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Starchild weaved his Sidewinder back and forth across all lanes of the rural highway, trying to evade fire. He surprisingly eased up on the accelerator, and the attackers moved in for the kill. When the raiders got uncomfortably close, Starchild flipped a toggle switch on his center console and, with audible whoosh, gelled petroleum coated the roadway and ignited just as it exited the rear of the vehicle. Unable to react in time, two of the pursuing vehicles were engulfed in flames, veered off the highway and rolled to a stop. The others screeched to a halt, unwilling to cross the blazing barrier. “Starchild to Mothership, I just sent the Ragin’ Cajun Gang back to hell … meet you back in Creole country.” “Roger that, Starchild… and stay cool, baby.” to (Not So) Passive Aggression, an expansion deck for Outrider that adds a selection of auxiliary weapons designed to amp up the offensive capability of your Outrider vehicles. A brief note on grammar: This document uses the singular form of they/their/them as a gender neutral pronoun. Be sure to check out dicefestgames.com for information on game updates and for expanded components and rulesets (like this one). Section One: Welcome to TJSS Military Surplus (version 1.3) This first section will help familiarize you with the various cards that are included in the (Not So) Passive Aggression Weapons Deck. The sections below provide an illustration and breakdown of the card’s instructions. 1.1 Weapon & Equipment Cards These cards represent auxiliary weapons that can be attached to your Outrider vehicle. Most of these weapons have special effects, described on the card and in these rules. Title & Icon Includes the name of the weapon and an icon corresponding to the weapon type. Summary Gives the player a quick reference of the weapons attributes. Details This area includes detailed rules and roll charts for weapons with variable effects. Charges Many weapons have limited use(s). These spaces allow the player to place Charge Tokens BH BH (order #4372371) 6

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Page 1: Aux Cards Rules v13

Starchild weaved his Sidewinder back and forth across all lanes of the rural highway, trying to evade fire. He surprisingly eased up on the

accelerator, and the attackers moved in for the kill. When the raiders got uncomfortably close, Starchild flipped a toggle switch on his center

console and, with audible whoosh, gelled petroleum coated the roadway and ignited just as it exited the rear of the vehicle. Unable to react in

time, two of the pursuing vehicles were engulfed in flames, veered off the highway and rolled to a stop. The others screeched to a halt,

unwilling to cross the blazing barrier. “Starchild to Mothership, I just sent the Ragin’ Cajun Gang back to hell … meet you back in Creole

country.”

“Roger that, Starchild… and stay cool, baby.”

to (Not So) Passive Aggression, an expansion deck for Outrider that adds a selection of auxiliary weapons designed to amp up the offensive

capability of your Outrider vehicles.

A brief note on grammar: This document uses the singular form of they/their/them as a gender neutral pronoun.

Be sure to check out dicefestgames.com for information on game updates and for expanded components and rulesets (like this one).

Section One: Welcome to TJSS Military Surplus (version 1.3) This first section will help familiarize you with the various cards that are included in the (Not So) Passive Aggression Weapons Deck. The sections below provide an illustration and breakdown of the card’s instructions.

1.1 Weapon & Equipment Cards These cards represent auxiliary weapons that can be attached to your Outrider vehicle. Most of these weapons have special effects, described on the card and in these rules.

Title & Icon – Includes the name of the weapon and an icon corresponding to the weapon type. Summary – Gives the player a quick reference of the weapons attributes. Details – This area includes detailed rules and roll

charts for weapons with variable effects.

Charges – Many weapons have limited use(s). These

spaces allow the player to place Charge Tokens

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1.2 Range/LOS Cards This expansion includes Range Cards (sometimes referred to as Line of Sight or LOS cards). These cards are designed to replace and/or augment the existing range ruler. On one side, there is a single, red fire corridor. The other side features a double corridor (for vehicles with linked weapons). These cards are used exactly like the existing ruler, with the exception that they can be chained together to indicate increased or decreased range or spread. As a base, three range cards placed end to end equal the length of the original range ruler. These also have the added benefit of fitting easily into a deck with your existing Outrider cards.

1.3 Weapon Templates Some weapons use their own custom templates other than the standard range ruler/cards to represent their field of fire. Weapons such as the flamethrower and deployed weapons use this type of card for determining range.

1.4 Dropped Substances Some weapons use these special maneuver cards for attacks. These are played like standard maneuvers, but are left in play (not gathered up) at the end of a round. These cards have special effects described in section 3.2.

Area of Effect – Templated weapons use their own card in place of the standard range ruler (or LOS cards) to determine the range and blast area. At present, most auxiliary weaponry has a range/blast equal to the size and shape of a vehicle base/maneuver card. Title – Indicates the name of the auxiliary weapon.

Some cards may also contain charts and/or special

instructions for the weapon’s use.

Alignment Arrow & Hazard Number – The arrow is used for placement. Once placed, the dropped substance will remain in play as a hazard (severity indicated by number in yellow icon) Card Image – Artwork depicts dropped substance; Entire card area indicates the area of effect. Title, Difficulty Number & Card Seat– Dropped

substances are initially placed in the same manner

as a standard Maneuver Cards.

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1.5 Spinout! Card When crossing an Oil Slick, Caltrops or other dropped substances, there is a chance your vehicle will lose control and spinout. The Spinout! card helps you determine your final position after spinning out. This card is used in place of the normal Loss of Control results, when specified by the weapon’s effects (see section 4.1 for more details).

1.6 Plow-Thru! Maneuver Card Certain armor enhancements allow a vehicle to push through another vehicle when a player would normally be boxed in after colliding (or ramming) another vehicle. See section 4.2 for details on how the Plow-Thru! card is used in play.

1.7 New Tokens

Charge Token – These tokens are placed on certain weapon cards to indicate the amount of charges, uses or ammunition that particular weapon has remaining. Regardless of the weapon’s type of ammunition, the charges are represented by these ‘canister’ tokens.

Spinout Arrows – These yellow arrows indicate the final stopping point after a spinout is resolved. After a number is rolled, the leading edge of the spinning vehicle is placed flush with the Spinout! Card, with its appropriate arrow aligned with the corresponding rolled number (green when moving forward, red for reverse). Card Seat & Title – When a spinout occurs, this card is seated onto the leading edge of the moving vehicle (green when moving forward, red for reverse).

Push Indicators – These arrows serve as secondary indicators of which side a plowed-thru vehicle will be pushed. Alignment Arrow – Used to indicate the direction of travel and as the primary indicator of which side a plowed vehicle will be pushed. Card Seat – Used to align the Plow-Thru! Card onto the front of the pushing vehicle when testing for a plow-thru

maneuver (see 4.2 for plow-thru rules)

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Section Two: Organizing and Selecting the Cards for Play

2.1 How to incorporate the cards The Tejas Speed Shop is famous throughout the southwest for its ‘Shop, Chop & Swap’ program. Outriders can buy new or surplus parts as well as trade in their used equipment for credit towards new gear. This flexibility allows Outriders to frequently change their gear from job to job. To represent this in the game, players can equip their car with new weapons at the beginning of each game. Listed below are a few (of the many) ways players can draft/draw auxiliary weapon cards at the beginning of a game. Random Draw: In this variant, shuffle the auxiliary weapon deck and have each player draw one (1) card at random. Players can establish a draw order by rolling their Driver Dice. Semi-Random Draw: In this variant, separate the auxiliary weapon deck into separate decks, sorted by associated weapon types (Dropped/Deployed, Auxiliary, Contact). Have the players draw one card from a deck of their choosing – the general rule of thumb is that no vehicle will have more than one auxiliary weapon. Like the previous variant, players can roll Driver dice to establish a drafting order. Assignment If the players are playing a custom scenario, the players (or the scenario’s creator) may decide that certain vehicles will have prescribed equipment. Alternatively, players can establish a draft order and allow each player to select an extra weapon of their choice.

2.2 New Dice Formulas There are few new dice combinations used in conjunction with this (and other) expansion(s). They are 2D(x)H and 2D(x)L. (x) represents the associated attribute die. 2D(x)H means roll two (2) attribute dice and choose the highest single result – sometimes you may be able to apply the total (see the card descriptions for more details. 2D(x)L is the opposite: roll two (2) attribute dice and apply the single lowest result.

Section Three: Card Descriptions & Rules

3.1 Passive Attacks Oil Slicks, Smoke Screens and other passive (dropped) weapons are not triggered by pairing an attack token to a maneuver card, like a ‘shooting’ attack. Instead, these ‘passive’ attacks use specialized maneuver cards.

3.2 Playing Passive Attack Cards Passive attack cards are played just like standard maneuver cards. They feature a card seat, alignment arrows and a difficulty number. There are a few notable differences between normal maneuver cards and passive attacks. First, these cards are attacks; they cannot be paired with any attack, shift or other action tokens. Next, when playing these maneuvers, a player is only limited to the number of charges they have left on their corresponding weapon card. A player must discard one charge token for each individual passive attack/maneuver card they lay down as part of a movement chain. These cards are not collected at the end of a player’s turn with the normal maneuver cards – they are left on the table as permanent hazards for the players (including the player who dispensed them). The yellow hazard number indicates the hazard modifier for crossing this dropped item (+1 for moderate obstacles and +2 for severe obstacles). Finally, these cards each have some special rules governing their effects, each outlined below. Passive attack effects are triggered when a vehicle contacts the card (as part of a movement chain or as having lost control) OR when the dispensing vehicle loses control at the point where the passive attack/maneuver card was to be played. In either instance, consult the effects chart for the substance (listed on the weapons summary card) and follow them immediately. It is also possible for a substance (i.e. Oil Slick, etc.) to cause a vehicle to spinout, even though the original control roll is successful – the passive attack effects will override the normal loss of control rules.

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Oil Slick Description & Special Rules

Passive Attack. The oil slick is a pool of thick, black petroleum that is dropped behind a vehicle as it moves. To

represent this, the oil slick is deployed as maneuver card. The Player must discard one (1) Charge token for each

patch of oil they wish to lay down. The Oil Slick dispenser begins the game with six (6) charges.

Special Rules. Once placed, the Oil Slick card is treated as a severe (+2) hazard. Any vehicle that contacts an Oil

Slick card as part of a movement or loss of control must roll on the chart below to determine the effects. Players roll

their Driver Die and add the vehicle’s Handling Bonus and any Skill Points they wish to apply (no other bonuses,

penalties will be applied) – the result of the roll is compared to the chart below:

1-5 Spin Out & Gunked. The vehicle has lost control as it crossed the puddle of oil. Place the Spinout!

Card in front of the vehicle, at the point of contact with the slick and follow the Spinout! Instructions

immediately (see Spinout! Rules for more details). Additionally, the underside of the car is caked with Oil.

Pick up the Oil Slick maneuver card and place it in front of the effected player. For each Oil Slick in front of

the player, add +1 difficulty to any Driver roll, until the gunk is removed. Starting with the turn when the

vehicle was gunked, at the end of each of the effected player’s turns, roll a D6 for each Slick. On a roll of

5+, the player may remove the ‘gunk’ from their vehicle (This is determined on a card-for-card basis; one

roll of 5+ does not remove ALL gunk).

6-8 Gunked. The vehicle managed to maintain control, but the underside of the car is caked with Oil. Pick

up the Oil Slick maneuver card and place it in front of the effected player. The gunked rules are handled

the same as results 1-5.

9 Free & Clear. The player has skillfully avoided the pool of oil. The player may finish their movement as

normal, but the avoided slick remains in play as a hazard for all players.

Smokescreen Description & Special Rules

Passive Attack. The Smokescreen is deployed as maneuver card. The Player must discard one (1) Charge token for

each cloud of smoke they wish to lay down. The Smokescreen dispenser begins the game with six (6) charges.

Smokescreens are initially released as Severe Smoke Markers, until they dissipate (see dissipation rules, below).

Severe Smoke Markers. The thick oily smoke that pours out of the rear of a vehicle is denser than any dust or

exhaust smoke that occasionally is kicked up behind a vehicle. Severe Smoke Markers completely block line of sight

(LOS) for targeting purposes. Any vehicle that is touching a Severe Smoke Marker cannot be targeted. Severe

Smoke Markers are considered a severe (+2) hazard.

Moderate Smoke Markers. Any vehicle that in contact with a Moderate Smoke Marker receives a +2 defense bonus

for any attack that can draw line of sight. Moderate Smoke Markers are considered a Moderate (+1) hazard when

calculating driving difficulty.

Testing for Dissipation. At the end of each player’s round, roll a D6 for each remaining smoke marker. On a roll of

5+, Severe Smoke Markers are flipped over to become Moderate and Moderate Smoke Markers are removed from

play, as the smoke clears. This is handled on a card-for-card basis; one roll of 5+ will not affect multiple clouds of

smoke.

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Napalm Slick Description & Special Rules

Passive Attack. The Napalm Slick is deployed as maneuver card. The player must discard one (1) Charge token for

each patch of Napalm they wish to lay down. The Napalm Slick dispenser begins the game with three (3) charges.

Special Rules. Once placed, the Napalm Slick is considered a severe (+2) hazard. Any player that contacts a

Napalm Slick card as part of a movement or loss of control must immediately resolve the effects of the flames. Roll a

D8 and compare it to the vehicle’s remaining Hit Points. If the roll is higher than the vehicle’s remaining Hit Points, the

vehicle takes one (1) point of damage from the flames.

After this attack has been resolved, use the chart below to determine the effects. Players roll their Driver Die and add

the vehicle’s handling bonus and any Skill Points they wish to apply (no other bonuses, penalties will be applied) –

the result of the roll is compared to the chart below:

1-5 Spin Out & Gunked. The vehicle has lost control as it crossed the puddle of ignited petroleum. Place

the Spinout! Card in front of the vehicle, at the point of contact with the slick and follow the Spinout!

Instructions immediately (see Spinout! Rules for more details). Additionally, the underside of the car is

caked with gunk. Pick up the Slick and place it in front of the effected player. For each Napalm Slick

maneuver card placed in front of a player, add +1 difficulty to any future Driver roll, until the gunk is

removed. Starting with the turn when the vehicle was gunked, at the end of each of the effected player’s

turns, roll a D6 for each Slick. On a roll of 5+, the player may remove the ‘gunk’ from their vehicle (This is

determined on a card-for-card basis; one roll of 5+ does not remove ALL gunk).

6-8 Gunked. The vehicle managed to maintain control, but the underside of the vehicle has been coated

in ignited petroleum. Pick up the Slick and place it in front of the effected player. For each slick in front of

the player, add +1 difficulty to any future Driver roll, until the gunk is removed. The gunked rules are

handled the same as results 1-5.

9 Free & Clear. The player has skillfully avoided the pool of flaming oil. The player may finish their

movement as normal, but the avoided slick remains in play as a hazard for all players.

At the end of each player’s turn, roll a D6 for every patch of napalm in play. On a roll of 5+, replace the fiery Napalm

Slick with a normal Oil Slick, as the flames have gone out.

Mines Description & Special Rules

Passive Attack. Mines are small, explosive discs that explode when passed over by a vehicle. To represent this, the

Mine Field is deployed as maneuver card. The Player must discard one (1) Charge token for each patch of mines

they wish to lay down. The mine dispenser begins the game with three (3) charges.

Mines are initially released at 3D6 Strength (represented by 3 mines), until they are detonated and are flipped over to

become 2D6 strength (represented by 2 mines) and finally removed completely after the second detonation (see

rules below).

As soon as a vehicle contacts a patch of mines, roll the mines’ current strength (2D6 or 3D6) and compare this total

to the vehicle’s Armor roll. Since the mines target the vulnerable underside of a vehicle, no Defense Bonus can be

applied. The mines strength is reduced regardless if the attack inflicts any damage to the contacting vehicle.

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Caustic Smoke Description & Special Rules

Passive Attack. The Caustic Smokescreen is a passive weapon that is dropped behind a vehicle as it moves. To

represent this, the Caustic Smokescreen is deployed as maneuver card. The player must discard one (1) Charge

token for each cloud of smoke they wish to lay down. The Caustic Smokescreen dispenser begins the game with

three (3) charges. Caustic Smokescreens are initially released as Severe Markers, until they dissipate (see

dissipation rules, below).

As soon as a vehicle contacts a cloud of caustic smoke, roll a D8. If roll is more than the Driver’s remaining Skill

Points, the player loses 1D6 Skill Points, as they are exposed to the poisonous gas.

Severe Caustic Smoke Markers. Any vehicle in contact with a Moderate Smoke Marker receives a +2 defense

bonus for any attack that can draw line of sight. Severe Caustic Smoke Markers are considered a Severe (+2) hazard

when calculating driving difficulty.

Moderate Caustic Smoke Markers. Any vehicle in contact with a Moderate Caustic Smoke Marker receives a +1

defense bonus for any attack that can draw line of sight. Moderate Caustic Smoke Markers are considered a

Moderate (+1) hazard when calculating driving difficulty.

Testing for Dissipation. At the end of each player’s round, roll a D6 for each remaining smoke marker. On a roll of

5+, Severe Smoke Markers are flipped over to become Moderate and Moderate Smoke Markers are removed from

play, as the smoke clears. This is handled on a card-for-card basis; one roll of 5+ will not affect multiple clouds of

smoke.

Caltrops Description & Special Rules

Passive Attack. Caltrops are a passive weapon that is represented by a maneuver card. The Player must discard

one (1) Charge token for each patch of Caltrops they wish to lay down. The Caltrops dispenser begins the game with

four (4) charges.

Special Rules. Any player that contacts a Caltrops patch as part of a movement or loss of control must immediately

use the chart below to determine the effects. Players roll their Driver Die and add the vehicle’s handling bonus and

any Skill Points they wish to apply (no other bonuses, penalties will be applied) – the result of the roll is compared to

the chart below:

1-5 Spinout & Spiked! The vehicle has lost control as the driver tried to swerve the field of sharp debris.

Place the Spinout! Card in front of the vehicle, at the point of contact with the patch of Caltrops and follow

the Spinout! Instructions immediately (see Spinout! Rules for more details). Additionally, the wheels of the

car are covered in tire-shredding spikes. Pick up the Caltrops card and place it in front of the effected

player. This player has been spiked! Effected players must add +1 to any future control check, for each

Spiked! result suffered. This effect is permanent (unlike being gunked, which can wear off).

6-8 Spinout! The vehicle has lost control while trying to avoid the metal spikes. Place the Spinout! Card in

front of the vehicle, and follow the Spinout! Instructions immediately (see Spinout! Rules for more details).

The Caltrops remain in play.

9 Free & Clear. The player has skillfully avoided the patch of tire-shredding debris. The player may finish

their movement as normal, but the avoided Caltrops remain in play as a hazard for all players.

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Blocker Description & Special Rules

Passive Attack. The Blocker is a passive weapon that is dropped behind a vehicle as it moves. To represent this, the

Blocker is represented by a maneuver card. The Player must discard one (1) Charge token for each patch of debris

they wish to lay down. The Blocker begins the game with four (4) charges.

Special Rules. Any player that contacts a patch of Blocker debris as part of a movement or loss of control must

immediately use the chart below to determine the effects. Players roll their Driver Die and add the vehicle’s handling

bonus and any Skill Points they wish to apply (no other bonuses or penalties will be applied):

1-5 Stopped & Damaged. The vehicle is immediately halted in its path, marked as stopped and dealt one

(1) point of damage, as if it had hit a structure. The vehicle begins the next round boxed in.

6-8 Stopped. The vehicle is immediately halted in its path and marked as stopped, but no damage is

delivered. The vehicle begins the next round boxed in.

9 Free & Clear. The player has skillfully avoided the field of debris.

Regardless of any outcome, the debris remains as a permanent, severe (+2) hazard.

Triple Play Description & Special Rules

Passive Attack. The Triple Play is a weapon that is dropped behind a vehicle as it moves. To represent this, The

Triple Play’s attacks are represented by maneuver cards. The Player must discard one (1) Charge token for each

patch of debris they wish to lay down. The Triple Play begins the game with two (2) charges of each of the following:

Oil, Smoke and Caltrops.

The Triple Play is a multi-faceted dropper that acts as an Oil Slick, Smokescreen or Caltrops dispenser, only with less

charges of each. Otherwise, it functions exactly the same respectfully to those weapons (see rules above).

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3.3 Deployed Weapons Deployed weapons do not require an available weapon arc to equip; they are deployed behind a vehicle. Deployed weapons require an attack token to be activated and typically have their own range/area of effect template that is fired flush from the rear of the vehicle.

Paint Sprayer Description & Special Rules

Attack Token Activated. Templated Weapon. Limited Use(s). The Paint Sprayer coats a targeted vehicle’s

exterior with a thick, gooey layer of brightly colored paint.

Place 1-3 charge token(s) next to the attack token where you intend to spray another vehicle. When resolving the

attack from that spot, place the area of effect template flush with the rear of your vehicle. The first car to interrupt the

card is coated. When all three (3) charges are used, discard the sprayer.

For each charge you spent for that attack, roll the same number of D8s and place the single, highest result forward.

The number indicates how ‘coated’ the targeted player’s vehicle exterior is.

While coated, the painted vehicle may not attack. All Driver difficulties are given an automatic severe (+2) hazard and

any player that targets the painted car gets a +1 bonus to their Attack roll to hit the brightly colored car.

Removing the paint. If a player wishes to remove the paint, they must begin a turn stopped, then roll their driver dice

(Skill Points may be spent) each round until the ‘coated’ number is matched. Rolls are cumulative. The turn after the

vehicle is cleaned, the player suffers no more penalties.

Snare Description & Special Rules

Attack Token activated. One use per Turn. Templated Weapon. The Snare is a winch-controlled weapon

designed to snare (or rip apart) a vehicle. The snare has unlimited uses but is given one (1) charge per turn as it can

only be used once per turn. Pair the charge token and Attack Token with the first Maneuver of your turn (similar to

shifting). Over the course of your next turn, the Snare will drag behind your vehicle, slowly reeling in your victim(s).

When resolving your maneuvers, place the Snare template flush with the rear of your vehicle. Any vehicles that

interrupt the snare are potentially hooked. Roll a D10 for each potentially snared vehicle in the order encountered:

1 Yanked Out! Discard the snare weapon card and take one (1) point of damage as the whole assembly

is wrenched from your vehicle.

2-4 No Effect. The spikes are unable to hook the targeted vehicle.

5-8 Targeted Vehicle Spins! On a 5 or 6, rotate the target vehicle 90 degrees counter-clockwise, in

place. On a 7 or 8, rotate the vehicle clockwise, in place - Either way, mark the vehicle as stopped.

9-10 Targeted Vehicle’s Armor ripped off! The targeted vehicle loses one (1) point of armor.

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3.4 Auxiliary Weapons Auxiliary weapons represent ‘exotic’ weaponry used by Outriders to augment their basic guns: Rockets, flamethrowers, mortars, etc. The auxiliary weapons occupy one (1) secondary weapon slot. This slot can no longer be used as a fire-linked weapon. Auxiliary weapons are attack token activated like normal weapons. Some use the standard range ruler and some have their own custom targeting templates.

Flamethrower Description & Special Rules

Attack Token Activated. Templated Weapon. One use per turn. One of the most feared, coveted and

unpredictable weapons, the flamethrower can inflict damage on multiple vehicles, regardless of their grade of armor,

but the weapon is prone to catastrophic failure and consumes fuel at a prodigious rate. The Flamethrower has

unlimited uses, but is given a charge token as it can only be fired once per turn – pair the charge token with the

Attack Token where the flamethrower attack is desired.

Special Rules. When attacking with the flamethrower, place the flamethrower template down, with the muzzle in

contact with the associated secondary weapons arc. ANY and ALL vehicles that come in contact with the flame’s

area effect are attacked – the entire card is considered to be the area of effect, regardless of how the artwork

appears (Roll once and compare the results to ALL affected vehicles).

To resolve an attack: Roll a D10 and compare it to the number of hit points the target has remaining. If the attack roll

is higher than the target vehicle(s) remaining points of armor, remove one (1) point of damage.

Rolling a 1. The flamethrower backfires and the attacker suffers one (1) point of unblockable damage.

The weapon is destroyed, discard this card.

Rolling a 10. The target suffers two (2) points of damage, instead of the normal one (1) but the

flamethrower runs out of fuel during the attack - discard this card.

Rocket Launcher

Description & Special Rules

Attack Token Activated. Limited Use(s).The Rocket Launcher houses six (6) 70mm, unguided D8 strength rockets

that can be fired individually or in groups. The player places a charge token(s) next to the attack token indicating the

number of rockets they intend to launch. The attacking player may roll any attack with any number of remaining

rockets at once. The total rolled serves as the attack number. If the combined salvo total is higher than the target

number, the target receives at least one (1) point of damage. If triples are rolled on a damaging attack, the targeted

vehicle receives two (2) points of damage.

If quadruples (or higher) rolled on damaging attack, the targeted vehicle receives three (3) points of damage.

Carpoon Description & Special Rules

Attack Token activated. Limited Use(s) Per Turn. The Carpoon is a large, vehicle mounted ballista that attacks

with a D8. The Carpoon is a slow-firing weapon that has unlimited uses but can only be fired a maximum of two (2)

times in a turn (represented by charge tokens).

First, resolve the attack per the normal rules. Next compare the attack roll to the targeted vehicle’s remaining hit

points. If the rolled result is higher, the targeted vehicle is stopped dead in its tracks and cannot move on its next turn,

as it struggles to free itself from the giant stake. After one round of being stopped, the targeted vehicle may move as

normal.

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Mortar Description & Special Rules

Attack Token Activated. Templated Weapon. Indirect Fire. The mortar is a large bore weapon that fires its

ammunition in a high arc, targeting vehicles from above with a long-range, armor-busting attack.

The Mortar is an Indirect firing weapon (see indirect firing rules, section 4.3).

The mortar attacks with a highly explosive D10 Blast marker. Any and all vehicles that are covered by the marker are

targeted. Roll once for all vehicles targeted. Targets receive no Defense Bonus as the attack comes from above.

Multi-Launcher Description & Special Rules

Attack Token Activated. Templated Weapon. Limited Use(s)*. Indirect Fire. A multi grenade launcher that can be

loaded with specialty ammunition.

The Multi-Launcher is an indirect firing weapon (see indirect firing rules, section 4.3).

The multi launcher can attack with unlimited canister rounds (D8 blast, see rules for Mortar, above) as well as two (2)

charges of smoke grenades (identical to a smokescreen) and flak (identical to caltrops). Multiple vehicles can be

targeted indirectly by laying the template on top of the vehicles, requiring them to automatically trigger any contact

effects (loss of control, cover of smoke, etc) at the beginning of their next turn. Empty areas may also be targeted,

with the intention of placing markers in another vehicle’s path (see indirect firing rules, section 4.3).

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Guided Missile Description & Special Rules

Attack Token activated. One time use. Indirect Fire with guidance rules (see below). Must attack from a stopped

position. Some Outriders forego any subtlety (even by Outrider standards) and find ways to attach guided missiles

onto the roof racks of their vehicle.

Player may launch a single, devastating attack. The missile has an initial deadzone and spread like an indirect fire

weapon (see section 4.3 for indirect firing rules), with the following changes: The player may use an unlimited amount

of targeting cards after the dead zone is established. The player may still use the spread rules to ‘steer’ the attack,

but the first target to interrupt the range cards will be the target of the attack, the missile can turn to a limited degree,

but its primarily horizontal flight path don’t allow it to fly over the tops of numerous vehicles and structures.

When a hit is determined, roll 2D10 and apply the total. If doubles are rolled on a damaging attack, the missile inflicts

two (2) points of damage.

Discard this card after use.

3.5 Contact Weapon cards In addition to all the extra firepower, some Outriders add contact weaponry, such as blades, saws, rams and other brutal weaponry. Contact weaponry takes no weapon slot and no attack token to activate, as it is effectively weaponized armor.

Dozer Blade Description & Special Rules

When rolling defense against an attack that draws Line of Sight (LOS) through the front facing, this vehicle rolls two

(2) Armor Dice and chooses the highest single result. When doubles are rolled, the total is applied. Additionally this

vehicle can roll two (2) armor dice and apply the single, highest result when resolving collisions involving its front

facing. In the case of doubles, the total is applied. If this vehicle ever rolls doubles but still loses the collision, the

dozer blade is mangled beyond usefulness. Discard this card.

Plow-Thru! Maneuver. A vehicle equipped with a dozer blade is never boxed in and may make forward maneuvers

through other vehicles and debris, but not through structures (buildings, etc). See the Plow-Thru! rules below for a

detailed example (section 4.2).

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Ram Description & Special Rules

This vehicle receives a bonus D6 to any ram attempt (not incidentals). After the effects of the collision have been

resolved, consult the bonus D6 for additional effects.

On a roll of 5+, the other vehicle receives one (1) additional point of damage. Additionally, on a roll of 6+, this

vehicle’s damage is also reduced by one (1) point, in conjunction with the increased damage to the other vehicle.

On a roll of 1, the ram prevents any and all collision damage to this vehicle, inflicts one (1) additional point of damage

to the other vehicle, but is mangled in the collision. Discard this card as the ram has been crumpled beyond repair

and is no longer effective.

Saws & Blades Description & Special Rules

When rolling for collision results involving either of this vehicle’s side facings roll two (2) Armor Dice and select the

single, highest result. In the case of doubles, the total is used. If doubles are rolled and this vehicle still loses the

collision roll, discard this card as the implements have been destroyed in the crash.

Sideswipe. In addition, this vehicle is never stopped or boxed in when resolving collisions involving its side facing –

but only on this player’s turn.

Ejectable Armor

Description & Special Rules

Templated Weapon. Attack Token activated. This vehicle may sacrifice an Armor Token to make an attack. Use

the debris marker for the range ruler. The armor may be ejected in any direction. Use the vehicle’s Armor Die for the

attack roll. The player can add the vehicle’s Defense Bonus to the ‘attack’ roll, but may not use Skill Points. The

debris marker remains in play as a severe (+2) hazard.

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Section Four: Special Effects

These cards represent special rules or effects that are caused by certain weapons listed above.

4.1 Spinout!

Spinout! Card Description & Special Rules

Whenever a player suffers a spinout when losing control after contacting a dropped substance, seat this card flush

against the affected vehicle’s front (or back, if moving in reverse) facing. Roll a D6. After rolling, align the front (or

back) facing of the vehicle’s alignment arrow with the corresponding yellow arrow on the Spinout! Card - the arrows

are numbered 1-2, 3-4, 5-6.

The vehicle is assumed to fishtail around the Spinout! Card in the corresponding direction, so any objects/vehicles

that are contacted along that path are treated as incidental collisions. Additional contact with other dropped/deployed

weapons crossed in this manner will have no further effect(s). In the case of a 3-4 result (ending 180 degrees from

the vehicle’s original facing), the vehicle will sweep around on the 1-2 side on a roll of 3 and around the 5-6 side on a

roll of 4, for the purpose of determining collisions.

After resolving the spinout, the vehicle is marked as stopped.

4.2 Plow-Thru!

Plow-Thru! Card Description & Special Rules

Large vehicles and vehicles equipped with implements like the Dozer Blade have special properties in addition to the

extra dice of protection. After resolving a collision involving this vehicle, it is not marked as stopped nor is it

considered boxed in (from the front). On this player’s turn, they may intentionally shove aside any contacted vehicle,

as part of a movement chain. See examples below.

What happens to the other car? Depending on the orientation of the targeted car involved in the collision, the

results may vary.

First, seat the Plow-Thru! Card onto the front of the dozer-bladed vehicle. Next, compare the targeted vehicle’s

nearest facing with the dozer-bladed vehicle’s front end. If any portion of the colliding vehicle is clearly to the left or

right of the center of the Plow-Thru! Card’s leading edge (indicated the central, yellow alignment arrow), the targeted

vehicle is swept to that side, with the collided facing flush against the corresponding side of the Plow-Thru! Card, with

no portion of the car forward of the Plow-Thru! Card’s leading edge. If the targeted car is mostly centered, not clearly

on either side of the Plow-Thru! Card’s alignment arrow, roll a D6 and sweep the car to the side indicated by the roll.

Cars swept aside are marked as stopped but do not suffer any additional collision damage. Plowed vehicles may or

may not be considered boxed in, depending on their final positioning. The process of being swept aside may also

create an incidental collision (if shoved into another vehicle or structure – resolved immediately). If a swept car is

pushed onto a dropped substance (such as an oil slick) the effects will be resolved on the targeted player’s next turn.

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PLOW-THRU! EXAMPLES:

In this first example, a Muleskinner equipped with a dozer blade will contact a Gunslinger as part of a movement chain. Because the

Muleskinner has a dozer blade, it does not have to stop at the point of impact after resolving the collision. After the collision is resolved, seating

the Plow-Thru! Card onto the front of the Muleskinner. It is obvious that the Gunslinger is past the center arrow of the Plow-Thru! Card and the

Gunslinger is swept flush to the Plow-Thru! Card on the corresponding side and mark the Gunslinger as stopped. The Muleskinner player is

free to continue their turn.

In this second example, The Muleskinner begins the turn blocked by a vehicle. Unlike the previous example, the Gunslinger is not clearly positioned to one side or the other of the Plow-Thru! Card’s center arrow, so the Muleskinner player must roll a D6. Rolling a 5, the Gunslinger is swept to the right side of the Muleskinner and the Muleskinner may proceed. 4.3 Indirect Fire

Indirect Fire Special Rules

Indirect fire weapons are ballistic weapons that use steep firing angles to achieve great range, superior armor-busting

attack angles and the unique ability to fire over and above close obstacles.

When drawing line of sight (LOS) to a target, place the range ruler (or LOS cards) as normal, seated against the

designated arc. Unlike a normal weapon, this distance represents a ‘deadzone’ that is too close to the firing vehicle to

target – however, objects in this dead zone can be fired through as they do not interrupt the weapon’s high targeting

arc.

After establishing the dead zone, the player may chain together 1-3 cards in a line or in a spread. A spread is created

by aligning the individual, short sections of the red double fire corridor pictured on the range cards in differing ways to

create an angled path to the target. These cards played after the deadzone are considered the downward path of the

projectile from its peak. Only the final blast marker the precise area targeted; all other objects not touching this

marker can be passed through (see example below). Depending on the ammo, the firer may elect to target and

empty area on the battlefield. This is acceptable, but an attack roll must be made – attacks will still fail on a roll of 1.

See the weapon cards for individual rules and effects.

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INDIRECT FIRE EXAMPLE:

In this example, the Tailgunner (vehicle A) is firing a Mortar that is installed on the front facing, secondary arc. The first three range cards represent the ‘Dead Zone’ – the area that is too close to target. Choosing to target the Raider (vehicle D), the Tailgunner lays down 3 additional range cards in a spread pattern (as long as the red fire corridor sections align, the attacker may spread the corridor of fire to target vehicles or areas that may not normally be targetable. The blast marker is placed flush at the end (no spread is allowed) and this indicates where the ordinance falls. Any and all vehicles under this template are considered attacked. In this example, the building and the Nighthawk (vehicle B) is not targetable, because they are in the dead zone – too close to the indirect firing weapon. The Muleskinner (vehicle C) is not attacked, because the attacker did not place the blast marker on this. Thanks for Choosing Outrider! We at DiceFestGames thank you for giving our game a spin, and we hope you’ve enjoyed it. Be sure to check dicefestgames.com and The Outrider entry on BoardGameGeek.com, for rule variants, new cars, new scenarios as well as the opportunity to get in contact folks who can answer any of your questions and give you new ideas on ways to play.

D

C

B

A

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Notes on Putting the Components Together

As a print and play game, you will need to construct the various components before your first game of Outrider. The pieces have been made with ease of construction in mind, so that you can start playing as soon as possible. Cards are referenced most in the examples, but the same techniques used to create cards can be employed on tokens, the range ruler as well as other components. In the basic set, there are enough components for four players; for larger games, you can simply print duplicate components (be sure to print individual pages, when needed, to save ink and paper).

1. Print the components We at DFG know this seems like a given, but we wanted to discuss a few printing options. We would recommend using card stock for your printing, if possible. It’s typically fairly cheap and increases the quality of the pieces greatly. The files are in color, but some components, such as the range ruler and the Maneuver Cards, are mostly gray, and do not suffer much from ‘economy color’ printing or black and white printing. Save money on ink/toner, so that you can spend it on better paper and die cast cars

2. Score and fold The line that runs along the center of each page/column of printed components indicates where the pieces are to be scored and folded. Score the paper along the line. Scoring is lightly drawing the edge of a cutting utensil along the surface of the paper. Do not press hard enough to cut through, press lightly to insure a crisp fold. After scoring, fold the paper with the scored edge on the outside. Run your fingers along the fold to flatten it completely.

3. Apply adhesive This step is optional for the cards (if using card sleeves), but is pretty much necessary for the smaller components. With the fold established, apply adhesive liberally to the inside surfaces – basically the unprinted side. Be sure that there is plenty near the fold and along the edges, where the sides will meet. DFG uses glue sticks, due to the waxy, rather than watery nature of the adhesive – the paper tends to wrinkle less with glue sticks. Press firmly and run your fingers along the entire surface to ensure that the adhesive bonds thoroughly.

4. Trim the margins & Cut apart After the glue dries, take your cutting utensil and cut the items apart, including removing the blank paper from around the edges of the printed components (including margins). Take this opportunity to correct any white edges that have appeared, due to the folding – this can be achieved by trimming or concealing the unprinted with a dark colored marker (grey seems to work best, visually). This should yield enough cards and token for four players.

5. Finishing If you have the tools, the corners of the cards can be rounded. Cards can also be put into trading card sleeves to give them more strength as well as a little resistance to spilled liquids.

6. Other items The remaining items simply need to be cut out around the outer edges and folded along any dotted lines. There should be no gluing required for the terrain pieces.

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