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| Règles Optionnelles | ||
| Index | |
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| Rules | Author |
| Smoke Rounds | Joseph Looney |
| Battle Honors | Temp |
| Teleportation Rules | Harlequin Master |
| Air Superiority | Gavin Thorpe (typed by 'Mad Dog' McAlister) |
| Dig In Order | Jon "The Psyker" Nielsen |
| Smoke rounds |
Any unit with the "Artillery" modifier may be equipped with smoke rounds
at a cost of 5 points per unit with smoke rounds.
The firing units detachment must be on "Special" orders. |
| Battle Honors |
All honors are only available once per WE (War Engine). Those that specify "titan" in
the description are only available for titans (same for gargants, also
applies to Lord of Battles). Honors apply to entire detachment, but are
applied only once for each honor. For example: Fast and Tactical Genius would apply to all units in the detachment. Marksmanship effects one weapon system per honor, and may be taken once per unit. (a unit of 3 ShadowSwords could have this honor 3 times - once per tank) Lucky may be used once by the entire detachment per battle. Crew and Commander honors apply as long as 50% of personnel (units) survive the battle. Upgrades apply as long as the WE they are applied to survives (or 50% if applicable to the entire detachment).
Imperial
Eldar
Ork
Chaos
Tyranids
Points Cost for one-off games
Bloodlust of Khorne is less powerful than psyker when applied to a non-titan, but psyker abilities are restricted to titans. The bonus is increased for titans to make up for the fact that psyker is more powerful and is otherwise available. |
| Teleportation Rules |
Stands that are to be teleported go on Special Orders. Telporting troops are deployed on the battlefield at the end of the Shooting Phase. For each stand in the detachment, take a numbered counter. Mark on a piece of paper the numbers that corrospond to a particular stand i.e. no.1 is for Inquisitor Lord, 2 for Terminator, etc. From a height of 30cm off the table, drop the counters. If a counter lands off the table, it has been lost in teleportation and destroyed. If a counter lands on another stand, then move the counter off the stand and place it next to the stand, teleporters have an inbuilt safety mechanism to prevent teleporting troops from appearing on/in other stands. After all counters have landed, replace them with the stands indicated on the piece of paper. Any enemy units within 10cm of teleporting stands may perform Snap Fire. Any teleporting stands that have survived may then move in the Assault Phase as normal. Telporting troops always move first in the Assault Phase, regardless of who has the initiative, this represents the lightning attack of teleporting troops. Continue with the Assault Phase as normal. In subsequent turns, assuming teleporting troops have survived, they may be given any orders that are appropiate eg March, Assault, etc.
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| Air Superiority |
Here they are. Taken from WD#214 p94. Comments by me ('Mad Dog' McAlister) are within [].
EPIC 40,000- AIR SUPERIORITYBy Gav Thorpe
EVAC! EVAC!As well as rapidly deploying troops into key areas of the battlefield, another use of transport flyers is to airlift troops out of danger or swiftly relocate them from one part of the war zone to another. This introduces the possibility of another Flyer mission- Evac (short for evacuation, in case you hadn't already guessed). You can only use Evac missions if you have first agreed to do so with your opponent- this is an optional rule, not a sovereign right!
[Sounds like a good mission, especially for getting away from those Tyranids... -MDMc] COUNTERSTRIKEAcheiving supremacy in the skies is a key part to winning a battle. If your flyers can ground attack the enemy without risk of interception they will cause your opponent untold amounts of grief. Air superiority can be achieved in a number of ways. Some commanders put their faith in the ability of their interceptors to shoot the enemy out of the sky in a dogfight. Some armies rely on their superior batteries of anti-aircraft guns. Other army leaders [Dante, are you there? -MDMc] prefer to hit the enemy when they are most vulnerable- while they are on the ground! The new Counterstrike mission detailed below allows you to send your fliers on a ground attack on the enemy airbase. You can only use Counterstrike missions if you have first agreed to do so with your opponent (though I'd recommend them as they can be very entertaining...) [I suppose the mad ones out there could make a model airfield, with troops drop-podding onto it, and so on, but I'll leave that to your imagination... -MDMc]
[Pic of Gav looking stupid. -MDMc] [OK, the next bunch of things are paraphrased, as I can't be bothered typing the whole thing out (4 pages!) No important stuff has been changed. -MDMc]
CARRYING NON-INFANTRY UNITSIn E40K transport vehicles are only assumed to be able to carry infantry units. However, it is not unreasonable to assume that large transports can carry larger cargoes. The same applies to Flyers with sufficient transport capacity. The following rules only apply to transports which have a capacity of 6 or more, so Thunderhawks only here, I'm afraid.
Thunderhawk Operational Loads: You can discuss other combinations with your opponents.
TYRANID GARGOYLESThe gist of the half-page: Gargoyles can land and have a Assault of 1, Speed of 15 and the Jump-Packs ability (so their speed is doubled to 30, and tripled in the assault phase). If they wish to leave, they must perform an Evac mission. You should also increase their value by at least 3 points.
SWOOPING HAWKSAny detachment that consists entirely of Swooping Hawks and Exarches can use the Drop Pods rules in any scenario.
NEW SCENARIOSGET US OUT OF HERE!- Marines vs. TyranidsTyranid Assault on Laqueus, blah, early in the Second Tyrannic War, blah, Ultramarines must buy time, blah, divert the Tyranids into the killing field... Special Rules : Razorwire, Hidden Set-up, Forrifications, Reserves and Army Morale. Forces : Decide on a points value for the battle. The Tyranid player gets this many points, the Marine player gets 75% of it (and no imperial guard things, just marines!).
Set-Up:
Terrain is set up in some mutually agreeable manner. Game length and victory conditions No objectives are used, but for every Marine detachment that either makes it off the table or is evacuated by Thunderhawks, the morale of that detachment is added to the Marine player's morale. If one army's morale is reduced to zero or less, blah, blah. THE PURGATION OF XCV-78: Imperium vs. Eldar Primeval world wich in minerals, blah, strange accidents happen to miners, blah, Eldar invade without warning, blah, defenders muster around Diablos province... This scenario uses the Blitzkrieg rules, with the following modifications:
The Eldar must spend at least 25% of his / her force on Flyers. 'Mad Dog' McAlister, a tired typist. |
| Dig In Order |
How about this house rule: :-) A detachment on overwach can opt not to fire. If they are charged in the CC phase, they get to shoot at their attackers (no re-rolls) right before these reach them. This gives could give the attackers some casualties and BM's, making it a bit easier for the defenders to win. The way it is now, a few assault troops can make a large detachment of well dug-in heavy-weapons boys run for the hills, simply by attacking two to one, thereby having 4 times the assault value of the defenders. They win easily even though only 1 of ten defenders actually fight. Giving the defenders a chance to shoot would make this more fair. I also mean that you can prepare to be engaged by "digging-in".
Note from François Bruntz
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