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Bolter Action 40K - 8th Edition - An alternate activation system for multiplayer games.  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in gb
Raging-on-the-Inside Blood Angel Sergeant





Luton, England

Hi all,
In 7th edition I made a set of rules that borrowed the random activation dice bag system from bolt action. My group mainly used it for multiplayer games using smaller armies but it worked really well.

Now that I've gotten used to the new edition I decided to update the rules and see how it all fitted together, I was surprised at just how little I needed to change from the basic 8th rules (being only a few pages helps alot).
I've also included a set of stratagems for use with the ruleset which help mitigate some of the balance and random side effects this rules system presents.
If you have the time please glance through them and let me know if there are any glaring problems you forsee, if something just doesn't work or if there is a major balance issue I've missed.


Bolter Action 40K Rules

This game uses a single unit activation system with random initiative order. You will need an initiative bag and a selection of different coloured markers, one colour set for each player.

Setup: This game variant is designed to allow multiple player to play with small diverse armies. It is recommended for 3-5 players and 500-1000 pts each.
Each player should be randomly assigned a set up zone, the size and position of these will vary depending on the number players involved.
Randomly chose a player to deploy a unit, then proceed clockwise around the table with each player in turn deploying a single unit until all players have deployed all of their units.

Game Play: Each battle round is broken down into the following sections, there are no player turns.

1 - Start of Turn: During this phase players work out how many different units they have available to use this turn and place a corresponding number of coloured markers into the initiative bag. If you have re-enforcement units available you must determine during this step if they will arrive on the battlefield this turn and count those units towards your total.
Any abilities that happen at the start of a turn are resolved now.

2 – Unit Activation: During this phase a random marker is drawn from the initiative bag and the player whose marker it is must choose a unit to activate and take a turn with. After that unit has finished another random marker is drawn from the initiative bag and so on until all the markers have been drawn.
If a player has any re-enforcement units to deploy this turn they must choose and activate all of those before they may choose and activate any other units.

When a unit is activated it goes through the following phases using the normal 40K rules:
- Movement phase
- Psychic Phase
- Shooting Phase
- Charge Phase
- Fight Phase

Once a unit has completed these phases place it’s coloured marker next to it to show that it has been activated.
If you draw out a marker but there are no units available for the player to activate (due to casualties taken during the turn) then put it aside and draw another marker.


3- Battle Shock: All units must take a moral test.
All abilities that happen at the end of the turn are resolved.





Bolter Action Statagems: The following stratagems are available to all armies taking part in a bolter action game.

Advanced Tactical Planning - 2CP:You may use this stratagem whenever a coloured marker is drawn from the initiative bag, place the marker back in the bag and draw again.

Counter Charge - 1CP: You may use this stratagem when a unit of yours that has not been activated yet this turn is successfully charged by an enemy unit.
Your unit counts as being activated, remove one of your coloured markers from the initiative bag and place it next to the unit.
You and the opponent who successfully charged roll off, with the winner resolving a Fight Phase with their unit followed by the loser resolving a Fight Phase with their unit.

Stand & Shoot - 1CP: You may use this stratagem when a unit of yours that has not been activated yet this turn is chosen as the target of a charge.
Your unit counts as being activated, remove one of your coloured markers from the initiative bag and place it next to the unit.
When firing overwatch at the charging unit your unit uses it’s normal BS instead of only hitting on 6’s.

Combat Frenzy - 1CP: You may use this stratagem when a unit of yours that has already been activated this turn is successfully charged by an enemy unit.
Your unit may resolve a Fight Phase after the unit that charged finishes its Fight Phase.

Hold just a little longer - 1CP: You may use this stratagem when a unit of yours that has not been activated yet this turn is chosen as the target of a shooting attack. Subtract 1 from all wound rolls made by the shooting unit against your unit until the end of the phase.

This message was edited 5 times. Last update was at 2017/10/03 14:06:45


40,000pts
8,000pts
3,000pts
3,000pts
6,000pts
2,000pts
1,000pts
:deathwatch: 3,000pts
:Imperial Knights: 2,000pts
:Custodes: 4,000pts 
   
Made in us
Norn Queen






A system that is a more complete blend of the 2 already exists here

https://www.dakkadakka.com/dakkaforum/posts/list/733472.page

Beyond the Gates of 40k.


These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
 
   
Made in gb
Raging-on-the-Inside Blood Angel Sergeant





Luton, England

We've got our first game using this later today, a three way game with modified kill points.

I've changed the system a little from the first draft, covered a few more exception, made it so transports and character can be activated at the same time as units they are with and added some more statagems.

Bolter Action 40K Rules


This game uses a single unit activation system with random initiative order. You will need an initiative bag and a selection of different coloured markers, one colour set for each player.

Setup: This game variant is designed to allow multiple players to play with small diverse armies. It is recommended for 3-5 players and 500-1500 pts each.
Each player should be randomly assigned a set up zone, the size and position of these will vary depending on the number of players involved.
Randomly choose a player to deploy a unit, then proceed clockwise around the table with each player in turn deploying a single unit until all players have deployed all of their units.

Game Play: Each battle round is broken down into the following sections, there are no player turns. Effects that last until “your next turn”, “the next player turn” or similar last for the duration of the current battle round.

1 - Start of Turn: During this phase players work out how many different units they have available to use this turn and place a corresponding number of coloured markers into the initiative bag. If players have re-enforcement units available they must determine during this step if they will arrive on the battlefield this turn and count those that will towards their total. Units embalked within a transport do not count towards a players total when working out their number of units.
Any abilities that happen at the start of a turn are resolved now.

2 – Unit Activation: During this phase a random marker is drawn from the initiative bag and the player whose marker it is must choose a unit to activate and take a turn with. After that unit has finished another random marker is drawn from the initiative bag and so on until all the markers have been drawn.
If a player has any re-enforcement units to deploy this turn they must choose and activate all of those before they may choose and activate any other units.
When a player chooses to activate a transport that has other units embalked upon it, those other units are activated at the same time.
When a player chooses a unit to activate if there is a character model of the same type (i.e.infantry, biker, etr..) and the same faction within 6” or held in the same type of reserve, that model can be activated at the same time. If a player choses to do so they must remove one of their tokens from the initiative bag.

When a unit is activated it goes through the following phases using the normal 40K rules with the stated exceptions:
- Movement phase
- Psychic Phase.
- Shooting Phase
- Charge Phase
- Fight Phase

Counter Attack: After an enemy unit resolves a fight phase during its activation you may resolve a fight phase with each of your units that are engaged with the enemy unit. During this fight phase your models only hit on a 6 instead of using their WS, unless they have a rule which normally always allows them to fight first, in which case they roll to hit as normal.
Deny the witch: Models that can deny the witch may do so a number of times during the battleround as indicated on their datasheet as per enemy psychic phase.

Once a unit has completed these phases place it’s coloured marker next to it to show that it has been activated.
If you draw out a marker but there are no units available for the player to activate (due to casualties taken during the turn) then put it aside and draw another marker.


3- Battle Shock: All units must take a moral test.
All abilities that happen at the end of the turn are resolved.


Bolter Action Statagems: The following stratagems are available to all armies taking part in a bolter action game.

Advanced Tactical Planning - 2CP:You may use this stratagem whenever a coloured marker is drawn from the initiative bag, place the marker back in the bag and draw again.

Deceptive Strategic Ploy: – 1CP: When placing your marker in the initiative bag at the start of a turn you may add an addition marker of your colour to the bag.

Counter Charge - 1CP: You may use this stratagem when a unit of yours that has not been activated yet this turn is successfully charged by an enemy unit. Your unit counts as being activated, remove one of your coloured markers from the initiative bag and place it next to the unit.
You and the opponent who successfully charged roll off, with the winner resolving a Fight Phase with their unit followed by the loser resolving a Fight Phase with their unit. Your unit doesn’t get to counter attack afterwards.

Stand & Shoot - 1CP: You may use this stratagem when a unit of yours that has not been activated yet this turn is chosen as the target of a charge.
Your unit counts as being activated, remove one of your coloured markers from the initiative bag and place it next to the unit.
When firing overwatch your unit uses it’s normal BS instead of only hitting on 6’s.

Combat Frenzy - 1CP: You may use this stratagem when a unit of yours that has already been activated this turn has been charged and attacked during an opponent’s Fight Phase.
When executing a counter attack the unit may use its normal WS instead of only hitting on 6’s.

Hold just a little longer - 1CP: You may use this stratagem when a unit of yours that has not been activated yet this turn is chosen as the target of a shooting attack. Subtract 1 from all wound rolls made by the shooting unit against your unit until the end of the phase.

I can make it on my own – 1CP: Use this stratagem when the last model is due to be removed from a unit due to a moral test, that model is not removed but remains in play with a single wound.

40,000pts
8,000pts
3,000pts
3,000pts
6,000pts
2,000pts
1,000pts
:deathwatch: 3,000pts
:Imperial Knights: 2,000pts
:Custodes: 4,000pts 
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

Counter Attack-it seems to be, as written, kinda weird.

You get to attack with EVERY unit of yours that's engaged when your opponent finishes a fight phase. Is that intended? Or is it JUST the unit that was just beaten up?

Clocks for the clockmaker! Cogs for the cog throne! 
   
 
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