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Mike Hutchinson - Gaslands: Post-Apocalyptic Vehicular Combat

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Mike Hutchinson Gaslands: Post-Apocalyptic Vehicular Combat

Gaslands: Post-Apocalyptic Vehicular Combat: summary, description and annotation

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Shoot, ram, skid and loot your way through the ruins of civilisation with Gaslands, a tabletop wargame of car-on-car destruction in a post-apocalyptic wasteland. Players control small fleets of armed vehicles in battles for resources, dominance and survival. With rules for multiple vehicle types (from motorbikes to big rigs), varied special weapons and accessories (including oil slicks, caltrops and nitro boosters), and a host of options for scenarios, environmental conditions, crew and campaigns, players can tailor games to match their own visions for an anarchic future.

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TIMELINE

1969: Apollo II, first manned Moon landing

1976: Ares I, first manned Mars landing

1979: August, first Martian settlement

1982: Civilian Martian colonisation begins

1991: Martian Secession

1999: Martian Attack and Earths collapse

2008: Gaslands TV show launches

2018: Present day. Gaslands 10-year anniversary

OTHER SCENARIOS
SATURDAY NIGHT LIVE

Its the biggest, most explosive night of the week! The teams are arrayed before us, hungry to impress. Because, of course, tonight: YOU decide the winner!

SETUP

Lay out some terrain to represent a dystopian demolition derby arena.

DEPLOYMENT Players roll-off for pole position Starting with the player with - photo 1
DEPLOYMENT

Players roll-off for pole position.

Starting with the player with pole position, players take it in turns to deploy all of their vehicles. Each player first deploys a single vehicle touching any board edge and more than double range from any other players vehicle. They then deploy the rest of their vehicles (1) touching any board edge, (2) more than double range from any other players vehicle and (3) within short range of another friendly vehicle.

No player may deploy on a table edge that already has another players team touching it, unless there are no edges without teams already touching them.

After all teams have deployed, the player with pole position may give all other players +1 audience vote (and therefore +1 Victory Point) to pick up his or her team and deploy again. This offer passes clockwise around the players until all players have either refused or re-deployed.

Working headlights arent required by the regulations on account of Gaslands - photo 2

Working headlights arent required by the regulations, on account of Gaslands having no regulations.

POLE POSITION

At the end of each gear phase, pass the pole position marker clockwise.

SPECIAL RULES

Screen Time: A vehicle may only gain audience votes if they are within double range of any enemy vehicle at the point that the audience vote would be gained.

Prizes Mean Points: Whenever a player gains one or more audience votes, they also gain an equal number of Victory Points.

Handicap: A player may only re-spawn vehicles while they have fewer than 10 Victory Points. If a player can re-spawn a vehicle, they must.

SPECIAL PRIZES

Through the game, vehicles can win a SPECIAL PRIZE for entertaining the audience at home.

At the start of the first turn, and whenever a special prize is claimed, roll a D6 and add the current gear phase number and turn number. The result indicates the special prize condition. If the generated special prize is the same as the last active special prize, re-roll it until a different special prize is generated. TV audiences have a very short attention span.

Whenever a vehicle or player meets the current special prize conditions, its controller may claim the special prize to gain +1 audience vote (and therefore also +1 Victory Point). That player then rolls to generate a new special prize.

A player may not gain two of more audience votes from the same special prize condition in a single activation.

Result

Special Prize Conditions

Control the active vehicle

Control the active vehicle when the active vehicle is in current gear 3 or higher

Control the active vehicle when any part of the active vehicles movement template or final position falls within short range of the centre point of the table

Control the active vehicle and have pole position

Control the active vehicle and discard its last hazard token without wiping out

Control the active vehicle and select a hazardous maneuver

Control the active vehicle and declare a side-swipe or T-bone smash attack

Control the active vehicle when any vehicle within double range of the active vehicle loses one or more hull points

Control the active vehicle when any vehicle within double range of the active vehicle has 8 or more hazard tokens

Control the active vehicle when any vehicle within double range of the active vehicle fails a flip check

Control the active vehicle when any vehicle within double range of the active vehicle is wrecked

Control the active vehicle when any vehicle within double range of the active vehicle explodes

Control the active vehicle when the active vehicle is in a current gear equal to its max gear

Note: For the avoidance of doubt, the active vehicle is within double range of itself.

VICTORY CONDITIONS

The first player to possess 15 Victory Points is the winner.

ARENA OF DEATH

Tonights games are a simple affair. You know the rules. I know the rules. The drivers sure as hell know the rules. Well most of the rules ACTIVATE THE TURRETS! [Wild applause]

The new Arena of Death show is proving a massive hit for fans and sponsors - photo 3

The new Arena of Death show is proving a massive hit for fans and sponsors.

SETUP

Lay out some terrain to represent a dystopian demolition derby arena.

POLE POSITION

Players roll-off for Pole Position. At the end of each gear phase, pass the pole position marker clockwise.

DEPLOYMENT

Starting with the player with pole position, players take it in turns to deploy all of their vehicles. Each player first deploys a single vehicle touching any board edge and more than double range from any other players vehicle. They then deploy the rest of their vehicles (1) touching any board edge, (2) more than double range from any other players vehicle and (3) within short range of another friendly vehicle.

Roll 2D6. This is the number of gun turrets that should be deployed. Starting with the player with pole position, players (or teams) take it in turn to deploy a gun turret each until all turrets are deployed. When deploying a gun turret, it may be deployed anywhere on the board, but not touching a vehicle or terrain.

SPECIAL RULES

Players may not use RE-SPAWN during this game.

GUN TURRETS

GUN TURRETS count as middleweight destructible obstacles. They may be targeted with shooting attacks, and have 4 hull points if shot at.

Gun turrets automatically make a 2D6 shooting attack targeting the first vehicle to end their movement step within medium range of the turret each Gear Phase. The target may evade as normal.

VICTORY CONDITIONS

The last player with an active vehicle wins.

ZOMBIE BASH

The wastelands of the Irradiated States of America are no longer quiet. The graves of a million Americans lie empty, their eerie and radioactive occupants roaming the highways in undead hoards.

SETUP

You will need a large number of roughly 15mm or 20mm zombies or army men to represent zombies. There should be more than 10 zombies per player.

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