RASKOLL 3000 – THE COMPLETE RULEBOOK
RASKOLL 3000 – THE COMPLETE RULEBOOK
PROLOGUE: A MESSAGE FROM THE A.I. COUNCIL
The wasteland is not chaos — it is a system. Every wheel-spin, every bullet trajectory, every engine roar is already calculated in our archives. We, the Raskoll 3000 A.I. Council, provide this rulebook as your survival protocol. Follow its structure and you may achieve statistical survival. Disregard it, and your demise becomes data. The race has begun.
SECTION 1: CORE GAME – WASTELAND RACERS
1.1 Introduction
Raskoll 3000 is a fast-paced tabletop game of racing, skirmishing, and survival in a brutal post-apocalyptic wasteland. Players control customized rigs, fight for fuel and glory, and carve their legends into the dirt.
1.2 Components
Miniature vehicles (1:64 scale recommended)
Measuring sticks/rulers (inches)
Dice (d6)
Skid Templates (for turning)
Blast Templates (for weapons)
Hazard, Scrap, and Damage tokens
Track terrain or mats
Random Event Deck & Tactical Card Deck
1.3 Objectives
Victory can be achieved in different modes:
Race: Cross the finish line first.
Last Rig Standing: Survive as the only functioning vehicle.
Laps: Complete the most laps in a set time.
Points: Earn across linked events.
1.4 Turn Sequence
Play proceeds from the rearmost vehicle to the front each round:
Event Phase: Player with fewest Scrap rolls 1d6; on 6, draw a Random Event.
Movement Phase: Roll 1d6 + modifiers; move straight or with Skid Templates.
Hazard Phase: Resolve effects from hazards crossed.
Action Phase: Choose one:
Fire vehicle weapons
Use Faction Skill
Attempt a stunt or boarding move
Play a Tactical Card
1.5 Factions (with flavour)
Each faction has unique abilities and playstyles:
Chrome Lords – Cybernetic speed-fiends obsessed with perfection.
Health: 3 | Move: 1d6+1 | To-Hit: 4+
Special: Re-roll one movement die per turn.
Gearhead Goblins – Scrap hoarders and grease-soaked tinkers.
Health: 2 | Move: 1d6+2 | To-Hit: 4+
Special: Heal 1 when adjacent to an enemy vehicle.
Desert Rogues – Nomads who know every dune, trick, and shortcut.
Health: 3 | Move: 1d6 | To-Hit: 3+
Special: Ignore one hazard per turn.
Scorched Earth Clan – Suicidal pyromaniacs who burn everything.
Health: 4 | Move: 1d6–1 | To-Hit: 4+
Special: Explode on destruction (3" Blast, 1 dmg each).
1.6 Weapons & Upgrades
Vehicles mount weapons depending on class:
Light Racers: Nail Spitter, Molotovs, Buzzsaw Blades
Trucks: Harpoon Gun, Rust Cannon, Scrap Mortar
Heavy Rigs: Ramspike, Oil Spewer, Boom Barrels, Flame Belcher
Sample Weapons:
Nail Spitter – 6", hits 4+, 1 dmg.
Harpoon Gun – 8", 4+, immobilises target on a 6.
Scrap Mortar – 10", indirect, 5+, 2 dmg.
Buzzsaw Blades – On ram, +1 dmg and force spinout check.
Flame Belcher – Template, auto-hit, 1 dmg per model touched.
SECTION 2: ADVANCED DRIVING & HAZARDS
The A.I. Council reminds you: velocity without control is waste. Only those who master drift patterns survive the corners.
2.1 Skid Templates
Short Skid (gentle curve) – safe at any speed.
Hard Skid (sharp turn) – at high speed, risk spinout on 1.
Pivot (rotate in place) – 45° turn; roll 1d6, on 1–2 spinout.
2.2 Advanced Maneuvers
Tokyo Drift: Two skids in a row; finish sideways, +1 to next shot.
Slingshot Slide: Bounce off another rig; pivot 45°, +1" move, both take 1 dmg.
Ram Boost: Sacrifice 1 dmg to self for +1 dmg on impact.
2.3 Hazards
Spike Strip: Take 1 dmg.
Oil Slick: Next move uses lowest of 2d6.
Jump Ramp: +2" movement; you may perform aerial stunt turn.
Repair Bay: End move here = heal 1.
Scrap Pile: Salvage action can collect extra Scrap.
Junk Wall: Impassable terrain.
SECTION 3: CREWS & PITSTOPS
Rigs are machines. Machines are nothing without the meat that drives them.
3.1 Pitstops
Stop in a Pit Zone for one of:
Repair (4+ = heal 1)
Reload (refresh one-use weapon)
Recruit (replace 1 lost crew)
3.2 Crew Roles
Driver: Required for vehicle movement.
Gunner: Operates mounted weapons.
Passenger: Can shoot or attempt boarding.
3.3 Crew Weapons
Pistol – 6", 5+, 1 dmg.
Rifle – 12", 4+, 1 dmg.
Shotgun – 4", 3+, 2 dmg at 2".
Thrown Junk – 3", 4+, 1 dmg (on 1 = self-dmg).
3.4 Boarding
If adjacent, roll 4+ to leap aboard.
Success = fight with crew in melee.
Fail on 1 = fall off and die.
Win melee = deal dmg or eject enemy crew.
Empty rigs go Out of Control until hijacked.
SECTION 4: SKIRMISH MODE
Beyond the race there is war. Crews skirmish on foot and with rigs for salvage, reputation, and survival.
4.1 Characters & Stats
Driver: Mv 6", H 2, Am 4+, Ml 4+, Sl 5+
Gunner: Mv 5", H 1, Am 3+, Ml 5+, Sl 6+
Mechanic: Mv 4", H 2, Am 5+, Ml 4+, Sl 3+
4.2 Turn Sequence
Alternate activations; each character gets 2 actions (move, shoot, melee, salvage, vehicle action).
4.3 Combat
Ranged: Roll against Aim stat.
Melee: Both roll; hit on Ml stat. Higher success wins ties.
4.4 Injuries
At 0 Health = Out of Action. Roll after battle:
1–2: Permanent injury (-1 random stat)
3–4: Crippled (-1 Health)
5: Knocked out (miss next battle)
6: Hero’s Return (+1 XP)
SECTION 5: CAMPAIGN MODE
The A.I. Council predicts: stories are written not in oil, but in blood. Campaigns track your rise… or your ruin.
5.1 Post-Game Sequence
Experience: Surviving crew gain 1 XP; +1 XP for scenario win.
Advancement: At 5 XP, roll for upgrade (stat boost, skill, or ability).
Salvage: Collect and spend Scrap for upgrades, weapons, or recruits.
Injury Rolls: Resolve for fallen crew.
Scenario Selection: Next race/skirmish chosen by campaign rules.
SECTION 6: EXPANSION – FACTION ARMOURIES & STAR DRIVERS
PROLOGUE: A.I. COUNCIL ADDENDUM
Observation: the tribes of steel differentiate themselves through unique mods and champions. Our sensors have identified rare vehicle augmentations and notorious drivers whose legends skew probability curves. They are unpredictable variables, but also delicious data.
6.1 Faction Armouries
Each faction has a unique pool of weapons and upgrades only they can buy in campaigns. These reinforce their flavour and tactics.
Chrome Lords – Cybernetic Perfectionists
Unique Upgrades:
Neural Link Rigging (+1 Scrap, one per crew) – Driver may re-roll all Skid Template rolls.
Optics Suite (+2 Scrap) – Ignore Dust Cloud penalties, +1 to-hit at long range.
Reflex Boosters (+1 Scrap) – Crew gains +1 Mv on foot.
Unique Weapons:
Pulse Lance (8", 3+, 1 dmg; on 6 = ignore armour)
Laser Cutter (Melee, 3+, 2 dmg vs vehicles only)
Gearhead Goblins – Scrap Tinkerers
Unique Upgrades:
Patchwork Armour (+1 Scrap) – On 6 when hit, reduce dmg by 1.
Jury-Rigged Booster (+1 Scrap, one-use per race) – Add +2d6 to move, then take 1 dmg.
Explosive Salvage (+1 Scrap) – When destroyed, drop a bomb token (4" Blast, 1 dmg).
Unique Weapons:
Scrapshot Cannon (6", scatter template, 5+, 1 dmg to all in template)
Boom Wrench (Melee, 4+, 2 dmg; on 1, self-dmg)
Desert Rogues – Nomadic Tricksters
Unique Upgrades:
Sand Skimmer Rigging (+2 Scrap) – Ignore rough terrain hazards.
Smoke Chutes (+1 Scrap) – Once per game, force enemies shooting at you to roll at –2 to-hit for a round.
Shortcut Map (+1 Scrap, campaign only) – Start each race with +1" position forward.
Unique Weapons:
Javelin Launcher (6", 4+, 2 dmg, one-use)
Whip Chain (Melee, 4+, 1 dmg and drag enemy vehicle 1" closer)
Scorched Earth Clan – Pyro Zealots
Unique Upgrades:
Fuel Sacrifice Tanks (+2 Scrap) – Add +1 dmg to all flame weapons.
Burnproof Overalls (+1 Scrap) – Crew inside ignore flame dmg.
Death Oath (+0 Scrap) – When rig is destroyed, roll 1d6; on 4+, rig explodes for 2 dmg in 6".
Unique Weapons:
Dragon Belcher (Cone, auto-hit, 2 dmg, one-use reload)
Molten Pike (Melee charge only, 3+, 3 dmg; destroys weapon on use)
6.2 Star Drivers & Crews
Campaigns may recruit unique heroes for extra Scrap cost. These are once-per-campaign figures unless killed.
Chrome Lords – Veyra the Veil
Rig: The Glass Fang – Sleek hover-car with built-in Optics Suite.
Stats: Health 3 | Move 1d6+2 | To-Hit 3+
Special: Always counts as in cover vs ranged attacks.
Faction Skill: Once per round, may auto-pass a Skid roll.
Gearhead Goblins – “Grin” Kettlepunk
Rig: The Boiler Pot – A patched truck with smoke-belching engines.
Stats: Health 4 | Move 1d6 | To-Hit 4+
Special: When destroyed, automatically explodes (4" Blast, 2 dmg).
Faction Skill: Can repair 1 dmg mid-race on 4+.
Desert Rogues – Sister Ashara
Rig: The Dune Serpent – Slender sand-skimmer armed with javelins.
Stats: Health 2 | Move 2d6 | To-Hit 3+
Special: May ignore 2 hazards per race.
Faction Skill: If she overtakes another vehicle, they must spinout on 1–3.
Scorched Earth Clan – Kragg the Cinderking
Rig: The Inferno Throne – An armoured war-rig wreathed in flame jets.
Stats: Health 5 | Move 1d6–1 | To-Hit 4+
Special: Every ram or melee causes 1 automatic flame dmg.
Faction Skill: When destroyed, explodes in a 6" radius (2 dmg each).
6.3 Using the Expansion
When building a campaign roster, each faction chooses upgrades only from their own armoury.
Star Drivers can be purchased for extra Scrap (typically 3–5 more than a regular vehicle).
Each faction may field one Star Driver at a time.
For narrative play, Star Drivers may form the centerpiece of a one-shot scenario (e.g., ambushing Kragg, racing Sister Ashara).
SECTION 7: REFERENCE & PRINTABLES
7.1 Quick Reference
Race Turn: Event → Move → Hazards → Action
Skirmish Turn: Alternate → 2 actions each
Hit Rolls: Standard 4+ unless noted
Victory Modes: Race, Survival, Laps, Points, Scenario
7.2 Templates
Skid Templates: Short, Hard, Pivot. Print at scale, cut out, place in front of rig.
Blast Template: 6" cone, 1.5" to 4" wide.
Hazard Tokens: Print circles/squares 2–3" for oil, spikes, ramps, repair.
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