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		<title><![CDATA[Latest posts for the thread "Git Kart 40,000"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "Git Kart 40,000"]]></description>
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				<title>Git Kart 40,000</title>
				<description><![CDATA[ Hey all, my local group and I have been hard at work devising a fun playstyle to go along with our constant never-changing games of <span class="glossaryitem" onmouseover='gp(3);'>40k</span>. So, inspired by an episode of miniwargaming, our group devised Git Kart 40,000. We've run a few small scenarios and worked some kinks out, but your critique and revisions are welcome and wanted!<br /> <br /> **************************************************<br /> <br /> Those zoggin' lootas are at it again! On the eve of a mighty clash between multiple armies, orks have raided the camps of your army and have made off with a large portion of your valuable armory! Following the trail the orks left behind, your force of forward scouts reports weapons strewn all over a deserted trade route. Worse still, there's reports of opposing forces converging on your position! Those orks must have looted them as well! Onwards! Reclaim your weapons! Crush your enemies! Win the race back to the battlefield!<br /> <br /> <br /> -------------- Git Kart 40,000 --------------<br /> <br /> Board Setup: 5 tables (we set up with 8'×4' boards for this) arranged however you like (we set it up in a horseshoe formation of ease of play). Place terrain however you see fit, but try and stick to a theme. Make sure there is enough open ground, as this is a vehicle race! Line of sight blockers, cliff faces, buildings, trees, anything you'd like to use is fair game. For our trial run, we made each table have its own theme. We started in a desert with very few low barricades, moved into the ruins of an old city, out a canyon surrounded by forests, and back out to the ruined desert, scattered with pillars. A dynamic story board is a happy story board!<br /> <br /> Tokens: spread a large number of tokens the size of small bases. Anything between 20-60 will do. Haven't worked out a good number yet.<br /> <br /> GAME LENGTH: unlimited turns, until all possible scoring units have crossed the line.<br /> <br /> Scoring: each unit slain gains 1 <span class="glossaryitem" onmouseover='gp(140);'>VP</span> per <span class="glossaryitem" onmouseover='gp(661);'>HP</span> for each <span class="glossaryitem" onmouseover='gp(661);'>HP</span> removed, 2 points for a bike team, and 1 point for an infantry team. Killing the team leader grants an additional 1 <span class="glossaryitem" onmouseover='gp(140);'>VP</span>. Being the first to cross the line gains you 5 <span class="glossaryitem" onmouseover='gp(140);'>VP</span>, and every Unit after that gains you 1 <span class="glossaryitem" onmouseover='gp(140);'>VP</span>. Infantry do not count for this.<br /> <br /> No model may shoot, ram, tank shock, or assault in the first game turn.<br /> <br /> Any vehicle that ends the movement phase in base contact with their infantry team may repair a Hull Point on a 4+<br /> <br /> Ignore the Psychic Pilot Special Rule<br /> <br /> All vehicles may tank shock/ram.<br /> <br /> May ram other vehicles if you get into hull contact with them, but only sides/rear. After the hit is resolved, both models must roll a <span class="glossaryitem" onmouseover='gp(24);'>d6</span>, on a 1 or a 2, the pilot loses control of the careening vehicle and can only travel straight forward it's next move.<br /> <br /> Models that go off the table are destroyed, but give no more <span class="glossaryitem" onmouseover='gp(140);'>VPs</span>.<br /> <br /> Vehicles cannot shoot any weapons they have.<br /> <br /> Units may not ram/assault with the same unit 2 turns in a row, although they can be rammed/assaulted in the later turns.<br /> <br /> Immobilized instead travels straight forward it's maximum amount, and may repair it on a 5+ after they move.<br /> <br /> Models that hit difficult terrain test for dangerous as normal. Models that hit impassable terrain stop, and are considered to be ramming an AV14 armor valued superheavy tank that cannot be destroyed (<span class="glossaryitem" onmouseover='gp(6);'>AP</span>-).<br /> <br /> Players: 2+<br /> <br /> Skimmers, cavalry, bikes, beasts, or non-heavy vehicles only. 3 vehicles (no flyers), one troops choice, and one unit of jetbikes/bikes/cavalry.<br /> <br /> Death Race Detachment: Mandatory - One vehicle unit. Optional - two vehicle units, one troops, one bikes/beasts/cavalry unit. No one unit may be over 150 points.<br /> <br /> Special rules: Race leader - the mandatory vehicle is designated as the race leader. As long as your race leader is alive, your force ignores shaken/stunned results on a 4+, unless you would need a better roll. Your race leader gains It Will Not Die.<br /> <br /> Vehicles/units may not make shooting attacks with any weapons they have.<br /> <br /> When a model in a unit passes over a token on the field, that unit immediately picks it up and removes it from the table. Place it in the unit or on a model so you remember. A unit may only have one token at any point in time. When you pick up the token, immediately roll a D3, and check your result here. On a 1-2, the you it picks up a looted weapon. On a 3-4, they pick up a can of boosta fuel. On a 5-6, they pick up a shiny fing.<br /> <br /> 1-2: Looted Weapon<br /> D66 table:<br /> <br /> 11 Sabotaged! (Melta bomb hit)<br /> 12 Melta<br /> 13 Multimelta<br /> 14 Lascannon<br /> 15 Astra Militarum Missile Launcher <br /> 16 Astartes Missile Launcher<br /> 21 Eldar Missile Launcher<br /> 22 Autocannon<br /> 23 Reaper Autocannon<br /> 24 <span class="glossaryitem" onmouseover='gp(682);'>AM</span> Grenade launcher<br /> 25 Astartes <span class="glossaryitem" onmouseover='gp(380);'>GL</span><br /> 26 Plasma Gun<br /> 31 Hades Autocannon<br /> 32 Tau Heavy Rail Rifle<br /> 33 Eldar Fusion Gun<br /> 34 Firepike<br /> 35 Tau Fusion Blaster<br /> 36 High-Yield Missile Pod (not <span class="glossaryitem" onmouseover='gp(126);'>TL</span>)<br /> 41 Grav-Cannon w/Grav <span class="glossaryitem" onmouseover='gp(243);'>Amp</span><br /> 42 Dark Eldar Dark Lance<br /> 43 <span class="glossaryitem" onmouseover='gp(27);'>DE</span> Blaster<br /> 44 <span class="glossaryitem" onmouseover='gp(27);'>DE</span> Haywire Blaster<br /> 45 Loota Guns (d3 shots)<br /> 46 Rokkit Launcha<br /> 51 Assault Cannon<br /> 52 Scatter Laser<br /> 53 Skitarii Arc Rifle<br /> 54 AdMech Torsion Cannon<br /> 55 Grey Knights Psycannon<br /> 56 AdMech Plasma Caliver<br /> 61 Shokk Attack Gun<br /> 62 Bright Lance<br /> 63 <span class="glossaryitem" onmouseover='gp(27);'>DE</span> Heat Lance<br /> 64 AdMech Eradication Beamer<br /> 65 Eldar Wraith Cannon<br /> 66 Eldar Heavy Wraith Cannon<br /> When a unit gains a looted weapon, a model in that unit then gains the weapon rolled, except that it has the One Use Only Special Rule, and is considered to be turret - mounted (360 degrees arc) from the center of the vehicle. Snap shooting from shaken/stunned/jinking still affects shooting as normal. <span class="glossaryitem" onmouseover='gp(470);'>POTMS</span> may be used for this attack. Discard the token when this weapon is used.<br /> <br /> 3-4: Boosta Fuel<br /> The unit may move an additional 6" when it next moves, runs, charges, turbo-boosts, eldar jetbike moves, etc., or save it for a later time. Discard the token after you use this move.<br /> <br /> 5-6: Shiny Fing<br /> The unit gains a 5+ Invulnerable save until a model in the unit fails it's Invulnerable save. Then it is lost at the end of the current phase. Discard the token at the end of that phase. If a model in the unit passes over another token, the controlling player may chose to discard the token and therefore the save to pick up the new token.<br /> <br /> Bike-class units may only shoot at other infantry/bikes units. They may move into close combat with another Bike-class unit. <span class="glossaryitem" onmouseover='gp(627);'>HoW</span> applies as normal, but models only hit with their close combat attacks on 6's, and are not considered locked in combat for hit & run/subsequent turns. Your bikes are travelling at high speeds, and won't slow down to fight! Bikes may assault infantry units as normal, and may hit as normal. Bike-class units are not affected by IED's.<br /> <br /> Infantry may be infiltrated anywhere on the field, and may be outfitted any way they normally can. Any enemy vehicle that ends it's movement within 3" of an enemy infantry unit takes an automatic hit at S8 AP1 Armourbane. Infantry units may move as normal, shooting and assaulting almost any target. as normal. However, a unit that has gone to ground/is fleeing (always to the closest board edge) or is locked in combat cannot use an IED. Infantry are immune to IEDs. Due to the reckless speeds the vehicles are traveling at, infantry units cannot assault vehicles. Vehicles don't care for the Infantry units either: When a model would pass onto, or through a unit, it may do so freely, taking a dangerous terrain check. Move the models passed through out of the way in the same way as if they were subject to a tank shock. Then those models take a dangerous terrain check.<br /> <br /> All hard terrain/buildings are impassable. Skimmers must test for passing over difficult/dangerous terrain just like normal vehicles. Vehicles may turbo boost/flat out as normal, and can't make shooting attacks.]]></description>
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				<pubDate><![CDATA[Fri, 16 Oct 2015 21:49:20]]> GMT</pubDate>
				<author><![CDATA[ Mr ghoti]]></author>
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