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Last Updated Oct. 28 2009 (pink cell is most recent)
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Keyword
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Expanded
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Additional
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1.
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Variable rocket weapons
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can fire 1, 2 or 3 rockets at once.
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2.
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Rocket Launchers
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fire one rocket only and no other ammo.
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3.
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MFR's (multiple fire rocket launcher)
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fire all their rockets at once, so all 4 rockets fire at once represented by
one rocket model on the table.
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4.
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Jumps
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Vehicles must have a speed of 3 to make a 3-space long jump. Upon reaching the
other side of a jump fail control ONLY if rolling CnC (red star), modified
if the vehicle is larger than a sedan or not equipped for jumps (has normal
suspension).
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Note that all vehicles in an arena are assumed to be upgraded for the jumps
in that arena otherwise they would not be in that arena.
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5.
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Damage from combat
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For each hit on a target, the target owner rolls a CnC die to see if
damage is caused. For Armor Level three or greater, no damage is caused if
the roll is Color. On 2, no damage is caused on a roll of Code and on 1
armor level no damage is caused on a roll of CnC.
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6.
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In instances of pending crashes between vehicles;
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players must tell the
judge in secret what their maneuver is going to be and then the judge will
conduct the vehicle movements.
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7.
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Maximum Reverse Speed
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is 2 max reverse acceleration 1
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8.
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On emergency stop at any speed greater than one
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minimum move forward
is one space (providing passing control check).
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9.
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All pedestrians
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are a 2 Combat Penalty when fired at by moving vehicles.
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10.
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Players who's characters operate as a team in proximity of one space of
each other
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are a 1 Combat Penalty when fired at; they are harder to hit because they
are looking out for each other. This bonus is lost when characters are
separated, are together but are in crowds, in smoke, etc.
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11.
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Spike Gun
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Fires a package of spikes 1/2 space in size; roll color (red)
to hit the desired spot otherwise ineffective spread.
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Arena Changes
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1.
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Each player will be given a number of ammo tokens for the arena game.
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No matter what weapon you fire, you spend one token. Weapons that fire
multiple projectiles at once spend that many tokens at once.
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2.
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For multi-level arenas,
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if there are less than 6 players all start on
the bottom level.
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3.
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Combat (with weapons) can only begin
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after at least one player makes one
lap.
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4.
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No vehicle can come to a deliberate stop
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during an arena game; if it
does it is disqualified (this obviously does not pertain to stopping
before shifting to reverse and other such instances)
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