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.
- 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.
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.