Battle Cars Rules                                                                        Return to Home page
   (For more details see the actual Board Game Rules-Games Workshop 1984)
Overview
The object is to be the last surviving car with a driver on board by destroying or immobilising the other Battlecars.
Arming your Car
- see Weapons and Cars

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.