| Battle Cars Rules | ![]() |
Play
Sequence
1. All
Players decide on their Speed subject to the Rules of Movement.
2. The
first player moves the number of 'points' determined by the Cars Speed.
3. Other
Cars may be fired at during the Move. These cars may return the fire.
4. When
the Cars Movement ends, that Players Turn ends.
5. Play
passes to the next Player who Moves and Fires as above.
6. Once
all Players have Moved, the Round ends. Any Smoke Markers are checked for
Removal.
Movement
Cars cannot move through Buildings, Trees, Wrecks or other cars, or along
Movement lines blocked by corners of buildings etc.
All cars must move their 1st point of Movement in the direction they were
facing.
| Acceleration & Deceleration |
On Road | On Grass | On Road | On Grass | |
| Max Acceleration | 2 | 1 | With Supercharger | ||
| 3 | 2 | ||||
| Max Deceleration | 3 | 2 | With Power Brakes | ||
| 4 | 3 | ||||
When
moving from Forward to Reverse, or vice versa, a car must have a speed of
0 before moving in the opposite direction.
A car with a speed of 0 may execute a 3 point turn - rotates on the point
to face any direction.
All Cornering is carried out while moving - 45º, 90º, 135º.
| Max Safe Speeds for Cornering |
Without Auto-Steer | With Auto-Steer | Any speed greater than these must test to see if it Skids |
|||
| On Road | On Grass | On Road | On Grass | |||
| 45º corner | 8 | 4 | 9 | 6 | ||
| 90º corner | 4 | 2 | 6 | 3 | ||
| 135º corner | 2 | 1 | 3 | 2 | ||
Skidding
A car must test for Skidding in the following cases:-
a) When it corners at more than the maximum safe speed.
b) When it drives onto a point covered with Smoke, Oil or Spikes.
c) When the Driver is killed while the car is in motion.
Test for Skidding
1. Move car to the skid point.
2. Determine the Speed Difference (SD) - Cornering=excess over Safe
Speed; Oil=5 or Speed, Smoke-2 or Speed, Spikes=2 or Speed;
Dead=Speed
3. Consult the Drift Table and implement. (e.g using one dice with an SD
of 3 a roll of 8 gives drift of 3; a roll of 5 or less gives 0)
| SD | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
| Distance Drifted |
0 |
0-1 | 0-2 | 0-3 | 0-4 | 0-5 | 0-6 | 0-7 |
| Damage per Tyre | 0 | 0 | 0 | 0 | 1 | 1 | 2 | 2 |
Crashing
and Ramming
A Crash occurs when a car would move onto a point covered by an
obstruction (Tree, building, Wreck). The car remains on the point immediately
before impact.
Any car that crashes reduces its speed to 0, and the obstruction takes 1 point
of damage.
Ramming occurs when one car would move onto a point occupied by another
car. The car remains on the point immediately before impact.
After a Ram both cars reduce speed to 0. The amount of damage is determined by
direction of collision.
The Rammer ends its turn, but the target car may be able to accelerate from 0.
| Head On Ram | Side Ram or Up the Rear | RV1 | RV2 | RV3 | RV4 | RV5 | RV6 | RV7 | RV8 | RV9 |
| Both take full damage | Target full damage, Rammer half damage | 0-6 | 0-7 | 1-8 | 2-9 | 3-10 | 4-11 | 5-12 | 2-16 | 3-17 |
| (8 sided dice) | 1d-2 | 1d-1 | 1d | 1d+1 | 1d+2 | 1d+3 | 1d+4 | 2d | 2d+1 |
The faster the Relative Velocity of the two cars in a collision/ram then the more damage
Pedestrians
1. A
Driver can only leave a car when the Speed is 0.
2. Any
hits already received to the Driver remain as a Pedestrian.
3. A
Pedestrian has no turning restrictions or Acceleration/Deceleration
restrictions.
4. A
Pedestrian has a maximum speed of 2 on all surfaces.
5. They
may pass freely through Oil, Spikes, Mines and Smoke.
6. They
may enter Trees, Buildings and Wrecks; and may fire from them.
7. Pedestrians
may commandeer any stationery car capable of movement which has been vacated
by its Driver, or whose Driver is dead.
8. If
a Pedestrian is run over by a car he/she is automatically killed.