WH40K

General Warhammer 40K information.

Assembling Small Scale 40K rules

I'm trying to assemble the rules for small-scale combat in Warhammer 40K. Focus is on interior / close quarters combat, including shipboard actions, building interiors, and cityfights.

Rules come from IA4: The Anphelion Project (A), IA9 and IA10: The Badab War (B), or Cities of Death (C). Anything else is a playtest or house rule.

Game parameters:

  • no more than 1500 points per side
  • vehicles limited or disallowed in interiors

Close-Quarters Shooting (A)

The Anthill Scenario Rules

Dominant feature is "The Anthill," which is in the center of the
table. Also in the center is a 24" wide no-man's land. No units may
be deployed in the 24" center section for any reason, including
infiltration.
Scoring:
Alternate scoring methods in use. Victory points for objectives are
calculated at the top and the bottom of each game turn.
* KING OF THE HILL. Superheavy vehicle or gargantuan creature on the
hill, with no opponent's superheavy / garg on the hill. 3 points.
* SECONDARY OBJECTIVES. Control of another objective. 1 point each.

Securing the Future of Warhammer 40,000

If trends continue, 6th edition of Warhammer 40K will be based around 2500 points and mech heavy. Want to see where this goes?
Check out Stelek's brutal Imperial Guard 'Ard Boyz list.


The Ghost of Christmas Future

Warhammer 40K Apocalypse Game "The Anthill" 17 July 2011

Utilitatum Inquis – Prioris Tertium
Warning: Clearance: Penumbra/Nightshade/Gamma
++++ Transmitted: Clarissia, Eastern Pole
++++ Received: <>
++++ Destination: <>
++++ Temporal Reference/Send: [9 088-sidereal] 8739207.M41
++++ Telepathic Duct: Locus Vulpes/Legio Astartes 32:14 Terminus
++++ Transcriptor: Autosavant Errant -64c//Guy [review - function may be impaired]

Thought for the Day: “Men do stupid things simply because they can, but nothing they do not wish to do without the threat of punishment.”

40K Skirmish Scenario: Stormraven Down

Initial Setup

Set up a 3' x 3' board of mostly city terrain.

Place a flyer (Stormraven or Valkyrie, &c) on the table in one corner. The downed vehicle counts as impassable terrain for all models, but any model within 1" of the vehicle counts as being in hard cover.

The defending player places a casualty marker (representing the pilot) in a building or ruin within 6" of the vehicle, along with two models representing elite snipers.

40K Skirmish Scenario: Defend the Ancient

Defend the Ancient / Battle of the Ancients

The defending player sets up first. His force consists of:

  • One walker (must have one or more close combat weapons) or monstrous creature costing up to 150 points.
  • Up to 75 points of Troops with at least 1 squad.

The walker or MC is the only "big man" in this force, but may not be given any character upgrades.

The opposing player uses a normal force org -- or, in a "Battle of the Ancients," the the same force org as above.

40K Skirmish playtest results

A few things:

  • A force org is required to prevent spam of elite choices like Sternguard.
  • 200 points is optimum. Maybe 225 or 250 for a scenario, nothing higher.
  • Need to write down grenade rules.
  • Special close combat weapons like thunder hammers and power fists may need special combo rules.

Force Org / Warband Construction

These are the count of models in the warband.

HQ: 0-2 if HQ units are used, they must all be "big men" characters.

Another attempt at a 40K skirmish game

I'm going to try to put out some playtest rules for a skirmish game using the 40K minis and fluff.

Inspiration will come from various versions of the Kill Team rules, the Deathwatch RPG, as well as ideas from other skirmish games.

This will not be a stand-alone set of rules, as knowledge of 40K and the current codices is required.

I want it to be a character-based game with several "big men," plenty of interaction between units, interleaved activations, and avoid having people spam units or game the system. I also want Xenos to be able to build a decent force.

Warhammer 40K Apocalypse House Rules

I'm assembling a series of rules changes to Warhammer 40,000 Apocalypse. My main sources are the Apoc rulebook, IA Apoc and IA Apoc II with other Imperial Armour books as necessary.

Common-sense / house rules are there to speed up the game as well as keep the game friendly.

===

Rules:

* Both AP1 and Destroyer weapons get +1 to the Superheavy Damage Table (IA2)
* Flyers are Apocalypse Flyers: Valkyries, Vendettas, and Stormravens (various IA books)
* Any effect that is "table wide" or "unlimited" has a maximum distance of 72" (IA2)

===

House Rules:

2000 Point Ordo Malleus

HQ
Coteaz
Ordo Malleus Inquisitor with Power Armor, 3x Servo Skulls, Daemonblade

TROOPS
Inquisitorial Warband
3 Meltagun, 5 Storm Bolter Warrior Acolytes
Chimera with HHF, Multilaser, HK Missile

Inquisitorial Warband
3 Meltagun, 5 Storm Bolter Warrior Acolytes
Chimera with HHF, Multilaser, HK Missile

Inquisitorial Warband
3 Meltagun, 5 Storm Bolter Warrior Acolytes
Chimera with HHF, Multilaser, HK Missile

Inquisitorial Warband
3 Meltagun, 5 Storm Bolter Warrior Acolytes
Chimera with HHF, Multilaser, HK Missile

Terminators with Hammer, 4x Halberd

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