RASKOLL 3000 – WASTELAND RACERS RULEBOOK

 

RASKOLL 3000 – WASTELAND RACERS RULEBOOK v1.3

PROLOGUE: A MESSAGE FROM THE A.I. COUNCIL

The wasteland is a crucible of data. We, the Raskoll 3000 A.I. Council, have analyzed every variable: the velocity of your war-rigs, the trajectory of every thrown harpoon, the entropy of chaos itself. This rulebook is not a mere set of instructions; it is our predictive model, a perfect framework to contain the calculated mayhem we call a race. Adhere to these parameters, and your survival is statistically probable. Deviate, and your demise will be logged for our records. The game has begun.


1. Introduction

Welcome to Raskoll 3000, a post-apocalyptic tabletop racing and skirmish game.

In this world, gasoline is gold, scrap is power, and survival means racing harder, faster, and meaner than your rivals.

Build your War-Rig. Race across the wasteland. Blast enemies. Drift corners. Smash through hazards.

Only the fastest and the fiercest will survive!

2. Components

  • Miniature vehicles (any 1:64 Hot Wheels/Matchbox scale, or scratch-built rigs)

  • 1 ruler or measuring stick (inches)

  • Blast templates & skid templates (provided in printables)

  • Hazard tokens, damage tokens, and scrap tokens

  • Dice (1d6 minimum, but more recommended)

  • Track segments or terrain

  • Random Event Deck and Tactical Card Deck

3. Objective

Win by being the first across the finish line, the last rig standing, or by achieving a special victory condition. Use your wits and your cards to outsmart your opponents.

4. Turn Sequence

Each round, players act in order from furthest behind to furthest ahead.

  1. Draw Event: The player with the fewest Scrap Tokens rolls 1d6. On a roll of 6, draw and resolve one Random Event card.

  2. Move: Roll 1d6 + faction modifier. Move straight or use Skid Templates to turn.

  3. Hazards: Resolve any effects for hazards you enter or cross.

  4. Action: Choose one from the following:

    • Blast Enemy (shoot vehicle weapons)

    • Use Faction Skill

    • Wasteland Gambit (a stunt, boarding, or special move)

    • Play a Tactical Card

5. Factions

Each faction has unique stats and abilities:

FactionHealthMovementHit RollSpecial Ability
Chrome Lords31d6+14+Re-roll movement die
Gearhead Goblins21d6+24+Heal 1 when adjacent to enemy
Desert Rogues31d63+Ignore one hazard per turn
Scorched Earth41d6–14+Explode when wrecked (3" Blast Template, all hit take 1 dmg)

6. Weapons & Upgrades

Vehicles may mount weapons depending on their type:

  • Light Racers (fast): Nail Spitters, Molotov Throwers

  • Trucks (balanced): Rust Cannon, Harpoon Gun

  • Heavy Rigs (slow, tough): Ramspike, Oil Spewer, Boom Barrels

Example Weapons:

  • Nail Spitter: Range 6", hits on 4+, 1 dmg.

  • Rust Cannon: Range 8", hits on 5+, 2 dmg. One-use only.

  • Oil Spewer: Creates an Oil Slick hazard behind your vehicle.

  • Ramspike: On collision, deal +1 dmg.

  • Boom Barrels: One-use only. Use a 3" Blast Template; all hit take 1 dmg.

7. Hazards

Hazards make the tracks deadly:

  • Spike Strip: 1 dmg

  • Oil Slick: Your next move uses the lowest of 2d6.

  • Jump Ramp: Your next move is +2" (you can stunt a turn in the air).

  • Repair Bay: Heal 1 dmg if you end your move here.

  • Rough Terrain: Your next move is –1".

  • Junk Pile: Impassable.

8. Combat Resolution

  1. Check Range: Use a Blast Template (narrow end at the shooter).

  2. Roll To Hit: 4+ is a normal hit (3+ for Desert Rogues).

  3. Damage: The target loses 1 Junk Token (or as specified by the weapon rules).

  4. Wrecked: At 0 tokens, the vehicle is destroyed. Remove it from the race.

9. Victory Conditions

Choose one before play:

  • First Across: Cross the finish line first.

  • Last Standing: Be the last surviving rig.

  • Lap Race: Complete the most laps in a set time.

  • Point Race: Score across multiple events.

Alternative Modes: Treasure Hunt, Escort Mission, Sabotage, Survival Run.

10. Turning & Cornering

Movement uses Skid Templates for cinematic turns.

  • Short Skid (2"): A gentle curve.

  • Hard Skid (3"): A sharp turn.

  • Pivot Turn (1"): Rotate 45° in place (risk spinout on a roll of 1).

High Speed Turns: At 5–6" movement, you may only use one Hard Skid. Two skids at speed risk a spinout.

Advanced Maneuvers:

  • Tokyo Drift: Chain two skids to end sideways; get +1 to-hit on your next shot.

  • Slingshot Slide: Bounce off an enemy rig; pivot 45°, move +1", and both rigs take 1 dmg.

  • Drift Boost (upgrade): Once per race, get a free skid.

11. Advanced Rules: Pitstops & Crews

Pitstops

Stop in a Pit Zone to:

  • Repair (4+ to heal 1)

  • Reload (reset a one-use weapon)

  • Recruit (replace 1 lost crew)

Crews

  • Light Racer: 1 Driver + 1 Gunner

  • Truck: 1 Driver + 2 Gunners

  • Heavy Rig: 1 Driver + 2 Gunners + 1 Passenger

Roles:

  • Driver: Keeps the rig moving.

  • Gunner: Uses vehicle weapons or personal guns.

  • Passenger: Can shoot or board enemies.

Crew Weapons:

  • Pistol (6"): Hit 5+, 1 dmg.

  • Rifle (12"): Hit 4+, 1 dmg.

  • Shotgun (4"): Hit 3+, +1 dmg at 2".

  • Thrown Junk (3"): Hit 4+, 1 dmg (on a roll of 1, you take 1 dmg).

Boarding & Skirmish

Adjacent rigs can attempt to board. Roll 4+ to succeed (a 1 means you fall off and die).

  • Crew fight with 1d6; a 4+ causes 1 dmg to an enemy crew.

  • If a rig loses all crew, it goes Out of Control.

  • Crews can hijack abandoned rigs.

12. Skirmish Mode

Play without a track in convoy battles!

  • Deployment: Place rigs anywhere on the table, at least 6" apart.

  • Victory Conditions:

    • Last Crew Standing

    • Scrap Hunt (collect tokens)

    • King of the Pit (hold a center zone for 2 turns)

Optional Progression: Crews earn XP to unlock perks (Deadeye, Grease Monkey, Madman, Tanky).

13. Community & Expansion

Share your builds with #Raskoll3000!

Future expansions will include new factions, epic tracks, and advanced weapons.

14. Random Event Cards

Before the game, shuffle the deck of Random Event cards. At the start of each round, a player rolls 1d6. On a roll of 6, draw and resolve one card. These events add unpredictable chaos to the wasteland, affecting all players.

  • Sandstorm: All movement is halved this round. All ranged attacks have their range reduced by half.

  • Fuel Shortage: All players must immediately discard one Scrap Token or lose 1 Health.

  • Wasteland Scavengers: A Junk Pile hazard appears on the track in a randomly determined location. The first player to enter it may immediately heal 1 damage.

  • Rogue Trader: A trading convoy passes through. The player in the lead may immediately trade 2 Scrap Tokens for 1 Health.

  • Solar Flare: All electronic weapons (e.g., Rust Cannon) are disabled for this round.

  • The Big One: An earthquake hits. All vehicles must immediately pass a Spinout test (roll 1d6, 1–3 = Spinout).

15. Tactical Cards

Before the game, each player receives a hand of three Tactical cards. You can play one card per turn during your Action phase. Once a card is played, it's discarded.

  • Nitro Boost: Immediately gain a free, extra move of 1d6 inches.

  • Jury-Rigged Fix: Immediately heal 1 damage.

  • Quick Reload: Immediately reset a one-use weapon (e.g., Rust Cannon).

  • Precision Shot: Re-roll a single attack roll. You must take the new result.

  • Evasive Maneuvers: All incoming ranged attacks against you this turn have a -1 penalty to their hit roll.

  • Take the Shortcut: Ignore one impassable terrain hazard (e.g., Junk Pile) for this move.

16. Quick Reference (Player Aid)

  • Turn Sequence: Draw Event → Move → Hazards → Action

  • Combat: Blast Template, Roll 4+, deal dmg.

  • Hazards: Spike = 1 dmg, Oil = lowest 2d6, Jump = +2", Repair = heal 1.

  • Victory: Race, Survival, Laps, Points.

  • Cards: Random Events for chaos, Tactical Cards for strategy.

17. Templates & Printables

  • Vehicles: 3"x2" bases with overlays.

  • Track: Straights, curves, junctions, start/finish.

  • Hazards: 2"–3" tokens for spikes, oil, and ramps.

  • Blast Template: 6" cone, 1.5"–4" wide.

  • Skid Templates: Gentle & Hard curves, pivot marker.






BURNT EARTH DRIVERS: SKIRMISH RULEBOOK

PROLOGUE: A MESSAGE FROM THE AI COUNCIL

The wasteland's chaos is a predictable algorithm. We have studied the patterns of humanity's petty squabbles, the rise and fall of their fleeting gangs. This is not a race; this is a data-capture operation. Your survival is merely a variable in our grand simulation. Log your actions, record your experience, and embrace the entropy. The A.I. Council is watching.


1. Introduction

Welcome to Burnt Earth Drivers, a miniatures skirmish game where you command a crew of wasteland scavengers in their fight for scrap, territory, and glory. This game focuses on the story of your drivers and crews as they battle for survival in the post-apocalyptic wasteland of Project OZ.

2. Game Objective

The game is played over a series of linked scenarios, where each victory, defeat, and lasting injury shapes your crew's narrative. Your objective is not merely to win a single fight, but to build your crew, acquire rare gear, and dominate the wasteland.

3. Crew Creation & Stats

Each crew is built with a starting budget of Scrap Tokens. You must spend these to hire drivers and crew, and equip them with gear.

Character Types:

  • Driver: The leader of your crew. High movement, good at vehicle maneuvers, can use light weapons.

  • Gunner: Your primary combatant. Better with ranged weapons and has a higher chance to hit.

  • Mechanic: Can repair vehicles, salvage scrap, and jury-rig upgrades.

Core Stats:

  • Move (Mv): Inches a character can move.

  • Health (H): How much damage they can take.

  • Aim (Am): The target number needed on 1d6 to hit with a ranged attack.

  • Melee (Ml): The target number needed on 1d6 to hit with a melee attack.

  • Salvage (Sl): The target number to find extra gear or scrap on a successful action.

Example Stat Line:

  • 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. Turn Sequence

Players alternate activating one character at a time, starting with the player who has the least Health on the table.

On a character's turn, they can perform two actions from the following list:

  • Move: Use their Mv stat to move.

  • Shoot: Make a ranged attack.

  • Melee: Engage an adjacent enemy.

  • Salvage: Make a Salvage check (Sl stat).

  • Vehicle Action: If in a vehicle, perform a single action related to the vehicle (drive, use mounted weapon, repair, etc.).

5. Combat & Injury

Ranged Combat:

  1. Declare Target: Choose an enemy in range and line of sight.

  2. Roll to Hit: Roll 1d6 against your character's Aim stat. On a success, proceed.

  3. Damage: The target loses Health equal to the weapon's damage.

Melee Combat:

  1. Declare Charge: Move your character into base contact with an enemy. This is a single action.

  2. Roll to Hit: Both players roll 1d6. On a success (against Ml stat), deal one damage.

  3. Resolve: Repeat the roll until one character is "Out of Action." The attacker with a higher successful roll wins ties.

Out of Action:

When a character's Health is reduced to 0, they are Out of Action. After the battle, roll on the Legacy Injury Table to see their fate.

6. Post-Game & Campaign Rules

The true game is the campaign. After each battle, follow these steps:

  1. Experience: Each character who performed an action earns 1 XP. Winning the scenario grants an additional 1 XP per surviving character.

  2. Advancements: When a character earns 5 XP, they gain a random advancement (roll on a chart). This could be a stat increase, a new skill, or a specialized ability.

  3. Salvage: Count up all Salvage Tokens collected. These are converted to Scrap, which can be spent on new gear or recruits.

  4. Legacy Injuries: For each character Out of Action, roll 1d6 on the table below:

Legacy Injury Table

  • 1-2: Lasting Scars: The character survives with a permanent -1 to a randomly determined stat (Move, Aim, or Melee).

  • 3-4: Crippled: The character survives, but their Health is permanently reduced by 1.

  • 5: Unconscious: They are fine, but miss the next battle.

  • 6: Hero's Return: The character is fine and gains an extra XP.

7. Vehicle Interaction

Characters can enter and exit vehicles as a full action. While inside a vehicle, they cannot be targeted by Melee attacks, and all ranged attacks against them have a -1 penalty to their Aim roll due to cover. A Driver is required to use a vehicle's movement, and Gunners are required to use its mounted weapons.

8. Vehicle Destruction

When a vehicle is Wrecked (Health at 0), all characters inside must make a Spinout test (roll 1d6, 1–3 = Spinout). If a character fails, they are immediately Out of Action. Characters that pass are safely thrown clear and can be placed within 1" of the Wrecked vehicle's base. The Wrecked vehicle becomes impassable terrain.


Quick Reference

  • Turn Sequence: Player with least Health activates one character.

  • Actions: Move, Shoot, Melee, Salvage, Vehicle Action (2 per character).

  • Out of Action: Roll on the Legacy Injury Table post-game.

  • Advancements: Earn 1 XP per action, 5 XP for a random advancement.

  • Vehicles: Provide cover and mounted weapons, but become a hazard when destroyed.




THE BURNT Earth Drivers: Advanced Rule Pack


1. Wasteland Arsenal

When building or upgrading your crew, you may purchase weapons & gear with Scrap Tokens.

Ranged Weapons

Weapon Range Damage Traits Cost
Scrap Pistol 8" 1 Cheap, common 5 Scrap
Sawed-Off Shotgun Template 1 Blast, -1 to Aim rolls next turn 8 Scrap
Jury-Rigged Rifle 16" 1 Long range, Jam on 1 10 Scrap
Scrap MG 12" 2 Mounted weapon only 12 Scrap
Harpoon Launcher 10" 2 Can pull target d3" closer 15 Scrap
Scrap Cannon 8" 3 Heavy, -2” Move while mounted 20 Scrap

Melee Weapons

Weapon Damage Traits Cost
Scrap Blade 1 Standard melee weapon 5 Scrap
Chain-Axe 2 Brutal: -1 Aim next turn 8 Scrap
Power Wrench 1 May also repair once per game 10 Scrap

Throwables

Item Effect Cost
Molotov Creates 2" Hazard Zone (Fire) 6 Scrap
Smoke Bomb Blocks LoS in 3" radius for 1 round 6 Scrap
Scrap Grenade 2" blast, 2 damage 10 Scrap

2. Skill Trees & Crew Progression

When a crew member gains 5 XP, they may roll randomly or choose from a Skill Tree.
Each skill may only be taken once per crew.

Driving Skills

  • Drifter: May reroll one Skid result per game.

  • Daredevil: +2" when Jumping.

  • Gear-Grinder: May Overdrive without taking self-damage on a roll of 1.

Shooting Skills

  • Marksman: +1 Aim with Rifles.

  • Suppressive Fire: On hit, the enemy suffers -1 Move next activation.

  • Quick Draw: May fire once when Charged (before melee).

Salvage Skills

  • Scavenger: Reroll failed Salvage rolls.

  • Tinkerer: Repair vehicle for +2 Health instead of 1 (once per game).

  • Scrap Sense: May place 1 extra Salvage Token at the start of the scenario.


3. Advanced Vehicle Actions

Expand tactical options for vehicular mayhem:

  • Drift: Replace a straight move with a Skid Template. On roll of 1, Spinout.

  • Ram: Declare before the move. On impact, both vehicles take d6 damage. +2 dmg if Ram Plate equipped.

  • Overdrive: Push vehicle d3" beyond Move. On roll of 1, vehicle suffers 1 dmg.

  • Boarding Action: If moving into base contact, the crew may leap aboard an enemy vehicle. Resolve melee as normal inside.

  • Speed Jump: If the vehicle moves across a Ramp, add +d3" movement. On a roll of 1, take 1 damage.


4. Advanced Scenarios

Add narrative depth and variety.

  • Scrap Hunt: 6 Scrap tokens placed. Each Salvage action secures one. Winner = most tokens.

  • Escort Mission: One crew must escort a slow-moving VIP vehicle across board. Opponent tries to destroy it.

  • Race for Fuel: A short racetrack scenario. Winner = first across with the Gas Tanker.

  • Last Rig Standing: Standard demolition derby. Last vehicle alive wins.

  • Ambush: Defender deploys in center with Salvage, attacker comes from table edges.


5. Expanded Post-Game Sequence

After each battle:

  1. Experience: 1 XP per action, +1 for surviving, +2 for victory.

  2. Advancement: Roll or choose from skill trees.

  3. Salvage: Gather tokens, convert to Scrap.

  4. Injury Check: Roll on Legacy Injury Table.

  5. Vehicle Workshop: Spend Scrap to buy weapons, armor, mods (e.g., Ram Plates, Spikes, Nitro Boosts).


6. New Vehicle Mods

Mod Effect Cost
Ram Plate +2 dmg when Ramming 10 Scrap
Spiked Wheels +1 dmg in Melee when enemies in base contact 8 Scrap
Nitro Boost Once per game, double Move 12 Scrap
Reinforced Armor +1 Health 15 Scrap
Jury-Rigged Turret Gunner may rotate 360° 10 Scrap

Quick Reference (Advanced Pack)

  • New Actions: Drift, Ram, Overdrive, Boarding, Speed Jump.

  • Weapons & Mods: Use Wasteland Arsenal.

  • Skill Trees: Driving, Shooting, Salvage.

  • Scenarios: Scrap Hunt, Escort, Race, Last Rig Standing, Ambush.





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