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Chariot Races
A mad new Warhammer game by Space McQuirk
‘Sorry Boss!’ Snigit stood before two
large Orcs with his head bowed low.
‘Dat’s the third chariot you’ve wrecked
this week.’ Gazbag shouted, smacking
the Gobbo round the ear. ‘ You’d better
learn to take those corners a bit slower
next time. Now get out of ‘ere before I
get really mad.’ Snigit didn’t need
telling twice and legged it away.
‘Boss,’ the second Orc spoke up. ‘Why
do you let im keep driving your best
chariots if all he ever does is keep
wrecking dem?’
Gasbag replied ‘He loves going too fast
and don’t care about iz safety,’ a wry
smile fell over Gasbag’s face. ‘The
perfect qualities for a chariot driver.’
scythed chariot appealed to them. Having
recently put together one of the fantastic Orc
Boar Chariots it was the perfect opportunity
for me to create a set of rules to cover chariot
racing in the Warhammer world. These rules
use a modified version of the Warhammer
rules as their basis. The differences to the
Warhammer rules are explained below, but
otherwise just assume the normal Warhammer
rules apply.
For the purposes of this chariot race I have
chosen only chariots from the Orc & Goblin,
Chaos Warrior and Chaos Beastmen army lists.
However, the basic principles of the race can
work for any armies that have chariots, such
as High Elves, Wood Elves and Dark Elves and
Khemri Undead. Any number of players can
join in and the more chariots the more
exciting the race.
We’ve listed the characteristics for most of the
Chariots on the opposite page.
The standard profiles of the chariots and crew
should be used. Each chariot has two
crewmen and is assumed to have scythed
wheels. No self respecting charioteer would
ever enter a race without his best spiky bits.
I’m sure few people who have seen the
dramatic chariot race in Ben Hur or, more
recently, the carnage that the chariots cause in
the epic Gladiator, could deny that the image
of tearing round a dangerous race course in a
Orc Boar Chariot
M WS BS S T W I A Ld
The Track
Using your gaming table, a coffee table or
equivalent mark out a track that the chariots
will be racing upon. The track should be wide
enough to accommodate at least two of the
chariots travelling abreast of each other and as
long as you wish (we suggest 48" minimum).
It could range in its shape from a standard
oval course to a treacherous figure of eight
design allowing the possibility of horrendous
collision in the centre. The edges of the track
can be made up from hedges, walls, buildings
or any other suitable scenery. It should
include a start line which also usually acts as
the finish line. Other than that the shape or
design is only limited by your imagination. As
the track bends round the table it could
shorten in width or have treacherous outcrops
or obstacles for the players to avoid. Most
importantly all players should agree on the
design of the track before racing.
Chariot
- - - 5 5 4 - - -
Crew (2)
- 3 - 3 - - 3 1 7
Boar
7 3 - 4 - - 3 1 -
Save:
4+
Goblin Wolf Chariot
M WS BS S T W I A Ld
Chariot
- - - 5 4 3 - - -
Crew (2)
- 2 3 3 - - 2 1 6
Wolf
9 3 - 3 - - 4 1 -
Save:
5+
Special Rules:
The Goblin Wolf chariot crew carry bows
which they may fire during the shooting
phase. The Goblin Wolf Chariot may be pulled
by three wolves. The player may roll two dice
for his additional movement. He only selects
the single higher die score.
Turn Sequence
The turn sequence varies slightly from the
standard Warhammer sequence. Each player
must have completed a phase before moving
on to the next phase e.g. everybody must have
completed their movement phase before the
player who started the movement phase can
take part in the shooting phase.
Marauder Chariot
M WS BS S T W I A Ld
Chariot
- - - 5 5 4 - - -
Crew (2)
- 4 - 3 - - 4 1 7
Steed
8 3 - 4 - - 3 1 -
Save:
5+
Special Rules:
The Marauder chariot is pulled by four Chaos
Steeds. The player may roll three dice for his
additional movement. He only selects the
single highest die score.
ORDER OF PLAY
1. Initiative
2. Movement
3. Shooting
4. Close Combat
Chaos Warrior Chariot
M WS BS S T W I A Ld
THE STARTING LINE UP
Each player taking part in the race rolls a D6.
The highest may place his chariot on the
inside lane. The other chariots place theirs in
descending order towards the outer lane
placing a minimum distance of 1" between
chariots.
If the track is not wide enough to
accommodate all of the chariots then the
players with the lowest rolls must place their
chariots behind the other chariots.
Chariot
- - - 5 5 4 - - -
Crew (2)
- 5 - 4 - - 5 1 8
Steed
8 3 - 4 - - 3 1 -
Save:
4+
Beastman Chariot
M WS BS S T W I A Ld
Chariot
- - - 5 5 4 - - -
Crew (2)
- 4 - 3 - - 3 1 7
Tuskgor
7 3 - 4 - - 2 1 -
INITIATIVE
In each phase roll a D6 and add your driver’s
initiative to the score. This gives your chariot’s
initiative score for the turn. Initiative is
counted down from the highest to the lowest.
Save:
4+
When a chariot’s Initiative value or lower than
their Initiative value is called out then they
may elect to move, shoot or fight as
appropriate. If two or more chariots wish to
act at the same time then the player with the
higher Initiative moves first. In the case of a
tie roll a D6 to determine the result. Once all
drivers of that Initiative have gone then
continue down to the next Initiative level.
Once Initiative 1 has been declared then all
drivers must act.
slow down. The driver rolls 1D6, regardless of
the number of steeds pulling the chariot, and
subtracts the result from his chariot’s
movement. In addition the chariot may if the
driver chooses, make an immediate drift move
as described below without having to travel 3"
forward.
Turning the Chariot
A chariot may make the following turns
during its movement phase.
Distance Moved Total Turns possible
0-9" Up to 3x45˚ turns
10-12" Up to 2x45˚ turns
13"+ Up to 1x45˚ turn
A chariot does not have to turn a full 45˚, but
cannot make any single turn greater than this
angle. A chariot must travel at least 3" forward
before each 45˚ turn.
MOVEMENT
Fast and Furious
All movement decisions must be made within
fifteen seconds of entering your chariot’s
movement phase (e.g. move forward 6", ram
chariot one and turn to avoid the obstacle).
This represents the speed with which the
chariots are racing each other which leaves no
time for in-depth thought. If a player fails to
declare his intentions during the movement
phase within this time limit, then the chariot
will just career forwards its full movement
distance. It does not matter if the player fails
to achieve his intentions but he must attempt
to resolve his declaration in the correct order.
The chariots must follow the route around the
track from start line to finish line (i.e. you may
not turn around and go the other way!). The
chariots move their standard movement
distance, i.e. the movement distance of the
creatures pulling the chariot. You must move
the full distance unless you pull the reins as
described below.
Drifting
In addition to turning, a chariot is able to drift
to the side. Regardless of speed a chariot may
move 1" directly to its right or left for every 3"
moved forward.
RESOLVING CHARIOT COLLISIONS
As the chariot careers around the race track it
will no doubt collide with other objects.
These can be categorised into two distinct
groups.
Chariot collisions with obstacles
Any piece of terrain on a track other than a
working chariot is classified as an obstacle. If
at any time during the movement phase any
part of the chariot hits an obstacle then the
chariot must take D3 Strength 4 hits.
Cracking the Whip
A driver may declare he is using his whip at
the start of his move. If a player decides to do
so they must roll 1D6 plus an additional D6
for every draft creature over two that the
chariot has. He then selects the highest score
and gains this result as additional movement.
If a player has elected to use the whip then
the chariot must move the full additional
distance. A player may not move through
another chariot. A driver must declare he is
cracking the whip at the start of his movement
phase.
Chariot collisions with other chariots
There are three ways in which a chariot may
collide with another chariot. A chariot may
shunt into the rear of another chariot, it may
smash into the other chariot’s side with its
front or, (best of all) it may make a carefully
executed swipe into another chariot’s side.
Shunting the Rear of Another Chariot:
A
shunt into the rear of a chariot is usually less
effective than a powerful ram into the side
and more than often occurs when the
shunting chariot cannot move its full distance
without avoiding such a collision. If the front
section of a chariots base comes into contact
with the rear section of any other chariot’s
base then this counts as a shunt. The
Pulling the Reins
If a chariot is in danger of colliding with
another chariot or obstacle then the driver
may elect to pull in the reins. The driver must
declare he is pulling in the reins at the start of
his movement phase. This allows the driver to
defending player may make an attempt to
avoid the collision as described below. If he
succeeds then the attacking player may, if he
has enough movement left, place his chariot
in front of the other chariot. If he does not
have enough movement to bring the whole of
his chariot in front of the defending player’s
chariot then it must remain behind the other
chariot and all remaining movement is lost. If
a player fails to avoid being shunted then both
chariots must suffer a Strength 5 hit and if
wounded must roll for damage on the damage
table below. Make armour saves as normal.
Smashing into the side of another chariot:
If the front section of a chariot’s base comes
into contact with the side section of another
chariot then this counts as a smash. The
defending player may avoid the collision as
described below. If he succeeds then the
attacking player must continue with his full
movement value (including any extra
movement gained from
Cracking the Whip
). If
he does not have enough movement to bring
the whole of his chariot out of contact with
the enemy chariot then he must stop his
chariot within 1 inch of the defending player.
If a player fails to avoid being smashed then
both chariots must suffer a Strength 5 hit and
if wounded must roll for damage on the
damage table below. Make armour saves as
normal.
Side-swiping another chariot:
As the
chariots jostle for position they will collide
with each other. Being generally fragile
vehicles the collision of two chariots can be a
destructive affair. If at any time during a
player’s movement he is able to bring the side
of his chariot within 1" of the side of another
chariot then he may declare he is attempting
to ram that other chariot. The rammer must
then move his chariot into base-to-base
contact with the other chariot. The defending
chariot may attempt to avoid the Side-swipe as
described below.
Successful Swipes
If a Side-swipe is successful then the attacker
rolls on the To Wound table with his chariot’s
Strength against his opponent’s chariot’s
Toughness. Make armour saves as normal. If a
wound is inflicted then the attacker has
caused damage to the defender, and may roll
on the damage table below.
If the attacker fails to inflict a wound then his
chariot may suffer damage from the impact.
The defender may now roll to see if his
chariot inflicted damage on the attacking
chariot, using his chariot’s Strength against
the attacker’s chariot’s Toughness. If
successful he may roll on the damage table.
Roll for Damage
Any chariot that causes damage to an
opponent’s chariot rolls 2D6 on the table
below. All wounds are caused to the chariot
rather than its crew or steeds.
After resolving the effects of a ram any
remaining movement may then be taken
unless specified otherwise. The player may
still side-swipe another chariot, but may not
attack the chariot he has previously hit until
the next turn.
Avoiding a collision
The last thing a driver wants to happen to his
prize chariot is have a wickedly barbed scythe
tear through it.
If a player wishes he may have one attempt at
avoiding being hit by his opponent’s chariot.
To do so he must roll UNDER the Armour
Save of his chariot (i.e he must fail his save). If
the player is successful then there is no effect.
SHOOTING
All chariots carry two crew a driver and an
additional crew member to help fight
opponents and defend the driver from attack.
Damage Table
2D6 Wounds Caused Additional Effects
2
1
The chariots axles lock together grinding metal against metal
and as a result slow each other down.
The defender suffers a -5" movement penalty in his next round.
The attacking chariot loses all remaining movement that turn.
3-4
1
Wood cracks at the force of the impact.
Roll D6 on a 1-3 the chariot is fine, on the result of a 4-6 it loses
an additional 1 Toughness.
5-7
2
The scythed wheels rip through the body of opponents finely
crafted prize chariot.
The Strength profile of the rammed chariot is reduced by 1.
8-9
2
Wood splinters and cracks under the weight of the chariot as it is
momentarily tipped onto one wheel.
The Toughness profile of the rammed chariot is reduced by 1. In
addition each crew member must take a test to remain onboard
the chariot. Roll a D6, on a roll of a 1 the crew falls off and dies. If
all crew members fail then the chariot grinds to an immediate halt
and counts as an obstacle for the remainder of the game.
10
1
One of the steeds is killed during the impact. The driver furiously
unleashes the dead beast which falls underneath the chariot.
The chariot loses one steed. If this brings the chariot to one
mount only his movement is reduced by 3. If all the mounts are
slain then the chariot grinds to an immediate halt and now counts
as an obstacle for the remainder of the game.
11
1D6
The scythed wheels rip through the opponents spokes sending
splinters of wood into the air.
The attacker loses all remaining movement as he manoeuvres his
chariot to cause the damage. The defending chariot suffers
-1 Strength and -1 Toughness.
12
-
The chariot is completely destroyed whilst the driver is caught in
the reins and dragged around the track, mercilessly by his
steeds.
The chariot is removed from the race.
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