Burning Plastic – Part 3 Optional Rules Heroic Drivers Some minifigs are made of superior plastic. To represent a driver who is a cut above the rest, you can give them one or more special skills. For impromptu games players can pick one skill for their driver. I might write some sort of campaign rules to develop characters. Maybe. In the meantime just use these to spice up the game. Skills Macho Character is heavily muscled and can take a lot of punishment Can ignore the first point of damage taken to the Driver component Iron sights Character is good at keeping his gun trained on his target If shooting at the same target as he did last turn, he gets to shift a damage point one stud from the rolled location. Glued to the road Character has great control over his car Control rolls are at +1 Hot wheels Character can get better speed performance out of a car Top speed is increased by 1 Lead foot Character can get better acceleration out of a car Acceleration is increased by 1 Anchor Character can brake cars very effectively Deceleration is increased by 1 Showman Character is a show off and tries to pull off impressive but dangerous moves Can voluntarily take +4 on a control roll (i.e a 4 penalty). If the control roll succeeds he may get a +1 bonus on the next roll made Missile Master Character is good with missiles Missiles do +1 damage Lucky Character is blessed Once per game, may force an opponent to reroll a to hit or damage roll that targets him Torpedo Character is a ramming fanatic Character may roll D6 for each point of damage caused by a head on, shunt or T bone collision he initiated. On a 6 the damage point is ignored. Arena rules Some arena matches will be very simple – last car that remains driveable wins. However, often they set up special matches, or they have special rules. Possible rules: No turrets – some arenas try to encourage better driving by banning turrets, or insisting that turrets are fixed in position. Danger zone – the arena has guns, flippers, pits etc. to spice up the match. Race match – the match can be won by winning a 3 lap race of the course. Or being the only car left intact of course. Points – match is timed, and points are awarded for kills, achieving high speeds, jumping ramps and so on. Team Battle – two or more teams battle until only one side remains. Wingman – team battle where each team consists of 2 cars. Capture the Flag – a team based game – each side must drive over a flag in the opponents starting zone and return it to theirs. Ammo If you want to keep track off ammo, then you can do this in a number of ways – use a brick separate to the gun to keep track, or put markers on top of the guns on the template. Small guns would probably have 20 ammo, large guns 10. Or something like that. Handling class At the moment all cars handle equally well. Optionally, the smaller cars can handle well and outmanoeuvre the larger ones. Apply the following modifiers to control rolls: Class A +2 Class B 0 Class C –2 I may introduce options (if I introduce costs) for sloped armour, streamlining etc which will improve handling.