Notes: very rough preliminary rules in progress.
Models can move up to their movement characteristics in inches.
Terrain will slow movement.
Deep Striking, Ambushing, etc, uses up all the model’s move. Deep Strikers can be placed anywhere not in terrain not within 6” of an enemy unit. Ambushers can be placed in any terrain not within 6” of an enemy unit.
Line of Sight. Models can only target enemy models they can see.
Terrain can be sparse or dense - models can see 6” into sparse terrain and see through sparse terrain if the line drawn through it is less than 6” deep, models can see 3” into dense terrain and cannot see through dense terrain.
there are two forms of action - opposed and unopposed.
in an unopposed action, a player rolls a d6 and adds appropriate modifiers. if the combined score of the die and the modifiers are equal to or higher than 7, the action is successful, if not the action has failed.
in an opposed action, if the player succeeds in their action then the opposing player is allowed to make a save roll - they roll a d6 and add appropriate modifiers. if the combined score of the die and the modifiers are equal to or higher than 7, the save is successful, if not the save has failed.
Weapons have the following statistics: range, attacks, strength, armour piercing, damage.
Models can make a shooting action against any enemy model that is in line of sight and within range but not within 6”. When making a shooting action, they make a number of action checks equal to the attack statistic of the weapon using the model’s ballistic skill as a positive modifier reduced by various other modifiers down to a minimum of zero. For every success, the enemy model suffers a ‘hit’ and must make a save using their toughness (reduced by the weapon’s strength to a minimum of zero), and armour (reduced by the weapon’s armour piercing to a minimum of zero). For every failed save, the model takes wounds equal to the damage statistic of the weapon down to a minimum of zero. Models with zero wounds remaining are removed in the Resolution Phase.
Models can make a melee action against any enemy model that is in line of sight and within 6”. When making a shooting action, they make a number of action checks equal to the attack statistic of the weapon using the model’s melee skill as a positive modifier reduced by various other modifiers down to a minimum of zero. For every success, the enemy model suffers a ‘hit’ and must make a save using their toughness (reduced by the weapon’s strength to a minimum of zero), and armour (reduced by the weapon’s armour piercing to a minimum of zero). For every failed save, the model takes wounds equal to the damage statistic of the weapon down to a minimum of zero. Models with zero wounds remaining are removed in the Resolution Phase.
Morale checks are actions taken in the Resolution and Command phases. They come in two main forms: Morale checks and Rally checks.
A morale check is performed by rolling a d6 and adding the model’s morale statistic reduced by the amount of shock they have received down to a minimum of zero. Shock is received from a number of sources (consult the list below). If the check fails, the model is forced to fall back 6” towards their player’s board edge.
A rally check is performed by rolling a d6 and adding the model’s morale statistic. If the check succeeds they rally and may take their turn as normal. If the check fails they must spend their turn moving their entire move directly towards their player’s board edge. They may perform other actions as normal.
Games are divided into rounds, rounds are divided into phases, and phases are divided into turns.
Each round consists of three phases; the command phase, the action phase, and the resolution phase. Each phase consists of a turn for each player.
Short games last five rounds, long games last for ten rounds.
The Command Phase.
Things that happen in the command phase (in order):
- Clear expiring effects.
- Rally checks.
- Resupply.
- Reinforcements.
The Action Phase.
Things that happen in the action phase (not in order):
- Movement.
- Shooting.
- Melee
- Ambushes, Deep Strikes, etc.
- Miscellaneous Actions.
The Resolution Phase.
Things that happen in the combat phase (in order):
- removing casualties.
- making morale checks.
- falling back.
Boards are divided into 12” x 12” squares known as zones, the goal of the game is to control these by the end of the set number of rounds with the winner being whichever player or team controls the most uncontested zones. Control of zones is determined by which player’s models are wholly within them. If both players or teams have models wholly within the zone then it is contested, if only one player or team has models in the zone then it is uncontested and that player or team controls it. If a zone is surrounded by zones controlled by a player or team but does not contain models, then that player or team is considered in control of it.
Objectives are important locations in some zones, controlling the zone they are in counts as controlling multiple zones (depending on the rules of the mission).
Standard board sizes are determined by the size of game you wish to play. The following are recommendations.
small games consisting of two or three units per team should be played on boards of 24” x 24” (4 zones) or 24” x 36” (6 zones).
games consisting of four to six units per team should be played on boards of 36” x 36” (9 zones) or 36” x 48” (12 zones).
larger games consisting of seven or more units per team should be played on boards of 48” x 60” (20 zones) or 48” x 96” (32 zones).
Maps are premade boards. A bunch of them should be made available so that people can use them instead of having to randomly place terrain - fully modeled terrain should be a bonus.