Post by JohnnyDangerous on Jul 29, 2013 2:20:44 GMT -5
This was inspired by one of my favorite video games from back in the day.
This is a very nontraditional game of 40k...
Step 1: Mark a 12inch area around the edge of the table. This is to be the track.
Step 2: Choose your list. You will need at least one unit of bikes, fast attack, or other group to be your "race team." Bikes seem good... but maybe a battle wagon will be able to tough it out till the end...
Step 3: Divide the remaining inside portion of the table evenly as possible, so that each territory touches at least 2 sides of the track. Fill this area with a lot of terrain, like its a hive city or such. Set up 3 random pointed objectives in this terrain.
Step 4: Deploy all forces except your race team(s) by normal deployment into these areas.
Step 5: Randomly choose a long table edge. Mark this with dice halfway in the 12 inch section. This is the starting line.
Step 6: Deploy your racers in deployment order at this "starting line" or behind it like they are queing up for a race.
Step 7: Start game.
Rules for objectives and units deployed in center stay the same as a normal game.
Rules for racers are as follows:
Racers are fearless if on track.
-
For each successful lap of the table, per race team, you get 10 points.
-
Race teams may not use offensive abilities until either a: They complete one 90 degree turn or b: they are attacked by a racer who has completed a 90 degree turn or from another part of the opponents force inside the center. (This rule is just to let people get their racers into the game and moving as they are sitting ducks until they gain speed.)
-
Racers may not be attacked until turn two, for the reason mentioned above.
-
Once able to fire, racers may engage any tagets they wish, so long as they stay on the track.
-
Racers who leave the track at any point in their turn forfeit the points for that race team for that lap.
-
Lastly: Once per game per race team they may cut through their inside deployment zone so long as they choose a path which does not require a difficult terrain test until they get back onto the track. During this "Shortcut manuever" they may engage any units, even cc, so long as they stay within their deployment zones and do not have to take a difficult terrain test. Units falling back due to a moral check will fall back to the track to continue the race at the fastest speed they can go.
Obviously, using this manuever does not forfeit the points for the lap it is used, infact, it is intended to help multi-lap.
Game length:random. Reason: Does anyone besides sports casters really know what lap it is.
Special bonus: 3 points to race team with the most laps.
2 points to race team with second highest number of laps.
1 point to team with 3rd highest number of laps.
In order to receive bonus your race team must have atleast one surviving member.
This is a very nontraditional game of 40k...
Step 1: Mark a 12inch area around the edge of the table. This is to be the track.
Step 2: Choose your list. You will need at least one unit of bikes, fast attack, or other group to be your "race team." Bikes seem good... but maybe a battle wagon will be able to tough it out till the end...
Step 3: Divide the remaining inside portion of the table evenly as possible, so that each territory touches at least 2 sides of the track. Fill this area with a lot of terrain, like its a hive city or such. Set up 3 random pointed objectives in this terrain.
Step 4: Deploy all forces except your race team(s) by normal deployment into these areas.
Step 5: Randomly choose a long table edge. Mark this with dice halfway in the 12 inch section. This is the starting line.
Step 6: Deploy your racers in deployment order at this "starting line" or behind it like they are queing up for a race.
Step 7: Start game.
Rules for objectives and units deployed in center stay the same as a normal game.
Rules for racers are as follows:
Racers are fearless if on track.
-
For each successful lap of the table, per race team, you get 10 points.
-
Race teams may not use offensive abilities until either a: They complete one 90 degree turn or b: they are attacked by a racer who has completed a 90 degree turn or from another part of the opponents force inside the center. (This rule is just to let people get their racers into the game and moving as they are sitting ducks until they gain speed.)
-
Racers may not be attacked until turn two, for the reason mentioned above.
-
Once able to fire, racers may engage any tagets they wish, so long as they stay on the track.
-
Racers who leave the track at any point in their turn forfeit the points for that race team for that lap.
-
Lastly: Once per game per race team they may cut through their inside deployment zone so long as they choose a path which does not require a difficult terrain test until they get back onto the track. During this "Shortcut manuever" they may engage any units, even cc, so long as they stay within their deployment zones and do not have to take a difficult terrain test. Units falling back due to a moral check will fall back to the track to continue the race at the fastest speed they can go.
Obviously, using this manuever does not forfeit the points for the lap it is used, infact, it is intended to help multi-lap.
Game length:random. Reason: Does anyone besides sports casters really know what lap it is.
Special bonus: 3 points to race team with the most laps.
2 points to race team with second highest number of laps.
1 point to team with 3rd highest number of laps.
In order to receive bonus your race team must have atleast one surviving member.