Wednesday, March 30, 2011

Special Mission - "BOLTER BALL"

BOLTER BALL

16 Marines, 2 teams... 1 ball.
In an epic matchup of wits, skill, and ball-handling - two teams will duke it out to prove they have what it takes to be called Bolter Ball Champions.



The game consists of 2 teams of 8 Space Marines each, all must have bolters.

Each Marine can act of his own accord (they all don't have to move in the same direction, shoot the same targets, etc)

Two players set up their team in whatever position they desire up to 12" away from their respective table edge. Follow the normal 40k rules for setting up terrain, who goes first, etc, but you always deploy 12" away from the board on your side.

The first player may move his models (follow normal rules for moving), then shoot either an enemy marine or the ball (follow the rules for shooting and The Ball, see below), then assault (if he didn't shoot, see below).

The Ball

The ball starts play in the exact middle of the board. The objective of the game is to get the ball to the opposing player's side by either shooting or assaulting it.

Shooting the ball

Any Marine in shooting range of the ball may shoot one or two shots (but he must shoot two if he moved as per the normal 40k rules). Roll to hit as normal. Roll a D6 for each shot hit, and move the ball in any chosen direction the amount indicated on both dice(so rolling a 4 and a 3 will move the ball 7 inches).

If the ball gets shot onto a hill, move the ball an additional d6+1 inches down the hill.

Assaulting the ball

Any Marine within 6" of the ball who has not shot in the shooting phase may assault the ball. On the turn that he assaults the ball,the marine gains a bonus attack. The ball counts as having WS 2, so the ball is hit on a 3+. Roll a dice for each hit, and move the ball in any chosen direction the amount shown on the highest dice (so if you rolled a 3 and a 6 on two dice, move the ball 6 inches).

If the marine misses, he remains in contact with the ball until next turn. It is assumed that he fumbled.

Passing the ball

A marine assaulting the ball may pass the ball to any friendly marine within range (determined by the amount rolled during the assault phase, see above), instead of kicking it foreword. In this case, the marine the ball is passed to is considered to be in assault with the ball.

Note that this means that if a marine who had shot that turn's shooting phase is passed the ball, he may not attack it.

Getting hit by the ball

If the ball makes contact with an enemy, the unfortunate marine is struck with the ball! He suffers a hit equal to the distance the ball had travelled (so if the ball was kicked or shot from 3" away from the unfortunate marine, he suffers a S3 hit). Make armour saves as normal.


Getting shot and/or downed

If a marine is shot at, assaulted or hit with the ball and fails his armour save, he is KOed until his next turn. This means that if the marine has not shot or assaulted yet that turn, he may not do so until his next movement phase, when he gets back up.

Note that when a marine gets up from being downed during a movement phase, he moves 2" less and cannot run. This means that he will only move 4" that movement phase.


Scoring and winning

When a player shoots or kicks the ball enough inches so that in passes over an enemy's deployment zone (it must be at least 1" off the board) that player scores. The ball then resets to the middle of the board. The marines on the field do not move.

When a player has scored 3 times, he wins!

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