Post by voltaire26 on Oct 14, 2017 6:16:59 GMT
Set Up:
One person will be chosen by their teammates to represent their side as Warmaster. The Warmaster will make rolls for their side, place objectives and coordinate stratagems, in addition to placing the bid for turn. Most importantly it is this person’s job to time the opposing team’s turn. Each team starts with the collective number of command points based upon their detachments ONLY (to provide a fair base). There is no limit to the number of detachments that you can have. Before the game begins, the Warmaster of each team places a bid of Command Points. The team that bid the most gets to go first (no seizing), but allows the opposing team to start with the amount of Command Points that they bid. In the event of a tie, both teams receive their command points and the decision for first turn goes to the highest dice roll. The team that did not win the first turn, gets to place the first objective, alternating for each objective. Objectives must be more than 6” from the table ledge and more than 12” from another objective. Each player then appoints their Warlord. A Warlord must meet the following criteria:
The model falls under the HQ category
The model is a scoring model
The model must have more than 9 wounds, if no model is available for such roll, then any model that meets the above criteria may be picked, but are easily identifiable and can be targeted even if there are models that are closer to the shooting unit.
The Warmaster’s Warlord becomes an objective worth 3 command points. Everyone else’s Warlord is worth 1CP. Objectives are worth 2CP for any within 12” of your deployment zone, 3CP for any greater than 12” from your deployment zone and 4CP for any that reside in your opponent’s deployment zone. Objectives are scored at the end of each player's turn.
Terrain and Cover:
Terrain and Cover follows the normal rules from the regular rulebook as described on page 181
Claiming an Objective:
A side controls an objective marker if they have more models within 6” of the center of it than their opponent. Any special rules regarding claiming objectives, such as the Space Marines ability “Defenders of Humanity” apply. Objectives are scored at the end of each turn and unless otherwise stated, are scored based on the following criteria:
Within 12” of your deployment zone: 2CP
Outside 18” of your deployment zone: 3CP
Within your opponents deployment zone 4CP
Stratagems:
(2CP) Smoke Screen:
“A thick barricade of smoke protects your troops advance” The opponent must subtract 1 from any hit rolls when shooting at your units if they are more than 12” away. This does not apply to Titanic or Behemoths.
(3CP) Camouflage:
Nominate a friendly HQ unit. All friendly models within 24” are treated as if they are in cover. Note this does not apply to Titanic or Behemoths. (add one to any save rolls that they make, unless stated otherwise)
(6CP) Shield Generator:
Use this Stratagem at the start of the enemies turn. Place a marker anywhere more than 6” away from an enemy model. No unit that has a majority of it’s model’s wholly within 6” of the marker, can be targeted by shooting attacks this turn. At the end of the turn, remove the marker.
(8CP) Orbital Strike:
“The ships of your fleet are poised to turn their weapons upon the foe” Pick a point on the board, all units within 10” of this point must make a save roll against the following profile:
Name::Strength::Rend::Damage
|Orbital Strike|8|-6|3d6|
Damage must be continuously allocated until the unit takes all of the damage dealt or the unit is wiped out
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What should be changed/Removed and what do you think still needs to be added. There is going to be a world ending scenario going on in addition to this, but I don't have that drafted up yet. Alot of this is a changed version of NGC40k's Apoc rules spun to fit my needs
One person will be chosen by their teammates to represent their side as Warmaster. The Warmaster will make rolls for their side, place objectives and coordinate stratagems, in addition to placing the bid for turn. Most importantly it is this person’s job to time the opposing team’s turn. Each team starts with the collective number of command points based upon their detachments ONLY (to provide a fair base). There is no limit to the number of detachments that you can have. Before the game begins, the Warmaster of each team places a bid of Command Points. The team that bid the most gets to go first (no seizing), but allows the opposing team to start with the amount of Command Points that they bid. In the event of a tie, both teams receive their command points and the decision for first turn goes to the highest dice roll. The team that did not win the first turn, gets to place the first objective, alternating for each objective. Objectives must be more than 6” from the table ledge and more than 12” from another objective. Each player then appoints their Warlord. A Warlord must meet the following criteria:
The model falls under the HQ category
The model is a scoring model
The model must have more than 9 wounds, if no model is available for such roll, then any model that meets the above criteria may be picked, but are easily identifiable and can be targeted even if there are models that are closer to the shooting unit.
The Warmaster’s Warlord becomes an objective worth 3 command points. Everyone else’s Warlord is worth 1CP. Objectives are worth 2CP for any within 12” of your deployment zone, 3CP for any greater than 12” from your deployment zone and 4CP for any that reside in your opponent’s deployment zone. Objectives are scored at the end of each player's turn.
Terrain and Cover:
Terrain and Cover follows the normal rules from the regular rulebook as described on page 181
Claiming an Objective:
A side controls an objective marker if they have more models within 6” of the center of it than their opponent. Any special rules regarding claiming objectives, such as the Space Marines ability “Defenders of Humanity” apply. Objectives are scored at the end of each turn and unless otherwise stated, are scored based on the following criteria:
Within 12” of your deployment zone: 2CP
Outside 18” of your deployment zone: 3CP
Within your opponents deployment zone 4CP
Stratagems:
(2CP) Smoke Screen:
“A thick barricade of smoke protects your troops advance” The opponent must subtract 1 from any hit rolls when shooting at your units if they are more than 12” away. This does not apply to Titanic or Behemoths.
(3CP) Camouflage:
Nominate a friendly HQ unit. All friendly models within 24” are treated as if they are in cover. Note this does not apply to Titanic or Behemoths. (add one to any save rolls that they make, unless stated otherwise)
(6CP) Shield Generator:
Use this Stratagem at the start of the enemies turn. Place a marker anywhere more than 6” away from an enemy model. No unit that has a majority of it’s model’s wholly within 6” of the marker, can be targeted by shooting attacks this turn. At the end of the turn, remove the marker.
(8CP) Orbital Strike:
“The ships of your fleet are poised to turn their weapons upon the foe” Pick a point on the board, all units within 10” of this point must make a save roll against the following profile:
Name::Strength::Rend::Damage
|Orbital Strike|8|-6|3d6|
Damage must be continuously allocated until the unit takes all of the damage dealt or the unit is wiped out
----------------------------------------------------------------------------------------------------------------
What should be changed/Removed and what do you think still needs to be added. There is going to be a world ending scenario going on in addition to this, but I don't have that drafted up yet. Alot of this is a changed version of NGC40k's Apoc rules spun to fit my needs