Vehicle Construction Rules
Tech level: In this race, up to Tech Level 3 (US tech only) is allowed. Your
team must be all one technology type, no mixed tech.
Tonnage/Type: Regardless of tech base, your vehicles cannot exceed 30 tons each.
It may be wheeled (default), tracked, or Hover.
Weaponry/Options: You are modding a road vehicle, not bringing a war machine.
Turrets are allowed, but you must have one extra crew man for each turret.
No special munitions or flamer weapons are allowed. Jump is no longer allowed.
Pilot/Gunnery: You have seven points you must distribute with each value being
at least 1. So your options are 1/6, 2/5, 3/4 (default), 4/3, 5/2, and 6/1.
Speed Cap: No vehicle may have a cruising speed higher than 10. There is no
Flak speed cap.
Tracks: Tracked vehicles can make one level change per movement phase for free
(normal movement cost, just no level change increase). Tracked vehicles gain a
-2 modifier to avoid getting stuck or skidding in mud. Tracked vehicles can
move through one two hexes of snow per turn at 1 mp each instead of 2 mp.
Each snow hex after that during the same turn costs 2 MP as normal.
Hover: Hover vehicles ignore the terrain they go over.
Amphibious: This vehicle can enter/leave water hexes without penalty (and
doesn't end its movement for entering water). Can move through water hexes at
a cost of 3 MP per hex. Needs no make piloting check to leave water.
Snowmobile: Treats ice as grass, moves through snow at normal MP.
Dune Buggy: Gains +2 to avoid all mud affects, can move through snow at normal cost.
Exhibition Race Rules
1000 BV2 per team, no more than 4 vehicles per team, no more than
500 BV2 per vehicle (do not include gunnery/piloting in this calculation).
Race Rules
The track will be designed by the GXP Racing Commission using the Heroscape
Hex system. That means there will be ice, mud, water, and other possible
hazards (such as debris from previous races). The track itself will be a
complete loop (although probably not perfectly circular). The track is
considered a box canyon, so line of sight is only along the hexes present,
not through the empty middle of the course.
Hit locations/ Critical Hits: If a turret is rolled as a hit location and
the vehicle doesn't have a turret, then the damage is applied to the side
of the attack. If a critical hit is rolled and the result doesn't correspond
to the vehicle, simply move down the chart until the first thing that does
affect the vehicle is found.
Stacking: Up to two vehicles may be in the same hex at a time. Friendly
units may pass through hexes occupied by their teammates. Vehicles that
enter a hex occupied by an enemy vehicle end their movement. If the enemy
unit has already moved, the vehicle may declare a charge but does not have to.
Supercharger: At the beginning of the vehicle's movement, a piloting check
is made at +2. If passed, the supercharger kicks in and the vehicle can move
its new flank speed, if it fails the supercharger blows and the vehicle is
limited to cruise speed for the rest of the race. Moving at these speeds
is dangerous however. Each time the vehicle makes a turn it must make a new
piloting check (at +1 for each previous turn, skidding modifiers apply) or
skid. A vehicle that uses a supercharger may not go backwards that turn.
Skidding: A vehicle that skids at any point during its movement has a +1
modifier for all gunnery checks it makes that turn. Any attacks made against
the unit are at +2. A unit that skids rolls immediately on the motive damage
system chart.
Motive Damage changes: If a vehicle is immobilized via motive system damage,
You instead roll 1d6. On a roll of 1, the vehicle is immobilized as normal.
On a roll of 2-3, the vehicle can only make left turns. One a roll of 4-5,
it can only make right turns. On a roll of 6, it can only drive backwards.
If the vehicle gets another immobilized result on the motive systems chart,
it is immobilized as normal. This does not remove the vehicle from the race,
it just becomes offensive terrain and can still shoot as normal. If a vehicle
is destroyed, it is left on the track for two turns before crew can get on the
track and remove it. until that time it is considered impassable terrain
(basically a big metal rock).
Bulldozer Blade: A Bulldozer blade provides the unit protection when it makes
charge attacks. It takes half damage from the charge. Each time the front of
the vehicle is hit, roll 2d6, on a 2 the dozer blade is blown off.
Terrain Types: There are several different types of terrain that a vehicle may
encounter in a GXP Death Race. Each is discussed below.
Green (Grass): This is the default terrain and has normal movement cost.
Pavement (white/grey): usually only found at the start of the track, pavement
is a stable surface as long as the vehicle doesn't turn on it. A vehicle that
moves, turns, and then attempts to move again on the pavement must make a pilot
check or skid. The amount of movement made before the turn affects the check
(pg 63)
Mud (Brown): Mud is a common hazard on the track. A (non-hover) vehicle that
enters a mud hex must make a piloting check. If the check fails, the vehicle
stops and ends its movement for the turn. This is only for the first hex of
each 'patch' of mud. If a vehicle changes facing on mud it can skid just like
pavement.
Snow (White): Snow hexes are filled with all sorts of cold debris that can slow
a vehicle down. Each hex of snow costs 2 movement points.
Water (Blue): Water hexes are the bane of ground vehicles, while not as deep as
seen on mech' battlefields and can still slow down most vehicles. Vehicles that
end up in water hexes end their movement and are stuck in. A vehicle must make a
piloting check at +2 and spend 5 MP to get out of the water hex. The can not
change facing in the hex. A vehicle that starts in water can move through water
hexes at a rate of 5 MP per hex. Only cruising speed is possible.
Ice (Clear): Ice acts like pavement but the pilot check to avoid skidding is +2.
Victory points: If you destroy an enemy vehicle you gain 1 victory point for
every 5 tons of the vehicle. For each lap one of your vehicle completes,
your team gains 5 victory points. The first team to reach 30 victory points
wins the match.