Post by ZOG! on May 26, 2014 14:13:37 GMT
Remember this is just a few ideas so far.... i'll update when i fill more in.
Movement
Each car moves 6cm plus a number of dice equal to its engine rating.
A 45 degree turn is free in each movement phase and can be done anywhere along the movement distance. A further 45 deg turn may be done with a DS (Drive roll) test or a 90 deg turn with a DS-1 test.
A car with one wheel missing deducts 1D6 cm from its movement.
A car with 2 wheels missing deducts 2D6 from its movement.
A car with 3 wheels missing cannot move, but will stay on the track and will need to be avoided. If the driver elects to stay he/she can fire any weapons in the shooting phase. Or they can “call for a tow” and their car will be towed to the pits (one use only) where the wheels may be repaired..
Shooting
Each weapon may be fired in its arc the number of times shown on its entry.
Random events
Each turn each player rolls a dice on a 1 a random event happens.
Special actions
You may do one of the following each round:-
Turbo boost – Roll a D3 and multiply your random movement by that number.
Waaagh! – Shoot twice (Not Boom Gun)
Drift – Add a d6 to your DS roll this turn
Drop stuff – drop an oil slick or spikes
Ram –
Smoke em – Drop a smoke cloud
Winning
The first car to make 3 (or more) laps first wins. Who said anything about which direction?
Car Construction
Car construction works on a point system
You have 6 points to create your car. This will improve armour/speed/handling or firepower.
Armour - for each point spent you get an extra 1 point of armour (up to 2)
Speed – for each point spent you get an extra D6 of movement (up to 3)
Handling – for each point you get to roll an additional D6 for DS rolls. (up to 2)
Firepower – see chart of gunz for cost (max 3 points)
Base numbers for car
Armour - 10
Speed – 6cm
Handling – 0
Firepower – Max of 2 ‘ard points
Sponsors :
Snake Bites – Old skool - Gain an additional D6 for Drive rolls. (who needs Gadjets! Its skill!)
Deff Skulls – More Dakka – All gunz +1 Str.
Goffs – ‘Ard Boyz - +1D6 when Ramming.
Evil Sunz – Speed Freeks - +1D6 for all Movement.
Bad Moons – Loadsa teef! – One more point for Car construction
Blood Axes – Sneaky Gits – Spanna inna Works! (Randomly Pick a player (yes includes yerself!) roll a D6 if you roll a 1or a 2 then that player rolls on the collision table and applies the result!)
Movement
Each car moves 6cm plus a number of dice equal to its engine rating.
A 45 degree turn is free in each movement phase and can be done anywhere along the movement distance. A further 45 deg turn may be done with a DS (Drive roll) test or a 90 deg turn with a DS-1 test.
A car with one wheel missing deducts 1D6 cm from its movement.
A car with 2 wheels missing deducts 2D6 from its movement.
A car with 3 wheels missing cannot move, but will stay on the track and will need to be avoided. If the driver elects to stay he/she can fire any weapons in the shooting phase. Or they can “call for a tow” and their car will be towed to the pits (one use only) where the wheels may be repaired..
Shooting
Each weapon may be fired in its arc the number of times shown on its entry.
Random events
Each turn each player rolls a dice on a 1 a random event happens.
Special actions
You may do one of the following each round:-
Turbo boost – Roll a D3 and multiply your random movement by that number.
Waaagh! – Shoot twice (Not Boom Gun)
Drift – Add a d6 to your DS roll this turn
Drop stuff – drop an oil slick or spikes
Ram –
Smoke em – Drop a smoke cloud
Winning
The first car to make 3 (or more) laps first wins. Who said anything about which direction?
Car Construction
Car construction works on a point system
You have 6 points to create your car. This will improve armour/speed/handling or firepower.
Armour - for each point spent you get an extra 1 point of armour (up to 2)
Speed – for each point spent you get an extra D6 of movement (up to 3)
Handling – for each point you get to roll an additional D6 for DS rolls. (up to 2)
Firepower – see chart of gunz for cost (max 3 points)
Gunz | Shots | Str | Range/Rules | Cost |
Shoota | 2 | 4 | 24cm | 0 |
Dakka gun | 3 | 5 | 18cm | 1 |
Dakka Canon | 1 | 7 | 24cm | 2 |
Boom Gun | 1* | 8 Blast* | 36cm *one shot per lap reload at pits. | 3 |
Base numbers for car
Armour - 10
Speed – 6cm
Handling – 0
Firepower – Max of 2 ‘ard points
Sponsors :
Snake Bites – Old skool - Gain an additional D6 for Drive rolls. (who needs Gadjets! Its skill!)
Deff Skulls – More Dakka – All gunz +1 Str.
Goffs – ‘Ard Boyz - +1D6 when Ramming.
Evil Sunz – Speed Freeks - +1D6 for all Movement.
Bad Moons – Loadsa teef! – One more point for Car construction
Blood Axes – Sneaky Gits – Spanna inna Works! (Randomly Pick a player (yes includes yerself!) roll a D6 if you roll a 1or a 2 then that player rolls on the collision table and applies the result!)