Latest news for herbal risk viagra

Here's a blast from the past: the rules sheet for a special event for Warhammer 40K that was run at the store. Perhaps Games Workshop will send me a C&D order too.

NASCAR™ 40K – Tank Races in Warhammer 40K

Tank Races are a different take on Warhammer 40K. Rather than fielding an entire army, each player brings only one model.   Rather than trying to claim objective, each player is trying to finish the course as quickly as possible.

Participants only need to bring a single model, so Tank Races are a great chance for newer players to compete in an organized event.   They’re also an opportunity for experienced painters and modelers to field their showcase models.   Because all players are using one table, Tank Races finish quickly, and take up much less space than other organized events.

Event Preparation

Army Selection

Players may field one model with an armor stat block For example, players may bring a tank (Chimera, Land Raider, Etc. ), Walker (Sentinel, Dreadnought, etc. ), Fortification (Drop Pod, etc. ) and so on.   Flyers are not allowed in this event.

Forge World offers many variant tanks.   All of these non-flyers are legal in this event, provided that you also supply appropriate printed reference for them (from Imperial Armor, White Dwarf, etc. )

Tyranids do not have any models with an armor value.   As such, Tyranid player may field a Carnifex as their choice.   Bear in mind that this may put the Tyranid player at a disadvantage, as this is the only type of model that can be totally destroyed in this event.

Players may spend up to 250 points on their vehicles.   Vehicle upgrades from the Codex armories are allowed.   Doctrines and the like are allowed.   In addition, there is a supplementary armory at the end of this document which all players may use.

All models must be fully assembled and have a least a basecoat of paint.

Table Setup

A table for the event should be put together before the event.   A table size of 8’x 6’ (creating approximately 20’ worth of track) is ideal, although larger or smaller tables can be used.   All of the terrain for this scenario is placed by the event organizer before the start of play. Herbal risk viagra   effects that create or remove terrain during the course of play work normally, but player are required to supply their own templates for such effects.

The board should contain a racetrack.   This terrain can be represented either by a road or by boundary markers.   If a road is used, it should be clearly marked on the board, as if affects the speed of many army choices.   If a road is used, it should be set up to ensure that players must finish the course.   Bridges, cliffs herbal risk viagra, walls, or figure 8 tracks are some examples of this.   Off-road shortcuts are certainly allowed (or even encouraged), but they shouldn’t bypass a particularly large portion of the course.   If markers are used, players will be required to either “tag” or circle the markers.   Be sure when assembling the track that each marker clearly specifies whether it must be touched or just circled, and which side of the marker the model must pass on.   Bear in mind that the different types of tracks favor different types of units, and that it is entirely [herbal risk viagra] acceptable to mix both road and off-road sections to the race, or even have a choice of multiple paths for players to take.

There should also be a space on the herbal risk viagra course designated as a pit stop.   This area has a special rules effect for the scenario, and so should be equally accessible to all players.

Playing the Event

Scenario Objectives

The point of a Tank Race is to move your chosen model three times around a track, hitting all flags (if any) along the way.

Special Scenario Rules

The Vehicle Penetration charts are changed to the following:

Glancing Hit

1-

Crew Rattled: -1 to hit for one turn

2

Crew Shaken: May not fire next turn

3

Tank Shaken: Move at ½ speed for one turn

4

Tank Shaken: Move at ½ speed for one turn

5

Crew Stunned: May not rotate or fire next turn

6+

Tread Damaged: Move at ½ speed until repaired

Penetrating Hit

1-

Tank Shaken: Move at ½ speed for one turn

2

Crew Stunned: May not rotate or fire next turn

3

Crew Stunned: May not rotate or fire next turn

4

Tread Damaged: Move at ½ speed until repaired

5

Armament Destroyed: May not fire (1 weapon) until repaired

6

Tread Locked: May not move or fire next turn

7+

Catastrophic Hit. : May not move or fire next turn. May not repair next turn.

In addition to their codex upgrades, Players are allowed to select any upgrades from the armory at the end of this document at the points cost listed.

Units may not Deep Strike.

Units may not Advance Deploy.

Units may use an additional movement for the scout rule.

Players play in turn order decided by high roll of dice.

Pit Stop

A good racing crew is more than just the driver.   Each tank has a squad of grunts assigned to keep it in tip top shape.

A section on the course should be clearly marked as the pit stop.   While a tank is in the pit stop, it may forfeit its turn to attempt a repair action. To repair, roll a D6. On a roll of a 6, choose one piece of damage to the vehicle and repair it. Decrease the needed number by 1 (5+, 4+, 3+, 2+) on each subsequent turn, as the pit crew has more time to work with the vehicle.

All tanks in the pit stop are considered to be hull down, and receive a 4+ cover save from each direction.

Winning the Scenario

The winner is the first person to cross the finish line for the third time.

Additional Armory:

Extra Rear Armor

A vital addition in the racing world, when potshots from the tail end of the pack can cost you the race.   Extra Rear Armor raises your Rear Armor Value by 1, to a maximum of your Front Armor Value. This equipment can be taken any number of times. 10 points.

Smoke Launchers

Nitro

Sometimes, you just need that little extra boost. Using Nitro lets a vehicle act as though it were Fast for one turn.   However, at the end of the turn, roll a die.   On a 6, the vehicle takes a glancing hit. This equipment can be taken any number of times. 5 points.

On-board Engineer

Stopping for repairs is for chumps.   A vehicle with an On-board Engineer may roll a die at the start of each turn.   On a 6, you may repair any one piece of damage to the vehicle.   25 points.

Tight Corners Modification

Racing treads? Why not? A vehicle with Tight Corners receives an additional D3”of movement at the end of any turn during which it rotated 180 or more. 15 points.

Mines

Winners are never above a dirty trick or two.   This modification allows you to drop a total of three mines over the course of the race.   A mine is placed in base contact with the tank during the shooting phase, and counts as shooting a weapon.   Whenever a unit comes into contact with the mine, it suffers a hit and the mine is removed from play. 15 points.

Mine Range: special  Str: 7  Hvy 1

Harpoon Gun

Let your enemies do your work for you!  A Harpoon Gun replaces one main weapon on a vehicle.   Whenever a Harpoon Gun hits, do not roll penetration.   Instead, immediately after the targeted vehicle next moves, move this vehicle the same distance directly toward that vehicle.   After that, the cord breaks and the weapon must be fired again. 20 points.

Harpoon Gun.   Range: 36”  Str: special  Hvy 1

Feel free to use or modify these rules for your own events.


?? 2008-2016 Legit Express Chemist.