Warhammer 40,000 Doom Race
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Warhammer 40,000: Doom Race!
Bring 250pts of mounted and vehicle models, OR up to 2000pts of Tyranid vanguard organisms.
Round 1-2: No shooting and no charges may be declared at other racers.
Round 3-4: No charges may be declared against other racers.
Round 5 and beyond: No restrictions.
Tyranid forces maybe targeted at will, and may act normally.
All racing units Advance 4D6 and all units conduct tank shock when they complete a charge. Turn order is determined by lead. In the event of a dead heat, players roll off until front runner is determined. Tyranid Forces activate first.
Racer Stratagems:
((Need for speed 1CP))
When: a unit is activated in the movement phase.
Target: any unit.
Effect: re-roll any or all individual advance die rolls. This unit can both shoot and charge even if it is has advanced.
((Crack Shot 2 CP))
When: any phase when this unit is chosen to activate.
Target: any unit.
Effect: this unit can re-roll the hit roll, and gains anti-vehicle & anti-monster 3+, devastating wounds.
((Gun it Fast! 1CP))
When: movement phase.
Target: any unit.
Effect: Add two additional dice to this units advance rolls, in addition this unit can only be hit on an unmodified roll of a 6+ both in shooting and melee.
((By Lucky Bolts and Scraps 1 CP))
When: any phase.
Target: any unit.
Effect: the unit gains a 3+ invulnerable save, and a 3+ feel no pain.
((Gang Mentality 1 CP))
When: any time another Doom Race specific stratagem is played. Apply the effects to every unit in your army.
Racers may gather at open. The first race starts at 11:30 sharp! Multiple races will go through out the day, so get there when you can!
Bring 250pts of mounted and vehicle models, OR up to 2000pts of Tyranid vanguard organisms.
Round 1-2: No shooting and no charges may be declared at other racers.
Round 3-4: No charges may be declared against other racers.
Round 5 and beyond: No restrictions.
Tyranid forces maybe targeted at will, and may act normally.
All racing units Advance 4D6 and all units conduct tank shock when they complete a charge. Turn order is determined by lead. In the event of a dead heat, players roll off until front runner is determined. Tyranid Forces activate first.
Racer Stratagems:
((Need for speed 1CP))
When: a unit is activated in the movement phase.
Target: any unit.
Effect: re-roll any or all individual advance die rolls. This unit can both shoot and charge even if it is has advanced.
((Crack Shot 2 CP))
When: any phase when this unit is chosen to activate.
Target: any unit.
Effect: this unit can re-roll the hit roll, and gains anti-vehicle & anti-monster 3+, devastating wounds.
((Gun it Fast! 1CP))
When: movement phase.
Target: any unit.
Effect: Add two additional dice to this units advance rolls, in addition this unit can only be hit on an unmodified roll of a 6+ both in shooting and melee.
((By Lucky Bolts and Scraps 1 CP))
When: any phase.
Target: any unit.
Effect: the unit gains a 3+ invulnerable save, and a 3+ feel no pain.
((Gang Mentality 1 CP))
When: any time another Doom Race specific stratagem is played. Apply the effects to every unit in your army.
Racers may gather at open. The first race starts at 11:30 sharp! Multiple races will go through out the day, so get there when you can!
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