Underhive Formula X
Equipment
Electro-cannon
The electro-cannon builds up a powerful electric charge in its storage units,
and can fire this energy off in large arcing bursts of lightning. The shock
can overload complex systems, electrocute crew, and melt tyres. It takes quite
a while for the wheel generators to build up a current, but it is worth the
wait.
Electro-Shock: If a hit is scored, roll a D6 on the Electro-Shock table.
D6
|
Result |
1-2
|
No Effect. The power is insufficient to do any damage. |
3
|
Short Circuit. One weapon is rendered unusable until the vehicle spends 1 turn stopped in repair lane. |
4
|
Shock! All crew take a Strength 3 hit, no armour save allowed. |
5
|
Controls Jammed. The vehicle goes out of control next movement. |
6
|
Overload! Roll twice on the Vehicles Damage table. |
The shock may destroy complex circuitry, especially in gyroscopes. If a vehicle
with gyro-stabilizers is hit with an electro-shock roll of 4 or more, roll another
D6, on a 5 or 6, the stabilizers are destroyed.
Recharge: The generator of the cannon is fitted to the wheel, so the
faster the wheels go, the less time the cannon takes to recharge. If the vehicle
is on slow speed the cannon takes 3 full turns to recharge, on cruising speed,
2, and on fast speed, 1.
Weapon | Range: Short - Long | To Hit: Short - Long | Strength | Damage | Save | Ammo | Mount | Special |
Electro-Cannon |
0-12-24
|
- -1
|
Special
|
Rules
|
4+
|
Front
|
Electro-Shock, Recharge |
Nail Gun
The nail gun was designed by the Adeptus Arbites to stop high speed rioters
and joyriders. It is easy to make and fire, and uses a long clip of sharp nails
as ammo. It is however, quite inaccurate, as it is so difficult to aim at the
small exposed area of wheel, and it causes very little damage to the hull.
Punctures Wheels: If a hit is rolled, roll D6+1 on the wheel damage table.
Weapon | Range: Short - Long | To Hit: Short - Long | Strength | Damage | Save | Ammo | Mount | Special |
Nail Gun |
0-6-12
|
-1 -2
|
-
|
-
|
-
|
4+
|
Front
|
Punctures Wheels |
Front Grapple
Vehicle grapples are very similar to the smaller grapnels used by gangers,
but in addition to the magnetic clamp, they have three curved hooks to grip
edges, corners, and even people.
Grapple: If you hit a non-moving target like a walkway or bulkhead, You
may move 1D6” towards the feature. If the grapple hits another vehicle, roll
for hit location. If the hull is hit, you may move 1D6” towards the vehicle,
or move it 1D6” towards your vehicle. If the grapple hits a normal model or
vehicle crewman, you may pull it towards your vehicle, also, the model will
take a hit at Strength 2.
Weapon | Range: Short - Long | To Hit: Short - Long | Strength | Damage | Save | Ammo | Mount | Special |
Grapple |
0-8-16
|
+2 +1
|
-
|
-
|
-
|
none
|
Front
|
Grapple |
Side Grapples
These are similar to the front grapples, but their position makes them more
versatile. Side Grapples are covered in all manner of gripping equipment, and
the cable is a sharp length of high-strength adamantium-plasteel. This cable,
when taught and moving at speed, can easily cut a man in half.
Grapple: As Front Grapple, above, but with the following additions. If
you hit a non-moving target like a walkway or bulkhead, You may move 1D6” towards
the feature, or, if you want to turn, you may pivot around it, allowing you
to make as many turns as you want just as long as you stay the same distance
from the feature and pivot around it. If the grapple hits another vehicle, roll
for hit location. If the hull is hit, you may move 1D6” towards the vehicle,
or move it 1D6” towards your vehicle. If the grapple hits a normal model or
vehicle crewman, you may pull it towards your vehicle, also, the model will
take a hit at Strength 2. The grapple takes one full turn to reel in.
Slicy-Dicy: When pivoting around an object, maintain a line between the
side of your vehicle and the object. If this path is crossed by foot model,
the line will catch them unless they can roll under their initiative on a D6.
A model caught will take damage depending on how fast the vehicle is going.
On slow speed they take a hit at Strength 4(-1 save), at cruising speed Strength
6(-3 save), and at fast speed strength 8(-5 save) and D3 damage. A vehicle caught
by the cable takes a hit on the hull at an armour penetration based on the values
above(depending on the speed of the vehicle[slow 5+D6, cruising 7+D6, fast 8+D3+D6])
Weapon | Range: Short - Long | To Hit: Short - Long | Strength | Damage | Save | Ammo | Mount | Special |
Side Grapple |
0-8-16
|
+2 +1
|
-
|
-
|
-
|
none
|
none
|
Grapple, Slicy-Dicy |
Gyro-Stabilizers
Gyro-Stabilizers are tiny, complicated suspensors that stop the vehicle unbalancing.
Their complex circuitry is delicate, and electric power surges may damage them.
Suspensors: The stabilizers allow a vehicle to make one extra 45°
turn each turn, regardless of speed. In addition, the stabilizers add +1 to
rolls on the skid turn table. Gyro-stabilizers are so small that they do not
take up a weapon mount.
Jet Engines
These jet engines are smaller versions of the jets used by aircraft in the
late 20th century, and they work on the same principle. They are however, still
very large and bulky, but the difference in speed is worth it.
Jets: The jets add +2 to acceleration and +5” to all speed bands. The
jets use up two rear weapon mounts and must take an ammo check on a roll of
1 to 3 in the End Phase of each turn. Ammo: 3+
Jump Pads
Its all over for the Maldinis! They can't avoid that wall now! What the?! By the Emperor! They jumped it! What a fantastic race this is turning out to be! |
These are small adamantium pads with strong and fast hydraulic boosts that,
when used, can cause a vehicle to literally jump into the air.
Jump: Once per turn, a vehicle with Jump Pads can jump D6" foward
at 4" high. If this movement carries it over a vehicle or other obstacle,
that’s fine, but if it lands on a vehicle or obstacle, it do damage to the vehicle
it lands on as a shunt to the crew of the other vehicle, and then your vehicle
falls off. Roll a D6, on a 1-3, your vehicle tips over. See result 1 on the
Skid Turns Table for effects of tipping over. Jump Pads are fitted to the bottom
of the vehicle, but their hydraulic controls take up one side or rear weapon
mount.
Power Drain
The power drain is a piece of strange Archeotech, which can somehow transfer
momentum from one object to another. It takes the form of a very strange looking
grapnel, with a fiber-optic cable instead of rope.
Drain Momentum: If you latch on to another vehicle with the Power Drain,
you can get an extra +D6 movement every racing phase, and the target vehicles
loses the same amount of movement. The power Drain can only remain attached
if you are to the rear of the target, and it must be retrieved if you go ahead
of the target vehicle. The tight, unwieldy cable gives -1 to hit when firing,
and the drain can only be fitted to a front weapon mount, and can only fire
at targets to the vehicles front 45°.
Weapon | Range: Short - Long | To Hit: Short - Long | Strength | Damage | Save | Ammo | Mount | Special |
Power Drain |
0-8-16
|
-1 -2
|
-
|
-
|
-
|
none
|
front
|
Drain Momentum |
Photon Lamps
I gotcha now escher scum! heheheh! |
These are especially blinding lamps put to the rear of a vehicle to disrupt
enemy fire. They are made from a material similar to that used in Photon Flash
Flares, but it is longer lasting(Duracell).
Blinding Glare: The blinding effect of the headlamps is represented by
a hand flamer template positioned behind the vehicle, point facing away from
the vehicle. If any driver or gunner of another vehicle is caught within that
area, he is hit by the equivalent of a Photon Flash Flare. A vehicle with a
blinded driver goes out of control until the driver’s sight is restored, and
a blind gunner cannot shoot. Photon lamps are just an upgrade to the lights
already there, so they use up no weapon mount.
Afterburner
Eat my jet fumes, suckers! - Orlock |
This is an extremely rare and powerful device. The afterburner consumes huge
amounts of fuel, but the increase in speed makes the race almost laughably easy,
as you blast forward in the first few seconds to leave all your opponents to
eat your dust.
Afterburner: You may nominate to use the Afterburner at the start of
any turn unless it has run out of ammo(fuel). The Afterburner triples your acceleration
and increases your vehicle’s fast speed band by +5”. However, at very high speeds,
using the afterburner can be dangerous. If you have exceeded your vehicle’s
normal fast speed limit, then there is a chance your vehicle might shake itself
apart. On a D6 roll of 4+ in every racing phase where you went faster than your
normal fast speed limit, roll on your vehicle’s damage table. The Afterburner
must make an ammo test in the End phase of each turn it was on for, and if it
stops, you must decelerate as normal until below your fast speed band, taking
damage as long as you are above it. The afterburner uses one rear weapon mount,
none if you have a Jet Engine. Ammo Roll: 4+
Nitro Charge
See this little can here, one squirt of the stuff in this will send your bike rocketin' past everything in sight, only 15 creds to you, my friend. - Garage salesman |
Nitro Charges are small canisters connected to the engine which contain a
small dose of Nitro super-fuel. These can be delivered to the engine with a
button on the drivers panel, and deliver a moment of breakneck speed. However,
it is dangerous to use nitro fuel at low engine temperature, as unless it is
hot, it has a tendency to go on fire and gut the engine in seconds.
Nitro Boost: A nitro charge can be used once to move your vehicle 2D6”
directly forward. They can be used at any time during your part of any racing
phase. If the 2D6 roll exceeds your speed for this turn, the nitro ignites.
You do move the 2D6”, and then a fire is started. Roll on the fire damage table
each end phase until all fires are put out. Nitros do not use up a weapon mount,
but you may only have up to 6 canisters of Nitro on a vehicle in any one race.
Oil
You look a little tight honey, maybe this'll loosen you up for a spell. hahaha, oops! - Escher Ganger |
A very simple concept, this is just a small barrel of lubricant oil with a
squirting nozzle, a very simple device that sends other vehicles skidding into
oblivion.
Oil: Using the oil creates a 1" X 1" area of oil directly behind
your vehicle. It may be used at any time while moving. A vehicle that moves
over the oil skids badly. Roll a D6 on the out of control direction table, and
if a 45° turn in any direction is rolled, the vehicle also skids 2D6".
All oil can be stored in a bottle in one rear weeapon mount.
Energy Shield
The energy shield, when activated, erects a flashing wall of pure energy in
a long path behind it that blocks the race track. This device is strange and
extremely rare, and seems to have a hint of Ork construction.
Shield Wall: A vehicle with an energy shield may erect up to 12"
of energy shield behind it while moving. You may only erect 12" in any
one game. You may split this distance into more than one line of shield, but
you may only create one shield each turn. Just nominate a point when the shield
is switched on, and create the shield behind your vehicle as it moves. Mark
the shield with a length of string or other suitable marker. The shield is impassable
to everything, and is considered to be 2" high. Vehicles that hit the shield
take a hit at their own ram value, and the shield is unharmed. Roll a D6 each
end phase for each patch of shielding in play; on a 6, it disappears. The energy
shield occupies one rear weapon mount.
Force Field
Haha! Now I've gotcha! Be purged with my holy lascannon! What! Damn
your infernal devices! - Cawdor Gunner |
The force field is a small , high strength power field generator. When activated,
it create a corona of white fire around the vehicle, which is impervious to
everything. Absolutely everything. Unfortunatly, the power needed to
keep this device running makes it impossible to use for any longer than a few
seconds.
Invulnerability Field: A vehicle may activate its force field at the
start of any turn. For that entire turn, it is completely immune to all damage
from any source. No weapon, discharge or any other device can penetrate the
field. If the vehicle crashes or is rammed, it takes no damage, but it does
apply damage to the rammer. However, while the field is active, the vehicle
may not shoot out, as the force field protects both ways! After the Force Field
has been used for 1 turn, it loses power and fades into nothing. The field uses
1 weapon mount, which can be of any type.
Reverse Thrusters
Reverse Thrusters are small afterburner-like devices fitted to the front of
a vehicle which allow it to slow down very quickly.
Reverse Thrust: A vehicle may use its reverse thrusters at time to instantly
decelerate to their next lowest speed band. eg: A bike going at fast speed activates
its reverse thrusters, and instantly slow down to cruising speed. Reverse thrusters
may only be used once per turn. Every time they are used, roll a D6: on a 1
or 2 they run out of fuel and cannot be used for the remainder of the race.
Reverse thrusters occupy 1 front weapon mount.
Power Boost
A power boost represents new components, rare fuels, improved tyre sufaces,
better brake pads, and many other improvements. There are 5 basic types of power
boost. All power boosts are permanent and do not require a weapon mount. A vehicle
may only every have 1 power boost of each type.
Armour: Plates of plasteel, lightweight plascrete or ceramite are attached
to your vehicle. You vehicle's hull gets +D6 armour value to hits from all sides.
Speed: A more powerful engine is fitted, adding +D3" to all speed
bands.
Acceleration: Your engine is expanded, adding extra cylinders or better
fuel pipes. Your vehicle gets +D3 acceleration
Wheels: New tyres with powerful grips are fitted, allowing your vehicle
one extra 45° turn at any speed.
Weaponry: Your weapon mounts are improved with suspensors or new targeting
equipment. You may add +1 to all your vehicles to hit rolls.