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Made in us
Numberless Necron Warrior




I particularly like the new Sector Imperialis Objective models. But, I've never been a fan of "dead models" that don't do anything but mark locations. I can throw a penny or other obvious marker to do that... things should do things. Even if you want to use them as objective markers, I still feel like they should have some meaning.
So I banged together some rules.

Command Post (fortification) (2)
Spoiler:

I couldn't get the chart to format nicely, so check out the word document below.
Name M WS BS S T W A Ld Sv
Munitorum Supply Dump - - - - 9 1 - - 6+
Exterminatus Device - - - - 6 1 - - 6+
Orbital Vox Array - - - - 7 1 - - 6+
Administratum Cogitator Shrine - - - - 7 1 - - 6+
Field Medicarium - - - - 7 1 - - 6+
Lucius Pattern Escape Pod - - - - 7 1 - - 6+
Xenos Stasis-Crypt - - - - 9 3 - - 6+

This unit contains one Munitorum Supply Dump, Exterminatus Device, Orbital Vox Array, Administratum Cogitator Shrine, Field Medicarium, Lucius Pattern Escape Pod, or Xenos Stasis-Crypt. It can contain any number of additional choices (power rating +2 per additional model). Each item may only appear once in a unit.
If this unit includes an Exterminatus Device increase the power rating by an additional 3


Abilities

Air Raid Requested: During your Shooting phase a Headquarters unit within 2” of the Orbital Vox Array may spend 1CP to pick an enemy unit, other than a Character, which is visible to this model anywhere on the battlefield, and then roll a D6. On a roll of 1-3, nothing happens. On a roll of 4-5 the target suffers D3 mortal wounds. On a roll of a 6 the target suffers 3 mortal wounds. You may only call in one air raid per turn, regardless of the number of units with this ability.

Restoral: During your movement phase one non-vehicle non-fortress <Faction> unit within 3” of the Field Medicarium may activate the Field Medicarium. The unit heals a model that is part of it for D3 wounds. If the unit has no wounded models but one or more of its models have been slain during the battle roll a D6. On a roll of 4+ a single slain model is returned to the unit with 1 wound remaining. If you cannot do this then do not replace the model. A model healed or returned by this ability cannot take any actions during the Shooting or Assault phases of that turn. Only one unit may activate a given Field Medicarium per turn.

Unlimited Arms: Any <Faction> model within 6” of a Munitorum Supply Dump may reroll 1s on attack rolls during the Shooting phase.

Rearm and Resupply: A <Faction> unit within 3” of a Munitorum Supply Dump at the start of your Movement phase may spend 2CP to regain a weapon that is described as only being able to be used a limited number of times during a battle. This character may not move until the start of your next Movement phase.

Fragile Equipment: Models within 3” of any command post model that are at least 25% obscured from the point of view of the firing unit receive the benefit of cover. Roll a dice each time you make a saving throw of 7+ (usually a 6, plus 1 for being in cover) for a model within 1” of the command post. On a 1, the shot has destroyed part of the command post’s materials; the command post takes a mortal wound.

Volatile Materials: If a Munitorum Supply Dump or Exterminatus Device is reduced to 0 wounds roll a d6 before removing it from the battlefield; on a roll of 6+ its destruction caused an explosion. Each unit within D6” suffers D3 mortal wounds.

Final Command: An infantry unit within 3” of the Exterminatus Device may activate it at the start of their Shooting phase. Each unit within 6D6” of the Exterminatus Device suffers 3D6 mortal wounds. The Exterminatus Device does not suffer wounds from this, but is immediately removed and considered to be slain. The unit that activated the device takes an additional mortal wound. If the Exterminatus Device is within 6” of any terrain, such as ruins, forests or an Aegis Defense Line, and that terrain can be removed from the game table- it is removed and replaced with a crater. If it is within a Fortification, the Fortification is removed.

Quick Escape: During your Movement phase you may remove the Lucius Pattern Escape Pod and one friendly Infantry model within 3” of it from the battlefield. You may place the removed model so that it is at least 1” from an enemy model. The Lucius Pattern Escape Pod is not placed and considered to be slain.

Targeting Calculations: At the start of the Shooting phase, if you have a model from a Headquarters unit within 3” of the Administratum Cogitator Shrine you may pick an enemy unit which is visible to this model anywhere on the battlefield and one friendly <Faction> model. For the duration of the Phase, the friendly model can reroll to-hit rolls of 1 for attacks that target the enemy unit you picked.

Faction Keywords: Unaligned
Keywords: Building, Vehicle (Lucius Pattern Escape Pod only), command post


Name Points
Munitorum Supply Dump 25
Exterminatus Device 100
Orbital Vox Array 50
Administratum Cogitator Shrine 25
Field Medicarium 25
Lucius Pattern Escape Pod 25
Xenos Stasis-Crypt 25


Formation
Spoiler:
Command Bunker (power rating 3) (cost 70 points)
Requires 1 Command Post
and 1 Fortification with the Building and Transport keywords
The abilities for command post items are integrated inside the Transport that is part of the Detachment. The transport capacity for the Fortification is reduced by 2 per model in the Command Post. Any unit inside the Fortification is within range to activate all Command Post models. Any ranges on effects, such as for explosions or lines of sight, are determined from the exterior of the Fortification.



So, while I was at that, I realized that they had killed the old Comms Relay too...

Spoiler:
Comms Relay
This model can be added to the Aegis Defence Line, Firestorm Redoubt, Imperial Bastion, or Imperial Bunker. (power rating +2)
Name M WS BS S T W A Ld Sv
Comms Relay - - - - 7 1 - - 6+

Battlefield Coordination:
When you set up this model, at the same time you can choose one <faction> unit that are set up behind your battle lines rather than setting them up on the battlefield. You keep any number of additional units out of the engagement in this manner; spend 1CP per additional unit.
During your Movement phase if you have a unit within 2” of a comms relay you may choose for one or more of these units to enter from the edge of the table farthest from your opponent’s deployment area. This unit must appear more than 3” from any of your opponent’s units. If there is no clear edge agree with your opponent which edge is most appropriate. If you spend 1CP the unit may enter from a different edge, so long as they enter within your deployment area and at least 3” from any of your opponent’s units. If all Comms Relays are destroyed any unit not brought into play is considered slain.

Airspace Coordination: If you are using the Death from the Skies additional rule; during your Movement phase if you have a unit within 2” of a comms relay you may choose to reroll one roll to determine if a Flyer is delayed or returns to the battlespace.


Name Points
Comms Relay 25



I'm interested in any comments or suggestions.
Enjoy!
 Filename Sector Imperialis Objective Rules.docx [Disk] Download
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 File size 55 Kbytes


   
 
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