CODEX: RASKOLL 3000The Ultimate Rulebook for Urban Wasteland Motorsport Mayhem

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CODEX: RASKOLL 3000

The Ultimate Rulebook for Urban Wasteland Motorsport Mayhem


SECTION 1: CORE MECHANICS FRAMEWORK

The 2d6 Resolution System

When the engines roar and fists start flying, all checks boil down to this:

  • Roll 2d6 + Attribute Modifier vs. Target Number (TN)

Difficulty Ratings:

  • TN 6: Easy – hop a curb, cut through traffic.
  • TN 8: Standard – outmaneuver a rival, pull a controlled drift.
  • TN 10: Hard – thread a rig through flaming wreckage.
  • TN 12: Extreme – Hollywood stunt bullshit.

Degrees of Success:

  • Failure (below TN): You eat scrap. Complication or partial success with cost.
  • Success (meet TN): You pull it off, no problem.
  • Critical (exceed TN by 3+): Style points. Extra bonus or chain into another move.
  • Critical Failure (snake eyes): Total disaster — something blows, breaks, or explodes.
  • Critical Success (double 6s): The crowd goes wild. Over-the-top stunts, extra benefit.

Partial Success Bands (Optional Rule)

  • Miss by 1–2 → You succeed, but at a price (damage, lost junk, worse position).
  • Miss by 3+ → Full fail, no mercy.

The Five Core Attributes

Your crew’s DNA. Rated 1–5.

  • SPEED: Reflexes, racing, gunplay. Linked: Driving, Reflexes, Shooting
  • ARMOR: Health, toughness, staying in the fight. Linked: Toughness, Repair, Strength
  • TECH: Mechanics, hacking, jerry-rigging. Linked: Engineering, Medicine, Hacking
  • GRIT: Willpower, menace, survival instinct. Linked: Survival, Resolve, Intimidation
  • STYLE: Swagger, leadership, crowd hype. Linked: Persuasion, Deception, Performance

Modifiers:

  • Attribute 1 = -1
  • Attribute 2 = +0
  • Attribute 3 = +1
  • Attribute 4 = +2
  • Attribute 5 = +3

The Junk Token Economy

Scrap is life.

Junk Tokens represent:

  • Health (rigs + drivers)
  • Fuel & ammo
  • Salvage cash
  • Narrative “get out of jail” moves

Spending Junk Tokens:

  • 1 = Reroll one die
  • 2 = +2 on any roll
  • 3 = Trigger faction ability
  • 5 = Emergency repair (restore 3 health)

Overclock Rule (Optional): Burn 2 Junk Tokens to push beyond safety. +4 to roll, but take 1 self-damage after.


SECTION 2: CHARACTER CREATION

Step 1: Origin & Background

Origin Table (2d6):

  • 2–3: Junkrat Nomad (+1 Tech, +1 Grit)
  • 4–5: Towerblock Escapee (+1 Style, +1 Speed)
  • 6–8: Street Native (+2 to distribute)
  • 9–10: Old-World Bloodline (+1 any two)
  • 11–12: Unknown History (choose any +2)

Starting Gear Packages:

  • Scavver: Tool kit, scrap scanner, 3 Junk Tokens
  • Brawler: Custom melee, armor plate, 2 Junk Tokens
  • Hustler: Favor tokens, commlink, 4 Junk Tokens
  • Grease Monkey: Portable workshop, spare parts, 3 Junk Tokens

Step 2: Attributes

Point Buy:

  • Standard: 12 points (max 4)
  • Heroic: 15 points (max 5)
  • Gritty: 9 points (max 3)

Step 3: Faction Selection

Chrome Crusaders

  • Skill: Re-roll movement once/turn
  • Bonus: +2 Style, shiny rigs
  • Ability: Showboat – bonus for flashy maneuvers

Torque Freaks

  • Skill: Repair 1 damage next to wreck
  • Bonus: +2 Tech, mod slot
  • Ability: Improvisation – jury-rig gear from salvage

Dust Devils

  • Skill: Ignore first hazard effect per encounter
  • Bonus: +2 Grit, survival kit
  • Ability: Ghost – stealth & tracking advantage

Ash Angels

  • Skill: Explosive death (3" blast, 1 damage)
  • Bonus: +2 Armor, sacrificial gear
  • Ability: Martyrdom – power-up when near death

SECTION 3: VEHICLE SYSTEM

Chassis

  • Razorback (Light):
    Health 3 | Speed 1d6+2 | Handling +2 | Slots: 1 weapon / 2 cargo
    Special: Auto-disengage from combat

  • Iron Hog (Heavy):
    Health 5 | Speed 1d6 | Handling -1 | Slots: 2 weapon / 4 cargo
    Special: Ramming deals +1 damage

  • Hellcat (Balanced):
    Health 4 | Speed 1d6+1 | Handling 0 | Slots: 2 weapon / 3 cargo
    Special: +1 to hit with mounted weapons


Mods & Points

5 base + Tech score.

  • Minor = 1 point
  • Standard = 2
  • Major = 3
  • Faction = 2

Weaponry:

  • Street Sweeper: Range 8", 1 dmg, Rapid Fire (2 shots), 2 pts
  • Scrapshot: Range 12", 2 dmg, One-use, 3 pts
  • Meat Hook: Range 6", 1 dmg, pulls target 3", 2 pts
  • Firebombs: Range 4", 1 dmg + hazard, 1 pt

Melee Mods:

  • Ram Spike (+1 ram dmg, 1 pt)
  • Buzz Saw (adjacent 1 dmg, 2 pts)
  • Oil Slick (hazard, 1 pt consumable)

Utility Mods:

  • Reinforced Plating: +1 HP, 2 pts
  • Smoke Launchers: 3 uses concealment, 1 pt
  • Emergency Kit: Heal 1 once, 2 pts
  • Redline (Nitro): +3" once, 2 pts
  • Gravehopper (Jump Jets): Leap obstacles, 3 pts
  • Radar Eye: Reveal enemies, 2 pts
  • Comm Jammer: Block comms, 3 pts

SECTION 4: COMBAT & RACING

Turn Order: Roll 2d6 + Speed, highest first.

Phases per Vehicle:

  1. Movement (declare + roll 1d6+Speed)
  2. Action (attack, stunt, repair, scan, prep)

Combat Resolution:

  • Target Defense = 8 + Handling + cover
  • Attack roll = 2d6 + relevant Attribute
  • Success = hit, apply dmg

Damage Effects:

  • Light (1–2): Cosmetic
  • Moderate (3): -1 handling/speed
  • Heavy (4+): Critical system failure

Critical Hits (1d6):

  1. Engine Stall
  2. Weapon Jam
  3. Fuel Leak
  4. Driver Stunned
  5. System Overload
  6. Catastrophic Failure

SECTION 5: PROGRESSION

XP Gains:

  • Survival: 1
  • Victory: 2
  • Style: 1
  • Discovery: 1
  • Faction: 1

Costs:

  • Attribute = Current x 3
  • Skill New = 2, Skill +1 = 3 (max +3)
  • Faction Ability = 5
  • Major Faction Rank = 10

Vehicle Upgrades:

  • Engine Tune: +1 move die (3 XP)
  • Armor: +1 health (4 XP)
  • Targeting: ignore cover (4 XP)
  • Ammo Types: 3 XP

SECTION 6: SKIRMISH MODE

Points:

  • Small = 15
  • Standard = 25
  • Large = 40

Costs:

  • Vehicle = 5 + mods
  • Veteran Crew = +2 (all +1)
  • Elite Crew = +5 (all +2 + special)

Victory:

  • Annihilation, Control, Scavenge, Assassination

SECTION 7: CAMPAIGN PLAY

Campaign Types:

  • Circuit: urban motorsport championship
  • Territory: turf war over city blocks
  • Story: narrative arcs with personal stakes

Downtime: repair, scavenge, network, train

Milestones: XP, new mods, faction standing


SECTION 8: GM TOOLS

Encounters (2d6):
2. Hostile patrol
3. Hazard
4. Stranded ally
5. Resource stash
6–8. Quiet ride
9. Scavenge site
10. Weird signal
11. Rival gang
12. Major faction op

Loot (1d6):

  1. Junk Tokens (1d6)
  2. Basic mod/weapon
  3. Rare component
  4. Map/info
  5. Faction favor
  6. Unique artifact

SECTION 9: QUICK REFERENCE

  • TN 6 easy, 8 standard, 10 hard, 12 extreme
  • Defense = 8 + handling + cover
  • Junk Tokens: reroll (1), +2 (2), faction ability (3), repair (5)
  • XP: 1 survive, 2 victory, 1 style, 1 discovery, 1 faction

That’s the Codex: Raskoll 3000 — full, gung-ho, over-the-top urban motorsport mayhem system.


👉 Next up, I can build the Quickstart (Crash Course) with pregen rigs/crews and simplified rules so you can sit down and play tonight.

Want me to jump straight into writing that Quickstart?

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