16 vehicle types

Drag Racer

LIGHTWEIGHT

5 Cans

Hull
4
Handling
4
Starting crew
1
Build slots
2
Maximum gear
6
Sponsor
All Sponsors

Special rules

  • Jet Engine.

    A vehicle with a jet engine counts as having a Nitro Booster with infinite ammo tokens. This means this vehicle automatically Explodes when it is Wrecked. A vehicle with a jet engine *must* use Nitro Booster every time it activates.

Bike

LIGHTWEIGHT

5 Cans

Hull
4
Handling
5
Starting crew
1
Build slots
1
Maximum gear
6
Sponsor
All Sponsors

Special rules

  • Full Throttle.

    This vehicle considers the Long Straight movement template to be permitted in any Gear. The Long Straight is not considered either Hazardous or Trivial in any Gear.

  • Pivot.

    At the start of this vehicle's activation, if this vehicle's current Gear is 1, this vehicle may make a pivot about its centre to face any direction. This pivot cannot cause a Collision and cannot leave this vehicle touching an obstruction.

Buggy

LIGHTWEIGHT

6 Cans

Hull
6
Handling
4
Starting crew
2
Build slots
2
Maximum gear
6
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.

Bike with Sidecar

LIGHTWEIGHT

8 Cans

Hull
4
Handling
5
Starting crew
2
Build slots
2
Maximum gear
6
Sponsor
All Sponsors

Special rules

  • Full Throttle.

    This vehicle considers the Long Straight movement template to be permitted in any Gear. The Long Straight is not considered either Hazardous or Trivial in any Gear.

  • Pivot.

    At the start of this vehicle's activation, if this vehicle's current Gear is 1, this vehicle may make a pivot about its centre to face any direction. This pivot cannot cause a Collision and cannot leave this vehicle touching an obstruction.

Ice-cream Truck

MIDDLEWEIGHT

8 Cans

Hull
10
Handling
2
Starting crew
2
Build slots
2
Maximum gear
4
Sponsor
All Sponsors

Special rules

  • Infuriating Jingle.

    Vehicles that target this vehicle with a Smash Attack during a Collision gain no Hazard Tokens during step 6 of the Collision resolution.

Car

MIDDLEWEIGHT

12 Cans

Hull
10
Handling
3
Starting crew
2
Build slots
2
Maximum gear
5
Sponsor
All Sponsors

Performance Car

MIDDLEWEIGHT

15 Cans

Hull
8
Handling
4
Starting crew
1
Build slots
2
Maximum gear
6
Sponsor
All Sponsors

Special rules

  • Slip Away.

    If this vehicle is targeted with a tailgate or T-Bone Smash Attack, and this vehicle declares Evade as its reaction, this vehicle may perform a free activation immediately after the active vehicle completes its activation. This free activation does not count as the vehicle's activation this Gear Phase.

Truck

MIDDLEWEIGHT

15 Cans

Hull
12
Handling
2
Starting crew
3
Build slots
3
Maximum gear
4
Sponsor
All Sponsors

Gyrocopter

MIDDLEWEIGHT

10 Cans

Hull
4
Handling
4
Starting crew
1
Build slots
0
Maximum gear
6
Sponsor
All Sponsors

Special rules

  • Airwolf.

    At the start of this vehicle's activation, this vehicle may gain 2 Hazard Tokens to make a single pivot about its centre point, up to 90 degrees.

  • Airborne.

    This vehicle ignores non-tall obstructions, dropped weapons, and terrain at all times, except when checking for Cover, and when targeting other vehicles in its Attack Step. Other vehicles ignore this vehicle at all times, except that other vehicles may target this vehicle during their Attack Steps. This vehicle cannot be involved in Collisions.

Ambulance

MIDDLEWEIGHT

20 Cans

Hull
12
Handling
2
Starting crew
3
Build slots
3
Maximum gear
5
Sponsor
All Sponsors

Special rules

  • Uppers.

    If this vehicle is involved in a Collision in which both vehicles declare an Evade, both vehicles must declare a single change Gear up immediately after the Collision is resolved (gaining a Hazard Token as normal). If either vehicle is already at its max Gear, the change of Gear does not affect that vehicle's current Gear, but that vehicle does gain a Hazard Token.

  • Downers.

    When this vehicle is involved in a Collision during its activation in which it declares a Smash Attack, the target vehicle does not gain any Hazard Tokens from the Collision and instead discards 2 Hazard Tokens. Then reduce the target vehicle's Crew Value by 1 until the end of the Gear Phase.

Monster Truck

HEAVYWEIGHT

25 Cans

Hull
10
Handling
3
Starting crew
2
Build slots
2
Maximum gear
4
Sponsor
All Sponsors

Special rules

  • All Terrain.

    This vehicle may ignore the penalties for rough and treacherous surfaces.

  • Up and Over.

    During this vehicle's Movement Step, after resolving a Collision with an obstruction of a lower weight class, this vehicle may declare that it is going “Up and Over”. If it does, it may ignore the obstruction for the remainder of its Movement Step, as it drives right over the top of it. This vehicle cannot use this ability to ignore another vehicle with the Up and Over special rule.

Heavy Truck

HEAVYWEIGHT

25 Cans

Hull
14
Handling
2
Starting crew
3
Build slots
5
Maximum gear
3
Sponsor
All Sponsors

Bus

HEAVYWEIGHT

30 Cans

Hull
16
Handling
2
Starting crew
8
Build slots
3
Maximum gear
3
Sponsor
All Sponsors

Helicopter

HEAVYWEIGHT

30 Cans

Hull
8
Handling
3
Starting crew
3
Build slots
4
Maximum gear
4
Sponsor
Rutherford

Special rules

  • Airwolf.

    At the start of this vehicle's activation, this vehicle may gain 2 Hazard Tokens to make a single pivot about its centre point, up to 90 degrees.

  • Airborne.

    This vehicle ignores non-tall obstructions, dropped weapons, and terrain at all times, except when checking for Cover, and when targeting other vehicles in its Attack Step. Other vehicles ignore this vehicle at all times, except that other vehicles may target this vehicle during their Attack Steps. This vehicle cannot be involved in Collisions.

  • Restricted.

    Only teams with an appropriate Sponsor perk may purchase those vehicle types, (see Sponsors, page 91).

Tank

HEAVYWEIGHT

40 Cans

Hull
20
Handling
4
Starting crew
3
Build slots
4
Maximum gear
3
Sponsor
Rutherford

Special rules

  • Pivot.

    At the start of this vehicle's activation, if this vehicle's current Gear is 1, this vehicle may make a pivot about its centre to face any direction. This pivot cannot cause a Collision and cannot leave this vehicle touching an obstruction.

  • Up and Over.

    During this vehicle's Movement Step, after resolving a Collision with an obstruction of a lower weight class, this vehicle may declare that it is going “Up and Over”. If it does, it may ignore the obstruction for the remainder of its Movement Step, as it drives right over the top of it. This vehicle cannot use this ability to ignore another vehicle with the Up and Over special rule.

  • All Terrain.

    This vehicle may ignore the penalties for rough and treacherous surfaces.

  • Turret.

    This vehicle may count one weapon as turret-mounted without paying for the upgrade.

  • Restricted.

    Only teams with an appropriate Sponsor perk may purchase those vehicle types, (see Sponsors, page 91).

War Rig

HEAVYWEIGHT

40 Cans

Hull
26
Handling
2
Starting crew
5
Build slots
5
Maximum gear
4
Sponsor
All Sponsors

Special rules

  • 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.