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		<title><![CDATA[Latest posts for the thread "40K for Gentlemen"]]></title>
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				<title>40K for Gentlemen</title>
				<description><![CDATA[ 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.<br /> 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!<br /> <br /> Down here are a few rules I just made up, to play a game of <span class="glossaryitem" onmouseover='gp(3);'>40K</span>, but with more... gentleman-ny rules.<br /> All rules from 'normal' <span class="glossaryitem" onmouseover='gp(3);'>40K</span> still count.<br /> <br /> TROOPS<div style="margin-top:5px; margin-bottom:10px;">
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<br /> INFANTRY<br /> All Infantry units (with a few exceptions - See Army Lists) must stand in lines, using square bases. <br /> <br /> BIKES<br /> All Bike units must be in a formation - see the units entry. Jetbikes are not allowed.<br /> <br /> ARTILLERY<br /> Artillery units have no special rules or limitations. <br /> <br /> JUMP INFANTRY<br /> Jump Infantry may not participate in gentleman battles. The same with Jet Pack Units.<br /> <br /> BEASTS<br /> Beasts have no special rules.<br /> <br /> CAVALRY<br /> Must stay in a formation, see units entry.<br /> <br /> <span class="glossaryitem" onmouseover='gp(93);'>MC</span>'s<br /> May not be taken.<br /> <br /> GARGANTUAN CREATURES<br /> May not be taken.<br /> <br /> VEHICLES<br /> May not be taken.<br /> <br /> FLYERS<br /> May not be taken.<br /> <br /> CHARIOTS<br /> No special rules.<br /> <br /> SKIMMERS<br /> May not be taken<br /> <br /> WALKERS<br /> May not be taken.<br /> <br /> SUPERHEAVIES<br /> No superheavies whatsoever may be taken.<br /> 
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</div><br /> <br /> MOVING<div style="margin-top:5px; margin-bottom:10px;">
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<br /> INFANTRY<br /> All infantry units must move in one of the following formations: Columns or Lines.<br /> Infantry must stay in formation when moving. Unit Coherency for Infantry in formation is the lenght of the units base.<br /> When a morale/leadership test is failed (after re-rolls), an infantry unit goes out of formation until it regroups.<br /> <br /> BIKES, CAVALRY<br /> Bikes and Cavalry must move in one of the following formations: Cav Columns, Diamond, Chevron.<br /> Bikes and Cavalry need to stay in 2 inches coherency.<br /> <br /> EVERYTHING ELSE<br /> Artillery, Beasts, and <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>'s don't need to be in formations.<br /> All these units share the same 2 inches coherensy rules.<br /> 
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</div><br /> <br /> SHOOTING<div style="margin-top:5px; margin-bottom:10px;">
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<br /> INFANTRY<br /> All models in an infantry unit fire the same weapons (except for the unit leader), except for squads with special/heavy weapons.<br /> <br /> CAVALRY, BIKERS<br /> Cav and Bikers may fire any weapons they have, but only when charging (except for Dragoons).<br /> <br /> ARTILLERY<br /> Artillery may choose between firing the artillery piece and the crews weapons.<br /> 
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</div><br /> CHARGING<div style="margin-top:5px; margin-bottom:10px;">
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<br /> INFANTRY<br /> When charging, Infantry breaks formation. Fighting, overwatch and charge distance goes the same as in normal <span class="glossaryitem" onmouseover='gp(3);'>40K</span>.<br /> <br /> 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 <span class="glossaryitem" onmouseover='gp(14);'>BS</span> test (roll a <span class="glossaryitem" onmouseover='gp(24);'>D6</span>, if the result is equal to or lower than your <span class="glossaryitem" onmouseover='gp(14);'>BS</span>, 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.<br /> <br /> When a combat is over, the winner regroups into a formation again.<br /> <br /> CAVALRY, BIKERS<br /> Cav and Bikers charge as usual. All Cav/Bikers may Fire In Charge.<br /> <br /> Beasts charge as usual. No Fire In Charge.<br /> <br /> Artillery may only charge if their artillery piece is destroyed. May Fire In Charge.<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> fire as normal.<br /> 
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</div><br /> <br /> FORMATIONS<div style="margin-top:5px; margin-bottom:10px;">
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<br /> X=A Unit<br /> Y=Unit Leader<br /> <br /> COLUMNS<br /> YX<br /> XX<br /> XX<br /> XX<br /> XX<br /> <br /> LINES<br /> First row must look like this:<br /> YXX+more infantry<br /> 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:<br /> YXXX<br /> XXXX<br /> XXXX<br /> XXXX<br /> XXXX<br /> <br /> CAV COLUMNS<br /> The same as an Infantry column.<br /> <br /> CHEVRON<br /> Looks like this:<br /> ------Y------<br /> ----X-X-----<br /> --X----X----<br /> X----------X<br /> Add another row for every 2 cavalrymen.<br /> <br /> DIAMOND<br /> Looks like 2 chevrons, one of them upside down under the other chevron.<br /> 
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</div><br /> <br /> ARMY LISTS <br /> <br /> CHAOS SPACE MARINES<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span><div style="margin-top:5px; margin-bottom:10px;">
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<br /> Command Squad - 65 Points<br /> 5 Chaos Marines<br /> <br /> <u>Must</u> take a Chaos Lord, Chaos Sorcerer, or a unique <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> unit that doesn't have a 2+/2++. No Jump Packs or Bikes may be taken as upgrades.<br /> <br /> Any Chaos Marines may either:<br /> -Take a Flamer, Plasma Gun or Melta - 5, 15 and 10 points<br /> -Take a Power Weapon - 15 Points<br /> -Take a Power Fist - 25 Points<br /> -Take an Instrument - 10 Points<br /> -Or upgrade to a Chosen - 18 Points<br /> <br /> Any Chosen may take upgrades from their entry in Codex: Chaos Space Marines<br /> <br /> The Unit may take a Mark of Chaos<br /> <br /> The Unit may take Veterans of The Long War - 2 PPM<br /> 
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</div><br /> <br /> TROOPS<div style="margin-top:5px; margin-bottom:10px;">
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<br /> CHAOS SPACE MARINES - 140 Points<br /> <br /> 9 Marines, 1 Aspiring Champion<br /> May take up to 20 more Marines - 13 PPM<br /> <br /> The Aspiring Champion may take things from the Ranged and Melee weapons list.<br /> One Marine may take an Instrument - 10 Points<br /> May take <span class="glossaryitem" onmouseover='gp(644);'>VOTLW</span> - 1 PPM<br /> <br /> The unit may take a Mark of Chaos<br /> <br /> CULTISTS - 40 PPM<br /> 10 Cultists<br /> May take up to 20 more Cultists - 4 PPM<br /> <br /> One Cultist amy take an Instrument - 10 Points<br /> 
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</div><br /> <br /> ELITES<div style="margin-top:5px; margin-bottom:10px;">
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<br /> CHOSEN - 180 Points<br /> 9 Chosen, 1 Aspiring Champion<br /> <br /> The Aspiring Champion may take things from the Ranged and Melee weapons list.<br /> A Chosen may take an Instrument - 10 Points.<br /> May take <span class="glossaryitem" onmouseover='gp(644);'>VOTLW</span> - 1 PPM<br /> <br /> KHORNE BERZERKERS - 200 Points<br /> May take up to 10 more Berzerkers - 19 Points each<br /> <br /> The Aspiring Champion may take things from the Ranged and Melee weapons list.<br /> A Berzerker may take an Instrument - 10 Points<br /> May take <span class="glossaryitem" onmouseover='gp(644);'>VOTLW</span> - 1 PPM<br /> <br /> THOUSAND SONS - 265 Points<br /> 1 Aspiring Sorcerer, 9 Thousand Sons<br /> May take up to 10 more Thousand Sons - 23 PPM<br /> 
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</div><br /> <br /> FAST ATTACK<div style="margin-top:5px; margin-bottom:10px;">
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<br /> Bikers (DRAGOONS) - 110 Points<br /> 1 Biker Champ, 4 Bikers<br /> May take pairs of 2 up to 10 additional Bikers - 40 Points per pair<br /> <br /> The Biker Champ may take things from the Ranged and Melee weapons list.<br /> For every 5 Bikers, one may take a Melta, Plasma Gun or Flamer - 5, 10 and 15 Points<br /> One Biker may take an instrument - 10 Points<br /> 
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</div><br /> <br /> Heavy Support<div style="margin-top:5px; margin-bottom:10px;">
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<br /> HAVOCS - 75 Points<br /> <br /> May take the options from the Codex.<br /> One Havoc w/o special/heavy weapon may take an Instrument - 10 Points<br /> 
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</div><br /> NOTES<div style="margin-top:5px; margin-bottom:10px;">
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<br /> Instruments give a unit the possibility of re-rolling leadership tests and pinning tests.<br /> No 2+/2++ saves are allowed.<br /> Cav/Bikers that are Dragoons may Fire In Charge.<br /> 
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				<pubDate><![CDATA[Fri, 27 Mar 2015 16:01:48]]> GMT</pubDate>
				<author><![CDATA[ Matthew]]></author>
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			<item>
				<title>40K for Gentlemen</title>
				<description><![CDATA[ You should include a requirement that all models be modelled with top hats.]]></description>
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				<pubDate><![CDATA[Fri, 27 Mar 2015 20:27:53]]> GMT</pubDate>
				<author><![CDATA[ AnFéasógMór]]></author>
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			<item>
				<title>40K for Gentlemen</title>
				<description><![CDATA[ Aye, true that.]]></description>
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				<pubDate><![CDATA[Fri, 27 Mar 2015 20:58:37]]> GMT</pubDate>
				<author><![CDATA[ Matthew]]></author>
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			<item>
				<title>40K for Gentlemen</title>
				<description><![CDATA[ Your whole army should have to move to the center and shake hands before reterning to their lines.<br /> For challenges it should be a bout of intelligent insults then fisticuffs. ]]></description>
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				<pubDate><![CDATA[Fri, 27 Mar 2015 21:24:50]]> GMT</pubDate>
				<author><![CDATA[ e.earnshaw]]></author>
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