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Made in gb
Tail-spinning Tomb Blade Pilot





these are the base rules for a halo themed table top battle game, please read all the rules before you comment. I will update rules every few replys so they are up to date...

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Across=power/attackers combat skill down=resilience/defenders combat skill auto=automatic wound t/w=too weak to harm.
1 2 3 4 5 6 7 8 9 10
1 4+ 3+ 2+ 2+ auto auto auto auto auto auto
2 5+ 4+ 3+ 2+ 2+ auto auto auto auto Auto
3 6+ 5+ 4+ 3+ 2+ 2+ auto auto auto Auto
4 6+ 6+ 5+ 4+ 3+ 2+ 2+ auto auto Auto
5 t/w 6+ 6+ 5+ 4+ 3+ 2+ 2+ auto Auto
6 t/w t/w 6+ 6+ 5+ 4+ 3+ 2+ 2+ Auto
7 t/w t/w t/w 6+ 6+ 5+ 4+ 3+ 2+ 2+
8 t/w t/w t/w t/w 6+ 6+ 5+ 4+ 3+ 2+
9 t/w t/w t/w t/w t/w 6+ 6+ 5+ 4+ 3+
10 t/w t/w t/w t/w t/w t/w 6+ 6+ 5+ 4+


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To shoot,
See if your in range (this is the weapons range+ units accuracy)
Role to hit (7-accuracy skill. Example: accuracy skill=3, 7-3=4 so 4+ on the role of a d6)
Then take armour test
If passed wound on the chart above (this is using the power of the gun not the unit)
If successful target loses 1 wound.
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To assault
The unit most have made a charge move in the second movement phase into base combat with an enemy unit
Role to hit (this is rolled on the table above but t/w are replaced by 6+ and auto is replaced by 2+)
If the defending unit is hit it roles for its armour test
If the armour test is failed role on the to wound table with the defenders resilience and the attackers power (the power of the unit not its weapons).
For panic tests you take two dice and role them if they add up to higher than your leader ship then your unit panics and from now on mat in the two movement phases only make panic moves.
This test is taken when half of a units total wounds are removed in a single turn. The unit will “rally” when it comes into contact with a friendly unit that is not in a panic.
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Movement
Walk=speed skill in inches
Run=speed skill in inches+2 (if a unit runs it gains a -1 penalty to all to hit roles in the shooting phase)
Panic=speed skill +d6
Charge=speed skill+3 (this unit must attack in the combat phase and this action may only be taken in the second movement phase)
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Turn structure
1st movement phase
Shooting phase
2nd movement phase
Combat phase
S=speed skill
P=power
R=resilience
Ld=leadership
A=armour save
W=wounds
Ac=accuracy
Cs=combat skill
Pts=points (the in game currency that you use to pay for units
Example-
spartan S p r ld A w ac Cs
Pts 25 3 4 4 9 2 3 4 4

Weapon profiles
Rng=Range
S=shots (how many dice are rolled for this weapon)
P=power
Effects=some weapons may have special effects see the weapon armoury for more detail.
Pts=how many points it costs to give a unit this weapon
Gr=grade (every weapon has a grade and each unit has a grade/s that they can use
Example


Assault rifle Rng P effects S Gr
Pts=free 16 3 none 3 Common




Automatically Appended Next Post:
I just realized how bad the tables look on dakka so i attaches th word document.
 Filename halo rpg rules.docx [Disk] Download
 Description the rules for the game on a word document
 File size 13 Kbytes

This message was edited 1 time. Last update was at 2011/02/06 22:51:00


 
   
 
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