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    Road WarriorsPost Apocalypse Skirmish Rules for No Limits

    Version 0.9(Nearing the big one-oh)

    14/12/20061

    Post Apocalyptic Skirmish for No Limits

    By. Torben Kastbjerg

    These rules introduce small gangs and their continuing struggle to control their turf and see off rivalgangs. Road Warriors uses the No Limits core rules but expands certain areas providing a moredetailed skirmish level environment. Campaign rules are included to allow a gang to evolve from

    game to game

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    New RulesThe Bottle CheckWhenever a Gang goes down below 50% ofits starting strength, then it is time for theGang Leader to roll a bottle check. In order todo so, then he must simply roll a normal COcheck at the beginning of the turn. If this fails,then his gang scampers off and the gameends. If this succeeds, then the gamecontinues for another turn.Note that the Gang Leader must make a COcheck at the beginning of each turn, once50% of his men are down or out.

    PinningIf a ganger was hit, but not injured by the

    attack, then he must roll a CO check. If hesucceeds then nothing further happens. If hefails, then hes Pinned. At the beginning ofthe units next activation, roll an unmodifiedCO check. If successful, then the unit is nolonger pinned and may function normally. Iffailed, then the unit suffers -1 RA/CC and hashalf its AC rounded down. It is still Pinned.

    Going DownOnce a unit has been hit and lost its lastwound, then you must roll a Toughness

    check. If this fails, then the model is out andis removed from the game. If this succeedsthen the model is put face down and has 3AC until his next activation where he mayattempt to recover by rolling anotherToughness check. If he rolls a Natural 1 onthis check, then hes still fighting, however, hehas a -1 RA and CC modifier.Do note that the model must still roll a normalCO check, if hes wounded, and may flee thebattle instead.

    Falling DownUnits who went down or was knocked pronewithin 1 of a ledge, or units who failed ajump, will fall and take an automatic hit of aDAM +1 per 2 fallen. Thus, at 4 the DAMequals 2 and so forth.Note that theres no maximum to this.

    New CriticalWhenever you roll a natural 1 on the die tohit, then you do not automatically ignorearmour. Instead, you have hit a weak point inthe enemy and therefore you add +1 ST toyour attack.

    FumblesWhenever you roll a natural 10, then theattack made a complete miss, dud orotherwise had absolutely no effect. Thereforeyou must roll an ammo check, 1d10 and rollbelow the weapons Ammo. If failed, then youhave run out of ammo and the weaponcannot be used any more during that game.Some weapons fumbles on a roll of 9-10.

    ReloadSome weapons will have a special abilitycalled Reload. Whenever a weapon withthis ability has fired, then place a smallmarker next to it. As soon as possible it thenneeds to spend 4 AC on reloading theweapon before its able to fire. I.e., theweapon can only be fired every other turn.

    HoldWeapons with a ROF of 2+ will have half their

    ROF, rounded down, when theyre shootingon hold.

    Mercy KillIf a ganger ever gets into base-to-basecontact with an enemy figure whos Down,then hes allowed to execute that model byusing either a shooting or close combatattack. The executed model is considered outof action and thus removed from the game.

    Wounding Hit

    You score a wounding hit each time youwound. This means that if a unit went down,and was wounded once more, then it wouldstill count as a wounding hit, often netting you+5 EXP.

    Vehicle on HoldVehicles cannot go on hold at all.

    One figure at a timeYou may only activate one ganger at a time.Once all gangers have been activated a newturn begins.

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    New Vehicle Rules

    These rules are designed to allow for more ofa Skirmish Feels to the No Limits system, as Ipersonally felt that they were a bit lacking.Here follows the new vehicle rules for usewith Road Warriors.

    Vehicle StatsA vehicle will have the following stats:Acceleration (ACC), Brake (BRK), Armour(AR), Protection (PR), Wounds (W), Handling(HA) and Max Speed (MS).

    Acceleration and Brake indicates how muchthe vehicle may alter its speed up and down.

    Its a two-digit number, with the first valuebeing the number of inches that you alter thespeed with, and then how many ACs it willcost you to alter the speed.

    Armour and Protection are how much, well,protection the vehicle offers to itspassengers. Armour is used when the vehicleitself is attacked (see later) and Protectionwhen the driver or anybody onboard is hit.

    Wounds is another two digit stat. The first

    digit indicates how many actual wounds thevehicle has before its broken down. Thesecond digit indicates when the vehicle hastaken critical damage. A Vehicles criticaldamage is permanent in a campaign, as wellas the number of wounds left on the vehicle.Per each wound lost, reduce Handling byone.

    Handling is a special modifier a gangerreceives whenever he attempts to manoeuvrethe vehicle. These are not for mundane

    manoeuvres but reserved for bootleggerturns, brake slams and for regaining controlof the vehicle if it should start to spin out ofcontrol. The CO of the driver is used forhandling checks

    Max Speed is the absolute maximum value ininches that a vehicle may move during a turn.

    Typical BikeACC BRK AR PR W HA MS

    4/3 5/3 6 - 4 +1 30

    Vehicle Movement

    Vehicles start the game at a speed of 0,although if you have access to the Highwayterritory you may deploy a vehicle with itscurrent speed at up to its acc.

    All vehicles work by using a special Spill overSpeed (SOS), which means that vehicles willalways move.

    At the beginning of the Vehicles activation,then you must move the vehicle its SOSdirectly forward (this will making facingsVERY important) as well as perform anyturns. This means that you are only allowed

    to perform any actions, including altering thespeed of the vehicle, once you have moved itat its current speed!

    If you accelerate a vehicle, once it hasmoved, then you may move the vehicle up toits ACC worth of inches forward as a normalmove, performing turns according to the SOSTurn chart by its new speed. The UC forthese are deducted from the drivers AC.

    The same goes for braking, however, the

    vehicle will stay at the same spot, with thesame facing. This is primarily used to slowdown a vehicle at high speeds. The UC forthis is deducted from the drivers AC.

    Moving through TerrainA vehicle must roll a Handling check per 2moved through terrain if its SOS exceeds 5.Other than that, vehicles counts rough terrainin the same fashion as all other units, namelyhalf movement to pass through.

    Hitting Stuff and taking WoundsIf a vehicle hits someone along its path, theperson being hit has the chance to move outof the way by rolling a CC modified by theRoadkill Table below:

    SOS 5-6 7-8 9-10 11-12

    13-14

    15+

    CC -1 -2 -3 -4 -5 -6If this is successful then the unit jumps out ofharms way. If unsuccessful then unit is hit bya force equalling to half the Wounds (roundeddown), plus 1 point per 4 of movement. Thevehicle takes no harm.

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    If a vehicle hits another vehicle then they willboth take damage, with both of them usingthe same method as above to calculate theirrespective damage to each other.

    If a vehicle hits a solid object, like a wall, rockor anything like that then it will take damageas if it hit itself.

    The damage of this attack, i.e. the number ofwounds, are calculated by taking half thevehicles total SOS (rounding down). This isthe number of wounds lost by the opponent.In the case of vehicle on vehicle impact, thiswill have a serious impact on both vehicles,

    as a faster vehicle will give more damagethan it might receive.

    The SOS is reduced by if the vehicle hitssomeone. It comes to a full stop if it hitsanother vehicle or a solid object.

    Special ManoeuvresA vehicle is allowed to perform specialManoeuvres during its SOS, however thesewill deduct any AC from the driveraccordingly. They are performed at any point

    during the vehicles movement and require ahandling check at certain penalties.

    Bootlegger Reverse: UC 6, HA -3The vehicle moves forward up to half itscurrent SOS and if the handling wassuccessful then it may now perform a 180-degree turn and come to a full stop. If failed, itgoes out of control.

    Tight Turn: UC 2, HA -1The vehicle is allowed to perform a 90-degree

    turn to either side instead of its normal turn of45 degrees. If failed then the vehicle goes outof control.

    Full Stop: UC 5, HA -2The vehicle is allowed to perform emergencybraking at the beginning of its activation. Ifsuccessful then the vehicle deducts doubleits BRK. If failed, it moves half SOS and thengoes out of control.

    Swerve: UC 4, HA -2The vehicle is allowed to swerve side-to-sidein order to make it a difficult target. If failed,then the vehicle goes out of control. Ifsuccessful, then the vehicle has Dodge.

    Going out of controlWhenever a vehicle goes out of control dueto either Loosing a Wound or Failing aHandling check, then you must do as follows.Roll 1d10 as per scatter, this is the directionin which the vehicle will go out of control to,reading the numbers rolled on the dice asinches. The number rolled is then equal tohalf if travelling at speeds below 10 and tofull if travelling at 11 or higher. Next, you roll

    a facing die, as a normal scatter die, turn thevehicle to face its new facing.

    Each Going out of Control roll will reduce theSOS of the vehicle by double its BRK value. Ifthe vehicle still has any SOS left over, thenthe driver must perform a Handling check,with the SOS as a penalty as well as anyother penalties. If failed, the vehicle spinsonce more, if successful the vehicle hascome to a full stop. Once the vehicle has nomore SOS or comes to a stop by other

    means (such as hitting a solid object oranother vehicle) then the driver, assuminghes still alive, regains control.

    Note that a vehicle will go out of control if thedriver is knocked out or pinned.

    Bike CollisionIf a bike collides with a solid object or anothervehicle, then the driver will fly up to 1d10directly forward, and will be subject to thesame type of damage caused by the actual

    ram itself. Thus, bike collisions are verydeadly.

    Turning TableSpeed Turn at HA

    1-4 2 +15-7 3 +0

    8-10 4 -111-13 5 -214+ 6 -3

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    Vehicle Combat

    Vehicles will sometimes have a driver as wellas a gunner attached to them, and most oftenthe opponent will try to blast them all tokingdom come.

    Drivers and GunnersGunners are allowed to take any actionduring the vehicles movement or after thevehicle have moved. Therefore, a gunneractivates simultaneously with the vehicle andmay spend ACs at any point during thevehicles activation. Normally this will enablehim to shoot any mounted weapons or hisown personal weapons.

    PassengersPassengers are allowed to fire their weapons,if the vehicle is open topped. Because of thehigh speeds, then they will receive a -1 RAper each 5 worth of SOS. If the vehicle is notopen topped then they are not allowed to firetheir weapons. They may only fire once thevehicle has been activated.

    Taking DamageWhenever a vehicle takes damage, then the

    opponent must declare if hes trying to hit thecrew or the vehicle. If he attempts to hit thecrew then he receives a -2 modifier for bikeattacks and a -4 for all other vehicles.Template weapons will hit boththe vehicleand the crew. Passengers are included in thecrew and the opponent may select exactlywhich crewmember he wants to shoot.If a crewmember is hit, then the crewmemberadds the PR of the vehicle to his Toughness.

    If the vehicle is hit, then deduct any PM from

    the vehicles armour before rolling on thedamage table. The AR value of the vehicle isreadily modifiable and therefore even AR 12+vehicles can be wounded, if using sufficientfirepower.

    Loosing WoundsAs soon as a vehicle has lost its last woundthen you must roll on the following injurytable. Once all wounds are lost the vehiclebecomes immobilized. An immobilizedvehicle may still fire.

    1d100 Effect100-90 Dead: The vehicle explodes in a

    rather spectacular fashion. Itstemplate size is 3 and the ST of theattack is 10. Survivors are scattered

    and the vehicle cannot be repaired,but only sold for scrap.

    89-85 Multiple Injuries: Roll twice on thetable, rerolling results of 100-90, 59-35 and any result lower than 15.

    84-80 Chassis Hit: The vehicle lowers itswounds by one. If this was the lastwound, then the vehicle is completelywrecked and can be scrapped.

    79-75 Accelerator The vehicle looses onepoint of ACC. If this was the Vehicleslast point of ACC, then it cannot driveany more.

    74-70 Plating The vehicle looses one pointof AR. This value cannot go belowzero.

    69-65 Quirk:The vehicle gains theConfused Trait.

    64-60 Blown Suspension: Any personattempting to shoot from the vehiclereceives a -1 RA modifier. If this totalsa -5 RA, then the vehicle can nolonger move.

    59-35 Gone out: The unit takes no furtherharm.

    34-30 Faulty Brakes: The BRK of the vehicleis reduced by one. If this reduces theBRK of the vehicle to zero then itcannot run anymore.

    29-25 Jammed Steering: The HA of thevehicle goes down by one. If thisreduces the HA to -5 then the vehicleis locked and cannot run anymore.

    24-20 Come On You Piece Of S: Roll1d10 before each battle. On the roll of10, then the vehicle will not work andcannot partake in the battle.

    19-15 Armour Weakened: Reduce the PR of

    the vehicle by one.14-10 Clunk: A Random upgrade mounted

    on the vehicle has been destroyedand is removed from your roster.

    9-5 Shaky Engine: If moving at top speedroll 1d10. On the roll of 9-10 then theengine goes off and the vehiclecomes to a stop.

    4-1 Destroyed weapon: A randomweapon, mounted on the vehicle isdestroyed and removed from yourroster.

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    Vehicle WeaponsA vehicle might, at some point during acampaign, be fitted with many sorts ofweapons. In order to do so, simply follow thefollowing rules.

    A weapon must be mounted in one of thefollowing ways:Fixed Forward(may only shoot in a 2 widecorridor to the front)Front, Left, Right, Rear(may only shoot in a90 degree arc in the chosen section)Swivel(may only shoot in a 180 degree arceither to the front or the rear)Turret(may fire in any direction)

    All of these ways of mounting a weapon willhave additional costs, not only in terms ofcaps, but also in the spaces available on thevehicle. For ease of reference here are thecosts as well as the loss of space:

    Type Cost SpaceFixed Forward - 190 degree arc +50 2Swivel +100 3Turret +200 4

    A Bike may not have any other type ofmounting than the Fixed Forward option.

    Firing with mounted weaponsEither the driver or an assigned gunner willtake care of the actual firing with theseweapons. If the driver is firing, then he willsuffer a -2 RA modifier because hes alsobusy keeping his vehicle moving. The gunnerwill receive a -1 RA modifier.

    SpacesEach vehicle will have a number of spacesequal to their size. Usually, a Bike will have aspace of 1, which means that a bike can onlyhave 1 Fixed Forward weapon. Space alsodetermines the available space for crew onthe vehicle. For an example; a truck with aSwivel mounted Machine Gun will use 3spaces on mounting this weapon. This willleave it with 4 spaces for crew, or perhapssome other type of weapon mounts.Space is a rough estimation of the weight as

    well as the actual size of the mount. You may

    overload a vehicle, reducing its ACC and HAby 1 per 1 space you decide to cram into thevehicle, up to a maximum of 3 extra spaces.

    Vehicles in CampaignsAs gangers, the vehicles themselves alsogain experience although in a radicallydifferent way than normally.

    RepairsInstead of healing the vehicle, then you canattempt to either have one of your gangerswith the Grease Monkey skill attempt to repairit by rolling a CO check. This check ismodified as follows:

    - 1 CO per each additional wound

    the vehicle has. - 1 CO if the damage is stacked (i.e.

    two results of Jammed Steeringwould grant you a -1 CO).

    If the check was successful, then one point ofthe damage has been repaired. If failed, thennothing further happens.Or you could simply spend a ganger in thepost-game phase to tow the vehicle to thenearest barter town and have a mechaniclook at the vehicle. This will cost you 50 capsper wound, and he still needs to roll a CO

    check (his CO, however, starts out at 10). IFhe fails, no damage has been repaired andyoure 50 caps short. If successful then youre50 caps short, as well as one damage. If youroll a natural one whilst visiting the bartergrease monkey, then he fixes two damagesfor the price of one! You may only attemptone repair per post-game phase.

    Scrapping a VehicleIf you choose to sell a vehicle at any point, orhave been forced to by a roll on the damagetable, then its scrap value is equal to half itsstarting value. You may salvage allequipment and weapons, which you haveattached to the vehicle prior to selling it.

    Income and VehiclesVehicles count for 3 members in upkeep andmaintenance. This accounts for fuel, fine-tuning, reloading and all the extra details thatgo into preserving a fine tuned machine.

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    ScenariosThe player with the lower gang rating mustroll on the following table to determine thescenario.

    2d10 Scenario2 Higher Gang Rating Decides3 Lower Gang Rating Decides

    4-5 Road War / Turf War6-8 Turf War9-10 Scavengers

    11-12 Sabotage13-14 Im Calling You Out15-17 Gang Fight

    18 Show Down19 Lower Gang Rating Decides

    20 Higher Gang Rating DecidesOnce a scenario has been rolled for, roll forany old battle wounds.

    Then set up terrain as described in thescenario, and fight the scenario.

    This is the Pre-Game Phase.

    The Post Game Phase consists of thefollowing:

    Work out the EXP for each and every figure,using the numbers given in each scenario.Add any underdog bonuses to the total.

    Work out injuries for units that went outduring the match.

    Work out your territories and see how muchyou get by working them. Note that you gainthe underdog bonus AFTER paying theexpenses for your gang.

    Pay off any mercenaries currently assigned toyour gang. If you cant pay, then theyre out ofyour gang and removed from your roster.If you hire a new Mercenary, you need to rollhim whilst your opponent is there to see it.

    Work out whats on the rare trade market inthe barter town. Then purchase new stuff andget ready for another battle.

    Purchasing a GangEach gang starts out with 1000 bottle-caps(caps for short) for which he may purchase agang as well as their equipment.The following rules apply for gang creation:

    Minimum 3 Fighters (at least 3 figuresin a gang)

    One Leader, no more, no less Up to three Special Weapons may be

    fielded. As many Gangers as you want to

    No more than half a gang can bemade up of Newbs.

    Gang Leader: 120 capsAC RA CC ST T W CO AR

    8 4 4 3 3 1 6 -Special Rule: Leader; any friendly modelwithin 6 may substitute their CO for that ofthe leaders.Weapons: Close Combat, Pistol, Rifle,Grenades.

    Ganger: 60 capsAC RA CC ST T W CO AR

    8 3 3 3 3 1 5 -

    Weapons: Close Combat, Pistol, Rifle,

    Grenades, (Special)

    Newb: 30 capsAC RA CC ST T W CO AR

    8 2 2 3 3 1 4 -

    Weapons: Close Combat, Pistol, Grenades

    Once you have purchased your units, then itstime to arm them with weapons from thefollowing lists. Only 1 Ganger starts out withthe Special Weapon trait. Other gangers must

    learn the skill in order to use them.

    When you purchase Grenades, you purchaseenough to last for one Match.

    Note also that all weapons have a new statcalled Ammo. Whenever you roll a fumbleon your attack, then you must roll 1d10 belowthis number. If failed, then the weapon hasrun out of ammo and cannot be used anymore during the game. If fumbled, then theweapon is destroyed and removed from the

    roster.

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    Gang Creation Price ListThe following is the stuff that you canpurchase to any member in your startinggang. Note that some of this equipment mayonly be available through the Rare TradeChart later on. You may purchase as manyvehicles as you want for your gang.A Ganger can carry up to the following:Up to two Close Combat WeaponsUp to two PistolsUp to one Rifle or Special WeaponUp to one Grenade

    See the Trade Section for prices on theequipment as well as vehicles.

    Close CombatSword, Large Sword, Chain Saw, PunchDagger, Spear

    PistolsMini-SMG, SMG, Pistol, Zip-Gun, Crossbow

    RiflesHunting Rifle, Sawed-Off Shotgun, Shotgun,Blunderbuss, Musket, Assault Rifle

    Special

    Spear Gun, Machine Gun, GrenadeLauncher, Missile Launcher, Flamer, SniperRifle

    GrenadesFrag, Smoke, Incendiary

    VehiclesBike, Normal Car, Large Car, Pickup- UpgradesArmour Plates, Seat Belts, Spear Gun,Assault Rifle, Machine Gun, Missile

    Launcher, Auto Cannon; Any Mounting,

    StuffHollow Point, Armor Piercing, Pellets, Slugs,Masks, Tool Kit, Medic Pack, Padded Armour

    Gang RatingA gangs rating is equal to its total cost +Level from all of its gang members.

    Per each 50 points of Gang Rating difference,then the gang with the lower Gang Ratinggains +1 EXP when winning. If theres adifference of 100 then they will gain +2 EXPfor winning and +1 EXP for loosing. This willincrease per 50 points there after.

    Gaining ExperienceAfter each scenario, each ganger will havelearned a couple of new tricks which will allowhim to improve his aim or similar.

    Exactly when a ganger will learn these newskills follows this simply progress list. Someunits in your gang will start at a higher level ofexperience than others, which will beexplained later on.

    EXP Rank Level0-4 Newb 5

    5-10 - 1011-15 - 1516-25 - 2026-35 Ganger 25

    36-45 - 3546-55 - 4556-65 - 5566-85 - 65

    86-100 - 75101-130 Leader 90131-160 - 105161-190 - 120191-220 - 135221-250 - 150251-280 - 165

    281-310 - 180311-340 - 195341-370 - 205371-400 Legendary 220

    Newbies start out with 0 EXP. As soon asthey earn 26 EXP then they become gangers,but retain their stats.Gangers start out with 26+1d5 EXP.Leaders start out with 101+1d10 EXP.

    When gaining skills, then you must roll 1d10for each type of unit that may receive a skill. If

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    you roll equal to or below this number thenyou may pick any skill table to roll on, if youroll above then you must roll for which skilltable.Newbs 3 or lessGangers 6 or lessLeaders 9 or less

    2d10 Effect

    2-3 The unit gains +1 AC4-5 The unit gains +1 W6-8 The unit rolls on skill table9-10 The unit receives +1 RA

    11-12 The unit receives +1 CO13-14 The unit receives +1 CC14-16 The unit rolls on skill table

    17-18 The unit gains +1 T19-20 The unit gains +1 ST

    A unit may not increase its profile beyond thefollowing maximum:

    Maximum Statistics

    AC RA CC ST T W CO AR

    12 7 7 7 7 3 8 -

    Therefore, if you roll an upgrade, which youcannot use, simply re-roll until you gain an

    upgrade that you can use.

    If you gain a result of Roll on any skill tablethen you must roll a skill table and roll 1d10and see what skill your ganger has learned.

    Note that a roll of 9-10 allows you to roll oncemore; 1-5 he learns a weird skill, 6-10 the unitlearns a driving skill.

    1-2 Agility Skills1Dodge

    2Jump Up3Leap4Cat Fall Half Damage from faling.5Quick Move6Infiltrate7Agile8Dexterity9Sure Footed Ignores Rough Terrain10Pistolero May use pistols in closecombat, using his CC skill

    3-4 Combat Skills1Parry2Blood Lust3Mighty Blow Counts 1-3 as a critical in CC4Determined5Find Weakness6Frenzy - +1 ROA in CC7Ferocious - +1 ST when charging8Killer Rep Fear (1)9True Grit Re-roll failed pinning check10Tough - +1 T when rolling for Going Down

    5-6 Shooting Skills1Two Gun Fighter May use two pistols as asingle attack2Hip Shooter - +2 when running and

    shooting3Marksman re-roll failed to hit4Bulls Eye - -1 T to enemy when rolling forgoing down5Stability6Firing Drill If the model doesnt move, andhas the actions for it, then it may fire anyROF 1 Pistol or Rifle Weapon twice during itsactivation. This may be combined with theTwo Gun Fighter Skill.7Level Headed When on hold, then theunit has as many ACs as when he went on

    hold.8Thumper No Indirect Fire penalty9Dead Eye all ranged attacks gain PM 110Steady Hands May aim a SpecialWeapon

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    7-8 Leadership Skills1Boom Voice Leader range is 122Haggle Reduce Rare Items price by 2d10.3Steadfast roll 2d10 and pick better whenrolling on the Panic table4Iron Will Reroll Bottle Check5Team Work Ganging up bonus becomescumulative for this unit.6Linked Activation May activate anyunactivated friendly ganger within LeaderRange. These two units then actsimultaneously. If you do not have the LeaderSkill, then you may only activate a gangerwithin 3.7Leader The unit, if the leader is down,assumes command of the gang. Note that

    this will unlock other leadership skills.8Proud May ignore a failed CO check onceper game.9Heroic Rush The unit may, once pergame, gain +1d3 AC for one turn.10High Morale 2d10 for CO check, choosebetter.

    9-10 Weird Skills1Medic May help downed gangers. Roll atoughness check. Success means that theganger gets up but does not receive the

    normal -1 RA/CC modifier.Allows for 1 re-roll on the serious injury chartpost game.2Armorer Roll a CO check pre game, ifsuccessful then the gang has +1 Ammo.3Fixer May re-roll once on variable income4Specialist The unit may now use specialweapons5Weapon Smith May re-roll a failed Ammocheck once per game6Lucky Gains a single re-roll for any die rollonce per match.

    7Grease Monkey May attempt to fix avehicle as per vehicle healing rules.8Scout Add or subtract up to 2 when rollingon the scenario table9Looter May attempt to loot fallen enemies.He can only attempt one loot per Post GamePhase. In order to loot, simply roll a CO -2. Ifsuccessful then he has looted 1d5 items fromthe injured.10Scavenger The unit can scavenge 1d10worth of caps during the post game phase, ifit wasnt injured or down at the end of thegame.

    9-10 Vehicle Skills1Gunning The model may add 1d5 to thevehicles ACC. He may not go over the MS byusing this skill.2Stocky Driver The model adds +2 to hisHandling check when involved in a Goes outof Control.3One Hand Driver The model mayAccelerate and shoot as per the Runningand Shooting rules from No Limits.4Wrecker The model, when hitting anothervehicle or a solid object, takes 1 point lessdamage from the hit.5Racing Driver Ignore the HA modifier forperforming the Tight Turn manoeuvre.

    6Grease Monkey The ganger with this skillis allowed to attempt to modify one vehicleper Post Game Phase as detailed in thevehicle rules.7Gunner The model receives a +1 modifierfor shooting a weapon mounted on a vehicle.8Dodger The model does not receive thenormal -2 HA modifier for attempting toSwerve a vehicle.9Pack Mule Increase the Space on thevehicle to which the ganger is assigned, by 1.10Rigger The ganger is used to driving

    vehicles who are overloaded and count theoverload one better than it is. I.e. a +1 HA ifoverloaded.

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    Injury TableIf a model went down during the game, youmust now roll a toughness check. Ifsuccessful then he has gained no injury andwas simply winded during the fight. If failed,then he must roll on the following table.Unit that were out of the game mustroll onthis table.Units that fled does not roll on this table.

    The opponent rolls 1d10 if he won the gameand 1d6 if he lost the game. If he successfullyrolls a result of 10, then he has captured asingle ganger. He adds +1 to this roll per liveganger he wants to scout for enemies postgame these may not have fled, been

    injured or gone down during the match.

    Injury Table1d100 Effect100-90 Dead: The Ganger dies, and is

    removed from the gang roster.89-85 Multiple Injuries: Roll twice on the

    table, rerolling results of 100-90, 59-35 and any result lower than 15.

    84-80 Chest Wound: The unit has -1 T, if Tis reduced to zero, remove the modelfrom the gang roster.

    79-75 Leg Wound: The unit has -1 AC. If ACis reduced to 4 or less, remove themodel from the Gang.

    74-70 Arm Wound: The unit has -1 ST. If STis reduced to 0, remove the modelfrom the Gang

    69-65 Head Wound:The model gains the

    Confused Trait.64-60 Blinded in One Eye: The unit has -1RA. If RA is reduced to 0, remove themodel from the Gang.

    59-35 Full Recovery: The unit takes nofurther harm.

    34-30 Shell Shock:The unit has theHesitate trait.

    29-25 Hand Injury: The unit has -1 CC. If CCis reduced to 0, remove the modelfrom the Gang.

    24-20 Old Battle Wound: Roll 1d10 beforeeach game. On a roll of 9-10, the

    ganger may not partake in theupcoming game.

    19-15 Partially Deafened:The unit has -1CO. If CO is reduced to 0, remove themodel from the Gang.

    14-10 Horrible Scars: The unit now causesfear (0), further rolls do not increasethe fear level.

    9-5 Impressive Scars: The unit adds +1CO for these impressive scars, furtherrolls do not further his CO.

    4-1 Survives Against the Odds: Themodel receives +1d5 EXP from

    surviving against the odds.

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    TerritoriesEach gang starts out with 5 territoriesgenerated from the table overleaf. Eachterritory must be worked by at least oneganger. This ganger may not have gone outof action during the game.Only gangers are allowed to work theterritories.

    Colleting IncomeDepending on the number of models in yourgang, then your actual income may vary asshown in this table:

    Income 1-4

    5-8

    9-10

    11-13

    14-16

    17-19

    20+

    0-29 35 30 25 20 15 10 5

    30-49

    40 35 30 25 20 15 10

    50-79

    45 40 35 30 25 20 15

    80-119

    50 45 40 35 30 25 20

    120-169

    60 50 45 40 35 30 25

    170-229

    70 60 50 45 40 35 30

    230-299

    90 70 60 50 45 40 35

    300-379

    110 90 70 60 50 45 40

    380-459

    130 110 90 70 60 50 45

    460-559

    150 130 110 90 70 60 50

    560-669+

    170 150 130 110 90 70 60

    This table allows for an easy way todetermine the general upkeep of a gang, thenumber listed is the profit that the gang gainsfrom working its territories.

    Now, its time to generate some Territories foryour gang.

    Giant Killer BonusYou gain more credits from fighting a giant.The following is your bonus, worked out bythe difference in rating:

    Difference Income Bonus1-49 +550-99 +10

    100-149 +15150-199 +20200-249 +25250-499 +50500-749 +100750-999 +150

    1000-1499 +2001500+ +250

    This income bonus is added to the actualstash that you receive once youve deductedthe living expenses.

    Vehicles:BikeACC BRK AR PR W HA MS

    4/3 5/3 6 - 4 +1 30Space:3Cost:65Open Topped

    Normal CarACC BRK AR PR W HA MS4/4 4/4 7 - 5 - 25

    Space:7Cost:90

    Large CarACC BRK AR PR W HA MS4/5 4/5 7 +1 6 -1 15

    Space:11Cost: 180

    Pick Up TruckACC BRK AR PR W HA MS3/4 5/4 6 - 5 - 20

    Space:9Cost: 120Open Topped

    Each weapon costs 1 space.Each crew costs 1 space.

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    D100 Name Income

    0-7 Chem Pit 2d6

    Notes If you roll a double 6 whenworking the pit, then the gangergains a single mutation and noincome is gained.

    8-14 Old Ruins 10

    Notes

    15-22 Slag 15

    Notes

    23-30 Mineral Outcrop D6*10

    Notes31-38 Shanty Town 30

    Notes Roll 1d10 on a roll of 1, yougain a free Newb.

    39-46 Mine D6*10Notes Captives add +1 to the Incomerolled.

    47-54 Highways 10

    Notes Allows you to deploy up to threemodels up to 8 in from anydeployment area except youropponents, at the end of yourfirst turn.

    55-62 Holestead D6*10

    Notes

    63-70 Water Still D6*10

    Notes71-78 Drinking Hole D6*10

    Notes79-84 Trader Contact D6*10

    Notes Any Loot recovered nets you a+5 credits.

    85-88 Friendly Doc D6*10

    Notes May sell organs from dead gangmembers for d6*5 caps.

    89-91 Workshop D6*10

    Notes Ignore first Ammo roll for oneweapon during a game.

    92-95 Gambling Den 2d10*10Notes If you roll doubles, then youmust Pay the gamblers thenumber rolled.

    96-99 Pre War Stash 2d6*10

    Notes May be looted a lot more up to5d6*10. However, should youroll a double when doing so,then the Stash is looted byothers and is removed.

    100 Choose -

    Notes Free choice of Territory.

    MercenariesA gang may hire Mercenaries in order tobolster their strength when theyre runninglow on man-power. In order to so, simply paythe caps listed for a Mercenary and roll his 5Advances on the following list. His maximumis the same as any other human.

    AC RA CC ST T W CO AR

    8 3 3 3 3 1 5 -

    2d10 Effect

    2 The unit gains +1 AC3 The unit gains +1 W

    4-9 The unit rolls on skill table10 The unit receives +1 RA11 The unit receives +1 CO12 The unit receives +1 CC

    13-18 The unit rolls on skill table19 The unit gains +1 T20 The unit gains +1 ST

    In addition, roll on this table to see what typeof weapons hes armed with:1d10 Weapon

    1-3 2 x Mini SMG, 1 x Knife4-6 1 x Shotgun, 1 x Pistol

    7-8 1 x SMG, 1 x Sword9 1 x Sawed Off Shotgun, 1 x SMG

    10 1 x Assault Rifle

    Once a mercenary has been rolled, then keeptrack of him. If you let him go, other playersmay purchase the same mercenary that yourolled.

    You may not have any more than 4Mercenaries at any given time.

    A Mercenary has a level of 25, and costs 45to recruit and 30 for upkeep. If you cannotpay the upkeep then hell leave your gang atonce. The upkeep must be paid for during thepost game phase.

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    MutationsIts rather simple; roll 1d10 and look to seewhat the effect does in No Limits.

    1d10 Mutation1 Extra Head2 Horns3 Corrosive Blood4 Whip Tounge5 Rotting Flesh6 Scaly Skin (fixed armor = 3)7 Hesitate8 Unstable9 Tail Attack

    10 Devour

    A model may never have more than oneMutation. Any further mutations are purelycosmetic.

    Rare TradeThe Leader may travel to Barter Town andsee whats up for offer, once income hasbeen generated. He may bring along anyGangers who didnt work, to help him scoutout some good deals.

    In order to generate deals, then you roll 1d10to see how many items are up for sale (1-3 =1, 4-7 = 2, 8-10 = 3) This is the number oftimes you are allowed to roll on the rare itemchart. Per ganger you sent along, then youadd +1 to the number of times that you mayroll.

    Once you have rolled an item and a price,then you may decide whether or not topurchase the item for your gang.

    In addition then you may spend money onHired Guns, new Recruits and CommonItems (items not listed on the Rare ItemChart).

    Those items marked with works asdescribed in No Limits.Only one type of Sights may be added to aweapon. Sights may be added to anyweapon, but cannot be used if firing morethan 1 shot.

    D100 Item Cost1-7 Special Weapon; roll 1d6:

    1 Web Gun 40+1d102 Auto Cannon 100+3d103 Heavy Machine Gun 140+3d104 Laser Cannon 150+4d105 Rail Gun 160+4d106 Plasma Gun 180+5d10

    8-11 Camouflage 80+2d10

    12-19 Smoke Grenades 10+1d620-27 Flash Bangs 20+1d628-35 Toxic Gas Grenades 30+1d1036-39 IR Sight 50+1d1040-43 Laser Sight 60+2d10

    44-51 Scope 50+2d1052-59 Armour; roll 1d6

    1-3 Light Armour 30+2d104-5 Heavy Armour 60+3d106 Combat Amour 90+4d10

    60-63 Cybernetics; roll 1d6 -1-2 Prosthetics 40+3d103-4 Improvements 80+5d106 Dermal Implant 120+6d10

    64-71 Vehicle Equipment; roll 1d61 Roll Cage 20+1d102 Nitro 30+2d103 Enhanced Chassis 40+2d104 Improved Steering 50+3d10

    5 Enhanced Brakes 50+4d106 Super Charger 80+5d1072-75 Scanner 60+1d10

    76-83 Close Combat; roll 1d61-2 Stun Gun 30+2d103-4 Gun Glove 30+4d105 Katana 60+5d106 Power Fist 80+6d10

    82-85 Speed Loader 50+3d1086-93 Vehicle Mounting; roll 1d6

    1 Machine Gun 120+3d102 Auto Cannon 140+3d103 Missile Launcher 200+3d104 Heavy Machine Gun 140+3d105 Rail Gun 180+5d106 Laser Cannon 200+5d10

    94-97 Rifle Special; roll 1d61-2 Tranquilizer 30+2d103 Combat Shotgun 40+3d104 Pulse Rifle 50+3d105 Laser Rifle 60+4d106 Gauss Rifle 80+5d10

    98-99 Acutator 50+2d10

    100 Free Pick -

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    Rare Item List

    Scope (Sight)Adds +4 to all range brackets.

    IR Sight (Sight)Ignores one point of cover modifier for to hit.

    Armour; Light ArmourUnit now has an AR of 4

    Armour; Heavy ArmourUnit now has an AR of 6

    Armour; Combat ArmourUnit now has an AR of 4 and Enhanced

    Save.

    Cybernetics; ProstheticsAutomatically cures an Injury involving Arm,Leg, Eye or Ear.

    Cybernetics; ImprovementsAutomatically cures an Injury involving Arm,Leg or Eye. In addition the implant grants thefollowing bonuses, which allows the characterto go above the normal maximum:Eye +1 RA

    Leg +1 ACArm +1 STYou are free to choose the upgrade. No morethan one of each upgrade is allowed perganger.

    Cybernetics; Dermal ImplantAny Gangers Toughness is increased by 1,this may take it above the maximum stat. Nomore than one of these per ganger.

    Vehicle Equipment; Seat Belts

    Increases the PR of the Vehicle by 1.

    Vehicle Equipment; NitroIncrease the Max Speed by 1d10. If you roll a10, the engine suffers a blow out, and thevehicle will move the SOS + 10 and then it isimmobilized.

    Vehicle Equipment; Enhanced ChassisIncrease the Vehicles W by 1. Note that itmay not increase its W beyond 10.

    Vehicle Equipment; Improved Steering

    The Vehicles HA is increased by +1. It maynot go any higher than +6.

    Vehicle Equipment; Enhanced BrakesThe Vehicles BRK is increased by +1.

    Vehicle Equipment; Super ChargerThe Vehicles ACC/MS is increased by +1.

    Speed LoaderA weapon fitted with this upgrade receives +1ROF, but lowers its ammo by 2.

    Common Item List

    Ammo

    Solid Slug 20 capsAdds +1 ST to the Shotgun. Shotgun only.

    Pellets 20 capsLower ST by one, ignores any covermodifiers when rolling to hit. Shotgun only.

    Dum-Dum Bullets 20 capsThe weapon now has +1 ST, but countsAmmo one lower.

    Hollow Point Bullets 50 caps

    Weapon loaded with these bullets haveAmmo of 1 lower, but now deals +1 DA.

    Armour Piercing Bullets 30 capsWeapon loaded with these bullets now havea PM of 2.

    Reload 50 capsIgnores an ammo roll per reload available.

    Useful Stuff

    Padded Armor 30 capsUnit now has an AR of 2

    Filter Masks 40 capsPrevents the effect of Toxic Gas.

    Filter Goggles 50 capsPrevents the effect of Shock attacks

    Medic Pack 80 caps+1 to Toughness when rolling for GoingDown. A Medic with this equipment may addor subtract 5 when rerolling a serious injury.

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    Generator 100 capsMay convert Old Ruins into a Village.

    Vehicle MountsTurret 100 capsThe Vehicle now has a turret unto which asingle weapon can be mounted.

    Swivel 50 capsThe Vehicle now has a Swivel mount untowhich a single weapon can be mounted.

    Arc Mounting 25 capsThe Vehicle now has an Arc mount unto

    which a single weapon can be mounted.

    Vehicle EquipmentSeat Belts 30 capsAllows a re-roll on the damage done to anycrew if any collision occurs. If equipped on abike, the crew will only fly 1d6 instead andonly suffer half damage.

    Armour Plating 80 capsIncrease the Vehicles AR by 1. May notincrease beyond 10.

    Tweak 70 CapsMay increase the ACC, BRK or MS by 1. Youmay never purchase more than one suchTweak per stat.

    Off Road 60 capsThe vehicle may move at normal speedsthrough terrain, but may still go out of control.

    DrugsIf you start using drugs, then youre on your

    way down a slippery slope. Once the gangerconsumes the Drug, then he must roll a COcheck, modified by the drugs Additictionrating. If he succeeds nothing furtherhappens. If he fails then he becomesaddicted and gains no further benefit from thedrug in future games. However, he must nowpurchase and use the drug every game.Should he roll a natural 10 on the Addictionroll then he must roll a toughness check. Iffailed then he suffers an overdose and is outof the game as if he suffered a wound.Drugs are one use only items.

    A ganger can kick the habit by rolling aToughness check, once addicted, modified bythe double addiction rating. If successful, thenhe kicks the habit and is no longer addicted.All drugs have a UC of 3.

    Boosta 20 capsThe unit gains a d5 free move at thebeginning of his turn. Roll 1d10 before eachgame, on a 10 he suffers from an overdoseand does not partake in the fight.Addiction: -3

    Calma 10 capsThe unit gains a +2 CO to avoid pinning, buta -2 to Handling if driving. Wears off when the

    game is over.Addiction: -2

    Frenz 20 capsThe unit gains +2 ST, which may increaseabove the normal, as well as the Bloodlustskill. However, roll 1d10 at the start of eachactivation. On a 10, the effects have worn off.Addiction: -4

    Eagle Eye 20 capsThe ganger gains +1 RA, and has almost a

    sixth sense of where to place his shots thusignoring one point of cover modifier. Roll1d10 at each activation. On a 8-10 the effectshave worn off.Addiction:-4

    Onslaught 60 capsThe ganger gains +1 to all of his stats. At thebeginning of each activation roll 1d10. On a4-10 the effects have worn off.Addiction: -5

    Brawn 40 capsThe ganger gains +1 T and +1 W. At thebeginning of each activation roll 1d10. On aroll of 8-10 the effects have worn off.Addiction: -4

    Flex 30 capsIncrease the gangers AC by one and his COfor handling checks by 3. Roll 1d10 at thebeginning of each activation. On a roll of 10the effects have worn off.Addiction: -4

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    Close Combat WeaponsKnifeUC SR MR LR ROA ST DA3 Close Combat 1 +0 1

    Cost Free

    Sword, Club, Maul, BatUC SR MR LR ROA ST DA4 Close Combat 1 +1 1

    Cost 10

    SpearUC SR MR LR ROA ST DA4 Close Combat 1 +1 1

    Reach: 2 Cost 20

    Large Sword, Club, Maul, BatUC SR MR LR ROA ST DA5 Close Combat 1 +2 1

    Cost 15

    ChainsawUC SR MR LR ROA ST DA5 Close Combat 2 5 1

    Cost 35

    Punch Dagger

    UC SR MR LR ROA ST DA3 Close Combat 1 +0 1

    PM: -1 Cost 20

    Gun GloveUC SR MR LR ROA ST DA5 Close Combat 1 6 1

    Small Template Cost -

    Stun GunUC SR MR LR ROA ST DA

    3 Close Combat 1 6 1Shock Effect Cost -

    KatanaUC SR MR LR ROA ST DA3 Close Combat 1 +3 1

    PM: -1 Cost -

    Power FistUC SR MR LR ROA ST DA6 Close Combat 2 7 2

    PM: -1 Cost -

    PistolsMini-SMGUC SR MR LR ROA ST DA4 5/+1 10/+0 15/-1 2 2 1

    Ammo 5 Cost 20

    SMGUC SR MR LR ROA ST DA5 6/+1 12/+0 18/-1 2 3 1

    Ammo 4 Cost 25

    Zip-GunUC SR MR LR ROA ST DA3 6/+1 12/+0 18/-1 1 2 1

    Ammo 5 Cost 5Unreliable: On a fumble, then the modelusing this weapon is knocked prone.

    Hand GunUC SR MR LR ROA ST DA4 5/+1 10/+0 15/-1 1 3 1

    Ammo 5 Cost 10

    Cross BowUC SR MR LR ROA ST DA3 6/+1 12/+0 18/-1 1 3 1

    Ammo 7 Cost 5

    Rifles

    Hunting RifleUC SR MR LR ROA ST DA4 10/+1 20/+0 30/+0 1 4 1

    Ammo 5 Cost 30

    Shotgun (with normal shots)UC SR MR LR ROA ST DA4 6/+1 12/+0 18/-1 1 4 1

    Ammo 5 Cost 25

    Sawed Off ShotgunUC SR MR LR ROA ST DA4 4/+2 8/+1 12/-1 1 4 1

    Ammo 5 Cost 20

    BlunderbussUC SR MR LR ROA ST DA5 Medium Template 1 4 1

    Ammo 3 Cost 20Highly Unreliable: A roll of 9-10 when usingthis weapon counts as a fumble. The ganger

    using this weapon is then knocked prone.

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    MusketUC SR MR LR ROA ST DA4 8/+1 16/+0 24/-1 1 4 1

    Ammo 5 Cost 15Unreliable: On a fumble, then the modelusing this weapon is knocked prone.

    Assault RifleUC SR MR LR ROA ST DA5 8/+1 16/+0 24/-1 2 4 1

    Ammo 5 Cost 45

    TranquilizerUC SR MR LR ROA ST DA6 8/+1 16/+0 24/-1 1 5 1

    Ammo 5 Cost -Sleepy: A unit wounded by this weapon willnot roll on the serious injury chart post match.Hes simply knocked out cold and out of thegame at once.

    Combat ShotgunUC SR MR LR ROA ST DA5 8/+1 16/+0 24/-1 2 4 1

    Ammo 4 Cost -

    Pulse RifleUC SR MR LR ROA ST DA6 8/+1 16/+0 24/-1 2 5 1

    Ammo 7 Cost -

    Laser RifleUC SR MR LR ROA ST DA5 12/+1 24/+0 48/-1 1 5 1

    Ammo 9 Cost -

    Gauss RifleUC SR MR LR ROA ST DA5 8/+1 16/+0 24/-1 1 6 1

    Ammo 7 Cost -

    SpecialSpear GunUC SR MR LR ROA ST DA5 5/+1 10/+0 15/-1 1 5 1

    Ammo 6 Cost 25Projectile Travel d10: See No Limits fordetails

    Web gunUC SR MR LR ROA ST DA4 4/+1 8/+0 12/-1 1 - -

    Ammo 5 Cost 25Snare: See No Limits for details

    FlamerUC SR MR LR ROA ST DA

    5 Medium Template 1 5 1Ammo 3 Cost 40

    Catches Fire: A unit hit, but not wounded byan attack of a flamer will catch fire on a roll of1 - 6. Each turn the unit will take damagefrom the flames and are then allowed to putout the fire. In order to do so, roll 1d10. If theresult is 8 or below, then the fire has been putout. If a 9 or 10 are rolled then the model hasstill caught fire.

    Grenade LauncherUC SR MR LR ROA ST DA6 8/+1 16/+0 24/-1 1 * *

    Ammo 5 Cost 70Ammo: The weapon has an ST and DAaccording to the munitions loaded in theweapon. These are bought separately.

    Machine GunUC SR MR LR ROA ST DA7 8/+1 16/+0 24/-1 4 4 1

    Ammo 4 Cost 120

    Heavy Machine GunUC SR MR LR ROA ST DA8 8/+1 16/+0 24/-1 5 5 1

    Ammo 3 Cost -

    Auto CannonUC SR MR LR ROA ST DA8 8/+1 16/+0 24/-1 3 6 1

    Ammo 4 Cost -

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    Missile LauncherUC SR MR LR ROA ST DA8 12/+1 24/+0 36/-1 1 * *

    Ammo 4 Cost 100

    Ammo: The weapon has an ST and DAaccording to the munitions loaded in theweapon. These are bought separately.

    Sniper RifleUC SR MR LR ROA ST DA6 10/+1 20/+0 30/-1 1 5 1

    Ammo 5 Cost 80

    Laser CannonUC SR MR LR ROA ST DA8 15/+0 30/+1 45/+0 1 6 1

    Ammo 9 Cost -Penetration Modifier -2

    Rail GunUC SR MR LR ROA ST DA8 10/+1 20/+0 30/-1 1 6 2

    Ammo 4 Cost -Projectile Travel 1d5Penetration Modifier -2

    Plasma Gun

    UC SR MR LR ROA ST DA8 8/+1 16/+0 24/-1 1 6 2

    Ammo 2 Cost -Template 2Must Reload after Each ShotPenetration Modifier -3Highly Unstable: Count an ammo roll of 9-10as destroyed. Ganger carrying it will be hit bythe weapon, as if hit normally.

    GrenadesFrag Grenade

    UC SR MR LR ROA ST DA5 3/+1 6/+0 9/-1 1 5 1

    Template 2 Cost 40Indirect: May be fired indirect.

    SmokeUC SR MR LR ROA ST DA5 3/+1 6/+0 9/-1 1 - -

    Template 3 Cost -Indirect: May be fired Indirect.Smoke: Generates smoke, see No Limits.

    IncendiaryUC SR MR LR ROA ST DA5 3/+1 6/+0 9/-1 1 5 1

    Template 2 Cost 65

    Indirect: May be fired Indirect.Catches Fire: A unit hit, but not wounded byan attack of an incendiary grenade will catchfire on a roll of 1 - 6. Each turn the unit willtake damage from the flames and are thenallowed to put out the fire. In order to do so,roll 1d10. If the result is 8 or below, then thefire has been put out. If a 9 or 10 are rolledthen the model has still caught fire.

    Flash BangsSmoke

    UC SR MR LR ROA ST DA5 3/+1 6/+0 9/-1 1 - -

    Template 3 Cost -Indirect: May be fired Indirect.Shock Effect: See No LimitsKnock Prone: See No Limits

    Toxic Gas GrenadeUC SR MR LR ROA ST DA5 3/+1 6/+0 9/-1 1 5 -

    Template 3 Cost -

    Indirect: May be fired Indirect.Smoke: Generates smoke, see No Limits.Dangerous Smoke: Models without masksinside this cloud will take damage as if hit.

    Frag MissileUC SR MR LR ROA ST DA- - - - 1 5 1

    Template 2 Cost 65

    Anti Tank MissileUC SR MR LR ROA ST DA

    - - - - 1 8 1PM 2 Cost 95

    Do note that it is assumed that a ganger hasenough grenades and/or missiles to last himfor a whole battle, unless he fails his ammoroll.Thus, you will only need to purchasemunitions once per ganger, not per shot.

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    Scenarios

    Road WarCan only be played if the gang has anyvehicles. Only Vehicles and crew are allowedin this scenario.

    BackgroundThe talk in the bartertowns are all about anew find way out in the wasteland. Twogangs have decided to risk the long journey,and luck would have it that they spot eachother out on some deserted highway. This isa race to the death and the promised loot atthe end of the road.

    SetupPlay on a normal table. The gang with thehighest gang rating will be the defender inthis scenario. He will set up 12 from the edgetermed the Drop Out. The attacker will set up6 from the edge termed the Drop out. Thedefender sets up all of his vehicles first. Theattacker then place all of his vehicles.The other edge of the Drop Out is termed ThePromised Land. This must be designated into5 lanes (roughly 9 wide) from where terrainwill appear. Place 1d5 pieces of terrain in one

    of the 5 lanes, 6 away from The PromisedLand.All Vehicles SOS starts at 5.

    ObjectiveThe Objective is to be the one closest to ThePromised Land at the end of turn 8, or to bethe sole survivor of the Road War, by anymeans necessary.

    Special RulesVehicles will move 1 per turn, which allows

    for 1 turn, if they do not alter their SOS. Eachpoint of SOS beyond the starting 5 will add 1to this move. All normal Turning rules apply tothis move. A vehicle will still move the ACCworth of inches as normal.

    At the end of the turn, once all have beenactivated, then the terrain will move 5towards the Drop Out.

    Vehicles at an angle of 90 degrees to thePromised Land will also move 5 backwardsin this phase as well.

    Vehicles with their Front to the Drop Out willmove their SOS directly towards the Drop Outduring this phase.Units with an SOS lower than 5 will reversetowards the Drop Out the number of inches ofdifference between the SOS and 5.

    If a piece of terrain crosses the drop out, add+1 to the number of terrain rolled.

    Once all terrain and vehicles at a wrong anglehave moved, then its time to place terrain.Roll 1d3 and add +1 per terrain piece thatwent beyond the Drop Out. Roll 1d10 and1d3 for each new terrain piece. The Terrainpiece will then be placed the 1d3 in from the

    Promised Land in Lane 1 (1-2), Lane 2 (3-4),Lane 3 (5-6), Lane 4 (7-8) or Lane 5 (9-10).

    Vehicles who are hit by terrain during therolling terrain phase will take damageaccordingly.

    Vehicles that cross the Drop Out are out ofthe game, but take no injury. They willhowever count for casualties when rolling thebottle check.

    Once the 8thturn is over, see how manyvehicles of one gang came the closest to thePromised land. They are the winners of thisscenario and will receive all the bonusesapplied to winning.

    Experience Points:+1d6 for surviving the scenario

    +1d3 for participating in the scenario

    +10 per each wounding hit

    +5 per each wounding hit on a vehicle.

    +5 to the Winning Leader

    +3d10 caps for the winner, as well as a rollon the territory chart.

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    Turf War

    Two gangs are fighting for control over yetanother turf to add to their gangs dominance.Its a straight out brawl for dominance andonly the victor sees the spoils.

    SetupSetup a normal playing field, with a good dealof terrain.Roll on the territory chart beforehand to get ageneral idea of what kind of terrain should beplaced.If this scenario was selected by a LowerRating Gang then they may attempt to takeover an opponents turf. They must select this

    before the game starts. Otherwise the twogangs are fighting for a new piece of land.Each gang sets up, alternating with up tothree units, up to 6 in from two oppositeedges.

    ObjectiveThis is a straight out war to gain control of apiece of turf. As soon as an opponent bottlesout, then he has lost the turf and the winnergets the turf.A player may voluntarily bottle out at the

    beginning of his 3rdturn and onwards.

    Experience+1d6 for surviving the scenario

    +1d3 for participating in the scenario

    +10 per wounding hit

    +5 to the winning leader

    Additional

    The winner gains a new turf and adds it to hissheet. If this was stolen from another player,he looses it from his roster.The turf counts as managed for the postgame phase of this fight.

    Scavengers

    Theres a lot of loot out there in thewasteland, ripe for the picking. And wouldntyou know it two gangs are attempting toloot the same area. This can only get messy.

    SetupSetup a normal playing field. Roll 1d6+5.Place this many counters no closer than 12to any edge and no closer than 8 from anyother counter. Once placed, roll for initiativeand place up to three alternating between theplayers up to 6 in from any opposing tableedges.Roll for initiative as normal.

    ObjectiveTo snatch the loot and get it back home. Inorder to do so, a unit must move into contactwith the loot and spend 1 AC on carrying it.He must then either deposit it in a vehicle(filling up 1 space) or carry it by himself. Oncea unit leaves the board, by means of thesame table edge as they deployed in, thenthey have removed the loot. A unit that leavesthe board will not return for the fight.

    The side with the most loot counters at theend of turn 8 will be determined the winner. Iftheres an equal amount, then the side withthe most credits will be coined the winners. Ifits still equal then its a draw.

    Experience+1d6 for surviving the scenario

    +1d3 for participating the scenario

    +1d3 for carrying off loot

    +10 per wounding hit

    +5 to the winning leader

    AdditionalRoll 1d10 per crate of loot on your side. Thisis how many Caps you gain in addition toyour normal stash for this round.

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    SabotageEver so often, a gang will be hired to takesomething out that belongs to another gang;or theyll simply do it out of spite.

    SetupThe gang with the highest rating will be thedefender in this scenario. Randomly pick aTurf from his roster; this turf is under attack.Place a central objective in the direct centreof the playing area. Both sides now deploy,alternating and three gangers at a time, up to6 in from two opposing edges of the playingarea. The attacker will have the first turn.

    Objective

    All of the attackers gangers are armed withsome kind of explosives. They must reach thecentral objective, be in base to base contactwith it and then spend 20 AC in order toprime the explosives. If a figure manages todo so, then the attacker wins. If a unit wasshot whilst setting up a bomb, then leave asmall counter and a die indicating how manyactions he managed to use on setting up thebomb. Another model from the attackers sidemay now attempt to continue the work. Theopponent may move into base-to-base

    contact with the marker to simply defuse thebomb.

    The game plays until either the attackerbottles out or the objective is blown away.Note that the defender does not roll bottlechecks, but may voluntarily bottle out at anypoint during his turn.

    Experience+1d6 for surviving+1d3 for participating

    +1d3 for setting off the bomb+1d3 for defusing the bomb+10 per wounding hit+5 to the winning leader

    AdditionalThe Turf that was sabotaged cannot beworked in this Post Game Phase as thelosers are attempting to rebuild it.

    Im Calling You OutEver so often, two opposing gangs willexchange a whole lot of insults and suddenly,someone will pull out a gun, and all hell willbreak loose in a barter town.

    SetupSetup a small village of some sort in thecentre of the playing field. There should beone building in the direct centre of the playingfield, representing a drinking den where thetwo gang leaders have exchanged somerather harsh remarks.Place the Gang Leader and +1d6 worth ofgangers within 4 of this building, so that thegang leaders have LOS to each other. Both

    sides have the same number of Gangers.The rest of the gang comes in asreinforcements once all hell breaks loose.

    ObjectiveShow that no good two bit scumbag whosreally the toughest warrior in these parts ofthe wasteland. Its a simple fight to the death.The winner is the side still standing, and theloser will be the first one to bottle out. Thereare no turn limits.

    Special RulesAt the beginning of each turn, roll 1d10 pergang member who arent involved in theshoot out downtown. Per each 5 or lessrolled, then that ganger will appear up to 12away from the leader of his gang. If hesdown or out then he will be placed 6 from theedge.If the leader goes down or out, then the gangwhos leader went down or out will have a -2to their bottle check for the rest of the game.

    Experience+1d6 for surviving+1d3 for participating+10 per wounding hit+15 to the winning leader

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    Gang FightRumbling and tumbling in the wasteland, youoften come across a lot of enemies andwhen they come across you, theyll more thanlikely go for their gun and then its time tofight.

    SetupNormal set up, up to 6 from opposing edges,with a good variation of terrain.

    ObjectiveTo drive off the opponent gang. The firstgang to bottle out have lost the match. Thereare no turn limits to this game.

    Experience+1d6 for surviving the scenario+1d3 for participating+10 per wounding hit+10 to the winning leader

    ShowdownSometimes, a showdown has been called for.It harkens back to the cowboy legends of old,where the two opposing gangs square off fora round of fast draw shoot out to show theothers whos the boss in these parts.

    SetupSetup as normal, however, a gang sets uptheir leader as well as 1d3+2 of their gangers.They are placed no further than 6 away fromeach other, preferably in an open street at thecentre of the table. The remaining gang doesnot participate in this fight.

    ObjectiveTo show off and survive as this is bound toget real messy, real soon.

    The winner will be the last side standing.

    Special RulesEach turn, both players roll 1d10 andsubtracts their Leaders CO from the roll. Anypositive numbers are added to a specialnerve count. A roll of 10 always adds 4 tothis, whilst a roll of 1 subtracts 2 from thenerve count. If the nerve count ever goes to10+ then the gang who reached this countwill go for their guns first.Until then, each ganger may, alternatingbetween the players, shuffle up to 2 but may

    never move more than 8 away from anyenemy.

    Once the 10+ has been reached, its time toroll for initiative to determine who fires first ina flurry of gun draws.

    To do so simply roll 1d10 and add thefollowing to that roll:

    Lost the nerve count -1

    Armed with a special weapon -2

    Armed with a rifle -1 Armed with a pistol +1

    Won the nerve count +1 The Gangers CO

    The Gangers AC

    The total will then determine at which pointeach ganger will start shooting, going fromthe highest score to the lowest. Each gangermay shoot as many times as he can pay theUC of the weapon.

    If a ganger was pinned, down or out beforehe had a chance to shoot, then hes out ofthe running. If that shot was at the sameinitiative as himself, then hes still allowed tofire as all those on the same initiative will fireat the same time.

    Once this first round is over, a new turn startswith a normal initiative roll, modified by theNerve count modifier from the initiative roll.

    Play till one side bottle out. A player cannotvoluntarily bottle out of this scenario.

    Experience+1d10 for surviving+1d3 for participating

    +1d3 for fastest shot+10 per wounding hit+10 to the winning leader

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    A Sample Gang

    Gang Name Hootin Hellounds

    AC RA CC ST T W CO LVL CostNameBig Lou Parkins 8 4 4 3 3 1 6

    Equipment:Shotgun (Solid Slug), Leader 90 165

    AC RA CC ST T W CO LVL CostNameLil Lou Parkins

    8 3 3 3 3 1 5

    EquipmentMachinegun, Pistol, Specialist

    25 190

    AC RA CC ST T W CO LVL CostNameClyde Parkins

    8 3 3 3 3 1 5

    EquipmentCrossbow

    25 65

    AC RA CC ST T W CO LVL CostNameBob Parkins

    8 3 3 3 3 1 5

    EquipmentSMG, Driver of Ol Bessie

    25 85

    AC RA CC ST T W CO LVL CostNameGerold Parkins

    8 3 3 3 3 1 5

    EquipmentSawn Off Shotgun, Driver of the Hog

    25 80

    AC RA CC ST T W CO LVL CostNameGeribald Parkins8 3 3 3 3 1 5

    EquipmentPistol25 70

    AC RA CC ST T W CO LVL CostNameYoung Lou

    8 2 2 3 3 1 4

    EquipmentZip Pistol

    5 35

    AC RA CC ST T W CO LVL CostName Equipment

    AC RA CC ST T W CO LVL CostName Equipment

    AC RA CC ST T W CO LVL CostName

    Old Man Willis(Mercenary) 8 3 3 3 3 1 6

    Equipment

    2 x Mini-SMG, Bullseye, Mighty Blow,Hip Shooter, Team Work 25 40

    AC RA CC ST T W CO LVL CostName Equipment

    AC RA CC ST T W CO LVL CostName Equipment

    Territories Income

    Water Still D6*10

    Shanty Town 30Holestead D6*10

    Gambling Den 2d10*10

    Shanty Town 30

    Additional Equipment, Stash, Captives10 caps to spare

    Gang Rating 1235

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    Vehicles

    Name

    Ol Bessie(Pick Up)

    ACC

    3/4

    BRK

    5/4

    AR

    6

    PR

    -

    W

    5

    HA

    -

    MS

    15

    EquipmentSwivel Mounted Spear Gun,Space Left: 7

    Cost

    195

    Name

    The Hog(Bike)

    ACC

    4/3

    BRK

    5/3

    AR

    6

    PR

    -

    W

    4

    HA

    +1

    MS

    30

    Equipment Cost

    65

    Name ACC BRK AR PR W HA MS Equipment Cost

    Name ACC BRK AR PR W HA MS Equipment Cost

    Name ACC BRK AR PR W HA MS Equipment Cost

    Name ACC BRK AR PR W HA MS Equipment Cost

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    Gang Name

    AC RA CC ST T W CO LVL CostName Equipment

    AC RA CC ST T W CO LVL CostName Equipment

    AC RA CC ST T W CO LVL CostName Equipment

    AC RA CC ST T W CO LVL CostName Equipment

    AC RA CC ST T W CO LVL CostName Equipment

    AC RA CC ST T W CO LVL CostName Equipment

    AC RA CC ST T W CO LVL CostName Equipment

    AC RA CC ST T W CO LVL CostName Equipment

    AC RA CC ST T W CO LVL CostName Equipment

    AC RA CC ST T W CO LVL CostName Equipment

    AC RA CC ST T W CO LVL CostName Equipment

    AC RA CC ST T W CO LVL CostName Equipment

    Territories Income Additional Equipment, Stash, Captives

    Gang Rating

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    Vehicles

    Name ACC BRK AR PR W HA MS Equipment Cost

    Name ACC BRK AR PR W HA MS Equipment Cost

    Name ACC BRK AR PR W HA MS Equipment Cost

    Name ACC BRK AR PR W HA MS Equipment Cost

    Name ACC BRK AR PR W HA MS Equipment Cost

    Name ACC BRK AR PR W HA MS Equipment Cost