WH40k RevisionV1.02
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Transcript of WH40k RevisionV1.02
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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!