Formula Dé Combat Racing
Variant Rules!

These rules can add some extra spice into games, but also a bit of extra complexity. All players should therefore agree to use these before a game begins. Any of the these extra rules may be used at will, there are no requirements for an all or nothing approach.


Fire

Most vehicles are insulated to a certain degree from fire, but sometimes with all the weapons fire and deliberate attacks being made, things can get out of control, and if a vehicle catches fire then it's generally bad news.

If a vehicle is hit by standard weapons fire and the engine or fuel tank is hit, then there is a chance of a fire starting. If a vehicle is hit by incendiary weapons, then any part of the vehicle may catch fire.

Determining Fire:
Roll to see if a vehicle catches fire at the moment that a weapon hits the vehicle. If a vehicle is already on fire, still roll as this could increase the strength of the fire. To see if a vehicle catches fire, add up all the modifiers from the following table to form one number. This is the result (or less) on the d20 that must be rolled for the vehicle to catch fire. Remember that normal weapons only have a chance of a fire if the fuel tank or engine is hit.

Incendiary Weapon damage:Triple the damage scored
Engine Hit:+2*
Fuel Tank Hit:+3*
Weapon Hit:+ the damage that the weapon would score
Incendiary Weapon Hit:+ the damage that the weapon would score *2

*Only ever apply this modifier once.

For example, a machine gun hitting a fuel tank has a 3 in 20 chance of catching fire, while an incendiary Heavy Rocket hitting an engine, fuel tank and incendiary machine gun has to roll 16 or less to cause the target to catch fire (ouch!).

If the vehicle does catch fire, it is called a level 1 fire. If additional fires are caused on a a burning vehicle, increase the level by 1 per additional fire, thus a vehicle that catches fire from three sources has a level 3 fire.

Fire Effects and Extingushing:
At the end of the turn of a vehicle that is on fire, roll to see if the fire has been put out by various means. This is done by rolling 1D20, subtracting the level of the fire, and adding +6 for a fire extingusher, or +10 for an improved fire extingusher. If the result is 18+, then the fire drops by one level. (A level 0 fire is one that has been put out). Regardless of modifers, a natural 20 will drop the fire by one level.

If the fire is not put out, then the vehicle takes 1 point of damage per level of the fire. This damage may be applied to the tyres, armour (or internal components if no armour) or turret at the owners choice. Not all fire damage has to be applied to the same components.
If the damage is taken to the engine or fuel, roll a D20, and on a 1 the vehicle explodes spectactularly, destroying the car completely and killing the crew.

If a burning vehicle makes a pit stop, then all fires will be extingushed free.

New Equipment:

    Incendiary weapons:
    Cost 1.5 times the normal weapons cost. Not available for lasers.
    Flamethrowers are automatically incendiary at no extra cost.
    Napalm:
    Cost 3. This is effectively flaming oil. It has all the normal effects that oil has, and also burns. Whenever a car passes through a napalm square, the car must make an avoid roll of 16+. If sucessful, the vehicle takes no damage but has a 2- chance of catching fire. If it fails the roll, then it takes a 1 point of damage and has a 6- chance of catching fire.
    Everytime someone passes through the counter, roll a 1D20. On an 12+ the napalm burns out and is removed from the board. This is after any damage effects though!
    Fire extingusher:Cost 1
    Improved Fire Ext.:Cost 2
    Fireproof Armour:
    Cost 2 points extra (this gives no armour, but covers all locations, including tyre armour and turrets).
    Fireproof armour is just that. Any hits to it by any weapon will not cause it to catch fire, so don't bother rolling. However if damage penetrates the armour, then internal components may catch fire as normal (use the amount of damage that penetrates the armour not the whole damage for this purpose).
    Tyres however are not fireproof, so if a shot hits them and causes damage, they can catch fire as normal. Fire extingushers do help combat this, but any damage that is scored by the fire will only affect the tyres.
    Fireproof tyres:Cost 1. Fireproof tyres will never catch fire.

Fireproofing if bought, covers all replacement tyres and armour from pit stops.

 

Critical Hits and Jams:

Sometimes a lucky hit will cause that little bit of extra damage, or sometimes the weapon will jam at just the wrong moment...
Unlike the other variant rules, if you use Critical Hits, then it is suggested that you use Jams as well to balance things out...

On a natural roll of 20 on the to hit roll, a critical hit has been scored. This means that one point of damage that the weapon would inflict is not scored against the armour, but instead is applied directly against the internal components of the vehicle.

On a natural roll of 1 on the to hit roll, the weapon jams and seizes up. The current shot is not fired, and the weapon cannot be fired again until the vehicle pulls into the pits where the weapon is cleared for free.

Dropped weapons do not jam. Only weapons that have to hit rolls can jam.

 

Heavy Damage:

Racing vehicles are just that, built for racing and handling first, combat second. As such, when large calibre weapons hit them, they can literally fall to bits.

Thus whenever a vehicle takes 4+ points of damage from a single weapon or ram, place a dangerous space counter under the vehicle to represent debris and bits of the car.

 

Eliminated Vehicles:

Usually when a vehicle is eliminated it is removed from the track by marshalls. Sometimes a track can be a dangerous place where marshalls fear to tread, or sometimes they just feel that a wrecked vehicle adds a bit of spice to a race.

If this is the case (decided before the race or via a die roll whenever a vehicle is eliminated (roll 10+ on 1D20 to have the car stay on the track)), turn the car counter upside down to show that it is still present. Now whenever another vehicle attempts to pass through that square, they must effectively make a ramming attack against the wreck.

Roll 1D20 and subtract the vehicles handling. If this is 12+, then they have rammed the wreck and take normal ramming damage. On 11- they have successfully passed through the square with no problems.

 

Targeting Computers:

Some people think that targeting computers should be listed on the Internal Hit Table, and thus be able to take damage, much like in the Games Workshop game, Battlecars. If you agree with this, then change the Internal Hit Table to the following:



Internal Hit Table

Die RollItem Hit
1-2Weapon
3-5Engine
6-7Fuel
8Brakes
9Handling
10Driver
11Drivers targeting computer
(or Driver hit if no computer)
12Gunner
(or Bodywork hit if no Gunner)
13Gunners targeting computer
(or Gunner hit if no computer, or Bodywork hit if no Gunner)
14-20Bodywork



This will make targeting computers susceptible to damage. A computer can only take one hits worth of damage before it is destroyed, so future hits will hit the relevant crewman.


Formula One Changes
Formula Dé Combat Racing