Christmas Carnage is a four player scenario. It will be played on a 6' x 4' table.
may select an army to a maximum of 1000 points. The standard force organisation is not used, instead use the following. 1 HQ, 0-1 Elite, 1-2 Troops, 0-1 Fast Attack, 0-1 Heavy Support. If all these slots have been filled, the player may add an additional 0-1 Elites, 0-1 Troops, 0-1 Fast Attack, 0-1 Heavy Support.
zones are in the corners of the gaming board. Players roll off, with
the highest roller having first choice of deployment zone, the second
highest the next choice, the third highest roller gets third pick while
the lowest roller gets whichever deployment zone is left. Players must
deploy their units within 12" of the long table edge and 24" of the
short table edge of their respective corner.
deploying one unit at a time, starting with the player who chose his
deployment zone first, followed by the second player, then the third
player and finally the last player. After each player deploys a unit
(and its Dedicated Transport if it has one), the process starts again
with the first player deploying his second unit. Repeat until all units
are deployed. Units with the Infiltrate USR may use it to deploy after
all other non-infiltrating units. If more than one player wishes to use
the Infiltrate USR, alternate units in the same order above.
Note that units may begin this scenario in reserve, but this must be declared before any models are deployed.
this scenario, the turn is resolved differently than in regular games
of Warhammer 40,000. Instead of each player taking a full turn, each
player will move, then each player will shoot, then each player will
launch assaults. The system is described below.
At the start of
each turn, players roll off. The highest roller is designated "First
Player", the next highest "Second Player", the next highest is "Third
Player" and the lowest roller is "Fourth Player".
The First Player takes his Movement Phase, followed by the Second Player, Third Player and Fourth Player in turn.
The First Player then takes his Shooting Phase, followed by the Second Player, Third Player and finally the Fourth Player.
First Player declares and resolves his assault moves. Then the Second Player does so, followed by the Third
Player and the Fourth Player.
Once all Assault moves have been resolved,
proceed to fight each combat. The First Player gets to choose which
combat is resolved first. This may be a combat not including his own
models if he wishes. Resolve this combat fully. The Second Player
chooses the next combat, then the Third Player, then the Fourth Player,
back to the First Player, and so on until all combats have been
Please note it is perfectly possible (and likely) for
three or four way combats to occur. Combat results for such combats are
worked out as normal. The player with the highest score wins the combat.
If two players scores are tied, consider both to have won the combat.
Neither takes break tests. All other players compare
their combat score to the winner's score to determine their break test
modifier. If more than one player has
units remaining in the combat after these have been resolved, there will
be no Sweeping advances possible and all units which fail their break
tests will fall back.
When all assaults have been resolved, a new turn begins and the process starts over.
objective for this game is the entrance to Santa's cave. This will be
placed in the exact centre of the table. The player with the greatest
number of models within 6" of the cave entry at the end of the
Ending the Game
game ends randomly, although the game can possibly go beyond 7 turns as Christmas is so important to the participating armies.
Roll at the end of Turn 5 - Game ends on 1-2
Roll at the end of Turn 6 - Game ends on 1-3
Roll at the end of Turn 7 (or later turns) - Game ends on 1-4
Units falling back do not fall back towards a table edge. Instead they will fall back towards the controlling player's corner.
Special Rule - Blizzard
The game occurs during a blizzard. Roll a D6 for the blizzard at the start of each turn.
1 Whiteout! - The entire table counts as difficult terrain. All shooting is limited to 12" range and is at -1 to hit.
2 Very Heavy Snow - Shooting is limited to a range of 18"
3 Heavy Snow - Shooting is limited to 24" range
4 Moderate Snow - Shooting is limited to 36" range
5 Light Snow - Shooting is limited to 48" range
Special Rule - Christmas Presents
and his elves have wrapped up a few presents for his rescuers and some
booby traps for his enemies. Due to the poor conditions, these have been
scattered around the battlefield. There are 8 present markers on the
non-vehicle model may open a present it comes into base contact with.
Flip the marker and consult the following table. Players alternate placing present markers after deployment, starting with the player who deployed first, then second, then third, then fourth. No present marker may be more than 24" from the entrance to Santa's cave, or within 8" of any models, or within 6" of another present.
1 - Booby Trap! The model takes a S6 AP1 hit.
2 - This model and his unit gain Defensive Grenades.
3 - This model gets a one-shot only gun. S9 AP2 Assault 1.
4 - This model gets a Combi-Plasma Gun
5 - This model gets a Power Sword.
6 - This model gets a one-shot only gun. S5 AP5 Assault 4.
7 - This model and his unit gain Melta Bombs.
8 - Booby Trap! This model and his unit takes 2D6 S3 AP6 hits.