Victory Conditions: Victory Points are given to players who destroy opposing units, an additional point is given if the unit destroyed was an HQ or Heavy vehicle, 2 additional points are given if the unit was a super-heavy.
Maelstrom Mission Cards + 6 Objectives – The game will feature objectives and mission cards as detailed in Maelstrom rules.
RTS Points – each player will earn 70 points per turn regardless of number of resource locations they have captured. To increase game speed these cannot be shared across the team. Each player may increase their income by capturing locations, each location earns 15 points. Players may bank their points for use in the next turn.
Tech Tree – players must purchase characters or units in order to open and progress through the various tech tree's. The number of points indicated in each tier indicate how many points must be spent in that tier before the next tier is opened. Players can only spend points in tech tree's which they have opened. Players may embark their infantry into a team mates vehicle or vice versa.
Morale – units that fail their leadership go to ground where they stand and can recover their morale only if approached by friendly units, infantry and vehicles have a 0” influence, Nobs and Sergeants have a 6” influence, HQ characters have a 12” influence, Commissars, Warbosses have 18” influence. The unit recovers their morale immediately once the influencing unit moves into range and may move in the same movement phase.
Regrouping – If desired a unit can be merged with another of the same tech tree – they must end the turn in unit coherency and be declared as acting as a single unit. Units may not separate once formed.
Capturing Points
To capture a location a friendly unit must be placed in base contact with the location and at the start of the next turn will earn the points for the player who is in command of the unit.
There are locations worth 15 points per turn, these will be represented by small ruins or areas of cover.
Terrain:
The Deployment Zone will be the area around the base points, approx 18” in each direction of the corner. The corner will be marked by suitable terrain piece. (eg – Ork bunker)
There are locations worth 15 points per turn, these will be represented by small ruins or areas of cover.
The river is difficult terrain and has no current, it provides a trench of 4+ cover.
Difficult Terrain: Units in difficult terrain may move 4” (reducing the number of dice rolls per turn).
Cover: Soft Cover is 5+, Tank Traps are 5+, Ruins and Walls are 4+.
Exploding Terrain: due to the large amount of pipelines within the imperial half of the battlefield it will be hard to write rules for exploding pipes without giving the orks an advantage – therefore pipes have AV15 and explode when penentrated causing S4 Ap- to models within 1” of the effected section of terrain (these are the small sections between connectors). Barrels also explode, as do barrel hills.
Off Map Airfield – Any aircraft could fly off the table to their airfield. It would take 2 turns to land and be in position to embark new infantry and take off again, returning a further 2 turns later, totaling 4 turns. This would allow the Ork Bommer a chance to earn its points as it couldn't deploy units as easily as the Imperial Fly / Hover units. It would also allow Dakka Jets and other craft a chance to fly off for repairs. Repairs can be given to a landed aircraft for free, fixing 1 HP per turn.
Spawn Points:
There is one spawn point per team near the centre of the map, the spawns can only deliver infantry to the battle and the access points are marked by the doors on the terrain, Orks have the Rok, Imperials have the Power Station, these buildings are invincible.
May spawn 1 infantry unit per turn, models must be able to disembark the building / rok up to 6”, any remaining models may not be deployed this turn.
A note on special rules:
Units with Deepstrike may not use this ability, and must arrive from the table edge.
Units with Scouts may not Out-Flank but retain the ability to move further on the first turn.
Units with Infiltrate may Outflank from suitable terrain piece.
Units with Jump Packs may not deepstrike on to the table but may jump from transport aircraft and land using deepstrike rules with the change that the unit will not scatter.
Special Units: (rules need to be worked out)
War Trukk with Flakk Kannons – ork wagon AV14 front, 12 Side, 12 Rear, Transport 22, 2 x AA mount
StormBird – marine flyer with little armament, transport for 12 infantry
Unit Choices:
Special attention has gone into the units which are available in each army, for ease of identification these will be marked on the day so that players understand what each vehicle is. (primarily for ork units which are little vague). Notably sentinels will be more wysiwyg too.