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FORMULA D CAMPAIGN RULES v1.0

The document outlines the rules for the Formula D campaign. It details how initial car builds can spend $20K on wear points. Races use a d20 system to determine starting position and movement. Movement is calculated by gear and dice roll. Cars can take damage from collisions, difficult terrain, or other cars' weapons. Points are earned each race to determine championship standings.

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0% found this document useful (0 votes)
75 views5 pages

FORMULA D CAMPAIGN RULES v1.0

The document outlines the rules for the Formula D campaign. It details how initial car builds can spend $20K on wear points. Races use a d20 system to determine starting position and movement. Movement is calculated by gear and dice roll. Cars can take damage from collisions, difficult terrain, or other cars' weapons. Points are earned each race to determine championship standings.

Uploaded by

colinbun
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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FORMULA D CAMPAIGN RULES v1.

Initial Car Builds


Each car’s owner has $20K to spend on the car. This can only be spent on Tyre,
Brake, Gearbox and Bodywork Wear at this stage. Each point of Tyre and
Bodywork Wear costs $1K, each point of Brake Wear $2K and each point of
Gearbox Wear $3K. There must be at least one point of each wear type
purchased.

Starting Ram, Weight, Armour, Engine Rating, Move Bonus etc. are all initially 0.

The Start
The starting grid of the first race is determined by all the drivers rolling d20, the
pole being the highest roller down to the lowest roller starting last. Ties are
rerolled.

Every subsequent start is determined by the lowest Championship Points holder


starting on pole to the highest Championship Points holder starting last. Ties are
broken on car value, points gained in the previous race, and further ties by a
dice-off.

On the first turn of the race (“The Start”) every driver in turn from front to back
rolls d20 and checks the result on the following table –

Roll Result
1 Stall - miss the turn and start in First Gear next turn
2-10 First Gear selected – move one space
11-16 First Gear selected – move two spaces
17-19 First Gear selected – move three spaces
20 First Gear selected – move four spaces

Note that “Active Use” items and Movement Bonuses cannot be used in the first
turn of the game.

Also note that the starting grid will be on a straight so that all the rules for
movement on a straight below also apply to The Start.

Turn Sequence
The turn order is as in the rules – first to last, ties broken by highest gear, further
ties broken by who has the inside line.

Movement
The movement rules for corners are as in the rules, apart from the following
exceptions. If a car starts its turn in a corner and finishes it in a second corner,
the move end only counts for the second corner if the car is in a lower gear than
4th. This is also the case if a car overshoots the first corner. (Otherwise, a car
could overshoot a corner on purpose to get to enter the next corner the next
turn.)
Cars may change lanes twice in a straight, but cannot swerve back into a lane it
left that turn.

The other exception is a change in the gear ratios. They are as follows –

Gear Dice Roll Range


1st D2 1-2
2nd D3+1 2-4
3rd D4+3 4-7
4th D5+6 7-11
5th D6+10 11-16
6th D10+15 16-26

Movement bonus points work as follows. A car can add a maximum of 1 bonus
point of movement per turn if they have any currently available. The movement
bonus available is reduced by 1. If a car chooses to not add any movement
bonus its movement bonus “pool” is reset to maximum. Note that the movement
bonus pool cannot be taken to a negative amount.

If a car moves over an area of Difficult Terrain its controller rolls a d20. A result
of 4 or less results in 1 point of Tyre Wear Damage.

If a car moves over an area of Dangerous Terrain it takes 1 point of Tyre Wear
Damage (no roll needed).

A car may not enter a blocked square. If it is forced into a blocked square as the
only path available, the car is out of the race (causing another blocked square),
and Bodywork is set to 0.

Collisions
If a car finishes its move next to or directly in front of or behind an opponent
either car may suffer Bodywork Wear. Their controllers roll a d20, apply the
modifiers below, and any result of 4 or lower results in 1 point of Bodywork Wear
damage.

+ Car’s own Weight


- Opponent car’s Weight
+ Armour
- Any remaining movement squares (if ramming/rammed from behind)
- Opponent’s Ram Rating (if ramming/rammed from behind)
- Opponent’s Scythes (if cars are side by side and opponent has them)

If a car takes damage as the result of a collision, place an area of Difficult Terrain
on its square. (This takes no effect on the car itself.) If there is already an area
of Difficult Terrain in the square, replace it with an area of Dangerous Terrain.
(Again, no effect on the current square’s occupant.)

When a car is out of the race it is left in the square it occupied when it went out
of the race. That square is now blocked. The car cannot be damaged or cause
damage itself – no checks are made for collisions with other cars.

In the unlikely event that all 3 lanes of the track are blocked, it may be necessary
to move a random blocked area 1 square forward until a line is clear.
Championship Points
Championship Points are awarded as per the rulebook – 10,8,6,5,4,3,2 and 1. If
a car does not finish a race it receives no points.

Race Winnings
Every point of damage inflicted directly on an opponent nets the car’s team $1K.

Prize money is equal to the points gained above, at a minimum of $5K per car.
So first place nets $10K, second place $8K, third $6K and every other entrant
receives $5K.

Extras
These are the extra items an owner can buy for their car.

Those items marked “Active” can only be used during that car’s turn, only on a
straight and not on the first turn of the race. Those marked “Passive” can be
used at any turn.
Extra Base Subsequent Rules Weight Active/
Cost Costs Passive
Engine $5K An extra $1K Optional +1 to 0 Passive
over the Base Movement per point,
Cost per level to the maximum of
the current gear.
Armour $8K An extra $1K -1 to Movement per 1 per Passive
over the Base point, +1 to any point
Cost per level Damage Roll.
Ram $5K An extra $1K -1 to Movement per 1 per Passive
over the Base point, -2 to point
Cost per level Opponent’s Damage
roll during rear ram
per point.
Scythe $5K An extra $1K -1 to Movement per 1 per Passive
over the Base point, -2 to point
Cost per level Opponent’s Damage
roll during side-by-
side collision per
point.
Nitro $5K A refill costs Once per race the car 1 Active
$1K (which is may move up 2
included in the gears in a turn.
initial $5K
price).
Caltrops $1K 3 times per race the 1 Active
car may leave an
area of Dangerous
Terrain in a square it
passes over. This
must be on a
straight.
Guns $5K An extra $1K See the rules below. 1 per Active
over the Base point
Cost per level
Oil $1K 3 times per race a 1 Active
car may leave an oil
patch in a square it
passes over. If a car
runs over the oil in
the middle of their
turn they may not
change lanes for the
rest of their
movement. If a car
finishes its
movement on oil it
may not change gear
or lane in their next
turn.

For example, a car’s owner purchases an engine mod. That costs $5K. If he
wants to purchase a second engine mod that will cost him $6k (and the next one
$7K and so on).
Guns
To fire a gun a car must finish its move on a straight, must not have overshot a
corner, must not have tested for a collision and must not have taken any damage
during the turn. The target must be 6 squares or less ahead of the car, and be in
the same lane.|

To resolve a shot the target rolls a d20, adds its armour and subtracts the Guns
rating of the shooting car multiplied. A result of 4 or less means the target takes
1 point of Body Wear damage and leaves an area of Difficult or Dangerous Terrain
(as per Collision rules above), or blocks the square if it is taken out of the race.
The shooter’s car gains $1K as per usual damage rules.

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