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Death Race 40,000 - Yellowfish | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
DISCLAIMERThe following concepts and rules are modifications to the original work of Russ Wakelin, Webmaster of DAKKADAKKA.COM.THE RULESThe following rules represent a grand prix style race set within the war-torn year 40,000 using models from Games-workshops citadel range. But creativity, as always is welcomed and conversions made from models from other gaming systems are welcome provided all players are made aware of the rules used to represent the model.STEP ONE: The RacersForming a TeamA team consists of a team manager (you), a vehicle (your wheels) and a driver. A team just starting out has a budget of 100 points to spend on one vehicle and driver upgrades listed below. As the season progresses, it is possible to gain more points to spend as the team grows ever more infamous on the war torn racetracks of the 41st millennium. It is already assumed that the team manager and drivers are already purchased but a suitable vehicle must be purchased from the relevant codex at the cost listed. Any weapon upgrades may also be purchased at the cost listed but due to the differing movement and damage rules, no other wargear or vehicle upgrades may be purchased from the codex. Team bosses may purchase the following vehicles: Space marines: space marine bike, attack bike.(no multi-melta) Chaos space marines: chaos space marine bike Eldar: jet bike. Dark eldar: reaver jet bike. Orks: Trukk, buggy, wartrack, scorcha. Necrons: destroyer. Notes: for you guard and tau players out there feeling a bit left out, feel free to convert a suitable bike or scout vehicle and just use guardsman or fire warrior stats!) Upgrades: In addition each team automatically begins with d3 each of skill, mechanic and turbo points. Additional points can be purchased. Driving skill points (10 pts) Drivers and gunners may purchase 'SKILL' points (SP) to modify dice rolls for + 10pts. These can be used to assist the crew when performing actions by altering the number required to pass manoeuvring tests. So if for example, a driver required a manoeuvring roll of a 6+ to negotiate a corner and rolls a three, he can choose to spend 3 points to pass the test and make it around. Mechanical points (15pts) If a vehicle is damaged and is forced to roll on the damage table the crew may use Mech points (MP) to make running repairs and limit damage. As with Skill points, they may be spent to reduce the damage level. If spent, a manoeuvre roll is needed to fix the damage. Example: a space marine bike suffers a direct hit and rolls a 6 on the damage table, thus destroying it. However an MP can be spent to reduce the resultant damage. MP can also be spent after a race to repair damage. In this case each point spend removes one element of damage. Turbo points (20 pts) Some teams add a whole plethora of go faster modifications to their vehicles to give them that little extra edge over the competition. These range from the inertialess thrust coils used by the necrons to the crude rocket propulsion systems employed by the orks . All of which have a similar effect. A team can spend a turbo point (TP) at the beginning of their movement phase to propel their vehicle 2d6 in a straight line before normal movement ensues. Fans A team may also purchase fans at the price indicated in their codex. These may be placed anywhere on the track by the player to not only cheer but to take pot shots at opposing teams! Note that no fan may have a weapon strength higher than 5. (Anything bigger is confiscated by the Adeptus mechanicus race officials ) The Racing SystemThe grid"Gentlemen, start your engines" So, you've got you team assembled and you've gotten to the racetrack in one piece. Now what? First you must take you place on the grid.A maximum of six players may participate in each race. To represent an element of fairness. All teams must place their name in a hat and are drawn out at random and placed on the starting grid. The grid will be placed two abreast at 6" intervals. Turns are decided by initiative+d6. the highest goes first etc. MovementMovement speed All vehicles have gears ranging from 1st to 6th. Placing a d6 next to the vehicle in question indicates the current gear. At the beginning of the movement phase players may change either up or down gears without penalty.Each gear represents the level of speed and momentum the vehicle gains as it accelerates and decelerates. This varies between the different classifications of vehicles. Bikes accelerate faster due to their lightness but quickly peak at their top speed. Normal vehicles (ie, attack bikes, buggies etc) are slightly slower but can carry passengers. Tanks are huge and bulky and slow but are more heavily armoured and can endure more damage from collisions and shooting. Skimmers and jetbikes are naturally fast and fragile. The vehicle MUST move its designated speed. The rates of movement per gear are shown in the table below. Each vehicle also has an armour value (av) which represents their resilience to damage (see damage below). Vehicles also have a turn radius that represents their agility around corners (see manoeuvres).
So for example a biker is in 3rd gear he moves 8+3d6. say he rolls a 3, 2 and a 6 he must move 19 inches. The gear and speed is to be written on the race sheet and recorded. Once this is declared. Each vehicle moves in the following sequence that allows slower cars to undertake their actions first, faster cars last.
So, for example, an ork buggy is travelling at 12 in. An eldar jet bike 35 and a space marine has just got going and moves 6. In phase one all three players move 6 inches. At this point the marines turn stops. The remaining two continue to move up to 12 in in phase two. At this point the ork players turn stops. The eldar continues right up to phase six. (pointy eared git that he is!) PassengersPassengers add weight to a vehicle and slow it down but are a useful extra body to fire weapons and counterbalance round corners, look out for other racers etc. Vehicles with a passenger move at -1" to the speed roll.(except in 1st gear) But add +1 to all manoeuvring rolls.ManoeuvringThere are many manoeuvres a driver can undertake during a race, all of which require concentration, skill and stamina. However, they are all represented by using the same test to see if the driver succeeds. To execute a manoeuvre, roll a d6. If the score is equal to or above the driver's current gear, the drivers succeed in the manoeuvre. If the test is failed, the driver loses control. Roll on the 'loss of control' chart below'.Basic manoeuvres Turning Each vehicle has a turning radius that represents their ability to negotiate corners. Turning is calculated my using the speed of the vehicle as the radius of a circle. EG. A vehicle travelling at 24 ins turns measures a radial point 24inches away and turns from that pivot point. Turn: Perform this manoeuvre at the moment you want to turn, if the test is passed, the driver may turn normally using his normal turn radius. Tight turn: Same as turn but manoeuvre test is taken at -1. May turn up to ½ turn radius. Slam the brakes on!!!: performed when gear is declared, allows racer to shift down two gears. Jump: If the racer is on a steep incline or ramp, they may choose to jump. To jump a driver must roll under his gear. If successful, the driver spends the rest of his movement airborne and can jump over intervening models and terrain features. When it finishes its movement it comes crashing down to earth and must make a successful landing test (as usual test) or go out of control with +1 to the result. If a players vehicle lands on another. Treat it as a ramming attack. (See below) Thrust (skimmers and jetbikes only): see jump only the player does not require a ramp! Jink: Taken when a rival chooses to shoot or ram a player's vehicle. If successful, the player reduces the penetration roll by one. 7+ manoeuvre rolls Sometimes it is possible that being in top gear or the sheer number of modifiers may result in a driver needing a 7+ to pass a manoeuvre roll. If this occurs the skilful (or just downright lucky) may just get away with it. Sometimes those feeling suicidal; or those that have just been gifted with eternal life may try what's called a 7up. In this case take the manoeuvre roll as normal, if a 6 is rolled roll another dice. If the second roll is a 4+ the player thanks his lucky gods/stars/squig foot as the manoeuvre is passed. TerrainDifficult terrainDifficult terrain is classed as anything that might inconvenience a ground vehicle or low flying skimmer such as low walls, piles of rubble etc up to ½ inch tall. If a vehicle moves over such terrain it must take a manoeuvre test or roll on the out of control table. Impassable terrain and solid objects Impassable terrain, such as trees and large boulders, walls and stationary vehicles are classed as solid obstacles. If a vehicle impacts against such an obstacle, it automatically bounces off in a random direction for half of its remaining move. In addition it takes an amount of rolls on the damage chart equal to its gears. The 'out of control' tableRoll a d6 and apply the result:
Attacking manoeuvres(Please note that no player may deliberately attack another until all players have moved twice)Shoot: If successful the player may fire one weapon by passing a manoeuvre roll. Ram: If successful the player may ram the opposing vehicle. When vehicles collide both players receive damage. The strength is calculated as follows. In addition both players must pass a manoeuvre check or go out of control.
Please note that jet bikes and bikes due to their puny nature halve their velocity when determining strength. DamageTo penetrate a vehicle roll a d6= the strength of the attackIf the total strength of an attack equals ten, roll on the out of control table. If it beats ten. Roll on the damage table. (Note that skimmers and jetbikes, due to their airborne nature, tend to suffer more when crashing and thus roll twice on the damage table and apply the highest result) The damage table Roll a d6 while your opponents cruelly chuckle!! (All results are cumulative)
All damage is cumulative and is carried forward to the next race if no attempts to repair are made. If the vehicle is destroyed, the team manager may purchase an identical vehicle from the same codex as his previous vehicle at the cost given.and randomly generate skill points as shown above. If the team does not have enough points left to purchase a new vehicle the team are eliminated from the championship and must start from scratch next season. The raceLapsEach race lasts two laps Positions and pointsWhen the race is finished the position of points that can be spent issuing repairs or purchasing upgrades reward the racers.Points earned
Bonus pointsDestroyed opposing vehicle: (10)Last man standing: D3 X 10 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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