Stealthy Dark Angels Scout with Shotgun
Comox Valley, BC
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Hello all,
I posted some skirmish rules for 40k a while back and have since developed them to a point were me and my friends are very happy with them. We can play a 2 man 200pt battle in ~30minutes or a 3-4 person 150pt battle in about an hour. Good times. It's primary divergence from 6th ed was the interwoven phases (ie: move, move, shoot, shoot, assault & combat, and finally assault & combat).
Now I've got 3 1500pt armies and whilst I love the models, setting, and even the codex rules (weapons etc), the primary mechanic in 6th ed 40k is still rather dry. As is the 5 - 15 minute coffee break you can take every-time your opponent takes a turn (exaggeration maybe). I recently read through the Force on Force and Tommorrow's War rulebooks offered by Ambush Alley/Osprey Games. There system is awesome. So below is my attempt to xenograft the core of FoF/TW into the rest of the 40k goodness offered in 6th edition. If you can comment or ask questions to try to poke holes in my system I would greatly appreciate it. I'll edit this post accordingly until I've got a ruleset thats presentable to my buds. The goal is keeping the rule changes minimal and simply adding an effective reaction system to the game.
Reaction 40k
Models & Units
The Model
Each Model represents a combatant, an individual, a soldier. While the ranks will often form up, at the end of the day each sentient being is an individual at heart. The stats given for a model determine how it will perform during various components of battle.
Leadership (LD)
A commander’s Leadership is very high, usually 10, and this represents his ability to organize his troops and his bravery. Cowards may have leaderships as low as 4; these models are quick to run when anything goes wrong. [ 4 – 10 ]
Initiative (I)
Initiative is possibly the most important stat in that it represents the model’s ability to react. It also determines how quickly a model will strike in combat. [ 1 – 9 ]
Weapon Skill (WS)
Proficiency in Close Combat may not show everyday, but when blade meets blade this stat determines who might first spill blood. [ 0 – 9 ]
Attacks (A)
When locked in combat most find themselves with only a knife or a rifles butt. However, some monsters and grad warriors come prepared to hand-to-hand-to-tentacle combat and may have additional attacks in their round of combat. [ 0 – 9 ]
Strength (S)
The physical might and power of an individual is measured in their Strength. [ 1 – 9 ]
Ballistic Skill (BS)
Some can shoot well; others might be more likely to injure themselves than a barn. Ballistic Skill represents the model’s proficiency with ranged weaponry. [ 0 – 9 ]
Toughness (T)
The physical grit and resilience of an individual is measured in their Toughness. [ 1 – 9 ]
Wounds (W)
While most warriors fall when shot, some are so daring as to stay on their feet and fight. The ability to withstand injuries beyond that a typical warrior could is measured by Wounds. [ 1 – 9 ]
Armour Save (#+)
Even if a bullet or blade would kill it might be deflected from the heart of its target by some great armour. If a weapon’s Armour Penetration (AP) is not equal to or lower the model’s Armour Save there is a chance that the armour might deflect the blow and prevent a Wound from forming. The lower the number the better as the Armour Save Roll must equal or exceed the value given.
[ 6+ - 2+ ]
Invulnerable Save (#++)
Even if some mighty weapon beams through it’s enemy some models are so touched by a higher power that they may still avoid fatal damage. Weather a force-shield or god itself, something beyond steel protects a model with an Invulnerable Save. This save can ALWAYS be made, regardless of the AP of a weapon. [ 6++- 3++ ]
Vehicle Hull Points
The Hull of a vehicle can only take so much. Any vehicle is destroyed when it’s last Hull Point is removed.
Vehicle Armour Value
Vehicles have Armour Values that need to be met or exceeded during the To-Wound roll by d6 + the attackers Strength. If met a Hull Point is deducted. If exceeded a Hull Point is deducted and the vehicle rolls on the damage table.
Points (pts)
Points represent the entire sum of a model’s battle worthiness. A lower point value means a less valuable grunt. A higher point value denotes a great and infamous warrior or even a monstrous beast.
What Models to Use
Player’s may use whatever models they choose. It is important to discuss with your opponents prior to battle about what types of models you plan to use, the statistics you’d like to attribute to each model, and the Point Value you think is fair for each of those models. You may find it easiest to look to other game systems to use their models.
Model Size & Base Size
Reaction 40,000 suggests use of “heroic 28mm” scale miniatures. These models should be mounted on 25mm, 40mm, and 60mm bases depending on the size of the miniature. Generally, man-sized miniatures should take 25mm, larger than life (~10ft) humanoids should take 40mm, and monstrous giants should use 60mm bases.
Units
When many Units stand together they are called a “Unit”. Units should mostly be similar models with, perhaps, one special commander or sergeant. It is possible the models are equipped differently and should be treated as such. A single model can be referred to as it’s own Unit.
Tactical Coherency
All models in a Unit must remain within 2” of each other at all times. If they are separated, they must make every effort to restore Tactical Coherency as soon as possible.
Special Rules
Any model may have special rules listed. These special rules are to be respected at all times, even if they contradict the rules outlined in these rules.Weapons Profiles
Name
The weapons name is just that, how it is most commonly called. Create your own weapons or use other lore to inspire you.
Range
The range of a weapon is given in inches. This is the maximum range for which the model firing the unit is said to have LOS when determining valid targets. It is measured in three dimensions along the line of least distance.
“-“ Range denotes Close Combat/Melee weapons that can only be used in base-to-base Combat.
“Template” denotes that the teardrop template is used to determine who is hit. Any model with any part of its base under the template is considered hit.
Strength (S)
This is the power of the weapon and it’s likeliness to wound. If the strength doubles the target’s toughness it can cause instant death.
“User” denotes that the weapon’s strength is dependent on the model’s stat line Strength.
Armour Penetration (AP)
If a weapon has an AP number then it may penetrate the target’s armour, leavening it without it’s Armour Save. If the AP number is lower, it is more likely to punch through armour. Armour Saves equal to or higher/worse than the AP of the weapon shooting them cannot be made. Invulnerable saves and Cover saves ignore AP.
Firing Type
Each weapon is always one of four types:
Rapid Fire: May Move & Fire in the same activation. May not Fire & Charge in the same activation. If at ½ maximum range or nearer, may roll To-Hit two dice for each model. May always roll one die To-Hit for each firing model, up to maximum range.
Pistol: May Move & Fire & Charge in the same activation. Always limited to 12” and one roll To-Hit per model.
Assault #: May Move & Fire & Charge in the same activation. May roll # To-Hit dice per model firing.
Heavy #: May Move & Fire in the same activation, only if Movement comes first and the Fire Action is resolved at BS1. May not Fire then Move. May not Fire & Charge in the same activation. May roll # To-Hit dice per model firing.
Additionally weapons may have Special Rules. Either make up your own interpretations or consult some other source of information.
General
Measuring Distances
General distances are measured from the closest points of two models bases.
Dice
This game uses six-sided dice. They are referred to as #d6, where # is the number of dice to be rolled at once.
Blast & Scatter
A 3” small blast or 5” large blast are placed centered over a target when the weapons being fired is denoted as a Blast weapon. Then 2d6 and a directional Scatter die are rolled. The result moves the blast template that many inches in the direction noted on the scatter die minus the shooters’ BS. For example if the die points north and the 2d6 yield 10 but the shooters BS is 4, then the blast veers north by 6 inches. Any model with any part of it’s base under the blast template are considered hit.
The Battlefield
A 4' x 4' board with lots of terrain is required. Ideally ¼ of the board will be covered with large terrain like lakes, forests, and plateaus; while ½ will be covered with small pieces of terrain like crates, large rocks, shipping containers, and small buildings.
Stat Tests
When a specific stat of a model or Unit needs to be tested the rules call for a Stat Test. To perform this test simply roll a D6 and compare the result to the model’s profile. If the result exceeds the model’s rating then it is failed. A 6 is always a failure and a 1 is always a success.
As a special case, Leadership Tests work somewhat differently. If a Leadership Test is required then roll 2d6. If the total is equal to or less than the highest Ld in the Unit, then the test is passed. Otherwise, it is failed. A roll of a 2 on a Ld test always passes.
Activation
This is a game of Actions and Reactions. A Unit must be activated in order to take an Action or Reaction. Activation simply means brought into focus, or pointed to by the player as an actor in that round’s particular scene.
Active Player VS Reactive Player
The player whom won the Initiative Contest at the beginning of each round is titled: Active Player. By default, all other players become Reactive Players. It is possible, through luck or construct to have one side be the Active Player for every round of the game. Fear not, the game is designed to accommodate this situation. Being the Active Player gives different tactical options but not an unfair advantage. It is possible being the Reactive Player might be preferable given a Scenario but it is not up to the players to decide, it must be resolved with the Initiative Contest at the beginning of every round.
The Active Player represents the presence of a superior command, logistical support, reaction speed, or the aggressor. The Reactive Player represents a force fighting back, cornered, underprepared or defending. Note that the Actions/Reactions available to each player when a Unit is activated are different.
Line of Sight
The sight of your model determines on whom the model can act. If you can trace a line between the activated model’s eyes and any non-superficial part (wings/weapons) of another Unit, without reaching a barrier, you could say that that model has Line of Sight (LOS).
The Round & Passing
A Round of play includes all the Actions and Reactions players might make until any two players pass sequentially. As there are typically only two players, this means when both players pass in-turn the Round ends. Each round can be thought to represent about a minute in time.
Scenarios should be player until Victory Conditions are met. This might involve a Round limit but might not. With this in mind, players may wish to set a Round limit if there time is limited. These rules suggest 6 turns. However, playing until the battle is done is surely preferable.
Scale of Battle
The Rules As Written thus far refer to squad level battles consisting of multiple large units and powerful commanders on each side of the battle. The point cost might vary from 501pts all the way to 2000pts. These conflicts are referred to as Battles.
However, alternative rules are included to bring a more tactical feel to individual level engagements in which a force might only consist of 5 elite warriors or ~25 ravenous monsters. The point cost for these battles might range from 150pts up to 500pts. These conflicts are referred to as Skirmishes. Consult the Skirmish Rules Appendix for special rules that only apply in this case.
Unit Status
Each unit in Reaction 40,000 is denoted with a Unit Status. The Unit Status Refers to its ability to act at that moment of time. Each round of play represents about 1 minute of time; an activation may only be a few seconds. A model can’t do multiple things simultaneously so after a unit takes an Action or Reaction it must be denoted as such.
Fresh
No counter next to this Unit.
Available to be activated if controlled by that round's Active player.
Available to make Reactions if controlled by that round's Reaction Player.
Spent
After a Fresh Unit is activated or attempts a Reaction a Spent token is placed next to the unit.
Spent units may not be Activated or used in a Reaction.
Once both players pass in-turn, the round ends and all Spent tokens are removed from the board and units are said to be, once again, fresh.
On Overwatch
At the beginning of each round, players may elect to place any number of Units on Overwatch. Overwatch status is noted by placing the appropriate counter next to the unit.
This unit is unavailable for normal activation.
Overwatch Units are only available to make a Fire Reaction. This does not change Overwatch status and is thus able to be activated indefinitely.
The Turn
Rounds
Reaction System is played over a series of Rounds. Each round represents about one minute in time. All units are marked Fresh or on Overwatch at the beginning of each new round. As the round progresses the Active player activates his units, the Reactive Player Reacts, and Units become Spent. The Round ends when both players pass in sequence, usually after every Unit has become Spent.
Turn Breakdown
The general flow of play involves a series of actions, interrupted by reactions, which are resolved on the spot until every Unit has had a chance to be activated. When all units have been activated and both players Pass, the next round begins.
Initiative Contest: Each player rolls to determine who will be the Active player and the Reactive Player.
Players make their Initiative Contest Roll as follows:
Highest “I” Controlled + # HQ Units
– # of Moral Tests Last Round + 2d6
The Player with the highest value in the Initiative Contest must assume the role of the Active Player for the Round, and the other players must assume the role of a Reactive Player. In the event of the tie, the previous round’s Reactive Player becomes the Active Player for the round.
Set Active Overwatch: Active Player places Overwatch tokens next to units of his/her choosing. Reactive player may not set any of his/her units on Overwatch.
Active Player Reserves/Rally: Starting with round 2, roll a d6 next to each reserve unit. On a “3” or higher that unit enters play. On round 4, any remaining reserves automatically enter play at this point. Evokes a Reaction if it comes into play in LOS of a Reaction Player's Fresh Unit.
Roll 2d6 to test Ld/Moral for each Unit fleeing from a failed moral
test the previous round. If failed, the Unit continues to flee. If
passed, the Unit is rallied and acts normally as a Fresh Unit.
Reaction Player Reserves/Rally: The same as for the Active player except, naturally, there may be Overwatch Units Reacting to reserve deployment.
Primary Action #1: Active player makes active any Fresh Unit and takes an Action with that Unit. If the Action is Multipart, then he must pause to allow the opportunity for Reaction after each part is executed. That Unit is then marked Spent. Passing is also allowed at this point.
1st Reaction: Reaction Player may declare Reaction(s) with any Fresh unit(s) with LOS to the currently activated Unit. The Reaction Player then must test any Reacting Unit's Initiative (by rolling d6<= the lowest "I" of the unit). If passed the Unit being tested may make a Reaction. Mark the Reacting Unit Spent only if it successfully made a Reaction. Additionally, Forced Reaction Fire may be attempted at this point.
2nd Reaction: Now the Active Player may declare Reactions(s) with any Fresh, Overwatch, or Activated unit(s) with LOS to any Unit which issued a Reaction. Overwatch units are restricted to the "Fire" action. The Initiative Player then must test any Reacting Unit's Initiative (by rolling d6<= the lowest "I" of the unit). Overwatch Units automatically pass this test. If passed, the Unit being tested may make a Reaction. Mark any units that successfully made a Reaction, Spent.
Primary Action #n: The Active Player may continue with the rest of the 1st Action, move on to Activate another Fresh Unit, or Pass. When all of the Active Player's Units are Spent, Passing becomes the only option.
Secondary Actions: If the Active Player issues a Pass, whatever the reason, the Reaction Player may Activate a Fresh Unit he/she controls. Play then passes back to the Initiative Player unless he/she continues to Pass.
Round End: When two Players Pass sequentially, the round ends and all Spent/Overwatch tokens are removed and Initiative is re-determined.
Multi-Player Turn Order
When playing with three or more players, there is only ever one Active Player. The Active Player makes his Actions as usual but either Reactive Player may issue Reactions. These Reactions are resolved based on the Initiative Test dice roll, with lowest dice rolls meaning that Unit will react first.
Note that if one Reactive Player makes a Reaction, the other may in turn React. If the Active Player wishes to make a Fire Action with a Overwatch Unit on the 1st Reaction, Fire resolves before the 2nd Reactive Player makes their Reaction.
Naturally, this can be complicated so we recommend playing 2v1 or 2v2 scenarios or simply splitting off into two 1v1 games. Additionally, this is most appropriate for Skirmish size encounters.
Forced Reaction Fire
The Reactive Player may activate Spent Units by issuing Forced Reaction Fire. To issue Forced Reaction Fire the Spent Unit must observe via LOS an Action by a Unit under the Active Player’s control.
In order to successfully issue the Reaction, the Reactive Player must Pass a Initiative test as with any Reaction.
Successful Forced Reaction Fire is resolved at BS1.
Blast weapons may not make Forced Reaction Fire.
Actions
The listed actions describe all the available Actions and Reactions to an activated Unit.
Note that multi-part activations trigger Reaction opportunities at the end of each Action.
Furthermore, multi-part Actions needn’t be announced upon activation of a Unit. Only the first Action in a acceptable string of Actions needs to be declare, and each acceptable following Action announced as they are made.
Actions & Action Sequences
Move
Move & Run
Move & Charge
Move & Fire (Heavy Weapons Fire at BS1)
Move & Fire & Charge (Pistol & Assault Weapons Only)
Fire & Move (Not with Heavy Weapons)
Fire & Charge (Pistol & Assault Weapons Only)
Fire & Move & Charge (Pistol & Assault Weapons Only)
Charge
“Move” may be replaced with a Psychic Blessing, Conjuration, or Malediction Power
“Fire” may be replaced with a Psychic Shooting Power
Reactions
Go-To-Ground (+1 to Cover Save, must be in Cover, Forced Fire at BS1)
Move
Fire (No Blast Weapons)
Charge
Psychic Power
Reactions Specific to a Unit Being Charged*
Move* (If the Unit passes it's "I" test, if moves back it's maximum distance towards it's deployment edge. If the test is failed the Unit instead is treated as having failed a Moral Test and flees)
Fire* (All Weapons fire at BS1; No Blast Weapons)
Counter-Charge* (Move unit d6"; towards the charging unit before regular charge movement; both Units get +1A and count as having Charged)
Order of Resolution
Conceptually, all Reactions happen only seconds after the Action they are responding too. Returning gunfire, leaping towards an escaping foe, and diving for cover as tracer rounds zing past are all hair-trigger reactions.
In terms of gameplay, Reactions happen simultaneously with the Action they are Reacting too. Thus, a Unit which is Fired upon and Reacts with a Move Reaction, is hit by a volley of bullets before the Unit is able to scamper behind cover. If the Unit instead Fired back, both sides would roll To-Hit and To-Wound simultaneously, then take amour saves, then remove casualties. If an Overwatch unit also through lead into they fray it’s To-Hit and To-Wound rolls would be made simultaneously as well.
For this reason, a Moving Unit needs only to expose LOS for a moment during the path of it’s move to be successfully Fired upon as a Reaction.
In order to to keep this tidy Charge Actions/Reactions have to be handled somewhat differently. Charge Actions/Reactions are resolved last of all, after all other Reactions are resolved, even Counter-Charges.Movement
Measurement
All movement is measured from the front of the model’s base at the beginning of the movement to the front of the model’s base at the end of movement.
Unit Coherency
Models in a Unit must remain in 2” of one another as if in a chain. This is measured in 3 dimensions from the closest two points of each model to another in the Unit.
Make Way
Units may move through friendly Units but cannot end their turn on top of their allies. Units may not move within 1” of an enemy model unless as part of a successful Charge Action/Reaction.
Breaking From Combat
Units may move from close combat. However, remember that this will illicit a volley of free attacks from your enemy.
Difficult Terrain
When moving through Difficult Terrain roll 2d6 and note the highest result. This is the number of inches aloud to move through difficult terrain. Climbing also works through this mechanic but is all-or-nothing. If a player wishes to move a model up a 4” ledge he will roll 2d6 but may only move 4” total, leaving the model at the bottom of the ledge if the result is insufficient to complete the full ascent.
Examples of Difficult Terrain: Rubble, Ladders, Ledges, Wrecks, Shallow Rivers, and Marshland.
Dangerous Terrain
When moving through Dangerous Terrain roll a D6 next to each model passing through the terrain and note the result. On a “1” that model is given a wound. Armour Saves are then made to attempt to mitigate the wound.
Examples of Dangerous Terrain: Landing on unsteady ground, lava, riding bikes in forests, etc.
Falling
If a Unit Moves vertically down the Player must make a Dangerous Terrain test for each model for each 3” the model descends.
Lethal Terrain
Any non-flying model ending its turn on lethal terrain is removed as causality.
Impassible Terrain
Terrain denoted as Impassible completely block Movement and LOS.
Embarking in Vehicles & Buildings
Each model must be within 2” of door. This is a free Action but may be Reacted to.
Disembarking from Vehicles & Buildings
May disembark up to 6” from a door. This counts as a Move Action.Running Speed
The Fire Action/Reaction
Announce made active Unit as Firing
Announce target Unit (Only one target Unit is allowed)
Confirm LOS. Models out of LOS may not be hit or wounded.
Measure to confirm Weapon Range. Models out of range may not be hit or wounded.
Announce if the enemy Unit is being fired on as a whole or if models in worse cover are being focus-fired upon.
Roll #d6 To Hit, where # is the total number of shots provided by a weapon multiplied by the number of models in the firing Unit that wield that weapon. Each die with a result greater than or equal to the target number counts as a hit.
To-Hit= 7 – Firing Model’s BS (Limited from 2+ to 6+)
Roll all “Hits” To Wound. Each die with a result greater than or equal to the target number counts as a wound.
To-Wound = 4 + (Target “T” – Weapon “S”) (Limited from 2+ to 6+)
If Target “T” is 4+ > Attacker’s “S” then it cannot Wound
Any wounds are allocated to the closest enemy model, moving back as models are removed as casualties. For each wound the enemy player may roll a Cover, Armour, or Invulnerable Save. If all the potential targets have the same Save they can be rolled at the same time.
Repeat 3 – 8 with each weapon type in the Firing Unit.
If enemy Unit suffers 25% or more causality it must make a Moral test. This Moral test is made like a Ld test.
Armour Penetration
Some weapons pack some extra punch to typical armour. This is noted by Armour Penetration (AP) values. The lower the value the better it is at tearing through armour. Simply put an AP of some # disallows the target to make a Armour Save of that # or higher. For example AP4 Fire will prevent a target with a 5+ save from making that Armour Save roll. However, it will have no effect on the heavily armored 3+ save model.
Remember that Invulnerable Saves are always available regardless of AP. Even a AP1 weapon can be saved by a 5++ Invulnerable Save.
Friendly Fire
Due to the risk of Friendly Fire, targets engaged in Close Combat are not valid target for a Fire Action/Reaction.
Arc of Fire
LOS is drawn in a 180-degree radius from the direction of facing of the model. Facing is chosen freely for each model as part of a Move Action or Reaction.
Cover
If cover obscures 25% or more of the target model, or if the model is in an area denoted as Area Cover, then it may make a cover save.
Cover Type Cover Save Provided
Barbed Wire or Glass 6+
Area Cover (Forests or Rubble) 5+
Hard Cover (Ruins or Trenches) 4+
Purpose Built Cover (Bunkers) 3+
Screening Enemy Unit 5+
Instant Death
An unsaved wound made by a weapon twice the targets strength will instantly kill the target.
When to Test Ld/Moral
If 25%+ of a Unit’s Models are killed due to shooting over the course of a Round it must immediately take a Ld/Moral Test. If the test is failed the Unit falls back 2d6” towards the nearest table edge.
Ideally, models are replaced with casualty tokens as they are removed from play. Alternatively, they can be laid on their side. All tokens/laid down models are removed at the end of each Round.
If a fleeing unit is charged it is removed.
Frantic Fire
Units falling back may still fire after their 2d6” fleeing movement. However, they may only fire at BS1.
Firing Points
Buildings and vehicles may have openings notes as firing points. Each firing point allows 2 models in base-to-base contact with the firing point to gain LOS from this firing point to the exterior world.
Firing From Vehicles
If the vehicle has not moved then the vehicle can file all weapons normally.
If the vehicle has not moved then the passengers at firing points may Fire normally.
If the vehicle has moved up to 6” it may fire with one weapon at full BS and the rest at BS1.
If the vehicle has moved up to 6” then the passengers at firing points may fire as part of the Vehicle’s activation as if they had Moved. Thus, Heavy weapons will fire at BS1.
If the vehicle has moved more than 6” that activation, it may only fire its weapons at BS1.
If the vehicle has moved more than 6” that activation, then passengers at firing points may fire only at BS1.
Vehicle Damage Table
Add +1 for AP2 weapon damage.
Add +2 for AP1 weapon damage.
D6 Result
1 – 2 Crew Shaken: Vehicle may only fire at BS1 for the rest of the Round.
3 Crew Stunned: Vehicle may only fire at BS1 for the rest of the Round and may not Move.
4 Weapon Destroyed: Deactivate one weapon randomly. If none remain the vehicle is instead immobilized.
5 Immobilized: Can no longer Move this game. If already Immobilized or if a Flyer then remove an extra HP.
6 Explodes: Destroyed. Models within d6” of the vehicle suffer a S3AP- hit.Assault
The Charge Action
Announce made active Unit as Charging
Announce target Unit
Confirm LOS. Models out of LOS may not be charged.
Pause to Allow Reactions
Roll Charge Range (2d6 regularly; worst 2 of 3d6 if through Difficult Terrain).
If Charge Range is sufficient, Move into base-to-base contact with Target.
Resolve Combat
Pile In as many models as possible 3” towards base-to-base combat or 2” of a friend model in base-to-base combat. These models are said to be in Combat.
Roll #d6 where # is the sum of the Model’s Attack Values +1 for each model who Charged this turn of has Two Weapons. Each die with a result greater than or equal to the target number counts as a hit.
To Hit = 3+ if Attackers, WS > Defenders, WS
4+ If Attackers, WS < ½ Defender's WS (Rounded Up
5+ Otherwise
Roll all “Hits” To Wound. Each die with a result greater than or equal to the target number counts as a wound.
To-Wound = 4 + (Target “T” – Weapon “S”) (Limited from 2+ to 6+)
If Target “T” is 4+ > Attacker’s “S” then it cannot Wound
Any wounds are allocated first to models in base-to-base contact, then to those within 2” at the discretion of the Player who controls the models receiving wounds.
The defending player may make appropriate Armour/Invulnerable Saves.
Models failing their saves are removed as causalities.
Repeat Combat steps for each Initiative Step 10 through 1
The Unit which took the most casualties must make a Ld/Moral Test – the difference in # causalities lost.
If Ld/Moral is failed, the Unit falls back. Both Players roll d6+Best “I”. If the winner’s total is equal to or greater than the loser’s the loser’s entire Unit is destroyed.
Consolidation
After Combat, if there is no longer base-to-base contact the Active Player may move all models in his/her Unit 3” in any direction. The Reactive Player may then move all models in his/her Unit 3” in any direction. If still in base-to-base at the end of this, Combat continues next round. Otherwise, the Units are said to be out of Combat.
Disordered Charge
A Unit can split it’s charge between two target Units as long as it is able to maintain Tactical Coherency. However, it loses the +1 A Charge Bonus.
Majority Toughness
In the case of Mixed Toughness use the Majority “T” of the defending Unit.
Position
If even one model in a Unit must Charge through Difficult Terrain then the whole Unit must resolve Combat at Initiative “1”. Furthermore, the Charge distance is lowered to the sum of the two lowest dice of 3d6.
Attack of Opportunity
Breaking from combat is allowed, but elicits a free volley of melee attacks from the opponent.Psychic Powers
Mastery
Mastery denotes the Psychic’s ability to command Power. Each turn the Psychic may spend one Warp Charge for each level of Mastery. [ 0 – 4 ]
Using Psychic Powers
Announce activated Unit is using a Psychic Power
Declare Target
Spend Warp Charge
Take Leadership Test; on a “2” or a “12” the Psychic suffers 1 W as “Perils of the Warp”
Opponent may attempt to Deny the Witch
Resolve Psychic Power
Opponent may make Reactions
Deny the Witch
A Unit may cause a Psychic Power to fail by rolling a 6 on a 1d6.
A Unit with Psyker needs only to roll a 5; if the Psyker is higher Mastery Library only a 4 is needed.
Playing A Game
Write & Exchange army lists with opponent.
Determine scenario. Either roll on the table or design your own.
Determine Attacker and Defender roles. Use Initiative Contest Roll.
Determine terrain placement. Use the terraforming charts or your collective imaginations.
Place any objective markers required by the scenario.
Roll for psychic powers.
Deploy Forces. Defender always deploys first unless stated otherwise.
Roll Initiative Contest to determine whom Is Active Player the first round unless stated.
The Active Player begins play by activating a Unit.
Missions
Either describe your own story and agree with your opponent or roll a d6 to choose one of these prefabricated scenarios.
Then Roll to determine “Attacker” and “Defender” by use of an Initiative Contest roll. Re-roll ties.
1 Sweep & Clear
Players alternate placing Units anywhere on the battlefield, starting with the “Defender”. No unit can be placed within 8” of an enemy Unit, unless it has Infiltrate or Scout Special Rules.
The “Defender” is the Active Player in the first Round of this scenario.
This scenario is played until one Player no longer has any models on the table. This player loses.
2 Overrun
The “Defender” may deploy anywhere on the battlefield.
The “Attacker” must deploy within 6” of any of the table’s edges.
The Defender is the Active Player for each Round of this scenario; skip all Initiative Contests.
When an Attacker’s Unit is reduced by 25% in one Round, it may immediately redeploy within 6” of the table’s edge. If the defender redeploys this way, he/she may choose not to remove any of the models killed in the last Round of combat. If a unit is wiped out it may not redeploy.
This scenario is played until one Player no longer has any models on the table; this player loses.
3 Behind Enemy Lines
The “Defender” chooses a table edge to defend and deploys within 12” of this edge.
The “Attacker” must deploy within 12” of the further table edge from the “Defender’s”
The “Attacker” must declare one of his/her models as their leader. This model moves as a Infantry Type Model.
The “Attacker” is the Active Player in the first Round of this scenario.
The “Attacker” wins if the leader exits the table off the “Defender’s” table edge.
The “Defender” wind if he can kill the “Attacker’s” leader.
4 Blitz Attack
The Defender may deploy anywhere on the battlefield. However, all his models must be within 12” of a central point of his choosing.
The Attacker may deploy anywhere on the battlefield further than 18” from the defenses’ central point.
The Attacker is Active Player in the first Round of this scenario.
Attacker must reduce defender below 50% of original model number by the end of Round 6.
Defender must keep at least 50% of original models alive until the end of Round six.
5 Control
To set up this scenario, Players alternate placing a total of five objective markers, no closer than 12” to each other.
The “Defender” may deploy anywhere on the table, including right next to objectives.
The “Attacker” must deploy no further than 6” from any table edge.
A Player controls an objective if one of his/her models ends its activation in base-to-base contact with the objective and there are no enemy models also contesting for control.
Once control is established, make note. This model may then go on to seize other objectives. The Defender may reclaim objectives.
The Attacker must control three of the objective markers at the end of any Round to win.
The Defender must reduce the Attacker’s force below 25% of it’s original model count.
6 Assassination
Defender chooses a table corner and deploys within 18” of this corner.
Attacker then deploys within 18” of the opposite table corner.
Defender must deploy an assassination target model within 18” of the center.
The assignation target must remain within 18” of the center for the entire game.
The assignation target is:
WS0 BS0 S1 T4 W1 I1 A0 Ld7 Sv4+
Attacker must kill the enemy target by the end of turn 7 to win.
Defender must keep the target alive until the end of turn 7 to win.
Terraforming
Theme & Placement
First, determine terrain theme by rolling a d6 and consulting the table below or by using your collective imagination.
D6 Theme Terrain Used
1 Barrens 6 large pieces of terrain. No buildings. No Ruins.
2 Hive World 12 pieces of terrain. No forests, lakes, craters or hills.
3 Hills 10 large pieces of terrain. At least 25% of board hill coverage.
4 Forests & Lakes 10 large pieces of terrain. At least 25% of board forests and water.
5 Ruins & Death 6 ruins & 6 large pieces of dangerous or lethal terrain.
6 City Fight 8 Buildings (10 AP). Biggest building placed within 6” of the centre of the map. 9 urban pieces.
Players alternate placing pieces of terrain, on-by-one stating with the Defender. As each piece is placed, its features should be announced (ie: Impassable, Dangerous, Mysterious, Area, etc.)
After each player has placed a piece in a quadrant move clockwise to the next quadrant. Repeat this until all the appropriate number of pieces has been placed.
Terrain Features
Players then add "features" to the terrain, following the same turn order as for terrain placement.
Each Player may select one feature.
Options for features include:
Up to 4 pieces of Small Terrain (Barrels, Boxes, Crates, etc.). They must be 6" from each other. They provide (4+).
Two stratagem points from various sources. Can be anything from secret tunnels to a Vox station. Both players must agree.
Roll A Warzone Trait. May Re-roll but must keep result.
Re-roll Night Fighting Status.
Warzone Traits
2D6 Result Description
2 Corrosive Atmosphere All Armour Save rolls of “6” must be re-rolled. All AP rolls of “1” must be re-rolled.
3 High Gravity Range is 6” shorter for all non-template weapons. Jump Units, Jet-bikes, and Skimmers move 9”.
4 Toxic Mist All Close Combat attacks have the Poisoned (4+) special Rule.
5 Warp Winds Any roll of Doubles for psychic tests results in Perils of the Warp.
6 Sub-Zero Dangerous Terrain rolls Fail on “1” or 2”. Gets Hot Special Rule is ignored.
7 Ancient Relic Place a Relic Marker in the center of the Table. Units within 6” of this marker are Fearless and gain FNP (5+).
8 Tropical Swamp Infantry may not Run. The warzone is considered Dangerous Terrain to Jump Units and non-skimmer vehicles.
9 Terrible History All units have -1 to their Ld for Moral Tests.
10 Isolated Region All Reserves require a 4+.
11 Low Gravity Range is 6” longer for all non-template weapons except grenades or pistols. Jump Units, Jet-bikes, and Skimmers move 15”.
12 Dead World All Buildings are treated as Ruins. All unsaved Wounds taken by infantry result in Instant Death.
Night Fighting
Then determine lighting conditions. Roll a 2d6:
2d6 Conditions
2 - 3 Night for all Rounds.
4 - 5 Dawn for the 1st round.
6 - 10 Daytime for all Rounds.
11 - 12 Roll a d6 each Round. On a “6” Night begins for all remaining Rounds.
Range at Night Effect
0” – 12” No Effect
12” – 24” +1 to Cover Saves
24” – 36” +2 to Cover Saves
36”+ No LOS
Skirmish Rules (<500pt Games)
These additional rules are to be used in games in which both players have less than 500pts in their army list. They allow for more vivid tactical decisions and essentially bring down the scale of the game to the individual level. These rules supersede any contradicting rules.
Army Lists
1+ Troop Units
0 - 1 HQ Unit
0 - 1 Fast Attack Unit
0 - 1 Elite Unit
0 Heavy Units
1 2+/3++ save Model per 100pt
May take individual Models instead of full Units at fractional point cost.
Army of Heroes
Each model is treated as an Independent Character in that they may attach and detach from Units as they see fit.
All models count as scoring units and may claim objectives
Form a Unit
Any models of the same Unit Type (i.e.: infantry, jet-bike, etc.) may form up and move as a unit. This allows them to share difficult terrain results, charge distance results, and allows leadership to be shared across the unit. If models that may form a unit end their Move Action within 2” of each other, they are said to be in a unit. If a unit Moves as a Unit is remains a unit until separate by another Move action.
Forming a unit with a Move Action makes the formed Unit the Active Unit. From that point 2nd/3rd Action can be made as allowed per the list of legal Multi-Action activations.
For example: One warrior is activated and given a Move Action to 1” from two other warriors. Reactions made are made against all three warriors as they are the activated Unit. After Reactions are given a chance to resolve another Action may be given to the activated Unit of three warriors, such as a “Fire” Action. In this Action, all three warriors will Fire.
Split Up!
Units may be split up as part of a Move Action/Reaction into any number of Units. They must be more than 2” from each other at the end of the Action. Any model which moved is considered activated.
Moral
If a group of models is moved as a unit and takes 50%+ casualties in one Round they must make a Ld test with the highest Ld remaining in the unit. If they fail, they must flee towards the nearest table edge. If a fleeing unit reaches the table edge, it is removed from play. Rallying is always a simple Ld test, if you pass then the unit rallies.
Losing combat is still handled as in the regular game rules mentioned earlier.
Surrounded by Death
If a unit of models or a single model is wiped out completely within 6" of an independent model the model must take a Moral test based on Ld. If failed, the model will fall-back.
Perils of the Warp
Any model may only suffer a maximum of one wound due to Perils of the Warp per game.
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