Moros car racing

Car selection

Some of the cars that the player can choose have special functions and are bad in other conditions. In a rally a sub-compact would not be a wise choice but also not the racing car. Normally the engine and the handling determine the price of a vehicle.

Car type:

A

S

H

W

F

B

S

T

U

P

Special

Sub compact

10

100

0 / 1

8

2

1

1

1

2

3

Rough: 1 attack

Compact

15

120

1 / 2

10

3

2

1

1

2

5

Rough: 1 attack

Sport-car

25

200

3 / 2

12

4

3

2

1

3

20

Rough: 1 attack

Pick-up

10

100

1 / 3

22

3

3

2

2

3

10

Slope: +10 acceleration

4 wheel drive

15

120

4 / 2

12

3

2

2

1

4

8

Slope: +10 acceleration

Family car

15

140

1 / 3

16

3

3

2

1

2

8

Rough: 1 attack

Van

10

120

1 / 4

18

3

3

2

2

3

14

Rough: 1 attack

Bolide

20

170

2 / 3

16

4

3

2

2

3

16

Nothing special

Racing car

30

280

4 / 2

8

3

2

2

1

3

40

Rough: 2 attack

Motor cycle

20

220

3 / 1

5

1

1

0

0

2

2

Nothing special

Sport motor

30

250

4 / 0

3

1

1

0

0

2

10

Nothing special

There are a variety of cars to choose from. The different characteristics are:

Acceleration

The car can accelerate with this amount per second till 30 km under the cruising speed.

Cruise speed

The last acceleration at 40 km/s lower than the cruising speed is at 10 km/s.

Maximum speed

From the cruising to the maximum speed the acceleration is 5 km/s.

Handling

These two figures give the handling from driving and the handling after enemy fire.

Loading weight

This is the maximum weight of add-on's to this car.

Armour

The amount of damage that one of the sides of the car can sustain without hurting the interior.

Price

The price of this car in thousands of dollars.

Person selection

Gang driver

This is the common driver usually seen in gangs. These people are very self sufficient, this can come in handy when stuck on a remote highway with a dead engine and a couple unsettled deals with other gangs.

Gun

4 damage:2 aim:3 distance:9

Aiming

4

Metal def.

2

Defence

1 armour:0 tumble:4

Strength

1

Engineer

5

Driving

6 can be car or bike

Brawling

3

Price

1/2

Gang gunslinger

The normal gang member, he has got a little more self esteem than the driver but basically he is only better in fighting. This is the one with the bigger gun.

Gun

6 damage:3 aim:3 distance:10

Aiming

6

Metal def.

3

Defence

2 armour:0 tumble:3

Strength

2

 

 

Driving

4 can be car or bike

Brawling

5

Price

1

Gang engineer

This one cannot really fight but is of a high value to a gang. This is the one that keeps all the machines going.

Gun

3 damage:2 aim:3 distance:9

Aiming

3

Metal def.

3

Defence

1 armour:0 tumble:3

Strength

1

 

 

Driving

4 can be car or bike

Brawling

2

Price

2

Gang leader

This is the one that is in front of the others, not every gang has a definite leader but the bigger will have one or two of them. By the way the leader always carries the biggest gun.

Gun

5 damage:3 aim:3 distance:8

Aiming

5

Metal def.

3

Defence

2 armour:1 tumble:2

Strength

2

Leader

5

Driving

5 can be car or bike

Brawling

4

Price

5

Engineer

Some say that real engineers rarely see any daylight. They build a world of their own containing shiny metal and sparks from a welding torch.

Gun

2 damage:2 aim:3 distance:10

Aiming

3

Metal def.

2

Defence

1 armour:1 tumble:2

Strength

1

Engineer

8

Driving

6 can be car or bike

Brawling

2

Price

4

Army gunner

This person is an all-rounder on everything that fires bullets.

Rifle

8 damage:3 aim:4 distance:16

Aiming

8

Metal def.

2

Defence

2 armour:1 tumble:2

Strength

1

 

 

Driving

3 only cars

Brawling

3

Price

4

Army driver

The normal driver of a army vehicle.

Automatic

4 damage:3 distance:8

Aiming

5

Metal def.

2

Defence

2 armour:1 tumble:3

Strength

2

 

 

Driving

7 only cars

Brawling

4

Price

1

Soldier

The common soldier.

Automatic

6 damage:3 distance:10

Aiming

5

Metal def.

3

Defence

2 armour:1 tumble:3

Strength

3

 

 

Driving

4 only cars

Brawling

4

Price

1

Security agent

A security agent is always alert on dangerous situations. When those arrive is it vital that the situation is quickly understood and the danger eliminated. An agent almost always has a group of loyal helpers.

Automatic

6 damage:3 distance:8

Aiming

5

Metal def.

4

Defence

2 armour:2 tumble:3

Strength

1

Leadership

7

Driving

7 only cars

Brawling

3

Price

7

Body guard

This is the one that can help people survive under hazardous circumstances like the open road.

Gun

5 damage:3 distance:8

Aiming

6

Metal def.

4

Defence

2 armour:2 tumble:2

Strength

3

Medical

6

Driving

5 cars or bike

Brawling

5

Price

5

Description of terms

Strength

The raw strength to force open doors etc. and to run. The distance is 5 tiles plus the strength per 10 seconds.

Attack

The aiming with the weapon. Dam: the damage when hitting. Distance: with this distance the difficulty rises 1.

Defence

The dice to roll for defence. Arm: the armour that can absorb hits. Turn: the extra dice of defence when a person has freedom of movement and can see the attack coming.

Aiming

Aiming ability for non handheld weapons. This skill is to overcome range and situation modifiers. This skill is only usable when the gunner has an action to spend in this second or has saved one from earlier.

Mental defence

How good is the brain to overcome panic.

Driving

The skill to handle cars and motor-bikes. Only possible when the driver can spend an action in the second or the last one when the action was not spend.

Medical

The ability to treat wounds. This is necessary after a person collapses.

Leadership

To let people work together someone has to order them.

Engineer

Used to build and repair cars. This ability is defined later on.

Brawling

The skill in brawling of this particular character. The brawling of the other parry is the defence. This skill is used to drag people on or to push them aside.

Price

The price to pay to let this person undertake a risky project of a few days.

Person location

Die

Effect

Aim

Next loc.

1

Vital organs, damage >3: person is killed

4

Torso

2 & 3

Torso, only normal hit damage

1

Missed

4

Left arm, less ability of damage ×2

2

Torso

5

Right arm, less ability of damage ×2

2

Torso

6

Legs, less speed of damage × 5 km/h

1

Missed

When a person is hit with a bullet a die is rolled to determine the location where the person is hit. When the attacker aims at a special location the aim is more difficult but when missed there can be a next roll to the torso with the plus one difficulty to see if the person is still hit at all.

Weapon selection

Weapons:

Type

Dam

Dist

Weight

Ammo

Aim

Price

Light machine gun

Fixed/sec

3*

8

3

20

X

1/2

Heavy machine gun

Fixed/sec

4*

12

5

15

X

1

Machine gun turret

½ turn in 2s/sec

3*

12

7

20

X

3

Recoilless gun

Fixed

5

16

6

15

2

2

Gun turret

½ turn in 4s

4

12

8

20

3

5

Flame thrower

Fixed, 5s flame

5*

4

6

5

X

4

Rocket launcher

Fixed, all locations

4*

12

8

9

2

8

Razor blades

Damage to armour*

1

0

0

 

X

1/2

Heavy gun

Hand held, 1 hand

2

10

1/2

20

3

1/3

Modern rifle

Hand held, 2 hands

3

16

1

30

4

1/2

The weapon characteristics are:

Weapon type

The type of weapon, fixed to one position or rotation on a turret. The razor blades do directly damage to armour without defence, without armour it attacks the tires normally.

Damage

The amount of damage when fully hitting a target. (*): halve the aiming result.

Range distance

The distance at which the aiming or damage is one die less.

Weight

The weight this weapon gives to the car.

Ammunition

When does the weapon stop firing.

Aim

The time points to aim to get +1 on the aiming roll (+2 when taking twice the aiming time).

Price

The cost of this weapon in thousand dollars.

Other car upgrades

Upgrade

Effect

T

W

P

Armour +1

One point extra armour on all locations.

 

3

2

Armour +2

Two points extra armour on all locations.

 

6

5

Nitroglycerine

Get a speed boost of 20 km/h, this is also a 2d attack on engine.

5

1

2

Jumping system

The car can jump for ½ second. This can also add to another jump.

 

2

4

Targeting system

Get a bonus of 2 on the skill of the gunner. Only on cars.

 

0

3

Gyro stabilisers

Half the turning distance at hazards & +3 handling on decelerating.

 

2

4

Upgraded suspension

Extra handling of +2 in the curves. It never gets higher than a 5.

 

1

5

Engine upgrade

Extra +5 km/h of acceleration of the engine.

 

0

3

Smoke system

Make a smoke barrier for 5 seconds. No aiming through the smoke.

3

0

1

Oil patch

Gives a 4 point hazard to the next car driving through the patch.

3

0

1

Spikes

Attack of 2 directly to the tires of a car.

6

1

1

Mines

Makes a explosion under a car with 6.

5

1

3

Driving a car

Accelerating

Till 30 km/h under the speed a car can accelerate with the normal acceleration factor, from that point only with 10 km/h and above the cruising speed only with 5 km/h. At the beginning of a second a player must decide about the acceleration of his or her vehicles.

Decelerating

Hitting the brakes hard is a hazard to the handling of a car. The car can get out of control. When the hazard table indicates a slide a die must be rolled to see how the car will behave. The angle indicates the turn the car likes to make. During the slide the car does only halve the planned deceleration.

Fast deceleration

Speed

Hazard

 

Die

Angle

-10 km

 

 

1

6 tiles left

-20 km

1

 

2

4 tiles left

-30 km

3

 

3

2 tiles left

-40 km

5

 

4

2 tiles right

-50 km

7

 

5

4 tiles right

-60 km

9

 

6

6 tiles right

Making curves

When planning a curve the amount of tiles to turn left of right from the strait line of driving must be given by the player. The next table indicates the hazard that comes from such a turn. Normally the car will point into the direction of the strait line between starting position and desired destination. The halve and quarter turn are exceptions from this situation.

The first column of the table indicate the driving speed in km/h. The next the amount of tiles to move the car forward in a second of time.

Curve table

Speed

Tiles

2

4

6

8

10

10

2

Q, 2

H, 4

X

X

X

20

4

2

Q, 4

H, 6

X

X

30

6

2

4

Q, 6

H, 8

X

40

8

2

4

6

Q, 8

H, 10

X = impossible H = halve turn Q = quarter turn

Steering hazard

Add the steering and decelerating hazards together with the remaining hazard of the last second. Subtract the handling in curves factor of the car from the total hazard. Roll the handling skill of the driver and modify the resulting hazard with maximal this number.

Add the hazards from steering together and add the remaining hazard of the last round.

Hazard result table

Hzd

Name

Effect

1

Swoop out

1/4 turn with the rear of the car, -10 km/h

2

Minor slide

Strait movement + planned turn, -20 km/h

3

Halve turn

1/2 turn of the car, -30 km/h

4

Mayor slide

Minor slide, every hazard next round: still sliding

5

2 Tires

Strait course at 1/2 of turn, attack 2d+1 on tires

6

Tumble

Successes on Hazard dice = sides to tumble

Firing weapons

The target must be moving through the line of fire of the weapon or it is not possible to hit it.

The difficulty is the distance of the target as given in the weapon table plus the various aiming problems in the next table. Throw for the aiming skill of the gunner. When this is below the required aiming it is subtracted from the damage dice. When using a machine gun or a flame thrower only halve the successes of the aiming help.

When firing multiple weapons there is only one throw for the gunner.

Aiming problems

Situation

Diff.

Movement >40 km/h through vision or >55 at 45°

+1

Movement >90 km/h or >130 at a 45° angle

+2

Movement >140 km/h or >200 at a 45° angle

+3

Partial cover of a car. Miss: throw again for cover

+2

Small side of vehicle or bike

+1

Small side of a motor bike.

+2

Aim at the less exposed side of a bike or car

+2

Aim at a person.

+4

The steering hazard without handling calculation

+H/2

Taking damage

The damage taken from someone can give a variety of problems.

First when a car has any armour left at the side of the impact this gives 3d of defence (this normally the most exposed side). When the remaining damage is lower or equal to the armour this only reduces the armour on that side by 1. When it is more it reduces the armour by 2 points and hits something inside the car. Throw a die and look in the damage locations table. The total damage to the armour or sometimes the damage to the wheels gives the car a hazard but subtract now the handling on impact factor for the car.


Damage locations

 

Hazard from damage

Die

Cars

Motor cycles

 

Damage

Hazard

1

Driver

Driver

 

2

+2

2

Gunner/ Tires

Driver

 

4

+4

3

Engine

Engine

 

6

+6

4

Tires

Tires

 

8

+8

5

Armour

Tires

 

10

+10

6

Weapons

Weapons

 

12

+12

The driver or the gunner can get hit (in a car without a gunner the tires are hit instead).

For damage to the engine look in the engine damage table for the result after 3d of defence are thrown.

The tires get also 3d of defence and the remaining damage reduces both the handling factors of the car and also the speed with 10 km times the damage.

When the armour is hit the rest of the damage is subtracted from the armour of the car. First the side hit, than the other side of the car. When the damage is even higher than that it is evenly divided over the rest of the sides.

Throw a die to determine which weapon is hit. A hit weapon has 3d defence or it will malfunction. It can be repaired but when it gets more than 3 hits parts of it will come lose of the car.

Damage to the engine

Die

Name

Effect

1

Unreliable

Under 30 km engine is dead

2

Top speed

Minus 50 km cruise & max. speed

3

Slower

Minus 10 km acceleration

4

Dead

Going 5 km/sec slower till stopped

5

Burning

3 attack everything inside per round

6

Explosion

8 attack within 5 tiles, to all locations

Making collisions

When a car come into collision with something the damage is 3d plus the speed above the 10 km/h divided by 10 in hits. The speed can be less when the car does not hit the target full front. When the thing that is hit is much lighter like a car towards a motor-bike than the car the speed counts halve but the other party will still get all the damage dice.

The armour will not give the 3d defence that comes with normal attacks. If the damage of a collision is not stopped by the armour all the damage locations will be hit. Only the weapons and/of persons on the side of the impact are hit with the collision.

When a car skims a wall this gives no damage to the car when there is armour left at that side. Without armour it gives 2 damage per second. Driving along a wall prevents the car to make a swoop out towards it.

After a collision with another car and the calculation of the hazard halve of the remaining speed is delivered to the other vehicle. The point of hitting the other vehicle determines the angle of the other car to turn.

Repairing damage

When someone in the car has a mechanics skill it is possible to repair damage to a car even during play. It always costs at least 4 rounds of time. One for getting out of the cast, one for getting to the right spot. One for repairing and one for getting in again. The following things can be repaired.

Starting engine

- only when unreliable, it will run at least for 2 rounds of time.

Weapons

- with less than 4 hits of damage (the successes are the number of hits reduced).

Engine top speed

- costs 1 round extra and the successes × 10 km/h is added to the top speed.

Car handling

- costs 2 rounds extra and the successes × 10 km/h is added to the handling of the car.

Other types of threads

Slopes

There are 4 different kinds of slopes. The speed of the car decreases with the driving onto the slope and increases with the driving from the slope. Driving fast into a sudden slope can create a collision with the ground to the underside of the car. This collision is at the speed of the car minus the collision factor of the slope. When a car has movement left on top of the slope and de slope stops abruptly the car makes a jump of the time given under jump.

Slope

Speed

Collision

Jump

Degrees

Light

10 km/h

>110 km/h

no

'10%

Medium

20 km/h

>90 km/h

1/2 sec

'20%

High

30 km/h

>70 km/h

1 sec

'50%

Extreme

40 km/h

>50 km/h

1/2 sec

'100%

Landing

 

Rough terrain

When driving on rocky ground most cars get damage from stones that bounce up. It is calculated once per round (10 sec). Look for it at the car table. The speed of the car decreases 5 km/h for every second on rough terrain.

Sidewalk/rubbish

Attack of 2d directly to the tires of the car. A big piece of rubbish can give a higher attack. This also reduces the speed of the car by 5 km/h.

Streetlight

A collision of 3d+2 when moving faster than 20 km. At a slower speed the light endures the impact.

Pushing others

Attack of 3d + handling on impact of the attacker; this is only an impact hazard to the target.

Wet road

An extra 2 hazard added to all other hazards except an oil patch.

Aqua planing

Attack of speed per 30 km/d; defence of one die per handling on impact; this is directly a minor slide.



Game-play tables

Aiming problems

Situation

Diff.

Movement >40 km/h through vision

+1

Movement >90 km/h

+2

Movement >140 km/h

+3

Partial cover of a wall or trees

+2

Small side of vehicle or bike

+1

Small side of bike

+2

Hit the less exposed side

+2

Aim at a person.

+4

The steering hazard without handling calculation

+H/2

Hit location on a person

Die

Effect

A

Next loc.

1

Vital organs, damage >3: person is killed

4

Torso

2 & 3

Torso, only normal hit damage

1

Missed

4

Left arm, less ability of damage ×2

2

Torso

5

Right arm, less ability of damage ×2

2

Torso

6

Legs, less speed of damage × 5 km/h

1

Missed

Curve table

Speed

Tiles

2

4

6

8

10

10

2

Q, 2

H, 4

X

X

X

20

4

2

Q, 4

H, 6

X

X

30

6

2

4

Q, 6

H, 8

X

40

8

2

4

6

Q, 8

H, 10

Fast deceleration

Speed

Hazard

 

Die

Angle

-10 km

 

 

1

6 tiles left

-20 km

1

 

2

4 tiles left

-30 km

3

 

3

2 tiles left

-40 km

5

 

4

2 tiles right

-50 km

7

 

5

4 tiles right

-60 km

9

 

6

6 tiles right


Damage locations

 

Hazard from damage

Die

Cars

Motor cycles

 

Damage

Hazard

1

Driver

Driver

 

2

+2

2

Gunner/ Tires

Driver

 

4

+4

3

Engine

Engine

 

6

+6

4

Tires

Tires

 

8

+8

5

Armour

Tires

 

10

+10

6

Weapons

Weapons

 

12

+12

Damage to the engine

Die

Name

Effect

1

Unreliable

Under 30 km engine is dead

2

Top speed

Minus 50 km cruise & max. speed

3

Slower

Minus 10 km acceleration

4

Dead

Going 5 km/sec slower till stopped

5

Burning

3 attack everything inside per round

6

Explosion

8 attack within 5 tiles, to all locations

Slopes table

Slope

Speed

Collision

Jump

Degrees

Light

10 km/h

>110 km/h

no

'10%

Medium

20 km/h

>90 km/h

1/2 sec

'20%

High

30 km/h

>70 km/h

1 sec

'50%

Extreme

40 km/h

>50 km/h

1/2 sec

'100%


Information sheet

Car type

 

Handling

Defence

Mental

Aiming

Defence

Mental

 

 

 

 

 

 

 

 

Weapon:

 

Weapon:

 

Weapon:

 

Weapon:

 

Speed

10

20

30

40

50

60

70

80

90

100

110

120

130

140

150

160

170

180

Handling in curves

Handling on impact

-4

-3

-2

-1

0

1

2

3

4

-4

-3

-2

-1

0

1

2

3

4

Front armour

Left armour

Right armour

Back armour

Top armour

Underside armour

1

2

3

4

5

1

2

3

4

5

1

2

3

4

5

1

2

3

4

5

1

2

3

4

5

1

2

3

4

5


Car type

 

Handling

Defence

Mental

Aiming

Defence

Mental

 

 

 

 

 

 

 

 

Weapon:

 

Weapon:

 

Weapon:

 

Weapon:

 

Speed

10

20

30

40

50

60

70

80

90

100

110

120

130

140

150

160

170

180

Handling in curves

Handling on impact

-4

-3

-2

-1

0

1

2

3

4

-4

-3

-2

-1

0

1

2

3

4

Front armour

Left armour

Right armour

Back armour

Top armour

Underside armour

1

2

3

4

5

1

2

3

4

5

1

2

3

4

5

1

2

3

4

5

1

2

3

4

5

1

2

3

4

5


Car type

 

Handling

Defence

Mental

Aiming

Defence

Mental

 

 

 

 

 

 

 

 

Weapon:

 

Weapon:

 

Weapon:

 

Weapon:

 

Speed

10

20

30

40

50

60

70

80

90

100

110

120

130

140

150

160

170

180

Handling in curves

Handling on impact

-4

-3

-2

-1

0

1

2

3

4

-4

-3

-2

-1

0

1

2

3

4

Front armour

Left armour

Right armour

Back armour

Top armour

Underside armour

1

2

3

4

5

1

2

3

4

5

1

2

3

4

5

1

2

3

4

5

1

2

3

4

5

1

2

3

4

5


Car type

 

Handling

Defence

Mental

Aiming

Defence

Mental

 

 

 

 

 

 

 

 

Weapon:

 

Weapon:

 

Weapon:

 

Weapon:

 

Speed

10

20

30

40

50

60

70

80

90

100

110

120

130

140

150

160

170

180

Handling in curves

Handling on impact

-4

-3

-2

-1

0

1

2

3

4

-4

-3

-2

-1

0

1

2

3

4

Front armour

Left armour

Right armour

Back armour

Top armour

Underside armour

1

2

3

4

5

1

2

3

4

5

1

2

3

4

5

1

2

3

4

5

1

2

3

4

5

1

2

3

4

5


1