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Motor Mayhem: Skirmish Speedway

Motor Mayhem: Skirmish Speedway

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Initial Basic Rules

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Objective

Be the first to cross the finish line or be the last car remaining.

Components

  • Track: A drawn or printed track with a start and finish line, including obstacles and sections.
  • Car Tokens/Miniatures: Representing each player’s car.
  • Dice: Six-sided dice (1d6) for movement, attack, and damage rolls.
  • Character Sheets: For tracking car stats, health, and abilities.
  • Power-Up Tokens: Representing various power-ups on the track.

Car Stats

Each car has the following stats:

  • Speed: Determines the number of spaces a car can move per turn.
  • Armor: Reduces damage taken from attacks.
  • Weapons: Each car has a primary weapon with specific range and damage.
  • Health: Indicates the car’s remaining durability.
  • Handling: Determines how easily a car can navigate obstacles.
Initial Basic Rules

Car Setup

Players choose or create their cars using a point system to allocate stats:

Points: Each player has 15 points to distribute among Speed, Armor, Health, and Handling.

  •   Speed: 1-6 (1 point per Speed)
  •   Armor: 1-5 (1 point per Armor)
  •   Health: 10-20 (1 point per 2 Health)
  •   Handling: 1-6 (1 point per Handling)

Weapons Setup

Players select a primary weapon for their car:

  • Machine Gun: Range 3, Damage 1d6, Ammo 10
  • Rocket Launcher: Range 5, Damage 1d8, Ammo 5, Cooldown 1 turn
  • Flamethrower: Range 2, Damage 1d4+2, Ammo 8, hits all cars in a line
  • Energy Blaster: Range 4, Damage 1d6, Ammo 6, ignores Armor.
Initial Basic Rules

Special Abilities

Each car has one unique special ability:

  • Nitro Boost: Once per game, double your Speed for one turn.
  • Reinforced Armor: Increase Armor by 2 for one turn.
  • EMP Blast: Disable all opponent weapons within 3 spaces for one turn.
  • Auto Repair: Restore 5 Health once per game.

Turn Order

Players take turns in the following phases:

  1. Movement Phase
  2. Attack Phase
  3. End Phase
Initial Basic Rules

Phases in Detail

Movement Phase

  1. Roll 1d6 and add your Speed stat.
  2. Move your car up to the total number of spaces rolled.
  3. Navigate obstacles by rolling a Handling check (1d6). If the roll is less than or equal to your Handling stat, pass the obstacle. If not, lose 1 Speed for the rest of the turn.
  4. Collect any power-ups in your path.

Attack Phase

  1. Choose an opponent within your weapon’s range.
  2. Roll 1d6 to determine if the attack hits (4-6 is a hit).
  3. If the attack hits, roll for damage based on your weapon’s stats.
  4. Subtract the opponent’s Armor from the damage rolled.
  5. Deduct the resulting damage from the opponent’s Health.
  6. Track ammo usage. If you run out of ammo, you cannot attack until you find more (via power-ups).

 End Phase

  1. Resolve any ongoing effects (burning, EMP, etc.).
  2. Check car status (destroyed cars are removed from the game).
  3. Check for victory conditions (finish line crossed or last car remaining).
Initial Basic Rules

Power-Ups

Place power-ups at specific points on the track. Players collect power-ups by moving over them.

  • Ammo Refill: Restore 5 ammo to your primary weapon.
  • Health Pack: Restore 5 Health.
  • Speed Boost: Increase Speed by 2 for one turn.
  • Shield: Gain +2 Armor for one turn.

Oil Slick: Deploy an oil slick behind your car, causing the next car to pass it to spin out and lose their turn.

Obstacles

Place obstacles at various points on the track:

  • Rocks: Require a Handling check to pass. Failure results in losing 1 Speed for the turn.
  • Potholes: Reduce Speed by 1 for the next turn if hit.
  • Ramps: Require a Handling check to jump. Success gives a Speed boost; failure causes damage (1d6).
Initial Basic Rules

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