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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