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Gaslands Highway rules
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1
GASLANDS HIGHWAY Gaslands Highway is a tabletop game of car-on-car destruction in a post-apocalyptic wasteland.
Version 1.04 - August 3, 2015
THE WORLD OF
GASLANDS Gaslands assumes that you are fighting for the last
remaining petroleum reserves in a post-apocalyptic
Australia, circa 1979. To quote tvtropes.com:
"In any post-apocalyptic story created after the
release of Mad Max, it is almost assured that the
obvious and natural way for the world to look after
a civilization-destroying cataclysm is "the
Australian Outback". There is no need to explain
this. Global catastrophe turns the world into an
anarchist Australia with inter-warring gangs. It
just follows logically."
Of course, you can equally choose to fight in a post-
nuclear-fall-out America in the 1950s, in the post-
cybernetic-up-rising of the 2050s, across the
radioactive wastelands outside the mega-cities of the
year 2000AD, or along the construction routes of a
distance Earth-like planet many millions of light-
years from here… It's your game, your table, and
your collection of miniatures, so play whatever YOU
want to play.
Copyright All text copyright 2015 Mike Hutchinson. Images
taken from various sources and used without
permission. Please contact me at http://gasland-
games.co.uk
Common Terms I use the words 'car' and 'vehicle' interchangeably,
even though I mean car, bike, trike, truck, buggy, bus,
big rig, chopper, etc.
WHAT YOU'LL NEED
You must start with a small collection of post-
apocalyptic cars, trucks or buggies in any scale.
The rules assume 10mm, 15mm or 20mm scales, which
covers most micro-style and die-cast toy cars, and
for which plenty of inexpensive miniatures are
available. You might want to print out the templates
a bit larger if you're using 28mm vehicles.
This is a car dashboard. You should have one for
each car you control. It is a quick reference for your
vehicle, and used for recording damage, tyres and
speed. Place a d6 on each of Hull and Tyres, and a
d% on Speed, with the appropriate sides faces-up to
show the current status.
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If you are feeling industrious, you will also want to
make some custom Skid Dice, perhaps printing the
symbols on sticky labels and using blank dice.
Some areas of rough ground, tin shacks, barricades,
ramps, oil cans, or road sections will add a lot, but
are not required to have a fun game.
You will need a set of custom templates, through
which movement and weapons are managed. You will
find these template on the last page of this PDF.
A set of printed damage cards (or a d12)
And finally you will need a set of Initiative Cards
(which are just cards with 1, 2, 3 and 4 written on
them).
SETUP In order to set up:
1. Build your cars (See the "Vehicles" section)
2. Put some terrain down
3. Drop the 7 supply crates
4. Deploy the cars
After you have thrown some terrain down, take seven
supply crates and drop them on to the centre of the
play area, from an arm's height. If any bounce off
the table, toss them back on.
Starting with the youngest player, players take it in
turns to place their all their cars at once. All their
cars must be: (1) touching a board edge; (2) within
SHORT RANGE of each other (see SHOOTING);
and (3) more than 2x LONG RANGE from any other
player's vehicle.
3
WINNING The first player to capture FIVE of the SEVEN crates
wins the game.
THE TURN The turn is broken in to three phases:
1. Initiative Phase
2. Activation Phase
3. Dial Phase
Initiative Phase
At the start of each turn, shuffle and deal one
Initiative Card to each player. Initiative cards are
simply cards with a number on them. The number
indicates the order in which players will be able to
activate cars in the Activation Phase.
Activation Phase
The Activation Phase is broken into 5 sub-phases;
one for each speed: 100mph, 80mph, 60mph, 40mph
and lastly 20mph.
In each sub-phase, each car that is travelling at that
speed or faster must activate. For example, a car
moving at 100mph will activate in all five phases.
The initiative cards determine the order in which
players may activate vehicles within each sub-
phase. Players may choose which of their cars to
activate, should they have more than one to choose
from in any sub-phase.
Alternate the activation of cars until all the vehicles
moving at that speed or higher have moved in that
sub-phase, then move to the next speed sub-phase
and repeat.
A car may not pass, it must activate.
If no other players have cars moving fast enough to
activate in given phase, a player may move multiple
vehicles in a row, before the speed sub-phase
proceeds to a speed that the other players may also
activate within. Ensure that ever car activates
exactly once in every sub-phase equal to or less
than its current speed.
Dial Phase
At the end of each turn, you have an opportunity to
adjust the speed of each of your cars. You may
adjust your speed up or down by 20mph. You are not
obliged to adjust your speed.
Your speed can be 0mph, either due to deceleration,
handbrake turns or damage card results.
A car may not adjust its speed in the Dial Phase if it
performed a HANDBRAKE TURN during this turn.
ACTIVATION PHASE When a vehicle activates, it must MOVE, and then it
may optionally POWERSLIDE, or ATTACK, or both
in either order.
Movement
There are five movement templates that you may
select from when making a move: HARD-LEFT,
HARD-RIGHT, LEFT, RIGHT, and FORWARD (the
longer straight template). You may not select SLIDE
(the shorter straight template) as your move, unless
you are making a HANDBRAKE TURN (see below).
To move, simply select one of the five movement
templates, place it so the starting edge of the template
is parallel with the front edge of your vehicle and
then place your vehicle so that the rear edge of your
vehicle is parallel with the far edge of the template.
If your movement template or final position overlaps
rough terrain, make a SKID CHECK. If your
movement template or final position overlaps
another vehicle, both cars make a SMASH ATTACK.
If your movement cannot be completed because of an
obstacle or another car: move the vehicle as far
along the template as possible, then resolve the
SMASH ATTACK.
A car must move when it activates, it may not pass.
4
Making a hard-left or hard-right when your car's
current speed is either 80mph or 100mph forces an
immediate SKID CHECK.
Placing Movement Templates
When placing the movement template to move your
car, you must place the starting edge of the template
perpendicular to the car's current facing, and
touching the front of the car. You may place the
template touching any point on the front of the car.
Likewise, when placing the car at the other end of the
template, the back of the car must touch the back of
the car, and be aligned with the ending edge of the
template. You may slide the car to any position
touching the template. The following diagram
illustrates some legal and illegal movements.
Powerslide
You may choose to make a skid check after any
move! This can be done before or after attacking, to
bring weapons to bear, or to better escape the guns of
others.
You may not make a powerslide after a smash attack,
but a powerslide may cause a smash attack.
Handbrake Turn
You may make a HANDBRAKE TURN just once in a
turn, in place of your car's regular move, and it is
always the last action that vehicle takes in that turn.
The car must perform the following:
1. Move 1-forward
2. Rotate 180º on the spot
3. Make a SKID CHECK
4. Reduce your speed by 40mph
5. Reduce your tyres by 1 point
…and then that car's turn ends. I.e. it may not attack.
Smash Attack
If, during a car's movement, the movement template
or final position of your car overlaps another
vehicle, both cars must make a smash attack against
each other.
You must MOVE before you make a SMASH
ATTACK.
A smash attach is an attack that rolls a number of
dice equal to the difference between the armour
values of the two cars, plus one, and always rolls a
minimum of one dice. E.g.
ATTACKER -> AV3 AV4 AV5 AV6
AV3 1D6 2D6 3D6 4D6
AV4 1D6 1D6 2D6 3D6
AV5 1D6 1D6 1D6 2D6
AV6 1D6 1D6 1D6 1D6
If one of the cars is travelling faster than the other,
the faster car gets an extra attack dice.
If your smash attack sandwiches the target between
you and another vehicle or a solid object (like a
building), you get an extra attack dice.
After the smash attack is resolved, the target vehicle
makes an immediate SKID CHECK.
After the skid check is resolved, if either car is in a
position such that it cannot move away in its next
movement, place the attacking car on the far side of
the target vehicle, such that both cars can drive off
in their next turn.
Timing of Movement
You must move before you make a smash attack, a
powerslide, or an attack.
5
SHOOTING As part of a car's activation, it may make a shooting
attack. You may only attack once a turn with each of
your weapons. You may only shoot with one weapon
in each phase. You cannot make a shooting attack
and a smash attack in the same activation.
Weapons are one of: front, rear, turret (360º) or crew
(360º). "Line of sight" is determined by application of
shooting template. The shooting stick should be 15cm
long and approximately 2" wide, with a dividing line
at 7.5cm, which indicates SHORT RANGE. A
standard plastic 15cm ruler should suffice.
Place the shooting stick directly out the front or back
of the car (if front or rear weapon), and centered on
the front edge of the car, or touching any part of the
car (if turret or crew). If the shooting stick can touch
an enemy car, you can shoot it.
If your weapon is short ranged, the target must lie in
the first 7.5cm section of the shooting stick, or it is out
of range and cannot be attacked.
To make a shooting attack: roll a number of D6 equal
to your weapon's attack value. E.g. a machine gun
rolls 2D6.
For each roll that is equal to or above the target's
armour value, the target receives a damage card: E.g.
a car has AV4, so an attacker would need to roll a 4+
on any attack dice to damage it.
Cover
If the shooting stick touches a piece of terrain, or
another car, or a wreck, before it touches the target,
the target benefits from cover. Count the target's AV
as 1 higher.
DAMAGE When you take damage, draw a card for each point of
damage (or roll a D12 if you haven't printed the cards
yet). Damage effects are permanent.
1 Fireball! Immediately wrecked.
2 Wheel-arch: 1 Damage & Can't turn left
3 Wrecked pinion: 1 Damage & cannot choose "forward'
4 Lost weapon: 1 Damage & randomly select one weapon. Can't shoot with this weapon again.
5 Breaks broke: 1 Damage & can't decelerate
6 Upholstery Ruined: 1 Damage
7 Dented Fender: 1 Damage
8 Lose control: 1 Damage & immediate skid check
9 Blown engine: 1 Damage & max speed now 40mph
10 Blown tyre: 1 Damage & immediately reduce tyres by 2 points
11 Wheel-arch: 1 Damage & can't turn right
12 Fuel leak: 1 Damage & next hit will automatically cause a "Fireball"
Wrecked
When you take damage equal to your hull, you are
WRECKED. Immediately make one more SLIDE
move directly forward and flip the car over to
indicate it is a Wreck.
SKID CHECK Hand-break turns, powerslides, damage, oil slicks
and terrain can all cause a skid check. Roll a
number of Skid Dice equal to your Handling value.
You must choose exactly one of the rolled results to
apply. You must choose ROLL if you have rolled one.
If you roll two or more ROLL results, you wipe out,
and you are immediately WRECKED. You may
choose a blank face if you like.
The skid dice results have directional facings on
them. You might wish to create custom dice for them.
6
D6 Skid Result
1, 2 or 6 (Blank) Nothing
3
Slide: move in either of the indicated directions, using the SLIDE template, maintaining your current facing.
4
Spin: rotate on the spot to either of the indicated facings
5
Roll : take 1 damage card, and then move 1-forward in the indicated direction
If you are using standard D6 as skid dice, the faces with the "1" and
the "6" are your directions for 'spin' and 'slide' results. Use the face
with the "1" for the direction of the "roll" result.
When moving a car for a slide result, place the SLIDE
template pointing in the direction of the slide, and
touching any part of the car. Then move the car to
the other end of the slide template, maintaining its
current facing. Both of these are legal slide moves:
Tyres
Each vehicle starts with a number of tyre points.
You may spend a single TYRE point to re-roll any of
the skid dice, once per skid check. If you are ever
required to make a skid check whilst you have zero
tyre points: you must treat your Handling as 3.
CRATES You may pick up a supply crate if your movement
template, or the final location of your car (before or
after powersliding), or the movement template of
your powerslide, touches the crate. Place the crate
on your car's card and draw a random pickup card.
When a vehicle is WRECKED, the vehicle's owner must
place the crate touching the wreck.
You may drop a crate in the same way as a dropped
special weapon. To drop a crate, simply place the
template touching the back of your car after you
move. Leave the crate there as you move off in the
next phase. You may attack and drop a special
weapon in the same sub-phase.
If you drop a crate, you must discard a pickup card.
Crate Pickups
When you collect a crate, you draw an upgrade (or
roll a dice if you have no cards). These are one of:
D6 Effect
1 Spare Tyre: Gain one tyre point
2 Ammo Dump: Gain Grenades (Ammo 3)
3 Oil Drums: Gain Oil Slicks (Ammo 3)
4 Now I have a Machine Gun, ho, ho, ho
Gain a Machine Gun.
5 Steel Plates: Discard one damage card, and repair one hull point.
6 FLAMETHROWER: Gain a Flamerthrower (Ammo 3)
You may use additional weapons that you pick up,
even if you already have your maximum allowance
of weapons.
TERRAIN Terrain is one of:
Road – if you make a SKID CHECK, you may spend a
tyre point for free.
Open - no penalty, but remember that a hard-left or
hard-right at either 80mph or 100mph forces an
immediately SKID CHECK.
Rough – You roll an extra Skid Dice in rough. Any
turn forces a SKID CHECK.
Obstacle – If a car collides with a static obstacle,
such as a wall or rock, resolve a smash attack,
wherein the obstacle counts as AV6.
Wrecks – If a car collides with the wreck of another
car, resolve a smash attack, wherein the wreck
counts as an obstacle with an Amour Value equal to
that which is had in life. Remove the wreck after the
smash attack.
7
VEHICLES & WEAPONS Vehicles
Each vehicle has a stat card, which also doubles as
its dashboard, used for recording current speed and
current tyre points.
Building a Vehicle
1. Choose a vehicle base
2. Choose exactly one weapon. Bikes may not take a
weapon. Big rigs and busses may have two
weapons. Choose front, rear or turret mounted.
Triple cost for turret mounted.
3. Crew is always armed with 1 handgun for free.
Trucks, busses or big rigs may buy up to two
additional crew members armed with handguns
for 10pts each.
Cars with multiple crew members may only shoot
with one crew member in each sub-phase.
Weapons
Weapon Attack Dice
Range
Special Pts .
Machine Gun 2D6 Long 10
Autocannon 4D6 Long 30
Rockets 4D6 Long Ammo 3, Blast 20
Flamethrower 6D6 Short Ammo 3 30
Handgun 1D6 Short Crew 10
Grenades 1D6 Short Crew, Ammo 3, Blast
• Crew: Weapon has 360º line of fire
• Ammo "x" : you may only fire this weapon "x"
times in a game.
• Long: you may use the full length of the line of
sight stick.
• Short : you may only use the "short range" length
of the line of sight stick.
• Blast : target must make a SKID CHECK after
being attacked, even if the attack caused no
damage
Special Weapons
Oil slicks, mines, caltrops are templates that you
drop, and then become "obstacles". To drop a special
weapon, simply place the template touching the back
of your car as you attack. Leave the template there
as you move off in the next phase. Dropping the
template weapon counts as your attack for that sub-
phase.
Special Weapon Notes Pts .
Oil Slick Dropper Dropped. Ammo 1. Counts as treacherous. Lasts for 2 full turns
10
Caltrop Dropper Dropped. Ammo 2. Counts as treacherous. First car to touch it immediately loses 2 tyre points, then remove caltrops template
10
Nitro Booster Ammo 3. May immediately move once in the 100mph sub-phase.
10
Nitro Boosters
Nitro Boosters: (10pts) Ammo 3. Declare at any time
during the 100mph sub-phase. When used, you may
move once in the 100mph sub-phase, as if your
current speed was 100mph, and then you immediately
return to your current speed.
Chopper
The chopper (helicopter) moves at a constant speed
of 60mph. It may freely rotate to face any direction
immediately after moving. It cannot make a hand-
break-turn. It never makes skid checks, nor can it be
made to. It cannot make smash attacks. It ignores
other vehicles and terrain when moving. Other
vehicles ignore it when moving.
Vehicle AV Hull Handling
Tyre Points
Initial Speed
Pts.
Bike 3 2 3 6 40mph 20
Buggy 3 3 3 5 40mph 30
Car 4 4 2 4 20mph 50
Truck 5 5 1 5 20mph 100
Bus 5 5 1 6 20mph 100
Big Rig 5 6 1 3 20mph 150
Chopper 4 4 - - 60mph 100
8
QUICK REFERENCE(1) Initiative Phase
(2) Activation Phase
(3) Dial Phase
Damage (if you don't have cards)
D12 Effect
1 Fireball ! Immediately wrecked.
2 Wheel-arch: 1 Damage & Can't turn left
3 Wrecked pinion: 1 Damage & cannot choose "forward'
4 Lost weapon: 1 Damage & randomly select one weapon. Can't shoot with this weapon again.
5 Breaks broke: 1 Damage & can't decelerate
6 1 Damage
7 1 Damage
8 Lose control : 1 Damage & immediate skid check
9 Blown engine: 1 Damage & max speed now 40mph
10 Blown tyre: 1 Damage & immediately reduce tyres by 2 points
11 Wheel-arch: 1 Damage & can't turn right
12 Fuel leak: 1 Damage & next hit will automatically cause a "Fireball"
Vehicles Vehicle AV Hull Handl
ing Tyre Points
Initial Speed
Pts.
Bike 3 2 3 6 40mph 20
Buggy 3 3 3 5 40mph 30
Car 4 4 2 4 20mph 50
Truck 5 5 1 5 20mph 100
Bus 5 5 1 6 20mph 100
Big Rig 5 6 1 3 20mph 150
Chopper 4 4 - - 60mph 100
Terrain
Terrain Effect
Road Bonus: free re-roll on any SKID CHECK
Standard No penalty.
Note: hard-left or hard-right at either 80mph or 100mph forces an immediately SKID CHECK
Rough +1 Skid Dice
Any turn forces a SKID CHECK.
Obstacle Smash attack, obstacle counts as AV6
Wreck Smash attack, remove wreck
Skid Check
D6 Result
1-3 (Blank) Nothing
4
Slide: move in either of the indicated directions, using the SLIDE template, maintaining your current facing.
5
Spin: rotate on the spot to either of the indicated facings
6
Roll : take 1 damage card, and then move 1-forward in the indicated direction
Weapons
Weapon Attack Dice
Range
Special Pts .
Machine Gun 2D6 Long 10
Autocannon 4D6 Long 30
Rockets 4D6 Long Ammo 3, Blast 20
Flamethrower 6D6 Short Ammo 3 30
Handgun 1D6 Short Crew 10
Grenades 1D6 Short Crew, Ammo 3, Blast
Special Weapons
Special Weapon Notes Pts .
Oil Slick Dropper Dropped. Ammo 1. Counts as treacherous. Lasts for 2 full turns
10
Caltrop Dropper Dropped. Ammo 2. Counts as treacherous. First car to touch it immediately loses 2 tyre points, then remove caltrops template
10
Nitro Booster Ammo 3. May immediately move once in the 100mph sub-phase.
10
Crate Pickups
D6 Effect
1 Spare Tyre: Gain one tyre point
2 Ammo Dump: Gain Grenades (Ammo 3)
3 Oil Drums: Gain Oil Slicks (Ammo 3)
4 Now I have a Machine Gun, ho, ho, ho
Gain a Machine Gun.
5 Steel Plates: Discard one damage card, and repair one hull point.
6 FLAMETHROWER: Gain a Flamerthrower (Ammo 3)