Rules for the campaign
WarGame Campaign Rules 40K Developments Fantasy Developments
Unit Sheet Action Sheet Development Sheet Empires Map
Income Upgrades
Defense Upgrades
Additional Rules added 12/19/01
Troop Points - The rule doubling troop points has been recalled. Too many troops too fast. However, you will notice that each sector can now purchase a speciality troop. This allows you to purchase troops at the 1/2 cost ratio. Again this is troops only, not vehicles and not equipment.
Additional Rules added 11/19/01
Troop Points, Training Points, Income Points - revised!
Troop Points can be used to purchase any troop your army has access to as advertised. On actual troops not vehicles, dreadnoughts, weapons etc you will get 1 WHpt for 5 TP. Vehicles, dreadnaughts, weapons, enhanced stats etc remain 10 to 1. IE Splinter Cannon Dark Eldar warrior now costs 100TP(Splinter cannon) + 40TP(Base troop) at base level. In addition, troop points and training points are the only points available to level/enhance troop stats income cannot make a troop better.
Training points can only be used to enhance existing troops stats. You can not add new equipment with training points.
Income points and only income points can buy developments, equipment upgrades(to existing troops), supply drops. In addition, Base Troops bought with income now cost 20points per point. Vehicles, Weaponry, Dreadnoughts remain 10 to 1. For purposes of determining troop v/s vehicle any figure with Armor stats(RA,FA,SA) is considered a vehicle any without are troops(IE Talos are base troops and would cost double with income, half with troop points).
Additional Rules added 11/1/01
Troops may now be upgraded when purchased - each upgrade costs as follows:
- MV/RV - 10pts for ec +1 (+2max)
- HP - you may add 1 toughness level for 100pts(2 tough levels max)
- ATT - +1 for 100pts (+1max)
- Any honor badge for 30pts
- A troop may be leveled for 190pts. (2 levels grant the +1 att as normal)
Troops purchased at a training school are considered 1 lvl up at base cost.
Vehicles purchased at a vehicle bay cost 1/2 price.
Troop options Available as upgrades only at training schools/special shops unless part of the normal package.
- Inflitrators:+10pts
- Deep Strikers:+10pts
- Scouts:+20pts
- Ambushers:+20pts
Weapons/Armor/Vehicle Upgrades
40K Turn options: Conducted as often as the army wishes � see note below.
- Move troop � non vehicle troops move 1 square per day, vehicle troops move 3 squares per day
- Transport supply � must have either a supply transport or a troop escort movement as above
- Conduct Recon � Unit can recon 1 square per day, discovers ambushes/tank traps/harmful terrain, etc.
- Setup ambush � Unit can establish an ambush, tank trap, or other device in 1 square
- Assist in development � counts as defense for a new or developing building
- Conduct Patrol � Unit can patrol up to its movement squares per day any enemy activity in the area will initiate conflict with patrol or alert nearby troops at patrols option.
- Conduct remote battery/assault � requires appropriate development
- Respond to remote battery/assault � requires appropriate development
- Receive recon reports from previous turn or from com centers
- Receive immediate reports from research stations
40K Interval options � conducted once per week
- Declare developments
- Declare troop training
- Declare new units
- Declare hidden stockpiles, troops, spy zones
- Receive status reports from all troops, spies, and obvious activity
- Receive income points, troop training points, new troop points
- Receive detailed reports from research stations
- Receive special instructions from Galaxy HQ
- Receive special instructions from GM
- Resolve Conflicts from previous Interval (can be done randomly or on war board)
40K Limits
- Once a unit has initiated a combat or been attacked no further turn options are available until combat resolution.
- Troops respond in GM directed manor if given no direct commands from general.
- Any troop that is ambushed or otherwise assaulted under non predictable manor can not be assisted by another troop until initial resolution is determined
- Any resolution can be determined randomly if no time permits to conduct the battle� Players must agree to solve the conflict in this manor, unless 1 week has passed at which time the battle will be conducted randomly to allow the turn progression to continue.
Combat rules - New 6/28/01
Phases - Movement, Shooting, Assualt
Movement
All units can move in initiative order. Any unit with a higher initiative may wait for slower initiatives. The highest initiative can always force the lower to move first. Units move up to normal movement scores on level ground. Certain terrain will give troops extra movement. Certain terrain will slow movement. Certain terrain will use WH difficult terrain test. All of these features will be determined by the GM.
Shooting
All units shoot in initiative order. A unit can redirect its attacks anyway it chooses, however no enemy model can be targeted more than once in the shooting phase. If the enemy models are in unit formation than the entire unit must be fired on. This means certain units may have to wait until other units are ready before firing if they intended to fire on a unit together. This prevents the I fire at him, oh I missed, so my other guy fires at him(during real wars everyone is shooting at the same time.)There are some exceptions to this rule - Leaders may perform fire after as detailed above. Certain special units - IE longfangs have this rule as well in certain situations.
Modifiers:
- Normal cover rules and range rules for ancient weapons apply.
Soft cover (-1 to hit), hard cover(-2 to hit), long range(-2 to hit)
- Ancient weapons firing on powered armor suffer an additional -2 to hit
- Units stationed in defense of a development gain +1 to AC for ranged attacks
- Hi Tech weapons firing at ancient armor gain a +2 AP value( note if ancient troop has only 1 pt of Armor only a +1 to hit is granted)
- AP of a weapon adds to hit bonus as follows: None,6,5=+0, 4=+1, 3=+2, 2=+3, 1=+4
There are 2 methods of firing - For damage and for support. Figures combining on a single figure may choose either of these options.
- For damage: Hits are rolled normally against a single save die for defender
- For support: Only 1 figure is choosen for damage(usually the best weapon str.) all other shots add +1 to hit. Defender rolls single defense die.
Units with a 4,5,6, or no armor save may use the fleet of foot rule instead of shooting. Ancient units in formation may also use the force march rule and always force march when retreating.
Assualt- NEW METHOD 6/28/01
Assualt phase is always conducted at the same time. For simplicity: Assualt is conducted as follows:
- Method for damage: Each attack takes a die roll. Dice are then compared
- Method for support: All figures in base to base with a single model and not in base to base with another model are considered support. These attacks add hit bonus. Attacker chooses which man to use as his lead attacker(for damage method) Each side rolls damage method adding values for all supporting attackers.
- See Example below
Example: 2 marines - WS:4 AC:4 HP:4 Str:4 Att:1 v/s 3 goblins WS:3 AC:2 HP:3 Str:3 Att:1, and 1 Bugbear WS:5 AC:3 HP:8 Str:5 Att:1
- Damage Method: Goblins roll 4 dice (1 of a different color for the bugbear) marines roll 2. G:3,4,5 B:3 M:4,3
- Add WS + AC: G:3+3+2=8, 4+3+2=9, 5+3+2=10 B:3+3+5=11 M:4+4+4=12, 3+4+4=11
- Compare dice: M with 12 suffers no hits and causes 1 wound of 4 str, M with 11 will be hit by bugbear for a str5 hit and will go down, but will cause a str 4 hit to any of the goblins or the bugbear
- Resolve: 2 goblins go down and 1 marine goes down (Opponent allocates wounds)
- Support Method: Using same stats as above
- Choose lead man - each marine is fighting a different battle. Bugbear is alone, 3 goblins are fighting in support
- Roll dice and add: Goblins need 1 dice, bugbear needs 1 dice, marines need 2
G:4, M:2,4 B:3
- Add: G:4+3+2+2(supporting attacks)=11 M:2+4+4=10, 4+4+4=12 B:5+3+3=11
- resolve: M w/ 10 takes either a str5 hit from bugbear or a str 3 hit from goblins and hits no one. M w/ 12 will not be hit by either and will cause 1 str 4 hit to either the bugbear or the goblins(depending on which group is given which rolls- each combat would be done separately)
Unit Sheet Explained
- Level - Either the character level in D&D or an associated value from DHA/WH. Ie:3- for regular/standard troops, 5-elites, 7- HQ/Commanders, +1 for heros(DHA)
- Movement - movement in inches WH, movement in inches/2 DHA, movement in feet/5 in inches D&D.
- MV- Melee Value - Weapon Skill in WH, Certain CCV modifiers from DHA, or Melee bonus from D&D 3rd ed.
- RV - Range Value - Blast Skill in WH, RAV from DHA, or Range bonus from D&D
- HP - hit points - Toughness*wounds in WH, HP/3 in D&D, see GM for DHA conversion
- AC - Armor Class - See GM for conversion
- Save - As Save in WH, As modified AC in D&D and DHA(See GM)
- IV - Initiative Value - 1-2 =-1, 3-4 =0, 5=+1, 6=+2, 7+=+3 WH, or D&D dex bonus, see GM for DHA conversion.
- Notes - place to put weapon info, special abilities, etc...