|Sidewinder Circuit: Special Rules||
The track management enforces several house rules.
1. No firing until the beginning of the fourth turn.
2. No dropped weapons or dropped weapon ordnance. This also includes grenades, dischargers, oil guns, spike guns, mine flingers, and gas streamers. The only exception are rocket boosters placed in ejectable EWPs.
3. No more than 2d6 of weaponry per side.
4. All vehicles must be equipped with the same type of power source (electric or gas). No intermixing.
5. No tire shots allowed.
6. No deliberate ramming.
RANDOM TRACK TABLE:
Road: Roll ld6 for width, condition, and direction.
* -D1 to all maneuvers.
** -D1 to all maneuvers, 50% chance of taking 1d6-2 points of tire damage.
*** Roll ld6. 1-2: 45 degrees, 3-4: 90 degrees, 5-6: 145 degrees.
All left, right and loop turns have a 1 in 6 chance of having a D1 bank