Actions

When a Vehicle declares an Action there are a number of options the Driver can choose from, these are dependent on the Current situation of the Vehicle, Some actions can only be taken if the Vehicle is in Motion (Is moving fast enough to Move in the Phase), while others can be performed at any time regardless of the Speed of the Vehicle.

The Speed Factor chart determines which Phases the Vehicle can Move in and how many Spaces the Vehicle is moving each Phase, if the Vehicle is Moving at a high enough speed to Move they can also declare Manoeuvre Actions, otherwise they may only Declare Combat Actions.

A Vehicle can declare any Single Action they are permitted or they may declare a Combination Action and make Two Actions at a Penalty of -1 to all rolls for that Phase, During a Move the Vehicle moves a number of Spaces (8cm) forward depending on their speed factor this occurs before most Actions unless otherwise listed, if the Vehicle is not permitted a Move they may only make Combat Actions as a Single Action.

## **Manoeuvre Actions**

These Actions cause the Position of the Vehicle or its current state to change when they are used, each Action listed here states if it can be part of a Combined Action or not, and provides an overview of the Action.

### **Drift:**

**Safety Limit:** 80mph

When a Vehicle executes a Drift Action they first Move forward 1 Space and then they are moved one Lane to the left or right, then any other Moves Forward indicated by their Speed Factor, if the Vehicle is on a Curve or Corner it can only drift outward and will always come to rest on the Space Markings for its final outside lane rather than the inner lane, The Safe Limit for a Drift is 80mph, if the vehicle is travelling faster than this they must make a Hazard Roll to determine if they safely complete the Action.

If the Vehicle is moving fast enough to make more than one Move in a Phase then the Vehicle makes their Drift after the First Move and all other Moves come after it, allowing only one Drift each Phase, a Drift can be part of a Combined Action with another Manoeuvre or Combat Action but cannot be combined with another Drift Action.

When a Vehicle Drifts its Contact Zone includes the Spaces they begin in and end in, as well as the Spaces directly in front of the Vehicle before its Move and Drift action, any other Vehicle, Character, or Hazard that occupies any of these Spaces (Even partially) will cause the Drift to become a Ram instead and should be dealt with in the manner of a Shunt or Sideswipe instead of a Drift.

If a Vehicle declares a Drift and moves into a Space that is directly in front of another Vehicle that has yet to Move in the Phase it counts as Cutting Up the Vehicle, this causes the Moving Vehicle to occupy a Space that will be a part of the second Vehicles next Move and forces the Enemy Vehicle to Ram (Shunt) the first Vehicle as it Moves, this can allow a Faster Vehicle to force a Ram action instead of a Shoot action from the second Vehicle as they must follow the Ram Action which cannot be combined with another Action (Though they may instead choose to make a Swerve action to avoid the Ram).

### **Swerve:**

**Safety Limit:** 40mph

Sometimes a Vehicle needs to get out of the way much faster than a Drift will allow, in this instance the Vehicle Makes a Swerve by first moving the Vehicle 1 Lane to the Left or Right, then Moves 1 Space forward and makes a Drift in the same direction as before, then executes any remaining moves their Speed Dictates, unlike a Drift a Vehicle can Swerve inward on a corner but they must obey the rules on final alignment to the Spaces on Curves and Corners, The Vehicle must make a Hazard Test with a Safe Limit of 40mph to determine if the vehicle remains safe during the Action. A Swerve cannot be a part of a Combined Action.

If a Vehicle is moving fast enough to make more then one Move during a Phase they Execute the Swerve Action before any additional Moves the Vehicle is allowed *(E.g. if the Vehicle is Moving at Speed Factor 7 in Phase 1 they can make 2 Moves, in this instance the Vehicle Drifts one Lane left, then executes their first Move, then a second Drift left, followed by their final Move).*

If the Swerve is executed on a Corner the Vehicle may Swerve inward or outward unlike a normal Drift, if the Vehicle is Moving in this manner it will cross from Lane to Lane obeying the Alignment rules for a Drift for each Lane Change the Vehicle executes.

If any other Vehicle, Character, or Hazard occupies the Lanes and Spaces that the Vehicle enters during its Swerve it should be resolved as normal, if its a Vehicle then it becomes a Ram instead, if its a Character it counts as an Impact, and Hazards cause their normal Hazard Rolls in addition to any taken from the Swerve. But a Swerve is typically Declared in the hopes of avoiding a Crash entirely rather than causing them.

### **U-Turn:**

**Safety Limit:** 10mph

It is sometimes necessary for a Vehicle to turn around on the road and at low speeds the U-Turn allows the Vehicle to do exactly that, The Vehicle is Moved Forward, then Four Lanes left or right, and its facing is reversed and it makes any remaining Moves its Speed Factor allows, this causes a very large Contact Zone for the vehicle and requires some clear road ahead, a U-Turn cannot be performed on a Curve or Corner safely, The Safe Limit for a U-Turn is 10mph, but if a vehicle attempts this Action at speeds over 31mph they automatically lose control.

A U-Turn performed at speeds over 30mph will automatically lose control and counts as out of control in the next Phase that Vehicle can Act in, a U-Turn cannot be a part of a Combined Action unless the Vehicle is Stationary and Idling in which case the Driver can Accelerate and perform a U-Turn to get into play.

U-Turns cannot be performed on a Corner but can be done at the Edge of a Curve or as you leave a Curve, this covers the same movements as a normal U-Turn except that it is done on the End of a Curve. Vehicles that make such U-Turns can move into a position where they can lay fire across several Lanes on a Corner, and the Range Ruler should be used to determine the Vehicles Fire Corridor.

Moving a Vehicle in this way causes their facing to change, this allows Vehicles that have Spun to return to the Engagement and catch up with Vehicles moving ahead, or can allow a Vehicle that is ahead of the pack to turn and close the distance to their enemies in a Head on approach.

### **Bootlegger Turn:**

**Minimum Speed:** 31mph

**Safety Limit:** 60mph

The Bootlegger Turn is used to reverse a vehicles facing when travelling at high speed, the Vehicle is Moved all its Moves Forward and then its facing is reversed, this requires some space to the left or right of the Vehicle and if there are any objects in the two lanes on the chosen side for the Action then the Vehicle comes into contact with them and must make Hazard Rolls for those Obstacles, the Vehicle must be travelling faster than 30mph to attempt a Bootlegger and must make a Hazard Test against a 60mph Safe Limit to determine if they are successful, if the Vehicle is moving faster than 60mph it automatically loses control in the Bootlegger.

If a Vehicle attempts a Bootlegger turn at speeds faster than 60mph it is considered to automatically lose control and must make a Recovery Action in its next Movement Phase, a Bootlegger Turn cannot be a part of a Combined Action under any circumstance.

When a Bootlegger is performed the Vehicle must roll a Hazard Test against the Safety Limit, if this roll is successful then the Vehicle executes the move as normal, if they fail the roll then they slide further than expected and must roll a D6 to determine where their vehicle ends the Swerve, this can result in the Vehicle Crashing or Ramming other Vehicle or Characters, and any Passives or Hazards in the Final position of the Vehicle must be resolved as normal. if the die result is a 6 (Before Modifiers) then the Vehicle has lost Control, this causes a 0 Damage Tire Critical to the Vehicle and the Vehicle does not make the Bootlegger, instead they should resolve their Move as an Out of Control Move, testing for Skids, Spins, and Rolls as normal.

A Bootlegger must be performed on a Straight section of Road, any attempt to make a Bootlegger on a Curve or Corner will result in an automatic Control Test to see if the Vehicle loses Control, if the Roll is passed then the Vehicle Moves normally but no Bootlegger takes place.

### **Bulldozer:**

Disabled Vehicles and some Debris can be pushed clear by a Vehicle if it moves slowly, a Bulldozer Action is done by moving into the same space as an Obstacle that is directly in front of the Vehicle and moving the Obstacle to one side of the Vehicle as it moves, The Obstacle is moved in the logical direction for its position (If the Obstacle is more on the left before the move then it is displaced to the left), if the Obstacle occupies the Same Lanes as the Vehicle then it is shunted forward 1 Space as the Vehicle moves forward. If the Vehicle is travelling 20mph or slower they can execute a Bulldozer safely, if they are travelling faster than that it is treated as a Ram.

This Action requires the Vehicle to be travelling within the Safety Limit to be successful and can push a Vehicle that is partially in the Vehicles way, if it is used to push a Vehicle forward that occupies the same Lanes as the Bulldozer Vehicle then the target Wreck must be aligned in the same manner as the Bulldozer, as its easy to push a Vehicle if its wheels are helping. if the Vehicle is side on to the Bulldozer then the Vehicle cannot be pushed and the impact is treated as a Crash.

A Bulldozer cannot be a part of a Combined Action and any attempt to do so will result in the Bulldozer Action being counted as a Ram action.

### **Reverse:**

**Maximum Speed:** 10mph

If a Vehicle is Stationary in the first Phase they may make a reverse action, this causes the Vehicle to Move 1 Space back rather than forward and cannot be used in any other Phase, The Vehicle is considered to be travelling at 10mph for the purpose of Hazard Tests and is generally safe, It is possible for a Reversing Vehicle to Declare a Combination Drift or U-Turn even though it is not normally possible, these actions are treated as normal for a Vehicle except that the Vehicle is moving in reverse.

A Reverse can be part of a Combined Action, allowing a Vehicle to make Manoeuvre or Combat Actions as a part of the Combined Action, if the Vehicle Makes a Shoot Passive Action as a part of the Reverse then the Passive Marker is placed directly in front of the Vehicle after the Move has been made, occupying the same Spaces as the Vehicle did before the Reverse Action.

### **Accelerate:**

Being able to catch up with or get away from an Enemy is a function of Speed, an Accelerate Action allows a Driver to increase the Current Speed of their Vehicle, after the Vehicle Moves the Driver can raise the Current Speed of the Vehicle by anywhere between 1mph and the maximum Acceleration Stat of the Vehicle.

As long as the Vehicle has not sustained enough Damage to reduce its Acceleration Stat to 0 the Vehicle can maintain and increase their Speed, but if the Acceleration is reduced to 0 the vehicle is considered to be unable to generate sufficient power to move the Vehicle. In this situation the Vehicle begins to slow down, losing 5mph each Phase in which it moves (The Driver can slow the vehicle faster by also making a Brake Action), this continues until the Vehicles Speed is reduced to 0mph.

An Accelerate Action can be a part of a Combined Action, allowing the Driver to make an additional Action, Accelerate does not have a Safety Limit and if combined with another action that has a Safety Limit that Limit should be used for determining any Hazard Rolls.

If a Vehicle Accelerates into a Hazard the Roll is made at the Vehicles new Faster Speed.

### **Brake:**

Obstacles can often force a Driver to hit the Brakes and slow down, the Break Action allows the Driver to lower their Current Speed, after the Vehicles Move the Driver can lower the speed of the Vehicle by anything between 1mph and the maximum Braking Stat of the Vehicle.

If a Vehicle suffers loss to their Braking as a result of Damage or Critical Hits it can never be reduced below 5mph, as the Vehicle can Gear Down and the Driver can simply take their foot off the Gas, allowing any Vehicle to make a controlled deceleration even when badly damaged.

A Brake Action can be a part of a Combined Action, but as Braking does not have a Safety Limit the Limit of the other action should be used to determine the Safety Limit for any rolls taken.

If a Vehicle Moves into a Hazard while Braking any rolls are made at the Vehicles new lower Speed.

### **Ram:**

When an Move causes two Vehicles to be in close proximity (Adjacent Spaces or Lanes, or within 2cm), a Driver can Declare a Ram, the type of Ram is determined by the relative positions of the two Vehicles.

#### Sideswipe

**Safety Limit:** 40mph

If the Vehicles are Side By Side the Ram is called a Sideswipe, in this case both Vehicles roll a D6 and add their Optimum Control, the Driver who declared the Ram also adds +1, the loser of the roll immediately makes a Hazard Roll with a Safety Limit of 40mph and takes 1 Damage.

The Vehicle that loses the Sideswipe is also forced to Skid one Lane (2cm) away from the Winner, this can potentially force them into Hazards, Vehicles, or even off the road if it is timed well.

Drivers declaring a Sideswipe cannot make a Combined action, instead they must simply focus on their attack as described, any attempt to Combine a Sideswipe automatically causes the Driver to lose the Sideswipe.

If the Winner of the Sideswipe rolled a 6 they also score a Critical Hit against the Losers Vehicle (A Side Hit), this can result in further Damage to the Loser and may even result in them completely losing control of their Vehicle.

#### Tailgating

**Safety Limit:** 40mph

if the Drivers Vehicle is directly behind another Vehicle it is called Tailgating, in this situation the Driver guns the Gas to shunt the Vehicle in front, in this instance both Drivers roll a D6 and add their Adverse Control, the Driver who declared the Ram also gains +2 to their roll, the loser makes an immediate Hazard Roll with a Safety Limit of 40mph and takes 1 Damage.

A Tailgating Ram cannot be combined with any sort of action and any attempt to combine it with another action automatically causes the Rammer to lose the roll and may result in them crashing.

If the Winner of the Tailgating rolled a 6 the also score a Critical Hit against the loser (If the Rammer Wins then its a Rear Facing Critical, if the Target wins then its a Front Facing Hit), in this case the Target could result in a Crash or at least further damage as a result of the Critical.

### **Regain Control:**

 2,3
 4,5
 6,7
 8 or more

When a Vehicle is out of Control the Driver can attempt to recover and get the Vehicle back, this requires the Driver to roll a D6 and add their Current Speed Factor, then subtract their Adverse Control, then consult the Chart to determine the effects of the roll.

**Regain Control:** The Driver has managed to wrest control of the Vehicle and in their next Move they can realign to the Grid and Move normally, if the Vehicle is Stationary after a Crash but is still working it automatically counts as under Control.

    **Skid and Regain Control:** The Driver manages to get the Vehicle under control but only after Skidding, the Vehicle rolls a D6 to determine where the Vehicle ends their Move this Phase, if the Vehicle Skids Straight Ahead then it loses 5mph from its Current Speed, if the Vehicle Skids to the Left or Right they lose 10mph from their current speed. in the next Phase the Driver can control the Vehicle normally.

**Skid:** The Vehicle bucks as the Driver tries to gain control and Skids as with a 'Skid and Regain Control' above, except that the Driver does not recover control of the Vehicle and instead remains out of Control, the Driver can Try again each Phase in which the Vehicle is moving to Regain Control and as the Vehicle slows their chances improve. If the Vehicle Skids on a Curve or Corner then it will never Skid inward, if the result shows an Inward Skid then treat it as a Straight on Skid.

    **Spin:** The Vehicle overcompensates and enters a Spin, this causes the Vehicle to begin Spinning as it moves forward, The Vehicle tests for a Skid as above before placing the spin template over the Vehicle, if the Vehicle has just started a Spin roll a D6 to determine direction (Odds = Left, Evens = Right), then roll a D6 and add the Vehicles Speed Factor, then turn the Vehicle to the new angle, and reduce its Current Speed by the amount shown on the Spin result. if the Die result is a 6 (Before Modifiers) then the Vehicle also suffers a Tire Critical Hit in addition to Spinning.

**Roll:** The Vehicle Skids into a Spin and loses all control bouncing into a Roll, The Vehicle first determines a Skid as listed above, then a Spin lowering the Vehicles Speed and changing its direction. Once these have been done the Vehicle begins to roll in its next Phase instead of Spinning again, The Vehicle Moves 1 Space Forward and is flipped (The first flip will put the Vehicle on its roof), this causes it to lose 20mph from its current speed, and the Vehicle takes a single Hit with a Damage equal to its Speed Factor (A Vehicle moving at 60mph would suffer a +3 Damage Hit), this process is repeated, moving forward, flipping over, lowering speed, and taking damage until the Vehicle comes to a complete stop, if the Vehicle is on its Wheels and has not taken too much Damage then the Driver can try to get the Vehicle back on the road (If he is still alive), otherwise the Vehicle is Wrecked and cannot continue in the Engagement. Each time the Vehicle Flips roll a D6, on the result of a 6 the Vehicle also suffers a Critical Hit on the Facing it landed on that Flip.

## **Combat Actions**

A Vehicle can always declare a Combat Action, even if they are Stationary or not moving fast enough to Move in a Phase, Combat Actions that can be a part of a Combined Action are able to be combined with any Manoeuvre Action as normal for a Combined Action (All dice rolls that Phase suffer a -1 on their result).

### **Shoot:**

When a Driver wishes to attack an enemy they can Fire Weapons or lay Passives by declaring a Shoot Action, once a Shoot Weapon Action is Declared the Player determines the Fire Corridor for their weapon and the Range to the Target and rolls a D6 adding the Weapons Accuracy to the roll, if the total is equal to or greater than the Range to the target then the shot hits and Damage should be resolved. If a Shoot Passive Action is made, the Vehicle Deploys a Single Passives marker in the Space directly behind the Vehicle occupying the same Lanes. A Shoot Action can be a part of a Combined Action.

### **Complex:**

This Action describes any more involved operation an occupant of a Vehicle can make and includes Hacking, Using Med Kits and Tool Kits, and any other complex activity the Driver or his Passengers and Gunners wish to make. A Complex Action cannot be a part of a Combined Action.

## Off Road Action

When a Vehicle is Off Road they have access to certain Actions that are not normally required when there are Road Markings, these Actions should only be used when a Vehicle is Moving off the road or they are at oblique angles to the Road Markings (Such as Crossing the Road).

## See Also

Character Actions

Main Rules

Index