special rule for small kill team type battles:
Note: this is mainly to show continuing momentum / no friction, it is not more of a 3D game than a regular Warhammer 40k game
The table should be set up as per a usual 40k game, but with no terrain or a few chunks of space debris, scouts and deep strike work the same way as usual.
Infantry:
Movement: if the unit has no arrow counters, it may move 6 inches as usual, place an arrow shaped counter next to them pointing in the direction moved, the unit may only move in the strait line declared. If there is already a counter on this unit, there are 4 options, they may drift, stop/slow, turn, or accelerate
Drift: move d6 inches (1 instead causes a stop, 6 instead causes an accelerate) in the direction of the arrow for each arrow, may fire all weapons as if stationary
Stop/slow: remove one arrow, then drift, may only fire snapshots
Turn: may rotate an arrow 45 degrees in either direction (90 degree arc), then average all arrows' directions, then drift, may only fire snapshots
Accelerate: move 6 + d3 inches in direction of arrow, dangerous terrain test for every arrow above 1, add another arrow, may only fire snapshots
Shooting: when firing weapons, move in the opposite direction of your shots a number of inches equal to half the strength of the fired weapon, rounded up (weapons may be fired to gain additional movement, but keep in mind that all units in the direction of the shots will be hit by the stray fire, see stray fire below). Obvious exceptions such as orbital bombardment and psychic attacks do not cause additional movement as mentioned above, discuss these exceptions with opponent before game.
Assault: May only assault units in the 90 degree arc mentioned in Movement: Turn, this arc however is reduced by half for every arrow counter on the assaulting unit. Units with arrow counters cause that many hammer of wrath hits (in addition to their base abilities). Assault moves count as drift moves, a 1 will cause failed charge and stop/slow, a 6 will add another arrow to the attacking unit and add an additional d3 hammer of wrath hits. In an assault, all units loose their arrow counters and following the death of one unit, instead of consolidation, may move as mentioned in the movement section. there are no chalanges and no fear / our weapons are useless / running from a fight in any way as both units are stuck in the combat until the bitter end.
Jump Infantry / Jetpacks: same as regular infantry, except when turning, these units may instead rotate an arrow in any direction. When shooting, these units are not knocked back by firing weapons.
Skimmers / Fliers (MCs and vehicles): Move and shoot and assault as in a normal game
non-skimmer vehicles / cavalry / beasts / anything else: May not be included in this style of play.
Stray Rounds: all missed shots continue on the straight line path from the firing unit to the target, any units in this path are hit by these shots on a 6+, if none hit, continue to the next unit and so on until the edge of the table is reached. shots get -1 strength for every 12 inches beyond their maximum range they travel. Weapons may be fired as snapshots with huge range this way.
Dead Bodies: any model that dies in a unit with a movement counter becomes a dead body, it continues to drift d6 inches in the direction it's arrow points (d6 for every arrow), it provides a 5+cover save as if it were an intervening model, but is removed the first time it it struck by stray rounds or a cover save it provides is made. If it reaches the edge of the table or comes within 1 inch of an enemy model, it is removed as well.
As per usual, feedback is welcome, I hope to test this out soon.
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