22 upgrades

Armour Plating

4 Cans

Build slots
1
Sponsor
All Sponsors

Special rules

  • Armour Plating.

    The vehicle has been loaded with additional plates and shielding. This vehicle has its Hull Value permanently increased by 2. A single vehicle may be fitted with multiple Armour Plating upgrades for further +2 hull each time.

Experimental Nuclear Engine

5 Cans

Build slots
0
Sponsor
Mishkin

Special rules

  • Electrical.

    This weapon may only be purchased by teams sponsored by Mishkin.

  • Experimental Nuclear Engine.

    Mishkin-sponsored teams only. This upgrade may not be purchased for lightweight vehicles. A vehicle may only purchase this upgrade once. Add 2 to this vehicle's max Gear, (up to a maximum of 6). This vehicle considers the Long Straight movement to be permitted in any Gear. The Long Straight is not considered either Hazardous or Trivial in any Gear. If this vehicle ever fails a Flip check, it is immediately Wrecked and automatically Explodes. When this vehicle Explodes, it counts as Heavyweight.

Experimental Teleporter

7 Cans

Build slots
0
Sponsor
Mishkin

Special rules

  • Electrical.

    This weapon may only be purchased by teams sponsored by Mishkin.

  • Experimental Teleporter.

    Mishkin-sponsored teams only. A vehicle may only purchase this upgrade once. At the start of this vehicle's activation this vehicle may choose to activate the Experimental Teleporter prior to (and in addition to) its normal Movement Step. When the Experimental Teleporter is activated, this vehicle gains 3 Hazard Tokens, and then rolls a single Skid Die. If the Skid Dice result is any result other than a Hazard, place this vehicle anywhere within Medium range of its current position, not touching an obstruction or terrain, without altering the vehicle's facing. This does not cause a Collision. This vehicle then begins its normal Movement Step from this new location. If the Skid Dice result is a Hazard, the player to the left of the controller of the vehicle places this vehicle anywhere within Long range of its current position, not touching an obstruction or terrain, without altering its facing. This does not cause a Collision.

Exploding Ram

3 Cans

Build slots
0
Sponsor
All Sponsors

Special rules

  • Ammo 1.

    Some weapons and upgrades have limited fuel or ammunition. A weapon or upgrade with this special rule begins the game with (x) number of Ammo Tokens on its dashboard for that weapon or upgrade, where (x) is the value listed. Before making an attack with this weapon or using this upgrade, this vehicle must discard an Ammo Token from this weapon or upgrade. If the vehicle cannot discard an Ammo Token, this weapon or upgrade may not be used. Ammo Tokens are specific to a given weapon or upgrade. A vehicle may not discard Ammo Tokens from one weapon or upgrade to attack with another weapon or use another upgrade.

  • Exploding Ram.

    When purchasing this upgrade, a facing must be declared for it, as if it was a weapon. A vehicle may only purchase this upgrade once. Lightweight vehicles may not purchase this weapon. The first time this vehicle is involved in a Collision on the declared facing in a game, this vehicle must declare a Smash Attack (even if the Collision is a Tailgate). During this Smash Attack this vehicle gains +6 attack dice. If any 1s or 2s are rolled on this vehicle's attack dice during this Smash Attack, this vehicle immediately loses one hull point for each 1 or 2 rolled. A vehicle may equip both a Ram and an Explosive Ram on the same facing, and their effects are cumulative.

Extra Crewmember

4 Cans

Build slots
0
Sponsor
All Sponsors

Special rules

  • Extra Crewmember.

    Each Extra Crewmember purchased increases the vehicles Crew Value by 1. This will increase the number of attacks a vehicle can make in its Attack Step. A vehicle may not purchase more Extra Crewmembers than its starting Crew Value.

Improvised Sludge Thrower

2 Cans

Build slots
1
Sponsor
All Sponsors

Special rules

  • Improvised Sludge Thrower.

    This vehicle may place the Burst templates for its dropped weapons anywhere that is at least partially within Medium range and 360-degree Arc of Fire of this vehicle.

Nitro Booster

6 Cans

Build slots
0
Sponsor
All Sponsors

Special rules

  • Ammo 1.

    Some weapons and upgrades have limited fuel or ammunition. A weapon or upgrade with this special rule begins the game with (x) number of Ammo Tokens on its dashboard for that weapon or upgrade, where (x) is the value listed. Before making an attack with this weapon or using this upgrade, this vehicle must discard an Ammo Token from this weapon or upgrade. If the vehicle cannot discard an Ammo Token, this weapon or upgrade may not be used. Ammo Tokens are specific to a given weapon or upgrade. A vehicle may not discard Ammo Tokens from one weapon or upgrade to attack with another weapon or use another upgrade.

  • Nitro Booster.

    Once per activation, at the start of a Movement Step, this vehicle may declare that it is using a Nitro Booster. If it does, this vehicle makes an immediate forced, Long Straight move forward, and then gains Hazard Tokens until it has 5 Hazard Tokens. It then resolves its Movement Step as normal, except that the vehicle may not reverse. At the end of a Movement Step in which this vehicle used Nitro Booster, it gains Hazard Tokens until it has 5 Hazard Tokens.

Ram

4 Cans

Build slots
1
Sponsor
All Sponsors

Special rules

  • Ram.

    The Ram can represent a ram, a bulldozer blade, a cow-catcher, a buzz saw, a wrecking ball on a chain, spiked or scythed wheels, metal spikes, or any other vicious or dangerous close combat weapon attached to the vehicle. When purchasing this upgrade, a facing must be declared for it, as if it was a weapon. A vehicle may only purchase a single Ram on each facing. When involved in a Collision on the declared facing, this vehicle may add 2 attack dice to its Smash Attack, and this vehicle does not gain any Hazard Tokens as a result of the Collision.

Roll Cage

4 Cans

Build slots
1
Sponsor
All Sponsors

Special rules

  • Roll Cage.

    When this vehicle suffers a flip, this vehicle may choose to ignore the 2 hits received from the flip.

Tank Tracks

4 Cans

Build slots
1
Sponsor
All Sponsors

Special rules

  • Tank Tracks.

    The vehicle with Tank Tracks has had its wheels replaced with caterpillar tracks. This increases its handling by 1, but reduces its max Gear by 1. This vehicle may also ignore rough and treacherous surfaces. A vehicle may only purchase this upgrade once. Tanks, Helicopters, and Gyrocopters may not purchase Tank Tracks.

MicroPlate Armour

6 Cans

Build slots
0
Sponsor
Verney

Special rules

  • Armour Plating.

    The vehicle has been loaded with additional plates and shielding. This vehicle has its Hull Value permanently increased by 2. A single vehicle may be fitted with multiple Armour Plating upgrades for further +2 hull each time.

Turret Mounting for Weapon

(x3) Cans*

Build slots
0
Sponsor
All Sponsors

Special rules

  • Turret Mounting for Weapon.

    When purchasing a shooting weapon for a vehicle, players may pay three times the basic cost of the weapon to make it Turret-mounted. A Turret-mounted weapon has a 360-degree Arc of Fire.

Prison Car

0 Cans

Build slots
0
Sponsor
The Warden

Special rules

  • Prison Car.

    Reduce the base cost of this vehicle by 4 Cans (to a minimum of 5 Cans). Reduce the Hull Value of this vehicle by 2. May only be purchased by Middleweight vehicles. May only be purchased once for each vehicle.

Louder Siren.

2 Cans

Build slots
0
Sponsor
Highway Patrol

Special rules

  • Louder Siren.

    Replace “bogey” with “any enemy vehicle” for the purposes of the Siren sponsor special rules.

Light Trailer

4 Cans

Build slots
0
Sponsor
Rusty's Bootleggers

Special rules

  • Light Trailer.

    Lightweight trailer don't provide additional build slots. Can be purchased only by any vehicle.

  • Articulated.

    An articulated vehicle is comprised of two parts: the cab and the trailer. The front part of the articulated vehicle is referred to as the cab. The rear part of the articulated vehicle is referred to as the trailer. The cab and trailer are connected by a hitch. When arming an articulated vehicle with a weapon, the player must declare whether that weapon is mounted on the cab or the trailer. When measuring range, place the shooting template touching either the cab or the trailer, depending on where the weapon is mounted. When moving an articulated vehicle, the cab is moved like a normal vehicle, separately to the trailer, and then the trailer is place back into contact with the cab once it is in its Final Position. To move an articulated vehicle, follow these steps: • Select a movement template as normal • If the vehicle selects any template other than a Straight, it gains 1 Hazard Token • Place the movement template so that it is touching the centre of the front edge of the cab • Optionally, roll and resolve Skid Dice as normal • Ignoring the trailer, place the cab in its Final Position • Place the trailer so that it is reconnected with the hitch of the cab, covering as much of the surface area of the movement template as possible. The trailer should follow the path of the cab as closely as possible during this vehicle's movement. This is enforced by ensuring that the trailer is covering as much of the surface area of the movement template as possible, but sometimes a little player judgement may be needed to ensure it moves in a way that you feel is realistic. When an articulated vehicle is moving in reverse, treat the rear of the trailer as the front of the cab, and treat the cab as the trailer. When pivoting an articulated vehicle, for example when resolving a Spin, pivot both cab and trailer together as a single fixed object around its shared centre point. If an articulated vehicle suffers a Flip, do not resolved a Flip and instead resolve a Jackknife: • Swing Trailer: The player to the left hinges the trailer into any position they like, without disconnecting or overlapping the cab and trailer. This creates a COLLISION WINDOW. • Pivot Vehicle: The player to the left then pivots the articulated vehicle to face any direction. This creates a COLLISION WINDOW. • Crunch: The articulated vehicle than performs a 4D6 attack against itself that cannot be Evaded.

  • Ponderous.

    Ponderous vehicles are inexorable, unable to manoeuvre easily but also hard to shift from their current course once they are rolling. Tanker Anchor: At the start of its activation, a Ponderous vehicle may gain 1 Hazard Token to skip its Movement Step. The massive vehicle may then increase its current Gear by 1. Slides: When a Ponderous vehicle resolves a Slide result, it must ignore the Slide template: do not place it. Each Slide result provides a Hazard Token as normal. Wipeouts: When a Ponderous vehicle suffers a Wipeout, the player to the left does not pivot it during the final step of the Wipeout process. Leave it in its current orientation.

  • Piledriver.

    During this vehicle's Movement Step, when this vehicle collides with another vehicle of a lighter weight-class, it may declare a Piledriver Attack as its reaction. A Piledriver Attack counts as a Smash Attack in all regards, and also includes an additional effect. If a vehicle is targeted with a Piledriver Attack, after resolving the Collision, the controller of the vehicle that made the Piledriver Attack may place the target vehicle anywhere within Short range of the target vehicle's original position, then pivot the target vehicle to face any direction, such that it does not collide with the active vehicle again during this Movement Step. If the vehicle has a Ram on the appropriate facing, the piledriver attack *does* benefit from the Ram's special rules.

  • Stowage.

    When purchasing a weapon for a vehicle with a trailer, the player must declare whether that weapons is installed on the cab or the trailer. When measuring range, place the shooting template touching either the cab or the trailer, depending on where the weapon is mounted, as per the Articulated special rule.

Medium Trailer

8 Cans

Build slots
0
Sponsor
Rusty's Bootleggers

Special rules

  • Medium Trailer.

    Middleweight trailers provide 1 additional build slot to the towing vehicle. Can be purchased only by middleweight or heavyweight vehicles.

  • Articulated.

    An articulated vehicle is comprised of two parts: the cab and the trailer. The front part of the articulated vehicle is referred to as the cab. The rear part of the articulated vehicle is referred to as the trailer. The cab and trailer are connected by a hitch. When arming an articulated vehicle with a weapon, the player must declare whether that weapon is mounted on the cab or the trailer. When measuring range, place the shooting template touching either the cab or the trailer, depending on where the weapon is mounted. When moving an articulated vehicle, the cab is moved like a normal vehicle, separately to the trailer, and then the trailer is place back into contact with the cab once it is in its Final Position. To move an articulated vehicle, follow these steps: • Select a movement template as normal • If the vehicle selects any template other than a Straight, it gains 1 Hazard Token • Place the movement template so that it is touching the centre of the front edge of the cab • Optionally, roll and resolve Skid Dice as normal • Ignoring the trailer, place the cab in its Final Position • Place the trailer so that it is reconnected with the hitch of the cab, covering as much of the surface area of the movement template as possible. The trailer should follow the path of the cab as closely as possible during this vehicle's movement. This is enforced by ensuring that the trailer is covering as much of the surface area of the movement template as possible, but sometimes a little player judgement may be needed to ensure it moves in a way that you feel is realistic. When an articulated vehicle is moving in reverse, treat the rear of the trailer as the front of the cab, and treat the cab as the trailer. When pivoting an articulated vehicle, for example when resolving a Spin, pivot both cab and trailer together as a single fixed object around its shared centre point. If an articulated vehicle suffers a Flip, do not resolved a Flip and instead resolve a Jackknife: • Swing Trailer: The player to the left hinges the trailer into any position they like, without disconnecting or overlapping the cab and trailer. This creates a COLLISION WINDOW. • Pivot Vehicle: The player to the left then pivots the articulated vehicle to face any direction. This creates a COLLISION WINDOW. • Crunch: The articulated vehicle than performs a 4D6 attack against itself that cannot be Evaded.

  • Ponderous.

    Ponderous vehicles are inexorable, unable to manoeuvre easily but also hard to shift from their current course once they are rolling. Tanker Anchor: At the start of its activation, a Ponderous vehicle may gain 1 Hazard Token to skip its Movement Step. The massive vehicle may then increase its current Gear by 1. Slides: When a Ponderous vehicle resolves a Slide result, it must ignore the Slide template: do not place it. Each Slide result provides a Hazard Token as normal. Wipeouts: When a Ponderous vehicle suffers a Wipeout, the player to the left does not pivot it during the final step of the Wipeout process. Leave it in its current orientation.

  • Piledriver.

    During this vehicle's Movement Step, when this vehicle collides with another vehicle of a lighter weight-class, it may declare a Piledriver Attack as its reaction. A Piledriver Attack counts as a Smash Attack in all regards, and also includes an additional effect. If a vehicle is targeted with a Piledriver Attack, after resolving the Collision, the controller of the vehicle that made the Piledriver Attack may place the target vehicle anywhere within Short range of the target vehicle's original position, then pivot the target vehicle to face any direction, such that it does not collide with the active vehicle again during this Movement Step. If the vehicle has a Ram on the appropriate facing, the piledriver attack *does* benefit from the Ram's special rules.

  • Stowage.

    When purchasing a weapon for a vehicle with a trailer, the player must declare whether that weapons is installed on the cab or the trailer. When measuring range, place the shooting template touching either the cab or the trailer, depending on where the weapon is mounted, as per the Articulated special rule.

Heavy Trailer

8 Cans

Build slots
0
Sponsor
Rusty's Bootleggers

Special rules

  • Heavy Trailer.

    Heavyweight trailers provide 3 additional build slots to the towing vehicle. Can be purchased only by heavyweight vehicles.

  • Articulated.

    An articulated vehicle is comprised of two parts: the cab and the trailer. The front part of the articulated vehicle is referred to as the cab. The rear part of the articulated vehicle is referred to as the trailer. The cab and trailer are connected by a hitch. When arming an articulated vehicle with a weapon, the player must declare whether that weapon is mounted on the cab or the trailer. When measuring range, place the shooting template touching either the cab or the trailer, depending on where the weapon is mounted. When moving an articulated vehicle, the cab is moved like a normal vehicle, separately to the trailer, and then the trailer is place back into contact with the cab once it is in its Final Position. To move an articulated vehicle, follow these steps: • Select a movement template as normal • If the vehicle selects any template other than a Straight, it gains 1 Hazard Token • Place the movement template so that it is touching the centre of the front edge of the cab • Optionally, roll and resolve Skid Dice as normal • Ignoring the trailer, place the cab in its Final Position • Place the trailer so that it is reconnected with the hitch of the cab, covering as much of the surface area of the movement template as possible. The trailer should follow the path of the cab as closely as possible during this vehicle's movement. This is enforced by ensuring that the trailer is covering as much of the surface area of the movement template as possible, but sometimes a little player judgement may be needed to ensure it moves in a way that you feel is realistic. When an articulated vehicle is moving in reverse, treat the rear of the trailer as the front of the cab, and treat the cab as the trailer. When pivoting an articulated vehicle, for example when resolving a Spin, pivot both cab and trailer together as a single fixed object around its shared centre point. If an articulated vehicle suffers a Flip, do not resolved a Flip and instead resolve a Jackknife: • Swing Trailer: The player to the left hinges the trailer into any position they like, without disconnecting or overlapping the cab and trailer. This creates a COLLISION WINDOW. • Pivot Vehicle: The player to the left then pivots the articulated vehicle to face any direction. This creates a COLLISION WINDOW. • Crunch: The articulated vehicle than performs a 4D6 attack against itself that cannot be Evaded.

  • Ponderous.

    Ponderous vehicles are inexorable, unable to manoeuvre easily but also hard to shift from their current course once they are rolling. Tanker Anchor: At the start of its activation, a Ponderous vehicle may gain 1 Hazard Token to skip its Movement Step. The massive vehicle may then increase its current Gear by 1. Slides: When a Ponderous vehicle resolves a Slide result, it must ignore the Slide template: do not place it. Each Slide result provides a Hazard Token as normal. Wipeouts: When a Ponderous vehicle suffers a Wipeout, the player to the left does not pivot it during the final step of the Wipeout process. Leave it in its current orientation.

  • Piledriver.

    During this vehicle's Movement Step, when this vehicle collides with another vehicle of a lighter weight-class, it may declare a Piledriver Attack as its reaction. A Piledriver Attack counts as a Smash Attack in all regards, and also includes an additional effect. If a vehicle is targeted with a Piledriver Attack, after resolving the Collision, the controller of the vehicle that made the Piledriver Attack may place the target vehicle anywhere within Short range of the target vehicle's original position, then pivot the target vehicle to face any direction, such that it does not collide with the active vehicle again during this Movement Step. If the vehicle has a Ram on the appropriate facing, the piledriver attack *does* benefit from the Ram's special rules.

  • Stowage.

    When purchasing a weapon for a vehicle with a trailer, the player must declare whether that weapons is installed on the cab or the trailer. When measuring range, place the shooting template touching either the cab or the trailer, depending on where the weapon is mounted, as per the Articulated special rule.

Peach Moonshine

0 Cans

Build slots
0
Sponsor
Rusty's Bootleggers

Special rules

  • Peach Moonshine.

    Trailer cargo upgrade. This vehicle's Molotov Cocktails count as having an infinite number of Ammo Tokens.

Sourmash Jet Booster

0 Cans

Build slots
0
Sponsor
Rusty's Bootleggers

Special rules

  • Sourmash Jet Booster.

    Trailer cargo upgrade. At the end of this vehicle's Movement Step, if this vehicle has 5 or more Hazard Tokens, it must immediately make a forced move Long Straight directly forward. This ignores Over the Limit special rule.

Siphon Pump

0 Cans

Build slots
0
Sponsor
Rusty's Bootleggers

Special rules

  • Siphon Pump.

    Trailer cargo upgrade. At the start of this vehicles Attack Step, regardless of whether it is Distracted, this vehicle may take up to one Hazard Token from each vehicle within Short range of it and place it on this vehicle.

Old Fashioned Corn Liquor

0 Cans

Build slots
0
Sponsor
Rusty's Bootleggers

Special rules

  • Old Fashioned Corn Liquor.

    Trailer cargo upgrade. Whenever a vehicle within Medium range of this vehicle gains one or more Hazard Tokens, it gains one additional Hazard Token.

Cattle-Hammer

0 Cans

Build slots
0
Sponsor
Rusty's Bootleggers

Special rules

  • Cattle-Hammer.

    Trailer cargo upgrade. This vehicle may consider its current Gear to be any value, up to this vehicle's max Gear, during the Wipeout Step, including during any Collisions resolved during the Wipeout Step.