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Standing Start Table (2d6, DSM -2)

DR

RESULT

EFFECT

2-5

Perfect Start

No effect

6-8

Normal Start

- 1 space

9-12

Bobble

- 2 spaces

13+

Excess Wheel Spin

- 3 spaces

Modifiers: Tire Types, A +2, C-2, Adverse Reliability, Pit Crew Modifier (Leaving Pits)

Forced Passing Damage Table (2d6, DSM -2)

DR RESULT Passer Blocker
< 8 Safe driving No Damage No Damage
8 Misjudged -1 wear No Damage
9 Min Contact -2 wear -1 wear
10 Maj Contact -3 wear -2 wear
>10 Car Contact Car spins PS -3 wear/PU Spin

Modifiers: Speed differential = 0 mph: +1 to passer / 20 mph: -1 / 40 mph: -3 / 60 mph: -5 to passer / Cannot block £ 80 / two cars block +2 to passer. Note: All participants in a block roll during a forced passing attempt.

Cornering Table (2d6, DSM -2)

DR RESULT
<2-7 Safely maneuvered
8-12 Roll on Spin Table plus Lose 1 Tire Wear or Flat Spot Tire [-20 Top*]

Spin Table (2d6, Corner DSM Played -2)

DR RESULT EFFECT CUP CODE
< 7 Spin off track Restart last; if re-entry blocked, move off track at the rate of 60 mph/space, speed limit 80 mph. ---
8 Spin off track + Flat Spot tire Same as Spin off track + lose 20 mph top speed -20 Top*
9 Spin off track + damage Wing Same as Spin off track + 40 mph maximum over corner speed, which requires 1 wear (or 1/2 wear and handling) and Chance Table roll Cmax 40*
10 Spin off track + damage suspension Same as Spin off track + lose 20 mph handling; if handling = 0, then lose 1/6 tire wear rounded up -20 Hand*
11 Spin off track + destroy wing Same as Spin off track + 20 mph maximum over corner speed, which requires Chance Table roll Cmax 20*
12 Spin off track + puncture tire Same as Spin off track + 100 mph maximum top speed; must pit, except on final lap 100 Max*
>12 Crash off track DNF ---

Condition

Modifiers

20-80

-1

100-120

0

140-160

+1

180

+2

In Pit Row

+2

If the effect calls for a tire wear expenditure and the car still has any, the penalty must be paid for with wear. Cup Codes with an asterisk [*] are repairable during a pit stop.

Reliability Table (2d6)

RR 2-4 5 6 7 8 9 10 11 12 13 14+
9+ A A A A A A A A A A B
8 A A A A A A A A A B B
7 A A A A A A A A B B B
6 A A A A A A A B B B C
5 A A A A A A B B B C C
4 A A A A A B B B C C D
3 A A A A B B B C C D D
2 A A A B B B C C D D F
1 A A B B B C C D D F F
0 A B B B C C D D F F F

Note: RR is number of gold chips at start of reliability test. "A" is Successful and "F" is Failed. Brake rolls can add DSM (-2)

Reliability Table Effect

CLASS

RESULT EFFECT CUP CODE
Brakes B Spin Tires Successful; Lose 1 tire wear or flat spot tires +1 Brakes
C Stressed Brakes Successful; Lose 2 tire wear or Spin, Flat Spot Tires +1 Brakes
D Brake Dmg Successful; Lose 2 tire wear or Spin, -20 to Decel &, Heavy Brake reduced to 0, Flat Spot Tires +2 Brakes
Accel B Over revved Successful +1 Accel
C Miss Fire Unsuccessful +1 Accel
D Eng Dmg Unsuccessful; -20 to Accel or Top Speed depending on test +2 Accel
Pit Stop B Minor Delay +2 to standing start table, Lose 2 tire wear ---
C Minor Mech +4 to standing start table, Lose 4 tire wear ---
D Major Mech +4 to standing start table, Lose 4 tire wear, Lose one extra turn in the pits +1 Reliability
Mandatory B Minor hiccup Successful, but +1 Reliability
C Minor Failure -20 Aceel +1 Reliability
D Major Failure -20 Accel, -20 Top Speed +1 Reliability
F Complete Bust -20 Accel, -20 Top Speed, -20 Decel +1 Reliability

Note: All Cup codes are cumulative to their category, with the pit stop pluses applying to all reliability rolls. A cumulative +4 modifier to any category is a crash out of race.

Car Design Table

Accel
Cost

20
5

40
10

60
15

80
20

100
25

Decel/Heavy

Reds
Cost

20/0
0
2

40/20
2
4

60/40
4
6

80/60
6
8

100/80
8
10

Top Speed
Cost

140
4

160
7

180
10

200
12

220
14

Handling
Cost

140+
3

120+
7

100+
10

80+
14

60+
18

40+
20

Reliability
Cost

0
0

2
1

4
2

6
3

8
4

10
5

Brake
Cost

0
0

3
1

6
2

9
3

12
4

15
5

Team Design Table

Qualifying Points
Cost

0
1

+3
2

+7
3

+13
4

+20
5

DSM(blues)
Cost

2
1

4
2

6
3

8
4

10
5

Pit Modifier
Cost

+3
1

+2
2

+1
3

0
4

-1
5

Sample 42 Point Car Design & Race Display Format

Category

Accel

Decel/Heavy

Top Speed

Hand

Rel

Brk

Value

60

40/20

180

120+

6

9

Cost

15

4

10

7

3

3

Sample 9 Point Team Design & Race Display Format

Category

Qualifying Pts

DSM

Pit Mod

Value

+7

6

+1

Cost

3

3

3

Sample 10 Point Team Design & Race Display Format

Category

Qualifying Pts

DSM

Pit Mod

Value

+7

6

-1

Cost

3

2

5

Tire Condition Table (2d6)

Roll

Red/White (Hot)

Blue/White (Worn)

2-5

2

3

6-7

2

2

8-9

3

2

10-12

3

3

One condition roll for the field is made at start of race. At each pit stop, 1st driver in makes roll for all drivers.


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