Chariot Races

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Fodderboy

Master Necromancer
True Blood
Jul 24, 2008
2,238
'Naki, New Zealand
Zombies
760
Hi All

I was thinking of doing a chariot race for a screwball event at the local club. Has anyone done this recently, and do you have a rule set? I could only find some pretty outdated stuff so far.
 
hmm. they did one at the store i go to a while ago, I didnt participate in it but perhaps they kept their rules. Ill try and check for you next time I am in.
 
I did a tank race once. All the vindicators got deployed at the back of the line-up, and when one tank started getting ahead, I just turned my vindi sideways to shoot across the course at it. xD

Not sure that helps you though....
 
I ran one for my club a few years ago. I've updated it to make it 8th Ed compatible.

(Optional) Scenario Four: Chariot Race

Note that this is a skirmish as opposed to a pitched battle. It is intended to be played at the same time as a regular battle (probably on a spare table next to the main table). The victory points from this skirmish should be added to the victory points from the normal battle and then reported to me.

Armies

Each player can have up to 200 points of chariots. Chariots cannot have characters on them, but can have any upgrades they would otherwise be allowed. You may have multiple chariots if you can afford them. If you can normally have units of chariots, you may split the unit into individual chariots for this scenario.

Battlefield

This game should be played on a 2’ by 4’ table. This represents a fairly wide road, so it does not require any terrain.

Deployment, Who Goes Fist?, Length of Game

Roll to deploy first as normal. Both players use the same 12” deep deployment zone, which is along one of the short table edges. Roll to see who goes first as normal. The game lasts until all of one player’s surviving chariots make it off the short table edge that is opposite the deployment zone, and until both players have had the same number of turns.

Who Wins?

Victory points are earned for kills as normal. The first player to get all of their surviving chariots off the short table edge gains 100 vp. Note that both players should get the same number of turns, so if one player gets his chariot off the board first because he got the first turn, but his opponent gets his chariot of in his following turn, both chariots count as getting off at the same time and no-one gets the 100 vp. No other victory points are awarded.

Special Rules

Movement Phases: In each movement phase resolve actions in the following sequence: First the current player may declare to ram or put on a burst of speed (see below) instead of charging. Then the player who is not currently taking their turn moves all their chariots directly forwards at half speed. Then move any ramming chariots as described below. Any chariots putting on a burst of speed move directly forwards. Finally, the current player can move any of their chariots as normal, but only up to a maximum of half their speed.

Ramming: In this scenario all the chariots are more-or-less parallel with each other, so they can’t charge. Instead, when you would normally declare charges, you may declare a ram. You may ram an enemy chariot if they are within half your speed in inches to either side of you (e.g. a speed 8 chariot can ram enemies up to 4” to either side of it). Your opponent cannot make any charge reactions against a ram. Move the ramming chariot forward half their normal speed, then sideways until they touch the chariot being rammed.
In the close combat phase, the ramming chariot inflicts one impact hit on the chariot being rammed (two hits if the ramming chariot has scythed wheels). You can then resolve one round of close combat as normal for two chariots engaged in melee to the side (steeds will not normally be able to fight, etc.). Resolve combat as normal, but the looser does not suffer the normal consequences for loosing (they do not break or crumble, etc.); instead they slide sideways away from the winner a number of inches equal to the number of points they lost combat by. If a chariot is forced off the table by this it is assumed they are forced off the road and crash. Count the chariot as being killed by the enemy for victory point purposes. The winner remains where they are. In the case of a draw slide the rammed chariot one inch away from the ramming chariot.

Burst of Speed: A chariot can try the rather risky manoeuvre of pushing its steeds to break-neck speed. Instead of declaring a charge a chariot can put on a burst of speed. They can move an extra inch in their movement phase, but they must go in a straight line. They also take an automatic strength 4 hit. The chariot may opt to take an automatic strength 5 hit instead, in which case they can move an additional 2 inches.

Limited Psychology: Everyone is far too busy concentrating on the race to worry about psychology. No-one ever needs to take a panic test. Failing a fear test when rammed drops a unit to WS1 as normal. Failing a stupidity test prevents a chariot from ramming, turning or putting on a burst of speed, but they still move straight ahead as normal. A frenzied chariot must ram if it has the option to do so. Hatred works as normal. A stubborn unit that looses combat is forced to move one less inch that it would otherwise move. Being unbreakable makes you immune to psychology as normal but has no other effect.
 

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