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 Monty Python's Holy Grail

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Hirumith, the Grey Knight
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PostSubject: Monty Python's Holy Grail   Fri Sep 17, 2010 7:38 am

Here's something I posted over on TP just a bit ago. Most of the profiles are tweaks of those in the "I Am Your King" minigame that Wargames Journal did pitting the Knights of the Round Table against Dennis and his peasants.

anyways, enjoy!

me, on another forum wrote:
What I'm presenting here, however, are some tweaked profiles and with point values added (based loosely on the LotR Cost Calculator), as well as expanding on the "Holy Grail" Python-verse a bit.

Be forewarned, there are a lot of profiles so this one's kind of a doozy.


Quote:
Arthur, King of the Britons - 120 points
The legendary Arthur is both a just ruler and brave warrior who will later lead his men on the quest of the Grail. A stern, stoic man, Arthur is prone to haughtiness and has a pathological dislike for all things silly.
F S D W A C - M/W/F
5/- 4 7 3 3 6 - 3/3/3
Wargear: Excalibur (sword), heavy armour, coconuts and shield.
Special Rule:
King of the Britons. As Arthur is the true King of the Britons (though his title may be disputed by some) he commands his men with great weight of authority. He can inspire them to great feats on the battlefield and help overcome some of their more erratic behaviour. By spending a point of Will Arthur can make heroic actions as if he had used Might, or alternatively he can negate either Lancelot’s Fearlessness or Robin’s Cowardice special rules for the turn.

Quote:
Sir Lancelot the Brave - 105 points
The mightiest of Arthur’s knights, Lancelot’s courage in battle is probably better described as maniacal psychotic behaviour. He may defeat everyone he comes in contact with but he also has a habit of massacring everyone else who unfortunately happens to be nearby.
F S D W A C - M/W/F
6/- 5 7 3 3 9 - 6/0/3
Wargear: Sword, heavy armour, coconuts and shield.
Special Rule:
Fearlessness. Lancelot is so brave that he does not understand the concept of tactics. His entire battle philosophy is to charge forward and kill everything in sight. This serves him well most of the time but it does limit his tactical flexibility. Lancelot must always move a full 6” in a straight line every turn until he gets into combat with the closest foe and he will use Heroic Fight each and every turn whist in combat..

Quote:
Sir Galahad the Pure - 60 points
The youngest of the knights of the round table, Galahad is perhaps too nice for his own good. He is also completely chaste and for this he receives much mockery from the other knights. Though not as accomplished a warrior as some of the other knights, his bravery is without question.
F S D W A C - M/W/F
4/- 4 7 2 2 6 - 2/2/2
Wargear: Sword, heavy armour, coconuts and shield.
Special Rule:
Purity. Galahad is so pure that he would rather not kill anyone if he can at all help it. As such he tends to incapacitate enemies and knock them out instead of actually killing them. This sits well with his conscience but it makes winning battles more difficult for the rest of the knights. When Galahad has defeated a foe in combat roll a D6 and consult the below table to see what actually happens to them.
D6 Roll Result
1-2 Nothing. He pulls his blow at the last second and they get 1 Wound back.
3-4 Knocked Out. The enemy is out cold and wakes up on a roll of 4+.
Lay the model on its side and roll during each of his movement phases.
5-6 Dead. Galahad actually kills them, probably by mistake though.

Quote:
Sir Robin the Not-Quite-so-Brave-as-Sir-Lancelot - 20 points
Sir Robin is easily the most timid knight ever to sit around the round table. In fact he is so cowardly that he has never actually really fought anyone. He can fight, but he usually runs away and lets his minstrels do the fighting for him.
He is out of luck today however, as Arthur ordered him to leave the minstrels at Camelot.
F S D W A C - M/W/F
3/- 4 7 2 2 2 - 1/2/3
Wargear: Sword, heavy armour, coconuts and shield.
Special Rule:
Cowardice. Robin’s lack of courage cannot be underestimated under any circumstance. Given half the chance he won’t even turn up for fights, let alone fight in them. Not only does he have abysmal Courage, he must pass a Courage test to be able to move into base contact with an enemy model, no matter how feeble they are. Also if he actually loses a Wound he automatically starts retreating.

Quote:
Sir Bedevere the Wise - 95 points
Sir Bedevere is Arthur’s most loyal friend and trusted confidant. He is knowledgeable and wise but his common sense may be somewhat lacking. He is more used to reading than fighting and though he may not be able to swing a sword as well as the others, he at least knows all the theory.
F S D W A C - M/W/F
3/- 4 7 2 2 6 - 1/4/3
Wargear: Sword, heavy armour, coconuts and shield.
Special Rule:
Wisdom. Bedevere is so wise that he can offer insight into how his fellow knights should be fighting. Each turn Bedevere may, by spending a point of Will, give a free point of Might to any knight within 6”. This free point of Might must be used by the end of the same turn.

Quote:
Sir Bors - 0 points
Second only to Lancelot in hardness, Sir Bors is something of a mystery. He never travels with the other knights, never eats with them but does occasionally turn up almost magically to join in a fight. This strange behaviour would come to a close when he chose the wrong time to appear and was killed by a vicious rabbit.
F S D W A C - M/W/F
6/- 4 7 3 3 6 - 4/1/2
Wargear: Sword, heavy armour, coconuts and shield.
Special Rule:
Where’d He Come From? In any force containing all 5 other Knights of the Round Table, there is a chance Sir Bors will pop up. Bors doesn’t start the game with the rest of the knights, but appears at random. At the start of each and every movement phase roll a D6, on a roll of 6 Sir Bors may be deployed within 2” of Arthur and can act normally, but for that turn only. He will disappear again at the start of the next turn unless another 6 is rolled.

Quote:
Dennis - 80 points
The mouthy Dennis is not just an unwashed lowlife but also a brilliant orator who can even get the up in a war of words with Arthur, and that’s no easy feat. He posesses few combat skills and would do well to keep the fighting as far away from himself as he possibly can. His leadership skills though are so fine tuned that by encouragement alone he can transform the most pathetic of peasants into a fearsome lord of battle.
F S D W A C - M/W/F
3/- 3 3 3 1 6 - 1/6/3
Wargear: Stick (hand weapon).
Special Rules:
Inspiration. By talking alone Dennis makes his followers believe they can achieve anything if they work together and with his belief they will happily fight Arthur and his knights. Any peasant that is within 6” of Dennis becomes a Super Peasant and uses the statistics for that warrior type instead of their normal statistics. In addition while Dennis lives the peasants are immune to fear and will not run.
Argumentative. Dennis is at his best when he gets into an argument about the unjust society they live in and most knights cannot help but to argue back. By spending a point of Will, just like casting a spell, on a roll of 4+ Dennis can target a knight within 8”. He then argues with that knight so tenaciously that the knight has no choice but to abandon what he was doing so he can argue too. He can do nothing for the rest of the turn and if in combat he suffers -1 F and -1 A, and cannot strike blows if he wins.
Super Peasant:
F S D W A C
4/4+4 4 1 2 2

Quote:
Peasants - 4 points
More used to being smelly than they are to fighting, the peasants only strength is in their numbers but even that will not be enough against the knights. Only with Dennis do they have a chance at victory. No more than 25% of the peasants may be armed with bows.
F S D W A C
3/5+3 3 1 1 2
Wargear: Hand weapon or bow.

Quote:
The Black Knight - 125 points
Perhaps the only knigt in the realm as stupidly brave as Sir Lancelot (or is it bravely stupid?), The Black Knight finds himself at odds with anyone and everyone for no apparent reason, but loves a good scuffle. He also has an uncanny ability to see himself as the victor in any and all situations, even when defeat is painfully apparent.
F S D W A C - M/W/F
6/- 4 6 5 * 8 - 3/3/3
Wargear: Sword and heavy armor.
Special Rules:
None shall pass! At the beginning of the game, before forces are deployed, choose a terrain feature on the board. The Black Knight has arbitrarily decided that absolutely no-one may trespass on this ground. Place him anywhere within this terrain piece, or within 3" if the terrain piece is too small. He will automatically and immediately charge any model that moves within 3" of his chosen terrain piece, friend or foe, interrupting the normal order of priority and even the offending model's movement to do so. The Black Knight may never stray more than 3" from this terrain piece unless he is forced to.
It's Only a Flesh Wound. Although The Black Knight can withstand a ridiculous amount of punishment, due largely to his optimistic outlook that he will always remain the victor, he becomes a somewhat less effective combatant as he is worn down. The Black Knight's Attack characteristic is always equal to his current number of Wounds.

Quote:
The Green Knight - 90 points
The Green Knight has no affiliations with Arthur's Round Table, but instead wanders the land issuing challenges to any and all comers - a habit that would end poorly when fellow rogue The Black Knight mightily chucked a sword through his eye.
F S D W A C - M/W/F
4/- 4 6 2 2 6 - 3/3/3
Wargear: Heavy armor, a shield, and a myriad of weapons.
Special Rule:
Challenge. The Green Knight's only purpose is to seek out worthy opponents to face in a duel to the death. At the beginning of the game, select an enemy hero - The Green Knight must attempt to engage this model in melee combat first, and recieves +1 to his Fight characteristic when fighting this model. Once (if) his target is slain, he must then select a new enemy hero, until there are none left. Additionally, any model that slays The Green Knight causes Terror.
Arsenal. The Green Knight likes to be well-equipped to face any potential threat, with new weapons appearing seemingly out of thin air when needed. As such, he may choose at the beginning of each close combat phase whether he would like to use a two-handed weapon, a spear, two hand-weapons (recieving +1 attack), or a hand weapon and a shield (recieving +1 defense).

That's all I've come up with for the time-being, although I'm toying around with profiles for Tim, Zoot, the vorpal bunny, Brother Maynard and Brother Maynard's Brother, the Knights who say Ni!, and maybe one or two more.

Model-wise, I am thinking that with a little conversion work some of Gripping Beast's tuetonic knights and foot knights from their later crusades range would fit the bill for almost all of the knights. For peasants, I'm probably just going to get by with whatever mix of medieval/ancient warriors I have on hand (mostly celts and vikings, I suppose)

Enjoy! As always, C&C, point value tweeks, etc. welcome!
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PostSubject: Re: Monty Python's Holy Grail   Sun Sep 19, 2010 4:10 am

nice. Now we only need the white Rabbit.

Quote :
White Rabbit - 9999pts
Stats
???????
Wargear - Sharp Teeth
Special rules -
"Look at the bones" - Any modal in bace contact with the White rabbit is removed as a casualaty regardless if they have more than 1 wound. This applys to both friend and Foe (The bunny has no friends)
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PostSubject: Re: Monty Python's Holy Grail   Sun Sep 19, 2010 6:38 am

Hahahahahahahaha!

I was trying to think of how to do the "Beast of Caerbannog!"

That's great!

Only thing I would do is allow models the chance to save their wounds using Fate (although the wounds are still caused automatically, so a model has to attempt to save all of his wounds).

I was also thinking of a rule along the lines of:

"It is the rabbit!" - Most knights are more than a bit underwhelmed when they learn that the dread Beast of Caerbannog is a bunny rabbit. The first model that is able to charge the Beast of Caerbannog during the game must do so, to prove how unaffraid he is (he is immediately slain, unless he is able to save his wounds using Fate). From that point on, the Beast causes terror, and all models are treated as having a courage value of 2 when testing agianst him.

Of course, with the beast, you would also need to introduce the intrepid duo of Brother Maynard and Brother Maynard's Brother, who would carry the Holy Hand Grenade (an artefact that would kill any model hit by it, and maybe cause something like D3 strength 10 hits to any model within 3" of the target).
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PostSubject: Re: Monty Python's Holy Grail   Mon Sep 20, 2010 5:21 am

maybe something like a counter special rule
"5 is right out!" - The Holy Hand grenade needs to be prepared to fire before it can be used. During any turn you may declare you are using the Holy Hand Grenade. after 3 turns you may use this grenade and has the below profile. However if it is not used (for example your out of range) the grenade blows up at the start of the next turn. Remove the bearer as a casualty.
Range - 12"
Strength - 10
* Fate may not be used agianst the Holy Hand Grenade, Any modal that suffers a wound from the Holy Hand Grenade is removed as a casulaty *
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