Smallest Foot Forwards...
We thought we’d start by playing small games of just 600pts after I was inspired by a couple of articles in WD194/195. Considering the average Marine is 30pts it shouldn’t take us long to collect and paint the 600pts of whatever faction we’d like. Our goal is to get 600pts of every faction/sub-faction in due time, for as little money as possible. If we feel like it later we can always increase any faction up to 800pts, then 1,000pts when we feel like it. Here’s the list of our ground rules:
>600pts Limit
>No Virus Grenades or Vortex Grenades.
>No Psykers above
Lvl 1.
>A maximum of one Vehicle may be taken – Bikes & Jetbikes do not count to this total.
>Units added to the game since can have rules written for them and will be altered as required, as can armies themselves (Dark Eldar for instance).
USR’s will be adapted into the game where necessary.
>Special Characters are allowed so long as they are not above 200pts total (including standard wargear purchases & cards etc).
>No Strategy Cards unless we feel like it
>Veteran Sergeants & the equivalent can be chosen to lead Forces – they have a strategy rating of x, where x is equal to the compulsory Commander’s strategy rating -1 to a minimum of 1.
Our House Rules...
Anyone who played 2nd Ed extensively knows its flaws. However 2nd Ed isn’t as complicated as some have made out since and at only 600pts a lot of the problems are mitigated. The game has changed a lot since then and armies have become a lot more characterful – which we both like. As it is we decided to add any rules for units, wargear and to represent the
USR’s as much as possible to our games – we could always alter them after a playtest or two, or else throw them out completely.
Basic Rules
[spoiler]
Open Terrain: No penalty. The majority of Infantry Units may “leap” over any obstacle 1 to 2’’ high and deduct that height from their move total. The same principle applies when climbing any ladders or up through buildings.
Difficult Terrain: Models move at ½ their M value (rounded up).
Treacherous & Dangerous Terrain: Models move at ¼ their M value (rounded up).
Terrain Tests: If passing through Treacherous or Dangerous Terrain all models must pass an Initiative test (roll of 6 always fails) or else suffer a single S3 hit with no armour saving throw possible. Players may wish to alter this rule to reflect their terrain. For example: if a unit passes through a chasm which hangs over a river of molten lava any model that fails their Initiative test would be killed instantly etc.
A model may choose to run through Treacherous/Dangerous Terrain, their M value counts as being double, just like Running, before any modifiers are applied. Any model which does so must re-roll a successful test. Models with Fleet can re-roll an initial fail.
Deep Striking
Any unit that Deep Strikes into battle (be it teleporting or via air insertion etc) nominates a point on the battlefield. Place a single model at this point and roll a
D12 (or
2D6) & Arrow (scatter) die. If a ‘HIT’ is scored the unit doesn’t deviate. If an arrow is shown, move the model x’’ indicated on the
D12. If a 1 is rolled (or double 1 or 1,2 if using
D6) or the unit moves off a table edge something has gone wrong, roll a
D6 and consult the table below:
1- Lost - Remove from play
2- Where's Jones? Remove a random model from play.
3 - To Hell & Back - Cannot act this turn but may defend itself if assaulted as normal.
4 - Deviates to a point nominated by your opponent (this can be dangerous or treacherous terrain)
5 - Deviates again.
6 - Warp Influence/Emperor's Blessing - gets a Daemonic Aura save of 4++ during the turn it Deep Strikes. In trouble with the Inquisition/Farseer etc or just really lucky!
A unit Deep Striking may act normally the turn it does so but may not React or issue any Orders that turn.
Moving Vertically
Any model can move up a flight of stairs, through a bunker or bastion etc. Simply measure the distance to the level the model wishes to move and move them up. A model may not move more than their base M characteristic.
SHOOTING
Default: A model may shoot at any target they can see. A model may not shoot through a model to hit another model (be they friend or foe).
The exception to shooting through friendly units is if they’re noticeably taller than the unit they are shooting through. Tyranid Warriors may shoot though a unit of Termagents, Ork Boyz may shoot through a unit of Gretchin etc. In reality these units are firing over their friendly unit. The majority of tanks turret weapons may also shoot “through” a friendly unit, however weapons mounted on the hull or sponsons must be able to draw a clear
LOS to their target.
To hit a model needs to score against its
BS characteristic using the table below. This table also includes modifiers for cover, which is further explained & expanded upon below:
BS 1 2 3 4 5 6 7 8 9 10
To Hit 6+ 5+ 4+ 3+ 2+/6+ 2+/5+ 2+/4+ 2+/3+ 2+/2+ 2+/2+
Light 7+ 6+ 5+ 4+ 3+/7+ 3+/6+ 3+/5+ 3+/4+ 3+/3+ 3+/3+
Medium - 6+ 5+ 4+ 3+/7+ 3+/7+ 3+/5+ 3+/4+ 3+/3+ 3+/3+
Heavy - 7+ 6+ 5+ 4+/8+ 4+/6+ 4+/6+ 4+/5+ 4+/4+ 4+/4+
6+ to Hit
Where a x+/x+ is given this means that the model may re-roll their to hit roll and will then need an unmodified score equal to the 2nd number to hit. It also means that if any modifiers take the model’s to hit roll to 7+ that they must then first roll a 6 to hit, followed by the number given. Models with a
BS of 8 or more can re-roll the initial 6+ to hit should they fail the first.
DN: Models with a
BS of 4 or less cannot be so precise, so they do not get a re-roll to hit, nor can they hit a target which requires a 7+ to hit. This means that the majority of Infantry in the game cannot hit a target if the to hit roll needed is 7+. This represents the fact the unit is conserving its ammunition and waiting for a better time to strike, knowing that they are unlikely to hit their target.
COVER
Cover in 40kR works slightly differently to cover within 2nd Edition. Cover not only confers a minus modifier to hit but also offers a bonus to a model’s armour save, representing the fact that a projectile has to negate the cover between itself and its target. Vehicles receive a bonus to their Armour Value instead. This makes an Infantry Unit in cover a tougher prospect to deal with at longer ranges. Any weapons that have the
Ignore Cover special rule ignore the armour save/armour value bonus but not the To Hit modifier.
LIGHT COVER confers -1 to hit
MEDIUM COVER confers -1 to hit & +1AS/+1AV
HEAVY COVER confers -2 to hit & +2AS/+2AV
OTHER MODIFIERS
In addition to the modifiers for cover as given above, the following modifiers also apply:
+1 To Hit
Large Targets (All Tanks, Greater Daemons and Monstrous Creatures)
Mass Targets (units composed of 20 or more models)
Pinned Targets (units which fail a morale check for pinning)
Short Range (any weapon which is UNDER half its range of the target – 23’’ for Lascannon, 11’’ for Bolter etc – universal apart from where exceptions are made in a weapons entry).
-1 To Hit
Dispersed Targets -1 to Hit (Units using dispersed formation – ALL models in the unit must be at least 3’’ apart to gain the bonus).
Fast Targets (Anyone moving 12-24’’ – does not apply to Jump Packs)
Rapid Targets – 2 to Hit 24’’
Long Range – Depends on weapon
Orders & Reactions
We've decided to try an Orders & Reaction system to give Infantry Units a little buff. I never understand why a unit being shot at simply lets it happen without attempting to avoid the firepower, so here's an attempt to remedy things like that. We have tried these rules in a Battle Report shown here:
http://www.dakkadakka.com/dakkaforum/posts/list/525918.page
DEFAULT PLAY, UNIT QUALITY & ORDERS
DEFAULT PLAY
41kR uses a Default system of play, altered by the use of specific Orders.
The Default system of play is largely an unchanged version of the 2nd Edition rules. Default play is used when a unit fails a specific Order, cannot be issued a specific Order or else is forced into Default play through morale effects etc.
UNIT QUALITY
Unit Quality represents a units experience on the battlefield. Most units are reasonably competent and may be issued Orders; others are inexperienced, unruly or else stupid and may not be given Orders.
Unit Quality is given within a unit’s entry within the relevant Index (A brief background update, army list and rules for each faction). There are four main types of Unit Quality and their rules are as follows:
Conscript: These units cannot be issued Orders of any kind, unless led by an Independent Character.
Eldar Guardians, Gretchin, Ork Boyz, Imperial Guard Conscripts, Tyranid creatures outside of synapse range & Chaos Cultists are all examples of Conscript units.
Soldier: These units may be issued Orders of any kind and must pass a base
LD test in order to do so. For every 25% casualties the
LD test required for the Order is reduced by 1 (?)
Space Marine Scouts, Imperial Guard Squads, Aspect Warriors, Chaos Space Marines, Synapse controlled Tyranids, Tau Fire Warriors & Ork Nobz are all examples of Soldier units.
Veteran: These units automatically pass any Orders they wish to make, however they may still not issue an Order when/if they are ‘Broken’, instead they may still fight using the Default rules.
Space Marines, Tyranid Synapse Creatures, Chaos Chosen, Imperial Guard Veterans & Battle Sister Celestians are all examples of Veteran units.
Elite: These units pass Orders automatically, even when ‘Broken’.
Space Marine Veterans, Grey Knights, Eldar Exarchs, Dark Eldar Incubi, Chaos Daemons & all Independent Characters are all examples of Elite units.
ORDERS
Orders are specific commands given by Squad Leaders and apply to Infantry units only. Orders take the form of bonuses or rules that are applied to the given unit if successful. Orders are used in the following manner:
Before a unit is activated it may attempt to carry out an Order unless...
• The unit is Broken or is affected by a rule, psychic power or ability that states it cannot be issued an Order (with the exception of Veteran & Elite unit types as described above).
• It is engaged in hand-to-hand combat. All Orders for hand-to-hand combat apply either for assaults or else as reactions to them, whose effects last for the first round of combat only. Naturally a unit locked in a melee that is assaulted by another unit cannot react in any meaningful way as it deals with the brutality of close combat warfare.
If a unit RALLIES at the end of the Game Turn it is treated as being 1 Unit Quality less for the next player turn.
Once an Order is issued the unit must then roll a base
LD test, with no modifiers. The unit uses the highest
LD within the unit, or else that of a Commander within 12’’. If passed the Order is successful and the unit benefits from its ability for that particular action. If failed the unit is still activated but it is activated under the rules for ‘Default Play’ (see above).
Reactions can be made if a unit you control is targeted by an enemy unit - if it is assaulted or shot at. It may also react under certain circumstances to enemy movement. To pass a Reaction a unit must pass an Initiative test using the highest value in the unit (a roll of 6 always fails). A unit cannot make more than one reaction in a game turn.
MOVEMENT ORDERS
Move!
The unit moves with purpose, speeding up at the neglect of all other concerns. The unit adds +Dx’’ to its move where x is equal to the unit’s M value (rounded up). For most units this will be a
D4 or a
D6. The extra Movement is added AFTER the unit has doubled its M value for running, if it chooses to do so.
If the unit moves normally (up to its base M value) and issues the Move! Order it may still shoot as an action but is treated at being ½
BS (rounded down).
‘Duck & Cover’
REVISED
The unit moves at M-1 but is at an extra -1 To Hit for the remainder of the Game Turn as they duck and weave across the battlefield, even if they are in Open Terrain. A unit may Snapfire (half
BS) as it does so.
Hide!
As per 2nd Ed.
MOVEMENT REACTIONS
Stay Back!
If the unit is within a piece of area terrain and an enemy unit moves to be within
LOS it may choose to consolidate D3’’ within the piece of terrain. As
LOS is needed to hit a model this may mean that a few models move out of the enemy unit’s
LOS, therefore becoming unable to be targeted if the enemy shoots at them.
Get Down!
This Reaction can only be used if an enemy unit moves within
LOS. The unit hits the dirt at the first sign of enemy movement. The enemy unit must pass an Initiative test (using the highest number in the unit – a roll of 6 always fails). If it fails it cannot target the unit which went to ground in this way. If it passes it may immediately Snapfire (½
BS) at the unit using this reaction The unit that went to ground counts as moving its normal M rate in its next Turn (so may move but not Run).
SHOOTING ORDERS
Pick Your Targets...
Any natural To Hit roll of 6+ (or 7+ etc if this is higher) means that the shooting unit can allocate a wound to any model within the targeted unit that is in range.
Models may not benefit from Pick Your Targets if they Rapid Fire or use a weapon with Sustained Fire.
Suppressing Fire
*Still working on it - but basically if a unit is targeted by suppressing fire it cannot advance towards the unit using suppressing fire unless it passes a
LD test. If it still chooses to advance the unit will recive a round ofOverwatch fire but the firing unit will be at half their
BS (or something like that).
Units classed as Monstrous, be they Dreadnoughts or Hive Tyrants etc, or models in Terminator & Ork Mega Armours, are immune to Suppressing Fire.
Split Fire
As per 2nd Ed.
Overwatch
As per 2nd Ed.
Blind Fire
If behind cover the unit counts as under the 'Take Cover' reaction but shoots at BS1 (may not rapid fire or use heavy weapons).
Volley Fire
The unit must remain stationary. Its weapons gain Rapid Fire (fire twice) or if they already have Rapid Fire they have Sustained Fire 1. The unit is then at -1 To Hit and cannot fire next turn.
Shooting Reactions
Once the enemy declares they are going to shoot at a unit you control (before any rolls to hit are made) you may choose to carry out any of the following Reactions. Remember that a unit cannot make more than a single Reaction in a Game Turn.
In Order to react to a shooting action a targeted unit must have a clear
LOS to their attacker. Therefore undetected units (Hidden units) cannot be reacted to.
Take Cover!
The unit is at an extra -1 To Hit. This is cumulative so a unit in Soft Cover would count as being at -2 To Hit. This bonus does not apply to Armour Save bonuses.
Any unit that uses this reaction counts as moving its base move value at their next activation – this means that a unit cannot Rapid Fire its weapons, shoot its heavy weapons or perform any action which requires that they be stationary (such as Overwatch).
Disperse!
The unit can only benefit from this Order if it is able to move its models at least 4’’ apart – the unit effectively adopts the Dispersed Formation rule temporarily as it scrambles away from incoming fire. Models may not be placed any further forward than the leading model (the model that is closest to the firing unit). They may, however, be placed horizontally with it or in any direction behind it.
The unit is at an extra -1 To Hit. This Order may only be used in areas of Open Terrain.
Incoming!
This Order may only be used against Blast or Ordnance shooting attacks. Unlike other Reaction Orders it may be carried out if the unit does not have
LOS to their attacker. The unit can only attempt this Order if the unit’s Squad Leader (or
IC’s or mean average if it is higher/lower respectively) first passes an Initiative Test – a roll of 6 always fails.
If passed the unit scrambles for cover and disperses as much as it can before the impact, it consolidates D3’’ in a random direction before lying prone. It is only necessary to lay a single model prone to indicate the unit has gone to ground in such a manner.
The unit then gains + 1 to their Armour Save and any models partially under the template are hit on a roll of 5 or 6 as opposed to 4+. The unit’s random consolidation may take some models out of the path of the blast template, or else further into it.
The unit then counts as being Pinned (enemy is at +1 To Hit – cannot advance but may break for cover)?
HAND-
TO-HAND
Default: As per 2nd Ed.
A model can only hit an enemy as many times as it has attacks, after bonuses (including those for outnumbering etc). Rolls of 6 not only add +1
CS but also add an additonal hit if you win the combat. I'm eager to try this as most combat results in general overkill, especially where characters are concerned who can often get 5 or 8 hits in on a normal guy - how can a model with 1 Attack, land 3 or more blows quickly? Do they suddenly turn into Bruce Lee when they win? This gives even a normal Guardsman a slight chance against a
MEQ unit and doesn't punish you as hard for losing a combat against a high
WS opponent with only 1 attack
A model cannot parry a blow at twice its Strength value.
A model which charges adds +1 to its Initiative. If there's no winner & Initiative is equal = draw with no hits.
The normal Strength Modifiers only apply to Monstrous Units (Dreadnoughts, Avatars, Hive Tyrants, Greater Daemons etc). They do not apply to the majority of Infantry Units (unless otherwise stated)
It shouldn't matter how strong you are if you're armed with a spoon. It's not going to make penetrating Power Armour any easier is it? Instead a weapons value is used as default - otherwise we can have Marine Captains punching through Ork Mega Armour or, like wise, an Ork Warboss headbutting with enough force to penetrate a Marines helmet as if it wasn't there - that right belongs to Ghazza alone!
ASSAULT ORDERS
All Assault Orders & Reactions last for the first round of combat only.
NO MERCY! 6's count as +2CS but 1's count as -2
CS
KILL THEIR LEADER! - Any model in base contact with the Squad Leader or adjoining
IC can re-roll 1's.
PUSH THEM BACK! - If you win the combat (cause more casualties) all models are pushed back 2'' after any follow-up moves are made.
ASSAULT REACTIONS
STAND YOUR GROUND! Unit is Fearless for that round of Combat and will not break.
HOLD THEM BACK! All models can parry, even without a bladed weapon and add +1 to their
AS, however if they win a combat they will score no hits as they are on the defensive.
SHOOT! SHOOT! SHOOT! Unit gains Rapid Fire but is at half
BS (rounded down). The unit does not gain +1 To Hit for the target being in short range. Heavy & Special Weapons (any weapon with Rapid Fire, Sustained Fire, Template etc) may not fire if they fired during the game turn prior to the assault. Template weapons hit on a 4+ regardless if the model is fully beneath the template or not. If charged they are at WS1 and receive no bonus for rolling 6's.
USR’s
Here’s the place where we’ll keep all our
USR’s, which are liable to change as well...
[spoiler]
Ignore Cover – Units in Cover receive no bonus for their Armour Save.
Gets Hot! – If a 1 is rolled to hit the model takes a strength hit equal to that of the weapon being fired, with no save modifier applied. However the weapon must cool before it can be used again and may not be fired next turn.
Move Through Cover
Models with Move Through Cover move through Difficult Terrain at their normal M value & through Treacherous & Dangerous terrain at ½ their M value and add 1 to their Initiative for any terrain tests they are required to make.
Fleet
Models that are Fleet not only move faster (indicated in the model’s M value) but are also more agile. Models with Fleet may re-roll any Terrain tests they are required to make.
Slow & Purposeful
Models that are Slow & Purposeful may never Run, nor receive any Movement Orders that increase their distance moved. They may move their M value +Dx when they Charge. They also cannot react like more mobile units and so cannot be issued any Reaction Orders.
Ambush
A unit with Ambush may Infiltrate into any specified terrain (listed in the unit's entry) and may start the game in Hidden Overwatch.
Psyker Rules
Though Dark Millennium was fun, the card system doesn’t allow for an even playing field – basically if you don’t pick up a Nullify card, you’re screwed. We both agreed to remove our rose tinted specs and use a different system. Our initial play test of some rules failed enormously, so we're going to try these instead...
Mastery Levels
1 - 4. For each Mastery Level a Psyker may cast only Powers of a Power Level = to or under their Mastery Level. A Psyker starts with as many powers as their Mastery Level, chosen (or randomised if you prefer) prior to the battle. Psykers may buy additional powers at a cost of 10pts per Power Level of the Power - so a Power Level 3 Power would cost 30pts etc...
Casting Powers
To cast a Power roll a
LD test. On a 1,1 the Power is cast with Ultimate Force and cannot be Nullified. However the Psyker must pass a T test (a 6 always fails) or take a wound. If a 6,6 is rolled the Psyker suffers from Perils of the Warp and must roll a
D6 on the table below:
1 – Eaten (A Psyker of Mastery Level 2 or more may instead take 1 wound and re-roll on the table, applying whatever result).
2 – Wounded - take a wound
3 – Suffers the effect of losing a Mind War
4 – Suffers from the effect of Destroy Power
5 – Is at -1
LD for the remainder of the battle (cumulative)
6 – Is at 1 Less to Nullify for remainder of the battle.
If a Psyker suffers from Perils of the Warp then they cannot cast a power for the remainder of the Game Turn.
A Psyker may attempt to cast as many powers per turn as equal to their Mastery Level but will be at -1LD for each attempt after the first when determining to cast powers for that turn only.
Wounds & Psychic Tests
For each wound a Psyker recieves its
LD is counted as -1 for the purposes of casting any psychic powers, as well as for Nullifying (see below).
Nullify & Psychic Resistance
Any Infantry unit may roll a special psychic save of 6+ to represent the model’s willpower. Roll once for each model affected by the psychic power. If passed the psychic power does no damage or does not affect the specific models. This number may increase depending on the unit/its wargear. Daemons (and some other exceptions) do not receive this rule. All Psykers that adjoin a unit add +1 to this roll from their mere presence. A power cast with Ultimate Force cannot be resisted.
Any Psyker may attempt to nullify an enemy’s power immediately after a casting roll is passed by rolling a
D6 and getting a 4+ - this target is increased by 1 for each wound sustained to a maximum of 6+. A power can only be attempted to Nullify once, but may be re-rolled due to an ability/rule/wargear item.
Mind War & Destroy Power
Instead of casting ANY Powers furing a Turn a psyker may instead attempt to engage another enemy psyker in a battle of wills. The Psykers don't need a
LOS but cannot target a Psyker engaged in Hand-To-Hand.
The Psykers then work out a combat, using the Hand-To-Hand rules, by each rolling a
D6 and using their Mastery Level as their
WS & Initiative. Whoever loses the combat applies the following effects depending if a Mind War or Destroy Power attempt was made. A combat resulting in a Draw (if scores and mastery level are equal) means nothing happens.
Mind War
May not cast a psychic power in their next Player Turn.
Destroy Power
Pick a random power, it may not be used for the rest of the game unless the affected Psyker first rolls a 5+. This counts as an attempt to cast a Power, even if the initial 'activation' roll is failed.
However the perils of forcing a mind in such a manner means that if the Psyker that initiates the Destroy Power combat rolls a 1, they instead lose a power!
Living Scanners
All psykers can feel the presence of enemies and entities across the battlefield and count as being equipped with a Scanner.
Telepathy
A Psyker may forgo casting a single power to relay an Order to a friendly unit using a Psyker's current
LD (after modifiers for Perils of the Warp etc) regardless of its position on the battlefield. A Psyker may attempt to re-issue an Order to a unit immediately after it has failed once per Game Turn but counts as having -1LD to cast any Powers for the remainder of the Game Turn.
A little 'in progress' screen shot of some rules formatting:
[spoiler]