle Type:

Cost:

 

 

Armor:

 

Turning:

 

 

 

 

 

Current Gear

 

1

 

2

 

3

 

4

 

5

 

6

 

 

Current

Body Points

 

1

 

2

 

3

 

4

 

5

 

6

 

7

Equipment

 

 

 

 

 

 

 

 

 

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