Many thanks for indulging my battle
rules. I was keen to get on and play and not debate beforehand otherwise
nothing would have changed. Many of your suggestions would make other great
alternatives and I urge you to write them into a system that we can play
sometime. Using what we encountered last time, I have developed my system. It
is supposed to be a side-step from 40k and for those of you wanting fluff to
explain rule changes, I have tried to address that as well. Once again, we will address issues that arise (there will be some) after the game.
Evacuation: Mars
The atmosphere is a dense acrid fug that
crackles with electric blue haywire and billows huge luminous green clouds of
corrosive acid rain. Only the Skitarii can remain unharmed in the toxic
landscape for any period of time and only the cracked and leaking hulks of the
remaining buildings offer any kind of protection to the warring armies of 40k. Vehicles
and machinery of all kinds have long since lost their power and can be seen as
decaying shells littered around the planet, though the Skitarii are able to make
their biomachinery function.
The Skitarii are on their way to remove
the last few warring factions from their city and the remaining units battle
over the last operative teleportation pod that has a single charge left.
Whoever controls this pod at the end of the battle will be able to evacuate the
city to the waiting crafts in orbit around the Red Planet and escape the indigenous
warriors whose arrival is all too imminent.
Points: 300 per army
Terrain: city-scape, many buildings and walls -
each giving line of sight, 5+ cover save.
Armies: all five players, infantry only (no vehicles, fortifications,
flyers, drop pods, bikes, chariots, cavalry etc)
Deployment: roll-off, highest chooses, deploys first and goes first.
No steal the initiative. Each army chooses a building to be its base where its objective marker (the teleportation pod) is placed on the ground floor of the
building. The objective marker is Armour 8, HP 1, impassable terrain, giving 5+
cover, if applicable. Extra armour can be purchased at 10 for the first point,
another 20 for the second, an extra 40 for the third and 80 for a fourth for
the maximum of a 4th extra point (armour 12) at 150 points in total. Extra hull
points can also be purchased at the same rate (up to a maximum of 4 extra, 5 in total). Only one hull point per phase
may be removed from each objective marker. The objective marker never suffers
any effect from the Building Damage Table, glancing and penetrating hits are
both considered to be a loss of a single hull point.
Victory: Any army with their objective marker still
intact (or partially intact) at the end of the battle is the winner. In the case
of more than one objective marker still being at least partially intact the
following commendations are brought into action (in order, each condition being
worked through until there is a winner).
1. The number of remaining hull points
remaining on the objective (the more the better)
2. How many hull points have
been lost (the least the better)
3. The number of remaining units on the board
(the most the better).
4 The number of whole units lost (the least the better)
5. (All totalled up) WYSIWYG, Highlander, Battle Forged.
6. Still a tie? It's a
draw, shake hands!
If a player's objective marker has been destroyed they are removed
from the game at the end of the phase in which it was destroyed. All models and
the objective marker are removed and the player has lost. If at the end of any
phase, only one player has an intact objective marker, they are considered the
winner. A player is not removed from the game if it loses all its models, but
still retains its objective marker. If all remaining objective markers are
destroyed in the same phase, the Victory Conditions (above) come into
play. Objective markers can be claimed by an opposing force if they are
within 3” of the marker and the defending side has no model within 3”. Other
armies may subsequently capture captured objectives as long as the 3” rule
applies. A single unit may not take hull points off an objective if it is in melee combat with another unit.
Length of game: Round 8: 2/6 chance of ending, Round 9:
3/6 chance of ending, Round 10: game ends.
Special: A side must start with at least one unit on the board at the
beginning of the game. Armies may get extra units on the board with Infiltrate,
in which case it can start on any floor in the base or Scout which means it may start in the bottom
floor of any adjacent building to the player's base. Units may arrive in any
turn, including the first with no reserve
roll required, by either deep striking or through the bottom floor of its
base (if the bottom floor is occupied by any force, units in reserve may not
enter in this manner). Deep
strike mishaps will only
occur when scattering off the board or onto infantry units. There is no outflank entry to the board. No player may
enter play through or into another player’s base.
Any model on a floor (not a ground floor) of a building cannot be
shot at, though it may be assaulted and overwatch
may be taken.
Buildings cannot be shot at or assaulted
and can only be entered on
the bottom floor through the open side or a door (not a window, though shooting
through windows is allowed). A unit can only move one floor per phase, no
matter what their movement is. Jump and Jet-Pack infantry may enter any level of a
building through the open side, but once on a level, may only move one level
per phase as other infantry units. Different units may occupy different levels
within the same building, but may only occupy the same level if they are
engaged in melee combat. (The charge range between floors is always 3" +/- special rules, with overwatch treated in the usual manner.)
Any model functioning outside the confines of a building suffers rad poisoning (-1 toughnesss) and Neurostatic
Aura (-1 to WS, BS, Initiative and Leadership).
These penalties are removed without any lasting effects once the model is safely
within a building again and are non-cumulative.
If any part of a model is visible (stand, cloak, weapon, tail, antennae, wing, hat etc) it is able to be shot at. Measuring distances and movement must be exact and markers placed to assist in accuracy. Those not involved should act as advisers and helping hands. Second or even third opinions may be sought to officiate contentious measuring and line of sight blocking.
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