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?"
"YOU DON'T WANT IT!!"
-recording from unknown Goliath trike.
|
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.
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.