 |
| Author | Post |
|---|
Pen dull Super Moderator

| Joined: | Wed Apr 13th, 2005 |
| Location: | Madison, Wisconsin USA |
| Posts: | 1896 |
| 40k Armies played: | 12+k Orks 2+k Marines 1k Eldar. |
| Status: |
Offline
|
| Mana: |     |
|
Posted: Sun Aug 2nd, 2009 06:33 pm |
|
For posterity's sake, here are the rules for "Zazdakka's Uninvited Wedding Guests," which was played out last wednesday night in the span of about 12 hours. Zazdakka ended up getting married. Good fight, good explosions. Hopefully we'll see some pictures soon!
ZAZDAKKA’S UNINVITED WEDDING GUESTSE
A 40K MELODRAMA IN TWO ACTS
D-Company, Milwaukee Wisconsin
ACT ONE:
Forces have joined in an effort to thwart the wedding of Zazdakka. The battle will begin with each “Uninvited Gest” player fielding a single small squad of infiltrators. If there is a suitable infiltrating squad (like, say Scouts or Pathfinders), that squad will be chosen. Each infiltrating squad will enter the battlefield starting with turn one of Act One. This will be done using a normal move onto the board edge at the deployment zone. All ork forces except the Grot Ushers (see later) will be considered partying. The Partying rule will mean that any ork unit that is not an Usher may not move, shoot or assault unless it has been shot at or assaulted. The wedding party is really heating up, and orks would barely notice anyone being subtle around them.
Grot Ushers: In the Sentry Zone, the ork players will assemble their Grot Ushers. The Grot Usher squads will consist of ten grots and one slaver. There will be as many of these squads as the Ork players wish to field, ideally there should be around 5. The rest of their grot squads will be held in the normal “Wedding Party” zone and will not move during Act One. The Slavers in Grot Usher mobs will move each turn toward a wedding objective. They may run or shoot in the shooting phase, however if they run, it must be toward a gift or a detected unit. Every turn a Slaver must attempt to get into base contact with an Objective. Grots, however, may move freely as long as they maintain coherency. Immediately after a model from a Grot Usher squad touches a Wedding Gift, it will assign itself (at the ork player’s choice) to head toward another objective as quickly as possible. In this way, the Grot Ushers should be scurrying from one objective to the next, getting things ready for the upcoming ceremony and feast. Once a gift is assigned as a target to move to, a Grot Usher mob may not “change its mind” until it has reached another gift! Detection: If a model from a Grot Usher squad comes within 12” of an enemy model it may attempt to identify the squad as a guest without an RSVP! The Grot Usher squad will immediately “reassign” itself to make contact with the enemy unit. As well, any Grot Usher squad within 2d6” may be, if the ork players wish, reassigned to move towards the detected enemy models. If the Grot Usher squads come into base contact with enemy models they will sound the alarm if any of them survive the assault. If none of them survive the assault the ruckus might still be noticed, and the alarm will be raised on a 4+. Any Grot Usher squad fired upon will sound the alarm. Wounds from Sniper weapons will raise the alarm only on a 4+. If an Usher squad happens to stumble into base contact with a beacon, it will immediately sound the alarm.
Infiltrating squads and their Beacons: Each infiltrating unit (the “Uninvited Gests” will carry a “signal beacon.” Each beacon can be “planted” at any time by the Infiltrating squads, at any point on the table except they may not be placed within the Wedding Party deployment zone (it is too well lit and packed full of orks). Once the beacon is planted the infiltrating squads must stay within 6” of the beacon until Act 2 begins. An infiltrating squad killed before planting its beacon loses it forever (as well they should, as they could have planted it a second before their last save was made). Beacons are stationary for the rest of the game, and should be represented by a small token or model. Beacons cannot be destroyed once planted.
So why plant a beacon, then? Wedding Crasher players may use the beacon in the following ways:
1) Pick-Up Zone: Any “Wedding Gift” objective within 6” of the beacon may be left unattended by any unit and still remain claimed by the player owning the beacon. For example, a unit could be destroyed near your beacon on the final turn of the game, yet the objective (which does not get destroyed) would still score a point for your team.
2) Homing Beacon: Any unit that is able to deepstrike onto the battlefield may use the beacon as a homing beacon and deepstrike without error within 6” of the beacon. All other deepstrike rules apply.
3) Strategic Defense Pulse: Once per game, an Uninvited Gest player may declare that he is using the defensive pulse of the beacon. On that player’s shooting phase, the Apocalyptic Blast template is placed with the hole centered on the beacon. This blast will affect all units in its range with a S10 AP2 devastation, and remove all terrain in that area as well.
Once all players have planted all of their beacons Act 2 will begin.
If the alarm is sounded, all Grot Ushers will be removed from the board and Act 2 will immediately begin. There is no turn limit for Act One.
act two
When it is time to move onto act two, remove all Grot Usher squads from the table. Any restrictions limiting the movement of units that planted beacons are removed.
If the Grot Usher squads sounded the alarm the ork player will take the first turn normally. When completed, the Wedding Crasher players will move onto the board edges within 18” of their original deployment point. These points will be designated on the corners and middle of the long table edge opposite of the “ork side.”
If all of the wedding crasher beacons have been planted and no alarm was raised, the Wedding Crashers will begin the first turn (essentially Seize the Objective) by moving onto the board edges within 18” of their original deployment point.
Whatever the case, all units are considered “normal” from this point forward. Act Two will last 5 turns with a random and contingent length.
The Contingent Length game: Zazdakka is trying to get married. The ceremony is scheduled to take place at the end of turn 5. The game will end at the end of turn five six or seven if the following are true: 1) Zazdakka and “da Wifey” are both alive and within the Ceremony Circle. 2) There are no enemy units within the Ceremony Circle. If there are Wedding Crasher units within the Ceremony Circle then the wedding has been delayed (call this the “If there are no objections” rule). The game will continue to turn six or possibly even turn seven if this is the case. The game will automatically end after turn 7. If there are still “Objectors” in the Ceremony Circle, the game will then be decided by Wedding Gift Victory Points.
Wedding Gift Victory Points: There will be 6 Wedding Gifts on the board. Some of these are “moveable” objectives which can be carried by “any unit with hands.” These are the NUN, HAM, CAKE, and COW. These are worth one point each. There are some special objectives as well, namely the SCRAP and the FUNGUS BEER. The Scrap is an immovable pile of some of the most special junk brought by the meks. Any “repair” unit (a techmarine or mekboy for example) in base contact with the Scrap Pile will receive a +1 bonus to their attempt to repair. The FUNGUS BEER will be 15 barrels of beer brought for the party. Any model may carry one, however that model will be reduced to one attack at +2 Strength, Initiative 1 in assault only. Shooting will not be changed (you can put down the beer to shoot). Each barrel of beer will be worth 1/3 victory points, so a team with six barrels would be able to score 2 victory points for their team. Any movable objectives will be dropped immediately by any model killed, broken, or disappearing to the warp in some strange fashion. They may not be taken off the board or destroyed in any manner whatsoever. Wedding Gift Victory Points will be counted in the event that the bride or groom have been killed at the end of turn five. Then random rolls will determine game length.
The Ceremony Circle: The ceremony circle is a 12” radius around the Altar. THERE IS NO DEEPSTRIKE OR DROP POD ACTIVITY ALLOWED IN THE CEREMONY CIRCLE, period. “Sanktitee of Mawwage” rule: As well, while Zazdakka and Da Wifey are in the Ceremony Circle, they may not be fired upon by weaponry unless they are the closest target to the firer. “Da Best Boy” rule: Any shots that scatter onto them for any reason will wound normally, but the wound will be transferred to the next closest Ork unit or model.
The Altar: “I’m tryin’ ta’ get mawwied!” If Zazdakka is within 6” of the Altar, he may command one ork unit that is falling back to regroup as long as that unit is within 12” of him. His unmodified Leadership will be used. This will be done at the beginning of the ork turn. Restrictions such that would prevent a unit from regrouping normally do not apply, Zazdakka’s pleads can make those within 6” of an enemy unit or below 50% strength turn and fight anew.
edited for formatting
Last edited on Sun Aug 2nd, 2009 06:35 pm by Pen dull
____________________
"How is that even possible?!?"- Milkman
"Everybody can take all summer to build one flyer a piece.... Bam instant flying retard fest." - joe
"When you die, I'm gonna cry a little." - Derling
|
ethmongul Super Moderator

|
Posted: Mon Aug 3rd, 2009 12:31 pm |
|
Picts will be up tonight hopefully.
____________________ Makin' it up as I go along!
"A man who maketh the same mistake twice is like a dog going back to its own vomit."-Pendull
|
ethmongul Super Moderator

|
Posted: Fri Aug 7th, 2009 11:42 am |
|
http://picasaweb.google.com/ethmongul/20090728?authkey=Gv1sRgCNfw0LnJi92HRg&feat=directlink
here's 1 set of picts
____________________ Makin' it up as I go along!
"A man who maketh the same mistake twice is like a dog going back to its own vomit."-Pendull
|
ethmongul Super Moderator

|
Posted: Fri Aug 7th, 2009 11:44 am |
|
http://picasaweb.google.com/ethmongul/20090729?authkey=Gv1sRgCPDn8s7W_9y-SA&feat=directlink
here's some more sorry for the lag time boys, I've been a little busy. See ya!
____________________ Makin' it up as I go along!
"A man who maketh the same mistake twice is like a dog going back to its own vomit."-Pendull
|
 Current time is 04:06 am | |
|
|
 |
|