WARHAMMER

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FORMULA X

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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 2 full turns to recharge, on cruising speed, 1, and on fast speed, 0(fire every turn).

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!
AGHHH MY EYES!!!
-Delaque hoverbike driver

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.

Formula X is copyright© WarlordQueek 2000.
Any material in this site cannot be reproduced without permission of the author.
Permission is given to print this material for the purposes of playing the game only.

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