Battle Bikes 2.4.pdf

56
A Combat Racing Game

Transcript of Battle Bikes 2.4.pdf

Page 1: Battle Bikes 2.4.pdf

A

Combat

Racing

Game

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Contents

Pg.

3.

4. 4. 4. 6. 8. 9. 10

11. 11. 11. 12. 12 13. 14.

17.

18. 18. 19. 19. 21. 21. 22.

25. 25. 26. 27.

Content

Introduction

Pre-Race Type of Race Retrieval Death Race Standard Race Suicide Demolition Derby

Optional Rules The Sniper Crowd Control Gravity Wells Mime Fields Battle Boxes Sticky Situation

Additional Steps

Race The Game Turn Actions Movement Actions Combat Actions Recovery Actions Combined Actions

Game Mechanics Movement Turning Combat

Pg.

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31. 31.

32. 33.

35. 35.

46.

49.

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Content

Definitions

Post-Race Race Placement Awards

Final Steps

Upgrades Weapons / Items

Implants

Sponsors

Templates

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Introduction

Battle Bikes is a futuristic

combat racing game set in

the Lost Nebula universe

and centered around highly

advanced and heavily armed

bikes.

In the game, you will control

your own bike as you race

at break-neck speeds

around deadly tracks.

You will need to use all of

your cunning and skill to

stay alive, destroy your op-

ponent’s bikes, and win the

race.

Good luck.

I’m sure the crowd will love

you.

Groongo’s bike fishtailed wildly

around the corner but he couldn’t af-

ford to let up on the gas.

The Is’nal was right behind him, not

farther than fifteen feet away, and he

was unloading a fortune’s worth of

ammo battering him back and forth.

Groongo wasn’t worried though, he

had out maneuvered and out-raced

thousands of trigger happy idiots be-

fore.

Grinning, he pushed the button to

inject the nitro into his engine and he

could see the fluid rush through the

clear vanity tubes and under the

hood.

He braced himself for the intense ac-

celeration….

3

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Introduction

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Type of Race

How to Determine the Type of Race: There are five different types of races each of which have their own in-game rules and win

conditions. Players can either select the type of race they want to play, or roll a D6.

Retrieval

Death Race

Standard Race

Standard Race

Suicide

Demolition Derby

OPTIONAL

Retrieval

1. Place the terrain on the table so that there is a straight track with one end on either side of the table (see Fig. 1). Or, alternatively, for shorter tables the terrain may be placed in a horseshoe shape (see Fig. 2).

2. Obstacles may be placed evenly on the track.

3. Mark start/finish lines on both ends of the track.

Terrain Placement:

Fig. 1 Fig. 2

= terrain = track = obstacles

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Type of Race

Retrieval, cont.

Bike Placement:

1. Players place there bikes on either end of the track facing each other.

2. Bikes must start in base to base contact with the start/finish line.

Teams:

1. Players separate into two teams. Teams should be divided as even-ly as possible.

Weapon Activation Delay: None

Win Conditions:

1. The first team to successfully corral the ball back to their start/finish line, wins.

2. If either team is completely destroyed, the other team wins.

Campaign Circuit Special Rules Decide within your team, or roll a die, to determine final placement within each team when

awarding money and campaign points.

The Ball:

1. Place a marker representing the ball in the center of the track.

2. Bikes may only move the ball by ramming it and the ball moves as if it were a rammed bike except that the ball does not cause other bikes to move or take a wound when it collides with them.

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Type of Race

Death Race

Terrain Placement:

1. The terrain is placed on the table so that it forms one continuous track with a single start/finish line. (See Fig, 3 for an example)

2. Obstacles may be placed on the track as desired.

= terrain = track = obstacles

Fig. 3

Bike Placement:

1. Bikes must be placed in base to base contact with the start/finish line.

2. All bikes must be facing the same direction, this will be the race direction.

“Shit!” thought Groongo, as his engine sputtered and his bike slowed

to a crawl. “This isn’t going to be good!”

He watched with a strong sense of impending doom as the heavy’s

cannon rotated slowly, taking careful aim at his stalled bike.

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Type of Race

Death Race, cont.

Weapon Activation Delay: D3+1 turns

Special Race Rule: The Wall of Fire

Let’s turn up the heat!

1. The Wall of Fire is dormant for most of the race but becomes acti-vate at the end of the turn where any player has entered into their third lap.

2. The Wall of Fire “chases” that player around the track moving 3D6” at the end of each turn.

3. The Wall of Fire covers the entire surface of the track, from terrain to terrain, and cannot be avoided.

4. The Wall of Fire also extends from its current position on the track back to the start/finish line. (See Fig. 4)

5. Any bike caught in the area of the Wall of Fire takes one wound per action point spent until they can escape the Wall.

6. The Wall of Fire continues to move around the track until the entire track is covered, and continues to burn until no bikes still in the race are on their third lap.

= terrain = track = Wall of Fire

Fig. 4

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Type of Race

Death Race, cont.

Win Conditions:

1. The first player to complete 3 full laps around the track, wins.

2. The last player left standing, wins.

Standard Race

Terrain Placement:

1. The terrain is placed on the table so that it forms one continuous track with a single start/finish line. (See Fig, 3 on pg. 7 for an ex-ample).

2. Alternatively, other types of tracks (such as a figure 8 configura-tion) can be designed as desired by the players but there must be a single start/finish line.

3. Obstacles may be placed on the track as desired.

Bike Placement:

1. Bikes must be placed in base to base contact with the start/finish line.

2. Players may determine which direction to race in, and players may even race in different directions if they wish, but all players must travel the same distance, in a closed loop, so that they complete laps which both begin and end at the start/finish line.

Weapon Activation Delay: D3+1 turns

Win Conditions:

1. The first player to complete 3 full laps around the track, wins.

2. The last player left standing, wins.

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Type of Race

Suicide

Terrain Placement:

1. The terrain is placed the same as in the “Joust” race (see pg. 5).

2. Mark a single start/finish line on one end of the track.

3. Place markers at 1/2 the distance and 3/4 of the distance across the table from the start/finish line.

4. Obstacles may be placed as desired.

Bike Placement:

1. Bikes must be placed in base to base contact with the start/finish line.

2. Players will race across the table and bikes should be placed to face accordingly.

Special Race Rule: Suicide

1. This race is run not in a circular lap, but back and forth down a straight track.

2. Lap 1 consists of bikes traveling from the start/finish line, to the halfway mark on the track, and back to the start/finish line.

3. Lap 2 is the same, but bikes will travel to the 3/4 mark.

4. Lap 3 is the same, but bikes will travel all the way across the table.

Weapon Activation Delay: D3+1 turns

Win Conditions:

1. The first player to complete 3 full laps, wins.

2. The last player left standing, wins.

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Type of Race

Demolition Derby Terrain Placement:

1. The terrain is placed around the outside of the table so that there is a “bowl” of track in the center of the table that is walled off. (See Fig. 5).

2. Obstacles may be placed as desired.

Bike Placement:

1. Bikes are placed in base to base contact anywhere along the edge of the track (See Fig. 5).

2. If necessary, players may wish to roll a die to determine in what order they place their bikes.

= terrain = track = obstacles

Weapon Activation Delay: None

Win Conditions:

1. The last player left standing, wins.

Fig. 5

Campaign Circuit Special Rules All bikes receive the survival bonus, all boxes of damage are automatically repaired for

free and destroyed bikes do not have to go into “the shop” after this race even if de-

stroyed.

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Optional Rules

The Sniper

Crowd Control

Gravity Wells

Mime Fields

Battle Boxes

Sticky Situation

OPTIONAL

How to Determine the Optional Rules: There are six different optional rules which may be applied to any type of race. Players may play with these rules or choose to ignore them. If players choose to incorporate these rules

they may either select which optional rule(s) to use, or roll a D6.

The Sniper Someone really doesn’t like you...

The crowd is restless and wants to participate in the race:

1. If any player’s bike is within 3” of the outside wall of the track at the end of the turn, the crowd starts pelting them with cups, rocks, hot dogs and anything else they can get their hands on.

2. Roll a D6, on a 6 the crowd throws something really nasty and that player’s bike takes wound.

Crowd Control Everyone really doesn’t like you...

A sniper is on the look out for any bike which seems to be pulling ahead of the pack:

1. If, at any time, any player rolls doubles on the dice that they use to determine their movement (for example, the highest two dice on a fast bike), the sniper shoots at them!

2. The sniper rolls 3D6 to hit and, if he hits, the targeted bike takes a wound.

3. The sniper may never critically hit or critically miss.

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Optional Rules

Gravity Wells Timmy would hate to be stuck in one of these...

The planet you’re racing on has random shifts in gravity:

1. Place D6 large circular templates marked as “gravity wells” on the track (along with any obstacles and terrain).

2. If you enter a gravity well, you are bogged down.

3. In addition, if you are caught in a gravity well you must make a movement class ac-

tion as your first action each turn you remain caught.

4. If you are able to move at least 6” in that action, you escape the gravity well and may continue your turn as normal.

5. If you fail to escape a gravity well, you are bogged down again.

Mime Fields “A mime is a terrible thing to baste” - The Orc Gourmand

Crowds of white faced (and probably French) mimes lounge casually around the track:

1. Place D6 large circular templates marked as “mime fields” on the track (along with any obstacles and terrain).

2. If you enter a mime field roll a D6:

= the mimes beat your bike with imaginary clubs and you take a wound.

= the mimes leap out of the way of your bike and nothing happens.

= the crowd goes wild as you splatter a mime all over the track. They are so impressed that they all pull out guns and start shooting at all the other bikes in the race. Every other bike in the race takes 1 wound.

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Optional Rules

Battle Boxes This’a seems familiar...

Someone has placed random rewards all over the track:

1. Place 2D6 Battle Box markers randomly on the track (along with obstacles and ter-rain.

2. When your bike comes into base to base contact with one of these markers, flip it over and roll on the chart below to determine which item you receive.

3. A flipped Battle Box marker is inactive and gives no reward.

4. You may only have 1 Battle Box item at a time and you must use that item before it can be replaced, however, Battle Boxes you touch still flip as normal.

5. At the end of the turn, return all flipped Battle Box markers face up.

= Magic Mushroom Stimulant 1. Single Use, May be used at any time 2. You gain +1 AP until the end of the turn.

= Green Shell 1. Single Use, New Action, 1AP 2. Declare that you are using this item. 3. Target another bike up to 36” away and within line of sight. Roll to hit. 4. If you hit, the target bike takes a wound and is placed facing in a random di-

rection using a scatter die.

= Red Shell 1. Single Use, New Action, 1AP 2. Declare that you are using this item. 3. Target another bike up to 18” away and within line of sight. You automatically

hit. 4. The target bike takes a wound and is placed facing in a random direction us-

ing a scatter die.

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Optional Rules

= Trap Box 1. Immediate Use 2. Replace the Battle Box marker you just flipped with a Trap Box marker. 3. The Trap Box marker should look the same as the other Battle Boxes when

face up, but be marked as a Trap Box when flipped.

4. When a bike comes into base to base contact with a Trap Box, flip it to reveal

that it is trapped. 5. That bike takes a wound and is bogged down.

= Leader Shell 1. Single Use, New Action, 1AP 2. Declare that you are using this item. 3. Target the bike that is currently in first place, regardless of distance or line

of sight. 4. That bike takes 1 wound and is placed facing in a random direction using a

scatter die.

= STAR (Small Temporary Atomic Reactor) 1. Single Use, May be used at any time. 2. Declare that you are using this item. 3. You gain +3 to your movement die rolls, before modifiers, until the end of the

turn. 4. You also deal 1 extra automatic wound when ramming until the end of the

turn.

Sticky Situation Eww...

The sponsors feel they could make more money if the races took longer:

1. Place D6 large circular templates marked as “sticky” templates on the track (along with any obstacles and terrain).

2. All of the area covered by those templates is considered rough terrain.

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Addt’l Steps

Purchase Upgrades These additional steps should be completed as well.

If you are playing a single race you may want to allocate a fixed amount of money to purchase upgrades as well. $500 is the recommended amount for a single race.

When playing a campaign game, you will earn money which you may spend to upgrade your bikes and your driver (see the lists at the end of this rulebook).

You begin the campaign with $500 to spend.

You may only upgrade your save once, ever.

Damage boxes must be upgraded from right to left (intuitively) and you are lim-

ited to the number of dash-lined boxes on your sheet.

This is the ONLY time when you may:

Purchase weapons and items.

Install, uninstall, and swap out weapons and items on your bikes.

Upgrade your bikes’ armor and damage boxes.

Place Terrain

At this time, you should place the terrain on the track according to the rules established for the type of race that you are participating in.

The rules for the type of race should be followed in spirit, but you may have leeway to adjust the rules according to your own designs as long as all players agree.

Place Bikes

After the terrain is placed, place your bikes on the track according to the rules estab-lished for the type of race.

You are now ready to race!

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The Game Turn

Two Easy Steps: Every game turn consists of two steps which must be followed in order:

1. Determine Initiative: Players begin each turn by rolling 2D6 to determine their initiative. This number may be modified in various ways and will serve to determine the order of play for the turn.

2. Take Actions: Battle Bikes game-play is based on an action point (AP) system where all players have a pool of AP to spend and a set of actions which they may take.

All bikes start with 2 AP which may be modified by upgrades and in game events. After initiative is rolled each turn, a single action is taken by the player with the

highest initiative. Play then continues in initiative order, from highest to lowest, with all players making single actions until everyone has taken their first action. Then, play returns to the player with the highest initiative to take their second ac-tion. Play continues in this fashion until all players have expended all of their AP.

Players must take an action if possible and lose the remainder of their AP if

they pass.

Once the last player expends his last action point, the turn is over and all effects that are triggered “at the end of the turn” occur. After such effects are resolved, the next turn begins with a new initiative role.

It is important to note that some actions, such as “turbo boost”, require more

than one AP. These actions are still considered single actions when determin-

ing turn order. Therefore, it is possible for players with the same number of

AP to take a different number of actions each turn.

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Actions

Classes of Actions: All actions fall into one of four classes: movement, combat, recovery, or combined.

Movement and combat actions are self explanatory and are the most used types of ac-

tions as, generally, you either want to be shooting at something or driving every turn. Different classes of bikes have different restrictions on the number of these actions they

may take each turn. Recovery actions consist of any forward-looking action which ei-ther repairs your bike, or allows you to prepare for other actions in upcoming turns.

Combined actions consist of single actions that span two or more of the other classes.

The actions listed below are Standard Actions that all bikes may take. This list is not all-inclusive of every action a player may take and each player’s list of available actions

may be expanded through upgrades and in game events.

Movement Actions

Unless specifically otherwise stated, all movement penalties and bonuses are ap-

plied after any modifiers to the movement die roll (such as the doubling effect of a

“turbo boost” action). Move:

1 AP This is your default movement action (you take this action if you roll dice before declar-ing another movement action). Its effect is different for each type of bike:

Light Bikes: Roll 3D6 and move a distance UP TO the total of the highest 2 dice in inches.

Medium Bikes: Roll 2D6 and move UP TO that distance in inches.

Heavy Bikes: Roll 3D6 and move a distance UP TO the total of the lowest 2 dice in inches.

Maximum number of movement class actions allowed per turn:

Light Bikes: 2

Medium Bikes: 1

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Actions

Turbo Boost: 2 AP

Taking a turbo boost action means your driver is dumping nitro, or some other highly volatile chemical, into his engine for a temporary boost of speed. Though effective, this

process can cause engine failure, and so whenever doubles are rolled on the two dice

which are used to determine your movement score, your bike doesn’t move and

instead is bogged down.

You must declare that you are taking a turbo boost action.

Like a standard move action, the effect of the turbo boost action differs for different

types of bikes:

Light Bikes:

Roll 3D6 and move a distance up to double total of the highest 2 dice in inches.

Medium Bikes:

Roll 2D6 and move up to double that distance in inches.

Heavy Bikes:

Roll 3D6 and move a distance up to double the total of the lowest 2 dice in inches.

Groongo stared down the barrel of the Heavy’s gigantic cannon. This

was the end of him, he felt sure.

He could feel the pressure mounting as the heavy just sat there. What

was taking him so long?

Unexpectedly, the cannon began to rotate back around to aim at

something that Groongo couldn’t see.

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Actions

Combat Actions Maximum number of combat class actions allowed per turn:

Light Bikes: 1

Medium Bikes: 1

Heavy Bikes: 2

Shoot: 1 AP

Your fire at another bike with whatever standard armaments it may have: 1. Target another bike which is within 24” of your bike and within line of sight. 2. Roll to hit. 3. If you hit, the target bike takes 1 wound.

Recovery Actions There is no maximum number of recovery class actions which may be taken per turn

On the Fly Repair: 1 AP

You try to repair your bike without slowing down: 1. Roll a D6, on a 4+ repair 1 box of damage or 1 disabled item.

Repair: 2 AP

You stop, or at least slow down, to make a concentrated effort at repairing your bike: 1. Repair 1 box of damage or 1 disabled item.

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Actions

Reload: 1 AP

Many weapons available for purchase need to be reloaded between each shot:

1. Reload 1 weapon.

Recovery Actions, cont.

Initiative Boost: 1 AP

You are take sometime to plan out your next move: 1. You may roll +1 die or –1 die on your next initiative roll.

Combined Actions Combined actions count as taking 1 action in EACH of the combined classes for the purpos-

es of your maximum actions per turn. For example, a melee action is a combined movement and combat action and so it counts

as taking 1 movement AND 1 combat action.

Melee: Movement / Combat

2 AP

You whack another bike with chains, or a bat, or a sword, etc.: 1. Declare that you are taking this action. 2. Make a standard move action. 3. Each bike which comes into base to base contact with your bike during that move

takes 1 wound.

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Actions

Ram: Movement / Combat

2 AP You ram your bike into another bike: 1. Declare that you are using this action (you may not decide to ram another bike ex

post facto).

2. Make a standard move action. 3. You may ram any or all bikes that you are in base to base contact with AFTER you

finish your movement.

A ram can occur in one of three ways:

Head-On: 1. The front of your bike is in base to base with another bike. 2. The other bike travels 2D6” in a straight line away from your bike. (see Fig. 6) 3. If the other bike hits a wall, it stops and takes a wound.

4. If the other bike hits a second bike, it stops and takes a wound and the second bike repeats the process as if it were rammed head-on. (This can create a pinball effect with multiple bikes).

5. All bikes which involuntarily travel any distance due to a head-on ram are placed fac-ing in a random direction using a scatter die.

Combined Actions, cont.

Fig. 6

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Actions

Ram, cont.

Side-Swipe: 1. The side of your bike is in base to base with another bike. (See Fig. 7) 2. Repeat the process for a head-on ram, but the other bike only travels 1D6” and is not

placed facing a random direction.

Rear-Ended:

1. The rear of your bike is in base to base with another bike. (See Fig. 8) 2. Repeat the process for a head-on ram, but the other bike only travels 1D6” 3. The other bike is still placed facing in a random direction.

Combined Actions, cont.

1D6”

1D6”

Fig. 7

Fig. 8

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Game Mechanics

The Details: These rules encompass the nitty-gritty details of how the game runs.

Movement

Forward Movement: Forward movement is the standard type of movement for all bikes. See your movement class action to determine the distance that your bike can travel.

Reverse Movement:

Bikes may move in reverse only during a standard move action. Reversing takes 2” of

movement for every 1” actually moved. For example, if you roll 12” of movement and need to move 2” in reverse in order to clear a path to turn, you move 2” back at the cost of 4” and then may move 8” forward.

Actual Movement Score: Your actual movement score is a very important number in Battle Bikes. Your score de-notes the speed that your bike moved in the previous turn and is the number which other

players are trying to match when rolling to hit your bike.

Your actual movement score is the actual distance that your bike moved during

your last movement action. Therefore, if you rolled a 12” movement, but become bogged down after moving 8”, your actual movement score is 8”. You should mark your actual movement on the sliding scale on the side of your bike sheet.

If you’re bogged down, or you choose not to spend action points on moving during your turn, your movement drops to 0 (skull and crossbones on the bike sheet) as soon as you lose or expend your last action point and stays at 0 until you move again.

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Game Mechanics

Turning

Free Turning: You may turn your bike for free during forward or reverse movement up to 45° to the left or right of the a straight line drawn directly down the center of your bike. For wider turns, the turning wheel must be used. (See Fig. 9).

The Turning Wheel:

The turning wheel is a device specific to Battle Bikes, it can be easily made by pasting or drawing the turning wheel template onto a CD (see the templates section of this rule-book).

Free Turning

Free Turning

Fig. 9

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Game Mechanics

Combat Targeting:

When targeting another bike, you must declare your target before you measure the dis-

tance to the target. If you target a bike which is out of range of your attack, your attack

automatically misses. In many cases, line of sight must also be determined. When de-termining line of sight, draw an imaginary line from the center of the targeting bike to

the center of the targeted bike. If that line is blocked by terrain or other objects which cannot logically be seen though, and the targeted bike cannot be seen.

Rolling to Hit: Once your target is established and is in range, many weapons require you to roll to hit. When you are required to do so follow this process: 1. Roll 3D6. 2. Add in any modifiers which may affect your roll.

3. If your total roll is equal to or higher than your target bikes’ actual movement score,

Critical Hits and Misses:

On rare occasions you will make extraordinarily good, or bad, shots that will either cause extra damage or explode in your face.

Rolling Triple 1’s: If you ever roll triple 1’s to hit, your weapon critically fails. You automatically miss your

attack and your bike takes a wound, with no save allowed. Also, if you were using a weap-on in one of your slots, it is disabled.

Rolling Triple 6’s: If you ever are lucky enough to roll triple 6’s, you critically strike your target. Your shot automatically hits, does one extra wound, and bypasses all saves which the target bike may have.

Rolling Triples, other than 1’s or 6’s: If you roll triples to hit, other than 1’s or 6’s, and your total score is high enough to hit the target bike, you deal one extra wound.

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Type of Race

Combat, cont.

Wounding: When your bike takes a wound, unless the weapon or circumstance specifically states

otherwise, you may roll to save that wound.

Rolling to save: Roll a D6 against your bike’s save score (on your bike’s sheet). If you roll equal to or higher than your save score, you save and the wound is ignored, otherwise you fail your save roll. An unmodified roll of a 6 always saves and an unmodified roll of a 1 always fails.

Failing your save roll: If you fail your save roll, your bike takes a wound. Roll 2D6 and match that number to the

number ranges in the top right of each of your bike’s vital areas. Mark the left-most, solid-lined damage box in the vital area you rolled.

Taking Multiple Wounds: If you take multiple wounds from the same attack, follow the previous steps for each wound separately.

Penalties: After you take a certain amount of damage in a vital area, you will start to suffer penal-ties as denoted on your bike’s sheet.

Being Destroyed: If you ever reach the skull and crossbones in any vital area, your bike is destroyed. Flip

your bike on its side where it was destroyed, as it is now a flaming wreck which counts as an obstacle. You are taken out of the current race and, if playing in a campaign, your bike must be placed “in the shop” to be repaired.

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Definitions

Other Details: More rules which encompass even more nitty-gritty details of how the game runs.

Bogged Down: If your bike becomes bogged down, it immediately stops and you lose the remainder of your AP for the turn.

Rough Terrain: Immediately as your bike enters rough terrain, roll a D6.

If you become bogged down, your bike stops at the point where it entered the terrain. If you are able to pass all the way through the area of rough terrain without being bogged down, you only have to take one test. However, if you end your movement inside

of the rough terrain or if you become bogged down in the rough terrain, you must take a

second test before you move out of the rough terrain.

= you are bogged down.

= you may continue your movement as normal. -

= you take a wound, no save allowed, but may continue your movement.

Weapons Activation Delay: Some race types call for a weapons activation delay. If there is one, no bike may make any combat action, except for a melee or ram action, for the number of turns specified.

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Definitions

Reloading: If a weapon or item states that it must be reloaded, then it is considered disabled until you use the reload action to reload that specific weapon or item.

Disabled Weapons or Items: If a weapon or item becomes disabled, it may no longer be used and generates no benefi-cial effects until it is repaired. If the weapon or item becomes disabled due to damage taken in that category, repairing the damage will also repair the weapon or item. However, if the weapon or item is disa-

bled directly, for example if you are hit by the Ion Cannon (see the weapons and items section of this rulebook), you must repair that weapon or item directly.

Templates: If a item or rule makes reference to a template, that template may be found at the end of this rulebook.

Suddenly, the heavy exploded forward in a burst of movement and

sparks.

Groongo tensed as it hurtled towards him, smashing hard into his

bike.

The track turned into a blur as he whirled backwards spinning out of

control.

When the dust and nausea settled, all he could see was an up-close

view of the wall which bordered the inside of the track.

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Race Placement

Post-Race Awards / Repairs: After each race, you will be awarded a place and, if playing in a campaign, cash and campaign

points. In order to make sure each player is awarded their share correctly, follow these steps in order.

Determining Race Placement

In a standard race and several other race types, placement is determined first by the

order in which players finish the race, and second by the order in which player’s bikes

were destroyed. Players who finish the race are ranked in top down order with first place going to the first player to finish, etc.

Players who are destroyed are ranked in bottom up order with the first player who is destroyed falling into last place, etc.

For example: 5 players are racing in a standard race. Player 2 is destroyed first followed by Player 3. Players 5, 1, and 4 finish the race, in that order. They would be ranked:

1st place: Player 5

2nd place: Player 1 3rd place: Player 4 4th place: Player 3 5th place: Player 2

Of course, not all race types follow this exact formula, and the rules for each race type override these standard rules.

Page 31: Battle Bikes 2.4.pdf

31

Awards

Determining Awards

After placement is determined, players earn cash, campaign points (CP), and sponsor-ship awards based on multiple factors detailed below:

All Awards are Cumulative

Cash CP

Placement in the Race: 1st place: $100 10 CP First Sponsor Pick 2nd place: $70 6 CP Second Sponsor Pick 3rd place: $50 3 CP Third Sponsor Pick 4th place: $25 1 CP Fourth Sponsor Pick 5th place: No Award No Award Fifth Sponsor Pick

Surviving the Race:

(not being destroyed) $50 1 CP

Dealing Damage: (wounds dealt and not saved, max of 15)

Per box: $10 Per 5 boxes: 1 CP

Participation: (everyone gets this)

$150

Page 32: Battle Bikes 2.4.pdf

32

Final Steps

Reset / Pick Sponsors

You may now retrieve bikes from the shop which were placed in the shop during the last race.

You may now also choose to repair your current bike, place it in the shop, or continue on to the next race. The cost to repair a bike is $10 per damage box / disabled weap-on. Any damage not repaired is carried on to the next race. Alternatively, you may place your bike in the shop. Doing so means that your bike is unavailable for the next race and you must use your backup bike. Also, items and weapons which are on a bike placed in the shop must remain on that bike until it comes

out of the shop. Any bike which was destroyed must be placed in the shop. Bikes come out of the shop fully repaired with all weapons and items working.

Note: You only have one driver, regardless of which bike you are fielding, and all of your driver’s IP upgrades transfer between your bikes. This is true even if your bike is

destroyed in the race (your driver is not killed, he just peed his pants a little).

Repairing Bikes / The Shop

Sponsors flock to racers who are winning, or they may prefer to be on the underdog... All sponsors from last race are reset.

Players may now pick their sponsors (from the Sponsor list on Pg. 49) in the order detailed in the awards section on the previous page. Sponsors generally give a temporary bonus for the next game, although some may award extra cash or some other permanent bonus.

Sponsors fall into several categories, detailed in the Sponsor list, and each sponsor

may only be chosen by one player at a time.

Page 33: Battle Bikes 2.4.pdf

33

Final Steps

Determine Campaign Placement

This is the final step for any campaign game. Players add their newly earned CP to their already earned CP to determine their place-

ment in the campaign.

If a player meets the pre-set requirements to win the campaign, and after re-

view by their fellow players, they may declare themselves the winner!

Groongo’s head spun and he could barely move in his significantly

shrunken cockpit.

He tried to start his engine, but after several flameouts he gave up.

“Damn it!” he thought, he was so close to winning too.

All he could do now was sit back and hope the other bikes didn’t crash

and kill him.

As the whirred and roared over and around him, he started thinking

how he would load-out his next bike.

He wouldn’t lose so easily next time...

Page 34: Battle Bikes 2.4.pdf

34

Weapons / Items

Definitions for Weapons and Items:

Item / Weapon Types: New Action:

If a weapon or item states it is used as a new action, this is an additional action which

may be taken along with or instead of the standard available actions. Action Points cost will be stated for these items.

Upgrade: If a weapon or item is classified as an upgrade, this is typically a passive improvement to a standard action (or possibly to another item or weapon). Such items will detail

their exact effect. Unless specifically stated otherwise, upgrades may only be tak-

en once.

Slots Weapons and items must be mounted in their specified slot (see your bike’s sheet). Re-moving a weapon from a slot is free, as is swapping a weapon or item out for a new one.

Specified Classes

Some items, typically items that go into the special slot, will specify that they may only be used by a certain type of bike or they may exclude a certain type of bike. When come

across, these rules should be self explanatory.

Template Weapons Some weapons and items designate the use of a template (templates can be found at

the end of this rulebook). You may only place one template of each type on the

track at once. For example, if your bike has the chain smoker and the “BP special”, you may have one smoke and one oil slick on the track, but not two smoke screens. Also, if the template weapon designates the number of turns the template remains on the track, you must wait until the template expires before you place a new one.

Page 35: Battle Bikes 2.4.pdf

35

Weapons / Items

Front Slot

Rapid Fire Cannon

Upgrade $300 Standard “shoot” action

Shoots more bullets at the price of lowered accuracy...

When making a standard shoot action, you may choose to make 2 shots instead of 1, but each shot is made at a –3 to hit.

Ion Cannon

New Combat Action $400 1 Action Point

A burst of highly charged particles burn out complicated circuitry...

Target any bike in line of sight and within 36” and roll to hit with a –2 to save. If you hit and the target fails their save, they must roll to see which vital area is affected. If

there is a weapon or item installed in the affected area, it is disabled. Weapons and

items disabled in this way may be repaired in the same way as 1 box of damage.

Heat-Seeking Missile

New Combat Action $500 1 Action Point

Fires a missile which can follow its target around corners...

Target any bike within 18” regardless of line of sight. Deal the target bike 1 wound.

This weapon must be reloaded.

High-Explosive Missile

New Combat Action $300 2 Action Points

Fires a missile which causes a large, devastating blast...

Target any bike in line of sight and within 24” of your bike and roll to hit. If you hit center a large round template over the target bike. All bikes under the template take 1 wound and suffer a –1 on their save roll.

Page 36: Battle Bikes 2.4.pdf

36

Weapons / Items

Front Slot, cont.

The Burninator

New Combat Action $500 1 Action Point

Shoots a stream of burning liquid at high pressure.

Extend a straight template out lengthwise from any point base to base with your bike. All bikes underneath the template take 1 wound but add +1 to their save rolls.

SETI Defense Space Cannon

New Combat Action $600 2 Action Points

Calls in a large orbital laser strike

Choose a target area of the track in line of sight and within 24” and roll to hit. If you hit, place a marker at the target. If you miss, move the marker D6” in a random di-rection using a scatter die.

You may only have one marker placed on the track at a time and the marker remains on the track until the laser is triggered. Once the marker is placed, roll a D6 after each time you take an action. The laser is triggered either by expending 1AP to trig-ger it, OR by rolling a 6 after you take an action.

When the laser is triggered, center a large round template around the marker. Any

bike caught under the template (including your own) suffers 2 wounds at –2 to their save rolls.

Page 37: Battle Bikes 2.4.pdf

37

Weapons / Items

Front Slot, cont.

Flak Cannon

New Combat Action $500 2 Action Points

Shoots hundreds of shards of metal at high velocity and high spread

Target another bike in line of sight and within 24” and roll to hit. If you hit, and the bike is:

0”-8” away, the target suffers 2 wounds at –1 to their save rolls. >8”-16” away, the target suffers 2 wounds. >16”-24” away, the target suffers 1 wound.

The Tenderizer

New Combat Action $600 1 Action Point

Shoots concentrated microwaves which liquefy all but the hardest metals...

Target another bike in line of sight and within 18” and roll to hit. If you hit, the target bike suffers a –1 to its save rolls for D3 +1 turns. This effect may be applied multiple times.

Page 38: Battle Bikes 2.4.pdf

38

Weapons / Items

Rear Slot

The “BP Special” Oil Sprayer

New Combat Action $400 1 Action Point

This weapon sprays a large field of oil onto the track making it slick and dangerous...

Place a large round template, marked as an “oil slick”, in base to base with your bike. The field lasts for D3 +2 turns. Any bike which enters the template ends its current movement and slides in a straight line across the template. It is then turned facing a

random direction using a scatter die. If the sliding bike collides with terrain it takes a wound. If the sliding bike collides with another bike, it takes a wound and the sec-ond bike is treated as being rammed head-on.

The Chain Smoker

New Combat Action $300 1 Action Point

This weapon emits a dense field of smoke which can’t be seen through...

Place a large round template, marked as “smoke”, in base to base with your bike. The smoke dissipates in D3 turns. The area of the smoke template is considered rough terrain and blocks line of sight.

Mine Layer

New Combat Action $300 1 Action Point

Lays a field of micro-mines which attach to the first enemy target to pass by...

Place a large round template, marked as a “mine field”, in base to base with your bike. The field lasts until triggered, or until you choose to lay another field. The first enemy bike which enters the field suffers 1 wound.

Page 39: Battle Bikes 2.4.pdf

39

Weapons / Items

Rear Slot, cont.

Drone Bay

New Combat Action $600/$100 1 Action Point

Many drivers elect to field drones which can complete various tasks for them...

Special Rules: This weapon launches 2 drones. Drones have their own damage sheets in the tem-plates section of the rulebook. Players may repair any damage their drones have

suffered for $10 per box. When a drone is destroyed, it must be replaced for $100 during the “purchase upgrades” phase of the pre-race before it can be fielded again. Any drone replaced in this way will keep its upgrades. Using the Drone Bay: Drones begin the race attached to their parent bike and detaching each drone is a

new combat action which costs the parent bike 1 AP. While attached, drones may not be attacked, they travel with the parent bike and they are considered deactivated for the purposes of any special equipment they carry (see pg. 45). Once detached, drones act as their own “bikes” under the control of the player who launched them. Drones have 1 AP, 2 damage boxes, a 5+ save and may be targeted as a standard bike.

Drones may take any standard action and their controlling player must take their actions as if his own bike was taking an action. Drones may also, as an action, reattach to their parent bike if they are in base to base contact with it. Attached drones may be repaired as if they were part of the parent bike.

If the drone bay is disabled, drones lose all of their AP until the drone bay is repaired.

Page 40: Battle Bikes 2.4.pdf

40

Weapons / Items

Special Slot

The Claw

New Combat Action 2 Action Points $400 Heavy Bikes Only

Fires a claw which can catch onto other bikes and winch them backwards.

Target another bike in line of sight and within 15” and roll to hit. If you hit, move that bike into base to base contact with your bike. This movement counts as a “ram” ac-tion for purposes of upgrades such as “spikes”. Roll a D6, on a 4+ the target bike is

bogged down. This weapon must be reloaded.

The Rocket Booster

New Movement Action 2 Action Points $600 Light Bikes Only

A dangerous, but fast, way to travel...

Roll 3D6 and move EXACTLY double the total of all 3 dice. If your two highest dice are doubles, you do not move and instead are bogged down. If you roll triples, you do not

move, you are bogged down, you take a wound and this item is disabled. This item

must be reloaded.

EMP Pulse

New Combat Action 2 Action Points $400 Medium Bikes Only

Emits a disruptive pulse which can burn out other bike’s sensitive electronics...

Disable this item. All other bikes within 12” of you bike, regardless of line of sight, are bogged down on the roll of a 3+.

Page 41: Battle Bikes 2.4.pdf

41

Weapons / Items

Enhancement Slot

Spikes

Upgrade $200 Standard Ram Action

They’re spikes...on your bike...

You automatically deal 1 wound to any bike you ram.

Stabilized Nitro

Upgrade $400 Standard Turbo Boost Action

Makes turbo boosting a little less risky...

If you become bogged down due to your dice roll on a turbo boost action, you instead may move the distance you rolled as a standard move action.

High-Quality Engine Parts

Upgrade $200 All Movement Actions

Your engine is well put together...

This upgrade may be taken multiple times.

Add +1 to your total movement roll before any modifiers are applied.

Enhanced Traction

Upgrade $300 All Movement Actions

You can easily navigate the roughest of terrain...

You no longer become bogged down on the roll of a 1 in rough terrain.

Page 42: Battle Bikes 2.4.pdf

42

Weapons / Items

Enhancement Slot, cont.

High-Discharge Capacitor

New Recovery Action $600 3 Action Points

You save up energy for later use...

Double your total action points next turn.

Electrified Armor

Upgrade $500 Defensive / Offensive

Your bike’s exterior is electrified...

When you are attacked with a ram or melee action, the attacking bike takes 1 wound.

Sawed-Off Shotgun

Upgrade $300 Standard Melee Action

You have a shotgun, for those up-close and personal encounters...

When taking a melee action, you wound all bikes that come within 2” of your bike, ra-ther than only base to base. Also, if you are destroyed during the race, any bike which passes within 2” of your destroyed bike still takes a wound. Dealing these

wounds grants cash and CP as normal. When you make a melee attack from further than 1” away, you may ignore the effects of electrified armor (see above).

Advanced Targeting Systems

Upgrade $300 All Combat Actions

You’ve switched on your targeting computer...

This upgrade may be taken multiple times. You gain +2 on to hit rolls.

Page 43: Battle Bikes 2.4.pdf

43

Weapons / Items

Enhancement Slot, cont.

Passive Deflection Field

Upgrade $400 Defensive

Creates an energy barrier which is difficult to pass through...

Whenever you are targeted by a combat action other than a ram or melee action, the

bike taking the action must roll at least an unmodified 8 to hit or else the attack misses. This applies even to attacks which do not require a roll to hit.

Speed Holes

Upgrade $300 All Movement Actions

It sure does...

Add +2” of movement to any movement action. (This does not apply if you become bogged down).

DAX Gunner

Upgrade $600 All Combat Actions

You’ve given over some of your targeting to a computer...

You may make 1 additional combat action per turn.

Nanites

Upgrade $400 Standard On the Fly Repair Action

Tiny robots to help repair your bike...

You gain +1 to your roll when you take a on the fly repair action.

Page 44: Battle Bikes 2.4.pdf

44

Weapons / Items

Enhancement Slot, cont.

Decoy Drones

Upgrade $200/drone Drones

Drones can be modified to project a hologram of your bike...

As long as at least one of your drones with this upgrade is within 12” of your bike and

is not deactivated, you may choose to roll a D6 for any wounds you suffer before you make your save. On a roll of 4+, that wound is redirected to that drone.

Heavy Cannon

Upgrade $500 Standard On the Fly Repair Action

Your main gun shoots dense, armor piercing rounds...

Any bike hit by your standard shoot action suffers a –1 penalty on their save roll.

Drone Slot

Repair Drones

Upgrade $200/drone Drones

Drones can be modified to help repair your bike...

As long as at least one of your drones with this upgrade is within 12” of your bike and is not deactivated, you gain +1 to your on the fly repair rolls per drone with this up-grade.

Turret Drones

Upgrade $200/drone Drones

Drones can be modified to shoot at a faster rate...

Turret drones cannot make move actions. Turret drones count as having the “rapid fire cannon” upgrade (in the front slot list) when making shoot actions.

Page 45: Battle Bikes 2.4.pdf

45

Implants

Definitions for Implants:

Implants, unlike weapons and items, upgrade your driver and not your bike. Your driver stays the same throughout the campaign and so his upgrades transfer from one bike to another, even if one of your bikes in the shop.

Implant Points (IP) Your IP value represents the maximum number of implants your driver’s constitution can support. Each implant will cost a certain amount of IP and you may buy implants up to your maximum IP (given on your driver’s sheet). Though you do not have to use all of your IP, you may not exceed your maximum.

Upgrading your IP

Your driver’s maximum IP may be upgraded at the cost denoted on your driver’s sheet. IP upgrades may be purchased during the purchase upgrades phase of the pre-race and you may install new implants to fill the points immediately.

Resetting Your Driver’s Implants

You may remove all of your driver’s implants and replace them with a new set only dur-ing the upgrades phase of the pre-race. Doing so costs $200.

Page 46: Battle Bikes 2.4.pdf

46

Implants

Implants

Cybernetic Eyes

Implant 10 IP May be taken up to 2X

Slow eyes? Try cyber-eyes...

You gain +1 when rolling to hit per eye replaced.

Muscle Replacements

Implant 25 IP May be taken up to 2X

You replace your muscles with a stronger, carbon-fiber mesh...

Opponents suffer –1 on their save rolls when you hit them with a melee attack.

Specialized Arm

Implant 20 IP May only be taken once

You implant a third arm which is specialized to repair your bike...

You gain +1 on your on the fly repair rolls.

“Kamikaze” Rage Enhancer

Implant 15 IP May only be taken once

A brain implants helps enhance your anger and remove your fear...

You deal 1 additional automatic wound when ramming.

Precision Body Control

Implant 30 IP May only be taken once

Implants allow you to make much more precise turns...

You turn at 1/2 the movement cost when using the turning wheel.

Page 47: Battle Bikes 2.4.pdf

47

Implants

Implants, cont.

Reflex Booster

Implant 50 IP May only be taken once

You can quickly adjust to any situation or attack...

You gain an extra 6+ save roll. This roll cannot be modified in any way (up or down) and may be taken even if the wound you take does not allow saves.

Neural Motivator

Implant 100 IP May only be taken once

Your brain is implanted with a motivation chip that keeps you going at top speed...

You gain +1 AP.

Page 48: Battle Bikes 2.4.pdf

48

Sponsors

Choosing Sponsors: Sponsors are chosen by the players in the order detailed in the “determining awards” section

of the rulebook (pg. 32). Each sponsor may only be chosen by one player at a time and certain sponsors may not be chosen by some players as detailed in the sponsor lists.

The Sponsors Franz’ Bombs, and Other Armaments, Inc.

You gain one additional, temporary slot of your choice which cannot be disabled and lasts for the duration of the next race. When sponsors are reset, any weapon or item

which is installed in this slot is automatically removed.

Alex’s Throat-Kicker, Steel Toed Boots, llc. You automatically deal +1 wound (per bike meleed) when attacking in melee for the dura-

tion of the next race.

Eric’s Generic Chinese Knockoffs, Inc. You may purchase weapons and items at a 25% discount during the next purchase up-

grades phase.

The Sponsler, Mystery Benefactor You immediately earn $200.

Groongo’s Great Gears and Other Engine Parts +1 to your maximum movement type actions per turn for the duration of the next race. (Note: this does not grant you extra AP, nor does it make the movement action free.)

Riley’s Wiley Discount Shields You roll +1 to save for the duration of the next game.

The Comeback Kid, Cowboy Boots and Apparel You may only take this sponsor if, after the third race in the campaign, you are in

last place in the campaign. You gain +1AP for the duration of the next race.

Page 49: Battle Bikes 2.4.pdf

49

Large Round Template Type: __________________

Large Round Template Type: __________________

Page 50: Battle Bikes 2.4.pdf

50

Long

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Page 51: Battle Bikes 2.4.pdf

51

Turning Wheel

Front of Bike

4”

Turning Wheel

Front of Bike

4”

Page 52: Battle Bikes 2.4.pdf

52

Drone Card Damage:

Upgrade

Drone Card Damage:

Upgrade

Drone Card Damage:

Upgrade

Drone Card Damage:

Upgrade

Drone Card Damage:

Upgrade

Drone Card Damage:

Upgrade

Drone Card Damage:

Upgrade

Drone Card Damage:

Upgrade

Page 53: Battle Bikes 2.4.pdf

Actual Movement Score

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Page 54: Battle Bikes 2.4.pdf

Cut Here

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Page 55: Battle Bikes 2.4.pdf

55

Type of Race

Page 56: Battle Bikes 2.4.pdf

Patch Notes (11/20/12):

2.2 to 2.3:

-Corrected Franz’s name on the cover (I think).

-Changed the “Joust” type of race to “Retrieval” (pp. 6 and 7)

-Added new campaign circuit rules to “Demolition Derby” (pg. 12)

-Reduced the dice that “the sniper” rolls to hit from 4d6 to 3d6 (pg. 13)

-Clarified that all movement penalties and bonuses are applied after movement die roll modifi-

ers unless otherwise stated. (pg. 19)

-Removed the restriction that a bike which turbo boosts must move “exactly” the distance

rolled, instead bikes may move “up to” the distance rolled. (pg. 20)

-Clarified that your actual movement score is the distance your bike traveled during your last

movement action, rather than during your last turn. (pg. 25)

- Clarified that line of sight must be determined from the center of the targeting bike to the cen-

ter of the targeted bike. (pg. 27)

- Allowed bikes hit by the “ion cannon” to roll a save at –2, and clarified that any items or

weapons disabled by the ion cannon may be repaired as if repairing 1 box of damage. (pg. 36)

- Reduced the AP cost of triggering the laser in the “SETI defense laser” from 2AP to 1AP. (Pg.

37)

- Modified the “drone bay” so that drones which are repurchased do not lose their upgrades. Al-

so clarified that attached drones may be repaired as part of their parent bike and that drones

which sustain damage in a race may be repaired post-race for $10 per box.(pg. 40)

- Changed the name of “All Terrain Tires” to “Enhanced Traction” (Pg. 42)

- Clarified that the “sawed-off shotgun” enhancement ignores the effects of “electrified armor”

when you make a melee attack from more than 1” away. (pg. 43)

-Changed the name of the enhancement slot item “red makes it go faster” to “speed holes” (pg.

44)

-Reduced the cost of the “turret drone” drone upgrade from $300 / drone to $200 / drone. (pg.

45)

-Added a movement penalties / bonus tracker box to the bike sheet (pg. 54)