Post by easye on Mar 25, 2007 2:45:43 GMT -5
Greetings,
On Warseer some of us created some alternate rules for playing in different BattleZones. We completed some preliminaries for Space Hulks and Caverns. I thought these might be useful for the campaign based on how the stories are unfolding.
The developement thread can be found here: www.warseer.com/forums/showthread.php?t=47456&highlight=codex%3A+Battlezones
BATTLEZONE CODEX: ENCLOSED
Before the game begins, discuss with your opponent what rules are in effect. For example, this Space Hulk has dim lighting, with a poor Atmosphere. In addition, these barrels are considered explosive cover, and these doors are locked.
General Rules
Alternate Force Organizations
• Although vehicles, bikes and cavalry models are permitted, they aren’t generally recommended because of the confined spaces onboard a SpaceHulk. The intended design of these tables is very maze-like and cramped, unsuited for these types of fast-moving models. To represent this, you may substitute 2 Fast Attack choices for either +1 Elites or +1 Troops choice.
Lighting- Optional
• Dim Lighting: Use standard Night-Fight rules, but double the distance when rolling to see.
• Dark: Use standard Night-Fight rules.
• Pitch-Black: Use standard Night-Fight rules, but half the distance after rolling to see.
No Atmosphere- Optional
The game uses the Decompression and Zero Gravity rules. All models receive a -1 armour save penalty. This does not affect Invulnerable models.
Poor Atmosphere- Optional
The game uses Low-Gravity rules. All models receive a -1 armour save penalty. This does not affect Invulnerable models.
Cramped Quarters & Ceilings
•Walls are considered to reach up to the ceiling, no models may see ‘over’ a wall, even if they are that tall, or are standing on some form of terrain.
• The Deep Strike rules may never be used.
• No unit can move over 12” a turn, Jump– and Jet– Packs cannot ignore terrain.
• Flame and Small Blast weapons cause d3 hits rather than placing the template and Ordnance and Large Blast weapons cause d6 hits. In addition, all Blast and Ordinance Template weapons cause Pinning in addition to other effects, representing pressure waves being focused within the confined space.
• Vehicles, (jet)bikes and cavalry moving within the cramped confines of a Spacehulk take extreme risk if they move too quickly. If any unit of this type moves over 6”, roll a d6. On a 1, d3-1 models take an s8 ap– hit as they’ve hit an extruding pipe, the ceiling, or whatever. Vehicles moving over 6” take a single Glancing Hit on a d6 roll of 1.
Explosive Cover- optional
Units hiding behind explosive barrels, ammunition crates, or vulnerable fuel and power lines are at risk by them being detonated, severed, or overloaded. If units behind these types of cover roll a 1 for their Cover Save, a blast is triggered that will hit 1d6 models in the unit with a s4 ap6 hit. Only one piece of cover will explode per unit being targeted.
Spook
A squad that takes casualties is subject to pinning if they do not have LOS to friendly units.
Friendly Fire
Units shooting that passes within 1" of another friendly unit will re-roll all misses. If the re-roll is a hit it is ignored, if a re-roll is also a miss, those shots hit the friendly unit the line of fire passes through. Weapons that Get-Hot still Get Hot as normal.
Lost
The labyrinth aboard a Hulk is extremely disorienting unless you are familiar with the vessel or have extremely sophisticated scanning equipment, which is not standard issue in the 40k Universe. If a squad moves out of Line of Sight with any unit [friend or foe], roll a d6. On a 1, they may do nothing that turn as they attempt to find their bearings.
Decompression- Optional
Multi-wound models will have to take an additional normal save to avoid a further wound after being wounded. This effect is cascading.
Doors & Doorways
Doors are either Locked or unlocked, this is decided before the game.
Locked doors count as Av10, any glancing or penetrating hit destroys them, and must be destroyed by the Attacker in order to be passed. Unlocked doors take 1 turn to open and pass. Open/destroyed doorways count as 5+ cover. Blast Doors count as Av14, and are also destroyed on a glancing or penetrating hit.
Alternate Gravity- Optional
• Low & High Gravity zones both count as Difficult Terrain.
• Zero-Gravity zones allow all weapons to add 6” to their maximum range, and all infantry roll 2d6 and pick the best for movement values.
Scenarios
• Boarding Action: The Attacker smashes through the hull via Boarding Torpedoes and Assault craft. Their deployment zones are placed at random along one board edge, whereas the Defender could have units stationed throughout the Hulk [as Sentries] with the bulk of their forces in Reserve, and/or within a cargo area. Objectives would be to generally cause pain and death to one another.
• Sabotage: The Attacker boards the ship via a Docking Bay or an external hatch, and must get to a specific point within the ship [must be represented by adequate terrain, could be randomly generated or selected by players] and plant explosives. The planting of charges takes 2 turns, and an Attacking squad must remain in Base to Base contact with the terrain piece during those turns to be successful. After they plant the explosives they have 3 Turns to escape the board [head to the point they entered] to gain bonus Victory Points or stratagems for further games. They win the game if the explosives detonate, regardless of if they survive or not.
• Retrieval: The Attacker attempts to steal physical and/or digital information from the ship and escape with it. This may be a hostage, or datafile – either way, they must get to it, and go back to their ship [again in the Docking Bay or exterior hatch] to escape. They only succeed in their mission if the item they were escaping with survives, so if the rescued hostage is killed and/or the entire Attacking team is killed, then the Defender automatically wins.
• Commandeer: The Attacker attempts to get to the command center and kill the crew in order to gain access to the ship for them. Fight your way to the Bridge [another adequate terrain representation], and defend it uncontested for the remainder of the game. There’s also a possibility of turning the ship’s Automated Defenses against the crew.
Terrain- Optional
• Ammunition Store - One infantry unit within 2" may re-roll to hit roll per turn.
• Medical Facility - One infantry unit within 2" may re-roll one failed to-wound roll suffered in the squad per turn.
• Blast Doors - The defender may place 1d6 Blast doors (no larger than 4" across) to block passages. They count as a stationary vehicle with Av14 and are destroyed on a glancing or penetrating hit.
• Power Controls - If a squad remains at this station for 1 turn [they may not be Pinned, or in an Assault, and 1 member must use the station and so cannot shoot], one Defensive Weapon (chosen by the Attacker) is deactivated for 2 turns.
Stratagems
• Zero-G Training - Units may move normally in Low and Zero-Gravity Terrain. Units may still receive the bonus for zero-gravity conditions, if they choose.
• Maps - This negates the effects of being "Lost" for a single unit.
• Demolition charges – up to three units may take demolition charges. These give the unit the ability to ‘blow through’ walls. When attempting to create a passage through a wall, roll a D6. The blast is concentrated and force into one point, so a tunnel effect is created. The D6 result must beat the wall’s width in inches rounded up to create a tunnel two inches wide. A roll of less has no effect. Once a unit uses a demolition charge, it cannot use it again. Represent breaches with two 2” markers, one on either end, models inside get a 3+ cover save
Defender Stratagems
• Bulkhead traps - Marked on the board by an airlock door on the board edge, and selected in secret before the start of the game by the Defender. If an enemy unit comes within 2" of the selected door, the Defender may choose to seal that zone and open it to the vacuum of space. Every model in the unit must take roll under their Initiative value on a d6. If they fail [roll over], then they are sucked out the door and count as being killed.
• Atmospheric Controls - Twice per game, nominate one section of the board , and you may choose to either thin/toxify the atmosphere, or crank up the gravity in that section.
- High Gravity treats all models in the room as if they are in Difficult Terrain. If they normally walk as in difficult terrain [Slow & Purposeful, etc] then half the distance rolled and round down.
- Toxic/Thin Atmosphere is represented by all models in the area taking an automatic s3 ap6 hit.
• Automated Defenses: The Defender may place up to 6 defensive guns throughout the Hulk at +15pts each and having the following profile:
24” s5 ap6 Heavy 3 Linked, fired at Bs2.
Attacker Stratagems
• Assault Boats: At your disposal are vessels designed to attack enemy ships and disembark infantry to fight inside. You gain access to the Reserves special rule, and your Reserves may arrive at a location of your choosing along a board edge.
• Torpedo Strikes: Your forces are equipped with heavy Torpedo Bombers, Missile Gunships, and other interstellar Ordnance carriers. You may call in a Missile Strike that count as d3 separate Earthshaker shots [s9 ap3 Ordnance 1 Blast], impacting the table on a board edge of your choosing and scattering only along that board edge [not “inwards” or “outwards”].
• Wrecker: One unit in the army may have 0-2 models replace their normal weapons with Plasma Cutters [or Xenos equivalent] for +10pts each. They count as 3" s10 ap1 Heavy 1, and are mainly used for cutting through Bulkheads and Blast Doors. [Idea knicked from the Las-Cutters in Imperial Armour 4].
On Warseer some of us created some alternate rules for playing in different BattleZones. We completed some preliminaries for Space Hulks and Caverns. I thought these might be useful for the campaign based on how the stories are unfolding.
The developement thread can be found here: www.warseer.com/forums/showthread.php?t=47456&highlight=codex%3A+Battlezones
BATTLEZONE CODEX: ENCLOSED
Before the game begins, discuss with your opponent what rules are in effect. For example, this Space Hulk has dim lighting, with a poor Atmosphere. In addition, these barrels are considered explosive cover, and these doors are locked.
General Rules
Alternate Force Organizations
• Although vehicles, bikes and cavalry models are permitted, they aren’t generally recommended because of the confined spaces onboard a SpaceHulk. The intended design of these tables is very maze-like and cramped, unsuited for these types of fast-moving models. To represent this, you may substitute 2 Fast Attack choices for either +1 Elites or +1 Troops choice.
Lighting- Optional
• Dim Lighting: Use standard Night-Fight rules, but double the distance when rolling to see.
• Dark: Use standard Night-Fight rules.
• Pitch-Black: Use standard Night-Fight rules, but half the distance after rolling to see.
No Atmosphere- Optional
The game uses the Decompression and Zero Gravity rules. All models receive a -1 armour save penalty. This does not affect Invulnerable models.
Poor Atmosphere- Optional
The game uses Low-Gravity rules. All models receive a -1 armour save penalty. This does not affect Invulnerable models.
Cramped Quarters & Ceilings
•Walls are considered to reach up to the ceiling, no models may see ‘over’ a wall, even if they are that tall, or are standing on some form of terrain.
• The Deep Strike rules may never be used.
• No unit can move over 12” a turn, Jump– and Jet– Packs cannot ignore terrain.
• Flame and Small Blast weapons cause d3 hits rather than placing the template and Ordnance and Large Blast weapons cause d6 hits. In addition, all Blast and Ordinance Template weapons cause Pinning in addition to other effects, representing pressure waves being focused within the confined space.
• Vehicles, (jet)bikes and cavalry moving within the cramped confines of a Spacehulk take extreme risk if they move too quickly. If any unit of this type moves over 6”, roll a d6. On a 1, d3-1 models take an s8 ap– hit as they’ve hit an extruding pipe, the ceiling, or whatever. Vehicles moving over 6” take a single Glancing Hit on a d6 roll of 1.
Explosive Cover- optional
Units hiding behind explosive barrels, ammunition crates, or vulnerable fuel and power lines are at risk by them being detonated, severed, or overloaded. If units behind these types of cover roll a 1 for their Cover Save, a blast is triggered that will hit 1d6 models in the unit with a s4 ap6 hit. Only one piece of cover will explode per unit being targeted.
Spook
A squad that takes casualties is subject to pinning if they do not have LOS to friendly units.
Friendly Fire
Units shooting that passes within 1" of another friendly unit will re-roll all misses. If the re-roll is a hit it is ignored, if a re-roll is also a miss, those shots hit the friendly unit the line of fire passes through. Weapons that Get-Hot still Get Hot as normal.
Lost
The labyrinth aboard a Hulk is extremely disorienting unless you are familiar with the vessel or have extremely sophisticated scanning equipment, which is not standard issue in the 40k Universe. If a squad moves out of Line of Sight with any unit [friend or foe], roll a d6. On a 1, they may do nothing that turn as they attempt to find their bearings.
Decompression- Optional
Multi-wound models will have to take an additional normal save to avoid a further wound after being wounded. This effect is cascading.
Doors & Doorways
Doors are either Locked or unlocked, this is decided before the game.
Locked doors count as Av10, any glancing or penetrating hit destroys them, and must be destroyed by the Attacker in order to be passed. Unlocked doors take 1 turn to open and pass. Open/destroyed doorways count as 5+ cover. Blast Doors count as Av14, and are also destroyed on a glancing or penetrating hit.
Alternate Gravity- Optional
• Low & High Gravity zones both count as Difficult Terrain.
• Zero-Gravity zones allow all weapons to add 6” to their maximum range, and all infantry roll 2d6 and pick the best for movement values.
Scenarios
• Boarding Action: The Attacker smashes through the hull via Boarding Torpedoes and Assault craft. Their deployment zones are placed at random along one board edge, whereas the Defender could have units stationed throughout the Hulk [as Sentries] with the bulk of their forces in Reserve, and/or within a cargo area. Objectives would be to generally cause pain and death to one another.
• Sabotage: The Attacker boards the ship via a Docking Bay or an external hatch, and must get to a specific point within the ship [must be represented by adequate terrain, could be randomly generated or selected by players] and plant explosives. The planting of charges takes 2 turns, and an Attacking squad must remain in Base to Base contact with the terrain piece during those turns to be successful. After they plant the explosives they have 3 Turns to escape the board [head to the point they entered] to gain bonus Victory Points or stratagems for further games. They win the game if the explosives detonate, regardless of if they survive or not.
• Retrieval: The Attacker attempts to steal physical and/or digital information from the ship and escape with it. This may be a hostage, or datafile – either way, they must get to it, and go back to their ship [again in the Docking Bay or exterior hatch] to escape. They only succeed in their mission if the item they were escaping with survives, so if the rescued hostage is killed and/or the entire Attacking team is killed, then the Defender automatically wins.
• Commandeer: The Attacker attempts to get to the command center and kill the crew in order to gain access to the ship for them. Fight your way to the Bridge [another adequate terrain representation], and defend it uncontested for the remainder of the game. There’s also a possibility of turning the ship’s Automated Defenses against the crew.
Terrain- Optional
• Ammunition Store - One infantry unit within 2" may re-roll to hit roll per turn.
• Medical Facility - One infantry unit within 2" may re-roll one failed to-wound roll suffered in the squad per turn.
• Blast Doors - The defender may place 1d6 Blast doors (no larger than 4" across) to block passages. They count as a stationary vehicle with Av14 and are destroyed on a glancing or penetrating hit.
• Power Controls - If a squad remains at this station for 1 turn [they may not be Pinned, or in an Assault, and 1 member must use the station and so cannot shoot], one Defensive Weapon (chosen by the Attacker) is deactivated for 2 turns.
Stratagems
• Zero-G Training - Units may move normally in Low and Zero-Gravity Terrain. Units may still receive the bonus for zero-gravity conditions, if they choose.
• Maps - This negates the effects of being "Lost" for a single unit.
• Demolition charges – up to three units may take demolition charges. These give the unit the ability to ‘blow through’ walls. When attempting to create a passage through a wall, roll a D6. The blast is concentrated and force into one point, so a tunnel effect is created. The D6 result must beat the wall’s width in inches rounded up to create a tunnel two inches wide. A roll of less has no effect. Once a unit uses a demolition charge, it cannot use it again. Represent breaches with two 2” markers, one on either end, models inside get a 3+ cover save
Defender Stratagems
• Bulkhead traps - Marked on the board by an airlock door on the board edge, and selected in secret before the start of the game by the Defender. If an enemy unit comes within 2" of the selected door, the Defender may choose to seal that zone and open it to the vacuum of space. Every model in the unit must take roll under their Initiative value on a d6. If they fail [roll over], then they are sucked out the door and count as being killed.
• Atmospheric Controls - Twice per game, nominate one section of the board , and you may choose to either thin/toxify the atmosphere, or crank up the gravity in that section.
- High Gravity treats all models in the room as if they are in Difficult Terrain. If they normally walk as in difficult terrain [Slow & Purposeful, etc] then half the distance rolled and round down.
- Toxic/Thin Atmosphere is represented by all models in the area taking an automatic s3 ap6 hit.
• Automated Defenses: The Defender may place up to 6 defensive guns throughout the Hulk at +15pts each and having the following profile:
24” s5 ap6 Heavy 3 Linked, fired at Bs2.
Attacker Stratagems
• Assault Boats: At your disposal are vessels designed to attack enemy ships and disembark infantry to fight inside. You gain access to the Reserves special rule, and your Reserves may arrive at a location of your choosing along a board edge.
• Torpedo Strikes: Your forces are equipped with heavy Torpedo Bombers, Missile Gunships, and other interstellar Ordnance carriers. You may call in a Missile Strike that count as d3 separate Earthshaker shots [s9 ap3 Ordnance 1 Blast], impacting the table on a board edge of your choosing and scattering only along that board edge [not “inwards” or “outwards”].
• Wrecker: One unit in the army may have 0-2 models replace their normal weapons with Plasma Cutters [or Xenos equivalent] for +10pts each. They count as 3" s10 ap1 Heavy 1, and are mainly used for cutting through Bulkheads and Blast Doors. [Idea knicked from the Las-Cutters in Imperial Armour 4].