Building a Team
To build your Scraplands team you decide how many cars each player must take, typically this is 3-6. Players then equip their cars with weapons and upgrades. Each player may spend up to 250 credits on each car, paying for the car itself, then any weapons and upgrades. In addition each player has a further 100 credits to spend for each car in their team but this may be used to buy weapons and upgrades for any of their vehicles.
Cars
Car |
Cmd |
Mov |
Skl |
Def |
Tgh |
HP |
Special Rules |
Cost |
Wreck |
6 |
5" |
5+ |
4+ |
3 |
4 |
Ramshackle |
140 |
Runner |
6 |
5" |
5+ |
3+ |
4 |
5 |
|
160 |
Hotrod |
6 |
6" |
5+ |
3+ |
4 |
5 |
Fast |
215 |
Buggy |
6 |
5" |
5+ |
4+ |
4 |
4 |
Off-road |
150 |
Truck |
6 |
4" |
5+ |
3+ |
5 |
6 |
Sturdy |
250 |
Weapons
Weapon |
Rng |
Att |
Dmg |
Prc |
Special Rules |
Cost |
Light Machine Gun |
10" |
5 |
3 |
0 |
Arc (Front) |
20 |
Twin Light Machine Guns |
10" |
5 |
3 |
0 |
Accurate, Arc (Front) |
25 |
Heavy Machine Gun |
12" |
5 |
4 |
1 |
Arc (Front) |
40 |
Twin Heavy Machine Guns |
12" |
5 |
4 |
1 |
Accurate, Arc (Front) |
60 |
Heavy Cannon |
12" |
3 |
5 |
1 |
Arc (Front), Rending (1) |
55 |
Minigun |
12" |
8 |
4 |
1 |
Arc (Front), Volley |
90 |
Rocket Launcher |
12" |
4 |
6 |
3 |
Arc (Front), Disrupt, Destructive (2) |
115 |
Flamethrower |
3" |
6 |
3 |
0 |
Arc (Front), Torrent, Disrupt |
55 |
Caltrops |
3" |
3 |
3 |
0 |
Arc (Rear), Disrupt |
10 |
Upgrades
Upgrades |
Benefit |
Cost |
Built to last |
Gain the Resilient Special Rule (Re-roll failed Defence Rolls) |
50 |
Armour Plates |
Increase the cars Toughness by 1. |
50 |
Elite Driver |
Improve the cars Skill attribute to 4+. |
45 |
Ram |
When this car collides with an enemy car while moving forward that car takes 1 additonal control check. |
20 |
Spikes |
Cars that must take a control check for collisions with this car take d6+1 hits instead of d6. |
20 |
Turret |
One per car only. Remove the Arc (Front) special rule from one weapon on this car. |
55 |
Boost |
One use only. This car adds 2d6 inches to its Movement during a move action. |
20 |
Drift |
This car may move up to 8 inches directly forward, following the rules for a Move action, then make a single 90 degree pivot at the end of the movement. This action costs 1 Command Point and must be taken immediately after a Move Action. |
20 |
J-Turn |
This car moves backwards 3 inches then rotates 180 degrees. This counts as taking a Move action and costs 1 Command Point. |
10 |