Underhive Formula X
Weaponry
Killer Missile
He missed! Well thats the race in the bag for Crusher Maldini. Oh, hold on - the missile just......oh, what a tremendous turnaround! Masher Muldoon is now in the lead! |
This is only a slang title for the hunter-killer missile. It is a basically
a heat seeking krak missile, and will always home in on the nearest heat source,
be it a vehicle, a living being, or, in one case, the oven of a nearby hot-dog
stand.
Heat-Seeking Missile: Roll to hit as normal within range. If a miss is
rolled, roll the scatter dice and 1D6 to find a point. The missile moves 20”
through point. Each start phase, missile moves 20” directly towards the nearest
heat source like a vehicle, and can make two 45° turns. It travels 1” above
ground, and will explode if it collides with anything.
Weapon | Range: Short - Long | To Hit: Short - Long | Strength | Damage | Save | Ammo | Mount | Special |
Killer Missile |
0-10-20
|
+1 -
|
8
|
D10
|
-6
|
Single
|
Front
|
Heat-Seeking Missile |
Explosive Harpoons
Explosive harpoons are designed similar to boltgun bolts, with a mass-proximity
detector, explosive charge, and self-propulsion system. The biggest differences
are the size, barbed tip and catch-cable. The harpoons, when used successfully,
hit the target, pull on the cable, and then explode.
Harpoon: If the harpoon hits a vehicle hull, the firer may move 1D6”
towards the target or may slow the target down by its acceleration x2. If a
crew member is hit, roll a D6. If the roll beats the crew member’s strength,
the crew member is whisked off the vehicle. If he survives the explosion, he
falls of the vehicle. If there is no other crew to take over if the driver is
hit, the vehicle goes out of control. The crew member moves D6” towards the
firing vehicle, but takes no fall damage.
Weapon | Range: Short - Long | To Hit: Short - Long | Strength | Damage | Save | Ammo | Mount | Special |
Explosive Harpoons |
0-6-12
|
+1 -
|
5
|
D3
|
-2
|
Group
|
Front
|
Harpoon |
Heavy Webber
This is a larger version of the web pistol or glue gun.
Web: If the webber hits its target the victim, vehicle or model is enmeshed.
There is no Wound roll and no saving roll. A webbed model may attempt to free
itself at the start of its turn. Roll a D6 and add the trapped models Strength
to the score. If the total is 9 or more the victim frees itself from the web
and may move normally. If the score is below 9, the victim must make an armour
save or take 1 wound immediately. Crews or vehicles may be hit and enmeshed,
but only if the vehicle is moving slowly, otherwise the web will be torn apart
before it solidifies. Roll a D6 on the Vehicle Web Chart:
Target's Total Speed |
0-4"
|
4-8"
|
8-12"
|
12-16"
|
16"+
|
To Hit Needed |
3+
|
4+
|
5+
|
6+
|
Miss
|
A miss has no effect. A hit brings the vehicle to an immediate halt, regardless of speed. The vehicle may do nothing while it is webbed. Crew may not operate weapons, fire, or leave it. The vehicle may attempt to break free at the start of each turn. Roll a D6 on the Vehicle Escape Chart.
D6
|
Result |
1
|
Fall. Trapped for the remainder of the game. May not break free. |
2-3
|
Fail. Remain trapped. Roll again next turn. |
4
|
Fail. But one randomly determined weapon is freed and may be used normally. |
5-6
|
Free. The web is destroyed as soon as the vehicle moves. |
Weapon | Range: Short - Long | To Hit: Short - Long | Strength | Damage | Save | Ammo | Mount | Special |
Heavy Webber |
0-12-24
|
- -
|
Special
|
Rules
|
6+
|
Heavy
|
2" radius blast, Web |
Chaingun
A rapid-fire, multi-barreled autogun. Called a chaingun because of the long
string of ammo that it uses. The relative cheapness and high rate of fire make
this weapon very popular. Unfortunately, the string of ammo must be reloaded
manually, which takes quite a while.
Reload: The chaingun must spend 1 full turn reloading after it has been
fired.
Weapon | Range: Short - Long | To Hit: Short - Long | Strength | Damage | Save | Ammo | Mount | Special |
Chaingun |
0-12-24
|
+1 -1
|
3
|
1
|
-
|
4+
|
Front
|
Sustained Fire - 2 Dice, Reload |
Freezethrower
Eat freeze, Orlock scum! - Darling Violetta of the Escher Lightning Leopards gang. |
The freezethrower is a complex device that uses thermo-agitation to create
a blast of freezing energy, in the opposite way to a meltagun. The effect is
impressive to say the least, as engines freeze up, drivers turn to ice-cubes,
and wheels become brittle and break.
Freeze! When the freezethrower hits, roll a D6. On a 1-3, the blast has
no effect, on a 4-5 roll on the hit location as normal, on a 6, all locations
and all crew members are hit. Crew are momentarily frozen, and unable to do
anything. The vehicle continues on a straight course for the rest of the turn
and collides with anything hit. If the hull is hit, roll a dice, on a 1-3, roll
on the wheel damage table, on a 4-6, roll on the normal damage table.
Weapon | Range: Short - Long | To Hit: Short - Long | Strength | Damage | Save | Ammo | Mount | Special |
Freezethrower |
0-5-10
|
- -
|
Special
|
Rules
|
5+
|
Front
|
Freeze! |
Lasgun Battery
A lasgun battery is a rack of six rapid-fire lasguns, that can turn out a
tremendous rate of fire in just a few seconds. It has an electro-kinetic power
source linked to the vehicle’s wheels. The energy conversion system is very
reliable and as long as the vehicle is moving, the battery can keep firing.
Sustained Fire: The faster the vehicle goes, the more power the battery
has. At slow speed, the battery has one sustained fire dice, at cruising speed,
two, and at fast speed, three. As the lasgun battery is so reliable, you may
re-roll the first jam on the dice each turn.
Weapon | Range: Short - Long | To Hit: Short - Long | Strength | Damage | Save | Ammo | Mount | Special |
Lasgun Battery |
0-12-24
|
- -
|
3
|
1
|
-1
|
2+
|
2XFront
|
Sustained fire - 1-3 Dice |
Pipebombs
"Hey, whats this, boss?" |
The pipebombs are small explosive charges fired from a launcher. Their main
advantage is that they can be detonated at will with a small remote control
device. The remote technology makes them quite expensive, but if they do not
explode they can be re-used.
Remote Control: When a pipebomb is fired mark it with a small template,
about 5mmX5mm. If a pipebomb hits a vehicle, roll a D6. On a 1-4, the pipebomb
bounces D3” in a random direction, on a 5, the crew throw the pipebomb out D6”
in a random direction, and on a 6, the pipebomb goes unnoticed. If a pipebomb
misses its target, roll scatter dice and 1D6 to determine landing point. The
owner of the pipebombs may, in any end phase, detonate all pipebombs in play.
Unexploded pipebombs may be collected at the end of the race and can be re-used.
Weapon | Range: Short - Long | To Hit: Short - Long | Strength | Damage | Save | Ammo | Mount | Special |
Pipebomb |
0-6-12
|
-1 -2
|
5
|
D3
|
-2
|
Group
|
Front
|
2" radius Blast, Remote Control. |
Land Mines
"Just this corner and we win, Karl!" "Hey, What are those Fritz?" "AHHH! MINES!!" |
Land mines are small explosive charges with strong clamps that explode when
triggered. They have a very simple design and are cheap to make, and can be
de-activated and used again if they do not explode.
Mine: The mine is dropped 1" directly behind the vehicle, no hit
roll is necessary. Mark the mine with a small template, at most 5mmX5mm. Any
model or vehicle that moves over a mine for any reason will cause it to explode
immediately. More than 1 mine may be dropped in a turn, to create a deadly minefield
in one area. The sensor may be switched off remotely, and unexploded mines may
be re-used.
Weapon | Range: Short - Long | To Hit: Short - Long | Strength | Damage | Save | Ammo | Mount | Special |
Land Mine |
-
|
- -
|
4
|
D3
|
-1
|
Group
|
Rear
|
2" Radius Blast, Mine |
Hover Mines
These work on the principle as land mines, but they also contain a small anti-gravity
unit, and float a foot or so above ground. The anti-grav system is rare, and
as a result, hover-mines are quite expensive.
Anti-Grav: Instead of remaining stationary the hover mines move D3” randomly
each end phase. If the mine comes into contact with anything, vehicle, spectator,
wall etc. it will explode.
Mine: Everything that applies to the land mine above also applies to
the hover mine.
Weapon | Range: Short - Long | To Hit: Short - Long | Strength | Damage | Save | Ammo | Mount | Special |
Hover Mine |
-
|
- -
|
4
|
D3
|
-1
|
Group
|
Rear
|
2" radius Blast, Anti-Grav, Mine |
Demolition Charge
Heheh, try this on for size, Van Saar losers! - unknown Orlock Gunner |
The demolition charge is a large device packed with explosives and set on
a timer. When the timer runs out, the charge detonates. It has a huge blast
area, and is extremely powerful.
Timer: The demolition charge is deployed 1" directly behind your
vehicle. The timer can be set for 1-5 turns. In the start phase of turn 0, the
charge explodes. All vehicles, people, walls, gantries, walkways and anything
else in the blast area is hit. Add +2 to all damage rolls resulting from a demolition
charge explosion.
Weapon | Range: Short - Long | To Hit: Short - Long | Strength | Damage | Save | Ammo | Mount | Special |
Demolition Charge |
-
|
- -
|
10
|
D20
|
-6
|
Single
|
Rear
|
3" radius Blast, Timer |
Rockets
Rockets are self propelled missiles, but they have no guidance system like
the Hunter-Killer missile. When fired, they move straight forward until they
hit something. They are easy to make and inexpensive, which is their main advantage.
Rocket: Two rockets may be fitted on each forward mount. When, fired,
moves straight forward 10” now and every end phase. Explodes with a 2” blast
if anything is hit. A hit roll is not needed.
Weapon | Range: Short - Long | To Hit: Short - Long | Strength | Damage | Save | Ammo | Mount | Special |
Rocket |
-
|
- -
|
4
|
D3
|
-1
|
Group
|
Front
|
Rocket |
Spiked Ram
The spiked ram is a very simple idea, consisting of, well, a lot of big spikes
on the front of the vehicle. This crude weapon is cheap and very effective,
and is a favourite among Goliaths and Orks.
Ram: The Spiked ram adds +1 to ram strength and +1 to ram damage to all
front rams. Uses 1 front weapon mount.
Scythes
Scythes, like the spiked ram, are crude, but effective. They do more damage,
but are more liable to get blunt when cutting hard or coarse surfaces.
Scythes. The scythes add +2 to ram strength and +D3 to ram damage to
rams from any direction. However, when you ram someone, roll a D6, on a 1, take
an ammo roll to see if the scythes are blunted. To pass the ammo roll, you must
roll a 3+ on 1D6. Scythes do not use up a weapon mount.
Smash Hammers
Hur hur, letz see how yer panzee humie bikez like a taste o' dese here Orky smash hammerz! - Kartsnik, Ork Boy |
Smash hammers are large, hydraulic hammers on the front of the vehicle that
can cause tremendous damage when used right, but eventually they run out of
power and stop working.
Hammers: The smash hammers’ tremendous power gives the vehicle twice
its ram strength and damage to rams from the front, even if the ram strength
goes over 10, and their reach means that the vehicle can do damage to other
cars as if they were rammed from 1” away. The smash hammers only affect the
front. Every end phase, roll a D6, on a 1, take a ammo roll for the smash hammers.
The Hammers pass their ammo roll on a 5+. Smash hammers occupy 2 front weapon
mounts.
Auto-Launchers
Hey Ratskins! Dodge this! - Delaque biker |
Auto-Launchers are small, one-use, multi-shot grenade launchers. They are calibrated to fire three small grenades, and are armed with Frag grenades or Smoke Bombs when you get them. They can, however take other grenade types, as long as you have them. If you get other grenades as a rare item, you can choose not to give them to a ganger, but to your vehicle(the same applies to vehicle-mounted grenade launchers). An auto-launcher can be fired once per race to fire three grenades 6” away; one directly ahead, and the others 45° to each side.