Post by killercroc on Jun 8, 2014 17:26:08 GMT
So this Saturday some friends and I decided to play a little different game from standard Warhammer, basically it was Last Stand but with Genestealers instead of rotating enemies. It went really well so I thought I'd share it with everyone and see what they think, maybe try it out yourselves, it was fun for just an end game to our day. So here are the rules:
Game has unlimited turns, but they need to be kept track of. Genestealers always get first turn.
Board:
Game is played on a 4' x 4' table with normal terrain set up.
Genestealer rules and deployment:
Place suitable Icons for the Genestealer spawn points in each corner and label them 1-4. At the beginning of each round Genestealers will be spawned. Roll a D4 and at the number rolled D6 Genestealers will spawn from that marker, if when spawning multiple units of Genestealers the same number is rolled on a D4 as marker that has already spawned Genestealers this turn, re-roll until an unused marker is rolled. Genestealers are placed within 6" of the marker and count as disembarking from a vehicle, they cannot assault first turn but can Run like normal. Genestealers will always move straight for the closet character even if it means going through terrain, and try to assault if able. If the Genestealers cannot complete an assault in its turn they instead will run, if a 1-2 is rolled re-roll the run distance. Genestealers will never fall back but are not fearless. Genestealers do not have any biomorphs.
Spawn rate:
Turn 1-3 spawns 2 units of Genestealers.
Turn 4-6 spawns 3 units of Genestealers.
Turn 7-9 Spawns 4 units of Genestealers.
Turn 10-12 spawns 4 units of Genestealers with +1 on the D6 for spawn amount.
Turn 13-15 spawns 4 units of Genestealers with +2 on the D6 for spawn amount.
Turn 16-18 spawns 4 units of Genestealers with +3 on the D6 for spawn amount.
Turn 19-21 spawns 4 units of Genestealers with +4 on the D6 for spawn amount.
Turn 22-24 spawns 4 units of Genestealers with +5 on the D6 for spawn amount.
Turn 25-27 spawns 4 units of Genestealers with +6 on the D6 for spawn amount.
Etc.
Etc.
Boss round:
Every 5 rounds a Broodlord will spawn following the normal spawn rules, however he can spawn at the same location as another unit of Genestealers, but he is treated as a separate unit. The Broodlord has the Scything talons weapon biomorph.
Player rules:
Unlike normal Warhammer each player does not get an army, they instead get a single HQ choice. The HQ taken can have any legal upgrades it wants, there is no point limit, although there are restrictions. The Character cannot have 4 or more wounds, cannot have an invulnerable save better than a 3+, and if any ability used later in game would increase an invulnerable save past 3+ it stops there. Characters cannot take vehicles as dedicated transports or as an upgrade. If the unit consists of the Character plus additional models (Imperial guard command squad for example) the whole unit is taken as normal, and all extra models can still have upgrades without a point cap, but still must follow normal rules for what
equipment is taken. All characters are treated as friendly and any abilities from wargear, special rules, psychic powers can target them. Characters may shoot and assault separate targets.
Character order is determined by initiative. The model with the highest initiative goes first, if there are any ties roll off. If any abilities would later increase initiative later in game they affect the character order. Each character has their own player turn, therefore will move shoot and assault like normal during their initiative step, and the next character will not start until the previous one is finished. For example: Player 1 has a chaos lord, that lord will move, shoot, and assault like normal. Once Player 1 has finished player 2 will then go, moving, shooting, and assaulting. After all characters have taken a turn the game turn is over and the next one begins.
Score and game end:
Players will keep track of score for kills, each Genestealer killed is worth 1 victory point, if the Broodlord is slain it is worth 3 victory points. The game ends when either one character is left, or they are all killed. The player with the most victory points wins.
Additional rules:
For added fun classes are chosen by the characters at the beginning of the game, of the following classes no two characters can have the same class.
Sniper- Gets +2 BS and gains the Sniper special rule
Pyro- Gains the Soul blaze and Ignores cover special rules on all weapons
Scout- Gains the Fleet and Hit and run special rules, also gets +3" to run roll and +1 Initiative.
Soldier- Gains the Preferred enemy special rule.
Medic- Gains the Feel no pain special rule and grants it to 1 friendly character within 6", target friendly character also gains the It will not die special rule. Every 3 rounds the Medic may Uber charge the target character, that target cannot be wounded until the beginning of the next Medic turn.
Heavy- Gains the Relentless and Extremely bulky special rules.
Demo man- During the shooting phase the Demo man can make an extra shot in addition to his normal weapons. The shot is S4 ap5, 12" small blast with the Ignore cover special rule.
Spy- Gains the Fleshbane special rule in combat. At the beginning of the Spy's movement phase he may chose to disguise himself as a Genestealer, while disguised as a Genestealer he will be ignored by enemy units. If the Spy shoots or charges into combat the disguise has ended. May not be used while in combat.
Engineer- May place Sentry turret, Teleport pad, or Dispenser anywhere within 3" at the end of his movement phase, if a new one is not placed than whatever was placed in the previous round stays in play. The following rules are used:
Sentry turret- Weapon emplacement w/ Heavy bolter. Treated as BS 3 and will always shoot the closest enemy unit. Shooting takes place the same turn as the Engineers shooting phase.
Teleport pad- Any friendly character that ends their movement phase on the Teleport pad is redeployed anywhere else on the board following the Deepstrike rules.
Dispenser- Any character within 3" of the dispenser re-rolls to hit of 1's during the shooting phase. In addition and weapons that are 1 use only are restored.
So... well that's the game we made, let me know what you think! Anything you'd change or fix? Please let me know if you play and injoy it
P.S.
My group made it to round 10 before we lost. Our team was a Necron lord as the Pyro, Eldrad as a Medic, Chaos lord as Soldier, and a Tyranid prime as the Demo man. Necron lord got 9 kills, Eldrad got 24 kills, Chaos lord got 15 kills, Tyranid prime got 25 kills.
Game has unlimited turns, but they need to be kept track of. Genestealers always get first turn.
Board:
Game is played on a 4' x 4' table with normal terrain set up.
Genestealer rules and deployment:
Place suitable Icons for the Genestealer spawn points in each corner and label them 1-4. At the beginning of each round Genestealers will be spawned. Roll a D4 and at the number rolled D6 Genestealers will spawn from that marker, if when spawning multiple units of Genestealers the same number is rolled on a D4 as marker that has already spawned Genestealers this turn, re-roll until an unused marker is rolled. Genestealers are placed within 6" of the marker and count as disembarking from a vehicle, they cannot assault first turn but can Run like normal. Genestealers will always move straight for the closet character even if it means going through terrain, and try to assault if able. If the Genestealers cannot complete an assault in its turn they instead will run, if a 1-2 is rolled re-roll the run distance. Genestealers will never fall back but are not fearless. Genestealers do not have any biomorphs.
Spawn rate:
Turn 1-3 spawns 2 units of Genestealers.
Turn 4-6 spawns 3 units of Genestealers.
Turn 7-9 Spawns 4 units of Genestealers.
Turn 10-12 spawns 4 units of Genestealers with +1 on the D6 for spawn amount.
Turn 13-15 spawns 4 units of Genestealers with +2 on the D6 for spawn amount.
Turn 16-18 spawns 4 units of Genestealers with +3 on the D6 for spawn amount.
Turn 19-21 spawns 4 units of Genestealers with +4 on the D6 for spawn amount.
Turn 22-24 spawns 4 units of Genestealers with +5 on the D6 for spawn amount.
Turn 25-27 spawns 4 units of Genestealers with +6 on the D6 for spawn amount.
Etc.
Etc.
Boss round:
Every 5 rounds a Broodlord will spawn following the normal spawn rules, however he can spawn at the same location as another unit of Genestealers, but he is treated as a separate unit. The Broodlord has the Scything talons weapon biomorph.
Player rules:
Unlike normal Warhammer each player does not get an army, they instead get a single HQ choice. The HQ taken can have any legal upgrades it wants, there is no point limit, although there are restrictions. The Character cannot have 4 or more wounds, cannot have an invulnerable save better than a 3+, and if any ability used later in game would increase an invulnerable save past 3+ it stops there. Characters cannot take vehicles as dedicated transports or as an upgrade. If the unit consists of the Character plus additional models (Imperial guard command squad for example) the whole unit is taken as normal, and all extra models can still have upgrades without a point cap, but still must follow normal rules for what
equipment is taken. All characters are treated as friendly and any abilities from wargear, special rules, psychic powers can target them. Characters may shoot and assault separate targets.
Character order is determined by initiative. The model with the highest initiative goes first, if there are any ties roll off. If any abilities would later increase initiative later in game they affect the character order. Each character has their own player turn, therefore will move shoot and assault like normal during their initiative step, and the next character will not start until the previous one is finished. For example: Player 1 has a chaos lord, that lord will move, shoot, and assault like normal. Once Player 1 has finished player 2 will then go, moving, shooting, and assaulting. After all characters have taken a turn the game turn is over and the next one begins.
Score and game end:
Players will keep track of score for kills, each Genestealer killed is worth 1 victory point, if the Broodlord is slain it is worth 3 victory points. The game ends when either one character is left, or they are all killed. The player with the most victory points wins.
Additional rules:
For added fun classes are chosen by the characters at the beginning of the game, of the following classes no two characters can have the same class.
Sniper- Gets +2 BS and gains the Sniper special rule
Pyro- Gains the Soul blaze and Ignores cover special rules on all weapons
Scout- Gains the Fleet and Hit and run special rules, also gets +3" to run roll and +1 Initiative.
Soldier- Gains the Preferred enemy special rule.
Medic- Gains the Feel no pain special rule and grants it to 1 friendly character within 6", target friendly character also gains the It will not die special rule. Every 3 rounds the Medic may Uber charge the target character, that target cannot be wounded until the beginning of the next Medic turn.
Heavy- Gains the Relentless and Extremely bulky special rules.
Demo man- During the shooting phase the Demo man can make an extra shot in addition to his normal weapons. The shot is S4 ap5, 12" small blast with the Ignore cover special rule.
Spy- Gains the Fleshbane special rule in combat. At the beginning of the Spy's movement phase he may chose to disguise himself as a Genestealer, while disguised as a Genestealer he will be ignored by enemy units. If the Spy shoots or charges into combat the disguise has ended. May not be used while in combat.
Engineer- May place Sentry turret, Teleport pad, or Dispenser anywhere within 3" at the end of his movement phase, if a new one is not placed than whatever was placed in the previous round stays in play. The following rules are used:
Sentry turret- Weapon emplacement w/ Heavy bolter. Treated as BS 3 and will always shoot the closest enemy unit. Shooting takes place the same turn as the Engineers shooting phase.
Teleport pad- Any friendly character that ends their movement phase on the Teleport pad is redeployed anywhere else on the board following the Deepstrike rules.
Dispenser- Any character within 3" of the dispenser re-rolls to hit of 1's during the shooting phase. In addition and weapons that are 1 use only are restored.
So... well that's the game we made, let me know what you think! Anything you'd change or fix? Please let me know if you play and injoy it
P.S.
My group made it to round 10 before we lost. Our team was a Necron lord as the Pyro, Eldrad as a Medic, Chaos lord as Soldier, and a Tyranid prime as the Demo man. Necron lord got 9 kills, Eldrad got 24 kills, Chaos lord got 15 kills, Tyranid prime got 25 kills.