Hey guys, I was looking up Ork Bikers tonight when I came across some pics of a group that created a racing game using Orks that was just barely related to the 40k system, I'm looking to do a little better than that and create a game I can use as a primer to get people into 40k, learning the stat lines and the charts and even some of the rules. Here is what I have worked out so far. It's still very rough but C&C is very appreciated and feel free to throw in your own ideas, I'll try to update as I work more.
Road Rash 40K:
The rules are simple, at the top of each round players will roll off for a new turn order, highest roll goes first.
Each round the player whose turn it is gets to choose 3 actions from the actions chart to be taken one at a time until their turn has concluded. To prevent an endless deathmatch at the starting line each turn a rider MUST spend atleast one action making forward motion on the track.
Races will usually last 3 laps but depending on map size and play testing that could be adjusted.
Bike Basic Stats:
3 Wounds, T5, Save 4+, BS 2, WS 4
Actions:
While on Bike:
Race - move 1d6"
Swing Choppa - one S3 attack (must be within 2" of target)
Boooooost! - 2d6" move, doubles cause a wreck but the move takes place first.
Ram - move up to 3" into base to base contact with another racer, that racer takes a S5 hit, you take a S3 hit (you saw it coming), this may only be done once per turn.
While on foot:
Run - more 1d3"
Any time:
Shoot Slugga - one S4 AP6 12" range shot
Wrecked - When a Biker is reduced to 0 wounds he becomes wrecked, his bike stops dead in it's place an the racer flies 1d6" in a random direction determined by a scatter die, reroll "hits" until a direction is determined.
If a rider Wrecked from a Boooooost! The are thrown 1d6 + 3 ".
Once the rider gets back into base to base contact with his bike he instantly mounts it and regains his 3 wounds.
For simplicity you are currently not able to harm players on foot, tho they can harm you.
Road Hazards:
I'm working on rules to the following to be added later:
Ramps/Jumps - take 12" move which must cross the ramp going the correct direction
Mines - 1 in 6 chance they will go off if you go within 2 inches of them
Grenades - each player gets 3 per game, 6" range with 1d6 scatter, small blast S5 Ap6
Notes:
Currently there is nothing that will negate armor saves. I want the game to be about the race as much as the mayhem so it must be stressed that blowing everyone else up should be a means to the end of winning the race, not the entire point.



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