SPARK Reference Booklet

D1 - 15¡ã

D5 - 75¡ã

D2 - 30¡ã

Bends - D1-D6

D4 - 60¡ã

(pp. 9-10)

D3 - 45¡ã

D6 - 90¡ã

Place a turning key at the angle you wish to bend. Slide your car forward halfway, rotate it to the new

angle, then slide it the rest of the way. (If there¡¯s nothing you can run into, just pick your car up and

put it in the new spot.)

Drifts - D1 or D3

D1

D3

(p. 10)

(p. 10)

Place a turning key so your vehicle is on the

bottom inch of the Drift section. Then slide your

vehicle up and to the left or right until it lines up

with the mark you want.

Swerves - Bend+D1

A D3 Swerve

First slide yourself ?¡± left or right. Then

perform a bend in the opposite direction.

Difficulty is the bend¡¯s D+1.

Pivot - D0

(p. 11)

To Pivot, you must be going exactly 5 or -5 MPH.

First move forward ?¡±, then hold down one rear

corner and rotate the vehicle any amount

around that corner.

A Pivot in reverse works the same way: back up

? then hold a front corner.

(p. 10)

Reverse Maneuvers - +D1

1.0.0

2016-05-06

Add a D1 to any maneuver done in reverse.

(Including pivots.)

SPARK CW Reference Sheets



(p. 11)

(p. 11)

Cycles and oversized vehicles may not attempt this maneuver.

A T-Stop¡¯s difficulty is a D1 for every 10 MPH of speed (rounded up) at the start of the maneuver. If

you lose control at the start of the T-Stop, add half of the difficulty (rounded up) to your Crash Table roll

in addition to the normal modifiers.

To perform a T-Stop, move forward 1¡± then rotate yourself around the turning key. You will then skid

sideways until your vehicle stops. After each inch of skidding your vehicle decelerates 20 MPH and all

of your tires take one point of damage.

Once a vehicle starts a T-Stop, it cannot fire aimed weapons.

T-Stop - varies

You must be going between 20 and 35 MPH to perform a Bootlegger Reverse. Cycles and oversized

vehicles may not attempt this maneuver.

All tires take 1 point of damage when you start the bootlegger.

On the phase you start the Bootlegger, move forward ?¡± and rotate yourself 90 degrees in the

direction you wish to turn. On your next full inch of movement, move ?¡± forward, ?¡± in your original

movement direction, and rotate another 90 degrees. Set your speed to 0 after a bootlegger.

If you lose control, move to the first position then apply crash table results. Your movement vector is

sideways, like a T-Stop. (See below.)

Once a vehicle starts a Bootlegger, it cannot fire aimed weapons.

Bootlegger Reverse - D7

+D3 difficulty

-6 to aimed weapons fire

5 MPH deceleration

1 point of damage per tire

+D4 difficulty

No aimed weapons fire

10 MPH deceleration

2 points of damage per tire

1¡± skid

+D2 difficulty

-3 to aimed weapons fire

5 MPH deceleration

No tire damage

?¡± skid

?¡± skid

+D1 difficulty

-1 to aimed weapons fire

No deceleration

No tire damage

?¡± skid

You must decide how much skidding to add to

your Bend or Swerve before you perform the

Bend or Swerve. If you make the control roll,

skid the selected amount on your next inch of

movement (finishing your movement forward if

necessary), take the tire damage, and

decelerate (if necessary). The weapons fire

modifiers are applicable after the skid until the

end of the turn.

A Controlled Skid combines a Bend or Swerve

with up to 1¡± of skid. Add the modifier for the

amount of skid to your Bend or Swerve to get

the total D for the maneuver.

Controlled Skid - varies

D1

D2

D3

D5

D7 *

D9 **

D11 ***

-

Standard

Brakes

(p. 7)

D1

D2

D3

D5

D7 *

D9 **

D11 ***

HD

Brakes

Decelerating does not count as your one

maneuver for a phase but it is treated as a

maneuver for Crash Table purposes.

* Each tire takes 2 points of damage.

** Each tire takes 1d damage.

*** Each tire takes 1d+3 damage.

ABS negates tire damage from braking.

-5

-10

-15

-20

-25

-30

-35

-40

-45

-50

Speed

Change

Deceleration

(p. 10)

Speed

1

0

5

10

15

20

25

30

35

40

45

50

55

60

65

70

75

80

85

90

95

100

?

1

1

1

1

1

1

1

1

1

1?

2

2

2

2

2

2

2

2

2

+5

1

?

1

1

1

1

1

1

1

1

1

1?

2

2

2

?

1

1

1

1

1

1

1

1

1

1?

2

2

2

2

2

2

2

?

1

1

1

1

1

1

1

1

1

1?

2

?

1

1

1

1

1

1

1

1

1

1?

2

2

2

2

2

4

2

5

3

2

3

4

5

Ram

0

1d-4

1d-2

1d-1

1d

1d

1d

2d

3d

4d

5d

6d

7d

8d

9d

10d

11d

12d

13d

14d

15d

+1d

Movement Table

(p.7)

Control Table

Speed

6+

(various)

safe

safe

safe

safe

safe

safe

safe

safe

safe

safe

safe

safe

safe

safe

safe

safe

safe

safe

safe

safe

safe

safe

safe

safe

safe

-1 Max HC

D1 hazard

D2 hazard

D3 hazard and drop Debris

D3 hazard and drop Obstacle

D1 hazard and D6-3 to all tires

D3 hazard and D6-3 to all tires

D3 hazard (and ram pedestrian)

D2 hazard

-1 Max HC

-1 Max HC

5-10

15-20

25-30

35-40

45-50

55-60

65-70

75-80

85-90

95-100

105-110

115-120

125-130

135-140

145-150

155-160

165-170

175-180

185-190

195-200

205-210

215-220

225-230

235-240

245-250

Drop Obstacle

D2 hazard

D3 hazard

-2 Max HC

Reduce Handling Status to -6

D6 hazard

Loss of all wheels on one location:

-3 Max HC

(for vehicles with 4 or more locations)

Reduce Handling Status to -6.

D6 hazard.

Loss of all wheels on two locations:

Crash Table 1

(or one for vehicles with 1-3 locations)

(D6 sends you)

Decelerate 30 every 5 phases

No maneuvers or voluntary speed changes

Handling Status is permanently -6.

Loss of any wheel (not tire)

Loss of first tire/wheel in group (not only)

Loss of more tires/wheels in group (not last)

Loss of last tire on location

(in addition to tire/wheel loss)

Loss of last Slick on location (front and back)

(in addition to tire/wheel loss)

1-5 damage

6-9 damage

10-19 damage

20+ damage

Hitting Debris

Hitting Obstacle

Hitting Pedestrian or Curb

Driver injured or killed

Loss of first Plasticore rubber

Loss of last Radial on location (only once)

Hazards and Tire Penalties

(p.8)

5

safe

safe

safe

safe

safe

safe

safe

safe

safe

safe

safe

safe

safe

safe

safe

safe

safe

safe

safe

safe

safe

safe

safe

safe

safe

4

safe

safe

safe

safe

safe

safe

safe

safe

safe

safe

safe

safe

safe

safe

safe

safe

safe

safe

safe

safe

safe

safe

safe

2

2

3

safe

safe

safe

safe

safe

safe

safe

safe

safe

safe

safe

safe

safe

safe

safe

safe

safe

safe

safe

safe

2

2

3

3

4

2

safe

safe

safe

safe

safe

safe

safe

safe

safe

safe

safe

safe

safe

safe

safe

safe

safe

2

2

3

3

4

4

5

5

1

safe

safe

safe

safe

safe

safe

safe

safe

safe

safe

safe

safe

safe

safe

2

2

3

3

4

4

5

5

6

6

6

safe

safe

safe

safe

safe

2

2

3

3

4

4

5

5

6

6

6

crash

crash

crash

crash

crash

crash

crash

crash

crash

safe

safe

safe

safe

safe

safe

safe

safe

2

2

3

3

4

4

5

5

6

6

6

crash

crash

crash

crash

crash

crash

safe

safe

safe

safe

safe

safe

safe

safe

safe

safe

safe

2

2

3

3

4

4

5

5

6

6

6

crash

crash

crash

-2

-1

0

safe

safe

safe

2

3

4

4

5

5

6

6

crash

crash

crash

crash

crash

crash

crash

crash

crash

crash

crash

crash

crash

crash

safe

safe

safe

safe

2

3

3

4

5

5

6

6

6

crash

crash

crash

crash

crash

crash

crash

crash

crash

crash

crash

crash

-4

-3

-5

safe

2

2

3

4

4

5

5

6

6

crash

crash

crash

crash

crash

crash

crash

crash

crash

crash

crash

crash

crash

crash

crash

-6

2

3

4

4

5

5

6

6

crash

crash

crash

crash

crash

crash

crash

crash

crash

crash

crash

crash

crash

crash

crash

crash

crash

Mod

-3

-2

-1

0

1

1

2

2

2

3

3

3

4

4

4

5

5

5

6

6

6

7

7

7

8

(The progression continues: start a new 2 every 30 MPH down the table, and the Mod also goes up by 1 every 3 but on a different cycle.)

Crash Table Modifiers

(p.13)

Difficulty of Maneuver or Hazard - 3

- Driving Skill

¡À Speed Modifier from Control Table

= Crash Table Modifier

Crash Table Results

(p.13)

Apply fishtails immediately, before rolling again. (Unless you are already in a

spinout, roll, or vault.)

Skids happen on your next inch of movement. You complete your maneuver

before skidding unless the maneuver was a T-Stop or Bootlegger.

Anything more severe than a skid replaces your maneuver. If started by a

hazard the skid begins on your next phase of movement.

If you (somehow) spinout, roll, or vault while going ¡À5 or 10, or if a

combination of events reduces you to 0 and causes you to spinout, roll, or

vault, you spin/roll 90¡ã before you stop.

A stopped vehicle (speed 0) does not roll on the crash tables. Any remaining

crash table movement is canceled, though you still suffer the aimed weapons

penalties.

If you need to roll for multiple events or are out of control and must roll again,

you only suffer the worst result.

* Aimed weapon fire at -3 until end of turn.

** Aimed weapon fire at -6 until end of turn.

*** No aimed weapon fire until end of turn.

Fishtails

(p.14)

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