ON IGNORING THESE
RULES
These rules are
meant to provide a fast and simple method for resolving crew actions. They are
also easily replaced! If you got some characters you want to kill in a trash
race, feel free to use the rules of whatever game they're from.
ON THOSE MAGNIFICENT
MEN IN THEIR FLYING MACHINES
Crew members in
Chariots Of Rubbish have stats that don't
spell out an adorable acronym. Those stats are:
- REPAIR: Fixing stuff. This includes putting out fires, changing tires, and cutting cables. Can also be used to sabotage a car, where they GET REKT, D: your repair skill. You can't REPAIR anything if you're in melee.
- SHOOT: Every member on your crew has some sort of personal sidearm. This is their chance to kill anyone with it. You can only shoot another vehicle if you are within 1 Position of it. When shooting into a melee, you hit your teammate on a roll of 6.
- MELEE: As above, but in the medium of stabbing. Melee combat necessitates being on the same car as your victim. While in melee combat, you cannot shoot or repair.
- HANG ON: Being on the outside of a moving vehicle is tough. Sometimes you need to roll this or fall off. If one of yours falls off, they stay at your current Position until you comeback and pick them up.
- SURVIVE: Just cause someone shot your face or stabbed your kidney doesn't mean you die. Maybe it was a flesh wound! Shoot this after the other guy succeeds in SHOOT or MELEE.
The general mechanic
is: roll this number or less on a d6. So if you have HANG ON 3, you'd better
roll a 1, 2 or 3.
ON HOW MANY DUDES
CAN FIT IN A CAR
Please consult the
following table to see how many dudes fit in your car.
CR
|
Racers
|
Mooks
|
Total
|
0
|
1
|
0
|
1
|
1
|
2
|
0
|
2
|
2
|
2
|
3
|
5
|
3
|
2
|
8
|
10
|
4
|
2
|
18
|
20
|
5
|
2
|
38
|
40
|
ON RACERS
Please roll on the
following table. Feel free to roll a 1d6 in any of the subsections; sometimes
you really want a mechanic.
ON MAKING YOUR OWN
DUDE
Don't care for the
options below? Roll 1d4 five times and arrange to taste. Make up a cool
ability, have the GM nerf it, and you're all set to be a special snowflake.
Only one hard rule here: No + to AC from crew. Yes, the Stig is an exception to
this, but it's the bloody Stig.
Drivers
|
Name
|
Repair
|
Shoot
|
Melee
|
Hang On
|
Survive
|
Ability
|
1
|
Dick Dastardly
& Muttley
|
2
|
2
|
2
|
2
|
5
|
You can spend his
action on a free trick. 50/50 it will backfire on you.
|
2
|
Evel
Knievel
|
2
|
2
|
2
|
2
|
5
|
If he can ramp it,
he WILL ramp it. CO +2 on sick jumps.
|
3
|
The Red Baron
|
2
|
2
|
2
|
2
|
3
|
CO +2 if avoiding
enemy fire.
|
4
|
Amelia Earhart
|
2
|
2
|
2
|
2
|
2
|
Once, you can
'disappear' into the landscape for one round, appearing back the next.
|
5
|
The Stig
|
2
|
2
|
2
|
2
|
2
|
CO +1, AC +1. Some say his voice can only be heard by
cats, and that he has two sets of knees.
|
6
|
Psychic Navigator
|
2
|
4
|
2
|
2
|
1
|
Her third eye sees
the future: you take your turn last.
|
Mechanics
|
Name
|
Repair
|
Shoot
|
Melee
|
Hang On
|
Survive
|
Ability
|
7
|
Software Engineer
|
2
|
2
|
2
|
2
|
2
|
If there's a
computer nearby, he can hack it. He's here because the hiring flyer was
vague.
|
8
|
Catholic Engine
Priest
|
4
|
2
|
2
|
2
|
2
|
Can drive away
spirits and demons as an action.
|
9
|
Benjamin Franklin
|
4
|
2
|
2
|
2
|
2
|
Get hit by
lightning and he will SUPERCHARGE something, adding +1 to AC, CO, R, or A for 1
round.
|
10
|
Rosie The Riveter,
Age 60
|
4
|
2
|
2
|
2
|
2
|
+1 ST. WRENCH!
First person to MELEE her gets knocked out, and skips their next Action
Phase.
|
11
|
Apeman Grease
Monkey
|
4
|
2
|
2
|
Auto
|
3
|
HANG ON is always
successful, no roll required.
|
12
|
Intelligent Rats
w/ hands
|
4
|
-
|
2
|
5
|
2
|
Since they crawl
around inside your car, no one can SHOOT them.
|
Gunners
|
Name
|
Repair
|
Shoot
|
Melee
|
Hang On
|
Survive
|
Ability
|
13
|
Grand Moff Tarkin
|
2
|
2
|
2
|
2
|
2
|
D +2. Weapons
without that don't inflict damage become D 0.
|
14
|
Simo
Häyhä
|
2
|
5
|
2
|
2
|
2
|
A +2. His SHOOT
range is 1 S.
|
15
|
Inbuilt AI
|
-
|
-
|
-
|
-
|
Auto
|
A +2. Can't be
killed or incapacitated. Unpleasantly cheerful demeanor.
|
16
|
Captain Ahab
|
2
|
3
|
2
|
2
|
2
|
A +1. A +3, D x2
against giant animals.
|
17
|
Blackbeard
|
2
|
3
|
4
|
2
|
3
|
A +1. Can use an
action to TERRIFY enemy mooks: -1 to HANG ON, SHOOT, and MELEE.
|
18
|
Robin Hood
|
2
|
4
|
2
|
3
|
3
|
A +1. You can
spend his action for a free trick, but only for trick shots with your gun.
|
Boarders
|
Name
|
Repair
|
Shoot
|
Melee
|
Hang On
|
Survive
|
Ability
|
29
|
Boba Fett
|
2
|
4
|
3
|
3
|
3
|
Flies on his Jet
Pack, fast enough to keep up.
|
20
|
Thundarr The
Barbarian
|
2
|
2
|
4
|
3
|
3
|
His lightsaber
knockoff can cut through anything. Crew auto fails SURVIVES, cars GET REKT,
D: 0.
|
21
|
Chewbacca
|
4
|
3
|
5
|
3
|
4
|
No SURVIVE roll:
you rip off the guy's arms and he dies.
|
22
|
Dracula
|
2
|
2
|
4
|
4
|
4
|
Can turn into a
bat. Can Mesmerize: target skips turn, 50/50 odds they obey you this round.
|
23
|
Joan Of Arc
|
2
|
2
|
4
|
2
|
4
|
Prophetic. At any time you may pre-roll 5 d10s. Use them in the order you rolled them for your next 5 rolls.
|
24
|
Ironbar
|
2
|
3
|
4
|
Auto
|
Auto
|
Can only be killed
in the last Zone.
|
Misc
|
Name
|
Repair
|
Shoot
|
Melee
|
Hang On
|
Survive
|
Ability
|
25
|
The Doof Warrior
|
2
|
2
|
2
|
2
|
2
|
Can use action to
inspire Mooks: +1 to HANG ON, SHOOT, and MELEE.
|
26
|
Tiger Millionaire
|
2
|
2
|
3
|
2
|
2
|
Fantastically
wealthy. One free trick that involves lots of money.
|
27
|
Angry Painter
|
2
|
2
|
2
|
2
|
2
|
Your paint job
makes grown men cry. It's also very sticky: +1 to HANG ON for entire crew.
|
28
|
Papa Emeritus VI
|
2
|
2
|
2
|
2
|
5
|
Can spend an
action to raise skeleton groupies in this Sector. Stats all 2, 1d4 will board
each vehicle.
|
29
|
The Archangel
Gabriel
|
2
|
5
|
5
|
5
|
5
|
Won't drive.
Refuses to do anything evil. Thinks most things are evil.
|
30
|
Skeletor
|
3
|
3
|
3
|
3
|
3
|
Feel free to come
up with ridiculous magic. One spell per round. Won't cast anything twice: too
boring.
|
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