In
the darkest depths of the Underhive or the Necromundan Hive
Primus, rivals gangs battle for supremacy over pitiful spoils.
Once every planetary cycle, an event is held that captures the
attention of all the Underhive. This is the ultimate tourney,
a contest to determine the greatest driver in the Lower Hive
- The Formula X. All those gangs who can afford it, or lone
wealthy individuals attempt to make their mark in the legends
of the Underhive by constructing or buying a vehicle to compete
in this contest, so that their names will be remembered, and
their achievements discussed in the holes through the hive for
years to come.
This
game is based on the racing sports of Old Earth, but it is a
more debased and violent form of it. It is raced with small,
fast moving bikes and buggies overloaded with guns, bombs, flame-throwers
and all manner of weapons and equipment, all racing to earn
creds and the greatest prize of all - true fame. Underhive Formula
X can be played as a stand-alone series of games, or as part
of an ongoing Necromunda campaign.
In Formula
X, there are three basic ways to win;
1, finish the required number of laps ahead of the other vehicles;
2, destroy all the other vehicles by blasting them apart;
3, killing all the judges and unfriendly spectators so that
no-one can prove you lost.
Starting
the Race
Tooling
Up
If you
are playing Formula X as a stand-alone game, you start the series
with 300 credits, which you can use to buy a vehicle, crew,
weapons and extra equipment.
If you ar playing as part of a Necromunda campaign, you gang
must save up for a vehicle or else buy one when starting. Every
vehicle MUST have a driver when it is bought. The price lists
and rules can be found below.
You
must also determine the house of your racing team. If you are
playing as part of a campaign, the house will, naturally, be
your own house. If you are playing Formula X stand-alone, you
must choose. for yourself. Any house or outlander group may
be the owners of a vehicle, but outlander gangs cannot accompany
their vehicles into a racing arena as spectators, unless it
is an outlaw or illegal arena.
Setting
up the Terrain
The
arena can be as big as you want, and can contain as much or
as little terrain as you wish. There must be a clearly defined
racing track running through the course, with at least 1 judges
tower situated with a good view of as much of the track as possible.
The tower may take any form you wish, but is usually at least
5" high with heavy, forbidding walls and armoured windows.The
track itself should be walled in by lights walls, tyre barriers,
embankments and suchlike, with a few gaps to allow for extra
mayhem when vehicles go out of control, or just find those enemy
gangers too tempting to resist flattening. There should be a
clearly defined start/finish line and a small side-lane, which
is the repair lane. The track should be clear of all obstacles,
but may be overhung by gantries/ walkways, etc. The track itself
should all be on the same level, but if you're feeling ambitious
you could have a track that goes along the gantries and walkways
on one, or even multiple levels! The start line should be wide
enough to fit all the vehicles in a line at the start of the
race. The track should not be any narrower at any point than
the width of the widest vehicle. You may include one or more
spectator boxes at the edge of the track.
Setting
up the Models
All
vehicles are set up beside each other on the start line. If
you are playing as part of Necromunda campaign, place the gang
leader of each competing gang in the arena, at least 16"
away from any other gang leader. Place D6 other members of each
gang no further than 6" away from the leader. If you are'nt
playing as part of campaign, place D6+1 random ganger models
from your vehicle's house in the same way as above. These are
your loyal fans, and act as a gang for the puposes of fighting
other people, etc. Each model is armed with the equipment and
weapons shown on the model. Heavy weapons are not allowed into
the arena except on the vehicles. If you want, you can place
any number of non-aligned spectators scattered anywhere in the
arena at least 6" away from any gang member. Each judges
tower contains D3 judges. Models may not be set up on the race
track itself(unless they're feeling particularly suicidal).
Now
decide how many laps are in the race(normally about 2-6), and
you're ready to go!(A lap should typicaly take between 2 and
4 turns)
The
Turn
Each
turn is divided up into five phases.
1.
Start Phase: Determine racing order and resolve effects. 2. 1st Racing Phase \ 3. 2nd Racing Phase --Vehicles move and Shoot 4. 3rd Racing Phase / 5. End Phase: Resolve effects, damage, and fires.
Start
Phase
The stage is set....the green flag drops! - Bob Quickshout,
UFX commentator
Before everything else
is even started, racing order must be decided. This shows which
driver will move, shoot and do anything else first this turn.
Each player rolls a D6. Whoever scores the highest wins and
the others are next in the order of their scores ie. highest
goes first, second highest second, third highest third and so
on. In the cases of a draw, roll off between the people who
got the draw until one scores higher.
After
this is done, resolve all effects that take place in the start
phase, according to the racing order. Also in the start phase,
if a lap was just completed by the vehicle in the lead at any
time in the last turn, roll 2D6 on the Lap Table below.
Lap
Table
2D6
Result
2
Free for All! - The race is canceled
and the judges flee. All spectators from all gangs become
active. All rules are suspended and the race degenerates
into a killing fest. Non-aligned spectators and judges
try to flee of the nearest table edge, and will shoot
if threatened. Play proceeds as normal, but all gangs
can move in the spectators phase, and vehicles can leave
the track and break the rules as they wish. The judges
flee with their coffers, each containing 4D6X10 creds,
one per judge. D3+3 turns later, the Arbitrators are reported
as arriving and everyone flees.
3
Boo! Hiss! Get ‘Em! - The gang of
the vehicle coming last gets angry at the gang whose vehicle
is coming first. Both gangs are now active, and can move
in the spectators phase. For this game only, the gang
with the losing vehicle Hates the winning gang.
4
Grrrrr! - Roll a D6 for each gang
who has a vehicle in play. The gang with the lowest score
activates and may attack the gang with the highest score.
If there is a tie, ALL lowest-scoring gangs attack ALL
highest-scoring gangs.
5
Crunch! Part of the normally-stable
racing surface collapses under the pressure, leaving a
gaping hole in the ground. Take a dice, hold it at least
three feet above the center of the table, and drop it
onto the track. Where the dice lands is the centre of
a 2” radius hole in the ground. Vehicles that fall into
this hole are stuck and must spend a FULL TURN hauling
their vehicle out, and they must accelerate from scratch.
Roll on the vehicle’s damage table but subtract 2 from
the roll. A roll of 0 or less indicates no damage. If
the dice goes off the track, drop it again.
6
Repair Lane closes if open, or opens if
closed.
7
Nothing happens
8
Repair Lane closes if open, or opens if
closed.
9
Oil Spillage. - Oil has leaked out
of a nearby oil barrel. Drop a dice in the same way as
in Crunch! above, but the dice represtents the centre
of a circular patch of oil 2” in radius. See the equipment
Oil below for the oil’s effects.
10
You’re outta here! - If there are
any judges left, the car that is currently in first place
is disqualified.(You could try and kill the judges before
its over though)
11
Kaboom! - Roll a D6 for each vehicle,
the one with the lowest score (if scores are tied, roll
off until one remains) has been booby trapped by an unknown
saboteur. Each crew member on the vehicle takes a S3 hit
and a fire is started.
12
QUAKE! - Each terrain piece takes
a hit with armour penetration of D6+2D12+10 with +3 on
the damage roll(see table below for damaging buildings)
Overhanging terrain(gantries, etc.) collapse onto the
ground and any models in or on them take a S5 hit doing
D3 Damage.
Racing
Phases
At
this stage, the player decides if they want to accelerate this
turn or not. Each player determines his speed by adding(or not
adding) any number of inches up to his acceleration value to
last turn’s speed. That players vehicle MUST move this distance
every racing phase of that turn. This splitting of movement
represents the fact that all vehicles are moving simultaneously.
The distance that a vehicle moves in all 3 racing phases is
called the vehicles total speed.
Acceleration
and Speed bands
Every
vehicle has an acceleration value and slow, cruising and fast
speed bands. Every vehicle starts the race at 0” movement (stopped).
On the first turn, vehicles move a distance equal to their acceleration
value every racing phase, on the second, twice that, on the
third, triple and so on. So every turn, you add your acceleration
value onto the distance you moved last turn. Players may wish
not to accelerate, and, if so, may stay at the same speed. Deceleration
works in the opposite way, the vehicle subtracting their acceleration
from last turn’s movement. If you go over the value of one speed
band, you move on to the next, e.g. a bike at 4” accelerates,
and so moves from slow speed to cruising speed. A vehicle may
never go faster than its fast speed value.
Turns
and skid turns
Each
vehicle has a certain number of 45° turns every racing phase,
depending on its speed. At slow speed, a vehicle may make an
infinite number of turns, at cruising speed 2, and at fast speed
1. Once the vehicle has used up all of its 45° turns, it
my make extra turns known as skid turns at a greater risk..
When attempting a skid turn, roll a D6 on the following table.
D6
Result
1
AAARGH!!! The vehicle skids 2D6X10°
and flips over. The crew fall off the vehicle and take
damage depending on its speed(see falling off vehicles
below). The vehicle takes a hit at armour penetration
2D6+ 4 and cannot move or fire for the rest of the turn.
In the next turn, it takes all of the first racing phase
to right the vehicle. The vehicle must accelerate from
0” speed again.
2
The vehicle skids 2D6X10°
and may not fire any weapons for the rest of this turn.
3
The vehicle skids D6X10° and may not
fire for the rest of the turn.
4
The vehicle skids D3X10°.
5-6
The driver pulls off the turn with practiced
ease.
Skidding
A vehicle
that skids when attempting a turn is first angled 45° in
the desired direction. Then rotate the rear of the vehicle,
keeping the front stationary, the number of degrees skidded.
Press the play button on the image to the right for an idea
of how skids work. Every time you make a skid turn, whether
it is successful or not, roll a D6. On a 1, the wheels or your
vehicle have been damaged by the heat friction. Roll a D6 on
the wheel damage table below.
Shooting
Shooting
takes place during the racing phases either before or after
the shooter's vehicle has moved. Each weapon may only be fired
once every turn, not once every phase, as the weapon
is reloading, recharging, reeling in, or whatever. Shooting
is exactly the same as in the Necromunda. Front weapons have
90° fire arcs to the front, rear weapons 90° to the
rear, and side weapons 180° to each side. Heavy weapons
have variable fire arcs, shown on the vehicle datafaxes. However,
the faster vehicles are moving, the harder it is for them to
hit, and to hit them. When shooting at or from fast moving vehicles,
the shooter gets -1 to hit for every 10” of the difference in
theirs and the victims total speed. Models on foot count as
having a total speed of 0". If any number of mounts are
given as linked, they must be fired at the same tim, at the
same target.
Armour
and Armour Penetration
Big guns, big prizes! I love it!
Vehicles in Formula
X do not have toughness or wounds. Instead vehicles have an
armour value. When shooting at a vehicle, you must first
determine whether the shot hit the crew or the hull. Roll a
D6 and consult the vehicles datafax. If the crew are hit, determine
damage as normal.When determining damage against a vehicles
hull, use the armour penetration value of the weapon
or attack. The armour penetration value of a hit is always
equal to the strength of the attack + the damage of the attack(usually
1)+ 1D6. If this roll exceeds the vehicle's armour value,
its hull has been penetrated. Roll a D6 on the vehicle's damage
table, which can be found on the vehicles datafax.
Ramming
and Crashing
If
any vehicle comes into contact with another, both vehicles inflict
a hit with a strength, damage, and save modifier as shown on
their datafax, Depending on what kind of collision it is. There
are four basic types of collision; shunts, side scrape, t-bones,
and head-on. Shunt: A shunt is a ram from the front of one vehicle
to the rear of another. In a shunt, the attacker takes no damage
and the defender takes damage according to 1/2(damage+ram strength+D6).
A vehicle shunted by another is immediately pushed D6"
forward. Side Scrape: A side scrape is when a vehicle moves at
a light angle into the side of another vehicle. In a side scrape,
the defender takes damage according to 1/2(damage+ram strength+D6)
of the attacker and is moved D3 " to the opposite side
it was rammed on. The attacker takes damage at 1/4(damage+ram
strength+D6) of the defender. T-Bone: A T-Bone collision is when the front of one vehicle
rams the side of another so that the two vehicles are no more
than 30° from absolute perpendicular. In a T-bone, the defender
takes damage at (damage+ram strength+D6) of the attacker and
is moved D6" away from the attacker. The attacker takes
damage at 1/2(damage+ram strength+D6) of the defender. Head-On: In a head-on collision, both sides take full
damage according to the (damage+ram strength+D6) of the other
vehicle.
Ohhhhhh...you know that'll cost a few creds to fix.
A ram
attack will always hit a vehicle’s hull, and never the crew.
If a vehicle hits a spectator, they may dive out of the way
by rolling under their Initiative on a D6 (a 6 always fails).
If they fail to dive out of the way,
the
vehicle's hull takes a hit with an armour penetration value
of (the spectator’s toughness + 1 + D6), and the spectator takes
a hit at the vehicle’s ram value. If the spectator is taken
down or out of action by a ram the vehicle runs straight over
him. A vehicle that hits a wall or other obstacle takes a hit
at its own ram value, at a maximum of the obstacle’s armour
value, and the obstacle takes a hit at the vehicles ram value.
Mounting,
Dismounting and Falling off Speeding Vehicles
If
any model falls off or jumps off a vehicle that has a total
speed of more than 10" per turn, it will take a hit
according to the table below.
Fall
Damage Table
Total Speed
0-10"
11
12
13
14
15
16
17
18
19
20+
Strength of hit
None
1
2
3
4
5
6
7
8
9
10
Save Modifier
None
0
0
0
-1
-1
-2
-2
-3
-3
-3
A model
on foot or on a vehicle may jump onto and board another vehicle
up to 1" away. The model takes a hit on the Fall Damage
table, the distance being the difference in total speed. Foot
models count as having a total speed of 0". For example,
a crewman of a buggy going at 30" jumps onto a trike going
18". The difference in this case is 12, so the boarding
crewman takes a hit at strength 2. Once the model has boarded
the vehicle, they must take an initiative test(roll under their
initiative in 1D6) to remain on it. If the test is failed, they
fall off and take damage according to the vehicle they just
fell off's total speed. Boarding vehicles is a dangerous buisness!
A boarding model may attack any other crew on the vehicle in
close combat. Each model trying to fight a round of close combat
on a moving vehicle must take an initiative test. Failure means
they fall off. A driver that is engaged in close combat from
a boarding model cannot control the vehicle for the rest of
the turn. The vehicle goes out of control for the rest of the
turn. A boarding model may only close combat 1 model each turn.
Spectators
Phase
This
phase allows the spectators to move and shoot. Only gangs which
are active can move in this phase, but if a non-active gang
member is shot at or injured, that ganger’s whole gang becomes
active. Treat this as an normal turn of Necromunda, with the
gang whose vehicle won the racing order going first. Spectators
may go onto the track (suicidal Redemptionist Zealots, for example),
shoot at the vehicles, and be shot at by the vehicles.
End
Phase
In
this phase, resolve effects, damage, and fires by normal racing
order. For every fire on a vehicle, roll once on the Fire! table.
In the end phase, all vehicles that can no longer race are removed
along with their crew and accompanying gang/fans.
The
Repair Lane
Any
vehicle that spends a full turn in the repair lane can repair
any damage to its hull on a 4+. All fires are automatically
extinguished(before they can do damage) and all damaged wheels
are replaced.
Fire!
Table
D6
Effect
1
One fire goes out. Reduce the number of
fires by one.
2
The fire does not cause significant damage
this turn.
3
The fire burns the crew! All crew take a
Strength 4 hit with a -1 save modifier.
4
Roll once the vehicle’s damage table.
5
The fire is spreading! Add +1 to the number
of fires currently burning and roll on the vehicles damage
table.
6
The vehicle is too badly burned to continue
racing.
Wheel Damage
Table
D6
Effect
1
The wheel is jarred and the vehicle may
not accelerate next movement.
2
The axle jams. The vehicle may not accelerate
until you roll a 4+ at the end of the turn.
3
The wheel is damaged. Add +D3X10° extra
distance on to every roll for skid distance.
4
The wheel is badly damaged. Add +D6X10°
extra distance on to every roll for skid distance.
5
The tyre is punctured, and air hisses out
rapidly. Roll a D6 every end phase, on a 5+ the tyre ruptures,
apply the effects of 6 below.
6
The tyre is ruptured! It may be replaced
by spending an entire turn stopped in the repair lane.
Until the tyre is replaced, acceleration and all speed
bands are halved.
Loss
of Crew
Ow, you know thats gonna hurt!
Vehicle
crew roll for injury the same as normal, but a roll of 1 or
2 indicates a flesh wound. If a vehicles driver goes down or
out of action, then the vehicle goes out of control until the
driver is replaced by another crew member. If a gunner is taken
out, then he can no longer operate his weapon.
Buildings
Buildings
over 4" square count as very large targets(+3to hit). Smaller
buildings and walkways are merely large targets(+1 to hit).
Buildings are easy targets but are mostly solidly built and
hard to damage. Buildings have an armour value in the same way
as vehicles. As most people will make up their own buildings
you may prefer to tailor each building's values to its appearance.
This is entirely up to you.
Type of Building
Armour Value
Tent or inflatable structure(causes no damage
on collapse)
5
Mud or straw hut, tin shack(causes 1/2 damage
on collapse)
10
Plexiglass or plastic
15
Stone, concrete or plascrete
20
Steel, plasteel or rockrete
25
Generally,
buildings and walkways in the underhive are made of stone, concrete
or plascrete, depending on local conditions. Fortifications
and bunkers will be steel, plasteel or rockrete. Most Judge's
towers also fall into this category.
Weapons
that penetrate the armour value of a building roll to dmage
it in the same way they would a vehicle. Roll a D6 on the table
below.
D6
Effect
1-3
Shaken. The building rocks violently.
Any models in or on the building are knocked off thier
feet and may not move or shoot next turn. They may fight
normally if engaged in hand-to-hand combat. Otherwise
they are unaffected. Add +1 to all damage effect rolls
against this building from now on.
4-5
Badly Shaken. Interior walls collapse,
gaping holes appear in stairways, floors and ceilings
partially collapse. Any models in or on the building are
knocked off thier feet and may not move or shoot next
turn. If they are engaged in hand-to-hand combat they
are separated immediately. All surfaces on the building
now count as difficult terrain(1/2 movement). Add +2 to
all damage effect rolls against this building from now
on.
6+
Collapsed. The building collapses
into a pile of rubble. Any models in, on or under the
structure take a hit at strength 10 causing D6 damage.
Survivors may not move or shoot in their next turn. If
they are engaged in hand-to-hand combat they are separated
immediately. The area where the building was is now covered
in rubble and counts as difficult terrain.
If your
buildings are very large it may not be appropriate to have weapon
hits affecting the entire structure. You may prefer to divide
it up into component parts which are damaged seperately. For
example, you may have a bunker with a main portion and small
structures linked by platforms, each structure and platform
counting as a seperate structure for damage purposes.
A building
cannot collapse if rammed or engaged in close combat unless
it is an especially flimsy structure. Instead, a successful
penetration will knock a hole in the wall as wide as the attacker's
base, or wide enough to fit the ramming vehicle. If holes are
knocked alone the length of an entire wall in this way, then
the building will automatically collapse. Vehicles equipped
with ram bars, smash hammers or similar attachments add +1D6
to their armour penetration of buildings, and subtract 1D6 from
the penetration value against the vehicle.
Going
Out of Control
If
a vehicle goes out of control, Roll a D6 on each of the following
tables.
Speed
Table
1-2
The vehicle accelerates this turn.
3-4
The vehicle continues at the same speed.
5-6
The vehicle decelerates this turn.
Direction Table
1-2
The vehicle turns 45° to the left.
3-4
The vehicle continues straight.
5-6
The vehicle turns 45° to the right.
Winning
the Race
My friends, we have a winner!
When
all the vehicles have either finished the required number of
laps, been destroyed, had drivers killed, or if all the judges
and neutral spectators have been killed, the
race is over. The winning vehicle gets a cash prize of 4D6 X
10 credits, second place gets 2D6 X 10. All other positions
don’t get anything at all. To win, your vehicle must cross the
line first. If all the judges are killed, there is no-one to
witness who won, so no prize is given. All participants get
+D6 experience if their vehicle survived, and +5 for every damaging
hit inflicted. The winner’s driver gets +10 experience points,
second place driver gets +5. Furthermore, if you are playing
as a standalone game, the winner's success has been noticed,
and you may add +1 to the dice for the number of spectators
that show up to watch you race each race. This bonus is cumulative,
so as long as you keep winning races, you will accumulate more
and more fans. However, if you come 3rd or lower in any race,
your fan dice will revert to D6+1.
After
the Race
When
the race is over, the players may forage, work territories,
etc. as normal. The driver of a vehicle counts as a heavy, so
cannot work territory(he is too busy maintaining the vehicle).
Instead of visiting the normal trade post, the gang leader visits
the garage. Roll up D3 items on the Garage Rare Trade Table,
+1 for every ganger sent to search for items. If you are playing
as a stand-alone game, you get D6X5 creds for each supporter
who turned up to watch you race that survived the race(i.e.
- didnt go out of action)..
Repairs
& Upkeep
If
a vehicle was sent out of the race by a fire, critical damage,
etc, then it must pay 50+2D6 credits to be repaired. The vehicle
cannot be used until repaired. Also, after every race, 20 credits
must be paid to hammer out the dents, refuel, and repair minor
damage.
Judge’s
Rules
These
are the official rules of Underhive Formula X:
1. No
killing Judges
2. No head-on ramming
3. Vehicles are not allowed shoot at spectators unless provoked
4. No killing the engineers in the pit lane or damaging their
equipment
5. No boarding other vehicles
6. No using high explosive weapons to damage the course
7. No violence before the start
8. No weapons are to be fired at the Judge’s tower
9. No nukes
10. No ramming an incapacitated vehicle
11. No side-crushing(ramming a vehicle against a wall)
12. No leaving the arena before the race is over
13. Prizes are only awarded to vehicles crossing the line under
their own power
14. The Judges reserve the right to disqualify any vehicle they
feel appropriate to
You're outta here! Hey! What the hell are you guys
doin' in here!? Nononononono... please dont kill me!!!!
Any vehicle breaking any of these rules within sight of a Judge's
Tower must roll a D6, on a 1, 2 or 3 they are disqualified.
A Judge's Tower has a sight range of 24" in all directions
unless obscured by something. Players may bribe the judges before
a race for D6X10 creds, and may re-roll any one disqualification
dice for each bribe.