Vehicle | Weight | Hull | Handling | Max Gear | Slots | Crew | Keywords | Cost |
---|---|---|---|---|---|---|---|---|
Buggy | Light | 6 | 4 | 6 | 2 | 2 | Roll cage | 6 |
Car | Middle | 10 | 3 | 5 | 2 | 2 | 12 | |
Performance Car | Middle | 8 | 4 | 6 | 2 | 1 | Slip away | 15 |
Truck | Middle | 12 | 2 | 4 | 3 | 3 | 15 | |
Heavy Truck | Heavy | 14 | 2 | 3 | 5 | 4 | 25 | |
Bus | Heavy | 16 | 2 | 3 | 3 | 8 | 30 | |
Drag Racer | Light | 4 | 4 | 6 | 2 | 1 | Jet Engine | 5 |
Ice Cream Truck | Middle | 10 | 2 | 4 | 2 | 2 | Infuriating Jingle | 8 |
Bike | Light | 4 | 5 | 6 | 1 | 1 | Full throttle, Pivot | 5 |
Bike with Sidecar | Light | 4 | 5 | 6 | 2 | 2 | Full throttle, Pivot | 8 |
Gyrocopter | Middle | 4 | 4 | 6 | - | 1 | Airwolf, Airborne, Bombs away | 10 |
Ambulance | Middle | 12 | 2 | 5 | 3 | 3 | Uppers, Downers | 20 |
Monster Truck | Heavy | 10 | 3 | 4 | 2 | 2 | Big tires, Crush attack | 25 |
Helicopter | Heavy | 8 | 3 | 4 | 4 | 2 | Airwolf, Airborne, Bombs away | 30 |
Tank | Heavy | 20 | 4 | 3 | 4 | 3 | All terrain, Crush attack, Pivot, Turret | 40 |
War Rig | Heavy | 25 | 2 | 4 | 5 | 5 | 40 |
Vehicle Keyword | Rules |
---|---|
Full throttle | This vehicle considers the long straight maneuver template to be permitted in any gear. The long straight is not considered either hazardous or trivial in any gear |
Pivot | At the start of this vehicle's activation, if this vehicle's current gear is 1, this vehicle may make a pivot about its centre to face any direction This pivot cannot cause a collision, and cannot leave this vehicle touching an obstruction. |
Roll cage | When this vehicle suffers a flip, this vehicle may choose to ignore the 2 hits received from the Flip. |
Slip away | If this vehicle is targeted with a tailgate, T-bone or sideswipe smash attack, and this vehicle declares evade as its reaction, this vehicle may perform a free activation immediately after the active vehicle completes its activation. This free activation does not count as the vehicle's activation this gear phase. |
Big tires | This vehicle may ignore the penalty for being on a rough surface, and considers a treacherous surface to be a rough surface |
Crush attack | After resolving a collision with an obstruction of a lower weight class during movement step 1.7, this vehicle may declare a CRUSH ATTACK to ignore the obstruction for the remainder of its movement step, as it drives right over the top of it. This vehicle cannot declare a crush attack against another vehicle with the crush attack special rule. |
Turret | This vehicle may count one weapon as turret-mounted without paying for the upgrade. |
Airwolf | At the start of this vehicle's activation, this vehicle may make a single pivot about its centre point, up to 90 degrees |
Airborne | This Vehicle ignores obstructions, dropped weapons and terrain at all times; except that this vehicle may target other vehicles in its attack step. Other vehicles ignore this vehicle at all times, except that other vehicles may target this vehicle during their attack steps. This vehicle cannot be involved in collisions. |
Bombs away | When purchasing weapons, this vehicle may count dropped weapons as requiring 0 build slots. |
All terrain | This vehicle may ignore the penalties for rough and treacherous surfaces. |
Jet Engine | A vehicle with a jet engine counts as having a Nitro Booster with infinite ammo tokens. This vehicle automatically explodes when it is wrecked. A vehicle with a jet engine must use the Nitro Booster every time it activates. |
Infuriating Jingle | Vehicles that target this vehicle with a SMASH ATTACK during a collision receive no hazard tokens during step 6 of the collision resolution. |
Uppers | If this vehicle is involved in a collision in which both vehicles declare an evade, both vehicles must declare a single stick-shift up immediately after the collision is resolved (gaining a hazard token as per the normal stick-shift rules). If either vehicle is already at its max gear, the stick-shift does not affect that vehicle's current gear, but that vehicle does gain a hazard token. |
Downers | When this vehicle declares a SMASH ATTACK during its activation remove 2 hazard tokens from the target vehicle, and then reduce the target vehicle's crew value by 1 until the end of the phase. |
Trailer | Slots | Cost |
---|---|---|
None | 0 | 0 |
Lightweight | 0 | 4 |
Middleweight | 1 | 8 |
Heavyweight | 3 | 12 |
Weapon | Type | Attack | Range | Ammo | Slots | Crew fired | Special Rules | Cost |
---|---|---|---|---|---|---|---|---|
Handgun | Shooting | 1D6 | Medium | - | - | Yes | Blitz | - |
Machine Gun | Shooting | 2D6 | Double | - | 1 | 2 | ||
Heavy Machine Gun | Shooting | 3D6 | Double | - | 1 | 3 | ||
Mini-Gun | Shooting | 4D6 | Double | - | 1 | 5 | ||
125mm Cannon | Shooting | 8D6 | Double | 3 | 3 | Blast, +2 hazard if not Tank | 6 | |
Arc Lightning Projector | Shooting | 6D6 | Double | 1 | 2 | Arc chain in short range | 6 | |
Bazooka | Shooting | 3D6 | Double | 3 | 2 | Blast | 4 | |
BFG | Shooting | 10D6 | Double | 1 | 3 | Ridonkulous Firepower | 1 | |
Combat Laser | Shooting | 3D6 | Double (burst) | - | 1 | Splash, Laser | 5 | |
Death Ray | Shooting | 3D6 | Double | 1 | 1 | Atomize | 3 | |
Flamethrower | Shooting | 6D6 | Large Burst | 3 | 2 | Splash, Fire. Indirect | 4 | |
Grabber Arm | Shooting | 3D6 | Short | - | 1 | Toss | 6 | |
Grav Gun | Shooting | 3D6* | Double | 1 | 1 | Electrical. Gravity Manipulation | 2 | |
Harpoon | Shooting | 5D6* | Double | - | 1 | Harpoon | 2 | |
Kinetic Super Booster | Shooting | (6D6) | Double | 1 | 2 | Gear +1 instead of damage | 6 | |
Magnetic Jammer | Shooting | - | Double | - | - | Target can't use ammo next activation | 2 | |
Mortar | Shooting | 4D6 | Double | 3 | 1 | Indirect | 4 | |
Rockets | Shooting | 6D6 | Double | 3 | 2 | 6 | ||
Thumper | Shooting | - | Medium | 1 | 2 | Targets make gear+2 (max 6) flip check | 4 | |
Wall Of Amplifiers | Shooting | - | Medium | - | 3 | See rules | 4 | |
Wreck Lobber | Shooting | - | Double/Dropped | 3 | 4 | See rules, Low-loader, Dumper | 4 | |
Blunderbuss | Shooting | 3/2/1D6 | Short/Medium/Long | - | - | Yes | Scrapshot | 4 |
Gas Grenades | Shooting | (1D6) | Medium | 5 | - | Yes | Blitz, Choking Gas, Indirect | 1 |
Grenades | Shooting | 1D6 | Medium | 5 | - | Yes | Blast, Indirect, Blitz | 1 |
Magnum | Shooting | 1D6 | Double | - | - | Yes | Blast | 3 |
Molotov Cocktails | Shooting | 1D6 | Medium | 5 | - | Yes | Fire, Indirect, Blitz | 1 |
Shotgun | Shooting | 2D6 | Small Burst | - | - | Yes | Splash | 2 |
Steel Nets | Shooting | (3D6) | Short | - | - | Yes | Blast | 2 |
Submachine Gun | Shooting | 3D6 | Medium | - | - | Yes | 5 | |
Caltrop Dropper | Dropped | 2D6 | Small Burst | 3 | 1 | Treacherous, remains until damage is caused | 1 | |
Glue Dropper | Dropped | - | Large Burst | 1 | 1 | Treacherous, gear -2 | 1 | |
Mine Dropper | Dropped | 4D6 | Small Burst | 3 | 1 | Blast | 1 | |
Napalm Dropper | Dropped | 4D6 | Small Burst | 3 | 1 | Fire | 1 | |
Oil Slick Dropper | Dropped | - | Large Burst | 3 | - | Treacherous | 2 | |
RC Car Bombs | Dropped | 4D6 | Short | 3 | - | Remote-Controlled Car | 3 | |
Sentry Gun | Dropped | 2D6 | Small burst | 3 | - | Sentry Gun | 3 | |
Smoke Dropper | Dropped | - | Large Burst | 3 | - | Provides cover | 1 | |
Ram | Smash | +2D6 | Smash | - | 1 | No hazards gained during collisions on declared facing | 4 | |
Exploding Ram | Smash | +6D6 | Smash | 1 | - | Highly Explosive. Limit of 1 | 3 | |
Wrecking Ball | Shooting | * | Short | - | 3 | Steel Ball | 2 |
Upgrade | Slots | Ammo | Rules | Cost |
---|---|---|---|---|
Armour Plating | 1 | - | +2 Hull | 4 |
Experimental Nuclear Engine | - | - | See rulebook | 5 |
Experimental Teleporter | - | - | See rulebook | 7 |
Extra Crewmember | - | - | +1 Crew, up to double starting crew | 4 |
Improvised Sludge Thrower | 1 | - | This vehicle may place the burst templates for its dropped weapons anywhere within a 360 arc of fire that is at least partially within medium range of this vehicle. | 2 |
Nitro Booster | - | 1 | See rulebook | 6 |
Roll Cage | 1 | - | ignore hits received from Flips. | 4 |
Tank tracks | 1 | - | +1 Handing, -1 Max Gear, All terrain | 4 |
Prison Vehicle | - | - | -4 | |
Louder Siren | - | - | Replace 'Bogey' with 'any enemy vehicle' for the purposes of the Siren special rules. | 2 |
MicroPlate Armour | - | - | +2 hull | 6 |
Sponsor | Perk Classes | Keywords |
---|---|---|
None | ||
Rutherford | Badass, Military | Military hardware, Well stocked, Might is right, Televised carnage |
Miyazaki | Daring, Precision | Virtuoso, Elegance, Showing off |
Mishkin | Military, Technology | Thumpermonkey, Dynamo, All the toys |
Idris | Precision, Speed | N2O addict, Speed demon, Cult of speed, Kiss my asphalt |
Slime | Tuning, Reckless | Live fast, Pinball, Spiked Fist |
Warden | Aggression, Badass | Prison cars, Fireworks |
Scarlett Annie | Aggression, Tuning | Crew Quarters, Raiders, Raise the Sails, Press Gang |
Highway Patrol | Speed, Pursuit | Hot Pursuit, Bogey at 12 O'Clock, The Job Is Never Done, Siren, Steel Justice |
Verney | Technology, Built | MicroPlate Armour, Trunk of Junk, Tombstone, That's Entertainment |
Maxxine | Tuning, Pursuit | Dizzy, Maxximum Drift, Meshuggah |
The Flame Cult | Horror, Speed | Fire Walk With Me, Burning Man, Cult Of Flame |
Beverly | Horror, Built | Graveyard Shift, Ghost Rider, Soul Anchor, At The Crossroads, Inexorable, Soul Harvest |
Rusty's Bootleggers | Reckless, Built | Party Hard, Dutch courage, As Straight As I'm Able, Over The Limit, Trailer Trash, Haulage |
Sponsor Keyword | Rules |
---|---|
Military hardware | This team may purchase a single Tank. This team may purchase a single Helicopter. |
Well stocked | This team considers any weapon with the ammo 3 special rule to instead have the ammo 4 special rule when purchased. |
Might is right | This team may not purchase lightweight vehicles. |
Televised carnage | If a vehicle in this team causes 6 or more hits in a single attack step, before evades, this team gains +1 audience vote. |
Virtuoso | The first time each vehicle in this team uses push it in an activation they may push it without gaining a hazard token. |
Elegance | Teams sponsored by Miyazaki may not purchase vehicle types with a base Handling value of 2 or lower |
Showing off | At the end of this vehicle's activation, if it resolved at least one spin result, and resolved at least one slide result, and changed gear at least once, and did not wipeout, then this vehicle gains a 'Showing Off' token. If a vehicle with a 'Showing Off' token wipes out, that vehicle must discard its 'Showing Off' token. At the end of this vehicle's activation, if every inâ€Âplay vehicle on this team has a 'Showing Off' token, this player discards all 'Showing Off' tokens and gains 1 audience vote for each 'Showing Off' token discarded in this way. Discard all 'Showing Off' tokens at the end of the gear phase. |
Thumpermonkey | This team may purchase electrical weapons and upgrades |
Dynamo | After activating in gear Phase 4, 5 or 6, this vehicle may add +1 ammo token to a single electrical weapon or upgrade on that vehicle. |
All the toys | Whenever a vehicle in this team attacks with a named weapon that has not been attacked with by any vehicle during this game yet this team gains +1 audience vote, |
N2O addict | This team may purchase the Nitro upgrade at half the listed cost |
Speed demon | When this vehicle gains hazards as a result of the Nitro Booster, this vehicle only gains hazard tokens until it has 3 hazard tokens, rather than 5 hazard tokens. |
Cult of speed | If this vehicle selects the long straight movement template (including when using the Nitro Booster upgrade) during gear phase 1, 2, or 3, this vehicle's controller gains 1 audience vote. |
Kiss my asphalt | This team may not purchase Gyrocopters |
Live fast | If a vehicle in this team begins the wipeout step with more hazard tokens than hull points during its own activation this team gains +1 audience vote |
Pinball | If a vehicle in this team is involved in a collision during its movement step in which the point of contact on both vehicles is along their side edges and this vehicle declares a smash attack, then this vehicle may immediately resolve another movement step after the current movement step. |
Spiked Fist | This vehicle counts the Ram upgrade as requiring zero build slots. |
Prison cars | Reduce the cost of this vehicle by 4 Cans to a minimum of 5 Cans. Reduce the hull value of this vehicle by 2. May only be purchased by middleweight vehicles. May only be purchased once for each vehicle. |
Fireworks | If a vehicle belonging to this team explodes, gain +1 audience vote if it was middleweight or +2 audience votes if it was heavyweight in addition to any votes gained for being wrecked, and then discard all ammo tokens from the wreck. |
Crew Quarters | This team may purchase the Extra Crewmember upgrade at half the listed cost. |
Raiders | At the end of the attack step, this vehicle may permanently reduce its crew value by any number, to a minimum of 0 crew: remove 1 hull point from any vehicle in base contact for each crew removed in this way. |
Raise the Sails | After rolling skid dice, this vehicle may permanently reduce its crew value by 1, to a minimum of 0 crew to add 1 free shift result to the skid dice result. |
Press Gang | When another vehicle in contact with this vehicle is wrecked, this vehicle may gain either 1 crew or 2 audience votes |
Hot Pursuit | Before the first gear phase of the game, after deployment, this team must nominate one enemy vehicle as the 'Bogey'. |
Bogey at 12 O'Clock | Once per activation, at the end of this vehicle's movement step, if the Bogey is in this vehicle's front arc of fire, in line of sight, and further than double range away, this vehicle may immediately resolve another movement step. |
The Job Is Never Done | If the bogey is wrecked or disqualified, immediately nominate another enemy vehicle to be the bogey. |
Siren | At the end of this vehicle's activation, if this vehicle in the Bogey's rear arc of fire (regardless of range), the Bogey must either reduce its gear by 1 or gain 2 hazards. |
Steel Justice | If the Bogey wipes out this team as a whole gains 2 audience votes. If the Bogey is wrecked this team as a whole gains 4 audience votes. |
MicroPlate Armour | Vehicles in this team may purchase the MicroPlate Armour upgrade, which costs 6 cans, grants +2 hull points, and requires 0 build slots |
Trunk of Junk | You may attack with any number of dropped weapons in a single activation |
Tombstone | If the shooting stick of a shooting attack touches the rear edge of this vehicle, this vehicle gains +1 to its evade rolls. At the end of this vehicle’s activation, this vehicle may gain 2 hazards. If it does, all collisions involving this vehicle are considered to be head-on until the start of its next activation. |
That's Entertainment | Whenever a dropped weapon template that was placed by this team is removed from play, this team gains 1 Audience Vote |
Dizzy | This vehicle may resolve any number of spin results separately during its movement step, one after another. This can allow this vehicle to spin more than 90 degrees during its movement step. |
Maxximum Drift | If this vehicle resolves two slide results in a single skid check, it may use the medium straight in place of the slide template. If this vehicle resolves three or more slide results in a single skid check, it may use the long straight in place of the slide template. |
Meshuggah | When this vehicle resolve a slide or spin that ends within medium of a friendly vehicle without causing a collision: this team gains +1 Audience Vote. |
Fire Walk With Me | When this vehicle receives damage from any weapon or effect with the Fire rule , this vehicle may choose to ignore up to 2 of that damage |
Burning Man | If this vehicle is On Fire it gains +1 to all evade dice. |
Cult Of Flame | At the end of the gear phase, if there are more enemy vehicles on fire than there are friendly vehicles on fire, this team gains 1 audience vote for each friendly vehicle that is on fire. |
Graveyard Shift | At the start of the game, after deployment, all vehicle in this team except one must gain the 'Ghost Car' special rule |
Ghost Rider | This vehicle ignores and is ignored by other vehicles at all times. This vehicle cannot be involved in collisions. This vehicle may not make shooting attacks or be attacked with shooting weapons . This vehicle may never count towards the victory conditions of a scenario. |
Soul Anchor | If all in play vehicles from this team have the Ghost Rider special rule immediately remove all vehicles on this team from play. |
At The Crossroads | This team may choose to pay only 1 vote to respawn a vehicle. If they do, the respawned car must gain the 'Ghost Rider' special rule |
Inexorable | If a vehicle from this team is a wreck or out of play, the vehicle may be respawned, even if other rules would ordinarily prevent that. |
Soul Harvest | If this vehicle’s movement template comes into contact with an enemy vehicle: this vehicle gains 1 Soul token, even if the enemy vehicle is being ignored. If this vehicle's movement template comes into contact with a friendly vehicle without the 'Ghost Rider' rule that it did not start in contact with, choose one: either gain 1 vote for each Soul token; or repair two Hull Points on the vehicle without the 'Ghost Rider' rule for each Soul token. Then discard all Soul tokens. |
Party Hard | At the end of this vehicle's attack step, if this vehicle has more hazard tokens than the sum of the hazards tokens on all other enemy vehicles within medium range combined, this vehicle's controller gains +1 audience vote for each enemy vehicle with 1+ hazard tokens within medium range of this vehicle. |
Dutch courage | Vehicles in this team only wipe out when they have 8 hazards. |
As Straight As I'm Able | This vehicle does not gain a hazard from the articulated rule if it selects a template that is not a straight. |
Over The Limit | This vehicle never considers any of the straight movement templates to be permitted. This vehicle considers veer to be permitted and trivial in any gear. |
Trailer Trash | These team must contain at least one medium or heavyweight vehicle equipped with a trailer upgrade, or a War Rig. |
Haulage | Each vehicle on this team equipped with a trailer upgrade, and each War Rig, may equip a single trailer cargo upgrade for free. |
Perk | Rules | Cost |
---|---|---|
Aggression | ||
Double-Barrelled | During the attack step, up to 3 crewmembers in this vehicle may gain a +1 bonus to hit when shooting with a handgun | 2 |
Boarding Party | This vehicle ignores the distracted rule. Crewmembers in this vehicle may attack during the attack step even if the vehicle is distracted. | 2 |
Battlehammer | When making a smash attack, this vehicle gains +1 attack dice for each hazard token it currently has. | 4 |
Terrifying Lunatic | Whenever a vehicle controlled by another player ends its movement step within short range of this vehicle, the active vehicle gains a hazard token. | 5 |
Grinderman | Before this Vehicle rolls its attack dice in a smash attack, it may choose to add hazard tokens to the target vehicle for each damage it inflicts, instead of removing hull points. | 5 |
Murder Tractor | This vehicle may make piledriver attacks, like a War Rig. | 5 |
Badass | ||
Powder Keg | This vehicle may add +1 to its explosion check. Treat this vehicle as one weight-class heavier when it explodes. Note: this bonus does apply during resolution ot the FIREWORKS perk. | 1 |
Road Warrior | Once per activation, if this vehicle has successfully causes one or more hits on an enemy vehicle at any point during this activation, this vehicle may remove a single hazard token at the end of its attack step. | 2 |
Cover Me | Once during its activation this vehicle may remove a hazard token and place it on another friendly vehicle within double range | 2 |
Madman | At the end of this vehicle's activation, if it has 4 or more hazard tokens, it may remove a hazard token and place it on another vehicle within medium range. | 3 |
Crowd Pleaser | If this vehicle wipes out, gain +1 audience vote. | 1 |
Bullet-Time | If this vehicle resolves a slide result during its movement step, this may select one of its weapons to count as turret-mounted for the rest of the activation. | 3 |
Daring | ||
Evasive | Before making an evade roll, this vehicle may gain any number of hazard tokens to add +1 to each of their evade dice for each hazard token gained. A roll of a '1' on an evade dice always counts as a failure. | 5 |
Powerslide | This vehicle may use any template except the long straight template instead of the slide template when applying a slide result. As with the movement step 1.1, you must use the first maneuver template you touch. Treat the selected maneuver template as a slide template for purposes of finding the vehicle's final position. | 5 |
Slippery | Vehicles making a smash attack targeting this vehicle suffer a penalty of -2 attack dice | 3 |
Handbreak Artist | When applying a spin result, this vehicle may choose to face any direction | 3 |
Stunt Driver | This perk may only be taken on a lightweight or middleweight vehicle type with a base handling value of 3 or more. This vehicle may choose to ignore any number of obstructions during its movement step. After any movement step in which this vehicle chooses to ignore any obstruction using this ability, this vehicle immediately gains 3 hazard tokens. | 7 |
Chrome-Whisperer | This vehicle may push it any number of times during a single skid check, gaining +1 hazard token each time. | 2 |
Military | ||
Return Fire | Once per gear phase, if this vehicle is the target of a shooting attack, this vehicle may take 2 hazard tokens to immediately attack, as if it was this vehicle's attack step. | 5 |
Dead-Eye | During this vehicle's attack step this vehicle may gain a +1 bonus to hit if making a shooting attack at a target within double range and not within medium range. Critical hits still occur only on the natural roll of a 6. | 2 |
Rapid Fire | Once per round, after attacking with a weapon, this vehicle may resolve an additional attack step in which it may only attack with that weapon. | 2 |
Headshot | When making a shooting attack, this vehicle's critical hits inflict 3 hits instead of the normal 2 hits. | 4 |
Loader | At the start of its attack step, this vehicle may temporarily reduce its crew value by one, once, until the end of the attack step, to gain +1 bonus to hit with a single weapon. Critical hits still occur only on the natural roll of a 6. | 2 |
Fully Loaded | If a shooting weapon on this vehicle has 3 or more ammo tokens remaining before discarding an ammo token to attack, that weapon gains +1 attack dice. | 2 |
Precision | ||
Mister Fahrenheit | This vehicle cannot gain more than 2 hazards tokens from collisions during a single activation. | 2 |
Moment of Glory | Once per game, after rolling the skid dice, but before resolving the results, this vehicle may immediately change any number of skid dice to any results they choose. | 2 |
Easy Rider | Once per turn, this vehicle may discard one rolled skid die result before applying the results. | 5 |
Restraint | When this vehicle changes down a gear, it does not gain a hazard token for changing gear, and may discard a hazard token. | 2 |
Expertise | This vehicle adds +1 to its handling value. | 3 |
Trick Driving | This vehicle may select a movement template as if its current gear was one higher or one lower. | 3 |
Speed | ||
Hot Start | Roll a D6 at the start of the game This vehicle starts the game in that gear. | 1 |
Slipstream | If this vehicle is involved in a tailgate collision during its activation, this vehicle may declare a slipstream reaction. If they do, they other vehicle may not declare a reaction. If this vehicle declares a slipstream reaction: this vehicle may change up or down one gear and gains a hazard token. Neither vehicle gains hazard tokens as a result of this collision. | 2 |
Downshift | At the end of a movement step in which this vehicle changed down one or more gears, this vehicle may immediately make a forced short straight movement forward. | 3 |
Overload | When making a skid check, this vehicle may roll one additional skid die. If it does, it must change up at least one gear or gain a hazard token. | 2 |
Time Extended! | At the end of an activation in which this vehicle passes a gate, before checking for wipeouts, this vehicle may immediately remove any number of hazard tokens. | 3 |
Hell For Leather | This vehicle considers long straight to he permitted in any gear. The long straight is not considered either hazardous or trivial in any gear. | 5 |
Technology | ||
Rocket Thrusters | When this vehicle is moved as part of a flip, it may choose to use the long straight, veer or gentle templates instead of the medium straight template. | 1 |
Whizbang | At the start of each game, this vehicle gains a random SPEED PERK. This perk is lost at the end of the game. | 1 |
Gyroscope | At the start of each game, this vehicle gains a random DARING PERK. This perk is lost at the end of the game. | 1 |
Mobile Mechanic | Once per activation, at the start of its attack step, this vehicle may temporarily reduce its crew value by one, once, until the end of the attack step, to perform a field repair. If it does, this vehicle gains 1 hull point, which may not take its hull points above the vehicle's hull value. | 3 |
Eureka! | Once per game, at the start of its attack step, this vehicle's controller may declare any weapon that this vehicle has not attacked with yet this game. This vehicle counts as being armed with the declared weapon, on a facing of their choice, for the next attack only. | 4 |
Satellite Navigation | When this vehicle resolves its skid dice, this vehicle's controller may set aside one shift result. This vehicle may have any number of shift results set aside. Any vehicle in this team may use these set aside shift results during a later movement step, as if they had rolled them in that movement step. | 2 |
Tuning | ||
Fenderkiss | When this vehicle makes a smash attack, this vehicle suffers a penalty of -2 attack dice. Vehicles making a smash attack targeting this vehicle suffer a penalty of -2 attack dice. | 2 |
Rear Drive | This vehicle may pivot about the centre of its front edge, rather than the centre of the vehicle, when resolving Spin results. | 2 |
Delicate Touch | This vehicle ignores the hazard icons on maneuver templates. | 3 |
Purring | This vehicle does not receive more than 1 hazard token from Spin results each turn. This vehicle does not receive more than 1 hazard token from Slide results each turn. This vehicle does not receive more than 1 hazard token from Hazard results each turn. Excess hazards are ignored. This vehicle may still elect to resolve multiple copies of each result. | 6 |
Skiing | If this vehicle has handling 3 or higher, this vehicle may take 3 hazard tokens at the end of its activation to be ignored by other vehicles during their movement steps until the start of this vehicle's next activation. If, by ignoring this vehicle in this way, a vehicle's final position would overlap it, move that vehicle backwards along their maneuver template by the minimum amount to avoid overlapping any obstruction. | 6 |
Momentum | When resolving a skid check, this vehicle may set aside any number of slide results to re-roll 1 non-slide result for each slide result set aside. When resolving a skid check, this vehicle may set aside any number for each spin results to re-roll 1 non-spin result for each spin result set aside. Set aside results must be resolved. | 3 |
Pursuit | ||
On Your Tail | When an enemy vehicle resolves a spin or slide move that ends within short range of this vehicle, that vehicle gains +1 hazard token. | 2 |
Schadenfreude | If another vehicle within short range of this vehicle resolves a wipe out, (either before or after any flip), remove all hazard tokens from this vehicle. | 2 |
Taunt | At the start of this vehicle's attack step, roll a skid die. If you roll something other than a SHIFT result, you may place that skid die result onto the dashboard of a target vehicle within short range. This skid die result must be resolved during that vehicle's next skid check, and may not be re-rolled. | 2 |
Out Run | At the start of this vehicle's attack step, all vehicles within short range of this vehicle and in a current, lower gear than this vehicle gain +1 hazard token. | 2 |
PIT | During this vehicle's activation, if this vehicle is involved in a nonâ€Âheadâ€Âon collision with an enemy vehicle, it may declare a 'Pursuit Intervention Technique' (PIT) as its reaction, targeting the enemy vehicle, instead of declaring a smash attack or an evade. If this vehicle declares a PIT, it may select any movement template the target vehicle considers hazardous in its current gear. Immediately after the resolution of this collision, the target vehicle must make a forced move directly forward using the selected movement template. | 4 |
Unnerving Eye Contact | Enemy vehicles within short range of this vehicle may not use shift results to remove hazard tokens from their dashboard. | 5 |
Built | ||
Dead Weight | During this vehicle's attack step, this vehicle may gain 2 hazards to count as one weightâ€Âclass heavier (unless already heavyweight) until the start of it's next activation. | 2 |
Barrel Roll | When this vehicle suffers a flip, it may choose to place the medium straight touching the centre of either side edge or the rear edge of this vehicle, and perpendicular to that edge, instead of touching the front edge as normal. | 2 |
Crush Attack | This vehicle gains the Crush Attack special rule (see the Monster Truck rules). | 7 |
Splashback | Once per step, when this vehicle loses one or more hull points, make a 1D6 explosion attack against each vehicle within medium range at end of that step. | 5 |
Bruiser | In a collision involving this vehicle, if this vehicle declares a reaction other than evade against an enemy vehicle, the enemy vehicle immediately gains one hazard token. | 4 |
Feel No Pain | During an enemy vehicle's attack step, after an attacker has rolled all of their attack dice against this vehicle, if the attacks causes a total of 2 or fewer uncancelled hits, cancel all remaining hits. | 8 |
Horror | ||
Angel of Death | Before making an attack, this vehicle may elect to suffer up to three damage to add that many attack dice to a single weapon used in this attack. | 4 |
Highway To Hell | At the end of its movement step, if this vehicle selected a straight template, this vehicle may suffer 2 damage. This damage counts as having the 'Fire' rule. If any hull points are removed by this effect, this vehicle may leave its movement template (ignoring any slide template) in play as a Napalm dropped weapon template. Remove this template at the start of this vehicle's next activation. | 2 |
Violent Manifestation | When this vehicle is respawned: make an immediate explosion attack (with attack dice based on the weight of the respawned vehicle) against every other vehicle within medium range. This explosion counts as having the 'Fire' rule. | 3 |
Purifying Flames | Once per activation, at the start of this vehicle’s activation, this vehicle may suffer up to 3 damage to repair one hull point on a friendly vehicle for each hull point removed by this effect. This damage counts as having the 'Fire' rule . This effect may not be used to raise a vehicle above its hull value. | 1 |
Ecstatic Visions | Once per activation, at the start of this vehicle's activation, this vehicle may elect to to gain up to 3 hazard tokens to discard one hazard token from a friendly vehicle for each hazard token gained. | 1 |
Sympathy For The Devil | When this vehicle makes an evade check, it's controller may select a friendly vehicle within medium range. Add the current gear of the selected vehicle to this vehicle's current gear for the purposes of this evade check. Both the selected vehicle and this vehicle suffer any unsaved damage from this attack, including any additional effects. | 1 |
Reckless | ||
Whipping Post | At the start of this vehicle's activation, it may gain 4 hazard tokens. If it does, this vehicle cannot gain or lose any hazard tokens by any means until the start of its next activation. | 4 |
Beerserker | When this vehicle would suffer damage outside of it's activation, reduce that damage by 1, to a minimum of 1. | 5 |
Hog Wild | This vehicle gains +2 smash attack dice during any collision resolved during a wipe out step. | 2 |
In For A Penny | If this vehicle has gained six or more hazard tokens during this activation, it may double the attack dice of any smash attack for this activation only. | 2 |
Drive Angry | Gain 1 hazard token at the start of each activation. | 1 |
Bigger'n You | Double any smash attack bonuses or penalties resulting from weight differences in collisions involving this vehicle. | 4 |
Cargo | Rules |
---|---|
Peach Moonshine | This vehicle’s molotov cocktail count as having an infinite number of ammo tokens |
Sourmash Jet Booster | At the end of this vehicle's movement step, if this vehicle has 5 or more hazard tokens, it must immediately make a long straight maneuver forward. |
Siphon Pump | At the start of this vehicle's attack step, regardless of whether it is distracted, this vehicle may take up to one hazard token from each car within short range of it and place it on this vehicle. |
Old Fashioned Corn Liquor | Whenever a vehicle within medium range of this vehicle gains one or more hazard tokens, it gains one additional hazard token. |
Cattle-Hammer | This vehicle may consider its current gear to be any value, up to this vehicle’s max gear, during the wipe-out step, including during any collisions resolved during the wipe-out step |