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Rules & Scenario Development House rules - whose rules? Make your own rules, or read up some experiments others have made.

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Old 02-25-2007   #1 (permalink)
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Default Escape from Hive Xythan

Something that I have been experimenting with for those times when I can't get to the Bunker Store is a sort of solitaire kill team. Given that the brute squads don't do much anyway in terms of moving until they get alarmed, and then they just rush towards the kill team or objective, I decided to just do without an opponent and let the dice make up my opponents minds.
What I have done is this. I place 5 pieces of terrain on the board that serve both as terrain and as spawn points. The board is 3 feet square (cause that is what I can fit on my dining room table). I usually play "escape" with the object being to flee from one corner to the other. I place the brute squads at each piece of terrain, either at the door of the building or in the ruins or trees. My kill team is normally a squad of space marine scouts.
One thing I differ from the official kill team rules on is that my brute squads are D6 strong, not always three. The other thing I differ on is that the only heavy weapon I allow my kill team is a heavy Bolter and I use the following rule for it. Each time it shoots, I roll a die, if it comes up a one, the the Heavy bolter is out of ammo, and the man carrying it has to use his back up weapon.
Brute Squads always move D6 inches towards the Kill team, and always count as moving for purposes of shooting. Most commmonly, I use my catachan and necromunda models to represent plague zombies (to account for the slow movement of the Brutes and because I like the "Dawn of the DEad" movies).
Plague Zombie WS 2, BS 2, STR 3, T 4, W 1, I 2, A 1, LD 10, AC 5. They are armed with laspistols and ccw's or lasguns and are fearless. They are deployed in the following fashion.
Let's say you have a farm house, a ruined building, a stand of trees, a rock pile, and a Barn. Before you start, number each of them from 1-5 and place d6 Zombies at each one. They sense the blood of the living and shuffle towards the Kill team d6 inches per turn. they will fire their weapons as soon as they are within 2d6 inches of the kill team, unless fired on or assaulted first, and will assault d6 inches if they are with in charge range.
I imagine the populace all to have turned to Zombies so to represent this after the first turn in which shots are fired, roll a d6. On a six, nothing happens, but on a 1-5 place d6 zombies at whichever the spawn point that corresponds to the die roll. If you rolled a 2 in my example, you would place
d6 models in the ruined building. Each turn there after, roll again, and continue to deploy more flesh-eating undead monsters. I score points for each kill team member that gets off the board. Conduct shooting and assaults as normal in 40K and have a good time.
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Old 02-25-2007   #2 (permalink)
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wow thats some great rules for the solo gamer. now if only we can train one of these plague zombies or even better an evil monkey to play against
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