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Seize The Glory - Yet Another Contested Turn Alternative  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in gb
Legendary Dogfighter





RNAS Rockall

'lo

This here is a modification to standard 40k which introduces a contested turn mechanic with a view to maximising the kill count and thus speeding up the game with the small cost of 30~ seconds per phase. Everything is based around 'seizing the initiative' in the form of a dice off at the start of each phase. This is a Seize test so existing modifiers (seizing on a 5/6 counted as +1) apply with the following additions:

Before modifiers, 6 always wins, 1 always fails, doubles are rerolled until a difference is attained.
One player may attempt not to roll to give the seize to the other, gaining +2 to their next seize attempt in addition to other modifiers. If both players try this, roll off without any modifiers.

For every consecutive turn seized, roll is modified by -1
Additional Modifiers:
-1 If your army has more than 1 detachment (including sub-detachments)
-1 if your army has more than one faction (Skitarri & all of Ad Mech count as one faction)
-1 if you are ahead on victory points
+1 if your army is unbound
+1 while your warlord is on the table (including in a transport on the table)

Changes:
Deployment
Roll off for deployment winner always deploying first, loser gains +1 to seize in the first turn
Movement
Seized player moves & scouts everything first, then switches to other player
Psychic
Seized player rolls for warp charge as normal
Seized player selects their first psychic ability and resolves as normal
After the first, players alternate so long as they have warp charge
Shooting
Seized player resolves all shooting, passing to other player to resolve theirs
Exception is Interceptor weapons, which may be used in this phase immediately and at any time, resolved in the same way as shooting in the movement phase. (can't be used next turn)
Assault
Seized player declares charges, passing to other player. Rules that allow charging in your opponents phase trigger here as normal. Units that overwatch may not then charge, unless explicitly given a rule/ability to do so.
Seizing player resolves combats in desired order, which is counted as the 'charge' for concerned abilities. After this has been done, unseized player then resolves remaining combats again (so there are effectively two 'fight' phases).

Thoughts?

This message was edited 1 time. Last update was at 2016/07/31 09:41:45


 
   
 
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