ࡱ> !` Xbjbj\\ >>OZZZZ4&nNnNnNnN*O &hBWBWBWBWBWYYY8::::::$!hB^Y7Y^YYY^ZZBWBWsaaaaaaYZlBWBW8aaY8aaaanh,4pBW6W &E>nNZ|`oq\$0po˚Z˚ 4p˚4pYYaaYYYYY^^QaYYYYYYY&&&&&&&&&ZZZZZZ Basic concepts This is intended as a set of rules to give a fast paced game of motorized gang warfare in a post apocalyptic world similar to that seen in such films as the Mad Max series. It is intended to catch the flavour of the genre and not be a generic car combat game. Player runs a few cars say 3 to 6 a gang. Game is simple enough to make this workable/enjoyable but detailed enough to make it feel personal. There are 2 characteristics affecting actions driver skill and vehicle manoeuvrability. Cars have a handling characteristic. This is used up performing manoeuvres during the turn. Drivers have a drive skill. This is used to recover car handling at the end of turn and represent the drivers concentration during the turn, how busy s/he is. References to large and small templates are for the WH ones 5 and 3 for 20mm. Standard unit of movement is 1 car length to suit scale. For hot wheels 1 therefore a car at 100 will do 15 on the table using 20mm scale. At the end of the ruleset there are a set of tables with all ranges in this 1 1/2 to 1 unit scale so that you can think more about the game and less about maths. Generally cars do not reach excessive speeds in a combat situation. There are 4 speed zones in the game. Vehicle SpeedSpeed Difficulty Number (SDN)10-40150-70280-1003110+4 Initiative Place a number of cards in a pile representing the vehicles on the table. Usually in a 2 player game red will be one player and black the other. Otherwise use a suitable system (suits for 4 players etc). When a card is drawn you must move a unit. Each unit may only move once per turn. All pedestrians count as a single unit and must move on a players first draw. A unit performs all actions including shooting before turning up the next initiative card. A car within 45 of another cars rear whom is within 45 of the first cars front and within 6 range is tailing and may force the tailed car to move first. The owner of the tailed car discards their next draw from the initiative deck. Costs 1 drive skill from driver of tailing car to force. Acceleration and Braking Braking can be done at the start or end of a turn. If first it sets the cars speed for the turn. Generally cars are very good at braking and can drop speed by up to 50mph in a turn. BrakingLoss of Handling for turn10-20mph1*30-40 mph2*50-60mph3* Acceleration happens at the end of the turn and can be used to compensate for Drag. You can brake and accelerate in the same turn Acceleration Table EngineSpeed0102030405060708090100+Standard30302020201010101010Heavy (V8)30303020202020111010Racing4040303030202020201010Blown20202010101010Nitro Rig+10+10+20+20+20+20+20+20+20+10+10 Look up speed this gives the maximum acceleration the engine can make this turn Nitro has 3 shots and costs the driver 1 skill point to use. If nitro is fitted on a highly tuned racing engine roll a die when used on a 5-6 something goes wrong and the engine blows. Manoeuvres There are a number of manoeuvres with difficulties. ManoeuvreDifficultyDrag**DescriptionTurn10Turn up to 45Hard Turn31Turn up to 90Bootleg53Turn up to 180Drift10Slide up to 1 unit without changing direction Align1*0Small alignment only at end of turn to aid aiming. This should not be more than 5 or 1/2 car width. * Not multiplied by SDN ** Heavy engines have high torque and therefore reduce all drag numbers by 1. The cost in handling equals the SDN multiplied by the manoeuvre difficulty. A car must move SDN units between manoeuvres. Drag is the loss of speed for performing the manoeuvre. If a car exceeds its handling during a turn it must make an out of control roll after every manoeuvre including the one that exceeded the cars handling. In the end phase a car recovers a number of handling points equal to the drivers remaining drive skill. Driver skill A driver can use his skill during the turn to help control the car. A driver recovers their skill at the beginning of each turn. Drive skill is used for: Recovering a cars handling in the end phase It cost 1 drive skill to fire a cars weapon at -2 to hit and 2 drive skill to fire a cars weapon at no penalty (represents concentrating on aiming instead of driving) The delay between manoeuvres can be reduced by paying 1 drive skill per unit. Drive skill can be used to adjust the out of control die roll after it has been rolled to reduce the affect of exceeding the handling of the car. 1 Drive skill can force a car that is tailed (within 45 of front and in 45 of rear) to move first. Drivers can lose skill points as a result of combat. Out of control 1 die plus modifiers RollEffectSpeed loss (MPH)Firing modifier0-1Under control no effect002-3Skid 1d3 units in direction car was travelling before manoeuvre. 10-14-6Skid as above plus fishtail roll a GW direction die and turn cars nose or tail to face whichever requires the least movement20-37-9Skid as above and spin roll a GW direction die and turn cars nose or tail to face whichever requires the most movement. 40No firing10+Roll, car destroyed. Modifiers +1 per point handling exceeded + SDN -1 per point driver skill used (can be applied after die roll) +2 if missing a wheel The distance moved with a skid is taken from the remainder of the cars move for this turn. If there is insufficient movement left then the skid is considered to be completed using the first movement points of the next turn. Pedestrians Pedestrians have a maximum speed of 2 units and may only fire if they move 1 or less units. All pedestrians are considered a single unit for initiative. On any turn there are any pedestrians on the table the player adds an initiative card to the deck for them. Entering and exiting a car. This can only normally be done if the vehicle is stationary. When a car stops any passenger who gets out may move up to 2 units as part of the cars turn. On following turns the pedestrian will use the pedestrians initiative card. A car can move, brake to standstill and the passenger get out and move all in the same initiative phase. A passenger may not get out if the car has any skid move owing. Running Boards These are footrests and handholds on the outside of a car that allow you to carry two external passengers. A passenger can get on or off safely as long as the car is moving 20mph or slower. If at 30mph or higher the vehicle cannot be boarded but a ganger can still disembark roll a die: SpeedDisabledOK301-23-6401-45-650+1-6N/A If a car skids, fishtails or spins any passengers on running boards must roll to hold on. Roll D6 1-3 fail to hold on and 4-6 ok. Modifiers +SDN +1 for spin If a car with passengers on running boards is hit then one is killed instead of the normal result if the die comes up with a 2 (passenger kill on catastrophic hit). A passenger can move from running boards to inside car or from a seat to running boards as their action instead of firing. They may not do this on the turn they board or leave via running boards. A passenger may fire a light crossbow (but not reload), handgun, SMG or throw grenade whilst on running boards. Shooting Shooting happens after movement To hit Roll a number of dice equal to ROF under gunnery skill to hit with the following modifiers. -2 driver firing if only concentrating with 1 driver skill point -2 if firing a hand weapon from vehicle -X from out of control chart +1 short range -1 long range -1 small target (bike or pedestrian) Penetration Roll plus guns modifier verses vehicles armour. 4 possible results < armour no penetration = armour partial penetration > armour penetrating hit > armour +3 catastrophic hit Damage Roll for damage on relevant column below. RollPartial penetrationPenetrating hitCatastrophic hit1No EffectNo EffectReduce armour rating on facing side by 2 and head down -2 driver skill and shooting next turn2No EffectReduce armour rating on facing side by 2 and head down -1 driver skill and shooting next turnGunner first or if no gunner a person other than the driver is killed or driver killed if only remaining occupant3Head down -1 driver skill and shooting next turnPanic! Roll a die 1-3 brake by 40 4-6 max acceleration next turn and car goes straight forward and fishtails with no additional speed loss.Lose a wheel4Reduce armour rating on facing side by 1 and head down -1 driver skill and shooting next turnLose a weapon 1-3 owners choice 4-6 firers choiceEngine destroyed no more acceleration and car brakes by 10 mph per turn5Reduce armour rating on facing side by 2 and head down -1 driver skill and shooting next turnEngine BlownDriver killed6Re-roll on penetrating hit tableRe-roll on catastrophic hit tableBoom! Ramming (you know you want to) The ram number is generated by comparing speeds and angle of impact. Use the table below to calculate the effective impact speed. Angle of Impact Effective SpeedBoth vehicles within 45 of travelling in same direction Highest speed lowest SpeedBoth vehicles within 45 of travelling in Opposite directionAdd speedsOne vehicle within 45 of side of otherAverage of speeds Look up the effective speed on the vehicle speed table to find the SDN. Roll a separate die + this SDN for each vehicle and compare with armour. Roll the penetration as normal based on this. If either car goes BOOM both do! Both cars also make an out of control roll using the SDN and apply immediately. The vehicle whose turn it is not may expend driver skill points from their next turn to affect the out of control roll. If the ramming car has any remaining move left it pushes the other car along for half that remaining move. Weapons Weapons can be mounted in 4 ways. Hand held driver may fire to direct front around to side 45 passenger may fire whole of one side Swivel or gimble mounted weapon fixed to fire in a 90 arc front, left, right or rear. Only gunners may use swivel or gimble mounts. Turret, 360 gunners only. Fixed, may only fire directly out of front. Only drivers may use fixed guns because they must manoeuvre to aim. WeaponRangeROFPenLoadNotesSMLLight Crossbow3 7101+01Driver cannot reload Hand only +1 pen at short range -1 pen at long rangeHeavy Crossbow48121+22Driver cannot reload +1 pen at short range -1 pen at long rangeMulti Harpoon gun48123+23Driver cannot reload Must be gimble mounted +1 pen at short range -1 pen at long rangeHeavy Handgun3571+30Shotgun (slug)47101+30Takes a turn to switch between shot and slugShotgun (shot)373/2+00Takes a turn to switch between shot and slug Extra +1 to hit ROF 3 at short and 2 at MediumSub Machine Gun3573+10Machine Gun 510182+20No HandGrenade or Pipe Bomb1351+3/+00Scatters 1d3 units if misses. Use small template +5 pen for direct hit and +3 for blast radius.Drainpipe mortar15 Max+5/+2NoFixed only +5 pen for direct hit and +3 for blast radius. See notes Pipe gun (slug)512201+4NoFixed onlyPipe Gun (grape)493/2+2NoFixed only Extra +1 to hit ROF 3 at short and 2 at medium Range In units for short medium and long ROF Number of shots rolled Load The number of turns a ganger must miss before they have reloaded. This represents the time it takes to cock such weapons as crossbows. A weapon with 0 load may fire every turn, a weapon with 1 load may fire every other turn. Harpoon gun This is a 3 barrel pseudo-crossbow built using the power of salvaged car springs. It fires all 3 barrels in a single turn. It may also be re-loaded missing only 2 turns to fire a single shot just like a heavy crossbow. Drainpipe Mortar This takes up the back seats in a car and pokes 3 lengths of drainpipe out of the roof. It has 3 fixed tubes and can fire 1 per turn. The player records the range the tubes are set at before the game (can be different). The mortar round travels the distance recorded straight forward and then scatters 1d3 units. Use small template. Pipe Gun This is a length of pipe loaded with a charge and ammunition. It is a single shot weapon. It can either be loaded with a solid slug making it effectively a 20mm-25mm cannon or with a load of nuts and bolts etc (grape-shot). Other Equipment Smoke Generator This has 3 uses, each use lasts 2 turns. When activated any fire through the rear arc of the car and 1 unit range behind is at -2 to hit. Spike Dropper This is a single use item. Place a template behind the car during firing phase. Any car that moves over template roll a die 1-4 no effect, 5-6 lose wheel. Ram Bars Reduce effect of ramming when hit in front or rear. Gangers Gangers have 4 attributes Driver skill 2D3+2 Gunnery skill 2D3 Rumble (Hand to Hand) 2D3 Scrounge 2D3 Gang Design and Points The unit of currency in Sideswipe is the Salvage Point (SP). This is an abstract unit representing finds, wealth, fame etc. A Gang is built from a number of points. A good starting game is 1000 Salvage Points. This should buy 3 good cars and a few gangers. Item CostNotesGanger50Car150Light Crossbow5Heavy Crossbow10Heavy Handgun15Shotgun 20Sub Machine Gun20Grenade or Pipe Bomb 203 uses Car design A basic car is bought as above. It is considered that the gang will use whatever scrap they can find to add extra protection by welding plate and grills over windows and doors etc. The result is a vehicle that has variable armour over its surface. Roll 2D3 4 times and then allocate the results as you see fit for front, left, right and back. Roll 2D3 and add 2 for its handling. Cars have a number of spaces. A space is nominally the size of a person. A car has 6 spaces in which equipment can be fitted over and above the space required for the driver and a standard engine. EquipmentSpaceCostNotesPassenger seat110Gunner seat220Cargo Space10Heavy Engine130Racing Engine135Represents the stripping out, bracing and lighteningNitro Rig1203 usesHeavy Crossbow110Gimble or fixedMulti Harpoon gun225Gimble or fixedSub Machine Gun120Gimble or fixedMachine Gun 250Gimble or fixedDrainpipe mortar340Fixed onlyPipe gun 230Fixed onlySmoke generator1203 usesSpike Dropper120Running boards020Ram Bars110Turret120+weapon and gunner Scenarios Snatch and grab Poison radioactive fog has moved away from an old supply dump. You must get in and find what you can. Limited number of turns action. After the turns have passed throw a die on a 5-6 the fog returns and game is over. Mark a number of areas with markers. Gangers must visit and make successful scrounge rolls to earn VPs. Team with most VPs wins. Death-Race The local trading post holds regular prize events. This is a straight obstacle race, first past the finish line wins. Set out a course with terrain and a number of flags. Cars must go to the left of one colour flag and right of another colour. Special rules: hand weapons only. Quick Read Tables (in inches units for games with 20mm cars relying on the 1 1/2 to a unit). Speed and Acceleration EngineSpeed0102030405060708090100+Inches01.534.567.5910.51213.515+Standard30302020201010101010Heavy (V8)30303020202020111010Racing4040303030202020201010Blown20202010101010Nitro Rig+10+10+20+20+20+20+20+20+20+10+10 SDN Braking Vehicle SpeedSpeed Difficulty Number (SDN)10-40150-70280-1003110+4BrakingLoss of Handling for turn10-20mph1*30-40 mph2*50-60mph3* +1 if lost wheel Manoeuvres ManoeuvreDifficultyDrag**DescriptionTurn10Turn up to 45Hard Turn31Turn up to 90Bootleg53Turn up to 180Drift10Slide up to 1.5 without changing direction Align1*0Small alignment only at end of turn to aid aiming. This should not be more than 5 or 1/2 car width.* Not multiplied by SDN ** Heavy engines have high torque and therefore reduce all drag numbers by 1. Out of Control RollEffectSpeed loss (MPH)Firing modifier2-3Skid 1d3 *1.5 in direction car was travelling before manoeuvre10-14-6Skid as above plus fishtail roll a GW direction die and turn cars nose or tail to face whichever requires the least movement. 20-37-9Skid as above and spin roll a GW direction die and turn cars nose or tail to face whichever requires the most movement. 40No firing10+Roll, car destroyed.Modifiers +1 per point handling exceeded +SDN -1 per point driver skill used (can be applied after die roll) +2 if missing a wheel Firing Roll under weapon skill with following modifiers -2 driver firing if only concentrating with 1 driver skill point -2 if firing a hand weapon from vehicle -X from out of control chart +1 short range -1 long range -1 small target (bike or pedestrian) Weapons WeaponRange (inches)ROFPenLoadNotesSMLLight Crossbow4.5 10.5151+01Driver cannot reload Hand only +1 pen at short range -1 pen at long rangeHeavy Crossbow612181+22Driver cannot reload +1 pen at short range -1 pen at long rangeMulti Harpoon gun612183+23Driver cannot reload Must be gimble mounted +1 pen at short range -1 pen at long rangeHeavy Handgun4.57.510.51+30Shotgun (slug)610.5151+30Takes a turn to switch between shot and slugShotgun (shot)4.510.53/2+00Takes a turn to switch between shot and slug Extra +1 to hit ROF 3 at short and 2 at MediumSub Machine Gun4.57.510.53+10Machine Gun 7.515272+20No HandGrenade or Pipe Bomb1.54.57.51+3/+00Scatters 1d3 units if misses. Use small template +5 pen for direct hit and +3 for blast radius.Drainpipe mortar22.5 Max+5/+2NoFixed only +5 pen for direct hit and +3 for blast radius. See notes Pipe gun (slug)7.518301+4NoFixed onlyPipe Gun (grape)613.53/2+2NoFixed only Extra +1 to hit ROF 3 at short and 2 at medium Penetration 1D6+ penetration bonus against armour < armour no penetration = armour partial penetration > armour penetrating hit > armour +3 catastrophic hit Damage RollPartial penetrationPenetrating hitCatastrophic hit1No EffectNo EffectReduce armour rating on facing side by 2 and head down -2 driver skill and shooting next turn2No EffectReduce armour rating on facing side by 2 and head down -1 driver skill and shooting next turnGunner first or if no gunner a person other than the driver is killed or driver killed if only remaining occupant3Head down -1 driver skill and shooting next turnPanic! Roll a die 1-3 brake by 40 4-6 max acceleration next turn and car goes straight forward and fishtails with no additional speed loss.Lose a wheel4Reduce armour rating on facing side by 1 and head down -1 driver skill and shooting next turnLose a weapon 1-3 owners choice 4-6 firers choiceEngine destroyed no more acceleration and car brakes by 10 mph per turn5Reduce armour rating on facing side by 2 and head down -1 driver skill and shooting next turnEngine BlownDriver killed6Re-roll on penetrating hit tableRe-roll on catastrophic hit tableBoom! 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