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I found these experimental rules for madboys, they look like fun!

Madboys.
WS/BS/S/T/W/I/A/Ld/Sv
ws4 bs2 S4 T4 W1 I2 A2 LDX Sv5+. Pts 10.
Unit composition.
10 to 20 Madboys.
Unit type
Infantry.
Wargear.
Slugga
Choppa.
Stikk bombs.
Very Odd Bits 'n' Bobs
(The Madboys ALWAYS turn up with lucky trinkets clothes pets etc.These lucky ite
ms increase their basic save to 5+.And you have to model them so the Madboys sta
nd out,The more outlandish-garish-daft the better!)
Special rules
Disturbed Behaviour.
Madboys are as stable as a jelly in a hurricane.Anything can trigger a mood chan
ge.
At the start of the game roll on the 'Behaviour chart' to see what mood the Mad
boys are in .
The Madboys stay in a particular mood unitil they take casualties , or in a situ
ation where they would normaly take a moral test.
When any of these situations occur , roll on the ' Behaviour chart.'
(If more than one mood changing event takes place in a turn , the last roll dete
rmines the mood for the next Madboys turn.)
Mad Boys Behaviour Chart.
2 D 6 roll/Mood
(Effect.)
2 to 3. Fobik.
The Madboys become terrified of an 'ominous' shaped cloud-bush-tree puddle etc.
Convinced 'Da Big Bad' is after them they MUST hide in the nearest friendly Ork
unit.The Madboys must run towards the nearest freindly unit, using the shortest
possible/permissable route.
The unit the Madboys decide to 'hide in' takes 2D6 Str 4 hits if it is a non veh
icle unit.(As the Madboys elbow and kick their way to 'Da Middle' of the unit wh
ere its safe!)
Any vehivcle unit that is unfortunarte enough to encounter Jibbering Madboys cli
mbing all over it counts as taking a 'Shaken' result.(After reaching the target
unit, the madboys roll for a mood change and add 2 to the result.)
4 Moronik.
One Madboy has found 'da meanin of da ooniverse'.This may be in a small pebble o
r a snotgrub from up his nose.Da uvvers gather round to look at it.The Madboys c
ount as being Slow And Purpousefull and they will not shoot but will fight in as
saults normaly during this mood.
5 Melonkolik.
One Madboy convinces Da uvers, dey is all dead!
And they promply lay down and wait for Gork or Mork to 'take 'em to da Big Green
.'

The Madboys remain stationary (lay down)and will NOT perform ANY actions at all.
They count as going to ground , and can not be targeted or attacked in any way.(
They are that convincing!)
The Madboys roll on the behaviour chart at the start of the next Ork turn.If the
Madboys are Melonkolik at the end of the game they count as destroyed.
6-7 Frantik.
The Madboys cannot decide what to do exactly, but they know they have to do some
thing realy fast!
The Madboys move so quickly and randomly, they are difficult to target so get a
4+cover save.
Role a scatter dice to see where they will go.
8 to 9 Stowik.
The Madboys have a job to do, and 'dey aint gonna muck about.' (This turn)
The unit gain Furious Charge, Fleet and Move Through Cover special rules during
this mood and may re roll any misses in Close combat or Shooting during this moo
d.
10-11. Sykotik.
The Madboys become convinced they have to destroy the nearest enemy unit!They ar
e so determined they concetrate all thier energy on the task in hand.
The Madboys Gain, Furious Charge, Fleet,Rage,Feel No Pain.They also gain +2 Str
and 'Rending' on all close combat attacks during this mood.
12. Maniak.
The Madboys unwittingly tap into a massive amount of Waaagh energy, and belive t
hey are unstoppable and dead stompy! (Any wounded-killed , Madboys are 'just pre
tendin'.)
The Madboys count as Monstrous Creatures with a +1 to strenght and toughness sta
ts , and 4 + invunerable save during this mood.

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