7
“Fuel Run” Scenario Rules: Streamlined “Wastelands Meltdown” Contact us if you'd like a Free PDF of the full rules. Run By: Chicago Skirmish Wargames. http://chicagoskirmish.blogspot.com/ Setting: The Survivors of a dark future have secured a tanker of “Black Gold” from the Gas runner tribe. In order to get it back to their settlement, they attempt a daring cross- country run, trying to avoid the Road Vandals by staying off the highway. The Survivors need to get the tank of fuel across the field, while the Vandals objective is to seize the truck. Scenario special rules: Control Test – 3+, failure means roll on Out of Control table. Boosting — Each player gets 3 boost tokens per vehicle for the whole game. No turns during boost, adds 2d6 to speed and must be taken in it's entirely. Vehicle must pass control test after booting. Boosting may take place before or after a vehicle's regular move. Shooting —Vehicles and passengers can shoot at other vehicles. Passengers may not be targeted. Boarding & Hijacking — Only the tanker may be boarded. To board, attacker must roll 3+ or fall from the truck. Fallen characters roll d6 vs. their Kill stat to see if they have survived. Pedestrians — When they activate, miniatures on foot can board a friendly vehicle within 3” of their location. No test required. Respawns — If a player looses all his vehicles and passengers, the GM will respawn one vehicle with two passengers at a garage (Survivors) or road (Vandals) Cut Them off at...— A Vandal vehicle may leave the board at one of the Road intersections and re-enter the board the following turn at another Road intersection. Victory Conditions — Two Minor/Major result in a tie. A Major and Minor victory results in a minor victor. -Survivors major victory. Survivors drive the tanker into the colony to end of the game, -Vandals major victory. Pursuers hijack the tanker truck by boarding it and killing all passengers and driver. -Vandals minor victory. Pursuers eliminate all escort vehicles and have hijackers aboard the tanker when Tanker arrives in settlement. -Survivors minor victory. Survivors have disabled or destroyed 5 or more pursuit vehicles. Passenger stats. All are as follows: Move 4, Aimed 3+, Combat 3+, Kill 4+ Vehicles: -All vehicles move up to 12” per turn. -Vehicles with a mounted weapon must have a passenger on board to fire it. Special Tanker rules: Oil dropper (3 uses): 1” slick, causes a control test if driven through. -Moves a flat 12” per turn. No boosts, No stopping. -Can drive through enemy cars and wrecks without Stopping (following an impact, they are pushed to the side.) -Tanker is invincible, but every 20 points of damage causes a panic test on 3+. A failed panic test results in a passenger (Gas Runner's choice) falling off the Tanker Survivor Team 1 Gas Runner Tribe Sultan: Pistol and Sword Malik: Shotgun Mohammed: Assault rifle (crouching) Haji: Shotgun (crouching) Barak: pistol and Sword Ghalli: Assault rifle Waseef: Shotgun Daawood: Two pistols (counts as SMG) The Tanker – Big Rig – 100 Body: 100 Oil Dropper Aimed Weapons Range Power Pistol 9” +0 Rifle 18” +0 Shotgun 9” +2 Assault Rifle 15” +1 Submachine 9” +1 Light MG 21” +3 Heavy MG 21” +4 Close Combat Weapons Knife or club +0 Sword or spear +1 Two handed blade or 2 blades +2 Chainsaw +3

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Page 1: wastelands-little-wars x6.pdf

“Fuel Run” ScenarioRules: Streamlined “Wastelands Meltdown” Contact us if you'd like a Free PDF of the full rules.Run By: Chicago Skirmish Wargames.http://chicagoskirmish.blogspot.com/ Setting:The Survivors of a dark future have secured a tanker of “Black Gold” from the Gas runner tribe. In order to get it back to their settlement, they attempt a daring cross-country run, trying to avoid the Road Vandals by staying off the highway. The Survivors need to get the tank of fuel across the field, while the Vandals objective is to seize the truck.

Scenario special rules:

Control Test – 3+, failure means roll on Out of Control table.

Boosting — Each player gets 3 boost tokens per vehicle for the whole game. No turns during boost, adds 2d6 to speed and must be taken in it's entirely. Vehicle must pass control test after booting. Boosting may take place before or after a vehicle's regular move.

Shooting —Vehicles and passengers can shoot at other vehicles. Passengers may not be targeted.

Boarding & Hijacking — Only the tanker may be boarded. To board, attacker must roll 3+ or fall from the truck. Fallen characters roll d6 vs. their Kill stat to see if they have survived.

Pedestrians — When they activate, miniatures on foot can board a friendly vehicle within 3” of their location. No test required.

Respawns — If a player looses all his vehicles and passengers, the GM will respawn one vehicle with two passengers at a garage (Survivors) or road (Vandals)

Cut Them off at...— A Vandal vehicle may leave the board at one of the Road intersections and re-enter the board the following turn at another Road intersection.

Victory Conditions — Two Minor/Major result in a tie. A Major and Minor victory results in a minor victor.-Survivors major victory. Survivors drive the tanker into the colony to end of the game, -Vandals major victory. Pursuers hijack the tanker truck by boarding it and killing all passengers and driver.-Vandals minor victory. Pursuers eliminate all escort vehicles and have hijackers aboard the tanker when Tanker arrives in settlement.-Survivors minor victory. Survivors have disabled or destroyed 5 or more pursuit vehicles.

Passenger stats. All are as follows:Move 4, Aimed 3+, Combat 3+, Kill 4+

Vehicles:-All vehicles move up to 12” per turn. -Vehicles with a mounted weapon must have a passenger on board to fire it.

Special Tanker rules:Oil dropper (3 uses): 1” slick, causes a control test if driven through.-Moves a flat 12” per turn. No boosts, No stopping. -Can drive through enemy cars and wrecks without Stopping (following an impact, they are pushed to the side.) -Tanker is invincible, but every 20 points of damage causes a panic test on 3+. A failed panic test results in a passenger (Gas Runner's choice) falling off the Tanker

Survivor Team 1 Gas Runner TribeSultan: Pistol and SwordMalik: ShotgunMohammed: Assault rifle (crouching)Haji: Shotgun (crouching)Barak: pistol and SwordGhalli: Assault rifleWaseef: ShotgunDaawood: Two pistols (counts as SMG)

The Tanker – Big Rig – 100Body: 100Oil Dropper

Aimed WeaponsRange Power

Pistol 9” +0 Rifle 18” +0 Shotgun 9” +2 Assault Rifle 15” +1 Submachine 9” +1 Light MG 21” +3 Heavy MG 21” +4

Close Combat WeaponsKnife or club +0 Sword or spear +1 Two handed blade or 2 blades +2 Chainsaw +3

Page 2: wastelands-little-wars x6.pdf

“Fuel Run” ScenarioRules: Streamlined “Wastelands Meltdown” Contact us if you'd like a Free PDF of the full rules.Run By: Chicago Skirmish Wargames.http://chicagoskirmish.blogspot.com/ Setting:The Survivors of a dark future have secured a tanker of “Black Gold” from the Gas runner tribe. In order to get it back to their settlement, they attempt a daring cross-country run, trying to avoid the Road Vandals by staying off the highway. The Survivors need to get the tank of fuel across the field, while the Vandals objective is to seize the truck.

Scenario special rules:

Control Test – 3+, failure means roll on Out of Control table.

Boosting — Each player gets 3 boost tokens per vehicle for the whole game. No turns during boost, adds 2d6 to speed and must be taken in it's entirely. Vehicle must pass control test after booting. Boosting may take place before or after a vehicle's regular move.

Shooting —Vehicles and passengers can shoot at other vehicles. Passengers may not be targeted.

Boarding & Hijacking — Only the tanker may be boarded. To board, attacker must roll 3+ or fall from the truck. Fallen characters roll d6 vs. their Kill stat to see if they have survived.

Pedestrians — When they activate, miniatures on foot can board a friendly vehicle within 3” of their location. No test required.

Respawns — If a player looses all his vehicles and passengers, the GM will respawn one vehicle with two passengers at a garage (Survivors) or road (Vandals)

Cut Them off at...— A Vandal vehicle may leave the board at one of the Road intersections and re-enter the board the following turn at another Road intersection.

Victory Conditions — Two Minor/Major result in a tie. A Major and Minor victory results in a minor victor.-Survivors major victory. Survivors drive the tanker into the colony to end of the game, -Vandals major victory. Pursuers hijack the tanker truck by boarding it and killing all passengers and driver.-Vandals minor victory. Pursuers eliminate all escort vehicles and have hijackers aboard the tanker when Tanker arrives in settlement.-Survivors minor victory. Survivors have disabled or destroyed 5 or more pursuit vehicles.

Passenger stats. All are as follows:Move 4, Aimed 3+, Combat 3+, Kill 4+

Vehicles:-All vehicles move up to 12” per turn. -Vehicles with a mounted weapon must have a passenger on board to fire it.

Special Tanker rules:Oil dropper (3 uses): 1” slick, causes a control test if driven through.-Moves a flat 12” per turn. No boosts, No stopping. -Can drive through enemy cars and wrecks without Stopping (following an impact, they are pushed to the side.) -Tanker is invincible, but every 20 points of damage causes a panic test on 3+. A failed panic test results in a passenger (Gas Runner's choice) falling off the Tanker

Survivor Team 2 Settlement ScoutsMad Maxwell: ShotgunOne-Eye Jack: ShotgunRaggedy Ron: Assault rifleMysterious Gentleman: Shotgun

Last of the V-8 Interceptors – Hot Rod Body: 40 -One free boost token

Death Truck – Armored Dumptruck Body: 55HMG (pintle mounted)

Aimed WeaponsRange Power

Pistol 9” +0 Rifle 18” +0 Shotgun 9” +2 Assault Rifle 15” +1 Submachine 9” +1 Light MG 21” +3 Heavy MG 21” +4

Close Combat WeaponsKnife or club +0 Sword or spear +1 Two handed blade or 2 blades +2 Chainsaw +3

Page 3: wastelands-little-wars x6.pdf

“Fuel Run” ScenarioRules: Streamlined “Wastelands Meltdown” Contact us if you'd like a Free PDF of the full rules.Run By: Chicago Skirmish Wargames.http://chicagoskirmish.blogspot.com/ Setting:The Survivors of a dark future have secured a tanker of “Black Gold” from the Gas runner tribe. In order to get it back to their settlement, they attempt a daring cross-country run, trying to avoid the Road Vandals by staying off the highway. The Survivors need to get the tank of fuel across the field, while the Vandals objective is to seize the truck.

Scenario special rules:

Control Test – 3+, failure means roll on Out of Control table.

Boosting — Each player gets 3 boost tokens per vehicle for the whole game. No turns during boost, adds 2d6 to speed and must be taken in it's entirely. Vehicle must pass control test after booting. Boosting may take place before or after a vehicle's regular move.

Shooting —Vehicles and passengers can shoot at other vehicles. Passengers may not be targeted.

Boarding & Hijacking — Only the tanker may be boarded. To board, attacker must roll 3+ or fall from the truck. Fallen characters roll d6 vs. their Kill stat to see if they have survived.

Pedestrians — When they activate, miniatures on foot can board a friendly vehicle within 3” of their location. No test required.

Respawns — If a player looses all his vehicles and passengers, the GM will respawn one vehicle with two passengers at a garage (Survivors) or road (Vandals)

Cut Them off at...— A Vandal vehicle may leave the board at one of the Road intersections and re-enter the board the following turn at another Road intersection.

Victory Conditions — Two Minor/Major result in a tie. A Major and Minor victory results in a minor victor.-Survivors major victory. Survivors drive the tanker into the colony to end of the game, -Vandals major victory. Pursuers hijack the tanker truck by boarding it and killing all passengers and driver.-Vandals minor victory. Pursuers eliminate all escort vehicles and have hijackers aboard the tanker when Tanker arrives in settlement.-Survivors minor victory. Survivors have disabled or destroyed 5 or more pursuit vehicles.

Passenger stats. All are as follows:Move 4, Aimed 3+, Combat 3+, Kill 4+

Vehicles:-All vehicles move up to 12” per turn. -Vehicles with a mounted weapon must have a passenger on board to fire it.

Special Tanker rules:Oil dropper (3 uses): 1” slick, causes a control test if driven through.-Moves a flat 12” per turn. No boosts, No stopping. -Can drive through enemy cars and wrecks without Stopping (following an impact, they are pushed to the side.) -Tanker is invincible, but every 20 points of damage causes a panic test on 3+. A failed panic test results in a passenger (Gas Runner's choice) falling off the Tanker.

Survivor Team 3 Settlement DefendersRoad Warrior: Assault Rifle (and pistol, but who cares?)Masked Mcgee: Assault RifleDuster Don: Shotgun (on back)Pamela Anger: pistol

Pack Mule – VW bus Body: 35

Death Truck – Armored PickupTruck Body: 55HMG

Aimed WeaponsRange Power

Pistol 9” +0 Rifle 18” +0 Shotgun 9” +2 Assault Rifle 15” +1 Submachine 9” +1 Light MG 21” +3 Heavy MG 21” +4

Close Combat WeaponsKnife or club +0 Sword or spear +1 Two handed blade or 2 blades +2 Chainsaw +3

Page 4: wastelands-little-wars x6.pdf

“Fuel Run” ScenarioRules: Streamlined “Wastelands Meltdown” Contact us if you'd like a Free PDF of the full rules.Run By: Chicago Skirmish Wargames.http://chicagoskirmish.blogspot.com/ Setting:The Survivors of a dark future have secured a tanker of “Black Gold” from the Gas runner tribe. In order to get it back to their settlement, they attempt a daring cross-country run, trying to avoid the Road Vandals by staying off the highway. The Survivors need to get the tank of fuel across the field, while the Vandals objective is to seize the truck.

Scenario special rules:

Control Test – 3+, failure means roll on Out of Control table.

Boosting — Each player gets 3 boost tokens per vehicle for the whole game. No turns during boost, adds 2d6 to speed and must be taken in it's entirely. Vehicle must pass control test after booting. Boosting may take place before or after a vehicle's regular move.

Shooting —Vehicles and passengers can shoot at other vehicles. Passengers may not be targeted.

Boarding & Hijacking — Only the tanker may be boarded. To board, attacker must roll 3+ or fall from the truck. Fallen characters roll d6 vs. their Kill stat to see if they have survived.

Pedestrians — When they activate, miniatures on foot can board a friendly vehicle within 3” of their location. No test required.

Respawns — If a player looses all his vehicles and passengers, the GM will respawn one vehicle with two passengers at a garage (Survivors) or road (Vandals)

Cut Them off at...— A Vandal vehicle may leave the board at one of the Road intersections and re-enter the board the following turn at another Road intersection.

Victory Conditions — Two Minor/Major result in a tie. A Major and Minor victory results in a minor victor.-Survivors major victory. Survivors drive the tanker into the colony to end of the game, -Vandals major victory. Pursuers hijack the tanker truck by boarding it and killing all passengers and driver.-Vandals minor victory. Pursuers eliminate all escort vehicles and have hijackers aboard the tanker when Tanker arrives in settlement.-Survivors minor victory. Survivors have disabled or destroyed 5 or more pursuit vehicles.

Passenger stats. All are as follows:Move 4, Aimed 3+, Combat 3+, Kill 4+

Vehicles:-All vehicles move up to 12” per turn. -Vehicles with a mounted weapon must have a passenger on board to fire it.

Special Tanker rules:Oil dropper (3 uses): 1” slick, causes a control test if driven through.-Moves a flat 12” per turn. No boosts, No stopping. -Can drive through enemy cars and wrecks without Stopping (following an impact, they are pushed to the side.) -Tanker is invincible, but every 20 points of damage causes a panic test on 3+. A failed panic test results in a passenger (Gas Runner's choice) falling off the Tanker.

Vandal Team 4 Butchers of Boozetown Skinface: Two large blades Clowner: Pistol and swordButchy: ShotgunGipper: pistol

Wastelands Buggy Body: 30Can drive over wrecks and rough terrain with no penalty:

Death Truck – Heavily Armored SUV Body: 55HMG

Aimed WeaponsRange Power

Pistol 9” +0 Rifle 18” +0 Shotgun 9” +2 Assault Rifle 15” +1 Submachine 9” +1 Light MG 21” +3 Heavy MG 21” +4

Close Combat WeaponsKnife or club +0 Sword or spear +1 Two handed blade or 2 blades +2 Chainsaw +3

Page 5: wastelands-little-wars x6.pdf

“Fuel Run” ScenarioRules: Streamlined “Wastelands Meltdown” Contact us if you'd like a Free PDF of the full rules.Run By: Chicago Skirmish Wargames.http://chicagoskirmish.blogspot.com/ Setting:The Survivors of a dark future have secured a tanker of “Black Gold” from the Gas runner tribe. In order to get it back to their settlement, they attempt a daring cross-country run, trying to avoid the Road Vandals by staying off the highway. The Survivors need to get the tank of fuel across the field, while the Vandals objective is to seize the truck.

Scenario special rules:

Control Test – 3+, failure means roll on Out of Control table.

Boosting — Each player gets 3 boost tokens per vehicle for the whole game. No turns during boost, adds 2d6 to speed and must be taken in it's entirely. Vehicle must pass control test after booting. Boosting may take place before or after a vehicle's regular move.

Shooting —Vehicles and passengers can shoot at other vehicles. Passengers may not be targeted.

Boarding & Hijacking — Only the tanker may be boarded. To board, attacker must roll 3+ or fall from the truck. Fallen characters roll d6 vs. their Kill stat to see if they have survived.

Pedestrians — When they activate, miniatures on foot can board a friendly vehicle within 3” of their location. No test required.

Respawns — If a player looses all his vehicles and passengers, the GM will respawn one vehicle with two passengers at a garage (Survivors) or road (Vandals)

Cut Them off at...— A Vandal vehicle may leave the board at one of the Road intersections and re-enter the board the following turn at another Road intersection.

Victory Conditions — Two Minor/Major result in a tie. A Major and Minor victory results in a minor victor.-Survivors major victory. Survivors drive the tanker into the colony to end of the game, -Vandals major victory. Pursuers hijack the tanker truck by boarding it and killing all passengers and driver.-Vandals minor victory. Pursuers eliminate all escort vehicles and have hijackers aboard the tanker when Tanker arrives in settlement.-Survivors minor victory. Survivors have disabled or destroyed 5 or more pursuit vehicles.

Passenger stats. All are as follows:Move 4, Aimed 3+, Combat 3+, Kill 4+

Vehicles:-All vehicles move up to 12” per turn. -Vehicles with a mounted weapon must have a passenger on board to fire it.

Special Tanker rules:Oil dropper (3 uses): 1” slick, causes a control test if driven through.-Moves a flat 12” per turn. No boosts, No stopping. -Can drive through enemy cars and wrecks without Stopping (following an impact, they are pushed to the side.) -Tanker is invincible, but every 20 points of damage causes a panic test on 3+. A failed panic test results in a passenger (Gas Runner's choice) falling off the Tanker.

Vandal Team 5 Rat Scavengers Dirty Mike: Assault RifleTop Hat : Shotgun and SwordStraw Man. ShotgunBlack Eye: SMG

“Boosted” Police Interceptor – Hot Rod Body: 40 -One free boost token

Pack Mule – Small black SUV Body: 35

Aimed WeaponsRange Power

Pistol 9” +0 Rifle 18” +0 Shotgun 9” +2 Assault Rifle 15” +1 Submachine 9” +1 Light MG 21” +3 Heavy MG 21” +4

Close Combat WeaponsKnife or club +0 Sword or spear +1 Two handed blade or 2 blades +2 Chainsaw +3

Page 6: wastelands-little-wars x6.pdf

“Fuel Run” ScenarioRules: Streamlined “Wastelands Meltdown” Contact us if you'd like a Free PDF of the full rules.Run By: Chicago Skirmish Wargames.http://chicagoskirmish.blogspot.com/ Setting:The Survivors of a dark future have secured a tanker of “Black Gold” from the Gas runner tribe. In order to get it back to their settlement, they attempt a daring cross-country run, trying to avoid the Road Vandals by staying off the highway. The Survivors need to get the tank of fuel across the field, while the Vandals objective is to seize the truck.

Scenario special rules:

Control Test – 3+, failure means roll on Out of Control table.

Boosting — Each player gets 3 boost tokens per vehicle for the whole game. No turns during boost, adds 2d6 to speed and must be taken in it's entirely. Vehicle must pass control test after booting. Boosting may take place before or after a vehicle's regular move.

Shooting —Vehicles and passengers can shoot at other vehicles. Passengers may not be targeted.

Boarding & Hijacking — Only the tanker may be boarded. To board, attacker must roll 3+ or fall from the truck. Fallen characters roll d6 vs. their Kill stat to see if they have survived.

Pedestrians — When they activate, miniatures on foot can board a friendly vehicle within 3” of their location. No test required.

Respawns — If a player looses all his vehicles and passengers, the GM will respawn one vehicle with two passengers at a garage (Survivors) or road (Vandals)

Cut Them off at...— A Vandal vehicle may leave the board at one of the Road intersections and re-enter the board the following turn at another Road intersection.

Victory Conditions — Two Minor/Major result in a tie. A Major and Minor victory results in a minor victor.-Survivors major victory. Survivors drive the tanker into the colony to end of the game, -Vandals major victory. Pursuers hijack the tanker truck by boarding it and killing all passengers and driver.-Vandals minor victory. Pursuers eliminate all escort vehicles and have hijackers aboard the tanker when Tanker arrives in settlement.-Survivors minor victory. Survivors have disabled or destroyed 5 or more pursuit vehicles.

Passenger stats. All are as follows:Move 4, Aimed 3+, Combat 3+, Kill 4+

Vehicles:-All vehicles move up to 12” per turn. -Vehicles with a mounted weapon must have a passenger on board to fire it.

Special Tanker rules:Oil dropper (3 uses): 1” slick, causes a control test if driven through.-Moves a flat 12” per turn. No boosts, No stopping. -Can drive through enemy cars and wrecks without Stopping (following an impact, they are pushed to the side.) -Tanker is invincible, but every 20 points of damage causes a panic test on 3+. A failed panic test results in a passenger (Gas Runner's choice) falling off the Tanker.

Vandal Team 6 Lone Skulls Biker Gang Stash: Assault RifleChopper: Pistol and ChainsawRoger: SMG and Chain (counts as sword)Shades: SMG

Pack Mule – Yellow Wolf Pickup Body: 35

Death Truck – Brown Armored Pickup Truck Body: 55HMG (rear arc)LMG (front Arc)

Aimed WeaponsRange Power

Pistol 9” +0 Rifle 18” +0 Shotgun 9” +2 Assault Rifle 15” +1 Submachine 9” +1 Light MG 21” +3 Heavy MG 21” +4

Close Combat WeaponsKnife or club +0 Sword or spear +1 Two handed blade or 2 blades +2 Chainsaw +3

Page 7: wastelands-little-wars x6.pdf

“Fuel Run” ScenarioRules: Streamlined “Wastelands Meltdown” Contact us if you'd like a Free PDF of the full rules.Run By: Chicago Skirmish Wargames.http://chicagoskirmish.blogspot.com/ Setting:The Survivors of a dark future have secured a tanker of “Black Gold” from the Gas runner tribe. In order to get it back to their settlement, they attempt a daring cross-country run, trying to avoid the Road Vandals by staying off the highway. The Survivors need to get the tank of fuel across the field, while the Vandals objective is to seize the truck.

Scenario special rules:

Control Test – 3+, failure means roll on Out of Control table.

Boosting — Each player gets 3 boost tokens per vehicle for the whole game. No turns during boost, adds 2d6 to speed and must be taken in it's entirely. Vehicle must pass control test after booting. Boosting may take place before or after a vehicle's regular move.

Shooting —Vehicles and passengers can shoot at other vehicles. Passengers may not be targeted.

Boarding & Hijacking — Only the tanker may be boarded. To board, attacker must roll 3+ or fall from the truck. Fallen characters roll d6 vs. their Kill stat to see if they have survived.

Pedestrians — When they activate, miniatures on foot can board a friendly vehicle within 3” of their location. No test required.

Respawns — If a player looses all his vehicles and passengers, the GM will respawn one vehicle with two passengers at a garage (Survivors) or road (Vandals)

Cut Them off at...— A Vandal vehicle may leave the board at one of the Road intersections and re-enter the board the following turn at another Road intersection.

Victory Conditions — Two Minor/Major result in a tie. A Major and Minor victory results in a minor victor.-Survivors major victory. Survivors drive the tanker into the colony to end of the game, -Vandals major victory. Pursuers hijack the tanker truck by boarding it and killing all passengers and driver.-Vandals minor victory. Pursuers eliminate all escort vehicles and have hijackers aboard the tanker when Tanker arrives in settlement.-Survivors minor victory. Survivors have disabled or destroyed 5 or more pursuit vehicles.

Passenger stats. All are as follows:Move 4, Aimed 3+, Combat 3+, Kill 4+

Vehicles:-All vehicles move up to 12” per turn. -Vehicles with a mounted weapon must have a passenger on board to fire it.

Special Tanker rules:Oil dropper (3 uses): 1” slick, causes a control test if driven through.-Moves a flat 12” per turn. No boosts, No stopping. -Can drive through enemy cars and wrecks without Stopping (following an impact, they are pushed to the side.) -Tanker is invincible, but every 20 points of damage causes a panic test on 3+. A failed panic test results in a passenger (Gas Runner's choice) falling off the Tanker.

Aimed WeaponsRange Power

Pistol 9” +0 Rifle 18” +0 Shotgun 9” +2 Assault Rifle 15” +1 Submachine 9” +1 Light MG 21” +3 Heavy MG 21” +4

Close Combat WeaponsKnife or club +0 Sword or spear +1 Two handed blade or 2 blades +2 Chainsaw +3

GM Vehicle SectionDeath Truck – Armored Truck Body: 55-LMG or LMG (Front) HMG (Rear)

V-8 Interceptor – Hot Rod Body: 40 -One free boost token

Pack Mule – Car, pickup, van, etc. Body: 35

Wastelands Buggy Body: 30Drives over rough terrain and wrecks with no penalty.

Vandal Vehicles Destroyed: