Rules Variant
Submitted By: Sheila Davis 

When I was a guest at BenCon 2001, I ended up meeting Sheila Davis, an extremely nice lady that everyone kept telling me I had to meet.  It ended up being that she is the biggest Battle Cattle marketing tool I have in the Denver, Colorado area.  Even the retailers knew who she was.  Though the variant below is not formatted wonderfully (my fault), I wanted to let people check out the intense work put forth by her to further the joys of bovine barnyard battles!    - Aldo, Owner, Wingnut Games

Battle Cattle Rules Variant
By: Sheila Davis

Tractor rules:

        The tractor acts as an extra-heavy BC with a moo-vement of 10.
        It has ** HP, no armor and cannot be tipped.  It tramples at
        extra-heavy +1, and rams on extra heavy +1 on ramming chart.
        [** For 10,000 point cows the tractor has 75 points.  For 15,000
        point cows it has 125 points]

        A BC must spend 3 MP to board the tractor then lose one turn
        to get it started.  It takes 2 MP to leave a tractor intentionally,
        and 1 MP to shut it down (if desired).

        The tractor moves like a BC, except you must go 1" forward for
        every forward turn.  It takes 2 MP to reverse direction, but
        after that the tractor moves normally.

        When targetting a BC ridden tractor, either the tractor or the
        BC must be targetted.  The tractor offers -2 cover for a
        BC riding it.  A grenade that hits the target does 1d less damage
        to a BC riding it (ignore the highest die).

        A BC tipped while riding the tractor falls out of the tractor.

        If the tractor is driverless (tipped or unconcious rider), it
        continues at 1/2 speed for 1 turn then stops.

        When the tractor "dies", roll 2 dice.  On a 8+, the tractor explodes.
        A BC riding it takes 6d6 internal damage and is flipped somewhere
        on the field.


        Cover rules:

        If over 1/2 the target can be seen      -1 dice
        If less than 1/2 can be seen            -2 dice
       
        A flamethrower will ignite any flammable cover.  Any BC closer than
        1" to burning cover at the end of its move will take 1d6 damage
        internal as long as it remains there.

        If using a live animal as cover, any shot that misses the target
        has a chance to hit the cover.  Roll again at +1.  All animals
        have 10 HP.


        Stampedes:

        Killing any member of an allied animal group will cause them
        to stampede away from the dead animal.  All animals move at 7. 
        When a stampede approaches, a BC in the way must lose a turn or
        roll TDN 2 times.  If tipped, the BC takes trample damage from a
        light BC for each cow&horse that will hit it.  Pigs will not stampede.

        [County Fair Rule] The fences holding the animals are temporary,
        a stampede will move through it rather than around.

        Pigs underfoot:

        When moving through milling about pigs, the BC must move 1/2 MP
        or make a TDN roll.

        [County Fair Greased Pig] The pig moves randomly at speed 7.  It
        cannot be targetted by any weapon, nor can it be trampled by a
        tractor.  It can only be trampled by a BC.  Each turn trampled
        gains the side 20 points each.  Four turns
        of tramples smushes the pig further trampling will not gain points. 
        As with any other pig, the BC must move 1/2 MP or make a TDN.


        Targetting:

        +1 to hit on the sides.

        Points:

        +1/2 for each enemy BC armor damage done (rounded down).
        +1 Point for each enemy BC internal damage done.
        -1 Point for each allied BC internal damage done.
        -20 Points for dead allied animals (cows, horses).
        +15 Points for dead enemy animals (geese, chickens).
        [Farmer Brown's Apples] +25 Points for each turn munching.  There
        are 4 available bunches of munching.  It takes at least 2 MP to
        munch and the BC can do nothing else that turn.

        Fowl:

        Move at 9 MP.  They have 5 HP and a -1 modifier to hit.

        Ramming:

        Only total of last movement forward (45 degree turns do not
        interrupt the forward movement) counts towards the ram.

        Trampling:

        Damage is on up side only.

        Armor & weapons:

        Weapons are *not* destroyed when armor is.

        Firing:

        BC move during their turn, but may fire any time up until their
        next movement phase.  The player receives a chit at the beginning
        of movement.  When the BC fires, the chit is expended.

        Starting Position:

        Roll dice, pick starting position in order from highest to lowest.

  [County Fair]:

        Ferris Wheel:

        It takes 3 MP to board the Ferris Wheel, and 2 to get off.   The
        Wheel can only be boarded from the loading area at the bottom.
        On the Ferris Wheel, the BC may only face towards one of the
        two sides.  To change direction, it must get off, turn, and reboard.

        The Ferris Wheel moves 1/2 rotation each turn.

        A BC on the bottom half of the wheel is treated as standing in
        the open, no benefits.  If tipped it falls off the Wheel with
        no extra damage.

        A BC on the top half has its range doubled in each catagory.
        This range is measured from under the center of the Wheel
        at the ground level.  A BC on the top half also has a cover of -2.

        Multiple BC on the Ferris Wheel may not shoot each other (their
        weapons cannot be brought to bear).

        If a BC is tipped while on the top half of the Wheel, it falls
        off the wheel and takes 3D6 internal damage.

       
        Carousel:

        It takes 3 MP to board the Carousel, and 2 to get off.  Once
        on the Carousel, position the BC with one side facing outward.

        The Carousel moves 1/2 rotation each turn.

        The Carousel is considered to be moving throughout the turn.  Thus
        a BC on it will have its outwardly facing side trace a fire arc of
        270 degrees measured from the center of the Carousel.   A BC on
        the Carousel has a cover of -1 at all times.

        A cow tipped on the Carousel falls off with no extra damage.
        However, if the roll to hit/tip was a natural 12, the
        BC falls on the controls to the Carousel.  This speeds it up
        causing all BC on it to fly horizontally outward 2D6 inches.
        The shooter may specify exactly where the Carousel is when he
        shoots, thus directing any possibly flight.
        On landing, the BC takes 1D6 internal damage.  If the BC
        hits an object in its flight, treat as a "cow-tapult". The Carousel
        will return to normal speed the following turn.

               
        Midway:  Should a cow find itself flung for any
        reason (exploding tractor, sped up Carousel, etc), the owner
        may try to flip it so as to hit one of the midway games.  The
        cow must come down onto the game (direct shots are disallowed).
        If successful, the flippee earns 25 points.

        Tractor displays:  Only 2 tractors in each display have the
        keys in them.  Roll a die to determine if the keys are present.
        A BC must board the tractor to see if it has keys.


===================================================

        As promised, here's the recap of the great Buttercup rescue,
        AKA Battle Cattle game at the Gathering.  I apologize for
        any errors in attribution and missed events.  As I mentioned
        before, I wasn't all there.

        We had 8 players sign up for the game on Friday and when
        we made the general call to start, another 8-10 showed up.
        Unfortunately, we only had room for 12, so some interested
        players were forced to be spectators.

        Background for those who've not heard it:  Sometime in the near
        future, the Army experiments with cybernetic implants on cows
        to create the ultimate battlefield weapon.  When funding is
        dropped, the Military sells the still equipped cows as military
        surplus.  Farmer Brown is thrilled to get prime cattle at
        rock bottom prices.

        Unfortunately, every time Farmer Brown heads off into town, the
        Battle Cattle take advantage of his absence to playfully blow
        each other up with heavy weaponry.

        The scenario: Continuing destruction at the farm has wreaked havoc
        with Farmer Brown's finances.  Sadly, he's forced to sell beautiful
        Buttercup, the barnyard sweetheart.  The Battle Cattle will have
        none of this, so they plan a midnight raid at the sale barn.

        Everyone knows, however, that Buttercup is a fickle heifer, and
        she'll only truly love the cow that actually rescues her.  So  
        there's incentive for the BC to, um, hinder any rivals.

        With that introduction, the players selected the starting positions
        for their bovine assassins.  Before even starting, several groups
        recognized the advantage of working together.  On one corner
        of the field the IH Tractor Possee began their stealthy
        approach to the nearby display, while on the opposite corner,
        the John Deere of Death crowd picked their vehicle of choice.

        In the corner closest to where I sat, the concept of cooperation
        hadn't quite worked its way into the large bovine heads of the
        BCs.  Consequently, before anything else could happen, they
        all shot at Cow Tse Tongue.  A huge firefight erupted
        as endless Balkanesque revenge motivation overwhelmed any
        thought of rescuing or even finding Buttercup.

        Sanity prevailed, though as the Deere 'o Death league lead
        by Moohatma  started firing into the melee.
        It's amazing what a common enemy will do, and Tongue, Sir Loin
        and Moo-nie formed a quick alliance.

        About this time a small flock of chickens took refuge behind
        the Dodge parked in front of the barn.  Spot
        astutely noticed that the pickup had a tank for some sort
        of liquid on the back.  He asked if the liquid was flammable.
        Well, it wouldn't be any fun if it weren't so I said yes.
        Every cow within firing range immediately opened up on the
        truck.  The brand new 98 double wide was converted to Swiss
        Cheese before a lucky shot ignited the liquid and sent the
        chickens off to visit that big Colonel Sanders in the sky.

        While everyone was busy frying chickens and smoking beef,
        no one noticed that Tewbie Inabun had worked his way to
        the barn and was sneaking inside.  As soon as this was
        spotted, though, efforts were quickly made to beat him
        to the punch.  Al and Tipper Gore along with Wellington,
        all started a pack of IH tractors and headed after the
        Tongue alliance.  Moohatma, Spot and Rambovine opted for the
        single Tractor-tank and all climbed the same vehicle, also
        heading for Tongue and company.

        The alliance beat a hasty retreat to the (relative) safety
        of the barn. 

        Inside, Tewbie was having a hard time finding Buttercup.
        The stalls were each clearly marked with the name of the
        heifer inside.  Unfortunately, cows can't read.  So Tewbie
        had to check each stall looking for his beloved bovine.
        Tongue and Moo-nie managed to slip into the barn behind
        Tewbie and started taking pot shots.  Through another
        door came Rambovine hoping to take advantage of Tewbie's
        work and lead Buttercup away with his obvious studliness.

        This is the point where one player (Wellington) proved what
        an evil man he is.  He casually wandered over to where I
        was sitting and pointing to a tank like thing I had set
        up next to the barn asked, "Is that a gas tank, by chance?"

        I replied "I dunno, what do you think it looks like?"

        "I think it looks like a gas tank.  If I shoot it what happens?"

        I thought for some quick rules, "Let's see, if you hit it, and
        then if you roll an 8 on 2 dice, it will explode".

        He did and he did and it did :-)

        A turn later the barn was in flames.  The BC trapped inside
        realized this was no time for petty arguments and heavy
        machineguns and called an immediate truce in an effort
        to rescue Buttercup. 

        Several players asked if the roof would  collapse.  That sounded
        like fun too, so I made up some more rules.  I randomly rolled
        1 die, looking for a result from 4-6.  This would be the
        number of turns before the roof collapsed.  I rolled a 4 but
        didn't tell anyone.  The BC in the barn located Buttercup
        and chewed frantically at the ropes to free her.

        Meanwhile, the tractor aficionados outside decided the best
        way to win fair Buttercup's hoof was to wipe out all opposition
        outside the barn and then pick off the stragglers as they
        exited.  Grenades and machinegun bursts were exchanged when
        the Deere 'o Death discovered the wonders of driving very
        heavy farm machinery over rival cattle.  Several BC were
        ground before Moohatma was shot from the driver's seat
        and the tractor crashed into the still burning pickup.

        The would-be Buttercup rescuers finally managed to free
        their distressed love and beat a hasty retreat out of the
        conflagration.  Rambovine couldn't pass on tossing off one
        last concussion grenade, though, knocking over not only his
        rivals, but Buttercup also.  They managed to struggle to
        their hooves and head for the door.  Moo-Nie and Rambovine
        made it out safely but then, tragedy struck.

        Just as Cow Tse Tongue reached the exit with Buttercup a
        few feet behind, a terrible crash sound through the barnyard.
        The roof of the barn collapsed, burying the valiant hero and
        his love in pile of burning timber.

        A silence fell across field as the remaining BC realized what
        had just occurred.  Sadly, they lowered their weapons and their
        heavy heads and slunk off into the night to grieve the loss
        fair Buttercup.

        Actually, I called the game at that point or they would have
        shot at each other all night :-)

        When points were totaled, the John Deere contingent came away
        with the Phyrric victory, and I laughed a great deal.



=======================================================

        Battle Cattle!  We had 9 players show up this year, 3 of which
        were sub-10 yr olds, so I was very pleased with the turnout.

        The scenario:  Farmer Brown was perplexed by the destruction he'd
        find at his farm every time he returned from town ("Dagburned Kids!").
        But the Military understood.  It seemed the retired Battle Cattle
        were not quite read to be put out to pature.  And what better way
        to remove troublesome BCs that with more Battle Cattle?  They
        chose as their battleground the Filmore County Fair where
        Farmer Brown was showing his prize cows.  Complicating the operation
        was the matter of the secret plans.  It seems that when Farmer Brown
        bought the retired BC, he got a lot of paper work with them.  Mixed
        up in the papers were the plans for the next "secret weapon" (tm).
        Unfortunately, Pinky the pig, ate the plans.  The Military couldn't
        allow the plans to fall into the wrong hands, so the military cows
        had as a secondary objective to stomp Pinky.  Pinky being the agile
        little greased pig  he was required 4 stomps to completely squish.
        For their part, Farmer Brown's cows always liked to stomp pigs,
        so they had the same objective.  With that setting, the game
        began.

        The military cows quickly showed their training and organization
        as they headed for the most useful terrain at the fair.  Veal
        McCoy started for the John Deere display and Moo-nie for the Carousel
        while High Steaks started hunting down Pinky.  Farmer Brown's
        cows were a little less certain, taking cover behind the various
        hay bales and midway games.  The Military started the carnage when
        a few well placed shots from across the fair convinced Farmer
        Brown's cows that hiding wouldn't save them.  Accordingly, Tewbie
        Innabun made a dash for the International Harvester tractors and
        Wellington headed for the Ferris Wheel. 

        Veal McCoy was having a heck of a time finding a tractor with keys
        in it and she kept receiving pot shots from Wellington each time the
        Ferris Wheel would carry him to the top.  Moo-nie took his place
        next to a carousel horse and commenced spraying the fairground
        with a circular hail of heavy machine gun fire.  For his part, Pinky
        was doing a good job of avoiding being stomped (considering the
        movement was random, I was impressed by  how well the pig succeeded
        in running away from approaching hooves).  Finally, however, an
        unlucky roll cornered Pinky against the Future Farmers' concession
        stand where High Steaks took advantage and trampled. 

        Meanwhile a melee erupted near the Grandstand as Tipper and Al Gore
        (both Military) started a fire-ram-trample attack against poor
        Spot.  It seemed Spot would be a goner, but at that moment Tewbie,
        got his IH started and came roaring to the rescue.  Through the
        fence, over the chickens and into Tipper, Tewbie blasted across the
        Fair.  Al Gore beat a hasty retreat, but Tewbie revved the engine
        into reverse and pointed the tail hitch at Al.  In a last great
        act of defiance, Al charged the tractor imprinting the Army logo
        on the side door.  He died with a valiant cry of "Semper Bovis!"
        on his lips.

        Back at the carousel, Moo-nie unveiled his secret weapon just as
        Wellington decided to step off the Ferris Wheel and go after Veal.
        Adrenal boosts rocketed Moo-nie across the fair and into Wellington.
        I ruled that Wellington re-entered the atmosphere somewhere over
        Iowa.

        Pinky was being thoroughly mauled by High Steaks, but not willing
        to let the Military have all the fun, Spot revealed he also had Adrenal
        boosts.  Blasting the full length of the fair, he squished Pinky for
        the fourth and final time, tripped on the ensuing bacon and ended up
        piled against the entrance gate.

        Most of the cattle had been squished, zapped, stomped or mauled
        by the time Veal McCoy finally found a tractor with keys and
        got it going.  The two moving tractors started a death run
        at each other.  Tewbie had a great idea of lobbing a grenade at
        Veal, knocking her out of the tractor and then running over her.
        Unfortunately, the dice failed him and he couldn't hit the broadside
        of a tractor, so to speak.  There were a few final shots and rams,
        but by then the result was obvious. 

        Tewbie was the last of Farmer Brown's cows standing.  He pointed
        the tractor for home and drove away.  Farmer Brown will no doubt
        be dismayed by the loss of his prized cows, but pleased by the
        sudden appearance of a brand new 9730 tractor (less a few bullet
        holes).

        Their objective obtained, the remaining military cows regrouped
        and after a hearty "Moo-rah" disappeared into the night.  The
        Fair officials were stunned by the damage they found in the morning,
        and sadly  had to cancel the much anticipated "Tony Orlando and
        Dawn" concert scheduled for that evening.

        Final result--Military victory by 100 or so points, Moo-nie
        won the individual prize and was promoted to Cowporal.



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