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Turn sequence:
1. Racer and support movement
2. Shooting (including pit repairs)
3. Racer damage resolution and pit exits
4. 2nd racer movement phase
Movement
All vehicles in formula waaaaagh have the same movement abilities. The
racing surface is smooth enough for wheeled and tracked vehicles to
keep up with skimmers.
Ramming
Racers and support vehicles may ram each other as in the 40k rulebook.
If both vehicles are moving in the same direction, the ramming speed
is the difference between the 2 vehicles movement. Side on ramming
uses the vehicles side armour and the speed is taken as the distance
the vehicles moved towards each other since the start of the movement
phase.
Head on collisions
There may be a case where vehicles travel at full speed towards one
another. In this instance, both vehicles roll on the random direction
template and move their desired speed in that direction. If their
paths of travel intersect, ramming occurs at that point. Ramming is
resolved with the speed of the crash being the sum of the 2 vehicles
movement up to the point of contact.
Shooting
Distance. No of weapons
6 - 12". All
12 - 18". 1
18 - 24". None
Support vehicles and crowd fire weapons as per their normal rules.
Pitting
Pit entries must be made at slow speed. Exits are made according to
the results of the pit crews repairs.
When a racer exits the pits, it does so with all the necessary repairs
complete.
Pit repairs
When a racer pits, the pit crew can affect repairs on it. The crew
repair the racer by using the standard shooting rules in 40k. Units
with additional close combat weapons can use them to affect repair
attempts equal to the number of attacks in their profile using the
weapons strength. These hits are resolved as hitting a slow moving
vehicle. Each racer has a toughness of 5 for the purposes of working
out 'to wound' rolls. Each successful 'wound' on their racer allows it
to move 2" (?) when pit exits are made.
1. Crew shaken - the racer moves 3" less (to a min of 6") in it's next
turn.
2. Crew stunned - the racer moves 6" less (to a min of 3") in it's
next turn. and moves on the random direction template next turn also.
3. Weapon destroyed.
4. Bodywork damaged - the racer moves 3" less per turn (to a min of
6") until repaired.
5. Wheel broken - the racer moves 6" less per turn (to a min of 6")
until repaired.
6. Driver injured. See table below.
Injury table
Dice. Injury
1-4 Mild concussion
5. Broken arm
6. Knocked out
Teams
Racers
A racer may be any transport vehicle from the army codex. Weapon
upgrades are allowed, however other upgrades (smoke, red paint job
etc.) are not. Armour values are as in the vehicles profile.
Pit crew
May be selected from the troops section of the army codex. Units may
be armed with any weapon allowed in it's profile except for heavy
weapons. All crews fire their guns as if having moved towards the racer.
Support crew
May be selected from the whole of the army codex. Support units move,
shoot and assault as per the 40k rulebook.
They may be equipped with any weaponry and upgrades allowed in their
profile. The support crew may move around the table as they please.
Crowd
The crowd may be selected from any unit in the army codex that is
classified as infantry. They may be equipped with any weapon and
upgrades allowed in their profile.
The crowd must stay in their allotted grandstand and may not fire at
pit crews.