Road Knights: Downloads
- Road Knights Core Rules
These are the basic vehicle movement and combat rules, and should tell
you everything you need to know in order to be able to put a couple of
racers on a handy table and get to zipping around in them and shooting
at each other. Though unless you've found some singular racers, you'll
likely need the Special Abilities Reference to explain how your weapons
and other components' special abilities work.
- PDF version, for printing out.
It's two pages, meant to be printed double sided and
made into a tri-fold pamphlet. If your printer won't print duplex,
you'll have to figure out the paper-flipping on your own.
- ODT version, which can be
opened with OpenOffice, LibreOffice, or (I am told)
recent versions of Microsoft Word, and modified as you see fit.
- Special Abilities
Reference
These list all the Special Abilities that you can find on the various
components of your racer, and what they do for you. I don't believe
it's possible to build a racer from the original materials that doesn't
have at least one special ability, so you'll want this.
- PDF version, for printing
out. It's also two pages and meant to be printed double-sided on a single
sheet, and then cut in half to provide two complete references. This
way, you don't have to pass the same one around the table (assuming you would
consider this to be a chore).
- ODT version, which can be
opened with OpenOffice, LibreOffice, or (I am told)
recent versions of Microsoft Word, and modified as you see fit.
- Dashboard Card
I really wanted to find a way to keep track of changing values (Speed
Points, Velocity, etc.) that was easy to keep with you as you moved
around the game table after your racer; having to carry a lot with you
is a pain, and it's a pain to have to jog back to your scratch pad (or
whatever) to check things or update values. The Dashboard Card keeps
track of Velocity, Damage Points, Speed Points, Effective Handling, and
Round Order, and only requires some cardstock and five paper fasteners.
And, since I needed a back to cover the heads of the paper fasteners
anyway, I put a rules quickref there so that, hopefully, there will be
fewer trips to the rules pamphlet.
- PDF, Single Card, for printing
out a single card.
- PDF, 2-Pack, for printing a
couple of cards at once so you don't waste so much cardstock.
- PDF, 4-Pack, which may
fail to print the ends of the tabs, depending on the printable area on
your printer. Since there's no information on the tabs, I don't
figure that's a big problem, and you waste less cardstock this way.
- SVG, Single Card, so you can make
whatever modifications you might want to using whichever vector graphics
editor you favor (I use Inkscape, but
you might prefer CorelDRAW or Adobe Illustrator).
Assembly Instructions:
- Cut out the card.
- Score along the fold lines: between the front and back of the card,
and where the bottom tab will fold.
- Using a craft knife or point of a scissor, poke a small hole in
the middle of each dial.
- Push a paper fastener through each hole from the back.
- Fold both tabs down in the same direction. Using a pair
of square-nosed pliers, grab the tabs at the point where they cross the
numbers, and fold the end of the tabs back toward the center of the
dial. Use the pliers to squeeze the fold flat, and then grab about
1/8th of an inch of the end of the pointer and bend it up very slightly
(which will make it easier to push the pointer around the dial).
- Fold the back of the card down, then fold the tab over to the
back, and glue or tape it down.
The results aren't too terrible, though I say it myself:
- Stat Block Card
The way the Dashboard Card keeps track of changing values, the Stat
Block Card keeps keeps track of all the values of your Knight/racer duo
that don't change (Reflexes, Durability, Valor, etc.). It also
lets you have brief summaries of what your racer's Special Abilities do ready
to hand, without having to pull out the Special Abilities Reference.
- PDF 4-Pack,, unadorned,
for printing.
- PDF 4-Pack w/logo,
for printing all fancy-like.
- SVG, one of each, so you
can use your favorit vector graphics editor to mess with them as you
see fit.
- PDF, Stat and Special
Ability tabs, for printing.
- SVG, Stat and Special
Ability strips, so you can limit what you print to what you actually
need, rather than getting one of everything. I really
recommend fiddling with a vector graphics editor for the Stat Block
Cards, so you don't end up with piles of stuff you really don't need
(and which is printed on cardstock which is not, after all, free).
Assembly Instructions:
- Cut out the card and strips.
- Score along the fold line between front and back of card.
- Using a craft knife, cut along the lines on the face and back of
the card to form slots which will hold the strips.
- Fold the slot tabs up slightly, to make slipping the ends
of the strips into the slots easier. (I've noticed that, because I'm
a monkey, some of the text on some of the Special Ability strips is partially
hidden by the tabs over the slots. If this gets in your way, you can
cut the tabs off entirely using a straight edge to guide the cut. I
should probably redo the cards to put the cut line in for this some
time.)
- Fold the card closed and tape it shut, being careful not to tape
over any slots.
Once you've got your knight and racer selected, add up the various
values and write them on one of the long strips that have the stats along
the top. Then, collect all the strips that describe the Special
Abilities of your racer. Slip the ends of the strips into the slots on
the card, and presto! All the data you need on a single card.
You will be forgiven for not quite seeing the point in printing the
version that has the logo on it, as most of the image will be covered
anyway:
- Bad Guys
I very much wanted to set up story scenarios for Road Knights, but in
order to do that, there are a lot of situations where you need an enemy
or two for the knights to go up against. To that end, I put together
stats and some new special abilities for a small collection of Bad Guys.
I've always liked the fact that many of the adventures in Autoduel Quarterly
include opponents that are meant to be run by the players -- they're
given a relatively simple set of priorities, and the players are
encouraged to run them honestly. I've tried to formalize that a bit so
as to make the workload on the players a little lighter by setting up
programs for the bad guys to follow.
- Traditional Duel
I wanted to have something in the way of a ready-built scenario
available for people who didn't want to just have a free-for-all battle
(which is of course a fine thing), but I hope to have a more interesting
set of scenarios available Real Soon Now.