Captain Crooks
Baron
DEATHRACE 40,000 NEW RULES
MOVEMENT:
Base move is between 18-22” for all vehicles (see the section on building vehicles for specifics). This may be increased by various means as will be described later.
Vehicles may make turns up to 90 degrees without taking a skill test. Failure to make a tight turn will result in a crash at the apex of the arc.
Vehicles that crash, ram, or otherwise collide with an object or vehicle will be come to a halt regardless of how much move they have left and will count as stationary till their next turn.
Vehicles that dont move more than 10 inches can turn any direction, including more than 90 degrees, without any test required. They will count as being stationary until their next turn
Vehicles that have moved over 20" in their previous turn must move at least 10" in the following turn. They may come to a halt after moving 10".
If there comes a time where the mandatory 10" stopping move is still too far to avoid a collision with a stationary object, you may attempt an 'emergency break' provided the obstacle is more than 6" away. If a skill test is passed the vehicle will halt 1" in front of the obstacle. If failed, the vehicle will collide and take a point of damage to a random location unless a save is made.
RAMPS: Deathrace tracks often feature ramps; the crowd particularly enjoys it when cars assault each other aerially. When going over a ramp, drivers may roll up to 3D6 and add or subtract their skill level to either make the longest jump possible, or time the perfect death-from-above attack. See the section on ENCOUNTERING OTHER VEHICLES to see the result of landing on another vehicle.
Once a vehicle has landed it may continue to use any remaining movement it may have.
e.g. Ashley has a base move of 20". He drives 10" to the top of a ramp and rolls 3D6 and adds his driver's SKILL for maximum distance. He flies 17" from the top of the ramp and lands in a clear area. He may now drive another 10".
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SHOOTING
This may be done before moving, or after, but not during, unless you perform a 'drive-by' while PASSING another vehicle, using a weapon held by a crew member. A shooting attack is determined by rolling to hit using the appropriate BALLISTICS level.
BALLISTIC SKILL: 1 2 3 4 5
ROLLING TO HIT: 6 5 4 3 2
SHOOTING FROM RAMPS:
A vehicle may make a shooting attack as it flies off the end of a ramp. This attack is measured from the top of the ramp and must be performed on the first vehicle in front of the attacker, or the first pedestrian if no vehicles are present.
ENCOUNTERING OTHER VEHICLES
Unless they are travelling less than 10" in their turn, when a vehicle intentionally comes into contact with another, the following must occur:
The 'attacking' player will roll the special encounter dice.
If the 'skill' level is equal, they roll one dice
If the 'skill' level is higher they roll two and choose one
If the 'skill' level is lower, they roll two and the opponent chooses one
Skull: Attacker rams successfully! The opposing vehicle must take a save or receive a point of damage.
Skull + star: Attacker rams successfully, both vehicles take a hit! Both vehicles must make a save or receive a point of damage.
Arrow: smooth pass, no damage done. Attacker may continue their move if they have any remaining.
Star and !: Both cars swerve randomly. Roll a D6 - 1-3 = left D10". 4-6 = Right D10"
Star: Attacker swerves randomly. Roll a D6: 1-3 = left D10", 4-6 = Right D10"
Head-on-collisions: If the vehicles encounter each other head-on then a result of a skull or a skull + star will mean both cars take D3 damage with no save allowed.
Ramming a vehicle in the side: Doing this while it is moving will have the additional effect of causing their vehicle to move D6" directly away from the attacking vehicle and end up facing a random direction determined by a scatter dice roll. If they should come into contact with another vehicle then roll a save for both parties or they will each take a point of damage, randomly allocated.
Encountering a stationary vehicle: Any vehicle that encounters a stationary vehicle will automatically ram it if they are moving at full speed. Note a head-on ram wont effect the ramming vehicle as only one of them is moving. The rammed vehicle will move D6” in the opposite direction it was rammed in.
AERIAL ATTACKS: If a vehicle manages to land on another by any combination of skill, timing or purely 'on accident', they will automatically inflict a point of damage to the encountered vehicle if they can't make a save throw. Additionally, the attacking vehicle must pass a skill test in order to avoid taking a point of damage themselves.
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WEAPONS AND DEFENSIVE MODULES
These upgrades are not active at the start of the game. Running over an ACTIVATION plate will allow you to assign active status to one module of your choice. Modules may have more than one active status applied at a time, to a total of 3. Some vehicle upgrades do not need to be activated, like EXTRA ARMOUR.
e.g. Harry's Hover racer has heavy machine guns and an oil slick dropper. He runs over an activation plate, allowing him to place one module in 'active' status. There are no vehicles in front of him because Harry is owning the track, so he opts to activate his oil slick dropper and make the track ahead miserable for everyone else if anyone tries to overtake him.
e.g. Harry is lagging behind, and needs to shoot some fools to get back in the game. His heavy machine guns have an active status already when he runs over the ACTIVATION plate again, so he can choose to either activate his oil slick (not much point as he is at the back of the pack) or he can give his machine gun another point of activation, allowing him to shoot it twice, either in the same turn or spread over a couple of turns.
Some weapons may have a variable power setting. These weapons may be 'charged up' by multiple activations; instead of firing twice, they may fire once to do more damage.
e.g. Paul has already activated his Gobsmasha kannon twice, but hasn't fired it yet. He could fire it twice at normal power if he wishes, but instead he waits for a third plate and charges the kannon up to full power... someone is about to have a very bad day!
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PIT STOPS
Pit stops allow you to replenish the health of your vehicles wheels, if they have any, and the health of your crew. You may replace 2 damage points for every turn spent in the PIT STOP after you drive in.
Tracked and Hover vehicles may not replenish the health of their WHEEL/TRACK/HOVERJET section as these are too complex for field repairs.
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VEHICLES ON FIRE
Sometimes, your vehicle may catch fire. This is a bad thing, as fire may do damage continuously over time until it is extinguished.
When hit by a flaming weapon, roll a D3. This many locations have been effected. Roll to see which locations are now set alight. If the same section is rolled twice or three times, take a point of damage, no save allowed.
Each subsequent turn, roll a D6 for each section that is alight. On a roll of a 1 the flames go out on their own. On a roll of a 6, take a save or suffer another point of damage to that section.
Flames in the crew compartment can be extinguished after the initial damage has been done. Flames anywhere else can be extinguished if you come to a halt and spend your turn with one crew outside extinguishing the flames.
CREW RULES
CREW EXITING THE VEHICLE:
Sometimes, for whatever reason, your crew may want or need to leave the vehicle. They may do so after the vehicle has come to a halt in the usual fashion, or they may leap from a moving vehicle and take a REFLEX test to avoid becoming incapacitated.
Once on the ground they can move in any direction up to 8". At various points along the track, there will be EVAC teleport points that can transport crews back to the pit stop in order to save them getting run down and allow them to access their second vehicle (if they haven't already blown it up...).
There may be special pick-up items lying around the track that only footsloggers can access. These items can be beneficial both in and out of the vehicles...
CREW EQUIPMENT:
All vehicle crews begin the game unarmed save for a knife or a club type weapon. Various weapons may be picked up during the race and used by crews either in the cars or on the track. Crew may make a drive-by shooting attack on vehicles they encounter if they get a PASS (ARROW) result.
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CHAINSWORD:
The chainsword gives you two attacks in melee fights with a strength of 4. You can also attack cars with it if you're feeling brave - if a vehicle attempts to run down a model with the chainsword and it passes it's REFLEX test, it makes a free attack on the location of it's choice for 1 point of damage. Normal saves apply.
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POWERSWORD:
As above, but the strength is 6 and attacks made against vehicles have a -2 save and do D3 damage.
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PISTOL:
The pistol allows crew to fire from their vehicles at a range of 12" with a +2 to BALLISTICS rolls at half range. Vehicles get +1 to their armour save vs a pistol shot.
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PLASMA PISTOL:
As above, but vehicles get -1 to their armour.
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MACHINE GUN:
The machine gun allows crew to fire from their vehicles at a range of 24". Vehicles get +1 to their armour save vs machine gun fire.
PLASMA GUN:
The plasma gun allows crew to fire from their vehicles at a range of 24". Vehicles get -1 to their armour save vs a plasma shot.
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GUIDED MISSILE LAUNCHER:
One shot only. Range of 24" and hits automatically with -2 to saves and does D3 damage. Cannot be used inside a vehicle!
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CREWS IN MELEE
Melee between crews on the racetrack will use a lite version of the Necromunda melee rules. Chargers get +1 to their attack roll. Initiative is determined by reflex skills. The following stats are assumed for the various races:
Humans and Goblins: M 8, WS 3, Str 3, T 3, A 1, W 1.
Orcs: M 8, WS 3, Str 3, T 4, A 1, W 1.
Elves: M 8, WS 4, Str 3, T 3, A 1, W 1.
Dwarves: M 6, WS 4, Str 3, T 4, A 1, W 1.
RUNNING DOWN PEDESTRIANS
When a driver or co-driver is on foot they run a very high risk of being run over. They may avoid this by passing a REFLEX test whenever a vehicle comes into contact with them. If the test is failed the pedestrian is killed or wounded seriously enough to be removed from the game.
SHOOTING AT PEDESTRIANS FROM VEHICLES:
If a vehicle wants to use it's primary weapon to shoot at pedestrians it does so at a -1 to BALLISTICS in addition to any other modifiers. Secondary weapons dont have this penalty.
Pedestrians who are hit may make a REFLEX test. Failure means they have been wounded. Roll to see how badly:
1-2 KNOCKED OVER
3-4 STUNNED
5-6 DEAD
THE POINT SYSTEM:
Deathrace is primarily a race, but getting over the finish line isn't the be-all and end-all. Teams will gain points as they go, and the more points, the better the Deathracer you are!
Here are the conditions for gaining points:
+1 for every vehicle you destroy
+1 for every pedestrian you kill OUTSIDE the vehicle
+1 for every lap you complete
+1 for a 'cool' stunt or creative kill e.g. successfully completing an aerial RAM attack or shoving an enemy vehicle off a cliff or into lava.
----------------------------------------------------------------------------
MOVEMENT:
Base move is between 18-22” for all vehicles (see the section on building vehicles for specifics). This may be increased by various means as will be described later.
Vehicles may make turns up to 90 degrees without taking a skill test. Failure to make a tight turn will result in a crash at the apex of the arc.
Vehicles that crash, ram, or otherwise collide with an object or vehicle will be come to a halt regardless of how much move they have left and will count as stationary till their next turn.
Vehicles that dont move more than 10 inches can turn any direction, including more than 90 degrees, without any test required. They will count as being stationary until their next turn
Vehicles that have moved over 20" in their previous turn must move at least 10" in the following turn. They may come to a halt after moving 10".
If there comes a time where the mandatory 10" stopping move is still too far to avoid a collision with a stationary object, you may attempt an 'emergency break' provided the obstacle is more than 6" away. If a skill test is passed the vehicle will halt 1" in front of the obstacle. If failed, the vehicle will collide and take a point of damage to a random location unless a save is made.
RAMPS: Deathrace tracks often feature ramps; the crowd particularly enjoys it when cars assault each other aerially. When going over a ramp, drivers may roll up to 3D6 and add or subtract their skill level to either make the longest jump possible, or time the perfect death-from-above attack. See the section on ENCOUNTERING OTHER VEHICLES to see the result of landing on another vehicle.
Once a vehicle has landed it may continue to use any remaining movement it may have.
e.g. Ashley has a base move of 20". He drives 10" to the top of a ramp and rolls 3D6 and adds his driver's SKILL for maximum distance. He flies 17" from the top of the ramp and lands in a clear area. He may now drive another 10".
---------------------------------------------------------------
SHOOTING
This may be done before moving, or after, but not during, unless you perform a 'drive-by' while PASSING another vehicle, using a weapon held by a crew member. A shooting attack is determined by rolling to hit using the appropriate BALLISTICS level.
BALLISTIC SKILL: 1 2 3 4 5
ROLLING TO HIT: 6 5 4 3 2
SHOOTING FROM RAMPS:
A vehicle may make a shooting attack as it flies off the end of a ramp. This attack is measured from the top of the ramp and must be performed on the first vehicle in front of the attacker, or the first pedestrian if no vehicles are present.
ENCOUNTERING OTHER VEHICLES
Unless they are travelling less than 10" in their turn, when a vehicle intentionally comes into contact with another, the following must occur:
The 'attacking' player will roll the special encounter dice.
If the 'skill' level is equal, they roll one dice
If the 'skill' level is higher they roll two and choose one
If the 'skill' level is lower, they roll two and the opponent chooses one
Skull: Attacker rams successfully! The opposing vehicle must take a save or receive a point of damage.
Skull + star: Attacker rams successfully, both vehicles take a hit! Both vehicles must make a save or receive a point of damage.
Arrow: smooth pass, no damage done. Attacker may continue their move if they have any remaining.
Star and !: Both cars swerve randomly. Roll a D6 - 1-3 = left D10". 4-6 = Right D10"
Star: Attacker swerves randomly. Roll a D6: 1-3 = left D10", 4-6 = Right D10"
Head-on-collisions: If the vehicles encounter each other head-on then a result of a skull or a skull + star will mean both cars take D3 damage with no save allowed.
Ramming a vehicle in the side: Doing this while it is moving will have the additional effect of causing their vehicle to move D6" directly away from the attacking vehicle and end up facing a random direction determined by a scatter dice roll. If they should come into contact with another vehicle then roll a save for both parties or they will each take a point of damage, randomly allocated.
Encountering a stationary vehicle: Any vehicle that encounters a stationary vehicle will automatically ram it if they are moving at full speed. Note a head-on ram wont effect the ramming vehicle as only one of them is moving. The rammed vehicle will move D6” in the opposite direction it was rammed in.
AERIAL ATTACKS: If a vehicle manages to land on another by any combination of skill, timing or purely 'on accident', they will automatically inflict a point of damage to the encountered vehicle if they can't make a save throw. Additionally, the attacking vehicle must pass a skill test in order to avoid taking a point of damage themselves.
------------------------------------------------------------------
WEAPONS AND DEFENSIVE MODULES
These upgrades are not active at the start of the game. Running over an ACTIVATION plate will allow you to assign active status to one module of your choice. Modules may have more than one active status applied at a time, to a total of 3. Some vehicle upgrades do not need to be activated, like EXTRA ARMOUR.
e.g. Harry's Hover racer has heavy machine guns and an oil slick dropper. He runs over an activation plate, allowing him to place one module in 'active' status. There are no vehicles in front of him because Harry is owning the track, so he opts to activate his oil slick dropper and make the track ahead miserable for everyone else if anyone tries to overtake him.
e.g. Harry is lagging behind, and needs to shoot some fools to get back in the game. His heavy machine guns have an active status already when he runs over the ACTIVATION plate again, so he can choose to either activate his oil slick (not much point as he is at the back of the pack) or he can give his machine gun another point of activation, allowing him to shoot it twice, either in the same turn or spread over a couple of turns.
Some weapons may have a variable power setting. These weapons may be 'charged up' by multiple activations; instead of firing twice, they may fire once to do more damage.
e.g. Paul has already activated his Gobsmasha kannon twice, but hasn't fired it yet. He could fire it twice at normal power if he wishes, but instead he waits for a third plate and charges the kannon up to full power... someone is about to have a very bad day!
---------------------------------------------------------------------
PIT STOPS
Pit stops allow you to replenish the health of your vehicles wheels, if they have any, and the health of your crew. You may replace 2 damage points for every turn spent in the PIT STOP after you drive in.
Tracked and Hover vehicles may not replenish the health of their WHEEL/TRACK/HOVERJET section as these are too complex for field repairs.
------------------------------------------------------------------------
VEHICLES ON FIRE
Sometimes, your vehicle may catch fire. This is a bad thing, as fire may do damage continuously over time until it is extinguished.
When hit by a flaming weapon, roll a D3. This many locations have been effected. Roll to see which locations are now set alight. If the same section is rolled twice or three times, take a point of damage, no save allowed.
Each subsequent turn, roll a D6 for each section that is alight. On a roll of a 1 the flames go out on their own. On a roll of a 6, take a save or suffer another point of damage to that section.
Flames in the crew compartment can be extinguished after the initial damage has been done. Flames anywhere else can be extinguished if you come to a halt and spend your turn with one crew outside extinguishing the flames.
CREW RULES
CREW EXITING THE VEHICLE:
Sometimes, for whatever reason, your crew may want or need to leave the vehicle. They may do so after the vehicle has come to a halt in the usual fashion, or they may leap from a moving vehicle and take a REFLEX test to avoid becoming incapacitated.
Once on the ground they can move in any direction up to 8". At various points along the track, there will be EVAC teleport points that can transport crews back to the pit stop in order to save them getting run down and allow them to access their second vehicle (if they haven't already blown it up...).
There may be special pick-up items lying around the track that only footsloggers can access. These items can be beneficial both in and out of the vehicles...
CREW EQUIPMENT:
All vehicle crews begin the game unarmed save for a knife or a club type weapon. Various weapons may be picked up during the race and used by crews either in the cars or on the track. Crew may make a drive-by shooting attack on vehicles they encounter if they get a PASS (ARROW) result.
----------------------------------------------------------------------------
CHAINSWORD:
The chainsword gives you two attacks in melee fights with a strength of 4. You can also attack cars with it if you're feeling brave - if a vehicle attempts to run down a model with the chainsword and it passes it's REFLEX test, it makes a free attack on the location of it's choice for 1 point of damage. Normal saves apply.
----------------------------------------------------------------------------
POWERSWORD:
As above, but the strength is 6 and attacks made against vehicles have a -2 save and do D3 damage.
----------------------------------------------------------------------------
PISTOL:
The pistol allows crew to fire from their vehicles at a range of 12" with a +2 to BALLISTICS rolls at half range. Vehicles get +1 to their armour save vs a pistol shot.
----------------------------------------------------------------------------
PLASMA PISTOL:
As above, but vehicles get -1 to their armour.
----------------------------------------------------------------------------
MACHINE GUN:
The machine gun allows crew to fire from their vehicles at a range of 24". Vehicles get +1 to their armour save vs machine gun fire.
PLASMA GUN:
The plasma gun allows crew to fire from their vehicles at a range of 24". Vehicles get -1 to their armour save vs a plasma shot.
----------------------------------------------------------------------------
GUIDED MISSILE LAUNCHER:
One shot only. Range of 24" and hits automatically with -2 to saves and does D3 damage. Cannot be used inside a vehicle!
----------------------------------------------------------------------------
CREWS IN MELEE
Melee between crews on the racetrack will use a lite version of the Necromunda melee rules. Chargers get +1 to their attack roll. Initiative is determined by reflex skills. The following stats are assumed for the various races:
Humans and Goblins: M 8, WS 3, Str 3, T 3, A 1, W 1.
Orcs: M 8, WS 3, Str 3, T 4, A 1, W 1.
Elves: M 8, WS 4, Str 3, T 3, A 1, W 1.
Dwarves: M 6, WS 4, Str 3, T 4, A 1, W 1.
RUNNING DOWN PEDESTRIANS
When a driver or co-driver is on foot they run a very high risk of being run over. They may avoid this by passing a REFLEX test whenever a vehicle comes into contact with them. If the test is failed the pedestrian is killed or wounded seriously enough to be removed from the game.
SHOOTING AT PEDESTRIANS FROM VEHICLES:
If a vehicle wants to use it's primary weapon to shoot at pedestrians it does so at a -1 to BALLISTICS in addition to any other modifiers. Secondary weapons dont have this penalty.
Pedestrians who are hit may make a REFLEX test. Failure means they have been wounded. Roll to see how badly:
1-2 KNOCKED OVER
3-4 STUNNED
5-6 DEAD
THE POINT SYSTEM:
Deathrace is primarily a race, but getting over the finish line isn't the be-all and end-all. Teams will gain points as they go, and the more points, the better the Deathracer you are!
Here are the conditions for gaining points:
+1 for every vehicle you destroy
+1 for every pedestrian you kill OUTSIDE the vehicle
+1 for every lap you complete
+1 for a 'cool' stunt or creative kill e.g. successfully completing an aerial RAM attack or shoving an enemy vehicle off a cliff or into lava.
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