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Last Stand


DK1

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So we have playing this type of game in our LGS and i have finally turned it from "understand" among our players to paper rules. Let me know what you think just based off paper, or play it and see what you think.

 

We used to have a structured set of waves but found if you take a GK libby, any Daemon MC and a Tau Suit the game was easily walked over. So the random list from each codex made it hard to get through wave 5, and a lot of fun. So far 4 of us have made it to wave 9...it was about 8,000pts and the LandRaiders washed us out. (8LRs and terms)

 

Anyway this is the rule set, any ideas to make it better are welcome. I know there are a lot of games like this out there and rules for them, but this seems to be the stupid fun way we have found and it be a "ready to play another" rule set we like, any way to improve is welcome.

 

Start transmission...

Last Stand

The fight of a few hardened heroes stuck in the middle of a battle ground trying to outlast the war of attrition from waves and waves of mindless enemies.

 

Hero rules:

Two kinds of heroes may be taken: (all Transports lose transport abilities)

1st, Any HQ or single model, may not take any escort of any kind. i.e. any HQ choice, MC or single model choices.

2nd, Any Sergeant and his squad, can only take the minimum allowed for the squad, i.e SM sergeant and 4 men, can take any armaments allowed in the codex for that squad.

 

Hero gains abilities:

Ignore ID from double strength.

Gains +2 wounds or a minimum of 4, whichever is higher.

 

Game rules:

Heroes gain a lost wound each wave, may not be taken higher then Wounds allowed. If in a squad the Sergeant gains a wound and gains back a lost member, again cannot be taken more or higher than the original count. Squads can only take back what was lost, cannot take different load outs. If the Sergeant is killed the whole squad is lost.

Fallen heroes may be revived by another hero by ending a wave turn within base to base contact, recovered with 1 Wound. If in a squad can only be revived, then the next turn may receive a lost member.

Heroes revive automatically if the wave is destroyed.

Wave Rules:

Each wave enters from the side of the table off a scatter dice rolled by lead player.

Roll for each player, highest is lead player, that codex is first to enter, each wave after lead play enters points from their codex. Each wave must be completely destroyed for the next wave to enter from the next player. Once a wave is destroyed players get one turn to regroup then wave enters on the next turn. Once each Player sends in a wave, the points for the wave cap builds according to players combined hero cost.

Point cap is each player hero entry combined, first game waves equal that from each codex. i.e. all heroes equal a total of 500pts, first wave of each codex is 500pts, then second game wave goes to 1,000pts, then next game wave goes to 1,500pts.

If a player cannot field the amount of points to cover, the next player can add to build the required amount.

Waves actions:

Each wave makes dummy moves, they always move the max distance toward the closest hero and fire all allowed weapons at that unit, units with heavy weapons (even blast) can snap shot and will fire. Unit will assault unless unit is a ranged unit (Tau Fire warrior, SM Dev team), Units can assault even if fired weapons that would cause a restriction. If unit contains a Character it will challenge if able, if player assaults unit in wave, wave unit will challenge and will put forth the highest point cost unit to fight.

Waves cannot contain HQ choices, but can be built of any other choice with upgrades.

Waves will fire with the purpose to inflict the max damage possible.

 

Hero bonuses:

Heroes that gain bonuses when assaulting or when within the squad receive so when attacking and any other unit within the assault, i.e. a hero is locked in combat and a Chaplin assault next turn, the hero locked in will benefit from the re-rolls to hit for that turn. Any global abilities (like BT Emperor Champ vows) also carry over to the rest of the heroes. Any cast abilities that can target friendly troops can be cast on other heroes.

Sacrifice, if a scatter weapon targets a friendly that is locked in CC, it will not scatter, and ignores all restrictions. If a weapon that would normally scatter full 2 D6 even if a hit is marked it will not. All friendly units under the blast will receive a 4+ cover save BEFORE any armor saves or FNP saves allowed. This is the round exploding within an assault and the Hero informed of it incoming. Any cover save modifiers can change this to less than 4+ but any weapon that ignores cover will not reduce this to less than 4+ in anyway. (Hero ducks the flame weapon)

Hero can fire and assault a different unit then the one fired at, or fire each weapon at a different unit if the unit can do so. (i.e terminator fires storm bolter at one and CML and another, then assaults a 3rd) If in a squad, each unit can fire at a different unit.

Blast weapons can target open ground if desired.

If a Model is within 12” of a model that gives off FNP, it may take that save after taking a wound.

 

End game

The game ends when the last hero dies and fails its first revive (i.e Justicar Thawn is last alive and falls, next player turn he rolls to stand back up due to his SR and fails) the game is over and the Waves have won.

End transmission...

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