Master Bryss
07-03-2010, 10:22 AM
Doing 'serious' custom rules isn't always fun. So here goes...
Some say he is a missing Primarch. Others claim he is a saint and worship the very ground he drives across. All we know is, he's called The Stig.
Over time, other races have seen their own Stigs emerge. These so-called 'cousins' demonstrate the skills of the original, feth, may even BE the original.
A vehicle in the hands of a Stig becomes one of the most powerful weapons a general could have. The Stig however, is much more interested in seeing if he can beat the Gumpert Apollo's time in a Rhino.
Any non-walker vehicle that has a crew may take The Stig for+100 points. He, and any retinue he may take, is a Scoring Unit.
Rules:
Preferred Enemy: Barichello
Tame Racing Driver: Any vehicle commandeered by The Stig becomes Fast and may move up to 24" flat out.
Most Awful Sound: The Stig's music choice is...eccentric to say the least. Currently the Bee Gees. Any unit wishing to embark a transport driven by the Stig must first pass a Leadership check at -1.
Power Lap: The Stig is motivated purely by the urge to do laps. Unless immobilised he must move at at least Cruising Speed each turn. His vehicle always benefits from a 5+ Cover Save. He cannot be Stunned.
Powerslide: The Stig is able to powerslide tanks with no difficulty at all, although it baffles people that he can do it with skimmers. Any tank piloted by the Stig may make a special Tank Shock move. First, declare how far The Stig will move, then move him half this distance, pivot the vehicle at least 90 degrees and move forward the remaining distance. Any unit hit by this attack will take D6 SX hits, with the strength of the attack being the same strength the vehicle would have if it were to ram someone moving the full distance.
No Death or Glory attempts may be made against this. The Stig will stop moving if he hits a vehicle with better or equal Front Armour to him. Any other unit must give way after being hit.
Repair: The Stig is followed by a team of mechanics who attend to his wheels should they be damaged. If he suffers an Immobilised result, he may attempt to fix it during the Shooting Phase instead of shooting. On a roll of 4+ the vehicle is repaired any may start moving next turn. If The Stig has a retinue, this roll is increased to 3+.
Options:
TG Retinue: The Stig's vehicle may be accompanied by 1-3 Dedicated Transports (which must be able to move) at 20+ cost of models points. These vehicles count as a squadron, (The Stig may join and leave them in the same manner as an Independent Character) and have the Amphibious rule. They benefit from the Tame Racing Driver rule if The Stig joins them.
Blithering Idiots: Each vehicle in the Retinue may be upgraded to one of the following Idiots for 50 points per vehicle:
Clarkson - The entire squadron may re-roll difficult terrain tests, gain an extra D3" movement with no penalty for movement, but +1 to any rolls on the damage table made against them
Hammond - Hammond has the uncanny ability to survive horrible accidents (rocket car, the Scandinavian Flick Rascal van). The retinue may ignore a single "vehicle destroyed" result per game, counting it as stunned instead. Though hammond's brightened teeth reduce the retinue's cover save by 1. Also Hammond's hatred for caravans knows no bounds, the retinue may +1 to any penetration roll against transports.
May - The squadron may fire all of their weapons, even at cruising speed. However, roll a D6 at the start of the Movement Phase. On a roll of 1 May's vehicle does nothing for the entire turn. The other vehicles in the squadron may abandon him although May will not be destroyed.
Black Stig: The Stig's vehicle may purchase Black Stig for +50 points. This grants him the ability to fire 1 extra weapon at each movement speed and 1 weapon while shaken. However, at the start of the turn, roll a D6. On a 1, Black Stig temporarily possesses White Stig. The vehicle must do a Powerslide or Ram this turn whilst moving flat out.
Star in a Reasonably Priced Transport:Any character that is 'Unique' (i.e. Special Characters in older codicies) may join the Stig's retinue and attempt to keep up with him.To represent this, add a transport with no options to the squadron for 20+ cost of model points. The Special Characer in question may fire out of the transport with their ranged weapons at their BS, but cannot use their Special Rules. The squadron can ignore Immobilised results (as so many Stars have lost wheels before), however must roll at the start of the game to see if it is a wet track. On a 5+, the squadron has it's maximum movement reduced by 6".
Have at it people.
Some say he is a missing Primarch. Others claim he is a saint and worship the very ground he drives across. All we know is, he's called The Stig.
Over time, other races have seen their own Stigs emerge. These so-called 'cousins' demonstrate the skills of the original, feth, may even BE the original.
A vehicle in the hands of a Stig becomes one of the most powerful weapons a general could have. The Stig however, is much more interested in seeing if he can beat the Gumpert Apollo's time in a Rhino.
Any non-walker vehicle that has a crew may take The Stig for+100 points. He, and any retinue he may take, is a Scoring Unit.
Rules:
Preferred Enemy: Barichello
Tame Racing Driver: Any vehicle commandeered by The Stig becomes Fast and may move up to 24" flat out.
Most Awful Sound: The Stig's music choice is...eccentric to say the least. Currently the Bee Gees. Any unit wishing to embark a transport driven by the Stig must first pass a Leadership check at -1.
Power Lap: The Stig is motivated purely by the urge to do laps. Unless immobilised he must move at at least Cruising Speed each turn. His vehicle always benefits from a 5+ Cover Save. He cannot be Stunned.
Powerslide: The Stig is able to powerslide tanks with no difficulty at all, although it baffles people that he can do it with skimmers. Any tank piloted by the Stig may make a special Tank Shock move. First, declare how far The Stig will move, then move him half this distance, pivot the vehicle at least 90 degrees and move forward the remaining distance. Any unit hit by this attack will take D6 SX hits, with the strength of the attack being the same strength the vehicle would have if it were to ram someone moving the full distance.
No Death or Glory attempts may be made against this. The Stig will stop moving if he hits a vehicle with better or equal Front Armour to him. Any other unit must give way after being hit.
Repair: The Stig is followed by a team of mechanics who attend to his wheels should they be damaged. If he suffers an Immobilised result, he may attempt to fix it during the Shooting Phase instead of shooting. On a roll of 4+ the vehicle is repaired any may start moving next turn. If The Stig has a retinue, this roll is increased to 3+.
Options:
TG Retinue: The Stig's vehicle may be accompanied by 1-3 Dedicated Transports (which must be able to move) at 20+ cost of models points. These vehicles count as a squadron, (The Stig may join and leave them in the same manner as an Independent Character) and have the Amphibious rule. They benefit from the Tame Racing Driver rule if The Stig joins them.
Blithering Idiots: Each vehicle in the Retinue may be upgraded to one of the following Idiots for 50 points per vehicle:
Clarkson - The entire squadron may re-roll difficult terrain tests, gain an extra D3" movement with no penalty for movement, but +1 to any rolls on the damage table made against them
Hammond - Hammond has the uncanny ability to survive horrible accidents (rocket car, the Scandinavian Flick Rascal van). The retinue may ignore a single "vehicle destroyed" result per game, counting it as stunned instead. Though hammond's brightened teeth reduce the retinue's cover save by 1. Also Hammond's hatred for caravans knows no bounds, the retinue may +1 to any penetration roll against transports.
May - The squadron may fire all of their weapons, even at cruising speed. However, roll a D6 at the start of the Movement Phase. On a roll of 1 May's vehicle does nothing for the entire turn. The other vehicles in the squadron may abandon him although May will not be destroyed.
Black Stig: The Stig's vehicle may purchase Black Stig for +50 points. This grants him the ability to fire 1 extra weapon at each movement speed and 1 weapon while shaken. However, at the start of the turn, roll a D6. On a 1, Black Stig temporarily possesses White Stig. The vehicle must do a Powerslide or Ram this turn whilst moving flat out.
Star in a Reasonably Priced Transport:Any character that is 'Unique' (i.e. Special Characters in older codicies) may join the Stig's retinue and attempt to keep up with him.To represent this, add a transport with no options to the squadron for 20+ cost of model points. The Special Characer in question may fire out of the transport with their ranged weapons at their BS, but cannot use their Special Rules. The squadron can ignore Immobilised results (as so many Stars have lost wheels before), however must roll at the start of the game to see if it is a wet track. On a 5+, the squadron has it's maximum movement reduced by 6".
Have at it people.