Last Man Standing Format
Last Man Standing Format
By Korey Graham (and whom ever gave him creative input at the time <3)
Briefing
Hi there,
My name is Korey Graham, with the help of some friends I have made this “Last man Standing”
format of play as a way to goof off and play around with either running around with a particular hero
against the odds or Kitbashing your own Champion (if only for shits and giggles).
This is simply my take on what the Dawn of War 2 “Last Man Standing” gameplay mode would be
like, with a few twists of my own ideas thrown in for fun. I am in no way trying to take away from the
great games Games Workshop and its Associate companies have created, I love them all and only
made this as a tribute to how vast and innovative the game can be.
The overall rules are, and always will be based on the standard ‘Games Workshop’ Codex and other
race specific Codexes/Indexes, with the exception of some of the rules in this document that override
what would be the standard rules.
If you have any questions or anything that you think would make a good contribution to the format
please feel free to email me on [email protected], or contact me via my facebook page
https://www.facebook.com/korey.graham.3
Sincerely,
Korey Graham
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Table of Contents
Briefing 2
Set Up 5
Initial Set up: 5
Spawn Points: 5
Battle Rounds 5
Survivors 5
Pushing the Limits: 5
Not like this: 6
You got a friend in me: 6
Perils of the fight: 6
Careful where you point that thing!: 6
Incapacitated: 6
No no. We outnumber you!: 7
1-3 Players: 7
4+ Players: 7
Get up you slacker: 7
Brother from another mother: 7
I’d like to use a lifeline please: 8
Pass the parcel: 8
NPCs 8
Spawning 8
Look to the skies Brothers!: 9
Vile Ascension: 9
The Swarm Demands: 9
Ooh, piece of candy: 9
Movement/Attacking 10
I’m gonna Get ya: 10
I’ve got to run how far?: 10
Rapid Fire: 10
Assault: 10
Heavy: 10
Pistol: 10
Melee Weapons: 10
I’ve got the bigger stick!: 10
No Quickscoping for you: 11
Hull-mounted: 11
Hull Mount (Static): 11
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Sponson-Mounted: 11
Top-Mounted (rotating): 11
Top-Mounted (Static): 11
Extreme Aggression: 11
Against the Odds: 11
Stop running you cowards!: 11
Racial traits 12
Xenos 12
Orks: 12
Tau: 12
Tyranids: 12
Aeldari: 12
Harlequins: 12
Drukhari: 12
Necrons: 12
Imperium 13
Custodes: 13
Black Templar: 13
Inquisition: 13
Astra Militarum: 13
Sisters of Battle: 13
Adeptus Mechanicus: 13
Chaos 13
Chaos Space Marines: 13
Troop (0 Counters) 14
Fast Attack (1 Counter) 15
Elite (2 Counters) 16
Heavy Support (3 Counters) 17
Character 18
Loot Table 19
** Hologram: 19
Character Sheet 20
4
Set Up
Initial Set up:
Each player has choses a Survivor and determined their Wargear, Abilities & Psyker powers.
They are to place the model in a 6” Area around the centre of the table.
Spawn Points:
Six Objective markers will be used to identify the spawning points of the NPCs before the first
battle round begins, One at every corner of the table and then Two placed in the middle at the edge of
the table on opposite sides.
Battle Rounds
Each battle round is broken up into multiple turns. The battle round is considered concluded
when either all of the NPCs have been slain or all of the survivors have been considered incapacitated
and are unable to be revived. Should the latter be the circumstance the game is over and no more turns
are to be played.
First turn always goes to the Survivors so that they may prepare and move themselves to more suitable
positions.
Survivors
At the start of the game, each player picks a model that is to be considered a Survivor.
The limitations on the model that can be used as a Survivor areas follows:
1)The player may take any model that has the Infantry Keyword listed in its description.
2)The player must have the Codex/Index containing the details for the model.
3)Any Faction/Racial/Warlord traits pertain to that character are available
If the Survivor is being created off a non-Character infantry datasheet then it may swap it’s
regular Wargear items not listed in it's usual Wargear option, however, these items must be
considered reasonable to the character itself and be listed in the Codex/Index the model is from.
Unique or Named Characters must stick to their set list however.
If the Survivor takes an item that changes its Wargear, any rules pertaining to specific
Wargear that was swapped out will be lost. Wargear that has a relevant (e.g. faction/race) Relic
upgrade may do so.
Note: If a character is brought across from matched play sheets, all abilities, wargear and
wound profiles must be used at their latest stats profiles, this includes any bonuses and detriments
from their current campaigns.
5
Pushing the Limits:
Being stranded and left for dead, the Survivor's work together and push their bodies to extraordinary
lengths in order to find a way out of the mess they found themselves seemingly trapped in. After
Battle Round Four, any Survivor may choose one Stat, for the rest of the game that stat is considered
to have +1.
Note: Values that have had additional stats added on that affect any dice rolls will still fail or
succeed on the maximum or minimum values (e.g. unmodified rolls of 1 will still always fail).
This Unit cannot be summoned until the ‘Third’ Battle Round has concluded. Once
summoned, the unit follows the same rules as the enemy NPCs with the exception being they are
working on the side of the Survivors.
After 2 turns the unit will despawn and should be removed from play where a 2 turn
countdown will commence before the unit can be summoned again beginning on the next Survivor
Turn. If the unit has been removed (either by an ability or destroyed) by other means then begin the
countdown after the Survivor’s turn the unit has been removed from play.
The unit summoned must contain no more than 5 models total. Unit must start with the
minimum number of models necessary for a unit to be formed, then may add more models after,
however, if the added models brings you over the 5 model cap you may not bring the extra models.
The exception to the 5 model cap may be ignored if the minimum for a unit is above the 5 model
minimum, this exception only applies to units that are considered Troops however and no more
models may be added to that unit.
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with the unit being fired at, if there is more than one Survivor in engagement range of that unit then
the hits of 1 are distributed evenly among them with any extra hits going to the closest Survivor.
Incapacitated:
Sometimes the sheer number may prove too much and a Survivor and they become
Incapacitated. If this is the case the Survivor must not take any actions whatsoever (e.g. Move,
Shoot, use Lifelines).
1-3 Players:
The units spawn as per the description in the NPC rulings.
4+ Players:
For any amount of Survivors that number 4 and above, the respective rules regarding
total NPCs Spawning (Including counters placed on the first turn) are to be increased by 3.
Likewise, for up to every 3 additional Survivors this number is to go up by that same number
(E.g. If there are 9 Survivors then the amount of NPCs that spawn are increased by 6).
Secondly, for every increment of 3 Survivors above, before spawning the NPCs, Roll a
D6 for every extra Survivor above the first 3 and place 2 Counters on the Spawn Locations
with that same value.
Given the sheer number of NPCs at this point, it becomes difficult not to wound
something. For the purpose of this rule, each point of damage done by Survivors and their
Friendly NPCs will carry across all models in the unit (I.e. If a unit takes 6 points of damage
from a single attack and each unit has 2 wounds per model then 3 models will receive
damage). This excess damage can be saved by the next model however, if this damage is saved
then the remainder that got carried across to them is negated.
Performing a Revival may only be done at the end of the movement phase.
A Revived Survivor returns with 2D6 wounds up to their maximum wounds (E.g. If a
Survivor is revived and rolls an 11 for total wounds but only started the game with 10 then they will
only receive 10 wounds)
The Survivor performing the Revive action, may only do so if it is not locked in melee with an
NPC unit.
7
Brother from another mother:
It’s hard to fight with people you don’t trust, however, against the odds even the worst of
enemies usually find a way to work together, even if only to benefit themselves in the long run.
For the purpose of the game all Race, Faction and Unit specific listings (e.g. Imperium, Septs,
Dynasties) are removed and replaced with Survivors.
No ‘Heroic Interventions’ may be performed by Survivors for races that would (under normal
circumstance) kill each other at first sight rather than work toward a common goal.
Likewise, the NPCs use this same rule, however, the specific listings are replaced with allied
NPCs.
Note: All rules and abilities likewise have the same changes made.
For the purpose of this rule, any Stratagems that may be used in that character’s traditional
codex or core rule book count as Lifelines.
Before the Beginning of the first battle round, each Survivor Shall take three Lifelines, these
Lifelines may be used at any time in order to give themselves or other Survivors a much needed
helping hand. After the Lifeline has been used however, it is considered spent and may not be used
again unless replenished.
To replenish the Lifelines, Survivors must Kill/destroy enemy NPCs. Each NPC Type will
have its own Replenishment Value, once the total value required (see Lifeline for details) has been
reached the Lifeline may be used once again.
The Survivors may not change their lifelines once the first battle round has commenced.
The Replenishment Value set for the unit is point per model based. (E.g. if you kill one model
that has a Replenishment Value of 1 then you get 1 point, if you kill 7 you get 7 points. Models with
multiple wounds will count as the following Replenishment Values:
2+ = 2 Points
5+ = 4 Points
10+ = 6 points
15+ = 8 Points
Replenishment Values: Total points required for a Lifeline to become active again, the
total needed is the number of Command points a Lifeline would normally cost x 10 (e.g. 2CP = 20
Replenish points)
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NPCs
NPCs are Non-Player-Characters that appear through the battle, their sole purpose is to snuff
out remaining Survivors (including models accompanying survivors).
Spawning
At the beginning of each Battle Round on the first NPC turn, each player rolls a single D6,
taking turns rolling one-by-one until the total number of dice rolled are equal to the number of the
battle round. (For Example: if it is battle round 4 then 4 dice must be rolled, if it is battle round 9 then
9 dice must be rolled). The spawning locations that are selected by the initial dice roll must then roll
2D6 and use the face values of the dice as the number allocated to a unit from that pool basing the
value on the order the dice cease rolling in (For Example. Two dice reading the face up values of 1 and
5 should be read as 15, not 6).
The dice will spawn a unit that is to be considered NPCs and is to be spawned within 6” of the
Objective marker number that matches the face value on the dice rolled.
Note: The NPC unit may be placed outside (but as close to as possible) the radius of the
spawning location, however, only if the number of units spawning would otherwise make it
impossible to spawn inside the zone normally.
The NPC units always spawn at their minimum or maximum that make a squad which is
determined by a dice roll. Minimum squad size will have a dice value of 1- 3, maximum squad size
will have a dice value of 4 - 6. The wargear available to them will be limited to what has already been
fitted to the model.
Vile Ascension:
As the Survivors fend off wave after wave of incoming fire and fury, the NPCs grow more
desperate in their attempts to finish them off. At the end of each Battle Round won by the Survivors,
place a counter on one of the spawning locations for each unit slain (location determined by rolling
D6). Before Battle round 1, roll 2D6 and place one counter on each spawning location based on the
Dice Value.
When rolling to see which Spawning location the unit is spawned from, the counters are used
to determine which pool the NPCs are selected from.
Note: Only 2 of any unit (E.g. Tactical Marines) may be present on the table at any time until
the 4th Battle Round. Upon the Survivors Reaching Battle Round 4 and every 4th subsequent battle
round from there onward that number is doubled (e.g. Battle Round 12 may have up to 8 of the same
unit). If there are already the capped number of units on the field and they are elected again the dice
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must be rerolled for the purpose of determining which unit spawns.
Once an NPC unit is spawned from the appropriate table, remove one counter from the total on
that spawning location.
On the 10th and 20th Battle Round will spawn an NPC that must have at least 15 Wounds.
Loot may not be picked up if NPCs are contesting the drop area (within 3” of the Loot).
When picking up the Loot roll 2D6, the total value of both dice shall be used to decide what
loot you receive from the Loot Table.
Movement/Attacking
Rapid Fire:
The unit must advance in the movement phase until they are within shooting range.
Once in the shooting range they will use their normal distance until they are in Rapid
Fire range.
Assault:
The unit must always use the advance movement when determining how far they move
during the movement phase.
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Heavy:
This unit must advance until in range of the heavy weapon. Once they are in range of
firing the weapon they must not move.
Pistol:
The unit must advance in the movement phase until they are within shooting range.
Melee Weapons:
The unit must advance in the movement phase until they are within shooting range.
If the NPC unit contains multiple weapon profiles then the unit must advance until they reach
the profile that has the “longest” range, from that point forward it then uses the basic movement until
they are in range of the “shortest” shooting profile.
If the “shortest” weapon profile would be melee then the unit must move until it is within
charge distance, then attempt to charge. However, if the NPC unit does not possess a combat weapon
profile, it will stop at its minimum shooting range and continue to shoot from that position unless a
Survivor moves to within charge range.
Hull-mounted:
Hull Mounted weapons have a 90 Degree Firing Arc.
Sponson-Mounted:
Sponson-mounted weapons firing arcs are limited with whatever the normal pivoting
range of the weapon would be.
Top-Mounted (rotating):
Rotating top-mounted weapons have a full 360 degree firing arc.
Top-Mounted (Static):
Fixed top-mounted weapons may only shoot in a straight line from the direction it is
facing.
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Extreme Aggression:
NPCs are extremely prejudiced toward the survivors and will use any means necessary to take
them down. Any NPC unit or model that includes any Abilities or that can use Psyker powers Must
do so. In addition, must use all available weapons when able to do so.
Racial traits
Xenos
Orks:
Savagery: This survivor and other allied survivors within 10” may reroll failed hit rolls of 1
when making melee attacks.
Tau:
Advanced Targeting: This survivor and other allied survivors within 10” may reroll failed
hit rolls of 1 when shooting.
Tyranids:
Crippling Fear: In the fight phase, enemy units making attacks against this survivor and
allied survivors models within 10” of this model may have their hit rolls of 6 rerolled.
12
Aeldari:
Clouding Judgement: At the beginning of the Survivors turn, roll a D6. On a roll of 5 or 6,
select an enemy NPC unit, until the end of that NPCs next turn, that unit will act as though the
survivor summoned it and it will move toward/attack other NPC units. The NPC unit may still be
attacked by the Survivors.
Harlequins:
Unyielding Speed: This Survivor and other allied Survivors within 10” have their movement
increase by D3 until the end of the turn. If charging the distance will be changed from 2D6 to 2D6 and
a D3 (Die used for D3 must be declared before rolling).
Drukhari:
Darkness of the Webway: Enemy units making shooting attacks against this survivor and
other friendly survivor models within 10” of this model may have their hit rolls of 6 rerolled.
Necrons:
Nanite Scarabs: At the start of this survivor’s turn, this Survivor and other survivors within
10” of this model may regenerate a wound on a roll of 5 or 6.
Imperium
Custodes:
Emperor’s Blessing: This survivor and other allied survivors within 10” may reroll failed
save rolls of 1.
Black Templar:
Unbridled Rage: In the fight phase, after a successful charge, This Survivor and other allied
Survivors within 10” will gain +1 to their Strength rating for the first attack made.This is resolved
before any modifiers (e.g. Weapons that provide a x2 Strength bonus).
Inquisition:
Willpower Absolute: On a roll of 5 or 6, This Survivor selects an enemy NPC unit and
reduces their leadership by -2 until the end of current turn.
Astra Militarum:
Bring the Rain: If a Survivor with this racial trait is on the field, if every Survivor fires all
their ranged attacks at the same NPC unit then that unit has its movement halved for the remainder of
the battle round.
Sisters of Battle:
Saint’s blessing: In the fight phase, attacks made by a Survivor that is within 10" of this
Survivor resolve at -1, if the weapon has an AP rating already, the effect is cumulative (e.g. AP0
becomes AP-1, AP-1 becomes AP-2).
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Adeptus Mechanicus:
Chaos
14
Troop (0 Counters)
Dice Value Army Unit Replenishment Value
11 Necron Warriors
13 Tau Breachers
14
21 Tyranid Hormagaunt
23 Necron Immortals
24
25 Tau Breachers
32 Tyranids Genestealers
41
45 Tyranids Termagants
52
61 Tyranids Warriors
62
64
15
Fast Attack (1 Counter)
Dice Value Army Unit Replenishment Value
11 Necron Destroyer
12
14
22
24
25 Tyranid Gargoyles
33
34 Necron Wraith
41
43
45
52
54
61 Tyranids Harriden
62
64
16
Elite (2 Counters)
Dice Value Army Unit Replenishment Value
13 Tyranids Lictor
14 Craftworlds Wraithguard
21 Tau Riptide
23
25 Tau Ghostkeel
31 Tyranids Tyranguard
41 Necron Lychguard
42 Adeptus(SW) Reivers
43 Tyranid Zoanthropes
52 Tyranids Haurospex
53 Necron Deathmarks
54
63 Tyranids Venomthrope
17
Heavy Support (3 Counters)
Dice Value Army Unit Replenishment Value
13 Admech Armigers
24 Tyranid Carnifex
33 Tau Broadside
41 Adeptus Landraider
42 Tyranid Trygon
45 Necron Monolith
52 Tyranids Exocrine
54 Tau Hammerhead
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Character
Dice Value Army Unit Replenishment Value
11 Tau Darkstrider
22 Necron Overlord
41 Tyranid Neurothrope
45 Inquisition Eisenhorn
53 Tyranid Tervigon
61 Tau Ethereal
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Loot Table
Value Item Description
3 Shield Generator At the end of their movement phase, the bearer may place down
a Shield Generator within 3” of their location. any shooting
attacks made at a survivor within 3” of the shield generator are
resolved with a -1 to wound. Moving more than 6” away
destroys the shield generator.
6 Proximity Mine At the start of the movement phase ,place a proximity mine
down. At the end of the Survivors next movement phase, any
models within 3” inches will detonate the mine. Any units within
6” suffer 2 mortal wounds and have all movement reduced by 1”
12 Flash Bomb Flash bomb detonates on pick up. Units within 6” suffer -1 to all
hit rolls and -2 to movement distance until the end of the turn.
*Comms Module:
If You got a friend in me has not yet been activated, then the player retains the bonuses from
picking this item up until after the Unit has entered the battlefield.
** Hologram:
Hologram is an exact light based copy of the bearer that placed it, it possesses all of their
abilities, however, cannot attack. Any wounds suffered to the hologram instantly destroys it.
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Character Sheet
The Below sheet is for players who wish to create their own Survivor to use for the last man
stand. Note that the base stats must be that of a normal infantry unit. All Rules, Abilities, Keywords
standard Wargear must remain that of the original design.
Wargear may be modified to suit a custom Survivor, however must be considered reasonable
to the creation of the model.
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