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Motorcycle: 50 creditsA Motorcycle is a two wheeled vehicle, suitable for a rider and up to one passenger sitting behind the driver. Motorcycles can only cross "difficult" terrain at combat speed or lower, and may not pass over "impassable" terrain at any speed. Trike: 60 credits These three wheeled vehicles may carry up to two passengers, plus the driver. These vehicles can handle "difficult" terrain at fast speed or slower, and may cross "impassable" terrain at slow speed. Wheel ATV: 70 credits 4 wheel All Terrain Vehicles may carry one driver and up to two passengers. These vehicles can handle "difficult" terrain at any speed, and may cross "impassable" terrain at fast speed or slower. BIKE CUSTOMIZATION Any bike may have any number of customizations as described below limited to one of each customization per bike.
BIKE MOVEMENT Bikes do not move as other models. Instead they have different "speed bands" based on their base movement. Each of these speed bands offers the bike a different level of mobility, as follows:
The number of turns states the number of turns the rider can safely make without having to try a skid turn. At the start of the battle, the bikes must either be stopped or at slow speed. Bikes may accelerate two speed bands in the movement phase, or decelerate one. (e.g., a bike going Slow may accelerate to Combat or Fast speed. A bike going at Combat speed may decelerate to Slow, but not Stopped.) TERRAIN At the start of the battle, both parties should agree on which areas of the board represent difficult terrain for the bikes. Most of the table should be "clear", but there may be places where "difficult" or even "impassable" should be designated. Excessively rough or steep terrain should be "difficult", where steep and rough terrain should be "impassable". Of course, things like sheer walls or pools should be un-navigable by any wheeled vehicle. If the bike enters terrain it cannot cross, it will go out of control for the remainder of its movement and come to a halt. The rider and any passengers must make an Initiative test to avoid falling off the bike. SKID TURNS A rider may attempt more 45° turns in his movement than is normally safe (as described in the table above). For each additional 45° turn, the biker must make a test on the Bike Control Table. Any results of the Control Roll will be applied to the new (turned) direction of the bike. JUMPS AND FALLS A biker may attempt to jump a gap, or launch his bike off a building edge to a lower level. If jumping a gap, the biker may use up to half of his movement in the jump. Before making the jump, roll a d6. On a result of a "1", the biker cannot find a suitable ramp and will instead fall off the edge in a controlled manner to a lower level as described below. Otherwise, the bike will fly over the gap and land on the other side. The bike may take damage from the jump. Work the damage as if the bike was hit with a blow of ST equal to half the distance jumped, rounding fractions up. Also, the rider must roll on the Bike Control Table when it lands. If falling in a controlled manner, the bike will land on the lower level a number of inches away from the starting point equal to the height of the fall. The bike may take damage from the fall. Work the damage as if the bike was hit with a blow of ST equal to the height of the fall. The rider must also roll on the Bike Control Table when it lands. The height of the fall counts towards the bikes movement allowance for the turn.
Date: 2015-12-24; view: 1024
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