Weasel-Hamuary Challenge Skirmish #1 (40kBFTZ)
Rules in Play:
Veteran Sister Superior Augusta Victus: I3; SP5; CO+2; TO4; NE2; AR 3. LVL: 0, XP: 1, Grit: 1; Bolt Pistol, Rod of Office.
Sister Aurelia: I3; SP5; CO+1; TO3; NE2; AR2. Grit: 0; Heavy Bolter.
Sister Superbia: I3; SP5; CO+1; TO3; NE2; AR2. Grit: 0; Heavy Bolter.
Sister Silia: I3; SP5; CO+1; TO3; NE2; AR2. Grit: 0; Plasma Gun.
Sister Lupa: I3; SP5; CO+1; TO3; NE2; AR2. Grit: 0; Boltgun.
Sister Pyrrhia: I3; SP5; CO+1; TO3; NE2; AR2. Grit: 0; Meltagun.
Sister Vesuvia: I3; SP5; CO+1; TO3; NE2; AR2. Grit: 0; Storm Bolter.
Sister Bellona: I3; SP5; CO+1; TO3; NE2; AR2. Grit: 0; Flamer.
Sister Melia: I3; SP5; CO+1; TO3; NE2; AR2. Grit: 0; Flamer.
Cromwell (Dreadnought): I1; SP5; CO+1; TO6; NE6; AR3. Grit: 0; Heavy Bolter, Power Fist
Grenade Pool: Vortex Grenade (1) & Frag Grenade (5)
Chaos-Twisted Zombies (20): SP4; CO+0; TO3; AR0; Psycho/Mindless. Melee only.
Mutant Cultists (10): SP5; CO+0; TO4; NE2; AR0; Aggressive, Pistols or Scrap Rifles.
Great Unclean One: SP5; CO+1; TO6; NE6; AR3; Aggressive, Psychic Attacks count as Heavy Bolter and Power Fist.
Bolt Pistol (R12, S1, Pistol)
Boltgun (R24, S1, Rapid)
Storm Bolter (R24, S2, Assault)
Heavy Bolter (R36, S3, D1, P1, Heavy)
Flamer (Template, S1, Assault, Terror)
Heavy Flamer (Template, S1, D1, P1, Assault)
Meltagun (R12, S1, D3, P3, Assault)
Multi-Melta (R24, S2, D3, P3, Heavy)
Plasma Gun (R24, S1, D2, P2, Rapid Fire) - Explodes on ammo fault, hitting everyone (including firer) within 3" with a D2, P2 hit. Unusable for the rest of the battle.
Grav-Gun (R18, S1, D1, P2, Rapid Fire) - Targets of size 2+ suffer an additional hit.
Volkite Charger (R20, S2, Heavy) Every time a 6 is rolled for a hit, add a bonus hit (cumulative).
Vortex Grenade (thrown) Anything covered by the template is automatically destroyed, and anything touched by it is destroyed unless it rolls 4+ on 1d6. This includes vehicles, terrain, etc. No armor save is possible at all. The vortex blocks sight and cannot be fired through. At the beginning of each turn, roll 1d6. 1-2: the vortex disappears, 3-4: the vortex remains in play, 5-6: the vortex moves d10 in a random direction determined by the point of the die.
Rod of Office: Re-Roll 1's on hit rolls within 9".
Miracle Dice: At the beginning of each turn, roll a new miracle die and add it to your pile. Discard a die from the pile at any point to replace any other rolled
Weapon Firing Modes: adapting the rules from 40k 3rd ed (my trusty Oldhammer 40k book), I am using the original templates, firing modes and shot numbers, then applying penetration and damage rules as needed to adapt to 5K.
Ammo Faults: if an ammo fault happens, it costs one non-combat action to clear it, which automatically succeeds. This counts as moving (for heavy weapons, etc.)