Road Knights: Rules

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.

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.

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. Like the core rules, this is meant to be printed on both sides of a single sheet and made into a tri-fold pamphlet.