Thursday, October 13, 2011

The Last Stand: Beta!

LAST STAND BETA RULES V 1.0


40k But Different: This is a game based on the 5th edition rulebook of Warhammer 40,000. As such, all the regular game rules apply, plus some additional rules such as "Special Moves" and "Special Points." Treat this like a special encounter which puts a few flavorful characters in a "No Win" scenario. Survive against wave after wave of deadly enemies, collect points to level up, grab phat lootz from terrifying bosses, and try to survive longer than your friends. But you're going to have to work together to survive. The game pits 2 sides against each other, on one side is the "heroes". They might be from a bunch of different races across the 40k universe but right now they work together.


A HUGE NOTE: It's assumed from here on out that you know that BOTH the bad guys and the good guys are controlled by the SAME PLAYERS. This might sound silly at first cause it sounds like 40k solitare but because the bad guys have rules that govern their behavior (much like a an AI) they need someone to move them about the board. If it really makes you feel better you can have someone "play" as the bad guys however they'll basically be wrangling the enemy models instead of controlling them.

Setting Up:

Before you start you'll need a 2'x2' table, or to section off this area from a regular table. This will be your Battle Zone, here your heroes will try to sell their lives as dearly as possible against the hordes of enemies. The terrain on this board can really be whatever you fancy. Maybe the center of the board the could have a ruined building or defensible position for the heroes to start on, or maybe not, it's really up to the people playing the game. It's probably NOT a good idea to have no terrain or fill the table completely. There's going to be lots of piles of enemies moving on and off the board the whole time and too much terrain will drag the game out, while no terrain will really make it seem a lot less epic and cool.

Forces: Each player controls one of the heroes, and the enemies are deployed and controlled by the players who control the heroes, but unlike the heroes who may move and act normally the enemies have strict rules for what they'll do and were they'll go, so it's just up to the players to adhere to these rules (discussed later) when controlling the enemies and to carry out a normal turn for them.

Deployment Zones: The heroes must deploy first within 6" of the center point of the table.
The enemies have 3 Deployment Zones which are 12" sections of the Battle Zone marked on the diagram. One is 6" from either of the corners of the board, and the other 2 are 12" from those corners on perpendicular board edges.



























First Turn: Since the enemies have no units the first turn goes to them, and they will immediately generate a New Wave and begin their turn.

Lines of Retreat: Enemies will flee toward the deployment zone they came on from, Heroes have nowhere to run to, so they cannot be made to flee.

Sequence of Play:
Since this scenario has many game mechanics that differ from a regular game of 40k, it's nesseccary to define a strict sequence of play so the players know when to do things that are different than the normal rules.
Starting The Game:
1- Set Up Board: Set up your 2'x2' Battle Zone terrain of your choosing.
2- Choose Heroes: Each player chooses a Hero, remember only 1 Hero of each kind may be selected, so in the case of 2 people wanting 1 Hero and they cannot come to an agreement on it simply roll-off for it.
3- Deploy Heroes: Heroes deploy in their deployment zone, they start the game with FULL wounds, Special Points and Limited Use items.
4- Enemies Take First Turn: Start the first turn as the Enemies, since they have no models on the board immediately generate a new wave.

Normal Turn Sequence:
A.Enemy Turn:
1- Wave Phase: If you've got no models left under the Enemy's control then immediately generate the next wave. Remember if the last wave said a special wave would arrive in the next turn, be sure to generate the special wave instead.
2- Enemy Turn: This is identical to a normal turn of 40k, go through moving, shooting and assault as normal. The players controlling the heroes should move the enemy models according to whatever restrictions the enemies have (covered later). Treat all living Enemy modes as a single force with one turn sequence.
B.Heroes Turn:
1- Recovery Phase: All Heroes who are not "Out of Action" gain back a number of Special Points equal to their +SP value. This can't take them over their starting amount.
2- Heroes Turn: The players take a regular turn according to the 40k Rules. Each player only controls the Hero they've selected but they all have the same moving, shooting, and assault phase.
3- Experience and Item Phase: If the Heroes have defeated an entire wave of enemies then they are awarded experience and items if either are listed on the Wave Profile. This takes place at the very end of the turn. The items and equipment are effective immediately.
4- Repeat steps A and B until the game ends.

Ending The Game: If all the Heroes are "out of action" then the game ends the heroes have lost.

Starting a New Game: If you feel like you'll have a better run next time you can start a new game fresh with different or the same Heroes. OR You can begin a new game using the same characters as they were when the previous game ended. This way you might get farther and farther with stronger heroes each time. The choice is yours.


Enemy Rules:
The enemies are controlled by the players who are also controlling the Heroes [editor's note: you've mentioned that], but they have a number of special rules that differ from regular units in a game of 40k.

Behavior Special Rules
The following new special rules apply to some enemy models, usually one or the other. These dictate how and where the enemies will attack.
Assault Behavior: Units with this behavior most move as fast as possible toward the closest visible hero model in the movement phase, in the shooting phase they will shoot at the closest visible hero model, and in the assault phase they will assault the closest hero model. These are obviously restricted by the normal exceptions, such as falling back or having to assault the enemy unit you shot in the previous shooting phase. This unit may not break these requirements except for the following exceptions:
- If the unit has Fleet of Foot they will ALWAYS Run toward the closest hero model instead of shooting.
If this unit is assaulted it will pile in and fight normally, if it wins assault it will consolidate toward the nearest hero model.

Ranged Behavior: This unit must move toward the nearest visible piece of terrain that will provide them with cover during the movement phase, unless they are already in cover, in which case they will remain stationary. In the shooting phase this unit must shoot the closest visible hero model with all of its available weapons. In the assault phase this unit must remain stationary. If this unit is assaulted it will pile in and fight normally, if it wins assault it will consolidate toward the nearest piece of cover.


Waves:
Enemies enter play in the form of Waves, this means multiple groups of enemies will move onto the table and attempting to swarm the heroes and kill them once and for all.

Send in the Next Wave!: At the begining of the game and other points in the game new Waves will enter the board. This is always done at the begining of the enemy turn and models moving on from the edge of the board may act normally (remember the behaviors for enemies).
If there are no enemy models left on the board during the Wave phase of the enemy turn then you must generate a new wave. Simply roll on the following table to see what kind of wave will enter.

Deployment Zones: When waves enter the battle zone they must enter from one of 3 deployment areas marked 1, 2, and 3. Simply roll a D3 for each enemy unit entering the game to see which Deployment area they move on from. If for some reason an enemy unit won't fit (because they are too close to enemies perhaps) then they must deploy in the next available deployment zone with space to fit them. If no deployment zones can fit the Unit then the may deploy anywhere within 6" of any Board Edge.

Wave Profiles: Each Wave listed on the Wave Chart have stats and equipment detailed in their wave profile, these will list any special weapons or characters that might be part of units as well as Experience or Items that the wave will give the heroes once they are defeated.

Wave Chart: Roll 2D6:
2: Ork Sluggaz
3: Ork Shootaz
4: Ork Mixed Mobz
5: Guard Blob
6: Guard Heavy Guns
7: Guard Elites
8: Ork Elites
9: Tactical Marines
10: Marine Elites
11: Nob Rush
12: Orgyn Mob

Wave Profiles:
Note: Each wave is based on a Warhammer 40,000 Codex. I won't go through the trouble of listing off their stats or equipment as they are listed in the Codex. This list will make note of Options and Characters the unit may have added. Any units which always have a character (like space marine srgt) will include those as well. This also means that each squad has whatever basic equipment the codex entry says they have.
Special Rules: ALL Special Rules listed in the Appropriate codex unit entry are REPLACED with the ones in the Wave Profile for each unit. Some of these special rules might be listed in the Codex the unit comes from so you'll need a copy of each codex to play. Borrow, beg, do whatever you have to do to 'catch 'em all'. Barring that, just re-roll any result that you don't have a codex available for. Many units will have new special rules listed as well which will be listed in each Wave Profile.
Number of Units/Models Per Unit: The Number of Units and Models in each unit depends on how many Heroes are being used in the game. So the More Heroes the more enemies they'll face. This is listed in Wave Profile in the following manner:
X+1 / 10 Orks
This would mean that X is the number of heroes and +1 Is the number of units so it would be the number of heroes +1. Then the /10 is how many models are in EACH unit. In this case, say you have 3 heroes. That means 3+1 (4, dummy) waves of 10 Orks each.
Wave Numbers: each wave is represented on the wave chart by a number (which was rolled on 2d6) these numbers come before the wave's name so it's easier to find the different waves.

Wave Profiles:
2: Ork Sluggaz Exp: 75
X+2 / 10 Ork Boyz
Options: All the ork boyz have sluggaz and choppaz. There is 1 Nob in each unit, he's equipped with Slugga and Choppa.
Special Rules: Mob Rule, Furious Charge, Assault Behavior,
Bum Rush: All units in this wave gain +1 Strength in any round they charge.


3: Ork Shootaz Exp: 75
X+2 / 10 Ork Boyz
Options: All boyz have shootas and choppas. There are 2 Big Shootas in each unit.
Special Rules: Mob Rule, Furious Charge, Ranged Behavior
We'z Got Da Loudest: The first time a unit in this wave fires it treats all its ranged weapons as twin linked.


4: Ork Mixed Mobz Exp: 75
X / 10 Ork Boyz with sluggaz and choppaz.
X / 10 Ork Boyz with shootaz and choppaz.
Options: There is 1 Nob in each unit of boyz with sluggas and choppaz, he's equipped with Slugga and Choppa.
There are 2 Big Shootaz in each unit of boyz with shootaz and choppaz.
Special Rules: Mob Rule, Furious Charge, Ranged Behavior (Shoota Boyz), Assault Behavior (Slugga Boyz).
Da Cunnin' Plan: All Slugga Boy units Gain Fleet, All Shoota Boy units gain Twin-Linked ranged weapons.

5: Guard Blob Exp. 75
X/ 20 Conscripts
Special Rules: Assault Behavior.
Chip Damage: The conscript squads in this wave may re-roll failed to wound rolls in close combat.

6: Guard Heavy Guns Exp. 75
X / 10 Guard Infantry
X / 6 Guard Heavy Weapons Squads
Options: Guardsmen are led by Sergeants with Laspistols and Chainswords.
Heavy Weapon Squads have 3 Heavy Bolters in each.
Special Rules: Ranged Behavior (For All).
Get Into Position: All Units in this wave gain Relentless until the end of their first turn.

7: Guard Elites Exp. 75
X+3 / 5 Storm Troopers
Options: Each storm trooper squad is lead by a Sergeant with a Hot-Shot Laspistol and a Power Weapon.
Special Rules: Stealth, Fearless, Ranged Behavior, Move Through Cover, Counter Charge.
Arial Insertion: One of the units in this wave must deploy via deep strike, they will choose the center of the board as their deep strike location and then scatter and deploy as normal.
Specialist Gear: This wave drops one item, roll after it's defeated.

8: Ork Elites Exp. 75
X+2 / 5 Nobs
Options: 1 Nob in each squad is equipped with an Uge Choppa, one nob carries a
Waaaagh banna.
Special Rules: Mob Rule, Furious Charge, Assault Behavior, Feel No Pain.
Best Loot: This wave drops one item, roll after it's defeated.

9: Tactical Space Marines Exp. 75
X+1 / 10 Space Marines
Options: Sergeants have Bolt Pistol and Chainsword. Each unit has 1 Flamer
Special Rules: Stubborn, Ranged Behavior
Deadly Precision: All Models in this wave have rending on their ranged attacks.


10: Space Marines Elites Exp. 100
X+1 / 1 Space Marine Captains Squad
Options: Each has A Bolt Pistol and Chainsword.
Special Rules: Stubborn, Assault Behavior
Chapters Armory: This wave drops an item. Roll after it's defeated.
Bodyguards: The next wave is a boss wave.


11: MegaNob Rush Exp. 100
X+2/ 3 Mega Nob Squads
Options: All the mega nobs have twin-linked shootaz.
Special Rules: Stubborn, Furious Charge, Feel No Pain, Assault Behavior
You'z gonna be a lot flatta!: All the units in this wave count as being jump infantry for the first turn they are on the board, they don't have to roll for difficult terrain for this turn because of their mega armor.
Da boss 'll tune you lot up!: The next wave is a boss wave.
All the good stuff: This wave drops an item, roll for it after it's defeated.

12: Ogryns Exp. 100
X / 5 Ogryn Squads
Options: Each ogryn squad is joined by 1 Commissar from the Infantry Platoon entry.
The Commissar is armed with a Laspistol and Chainsword.
Special Rules: Stubborn, Assault Behavior
Signum Imperialis: This wave drops an item. Roll for one after it's defeated.
You'll neva 'urt the Clonel: The next wave is a boss wave.

Boss Waves!
As the name implies these waves are made up of Bosses and their personal bodyguards or best lads. These waves are much more dangerous than other waves, but they don't come around so often.
I'm comming for you!: Boss waves aren't generated as a New Wave unless the previous wave indicated that the next wave would be a Boss Wave.
Boss Wave Chart: These are pretty much the same as other Wave Chart but it only has Bosses on it.
Boss Wave Profiles: These are also the same as the Wave Profiles but they will have more variety of units as well as more special rules, but that also means bosses drop better loot and give better Exp.

Boss Wave Chart: roll D6 (There will be way more of these soon)
1-3: Boss Kickface
2-6: Commissar Brusselic

Boss Wave Profiles:


Boss Wave: Boss Kickface Exp. 200
X+2 / 10 Slugga Boyz
1 / 5 Nob Squad
1 Ork Warboss (Kickface)
Options: The Slugga boyz have 1 Nob with a slugga and a choppa in each unit.
All the nobs in the nob squad have Heavy Armor, Uge Choppas, and Sluggas, the unit is also joined by a Painboy which gives the squad and Kickface Feel No Pain.
Warboss Kickface is equipped with A Uge Choppa, Heavy Armor, a Cybork Body and an Attack Squig.
Special Rules: Mob Rule (Sluggas) Stubborn (Nobs and Kickface), Furious Charge, Fleet, Assault Behavior.
My Best Ladz!: Kick Face will always be deployed with the Nobz in this wave. All the Slugga Boyz in this wave have strength 4 instead of strength 3.
'ave Some!: any time an opponent misses Kickface in close combat the enemy suffers one strength 5 hit, normal armor saves apply.
You Cheated!: This wave drops 2 items, roll for them once they are defeated.


Boss Wave: Commissar Bruccelic Exp. 200
X /10 Penal Legion
1/ 5 Storm Trooper Squad
1/1 Lord Commissar (Bruccelic)
Options: The Penal Legion have laspistols and chainswords. The Penal Custodian has a shotgun.
Stormtrooper Squads have 4 Plasma Guns each.
Lord Commissar Bruccelic has a Power Weapon, Carapace Armor, Rosarius
Special Rules: Stubborn, Feel No Pain (Penal Legion) Eternal Warrior (Bruccelic) Assault Behavior (Penal Legion) Ranged Behavior (Storm Troopers and Bruccelic)
Keep a Sharp Eye on These Cutthroats: Bruccelic is deployed in the Storm Trooper squad.
This is Your Last Chance!: All Penal Legion Squads have all 3 Bonuses listed under the Desperadoes rule in their codex entry.
Parry: Bruccelic has a 3+ invulnerable in close combat.
You'll Never Take Me Alive!: When this wave is defeated it drops 2 items.

Items:
Items are dropped by bosses and might offer a new deadly new ability, better stats, or be able to bolster the strength of your allies... or all of the above. Whatever the case items are valuable assets to the heroes survival.
Dropping Items: Items are "dropped" by bosses and some other types of waves or other events. Whatever the source when an item is dropped roll on the item chart to see what it is. The items are then distributed to the heroes. Most items will be only usable by specific heroes so they should obviously be given to those heroes, while other items might be generic and could be used by any hero. In the later case it's best for the group to decide who would benefit the group most by having the item. If it still can't be decided then each player who wants the item can roll-off to see who receives it. Since items drop at the very end of the heroes turn they are immediately effective.
Since all the characters aren't always played it's sometimes possible to get an item that none of the current heroes can use, simply re-roll until you get an item that's usable for one of the heroes.
Item Profiles: Each item's effects abilities, number of uses, and uniqueness will be listed in it's profile. Generic Items can be taken by multiple heroes, but all items can only be taken once per hero.

Item Chart: Roll a D20:
1- Medi-Pack 11- Justice Akimbo
2- Sacred Standard 12- Demolition Charge
3- Frezon 13- Grenadier's Belt
4- Dark Crystal Saber 14- Star Splitter
5- Chruigeon's Tools 15- Double Heat Hawks
6- Kyrxktx Bound 16- Master Crafted Hammers
7- Double Fisted Might 17- Refractor Field
8- Holo-Field 18- Brazen Icon
9- Liber Maziounus 19- Locator Beacon
10- Blood Axe Gear 20- St. Patsy's Magic Bullet

Item Profiles:

1- Medi-Pack: Any Hero, Limited Use: 3 per game, Generic: This item can be used at the beginning of any heroes, when used it restores 5 Wounds to all Hero models within 8"

2- Sacred Standard: Any Hero: All hero models within 12" gain +1 Attack and +1 Weapon Skill

3- Frezon: Any Hero: Generic, 3 Uses per game: This item can be used in any heroes assault phase, when used the hero using Frenzon gains a 12" Charge range, +D6 attacks, and +1 Strength and +1 Toughness.

4- Dark Crystal Saber: Librarian Only, 1 Handed Weapon, replaces current Force Weapon:
Power Weapon, Gains: +2 Attacks, +1 Strength, and Soul Render special move.
Soul Render: 30 SP: Assault Phase: After causing unsaved wounds this weapon causes instant
death to any models who suffered unsaved wounds from the Librarian this turn.

5- Chruigeon's Tools: Any Hero: This Item gives any hero within 12" of the bearer Feel No Pain.

6- Kyrxktx Bound: Chaos Champion Only: Weapon, replaces Melee Weapon, Power Weapon/
Gains +D6 Attacks in Close Combat (Roll each round), Strength in Close Combat becomes D6
(Roll every round), and Reality Rend.
Reality Rend: 30 SP: Shooting Phase: Target enemy unit within 18" of the Champion, all
the models in that unit must pass a strength test or be destroyed with no saves of any kind.
For each model killed in this fashion a Demon model is placed within 6" of the Champion.
The demons are controlled by the Champion's player, and are their own unit that no heroes
may ever join, they have the following profile:
Ws Bs S T W I A Sv
Demon 5 2 4 4 3 4 2 5++
Wargear: x2 Close combat weapons
Special Rules: Fearless, Furious charge

7- Double Fisted Might
8- Holo-Field
9- Liber Maziounus
10- Blood Axe Gear



Obviously it's great if you have every codex and 50 or so models from every army. If you don't feel free to sub in other models, as long as you have a few different kinds to keep the models separate when waves have more than one model type.


This is still a work in progress, and we'll have more rules, heroes, and bosses up as soon as we can. For now, get out there and crack some skulls! And let us know how your games of Last Stand go in the comments below.

4 comments:

  1. Good job, will definitely be trying this out. I'm soo gonna play this once it's all done up. Can I suggest harder units every wave? Or have I missed it in the post somewhere. Seeing as Level 10 Heroes probably don't want to waste their titanic might on 40 Slugga Boyz :/

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  2. Well there won't be "stronger" units every wave but since some waves trigger bosses and there will plenty more bosses and harder waves I think it should be ok. If it proves too hard or too easy for the heroes then we'll tweak it. Perhaps the number of models in the units will be based on their levels.

    ReplyDelete
  3. Would you mind if I nipped some of your core rules? I plan on making a couple of changes, but not exactly the same.

    ReplyDelete
  4. Well the core rules are just the 5th edition 40k rules. I would be fine for you to be "inspired" by this project. As long as i don't see a copypasta of all this somewhere I didn't put it up.

    ReplyDelete