ON MOOKS
During the course of
a turn, your mooks (and crew) can perform up to your CR number of actions. This
is regardless of how many mooks you have left: the less mooks you have, the
more competent they become. Thus Mooks only roll once for every REPAIR, SHOOT,
or MELEE action, regardless of how many mooks you commit. However, HANG ON and SURVIVE are rolled individually.
ON FIELD PROMOTIONS
If your car ever
ends up with ONLY mooks, promote one to a full fledged Racer and give 'em a
name!
#
|
Name
|
Repair
|
Shoot
|
Melee
|
Hang On
|
Survive
|
Ability
|
1
|
War
Boys
|
3
|
2
|
2
|
4
|
2
|
WITNESS ME! If an
adjacent car kills a War Boy, he kamikazes them with a D: 4 grenade spear.
|
2
|
Roman
Legionnaires
|
1
|
2
|
3
|
2
|
3
|
|
3
|
Fremen
|
2
|
2
|
4
|
3
|
2
|
Can board and ride
giant animals like vehicles.
|
4
|
Jaguar
Warriors
|
1
|
2
|
3
|
3
|
2
|
|
5
|
Ninjas
|
2
|
2
|
2
|
2
|
2
|
Ninjas start
hidden. At any point you can declare where a ninja is: he snuck there before
the race.
|
6
|
Storm
Troopers
|
3
|
1
|
2
|
2
|
4
|
|
#
|
Name
|
Repair
|
Shoot
|
Melee
|
Hang On
|
Survive
|
Ability
|
7
|
Doctors
|
3
|
2
|
3
|
2
|
2
|
They can REPAIR
people.
|
8
|
Mechanics
|
4
|
2
|
2
|
2
|
2
|
|
9
|
Police
Officers
|
2
|
3
|
2
|
2
|
3
|
This is police
business! The feds won't touch you.
|
10
|
Marching
Band
|
2
|
2
|
2
|
2
|
2
|
Catchy! Enemy mooks have
a 3/6 chance to just dance along instead of taking actions.
|
11
|
Circus
Performers
|
2
|
2
|
2
|
5
|
2
|
They auto succeed any Jump checks.
|
12
|
Drugged
Up Ravers
|
2
|
2
|
2
|
2
|
2
|
They got the good
stuff, and they're sharing: your driver gets TWO driver actions each round.
|
#
|
Name
|
Repair
|
Shoot
|
Melee
|
Hang On
|
Survive
|
Ability
|
13
|
Guys
In Clown Masks
|
2
|
3
|
2
|
2
|
3
|
|
14
|
Cultists
|
2
|
2
|
2
|
2
|
2
|
If your cultists
spend two uninterrupted rounds chanting, you can summon a terrible thing.
|
15
|
Creepy
Ass Marionettes
|
2
|
-
|
3
|
3
|
2
|
Targets who
SURVIVE are still entangled in the strings, wasting their next turn.
|
16
|
Ghosts
|
-
|
-
|
-
|
-
|
-
|
Can permanently
posses enemy mooks. Useless and incorporeal until then.
|
17
|
Skeletons
|
2
|
2
|
2
|
2
|
2
|
If they kill a
guy, his skeleton pops out. It's on your side.
|
18
|
Demons
|
2
|
2
|
5
|
2
|
5
|
Magical: repelled
by anti-magic stuff.
|
#
|
Name
|
Repair
|
Shoot
|
Melee
|
Hang On
|
Survive
|
Ability
|
19
|
Stuffed
Animals
|
2
|
-
|
-
|
2
|
2
|
AWWHH: Mooks
cuddle, wasting their actions. Racers can throw them overboard for an action.
|
20
|
Elves
|
2
|
4
|
2
|
3
|
2
|
|
21
|
Goblins
|
4
|
2
|
1
|
3
|
2
|
|
22
|
Orcs
|
1
|
1
|
4
|
2
|
4
|
|
23
|
Winged
Monkeys
|
1
|
2
|
3
|
3
|
3
|
Fly. MELEE means
picking up the other guy and throwing him off: no rolling HANG ON or SURVIVE.
|
24
|
Barnacle
Men
|
2
|
2
|
2
|
Auto
|
5
|
Can't Jump.
|
#
|
Name
|
Repair
|
Shoot
|
Melee
|
Hang On
|
Survive
|
Ability
|
25
|
Mobile
Land Mines
|
2
|
2
|
2
|
4
|
2
|
Creepy doll robots
from Ghost in the Shell. While boarding, they can blow up, D: 3.
|
26
|
Clones
Of You
|
Yours
|
Yours
|
Yours
|
Yours
|
Yours
|
Will kill you (and
each other) about once per round. You
take over playing one of them.
|
27
|
Astromech
Droids
|
5
|
-
|
-
|
4
|
2
|
Can be repaired if
killed.
|
28
|
Red
Shirts
|
3
|
3
|
2
|
2
|
1
|
|
29
|
Chappie
Robo Gangsters
|
2
|
4
|
2
|
2
|
4
|
Can be repaired if
killed.
|
30
|
_____ Alien Locals
|
2
|
2
|
2
|
2
|
2
|
They'll tell you
about one upcoming hazard before the race, and give good advice.*
|
*Roll for an
Adjective
#
|
Adjective
|
Effect
|
1
|
Terrified
|
+2 Hang On
|
2
|
Oily
|
+2 Repair
|
3
|
Xenophobic
|
+2 Shoot
|
4
|
Vicious
|
+2 Melee
|
5
|
Tenacious
|
+2 Survive
|
6
|
Stoned
|
One free very
stupid trick.
|
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