ON THE APPLICATION
OF VIOLENCE
In Chariots Of
Rubbish, the Weapons are RAD!*
RANGE is how far this thing
can shoot. It's measured in Positions, Sectors, or rarely entire Zones.
ACCURACY is how likely you
gun is to hit. When you shoot people, roll 1d10 + A while they roll 1d10 + CO.
You hit if you rolled higher!
DAMAGE is how much this thing
hurts. You add this number when seeing how badly your target GETS REKT.
Ranges come in a few
different types.
- Positive range means the weapon is front mounted. If you're in Sector 3, Position 6, and you have a range of S 2, you can hit anyone from Sector 3, Position 7 to Sector 5, Position 9. If you do a bootlegger turn, you can shoot backwards in this same manner.
- Visual range is the same thing. If the target is in front of you and you can see them, you can hit them!
- Zero range means you can ONLY hit a vehicle in the same Position, Sector, or Zone as you.
- AC range includes your current Position. Otherwise treat as positive range, with your AC score as the number of Positions you can hit.
- Negative range means the weapon leaves something behind. Regardless of what direction your vehicle is facing, they always hit 1 Position behind you.
*Again, I swear that
just happened.
ON GETTING REKT
Whenever you GET
REKT, roll 1d10 + ST against 1d10 + D. The difference between these rolls is
the Margin. Whoever rolled higher rolls 1d100, and chooses that result + or -
the Margin.
Example: Sally has
just blown up my Stability 2 car with a mine, which is Damage 4. I roll 1d10 +
2 and get 7 total, while she rolls 1d10 + 4 and gets 10 total. The Margin is 3,
in her favor. She rolls 1d100 and gets 58. She may choose any result from 55 to
61 for me to suffer. She picks 60: Flip Over Twice. I skip my Movement Phase
and GET REKT again for 7 damage. Sally smiles and reaches for the dice: here we
go again.
ON HAZARDS
Hazards
are obstacles on the track that you really don't want to hit. Just like a
vehicle, they have a Zone, Sector, and Position. Unlike a vehicle, they usually
don't move. When you enter or pass their Position in the Movement Phase, you
make a CO check. You avoid them if you roll higher then the number of Positions
you moved this round; otherwise you crash into them.
ON COVER
If you can't SEE
your target, that usually means you can't shoot him! Use common sense. If
the cover is short or shoddy, consider giving -1, 2 or even 3 A to the
attacker.
Weapons that descend
from above don't give a damn about cover, unless the target is in a cave or
something.
ON THE JOYS OF
PYROMANIA
Being on fire sucks.
At the beginning of your Movement Phase, you GET REKT, D: # of rounds you've
been on fire. Putting out the fire takes a REPAIR roll. If you ram or grapple
someone while on fire, they are now also on fire.
#
|
Name
|
Range
|
Accuracy
|
Damage
|
Special
|
0
|
No Weapon
|
-
|
-
|
-
|
+1 AC. Hoooray
pacifism.
|
0
|
Grappling
|
AC
P
|
CO
|
-
|
Your cars are now
stuck together. A REPAIR will pry you apart. In the Movement Phase, you
average your two AC rolls.
|
0
|
Ramming
|
AC
P
|
CO
|
RAd4
|
You GET REKT, D:
Target's RA.
|
1
|
The Hand Gun From
Hell
|
0
P
|
-
|
4
|
It counts as a
side arm, so a Crew member rolls SHOOT instead of rolling Accuracy VS
Control.
|
2
|
Enormous Crossbow
|
3
S
|
5
|
0
|
You have one BLACK
ARROW: Automatically hits and the target's GET REKT roll is treated as a 1.
|
3
|
Tank Cannon
|
4
S
|
0
|
8
|
Takes one action
to fire, one to reload.
|
4
|
10 Guns Welded
Together
|
1
S
|
6
|
1d6
|
All different
munitions. It's a wonder it fires at all.
|
5
|
Frickin' Lasers
|
Visual
|
7
|
5
|
Pick a color! It
reflects off of mirrors.
|
6
|
Grey Goo Gun
|
2
S
|
1
|
-2
|
Fires nanobots:
they eat metal. -1 ST. 4/6 it keeps going next round (with another GET REKT
roll!)
|
#
|
Name
|
Range
|
Accuracy
|
Damage
|
Special
|
7
|
Freeze Ray
|
1
S
|
5
|
-
|
Sector becomes
Slippery Terrain. Anyone hit freezes: no Movement Phase until you REPAIR the
ice off. 1 round recharge period.
|
8
|
Water Cannons
|
1
S
|
3
|
-
|
Can spray forwards
and backwards. Enemy Crew needs to HANG ON. Can also spray the ground: a
Smooth Sector will become Slippery.
|
9
|
Green Goo Gun
|
2
S
|
1
|
-
|
Rapidly Hardens.
Target gets -1 AC, +1 ST (stacks). Any attack will break it off. Stop for a
round and you can build ramps and bridges.
|
10
|
Grappling Chain
Rockets
|
3
S
|
5
|
-
|
Long distance
Grapple! You can reel yourself towards your target at 5 Positions a turn.
|
11
|
Ion Blaster
|
2
S
|
4
|
-
|
Turns off their
controls and their weapons for 1 round.
They auto fail all CO checks.
|
12
|
Harpoon Gun And
Grav Anchor
|
3
S
|
4
|
-
|
Tag and Drag! -2
AC, -2 CO until they cut the thing off.
|
#
|
Name
|
Range
|
Accuracy
|
Damage
|
Special
|
13
|
Heat Beam
|
Visual
|
3
|
-
|
Sets the target on
fire.
|
14
|
Lightning
Generator
|
0
Z
|
Auto
|
5
|
Attacks from
above! Attacks a randomly rolled car or tall object. 1 round recharge period.
|
15
|
Heat Seeking
Missile Launcher
|
4
S
|
Auto
|
6
|
Takes 1 round to
catch up. Always homes in on the closest target. Slow Reload: Fires once per
Zone.
|
16
|
Pipe Organ Missile
Launcher
|
3
S
|
0
|
3
|
Takes 1 round to
catch up. Launches 1d4 missiles, straight up! They come down from above.
|
17
|
Hwacha Firework
Missiles
|
2
S
|
-
|
5
|
Roll 1d20 ten
times. Those ten Positions in the next two Sectors GET REKT, D: 5. Needs an
action to reload. Very pretty!
|
18
|
Plasma Cannon
|
3
S
|
2
|
8
|
Get's hot! 1/6
chance it melts and you effectively shoot yourself! Guy firing needs to
SURVIVE.
|
#
|
Name
|
Range
|
Accuracy
|
Damage
|
Special
|
19
|
Tentacles
|
0
S
|
5
|
1
|
Up to 6 targets a
round need to HANG ON or get picked up.
|
20
|
Bolted On Giant
Hands w/Sword
|
AC
P
|
3
|
6
or 2
|
Can do hand
things. D: 6 with sword, D: 2 with arm but lets you auto Grapple if you hit.
|
21
|
Machine Guns
|
1
S
|
2
|
1
|
1/2 of Crew must
SURVIVE, rounded up.
|
22
|
Flamethrower
|
AC
P
|
Auto
|
-
|
Enemy Crew must
SURVIVE. Then the car catches on fire.
|
23
|
Rocket Propelled
Chainsaw
|
3
S
|
6
|
0
|
The first round it
chainsaws a hole in your car. Next round it explodes, and everyone rolls
SURVIVE. Slow Reload: Fires once per Zone.
|
24
|
Shuriken Battery
|
AC
P
|
7
|
-2
|
Enemy Crew must
HANG ON.
|
#
|
Name
|
Range
|
Accuracy
|
Damage
|
Special
|
25
|
Quake Hammer
|
0
S
|
Auto
|
-
|
This Sector
becomes Rough terrain. Cars in this Sector have all Crew HANG ON (unless they
hover).
|
26
|
Jensen's Brand
Kraken-in-a-Can
|
-1
P
|
-
|
-
|
Hazard: Angry
squid monster. It tries to latch on: success means -2 AC and it's riding with
you. HP: 30, R: 0 S, A: 3, D: 1. You get one.
|
27
|
Vortex Grenade
|
-1
P
|
-
|
All
Of It
|
Hazard: Screaming
hole in reality. Pass a CO or BE DESTROYED UTTERLY. It moves forward 1d10
Positions every Movement Phase. You get one.
|
28
|
Mines
|
-1
P
|
-
|
4
|
Hazard: Mine. If
they fail a CO it is your OPTION to blow it up.
|
29
|
Mountain Gun
|
2
S
|
-1
|
6
|
Hazard: Stone
pillar.
|
30
|
Hallucinogen
Grenade
|
-1
S
|
Auto
|
-
|
Hazard: Pink
Cloud. Unavoidable, takes up entire Sector. Pass through and the GM rolls on
the TRIPPIN' BALLS table. Slow Reload: Fires once per Zone.
|
TRIPPIN' BALLS Table
The first law of
trippin' balls: Ham it up. The trees are moving. Your exhaust is made of
butterflies. The sun has gone black, and the clouds start circling it like
water around a drain.
Pick whichever one
of these might apply. Or roll if you are very good at lying.
- Tell the player they failed when they succeeded. Secretly keep track of their results, while going on as if nothing is happening.
- Tell the player they succeeded when they failed. Talk about the effects of their action, roll lots of dice, describe how it affects the other racers. These are all lies.
- Fabricate a hazard or monster. Ask the player how they will deal with it.
- Describe an important feature of the environment as non-important. If asked, insist that currently it's trivial to avoid. Then roll the dice to see if it fucked the player up.
- Describe what other vehicles are doing, make it up. Someone crashing, attacking you, taking a different path.
- Mix up which vehicle is doing what.
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