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Turning Warhammer 40,000 Into An RTS Game

WARHAMMER 40,000 RTS There is one building for each different section of the army, for instance there is a heavy support building, a troops building, which also functions as an HQ building, the character rule still applies. Recourse dumps and upgrade stations are buildings that cannot create units

Buildings are treated as immobilized vehicles, but they include a build time (BU) it represent the number of turns before the building is able to be used Shaken results have no effect on building, stunned prevents the building from summoning units that turn. Also, a building loses 3 HP if it gets wrecked and 4HP if it explodes.

Troops/ HQ – 200 pts

BS F S R HP BU BC

3 13 13 13 7 3 2T or 1HQ

special rules: ignores stunned, recouse dump, home base garrison cap - 5 fire points- 4, one on top of eachside

elites- 100 points

BS F S R HP BU BC

3 12 12 12 7 2 2e garrison cap - 2 fire points – 2, 2 on top

heavy support 150pts

BS F S R HP BU BC

4 13 13 13 7 2 1H garrison cap- 2 fire points – 2 on top



fast attack 75 pts

BS F S R HP BU BC

2 12 12 12 4 1 3F garrison cap- 2 fire points – 2 on top

recourse dump 50 pts

BS F S R HP BU BC

0 11 11 11 4 1 - garrison cap - 2 fire points – 2 on top

special rules- recourse dump, no wargear


upgrade station- 100 pts

BS F S R HP BU BC

0 12 12 12 5 2 3u fire points - 0

special rules – no wargear, upgrade station fire points - 0


wargear- applies to all buildings unless notes

chaos space marines- twin linked heavy bolter, lascannon

space marines(same with all variation eg. Blood angels or grey knights)- twin linked heavy bolter, lascannon

imperial guard- lascannon, cost reduced to -5 points

orks- lobba, cost reduced (-15 pts) +2BC to all building except upgrades

tau- primary weapon system cost increased to (+10 pts)

elder- pulse laser and twin linked shuriken catapults

dark elder- dark lance, (-5 pts)

tyranids- heavy venom cannon – -5pts +2BC to all buildings except upgrades

necrons- tesla cannon twin linked gauss gun (-15 pts)

chaos deamons- psyker- doombolt- twice per turn, (-25 pts)




SUMMONING UNITS AND STARTING THE GAME

In order to summon infantry, you must have the necessary points. At the beginning of the game each player starts off with 40 points worth of infantry and one troops/ HQ building. Using the same rules for placing cover, before set up the players place 6 “resource mines” anywhere you could normally place cover. When summoned an infantry unit must be declared either “fighting type” or “mining type”.

Mining

If it is declared that an troops model is mining type, it may travel to a “recourse mine” to collect recourses. A model may only collect recourses when it is base contact with the mine. At the beginning of each players turn he or she declares which models are “mining” then adds up the total of all his or her “mining type” models that are mining and divides by two, then adds this number to his or her recourse pool. Keep track of how many turns a model has been mining in a row because on the third turn it must walk towards a “resource dump” and drop off its mining load. If it moves less than six inches that turn the model may mine at one third its points value, to do this, just add up all the models that didn’t have to move this turn divide by two, then add all the models that did move and divide by three. If a model mines this turn it may not shoot or assault that turn. Models declared mining type get -2 BS and -2WS. Mines give a 4+ cover save to all those mining it.

Fighting

Fighting is played out with all the normal warhammer 40,000 rules, fighting type units may not mine

Placing buildings

Building may be placed anywhere on a map as long as it is within six inches of a mining type model. That model may not mine for the rest of the turn. Before building are fully built they are considered to be “half built” this means that they have armour of ten on all sides, wounds however are not effected. Weapons may not be shot from half built buildings and units may not garrison inside them. When placing a building look at it build time or BU, it will indicate the number of turns it takes to build the building. You must also have enough points to build it, subtract that number of points from your resource pool, if a building is destroyed it leaves a wreck granting a 4+ cover save, if it explodes follow the normal rules for explosions, but roll a scatter dice for the explosion, the building still only takes one wound. Buildings that have exploded grant a 5+ cover save if they are destroyed.


Training models

In this version of the game, squads do not have to be more than one, you can have squads of three, you may only have a sergeant (we will refer to squad leaders as sergeants from now on) if the squad numbers within the regular squad amount of models, you may also only take upgrades if it numbers in the regular squad amount of models. Each turn a building may produce up to its BC in models. For example a troops/HQ building may produce 2T or 1HQ, that means that it can produce either two troops or one HQ. f is fast attack, e is elite, h is heavy support and u is upgrades. When a unit is trained it you must subtract its points cost from your resource pool. If the model is a troops model, you may declare it mining. You must place the newly trained model within 4 inches of the base of the building.

Upgrading models

If a player has a an upgrade station he or she may choose to upgrade his or her models. In order for a model to upgrade it must be within 4 inches of the base of an upgrade station. To upgrade a model must be in a squad at least of the minimum needed to upgrade in the codex. To give a model upgrades a player must subtract the amount of points it costs from his resource pool, then give add the upgrade to the models stats.

  BUILDING SPECIAL POWERS GLOSSARY

Ignores stunned- this building ignores stunned results

Garrison cap- much like transportation, but it doesn’t move, used only for protection and fire points.

Resource dump- the building can be used as a resource dump (see mining)

No wargear- this building has no wargear as outlined in the wargear section

Home base- if this building and all other buildings with home base are destroyed, you lose the game

  AGES

In the RTS game there are four different “research periods” these represent the different types of research. In the first age you may make troops/HQ buildings, and resource dumps. In the second age you may make elites and upgrade stations as well. In the third resource period you may make fast attack as well. In the final stage you may create heavy support units.

You have a choice between choosing the second research period and the third. Once you choose the advance, you may choose to either advance to the third or second stage, if you advance to the third, then you may not create elites, only fast attack and upgrade stations. In order to advance to the fourth stage, you must have the ability to create both elite and fast attack buildings.

In order to advance to the next age you must spend resources on advancing


age 1 2 3 4 Points cost - 400 pts 400 pts 500 pts


  HOUSE RULES AND RULE MODIFICATIONS the wargear section might be OP/UP since i am only a chaos player, please edit it

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