Santa Claus Wars

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WRITTEN BY ED TEIXEIRA Based on the Wargames Supply Depot Santa Claus Wars line of miniatures http://www.wargamessupplydump.co.uk/

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Santa Claus Wars

Transcript of Santa Claus Wars

Page 1: Santa Claus Wars

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WRITTEN BY ED TEIXEIRA

Based on the Wargames Supply Depot Santa Claus Wars line of miniatures http://www.wargamessupplydump.co.uk/

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SANTA CLAUS WARS – A SUPPLEMENT FOR CHAIN REACTION 3.0

© 2009 ED TEIXEIRA – TWO HOUR WARGAMES

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PROLOGUE Santa Claus Wars first came out in 2005 as an intro to Chain Reaction 2.0. With the release of CR 3.0 it only made sense to re-do this supplement. And so, just in time for Christmas we give you…

SANTA CLAUS WARS

INTRODUCTION "'Twas the night before Christmas and all through the house, not a creature was stirring, not even a mouse."

However far away in the North Pole a massive gun battle is taking place around Santa's workshop.

It’s the night before Christmas and all hell is breaking loose at the North Pole. The evil Jack Frost and his minions have mounted an attack on Santa’s Workshop. Their goal is to take the “Big Guy” out put a stop to Christmas and keeping the world in never ending winter. But it’s easier said than done as Santa and Mrs. Claus have mobilized the Elves and they're ready to go toe to toe with old Jack. So let’s get it started! WORD OF ADVICE

All rules of CR 3.0 apply with the enclosed rules adding to them.

Get CR 3.0 here.

http://www.angelfire.com/az3/twohourwargames/CR3.0.htm

WEAPONS The following weapons are used when playing Santa Claus Wars.

WEAPONS TABLE Ranged Weapons Range Targets Imp

Pistol 12 2 1 Submachine Gun 24 3 2 Assault Rifle 48 3 3 Rifle 48 1 3 Shotgun 12 3 3 Machine Pistol 12 3 1

SPECIAL WEAPONS TABLE Special Weapons Range Targets Imp

Grenade 6 5" circle 2 Flamethrower 12 1 Special Mince Pie 3 1 Special Touch of Frost 3 1 Special Snow Beast x NA x

FLAMETHROWER

Yep! A torrent of flame gushes from this state of the art piece of technology sending shivers of terror through the nearest Snowman. Well, not quite. More like take your chances and hope you’re lucky!

To use it the player picks a target, rolls 2d6 versus his Rep, and consults the Flamethrower Table.

MINCE PIE

That’s right, Mince Pie. Not just any Mince Pie but one of Mrs. Claus’ finest. Captain Paxo has the pie and when thrown at the Snow Beast the Captain rolls 2d6 versus his Rep on the Mince Pie Tossed Table. The pie can be tossed at any time during the turn. And its effects take place immediately.

TOUCH OF FROST

“Reach out and touch someone!” This special weapon can only be used once per turn and only when active. When Jack uses the “touch” roll 2d6 versus his Rep on the Touch of Frost Table. It just got “nippy” in here.

LISTS

SANTA AND THE FORCES OF CHRISTMAS Name Type Rep Weapon

Santa Claus Star 5 Assault Rifle Mrs. Claus Star 5 Shotgun "Cpt. Paxo" Grunt Elf 4 Pistol & Mince Pie Chilly Grunt Elf 4 Rifle Noel Grunt Elf 3 Rifle Robin Grunt Elf 3 SMG Mike Grunt Elf 4 Rifle Bernie Grunt Elf 4 Flamethrower

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SANTA CLAUS WARS – A SUPPLEMENT FOR CHAIN REACTION 3.0

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JACK FROST AND THE MINIONS OF MAYHEM Name Type Rep Weapon

Jack Frost Star 5

Assault Rifle & Touch of Frost

Captain Drift

Grunt Snowman

4

Machine Pistol

Frosty Star Snowman 5 Rifle Big Vinny Grunt Snowman 4 SMG Ivan Grunt Snowman 3 Assault Rifle Percy

Grunt Snowman

3

Assault Rifle & Grenades

Stan Grunt Snowman 3 SMG Snow Beast

Grunt Snow Beast

4

Na

Snowmen are only outgunned by the flamethrower.

QUEENIE THE FAIRY

Name Type Rep Weapon Queenie Grunt Fairy 4 2 x SMG

Queenie the Fairy will come onto the board whenever the total of the Activation dice equal 7. Queenie will immediately fly onto the board and attack one figure at random. "Oooh', shiny!"

This is determined by rolling 1d6 for each figure and adding this score to its Rep. The lowest score is the target and Queenie will open fire with her twin Submachine Guns. In case of ties re-roll for the figures involved. Once she has fired she will immediately be whisked off the board only to return the next time a 7 appears.

Queenie will fire at anyone, even Santa or Jack Frost!

SNOW BEAST

Okay, while technically not a weapon, the

Snow Beast has the following characteristics.

• Counts a result of 1, 2, 3 or 4 as a success when in melee.

• Really scares the ice cubes out of elves (See Reaction QRS)

• Only takes the In Sight and Recover from Knock Down Tests.

• The Snow Beast is never outgunned.

THE BATTLE OF SANTA'S WORKSHOP This is a straight forward battle between Good and Evil.

GOAL

• You must defeat the opposing forces. This means all must be killed, captured, or driven from the table.

FORCES

• The Forces of Christmas.

• Minions of Mayhem.

TERRAIN

• The scenario takes place on a three foot by three foot table.

• Woods extend from one table edge (sections 1, 2, and 3) out to 6”.

• Santa's Workshop is in section 8.

• There are two downed logs that act as cover in sections 4, 5, and 6.

DEPLOYMENT

• The Minions of Mayhem start in the woods and no closer than 2". Once they reach the edge they will trigger any appropriate In Sight Tests.

• Santa and Mrs. Claus start in the workshop and may not exit the shop until shots have been fired.

• Roll 1d6 for each Elf. The result is the section that it will set up at.

• A result of 1, 2, or 3 means the Elf is in that section but 6" from the edge of the woods.

SPECIAL INSTRUCTIONS

• The Minions of Mayhem are allowed one free move to the edge of the woods and may cause In Sight Tests.

• Roll activation normally after resolving the reactions caused by the free move.

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SANTA CLAUS WARS – A SUPPLEMENT FOR CHAIN REACTION 3.0

© 2009 ED TEIXEIRA – TWO HOUR WARGAMES

QRS

REACTION TESTS TABLE * = Star May choose to pass 2d6, 1d6, or 0d6.

Reason Pass 2d6 Pass 1d6 Pass 0d6

Fast Move (Ldr) S, MC, or JF = Move up to 2X normal distance. Elves = Move up to 2X normal distance. Snowmen = Move up to 1.5X normal distance.

S, MC, or JF = Move up to 1.5X normal distance. Elves = Move up to 2X normal distance. Snowmen = Move up to normal distance.

S, MC, or JF = Move up to normal distance. Elves = Move up to 1.5X normal distance. Snowmen = Move up to normal distance.

In Sight S, MC, or JF = Fire. Elves = Fire. Snowmen = Fire. Snow Beast = Charge or advance towards enemy.

S, MC, or JF = Fire. Elves = Snap fire. Snowmen = Snap fire. Snow Beast = Charge or advance towards enemy.

All • May not fire and will

halt.

Received Fire (Ldr) * All- • Chargers carry on. • Retrieving wounded

carry on. • Others outgunned will

Duck Back • Others return fire.

All - • Chargers halt and

snap fire. • Retrieving wounded

carry on. • Those in cover snap

fire. • Others will Duck Back.

All • Retire.

Wanting To Charge (Ldr)*

S, MC, or JF = Charge. Elves = Charge. Snowmen = Charge.

S, MC, or JF = Charge. Elves = Halt and snap fire if can. Snowmen = Charge.

All - • Halt and may not

fire.

Being Charged (Ldr)*

All - • Those that can will fire

and then melee. Those that cannot fire will melee.

Elves - If charged by Snow Beast will retire. Otherwise may not fire but will melee. Others - May not fire but will melee.

All - • Retire.

Rally*, Leader Lost*& Man Down

All - • Carry on.

All - • Duck back.

All - • Retire.

Recover From Knock Down

Snow Beast - No effect, remain standing and carry on when next active. Others - May not act or react until having spent one full turn of activation doing nothing.

Snow Beast, SC, MC, or JF - May not act or react until having spent one full turn of activation doing nothing. Others - Out of the fight.

Snow Beast, SC, MC, or JF - Out of the Fight. Others - Obviously Dead.

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SANTA CLAUS WARS – A SUPPLEMENT FOR CHAIN REACTION 3.0

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QRS

WEAPONS TABLE Ranged Weapons Range Targets Imp

Pistol 12 2 1 Submachine Gun 24 3 2 Assault Rifle 48 3 3 Rifle 48 1 3 Shotgun 12 3 3 Machine Pistol 12 3 1

SPECIAL WEAPONS TABLE Special Weapons Range Targets Imp

Grenade 6 5" circle 2 Flamethrower 12 1 Special Mince Pie 3 1 Special Touch of Frost 3 1 Special Snow Beast x NA x

2 FLAMETHROWER (Taken versus Rep)

# D6

Passed Results

2 Hit! Scratch one “Frosty” or any other Snowman. Snowman dissolves into a big puddle.

1 Uh-oh! Flamethrower sputters, pressure builds, but what happens now? Immediately re-roll 2d6 and consult this table. If score a result of Pass 1d6 treat it like Passed 0d6.

0 “Oh sh&t! Flamethrower erupts in a display of pyrotechnics knocking the user Out of the Fight and sending him 2d6” in a random direction.

2 MINCE PIE TOSS (Taken versus Rep)

# D6

Passed Results

2 Hit! Snow Beast catches pie in face and halts in place. Will not move or melee 1/2d6 turns of activation while finishing off the pie.

1 Hit! Sort of… Snow Beast howls in rage and pie goes right into his mouth! Immediately halts in place gulping down pie. Behave as desired next Activation.

0 Whoops! Pie slips out of Paxo’s hand and onto his shoe. Paxo halts in place and if being charged before activating he may not fire. Behave as desired next Activation.

LISTS

SANTA AND THE FORCES OF CHRISTMAS Name Type Rep Weapon

Santa Claus Star 5 Assault Rifle Mrs. Claus Star 5 Shotgun "Cpt. Paxo" Grunt Elf 4 Pistol & Mince Pie Chilly Grunt Elf 4 Rifle Noel Grunt Elf 3 Rifle Robin Grunt Elf 3 SMG Mike Grunt Elf 4 Rifle Bernie Grunt Elf 4 Flamethrower

JACK FROST AND THE MINIONS OF MAYHEM Name Type Rep Weapon

Jack Frost Star 5

Assault Rifle & Touch of Frost

Captain Drift

Grunt Snowman

4

Machine Pistol

Frosty Star Snowman 5 Rifle Big Vinny Grunt Snowman 4 SMG Ivan Grunt Snowman 3 Assault Rifle Percy

Grunt Snowman

3

Assault Rifle & Grenades

Stan Grunt Snowman 3 SMG Snow Beast

Grunt Snow Beast

4

Na

QUEENIE THE FAIRY

Name Type Rep Weapon Queenie Grunt Fairy 4 2 x SMG

2 TOUCH OF FROST (Taken versus Rep)

# D6

Passed Results

2 Hit! Target freezes in place and counts as Out of Fight until contacted by Santa or Mrs. Claus.

1 Whew! Frost barely hits the target but causes the figure to halt in place. May behave as desired on next Activation.

0 “Pull my finger!” Nothing comes out but can try again next turn.