Formula Waaagh Re-write June 2011 v3

12
Order of play Players decide which division to play or decide on their own rules mutually. Players buy vehicles within points allowance and weight limits. Set up. Randomly decide number of laps. Starting grid deployment. Turn sequence. Divisions Players decide on a division. Divisions effect how much vehicles are allowed to cost and how much wargear is allowed on the vehicle. Divisions: Light Weight, Medium Weight and Heavy Weight. Players buy vehicles Set up and obstacles Before vehicles are deployed each player may place one obstacle anywhere on the track (armour 12/12/12) these count as impassable terrain, any glancing or penetrating hit from shooting or ramming will destroy them. Number of laps Roll a D6 and consult the table below: D6 = 1 D6 = 2-5 D6 = 6 1 lap 2 laps 3 laps Starting grid deployment Players roll a D6 each. Highest deploys first and has pole position, re-roll it tied for pole position, the loser will deploy second. Continue this until all players are ranked on the starting grid.

Transcript of Formula Waaagh Re-write June 2011 v3

Page 1: Formula Waaagh Re-write June 2011 v3

Order of playPlayers decide which division to play or decide on their own rules mutually.Players buy vehicles within points allowance and weight limits.Set up.Randomly decide number of laps.Starting grid deployment.Turn sequence. DivisionsPlayers decide on a division. Divisions effect how much vehicles are allowed to cost and how much wargear is allowed on the vehicle.Divisions: Light Weight, Medium Weight and Heavy Weight.

Players buy vehicles

Set up and obstaclesBefore vehicles are deployed each player may place one obstacle anywhere on the track (armour 12/12/12) these count as impassable terrain, any glancing or penetrating hit from shooting or ramming will destroy them.

Number of lapsRoll a D6 and consult the table below:

D6 = 1 D6 = 2-5 D6 = 61 lap 2 laps 3 laps

Starting grid deploymentPlayers roll a D6 each. Highest deploys first and has pole position, re-roll it tied for pole position, the loser will deploy second. Continue this until all players are ranked on the starting grid.

Turn sequencePriority – players roll for priority in the same manner as staring grid priority. Movement – players move their vehicles, resolving any crashes, ramming actions, etc.Shooting – players shoot any available weaponry, adding any bonuses that may apply.Each player performs these actions and then play passes to next in priority until all players have performed actions.

Movement

Page 2: Formula Waaagh Re-write June 2011 v3

Vehicles may move up to their full movement allowance for the type of vehicle it is, e.g. Wartrukks are fast vehicles and so can move up to 18”, Battlewagons are tanks and so may move up to 12”. Some vehicles may have special items of wargear that allow bonuses to movement. Players must declare how many inches they intend to move that turn before initiating ANY actions.

TurningVehicles may make a number of 45 degree turns within a move depending on their speed and weight. Some vehicles may have special items of wargear that allow bonuses.Players must declare how many inches they want to move in a turn then consult the table below to see how many turns a vehicle can make in a move.

0” – 6” 7” – 12” 13” – 18” 19”+3 turns 2 turns 1 turn none

Vehicles may add turns together to make 90 degree or even 180 degree turns. A player does not have to turn the full 45 degrees in a turn.Bikers are free to make as many turns as they wish at any angle so long as they do not perform a turbo-boost move. If they do so they must make a skid test for EVERY turn they make.

SkiddingVehicles that have used all their turns may attempt to make a skid turn.Players roll the scatter dice next to their vehicle. A roll of a hit indicates they have successfully skidded and may make a 45 degree turn. If the player rolls an arrow, the vehicles use the rest of its movement in the direction of the arrow. Resolve crashes immediately. If the vehicle does not have any movement left, turn it to face the direction of the arrow.A player wishing to turn more than 45 degrees with a skid will have to roll the scatter dice more than once, e.g. a player wishing to turn 135 degrees will have to roll 3 times!!!

CrashesIf a vehicle touches an obstacle or moves of the track for any reason the player must resolve a crash. The player rolls a D6 and adds half the armour value of the facing of his vehicle, rounding down.

Page 3: Formula Waaagh Re-write June 2011 v3

For example, a Wartrukk unsuccessfully skids and heads straight into a building, the player rolls a D6 and scores a 4, now he adds half his armour value of the front of his Wartrukk (Wartrakk front armour 10, halved equals 5) for a total score of 9. He avoids damage this time round. If he had rolled a 5 on the D6 he would have score a glancing hit on his vehicle, a D6 score of 6 he would have suffered a penetrating hit.

RammingA player can intentionally move his vehicle into contact with another player. When a player does this he declares that he is making a ramming action. Both players suffer a Strength 5 hit if they are Warbikes.The ramming player rolls a D6 and adds half the armour value of the facing he is ramming with; this is generally the front but some occasions may occur where players ram from the side. The player now adds the weight value of his vehicle to the score. If the score equals the armour value of the opposing players vehicle facing then the ramming player scores a glancing hit. If the score beats the armour, then the ramming player scores a penetrating hit. Now the rammed player also performs the above procedure against the rammer using half the armour value of the facing involved.Some vehicles may have special items of wargear that allow bonuses.

JumpsA track may have sections which require a vehicle to jump a gap. To do this a vehicle must have enough remaining move to ensure getting to the other side. If the player has guessed short and does not have enough movement left then he automatically crashes below. If the player has enough movement to get to the other side roll a D6 and subtract the amount of turns the vehicle can make relevant to its speed. Vehicles must also subtract the weight of their vehicles. If the score is below 1 then the vehicle has crashed below.Any vehicle that crashes below automatically takes a penetrating hit. Roll for damage immediately.

ShootingUse the Warhammer 40,000 rules for shooting and vehicle shooting (for determining amount of weapons that can fire), including size 1-3 terrain.Players may shoot any target they can see on the board even if this means firing through areas outside the track.Point blank range!A player receives +1 strength to any weapon fired at a vehicle that it is in contact with his own vehicle to represent the extreme proximity of the target.

Page 4: Formula Waaagh Re-write June 2011 v3

DamageWhen a vehicle suffers a glancing or penetrating hit refer to the relevant table. +2 to the roll if suffering a penetrating hit. All results refer to the current turn and, unless stated, do not carry forwards to other turns. At the end of each turn remove all tokens other than Weapon Destroyed and Immobilised.Because of how priority works, a vehicle may suffer Gunners Rattled, Driver Rattled or Crew Shaken results after they have moved or fired. In this case they suffer no damage at all. These make priority rolls and selecting the right target even more important.

D6 Glancing Damage Result1-2 Gunners rattled May not shoot this turn3 Driver rattled May not move this turn4 Krew Shaken May not move or shoot this turn5 Weapon Destroyed Attacker choose weapon6 Immobilised May not move until damage repaired

7 Ammo ExplosionAttacker chooses one weapon to be destroyed and then makes second roll on this table

8 Structural DamageVehicle is immobilised and then make second roll on this table

Damage rolls taken by hits scored from Ordnance weapons my roll 2D6 and choose the result.

If a vehicle loses all its weapon systems and suffers damage resulting in the loss of a weapon, then the vehicle becomes immobilised. If an immobilised vehicle suffers a result that would immobilise it, it loses a weapon system, chosen by the attacker.If a vehicle is immobilised and has no working weapon systems and suffers damage that would result in losing a weapon system or becoming immobilised then it is completely wrecked beyond trackside repair and is removed from the race. Note that this is the only way to remove a player from the race.Assault

Bikers may not intentionally ram other vehicles or bikers but may instead assault them after resolving any shooting actions. The biker must be within

Page 5: Formula Waaagh Re-write June 2011 v3

6” of its target, be within its front 180degree arc and must not have shot any weapons at a different target in the shooting phase.If the biker makes contact with the target do not resolve collision. Instead, the biker engages the vehicle or biker in close combat.Combat is resolved using the normal Warhammer 40,000 rules with the exception that half the Krew on board the vehicle may also strike in combat (rounding down).Morale checks are not taken in Formula Waaagh! (where would they run to?)Once the combat is resolved along with any damage, move the biker out of contact with the target vehicle or biker, assuming either are still alive on the track.

DivisionsPlayers decide divisions before playing a game. This affects the amount of points players have to spend on their vehicles and also the type of vehicles allowed in that division. This stops Battlewagons competing against Wartrukks and Bikes; although you may wish to field a mixed weight division!The weight value of a vehicle also effects how much wargear may be added to their vehicle to improve them.

Division Vehicles AllowedWeight Value

Points Allowanc

e

Light WeightWarbikes – riders may be Nobs,

Painbosses or Big Meks.0 90

Medium Weight Wartrukks. 1 100Heavy Weight Battlewagons, Looted Wagons 2 150

Vehicle Special CapacityBase Cost

WarbikeRider: Warboss +70, Painboss +40, Big Mek +40, Nob +25

1 25

Trukk Fast vehicle 12 35Looted Wagon Tank 12 40Battlewagon Tank 20 85

Wargear

Page 6: Formula Waaagh Re-write June 2011 v3

After players have spent points buying their vehicle (not biker), they may now spend up to their remaining points allowance on wargear items. Bikers may buy equipment allowed to them from Codex Orks (painboss buys from nobz entry).

wargear Effect Points

‘Ard CaseNo longer counts as open topped. 1 fire point

to either side and 1 to rear.10

Armour Plates Treat crew stunned as crew shaken. 10

Big Shoota0-2 per trukk. 0-3 per looted wagon. 0-4 per

battlewagon.Big Shoota: range 36”, Str.5, AP5, Assault 3

10

Boardin’ Planks1 additional crew member may attack a

vehicle within 2” as if in base to base contact. Resolve this in the shooting phase.

25

Boom GunBattlewagons & Looted wagons only –

weapon: Range 48”, S8, AP3, large blast, ordnance. Vehicle loses 10 occupancy.

50

Deff RollaCauses an additional Strength 10 hit when

ramming.40

Grabbin’ ClawOne vehicle within 2” of owning players

vehicle may not move in their turn on a roll of 4+.

10

Grot RiggasRoll D6 in shooting phase. On a 4+

immobilised damage is repaired.15

Red Paint Job+1 movement. Does not affect amount of

weapons that can fire or the amount of turns that can be made.

10

Reinforced Ram +2 to front armour when ramming. 10

Rokkits0-2 per trukk. 0-3 per looted wagon. 0-4 per

battlewagon.Rokkit: range 24”, Str.8, AP3, Assault 1

15

Skorcha1 per looted wagon. Range – template, str.5,

AP4, assault.15

Trukk upgrades:Vehicle gains below weapon but loses 10

occupancy.

Kannon upgrade

Kannon: range 36”, Frag - Str.4, AP5, small blast

Krak – Str.8 AP320

Lobba upgrade

Lobba: range G48” Str.5, AP 5, large blast 10

Zap Gun upgrade

Zap Gun: range 24”, Str.2D6, AP2, always causes Krew Shaken.

25

Wreckin’ Ball

Hits an enemy vehicle within 2” on a 4+. Hits are resolved in the shooting phase at Strength

9. May not be used if the vehicle travelled move than 12”.

15

Page 7: Formula Waaagh Re-write June 2011 v3

Additional Wargear – Trukks, Looted Wagons and Battle Wagons may purchase additional krew armed with a shoota for 10points per krew member up to the vehicles capacity. Krew members may purchase upgrades from the below list.

UpgradePoints cost

Upgrade member to Nob +15Upgrade shoota to rokkit +15

Upgrade shoota to big shoota +10Upgrade to a burna +10

Upgrade to a tankhammer +20

WinningThe first player to complete the required number of laps wins. Alternatively, the last player left with a mobile vehicle wins!

LeaguesFormula Waaagh! Is best played over a number of games as a league or tournament. A league allows players to play a set number of games so that all player face one another at some point accruing points (or teef), improving their vehicles trying to gain the most league points by the of the league season. A tournament sets players against one another in a knock out pyramid system so that there is a definite winner after a set number of games.

Unlike individual games, players may buy more than one vehicle and have a points limit of 150 teef, or points (orks use teef as money and so teef will be used from now on!) these vehicles are now added to the team roster.

Players can now decide upon weight divisions or mixed weights. Teams must then choose one of the vehicles and krews from their team to play.

End PhaseAfter each game players must work out how many league points they have earned and how many teef they have accrued to spend on their trucks.

Page 8: Formula Waaagh Re-write June 2011 v3

Players should keep an updated roster of their teams garage detailing their vehicles, wargear, skills, teef, and league points.League PointsPlayer score a number of league points before any other modifiers based on their position. Their position is firstly determined by who passes the finishing line and then by who survived the longest. Refer to the below table.

Position 1st 2nd 3rd 4th lowerLeague Points 5 4 3 2 1

TeefAt the end of a race roll a number of D6 equal to the number of players. Add these together and then divide the number between the players (rounding down – the race organiser keeps the remainder!). This is the amount of teef each player gains per race plus modifiers as shown in the below chart.

Finished 1st

Finished 2nd Finished 3rd Per destroyed or wrecked opponent

+10 +6 +4 +5

Prestige and SkillsVehicles and their krews become more skilled (if that’s a term applicable to orks) and learn cunning tricks and fearsome reputations as their careers develop. Vehicles and their krews gain prestige points as they attain certain criteria.

Refer to the below table.Action Successfully Performed Prestige

Surviving the race +1Destroying or wounding an enemy via shooting +1Destroying or wounding an enemy via ramming +1

Destroying or killing an enemy via close combat attacks from wargear or krew

+2

Performing and completing a jump +1Rolling more than 1 hit when skidding multiple times in one

move+1

Prestige points are accumulative but apply only to that vehicle and its krew not to any other vehicles or krew the team may own. When vehicle’s prestige point reaches a points boundary, the vehicle and krew may choose a permanent skill.

Page 9: Formula Waaagh Re-write June 2011 v3

Choose a skillSpeed Freak +1 movement before modifiersSkilled Driver May re-roll 1 skid turn per move.

Bikers may turbo-boost and fire.Heavy Calibre +1 AP to point blank range shooting

Auxiliary Gunner +1 crew member may shoot from the vehicle (if not open-topped)

Bikers gain Auxiliary Grot Gunner with big shoota. Grot shooting does not effect viability of assault targets.

Grot Gunners Choose 1 vehicle weapon system, this weapon is manned by grots with BS4 – mark the weapon system on

your roster Ork Riggaz/Grot

OrderlyImmobilised vehicles roll D6 at beginning of turn, on a 4+ it

becomes mobile. If vehicle also has grot riggas then this dice roll is

improved to 3+.Bikers may take a Grot Orderly. This grants them a Feel No Pain save of

5+.Runtherd Slave trukk

(10 prestige+)2 Krew members may be replaced

with a runtherd. in this case all other existing and future crew are

automatically replaced by grots.Weirdboy tower(15 prestige+)

1 weirdboy is added to the Krew and may replace a biker crew. He may be upgraded to a warphead if you have enough points (codex orks). Any rolls of ‘ere we go’ are instead replaced

with ‘frazzle’.Mek Wagon

(28 prestige+)3 Krew members may be replaced

with a single Big Mek. He may spend teef on wargear allowed for Big Meks

(codex orks).Tank Hunters(36 prestige+)

+1 strength to all rokkits + tank hammers but the vehicle may not

move more than 12” a turnWagon Full O Nobz

(45 prestige+)All the krew are replaced by nobz equal to half the number of krew

(rounding down) and may spend teef on wargear allowed for nobs (codex

oks).Boss Wagon All Krew (or 3 nobz) are replaced by 1

Warboss. He may spend teef on wargear allowed for Warbosses

Page 10: Formula Waaagh Re-write June 2011 v3

(codex orks).