Vehicles
Races and Heists
At 1/64 scale, the scale of Hot Wheel Cars, a 1/4 mile is 20 feet; this means positioning and obstacles and distance will need to be abstracted. Races and chases should be broken down into stages and cinematic moments of action. Stages represent changes in locations, obstacles, environment, or challenges. Cinematic moments are when the dice hit the table, it’s the moment around when the RM ask “what do you do?” and then describes the results.
Chases, races, and crazy stunts are the bread and butter of this game. They can be ran as part of the conversation, but there are times when the players and the Race Marshal will want extra focus on the race. Then countdown tracks may be created for the race sequence (see Countdown Tracks).
When creating a countdown track, determine how import the race is to the narrative and create a count down track for the race. Then divide the count down track into stages. Represent a race with a countdown tracks made up of segments divided into stages, as you mark off the segments you advance in the race. Each participate in the race will have a countdown track, the first to complete track wins race.
Heists and chases are usual represent with two countdown track one for the family, and one for the opposition. The tracks do not have to be of equal length, a difference in length can make a a heist easier or harder.
The RM is creating a chase scene and it’s meant to be a quick backdrop to other raising action. Choosing to make the Family track 4 long with one stage, and the oppositions track 3 long with one stage. If the family track is completed first they capture the opposition, but if the opposition tack completes first they get away.
When a character makes a move that would progress the race, the most common moves would be Haul Ass or Till the Wheels Come Off. Then use the follow guidelines to mark off segments.
- On a Miss mark two on opposition’s track and make soft move, or mark one on opposition’s track and make a hard move.
- On a Hit mark one on the character’s track and one on the opposition’s track, or mark one on the characters track and given the character a hard choice.
- On a Strong hit mark two on the character’s track, and describe the cool action.
The RM wants to open with a character engaged in a 1/4 mile race, at a popular club location so he can introduce some important NPCs. The countdown tracks will be 3 segments and have 1 stage the abandoned private airport runway. The RM expects this to take 2 to 3 rolls or cinematic moments. The player describes how the character times his start, and power shifts to take off, rolling Haul Ass getting a hit. The RM mark one on each track, and describes how the character initial rockets ahead, but the opponent’s more powerful engine quickly makes up the difference, and asks “What do you do?”. The player describes how the character in desperation presses the NOX boost stage 1 button, and rolls Haul Ass getting a strong hit. The RM marks the remain two segments on the characters countdown track, and ask the player to describe how the character wins the 1/4 mile race.
The RM wants to offer an engaging multi state race that will likely be the highlight of a session, but not the climax. Deciding on a 9 segment countdown track with 3 stage, each stage being 3 segments long. The RM is expecting 2-3 cinematic moments per stage, with 9 moments in all. Here are two possibilities: a quick race with stage one race down a city street, stage two a 180 degree turn around barrel, stage three race back down the street. A second idea with more possible obstacles to engage with, stage one race down an aqueduct and jump into the next stage, stage two busy downtown city streets with lots of parked cars, and grid of street many being oneway, and stage 3 race to to top of a large parking garage.
The RM is planning a challenging heist where the crew will work together to hijack three tracker trailers from a convoy. The crew work together to complete a family countdown track, he decides on a 12 segment track broken into 3 stages, and 8 segment opposition track in two stages. If the second stage is reached in the opposition clock the character take -1 ongoing as the trailers have reached a steep downhill and it will be harder to take control of or tracker trailers.
A chase or race run as part of the conversation can be ran as a single roll of the dice, but sometime it may still be a series of scenes. A quick three scene race might consist of running a red light, attempting to force the opponent into parked car, and a final NOX boost. All ran without creating a countdown track, as a series of moves.
Irene, the leader, is in a car for car race vs a local buster to get a car needed for the heist. The RM decides to run the race without a countdown, and decides to make it 3 scenes long. In scene 1, a garbage truck blocks the route, forcing the drivers into a street market. Irene describes how she miraculously avoid all the pedestrians even bumping one and he flips and lands safely on his feet triggering the move: _Till the Wheels Come Off_to pull ahead of the competition. She rolls + Impossible and gets a 6. Damage is taken to Irene’s vehicle when hitting a fruit cart. In Scene 2, The local buster’s friends attempt to run Irene off the road. She describes how she uses her vehicle to run the motorcycles off the road triggering the move: Haul Ass, rolls + Poise and gets a 10, success! Irene drives the two motorcycles off the road causing large explosions. Cut to scene 3, nearing the finish line, Irene’s engine catches fire from the damage in scene one. Does she dare to hit the NOS and possibly explode her car? She dares! Irene hits the NOS triggering Haul Ass move again, rolling + Poise and gets a 7, The RM offers some harm and v-harm in exchange for taking the lead. She takes fire damage and possibly some Sadness at the destruction of her car. Since overall, she had 2 hits and 1 miss during the race, the race results should be favorable. The local buster praises her perseverance and with a hint of sadness tosses her the keys to his car.
Vehicle Rules
Vehicles have no stats they are the colors and the trappings with which players may use to paint their characters’ incredible actions. The most important thing about your vehicle are its tags and mods. Tags provide narrative descriptions to be used when describing the actions of a vehicle and in some circumstance may have mechanical effect of a +1 or -1 forward. Mods are the spy-toy stuff and custom modifications that you add to your vehicle to give it the edge. Each vehicle will also have a Heat and V-Harm track. Heat is how close you are to being caught by the law, and V-Harm is how much damage the vehicle can take. Armor is a mod which can protect the occupants from harm to their person.
Acquiring
Between heists players may acquire any vehicle they desire, they will still have to spend resources on Mods. During a heist the RM will be much stricter on when and how the character can acquire a new car. Most of the playbooks have a move for acquiring a new vehicle. Unless a move says otherwise, no character may have more than two vehicles at a time, so when getting a new car they may have to get ride-of an existing vehicle.
Heat
With modern surveillance and license plate tracking, police, governments, and organizations are able to find your vehicles relatively easily. Heat is a measure how close you are to getting caught and having to pay for your indiscretions. Each vehicle will have a Heat track of 6 segments. When 4 segments of Heat are marked, tasks with that vehicle become more difficult because the law is hot on your tail. Take -1 ongoing while using that vehicle. When Heat is full, you are forced into retirement in the big slammer, and your crew will have to avoid getting caught. When a vehicle isn’t used for a whole session its heat is reduced (-1 Heat). The RM may reduce additional heat based on size and commonality of the vehicle driven.
V-Harm
V-Harm is a measure of damage to a vehicle, each vehicle can withstand 6 segments of harm. When a vehicle takes damage, mark off the appropriate number of segments. When 3 segments are marked, it’s time for some costly repairs. When 4 segments are marked, your vehicle has become a liability and you take -1 ongoing. When there are no segments left, your vehicle is nothing more than scrap, prepare for a long walk.
Be aware! V-Harm passes through as to harm to the vehicle occupants, half the V-Harm received is transferred to the occupants as harm, round up, but it does not trigger the optional harm move for the occupants.
The optional v-harm moved may be triggered whenever a vehicle takes harm.
Armor
Armor will reduce any harm that pass through by the armor raring amount. Armor will also reduce harm from moves like Street Fight where someone is trying to cause harm to an occupant from outside the vehicle. If the vehicle has V-Armor, it can reduce V-Harm by its V-Armor rating. V-Armor is usually only found on tanks and other military armored vehicles.
Mods
The number of Modification a vehicle can have, is based on the size of the vehicle. Vehicles do not come with modification, you must buy modification separately or earn them in play.
- Motorcycle - 1 mods.
- Compact car - 2 mods.
- Sedan, SUV, pickup-truck, or mini-van - 3 mods.
- Ambulances, panel vans or delivery trucks - 4 mods.
- Semi-trucks, fire-truck, or tanks - 5 mods.
A Mercedes Ml550 is an SUV and could have 3 mods: +2 armor, Smoke screen, and flamethrower.
A Renault Le Car is a compact and could have 2 mods: Speedboat transformation, and Remote Control.
Tags
Tags affect the narrative, and are primary a descriptor to be used in the fiction. Tags are also permission to narrate certain truths. In certain circumstances determined by the RM, Tags may have a mechanical effect and apply +1 or -1 forward to a roll.
The Off-road Tag provides permission to narrate the vehicle going off-road, If the race goes off-road and this is the only car defined as off-road capable then it might deserve a +1 forward.
The Guzzler tag could inform the RM when making a move or hard bargain that you vehicle is low or out of fuel.
the Loud tag may be used the player in describing his actions, letting the enemy know he’s coming, so they can quake in fear. The below list of tags are merely a suggestion, work with your RM to create any simple adjectives that may be applied to a vehicle.
Strengths
- Fast
- Rugged
- Aggressive
- Tight
- Huge
- Off-road
- Responsive
- Uncomplaining
- Capacious
- Workhorse
- Easily repaired
- Flashy appearance
- Electric
- Efficient
- Upgraded
Weakness
- Slow
- Loud
- Lazy
- Sloppy
- Cramped
- Picky
- Guzzler
- Unreliable
- Rabbity
- Temperamental
- Flashy
Mods
Modification (Mods) are cool upgrades for your vehicles. Mods can be standard like NOS boost or a modified suspension; or they can be extreme spy toys like grappling hooks, car flippers, or oil slicks. The list below only provides ideas and suggestions, work with the RM to create custom Mods for your vehicles. Unless otherwise noted a modification costs a 1 resource.
- Suspension job (+1 forward in tight turns or mountain driving)
- NOS boost (+1 forward to overtake or out distance once per race)
- Ram plate (+1 v-harm when ramming)
- Armor plating (+1 to + 3 Armor costs one resource per point of armor)
- Structural v-armor (+1 to +3 v-harm protection)
- Engine upgrade (+1 forward when sudden acceleration is needed once per race)
- Turbo/SuperCharger (+1 forward when overtaking once per race)
- Weapon (causes harm or v-harm)
- Grappling hook (link your vehicle to another vehicle or object)
- Drone (Remote controlled platform)
- Reinforced frame (Deal +1 harm when in a collision)
- Harpoon (link your vehicle to another vehicle or object)
- Grabber (link your vehicle to another vehicle or object))
- Spiked rims (+1 forward to attack tires when close)
- Spiked tires (+1 forward when on ice;)
- Rocket boost (+1 forward when overtaking, or jumping once per race)
- Incognito (common car common color, easily hidden, cost 2 resources)
- Smoke screen (reduce vision, +1 when escaping)
- Oil slick (create dangerous terrain, -1 forward to following vehicles once per race)
- EMP pulse (shuts down electronics, cost 2 resources)
- Vehicle transformation (like the bikes in Hobbs and Shaw)
- Car flipper (when close can flip over other vehicles)
- 4 wheel drive (+1 forward when on rough terrain)
- Extra gas tank (extended range)
- Car caltrops (tire damage to following vehicles)
- Cow catcher (ram damage/front end armor)
- Racing harness (occupant damage reduction treat as +1 armor)
- Roll cage (car damage reduction)
- Flamethrower(damage to other vehicles)
- Fiberglass body (+1 forward when outdistancing once per race)
- Reduced weight (+1 forward when overtaking once per race)
- Parachute (+1 forward on sudden stops once per race, or safe fall from height)
- Hidden compartment (smuggling goods)
- Bullet proof glass (armor rating)
- Rocket (+2 forward when overtaking, outdistancing or jumping once per race)
- Hovercraft transformation (cross any terrain, costs 2 resources)
- Airplane transformation (flight, costs 2 resources)
- Speedboat transformation (Cross water)
- Submarine transformations (Go underwater, cost 2 resources)
- Remote Control (Allows remote driving of vehicle)
List of Cool Vehicles
- Acura Integra Type-R
- Alfa Romeo 8c Competitione
- Alfa Romeo Spider
- AMC Eagle
- AMC Gremlin
- Aston Martin DB9 Volante
- Aston Martin Vanquish
- Audi R8
- Audi TT
- Austin Mini
- Bentley Arnage
- Bentley Continental GT
- BMW M3
- BMW I8
- Bugatti Chiron Super Sport
- Bugatti Veyron
- Cadillac V16
- Chevelle
- Chevrolet Camaro
- Chevrolet Corvette
- Chrysler 300
- Chrysler Minivan
- Chrysler PT Cruiser
- Citroën BX 16 Valve
- DeLorean DMC-12
- Dodge Charger
- Dodge Dart
- Dodge Viper
- Duesenberg Model SJ
- Dune buggy
- Ferrari 458 Italia
- Ford Capri MK1
- Ford GT
- Ford Model 18
- Ford Mustang
- Ford Pinto
- Ford RS200
- Ford SHO
- Hennessey Venom F5
- Honda Accord Type R
- Honda Civic S
- Hummer H2
- Hyundai Veloster N
- Isuzu Amigo
- Jaguar E-Type
- Jaguar XJ6
- Jeep MB
- kia Soul
- Koenigsegg Agera R
- Koenigsegg CCX
- Lamborghini Aventador
- Lamborghini Murcielago
- Lancia Delta S4
- Lexus LFA
- Lotus Elise
- Maserati GranTurismo
- Maserati MC12
- Maybach 62
- Mazda MX-5 Miata
- Mazda RX-7
- McLaren F1
- McLaren P1
- Mercedes ML AMG 63
- Mercedes SLS
- Mercedes G-Class
- Mercedes S65 AMG
- Mini Cooper JCW
- Mitsubishi Lancer Evo X
- Morgan 4/4
- Nissan 300ZX
- Nissan Skyline GT-R
- Oldsmobile “Rocket” 88
- Oldsmobile Silhouette
- Pagani Zonda
- Peel P50
- Peugot 205 T16
- Plymouth Belvedere
- Plymouth Prowler
- Pontiac Aztek
- Pontiac Grand Am
- Pontiac GTO
- Porsche 911 GT3
- Porsche 918 Spyder
- Porsche Carrera GT
- Reliant Bond Bug
- Reliant Robin
- Renault Le Car
- Renault Twingo
- Rolls-Royce Phantom
- Sebring-Vanguard CitiCar
- Shelby Cobra
- Smart Car
- Subaru Baja
- Subaru Impreza WRX
- Suzuki X90
- Tesla Model S
- Toyota Corolla
- Toyota Supra
- Volkswagen GTI
- Wiesmann GT MF4
Vehicle Creation Steps
- Chose a vehicle size and type.
- Give it a look.
- Choose 1 or 2 Strength tags.
- Choose 1 or 2 Weakness tags.
- Purchase 1 or more Mods