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8
jul - 9 sep 2004
Thunda’ Down Unda’: Turf war in ‘Oz’
(by David H.and Jeff "Catfish" K.)
(v2.0
updated 19 jul 2004)
Introduction
Violence and mayhem abound in New Australia. Some of the
forces there wish to secure peace and order, some to promote chaos,
and some are just looking for their piece of the pie.
Rules Overview
Little League will use Warhammer 40,000 3rd edition rules with Trial
Assault Rules and Trial Vehicle Rules found in Chapter Approved
2004.
Goal
The winner is the one who does the best job in succeeding
in the story line. Having a high reputation can make this easier,
but is not the most vital thing.
Army Composition
You have 500 points to create your army. You may change your army
from time to time, but this may effect your reputation and/or experience.
(see experience below).
You are encouraged to use the alternate armies, experimental armies…
Honor system: goofy fun!
Think: If your army isn’t fun to play against it isn’t
right for this league.
500 pts: Min: 1 Troop Choice. No HQ required, but 1 HQ max. No model
may have more than 2 wounds max (except for swarms & kroot,
and the Black Templar’s Emperor’s Champion may be taken
by Black Templars only, with 2 wounds). No 2+ saves. Armor limited
to 33 around, and no vehicles with ordinance weapons. Some excepts
possible with permission.
Reputation
Each game could change your reputation. The more you pound the enemy
into the ground, the more impressive your reputation becomes. There
are some benefits to having a high reputation, but also, there are
some who will come gunning for you just to make a name for themselves.
Each Force begins with a reputation of zero.
To find your adjusted Reputation after a game, consult the chart
below:
| You get Wiped Out |
-2 Reputation |
| You Lose |
-1 Reputation |
| You Tie or Win by 150 pts or less |
+1 Reputation |
| You Win by more than 150 pts |
+2 Reputation |
Reputation in a game: If you have 6 or more reputation points
than your opponent then you have Unnerved your rival. You
may force them to forget one veteran skill or guerilla tactic, temporarily,
for this game only.
Experience
"That which does not kill you makes you stronger."
All units begin w/ 1 experience point.
You gain experience by facing more challenging situations- even
more when you get your ass kicked.
After each battle, consult the table below and distribute points
to your units as you wish.
| You're Wiped Out |
Every unit +1 xp, and +1 xp for your force. |
| You Lost by 351-500 points |
+3 xp for your force |
| You Lost by 151-350 points |
+2 xp for your force |
| You Lost by 150 points of less, or Tied |
+1 xp for your force |
| You Won by 300 points or less |
+1 xp for your force |
| You Won by more than 300 points |
+0 xp |
-
Veteran skills may be acquired for a unit by
allocating 5 xp, (example, if a unit has 1 xp and your army
has 4 xp then you may assign this xp to that unit to get a new
skill for that unit.) See Skill section.
-
No unit may have more than 2 veteran skills
than any other unit in your army.
-
Note: Every 3 times you get wiped out your
most experienced unit must be removed from your list.
They decide they are too good for you and seek employment elsewhere.
All XP from the unit is gone.
-
Note: “standard” codex army units
already have lots of experience- so these armies must acquire
5 experience in the league before the experience can be applied
to a unit and begin to count toward acquiring new skills.
Variant Lists from WD, CJ, or ‘group codices- Armageddon,
Eye of Terror, etc. don’t suffer from this.
Exceptions: Black Templars count as standard codex. Any army
constructed of only troop choices will count as variant lists
with the exception of Beil-tan Craftworld Eldar.
Resolute
When you get wiped-out by an opponent, the next time you face them
you are Resolute.
-
All models get a 5+ invulnerable save from
shooting and combat.
-
All have unmodified leadership and +1 to all
morale, leadership, etc. test (max 10)
Guerilla Tactics
" Desperate times call for desperate actions"
For every 3 points of higher reputation your opponent has, you get
one roll on the pre-game rivalry chart below. You may sacrifice
2 rolls to choose 1 result but you must make this decision before
you roll.
Note: If your reputation is less than your opponent, but you have
played fewer games than your opponent, give yourself one temporary
reputation point for each game more your opponent has played. This
is only a temporary adjustment for determining how many rolls are
made on the chart below. No adjustment is made if your opponent
has more games and less reputation.
-
Trigger Happy: One of your units is
losing it! Their shooting this game is twin-linked. Twin-link
weapons shoot at +1 instead. The unit automatically pass any
morale/leadership checks called upon if shot at and may not
be pinned from shooting.
-
Grim Determination: One of your units
hates one of your enemies units (you chose the rival unit).
Against the hated unit, they always hit on 3+ in combat and
re-roll failed to wound rolls.
-
Crack Shots: +1 on vehicle & bunker
penetration rolls. If the enemy has no vehicles, you may re-roll
this result.
-
Ambush: You chose sides, set up your
whole army 2nd. For infiltrators, you may chose to set yours
up first or 2nd.
-
Sabotage: Enemy vehicles must roll d6
at the start of each turn: 1-2 “This’ll mess em
up good!” Saboteurs have caused some temporary damage
to the enemy’s vehicle. It can not move this turn. The
vehicle may move normally next turn, if able to. Vehicles that
do not start in play at the beginning of the game are immune
to sabotage. Re-roll if enemy has no vehicles.
-
Parting shots: The enemy arrives suffering
fire from their last engagement. Roll d3+1 Str3 Wounds AP —
for each unit of models with saves of 4+ or worse & d3+1
Str4 Wounds for every unit of models with saves of 3+
Altering your Force
You can change your force composition from week to week with little
effect on your Reputation or experience, with the following exceptions:
-
Dropping a unit, character or altering something
that would effect the entire unit, like IG doctrines: Remove
unit’s experience
-
Changing armies: If you switch to a new force
that needs a different codex you lose 1/3 of your reputation
rounding up, and of course, you lose all experience gained so
far from the league.
Example: I have a Reputation of 13. I decide to drop my Eldar
for Genestealer Cult. I now have a reputation of 8.
Skill List
Skills are chosen- not rolled for
Unit/Character Primary Skills
-
Street Fighter (4+ cover save in cover)
-
Hardened Fighters (Unmod. Leadership)
-
Stead Fast (regroup below 50%)
-
Guerillas (roll an extra d6, picking the highest
for difficult Terrain)
-
Tank Hunters (+1 penetration against vehicles
& auto-pass tank shock)
-
Counter Attack (Win CC Ties)
Unit/Character Secondary Skills
(Secondary Skills require the prerequisite skill from the primary
skill list, same number)
-
Shadow Fighters (6+ cover save in open)
-
Hard-Boiled Fighters (+1 Leadership)
-
Reliant (re-roll break tests)
-
Rangers (ignore difficult terrain. Impassable
terrain becomes difficult terrain)
-
Bunker Busters (+1 penetration against bunkers
& fortifications)
-
Counter Charge (counter charge up to 6”)
New Unit/Character Primary Skills
-
Weapon Specialist (Unit leader may treat 1
normal melee weapon as master crafted)
-
Gunfighter (Unit leader may treat 1 normal missile
weapon as master crafted)
-
Quick Strike (Strike first on Init. Ties)
-
Improved Armor (+1 Armor save, max: 4+)
-
Dakka (shoot rapid fire weapons as assault At
–1 to BS, min BS2)
-
Outbackers (Only wounded from destroyed vehicles
on a 5+ not 4+)
New Unit/Character Secondary Skills
(Secondary Skills require the prerequisite skill from the primary
skill list, same number)
-
Weapon Master (+1 to Weapon Skill. WS4 max)
-
Gunslingers (+1 to Ballistic Skill. BS 4 max)
-
Lightning Reflexes (+1 to Initiative)
-
Medic promotion (Ignore first failed armor save
from non-close combat wounds per turn)
-
Dakka Dakka (Shoot rapid fire weapons as assault
weapons no minus to BS)
-
Road warriors (Unit may move normally even
if their vehicle is stunned or destroyed)
Bike/Cavalry Skills
See 40k rule book
Vehicle Skills
See 40k rule book
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