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Made in gb
Regular Dakkanaut




UK



I love the 3rd edition rules of the Last Chancers, and I want to find a way on how to use them again as a stand-alone force. This is just the rules for using them as a stand-alone force and NOT with an army, that would be… harsh.

I like to hear from your suggestions on how we can make them better again without being overpowered.

Here's my example, mixing old and new rules):
(Also please note this is the first draft and far from completed, this includes grammar mistakes as well)

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Colonel Schaeffer’s Last Chancers

370 points

Colonel Schaeffer WS4, BS4, S3, T3, W3, I4, A3, LD9, 4+
Last Chancer WS3, BS4, S3, T3, W1, I3, A2, LD8, 5+

All of them have “Feel no pain”, “Stealth” and “Stubborn”. They also include a laspistol, frag and krak grenades.

They can include a chimera/vendetta/valkyrie, only one of these choices though. The points are not included with the 300-default cost and must be added alongside any upgrades or weapon changes.

They can all start with infiltrators
All members are treated as independent characters
As long as Schaeffer is alive, all models will be treated as fearless.

---



Colonel Schaeffer
Wargear: Plasma Pistol, Power Weapon, Refractor Field and Carapace armour

Spc Rules
1. Opponents must subtract –1 dice from their dice rolls to hit him in combat
2. Schaeffer adds +1 to his hits in combat
3. Can use 2 Imperial Guard Regiment orders, range of 18. Replace “get back in the fight!” with Creed’s “For the Honour of Cadia!”. For "First Rank, FIRE! Second Rank, FIRE!" the ordered unit gets to reroll one failed to hit dice roll.

---



Hero
Wargear: Lasgun, another laspistol, Power Weapon, Carapace armour and Refractor Field

Spc Rules

1. If Hero is killed, he does not die immediately. At the start of every Last Chancer turn (ignoring the first playable turn he died in) roll a reserve test with the same turn rules. If Hero is treated as “entering” the battlefield, remove him from the game. He may not be harmed during this time and will still count as fearless, even if Colonel Schaeffer is dead.
2. Increase Hero’s leadership to 10 (despite still being lead by Colonel Schaeffer) as well as having the “Aura of Discipline” rules used by the Lord Commissar.
3. If there are any Last Chancer models next to Hero which have been shot at, Hero can choose to take the bullet instead. Commence a initiative test, if successful all the shots at directed to Hero (even in the turn that he’s been killed)
4. In the following Last Chancers player turn in which Hero has died roll a D3; this will increase his (a)ttacks total. Hero's lasgun is also treated as assault 2. He also re-rolls fails hit and wounds when he charges into combat

---



Scope
Wargear: Needle Sniper Rifle

Spc Rules
1. Scope may choose an enemy model to shoot at, the normal targeting rules do not apply and may choose to pick out any model including a character or a heavy weapon trooper that is in his line of sight. In addition to this any armour/cover/invunverable successful saves on the target must be rerolled.
2. Increase Scope’s BS to 5
3. Scope’s “stealth” special rule increases cover saves by +2.
4. Scope’s Needle Sniper Rifle uses the “Rending” special rule and is increased to 5+ instead of 6+. It also wounds on a 2+ and can choose to fire at 48 range but at the cost of shooting at BS4 instead of BS5.
5. Scope has the “Night Vision” special rule.

---



Grease Monkey
Wargear: Bolt Pistol, close combat weapon

Spc Rules
1. Toughness increased to 4
2. If the Last Chancer’s have a chimera/vendetta/valkyrie, then Grease Monkey will drive/pilot it. He may re-reroll any failed dangerous Terrain Tests and increase the movement by +D3 per turn (this does not affect the combat/cruise speed limit and is treated as an extension). If the vehicle is destroyed, roll to see if he survives as if he were a passenger.
3. If he is in inside or within 1 of a friendly vehicle, he can choose to repair a weapon destroyed or immobilised result on the roll of 2+ instead of attacking in the shooting phase.
4. The vehicle he drives can fire all its weapons at combat speed, and fire one weapon at cruising speed
5. Grease Monkey can hijack an enemy vehicle if within 1 of the shooting phase on a roll of 2+ (and not driving/pilot a vehicle already) Grease Monkey however will take D3 Str3 hits in retaliation by doing this and might have a chance of him dying in the process. If in the case of he dies via this method roll a D6 and treat this as a penetration hit by Grease Monkey on the vehicle. If the targeted vehicle is a close-top walker, ork vehicle or has units transported inside then he cannon hijack this vehicle.

---



Ox
Wargear: Heavy Bolter

Spc Rules
1. Ox has the “Rentless” special rule and increases his wounds to3 and strength to 4.
2. Ox can re-roll his “Feel no pain” rolls, even if Brain’s has been killed.
3. Brain’s has made some alterations to Ox’s Heavy Bolter, allowing is to shoot more rapidly. To show this his weapon is now Heavy 4, Strength 6, AP3.
---



Brains
Wargear: Hot-shot lasgun, vox-caster

Spc Rules

1. Replace his las-pistol with a hot-shot las-pistol.
2. Despite The Last Chancer’s becoming independent characters during the battle, they are all treated as having a vox-casters and the ability to re-roll any failed “Feel No Pain” rolls as long as Brains is alive.
3. Brains carries medical equipment. In the shooting phase if Brains is within “2” of Ox he can recover all his wounds on the roll of a 4+
4. In the assault phase treat Brain’s attacks as poisonous weapons on the roll of 2+
5. If Brain’s is killed then Ox will go berserk, doubling his strength and toughness, and given the “Rage” and “Furious Charge” special rules for the rest of the game. Also at the start of every Last Chancer turn Ox takes a wound on the roll of 4+ for being unstable.

---



Rocket Girl
Wargear: Missile Launcher

Spc Rules
1. Re-roll any any failed to hit rolls. She can also choose to re-roll the scatter-dice.
2. Rocket Girl prefers a challenge. She can re-roll her fail to wound rolls for Monstrous Creatures and armour penetration rolls for Vehicles. Damage Rolls are also increases +1 for vehicles and Monstrous Creatures have to re-roll their armour/cover/invulnerable saves.
3. At the end of her shooting she can fire another shot at a different target if she chooses to at the roll of 6+. This cannot be repeated in the same turn of the Last Chancer’s

---



Fingers
Wargear: Lasgun, Missiles, Hunting Knife and Defensive Grenades

Spc Rules

1. Finger’s is the suppler for Rocket girl’s missile launcher and must stay within distance of her. Fingers and Rocket Girl are treated as a squad together as long as one of they are both alive, otherwise they return to being Independent Characters.
2. Once per battle Rocket Girl may make a special missile at +D3 strength (up to a maximum of str 10).
3. Can re-roll any failed cover saves taken at him, and as long as Rocket Girl is alive she will these rules too.
4. If the Fingers/Rocket Girl squad is wounded up to two wounds can be allocated to Fingers instead of Rocket Girl.
5. His Hunting Knife is superiorly made as increases Finger’s WS by 2. It also counts as a poison weapon that wounds on a 3+
6. Fingers will not die without a final swing, if Finger’s has been killed in close combat he will attempt to activate one of the krak missiles he carries and plunge it into his enemies. Treat this as an extra I1 S8 attack.
---



Demolition Man
Wargear: Lasgun, Grenade Launcher, melta bombs & two demolition charges.

Spc Rules
1. Has the “Furious charge” and “Tank Hunters” special rule. In addition to this he can use more than one Melta Bomb in close combat in equivalent to his (A)ttacks.
2. Demolition Man can use “special” grenades instead of his usual grenade launcher. This works like a Krak grenade but is able to glance on a 4 and 5, and penetrate on 6 regardless of what armor side.
3. Demolition Man carries two demolition charges and can choose to use both of them in a single turn at two different targets. He can just use one per turn if he wishes but the supply maximum of two remains the same.

---



Shiv
Wargear: Plasma Pistol, Power Weapon

Spc Rules

1. Increases his (I)nitiative to 5 and WS to 4
2. Has the “move through terrain”, “scouts” and “hit and run” special rule.
3. Shiv is a master of stealth and is treated as such in the battle. He cannot be assaulted unless “detected”. To “detect” Shiv one enemy unit must attempt to shoot at him while being treated under the night fighting rules. But even if Shiv is in range, that isn't enough to "detect" him, before any hits are rolled the unit’s majority initiative and Shiv’s must be compared and added with a D6, if Shiv has the higher initiative then the shooting attack is cancelled and Shiv still remains undetected. This does not stop other enemy units to attempt to detect Shiv as well. If Shiv is “detected” then the enemy can shoot at him as normal.
4. If Shiv has not been “detected” while in the Last Chancer’s assault phase then his initiative is treated as 10 for the first assault round of that conflict. After Shiv has made his attacks he can choose to use the "Hit and Run" special ability and can have a chance to escape combat, maybe even ignoring the attacks of the enemy unit. If the hit and run fails then Shiv counts as detected, regardless if the enemy has attacked or not. If the enemy has I10, the same as Shiv then roll a D6 for each player; if Shiv has the higher number he still remains “undetected” and can choose to hit and run. If the enemy has the higher number Shiv has been “detected” and both fight at the same time.

---



Animal
Wargear: Meltagun and close combat weapon

Spc Rules

1. Animal has a 4+ invulnerable save
2. Animal has the “fleet”, and “counter-attack” special rules.
3. Animals receives +D6 attacks when he charges instead of the +1A, he gets to roll 3D6 for his run move and also fights at the same (I)nitiative with the majority enemy unit he fights with in close combat (unless he has the higher initiative). On the first turn he charges all his attacks have the “rending” special rule.

---



Warrior Woman
Wargear: Lasgun, sword and knife (counts as two close combat weapons)

Spc Rules
1. WS, BS, I, A increased by 1.
2. Has the “fleet” special rules.
3. If Warrior Woman charges she may leap into combat adding D3 range to her assault movement, this D3 also decides how many additional attacks she received when charging (including the default 1) and she also deals a I4 str3 hit to the unit she attacks
4. If Warrior Woman is in cover while fighting, she can treat her cover save as an armor save while in combat.
5. In the turn that Warrior Woman is in an assault she can challeng choose which model different-wargear model to fight and all her attacks are focus on that model, as long as she remains base contact with it. If she choose to do this she can reduce the armor save of the target by 1 (this does not apply to invulnerable saves)
---

And here comes the shitstorm…

also I have seen a post of "updated" 5th Edition Last Chancer rules, but it's pretty much vanilla 3rd edition Last Chancers, and I doubt they would survive long.
Once I can correct these rules, then maybe some of your folks could try it out... and see how it works. I've made them really powerful just for the fact that they can put up a fight and not necessary to compare strengths to legendary characters and such.

This message was edited 9 times. Last update was at 2011/06/23 12:24:21


 
   
Made in us
Infiltrating Hawwa'





Australia

DakkaDakka wrote:

This message was edited 1 time. Last update was at 2020/03/15 02:09:54


DakkaDakka.com does not allow users to delete their accounts or content. We don't apologize for this.  
   
Made in gb
Regular Dakkanaut




UK

Che-Vito wrote:I absolutely love that you have done this!

I think a few things are over the top:
1) Feel No Pain?
2) When making such awesome models, remember that at the end of the day, they are still T3 W1 Sv.5+ models.
3) For the mechanic, I would keep the old rule of only allowing him to fix the vehicle that the Last Chancers are using. Otherwise he becomes a super tech priest for Mech armies
4) For god's sake, include Kage. I don't know why GW didn't.


1. The characters die REALLY easily in the games I've played with the old 3rd edition rules. Obviously they need to die, but they barely last 2 turns (depending if the enemy has little or lots of attackers)
It's possible I might add feel no pain to the whole squad via Brains (like vox casters), which provokes the enemy into killing him to remove this ability (in replacing Ox's recovery wound). Poor Brains, the fragile supporter.

2. True, but this is more fun than fluff. You want these characters to have a good last stand, not can't do gak. The title is called super chancers for a reason.

3. Well it's a good thing you can't have an army alongside this. This goes back to #2

4. The sad truth was that I missed most of the 4th edition and I barely read those Last Chancer rules. But I just wasn't interested when they removed the point of the unique characters. However I will look into kage for this request, but it makes things difficult when you have 13 models (for transport reasons)

This message was edited 1 time. Last update was at 2011/05/28 15:13:30


 
   
Made in us
Infiltrating Hawwa'





Australia

DakkaDakka wrote:

This message was edited 2 times. Last update was at 2020/03/15 02:08:43


DakkaDakka.com does not allow users to delete their accounts or content. We don't apologize for this.  
   
Made in gb
Regular Dakkanaut




UK

Che-Vito wrote:Ah, I understand your intention a bit better.

I personally play the Last Chancers in friendly games, using the old 4th Edition rules. I maxed them out to the full 22 models, and made the 10 added Guardsmen look quite insane. (example: 1 with has a Bloodletters face-plate painted up as a mask, and has the Heavy Weapon Team arm that is pointing outwards in front of him, and a grenade in the other hand.)

I've found the 4th Edition rules allow them to be very flexible, and usually they buy their points back if I play them right. Even if they don't, they always manage to pull of something mildly insane.

http://www.dakkadakka.com/dakkaforum/posts/list/355822.page
This is a current project of mine that you may find interesting.


Yes, but the personailities was the charm of the chancers. Maybe I should just stick to Necromunda


Automatically Appended Next Post:
Quick bump. Rules have been updated.

Brains now controls the "Feel no Pain" abilities of the Last Chancers, and must be killed to remove it from them.

Colonel Schaeffer and Hero now both have refractor shields

Colonel Schaeffer's order for "First Rank!..." has been replaced with another order to add another shot to any weapon being fired (non-vehicle)

Shiv's "spotting" rules have been changed a bit, mainly while in combat making him even harder to target.

Warrior Woman's Cover saves in combat has been rewritten to be used as a replacement armor save instead.
Ox's Heavy Bolter now has Ap3. Space Marines look out!
Let's be thankful this isn't a real update.

This message was edited 1 time. Last update was at 2011/05/29 00:04:17


 
   
Made in gb
Regular Dakkanaut




UK

Rules updated and made easier.

Although it's far from ready, it's best to learn what each character really does, just like the different units in a codex. Because you ain't going to remember every detail on the first game.

 
   
 
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