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WH40k RevisionV1.02

Apr 08, 2018

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    WH40k Revision

    Making the grim-dark a more fluffy,

    balanced, sequence of never endingblood-shed.

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    Design Goals

    Help the game play more like the fluff.

    Consistent and Variable Victory Conditions

    New Deployment System.

    Allow for more tactical depth.

    Alternating Turn Sequence

    A less have it or you dont Leadership

    system. Anti-wound abuse rules.

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    Index

    Shooting Phase

    Wound Allocation

    Saves

    Coherency

    Leadership

    USR

    Deployment Sequence

    Turn Sequence

    Deployment Type

    New Objective system

    Consistent Objectives

    Army Objectives

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    Shooting Phase: Weapon Types Rapid Fire weapons

    fire 2 shots at full

    range if they have notmoved, or 2 shots at

    12 if they have.

    Snipers ignore cover

    saves

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    Shooting Phase: Overwatch If a unit forfeits moving,

    shooting and assaulting, it

    may go on overwatch.The unit places a 12-inch

    line template anywhere

    within their shooting

    range. They may shoot at

    a unit that passed over theline (at the end of that

    units movement phase),

    then overwatch expires.

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    Wound Allocation, Now Hit

    Allocation In the shooting phase, hits from

    different weapons are allocated

    in batches.

    For example; if a space marinesquad is hit from AP 2

    weapons and AP 5 weapons,

    either all the AP 2 hits must be

    allocate first, or all the AP 5

    hits. A single model could not

    be allocated 2 hits from the AP2 weapon before everyone in

    the squad was allocated at least

    one.

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    Shooting Phase: Save Cover Saves derived

    from the main rule

    book are 1. The average cover save

    is hence 5+

    Saves are taken

    against hits.

    See 40k FAQ about units

    give each other cover

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    Coherency A unit must designate

    always have a Leader

    model. Coherency isdrawn from the Leader

    equal to his leadership.

    Models in a unit must still

    remain in 2 coherency.

    The furthest a unit can

    now span is 20

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    Leadership: Morale and Pinning When a unit takes a

    Morale or Pinning test

    they are 1 LD

    foreach unsaved woundthey took in excess ofthe one(s) that causedthe test.(only extra Piningwounds cause Pinningtests to be 1)

    These affects of

    enemy shots are

    cumulative. A unit may be called

    upon to take both their

    morale and pinning

    test.

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    Fearless Fearless models take their

    Morale and Pinning tests,

    They are 1 LD

    for eachwound they took in excess

    of the one(s) that caused

    the test.

    The unit takes a number of

    wounds equal to the

    difference between theirLD value (with modifiers)

    and their LD test result.

    Cover saves cannot be

    taken against these

    wounds.

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    USR

    Stubborn allows you

    to re-roll a failedleadership test, the

    modifiers still apply.

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    Deployment

    Player take turns deploying units. The

    player going first chooses a unit and either

    deploys it onto the battlefield, or declares it

    is in reserve (or deep striking or

    outflanking, etc). Players then take turns

    deploying infiltrators.

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    Turn Sequence Players take turns activating units.

    An active unit takes it full turn; movement

    phase, shooting phase and assault phase.

    The active player either Passes, allowing the

    other player to activate a unit, or attempts to

    Retain The Initiative and activate anotherunit.

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    Activations When a unit is activated it

    takes any Pinning or

    Morale test incurredbefore its activation.

    Independent Characters

    are activated as part of the

    unit they are in.

    A vehicle with

    embarked units is

    activatedsimultaneously with

    the unit(s) inside.

    Vehicle and unit do

    movement phase, thenshooting, then assault.

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    Retaining theInitiative

    After a unit ends it activation, instead of Passing,

    you may attempt to Retain the Initiative.

    Select a unit to activate, that unit takes aleadership test at 1 LD if it passes it activates

    normally. If it fails, it activates and immediately

    goes to ground. You may not attempt to retain the

    initiative until after you opponent activates a unit.

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    Rolling forD

    eployment Roll 2d6

    1-2

    3-4

    5-6

    1-2

    3 4-6

    Pitched Battle

    Spearhead

    Long Road

    Turn 1 NF

    Turn 5-end NF No special rules

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    Victory Points There are potentially 10 pts to be had in any

    given game of 40k. 6 are all ways the same,

    they are called Consistent Objectives, the

    other 6 objectives vary from army to army.

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    Consistent ObjectivesDestroy the majority of

    the opposing HQs

    +2 points

    Hold the majority of the

    objectives (always 2d3)

    +2 points

    Have more kill points

    than your opponent

    +2 points

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    If you take an etherealand he lives

    If you take an etherealand he dies

    Declare a non-HQFOC entry in your

    opponents army at thebeginning of the game,if you destroy thatFOC entry entirely

    +2pts Morale Boost!

    -2pts Morale Fail!

    +2pts Strategic Target

    Tau Victory Objectives

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    Need Help Filling out the Armies

    Rules! Suggest ideas! New versions will be

    coming out soon!