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Before you tell me to go buy Bolt Action or something else, hear me out: I'm bored. It's Friday, and I'm really bored. Bear with me.
Say Marines weren't just fanatic for their Big E, also really, reeaally big gentlemen. To fight with Bolters in no formation is cowardice, a true brave soldier stands next to their brothers!
Down here are a few rules I just made up, to play a game of 40K, but with more... gentleman-ny rules.
All rules from 'normal' 40K still count.
TROOPS
Spoiler:
INFANTRY
All Infantry units (with a few exceptions - See Army Lists) must stand in lines, using square bases.
BIKES
All Bike units must be in a formation - see the units entry. Jetbikes are not allowed.
ARTILLERY
Artillery units have no special rules or limitations.
JUMP INFANTRY
Jump Infantry may not participate in gentleman battles. The same with Jet Pack Units.
BEASTS
Beasts have no special rules.
CAVALRY
Must stay in a formation, see units entry.
MC's
May not be taken.
GARGANTUAN CREATURES
May not be taken.
VEHICLES
May not be taken.
FLYERS
May not be taken.
CHARIOTS
No special rules.
SKIMMERS
May not be taken
WALKERS
May not be taken.
SUPERHEAVIES
No superheavies whatsoever may be taken.
MOVING
Spoiler:
INFANTRY
All infantry units must move in one of the following formations: Columns or Lines.
Infantry must stay in formation when moving. Unit Coherency for Infantry in formation is the lenght of the units base.
When a morale/leadership test is failed (after re-rolls), an infantry unit goes out of formation until it regroups.
BIKES, CAVALRY
Bikes and Cavalry must move in one of the following formations: Cav Columns, Diamond, Chevron.
Bikes and Cavalry need to stay in 2 inches coherency.
EVERYTHING ELSE
Artillery, Beasts, and HQ's don't need to be in formations.
All these units share the same 2 inches coherensy rules.
SHOOTING
Spoiler:
INFANTRY
All models in an infantry unit fire the same weapons (except for the unit leader), except for squads with special/heavy weapons.
CAVALRY, BIKERS
Cav and Bikers may fire any weapons they have, but only when charging (except for Dragoons).
ARTILLERY
Artillery may choose between firing the artillery piece and the crews weapons.
CHARGING
Spoiler:
INFANTRY
When charging, Infantry breaks formation. Fighting, overwatch and charge distance goes the same as in normal 40K.
At the beginning of the Assault phase, an infantry unit may decide to Fire In Charge. To do this, after rolling for Overwatch and getting the right charge distance, take a BS test (roll a D6, if the result is equal to or lower than your BS, it's passed. higher, it's not passed). if it fails, go on with the charge as usual. If you pass it, all models may fire a weapon each as snap shots.
When a combat is over, the winner regroups into a formation again.
CAVALRY, BIKERS
Cav and Bikers charge as usual. All Cav/Bikers may Fire In Charge.
Beasts charge as usual. No Fire In Charge.
Artillery may only charge if their artillery piece is destroyed. May Fire In Charge.
HQ fire as normal.
FORMATIONS
Spoiler:
X=A Unit
Y=Unit Leader
COLUMNS
YX
XX
XX
XX
XX
LINES
First row must look like this:
YXX+more infantry
Take the amount of models in the unit and divide it with the amount of rows you want. Example: 19 Infantrymen, 1 leader, 5 rows:
YXXX
XXXX
XXXX
XXXX
XXXX
CAV COLUMNS
The same as an Infantry column.
CHEVRON
Looks like this:
------Y------
----X-X-----
--X----X----
X----------X
Add another row for every 2 cavalrymen.
DIAMOND
Looks like 2 chevrons, one of them upside down under the other chevron.
ARMY LISTS
CHAOS SPACE MARINES
HQ
Spoiler:
Command Squad - 65 Points
5 Chaos Marines
Must take a Chaos Lord, Chaos Sorcerer, or a unique HQ unit that doesn't have a 2+/2++. No Jump Packs or Bikes may be taken as upgrades.
Any Chaos Marines may either:
-Take a Flamer, Plasma Gun or Melta - 5, 15 and 10 points
-Take a Power Weapon - 15 Points
-Take a Power Fist - 25 Points
-Take an Instrument - 10 Points
-Or upgrade to a Chosen - 18 Points
Any Chosen may take upgrades from their entry in Codex: Chaos Space Marines
The Unit may take a Mark of Chaos
The Unit may take Veterans of The Long War - 2 PPM
TROOPS
Spoiler:
CHAOS SPACE MARINES - 140 Points
9 Marines, 1 Aspiring Champion
May take up to 20 more Marines - 13 PPM
The Aspiring Champion may take things from the Ranged and Melee weapons list.
One Marine may take an Instrument - 10 Points
May take VOTLW - 1 PPM
The unit may take a Mark of Chaos
CULTISTS - 40 PPM
10 Cultists
May take up to 20 more Cultists - 4 PPM
One Cultist amy take an Instrument - 10 Points
ELITES
Spoiler:
CHOSEN - 180 Points
9 Chosen, 1 Aspiring Champion
The Aspiring Champion may take things from the Ranged and Melee weapons list.
A Chosen may take an Instrument - 10 Points.
May take VOTLW - 1 PPM
KHORNE BERZERKERS - 200 Points
May take up to 10 more Berzerkers - 19 Points each
The Aspiring Champion may take things from the Ranged and Melee weapons list.
A Berzerker may take an Instrument - 10 Points
May take VOTLW - 1 PPM
THOUSAND SONS - 265 Points
1 Aspiring Sorcerer, 9 Thousand Sons
May take up to 10 more Thousand Sons - 23 PPM
FAST ATTACK
Spoiler:
Bikers (DRAGOONS) - 110 Points
1 Biker Champ, 4 Bikers
May take pairs of 2 up to 10 additional Bikers - 40 Points per pair
The Biker Champ may take things from the Ranged and Melee weapons list.
For every 5 Bikers, one may take a Melta, Plasma Gun or Flamer - 5, 10 and 15 Points
One Biker may take an instrument - 10 Points
Heavy Support
Spoiler:
HAVOCS - 75 Points
May take the options from the Codex.
One Havoc w/o special/heavy weapon may take an Instrument - 10 Points
NOTES
Spoiler:
Instruments give a unit the possibility of re-rolling leadership tests and pinning tests.
No 2+/2++ saves are allowed.
Cav/Bikers that are Dragoons may Fire In Charge.
Your whole army should have to move to the center and shake hands before reterning to their lines.
For challenges it should be a bout of intelligent insults then fisticuffs.