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A little bit of a preamble before I start getting into it. I've been reading a lot of the proposed rules and adjustments for fitting escalation and data slates into 6th edition. New codices throw the meta out of whack, and power combinations that the game designers never foresaw making some games just not fun to play. Looking back at the many complaints in fifth edition and at the very start of sixth. I believe GW is actually listening to what we have been demanding and doing their level best to accomadate us.
Codex release was at a crawl it often seemed. One every three to four months allowed for a more finished product, but we clamored for more. Since the release of necrons it has been a deluge of codices, new edition, expansions, formations, data slates, etc... We ask for more rules about fortifications and they publish an entire book. The downside to all of these releases are they didn't have time to properly play test everything. So I believe I just discovered I'm giving GW the benfit of the doubt when it comes to trying to make us happy. I believe they have always said that they are uninterested in being a tournament game, so they have not worried about the crazy combinations available through allies, the grimoire, and formation abuse. It is expected that we will be able to police ourselves not to abuse the system.
I believe the "seventh" edition that has been talked about could have a number of changes to sixth while keeping the overall scheme going. Inclusion and suggestions about how to play with the expansions and formations. Possibly a section on suggested rules for tournament play, and a continued emphasis on feeling free to use the game any way that makes us happy.
As to what I want to work on here. I think one of the largest hurdles that warhammer 40k is coming across is the plethora of models in a limit statistical setting. What I mean by that is the 1-10 base stat system prevents the variation that the story line places between various models and races. It is difficult to combine the story book version of marines and their being equal to an entire platoon of humans. Yet it only takes three las gun wounds statistically to kill a vaunted marine. In the short run I believe you could change around the stats of many of the base models, and attempt not to be as scared of using the higher numbers available. So I'm going to try and do a rewrite of 40k with a basic and advanced rule set. Th basic will maintain the 1-10, d6 system that has simplified our game play. While at the same time adding in more advanced rules based on a larger statistical number. Not positive what I'll be using, but I've been kicking around 1-100.
My over arcing goals here. Well the dream would be to develop a rule set and fan codices that everyone enjoyed so much a big wig at games workshop said, hey you. We want to pay you to develop rules and codex releases for us! Here's a pay check, go to town.
Now in the real world. I just want to have fun inventing rules for a game I really enjoy while in my brain space at work.Possibly inspire others to do the same.
I am revisiting this thread some year or so after seventh was released. Many of the same issues remain, though my take on some of them have changed the options that decurion style formations allows has opened up the style of the FOC. Movement differences between races would still change the game to the better I believe. Reworking the stats for many of the armies will be a large focus as well. Like others. I had some reservations with he creation of the dice filled psychic phase, but over time it has grown on me.
Here we go.
I look forward to hearing input and troubleshooting through a fan made series of codex and rule loo releases, and I would greatly appreciate anyone trying out game tests.
~cheers
Thoughts on changes needing to be made.
Spoiler:
FOC I think many of my considerations with the FOC in the past can actually be repaired by unit adjustment and the prevalence of formations these days.
Movement
I can understand when they moved to friendlier systems for learning, why they standardized unit movement. However I think with the expectation that everyone know ever codex and all the weapons and the special rules that each character and forge world model has. I think we can get back to a variance in model movement. This will also help separate the plethora of different units out there.
Unit stats
As I said in my opening preamble. Restablish the base line stats for a human, the. Build off of them without the fear of increasing the numbers too far. Use points effectively to separate the differences in units. Don't be afraid of special rules.
In the grim dark-ness of the future there is only war, and the occasional over enhanced female power armor.
Main rule book
Spoiler:
MODIFICATIONS Certain pieces of wargear, special rules, or psychic powers will modify a model's characteristics positively or negatively by adding to it, multiplying, or setting its value. No characteristic may be modified above 10 or below 0.
If a model has multiple modifiers enacted upon it, first apply any multipliers, then apply any additions or subtractions. Finally apply any set value modifiers. If there are two set value modifiers roll to see which one takes precedence.
MOVEMENT M under the units profile is distance in issues the unit may move. Movement is a measurement of the speed at which your unit traverses the field. This is often slowed by a need to check surroundings, watch your footing, and communicate with unit members. An Imperial guardsmen moves the average distance of 4 inches. Super-human space marines with their augmented size and greater reflexes move 5 inches in a movement phase. While the Eldar are the pinnacle of grace in motion move an effortless 6 inches in the movement phase.
WEAPON SKILL Weapon skill is the ability your model has in close combat, be this martial prowess or pure ferocity. This determines your ability to hit opponents in close quarters. The higher your skill the better you are. A khorne berserker is the pinnacle of shock assault troops has a weapon skill of 6. While a well trained imperial guardsmen has a skill of 3.
BALLISTIC SKILL Ballistic skill is your models ability to shoot at an enemy unit. Some armies rely on this less then others; orks prefer a volume of fire over targeting, reflected by their ballistic skill of 2. While necrons with their upgraded targeting software have a ballistic skill of 4.
STRENGTH Strength is the characteristic of your models physical power. This effects your ability to do damage in close combat and may be important for some tests. A human soldier will have a strength of 3 while a massive tyranids monstrous creature could have a strength of 6 or more.
TOUGHNESS A models toughness represents its ability to resist or shrug off damage. An eldar guardian is toughness 3 while plague marines are a hardy toughness 6.
WOUNDS The number of wounds a model has, represents how much damage it can take before being too injured to continue the fight, or killed outright. Most infantry models will have have only 1 wound while monstrous creatures may have 6 or more.
INITIATIVE Initiative is your models ability to react quickly and natural speed. This will effect how soon you attack in close combat and how far you can run. A normal human has an initiative of 3, while daemonettes have a lightning fast speed of 6.
ATTACKS The attacks characteristic shows how many times your model will swing in close combat. A normal man has 1 attack, while many close combat Specialists will have 2, 3, or even more attacks.
LEADERSHIP Leadership represents a models will to fight and command of themselves. Tyranids termagans have a leadership of 5, while a battle hardened chaos marine has a leadership of 8.
ARMOR SAVE This represents the armor your model is wearing and will also be listed in their war gear. The flakk jackets mass produced for imperial guardsmen confers a 5+ save, while terminator armor has an impressive 2+ armor save.
GENERAL PRINCIPLES MEASURING DISTANCES
In this game, distances are measured in inches with a tape measure, ruler, or any handy device with inch marks on it. Infantry models are measured to and from the base. Vehicles are measured to and from the model itself.
Dice
The dice primarily used in this game is the D6. Occasionally you will be called upon to roll a D3, simply use a six sided dice and halve the number, rounding up. Speaking of rounding up, whenever called upon to divide a number in the game, you will round up over 50 percent. (E.G. 3 attacks base on a monstrous creature, if they choose to use the smash special ability, it would be divided in half, then rounded up. 3/2 is 1.5, rounded up is 2.)
Re-roll
In some situations you will be allowed to re-roll a dice. If you do so the second roll always counts, even it is worse then the first roll. No single dice may be re-rolled a second time.
Roll off
If a rule requires a roll off, this siply means that each player rolls a dice and the player that roll rolls the highest wins. If the results are the same, re-roll until there is a winner.
Game turns and player turns:
In a complete game turn, each player gets a player turn, divided into movement, shooting, and assault phases. One game turn therefore comprises two player turns- one for each player.
Turn summary:
1. The movement phase: This is the phase you will maneuver your forces for advantage. Pull out of your enemies range, or move into an advantageous position for assaulting. This is broken into further sections: A. Psychic powers, B. Roll for reserves, C. Rally tests/compulsory movement, D. Voluntary movement. E. Morale check
2. The psychic phase: during this phase psykers manifest and deny powers. Giving their fighters improvements, damning the enemy, or firing bolts of raw energy.
3. The shooting phase: This is the phase where your units perform shooting and running moves, moving unit by unit fire your weapons at enemy units and deal them a vicious blow.
4. The assault phase: Declare each charge sequentially, resolve overwatch where necessary, assault, morale checks.
THE MOVEMENT PHASE Movement distance:
Each model in your army has a movement value in its profile beneath the M. This number is the measurement in inches that your model is allowed to move in the movement phase. In the case of an average human this is 4", while the incredibly fast eldar race has a movement speed of 6".
Measuring distance:
When you measure the distance your model is moving, be sure to measure from the same point on the models base. When you start from the leading edge of the base you may only move the leading edge the movement distance, it is incorrect to start the movement at the leading edge, and place the trailing edge of the model at the measure distance. While this is a minor difference for an infantry model, it has a greater effect on the game with monstrous creatures, and especially with vehicles. Turning a model in place to gain distance is also incorrect. If a vehicle is side on and pivots in place, the front of the vehicle will begin at the same point as the side of the vehicle was.
Which models are moving:
Whether a model moves or not may effect it in the shooting phase. You may decide that only some of the models in a unit are moving. If this is the case, declare which models are remaining stationary just before you start moving the other models in the unit. Remember that you still must maintain unit coherency.
Different movement distances within a unit:
Sometimes a unit will contain models that move at different speeds. A common occurrence of this with independent characters. Each model in the unit may move up to it's maximum movement distance, however unit coherency must be maintained.
Models in the way:
A model cannot move within 1" of an enemy model unless they have declared a charge in the assault phase for that particular model. To move past, they must go around, maintaining a 1" distance.
Turning and facing:
As you move models in a unit, they can be turned on the spot to face in any direction without affecting the distance they are able to cover. The direction of a model facing will effect its ability to shoot and then charge another unit, it may also effect bonuses an enemy will gain in attacking you.
Moving and close combat:
Units already locked in close combat with the enemy cannot move during the movement phase.
Unit coherency:
When moving a unit, it's individual models may move up to their maximum movement distance. However, units have to stick together, lest they become scattered and lose cohesion as a fighting force. Once a unit has finished it's movement, each model within the unit, must be within 2" of another model from the same unit. This is called unit coherency. During the course of a game, a unit can get broken up and lose unit coherency, usually because it has taken casualties.. If this happens, in their next movement phase, the models in the unit must be moved in such a way that they restore unit coherency. If the unit cannot restore unit coherency, then it must take a morale test. If during the shooting phase they are still not in unit coherency, the unit must run, if able, to regain coherency or take another morale test.
Moving through terrain:
Terrain will be discussed in greater depth later in the rules. The simple extrapolation is to subtract d3 inches from your movement. E.G. A guardsman unit attempting to move through cover rolls a D3 getting a 2. Their movement characteristic is 4", so they may move up to 2".
PSYCHIC PHASE
Mastery levels:
The number of psychic powers a psyker can use each turn depend on his mastery level. A psyker level 2 may only use two powers in a turn, regardless of how many powers they have. The mastery level of a psyker will usualy be shown in parentheses after the psyker special rule. E.G. Pyker (Mastery level 2) Any psychic model (psychic pilot, psyker unit) is assumed to mastery level 1 unless stated otherwise.
Number of psychic powers:
A psykers entry will usually state how many psychic powers the psyker has. Where this is not the case, the psyker knows a number of powers equal to his mastery level. Each of these powers will need to be generated. If a psyker generates all of his powers from a single psychic discipline, that psyker will automatically gain the primaris for that psychic discipline. E.G. A mastery level 2 psyker who rolls twice on the telepathy table, will gain the primaris power as a third power for free.
Psychic phase:
At the beginning of the psychic phase, roll a D6. Each player then gets a number of dice equal to that rolled, plus how many mastery levels in his army on the table top.
Psychic disciplines:
SHOOTING PHASE The shooting sequence:
1. Nominate unit to shoot: choose one unit in your army that is able to fire, and has not done so already.
2. Choose a target: The unit can shoot at one enemy unit that it can see. Every model that wishes to shoot must be able to see the target unit, and be within range of at least one visible model in the target unit. Models that cannot see the target, or are not in range, cannot shoot.
3. Roll to hit: Roll a d6 for each shot fired. A models ballistic skill, and any modifiers determines what must be rolled in order to hit the target.
4. Roll to wound:For each shot that hit, roll again to see if it wounds the target. The result needed is determined by comparing the strength of the weapon to the majority toughness of the target unit.
5. Allocate wounds, and remove casualties: Any wounds caused by the firing unit must now be allocated, one at a time to the closest model in the target unit. A model with a wound allocated to it can take a saving throw, (if it has one) to avoid being wounded. If a model is reduced to 0 wounds, it is removed as a casualty. Wounds are then allocated to the next closest model. Continue to allocate wounds and take saving throws until all wounds have been resolved.
Nominate unit to shoot:
During the shooting phase, a unit armed with ranged weapons can be nominated to make a shooting attack.
Who can shoot:
Certain situations prevent a model from firing. The most common are;
Their unit is locked in close combat with the foe.
Their unit is running.
This is not a comprehensive list. Other game rules or special rules can sometimes affect a models ability to shoot.
Choose a target:
Now that you have picked the unit firing, you want to pick who they are shooting at. Check range, and line of sight from your unit to the enemy unit you are targeting. Note that you may check the range and line of sight to multiple enemy units before deciding which one to shoot at.
Line of sight:
To target an enemy unit, at least one model must have line of sight to at least one model in the target unit. If no models have line of sight, then a different target must be chosen. There are special rules that will negate this requirement.
Check range:
All weapons have a maximum range, which is the furthest distance they can shoot. At least one weapon must be in range of the target unit. If no weapons are in range, then a different target must be chosen. Some weapons also have a minimum range, usually large artillery pieces that can't depress far enough to target the unit. When checking range from a non-vehicle model, measure from the base of each firer to the nearest visible model in the target unit. Any model that is found to be out of range of any visible enemy model in the target unit.
Which models can fire?
Any model that is found to be in rage of at least one visible enemy model in the target unit can fire. All models in a unit, must shoot at the same unit, unless a special rule specifies otherwise. If a model for any reason cannot fire at the same unit as the rest of his unit, then he may not fire.
Roll to hit:
To determine if hte firing model has hit its target, roll a D6 for each shot that is in range. Some weapons have multiple shots per model. The dice roll needed to hit will depend on how accurate the firers are, as shown by their ballstic skill. The chart below shows the minimum D6 roll needed to score a hit.
Firers BS:.........-2.........-1..............0.........1.......2......3......4......5........6.........7.........8.......9......10
Roll needed....6&6....6&5+........6&4+....6......5+....4+....3+...2+....2/6......2/5.....2/4.....2/3....2/2
Note that a roll of 2+ is the minimum needed to hit, there is no such thing as an automatic hit. As a models ballistic skill passes 5, they get a chance to re-roll a roll of 1. A model that has had it's effective ballistic skill reduced below zero has need to roll a 6, followed by an additional role. If a BS is modified beyond -3, a shot is impossible.
Cover saves: Often you will find enemy models are partially hidden or obscured by terrain or other models. Cover shields troops from blasts, and bullets alike, allowing them to get their heads down or crawl among the ruins, avoiding harm. Units in cover gain a natural protection from any type of shooting attack.
Determining cover saves:
If when you come to shoot at a target model that is at least 25% obscured from the view of at least one firer. Unless you focus fire, the cover save will effect your to hit rolls.
Types of cover saves:
The type of cover save a model receives depends on what they are hiding behind. For example a soft cover that barely hides your model, such as a fence will confer a -1 to hit modifier. On the other end of the scale a hardened fortification purpose built for protecting models will effect a -4 to hit modifier. Most terrain is somewhere between -2 and -3.
Go to ground:
If warriors come under heavy fire, they may decide to keep their head down to try to stay alive under the fusillade of fire power. Before the enemy rolls to hit, declare that your unit will be going to ground.
Models that are firing at a unit that have gone to ground immediately receive a -1 to hit modifier.
Models that go to ground in no terrain at all, can still gain a protective bonus. Causing a -1 modifier to the opponent shooting at that unit.
If a model goes to ground in area terrain, it is instead a -2 to hit modifier.
Units that have gone to ground, may not move, run, or assault in the following turn. It can only fire snap shots while it is getting up from its pinned down position.
While it has gone to ground, a unit reacts normally if affected by enemy actions, morale checks, fall back, or if assaulted. If a unit goes to ground from overwatch then the charge automatically fails.
Cover chart:
cover type..........................to hit modifier
Razor wire/fence.............................-1
Forests and area terrain...............-2
Ruins, forts, trenches....................-3
Hardened fortifications.................-4
Before deploying armies, it is a good idea to go over every piece of terrain with your opponent and agree upon the level of cover that each piece of terrain provides.
Intervening models:
If a target is partially hidden from the firing units view by models from a third unit, it receives a -1 to hit modifier. It is the same case even if the view from the models are through a clear space in an intervening unit. Note, this does not apply if the firer is shooting over the unit rather then through it. Scenic rocks or basing are always ignored, as they are not truly part of the model in a cover giving sense.
Note the exception that, in the same way as you can trace a line of sight through members of the their own unit, models in your own unit do not confer a cover modifier to an enemy unit.
Focus fire:
Sometimes, only a few models in the target unit are in cover. In this case you may choose to focus fire on the models that are in the open, or in lesser cover. If you choose to focus fire, declare it to your opponent before you roll to hit. If you choose to focus fire, choose a cover modifier, (-1, -4) Your opponent can only allocate wounds to models with a cover modifier equal to, or lesser then the value stated.
Alternatively you may choose to focus fire at the part of a unit that has no cover modifier.
Moving and shooting:
Some weapons are so heavy, or need time to properly set up, this is explained in more detail later in the weapons section, for now it is just important to remember that the effect of movement on shooting is based on a model by model basis.
Snap shots:
At times it will be necessary for a model to fire snap shots, opportunistic fire that is snapped with very little concern for aiming. A common occurrence of snap shooting would be when moving and firing a heavy weapon, without time to set the weapon up, or brace themselves, the shooters aim is wildly effected. If a model is forced to make snap shots rather then shoot normally, then it's ballistic skill is reduced by -3. Weapons that use blasts, large blasts, or templates may not snap fire, neither may weapons that have no to hit roll, such as the Necron monoliths portal of exile.
Run:
At times it may be tactically necessary to get from one point to another quickly, at these times a model may choose to forego it's normal shooting turn to run an additional D6 inches. Running movement is not slowed by difficult terrain movement, but must test as though it were dangerous terrain. Dangerous terrain will now cause a dangerous terrain test on a roll of either a 1 or a 2.
Models that run may assault in the following phase, adding +1 inch to their charge range.
Roll to wound:
Hitting the target is only the first step, the shot may be nothing more then a graze, or a flesh wound.
To determine if a hit has caused the intended damage. Compare the weapon's strength characteristic against the targets toughness characteristic using the wound chart.
Multiple toughness values:
Occasionally a unit will contain models with different toughness values. When this occurs, roll to wound using the majority toughness in the unit. If there are an equal number of models with different toughness, use the highest.
The wound pool:
Once you have figured out the number of wounds, separate them by differing strength and ap values, or special rules. If all of the wounds are the same, the wound pool will consist of only one group.
Allocate wounds and remove casualties:
To determine how many casualties are caused, you wil need to allocate the wounds caused and resolve any saving throws the target is allowed. Assume that all of the saving throws are the same for now. Mixed saving throw rules will be explained later.
Take saving throws:
The target unit gets to make one saving thow, if it has one, for each wound resolved. Make a note of how many unsaved wounds have been caused.
Allocate unsaved wounds anre remove casualties:
Next, allocate an unsaved wound to the enemy model closest to the firing unit. Reduce the models wounds by 1. If the model is reduced to 0 wounds, remove it as a casualty. Continue allocating unsaved wounds to the closest model until there are no more wounds left, or the whole unit has been removed as casualties.
Random allocation: At times, it will not be possible to tell which model is closest, this usually happens when two or more models are equidistant from the shooting unit, but can also occur if the position of the attacker is unclear, such as with the tyranid Mawloc's terror from below special rule. In this case, randomly determine which model is treated as the closest model. If this model is removed, use this as the point of reference for direction of the attack.
Emptied wound pool:
When the wound pool is empty, the shooting attack has been compltely resolved. You can begin your next shooting attack, or proceed to the assault phase.
Mixed saves:
If the target unit contains several different saving throws, you'll need to follow this process instead of the one presented above, this method is a a little slower, but ensures every model gets full benefit of whatever saves it is entitled to.
Allocate wounds:
First, allocate a wound from the wound pool to the enemy model closest to the firing unit.
Take saves, and remove casualties:
The model gets to make a saving throw, if it has one. If it fails, reduce that model's wounds by 1. If the model is reduced to 0 wounds, remove it as a casualty.
Continue allocating wounds to the closest model, taking saves and removing casualties until the wound pool is empty, or all models in the unit have been removed as casualties.
Emptied wound pool:
When the wound pool is empty, the shooting attack has ben completly resolved. You can begin your next shooting attack, or proceed to the assault phase.
Mixed wounds:
If after rolling to wound, the wound pool contains groups of wounds with different strengths, ap values or special rules, then each of these groups is resolved separately, using the relevant method described above. You as the shooting player, get to choose the order in which these groups are allowed. This allows you to place your shots where they'll do the most damage. Once one group of wounds has been resolved, simply move on to the next until the wound pool is empty.
Out of range:
An enemy model must be within range of the weapon that has caused the wound. If in the process of assigning wounds from the wound pool, the nearest model is out of range of the weapon fired, the remaining wounds are lost.
Out of sight:
If no models in the firing unit can see a particular model, then wounds cannot be allocated to it, and must be instead allocated to the nearest visible model in the target unit. If there are no visible models in the target unit, all remaining wounds in the pool are lost and the shooting attack ends. Templates, and blast weapons are an exception to this rule, as they can cause damage around a corner.
Instant death:
Even though a model might have multiple wounds, there are plenty of weapons that are powerful enough to kil instantly. If a model suffers an unsaved wound from an attack that has a strength value of double its toughness value, or greater (after modifiers), the unsaved wound removes D3 wounds from their wound characteristic.
Look out sir:
When a wound (or unsaved wound) is allocated to one of your characters, and there is another model from the same unit within 6", he's allowed a look out sir attempt. This represents the character ducking back further into the unit, holding a comrade in the line of fire, or being pushed aside by a selfless ally. If no model is in range, then you cannot make a look out sir attempt.
To make a look out sit attempt, roll a D6.
On a roll of 3 or less, the look out sir attempt fails.
On a roll of 4+, the look out sir attempt is successful, you must pick the closest model within 6" and resolve the wound against that model instead. This can even be a model that is out of range or line of sight of the shooting attack.
If the model closest is a character, the wound may not be further looked out, and must be assigned to that model.
Types of saving throws:
It is a fool hardy fighter that takes the field with no protection. The very skin of orks or tyranids provides some modicum of protection. Space marines in powerful tactical dreadnought armor stride across the battlefield nearly invincible. Others bear powerful force fields, or stand behind the solid walls of fortifications.
Armor saves:
The many and varied types of armor range from simple helmets, thickened exoskeletons, or generator powered space marine armor. All of these forms of personal protection is considered armor and provides our models with an armor save.
To make an armor save, roll a D6 and compare the results to your models armor save characteristic.
If the dice result is equal to or higher than the model's armor save, then the wound has been saved and is ignored.
If the result is lower than the armor save value, the armor fails to protect its wearer and it suffers a wound. This means that, unlike other characteristics, an armor save is better if it is a lower number. The following table shows how the minimum D6 score required varies between three types of armor.
armor type...........................................Sv Orky thick skin..........................................6+
Imperial guard flak jacket......................5+
Space marine power armor..................3+
Armor piercing weapons:
Some weapons are so powerful they are able to punch through even the thickest of armor. This is shown by the armor piercing characteristic or AP, in a weapons profile. The following is a sample of weapons and their armor piercing ability.
Weapon...................................................AP Boltgun.........................................................5
Auto cannon................................................4
Las cannon.................................................2
The AP characteristic represents the armor save the weapon is capable of ignoring, so lower means more powerful. A weapon shows as AP - has no armor piercing value and does not ignore a target's armor save.
If the weapon's armor piercing value is equal to or lower then the model's armor save, then it is sufficiently powerful enough to punch through the armor, thus, the target gets no armor save. The armor is ineffective against the shot.
If the weapon's armor piercing value is higher than the armor, the target can take his save as normal.
Invulnerable saves:
Some models are protected by more than physical armor, they may be protected by force fields, psychic powers, or have a metabolism that can ignore hits that would put holes in a battle tank. Models with wargear or abilities like these are allowed an invulnerable saving throw.
Invulnerable saves are different to armor saves because they may always be taken. Armor piercing value has no effect on them.
Models with more than one save:
Sometimes a model will have a normal armor save and a separate invulnerable save. A good example is space marine terminator armor, with both a 2+ armor, and a 5+ invulnerable. In these cases, a model only ever gets to make one saving throw, but it has the advantage of always using the best available save.
Maximum save:
Some models gain additional benefits from rules that may increase any of their saves by +1, +2, or even more. However armor saves may not be improved beyond a 2+, and invulnerable saves can never be improved over a 3+. There are some special wargear peices that have a 2+ invulnerable save naturally, these are allowed.
ASSAULT PHASE Guns may mow down the enemy, but in the war torn battlefields of the future hab blocks are ruled by the fiercest hand to hand fighters. Jungle warfare with no clear sight lines often ends in the thrashing and stabbing of melee.
The assault phase is split into sub phases, the charge sub-phase, and the fight sub phase.
Charge sub-phase:
Declare your charge.
Resolve overwatch.
Roll charge range.
Charge movement.
Declare next charge or move to fight sub-phase.
Fight sub-phase:
Choose a combat.
Fight close combat.
Determine assault results.
Repeat fight sub-phase or finish assault phase.
Charge Sub-phase:
To resolve a charge, use the following procedure:
First pick one of your units, and declare which enemy unit it wishes to charge.
Then, the target enemy unit gets to make it's overwatch shooting attack.
Once overwatch is resolved, roll the charge distance for the unit, if you rolled far enough to make combat, then you have successfully launched the assault. If you did not make it to the enemies lines, then move your unit the distance you rolled in a straight line towards the enemy unit.
Declare a charge:
Choose a unit in your army that is declaring a charge as well as the enemy unit that it would like to charge. A unit can never declare a charge against a unit that it cannot reach, nor can it declare a charge against a unit that it cannot see.
Some units are disallowed from chargine. Comon reasons a unit is not allowed to declare a charge are as follows:
The unit is already locked in close combat.
The unit has gone to ground.
The unit shot rapid fire, salvo, ordnance, or heavy weapons in the shooting phase. This applies even if snap shots were made with those weapons.
The unit is falling back.
In addition to these examples, a unit that fired in the shooting phase can only charge a unit that targeted during that turn's shooting phase.
Resolve overwatch:
Once a charge has been declared against one of your units, that unit can immediately fire overwatch at their would be attackers. It does not have to, but it may.
An overwatch attack is resolved like a normal shooting attack, and uses all the normal rules for range, line of sight, cover saves, and so on. Unlike a normal shooting attack however, overwatch can only be fired as snap shots, and may only be fired in the forward 45 degree facing of the model, (remember how they were facing when they fired their weapons during the previous turn. Overwatch can cause pinning or morale checks in the charging unit, if the unit fails its charge.
Overwatch restrictions:
It is worth pointing out that units that are locked in close combat cannot fire overwatch, and a unit that is being charged may only fire overwatch once in an assault phase.
Roll the charge range:
Once all overwatch shots have been resolved, the controller of the charging unit rolls to determine his unit's charge distance.
Roll 2D6, and apply any model specific modifiers, this is the number in inchess your assaulting unit can charge. If a unit has models that roll differently for their charge range, the whole unit must charge at the speed of the slowest model.
Successful charge:
If you have made a successful charge; reaching an enemy model, you must attempt to engage as many enemy models as possible in the unit. There is no holding back, or attempting to avoid terrain.
All of the models in a charging unit make their charge move, (the distance you rolled earlier), following the same rules as in the movement phase, with the exception that you may move your models within 1" of an enemy model. Charging models still cannot move through friendly or enemy models, cannot pass through gaps narrower then the models base, and cannot move into base contact with a unit they are not charging.
Move initial charger:
Start each charge by moving the closest charger from the charging unit. (As measured by the shortest possible route, going around impassable terrain, friendly models and enemy models in other units).
After moving the first model in the unit, you can move the others in any sequence you desire, providing you abide by the following conditions:
A charging model must end its charge move in unit coherency with another model in it own unit that has already moved.
If possible, a charging model must move into base contact with an enemy model within reach that is not already in base contact with another charging model. If there are no such enemy models in reach, the model must move into base contact with an enemy model that is already in base contact with a charging model.
If a charging model cannot reach any enemy models, it must try to move within 2" of one of its own unit's models that is already in base contact with an enemy. If this is impossible, it must simply stay in coherency.
If these rules are followed, your unit should have maintained coherency through out the charging process, having engaged as many enemy models as possible.
Charging through difficult terrain:
Charging through difficult terrain can be hard for a unit, throw off the timing of the assault, or cause more casualties then expected. To represent this use the following rules:
If, in the process of charging an enemy unit, any of your models have to move through difficult terrain, the unit must make a difficult terrain test. To represent the uneven grind they are charging over reduce he charge range by the cover modifier of the terrain. Barging into ruins will reduce the 2D6 roll by -3".
If at least one model in the charging unit has moved through difficult terrain as part of its charge move, then all of the units models must attack at initiative step 1.
Charging through dangerous terrain:
If in the course of charging, your models move through dangerous terrain, follow the same rules for difficult terrain, and take immediate dangerous terrain tests for all models who traveled through it.
Failed charge:
If the initial charger is found to be further than its charge range, the unit will move its charge distance in a straight line towards the unit it attempted to assault. In the next turn, after a failed assault, the unit may continue the charge in the following manner:
In the movement phase move directly towards the enemy unit, ad +1" to movement. (Remember you still may not move within 1" of an enemy model in this phase.
In the shooting phase your unit may forego shooting and run, adding +1" to the rolled distance.
In the assault phase, you may ad +2" to the charge range.
If you decide not to follow up on the charge, or wish to fire weapons before charging again, your models will snap fire in the shooting phase, this represents your warriors coming to a halt and re-organizing themselves, or shooting from the hip as they continue to barrel towards the enemy positions.
Declare next charge:
Once a charge has succeeded or failed, move onto the next unit that you wish to have assault the enemy.
Ending the charge sub-phase:
Once all of your planned assaults have been launched, move on to the fight sub-phase.
Fight sub-phase:
Once all of your assaults have been launched. Begin fighting each individual combat. The player who's turn it is chooses which combat to do when, completing each combat before moving on to the next one.
Fight close combat:
Attacks in close combat work similar to shooting attacks, each attack attempts to hit, and then each hit attempts to wound. Defending player gets to make their saves.
Initiative steps:
In close combat, the faster opponent has an upper hand. Raining blows down upon slower enemies before they have a chance to strike back. Many slower models, will have to rely on their toughness and armor to make it to their turn for doing damage. To represent this, a models initiative determines at what point in the close combat they strike. Work your way through the initiaive values of the models engaged in the combat, starting with the highest, and ending with the lowest. Remember that models who charged through difficult terrain will fight at initiative step 1.
At the start of each initiative step, perform a "pile in" move. Any models at the current initiative step that are not in base to base contact with an enemy model, may move up to 3" in an attempt to reach base to base contact..
First bring any un-engaged models into base to base contact who may reach it.
Second any models pile in attempting to get within 2" of a model in base to base contact with an enemy model.
Finally, any remaining models that are not in base to base with one or more enemy models, move as close as they can, while maintaining unit coherency.
These moves follow the same rules as moving charging models, except that they are not slowed by difficult terrain, (although it will trigger a dangerous terrain test where necessary.)
A pile in move may not be used to contact enemy units that are not involved in the close combat.
When making a pile in move, the player who's turn it is, goes first. If both players pile in moves combined still do not bring any models into base to base contact, (unlikely with a potential 6" of movement) the assault comes to an end. All remaining initiative steps are lost, work out the assault results.
Who can fight:
Units that have one or more models in base contact with eneies are locked in combat. While a unit is locked in combat, it may only make pile in moves, ance cannot otherwise move or shoot. At the start of each initiative step, you must work out if a model locked in combat is also engaged.
A model is engaged in combat and must fight if:
During its initiative step, it is base to base contact with any enemy models.
during its inititative step, it is within 2" of a friendly model, in base contact with any enemy models in the same combat.
Models make their attacks when their initiative step is reached, assuming that they have not been killed already by a faster model. If both sides have models with the same initiative, they swing simultaneously. Be aware of any special abilities, or wargear that effects the initiative of combatants.
Un-engaged models:
Un-engaged models cannot attack in close combat, they are too far away from the combat to contribute in the fight.
Number of attacks:
When a models initiative step is reached, as long as they are still alive, must attack.
Each engaged model makes a number of attacks (A) as indicated on their character profile. The following are universal bonuses that should bad added into the equation.
+1 charge bonus: Engaged models that have charged this turn get a +1 charge bonus to their attack profile. They will get a further +1 attack if they charged the enemy from a flank, or the rear. (Remember which way the enemy models were facing when they fired during their turn. )
+1 two weapons: Engaged models with two single handed weapons,(E.G. a close combat weapon and a pistol), get +1 attack. Models with more than two weapons gain no additional benefit; you only get one extra attack, even if you have four arms and a sword in each.
Other bonuses: Many pieces of wargear, or special rules will confer extra attacks for your models.
Rolling to hit:
To determine whether hits are scored, roll a D6 for each attack a model gets to make and compare the WS of the attacking model to the majority WS of the target unit. Then consult the to hit chart to find the minimum result needed to score a hit.
...............................Targets weapon skill
.........................1.....2.....3.....4.....5.....6.....7.....8.....9.....10
..................1.....4+..4+...5+...5+..6+...6+..-......-.......-........-
..................2.....3+..4+...4+...5+..5+...6+..6+...-.......-........-
..................3.....3+..3+...4+...4+..5+...5+..6+...6+...-........-
..................4.....2+..3+...3+...4+..4+...5+..5+...6+...6+.....-
..................5.....2+..2+...3+...3+..4+...4+..5+...5+...6+...6+
Attackers...6 ....2+..2+...2+...3+..3+...4+..4+...5+...5+...6+
weapon.....7.....2+..2+...2+...2+..3+...3+..4+...4+...5+...5+
skill............8.....2+..2+...2+...2+..2+...3+..3+...4+...4+...5+
..................9.....2+..2+...2+...2+..2+...2+..3+...3+...4+...4+
.................10....2+..2+...2+...2+..2+...2+..2+...3+...3+...4+
Units with different weapon skill:
Some units may contain models with different weapon skill levels. While each model in such a unit rolls to hit using its own weapons skill, attacks made against the unit are made against the majority weapon skill of the engaged enemy models.
Rolling to wound:
As with shooting, for each hit that your model has scored, roll a D6 comparing the strength of the hit to the targets toughness. Below is the same table as in the shooting section, for reference.
Attack ......................................target
strength...............................toughness
......................1......2......3......4.....5.....6.....7.....8....:9.....10
..............1.....4+....5+....6+....6+...-......-......-......-......-.......-
..............2.....3+....4+....5+....6+...6+...-......-......-......-.......-
..............3.....2+....3+....4+....5+...6+...6+...-......-......-.......-
..............4.....2+....2+....3+....4+...5+...6+...6+...-......-.......-
..............5.....2+....2+....2+....3+...4+...5+...6+...6+...-.......-
..............6.....2+....2+....2+....2+...3+...4+...5+...6+...6+....-
..............7.....2+....2+....2+....2+...2+...3+...4+...5+...6+...6+
..............8.....2+....2+....2+....2+...2+...2+...3+...4+...5+...6+
..............9.....2+....2+....2+....2+...2+...2+...2+...3+...4+...5+
.............10....2+....2+....2+....2+...2+...2+...2+...2+...3+...4+
Multiple toughness values in a unit.
Occasionally you will have units with different toughness values. An independent character that joins a particularly powerful unit, to make it even stronger. When this occurs, use the majority toughness value of the engaged unit. If two or more toughness values are tied for majority, use the highest of those available.
Allocating wounds:
After determining the number wounds that you have caused to the unit at a particular initiative step, wounds are allocated, saves taken, and casualties removed. Wounds are allocated and resolved from the closest model, just as in shooting, although you will often have a number of models equidistant of the attackers. Use the following steps to remove models as casualties:
A wound must be allocated to an enemy in base contact with a model attacking at the current initiatives step. If there is more than one eligible model, the player controlling the models suffering the wounds chooses which model it is allocated to. Roll any applicable saving throw.
If there are no enemy models in base to base contact with the models attacking at the current initiative step, the wound is allocated to the next closest enemy model. Once again, the player controlling the models taking wounds gets to choose any equidistant models.
Once a model has a wound allocated to it, you must continue to allocate wounds to it, until it is dead, or there are no more wounds to allocate. Note that it is possible for all the models in the target unit to be hit, wounded and killed, even those not engaged.
Cover saves:
Obviously in close combat, models do not get cover save modifiers, nor can they go to ground.
Armor saving throws:
Models can take armor saves to prevent wounds caused in close combat, barring the attacking weapon ignoring the armor save you are attempting to use.
Invulnerable saves:
An invulnerable save can always be made, and are used if they are the best save available. Note that an invulnerable save may be taken, even if a weapons AP is greater then the save.
Dead before attacking:
If a model is a casualty before it's initiative has been reached, it does not get the opportunity to attack. When models strike at the same initiative step, it may suit you to roll one side of the fight before the other, keeping in mind that casualties at the same initiative step will still have a chance to strike back.
Fight next initiative step:
Fight the next initiative step as described above until all steps have been completed.
Determining the assault results:
To decide who has won the combat, total up the number of unsaved wounds inflicted upon each side. This includes all wounds caused during the fight sub-phase; attacks, psychic powers, hammer of wrath hits, and any other factors. The side that caused the most wounds is the winner. The losing side must immediately take a morale test and will fall back if they fail. If both sides have suffered the same number of wounds, or the loser is fearless, the battle continues on next turn.
Note that wounds that have been negated by saving throws or special rules do not count towards determining who won the combat. Nor do wounds that are caused in excess of a models characteristic allows. Only wounds that are actually suffered by enemy models count. This includes multiple wounds caused by an instant death attack.
In some cases, it is possible for a character to cause wounds to themselves, or their unit. These wounds are added to those counted to the other sides total of wounds caused.
Check morale:
Units that lose a close combat must make a morale check, or flee the field. To find out the resolve of your unit:
Take a morale test with a penalty of -1 Ld for every wound you lost the combat by. -1 Ld if the winner of the combat charged from a flank. -1 Ld if one model on the winning side has the fear special rule.
If they pass, the unit fights on as though the units had tied in wounds.
If the unit fails, they abandon the fight and fall back.
It can't be hurt:
If a unit is locked in combat with an enemy it cannot hurt, the controlling player may choose to automatically fail a morale check. While risky, this is a potentially powerful tactic.
Consolidation and fall back.
The fleeing unit makes a fall back move towards its controlling players board edge, just as any other failed morale test. Keeping 1" away from enemy models, and moving around any impassable terrain.
If the winning unit is not still locked in combat with another unit, then the victorious unit rolls a D6 and ads its initiative, this movement can be used in one of three ways:
Move the unit about the board into a tactically advantageous position the total distance. (D6 + initiative). This could be used for instance, to move into terrain, behind a combat, or towards an objective.
Sweep the fleeing unit, if movement allows you to chase down any unit, or units that just lost a combat, that unit is swept and is immediately removed from play, no resurrection, feel no pain, return protocol or other special save may be taken unless specified otherwise.
Assault a new unit, if the generated movement allows you to assault another unit, you may do so. That unit has the chance to fire overwatch as normal, and if assault is joined, it will be acted upon in the next assault phase, with no bonuses from charging.
A unit making a consolidation move is unaffected by difficult terrain, but will make dangerous terrain tests where applicable.
End of combat pile in:
At the end of the combat, when all initiative steps have been resolved, any models that are not in base to base contact with an enemy, make another 3" pile in move to get all models in base with an enemy, or a friendly model in contact with the enemy.
Multiple combats:
Any combat that involves three or more units is a multiple combat. Often this can occur when a large assaulting force wishes to charge and tie up numerous enemy units.
Declare Charge:
Break up the multiple charge into two categories: the primary target, and secondary targets. The primary must be the unit you shot at during the shooting phase. Secondary targets can be any targets of opportunity that you believe you can reach with your charge motion. This must be declared before the overwatch occurs, as both units get to fire at the incoming assaulters.
Disordered charge:
If a unit declares that it is charging against two or more targets, it must make a leadership test or suffer a disordered charge penalty. A unit that is making a disordered charge does not gain any bonuses for being the charging unit. Flanking, +1 attack, furious charge, etc... have no effect.
Resolve overwatch:
All units that have been declared a target may now choose to fire their overwatch. Resolve each unit's overwatch shots seperately in an order determined by the controlling player.
Roll charge range:
Roll your charge, just as you would a normal assault. Ad any modifiers that apply.
Charge move:
Move the initial chargers, the closest two models to the primary target, must make base to base contact with the enemy, if they cannot, the charge fails. From here you may choose which unit your models assault, always moving to the closest model not already in base to base with one of your models. Every model must move into base to base contact with an enemy model if it is possible, at the same time you must maintain unit coherency throughout the charge.
Charging units locked in close combat:
If a unit you are charging is already locked in close combat, they may not fire overwatch, or gain any combat bonuses from counter-attack or other similar abilities. Furthermore, your unit counts as making a flanking attack, and will suffer no penalties for assaulting through terrain.
Fight sub-phase:
resolving the fight sub-phase of a multiple combat is done just like you would for a single combat, save for the following exceptions:
Directing attacks:
A model that is in base contact, or engaged with just one enemy unit when it comes to strike, may only attack that unit.
A model that is in base to base contact, or engaged with multiple units may choose to split its attacks between those units freely. Declare which unit each model is attacking immediately before rolling to hit.
Assault results:
When determining assault results in a multiple combat, total up the number of wounds inflicted by all units on each side. Every unit on the losing side has to make a morale check, subtracting the number by which they lost by. After all of the losing units have taken their morale checks, each winning unit that is now free to make a consolidation follow up move, remember that every unit in a given combat must not be locked in combat. Remember that winning units may only do this if all units they were locked in combat with have been wiped out, or are falling back.
After determining assault results, all units that were involved in that combat must make pile in moves towards any remaining enemy units in that multiple combat. If pile in moves from both sides will not result in any models from a unit making it into base contact, the unit may instead make a consolidation move.
Shooting into and out of close combat:
Models locked in close combat cannot fire out of it, as they are too busy fighting for their lives. Units in your army that are not locked in close combat may not shoot into close combat as they are too worried about their compatriots embroiled in the battle to target them. While the unit cannot be targeted, blasts and templates may scatter onto the combat, in this case, count up the number of hits and split the number evenly between those units under the blast.
Units that are locked in close combat do not take pinning checks, and cannot go to ground. They may take morale checks.
MORALE
Morale checks:
Morale represents the heart of your fighting force, how willing they are to sell their lives for their beliefs and home. Morale checks are a specific kind of leadership test.
Like all leadership tests, roll 2D6 against the models leadership characteristic.
If the result is equal to or less then the unit's leadership, the test is passed and the unit does not suffer any ill effects.
If the result is higher then the units leadership, the test is failed, and the unit makes an immediate fall back move.
Some units will have special rules pertaining to morale checks that are detailed in their codex. For example, some units might be immune to the effects of morale, or others automatically pass leadership tests. There is a subtle difference, as models that always pass morale checks will still have to test for pinning checks.
Morale check modifiers:
Circumstances or special rules may make morale tests more difficult, often represented by a leadership modifier for the purpose of the test.
Insane heroism:
A roll of double 1's will always pass a morale check regardless of any modifiers. This represents the occasional insane confidence some warriors possess.
When to test:
The most common reasons a unit must take a morale check are as follows:
Casualties: A unit losing 25% or more of its current models during a single movement or shooting phase, must take a morale check at the end of the phase.
Losing an assault: Units that have lost an assault will take a morale check with a -1 leadership modifier for each wound their side lost by.
Fall back:
Units that have failed a morale check must immediately make a fall back move. The only moves a unit who has failed morale may make, is a fall back move. Most units fall back 2D6 inches directly towards their own table edge, by the shortest possible route. If there is a mission with no "own" table edge, they instead fall back to the nearest table edge. If any model from a falling back unit moves into contact with the table edge, the entire unit is removed from the game as casualties.
Falling back from close combat:
Models that are falling back from a close combat may move freely through the units they were recently in close combat with. This is an exception to the normal rule that you must maintain a 1" space at all times between your models and enemy models.
Trapped:
At times your falling back units will find the most direct route to the table edge blocked by enemy units, or impassable terrain. In this case your models may move laterally to avoid these obstacles. If surrounded, and unable to move towards a friendly or neutral table edge, a falling back unit is immediately destroyed as a casualty of the game. There is no moving towards the enemy when you are running away.
Falling back and shooting:
Units that are falling back can continue to shoot, including overwatch, although not psychic shooting attacks. (Your psyker is too busy running away to concentrate on his abilities. Overwatch is resolved at a further -3 to BS. (example, a eldar guardian unit falling back would be shooting at BS -2.)
Morale and falling back:
Units that are falling back automatically fail all morale checks, but can regroup as normal.
Regrouping:
A unit falling back is not out of the fight until is destroyed, or leaves the table. A unit that is falling back may attempt to regroup at the beginning of its turn with the following restrictions:
If at least 25% of the unit's models are still alive, then the leadership test is taken as normal.
If less than 25% the leadership test is only passed on a roll of double 1's.
If the unit fails its regroup test it continues to fall back as described previously.
If the unit passes its leadership test, then it may make an immediate consolidation move up to half of it's movement characteristic. This move may ignore difficult terrain, but still must take dangerous terrain tests where applicable.
Once a unit has regrouped, it cannot move again this turn, (No running in the shooting phase, or jump pack move/charge in the assault phase.) The unit may shoot, but only as snap shots, the unit may not attempt to overwatch.
Falling back and assaults:
Units who have an assault declared upon them, while they are falling back, must immediately take a regroup test. This test is always a normal leadership test and will not require insane heroism. However any ongoing effects that pertain to the unit will still effect them.
If the test is failed, the assaulted unit is removed immediately as they have scattered to the wind, or been run down by the assaulting unit.
If the test is successful, the unit regroups without moving, and the fight continues as normal, the attacking unit always counts as having a flanking charge.
Multiple assaults and swept units:
If a unit fails its regroup test and is swept in the process of a multiple assault, half of the wounds, rounded up are carried over into the assault results, in favor of the unit declaring the charge.
DEPLOYMENT Assign independent characters and Sergeant attached characters. Deploy one unit entirely within your deployment zone, followed by the next until you have placed all of your intended units.
Advanced rules
Spoiler:
SPECIAL RULES
Acute senses:
If one model in a unit possesses the special rule Acute senses, when it arrives from outflank, it may re-roll the dice determining where it comes in.
Adamantium will:
A unit containing at least one model with this special rule receives a +1 bonus to deny the witch rolls.
And they shall know no fear:
A unit that consists entirely of this special rule automatically passes tests to regroup. The unit can move, shoot (or run), and declare charges normally in the turn in which it regroups. Instead of the 3" regroup movement. If a unit containing one or more models with this special rule is caught in a sweeping advance, they are not destroyed, but remain locked in combat instead. Additionally, a unit that contains at least one model with this special rule is immune to fear.
Assault vehicle:
Passengers disembarking from Access points on a vehicle with this special rule can assault on the turn they do so. They may not do this if the vehicle is destroyed.
Armourbane:
A model or weapon with armorbane rolls 2d6 for armor penetration rolls, and ads them together.
Blast and large blast:
Barrage:
Blind:
Any unit hit by a weapon with the blind rule must take an initiative test or be reduced to ws 1, and bs 1.
Brotherhood of psykers/sorcerers:
Bulky: a model that is bulky takes up two spaces in a transport, some transports will be unable to carry them at all.
very bulky: a very bulky model takes up three spaces in a transport, and only special transports are capable of fitting them at all.
extremely bulky: extremely bulky models take up five spaces in a transport and only unique tranports may carry them.
Concussive:
A model that makes a successful armor save against a weapon with concussive, must take a strength test. A failed test results I he model being reduced to initiative 1 until the end of the next assault phase.
Counter attack: when a unit with counter attack is assaulted, they take an immediate leadership test. If they succeed they gain +1 attack as though they had just charged. Furthermore units that flanked in the assault do not gain the additional +1 attack for doing so.
Crusader:
Daemon: a model with the daemon rule has a 5++ invulnerable save, and causes fear in close combat.
Deep strike:
Eternal Warrior: A model with eternal warrior is immune to weapons with the instant death rule or being instantly killed by weapons who's strength is twice their toughness. Furthermore, a model with eternal warrior may always take a feel no pain save.
Fear: A unit in close combat with a model that has the fear special rule must make a leadership test, or be reduced to ws 1. Furthermore, if an I engaged unit is charged by a model with fear, it must make a leadership test to overwatch.
Fearless:A unit with at least one fearless model in it is immune to fear, morale, and pinning checks. They are not immune to psychic powers that require leadership tests.
Feel no pain: A model with feel no pain may make an additional save after unsaved wounds have been assigned. Unless otherwise stated this will be a 5+. If a weapon has the instant death rule, or has twice the strength as the models toughness, a feel no pain save may not be made.
Fleet: A model with fleet moves almost faster then the eye can track. Covering vast distances quickly. A model with fleet may re-roll run, charge distances and consolidation moves.
Fleshbane:
Force:
Furious charge: some fighters close with an opponent attempting to overwhelm their foes with a surprisingly strong flurry of blows. In a turn in which a model with furious charge, charges into close combat, they gain +1 strength and the special rule hammer of wrath.
Gets hot:
Hammer of wrath:
Hatred:
Haywire:
Hit and run:
Ignores cover:
Independent character:
Infiltrate:
Instant death:
Interceptor:
It will not die:
Jink:
Lance:
Master crafted:
Melta:
Missile lock:
Monster hunter:
Move through cover: A unit that contains at least one model with this special rule rolls an extra d6 when rolling to move through difficult terrain. In most circumstances, this will mean that theunit rolls 3D6 and picks the highest roll. Furthermore, a model with the move through cover rule automatically passes dangerous terrain test, and counts as having assault grenades in an assault. The move through cover special rule has no effect on charge range rolls or impact tests.
Night fighting:
Night vision:
Outflank:
Pinning:
Poisoned:
Power of the machine spirit:
Preferred enemy:
Psychic pilot:
Psyker:
Rage:
Rampage:
Relentless:
Rending: Rending weapons are feared for their ability to punch through even terminator armor. A weapon or model with rending will always wound on a roll of a 6, and counts as ap 2. When rolling for armor penetration on a roll of 6 you will get a further d3 added on. Further rolls of 6 allow for a further roll of d3.
Scout:
Shred:
Shrouded: One model in a unit with the shrouded special rule, gives the unit a -2 cover save modifier, this stacks with any other modifiers provided by cover, stealth, or jink.
Skilled rider:
Skyfire: A model with skyfire, may shoot at fliers at full ballistic skill.
Slow and purposeful:
Smash:
Sniper:
Soul blaze:
Specialist weapon:
Split fire:
Stealth:
Strafing run: A flier or flying monstrous creature with strafing run has +1 bs when shooting at ground targets.
Strikedown:
Stubborn:
Supersonic:
Swarms:
Tank hunters:
Tearing: Tearing weapons through a fusillade of projectiles or a mono molecular edge, these weapons can tear through all by the hardiest if armor. This weapon will always wound on a roll of 6 and counts as ap 3.
Torrent:
Twin-linked:
Two-handed:
Unwieldy:
very unwieldy:
Vector dancer:
Vector strike:
Zealot:
Vehicle types WALKERS: Walkers are a unique type of vehicle used on the battlefields for their ready flexibility in armament and the ease with which they can maneuver through dense terrain. From the light duty scout sentinels the imperial guard favors, to the heavy duty dreadnoughts that inter near dead space marines. Even the alien Necrons have their own walker in the triarch stalker with it's strange six legged gate.
Unlike other vehicles, a walker has additional characteristics similar to infantry. WS, S, I, A, and in some cases Ld. Shown below is an example of a walker.
Helbrute:
M...WS...BS...S...FRONT...SIDE...REAR...I....A...Ld...Hp...Type
6.....5.......4.....6......13..........12.........10......4...4.....9.....3....Walker
Moving walkers:
Walkers move using the same rules as infantry in most cases. Similarly they have a movement characteristic in their profile, and this is their maximum movement allowance.
Walkers and moving through cover:
Walkers, due to their very design are built to handle most terrain, they do not roll a move through cover when traversing terrain. Instead they move up to their full movement allowance. They will still take dangerous terrain tests, where applicable, and on the roll of a 1 they will be immobilized, and lose a hull point.
Shooting with walkers:
Walkers can choose to run like infantry, and this prevents them from firing, but not charging. Obviously they cannot run if they have been stunned, or immobilized.
A walker that moved may still fire all of it's weapons in the subsequent shooting phase. The walker may pivot on the spot to aim its guns with a firing arc of 45 degrees side to side, as well as up and down. Line of sight is measured along the barrel of the weapon firing, and range is measured from the end of the weapon. Pivoting in the shooting phase does not count as movement, and helps represent the greater agility of walkers over many other vehicles. Remember however, that the facing of the walker in your shooting phase is how we determine the armor value an enemy will be shooting at next turn. Immobilized walkers cannot pivot, and can only shoot at models within their current firing arcs.
Walkers may fire overwatch with any weapons they possess.
Shooting at walkers:
When firing at a walker, work out which of its armor values to use as you would for any other vehicle. Measure ranges to any weapons or hull point on the walker, as well as the base.
Walkers and assaults:
Walkers assault, and are assaulted, like infantry models..This means that they can make assault moves, and be locked in combat. Walkers that are locked in combat may not be shot at.
In close combat, walkers fight similar to infantry models, although hits scroed against them must roll for armor penetration and damage as per vehicles. Models hitting a walker in close combat always roll for front armor penetration, unless it has been immobilized. Against an immobilized walker, armor penetration hits in close combat are always rolled against its rear armor. This represents the walkers ability to turn and face its opponents, often causing mass carnage in close combat, while only the most doughty of opponents may hope to damage it.
If a walker is armed with two or more melee weapons, it gains the +1 bonus attack just like infantry models. Unlike many other models, this is not limited to a single bonus attack. A walker may have three or four melee weapons.
If a walker loses a close combat weapon, then it looses the bonus attack that would go along with it. If the weapon also conferred special abilities or bonuses like a dreadnought close combat weapon, those are also lost. Shaken damage results do not affect the way a walker fights in close combat, immobilised and/or stunned walkers fight with one less attack, to a minimum of 1.
Walkers may make sweeping advances, pile in moves, and consolidation moves unless they are stunned, or immobilized.
Ramming a walker:
If a walker is rammed by a tank, it must take an initiative test to find out if it may perform a death or glory attack. If it fails the initiative test, then the ram is resolved as normal as per other vehicles.
Codex eldar
Eldar and tyranids are my current armies, so will likely be the ones I'm able to complete first. Eldar I want to emphasize that the aspects are elite at the one job that they have. They will need synergy to survive, not just point and click lots of shooty.
Spoiler:
HQ
Eldrad Ulthran 210 points
M...WS...BS...S...T....W...I....A...Ld.....Sv 4......5......5.....3...4.....3...5...2...10....3++ Unit type: Infantry (Character)
Wargear:.........................................Special rules:...................................The path beyond:
Shuriken pistol..............................Ancient doom...................................After both sides have deployed, but before scout redeployment has been performed, you can redeploy D3+1 of your units.
witchblade......................................battle focus.......................................Such units must be placed in your deployment zone, even if they have the infiltrate special rule. This cannot by used to move
ghosthelm......................................fleet....................................................units into or out of reserve.
runes of warding...........................independent character
runes of witnessing......................psyker (mastery level 4)................Pysker: Eldrad Ulthran generates his powers from the divination, telepathy, telekinesis, pyromancy, biomancy, and runes of fate
.....................................................................................................................disciplines.
Remnants of glory:
Armour of the last rune
staff of Ulthamar
Warlord Trait:
An eye on distant events
Prince Yriel 140 points
M...WS...BS...S...T....W...I....A...Ld.....SV 6......6......6.....3...3.....4...7...5...10...3+/4++ Unit type: Infantry (Character)
Wargear: ......................................Special rules:................................The path of strategy:
Heavy aspect armor...................Ancient doom.................................If your army contains one or more autarchs, you can modify any of your reserve rolls by +1 or -1. (choose separately after each roll
force shield..................................battle focus.....................................is made.) Furthermore, one unit of aspect warriors of your choice, counts as scoring. (Note this does not make them troops, but makes
plasma grenades.......................fleet..................................................them scoring as pertains to objectives.)
........................................................independent character
Remnants of glory:
The eye of wrath
The spear of twilight
Warlord trait:
Ambush of blades:
Illic Nightspear 140 points
M...WS...BS...S...T....W...I....A...Ld.....SV 7......6......9.....3...3.....3...6...3...10.....5+ Unit type: Infantry (Character)
Wargear: ......................................................Special rules:...................................Walker of the hidden path
Mesh armor..................................................Ancient doom...................................If your army contains Illic Nightspear, any number of eldar ranger units can be upgraded to pathfinders at an additional cost
shuriken pistol..............................................battle focus......................................of 12 points per model. In addition to the normal rules for eldar rangers, pathfinders have the shrouded and sharpshot
power sword.................................................fearless............................................special rules.
........................................................................fleet
Remnants of glory: .....................................hatred (necrons)
Voidbringer...................................................independent character
........................................................................preferred enemy (Necrons)
Warlord traits: .............................................Sharpshot
mark of the incomparable hunter...............shrouded
..........................................................................stealth
Asurmen 220 points
M...WS...BS...S...T....W...I....A...Ld.....SV 7......7......7.....4...4.....4...7...5...10.....2+ Unit type: Infantry (Character)
Wargear: ..................................Special rules:....................Exarch powers:
Phoenix armour.......................Ancient doom...................Battle fortune
two avenger..............................battle focus.......................Defend
shuriken catapults..................fearless..............................Disarming strike
plasma grenades...................fleet
....................................................counter attack
Remnants of glory:.................eternal warrior
The Sword of Asur..................hand of asuryan
...................................................independent character
Jain Zar 210 points
M...WS...BS...S...T....W...I....A...Ld.....SV 7......7......7.....4...4.....4...7...5...10.....2+ Unit type: Infantry (Character)
Wargear: ..........................Special rules:.......................Exarch powers:
Phoenix armor.................Acrobatic...............................Counter-attack
...........................................Ancient doom.......................Disarming strike
Remnants of glory: ........battle focus...........................Fear
Silent death......................eternal warrior
Blade of Destruction.......fearless
Mask of Jain Zar..............fleet
............................................furious charge
Warlord trait: ....................independent character
Falcons swiftness
Karandras 230 points
M...WS...BS...S...T....W...I....A...Ld.....SV 6......7......7.....4...4.....4...7...5...10.....2+ Unit type: Infantry (Character)
Wargear:....................................Special rules: .......................Exarch powers:
Phoenix armor..........................ancient doom........................Stalker
Scorpion chainsword..............battle focus............................Monster hunter
Scorpion's claw........................eternal warrior
plasma grenades....................fearless
.....................................................fleet
Warlord trait:..............................independent character
Ambush of blades...................infiltrate
....................................................move through cover
Remnant of glory: ...................stealth
Scorpions bite..........................shrouded
Fuegan 235 points
M...WS...BS...S...T....W...I....A...Ld.....SV 6......7......7.....4...4.....4...7...5...10.....2+ Unit type: Infantry (Character)
Wargear: .......................Special rules:........................Exarch powers
Phoenix armor..............Ancient doom........................fast shot
firepike...........................battle focus............................crushing blow
melta bombs................eternal warrior.......................adamantium will
.........................................fearless
Warlord trait: .................fleet
Fates messenger.........feel no pain
..........................................independent character
Remnant of glory: .........unquenchable resolve
Fire axe............................tank hunter
Baharroth 200 points
M...WS...BS...S...T....W...I....A...Ld.....SV 8......7......7.....4...4.....4...7...5...10.....2+ Unit type: Infantry (Character)
Wargear: .............................Special rules:...................Exarch powers
Phoenix armor ...................Ancient doom...................Battle fortune
Hawk's talon.......................Battle focus.......................hit and run
haywire grenades..............eternal warrior
plasma grenades..............fearless
grenade pack......................fleet
swooping hawk wings......herald of victory
...............................................independent character
Remnant of glory: ..............aerialist
The shining blade
Warlord trait:
Seer of the shifting vector
Maugan Ra 205 points
M...WS...BS...S...T....W...I....A...Ld.....SV 6......7......7.....4...4.....4...7...5...10.....2+ Unit type: Infantry (Character)
Wargear: ............................................Special rules:...........................Exarch powers:
Phoenix armor...................................Ancient doom...........................fast shot
reaper range finder...........................battle focus...............................sharp shot
..............................................................eternal warrior.........................night vision
Remnant of glory: ..............................fearless
The Maugetar......................................fleet
...............................................................hatred (chaos dameons)
Warlord trait: .......................................preferred enemy
Mark of the incomparable hunter....independent character
...............................................................relentless
Avatar 240 points
M...WS...BS...S...T...W....I....A...Ld......Sv 7.....10....10...7...7....5...10..6...10...3+/5++ Unit type: Monstrous creature (character)
Remnant of Glory:..........................Options:
The Wailing Doom.........................The avatar can purchase up to two of the following exarch powers:
...........................................................Crushing blow.....................10 pts
Special rules: .................................Monster hunter....................10 pts
Ancient Doom.................................Marksmen's eye..................10 pts
Battle focus.....................................Disarming strike..................20 pts
Daemon...........................................Battle fortune........................20 pts
Fearless..........................................Hit and run............................25 pts
Fleet
Khaine Awakened..........................Heart of the craftworld: Only one avatar of Khaine may be taken per detachment.
Molten body
Autarch 80 points
M...WS...BS...S...T...W...I...A...Ld...Sv 6......6......6.....3...3....3...6..4...10..3+/4++ Unit type: Infantry (character)
Wargear: ...................................Special rules:
Heavy aspect armour .............Ancient doom
Shuriken pitol ..........................Battle focus
haywire grenades ...................Focus
plasma grenades....................Independent character
forceshield................................The path of strategy
May take one of the following:..............................................May take up to two of the following
Eldar jetbike....................................................15pts.............Scorpion chainsword..........................................3pts
Swooping hawk wings..................................15pts.............Avenger shuriken catapult..................................5pts
Warp jump generator....................................15pts.............Lasblaster.............................................................5pts
May take one of the following:.............................................Deathspinner......................................................10pts
Banshee mask.................................................5pts.............Fusion gun..........................................................10pts
Mandiblasters...................................................5pts.............Laser lance (Autarch on eldar jetbike only....10pts
..................................................................................................Power weapon....................................................15pts
May take items from the remnants of glory list................Reaper launcher with starswarm missiles...20pts
The path of strategy: If your army contains one or more autarchs, you can modify any of your reserve rolls by +1 or -1. (Choose separately after each roll is made.) Furthermore, one unit of aspect warriors is scoring. (Note this does not make them troops, but makes them scoring as pertains to objectives.)
Farseer 100 points
M..WS..BS..S...T..W...I...A..Ld...Sv 6.....5.....5....3...3...3...5..2..10...4++ Unit type: Infantry (character)
Wargear:.................................Special rules:..........................................Psyker: A farseer generates his powers from the divination, telepathy, telekinisis, biomancy, pyromancy, and runes of fate disciplines.
Rune armor............................Ancient doom
shuriken pistol.......................battle focus
witchblade..............................fleet
ghosthelm..............................independent character
.................................................psyker (mastery level 3)
Options:
A farseer can exchange his witchblade for a singing spear................3 pts
A farseer may take any of the following:
Runes of warding......................................................................................15 pts
Runes of witnessing.................................................................................15 pts
Eldar jetbike................................................................................................15 pts
Spiritseer 70 points
M..WS..BS..S...T..W...I...A..Ld..Sv 6.....5.....5....3...3...2...5..2...9...4++ Unit type: (character)
Wargear:...........................................Options:
Rune armor.....................................May take items from the Remnants of glory list.
shuriken pistol................................Eldar jetbike........................................15 pts
witch staff.........................................Runes of witnessing.........................15 pts
...........................................................May be upgraded to an ancient spiritseer
Special rules:.................................. +1 W, +1 Ld, +1 mastery level........40 pts
Ancient doom..................................Psyker: A spritseer generates his powers from the telepathy, pyromancy, and runes of battle disciplines
battle focus......................................Death speaker: If your army contains a spiritseer, wraithguard and wraithblades are troops choices rather than elites.
fleet
independent character
psyker (mastery level 2)
spirit mark
Warlock council 35 points
M..WS..BS..S...T...W...I...A..Ld...Sv 6.....5.....4....3...3...1....5..1...8...4++ Unit type: Infantry (character)
Wargear:..................................Options:
Rune armor............................May add up to 9 additional warlocks.....................................35 pts
shuriken pistol.......................Any model may replace their witchblade
witchblade..............................with a singing spear...................................................................5 pts/ model
..................................................Any model may take an eldar jetbike....................................15 pts/ model
Special rules:
Ancient doom..........................Psyker: A warlock generates his powers from the runes of battle discipline.
battle focus
fleet
psyker (mastery level 1)
Each primary detachment in your army may include one council of 1-10 warlocks. This unit does not use up a force organisation slot. Immediately before deployment, any warlock in the council may be split off from this unit and assigned to lead a different unit from the following list, which they then cannot leave. Guardian defenders, storm guardians, windrider jetbikes, or vauls wrath support battery.
Any warlock atta hed in this way changes its unit type to infantry (character) for the entire game. Only one warlock can join each unit in this manner. Any models that do not do this remain part of the warlock council.
TROOPS
Guardian Unit composition 10 guardians
...............................................M..WS..BS..S...T...W...I...A..Ld..Sv Guardian..............................6.....4.....4....3...3...1....5..1...8...5+ Unit type: Infantry
Heavy weapon platform....6.....-......-.....-....5...1.....-...-....-...3+ Unit type: Infantry
Wargear: ...........................................Options:
Mesh armor.......................................May include up to ten additional guardians........................9 pts/model
Shuriken catapult.............................For every ten guardians in the unit, you may add one heavy weapon platform from the following list:
.............................................................Shuriken cannon......................................................................15 pts/model
Special rules:....................................Bright lance...............................................................................20 pts/model
Ancient doom....................................Scatter laser..............................................................................20 pts/model
battle focus........................................Starcannon................................................................................25 pts/model
fleet.....................................................Eldar missile launcher with plasma/starshot missiles....20 pts/model
.......................................................................EML may be upgraded with flakk missiles..............+10 pts/model
Storm guardians
...............................................M..WS..BS..S...T...W...I...A..Ld..Sv Guardian..............................6.....4.....4....3...3...1....5..1...8...5+ Unit type: Infantry
Wargear: ..............................Options:
Mesh armor..........................May include up to ten additional guardians.......................................9 pts/ model
shuriken pistol.....................Up to two guardians may exchange their chainsword and shuriken pistol for one of the following:
chainsword..........................Flamer.......................................................................................................5 pts/ model
plasma grenades...............Melta gun................................................................................................10 pts/ model
...............................................Up to two guardians may exchange their chainsword for a
Special rules:......................power sword...........................................................................................15 pts/ model
Ancient doom......................The unit can take a wave serpent as a dedicated transport
battle focus
fleet
Wind rider jetbikes Unit composition, 3 wind riders......60 points
.M...WS...BS...S...T...W...I...A...Ld...Sv 12....3......4.....3....4...1...5..1....8.....3+
Unit type: Jetbike
Wargear: Mesh armour, Eldar jetbike
Special rules: Ancient doom
Options: May include up to seven additional Windrider guardians....20pts/model
For every three models in the unit, one windrider Guardian can exchange his eldar jetbike's twin-linked shuriken catapults for a shuriken cannon.....10pts/model
Dire avengers.......Unit composition, 5 dire avengers 65 points
Dire avenger: M...WS...BS...S...T...W...I...A...Ld...Sv ...........................6.....4.......4....3...3....1...5..1....9....4+
Exarch:..............6.....5.......5....3...3....1...6..2....9....3+
Wargear, aspect armour, heavy aspect armour (exarch only), avenger shuriken cataput, plasma grenades.
Special rules: Ancient doom, battle focus, counter-attack, fleet
Options May include up to five additional dire avengers...........................13pts/model
May upgrade one dire avenger to a dire avenger exarch...........10 points
The dire avenger exarch may exchange his shuriken catapult for one of the following
Twinned avenger shuriken catapult...............................................5pts
Power weapon and shuriken pistol.............................................15pts
Diresword and shuriken pistol......................................................20pts
Power weapon and shimmer shield............................................20pts
The dire avenger exarch may take up to two of the following exarch powers.
Defend................................................................................................10pts
Shield of grace..................................................................................10pts
Battle fortune......................................................................................15pts
The unit may take a wave serpent as a dedicated transport
FAST ATTACK
Warp spiders Unit composition: 5 warp spiders, 100 points
Warp spider.....M...WS...BS...S...T...W...I...A...Ld...Sv ............................5.....4......4.....3...3....1...5..1....9.....3+
Exarch...............M...WS...BS...S...T...W...I...A...Ld...Sv ............................6.....5......5.....3...3....1...6..3.....9....3+
Wargear: Heavy aspect armour, Warp jump generator, Death spinner
Special rules: Ancient Doom, Battle focus, Fleet, hit and run
Options May include up to five additional warp piders.......................20pts/model
May upgrade one warp pider to a warp spider exarch........10pts
The warp spider exarch may exchange his death spinner for one of the following:
Two armature controlled death spinners..............................10pts
Spinneret rifle..............................................................................15pts
The warp spider exarch may take a pair of powerblades...20pts
The warp spider exarch may take up to two of the following exarch powers:
Polestar........................................................................................15pts
Marksmen's eye..........................................................................10pts
Stalker...........................................................................................15pts
Tyranids have always been a good balance of hordes of critters and a solid sprinkling in of monstrous creatures. Mission save the swarmlord?
Codex tyranids
Spoiler:
HQ Doom of Malan'tai 115 pts
M...WS...BS...S...T...W...I...A...Ld...Sv 4.....4.......4.....X...4...4....4..2...10...3++
Unit type: infantry
Special rules: Psyker (3), synapse creature, fearless, shadow in the warp, warp field, Absorb life, psychic strength.
Absorb life: The Doom of Malan'tai immediately gains +1 wound, to a maximum of 10 wounds, for every unsaved wound in inflicts.
Pyschic strength: The doom of Malan'tai's strength is alwasy the same as its wounds characteristic. Therefore, as it suffers wounds its strenth is reduced, and vice versa.
Psyker: level 3. The Doom of Malan'tai always knows the psychic powers warp blast, and psychic shriek.
Braintrust: The Doom of Malan'tai may be joined by a bodyguard of 1-3 zoanthroopes.
TROOPS Hormagaunt 50pts squad composition 10 hormagaunts
M...WS...BS...S...T...W...I...A...Ld...Sv 6.....4.......0.....3...3...1....5..2....6....6+
Unit type: infantry
Instinctive behavior: Feed.
biomorphs: Scything talons.
Special rules: Bounding leap, move through cover, fleet.
Bounding leap: A unit with bounding leap ads 3" to run, charge and consolidation ranges.
Options: May include up to twenty additional hormagaunts at 5pts/model
The unit may take any of the following biomorphs:
Adrenal glands...3 points/model
Toxin sacs...........3 points/model
Termagants 40 points, squad compoition, 10 Termagants
M...WS...BS...S...T...W...I...A...Ld...Sv 5.....3.......3.....3...3...1....4..1....6.....6+
Unit type: infantry
Instinctive behavior: Lurk
Special rules:Move through cover, Scuttling swarm.
Scuttling swarm: For every unit of 30 termagants in your army you may have one Tervignon count as a troops choice.
Options: May include up to twenty additional Termagants at 4pts/model
For every ten Termagants one may replace its fleshborer with a strangleweb at 5pts/model
Any model may replace its fleshborer with one of the following:
Spinefists....Free
Spike rifle....Free
Devourer.....4pts/model
The unit may take any of the following biomorphs:
Adrenal glands....2pts/model
Toxin sacs............2pts/model
Genestealers 75 points, unit composition 5 genestealers
Genestealer: M...WS...BS...S...T...W...I...A...Ld...Sv ..........................6.....6.......0.....4...4...1....6..3...10...5+
Broodlord:.......M...WS...BS...S...T...W...I...A...Ld...Sv ..........................6.....7.......0.....5...5....3...7..5...10...4+
Unit type: infantry
Weapons and biomorphs: Rending claws.
Special rules:Bulky (broodlord only), fleet, infiltrate, move through cover, psyker (master level 1, broodlord only, stealth
Psyker: A broodlord always knows the horror psychic power.
Options: May include up to fifteen additional Genestealers.....15pts/model
Any model may take scything talons...............................5pts/model
All genestealers in the unit may take any of the following biomorphs:
Adrenal glands....3pts/model
Toxin sacs............3pts/model
May add a broodlord..................................60 points
A broodlord may take items from the biomorphs list.
Tyranid warriors Unit composition 3 warriors......90 points
M...WS...BS...S...T...W...I...A...Ld...Sv 5......5......3.....4...4....3...4..3...10...4+
Weapons and biomorphs: Devourer, scything talons.
Special rules: Shadow in the warp, synapse creature, very bulky.
Options May include up to six additional tyranid warriors........30pts/model
One model in the unit may take an item from the basic bio-cannons list.
Any model may take items from the basic bio-weapons and melee bio-weapons list.
The unit may take any of the following biomorphs:
Toxin sacs......................3pts/model
Flesh hooks...................4pts/model
Adrenal glands..............5pts/model
Tyranid psychic powers:
Powers othe hive mind:
Primaris:
Impending doom: blessing.
The will of the hive mind is focused into a gathering of power about a synapse creature. Psykers nearby feels terrible weight upon their minds as the shadow in the warp grows stronger.
Warp charge : 1
Range: 24"
Impending doom is a blessing that effects a single friendly synapse creature within 24". Any psykers within the shadow of the warp effect of the target model will sustain a perils of the warp on any doubles rolled during a psychic test.
Psychic scream:
Paroxysm:
Phobia: malediction.
The tyranid psyker reaches into the minds of its enemies, drawing forth their deepest seated fears. Amplifying into terror and leaving them quaking shells of their former selves.
Warp charge 1
Range: 24"
Target unit suffers a -2 leadership modifier to all fear, pinning, and morale checks. Also treating all enemy units as if they have the fear special rule.
The horror:
5. Warp field: blessing
Focusing its psychic might, the tyranid creates a crackling barrier around itself. Traditional weaponry is destroyed or deflected upon impact.
Warp charge 2
Range: user
Warp field is a blessing that effects the psyker only, giving it a 3+ invulnerable save for one full game turn. However it may not make any non-psychic shooting attacks while the field is active, it may make close combat attacks as normal.
6. Warp blast
Powers of alpha beast.
Primaris:
Dominion: blessing
Warp charge 1
Range: user.
1.fury unbound: Blessing.
The leader beast activates hormone glands of extreme aggression, fueling an insane rage in the unit it targets.
Warp charge 1
Range 12"
Target unit gains the rage, rampage, and furious charge rule. At the end of the turn the unit takes a toughness test for each model in the unit. The unit suffers a wound with no cover save or armor save allowed for each test failed.
2. Instinctual freedom
The leader beast frees one of its minions for a moment. Giving a psychic nudge for the results it wants.
Warp charge 1
Range: 12"
Target unit that is subject to instinctive behavior is released from synaptic control and counts as having rolled the instinctive behavior result of your choice.
3. Focused control:
Noting a key unit taking flight at an inopportune time, the alpha focuses the energy of the hive mind to regain control of the misbehaving unit.
Warp charge 1
Range: line of sight.
A target unit in direct line of sight from the psyker counts as having come under synaptic control. Immediately gains fearless and may act normally until the controlling players next psychic phase.
4. Onslaught
5. Scion : blessing
Warp charge 2
Range 12"
Target synapse unit gains the eternal warrior special rule for one full game turn.
6. Catalyst
Space marines, I envision them moving back to the elite army of fluff. Where even a tactical squad is incredibly powerful. (GW will not like these codices as they will not emphasize selling minis.)
Codex space marine
Similar to the space marines, but with darker intentions
Codex chaos space marines
Spoiler:
HQ Chaos lord
M...WS...BS...S...T...W...I....A...Ld...Sv 5.....6.......6.....5...5...3....5...4...10...3+
Wargear:
Power armor
bolt pistol
close combat weapon
frag grenades
krak grenades
Special rules:
Independent character
Champion of chaos
Fearless
Master of traitors
Mark of Khorne: Khorne berzerkers are troops choices instead of elites
Mark of Nurgle: Plague marines are troop choices instead of elites
Mark of Slaanesh: Noise marines are troop choices instead of elites
Options:
May take weapons from the melee weapons, ranged weapons, chaos artifacts, chaos rewards, and or special issue wargear from the wargear list.
Or you may replace all of his wargear with terminator armor, a combi-bolter, and power sword..................50pts
A chaos lord may then take items from the terminator weapons, chaos rewards, special issue wargear, and or chaos artifacts from the wargear list.
May take veterans of the long war rule..........................................................................................................................5pts
May take a single mark from the mark of chaos from the chaos wargear list.
TROOPS Chaos space marines: 4 marines, and 1 aspiring champion.......175 points
Chaos marine .M...WS...BS...S...T...W...I....A...Ld...Sv ..............................5.....4.......4.....5...5...2....4...2....8....3+
Aspiring champ M...WS...BS...S...T...W...I....A...Ld...Sv ..............................5.....5.......4.....5...5...2....4...3....9....3+
Wargear:
Power armor
Bolt gun
Bolt pistol
Close combat weapon (aspiring champ only)
Frag grenades
Krak grenades
Special rules:
Champion of chaos (aspiring champ only)
Feel no pain 6+
Options:
May ad up to fifteen chaos marines............................................................................35pts/model
Any chaos marine may take a close combat weapon.............................................2pts/model
Any chaos marine may trade his bolt gun for a chain sword.................................free
One chaos space marine may replace his bolt pistol with a plasma pistol.......15pts
Or replace his bolt gun with a:
flamer...................................................................................................................................5pts
Melta gun...........................................................................................................................10pts
Plasma gun.......................................................................................................................20pts
If the squad numbers ten or more chaos space marines an additional model may replace its bolt gun with one of the following:
flamer....................................................................................................................................5pts
Melta gun............................................................................................................................10pts
heavy bolter........................................................................................................................10pts
Auto cannon.......................................................................................................................10pts
missile launcher (w/frag and krak missiles)...............................................................10pts
missile launcher may be upgraded with flakk missiles.........................................5pts
Plasma gun........................................................................................................................15pts
Lascannon..........................................................................................................................20pts
The aspiring champion may take items from the melee and ranged weapons wargear list.
The aspiring champion may take:
A gift of mutation.................................................................................................................10pts
Melta bombs..........................................................................................................................5pts
The unit may purchase one of the following marks of chaos:
Mark of Tzeentch...................................................................................................................2pts/model
Mark of Slaanesh..................................................................................................................2pts/model
Mark of Khorne......................................................................................................................3pts/model
Mark of Nurgle.......................................................................................................................3pts/model
One model in the unit may purchase one of the following Chaos Icons:
Icon of wrath.........................................................................................................................20pts
Icon of flame.........................................................................................................................15pts
Icon of despair.....................................................................................................................15pts
Icon of excess......................................................................................................................30pts
Icon of vengeance...............................................................................................................25pts
Chaos cultist
M...WS...BS...S...T...W....I....A...Ld...Sv 4......2......2.....3...3...1.....3...1....7....6+
Special rules
Lambs to the slaughter
Lambs to the slaughter: If a unit with the lambs to the slaughter rule are engaged in close combat. They may still be targeted by friendly fire. Remove casualties from the closest point.
ELITE Chaos terminators squad........................Squad of 3: 165 points
Chaos terminators........M...WS...BS...S...T...W...I....A...Ld...Sv ..........................................4......5......5.....5...5....2...4...2....9.....2+
Terminator champion...M...WS...BS...S...T...W...I....A...Ld...Sv ..........................................4......5......5.....5...5....3...4...3...10....2+
Wargear:
Terminator armor
combi-bolter
power weapon
Special rules
Bulky
Champion of chaos (terminator champion only)
Feel no pain 6+
Options:
May ad up to seven chaos terminators to the unit.............................55pts/model
Any chaos terminator may choose one of the following three options:
-Replace his power weapon with one of the following:
Lightning claw............................................................................................3pts/model
Power fist....................................................................................................7pts/model
Chain fist...................................................................................................12pts/model
-Replace his combi-bolter with one of the following:
combi-flamer...............................................................................................5pts/model
combi-melta................................................................................................7pts/model
combi-plasma..........................................................................................10pts/model
-Replace his combi-bolter and power sword with
a pair of lightning claws............................................................................7pts/model
For every three chaos terminator models in the unit, one may replace his combi-bolter with one of the following:
Heavy flamer.............................................................................................10pts/model
Reaper autocannon................................................................................15pts/model
The terminator champion may take items from the terminators section of the wargear list.
The terminator champion may take a gift of mutation.......................10pts
The unit may purchase one of the following marks of chaos:
Mark of Tzeentch.........................................................................................5pts/model
Mark of Khorne............................................................................................5pts/model
Mark of Slaanesh........................................................................................4pts/model
Mark of Nurgle.............................................................................................6pts/model
One model in the unit may purchase one of the following chaos Icons:
Icon of Wrath.............................................................................................25pts
Icon of Flame............................................................................................15pts
Icon of Despair.........................................................................................10pts
Icon of Excess..........................................................................................40pts
Icon of Vengeance...................................................................................25pts
The unit may take veterans of the long war..........................................3pts/model
The unit may take a land raider as a dedicated transport.
Helbrute........................................one helbrute: 100 points
M...WS...BS...S...FRONT...SIDE...REAR...I....A...Ld...Hp...Type
6.....5.......4.....6......13..........12.........10......4....4....9.....3....Walker
Wargear:
Bale flamer
Power fist
Special rules:
Crazed
Options:
May replace bale flamer with a power fist......................................................free
May replace either weapon with one of the following:
Multi-melta............................................................................................................5pts
twin linked heavy bolter......................................................................................5pts
Reaper auto cannon...........................................................................................5pts
Assault cannon..................................................................................................10pts
Ectoplasma cannon..........................................................................................20pts
Either weapon may be replaced with one of the following:
Thunder hammer................................................................................................5pts
Chain fist...............................................................................................................5pts
Power scourge..................................................................................................10pts
May upgrade up to two powerfists to incorporate one of the following:
Combi-bolter........................................................................................................5pts
Heavy flamer......................................................................................................15pts
HEAVY
Obliterators:............................1 obliterator......................................................80pts
M...WS...BS...S...T...W...I....A...Ld...Sv 4.....4.......4.....5...5...3....4...2....8....2+
Wargear:
Fleshmetal
Powerfist
Special rules:
Bulky
Daemon
Deep strike
Obliterator weapons
Slow and purposeful
Feel no pain 6+
Options:
May ad up to two obliterators........................................................................80pts/model
The unit may take one of following marks of chaos:
Mark of Khorne..................................................................................................5pts/model
Mark of Tzeentch...............................................................................................8pts/model
Mark of slaanesh..............................................................................................1pt/model
Mark of Nurgle...................................................................................................8pts/model
The unit may take veterans of the long war.................................................3pts/model
A newer codex I'll have to work on to figure out.
Codex chaos daemons
Spoiler:
Bloodletters of Khorne
M WSBS S T W I A LdSv 5 5 5 4 3 1 7 2 7 5++
Even more elite then the marines
Codex grey knights
Spoiler:
Cheap guys go first!
Codex imperial guard
Spoiler:
The original horde army.
Codex orks
Spoiler:
They won't really get a new codex. Just a pretty new picture.
Sisters of battle.
Spoiler:
This message was edited 83 times. Last update was at 2015/04/17 21:03:42
I think that obligation to purchase equal number of units in each FOC slot before you select another is not a good idea because there are a number of armies that would have huge problems with this thing. For example, platoon ig. It's a regular sight of a single huge platoon + someone like vets/penal legioneers in a troop slot, thus just 2 troop slots but platoon can split up to 6 squads (5 guardsmen squads and pcs) which are supposed to be supported by many heavy and fast attack forces. So 1 platoon-squad can cost around 400 pts while it's ineffective to buy alot of platoons with pcs in each making them more vulnerable and less effective. And if you look at orkses or tyranids, they prefer a lower number of huge mobs rather than many smaller squads. So the restriction will cripple them pretty hard. U see, there are some codexes that can effectively use small squads in action like sm or eldar and each squad will cost ~70-100 points while less elitist armies have to run their troops in huge numbers and every squad will cost 200+.
Thus said, i'd really like to see more troops on the battlefield just because troops are way more ballanced. So percentage system looks more appropriate. But here comes the problem of dedicated transports. With current codex "ballance" necrons can still spam overpowered nightscythes and eldar can still spam even more overpowered waveserpents. I don't see how it's possible to ballance things out without rewriting rules for unballanced spammable things or strictly limiting their use on X models per Y points which is something like a 'hotfix' but not a core fix.
- Challenge system - this desperately needs to be redone. It's quite illogical why mighty Abbaddon or monstrous tyranid swarmlord is forced to fight in a 'challenge' vs an imperial guard sergeant, kill him in one blow and than stand and watch doing nothing but waiting to be 'challenged' by other 4 sergeants. Yep, challenges are cinematic but they must not be so illogically punishing. Like it is now, this system just forces my powerklaw nobz to hang back more than 3' from the closest front models so he can't be challenged out for nothing but try to pile in on ini1 to strike blows which is also unreliable with random charges and forces me to either make odd movement composition or just not charge and wait to be charged, move nob away a bit so that he will be able to reliably avoid a challenge and strike blows on his ini and my boyz will have the benefit of overwatching the assaulter. Unfortunately, in many situations this tactics works way better than plain charging the enemy even with orkses that are supposed to charge themselves. See what i mean? We've got the system that forces us to try to exploit the ways of ignoring it provided with this very system.
What can be done. Just make challenges less punishing. I'd like to see: "If the challenger has his challenge denied, he gains +1 attack (hatred/rampage/preferred enemy or something like this) for the duration of a turn representing him being filled with rightious anger/bloody rage". Now challenges are not that crippling while providing some nice bonuses for the challenger. This might be an issue for a small bunch of special charrecters and gear designed to work only in challenges but it can be easilly fixed with a blank rule to allow them use the benefits if they issued a challenge and it's been denied.
- Precision shots and majority toughness - that's a small but quite logical change i'd like to see. Precision shots wound against the model's toughness and not majority unit toughness.
- Assaulting from stationary transports - back to the 5 ed. If the vehicle hasn't moved in it's movement phase or was destroyed, the transported models can disembark and assault or move and assault as normal.
- Charging from outflank - back to the 5 ed. We'll see mellee outflankers once again.
- No penalties for disordered assault. Overwatch from everyone charged is allready enough.
THINGS I'M NOT SURE ABOUT
Spoiler:
- Movement distance - with current deaths from the front and worse, easilly avoidable cover, futslogging hordes, especially mellee ones, have become really much weaker and are now seen as wasted points or purely defensive point-holders. To be honest, it's gona be interesting to implement movement distance for every unit to somehow negate vulnerability with a slight movement buff. For example, 8' movement for ork boyz or Khorne berzerkers will make them a bit more apealing as a footslogging horde they should be. Though, i don't think we're gona see this changes from GW. But it's possible they'll add a 'Swift movement' and 'Slowed down' rule that will interact with movement distance increasing or decreasing it. Can be used fairly easilly.
-Repricing ranged weapons. Within the current ruleset, ranged weapons should cost more than close combat weapons but probably it's a codex ballance issue.
-Charging from infiltration or after scoutmove. Don't know if it's appropriate now, on one hand, there are troops that need it quite alot like koptas with buzzsaws, on the other hand there are armies like white scars that will be broken with such rules. Probably won't return.
This message was edited 7 times. Last update was at 2014/02/25 07:46:55
See Fantasy rule set for a lot of things. Move is a vitally important characteristic there as it should be. A tyranid evolved to rapidly swarm across a battlefield and an IG with a lascannon shouldn't go the same speed.
Cover should revert to hit modifier too so the markerlights of Tau are not so ridiculously effective, so should snap shots. SM -3 and orks -1 to hit a flyer/overwatch just isn't balanced.
I would move the FOC to % too, its more realistic, you simply wouldn't get a tooled up SM Chapter master leading just 2 5 man tac squads..
This message was edited 1 time. Last update was at 2014/02/25 15:12:58
I think that obligation to purchase equal number of units in each FOC slot before you select another is not a good idea because there are a number of armies that would have huge problems with this thing. For example, platoon ig. It's a regular sight of a single huge platoon + someone like vets/penal legioneers in a troop slot, thus just 2 troop slots but platoon can split up to 6 squads (5 guardsmen squads and pcs) which are supposed to be supported by many heavy and fast attack forces. So 1 platoon-squad can cost around 400 pts while it's ineffective to buy alot of platoons with pcs in each making them more vulnerable and less effective. And if you look at orkses or tyranids, they prefer a lower number of huge mobs rather than many smaller squads. So the restriction will cripple them pretty hard. U see, there are some codexes that can effectively use small squads in action like sm or eldar and each squad will cost ~70-100 points while less elitist armies have to run their troops in huge numbers and every squad will cost 200+.
Thus said, i'd really like to see more troops on the battlefield just because troops are way more ballanced. So percentage system looks more appropriate. But here comes the problem of dedicated transports. With current codex "ballance" necrons can still spam overpowered nightscythes and eldar can still spam even more overpowered waveserpents. I don't see how it's possible to ballance things out without rewriting rules for unballanced spammable things or strictly limiting their use on X models per Y points which is something like a 'hotfix' but not a core fix.
I like that as a good reason to return to percentages for FOC. One of the ways that you would avoid the spamming of elite transports is to remove their attachment to the troops in points. Expensive (over 100 point transports) tend to be nearly battle tanks in their own right, so place them in the same FOC. As to worrying about the price of the troops models in comparison to other units for eldar and space marines, I hope to address that in the individual codices. I'm imagining as a baseline that a five man squad of marines could cost around 150 points. Yes they will be that survivable and have that kind of damage output. In small games it would then be impossible to place that many points into the hq slot.
- Challenge system - this desperately needs to be redone. It's quite illogical why mighty Abbaddon or monstrous tyranid swarmlord is forced to fight in a 'challenge' vs an imperial guard sergeant, kill him in one blow and than stand and watch doing nothing but waiting to be 'challenged' by other 4 sergeants. Yep, challenges are cinematic but they must not be so illogically punishing. Like it is now, this system just forces my powerklaw nobz to hang back more than 3' from the closest front models so he can't be challenged out for nothing but try to pile in on ini1 to strike blows which is also unreliable with random charges and forces me to either make odd movement composition or just not charge and wait to be charged, move nob away a bit so that he will be able to reliably avoid a challenge and strike blows on his ini and my boyz will have the benefit of overwatching the assaulter. Unfortunately, in many situations this tactics works way better than plain charging the enemy even with orkses that are supposed to charge themselves. See what i mean? We've got the system that forces us to try to exploit the ways of ignoring it provided with this very system.
What can be done. Just make challenges less punishing. I'd like to see: "If the challenger has his challenge denied, he gains +1 attack (hatred/rampage/preferred enemy or something like this) for the duration of a turn representing him being filled with rightious anger/bloody rage". Now challenges are not that crippling while providing some nice bonuses for the challenger. This might be an issue for a small bunch of special charrecters and gear designed to work only in challenges but it can be easilly fixed with a blank rule to allow them use the benefits if they issued a challenge and it's been denied.
- Precision shots and majority toughness - that's a small but quite logical change i'd like to see. Precision shots wound against the model's toughness and not majority unit toughness.
- Assaulting from stationary transports - back to the 5 ed. If the vehicle hasn't moved in it's movement phase or was destroyed, the transported models can disembark and assault or move and assault as normal.
- Charging from outflank - back to the 5 ed. We'll see mellee outflankers once again.
- No penalties for disordered assault. Overwatch from everyone charged is allready enough.
Charge distance:
I agree that it needs to be fixed, and assault in general needs robe boosted. I think for basic a random charge distance where if you fail you still move the rolled distance will move towards fixing it. In advanced rules I would like to have initiative effect it as well, making a base initiative then -1 or +1 depending on where you are in initiative from there.
Challenges:
Classifying challenges will fix some of that I believe. Characters challenge characters would be the same, but if they challenge an independent character they can ignore it with no penalty. IC challenging IC, stick with the same function.
Precision shots:
I would say that precision shots that cannot be looked out, (sniper weapons) would not be majority toughness. I think if LoS is viable, then you have to take into account the majority toughness of the unit as the tougher models would be the ones taking the shots.
Assault in general:
Lots of work to do here I agree. Assaulting from a stationary vehicle as standard, I can see why they took that out both from a fluff and a functional standpoint. Instead I would like to see more available assault ramp upgrades and a USR that allows a unit to ignore that restriction. Deep strikers should still not be able to assault, but reserves and out flankers should. Though perhaps at the cost of shooting, or snap firing. Over watch I believe should have some kind of next turn penalty, and consolidating into another unit will likely be added in. I think disordered charge would have exceptions in my mind telling a guard squad to charge multiple targets would be disordered, but orks might have a special rule that ignores that. (Are they ever not disordered?)
THINGS I'M NOT SURE ABOUT
Spoiler:
- Movement distance - with current deaths from the front and worse, easilly avoidable cover, futslogging hordes, especially mellee ones, have become really much weaker and are now seen as wasted points or purely defensive point-holders. To be honest, it's gona be interesting to implement movement distance for every unit to somehow negate vulnerability with a slight movement buff. For example, 8' movement for ork boyz or Khorne berzerkers will make them a bit more apealing as a footslogging horde they should be. Though, i don't think we're gona see this changes from GW. But it's possible they'll add a 'Swift movement' and 'Slowed down' rule that will interact with movement distance increasing or decreasing it. Can be used fairly easilly.
-Repricing ranged weapons. Within the current ruleset, ranged weapons should cost more than close combat weapons but probably it's a codex ballance issue.
-Charging from infiltration or after scoutmove. Don't know if it's appropriate now, on one hand, there are troops that need it quite alot like koptas with buzzsaws, on the other hand there are armies like white scars that will be broken with such rules. Probably won't return.
Now that Sisters have a box (btw we need to get a game in sometime ;p ) I'll offer up some of my thoughts as to what they need.
For the most part, Sisters would benefit most from:
-Increased character options/customization. The mini update went a long way towards helping Sisters out in that regard, but there needs to be more. Alternative HQ options, more wargear choices can help encourage variety and growth.
-More, but unique weapon options. Fluffwise, I believe Sisters should follow close to the 'holy trinity' of bolter, flamer, melta, but in a gaming context, that puts them in a rather odd spot. They severely lack in long-range tankbusting. Perhaps a vehicle with that new thermal cannon that comes on Knight Errants?
-Depth. This is the big one. Right now, Sisters lists fall apart because it isn't so much a 'spam to win' army, it is a 'spam to even have an army' army. Currently, they have 2 choices in Fast Attack, 3 in Heavy Support, 1 Troop and 2 Elite. Sisters simply do not have the ability to increase variety, and so repeating units (ie spam) is necessary to have anything approaching a strategic army build.
Excellent Curan. I really appreciate the insight into sisters and I would love it if you would do some of the foot work on that since you have so much familiarity. I they are going to be a viable standalone codex they need a greater variety in their army. Could supplicants be a troop choice. Those who are petitioning to join he sisterhood (likely showing just how little I know of the sisters and their fluff.) perhaps a flyer piloted by sisters in the fast attack. Maybe pilgrims as another troop choice, similar to the chaos cultist? An apostle as a cheaper hq option with lots of customization. Let me know what your thinking.
I'd say the best alternative Troop choice for Sororitas would be Fraeteris Milita ( http://wh40k.lexicanum.com/wiki/Frateris_Militia#.UwztVoXvCLc ) which would fill a role similar to Chaos Cultists. Low armor, low stats but with the advantage of numbers and perhaps a few flamers tossed in there for good measure. However, slapping them in there without changes would not work, imo simply because then you'd have Chaos Marines and Cultists nearly identical to them. I think the difference there could be in the leader option for Milita, some kind of preacher or missionary who can give them some Act of Faith that would allow the Milita to find some new functional role. Just as a quick off-the-cuff idea, perhaps a single use increase to run, or Fleet. I'd need to think more on it.
As far as a flyer, fluff-wise there is no current Sisters flyer and they borrow Navy assets when they need air support. That said, I'm not opposed to giving them a flyer of their own, nor would I think it would break fluff. To give it a unique role, I'd say we look at something like the Ork Burna-Bomma, something dedicated to the 40k equivalent of a napalm strike. That would be very Sister-ly, and give it something of a unique flying style where it's best attacks are when it flies along the front of an enemy force. I don't thin it would be a flamer/torrent flamer like the Helldrake, but something like.... (again going off the cuff here)
Fiery Sisters Bomb
One shot
Range: Special
S6, AP4, Ignores Cover
To fire, place the flame template along the path that the Sisters Flyer moved in this movement phase and roll 2d6(3d6?). Anything that the template moves over in that movement takes a hit. Determine direction from the starting point of the template.
Sisters Flyer has 4 of these bombs.
That's just real quick, but it kind of combines a Burna-Bommba with a Death Ray for how it hits and makes a 'burn huge swathes' fighter-bomber. Maybe give it an alterat pattern with a melta style weapon.
As far as HQ options, my personal preference would be to take another page from the Necron book and create a 'generic' Living Saint along the lines of the C'tan. Instead of it being a special character, it comes with a base cost, good stats and then you buy 2-4 items from a large menu of choices so that you can customize a Living Saint to fit your tactics. Maybe as a constant, it keeps the new Celestine AoF where it can 'get up' once per game at full wounds.
I'm a little worried about the assumption that the FOC needs to be rewritten to a percentage-based system; WHFB 7th edition got by with a very loose system wherein you could take two Core choices consisting of five guys and blow most everything else on Lords, Heroes, and a heavy cavalry deathstar, but people still took Troops because they got you lots of cheap bodies that were fantastic at tarpitting enemy units while the elite choppy combat monsters set up flank charges. You don't want to require people to take comparatively bad Troops, you need to make Troops comparatively better.
As to ways to do this the best I can come up with would be either to write more interactive objective-based scenarios (hold this objective in the fortress control room, you can fire up the autocannon turrets; stuff like that) or make the price differential between Troops and more elite units larger. I devised a system of multi-dimensional points where every unit's got two or three different costs, sort of like an RTS, and you'd control the ratio of Troops to specialists by controlling the ratio of available points of each type, but that'd be difficult to balance and the bookkeeping would get silly, so I'm not sure how far I'm going with that.
Average movement of 4 for a guardsman,5 for marine?..4 for ork? Footslogas allready are garbage just cause of how slow they are and now you want to make them even slower. Stationary shooters are allready super-effective. U need to make troops faster! If eldar are so swift - buff their movement but take away that annoying run-shoot-run.
This message was edited 2 times. Last update was at 2014/02/26 04:52:40
Hi folks.
Are we talking 40k modification, or complete re-write here?
You can improve 40k game play just by using a more interactive game turn and movement values.(And getting rid of unnecessary special rules .)
IMO40k has a core problem in it is using ancient warfare rules ,(WHFB game mechanics and resolution methods,) with modern units and equipment.
So we end up with WWI trench warfare without the trenches!
I'm considering it an attempt at an eight edition. More then a tweak of sixth edition rules, but not blowing up 40k all together. I have a lot rose tinted glasses looking back at second edition. While I don't want to drag down game play with an over complication of rules, I believe that a more in depth gaming experience can be found. I'm working on a basic rule set that includes similar rules for a basic edition, then a more in depth rule set for an advanced version.
Well 6th ed 40k is the most over complicated rule set I know of!
It has very simple game play, yet multiple resolution methods and sub sets of conditional overrides.(Too many special rules and additional rules for non standard infantry.)
If we start at 2nd ed , which was a couple of tweeks away from a solid skirmish rule set.(Streamline close combat and sort out some of the OTT rules...)
And look at how we change it to cover larger battle games .
1) Change the game turn mechanic to a more interactive one.To off set the loss of range to engagement , with the increase in model count.
2)Shift the interaction to the unit level from the individual model level.(To keep the level of detailed interaction without over complication.)
3)Keep modifiers but reduce them to a more manageable level.
Would these basic concepts in line with your approach?
curran12 wrote: Now that Sisters have a box (btw we need to get a game in sometime ;p ) I'll offer up some of my thoughts as to what they need.
For the most part, Sisters would benefit most from:
-Increased character options/customization. The mini update went a long way towards helping Sisters out in that regard, but there needs to be more. Alternative HQ options, more wargear choices can help encourage variety and growth.
-More, but unique weapon options. Fluffwise, I believe Sisters should follow close to the 'holy trinity' of bolter, flamer, melta, but in a gaming context, that puts them in a rather odd spot. They severely lack in long-range tankbusting. Perhaps a vehicle with that new thermal cannon that comes on Knight Errants?
-Depth. This is the big one. Right now, Sisters lists fall apart because it isn't so much a 'spam to win' army, it is a 'spam to even have an army' army. Currently, they have 2 choices in Fast Attack, 3 in Heavy Support, 1 Troop and 2 Elite. Sisters simply do not have the ability to increase variety, and so repeating units (ie spam) is necessary to have anything approaching a strategic army build.
Emperors divine light, basically laser predator.
Its hard to be awesome, when your playing with little plastic men. Welcome to Fantasy 40k
If you think your important, in the great scheme of things. Do the water test.
Put your hands in a bucket of warm water,
then pull them out fast. The size of the hole shows how important you are.
I think we should roll some dice, to see if we should roll some dice, To decide if all this dice rolling is good for the game.
curran12 wrote: Now that Sisters have a box (btw we need to get a game in sometime ;p ) I'll offer up some of my thoughts as to what they need.
For the most part, Sisters would benefit most from:
-Increased character options/customization. The mini update went a long way towards helping Sisters out in that regard, but there needs to be more. Alternative HQ options, more wargear choices can help encourage variety and growth.
-More, but unique weapon options. Fluffwise, I believe Sisters should follow close to the 'holy trinity' of bolter, flamer, melta, but in a gaming context, that puts them in a rather odd spot. They severely lack in long-range tankbusting. Perhaps a vehicle with that new thermal cannon that comes on Knight Errants?
-Depth. This is the big one. Right now, Sisters lists fall apart because it isn't so much a 'spam to win' army, it is a 'spam to even have an army' army. Currently, they have 2 choices in Fast Attack, 3 in Heavy Support, 1 Troop and 2 Elite. Sisters simply do not have the ability to increase variety, and so repeating units (ie spam) is necessary to have anything approaching a strategic army build.
curran12 wrote: Now that Sisters have a box (btw we need to get a game in sometime ;p ) I'll offer up some of my thoughts as to what they need.
For the most part, Sisters would benefit most from:
-Increased character options/customization. The mini update went a long way towards helping Sisters out in that regard, but there needs to be more. Alternative HQ options, more wargear choices can help encourage variety and growth.
-More, but unique weapon options. Fluffwise, I believe Sisters should follow close to the 'holy trinity' of bolter, flamer, melta, but in a gaming context, that puts them in a rather odd spot. They severely lack in long-range tankbusting. Perhaps a vehicle with that new thermal cannon that comes on Knight Errants?
-Depth. This is the big one. Right now, Sisters lists fall apart because it isn't so much a 'spam to win' army, it is a 'spam to even have an army' army. Currently, they have 2 choices in Fast Attack, 3 in Heavy Support, 1 Troop and 2 Elite. Sisters simply do not have the ability to increase variety, and so repeating units (ie spam) is necessary to have anything approaching a strategic army build.
Emperors divine light, basically laser predator.
Pardon?
laser predator tank
Its hard to be awesome, when your playing with little plastic men. Welcome to Fantasy 40k
If you think your important, in the great scheme of things. Do the water test.
Put your hands in a bucket of warm water,
then pull them out fast. The size of the hole shows how important you are.
I think we should roll some dice, to see if we should roll some dice, To decide if all this dice rolling is good for the game.
Alpharius wrote: You're already looking past the not-yet-released 7th edition?
Why not? By looking at 8th instead of 7th will allow people to look further than the immediate problems of 6th and thinking to bandage solutions to imply on 7th.
I believe 8th will definetly need a fundimental base rule set that can be defined as a 'standard' game of 40k, and not breaking these fundimential rules with codexes. I appreciate how GW defines different game types back in 5th with APOC, Plantstrike, Cities of Death and Battle Missions. It clearly defines what type of gaming is involved and rules execptions allowed for all armies from a standard game of 40K.
Under today's meta of 6th, when you want a game of 40K you can face anything from a normal army to a strong hold fortress to 5 super heavy walkers.
How does it sound to break up 40K game types to standard 1 vs 1, + allies, + superheavies, +weird missions, + flyers, + fortafications?
curran12 wrote: Now that Sisters have a box (btw we need to get a game in sometime ;p ) I'll offer up some of my thoughts as to what they need.
For the most part, Sisters would benefit most from:
-Increased character options/customization. The mini update went a long way towards helping Sisters out in that regard, but there needs to be more. Alternative HQ options, more wargear choices can help encourage variety and growth.
-More, but unique weapon options. Fluffwise, I believe Sisters should follow close to the 'holy trinity' of bolter, flamer, melta, but in a gaming context, that puts them in a rather odd spot. They severely lack in long-range tankbusting. Perhaps a vehicle with that new thermal cannon that comes on Knight Errants?
-Depth. This is the big one. Right now, Sisters lists fall apart because it isn't so much a 'spam to win' army, it is a 'spam to even have an army' army. Currently, they have 2 choices in Fast Attack, 3 in Heavy Support, 1 Troop and 2 Elite. Sisters simply do not have the ability to increase variety, and so repeating units (ie spam) is necessary to have anything approaching a strategic army build.
I've written up an expanded Sororitas list incorporating the Inquisition and expanded Inquisitorial Stormtroopers along with some tweaks to the Sisters of Battle; it's got five HQ choices, four Elites, three Troops, six Fast Attack (one of which may be getting moved to Elites), five Heavy Support, eight Dedicated Transports, and Flagellant warbands and Repentia as 0-1 units that don't take up any slots; tentatively considering a Stormraven variant and potentially a small Arbites presence. The concept of a big melta cannon isn't entirely without precedent, though; I don't see anything wrong with writing up a Predator-equivalent that's got a big melta cannon, a big torrent flamer, or a mega-bolter as its main gun and heavy bolter, multi-melta, or heavy flamer sponsons. This doesn't help with the range much (the longest-ranged melta weapon that isn't on a super-heavy is 18" range), unfortunately; that was actually one of my big motivators for sticking Inquisitorial Stormtroopers back in, since you can justify an elite Guard unit with a lascannon or special tankbusting mortar shells or something better than a Sisters unit with the same weapon lorewise. As to character customization I stuck some more options related to Seraphim and Erelim (my new close-combat Seraphim variant) into the upgrade pool for the Sororitas Heroine and her Celestian Bodyguard and I included a generic Living Saint with a variety of auras with which to inspire the masses.
I also rewrote Acts of Faith to try and bring back the strengths of the 3e system instead of the annoyingly inflexible one unit-one Act system in the current rules; I put the concept up at http://www.dakkadakka.com/dakkaforum/posts/list/581785.page but nobody's commented on the subject yet.
@Anomanderrake. Thanks so much for the link and the hard work that you have already put into it. I look forward to making my way through your codex and gaining pointers and ideas.
8th edition?
Yep, I wanted to create interest in this being more then people thinking I'm tweaking the rules for the gain of my codices. Instead I wanted to open up thoughts on a similar, but capable of being drastically different 40k rule set.
Teasers: I'm trying to get some teaser info on a basic unit from each codex so everyone has an idea on what I'm going for. Yes I made the space marine a lot more expensive and powerful, his points cost will reflect that.
I also put up a pair of special rules to show a direction change. I hope to make terminators much more viable so they match their fluff more closely. By creating a tearing special rule similar to rending. I plan on making ap2 weapons harder to get. That rule came out of the eldar blade storm thoughts I was having. A standard issue rifle should not be able to ignore the strongest armor in the game.
Again, I really appreciate everyone's contributions and positive input.
While I like the growth of Sisters, I have to admit, I really do not like 'bulking up' the Sisters by throwing in a mishmash of Inquisition, Arbites and other non-Sororitas stuff.
curran12 wrote: Now that Sisters have a box (btw we need to get a game in sometime ;p ) I'll offer up some of my thoughts as to what they need.
For the most part, Sisters would benefit most from:
-Increased character options/customization. The mini update went a long way towards helping Sisters out in that regard, but there needs to be more. Alternative HQ options, more wargear choices can help encourage variety and growth.
-More, but unique weapon options. Fluffwise, I believe Sisters should follow close to the 'holy trinity' of bolter, flamer, melta, but in a gaming context, that puts them in a rather odd spot. They severely lack in long-range tankbusting. Perhaps a vehicle with that new thermal cannon that comes on Knight Errants?
-Depth. This is the big one. Right now, Sisters lists fall apart because it isn't so much a 'spam to win' army, it is a 'spam to even have an army' army. Currently, they have 2 choices in Fast Attack, 3 in Heavy Support, 1 Troop and 2 Elite. Sisters simply do not have the ability to increase variety, and so repeating units (ie spam) is necessary to have anything approaching a strategic army build.
I've written up an expanded Sororitas list incorporating the Inquisition and expanded Inquisitorial Stormtroopers along with some tweaks to the Sisters of Battle; it's got five HQ choices, four Elites, three Troops, six Fast Attack (one of which may be getting moved to Elites), five Heavy Support, eight Dedicated Transports, and Flagellant warbands and Repentia as 0-1 units that don't take up any slots; tentatively considering a Stormraven variant and potentially a small Arbites presence. The concept of a big melta cannon isn't entirely without precedent, though; I don't see anything wrong with writing up a Predator-equivalent that's got a big melta cannon, a big torrent flamer, or a mega-bolter as its main gun and heavy bolter, multi-melta, or heavy flamer sponsons. This doesn't help with the range much (the longest-ranged melta weapon that isn't on a super-heavy is 18" range), unfortunately; that was actually one of my big motivators for sticking Inquisitorial Stormtroopers back in, since you can justify an elite Guard unit with a lascannon or special tankbusting mortar shells or something better than a Sisters unit with the same weapon lorewise. As to character customization I stuck some more options related to Seraphim and Erelim (my new close-combat Seraphim variant) into the upgrade pool for the Sororitas Heroine and her Celestian Bodyguard and I included a generic Living Saint with a variety of auras with which to inspire the masses.
I also rewrote Acts of Faith to try and bring back the strengths of the 3e system instead of the annoyingly inflexible one unit-one Act system in the current rules; I put the concept up at http://www.dakkadakka.com/dakkaforum/posts/list/581785.page but nobody's commented on the subject yet.
Can we get a link to your expanded Sororitas list?
curran12 wrote: While I like the growth of Sisters, I have to admit, I really do not like 'bulking up' the Sisters by throwing in a mishmash of Inquisition, Arbites and other non-Sororitas stuff.
I agree I don't know why people group Arbites with the Sororitas, although adding in a few Inquistors really doesn't hurt in this unit starved army.
One thing I would change is how the FOC works. Super Heavies belong in Apocalypse not the basic game. I created a thread with an alternative FOC to eliminate being rewarded with extra slots for using (buying) multiple codexes.
http://www.dakkadakka.com/dakkaforum/posts/list/583164.page, but no ones commented on it yet.
This message was edited 1 time. Last update was at 2014/03/11 08:59:20
Martel732 wrote: If you're homebrewing this, put stats on a 1-20 scale so we can have better graduation of abilities.
In my opinion changing the stats to that scale would affect the core mechanics and it would no longer be a D6 based table top game. This would cause a whole range of new challenges with stat based tests and pretty much meaning D10 or D20 would be used for shooting which just gets complicated.
I would suggest you use the game mechanics and resolution methods from GOOD MODERN war games to re write 40k with.
Get rid of WHFB rules and start from scratch, and you can get maximum game play from the minimum of rules.
There is nothing wrong with using D6 in 40k .IF you write the rules for 40k game play.
It only fails when you try to convert ancient warfare(WHFB,) rules to cover modern units(40k.).
If you look at Epic Armageddon rules , they cover EVERYTHING in 40k and ALL of its expansions, and all the army lists in 138 pages of rules.
And the game play is fast , tactically rich ,and intuitive !
And Epic Armageddon is good rule set delivering a good game play experience.
The only things that transpose from WHFB rules to modern warfare 40k are the 2 things GW left out.
Movement stats and LIMITED modifiers!