Post by The Supreme Emissary on Jun 26, 2017 5:13:24 GMT -5
TOOLS
Tape Measure, Many d6s, various dice for more efficient wound tracking, As much documentation as needed
DATASHEETS
Name, Battlefield Role, Power Rating
Move, Weapon Skill, Ballistic Skill, Strength, Toughness, Wounds, Attacks, Leadership. Save
Unit Composition, Wargear, Abilities
Weapons [Ranged, Melee] (Range, Type, Strength, Armor Penetration, Damage, Abilities)
Keywords
- Degrading Characteristics: Larger models can weaken in performance as they take damage.
- Fly: A Keyword that has additional functions. 1 Ignores terrain and intervening models when moving, 2 Unit can fall back and still shoot
CORE RULES
Phases
1. Movement Phase - Disembark, Move, Advance, Fall Back, "Reserves", "Heal"
2. Psychic Phase - Psychic Tests, Deny the Witch Tests, Perils of the Warp [Smite]
3. Shooting Phase - Choose Shooter, Choose Targets, Choose Weapons, Roll for Shots>Hits>Wounds>Saves>Damage, Resolve Damage
4. Charge Phase - Choose a Charger, Choose a Target, Target Overwatches, Charger Moves, Repeat, Heroic Interventions
5. Fight Phase - "First Strike" Step > "Normal Strike" Step > "Last Strike Step, Players alternate activating their units, Each one Piles in 3" and attacks, Consolidate at the end of activation just like Piling in.
6. Morale Phase - If a unit has suffered a casualty make a morale test. 1d6 + the number of slain models, then - the units highest current Ld characteristic = a number of additional slain models
Characters
"Protected" - Character models with W9 or less can't be targeted by shooting attacks unless they are the closest enemy unit to the shooter.
Heroic Intervention - After your opponent has finished all their Charge moves, you may move any Character models in 3" of an enemy unit 3" towards the closest enemy unit. This lets your characters choose if they want to join a combat or not, though they may still be sucked into the ensuing combat anyway.
Warlord Trait - Choose a WT for your Warlord if they are a Character. Currently there are 3 (BRB p186)
Weapon Types
"Split Fire" - Units can divide their weapons against different enemy units, weapons with multiple shots must make them all against the same target.
Assault - The unit can Advance and still shoot but with -1 to hit.
Heavy - If the unit moves it suffers -1 to hit.
Rapid Fire - If the target model is inside half the shooting models range it doubles its number of shots.
Grenade - One model in a unit can use a grenade instead of other shooting weapons
Pistol - Pistols can shoot even if the unit is in melee (must shoot at the closest enemy). A unit can shoot either its Pistol/s or other weapons, not both.
Melee - Only usable in the fight phase
Invulnerable Saves - Unlike an Armour Save (Sv characteristic) it cannot be modified by AP.
Mortal Wounds - Unlike normal 'wounds' No saves can be made against these and damage does spill over.
Terrain and Cover - Units get +1 to their Sv if they are entirely on/in a terrain feature against shooting attacks. There's various terrain types that have different effects.
Woods
Ruins - Unless they can Fly, Monsters Vehicles and Bikes can only end their move on the ground floor. Flyers can land anywhere they can fit. Infantry can move through walls and floors freely while other units must go around any barriers. Infantry also gain cover for being in or on ruins. Other units must be 50% obscured to gain the benefit of cover.
Craters - Infantry MODELS fully on a crater gain cover. Craters reduce charge moves by 2".
Barricades - Being behind and in 1" of a barricade counts as cover. Enemy models can fight across barricades in 2" instead of 1".
Obstacles
Imperial Statuary
Fuel Pipes
Battlescape
Hills - Open Terrain
Scratch-built
Transports
Capacity - The exact carrying capacity of a transport is listed on its data sheet.
Embark - A legal unit can board a transport if all its models move entirely within 3" of the Transport.
Disembark - At the beginning of the movement phase passengers disembark up to 3" away from the transport. They then act normally.
Roles
HQ, Troop, Elite, Fast Attack, Heavy Support, Flyer, Dedicated Transport, Lord of War, Fortification
ADVANCED RULES
Army Building
Detachments "Force Organization Charts": List how many slots, Restrictions and Command Benefits a particular Detachment has. There is enough variety that a player should be able to cover most any list they want to build.
Power Levels: Each units Datasheet has their power level value that represents the unit's average performance. Quick and easy to use.
Points: Each model and its warmer can be translated to a points value that allows for more fine tuning and accurate representation of a units combat effectiveness.
Command Points: Players use these to enact Strategems.
Strategems: Various special modifiers or abilities that can be used depending on the mission or faction. [Command Re-roll, Counter-Offensive, Insane Bravery]
Missions
Mission Sheet: Has all the parameters and conditions for playing a given mission
Battlefield: Can be any shape or size surface you have available. Most mission sheets have size suggestions and deployment parameters.
Objectives: Primary, Secondary
Tactical Objectives: Most commonly used in Maelstrom of War missions these are random card based objectives with various conditions to earn Victory Points.
Deployment: Spearhead Assault, Dawn of War, Search and Destroy, Hammer and Anvil, Front-Line Assault, Vanguard Strike
Battle Length
Victory Conditions
Battlezones: Optional rules that add more parameters on top of terrain and mission details. [Night Fight, Fire and Fury, Psychic Maelstrom]
Game Types
Open Play: Do what you want and have fun! [Annihilation, Hold at All Costs, Death or Glory]
Narrative Play: Build your own campaign with whatever rules or restrictions you want. [Crucible of War, Echoes of War]
Matched Play: More ordered and restricted format to maintain balanced play. Players can use Points, Power, Unit count, wound count, etc to build their armies on. Players must build Battleforged armies laid out in Detachments. [Eternal War, Maelstrom of War]
- Faction: Every army must have at least 1 'Faction Keyword' in common. (unaligned units excepted)
- Points Limit: 1000-3000p is suggested, but agree on a limit with your opponent.
- Reinforcement Points: Some abilities like Summoning add new units to the table, you must still spend points on these units by setting aside a "reinforcement point pool". Those points are spent when a new unit is added so they don't need to be set aside for an exclusive unit in advance.
- Army Roster: A printed/written sheet detailing your army. Always a good idea, sometimes an event requirement.
- Sudden Death: If a player surrenders, their opponent wins. If at the end of any TURN a player has no models on the table, they lose (Fortifications don't count).
- Psychic Focus: With the exception of Smite, any psychic power can only be attempted once per turn.
- Strategic Discipline: A player can not use a given stratagem more than once per phase.
- Tactical Reserves: Some units have the option of being set up off the table so they can arrive later. At least half or your armies total units MUST start the game deployed on the table. Any reserve units that haven't deployed by the end of Round 3 are destroyed.
EXPANDED RULES (You may want to keep some of the following optional rules in common use)
Planetstrike [Planetfall]: Optional A&D Theme simulating by an Orbital Assault against planetary defenses.
Cities of Death [Firesweep]: Optional Theme simulating combat in a ruined city.
- City Ruins: Just like ruins except infantry can get +2 from cover if they don't move rather than just +1.
- Height Advantage: Attacking units can ignore cover bonuses for targets that are entirely below 3" (like a city ruin piece so on a lower level, measuring base to base)
- Fire in the Hole: Grenades re-roll failed wound rolls and make their maximum number of shots when targeting enemy units in ruins.
Stronghold Assault [Bunker Assault]: Optional A&D theme simulating a ground attack against an enemy fortress.
Death from the Skies [Tactical Strike]: Optional rules to further represent Aerial combat.
- Dogfight Phase: An extra phase after the Movement Phase where Flyers (those that use a Flyer slot, not just those that have the Fly keyword) battle each other. They may still act normally in the remaining phases.
- Leaving Combat Airspace: Normally if a flyer flies off the table due to its minimum movement it is destroyed. With this rule they can return to the game on a 3+ at the end of their next movement phase, from any table edge.
Multiplayer Battles [Carnage]: For 3+ players there are some handy rules for balancing combat conditions
Campaigns: Methods for organizing Narrative Play sessions.
Tree Campaigns
Matrix Campaigns
Map Campaigns
Tape Measure, Many d6s, various dice for more efficient wound tracking, As much documentation as needed
DATASHEETS
Name, Battlefield Role, Power Rating
Move, Weapon Skill, Ballistic Skill, Strength, Toughness, Wounds, Attacks, Leadership. Save
Unit Composition, Wargear, Abilities
Weapons [Ranged, Melee] (Range, Type, Strength, Armor Penetration, Damage, Abilities)
Keywords
- Degrading Characteristics: Larger models can weaken in performance as they take damage.
- Fly: A Keyword that has additional functions. 1 Ignores terrain and intervening models when moving, 2 Unit can fall back and still shoot
CORE RULES
Phases
1. Movement Phase - Disembark, Move, Advance, Fall Back, "Reserves", "Heal"
2. Psychic Phase - Psychic Tests, Deny the Witch Tests, Perils of the Warp [Smite]
3. Shooting Phase - Choose Shooter, Choose Targets, Choose Weapons, Roll for Shots>Hits>Wounds>Saves>Damage, Resolve Damage
4. Charge Phase - Choose a Charger, Choose a Target, Target Overwatches, Charger Moves, Repeat, Heroic Interventions
5. Fight Phase - "First Strike" Step > "Normal Strike" Step > "Last Strike Step, Players alternate activating their units, Each one Piles in 3" and attacks, Consolidate at the end of activation just like Piling in.
6. Morale Phase - If a unit has suffered a casualty make a morale test. 1d6 + the number of slain models, then - the units highest current Ld characteristic = a number of additional slain models
Characters
"Protected" - Character models with W9 or less can't be targeted by shooting attacks unless they are the closest enemy unit to the shooter.
Heroic Intervention - After your opponent has finished all their Charge moves, you may move any Character models in 3" of an enemy unit 3" towards the closest enemy unit. This lets your characters choose if they want to join a combat or not, though they may still be sucked into the ensuing combat anyway.
Warlord Trait - Choose a WT for your Warlord if they are a Character. Currently there are 3 (BRB p186)
Weapon Types
"Split Fire" - Units can divide their weapons against different enemy units, weapons with multiple shots must make them all against the same target.
Assault - The unit can Advance and still shoot but with -1 to hit.
Heavy - If the unit moves it suffers -1 to hit.
Rapid Fire - If the target model is inside half the shooting models range it doubles its number of shots.
Grenade - One model in a unit can use a grenade instead of other shooting weapons
Pistol - Pistols can shoot even if the unit is in melee (must shoot at the closest enemy). A unit can shoot either its Pistol/s or other weapons, not both.
Melee - Only usable in the fight phase
Invulnerable Saves - Unlike an Armour Save (Sv characteristic) it cannot be modified by AP.
Mortal Wounds - Unlike normal 'wounds' No saves can be made against these and damage does spill over.
Terrain and Cover - Units get +1 to their Sv if they are entirely on/in a terrain feature against shooting attacks. There's various terrain types that have different effects.
Woods
Ruins - Unless they can Fly, Monsters Vehicles and Bikes can only end their move on the ground floor. Flyers can land anywhere they can fit. Infantry can move through walls and floors freely while other units must go around any barriers. Infantry also gain cover for being in or on ruins. Other units must be 50% obscured to gain the benefit of cover.
Craters - Infantry MODELS fully on a crater gain cover. Craters reduce charge moves by 2".
Barricades - Being behind and in 1" of a barricade counts as cover. Enemy models can fight across barricades in 2" instead of 1".
Obstacles
Imperial Statuary
Fuel Pipes
Battlescape
Hills - Open Terrain
Scratch-built
Transports
Capacity - The exact carrying capacity of a transport is listed on its data sheet.
Embark - A legal unit can board a transport if all its models move entirely within 3" of the Transport.
Disembark - At the beginning of the movement phase passengers disembark up to 3" away from the transport. They then act normally.
Roles
HQ, Troop, Elite, Fast Attack, Heavy Support, Flyer, Dedicated Transport, Lord of War, Fortification
ADVANCED RULES
Army Building
Detachments "Force Organization Charts": List how many slots, Restrictions and Command Benefits a particular Detachment has. There is enough variety that a player should be able to cover most any list they want to build.
Power Levels: Each units Datasheet has their power level value that represents the unit's average performance. Quick and easy to use.
Points: Each model and its warmer can be translated to a points value that allows for more fine tuning and accurate representation of a units combat effectiveness.
Command Points: Players use these to enact Strategems.
Strategems: Various special modifiers or abilities that can be used depending on the mission or faction. [Command Re-roll, Counter-Offensive, Insane Bravery]
Missions
Mission Sheet: Has all the parameters and conditions for playing a given mission
Battlefield: Can be any shape or size surface you have available. Most mission sheets have size suggestions and deployment parameters.
Objectives: Primary, Secondary
Tactical Objectives: Most commonly used in Maelstrom of War missions these are random card based objectives with various conditions to earn Victory Points.
Deployment: Spearhead Assault, Dawn of War, Search and Destroy, Hammer and Anvil, Front-Line Assault, Vanguard Strike
Battle Length
Victory Conditions
Battlezones: Optional rules that add more parameters on top of terrain and mission details. [Night Fight, Fire and Fury, Psychic Maelstrom]
Game Types
Open Play: Do what you want and have fun! [Annihilation, Hold at All Costs, Death or Glory]
Narrative Play: Build your own campaign with whatever rules or restrictions you want. [Crucible of War, Echoes of War]
Matched Play: More ordered and restricted format to maintain balanced play. Players can use Points, Power, Unit count, wound count, etc to build their armies on. Players must build Battleforged armies laid out in Detachments. [Eternal War, Maelstrom of War]
- Faction: Every army must have at least 1 'Faction Keyword' in common. (unaligned units excepted)
- Points Limit: 1000-3000p is suggested, but agree on a limit with your opponent.
- Reinforcement Points: Some abilities like Summoning add new units to the table, you must still spend points on these units by setting aside a "reinforcement point pool". Those points are spent when a new unit is added so they don't need to be set aside for an exclusive unit in advance.
- Army Roster: A printed/written sheet detailing your army. Always a good idea, sometimes an event requirement.
- Sudden Death: If a player surrenders, their opponent wins. If at the end of any TURN a player has no models on the table, they lose (Fortifications don't count).
- Psychic Focus: With the exception of Smite, any psychic power can only be attempted once per turn.
- Strategic Discipline: A player can not use a given stratagem more than once per phase.
- Tactical Reserves: Some units have the option of being set up off the table so they can arrive later. At least half or your armies total units MUST start the game deployed on the table. Any reserve units that haven't deployed by the end of Round 3 are destroyed.
EXPANDED RULES (You may want to keep some of the following optional rules in common use)
Planetstrike [Planetfall]: Optional A&D Theme simulating by an Orbital Assault against planetary defenses.
Cities of Death [Firesweep]: Optional Theme simulating combat in a ruined city.
- City Ruins: Just like ruins except infantry can get +2 from cover if they don't move rather than just +1.
- Height Advantage: Attacking units can ignore cover bonuses for targets that are entirely below 3" (like a city ruin piece so on a lower level, measuring base to base)
- Fire in the Hole: Grenades re-roll failed wound rolls and make their maximum number of shots when targeting enemy units in ruins.
Stronghold Assault [Bunker Assault]: Optional A&D theme simulating a ground attack against an enemy fortress.
Death from the Skies [Tactical Strike]: Optional rules to further represent Aerial combat.
- Dogfight Phase: An extra phase after the Movement Phase where Flyers (those that use a Flyer slot, not just those that have the Fly keyword) battle each other. They may still act normally in the remaining phases.
- Leaving Combat Airspace: Normally if a flyer flies off the table due to its minimum movement it is destroyed. With this rule they can return to the game on a 3+ at the end of their next movement phase, from any table edge.
Multiplayer Battles [Carnage]: For 3+ players there are some handy rules for balancing combat conditions
Campaigns: Methods for organizing Narrative Play sessions.
Tree Campaigns
Matrix Campaigns
Map Campaigns