In The Emperors Name 2nd Edition Core Rules
In The Emperors Name 2nd Edition Core Rules
In The Emperors Name 2nd Edition Core Rules
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Forge of War Development Group
Foreword
I still remember with great fondness the original Rogue Trader rules for Warhammer 40K. I played endless games with my friends across tabletops populated with a wide range of figures and terrain made from shoeboxes. Even though the rules were clunky and often didnt work we found that we could have fun by operating with a cheerful disregard for anything that did not make sense. The main game of Warhammer 40K remains one of the most popular in the world, despite rules that run into hundreds of pages and the continuous churning out of army codices. I believe that it is the 40K universe itself that keeps people playing rather than the rules and figures. When Space Crusade and then Space Hulk came out I was overjoyed. Simple rules made the play fun again. Unfortunately when the deal with Milton Bradley ended so did most support for these games. The next true skirmish game from GW was Necromunda. The rules were quite complex and restricted to playing the featured gangs in the box. Like Space Crusade support dwindled and it went into the back catalogue (Specialist Games). By now I was reading Black Library books and wishing I could be the Inquisitors Eisenhorn and Ravenor, so imagine my joy when the Inquisitor game came out. I rushed down to my local GW and bought the rules. Thank the Emperor I didnt buy the figures too because the rules were probably the worst that GW had ever created. I couldnt believe that you needed a huge volume of rules to describe a game between two groups of five to ten figures. Since then I have experimented with a number of commercial and home grown SF skirmish rules and this set is the result of all that work.
Copyright Notice
Copyright of all terms created by Games Workshop remains with that organization. These are a set of fan-created rules and as such are free to copy and use.
Credits
It is the practice of the Forge of War Development Group to give credit to each person who contributes to one of our rulesets through their contributions and play testing. Craig Cartmell Chris Knowles Mike Rybak Edgar Traverso Jason Mastros Scott R. Pyle Francisco Javier Joseph Urban Original Author & Editor. Contributor & Proof-reader. Contributor. Contributor. Contributor & creator of the Campaign section. Contributor. Contributor. Cover Art. Page 2 of 24 2nd Edition August 2011
Contents Foreword..................................................................................................................................... 1 1.0 Introduction ........................................................................................................................ 3 2.0 Building a Retinue ............................................................................................................... 3 3.0 Figures ................................................................................................................................... 4 4.0 Retinues ................................................................................................................................. 5 5.0 Arms & Equipment ............................................................................................................... 7 6.0 The Field of Battle .......................................................................................................... 11 7.0 Playing the Game ............................................................................................................... 13 8.0 Psyker Powers................................................................................................................... 17 9.0 Special Abilities ................................................................................................................ 18 10. Vehicles ............................................................................................................................... 20 Appendix One Aboard The Hulk ........................................................................................ 22
1.0 Introduction
These are a set of skirmish rules for games with roughly four to ten figures per side. The key design philosophy is KISS [keep it short & simple]. The idea being that the players can learn the rules in a few minutes and then get on with the fun of slaughtering one another. For example, the main rules for play take up just three pages (section 7.0). The game is based in the Warhammer 40K universe. Each player forms a Retinue led by a heroic Inquisitor, a devious Chaos agent or one of a selection of other protagonists. They pit their forces against one or more other Retinues for possession of a chosen objective, or just for the rush of bloody combat. A note for Warhammer 40K Enthusiasts: Despite some similarities these rules are not a sub-genre of 40K. They try to represent very small actions in the 40K universe, but in no way relate directly to any specific rule in that rule set. A note on figure scales: Regarding figures, our assumption is that these rules will be used with 28mm miniatures. If using 15mm you may wish to reduce the movement rates to 4 normal and 2 if running. 54mm players might wish to double their movement rates to 12 normal and 6 running.
If a figure throws a weapon and there is only one such weapon on the figure [WYSIWYG], then that weapon is gone. Guns of various types all come with enough ammunition to last the battle.
3.0 Figures
For simplicitys sake the rule is that if it is on the figure then that figure is equipped with it [WYSIWYG]. This applies especially to arms and armour. From that it follows that if the figure is wearing armour, and carrying certain weapons they are competent in those items.
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4.0 Retinues
In this section two types of Retinues are described: The Servants of the Emperor, led by a bold Inquisitor, and The Enemies of Man, led by a dastardly Agent of Chaos. These are the classic protagonists from the Black Library series of novels. More types of Retinue are available to choose from in the Retinues booklet.
Has Psyker powers @ 10 pts each*. Special weapons. Terrifying. Will have Psyker powers @ 5 pts each. No more than one per Retinue. Death-cult Assassin 4+ +2 +0 +2 Do not have ranged weapons. *Only available to a Radical Inquisitor. A Puritan Inquisitor may reroll failed grit rolls against those Psyker powers that allow such rolls. Notes Restricted to: Just clothing [5+ to hit]. Flak Jacket or Mesh [6+ to hit]. Carapace Armour [7+ to hit], Refractor Shield [7+ to hit]. Heavy Power Armour [8+ to hit]. Inquisitor & Space Marines Adeptus Arbites may deploy with Suppression Shields. This increases their armour by one level against ranged attacks. These shields cost 3 points. Weapons Improvised Light Medium Heavy Very Heavy Notes Tree branches, broken bottle [-1 to hit]. Dagger, Bayonet, Hand axe, Club, Autopistol Sword, Staff, Autogun, Lasgun, Laspistol, Shockmaul [Arbites only], Shotgun Two-handed Sword, Chainsword, Bolt Pistol, Bolter, Heavy Stubber, Flamethrower (Stormtroopers only). Heavy Bolter, Hellgun, Plasma Pistol, Power Weapon Plasmagun, Power Fist, Meltagun, Force Weapon (Inquisitor only) Combat Bonus -1 +0 +1 +2 +2 +3 +4 Armour None Light Medium
Example Inquisitor's Retinue 199 pts Inquisitor Interrogator Space Marine 3 I Stormtroopers Deathcult Assassin Refractor Shield, Bolt Pistol, Power Sword, 2 Psyker Powers @ 59 pts Carapace Armour, Laspistol & Sword @ 24 pts. Power Armour, Bolter, Bolt Pistol, Chainsword @ 33 pts Carapace Armour & Hellgun @ 21 pts. No armour & Power Sword @ 20 pts. Page 5 of 24 2nd Edition August 2011
If a Chaos Agent chooses to follow a single god this costs 5pts, but brings certain benefits: Chaos Agent and his Retinue get +1 to FV in Melee, but suffer a -1 to Shooting. Chaos Agent, and all troops except Plague Zombies, get +1 to Grit Rolls. Retinue may include Plague Zombies. Ignore Terror. Chaos Agent and all troops get +1 to Speed. Chaos Agent can buy Psyker powers @ 5pts each. Notes Just clothing [5+ to hit]. Flak Jacket or Mesh [6+ to hit]. Carapace Armour [7+ to hit], Refractor Shield [7+ to hit]. Power Armour [8+ to hit]. Restricted to: Fallen Guardsmen or Chaos Agent Chaos Agent Chaos Space Marine or Chaos Agent Combat Bonus -1 +0 +1 +2 +2 +3 +4
Notes Tree branches, broken bottle [-1 to hit]. Dagger, Bayonet, Hand axe, Club, Autopistol, Grenade Sword, Staff, Bolt Pistol, Autogun, Lasgun, Laspistol, Shotgun Two-handed Sword, Chainsword, Bolter, Heavy Stubber, Flamethrower (Fallen Guardsmen only). Heavy Bolter, Hellgun, Plasma Pistol, Power Weapon Plasmagun, Power Fist, Meltagun, Daemon Weapon (Chaos Agent only)
Example Chaos Agent's Retinue 195 pts Chaos Agent: 2 Guardsmen 3 Chaos Cultists Unapproved Psyker Refractor Shield, Autogun, Daemon Weapon, 1 Psyker Power @ 50 pts Flak Armour, Lasgun @18 pts Flak Jacket, Laspistol & Dagger @ 16 pts. No Armour & Dagger. 1 Psyker Power @ 17 pts. Chaos Space Marine Power Armour, Bolter, Bolt Pistol & Power Sword @ 44 pts.
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5.1 Armour
Armour affects combat by providing the target number for the attacker to exceed. Armour Carapace Armour Displacer Field Fire Warrior Armour Flak Jacket Genestealer Carapace Gun Drone Armour Holo Field Just clothing Kroot Mastiff Armour Mega Armour Mesh Necron Living Metal Ork Eavy Armour Ork hide Power Armour Refractor Shield Scout Carapace Armour Servitor Combat Chassis Squat Exo-Armour Synthskin Tau Crisis Suit Tau Stealth Suit Terminator Armour Zoat Hide Type Medium Heavy Medium Light Light Medium Medium None Light Medium V.Heavy Light Heavy Medium Light Heavy Medium Medium Medium V.Heavy Light Heavy Heavy V.Heavy Medium To Hit 7+ 8+ 7+ 6+ 6+ 7+ 7+ 5+ 6+ 7+ 10+ 6+ 8+ 7+ 6+ 8+ 7+ 7+ 7+ 10+ 6+ 9+ 8+ 10+ 7+ Cost 7 8 7 6 6 7 7 5 6 7 10 6 8 7 6 8 7 7 7 10 6 9 8 10 7
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5.2 Weapons
Ranged Weapons are counted as having enough ammo to last the skirmish. Weapon Autogun Autopistol Barbed Strangler Battleaxe Bayonet Big Choppa Big Shoota Bolt Pistol Bolter Burna Burst Cannon Chainsword Choppa Combat Knife/Dagger Cult Mechanicus Power Axe Daemon Weapon Daemonic Talons Death Spinner Executioner Chainsword Flamethrower (line) Flayed One Blades Force Weapon Fusion Pistol Gauss Flayer Genestealer Talons Graviton Gun Grenade Grenade Launcher Grot Pistol Harlequins Kiss* Heavy Bolter Heavy Gauss Blaster Heavy Staff Of Light Heavy Stubber Hellgun Jokaero Digital Weapons Kroot Hound Bite Kroot Rifle Kroot Rifle Blades
Grit Type Bonus Range Penalty* Cost Medium +1 18" 2 Light +0 12" 1 Light +0 24" 2 Medium +1 1 Light +0 0 Heavy +2 -1 3 Heavy +2 36" -1 6 Heavy +2 18" 3 Heavy +2 24" 4 Heavy +2 -1 3 Heavy +2 18" 3 Heavy +2 2 Medium +1 1 Light +0 0 Heavy +3 -2 5 V.Heavy +4 -2 6 Medium +1 -1 2 Heavy +2 12 -1 3 Heavy +3 -1 4 Heavy +2 12 -1 3 Heavy +2 2 V.Heavy +4 -2 6 V.Heavy +4 6" -2 6 Heavy +2 24" -1 5 Heavy +2 -1 3 Heavy +2 18" 3 Light +0 12" 3 Light +0 24" 5 Light +0 12" 1 Light +0 5 Heavy +3 36" -1 7 V.Heavy +4 24" -2 8 Heavy +3 3 Heavy +2 24" 4 Heavy +3 24" -1 6 Medium +1 12" 1 Medium +1 1 Medium +1 24" 3 Medium +1 1 V.Heavy +4 24" -2 8
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Lasgun Laspistol Lightning Claw Mace Mandiblaster Mechanical Claw Meltagun Neuro-Disruptor Plasma Pistol Plasmagun Power Fist Power Klaw Power Weapon Pulse Carbine Pulse Pistol Pulse Rifle Rail Rifle Rokkit Launcha Servo-Arm Shockmaul Shoota Shotgun Shrieker Cannon Shuriken Catapult Shuriken Pistol Slugga Sniper Rifle Spear Squig Bite Staff Storm Bolter Sword Thunder Hammer Two-handed Sword Warscythe* Wraith Blades
Wraithcannon * For more on the grit penalty see 7.5 The Grit Roll. 5.2.1 Heavy Weapons
Medium Medium V.Heavy Medium Medium Medium V.Heavy Heavy Heavy V.Heavy V.Heavy V.Heavy Heavy Heavy Medium Medium Heavy V.Heavy V.Heavy Medium Medium Medium Heavy Heavy Medium Medium Heavy Medium Medium Medium Heavy Medium V.Heavy Heavy Heavy Heavy V.Heavy
+1 +1 +4 +1 +1 +1 +4 +2 +3 +4 +4 +4 +3 +2 +1 +1 +3 +4 +4 +1 +1 +1 +3 +3 +1 +1 +2 +1 +1 +1 +3 +1 +4 +2 +3 +3 +4
24" 18" 12" 12" 12" 24" 18" 12" 30" 36" 24" 24 12" 24" 24" 12" 12" 36" 24" 12"
-2
-2 -2 -2 -2 -2 -2
-1 -1 -2
-1 -1
-2 -1 -2
3 2 6 1 1 1 6 2 5 8 6 6 5 4 1 4 7 7 6 1 3 1 6 6 1 1 5 1 1 1 5 1 6 2 4 3 6
Heavy ranged weapons (heavy bolters, heavy stubbers, etc.) require a crew of two figures to move and shoot in the same turn. When shooting the heavy weapon, neither crew may fire any other weapons (they are too busy loading, spotting, assisting, etc.). If one crew member is taken out of the game, the survivor may only move or shoot the heavy weapon, not both, during a subsequent game turn.
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Note that this rule does not apply to figures wearing Power or Terminator Armour (or Xenos equivalent) - they may carry and fire heavy weapons as easily as anything else in their respective arsenals.
5.3 Grenades
Grenades are thrown at a target point and explode attacking each person in a 3 radius. Once you have chosen your target point roll a scatter die and a six-sided die to determine the distance and direction the grenade scatters. If the scatter die comes up with a Hit you are precisely on target. As a general rule no figure carries more than one grenade. Tick it off the roster when it has been used. Troops with a Grenade Launcher (see Imperial Guard, Adeptus Arbites & Blood Pact) will have a bandolier with six grenades. Note that Grenades for Launchers cannot be thrown only fired.
5.4 Flamethrowers
Any form of flamethrower sends out a line of flame that may hit one or more targets. The range of a Flamethrower is 12. The shooter rolls to hit and if he does he can then roll to hit a second target that must be within 3 of the first. He can keep rerolling until he either misses or there are no more targets within 3 of the last figure that he hit. You cannot target the same figure twice. Cover does not add to armour for resisting Flamethrower attacks, but the shooter must have a clear line of sight to each target. Unlike for normal shooting intervening friendly figures do block line of sight (or you risk immolating them too). A Figure using a Flamethrower has their armour rating reduced by 1, to reflect the constant risk of the Promethium Tanks being ruptured and immolating them.
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The Escort gets to act first on the first turn. It has also been reinforced with an extra twenty points of troops per opposing Retinue after the first. 6.3.5 The Ritual [This is suitable for 2-3 Retinues]. A Chaos Agent (or possibly a Radical Inquisitor) and his Retinue are performing a dangerous ritual in a building somewhere on the table. The other Retinues have a restricted number of turns to find him and disrupt the ritual (engaging the Chaos Agent in melee would be enough, or shooting him dead) . Place four to six buildings randomly on the table. The Chaos Agent secretly notes which one he is in before his opponents deploy. He can deploy up to half his Retinue outside the building to lead the others a merry dance if he so wishes. 6.3.6 One of our Robots is missing [This is suitable for 2-5 Retinues]. A Dreadnought has gone rogue and is standing in the centre of the table fighting anyone who approaches. The Retinue that takes it down wins (Grit 3+, FV4, SV4, Move none except turning, 12+ Armour, Heavy Bolter and Power Claw). 6.3.7 Life is Cheap [This is suitable for 2-3 Retinues]. An injured Imperial/Chaos Spy is holed up in a bunker in the centre of the table surrounded by Plague Zombies. He cannot get out and they cannot get in. The objective is to reach the entrance of the bunker, pick up the injured man and get him back to your deployment point without getting eaten. There should be at least fifty zombie figures evenly spread in pods of five around the bunker. None will be more than 12 from the bunker at the beginning of the game. One pod will be beating on the bunker door. A pod of Zombies will immediately move towards and attack the first Retinue that comes within 9 of them. On subsequent turns they will move last in the initiative order. They are relentless and will pursue their targets until they catch them and eat them. Line of sight is not important once the Zombies are on their trail. They can track fear and blood. Anyone killed by a Zombie will arise as one on the next turn. Plague Zombies are Grit 2+, FV+1, SV+0, Speed -1, No armour or weapons. They are immune to Terror and Psyker Powers [Nurgle is such a generous god]. 6.3.8 Fire Mission One-Five [This is suitable for 2-5 Retinues]. There is a bunker in the centre of the table. It is the only place on the table that will survive a planned orbital bombardment tha will be descending shortly to obliterate this area of the planet. At the end of turn six roll 1D6. On a 6 the bombardment begins. If the games goes to turn seven, a roll of 5 or 6 will bring on the bombardment and so on. The objective is to be in the bunker when the bombardment begins. The bunker is hard cover, but has no locks on its two doors, so you cannot seal yourself in. Which means you must hold it the hard way, by killing any other poor sucker who tries to get in.
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7.3 The Shooting Phase This is carried out in initiative order. Each player may shoot with any or all the figures that he has, and may run any figures that are not shooting and have no enemy in line of sight when they begin their run. A run move is 1D6+Speed inches. It cannot end up in base-to-base contact with an enemy. Play then passes to the next Player in the order. Figures armed with ranged weapons may shoot at any enemy figure in line of sight that is not in Melee (i.e. in base-to-base contact with an opponent). If it is a game where there are more than two Retinues involved, and the target figure is engaged with another figure who is also not one of the shooter's Retinue then he can fire into Melee. Use a dice to see who he actually hits and then calculate the shot. Vehicles do block line of sight, but other figures do not. Wherever possible use true line of sight to determine if a figure can be seen. If only half of a figure can be seen then it counts as being in soft cover, or if already in cover increase the Armour bonus by a further +1. Figures that move into base-to-base contact with an enemy this turn cannot shoot unless they are armed with pistols. If they have a pistol they may take one shot at one figure with whom they are in base-to-base contact. In subsequent rounds of base-to-base contact they cannot use their pistol. The Player must declare all his Retinue's targets before checking that they are in range. He can check line of sight before selecting his targets. Range is measured from the base edge of the shooter to the base edge of the target. A figure that is more than 3" inside an area of soft or hard cover can neither shoot out nor be shot at. Otherwise cover blocks line of sight to figures beyond it. Inside cover, line of sight is 3. Targeted figures that are in soft cover gain +1 to their Armour and in hard cover gain +2 to their Armour (se 7.2.1 Cover, for definitions of counts as hard or soft). Targeted figures that have a speed bonus add it to their Armour, if they moved in their last turn. The basic roll to hit is: 1D6 + Figures SV + weapons combat bonus (if any). If this equals or exceeds the opponents Armour then they are hit and must make a Grit roll to stay in the game. An unmodified roll of 1 is always a miss. Example 1 An Inquisitor with a Plasma Pistol is firing at a Chaos Space Marine who is standing in a ruined building. The Inquisitors SV is+4 and his Bolt Pistol gives him +2 for a total of +6. The Chaos Space Marine has Power Armour giving him 8+ and is in Hard Cover increasing this to 10+. If the Inquisitor rolls a 1 to 4 he misses, on a 5 or 6 he hits. The Chaos Space Marine must then make his 2+ Grit roll to shrug off the hit. Marines are real tough so it doesnt look good for the Inquisitor. Example 2 One of the Inquisitors Guardsmen is firing at a Chaos Cult Ganger. The Guardsmans SV is +2 and he is using his trusty Lasgun for another +1 and a total of +3. The Ganger is wearing a Flak Jacket for 6+ and has run into view on his last turn allowing him to add his Speed Bonus of +1 for total value of 7+. The Guardsman must roll a 4 or better to hit the Ganger, who will then get a Grit roll of 4+. 7.3.1 Torrent of Fire A group of figures may choose to create a Torrent of Fire. In this one figure rolls to hit, but for each extra figure joining him in targeting a single figure add +1 to the roll. This way figures with relatively poor shooting can join together to try to take down a very well armoured opponent. However, if they do they will cause only one hit on their joint target. Example 3 Four Guardsmen are trying to take down a renegade Space Marine in Terminator Armour. Forge of War Development Group Page 14 of 24 2nd Edition August 2011
The Guardsmens SV is +2 and with their trusty Lasgun for another +1 get a total of +3. Technically they dont stand a chance of penetrating the Space Marines Terminator Armour. However, the player declares he is going to try a Torrent of Fire. One Guardsman fires at +3 and the other three add +1 each to get a total of +6 to the roll. The Guardsmen will get one hit if they can roll a 4 or better. 7.4 The Melee Phase All melee is simultaneous, unless a specific list declares otherwise (i.e. some figures may be so fast that they get in first). Figures can only hit an enemy figure that is in base-to-base contact with them. The basic roll to hit is: 1D6 + Figures FV + weapons combat bonus (if any). If this equals or exceeds the opponents Armour then the target figure is hit and must make a Grit roll to stay in the game. An unmodified roll of 1 is always a miss. Note that cover has no effect on melee as the combatants are toe to toe, nor does speed. Example 4 Our Inquisitor has given up trying to shoot the Chaos Space Marine and has drawn his Power Sword and charged into melee. The Inquisitors FV is +4 and his Power Weapon gives him another +3, giving him +7 against the Chaos Space Marines Power Armour of 8. Hell miss the traitor on a 1. The Chaos Space Marine has a FV of +3, a Chainsword for another +2, giving him +5 against the Inquisitors Refractor Field of 7. This means he misses on a 1 or 2. The Inquisitor has the edge, but only just. 7.4.1 Outnumbering Where there are more than one attacker against a single defender roll each combat separately. However, unless the single defender can split his attacks (see 7.4.3 below), he must choose one of the attackers to take his attack back. Each Attacker gets a +1 bonus to his attack roll for outnumbering their victim. Example 5 The Chaos Cult Ganger and one of his mates charge an unfortunate Guardsman. The Gangers have FVs of +1 and Daggers for +0, giving them +1 against the Guardsmans carapace Armour of 7, resulting in a hit only on a 6. However, they outnumber the Guardsman so they get a further +1 meaning that they will hit on a 5 or more. The Guardsman also has a FV of +1 and a Sword (given to him by his Master) for +1, giving him +2 against the Gangers Flak Jackets of 6, resulting in a hit on a 4 or more. 7.4.2 Disengaging from Melee If a figure should wish to disengage from melee his opponent gets a free attack on him, unless there are other figures also in combat with that opponent. He may defend but cannot cause a hit back.
The Gangers have FVs of +1, Daggers for +0 and outnumber the Inquisitor so giving them +2 against the Inquisitors Refractor Field of 7, resulting in them hitting on a 5 or more. 7.4.4 Ganging Up Where you outnumber an opponent, but doubt your figures ability to hurt him because of his far superior armour, you can choose to Gang Up on him. Only one of your attacking figures attack counts, but he gets a +1 bonus for each friend helping him take down that opponent. Example 7 In Example 6 the two Gangers could only hit the Inquisitor on a 5. If they Ganged Up on the Inquisitor they would get just one attack between them. They now outnumber the Inquisitor and get another +1 for ganging up meaning they will hit him on 4 or more. If they could get another Ganger to join in this could quickly become 3 or more. It is dangerous to be outnumbered.
-2
-3
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Self
1 turn
No
No No Yes No No
Iron Discipline If an Imperial Guardsman should fail a Grit roll to attack a terrifying figure and a Commissar is in range and line of sight, the Commissar shall execute him (automatic kill). He can only do this once per turn. This allows other Imperial Guard figures to reroll failed Grit rolls against Terror for the remainder of that turn. Note that the Commissar only does this once per incident. He will not carry on executing people if his first attempt did not have the desired effect. Similarly if a Primaris Psyker should become possessed and the Commissar is in range and line of sight, the Commissar shall execute him (automatic kill). Medic Figures with this ability can assist their injured fellows. Knocked down figures in base contact with a Medic gain +1 to their rolls to get up. A natural 1 is still a failure. Additionally, during the post-battle phase, one figure (players choice) who was taken out of action gains +1 to its survival check. Nose for Trouble Non-leader figures only. The figure adds +1 to the Leaders initiative rolls each round. This bonus does not count if the figure gets removed from play. A Leader may only ever gain a +1 bonus from figures possessing this ability, so multiple figures with it do not stack. Too much advice can often be a bad thing!
Terror
Some figures are considered 'Terrifying'. A figure that wishes to move into base-to-base contact with a terrifying enemy must first pass a Grit roll. If he fails then he does not move at all. A figure charged by a terrifying enemy must pass a grit roll or move 1D6 directly backwards in an attempt to avoid contact. Sniper A figure with this ability who does not move in a turn may then take a single shot at an enemy figure and ignore any cover modifiers. Stalwart Figures possessing this ability may re-roll Grit checks against Terrifying figures. Strange Ally A player may assign this ability to any figure from any other retinue list in order to bring that figure into his own retinue. All other players must agree on this addition. The Strange Ally may not be a Leader from another retinue roster, and allies with 2+ Grit cost 10 pts instead of the normal 5 pts. A player may never have more than one Strange Ally in his retinue. To represent their rarity, if the Strange Ally is killed during a campaign game, he may not be replaced with another Strange Ally. Use common sense when doing this. For example, An Imperial retinue is not going to accept a member of a Chaos one. However, a Rogue Trader may well employ Tau or even Orks. Untouchable Untouchables act as psychic nullifiers, completely immune to the effects of Psyker powers (both harmful and helpful), while also conferring this immunity to any figure in base contact with them. For +10 pts., the Untouchables nullifying aura extends to a 3 radius from its base. The Untouchable may also reroll any failed Grit checks from the Terrifying influence of Daemons. The Untouchables psychic blankness makes him an uneasy ally. Untouchables may never take part in Gang Ups in close combat.
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10. 0 Vehicles
Although these rules are about skirmishes between small, often Elite forces there may be occasions when a vehicle of two would make play more interesting. The Vehicles listed below are mostly a lot less powerful that the battle taxis and tanks common to the W40K battle space. Crew All vehicles must have a driver, and some will also require a gunner. These personnel must come from the players Retinue and be paid for as usual. Many vehicles can also carry passengers. The number will be listed in the vehicle description. Passengers or Crew in Power Armour count as two people for determining how many can be carried (except for Rhinos which are purpose built to carry Power Armoured troops). Passengers in heavier armour than that cannot be carried in the vehicles used in these rules. Movement Most vehicles can move up to 6 normally, or up to 12 when flat out. Lighter and speedier vehicles can move 9 and 18. This speed is important when considering who can fire from it when moving. Ground vehicles can move through soft cover at half speed, but not through hard cover at all. Skimmers fly over any terrain, but must begin and end their move in the open. Embarking and Disembarking Getting into or off a stationary vehicle is easy. Just exit through the doors or jump over the side. If it is moving you can disembark but stand a chance of pancaking. Each figure bailing out of a moving vehicle at up to 9 movement must make a Grit roll or count as knocked down for the rest of that turn. Bailing out of a vehicle moving faster than that is very dangerous and failure to make the Grit roll means you are out of the game. Make post-match survival tests as usual. Bailing out of a moving skimmer counts as bailing out of a vehicle moving faster than 9 even if you arent going that fast. Attacking a Vehicle Attacking a vehicle is pretty much the same as attacking a figure. Roll to hit and see if you can equal or exceed the armour rating of the vehicle. However, there are a range of things that can be harmed when you hit a vehicle. If you roll exactly the armour rating of the vehicle roll 1D6 and consult the Vehicle Damage Table. If you exceed the armour rating also add by how much you exceeded it by to the 1D6 roll and then consult the table below. Score 1-2 3-4 5-6 7 8 9 10 11 12 * Fuel Effect Blow off an armour plate, reduce armour rating by 1. Roll again to hit a member of the crew or passengers. Randomly determine which one. Weapon Disable one of the vehicles weapons. Randomly determine which one. Steering Vehicle cannot turn either left or right. Randomly determine which direction. Gearbox Vehicle cannot move either forwards or backwards. Randomly determine which direction. Brakes The vehicle cannot slow down or stop unless it rams something. Engine Vehicle is immobilized. Fuel Vehicle goes on fire. All crew and passengers must disembark immediately or Tank* be cooked. Fuel Explodes. All crew and passengers must make individual Grit rolls or be Tank* blown to smithereens. Those that make it disembark the blazing wreck. tank fires last for the rest of the game, making the wreck impassable terrain. Area Armour Crew
Weapons and Firing Vehicles listed below may have a number of hard points. These are where heavy weapons can be mounted, if paid for. Forge of War Development Group Page 20 of 24 2nd Edition August 2011
Generally if a vehicle moves six inches or less anyone in the vehicle can engage their enemies with their own ranged weapons, and/or crew the vehicle's weapons. People in vehicles travelling at over six inches can only use the vehicle's own weapons, not their personal ones. All weapons on a vehicle or fired by its passengers should have a 360 degree field of fire. Use common sense when determining this. Ramming A vehicle driver can choose to try and run over an enemy figure. A Vehicle generally counts as a +3 weapon for purposes of combat. Anyone he doesnt hit can have one attack back as the vehicle sweeps by. Ramming another vehicle is a product of speed. The ramming vehicle gets +1 per 2 moved before the collision. The rammed vehicle gets just +2 with no movement bonus. Roll attacks against each vehicle and apply damage. The ram brings both vehicles to a halt. Some vehicles have purpose built rams or dozer blades for 5pts and they get +2 per 3 moved. Note that if a vehicle is deliberately rammed into an immovable object, or accidentally due to damage, it makes an attack on itself at the bonuses described above. Points Cost The cost for a vehicle is based on the type, armour, speed, passenger capacity and weapons. The base cost is: Ground vehicle normal 10pts Skimmer 20pts Ground vehicle fast 15pts Bike 5pts Add 1pt for each person, crew and passengers, that can be carried. Add another 1pt for each hard point. Example Vehicles Vehicle Street Car Grav-Car Armoured Limousine Pick-up Truck Armoured Technical Cargo Lifter Truck Armoured Truck Motorbike Attack-bike Hoverboard Aquila Rhino Chimera Speed Normal Fast Normal Normal Normal Normal Normal Normal Fast Fast Fast Fast Normal Normal Armour 7+ 7+ 9+ 7+ 9+ 5+ 8+ 10+ 7+ 8+ 8+ 9+ 11+ 12+ Hard Points 0 0 1 1 1 0 0 1 0 1 0 2 1 2
Crew 1 1 1 1 1 1 1 1 1 2 1 2 2 2
Passengers 3 3 5 6 4 6 12 12 0 0 0 8 10 12
Cost* 20 30 25 24 24 31 30 33 12 15 27 40 34 38
Notes A standard civilian car. Skimmer An executive vehicle. Also called a Technical when armed with a heavy weapon. Flat bed skimmer with no sides. Trucks are used for moving cargo and personnel.
* This is the basic cost for the vehicle. Weapons are extra.
Skimmer Standard Imperial orbital shuttle. Only 2 figures can fire out of the top hatch. One of the hard points is the turret. Six figures can fire personal weapons from the sides.
Typical heavy weapons for hard points include any in the Retinues listing and are costed accordingly. They can be detached and carried off by the crew. Forge of War Development Group Page 21 of 24 2nd Edition August 2011
3.0 Rules
This game uses the Core Rules as its basis, with the following changes:
3.1 Movement
In the core rules this is measured in inches. In this variant we play on tiled maps of the Hulk, laid out in regular squares of 1 or 1.5. Translate all movement and ranges from inches to squares. A figure can move straight or diagonally along the squares. If he comes to a hatch or door that is closed it takes two squares of movement to open it.
3.4 Grenades
These affect every figure within three squares of the point of impact, giving each one hit. If thrown into a very small chamber or passageway, where one dimension is two squares or less, each figure takes two hits. Explosives and tight spaces are not a good mix.
3.5 Cover
Obviously there are very few trees on a Hulk so the examples have changed. Cover Soft Moderate Hard Mod +1 +2 +3 Examples Your own men getting in the way, furniture. Consoles, Cargo, Enemy is holding a doorway Defensive architecture.
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Light bulkheads and hatches get no save against Chainfists and Meltaguns. If penetrated a hole appears one square wide.
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5.2 Forces
For your first game give each Boarder 200 points to buy their troops from the Retinues Supplement. The Hulk Player should have 50% more points than the total given to the Boarders. In future games vary this to suit yourselves.