Switch Theme:

One Page 40k  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in de
Regular Dakkanaut





Hello everyone, today i come to present you One Page 40k!

What is One Page 40k?

One page 40k is a single-page ruleset that you can play with your warhammer 40k miniatures. It serves as a great introduction to 40k for beginners, and as a way to play quick and easy games for veterans.

As of right now we have the core rules done, there are army lists and units for ALL armies, there are campaign rules and we released some armies made by the fans. We also have a couple other games already released such as Kill Team and Grimdark Racing, and we are working on much more!

Games: http://onepagerules.wordpress.com
Forum: http://onepagerules.proboards.com
Facebook: https://www.facebook.com/onepagerules
Twitter: https://twitter.com/OnePageAnon
Reddit: https://www.reddit.com/r/onepagerules/

What do you think?

This message was edited 4 times. Last update was at 2015/01/04 19:43:48


 
   
Made in us
Longtime Dakkanaut




Wichita, KS

This is my one sentence response to One Page 40k. I really like the idea of simplifying the rules, and generally support your efforts here. It really looks like a good amount of thought has gone into these rules, and they do indeed look simplified. I'm not sure one pass was enough to fully understand the rules, but one glaring thing that stood out at me was wound allocation. The cheapest model dies first. But in many cases there would be multiple models of the same price, so I think adding a clarification about it being the closest of the cheapest models.

Also, the name should be changed.
   
Made in de
Regular Dakkanaut





The cheapest model dies first. But in many cases there would be multiple models of the same price, so I think adding a clarification about it being the closest of the cheapest models.


True, i shall look into that, thanks!


Automatically Appended Next Post:
I have updated the blog with the latest version of the rules, the main difference is in layout and now you can also download the rules and armies separately. The cover was removed because there were concerns of copyright infringment, and we are looking for artists that could help us. Please tell me if you know anyone who might be interested at onepageanon@gmail.com

Here are the latest rules: http://onepagerules.wordpress.com/portfolio/one-page-40k-rules/

This message was edited 1 time. Last update was at 2014/04/25 22:22:03


 
   
Made in de
Regular Dakkanaut





Hey everyone, a little update from One Page Rules:

We recently decided to make our current WIP build of Kill Team available to the public, so you can download Kill Team v0.05 right now: http://onepagerules.wordpress.com/

Kill Team is a great way to play with just a handful of miniatures, and generally makes for very fast games with many heroic moments!
   
Made in us
Purposeful Hammerhead Pilot





Pullman, WA

I'd like to step in and stump for this, particularly for the Kill Team rules. I got 2 games in 3 hours done, for two people who have never used the ruleset before and including setup and teardown of the board and making army lists both times.

Both games were close, fun, and I had more fun than any time I had playing Kill Team before. My Mawloc finally got some good use (The other two never showed. Stupid dice luck), and I already have several other lists I'm excited about playing with, for armies like Tyranids and SoB that 6th edition and GW's treatment in general had left me cold.

Imagine the feeling when you position your tanks, engines idling, landing gear deployed for a low profile, with firing solutions along a key bottleneck. Then some fether lands a dreadnought behind them in a giant heat shielded coke can.

The Ironwatch Magazine

My personal blog 
   
Made in us
Fixture of Dakka






Akron, OH

Glad to have found your Dakka thread OnePageAnon, I was in the /tg/ thread the other day asking about the flyers and the fantasy version.

-Emily Whitehouse| On The Lamb Games
 
   
Made in de
Regular Dakkanaut





Hey guys, i posted a new article on the blog going explaining some of the design decisions for the game, and giving some tactical help, enjoy!

http://onepagerules.wordpress.com/2014/04/30/on-game-mechanics-and-unit-size-balance/
   
Made in us
Storming Storm Guardian




Missouri, USA

Hmm... Interesting... Downloaded.

I'll try this out sometime soon. Thank you.

~2500 Altansar Eldar
~500 Dal'yth Tau 
   
Made in gb
Brigadier General





The new Sick Man of Europe

This isn't one page 40k. It's more like 18 pages

DC:90+S+G++MB++I--Pww211+D++A++/fWD390R++T(F)DM+
 
   
Made in de
Regular Dakkanaut





 sing your life wrote:
This isn't one page 40k. It's more like 18 pages


Are you sure you downloaded the right version?

Here are the one page rules: http://www.mediafire.com/view/3qdqy8ev37n3x2i/1p40k_-_Rules_v1.25.6.pdf
   
Made in us
Storming Storm Guardian




Missouri, USA

I went ahead and downloaded the single page + advanced rules + page per Army, as well. It's 16 pages total, maybe that's what he's talking about. Still 16 pages is a whole lot less than the BRB, and you can ignore most of the Page/Army, focusing only on the references you need. I'm looking forward to play-testing it.

~2500 Altansar Eldar
~500 Dal'yth Tau 
   
Made in de
Regular Dakkanaut





 Farseer Morlengal wrote:
I went ahead and downloaded the single page + advanced rules + page per Army, as well. It's 16 pages total, maybe that's what he's talking about.


Yea it seems to me like a lot of people are misunderstanding what one page rules stands for because they think that it means one page .pdf, though even then the rules .pdf is just 1 page... and unless you are using the advanced rules you can have rules + special rules on 1 sheet...
   
Made in gb
Brigadier General





The new Sick Man of Europe

 OnePageAnon wrote:
 sing your life wrote:
This isn't one page 40k. It's more like 18 pages


Are you sure you downloaded the right version?

Here are the one page rules: http://www.mediafire.com/view/3qdqy8ev37n3x2i/1p40k_-_Rules_v1.25.6.pdf


If you look at the second download [the one with the Ork head grenade cover art], you'll see it has actually 18 pages despite the same title

DC:90+S+G++MB++I--Pww211+D++A++/fWD390R++T(F)DM+
 
   
Made in de
Regular Dakkanaut





 sing your life wrote:
If you look at the second download [the one with the Ork head grenade cover art], you'll see it has actually 18 pages despite the same title


Oh god you are right! That was an old version that i forgot to remove, thanks for the reminder!
   
Made in de
Regular Dakkanaut





As a special thank you for 2.000 downloads me and Samurai are going to be answering your questions whilst streaming a live painting session.

The show will be broadcast on saturday, with two sessions: the first session will be at 8pm GMT, and the second session will be at 8pm PST.

To access the live Q&A you have to turn on annotations and click on the Q&A banner that appears on the lower left corner of the video display.

Youtube Channel: - LINK DELETED -

See you on saturday!

This message was edited 1 time. Last update was at 2014/05/04 11:14:10


 
   
Made in de
Regular Dakkanaut





Second Stream is over, thank you everybody for watching!

This message was edited 3 times. Last update was at 2014/05/04 11:14:36


 
   
Made in nz
Disguised Speculo





Still wish you guys would ditch the "assault rifle" on the space marines and such. Really kills the immersion.

Otherwise I really do need to give these rules a go, because 40k is a farce atm

Edit: Also "tactical boyz"

This message was edited 1 time. Last update was at 2014/05/04 06:28:25


 
   
Made in us
Purposeful Hammerhead Pilot





Pullman, WA

Problem is "Assault Rifle" for Marine bolters. And guard lasguns. And Necron Flayers. And Dark Eldar Splinter Rifles. And probably some other instances I missed. It probably saves a lot of much-needed space to just state "Assault Rifle" than give each instance of a weapon-with-identical-profile their own line, or state in every model entry the model has a "Bolter (Counts as Assault Rifle)" or "Lasgun (Counts as Assault Rifle)"

Imagine the feeling when you position your tanks, engines idling, landing gear deployed for a low profile, with firing solutions along a key bottleneck. Then some fether lands a dreadnought behind them in a giant heat shielded coke can.

The Ironwatch Magazine

My personal blog 
   
Made in de
Regular Dakkanaut





Hello everyone, today we bring you a fairly juicy update from One Page Rules.

Fist off we have updated our 40k and Kill Team rules. We have added a bunch of units and upgrades, and we fixed a couple exploits. We have also added 3 fan armies submitted by you guys, so that you can play with you Warpath and Inquisition miniatures. You can download them here: http://onepagerules.wordpress.com

Then we have finished up the first drafts of our Campaigns supplements, however they are still undergoing a lot of testing, so they can be found in the WIP section here: http://onepagerules.wordpress.com/wip/

We have also decided to open a forum after getting a ton of e-mails, which you can find here: http://onepagerules.proboards.com/

Finally we have been working on some exciting new projects such as our modular papercraft terrain and a space battles game. We are always looking for talented artists and designers who want to help out, so don't hesistate to contact us if you want to help at onepageanon@gmail.com.

Next up we are going to focus on releasing the core rules for Fantasy, but more on that when it's ready... enjoy!
   
Made in us
Blood-Drenched Death Company Marine




Little Rock, Arkansas

1. Deep strike doesn't seem to address what occurs if you can't find a spot on the board where no enemy models are within 12". Also the ability seems hilariously terribad, given that the game only lasts 4 rounds. One out of six games, your deep strikers decide to stay home and watch TV. One of the other five, they'll show up on last turn.

2. Space marine predator seems to have no armor. Dreadnought also.

3. One single storm shield in a massive group of 15 terminators is pretty silly good. On that topic, armor seems to be extremely advantageous if the enemy is using a lot of units instead of a more elite list, since you get to benefit from the extra armor dice every time a unit takes a shot at you.

3. Some costs are questionable. 5 Dire avengers at quality 3+ for 95 seems amazing. A quality 2 avatar for 70 also seems pretty darn good. One broadside costs a good deal more than one riptide. Lascannons cost a king's ransom.

-holy crap tyrant guard are insane. quality 2+ non-monster, non-hero tough guys with strike-first rending power fists for only 60 a piece! Just throw in one hive tyrant somewhere and go. Thankfully, I couldn't find a way to get armor into their unit, since a tervigon is different quality and can't join them.

4. Gauss is ridiculously good.

5. All flyers have vanished I guess? Also where are devastator marines? Not a fan of units vanishing into the void.

6. What would superheavies look like stat wise?

7. The limit to two monster/vehicle/walkers seems incredibly arbitrary. So no matter what army I run and regardless of point value, only two squads can have a ride, and all others must walk? Given that, and another factor, it seems that shooting will dominate this system, with the exception of armies that have a ridiculous CC option that can be spammed, such as the above mentioned tyrant guard spam list.

8. The other factor I mentioned in 7. The turn limit is very low. Shooting and cowering at your table edge for 4 rounds will almost always net a win, especially if your list is quite shooty. Even if an assault army runs every round without failing any morale to make it to you, they can only squeeze in a maximum of 2 combat rounds. Units that get lucky with the terribad deep strike rule won't make it any earlier, either. A max of 2 close combat rounds vs. 4 shooting rounds is pretty one-sided.
Difficult terrain/half movement compounds this problem.

9. Space marine standards in tactical squads...What's the point? Most of them, including the tac squad, are fearless already (allowing a morale re-roll.) The standard allows morale re-rolls. Are you allowed to make multiple re-rolls of the same roll in this system?

10. There's no limit placed on how many units can be in a transport. (e.g. you could have a 5 assault marine unit, a 5 tactical marine unit, and a captain all in a rhino.)

11. If a unit gets locked in combat and fights once, then gets activated and fights again, and then gets assaulted by another unit, does it get to keep fighting every time? Even if 20 different units assault it?

12. What happens if a non-flying or non-fast hero joins a flying and/or fast unit?

Some armies to playtest for you:

Tyranids. 1 Tyrant with tyrant guards. Depending on answer to question 11, either spam tyrant guard in one man units, or in 3 man units to avoid morale tests. Put the tyrant in a unit of two guards. Run as fast as you can into assault.

Tyranids. Tervigon at the back spawning, rest of the army is ripper swarms. ripper swarms everywhere.

Tau. Commander and crisis suits. Replace all guns with two plasma cannons and hug your board edge. Make each suit a one man unit to eliminate morale as an issue.

Marines. One terminator captain with storm shield with 10 tactical marines in rhino. Give tac marines two multi-melta. Unit is armor 3 until captain goes down. Use the rest of the army as assault marines with 1 meltagun per 5 guys.

This message was edited 2 times. Last update was at 2014/05/18 10:08:21


20000+ points
Tournament reports:
1234567 
   
Made in gb
The Last Chancer Who Survived




United Kingdom

After reading the rules - I like how it goes overall, but it doesn't sufficiently explain what "+1 die" actually does.

Is it a re-roll? Do you add the result of two die together?

   
Made in de
Regular Dakkanaut





niv-mizzet wrote:
1. Deep strike doesn't seem to address what occurs if you can't find a spot on the board where no enemy models are within 12". Also the ability seems hilariously terribad, given that the game only lasts 4 rounds. One out of six games, your deep strikers decide to stay home and watch TV. One of the other five, they'll show up on last turn.


Oh snap that's true, ill add a phrase in there!

niv-mizzet wrote:

2. Space marine predator seems to have no armor. Dreadnought also.


Because of how vehicles and blocks work they don't need the extra armor.

niv-mizzet wrote:

3. One single storm shield in a massive group of 15 terminators is pretty silly good. On that topic, armor seems to be extremely advantageous if the enemy is using a lot of units instead of a more elite list, since you get to benefit from the extra armor dice every time a unit takes a shot at you.


The maximum terminator unit size is 10, also you can read more on big units vs small units here: http://onepagerules.wordpress.com/2014/04/30/on-game-mechanics-and-unit-size-balance/

niv-mizzet wrote:

3. Some costs are questionable. 5 Dire avengers at quality 3+ for 95 seems amazing. A quality 2 avatar for 70 also seems pretty darn good. One broadside costs a good deal more than one riptide. Lascannons cost a king's ransom.

-holy crap tyrant guard are insane. quality 2+ non-monster, non-hero tough guys with strike-first rending power fists for only 60 a piece! Just throw in one hive tyrant somewhere and go. Thankfully, I couldn't find a way to get armor into their unit, since a tervigon is different quality and can't join them.


Everything is balanced following the same formula, so that is how you get those point costs. The broadside costs more than the riptide because of the equipment it comes with. Lascannons cost a ton because they are FP6x. Tyrant guard are beasts in close combat, however they will go down pretty fast once you pour fire into them.

niv-mizzet wrote:

4. Gauss is ridiculously good.


Hahaha, yea it does ok, but its a costly feature when going up against players that don't bring vehicles/walkers.

niv-mizzet wrote:

5. All flyers have vanished I guess? Also where are devastator marines? Not a fan of units vanishing into the void.


Superheavies and Flyers will come in their own supplement soon, same goes for named heroes. Devastators didn't make the cut due to space constraints, but you can house rule them by taking a unit of normal marines and upgrading them with more a bunch of heavy weapons.

niv-mizzet wrote:

6. What would superheavies look like stat wise?


Supplement is still being worked on, some might have special weapons, some special stuff might happen when they die, and there might be a "super tough" special rule they get, but its still work in progress and a lot of testing is to be had.

niv-mizzet wrote:

7. The limit to two monster/vehicle/walkers seems incredibly arbitrary. So no matter what army I run and regardless of point value, only two squads can have a ride, and all others must walk? Given that, and another factor, it seems that shooting will dominate this system, with the exception of armies that have a ridiculous CC option that can be spammed, such as the above mentioned tyrant guard spam list.


One Page 40k is not meant to be a vehicle heavy game, which is why there is the 2 unit limit. So far both shooty and CC armies have been doing well, especially since most units are armed with basic FP1 weapons.

niv-mizzet wrote:

8. The other factor I mentioned in 7. The turn limit is very low. Shooting and cowering at your table edge for 4 rounds will almost always net a win, especially if your list is quite shooty. Even if an assault army runs every round without failing any morale to make it to you, they can only squeeze in a maximum of 2 combat rounds. Units that get lucky with the terribad deep strike rule won't make it any earlier, either. A max of 2 close combat rounds vs. 4 shooting rounds is pretty one-sided.
Difficult terrain/half movement compounds this problem.


This really depends on how you and your opponent set up the table, and what objective you are playing. Also if you feel like you need more than 4 rounds you can house rule and extend it.

niv-mizzet wrote:

9. Space marine standards in tactical squads...What's the point? Most of them, including the tac squad, are fearless already (allowing a morale re-roll.) The standard allows morale re-rolls. Are you allowed to make multiple re-rolls of the same roll in this system?


Yes, you would get your fearless re-roll and your battle standard re-roll. The battle standard is there for people who want to make 100% sure that their marines won't run away.

niv-mizzet wrote:

10. There's no limit placed on how many units can be in a transport. (e.g. you could have a 5 assault marine unit, a 5 tactical marine unit, and a captain all in a rhino.)


Correct.

niv-mizzet wrote:

11. If a unit gets locked in combat and fights once, then gets activated and fights again, and then gets assaulted by another unit, does it get to keep fighting every time? Even if 20 different units assault it?


Yes, the unit fights every time it is attacked, however if it is already engaged in melee the assaulting unit gets +1 die to close combat.

niv-mizzet wrote:

12. What happens if a non-flying or non-fast hero joins a flying and/or fast unit?


Forgot to address that in the rules, will change it up!

niv-mizzet wrote:

Some armies to playtest for you:

Tyranids. 1 Tyrant with tyrant guards. Depending on answer to question 11, either spam tyrant guard in one man units, or in 3 man units to avoid morale tests. Put the tyrant in a unit of two guards. Run as fast as you can into assault.

Tyranids. Tervigon at the back spawning, rest of the army is ripper swarms. ripper swarms everywhere.

Tau. Commander and crisis suits. Replace all guns with two plasma cannons and hug your board edge. Make each suit a one man unit to eliminate morale as an issue.

Marines. One terminator captain with storm shield with 10 tactical marines in rhino. Give tac marines two multi-melta. Unit is armor 3 until captain goes down. Use the rest of the army as assault marines with 1 meltagun per 5 guys.


Sure thing, thanks for all the feedback!


Automatically Appended Next Post:
 Selym wrote:
After reading the rules - I like how it goes overall, but it doesn't sufficiently explain what "+1 die" actually does.

Is it a re-roll? Do you add the result of two die together?


You add the die to whatever roll you are doing. Say you are shooting with 5 marines and they get +1 die for being in elevation, then you roll 5 dice for their assault rifles +1 die for being in elevation = 6 dice.

This message was edited 1 time. Last update was at 2014/05/18 12:44:04


 
   
Made in gb
The Last Chancer Who Survived




United Kingdom

 OnePageAnon wrote:

 Selym wrote:
After reading the rules - I like how it goes overall, but it doesn't sufficiently explain what "+1 die" actually does.

Is it a re-roll? Do you add the result of two die together?


You add the die to whatever roll you are doing. Say you are shooting with 5 marines and they get +1 die for being in elevation, then you roll 5 dice for their assault rifles +1 die for being in elevation = 6 dice.

Ah, okay.

But how does this function with a Land Raider, given that it has Armour(4)?
   
Made in de
Regular Dakkanaut





 Selym wrote:

But how does this function with a Land Raider, given that it has Armour(4)?


You add that amount of dice to the block roll. Say a Land Raider takes 3 hits, then you roll 3 block dice +4 armor dice = 7 dice.
   
Made in gb
The Last Chancer Who Survived




United Kingdom

 OnePageAnon wrote:
 Selym wrote:

But how does this function with a Land Raider, given that it has Armour(4)?


You add that amount of dice to the block roll. Say a Land Raider takes 3 hits, then you roll 3 block dice +4 armor dice = 7 dice.

I think my brain finally clicked, tyvm


Automatically Appended Next Post:
I'm part way through a test game against myself atm, and I'm loving it so far
The game is easy to get the hang of, and despite the outward simplicity of the rules, it does hold quite some tactical depth and unit variation.

Wanna field CSM and not get laughed at? Sure! Get them in mid range, watch the galaxy burn.
Wanna play a lone DP? Have at it. Get him on the charge against low-model high-value units, he'll f*k them up through to last week. Against blob guard? He goes down like a p**sy.

I'm playing 1500 pts CSM vs Necrons, and it is much faster and (imo) more fun than GW's shoddy attempt at game making.


Automatically Appended Next Post:
Played CSM with this list:

Chaos Marines [1470 pts]

-Chaos Lord w/Nurgle, Plasma Pistol, Power Weapon [85 pts]
-Daemon Prince w/Nurgle, Zap(D6), Wings [125 pts]
-10x Chaos Marines w/Nurgle, Meltagun [245 pts]
-10x Chaos Marines w/Nurgle, Plasmagun [260 pts]
-20x Zombies [120 pts]
-10x Zombies [120 pts]
-Helbrute w/Multimelta [90 pts]
-Helbrute [85 pts]
-Predator Annihilator [400 pts]

The Lord was in the plasmagun unit of CSM, the dual plasmas turned out to be pure murder, what with a combined 8 FirePower within 12". They never assaulted, so I can't comment on the sword, but they did an excellent job of marching upfield, killing things.
The other CSM unit got shot out before it did anything worth mentioning, but they took a hella lot of shots in doing so. That Nurgle upgrade is a damn godsend (pun intended), especially when combined with cover. It saved a lot of chaotic lives that battle.

The Zombies did feth all in the game, they kinda sat back and looked menacing. They were far too slow for my advance, but in a defensive role, they could well tarpit something all game, maybe even kill it. Best used as a rearfield objective holder and DS blocker.

The two Helbrutes were rather effective, too. Their combined firepower nicely complimented the advance, although one went down like a b*tch to just 3 Necron Warriors on the last turn.
The Predator Annihilator (2 sponson LC's and a Twin Linked turret LC) stomps its way in with a hefty price tag, enough to make many a player blush. But holy hell do the guns make up for it, without this tank, I'm certain the battle would have been a dark day for chaos. Surprisingly good rolls on turn one (as CSM's first activation, no less) saw the monolith snap like a twig, and the Predator spent the rest of the game making Warriors cry. 10/10 would take again.

And last but not least, the Daemon Prince. This guy swaggered in, punched a C'tan to death, held up a warrior squad and killed 2/5 Deathmarks. Having taken the Nurgle upgrade, he got +2 block dice, and was rock hard all game. He quickly took out the imminent threat, and then halted the Necron's advance. Good on low-model high-value units, but facing the deathmarks was a close call, they got 10 shots at him, he only survived that and the ensuing assault by good rolls and spare block dice. A single roll of 1 is all it takes... Or three 1's in his case.

____________________________________

I used the following Necron list (all my crons):

Necrons (1500 pts)

-Necron Lord w/Res Orb [65 pts]
-5x Warriors [125 pts]
-5x Warriors [125 pts]
-5x Warriors [125 pts]
-10x Warriors [250 pts]
-C'tan Shard w/Transdimensional Thunder, Pyreshards [125 pts]
-C'tan Shard w/Transdimensional Thunder, Pyreshards [125 pts]
-Monolith [310 pts]

This list suffered badly. The monolith moved out first. BIG MISTAKE. Only managed to kill two zombies with it's main armament, and got in LOS of the Pred. See above for details...

The Lord was in the 10-man unit of warriors, and I feel he would have been useful if I'd either had him in a larger unit, or DS him in inside the monolith. Not that there was any room for that, though, due to all the zombies. They took down some CSM's, but ultimately amounted to nothing.

Taking Warriors in MSU's was a good way to use them, they were annoying to pin down, but once they had been, they were dead. Very effective against Walkers, it turns out.

And the C'tan. Oh, how badly I ended up playing them. I actually tried to make the Necrons win, but this didn't go well. They took out half the Meltagun CSM unit, and then promptly died to a severe case of Lascannons and DP attacks. The heavy armament on them would have utterly murdered the CSM force if they had gotten to the Helbrutes or Pred, but they got stuck in the open against everything else.


______________________________

Despite the Necrons failing horribly, the game did feel rather balanced, and seemed much more capable tactically than 5th or 6th ed 40k.

This message was edited 2 times. Last update was at 2014/05/18 16:12:47


 
   
Made in de
Regular Dakkanaut





Hey Selym,

that post was a blast to read, i'm glad you enjoyed it!

Just one thing: the CSM list was not following the correct FOC, not sure if on purpose or not. You can only take 2 units from either monsters, walkers and vehicles, and instead you took 4.
   
Made in gb
The Last Chancer Who Survived




United Kingdom

 OnePageAnon wrote:
Hey Selym,

that post was a blast to read, i'm glad you enjoyed it!

Just one thing: the CSM list was not following the correct FOC, not sure if on purpose or not. You can only take 2 units from either monsters, walkers and vehicles, and instead you took 4.

Yeah, I only realized my mistake well after posting. Worked well though. Considering my group's penchant for mech lists, we'll probably house rule extra vehicles if this takes off with the rest of them
   
Made in de
Regular Dakkanaut





 Selym wrote:
Yeah, I only realized my mistake well after posting. Worked well though. Considering my group's penchant for mech lists, we'll probably house rule extra vehicles if this takes off with the rest of them


If you are into bigger games you could try playing the campaign supplement (which you will find in the WIP section), where the game scales from 250pts all the way up to 3000pts and double FOC over the course of multiple games. It's pretty cool if you want to play a continuous narrative and comes with a page on story generation...
   
Made in gb
The Last Chancer Who Survived




United Kingdom

Looks interesting. I'll try it out sometime.

Got a question about heroes though -

EDIT: Found the rule, nvm.

This message was edited 1 time. Last update was at 2014/05/19 15:20:26


 
   
Made in us
Guardsman with Flashlight




Somewhere...beyond the Dakka...my gun is waiting for me...

Just as a heads up, in case you aren't aware. You may want to have another look at the Canoness. She's the only unit in the game (I think) to not have a score ending in a 0 or a 5, and there's no 'pts' after her cost.

Was she supposed to be 35 or 40 pts?

Also, I'd like a slight clarification.

Main rules area says "Each unit can be made up of as many multiples of models as * next to its size, and as many models as multiples taken may equip items from the upgrades list they have access to."

Are those equipment purchases limited to only 1 single purchase per *?

Example: Imperial Guard Assistants. Only one of two make make a purchase. May that one buy: A) Grenade Launcher or Vox-caster or B) Grenade Launcher and Vox-caster.

I assume its B, but all the same.

Also kinda curious why you didn't list Assistants as just 1**** for 15 points a pop.

   
 
Forum Index » 40K Proposed Rules
Go to: