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Made in us
Dakka Veteran







I made another B-movie scenario. Those who have read my thread on zombie scenarios they might see some similarity in the layout of this game and that of my 2 zombie missions.

My zombie scenarios and battle reports:
http://www.dakkadakka.com/dakkaforum/posts/list/239408.page

I made this mission with the desire to touch upon the B-movies like the original Assault on Precinct 13, Children of the Corn and the other B-movies involving crazed cultist/gang members. The movie where a group of people are besieged by lunatics, cultist, or drug addled criminals. I might make a running B-Movie theme and try to make a few more missions with daemons (evil dead) and a predator like monster hunting a kill team (alien, jaws, etc).

Invasion of the Crazed Mobs:

Scenario Background: A small force is besieged by a swarm of unbalanced individuals. The protagonist has to take shelter in a fortified building and defend against the hordes of lunatics storming their location.

Armies: 50 crazies in 5 squads of 10 plus extras verse 400 points of squads which may include a low level IC (total points must by under 75 points) held up in a barn, house, temple, or other fortified location. Squads may use less models then allowed in their codex. An independent character from a codex can be reduced - see below.

Reduced Characters: Some armies do not possess the flexibility to field independent characters below 75 points. In consideration for those armies the option of fielding a reduce character is available. Independent characters can offer to take one point off their weapon skill, ballistic skill, wounds, and attacks in order to drop their base cost by 50%. Example a reduced Space Marine Captain would have the following stats and base point cost:

WS 5 BS 4 S 4 T 4 W 2 I 5 A 2 Ld 10 Armor 3+/4++ cost 50 points.

The character would still pay for weapons and upgrades in the typical manner.

Crazies: WS 3 BS 3 S 3 T 3 W 1 I 3 A 1 Ld 7 Armor 6+
Stubborn, mob weapons

Mob weapons: this is a mixed assortment of weapons that the crazies use. Models with mob weapons count as possessing a close combat weapon and a laspistol.

Game Play: The crazies come in waves in which would be represented as 3 games/assaults that end on turn 5, results from previous games carry through to the next game/assault- see Casualties. When the first and second game ends it is assumed that the good guys rally and finish off the remaining crazies in dramatic movie fashion. The last game is played to completion. The crazies’ numbers are replenished after each game. Deploy all of the crazy units first followed by the defender - protagonist always gets the first turn.

Table: Table should be approximately 4’ by 4’ if not a little larger. Center the fort on the table and place a tower to one side and a jeep on another side of the table. Scatter terrain throughout the table. Crazies are placed emerging from the table edges. The player controlling the crazies should attempt to have his units coming in from all directions. Place Mad Eye in his tower. Once the crazy player has placed all his models the defender then gets to place his forces.

Fort: The defenders are held up in a fortified location that provides a 3+ cover save to the models inside who are shielded by a wall or door. The fort should be approximately 12” by 12”. Each side has a door, consider the walls to be impervious to the crazies. Models standing within 2 inches of a wall are assumed to be making use of windows or fire holes when firing upon the crazies even if such features does not exist on the fort, the crazies are assume to be firing through the same openings at the team. Within the fort mark an addition door on the floor, this door leads to the basement. In the event that the door is broken by an unit, place the crazies on top of the door marker. They are not destroyed if they deployed within one inch of the protagonist’s models simply move the player’s models to make room for the crazies. All defenders flee towards the fort if broken. They will stay at the center of the fort cowering until they regain their nerve or are assaulted and removed by the crazies.

Doors: The doors have an armor value of 9. The crazies must break down the doors to access the people within. Each wall of the fort has one door that crazies must break in order to enter. Any glancing or penetrating hit destroys the door. Doors that are broken in one assault remain broken in the next assaults.

CASUALTIES: Squad models “killed” during game play are not necessarily dead. Models killed in a previous assault roll a D6. Multi wound characters regain their lost wounds as they have time to patch themselves up between assaults.

1-3 Dead – model is removed from further games
4-6 Alive and well - The model completely recovers and is able to fight.

JEEP: A civilian vehicle converted by the crazies to engage in mayhem, it has a heavy studder mounted on its frame. It has a transport capacity of 12 but one model must be designated the driver, and one model can be designated a gunner for the heavy studder.
Heavy Studder: Range 24 strength 4 AP6 Heavy 3

9/9/9 transport (12), fast, open – topped

The jeep starts the game stationed near a table edge. The vehicle can be used by either player. When the jeep is unoccupied it can be boarded by either party and used as their own until they vacate the jeep, in which case it is up for grabs again.

If the jeep did not or could not move the crew can be assault instead of the vehicle, combat on the Jeep is worked out as if jeep was cover. If the jeep is destroyed the crew is not immediately killed if they can’t safely disembark from the vehicle. Instead leave the models on the wreck and have them fight their way free. When firing at the jeep the passengers can be targeted instead of the vehicle itself in which case it provides a 4+ cover save to those onboard.

Run down: Crazies don’t know to get out of the jeep’s way when it comes baring down on them, and in fact they tend to run into the vehicle. When the vehicle moves through a crazy unit move the crazies to the side to free a path for the vehicle. The driver gets to decide if he is attempting to avoid the crazies or plow down as many as he can. When the vehicle is driven by the crazies the protagonist use the normal rules for tank shock.

Evades: D6 crazies are hit by the vehicle, they take a strength 5 power weapon hit.
Plows: 2D6 crazies are hit by the vehicle, they take a strength 5 power weapon hit.

Every model hit inflicts a strength 3 hit on the vehicle, making the procedure of running down crazies dangerous for the jeep and crew.

Addition Forces:

The Leader: This individual is the alpha dog in the pack of lunatics. He arrives on the third assault play him solo or have him use one of the mobs of crazies as a retinue.
The Leader: WS 4 BS 4 S 3 T 3 W 3 I 4 A 3 Ld 10 Armor 4+
Fearless, feel no pain, furious charge
Power weapon and bolt pistol

The leader may start the game joined to a unit of crazies which will than become his retinue. The unit will then benefit from fearless, feel no pain, and furious charge as long as leader is alive.

Mad Eye: One of the crazies has a sniper rifle and stationed himself on the tower. The tower gives him a 4+ cover save. He is an independent character who may not join other units. He will remain in the game until slain.

Mad Eye: WS 3 BS 4 S 3 T 3 W 2 I 3 A 2 Ld 10 Sv. +5 Sniper rifle, laspistol


Attack dogs: This is a unit of one handler and 5 dogs. This is a one use only unit that is set up along with the crazies. The unit maybe used during any assault decided by the player, but can only be used once.

Handler: WS 3 BS 0 S 3 T 3 W 1 I 3 A 2 Ld 7 Armor: 6+
Stubborn (is given to dogs), independent character
Mob weapons
Dogs: WS 3 BS 0 S 3 T 3 W 1 I 4 A 2 Ld 5
Beast

The handler is an independent character that starts the game joined to the pack of dogs. As long as he is joined to the dogs lose the movement benefits of being beast but receive the leadership benefits of the character.

Infiltrators: a small group of 5 crazies has managed to use an underground means to breach the basement of the fort. They arrive as reserves and must first break down the basement door before they are able to assault the defenders. They may only be used once during the game at an assault of their controlling player’s choosing.

Special Equipment: The antagonist player rolls a D6 this is how many pieces of special equipment that is available to his forces. Once assigned the equipment is exhausted it is not renewable as the crazies are. Special equipment can be assigned to any crazy model during the setup of any assault. They can be spread out through multiple assaults if desired. Special equipment is the following: flamer, plasma rifle, grenade launcher, melta gun, heavy bolter, demo charge, power weapon, and power first.



I will try to get around to play testing this one and the second zombie scenario sometime next week. Here is the word file for those who wish to download the scenario:

 Filename Crazed Mobs mission [Disk] Download
 Description Crazed Mobs version 1
 File size 8870 Kbytes

This message was edited 1 time. Last update was at 2009/07/06 02:25:36


   
Made in us
Infiltrating Hawwa'





Australia

Make the Heavy Gun on the Jeep an Assault weapon, or Rapid Fire, purely for the fact that moving so fast wouldn't stop the crazies from wanting to fire the gun!

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Made in us
Apprehensive Inquisitorial Apprentice




The Labyrinth

Che-Vito wrote:Make the Heavy Gun on the Jeep an Assault weapon, or Rapid Fire, purely for the fact that moving so fast wouldn't stop the crazies from wanting to fire the gun!

I'd assume it counted as a vehicle weapon, and therefore could fire.
   
Made in us
Infiltrating Hawwa'





Australia

AllWillFall2Me wrote:
Che-Vito wrote:Make the Heavy Gun on the Jeep an Assault weapon, or Rapid Fire, purely for the fact that moving so fast wouldn't stop the crazies from wanting to fire the gun!

I'd assume it counted as a vehicle weapon, and therefore could fire.


Ah, probably. I read it as a heavy weapon that was being used by one of the members...not something attached...but that makes far more sense.

DakkaDakka.com does not allow users to delete their accounts or content. We don't apologize for this.  
   
Made in us
Apprehensive Inquisitorial Apprentice




The Labyrinth

The way it's phrased, it's fired by one of the passengers, but I took that to mean it used the passenger's BS.

I was just saying how I'd use it, in a match.

To me, it's a technical, (if you know that term) and so while the guy firing the gun's also a passenger, he's focusing on his job to where the jeep can move and fire.
   
Made in us
Dakka Veteran







The gun is mounted on the vehicle and is fired the same as any vehicle mounted weapon. I felt the need to require a designated driver and gunner to realistically show that those models are busy operating the vehicle and can't fire their own weapons.

Also I did it to show the vehicle is unoccupied unlike other transport vehicles in 40K - the jeep does not come with a driver and artillery crew and the protagonist must fill that roll with their own members.

   
Made in us
Infiltrating Hawwa'





Australia

Grunt13 wrote:The gun is mounted on the vehicle and is fired the same as any vehicle mounted weapon. I felt the need to require a designated driver and gunner to realistically show that those models are busy operating the vehicle and can't fire their own weapons.

Also I did it to show the vehicle is unoccupied unlike other transport vehicles in 40K - the jeep does not come with a driver and artillery crew and the protagonist must fill that roll with their own members.


Makes sense, more realistic, so all power to you!


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Made in us
Dakka Veteran







Sorry for the delay but I have not be able to access my gaming materials for a while. I have just completed a play testing round for this scenario. For the protagonist I selected a force from the imperial guard with the addition of an Inquisitor and a Death cultist.

Protagonist
Inquisitor with acolyte, combat servitor, and servo skull
Platoon Commander with four guardsmen
Guardsman squad with flamer and autocannon X 2
Death cultist
Psyker Choir with four psykers

The cultists rolled 6 special weapons but elected to save them for future assaults.
[Thumb - DSCN1947.JPG]
Protagonist

[Thumb - DSCN1903.JPG]
Setup

[Thumb - DSCN1904.JPG]
Fort


   
Made in us
Dakka Veteran







Assault 1

Turn 1
Protagonist: Defenders open fire and a few crazies fell. The platoon commander gave the order of “first rank fire” and 6 crazies died due to mass lasgun fire. The Choir kills 3 more crazies with their attack. 11 Crazies slain.

Crazies: A group of crazies jump aboard the jeep and approach the fort firing wildly. The rest of the crazies charge the defenders' position. Mad Eye guns down one of the imperial guardsmen through a fire port and two more imperial guardsmen are cut down from the fire from the jeep’s occupants.

Turn 2
Protagonist: The platoon commander continued to give instruction to the guardsman who hose the approaching mobs with fire. Only one falls due to an impressive amount of armor saves (4 6+ saves made). The choir blasts away at a mob slaying 4 of the crazies, reducing the mob to only two cultists.

Crazies: The jeep pulls up near the fort and the mob disembarks. They riddle the door with their gunfire blowing it off its hinges. Another reduce mob on the other side also succeeds and blasting an opening in the fort. Mad Eye attempted to plug another Guardsman but found his shot blocked.

Turn 3
Protagonist: A squad of Guardsmen assisted by the death cultist move to assault the mob that just jumped off the jeep. Hoping to dispatch the mob and embark they loss 4 guardsmen in the attempt and are bogged down by two surviving crazies. The inquisitor kicks open the door and assaults the two crazies approaching his location, using his hammer hand power he crushes them with his glowing fist. 29 crazies slain in total.

Crazies: Another door is gunned down and the combat for the jeep has stalemated with a single casualty on each side – the one remain cultist holds back the imperials. Mad Eye takes a shot at the Choir but fails to wound.
Turn 4
Protagonist: The Choir takes a shot at Mad Eye but the shot deviated away from its mark. The death cultist cuts down the crazy, which then allowed the imperial guard squad to board the jeep. The sergeant takes the wheel and drives through two units of crazies killing a total of 8 with the jeep sustaining no significant damage. One heavily reduced unit of crazies breaks and runs away. The jeep continues to benefit the defenders as the guardsmen manning the heavy stubber strafes the tower and puts a wound on Mad Eye.

Crazies: remaining mobs are greatly reduced and unable to make an impacted against the defenders.

Turn 5
Protagonist: The defenders wipe out the remaining mobs. The choir draw upon the warp and light up the tower with psychic force – Mad Eye is no more.

Casualties: One whole guardsmen unit and six members from the other IG unit
Recovery: 2 imperial guardsmen from one squad and only the autocannon crew and two guardsmen from the other. All others are KIA.

Conclusion: The protagonist managed to completely wipe out the mobs which is quite accomplishment. Having the jeep right outside the fort and slaying Mad Eye are large boons for the imperials, but they also have three of their doors busted down and a large number of casualties. The crazies also have a large bag of tricks that they have not yet tapped. Assault 2 to follow soon.
[Thumb - DSCN1907.Turn 1.JPG]
Turn 1

[Thumb - DSCN1909.Turn 2 .JPG]
Turn 2

[Thumb - DSCN1914 turn 4.JPG]
Turn 4

[Thumb - DSCN1917Casualties.JPG]
Casualties


   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

Here's a version that isn't an 8-meg word file...
 Filename 40K - Crazed Mobs Mission.doc [Disk] Download
 Description CRAZY!
 File size 40 Kbytes


Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in us
Dakka Veteran







Assault 2
Deployment: Crazies cashed in 5 of their 6 special weapons and distributed 2 demo-charges, 2 flamers and a powerfist to the mobs. Also the attack dogs are brought into the game.

Turn 1
Protagonist: The platoon commander leads his assistants and makes a grab for the jeep. Taking up the heavy stubber the commander cuts down 2 members of the nearest mob, one that if particularly threatening to the jeep due to its possession of a demo-charge. The IG squads were unable to accomplish anything other then produce a lot of noise with their barrage. The psykers target another mob but only claimed one of the cultists.

Crazies: The mobs all run towards the defenders.

Turn 2
Protagonist: The commander gave his firing instructions as the jeep drove right into the demo-charge mob in an attempt to run down as many of the cultists as possible killing 5 of the cultist without sustaining harm to the jeep. The Guardsmen blast away at the remaining 3 crazies killing 2 of them – unfortunately for the crew the demo-charge carrier survived the assault. The choir kills 2 more with their blast and the two IG squads killed 5 more cultists forcing the mob to fall back.

Crazies: The mob that was falling back regroups. The handler releases the dogs who then advance upon the fort. The demo –charge cultist throws the bomb at the jeep but is slain himself when it deviates back to him leaving the jeep completely unharmed but painted with a coat of gore. Due to forgetfulness on my part the dogs don’t assault.

Turn 3
Protagonist: Jeep moves to intercept the dogs. The choir kills 3 more crazies and the jeep squad kills 4 dogs the surviving animal flees. Two more cultist die by the IG squads’ fire. The inquisitor and his retinue aided by the death cultist charge an approaching mob in effort to rob the squad from utilizing their flamer. Two cultist die in the combat but manage to kill the combat servitor and the acolyte and put a wound on the inquisitor. A squad of IG charged out and attacked an approaching mod armed with a flamer and demo-charge. By locking them in combat the mob’s most powerful assets.

Crazies: The handler attempt to leap into the combat and is cut down. The IG best the mob they were fighting and see them off.

Turn 4:
Protagonist: The IG squad that victoriously fought off turned their attention to a mob approaching the fort brandishing a flamer. They managed to reduce them mob but the flamer-armed lunatic was singed but still a prevalent threat. The IG squads throw their fire into the mix and reduce the mob to one – the flamer. The Inquisitor kills 3 of the crazies and frees himself from the combat, but losses a wound and his little floating skull. A mob assaults the IG inside the fort.

Crazies:
The flamer-armed crazy sprayed the IG and then assaulted them. The cultist fighting inside the fort wipe out the IG who had no where to flee when they broke.

Turn 5
Protagonist: The Commander comes to the aid of the IG squad fighting the one crazy with the flamer. The jeep runs down the model freeing the unit, but she must have gummed up the axle as the jeep became immobilized right by the fort. The defenders turn their attention to the mob standing inside the fort that had just butchered their comrades. Between the flamer hit, and the intervention of the death cultist and inquisitor wiped out the mob and removed the last of the crazies.

Casualties: The inquisitor’s retinue, 5 IG and both heavy weapon teams of which one guardsman, an acolyte, and a heavy gunner crew recovered the rest succumbed to their injuries.

Conclusions: The jeep is immobilized and the defenders are further reduced by the assault. Al that’s left to see is if the squad can survive the final assault and the presences of the leader of the crazies. Assault 3 coming soon.
[Thumb - DSCN1920.dep.JPG]
deployment

[Thumb - DSCN19turn 1.JPG]
turn 1

[Thumb - DSCN192turn 2.JPG]
turn 2

[Thumb - DSCN1925.JPG]
caught by the wind

[Thumb - DSCN1928.JPturn 3.JPG]
turn 3

[Thumb - DSCN19turn 5.JPG]
turn 5

[Thumb - DSCN1931ca.JPG]
casualties


   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

Do the defenders have enough left to hold out against another wave? How many guys do they have left?

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in us
Dakka Veteran







H.B.M.C. wrote:Do the defenders have enough left to hold out against another wave? How many guys do they have left?
Inquisitor with an Acolyte
Commander with 4 assistants
IG Squad 1:One autocannon team
IG Squad 2:One Flamer, Autocannon team, and a regular IG
Death Cultist
Psykers: 4 psykers and one handler
17 models total

Report to follow soon

   
Made in us
Dakka Veteran







Assault 3

Deployment: With about half the defenders remaining and the their jeep immobilized this is going to be a real nail bitter. The crazies are using their infiltrators and bringing in their leader. Also the last special weapon is used to give a mob a power fist that mob is coming from the same table edge as the leader’s enhanced retinue.

Turn 1
Protagonist: The death cultist immediately jumps on the immobilized jeep and took up the heavy stubber. The psykers, commander’s unit, and the death cultist direct their fire against the mob unit bearing a powerfist – five casualties from the barrage the mob passed its break test.

Crazies: All units run at the defenders save one group that fire at the isolated death cultist, she takes a wound.

Turn 2
Protagonist: The Choir hits the leader’s retinue dead on with their attack but only manages to kill two of the mad men thanks largely due to them having the feel no pain rule. Commander unit continues to pick on the powerfist mob killing 4 leaving only the model with the powerfist who breaks and runs. The death cultist returns fire at the mob that dealt injury unto her, she kills 2 of them.

Crazies: The infiltrators arrive and batter through the basement door. The models emerge through the portal threatening the defenders from within. A mob fires into the fort removing the autocannon team and completing the destruction of the IG squad. The leader’s retinue open fire at the last intact door the fort possesses – the barrier stood up to the hail of laspistol fire, but was finally blown to splinters from the leader’s bolt pistol. The mob attacking the death cultist continue to advance and fire upon the jeep. It was the structure of the vehicle that saved the death cultist’s life. But her fortune was short lived as the mob assaulted her; she manages to cut down 1 before being overpowered.

Turn 3
Protagonists: Deciding to take the fight to the enemy the inquisitor, commander’s unit, and the psykers move to intercept the leader’s retinue. The surviving individuals of an IG squad react to the infiltrators. Two of them are slain by the flamer and the IG attack the remaining 3 invaders. The Psykers unleash another storm on the leader’s mob and kill 2 of them; the commander’s unit kills another 2. The inquisitor and his trusty acolyte charges the leader’s unit. Using his hammer hand power and punches through 4 of the cultist leaving only the leader. The head villain responds by thrusting his power sword at the inquisitor but impales the acolyte who threw himself in front of his lord sacrificing himself. The leader takes a single wound because of the no retreat rule. The infiltrators breaks the IG and destroys the unit as they had no way of escaping the mad men.

Crazies: The mob that just slaughter the death cultist turn their attention to the psykers and guns down 2 of them. The infiltrators attack the commander’s unit killing 3 of the assistants and losing 2 of their numbers – the commander is now on his own. The inquisitor attempts to use hammer hand but rolled two 6s and takes a wound. Despite his difficulty the inquisitor strikes down the leader with his power weapon. The psykers are wiped out but managed to take 2 of the lunatics with them.

Turn 4
Protagonist: Inquisitor charges to the aid of the commander and cuts down the infiltrators. The grateful commander joins with the inquisitor and assaults the mob standing over the bodies of the psykers. The two men kill 3 of the crazies and drives off the rest of the mob. The duo then consolidate into the fort to see off the rest of the hostiles.

Crazies: Two mobs are left to engage the last two imperials, both mobs advance in order to assault the last of the defenders. One mob fires at the two men putting a wound on the inquisitor. They then charge but fail to inflict any wounds on the defenders and take some casualties of their own.

Turn 5
Protagonist: both man are locked into combat with the mob and the commander is pulled down and slain, the inquisitor kills some more crazies.

Crazies: The last unit of crazies enters the fort and assaults the inquisitor while he is trapped fighting his current mob. The inquisitor cuts down 3 of the crazies, but is overpowered by the remaining lunatics and pulled to the ground. Defenders are wiped out with 10 crazies remaining.

Commentary to follow.
[Thumb - DSCN1933. depl.JPG]
Deployment

[Thumb - DSCN1932.fort.JPG]
Fort

[Thumb - DSCN1934.JPt1.JPG]
Turn 1

[Thumb - DSCN1936.t2 imperial.JPG]
Turn 2 imperials

[Thumb - DSCN1937.Iltrat.JPG]
infiltrators

[Thumb - DSCN1938.t2 cultist.JPG]
Turn 2 crazies

[Thumb - DSCN1939.Ass leader.JPG]
Assassinate the leader

[Thumb - DSCN1940.tur 3.JPG]
Turn 3

[Thumb - DSCN1941turn 4.JPG]
Turn 4

[Thumb - DSCN1945.turn 5.JPG]
turn 5


   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

Damn! I wanted the heroes to win!

Great reports man. Very interesting style of battle.

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in us
Dakka Veteran







H.B.M.C. wrote:Damn! I wanted the heroes to win!

Great reports man. Very interesting style of battle.
Glad you enjoyed it.

Conclusions:
The game basically played out in the manner I intended. It was a shame that the dogs had such a low impact, but I am fairly pleased with game overall. It plays a bit faster then my zombie scenarios, which makes sense as it doesn’t possess as many rules or shambling invaders.

My two favorite moments involved the jeep. First when the crew to a manage chance by targeting a mob that had a demo-charge in order to remove the threat and fail to do so only to have the cultist blow himself up. The second was the death cultist taking up the heavy studder and sacrificing herself to the mob in order to slay as many as possible. Another moment of note was when Mad Eye was taken out by the jeep crew and pysker choir. Mad Eye’s zombie counter part was always a big frustration and direct threat to the poorly armored jeep and being to pop him was quite a boon to the protagonist.

The jeep is a major player in the game, but the to fully utilizes its abilities you have to subject it to a lot of risk. Running down crazies is fun until one breaks the axle like what happened during the game. Ramming a mob only to be stuck is pretty much a death sentence to the crew.

The game ended with the imperials losing but it really could of gone either way. If the jeep was not immobilized at the end of the 2nd assault it would have been very useful to the protagonists and would have likely turned the tide against invaders. It would have been fun to ram into the leader’s retinue in a suicidal strike, but seeing how the dice gods save the jeep from the demo-charge I don’t have much room for complaint.

I modified the mission a little bit mostly to clarify the game, but the one change to the rules I made was to make the roll for special equipment D3 +2 instead of D6 to cut down on the a lucky or unlucky roll from having too much impact.

Here’s the updated rules:
 Filename Crazed Mobs mission [Disk] Download
 Description Crazed Mobs version 2
 File size 36 Kbytes


   
 
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