FWC 2017 BOOT CAMP: Mad-Max Fury Road: "Gas Town Run 2"
This is the warm up game for Saturday morning of Boot Camp:
All players are restricted to using the Hunter-Scavenger Mob list from the book/on-line Battlegroup list.
But remember these can be represented by any species types or vehicles as long as they look a bit like what they are designated to be. However it would be really nice to see some Pole-Catz and War Boyz …and Customized Rigs and bikes & motorz this year.
Maximum points 1,000 pts + 100 pts for Primitive Tech - the 1,100pt max must be adhered to rigidly - not even 1 point over (or the +5% lee-way in the list calculator) is acceptable.
No off-table artillery, no on-table artillery assets, no ambushes and no pimping of commanders will be allowed.
This of course means Massives* can be bought (& air), but then you are restricted to the Scavenger list so nothing is exceptionally powerful or fast.
NOTE: the Reserves rule for Commanders does not apply. So no putting that War-rig into Reserve folks (naughty, naughty)!!!
Each player must buy a single War-rig within your 1,100pts - this is your tanker and it must be designated as such (clearly) - you must use the Tank Unit: Death Truck stats and points cost for your War-rig. The War-rig behaves as if it is a Death Truck in all respects (see stats below):
1x|Tank Unit (War-Rig) |Armour|25 T|4/40|4|3|6| 50pts [50] |#1 R
Note #1 - unlike the usual Death Truck the War-rig can carry only 1 Scavenger infantry (+ 1 Runt if you so desire) the other carrying space is taken up with the Gas-tank.
NOTE: A War-rig cannot be shot at or assaulted whilst fuelling at Gas Town. The Gas Town authorities will take such action as aimed at them and any Clan infringing this rule will be dealt with harshly!
You may choose to buy other Death Trucks but they must be clearly identified separately from the War-rig and have the normal Death Truck stats.
If a War-rig is shot at or engaged in melee and reaches its maximum casualties, the driver is assumed to have been killed and the War-rig stops dead (passengers are diced for as usual on bail-out). It can be restarted by using 1 stand of Scavenger infantry (not Runts) to crew it. They will take an action to mount and an action to re-start the War-rig. You can of course board and steal any unguarded enemy War-rigs, as well as restarting your own.
The game will be played on a single table 6 feet by 8 feet of desert/cursed-earth type terrain. Players start on different table edges and corners. These starting points will be marked with a number and chits are drawn to allocate starting positions on the table edge. In the centre of the table is Gas-town.
The game objective is to get your War-rig to Gas-town and spend a whole game-turn filling it with Gas. Then you've got to get it back to your starting position.
You also need to destroy enemy Scavenger clans and either disable their War-rigs or capture them.
If a battle-group breaks, it leaves its War-rig on the table as the crew are assumed to have fled into the desert leaving it deserted.
The winner(s) of the game is decided by adding 150pts to their army total for each fuelled War-rig they successfully get off the table (via their starting point) and 50pts for each enemy unfuelled rig they get off table. No extra points are awarded for getting your own unfuelled War-rig back home!
Each 150pts/50pts is added to your army points total after all unit losses are deducted.
The winner is the player with the lowest losses & that might mean a higher point value than they started with
But to win a players army must not have broken during the game and they must have succeeded in getting at least 1 War-rig off the table
Be prepared for bad-weather, bad-language and bad-dice rolling!
Mark Fry … a man reduced to a single instinct … survive FWC Boot Camp!
NB: *House Massive Rules will be used (& will be circulated ahead of the event)