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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

  • If you Wipe the enemy out completely, you gain a bonus +1 Reputation. "We be bad!"
  • If you defeat an enemy of higher reputation gain a bonus +1 Reputation. "Take that whippersnapper!

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.

  1. 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.
  2. 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.
  3. Crack Shots: +1 on vehicle & bunker penetration rolls. If the enemy has no vehicles, you may re-roll this result.
  4. Ambush: You chose sides, set up your whole army 2nd. For infiltrators, you may chose to set yours up first or 2nd.
  5. 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.
  6. 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

  1. Street Fighter (4+ cover save in cover)
  2. Hardened Fighters (Unmod. Leadership)
  3. Stead Fast (regroup below 50%)
  4. Guerillas (roll an extra d6, picking the highest for difficult Terrain)
  5. Tank Hunters (+1 penetration against vehicles & auto-pass tank shock)
  6. Counter Attack (Win CC Ties)


Unit/Character Secondary Skills
(Secondary Skills require the prerequisite skill from the primary skill list, same number)

  1. Shadow Fighters (6+ cover save in open)
  2. Hard-Boiled Fighters (+1 Leadership)
  3. Reliant (re-roll break tests)
  4. Rangers (ignore difficult terrain. Impassable terrain becomes difficult terrain)
  5. Bunker Busters (+1 penetration against bunkers & fortifications)
  6. Counter Charge (counter charge up to 6”)

New Unit/Character Primary Skills

  1. Weapon Specialist (Unit leader may treat 1 normal melee weapon as master crafted)
  2. Gunfighter (Unit leader may treat 1 normal missile weapon as master crafted)
  3. Quick Strike (Strike first on Init. Ties)
  4. Improved Armor (+1 Armor save, max: 4+)
  5. Dakka (shoot rapid fire weapons as assault At –1 to BS, min BS2)
  6. 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)

  1. Weapon Master (+1 to Weapon Skill. WS4 max)
  2. Gunslingers (+1 to Ballistic Skill. BS 4 max)
  3. Lightning Reflexes (+1 to Initiative)
  4. Medic promotion (Ignore first failed armor save from non-close combat wounds per turn)
  5. Dakka Dakka (Shoot rapid fire weapons as assault weapons no minus to BS)
  6. 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