Post by ZOG! on Oct 1, 2013 7:59:35 GMT
Here you go, although there might be a later version somewhere, I'll keep on checking:
"Formula Waagh"
The Vehicle
Each vehicle is to be made from any bitz in each participant’s bitz box.
Each vehicle has 1 x 90 degree (front arc) Assault 3 Str5 Shoota/Dakka Gun (18” range)
Each Vehicle has a base Armour value of 10 for each facing.
Movement
- Each vehicle moves 4D6 per turn. It can only pivot once per turn at either the start or the end of the movement phase, player declares before moving.
- Each vehicle can turbo boost once per lap. You can roll as many dice as you like to move, but a triple 1 stalls you on the spot. You cannot shoot after a turbo boost
- A roll of a triple on your dice gives an owner a boost of D6 movement
- Each vehicle can shoot its single 90 degree arc shoota at BS2 ST5
- If your move hits another vehicle, you get 1S per 2" moved. I.e. you need a 8" move to damage anything as you ram it!
- If you hit a wall resolve the hit on yourself! You can attempt to brake testing against Ld7 though. Ramming at Str 8 or above can shove vehicles out the way too, so a good turbo boost on the straight, could see you plough through multiple vehicles flipping them all over the place!
- If you survive a lap you can "pit" and repair your broken wheels, reload your oil slicks, and regain a turbo boost move. The Pit Lane is at Half Speed throughout.
Damage
All glancing and penetrating hits results use this table below:
1) Cannot shoot next turn
2) -1D6 to your move next turn
3) Spun out. Move in a random direction 3D6. This could take you into a wall, or a vehicle and resolve more damage!
4) Flipped! You roll your vehicle over. You cannot shoot or move for 2 turns as you right your ride
5) Wheel off. -1D6 permanently to your ride per wheel lost, lose 4 wheels and you are immobilised where you lie.
6) Smashed - you smoulder on the track. You need a 5+ to repair (chances increase per turn I.e. 4+, 3+ auto repairs). Any damage of a further 6 while you are smouldering and you are out!
Klans
Each vehicle is in one clan. This gives some bonus rule to them as follows:
- Evil Sunz (Speed Freeks) +1D6 move (but -1 to armour)
- Deff Skulls S6 Str shootas (but a double to hit jams for 1 turn)
- Goffs +2 Ram strength (but only Assault 1 Str5 Shoota/Dakka Gun (12” range)
- Bad Moons +1 armour (but -1D6 movement)
- Snake Bites D3 oil slick launcher (but cannot Turbo-boost until Pitted, if already Turbo-boosted that lap then cannot lay Oil Slick))
- Blood Axes Imperial Tech (5+ inv save but all shots in LoS must be at it at all times!)
Oil Slicks
- Anyone who goes over them spins 3d6 in a random direction rolled by scatter dice (use the marker on the face of a direct hit too). The oil slick stays on the track for 2 turns. We'll need to make some oil slick templates too. I suggest "flamer template" shapes thin and spreading out laid so the thin end touches the vehicle and the line of travel dictates where the thick end lays?
Starting Positions
- Grid position is determined by a roll a D6 by each player before the game. Highest places first anywhere on the Grid. However you do not have to place yourself at the front. The car on the inside front row of the grid goes first though, and then the rest in that Grid order.
E.g. if you are Fast, you might want to try and be at the front, but Rammers and Shooters may prefer a start near the back!
Each turn was set. If you went first on the grid, that’s the order it stayed.
Ramming
- Ramming just moves the vehicle to one side like a tank shock on troops. Anywhere it fits is fine.
Any really tight gaps or clipping track edges are deemed accessible on a roll of a dice using a standard immobilising test. A roll of a 1 gave the same result as a 4 on the damage chart, but all other results would envisage the vehicle up on 2 wheels doing a "nightrider" through the gap.
"Formula Waagh"
The Vehicle
Each vehicle is to be made from any bitz in each participant’s bitz box.
Each vehicle has 1 x 90 degree (front arc) Assault 3 Str5 Shoota/Dakka Gun (18” range)
Each Vehicle has a base Armour value of 10 for each facing.
Movement
- Each vehicle moves 4D6 per turn. It can only pivot once per turn at either the start or the end of the movement phase, player declares before moving.
- Each vehicle can turbo boost once per lap. You can roll as many dice as you like to move, but a triple 1 stalls you on the spot. You cannot shoot after a turbo boost
- A roll of a triple on your dice gives an owner a boost of D6 movement
- Each vehicle can shoot its single 90 degree arc shoota at BS2 ST5
- If your move hits another vehicle, you get 1S per 2" moved. I.e. you need a 8" move to damage anything as you ram it!
- If you hit a wall resolve the hit on yourself! You can attempt to brake testing against Ld7 though. Ramming at Str 8 or above can shove vehicles out the way too, so a good turbo boost on the straight, could see you plough through multiple vehicles flipping them all over the place!
- If you survive a lap you can "pit" and repair your broken wheels, reload your oil slicks, and regain a turbo boost move. The Pit Lane is at Half Speed throughout.
Damage
All glancing and penetrating hits results use this table below:
1) Cannot shoot next turn
2) -1D6 to your move next turn
3) Spun out. Move in a random direction 3D6. This could take you into a wall, or a vehicle and resolve more damage!
4) Flipped! You roll your vehicle over. You cannot shoot or move for 2 turns as you right your ride
5) Wheel off. -1D6 permanently to your ride per wheel lost, lose 4 wheels and you are immobilised where you lie.
6) Smashed - you smoulder on the track. You need a 5+ to repair (chances increase per turn I.e. 4+, 3+ auto repairs). Any damage of a further 6 while you are smouldering and you are out!
Klans
Each vehicle is in one clan. This gives some bonus rule to them as follows:
- Evil Sunz (Speed Freeks) +1D6 move (but -1 to armour)
- Deff Skulls S6 Str shootas (but a double to hit jams for 1 turn)
- Goffs +2 Ram strength (but only Assault 1 Str5 Shoota/Dakka Gun (12” range)
- Bad Moons +1 armour (but -1D6 movement)
- Snake Bites D3 oil slick launcher (but cannot Turbo-boost until Pitted, if already Turbo-boosted that lap then cannot lay Oil Slick))
- Blood Axes Imperial Tech (5+ inv save but all shots in LoS must be at it at all times!)
Oil Slicks
- Anyone who goes over them spins 3d6 in a random direction rolled by scatter dice (use the marker on the face of a direct hit too). The oil slick stays on the track for 2 turns. We'll need to make some oil slick templates too. I suggest "flamer template" shapes thin and spreading out laid so the thin end touches the vehicle and the line of travel dictates where the thick end lays?
Starting Positions
- Grid position is determined by a roll a D6 by each player before the game. Highest places first anywhere on the Grid. However you do not have to place yourself at the front. The car on the inside front row of the grid goes first though, and then the rest in that Grid order.
E.g. if you are Fast, you might want to try and be at the front, but Rammers and Shooters may prefer a start near the back!
Each turn was set. If you went first on the grid, that’s the order it stayed.
Ramming
- Ramming just moves the vehicle to one side like a tank shock on troops. Anywhere it fits is fine.
Any really tight gaps or clipping track edges are deemed accessible on a roll of a dice using a standard immobilising test. A roll of a 1 gave the same result as a 4 on the damage chart, but all other results would envisage the vehicle up on 2 wheels doing a "nightrider" through the gap.