Post by Rolling Thunder on Apr 24, 2011 10:54:20 GMT -5
TEMPEST: VERSION 1.2
CHANGES TO WARHAMMER 40,000 [5th Edition.]
General Changes:
Ward Saves have now been implemented. Ward saves, for the uninitiated, are saves that function like an invulnerable save, but may be taken along with a model's armour save.
Invulnerable saves will still be in the game, but only for certain rare characteristics such as the Crux Terminatus.
Armour Saves will now stack with wargear. For example, a model wearing heavy armour [4+] and wielding a large shield [6+] would have a 3+ Armour save.
Ward Saves will also stack - a model wielding a Storm Shield [6+] and wearing a Refractor field [5+] will have a 4+ Ward Save.
Cover Changes: Cover now has two functions - Resilience and Obscuring.
Obscuring:
Cover which can only partially obscure a model - fences, wire, light foilage and so on - give a -1 To Hit Penalty.
Cover which could obscure an entire model from the firer - low walls, hedgerows, buildings, barricades, et al.
Cover which entirely obscures a model from the firer - but the firer is in communication with a friendly unit that can draw line of sight to the targeted unit - gives a -3 To Hit Penalty for direct fire weapons.
Resilience:
Cover which could stop and would deflect much enemy fire [hardened walls, dense foilage, improvised earthworks] gives a +1 bonus to the target unit's armour save.
This kind of cover will also give a 6+ Cover Save [To be taken instead of an armour save] to any unit denied it's armour save by a weapon's AP.
Cover which would definitely stop most small arms fire and provide some protection against heavier weapons gives a +2 bonus to the target unit's armour save. This kind of cover will also give a 5+ Cover Save [To be taken instead of an armour save] to any unit denied it's armour save by a weapon's AP.
Fortified Trenches, Bunkers and the like will give a +3 bonus to a target's armour save, and a 4+ Cover save to any unit denied it's armour save by a weapon's AP value.
Please note that all these bonuses are situational - in effect, the targeted unit must have this cover between the majority of them and the firer for the obscuring bonuses to take place.
THE NEW INITIATIVE SYSTEM
At the start of the game, roll a D6. The player who rolls the highest wins, and becomes the activating player.
The activating player then nominates one unit under his command to activate. To activate a unit, it must first pass a Leadership test.
[Please note that this Leadership test can and is meant to be modified by casualties sustained from enemy fire, psychic powers, and every other thing that affects unit Leadership - this is an intentional part of the game design to make].
A player may opt to activate multiple units at once (to move simultaneously). To do so, the player must activate each unit individually before any other actions (movement, shooting, assault) take place (thus, if one activation fails, the initiative will pass back to the opposing force).
If, at any point, the activated unit fails a leadership test, the player's opponent becomes the activating player. In games with more than two players, then the opponent who caused the leadership test to the activated unit will seize the initiative and become the activating player.
Please note that you do not have to activate every unit in your army - it is perfectly acceptable to pass the initiative over to your opponent at any point.
OVERWATCH:
A player may choose to set any activated unit on Overwatch [either upon activating that unit or upon deployment], at the beginning of the turn, if:
The unit is not suppressed or pinned.
The unit does not move, shoot and is not engaged in the assault phase.
A unit set on Overwatch will fire on any enemy unit that either moves, or shoots, that is in it's line of sight. To do so, the Overwatching unit must pass an Ld Test.
If the unit fails the Ld Test, the Overwatch is broken (assuming the unit has temporarily run out ammo, become temporarily disoriented or so on).
Overwatching units may fire at multiple units, providing they can keep passing multiple morale tests!
Overwatch is broken if the unit fails any kind of morale test.
MORALE CHANGES:
THESE CHANGES APPLY TO CASUALTIES SUSTAINED IN BOTH ASSAULT AND FROM SHOOTING.
Each casualty suffered by a unit will cause it to be at -1 Ld until it ends a combat turn [having been activated, performed various actions, and then deactivated].
Morale Tests will occur when a unit suffers casualties from it's strength that turn:
25% Casualties (From Shooting, Failed Morale Test.): Overwatch is broken.
25% Casualties (In MeleƩ, Failed Morale Test): The unit makes a Orderly Fall Back move.
50% Casualties (From Either, Failed Morale Test): The unit makes a Disorderly Fall Back move (naturally, overwatch is broken!).
Falling Back:
Units now Fall Back their full run or flying movement towards the nearest board edge. Falling Back takes place at the beginning of each activation phase, before the activating player declares which unit he wishes to fall back.
A commander can voluntarily order a unit to Fall Back at the beginning of the Activation phase (before the activating player declares which unit they are activating) without needing to either be the activating player or to activate the unit.
Orderly withdrawal: Unit makes a fall back move, but if they are caught are not wiped out.
Disorderly Withdrawal: Unit makes a fall back move, and if caught they are wiped out.
Regrouping: To regroup a unit, simply attempt to activate it.
CHANGES TO MOVEMENT.
Infantry may move 6", or run 12".
Difficult terrain tests will only have to be taken for terrain that has specifically been declared as difficult - things that will present significant obstruction to someone on foot.
Cavalry will move 6", or run 18".
Tanks are going to experience a serious mobility buff. 12" and still able to fire at a -1 To Hit Penalty, will not be stopped by anything aside from dedicated obstacles (tank traps, mines, bogs etc).
Wheeled vehicles will experience the same mobility buff (12", still able to fire at a -1 To Hit) but will still be vulnerable to terrain effects.
Fast Wheeled Vehicles may move up to 18" and fire at a -2 To Hit Penalty.
Skimmers will be able to move up to 12" and still fire[-1 To Hit]
Fast Skimmers will be able to move up to 24" and still fire [-2 To Hit].
VTOL craft (able to function as both Skimmers and Flyers) will remain using the same rules as before, with the added caveat that infantry will always be able to deepstrike out of the back of a Flying Transport.
Jump infantry can move up to 24", including a Shoot-And-Scoot Move where they may fire in their movement phase [The unit may move up to half it's movement, fire, and then move the remaining half. This can trigger Overwatch].
Jump infantry landing in difficult terrain will trigger a dangerous terrain test.
Squad coherency up to 3" minimum.
CHANGES TO SHOOTING.
Weapons now have Short, Medium and Long Range, with the number of shots those weapons have at those ranges brackets denoted in brackets.
ASSAULT CHANGES
Activated Units Must now declare a charge. The charged unit takes a Charge Reaction [Ld] Test, as detailed below:
When a unit is charged, it must immediately take a Ld Test.
If it passes, it may:
Open Fire!: The unit gets a free shooting attack against the enemy unit that is assaulting them.
Counter-attack: The unit charges the enemy unit (and so gains the +1 attack for charging).
Withdraw: The unit immediately makes an ordered withdrawal* from the enemy unit.
Hold: Remain stationary and do nothing.
If the test is failed, the unit must either:
Hold: Remain stationary and do nothing.
Flee: Make a disorderly withdrawal**
*Units making an orderly withdrawal automatically regroup and will not be wiped out if the enemy assaults.
**Units making a disorderly withdrawal must test to regroup and will be wiped out by an enemy assault.
Assuming the charging unit is not wiped out/fails a morale check from enemy shooting, the combatants meet and the close combat will take place as normal.
Small Arms: You may use small arms weapons in meleƩ, using WS to hit. You are limited by both the model's number of attacks and the number of shots the weapon has (whichever is lesser). The hits will be at the same S and AP as the weapon used by the model.
Grenades now have no effect on assaults.
Continuing assaults:
Assaults are fought at the beginning of the Activation phase, before the Activating player has declared which unit he wishes to activate.
[shadow=red,left,300]
Being in communication[/shadow]
Leader models have a 12" area of influence, under which any model under their command may use their leadership. Any unit which is In Communication with that unit (using vox-casters) may also use the Leader's Leadership. In effect, any unit which has a vox-link or within 12" of their Leader is In Communication with that Leader [and every other unit in the Leader's Platoon/Brood/Etc].
Universal Special Rules:
Infiltrate [Forward Deployment]: Is the standard Infiltrate rule as it reads in the rulebook [deploy within 18" if enemy can see you, within 12" if they cannot].
Infiltrate [Ambush]: This is a rule which allows certain units to spring tactical ambushes on the enemy. In essence, it functions similar to deep strike, without the scatter, except:
- The unit does not count as moving
- It must deploy either in a terrain piece [or behind one such as a barricade or wall that could block LoS].
Deep Strike [Combat Drop]: Represents units tunnelling, teleporting or otherwise arriving in a fashion relatively prepared for battle, but not completely. Standard DS rules.
Deep Strike [Death From Above/Below]: Similar, but may deploy the units directly onto enemy units and straight into close assault [similar to the deployment of the Trygon/Mawloc/Vanguard Vet squads]. However, if the unit scatters off-target, it may not move or use shooting attacks.
CHANGES TO WARHAMMER 40,000 [5th Edition.]
General Changes:
Ward Saves have now been implemented. Ward saves, for the uninitiated, are saves that function like an invulnerable save, but may be taken along with a model's armour save.
Invulnerable saves will still be in the game, but only for certain rare characteristics such as the Crux Terminatus.
Armour Saves will now stack with wargear. For example, a model wearing heavy armour [4+] and wielding a large shield [6+] would have a 3+ Armour save.
Ward Saves will also stack - a model wielding a Storm Shield [6+] and wearing a Refractor field [5+] will have a 4+ Ward Save.
Cover Changes: Cover now has two functions - Resilience and Obscuring.
Obscuring:
Cover which can only partially obscure a model - fences, wire, light foilage and so on - give a -1 To Hit Penalty.
Cover which could obscure an entire model from the firer - low walls, hedgerows, buildings, barricades, et al.
Cover which entirely obscures a model from the firer - but the firer is in communication with a friendly unit that can draw line of sight to the targeted unit - gives a -3 To Hit Penalty for direct fire weapons.
Resilience:
Cover which could stop and would deflect much enemy fire [hardened walls, dense foilage, improvised earthworks] gives a +1 bonus to the target unit's armour save.
This kind of cover will also give a 6+ Cover Save [To be taken instead of an armour save] to any unit denied it's armour save by a weapon's AP.
Cover which would definitely stop most small arms fire and provide some protection against heavier weapons gives a +2 bonus to the target unit's armour save. This kind of cover will also give a 5+ Cover Save [To be taken instead of an armour save] to any unit denied it's armour save by a weapon's AP.
Fortified Trenches, Bunkers and the like will give a +3 bonus to a target's armour save, and a 4+ Cover save to any unit denied it's armour save by a weapon's AP value.
Please note that all these bonuses are situational - in effect, the targeted unit must have this cover between the majority of them and the firer for the obscuring bonuses to take place.
THE NEW INITIATIVE SYSTEM
At the start of the game, roll a D6. The player who rolls the highest wins, and becomes the activating player.
The activating player then nominates one unit under his command to activate. To activate a unit, it must first pass a Leadership test.
[Please note that this Leadership test can and is meant to be modified by casualties sustained from enemy fire, psychic powers, and every other thing that affects unit Leadership - this is an intentional part of the game design to make].
A player may opt to activate multiple units at once (to move simultaneously). To do so, the player must activate each unit individually before any other actions (movement, shooting, assault) take place (thus, if one activation fails, the initiative will pass back to the opposing force).
If, at any point, the activated unit fails a leadership test, the player's opponent becomes the activating player. In games with more than two players, then the opponent who caused the leadership test to the activated unit will seize the initiative and become the activating player.
Please note that you do not have to activate every unit in your army - it is perfectly acceptable to pass the initiative over to your opponent at any point.
OVERWATCH:
A player may choose to set any activated unit on Overwatch [either upon activating that unit or upon deployment], at the beginning of the turn, if:
The unit is not suppressed or pinned.
The unit does not move, shoot and is not engaged in the assault phase.
A unit set on Overwatch will fire on any enemy unit that either moves, or shoots, that is in it's line of sight. To do so, the Overwatching unit must pass an Ld Test.
If the unit fails the Ld Test, the Overwatch is broken (assuming the unit has temporarily run out ammo, become temporarily disoriented or so on).
Overwatching units may fire at multiple units, providing they can keep passing multiple morale tests!
Overwatch is broken if the unit fails any kind of morale test.
MORALE CHANGES:
THESE CHANGES APPLY TO CASUALTIES SUSTAINED IN BOTH ASSAULT AND FROM SHOOTING.
Each casualty suffered by a unit will cause it to be at -1 Ld until it ends a combat turn [having been activated, performed various actions, and then deactivated].
Morale Tests will occur when a unit suffers casualties from it's strength that turn:
25% Casualties (From Shooting, Failed Morale Test.): Overwatch is broken.
25% Casualties (In MeleƩ, Failed Morale Test): The unit makes a Orderly Fall Back move.
50% Casualties (From Either, Failed Morale Test): The unit makes a Disorderly Fall Back move (naturally, overwatch is broken!).
Falling Back:
Units now Fall Back their full run or flying movement towards the nearest board edge. Falling Back takes place at the beginning of each activation phase, before the activating player declares which unit he wishes to fall back.
A commander can voluntarily order a unit to Fall Back at the beginning of the Activation phase (before the activating player declares which unit they are activating) without needing to either be the activating player or to activate the unit.
Orderly withdrawal: Unit makes a fall back move, but if they are caught are not wiped out.
Disorderly Withdrawal: Unit makes a fall back move, and if caught they are wiped out.
Regrouping: To regroup a unit, simply attempt to activate it.
CHANGES TO MOVEMENT.
Infantry may move 6", or run 12".
Difficult terrain tests will only have to be taken for terrain that has specifically been declared as difficult - things that will present significant obstruction to someone on foot.
Cavalry will move 6", or run 18".
Tanks are going to experience a serious mobility buff. 12" and still able to fire at a -1 To Hit Penalty, will not be stopped by anything aside from dedicated obstacles (tank traps, mines, bogs etc).
Wheeled vehicles will experience the same mobility buff (12", still able to fire at a -1 To Hit) but will still be vulnerable to terrain effects.
Fast Wheeled Vehicles may move up to 18" and fire at a -2 To Hit Penalty.
Skimmers will be able to move up to 12" and still fire[-1 To Hit]
Fast Skimmers will be able to move up to 24" and still fire [-2 To Hit].
VTOL craft (able to function as both Skimmers and Flyers) will remain using the same rules as before, with the added caveat that infantry will always be able to deepstrike out of the back of a Flying Transport.
Jump infantry can move up to 24", including a Shoot-And-Scoot Move where they may fire in their movement phase [The unit may move up to half it's movement, fire, and then move the remaining half. This can trigger Overwatch].
Jump infantry landing in difficult terrain will trigger a dangerous terrain test.
Squad coherency up to 3" minimum.
CHANGES TO SHOOTING.
Weapons now have Short, Medium and Long Range, with the number of shots those weapons have at those ranges brackets denoted in brackets.
ASSAULT CHANGES
Activated Units Must now declare a charge. The charged unit takes a Charge Reaction [Ld] Test, as detailed below:
When a unit is charged, it must immediately take a Ld Test.
If it passes, it may:
Open Fire!: The unit gets a free shooting attack against the enemy unit that is assaulting them.
Counter-attack: The unit charges the enemy unit (and so gains the +1 attack for charging).
Withdraw: The unit immediately makes an ordered withdrawal* from the enemy unit.
Hold: Remain stationary and do nothing.
If the test is failed, the unit must either:
Hold: Remain stationary and do nothing.
Flee: Make a disorderly withdrawal**
*Units making an orderly withdrawal automatically regroup and will not be wiped out if the enemy assaults.
**Units making a disorderly withdrawal must test to regroup and will be wiped out by an enemy assault.
Assuming the charging unit is not wiped out/fails a morale check from enemy shooting, the combatants meet and the close combat will take place as normal.
Small Arms: You may use small arms weapons in meleƩ, using WS to hit. You are limited by both the model's number of attacks and the number of shots the weapon has (whichever is lesser). The hits will be at the same S and AP as the weapon used by the model.
Grenades now have no effect on assaults.
Continuing assaults:
Assaults are fought at the beginning of the Activation phase, before the Activating player has declared which unit he wishes to activate.
[shadow=red,left,300]
Being in communication[/shadow]
Leader models have a 12" area of influence, under which any model under their command may use their leadership. Any unit which is In Communication with that unit (using vox-casters) may also use the Leader's Leadership. In effect, any unit which has a vox-link or within 12" of their Leader is In Communication with that Leader [and every other unit in the Leader's Platoon/Brood/Etc].
Universal Special Rules:
Infiltrate [Forward Deployment]: Is the standard Infiltrate rule as it reads in the rulebook [deploy within 18" if enemy can see you, within 12" if they cannot].
Infiltrate [Ambush]: This is a rule which allows certain units to spring tactical ambushes on the enemy. In essence, it functions similar to deep strike, without the scatter, except:
- The unit does not count as moving
- It must deploy either in a terrain piece [or behind one such as a barricade or wall that could block LoS].
Deep Strike [Combat Drop]: Represents units tunnelling, teleporting or otherwise arriving in a fashion relatively prepared for battle, but not completely. Standard DS rules.
Deep Strike [Death From Above/Below]: Similar, but may deploy the units directly onto enemy units and straight into close assault [similar to the deployment of the Trygon/Mawloc/Vanguard Vet squads]. However, if the unit scatters off-target, it may not move or use shooting attacks.