FORMULA D CAMPAIGN RULES v1.2

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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 at this stage. Each point of Tyre and Bodywork
costs $0.5K, each point of Brake $2K and each point of Gearbox $3K. There
must be at least one point of each wear type purchased.

The car’s weight and movement bonus are calculated as on the car’s Dashboard.

Every other stat, such as Ram, 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, 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 or corner so that all the rules
for movement on a straight or corner 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 3rd gear or lower.
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 same 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. All cars start with a maximum of 100Kg
“capacity” in their engines. Items and bodywork improvements add weight to the
car, and engine mods increase the engine capacity. Start the weight calculation
at 0Kg and add each item’s or bodywork’s weight. Each full 10Kg of weight
“capacity” left over gives the car 1 movement bonus point. Each full 10Kg of
weight over the car’s capacity gives the car 1 movement penalty point.

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
the maximum amount. Note that the movement bonus pool cannot be taken
below 0.

Movement penalty points work in the same way, apart from if there is anything in
the movement penalty “pool” then the penalty to movement MUST be taken this
turn (and movement penalty pool decremented).

If a car moves over an area of Difficult Terrain its controller rolls a d20 and
checks against 4 + the amount of rubble in the square. If the roll is lower the car
takes tyre damage equal to 4 + the rubble less the dice roll.

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 Damage. Their controllers roll a d20, and check
the result against a target of 5 affected by the modifiers below. If the roll is
lower than the target the car takes Bodywork Damage of the target less the dice
roll. The team of the other car in collision gains $0.5K per point of damage
caused.

- Armour
+ Any remaining movement squares (if ramming/rammed from behind)
+ Opponent’s Ram Rating * 2 (if ramming/rammed from behind)
+ Opponent’s Scythes * 2 (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 equal to the amount the car failed the damage roll by. (This takes
no effect on the car itself this turn.) If there is already an area of Difficult Terrain
in the square, add more damage “rubble” to the square.
When a car has bodywork damage equal to its starting body rating it 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. Optionally the car will continue
along the track at 2 gears lower per turn until the car reaches gear 0, blocking
the current square all the time as above.

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
$0.5K. (Damage from e.g. caltrops do not count towards that total.)

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.

Optionally sponsorship awards can be given at $1K for leading the race, taking no
tyre damage and causing no damage during the race. These are cumulative, to a
total of $3K. The pole sitter only gains the “leading the race” bonus if he leads
the whole race or loses and regains the lead.

Repairs
After each race the cars’ tyre, brake, gearbox and bodywork must be repaired to
the state they began the race with, or Race Control will not allow them to enter
the next race. If a car’s owner does not have the funds available it is acceptable
to go into debt.

Extras
These are the extra items an owner can buy for their car and their costs. A car’s
team must have the funds available (after repairs) to pay for the upgrade – they
may not go into debt at this stage.

Those items marked “Active” can only be used during that car’s turn, only on a
straight (apart from engine mods that can be used in corners) 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 50Kg additional 0 Active
over the Base engine capacity per
Cost per level Engine increase
Armour $8K An extra $1K +1 to any Damage 60Kg per Passive
over the Base Roll. point
Cost per level
Ram $5K An extra $1K -2 to Opponent’s 60Kg per Passive
over the Base Damage roll during point
Cost per level rear ram per point.
Scythe $5K An extra $1K -2 to Opponent’s 20Kg per Passive
over the Base Damage roll during point
Cost per level side-by-side collision
per point.
Nitro $5K A refill costs Once per race the car 20Kg 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 30Kg Active
car may leave an
area of Dangerous
Terrain equal to 1 in
a square it passes
over. This must be
on a straight.
Guns $5K An extra $1K See the rules below. 20Kg per Active
over the Base point
Cost per level
Flamer $5K An extra $1K See the rules below. 30Kg per Active
over the Base point
Cost per level
Oil $1K 3 times per race a 10Kg per Active
car may leave an oil point
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 taken or caused any damage during the turn. The target
must be 4 + 2 per gun level squares or less ahead of the car and be in the same
lane.

To resolve a shot the target’s controller rolls a d20, with a target of 5 less the
target’s armour plus the shooter’s guns rating * 2. A result of less than the
target results in bodywork damage of the target less the roll and leaves an area
of Difficult or Terrain as per Collision rules above, or blocks the square if it is
taken out of the race. The shooter’s car gains $0.5K per point of damage caused
as per usual damage rules.

Flamer
A flamer works similarly to Guns above. The range of the flamer is 2 squares
directly in front of the car and 1 square either side of the first square in front of
the car, forming a rough diamond shape. Every car in that area test as per the
guns rules above.

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