Maniacal Gibbering Madboy
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Thanks to the GW Web Team for posting this article [/url]http://www.games-workshop.com/gws/content/blogPost.jsp?aId=16400013a[url] which provided the initial inspiration for the following mini-game. This game is by no means done, and any help smoothing out the game mechanics will be hugely appreciated.
40k Monster Mash!
Introduction:
On the shelf, Monstrous Creatures are often the coolest element of a 40k army. Towering above mere weedy troops, armed with exotic and devastating weaponry, they inspire an instant 'wow'. Unfortunately, MC's aren't always as effective in-game as one would like them to be.
In order to fulfill their potential as rampaging monsters too powerful to control, we have devised (drum roll): 40k Monster Mash! In 40k Monster Mash players take on the roles either of a single MC or a number of Troops equivalent to the points value of the MC. The scenario is that a unit of Troops have been waylaid by a rampaging MC. It can be assumed that the MC has been battle damaged, or that its circuits have fried, or that the call of the Warp has overtaken it; the bottom line is that this behemoth has gone on a rampage.
General statements and rules:
Before we introduce the specific rules for 40k Monster Mash, a couple of basics have to be established. Firstly, 40k Monster Mash is a spin-off of Warhammer 40k and all 40k rules apply unless stated otherwise. So players still alternate turns, you still have to choose between running or shooting, and you still have to roll to hit, roll to wound and take saves just as you would normally. However, there are a few key differences:
* Unit coherency rules do not apply. You may place models that are in the same unit as far apart as you like.
* All units gain the Hit and Run special rule. This is because Troops may prudently decide to fall back after surviving close combat with an MC, and MCs may decide that they have bigger fish to fry.
* The definition of a target against which hits can be resolved has been expanded and comprises the following: MCs, Troops, buildings and terrain features.
* Each individual Troop model counts as a separate unit. They each move and shoot separately, can pick different targets, and each take their own Leadership rolls. Concurrently, Leadership modifiers no longer apply.
The game is designed for two players. One player elects to be the Troops player (TP) and one player elects to be the Monster player (MP).
There is no fixed table size for a game of 40k Monster Mash. However, tables of 3' by 3' and smaller are recommended.
Pre-game rolls:
Before the game commences, a number of things need to be decided. Firstly, roll a D3. This is the amount of buildings that need to be placed. The players roll-off to decide who places the first building and alternate turns to place them afterwards. Repeat this process to determine the amount and placement of oil drums, and repeat it again for ammo crates.
A roll-off determines which player gets the first turn. That player also has the option to deploy first, although he may forego it.
Before deployments are made, but after the initial roll-off, the TP must roll a D6. On a roll of 4+ the TP's forces deploy as Prepared (see Troops rules, below). On a roll of 3 or less, a Troops player deploys his forces as Surprised (see Troops rules, below).
The MC does not enter play pre-game, but instead arrives on the first turn (see MC rules, below).
MC rules:
In keeping with its expanded role in 40k Monster Mash, MCs gain a number of special rules. Firstly, all MCs gain the Outflank special rule. The MC enters play on the MP's first turn with an Outflank move. The MP may re-roll the Outflank move is he wishes to.
Secondly, the MC gains the Rampage special rule. The nature of the Rampage rule changes depending on the game phase, as follows:
Movement rampage: At the beginning of the MC's movement phase, the MP rolls a D6. On a roll of 4+ the MC can move as normal. On a roll of 3 or less, the MC goes on a rampage: roll a scatter dice and move the MC D6 inches in the indicated direction. The MC may still run (in any direction) after making a rampage move.
Shooting rampage: At the beginning of a MC's shooting phase (if the MC has shooting weapons and if it didn't run) the MP rolls a D6. On a roll of 4+ the MC shoots as normal. On a roll of 3 or less, the MC goes on a shooting rampage. The MC makes a number of shooting attacks (with any single one of its chosen shooting weapons) equal to its Attacks characteristic. Pick a number of targets (buildings, terrain features or Troops) equal to the number of attacks on the MC's profile. These are the number of targets nearest to the MC's base. Resolve one shooting attack against each target. The MC makes rampaging shooting attacks at -1 BS.
For example, a Nemesis Dreadknight rampages in his Shooting Phase. He has 3 attacks, so he shoots at the nearest 3 targets with his heavy psycannon. Each shooting attack is resolved separately, in order from nearest to furthest. So the Dreadknight first shoots at the nearest target, a sentry post. He hits and rolls on the vehicle damage chart. He scores a Wrecked result. Next nearest is a Ork Boy. The Dreadknight shoots, but that -1 BS modifier causes him to roll a miss. The furthest target is an oil drum. The Dreadknight scores a hit and the oil drum blows up (see Terrain Features, below).
Assault rampage: At the beginning of a MC's assault phase, the MP rolls a D6. On a roll of 4+ the MC suffers no rampage effects; it may assault (or not) as normal. On a roll of 3 or less, the MC loses control. The MC moves towards the nearest target within 6". If there is no target within 6", the MC moves a full 6" towards the nearest target.
Troops rules:
The Troops represent the more numerous, but more squishy aspect of 40k Monster Mash. Their rules designed to reflect their shock at being waylaid, and their role as cannon fodder. As previously mentioned, when Troops deploy they have to roll a D6. On a 4+, they are Prepared. On 3 or less, they are Surprised.
Prepared: Sentries have spotted the rampaging monster and notified the troops. The Troops player can deploy his units in any manner he chooses. Remember, unit coherency rules do not apply!
Surprised: The Troops are caught unawares. They cannot deploy within 4" of a building, on top of a building, or within 6" of the table edge.
If a Troops unit is within 6" of the MC, it must take a Leadership test. If it fails, if must make a Fall Back move as detailed in the Warhammer 40,000 rule book.
All Troops can move, run, shoot or assault independently from each other. However, all of the entire Troops unit's actions in a Phase have to be completed before any actions from the next phase can be taken. So in the Shooting Phase, Ork Boy #4 can shoot while Ork Boy #12 runs, but all Shooting Phase actions for Boyz #1 to #12 have have to be resolved before Ork Boy #4 can assault.
At the end of an assault, all Troops models engaged with the MC must make a leadership test. If they fail, they must make a Fall Back move as detailed in the Warhammer 40,000 rule book.
There is often very little which a lowly Troop can do against a rampaging MC. To level the playing field, a Troop unit's squad leader has been buffed a bit. Examples of squad leaders are Ork Nobz, Space Marine Sergeants, and so forth. The squad leader of a Troops unit gains the Monster Killer, Duck! and Always Strikes First special rules.
Monster Killer: The squad leader adds +1 to all To Hit and To Wound rolls against an MC.
Duck! The squad leader has a permanent 3+ cover save against MC shooting attacks.
Always Strikes First: In an assault a squad leader, even one armed with a power fist or klaw, always resolves one of his attacks before the MC strikes, regardless of initiative order. However, this rule only comes into effect if the squad leader charged into combat that turn.
Buildings:
Troops may only be deployed on top or in the upper levels of a building during the deployment phase, if the deployment roll for the TP resulted in a Prepared Deployment. Troops who are stationed on top of a building have +1 BS. There may never be more than 5 Troops on top of a specific building.
Troops may that are within 4" of a building may choose to enter it. No more than 6 models may be inside the building at any time. They may not shoot on the turn in which they entered a building. Troops that have entered a building receive D6 hits whenever the building receives a hit, but they gain a 3+ cover save.
If an MC scores a hit against a building, roll a D3. On the roll of a 1, the building is fine, although any Troops inside it take D6 hits as explained above. On the roll of a 2, the building is wrecked: it no longer counts as a target and any Troops inside suffer D6 hits. Additionally, all Troops have to evacuate the building; the TP immediately moves the surviving Troops D6 inches from the building's base.
On the roll of a 3, the building is destroyed. All Troops inside or on top of the building explodes and all models within 4" of the building's base take a S4 hit due to flying debris.
Terrain features:
There are two terrain features in 40k Monster Mash: oil drums and ammo crates. Both are counted as targets for the purpose of resolving shooting attacks. If a hit is score against a terrain feature, roll a D6. On a roll of 2+ the terrain feature explodes. Troops can only shoot at terrain features if a MC is within 6" of it.
If an oil drum explodes, resolve a S8 Blast on the spot where the oil drum used to be. An oil drum explosion does not scatter.
If an ammo crate explodes, resolve a S4 Large Blast on the spot where the ammo crate used to be. An ammo crate explosion doesn't scatter.
Victory conditions:
The game ends when the MC is destroyed or if all of the Troops have been destroyed or are falling back.
None of this is copyright and you may feel free to steal as much or as little of it as you like.
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