WARHAMMER

40K

NECROMUNDA

FORMULA X

ARTICLES

GALLERY

FICTION

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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.

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