|
| HOME FORUMS GALLERY NEWS RUMOURS SEARCH |
|
40k Advanced Rules
KingNova3000 30/11/2005 - 17:47
40k AdvancedVersion 2.6[For a printable PDF version of these rules click here] 40k Advanced is intended for veteran players who have a firm understanding of the current 40k rules. Army balance issues may come up, but war isn’t fair. These rules are intended for friendly games only and players should feel free to alter them as they see fit. THE MOVEMENT PHASEGoing to Ground
Aunit that has gone to ground it gains the stealth specialrule. If a unit that has the stealth special rule goes toground they are able to re-roll failed cover saves. If a unit is inthe open when they go to ground they gain a 6+ cover save. As soon asthe unit moves it no longer counts as going to ground. BulkyUnits: Some units are so huge and bulky that going to groundgives them no additional benefit, to represent this, units thatcontain any models that cannot perform sweeping advances cannot go toground (units like Terminators or Obliterators) RunningAunit of infantry (see pg 264 for descriptions) can attempt to runthat little bit further. This is done in the exact same manner as thefleet universal special rule, except instead of an extra D6inches, running is an extra D3 inches. Models that are not allowed toperform sweeping advances (i.e. terminators) or are slow andpurposeful cannot perform a run, as they are to slow. A modelthat already has fleet cannot perform a run move on top of theirnormal fleet move. Units that move any extra distance in the movementphase due to blood rage or something similar cannot perform a run. Units that wear heavieror bulkier armour may find it hard to run, to represent this unitswith a 2+ save cannot run at all, in addition units with 3+ savessuffer a minus –1 to the D3 result for running. THESHOOTING PHASECoverSavesCover is treated in theexact same manner as the standard 40k rules except for on minorchange; cover saves are taken before armour saves. So for example youhave a unit of Space Marines in a forest (5+ cover save), they areshot and hit by six pulse rifle shots. So the Space Marine playerwould roll six cover saves first, any passes (5 or 6 in this example)represent the terrain stopping the incoming fire, but for every coversave that is failed the Space Marines will have to take armour saves. ![]() In another example aunit of Imperial Guardsmen has gone to ground within a bunker (3+cover save), they are hit by four bolter shots. The guard playerrolls the cover saves, for each one that fails the guard player wouldtake an armour save, but can't because the bolter penetrates theguardsmen’s' saves. DesignNote: This is the more realistic way of playing cover saves andwas deliberately avoided by the 40k designers, as they didn’twant units with already high armour values to become almostuntouchable in cover. But that just isn’t cricket. SplittingFireNormallyin the standard Warhammer 40 000 a unit cannot split is fire, but inadvanced 40k you are perfectly able to. A unit (excluding vehicles)can split any shooting between two valid targets. Declare whatis shooting at what before rolling any dice. The two targets must beput into a Primary and a Secondary category. The Primary target isfired at as normal, but to shoot at the secondary target a LD testhas to be taken (using the highest of the models shooting at thesecondary target), if passed they shoot at it as normal, if failedthere has been confusion in identifying the target and any modelsshooting at the secondary target can not fire this turn. Multi-Trackers:Tau units with a model with a multi-tracker can still split firefollowing the above rules, but in addition if desired themulti-tracker equipped model may shoot at an additional target usingthe multi-tracker rules. So in effect a Tau unit with a multi-trackercan be firing at three different enemy units! Aimed FireA unit or model(excluding vehicles) can aim their shots if they have not moved inthe movement phase. When aiming they are seeking out weak spots inthe enemies cover or armour that they can take advantage of. Torepresent this an aiming model may re-roll any failed to hits thatroll a one, remember a re-roll can not be re-rolled. Heavy weaponscannot be aimed, as they are too cumbersome and large to get aimedshots. Even units that always count as being stationary cannot moveand aim. Adv. PenetratingFireIn standard 40k weaponshave fixed AP value, meaning if you have a 4+ save you don’thave to worry about your armour being ignored by AP 5 weapons. But inthings now work a little differently. Roll your armour saves likenormal but minus the weapons Armour Penetration modifier. So forexample a weapon has a AP of 4 then you reduce 2 from your armoursave, for example a Space Marine’s 3+ would become 5+.
*This minus one only applies if the weapon’s strength value is equal to or greater then 5.
Large Blast /Ordnance Blast TemplatesAll the rules forplacing the blast template works like normal, except place down thesmallest (3 inch) blast template first. Any models fully or partiallyunder this template suffer a strength hit equal to that of theweapon. Once these rolls to wound have been worked out place thelarge blast template directly over the smaller one, roll to hitpartials like normal. Any models hit by this blast template (do notinclude the ones already hit by the smaller one) suffer strength hitsequal to that of half the weapons strength (rounding up). For armoursave purposes, models hit by the large template halve the AP modifierrounding up, if the modifier is one to begin with then it is reducedto none. Over-watchIn a game a single unitper army can go one over-watch at one time (another unit can go oneover-watch at the same time per 500 points the game is over 1000, soin a 2000 point game three units can be on over-watch at one time).You declare a unit going on over-watch at the start of your turn,this unit must pass a LD test to go on over-watch, if they fail theorder has not been received and can not go over-watch this turn andcount as having moved (so can not move any further this turn), youcannot then nominate another unit. If the unit goes on over-watchthey cannot move or attempt to go to ground, although they may shootin the shooting phase like normal but if they do this they are takenoff over-watch. A unit on over-watchcan declare to interrupt your opponent’s movement or assaultphase. If they move a unit that can be targeted the over-watchingunit may shoot at it like normal (your opponent is allowed to moveeach model 1 inch before the shooting takes place). Work out theshooting as you normally would, your opponent taking pinning ormorale tests like normal. Once this shooting has been resolved theopponent continues his turn. Once the over-watching unit hasperformed its shots it is taken off over-watch. This unit actsnormally in its next turn and can even attempt to go on over-watchagain. That shoots whilst onover-watch can not split fire unless the have their own uniquespecial rule or piece of equipment (i.e. Space Wolf Long Fangs) Invulnerable SavesInvulnerable Saves arethe same as normal except for the following changes. Invulnerablesaves are always taken before armour saves; only then if youfail to pass the invulnerable save roll you make your armour save. Sofor example a Space Marine Chaplain is hit and wounded by a bolter,he would then take his 4+ invulnerable save, if he fails that he thenmakes his armour save (with any modifiers that may apply). Aninvulnerable save can never be modified (unless a special type ofweapon ignores them). In addition Invulnerable saves are made afterany cover saves. Invulnerable SavePoint IncreaseBecause invulnerablesaves have become so much more potent their points value has to beincreased to reflect this. Any piece of wargear or unit with aninvulnerable save adds the below points cost (depending on the levelof the save). So for example an Iron Halo would cost an extra 20points whilst a Terminators or Terminator armour would cost an extra10 points.
*The Dark Eldar wargearitem Shadow Field suffers only a 5-point increase, even though it isa 2+ invulnerable save, it can only fail once. CLOSE COMBATPistols in CombatThe pistol weapon typeis designed for close range shooting, where the enemy is right on topof you. In close combat a model armed with a pistol is able to fire asingle shot at their initiative value in the assault phase usingtheir WS instead of BS, the shot has the same characteristics as thepistol type (so a model hit by a plasma pistol is treated as beingshot by a plasma pistol). But shooting in hand-to-hand can be adangerous action, as a friendly model may get in the way or theshooter may fire upon their self. To represent this any 1 rolled tohit with a pistol hits a friendly model within 2 inches (selected byyour opponent) OR if there are no friendly models the model has shotit self, roll to wound and save etc. A model does not get cover saveswhen fired at by a pistol in close combat. A pistol that suffers theget hot rules will over heat on a 1 but will hit the shooter orfriendly model on a roll of a 2.
If a model shoots withits pistol then it does not gain +1 for having an additional closecombat weapon. So for example an Assault Marine has chainsword andbolt pistol, he can perform 2 basic attacks or 1 close combat attackand one bolt pistol shot. Armour Saves inCombatIn combat armour savemodifiers are worked out by the weapons strength rather then AP value(unless of course you are shooting a pistol). Stronger the wielder ofthe weapon the more it will reduce armour. Some weapons may havestrength bonuses and or additional armour save modifiers (see powerweapons for one example).
Bikes, Jet Bikes,Beasts and CavalryThese types of unitsare fast hard hitting units that drive into combat hit the enemy andcontinue on their way. To represent this these types of units gainthe Hit and Run universal special rule on the turn they chargeand only if they win that combat. This hit and run cannot be madeagainst vehicles without a WS. ParryA player can opt toparry at the start of close combat (except the first round ifthey charged) with all models that can normally attack and beattacked, if they do so these models becomes initiative 0 and suffer–2 from their number of attacks. A unit that is attempting toparry declares what initiative value they will parry on, this can beany value, as so long as it does not exceed their own majorityinitiative value plus +2. All enemy attacks made on that initiativevalue are parried. When parried against all successful rolls to hitare re-rolled (the attack can use the benefit re-rolls in the case ofspecial rules like Master Crafted Weapons) Parries can’t bemade if the majority of the enemy models being parried against have astrength value (after modifiers) of plus +2 higher then the majorityof the defending models. T In another exampleusing the same diagram, if the marines had the furious charge USRthen the Firewarriors would not be able to parry their attacks. Forone reason the marines’ initiative values have increased to 5(the Firewarriors can only parry up to initiative level 4), and for asecond reason the space marines’ strength values have become +2to higher then that of the Firewarriors. In another exampleusing the same diagram, if the space marine unit contained apowerfist the firewarriors could choose to parry on that spacemarines initiative level which in this case would be 1. So allattacks by the powerfist are attempted to be parried, but sadly forthe firewarriors the powerfist is over +2 their strength values. VEHICLESVehicles andSplitting FireA vehicle can choose tosplit their fire with a single weapon. In other words one otherweapon can shoot at another viable target, but this one weaponsuffers a minus –1 from its BS value. Vehicle CoverA vehicle benefitscover in the same way as infantry, except there is a slightdifference. A vehicle has to be at least 50 percent in cover tobenefit from it. The cover save though is taken after determiningif the shot is penetrating or glancing hit. If the shot is apenetrating hit roll the cover save like normal, if passed the shotis downgraded to a glancing hit. If the shot was already a glancinghit roll your cover save, if the save is successful then the shotsuffers a minus –1 from glancing hit damage table roll. If thevehicle is open topped then the +1 and –1 negate one anotherout. The type of cover too avehicle is the same as usual, so if the vehicle was in ruins theygain a 4+ cover save for example. Vehicle WrecksAfter a vehicle isdestroyed it is normally left on the table (unless a 6 on theordnance table is rolled), fires will remain to burn of these wreckedvehicles, fires that can sometimes ignite ammo or un-burnt fuels. Atthe start of each players turn roll a D6 for each wrecked vehicle, ona result of 6 an incident has occurred. Roll on the incidents tablebelow.
2:Moderate Explosion: A moderate explosion occurs, any modelswithin 6 inches takes a wound on a roll of 5+ and must take a pinningtest. 4:Large Explosion: A large explosion occurs, any models within 6inches takes a wound on a roll of 4+ and must take a pinning test. 5:Powerful Explosion: As above but in addition wrecked vehicle isflipped into the air 2D6 inches in a random direction. Any modelsthat come underneath the wreck move directly towards the closestboard edge, enough inches to get them out of harms way. 6:Very Powerful Explosion: As result 4, but within 6+D6inches.After wounds have been resolved remove the wrecked vehicle, as it hasbeen blow to fragments. SPECIAL WEAPONS ANDEQUIPMENT RULESShuriken Catapults:Have the profile as below… Strength: 4 AP:5 Range: 18’’/12’’, Assault 1/2 If a model armed with acatapult moves their range is reduced down to 12’’ butthe weapon becomes Assault 2. Power Weapons andFistsPower Weapons have afurther –2 armour modifier, instead of ignoring armour saves.Powerfists doubles the users strength and –4 from theirinitiative to a minimum of 1, additionally they have a further –2armour modifier, instead of ignoring armour saves. Necron “we’llbe back ArticlesRe: 40k Advanced Rules
teknomancer2008 13/02/2008 - 07:22
seems to be incomplete? what happened? read full thread |
|