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The Last Stand


Da Doom Guy

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Last Stand Ruleset:

 

Special Characters from ANY race is not allowed(but you can use them to represent other things, like Thraka can represent a Warboss, but he does not get the Mega Armor or his weapons, need clarification? email me at: insanegraydoctor at yahoo dot com spam is not welcome.

 

Not all Races are present as I only have so many codices, when i look into other codices I'll put them up here, but as it stands, if you get the general idea behind what I'm doing, your race is done.

 

Most weapons do not have AP values I do this for simplification, so you don't get eaten alive in round one, you do however have an option to upgrade your weapons with AP rounds with points(explained later), but that also gives enemy forces AP rounds, so be careful.

 

Melee weapons are reliant on attacks in characters profile, Ranged weapons generally have a number next to their name.

 

Players: 2-4

 

Rules List

1: Races

2: Special abilities

3: Armoury

4: Weapons strength and weakness's

5: Weapon rules

6: Points

7: Body enhancements/Equipment

8: Waves and Enemies

9: Turn rules(important)

 

1: Races

 

Daemonhunters:

What units can be used by player:

Veteran Stormtrooper(Armaments: Carapace Armor, Hellpistol, Power Sword)

 

Imperial Space Marines:

What units can be used by player:

Sergeant(Armaments: Carapace Armor, Bolt Pistol, Chainsword)

 

(Revised from Power Armor)

 

2: Special Abilities

 

Special Abilities will be worked on when I put more races up.

 

3: Armoury

 

Space Marine:

Carapace Armor(4+ Armor Save) (free)

Power Armor(3+ armor save) (15 points)

Terminator Armor(2+ armor /5+ invuln saves) (40 points)

Artificer Armor(2+ armor save)

 

Daemonhunter:

Carapace Armor(4+ armor save) (free)

Power Armor(3+ armor save) (19 points)

Terminator Armor(2+ armor /5+ invuln saves) (40 points)

Artificer Armor(2+ armor save) (35 points)

 

4: Weapons strength and weakness's

 

Daemonhunter:

Laspistol(2): Range 12, Strength 3 (free)

Lasgun(3): Range 24, Strength 3 (10 points)

Hellgun(4): Range 24, Strength 4, AP 4 (15 points)

HellPistol(2): Range 12, Strength 4, AP 4 (12 points)

Shotgun(2): Range 12, Strength 4 special: spread (8 points)

Plasma Gun(2): Range 24, Strength 6, AP 2 (18 points)

Plasma Pistol(1): Range 12, Strength 6, AP 2 (17 points)

Power Sword: Range B2B Special: ignores armor (free)

Power Fist: Range B2B Special: doubles strength and ignores armor (16 points)

Thunder Hammer: Range B2B Special: doubles strength and ignores/smashes armor (19 points)

Lightning Talon: Range B2B Special: ignores armor and increased strength (13 points)

Bolter (4 points)

Bolt Pistol (2 points)

Assault Cannon(20) (requires Terminator Armor) (25 points)

Heavy Bolter(6) Str:5 (20 points)

Plasma Cannon Str:7 (26 points)

Heavy Flamer Str: 5 (requires Terminator Armor) (15 points)

 

Imperial Space Marine:

Bolter(3): Range 24, Strength 4 (4 points)

Bolt Pistol(2): Range 12, Strength 4 (free)

Storm Bolter(4): Range 24, Strength 4 (7 points)

Meltagun(1): Range 12, Strength 8, AP 1 (20 points)

Power Sword: Range B2B Special: ignores armor (5 points)

Power Fist: Range B2B Special: doubles strength and ignores armor (16 points)

Thunder Hammer: Range B2B Special: doubles strength and ignores/smashes armor (19 points)

Lightning Talon: Range B2B Special: ignores armor and increased strength (13 points)

Assault Cannon(requires Terminator Armor) (25 points)

Heavy Bolter (20 points)

Plasma Cannon (26 points)

Heavy Flamer(requires Terminator Armor) (15 points)

Flamer (6 points)

Assault Cannon(20) (requires Terminator Armor) (25 points)

Heavy Bolter(6) Str:5 (20 points)

Plasma Cannon Str:7 (26 points)

Heavy Flamer Str: 5 (requires Terminator Armor) (15 points)

 

Weapons usable by all:

Chainsword: Range B2B Special: increased strength (3 points) (free for SM/IG Sergeants)

 

Weapon Specials:

Flamer and Heavy Flamer hit with Flamer Template

Plasma Cannon uses Small Blast Template

Minigun(Applies to Assault Cannon) gets 20 shots but wounds on 6+

 

ALL Plasma Weapons are now strength 7.

 

For Cybernetics, stats can only be maximum of 10.

 

5: Weapon Rules:

 

Spread: Spread can hit 4 models at a time

ignores/smashes armor: ignores armor saves/can destroy vehicles

doubles strength: doubles characters strength when worn

increased strength: increases strength by 1

ignores cover: ignores cover saves

ignores invuln: ignores invulnerable saves

Range B2B: Base 2 Base

twinlinked: rerolls missed shots

heavy: cannot shoot if unit had moved

grenade: grenades can either be Frag or flash, Frag's can kill, Flash cause enemy initiative to go down to 1

 

6: Points

 

Points are the ingame currency, it is how you upgrade your chosen champion, you get points by completing rounds and killing enemies, on some weapons you can purchase Ap rounds, but be warned, when you purchase this ability for that weapon, all enemies also get that special ammo.

 

Completing a round is worth 5 points(revised from 2), killing an enemy is worth 3 points(revised from 0.20) these points can be spent on either weapons, armor, equipment or enhancements.

 

7: Body enhancements/Equipment

Daemonhunter

Frag Grenade: Strength 3, Range 6, special: grenade (2 points)

Krak Grenade: Strength 4, Range 6, special: grenade (3 points)

Cybernetics: increases a stat by 1+ point(10 maximum per stat) (9 points, can be continually be purchased)

Melta Bomb: Strength 5, Range 6, special: grenade (4 points)

Beacon: calls in one Dreadnought, can only be used per round, but cannot be reused until current Dreadnought is dead (23 points)

Space Marine

Frag Grenade: Strength 3, Range 6, special: grenade (2 points)

Cybernetics: increases a stat by 1+ point(10 maximum per stat) (9 points, can be continually be purchased)

Krak Grenade: Strength 4, Range 6, special: grenade (3 points)

Melta Bomb: Strength 5, Range 6, special: grenade (4 points)

Beacon: calls in one Dreadnought, (50 points) see Codex for Dreadnought cost(MUST be purchased after Beacon)

 

8: Waves and Enemies

 

Enemies come in squads with their own kin, holding a variety of weapons, unless mentioned, their weapons count as their regular profile with no AP value.

 

waves consist of 5 enemies, each wave produces 5 more troops, you have 3 waves in the first round, every other round adds one more wave,

 

waves come in around every 2 turns, though rounds prevent you from becoming overwhelmed until later rounds.

 

when you reach round 20, it is a boss fight, it is said a God awaits to face the mightiest warrior, will you defeat him?

9: Turn rules(important)

 

Players ALWAYS fire first, it was set up this way so you won't get eaten by massed firepower, example:

 

Player 1 chose a Marine Sergeant, player 2 chose an Ork Nob, they both move at the same time, now, 1 wave comes in, if the wave is within 12 inches both the player controlled models fire first, after they fire and all shots/wounds are resolved the wave fires back.

 

You can shoot through your friends, missing will result in you hitting your friend, hitting will result in you hitting your target, example, an Ork Nob fires into a crows of Imperial Guardsmen, his friend is a Space Marine, he hits with one shot and misses with the other, his miss, makes his friend take an armor save, his hit makes an enemy make an armor save.

 

If you get "killed" place your model on his side, all it takes is a friendly model next to your model to get him back up (friendly model must roll 2+) (revised from 1 turn)you only die if everyone dies.

 

As a note, MOST weapons, do not work with Terminator armor(though Storm Bolters, Assault Cannon's and Heavy Flamer's work with it)

 

Honor Guards:

 

Champions may now purchase honor Guards, their equipment is the same as yours you may choose to upgrade them as you go however(using your points to buy them equipment)

 

Space Marine Scout Sergeant may recruit the following

Scout(see Codex for points cost)

 

Daemonhunter Sergeant may recruit the following

Stormtrooper(see Codex for points cost)

 

You may only have 2 Honor Guard at a time however.

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I've stripped out everything that doesn't apply to one of the armies covered here at the B&C. If you'd like that stuff to be available to our members, please post a link to where it can be seen.

 

 

I wonder why we're still allowed to talk about Necrons, or Tyranids or such Aliens and such in the Apocalypse forum then?... don't make any sense to me, this is a game mode for 40K afterall... but whatever...

 

 

To all: since I apparently cannot post up anything Alien related please visit this link, it will show you what cannot be shown here(for some odd reason...)

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