Basic Rule Changes:
All standard Formula Dé rules apply, with no alterations. The Ruleset used should be the Basic rules with a minimum of the advanced Three Lap Rules for (6) Car Construction (even for single lap races) and (7) Road Handling. If the race is more than one lap, then rule (8) Wear Points and Pits Stops should also be used.
The only rule that is modified is that when a car takes a point of Bodywork damage, then it is applied against the cars Armour instead.
When all Armour is gone, the Bodywork takes damage.
Whenever bodywork takes damage, roll on the Hit location table described in the Combat section. This may show differant components taking damage.
Whenever tyres are damaged as a result of missing corners, any Tyre Armour points are NOT subtracted first. Tyre Armour only applies against vehicle shooting combat.
Each player has to construct their vehicle. This is done as per the advanced rules for 3 lap car construction from the basic game. Differant vehicles will have differing amounts of points - see the specific rules for races to determine how many points vehicles have.
Additional things to buy include the following:
| Item | Cost | Damage | Ammo | Range | Notes |
| Machine Gun | 2 | 1 | 10 | Medium | |
| Vulcan MG | 4 | 2 | 10 | Medium | +1 to hit |
| Laser | 4 | 2 | unlimited | Long | |
| Pulse Laser | 4 | 1 | unlimited | Medium | +1 to hit |
| Heavy Laser | 6 | 4 | unlimited | Long | |
| Flamethrower | 2 | 1 | 10 | Short | +2 to hit |
| Recoilless Rifle | 3 | 2 | 10 | Medium | |
| Blast Cannon | 5 | 4 | 5 | Medium | |
|
| Heavy Rocket | 1 | 3 | 1 | Short | -1 to hit |
| Missile | 2 | 2 | 1 | Long | +1 to hit |
|
| Minedropper | 2 | * | 5 | Dropped | |
| Spikedropper | 2 | * | 5 | Dropped | |
| Oil Jet | 1 | * | 10 | Dropped | |
| Smokescreen | 1 | * | 10 | Dropped | |
Weapons must be placed in fire arcs - Forward, Left, Right or Back. Dropped weapons and flamethrowers may only be placed Left, Right or Back.
* Special - See Dropped Weapons
| Item | Cost | Notes |
| Turret | 2 |
Mounts upto 4 cost of weapons in a 360 degree fire arc.
May be armoured at 0.5 pts per armour point.
Only one per vehicle |
| Small Turret | 1 |
As a normal turret but only carries 2 cost of weapons |
| Targetting Computer | 2 |
Gives a +2 to hit. Only one is allowed per person in vehicle, and these cannot be shared. |
| Weapon Link | 1 |
Links 2 weapons togther in one location. [see below]. |
| Gunner | 3 |
Allows extra firing actions [see below].
Only one per vehicle |
| Ramplate | 3 |
Increases vehicles damage in collisions [see below] |
| Upgraded Engine | 2 |
Increases performance [see below] |
| High Performance Engine | 4 |
Increases performance [see below] |
| Nitrous Oxide | 2 |
Nitrous is activated at the beginning of the turn. Roll for the current gears speed as normal, then, directly afterwards in the same round, increase the cars gear (if possible) and roll for that gears speed as well. The effects last for one round only. Note that the two rolls are not considered a stop for cornering purposes, thus use wisely! |
| Armour Points | 0.5 each |
Absorbs damage [see below] |
| Tyre Armour Points | 0.5 each |
Absorbs damage to tyres [see below].
Note this only applies to shooting combat and not to dropped weapons or missed corners. Max 4 points. |
| Driver Armour | 0.5 |
Absorbs damage to driver and gives him upto 4 additional points. May also be bought for a gunner
|
Weapon Links: This links 2 weapons of the same type in one location together (such as 2 forward mounted Machine Guns). Links may themselves be linked (thus 3 Machine Guns need 2 links while 4 needs 3 links).
Dropped weapons follow the same ruling but they do not have to be in the same location (thus you could link two spike droppers on the left and right side).
Links never have to be used - you can always just fire one of the linked weapons at a time.
If a link is used then it just means that both weapons fire at the same time and both can make to-hit rolls.
A vehicle that spends over a certain amount of its cost is considered either Ladened or Overweight. The exact figures depends on the vehicle, but being ladened or overweight has adverse effects on that vehicles performance - again see the notes pertaining to specific races.
As an example though, a combat Formula One car that spends between 26 and 35 points is considered Ladened, whilst if it spent 36-40 points it is considered Overweight.
Ladened or Overweight cars have decreased performance. Cars with better engines have increased performance. They may be combined to reduce overwieght effects.
| Normal | Upgraded Engine | High Performance |
| Normal | +0 | +1 | +2 (+1) |
| Ladened | -1 | +0 | +1 |
| Overweight | -2 | -1 | +0 |
A '+' result means that the driver may (but doesn't have to) add this result to the roll of the gear die.
A (+1) means that this result HAS to be added to the die result.
Any '-' result HAS to be subtracted from the gear die (but the minimum result is always 1 - which can mean that a car in second gear rolling low moves less than the lowest die result possible).
Engine upgrades can also damage the engine itself. Anytime a 20 (or greater) is scored in 5th gear, or a 30 (or greater) is scored on 6th gear, then the car has to roll for engine damage, however it must make this roll with the positive modifier as a penalty. Thus an upgraded engine giving a car a +1 speed rolls for engine damage with a -1, thus being damaged on a 1-5.
Pit Stops are the life saver of the cars, for it is here that a car may be partially repaired and things like ammunition and tyres replaced. Provided a driver has had some foresight that is...
NOTE: No combat of any sort is allowed in the pits or pit lane. This leads to automatic disqualification.
A pit stop may be made to replace all the cars tyres with a fresh set or differant type. In this case normal pit stop rules apply.
However if a car has additional Wear Points (such as the free 1 or 2 points for 2 or 3 lap races, or unspent wear points left over from car construction), then they may be spent in the pits (this is in addition to replacing tyres).
Each Wear point may be spent as follows:
- to replace one point of Brake
- to replace one point of Fuel
- to replace one point of Engine
- to replace one point of Bodywork
- to replace one point of Handling
- to replace one point of Armour
- to refill one weapon with a full load of ammunition
- to replace one damaged weapon
[This must be done at the cost of the weapon (thus a Machine Gun needs 2 Wear Points. Only weapons that the car already had may be replaced]
- to replace the Drivers Body Armour (if they had any)
[Note that the driver himself may not be 'repaired' though]
- to recharge one Nitrous Oxide cannister
However all this extra fixing of a vehicle comes at a cost in time. For each Wear point spent in the pits above 2, add a +1 to the pit stop time die roll. If the result is a 20+, then the pit stop took so long that the car leaves the turn _after_ a slow pit stop (and thus will be in the pits for 2 turns).