GASLANDS – QUICK REFERENCE
Each Turn proceeds through Gear Phases 1 to 6. In
W RECKED
each gear phase, activate each vehicle in that gear
or higher, starting with the player in pole position 1. Short straight move forward
and proceeding clockwise. < COLLISION WINDOW >
2. Become a wreck
Activation Steps
3. Explosion check: Roll D6+ammo, explodes on 6+
1. Spend Audience Votes 4. If vehicle explodes: attack everything within
2. Select qualifying vehicle to activate medium range with explosion attack with Blast:
3. Activate selected vehicle
1. Movement Step WEIGHT EXPLOSION ATTACK DICE
2. Attack Step Lightweight 2D6
3. Wipeout Step Middleweight 4D6
1. M OVEM ENT STEP Heavyweight 6D6
1.1. Select a maneuver template COLLISIONS
1.2. Place the maneuver template
1.3. Make a skid check 1. Active vehicle declares smash attack or evade
2. Obstruction declares either smash attack or evade.
1.4. Apply SHIFT results. Discard a SHIFT result to:
(Obstacles always declare smash attack).
• Discard one HAZARD, SLIDE or SPIN result 3. Roll all smash attacks
• Stick-shift up: +1 current gear, +1 hazard 4. Roll all evades
• Stick-shift down: -1 current gear, +1 hazard 5. Apply un-cancelled hits
• Discard one hazard token from this vehicle 6. Each vehicle involved in the collision gains +2
• Discard without effect. hazard tokens (or +1 if both evaded)
1.5. Gain hazard token from HAZARD, SLIDE and Orientation Smash Attack Dice
SPIN results
= Attacker’s current gear plus
1.6. Resolve slide: place slide template Head On
Defender’s current gear
1.7. Move the vehicle into its final position
T-bone or Sideswipe = Attacker’s current gear
< COLLISION WINDOW >
1.8. Resolve spin: up to 90 degrees, either direction. Tailgate
= Attacker’s current gear minus
< COLLISION WINDOW > Defender’s current gear
Bonus Bonus Smash Attack Dice
2. ATTACK STEP
1 / 2 Classes Heavier +2 / +4 attack dice
2.1. Check if you are distracted
1 / 2 Classes Lighter -1 / -2 attack dice
2.2. Assign crewmembers to weapons
2.3. Declare targets
2.4. Check range, line of sight and cover AUDIENCE VOTES
2.5. Roll to attack (4+ is a hit, 6 is a critical hit)
Condition Audience Votes
2.6. Defender rolls to evade (roll number of evade
One of your vehicles is wrecked + 1 vote
dice equal to current gear, 6+ to cancel a hit)
2.7. Remove hull points Start a turn without any active
+2 votes
vehicles.
3. W IPEOUT STEP (Death Race only) A gate is passed Gain 1 audience vote on a
for the first time that none of your 5+ if one gate behind, 4+ if
3.1. Make a flip check: roll equal to or over the vehicles have passed yet two gates behind, etc.
vehicle’s current gear to succeed
3.2. If flip check failed suffer 2 hits
1 Vote: BURN RUBBER: Change gear. THUNDEROUS
3.3. If flip check failed move medium straight APPLAUSE: Remove D6 hazard tokens from that vehicle.
< COLLISION WINDOW >
2 Votes: EXECUTIVE INTERVENTION: Put enemy vehicle
3.4. Reduce current gear to 1
on 5 hazard. RE-LOAD: +1 ammo token. CARPE DIEM: Take
3.5. Remove all hazard tokens from the vehicle
pole position, or prevent next move.
3.6. The player clockwise of the player controlling
the active vehicle rotates the vehicle about its 3 Votes: RE-SPAWN: If you have no vehicles currently in
centre point to any facing play, re-spawn one vehicle which suffers damage equal to
half its hull value, rounded up.
< COLLISION WINDOW >