Top thread:
Day 1
Day 2
Day 3
Day 4
Day 5
Day 6
Day 7
Day 8
Day 9

The battlefield. There's a small town in the center and some random objects scattered around the edges.

Closeup of the town.
Armies:

Santa's Little Helpers (My Army) are composed of eight Elves led by a bazooka-armed, heroic Santa (he's standing atop the chimney of the house the elves are in). They're small but relatively diverse, since I'm using them to playtest a lot of new "toys". You can see four rifle elves on the outer deck of the building. Inside the building are a Ninja (ninjas in my house rules have dual action and Spider Gymnastix abilities but no Heroic Feats), a minigunner, a flamethrower trooper, and a sniper.

Their Steed is Rudolph, who counts as a Gun Horse with a nose laser.

The Black Hat Men are a small but heavily armed force with 4 riflemen, 2 bazookas, and 1 sniper.

They also have two horse-riding SpecOps (same stats as Ninjas). The one with the red arms is their Hero. SpecOps troops have dual actions, so they can steer the horse with one Action and use one of their weapons with the other.

The Minifig Liberation Army occupies the town square. Their hero is the minifig in the middle of the square wearing green armor. They're by far the most numerous force, and also have the advantage of high antipersonnel firepower with two miniguns, one flamethrower, one bazooka and...

TANK! the Minigun Tank is pretty much able to annihilate anything within its limited range of 12". Don't worry though, it's too far out of position to do much on its first turn. Also, all of the other forces have flyers which can be called in at any time after the start of round 2. I'll explain those later...
Finally we have the Urban Combat Division. Although small in terms of numbers, the UCD troops have high individual firepower with their impact rifles and underslung grenade launchers (the grenade launchers have a shorter range than rocket launchers). Their Hero also carries the uber-powerful Deathgun (16" range, 2D10 explosive damage) and all of the troops have jetpacks which give them 10" of move per turn and the ability to fly.

The UCD also has a combat buggy which counts as a Steel Gun Horse.

In addition to their ground forces each team has a flyer which may be called in any time after the end of turn 1 as long as the team has ground troops on the battlefield. Left to right: the Minifig Liberation Army's Air Scooter (a Flying Steel Gun Horse), the Black Hat Men's jet fighter (armed with 2 MKIII guns and 4 MKII missiles), Santa's Little Helpers' fighter (a blatant ripoff of Natalya's awesome ninja fighter, armed with 2 grenade launchers and 2 MKII guns, with space for two troops), and the Urban Combat Division's transport (which can carry 5 troops and has 1 MKI gun, 2 MKII guns, and 2 MKII missiles).
Miscellaneous rules:
This is a deathmatch. The only objective is to be the last team standing. Alliances don't count -- if you and your allies are the only ones left on the field, you'll have to take them down.
Turn order is Minifig Liberation Army, Black Hat Men, Santa's Little Helpers, Urban Combat Division.
Vehicle and horse armor is weaker in the back than on the sides or front.
Diplomacy uses Rayhawk's Backstab rules. For each turn that an alliance exists, it will gain two Backstab Points for each member of the alliance. When one member decides to backstab his opponents, he gets a number of bonus dice equal to the number of backstab points the alliance currently has. These dice can be allocated to Skill, Damage, or Defense rolls (tell me which when you PM your orders).
Good luck!




