WARHAMMER 40K

RALLY RACE RULES

OVERVIEW
On this outback world common enemies come together to fight it out on a different battlefield. This is an all-out race to the end where anything goes, even the spectators get involved as they shoot at you to help their team win.
SET UP
All racers randomly (determined by a random system) place their vehicles one at a time at the starting line until all are set in place.
MISSION OBJECTIVES
All racers are trying to to be the first to cross the finish line. They all know that there is no gunfire until they pass the yellow field, at which time anything goes.
GAME LENGTH
This game goes until we have a winner or there is no one alive to win.
WHAT MAKES A RACE TEAM
All race teams consist of a total of 150 points of bikes, jet bikes, and vehicles with no armor facing greater then 10. Players may upgrade their racers by purchasing additional skill points (SP) at 10 points each (more info later) VDR may be used if specified prior to the event. These teams are always followed by their fans (5 to 20 troop choices up to 100 points with no weapons stronger then strength 4).

SCENARIO SPECIAL RULES

GEARS, DISTANCE, PASSENGERS, MANEUVERS, DRIVER SKILL POINTS & FANS

Gears: All vehicles have access to gears 1-6. The current gear is indicated by placing a D6 next to the racer with the correct # up. Gears represent two things: top speed & momentum. At the beginning of a movement phase a driver may go up or down 1 gear with no maneuver test required.
Distance: In first gear the vehicle can move between 0-3 inches. In all other gears the # of inches moved is 3” times the gear. The racer must move this distance. No more, no less. Racers may slide one inch left or right per gear. Sliding does not change the facing of a vehicle. To change a facing the racer must attempt a turn (maneuver test).
Passengers: Vehicles with more then one rider are slower, but the passenger can fire weapons without making a maneuver test. To represent their decreased speed, these vehicles only move at 2” per Gear. Example: An Orc Warbike in fourth gear must move 12 inches (4x3) in that run. A marine attack bike in fifth gear must move 10 inches (5 x 2) in a turn.
Maneuvers: There are a variety of maneuvers that can be performed. Many can be performed by any racer, some are vehicle and/or race specific. Maneuvers can be performed at any point in a vehicles movement. To perform a maneuver roll a D6, if the number equals or exceeds your current gear you pass. Note that some maneuvers and conditions may add modifiers to this roll. If you fail a maneuver you must roll on the ‘Loss of Control’ chart. If a racer looses control he/she may not attempt any more maneuvers that turn.
Driver Skill Points: Driver skill points or (SP), are used to assist in performing difficult maneuvers. If a maneuver is attempted, and failed, a racer can spend skill points to adjust the roll to the number needed to pass (assuming he/she has enough skill points to do so). Each skill point spent increases the die roll by one. Thus if a driver needed a 6 to pass a difficult maneuver, and rolled a 4, he would need to expend 2 skill points to make the test successful. Once a skill point is spent, it is gone for the remainder of the race. All drivers start the race with 6 skill points. Additional skill points can be purchased at 10 points per skill point.

Fans: Fans may fire at any opposing racing team (not other fans) any time a racer is within range. If a racer finishes his turn within range of a fan's weapon the shot is made using standard Warhammer 40K rules. If a racer finishes his/her movement out of a range of a fan's weapon, but passes within range during his/her movement, the fan may still shoot at a  -1 penalty to the die roll. 

RACER UPGRADES 
Skill Points: (10pt) per (SP) skill points are bought for vehicles not teams
Master Crafted Vehicle: (30pt) This is a expertly crafted vehicle that increases all Skill Tests by +1
Stunt Driver: (25pt) This driver is exceptional and receives +1 to all skill tests (only one per team)
Boosters: (10pt) are a temporary increase in speed. When using boosters In gears 3 and above only, a racer get to roll 1 - d6 per gear 3 and over that you are in. This stunt require 1 test per d6 rolled for extra movement. Success adds d6 movement. No turns or slipping allowed. This can be done once per booster that you have, for example, if you are in 4th gear you can attempt to boost 2 times
Eldar/Dark Eldar bikes, Orks, & Blood Angels: Receive 1 free Booster.
Harlequins: get 2 extra skill points per driver
Dark Angels: get +1 on all Jink skill tests, this is cumulative with stunt driver.
BASIC MANEUVERS
Turn: Perform this maneuver at the moment you wish to turn. Success means the vehicle may be turned up to 45 degrees.
Hard Turn: Same as a turn by subtract -1 from the maneuver roll. success means the vehicle may turn up to 90 degrees.
Break: Performed at the beginning of movement when declaring your gear. It allows the racer to shift down two gears.
Landing:  If a racer goes air born (via jumping, boosting, etc) this test must be performed to successfully land. If you are landing on a down ramp add +1 to your roll.
Shooting: Success means the vehicle may fire ONE weapon. More than one weapon may be fired, but a test must be made for each. No weapon can be fired more than once. All weapons must fire at the same target.
Hand To Hand Combat: - Success means a driver/ passenger may make one attack at an enemy vehicle/rider within 1”. More than one attack may be made but a test must be made for each. No more than the maximum number of attacks that the model has may be made in a single turn.
Jink: This maneuver is performed when another racer declares he/she is shooting at you or attempting to swing at you in the combat. Before they roll their maneuver test to shoot/ attack you can opt to Jink. If successful the enemy misses, but must still perform their own test (they did shoot, you just dodged). If you fail the enemy shoots as normal, and you roll on the loss of control table.
SPECIAL MANEUVERS
Jumping: Jumping is a strange maneuver in that it depends on terrain, and the faster you go the easier it is to perform. Any time a racer goes up a steep incline he/she can opt to jump when the end is reached. To jump you must roll UNDER your current gear. If successful the vehicle goes airborne for a distance equal to its current gear plus D3. this distance is added to their total movement for the turn. The Jumping vehicle can pass over intervening models while airborne. When it lands the driver must perform a landing maneuver as described above.
Thrusting Up; - Skimmers & Jetbikes only. In gears 3 or above. Success means they have jumped even if they have no ramp! No turns are allowed., but the vehicle may pass over any obstacles or racers. A landing test is required at the end of movement.
Leap of Faith; (Only usable by stunt drivers) - This is the ability to jump on and off of moving vehicles. It requires a skill test at -3. You may only jump to other vehicles and back if they are with in 2” of each other. This stunt is usually only done when you know you have lost your vehicle and are about to die. It is the last chance to remain in the race. As long as a driver has a side arm he may fire at the other racers.
LOSS OF CONTROL TABLE (roll D6)
1. Spin: Move in straight line for remainder of distance. Roll scatter die at the end of movement to determine facing. Gear reduced to 1.
2 - 3 Swerve left: Vehicle turns 45 degrees left and moves in a straight line for the rest of its remaining movement. The current gear is unaffected.
4 - 5 Swerve Right: Vehicle turns 45 degrees left then moves in a straight line for the rest of its remaining movement. The current gear is unaffected.
6 Wipe out: The vehicle spills and tumbles along the ground for half the remainder of its movement in straight line. The vehicle and rider split D6.
Strength = Gear hits (distribute as impacts) The rider (and passengers) are all thrown D3” from the vehicle in random directions the vehicle can only move again once the driver (at least) has climbed aboard. Once boarded the vehicle starts its next run in gear 1.
DAMAGE
Armor Rating: All vehicles are considered to have armor 10 (including bikes). Vehicles with more armor than 10 on any facing are not permitted to race. 
Collisions & Impact: Whenever a vehicle collides with an obstacle, building, etc. The vehicle takes 1 hit for each rear it is using. Roll a d6 for each hit, on a roll of a 6 the rider is struck, all other results mean the vehicle has been hit. When vehicles collide, each takes D6 hits. but the strength is based on the gear difference. if they are traveling the same direction the strength equals the difference in gears. if they are traveling in opposite direction the strength equals the sum of the gears
Shooting: All shots fired at a vehicle are randomized between the rider/passengers and vehicle Roll a D6, on a 6 it hits a rider or passenger, otherwise the vehicle is struck.
Damage to Riders: Use 40k rules. Hit Strength vs Toughness, with an armor save.
Damage to Vehicles: Roll a D6, add the strength of the hit. Subtract the vehicle’s armor value. If vehicle is a skimmer or jetbike add 1. Consult the following table:
Vehicle Damage Table
Less than 0: No effect
0. If vehicle is currently under control, make a maneuver check to stay in control.
1. Control Damage: Vehicle is at -1 for all future maneuver rolls. Further result are cumulative.
2. Engine Damage: Vehicle is at -1 movement for all gears. Further results are cumulative.
3. Armor loss: Vehicle looses one point of armor on the facing side that is hit Further results are cumulative.
4. Clutch Stuck: must roll a 4+ to change gears at start of turn, failure means can’t change gears. Each additional result makes it -1 to future attempts. 
5. Major Engine Damage: Gear multiplier for movement reduced by 1. Further results are cumulative.
6. or more Vehicle Destroyed: rider is thrown D6” in a random direction.

This set of rules was inspired by the Obydian Rally Rules found on the Dakka Dakka website.

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