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WarStuff Last Stand Rules v1.

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by OnePageAnon (http://onepagerules.wordpress.com/)
Last Stand Play Wave Table Setup Improve Heroes
Warstuff Last Stand is a cooperative game that pits Heroes: Before the wave begins each player may At the end of each wave there are several steps you
one or more players against hordes of enemies. As place his hero anywhere on the table. must follow in order to improve your hero:
the game progresses each players hero will grow Enemies: After the heroes have set up you must Restore Casualties
and evolve, having to fight increasingly difficult split all enemy units into four groups as evenly as Collect Points
waves of attacks. possible. Pick one table side that will be considered Buy/Sell Upgrades
Preparation the top, and then for each group roll one die and
Mission: The game is played over the course of 10 consult the following: Restore Casualties: If your hero had been killed it
matches, which are called waves. If at the end of a 1 = Placed at the Top is brought back to life, and if it has any wounds on it
wave all heroes are dead, then the game is lost. If at 2 = Placed at the Right they are all removed.
the end of the 10th wave at least one hero survives, 3 = Placed at the Bottom Collect Points: The hero collects D3*5pts.
then the game is won. 4 = Placed at the Left Buy Upgrades: You may spend the heros pts to
Preparation: The game is played on a flat 4x4 5-6 = Heros Choice either upgrade its Quality value or to acquire new
surface, with as many terrain pieces as you like. For each table edge place all units so that they are special rules. Note that to upgrade a Shooter to a
Before the first wave begins all players create one spread out as evenly as possible. Groups that rolled higher range (from short to medium for example)
hero worth up to 50pts using the standard unit the heros choice may be assigned to one of the you must spend 5pts.
creation rules. Any leftover points may be saved. table edges by the hero players. Sell Upgrades: You may sell any purchased
Designers Notes: Whilst the game was written Play Wave Turn Structure upgrades for half of their original value, but you
with players cooperating against AI enemies in mind Waves are played following all of the WarStuff rules, may not sell any of the heros original Quality or
you can also play with one player controlling the AI, however with two modifications: special rules. When selling upgrades that are worth
and everyone else controlling the heroes. The wave only ends when either all an uneven number roll one die, on a 1-3 you must
Structure heroes or all enemies have been killed. round down, on a 4-6 you must round up. Note that
Last Stand played with the following structure, The wave is not played with alternating this means potentially selling upgrades for 0pts.
which is followed step by step and repeats until the activations. Instead all heroes activate Designers Notes: Whilst the game was written
game is over: together, then all enemies activate. On with each player using a single model in mind, you
1. Generate Wave each round the heroes get to go first. can also have each player spend their available pts
2. Play Wave to control a group of models, create a sidekick, etc.
3. Improve Heroes Play Wave Enemy AI Back to the Start
The enemy AI follows a few simple rules, making it Once you have done all these steps you may go
Generate Wave Wave Difficulty pretty easy to use. Once you got the hang of it you back to generating a wave with its new difficulty
Each wave is played against an increasingly difficult are going to be able to activate each unit in a matter values and play the next game.
enemy force, which is measured in its total point of seconds, making for fast paced games. When the
value. Additionally there is a maximum amount of enemy turn starts, go through the following steps
points each individual enemy unit may be worth until all units have been activated once:
during each wave, becoming tougher as they go: Who activates next?
Wave Total Points Max. Unit Points What type of unit is it?
1 50 10 What should it do?
2 75 20
3 100 30 Who activates next: To determine which unit is
4 125 40 activated go from top to bottom, picking the
5 150 50 next unit that has not been activated yet.
6 175 60 What type of unit is it: Once you have picked a
7 200 70 unit to activate you must identify what type of unit
8 225 80 it is. If it has no ranged attacks, then it is a melee
9 250 90 unit. If it has a ranged attack that is better than its
10 275 100 melee attack, then it is a ranged unit. If it has a
ranged attack that is worse than its melee attack,
This total point value scales based on how many then it is a hybrid unit.
players are in the game, so if two players are in the What should it do: Once you have determined
game then you must double the total point value, if what type of unit it is you are activating, it must do
three are in the game you must triple it, etc. the following based on its type:
Designers Notes: Whilst the game was written with Melee Units must Run toward the closest
the goal of surviving 10 waves, you can challenge hero in the shortest way possible, and
yourself to see how long you can survive by playing use melee attacks once in base contact.
past wave 10. Simply raise the Total Points value by Ranged Units must either Walk into
25pts for each new wave, and the Max. Unit Points range of the closest hero and shoot, or
value by 10pts for each new wave. else Run into range of the closest hero.
Generate Wave Enemy Units Hybrid Units behave like Melee Units if
Following the maximum points limit per unit you within range to Run and attack, or else
must now create enemies to fight against. There are they behave like Ranged Units.
no hard rules as to how this is done, but there are a
few guidelines we can offer: These instructions are fairly vague on purpose, and
Dont use more than 1-2 special rules per you are encouraged to make the best decisions for
enemy unit. the AI. This means for instance avoiding difficult and
Dont use more than 2-3 types of enemy dangerous terrain when possible, or healing another
units per wave. unit if the situation demands it.
Dont use more than 4-5 enemy units per
player.
Use at least one enemy unit type that
has no special rules per wave.
Try making units which reflect the
miniatures as close as possible.

By following these guidelines it should keep the


game at a steady flow without making things overly
complicated or having to track too many units

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