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Each Combat Action • Uncontrolled vehicles apply a -2 die modifier on

1 Free Action, 1 Complex Action all actions taken inside/on the vehicle.
1 Free Action, 2 Simple Actions
• The pilot has one Combat Turn to regain control
2 Free Actions, 1 Simple Action
(by spending a Complex Action) or the vehicle
3 Free Actions
continues on last course with no defense roll
against attacks
Complex Actions:
Drive: Vehicle Test = Piloting Skill + Reaction
Fire Weapon (Long Burst or Full Auto) Other Notes:
Melee Attack • Bikers attacking suffer a -2 die penalty to all
Sprint attack rolls.
• Ground attacker Shooting moving Bikers -2 to all
Simple Actions: attack rolls.
Fire Weapon (3 round Burst or less)
Change Device Mode (Fire Mode, Choke, Vision • Ground attacker Melee attacking moving Bikers
System, disable wireless) -3 to all attack rolls.
Take Aim • After being hit by a Melee attack (regardless of
Take Cover damage dealt) the Defender must make an
Throw Weapon immediate (average) Vehicle Test.
Insert or Remove Clip/Mag
• Being attacked in combat roll Driver’s Reaction +
Pick Up Object (flag)
Intuition as Defense.
Plant Flag in Goal Area (score)
• After the flag is snagged, 10 to 15 rounds to
Free Actions: score. Then play stops and you do it again.
Call a Shot
Speak/Talk RAMMING DAMAGE TABLE
Drop Object SPEED (M/TURN) DAMAGE VALUE
Gesture (hand signals) 1 space Body / 2
2-3 spaces Body
Controlling a Vehicle- Drivers must spend at least 4-5 spaces Body x 2
one Complex Action in each Combat Turn driving 6 spaces Body x 5
the vehicle or it becomes Uncontrolled at the end
of the Combat Turn. (All Humans)
Combat Biker- 10 Life
Easy 1 Merging, passing, sudden stop, drift or Skill # dice
gradual turn (less than 75 degrees) Initiative 8+D6
Average 2 Avoiding an obstacle, maneuvering Drive Bike 8
through a narrow spot, tight turn (75-130 degrees) Attack 8
Dodge 8
Hard 3 Hairpin turn (greater than 130 degrees), Soak 18
“stoppie” on a motorbike, driving through unusual Jacket and Helmet
places (mall)
Extreme 4+ Jumping vehicle over an obstacle, Good Combat Biker- 11 Life
driving through a space just big enough for the Skill # dice
vehicle, while ramping a vehicle through the air Initiative 9+D6
rolling it just enough to have a hook from an Drive Bike 9
overhanging crane knock a bomb off the bottom of Attack 9
Dodge 9
the vehicle before it explodes
Soak 18
Jacket and Helmet ◾Goalie: Armored in whatever armor they can find
and moving on foot, the goalie carries a small arm
Goalie- 11 Life and a tetsubo. A team fields one goalie.
Skill # dice
Initiative 8+D6 Scoring
Attack 9 Planting the flag in the opposition's goal—counts
Dodge 8 for three points. Only a mounted player can score a
Soak 21 goal. A dismounted player can carry the flag, but if
Full Armor and Helmet the dismounted player plants it in the goal zone, it
does not count as a goal.
Page 463 for bikes
If, when the clock runs out on a play, the offensive
Melee Weapons (all have 0 AP) team (the team in possession of the flag) is in the
Mace STR+2P defense's territory, they score one point. If the
Flail STR+2P reach offensive team is in its own territory, the defense
Lance STR+3 reach scores one point.
Tetsubo STR+3P reach
Whip STR+2S reach If the bogey carries the flag into one team's
Net *special* territory during flagsnag, and for some reason the
flag is still not snagged when time runs out, the
Firearms opposing team scores a point.
(pistol) 8P, -1AP SA
(machine pistol) 7P, 0AP BF If the flag is not in either team's possession when
(sub machine gun) 8P, 0AP SA/BF/FA the clock runs out, the point is given to the last
(shotgun) 10P, -1AP SA team to take possession.

Small Arms- Whatever single handed weapons- +1


AP (gel rounds)
Stun Grenades- 10S, -4 AP (2 space blast radius) 3
grenades a play

Positions
A Combat Biker team fields the following nine
positions, with eight team members on bikes, one
on foot.
◾Line bikers: Mounted on fast Growlers armed
with a Melee Weapon and a small arm. A team has
four line bikers.
◾Lance bikers: Lance bikers are mounted on
heavier machines, big on power, low on
maneuverability. Each carries a two-meter lance, a
mace, and a small arm. Each team fields three
lancers.
◾Thunder biker: Armed with a fixed-mount
grenade launcher with 3 grenades on a cycle. He
also carries a mace. One thunder biker rides for
each side.

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