Lone Wolf Sentinel Pilot
Southampton, Hampshire, England, British Isles, Europe, Earth, Sol, Sector 001
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Some thing I'm doing for my LFG. If you have the space hulk floor sets or d&d floor then you could help with the tightening up of these rules.
I thank you in advance if you take the time to read threw this cut'n paste. (some of it hasn't been typed up yet and some bits still have to be worked out). Hope it become as fun for you as it was for me and some of the testers the other day.
=^_^=
The Bunker
A game of 40k in confined spaces at the squad level.
This uses that same basic and advance rules found with in the sixth edition rule set that is the current rules (at the time of writing) used in 40k as well as some new rules to help the game run (these will be explained later). Played on flooring tiles like those in Space Hulk or D&D or Path Finder. The Set up of the flooring (as well as the flooring print off sheet) can be found in the later section of this booklet thing if you wish to print off your own tiles.
The game is played at these points levels.
100pts, 150pts, 200pts and 250pts
At this level all codices can at lest make one infantry based squad (note it does not have to be a troop choice, it can be from the elite, fast attack or heavy support sections).
At 350pts a new slot opens (1 HQ option). This is called “Hero Bunker”
Example; say you have a Space Marine Tactical squad you can have a mighty Space Marine Captain, Chaplin or Liberian leading them into battle or you could pour more points into upgrades
At 400pts another unchosen FOC slot becomes available. This is called “Mighty Bunker”
example; With your SM Tactical squad and Captain you might choose to take the fearsome dreadnought with you or the deadly Terminators
At 500Pts one last unchosen FOC slot becomes available. This is called “Death Bunker”
example; with your SM tac squad, Captain and Dreadnought you might take a five man squad of assault Marines
The Rulez Bit
Each model is counted as its own unit for the game of Bunker.
Squad coherency rules are to be ignored.
Movement, shooting, running, actions, psychic powers, wounds and armour saves are done on a model by model basis.
Exceptions are Joint Move, Combine Fire, Group Charge/Fight and Stationed Overwatch rules.
Joint Move;
If a group of friendly models are in base contact with each other you can elect to Joint Move the group as one unit, this also works when running.
Example; SM Sargent Bob is flanked on both sides by members of his own squad. They take their lead from him, when he moves they move, when he runs they run with him.
Combine Fire;
If a group of friendly models are in base contact with each other you can elect to Combine Fire the group as one unit. Also for every model that is going to Combine Fire that has the same weapon type one additional To Hit dice is added to the To Hit dice pool. Also a group that has Combine Fired can only assault the target they shot at (if weapon type is applicable). All other weapon rules apply.
Example; Platoon Guardsman Joe and three of his mates are side by side, taking their cue from Joe they fire all their Lasgun shots into the Chaos Space Marine running at them. That would be 8 shots in the To Hit dice pool then add 3 more D6s to the To Hit dice pool due to them having the same weapon type.
Group Charge/Fight;
If a group of friendly models are in base contact with each other you can elect to Group Charge/Fight the group as one unit. Also for every two models that is going to Group Charge/Fight one additional Attack dice is added to the Attack dice pool.
Example; Gray Knight Strike squad brother Kell and two brothers charge the Ork Nob. After the snap fire has been resolved and the charge roll completed the three Gray Knights crash into the towering green skin. They get their standard 1 Attack, plus 1 for the charge and 1 more due to there being three of them. If it was four brothers that had Group Charge/Fight they would have receive 2 additional Attack dice to the Attack dice pool.
Stationed Overwatch;
If a group of friendly models are in base contact with each other you can elect to Stationed Overwatch the group as one unit. Unlike the snap shot overwatch (hitting on 6s) used in the standard rules the Stationed Overwatch allows you to shot in the movement phase of your opponent at full BS. To be able to use Stationed Overwatch the model/models that are to be Stationed Overwatch must not have moved or shot in the turn you Stationed Overwatch them and must all fire on the same target. Use a paper marker or a token to denote those model/s that have been Stationed Overwatch.
Additional rules
Movement limitations and Rules
Every thing can move up to its maximum movement, this is normally six inches, twelve for jump troops. That said there are things that can cut your movement short like Stationed Overwatch and Closed Doors. Also the space of the floor tile being used determines what can fit down it. You can not move models threw models, if it block the way the that is the end of its movement
On a one inch wide floor tile can take any infantry size model, models with the Bulky/Very Bulky, Walker or Monstrous Creature rule (ie; Terminators, Hive Tyrant, Sentinel) can not move onto theses tight path ways but can shoot down them. They are just too big and clumsy for such a tight spot.
On a two inch wide tile nothing the size of a Walker type vehicle or Monstrous Creature rule (ie; Hive Tyrant or SM Dreadnought) can not move onto theses tight path ways but can shoot down them. They are just too big and clumsy for such a tight spot.
Doors
Doors are, well, doors. Even in the far flung worlds of 40k you still need them. They come in many shape and sizes, from single, double and bulkhead to blast and void doors.
They come to two mode types;
Open Doors; Open doors can be passed threw as normal. You can shoot threw open doors with no impairment to your BS but in turn you can also be shot at threw open doors. Open doors confer a cover save of 3+ from shooting attacks. Template weapons ignore this save. Blast and large blast weapons rules apply.
Closed Doors; as the name gets at these doors are closed. They can only be opened by being in base contact with the door in your Shooting phase of the turn. Roll a D6 and on a score of one the door is jammed or locked. You can cut, blast or just walk threw them if you have the right equipment to do so in the same turn. You auto hit doors. Only penetrating hits will open the door, glancing hits weaken the AV value by one.
Example; Terminator brother Hak'ka trys to open a double door but there is a whine as the door motor burns out. With his chain fist he then cuts it open. Hakk'ka has two attacks and auto hits the door. He is equipped with a chain fist, the door has a AV of 12. He rolls for penetration. The first hit glances, dropping the doors AV to 11. the second penetrated the now AV 11 door thus making it open.
Below are some of the types of doors you will encounter.
Single Doors; all infantry based model can pas threw unhindered, models with the Bulky/Very Bulky rule must take a difficult terrain test. A model with the Monstrous Creature rule or Walker type vehicle can not fit threw such a small gap.
Armour value 10
Double Doors; all infantry models can pass threw unhindered, a model with the Monstrous Creature rule must take a difficult terrain test (this can be explained as the beast wiggled threw) Walker type vehicles can not fit threw such a small gap.
Armour value 12
Bulkhead Doors; all models (except tanks) can pass threw these large heavy duty doors.
Armour value 14
Blast and Void Doors; pretty much any thing can pass threw them except Superheavy units and Titans (like any one would bring any of those). See Environmental rules to see if it is a Blast door or Void door during mission play.
Armour value 14; 5HP
Shooting Phase Rules
All the standard rules for shooting apply, save for afew modifications as noted below.
The scatter dice; all scatter dice rolls are now the scatter dice and only 1D6, it will scatter the full 1D6 unless it is a hit (or hits a wall then it will have exploded at the wall). No BS modification can be done on the scatter distance. (Note this is also used when teleporting Deep Strike units)
Shooting; You can't shoot threw the back of one of your own models if you are more than an inch away. That said if have two models in base contact shooting down a corridor it is assumed that the model in front is shooting on one knee so the other is firing over their shoulder. Any models behind them can not shoot unless they use grenade type weapons like grenade launchers or grenades (these can be assumed to have been lobed over the forward ranks heads.
Whom can I hit?; As odd as it sounds its an important question. You can only target models you can see, unless the model has Precision Shot or a Sniper rule and even then you can only see one inch behind any enemy model.
Grenades and Grenade Launchers; frags are useful with in the tight confines of Bunkers, Ships and Hive like environments. Grenades have a throwing range double that of the models strength. GLs can fire as per its codex data entry. These weapons can be bounced of walls and even the ceilings. This attack has to be declared before you do it. To make a successful wall bounce you roll a 1D6 and on a score of 1 fails to bounce and then detonates on the wall, if successful they are subject to an additional scatter roll called Bounce Scatter.
-Sub rules- Grenade Bounce Scatter- Scatter roll as normal then scatter 1D3 then detonation.
Template weapons; flamers and the like. What they hit is what you get, yes it is that simple. If you hit your own models they to have to be counted as hit and have to roll for wounds just like the target models. A word of warning in the tight confines of a Bunker, Ship or Hive these weapons are fearful to both the user and the target
-Sub rules- Flamer type weapons- If a model with a flamer type weapon is wounded and fails their armour save there is a small chance that the fuel tank used to power these weapons may crack and ignite. Roll a 1D6 and on a score of one the fuel tank explodes. Place the blast marker over the model that exploded and any model under the marker is hit. Work out wounds and armour saves with the exploded weapons codex data entry as normal.
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So your thought so far?
I'm currently working on the wounds system. I might revamp the Necromunda system where to lay the model down then you roll to see if they bleed out, barely breathing or shrug it off
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