The title says it all. Group getting together for some hive city battles (specifically a 2500 vs 2500 2v2 game). Here are the tentative rules. The picture below shows the battlefield. Click to enlarge as usual.
Hive City board terrain/special rules (see the picture below for reference)
Suggested
VP: (We will place four objective markers, taking turns. They must be 12” from the long board edges, and 9” from any other table edge or objective. Don’t be a
WAAC and place it in some niche in a corner of your deployment zone. We all play for a close, fun game…)
Eldar: The Eldar goal is to find and return lost artifacts to their people. Of course, crippling the foolish Imperium is always a bonus.
• Slay the Warlord: Gain 1
VP for each enemy warlord slain.
• Objectives: The Eldar must search objectives for artifacts. The length they search determines their
VP’s. At the end of any turn, the Eldar player may declare they are taking the artifact and gain their
VP’s. They can only do this with each Objective marker ONCE in the game. The
VP’s they earn equal the number of battle rounds (both players turns) they have held that objective consecutively. Holding an objective is determined at the end of each battle round. (So, an objective held for two consecutive battle rounds is worth 2
VP’s.)
• Survive: The Eldar are a dying race. They must avoid casualties. At the end of the game (5th turn) they gain a
VP for each unit on the board above half strength (round up for this purpose, so a 5 man unit must have 3 left)
Imperium: Your goal is to destroy the xeno scum who have invaded, and regain control of this section of the city.
• Irradicate: Gain a
VP for each Eldar unit destroyed.
• Control: You gain a
VP at the end of each battleround (both player’s turns) for each objective marker you control.
• Linebreaker: At the end of the game, you gain a
VP for each of your units in the Eldar deployment zone.
Terrain special rules
• Teleportiums: I have four teleporter pads that can be placed on the table. I currently have them set in certain spots. This places one in each long edge/deployment zone, and two middle tableish (the tall tower, the center of the warrens on one end of the board, the church entrance corner, on top of the Sewer). There are two suggested ways to use the teleportiums (we can take a vote and use either):
o They are numbered 1-4. A unit moves onto the teleportium (within 3” like vehicle rules) and rolls a
d6. On a 1-4 they appear at that teleportium and deploy within 3” of it. On a 5-6 the player chooses which to land at. In either case they continue their turn as normal.
o The teleportiums work like transport vehicles. A unit my embark OR debark into them if ending its move within 3”. A unit cannot do both in one turn. Thus you enter on one turn and leave the next. Using this message results in a turn delay, so the random element is removed.
• Elevators: The Sewer has two elevators, one on each side. They will work like a transport vehicle. A unit ending its move within 3” may embark on the elevator. The elevator will then move to the other position, but the unit may not disembark until their next turn. Elevators are OPEN PLATFORMS; meaning, a unit embarked can shoot out of the elevator as well as be shot at.
• Doors: No more holding doors shut shenanigans, it was too disruptive. Doors open IN THE MOVEMENT PHASE whenever a unit within 3” wants them too, and do not disrupt movement or charges etc. You can close a door to protect a unit from shooting IN THE MOVEMENT PHASE as well. A unit being shot at through a doorway gains a cover bonus if it has models within 3” of the doorway.
• The open canal/sewer system: Is not impassable, but units moving directly across it suffer a -1d6 to their movement or charge range. IN ADDITION, any infantry unit that moves across loses a model to its acid/corruption/piranhas/denebian slime devils/whatever on a
d6 roll of a 1 (roll once for the unit). Using a bridge of course ignores these rules. No cover save gained for the sewer/canals.
• The church window: Is not bullet proof, however, a unit sheltering in the church fired at through a window gains an additional +1 on top of any normal cover bonus. (IE: A normal unit gains +2, one in camo cloaks gains +3 etc)
• The tall tower: A unit which starts the movement phase within 3” of an entrance/exit of the tower may use its full movement to climb the ladder inside. They are then placed within 3” of the opposite exit/entrance point.
Hive City: This board represents the bowels of a hive city. Special and horrible conditions often exist. At the beginning of the game we will roll a
d6 and consult the following chart for these special conditions.
1. Smog: The lower levels are filled with a thick accumulation of smog, gas, ash, whatever. All shooting done beyond 24” is done at -1
BS.
2. Oil, goop, broken cement: The basic structure of the hive city is failing badly or so covered with crud footing is treacherous. All charges are done as if through difficult terrain.
3. Gang territory: The battle is being fought in one of the hab blocks completed dominated by vicious and fearless gangs. They prey upon any weakness, and lone models are prone to be set on and slaughtered. Any infantry model that is not within 3” of at least one other model suffers a mortal wound on a 5+ on a
d6. ADD one to the roll if that model has taken any wounds.
4. Warp Rift in the planet’s crust: This city was built over the numerous steam vents in the planet so they can be used for power. Unfortunately, this section is over a warp vent. All psychic tests taken add 1 to the die rolls, and perils are suffered on ANY roll totaling 12 or more (as well as double 1’s).
5. Electromagnetic disruption: The area’s construction has resulted in an electromagnetic disruption that has made any kind of vox/radio communication impossible. All units suffer a -2 penalty to leadership.
6. Normal, miserable Hive City living conditions: No special rules for this battle.