Hyperdrive Gaslands PDF

November 25, 2022 | Author: Anonymous | Category: N/A
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Introduction Hyperdrive Gaslands is a completely unofficial expansion written by Jeremy Laverty for the Osprey Wargame Gaslands written by Mike Hutchinson www.gaslands.com. www.gaslands.com. It is not affiliated with Osprey, Gaslands, Netflix, Hyperdrive or any other rights holders. Hyperdrive Gaslands aims to bring some of the fun of Hyperdrive to the tabletop using the Gaslands rules.

Overview Hyperdrive Gaslands uses the normal Gaslands rules, with the following changes: ●

No Gear Phases are used



Players count total number of moves (placing a movement template and completing a movement)



The player who moved the least number of times wins



There are no weapons

Vehicles Each player selects a performance car. You may choose whether you will use sponsors and cans to purchase perks etc. (The most obvious being Idris). No weapons are used in this scenario.

Track Setup Players create a track with obstacles using the print and play resources in this package and from your own collection. Obstacles and rules for them are outlined below. Players agree on what segments of the track will be played each round. It is beneficial to setup gates to mark each segment.

Order of Play Players roll off to see who goes first. Starting from the starting line, players take turns playing a full segment of the track, counting each time their vehicle moves. Once their

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vehicle has made it to the end of the segment, they set their car off to the side and the next player takes their turn. Play continues until each player has completed the first segment, adding up each move completed. Once players have all completed the first segment, the first player places their care anywhere on the second segment starting line and plays through the second segment. Play continues until all of the players have completed all the segments of the course. Players then add up all of their moves and whoever has moved the fewest number of times, wins!

Vehicle Movement Vehicles move in the same way as in normal gaslands, with the following additions:

Drifting:: Players may use a Drifting

or

dice result to drift

(This is required for hitting some target obstacles). obstacles). When using a result, the car can be turned up to 90 degrees towards the inside of the turn then moved along the template. ((This This is done instead of completing the spin AFTER following the movement template). template).

Reverse:: A vehicle in first gear can begin driving in reverse. During the second and Reverse following move actions, the player can shift up as normal, but stay in reverse. When the driver wishes to drive forward again, they must shift back down to gear 1 or perform a  J-Turn..  J-Turn

 J-Turn:: A vehicle can use 1  J-Turn

and 1

dice result to spin 180, shifting from reverse

to forward, or forward to reverse. (This (This is required to complete the Supernova obstacle most efficiently ))..

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Obstacles Hyperdrive Gaslands pits players against each other as they compete for the ‘fastest’ time through the course. The challenges come in the form of obstacles that will test players abilities to maneuver their car in the best way possible. Drift Post  Post  Players must drive around a Drift Post. ( players  players can decide how many many times a player must drive around it ). ). Hitting the Drift Post = +5 moves.  moves.  Drift Targets  Targets  Players must attempt to drift and strike the targets with the back half of their vehicle. (see (see drifting on pg. 3). 3). Hitting the target with the wrong part of the car or missing the target = +5 moves. Manji Alley Players must enter a narrow lane and drift side to side to strike a variety of targets with the back half of their vehicle. Hitting the target with the wrong part of the car or missing the target = +5 moves. Supernova Players must enter one end of Supernova facing one direction, spin 180 degrees and come out the other end of Supernova facing the opposite direction. Each time a movement template or vehicle’s final position touches the light posts outlining the Supernova obstacle, a player receives +1 move to their movement total. If a player exits anywhere but the opposite end of the Supernova obstacle, they receive +5 moves to their total. (If a vehicle is touching light posts, but is still partially in the funnel of the Supernova as it exits, the vehicle is considered to have exited correctly and does not take the +5 moves).  moves). 

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Target Zone Players must drive around a circle hitting targets around the outer ring. Hitting the target with the wrong part of the car or missing the target = +5 moves.  moves. 

The Leveler  Leveler  Players must attempt to drive as quickly as possible to the end of The Leveler and then shift into gear 1. Once the player has shifted their vehicle into gear one and moved as far as they can up The Leveler, they add the number of moves indicated in the coloured bars that their vehicle is overlapping. Then them may lower the leveler to connect to the next section of track and continue their turn. (If (If the vehicle moves past the end of The Leveler, it is destroyed )).. Thread the Needle  Needle  Players must attempt to drive through 1 or more storage containers without coming into contact with any part of the containers. Players receive +1 move to their movement total for each time their movement template or car’s final position overlap any part of the storage container.  container.  Walk on Water  Water  Players must attempt to stay on the path (represented by the darker area on the obstacle). The water counts as a treacherous surface (If any part of a vehicle’s movement temp template late or Final Position (after resolving all Skid Dice) overlaps a Treacherous Surface, the vehicle gains 2 Hazard Tokens at the end of its Movement Step.)

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