Badab War Campaign: Fall 2011
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Selik
Roland
dusktiger
7 posters
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Re: Badab War Campaign: Fall 2011
For anyone showing up on Thursday, if you have Space Hulk, please bring your tiles (and doors, etc.) with you. 1000 pt lists, the rules for Boarding action lists are in IA9, and posted here (somewhere).
Also, we'll be picking chapters, so try and have an idea of which one you'd like to take.
Also, we'll be picking chapters, so try and have an idea of which one you'd like to take.
Roland- Lord of Titan
- Posts : 3544
Join date : 2011-01-26
Location : Saskatoon
Boarding actions rules/FOC
I'll be dropping of 2 binders w/ the full rules and all the special missions tonight.
Attacker FOC
HQ 1-2
E 1-4
T 0-5
FA 0-2
HS 0-2
Defender FOC
HQ 1-2
E 0-4
T 1-5
FA 0-1
HS 0-3
No Dedicated Transports.
No vehicles except walkers or artillery, and they cannot have a base larger than 60mm (Defilers are out)
Assault Squad w/o JP count as troops.
No Deep strike unless they teleport or materialize out of the warp.
Bikes, Artillery and Walkers treat difficult terrain as dangerous, and jump infanty than move over 6" must make a dangerous terrain test.
Boarding Action Setup:
Setup a 4x4' table with rooms and corridors, or Vault terrain (think Cities of Death)
decide who will be the attacker and defender by either mutual agreement, or D6 roll; victor chooses.
players divide their forces roughly in half based on the number of units they take. one half is your beginning spearhead, the other half is your reserves.
Decide which Strategems shall be taken before deploying forces and choosing the mission type to be played.
roll a D6 to see who gets to deploy first. the winner gets to pick which quadrant he deploys in, staying 6" away from the center-point of the board.
once deployed, the 2nd player rolls a D6. on a 4+, they may deploy in any of the other 3 quadrants. on a 1-3, they must deploy in the opposite quadrant of the 1st player.
reserves arrive normally, entering play from either of the 2 table edges that make up your deployment quadrant.
either mutually agree, or roll a D6 to determine game type to be played: 1-2, Search & Destroy, 3-4, Capture the Flag, 5-6, Sabotage.
Before any moves are made, each player rolls a D6 and adds the total together; on a 7+, Cold Void is in effect. on 6-, Night Fighting is in effect until a power surge occurs.
Special Rules:
Reserves, Scouts, and Infiltrators play as normal.
Only units that can Teleport or materialize from The Warp may use Deep Strike rules.
Barrage Weapons cannot indirect-fire.
Bikes, Artillery, and Walkers treat all Difficult Terrain as Difficult & Dangerous Terrain.
Units that Turbo Boost must make a Dangerous Terrain test regardless of terrain type they cover
Jump Infantry that move more than 6" in the Move phase must take a Dangerous Terrain Test.
All Troop and Elite units are scoring, and may claim an objective by being within 6" of it. Units may not claim more than 1 objective at a time.
Games are 5 turns long. after turn 5, roll a D6. on a 4+, play turn 6. after turn 6, the game ends.
The board is made of tight corridors and rooms; if a shooting model does not have line of sight from his center of mass to that of his target's center of mass, he does not have line of sight. this includes psychic powers and such, like Lash.
Cold Void:
All shooting attacks of str 4 or higher now Rend, unless the target has Void Hardened Armor, Artificer Armor, Terminator Armor, or an Armor Value.
If fighting a mixed unit that has different armor types, all Rending rolls must be applied to the models that do Not fall under one of the aforementioned Armours first.
Any weapons that had Rending to begin with (i.e., Assault Cannons), now rend on a 5+.
Any Blast Weapons now also cause Pinning.
Strategems:
players may take 2 + another 2 for every 500pts their roster limit is for the game (i.e. 1500pt game = 8 Strategem Points).
Decide which shall be taken before deploying forces and choosing the mission type to be played.
Unless specified in its description, a strategem can only be taken once.
Players must declare what strategems they have taken when indicated in the description on that strategem. in some cases this is at the start of your first turn, others when you activate it.
If taking Void Hardened Armour, declare so, and on what units, before the first turn moves are made.
Game Types:
Search & Destroy: Kill points are used to determine the winner; you earn 1 KP for each unit, Independent Character, and Walker you destroy fully.
Capture the Flag: the defender gets 3 objectives to place; one in his deployment zone, and 1 in each of the 2 unoccupied zones. they must be at least 6" from the Table Edge, 6" from the center of the board, and not placed on impassable terrain (i.e. in the "walls" of a corridor or room). if the attacker holds more objectives than the defender at the end, they win. If any other result occurs, the defender wins.
Sabotage: The Defender places 2+D3 markers on the table, at least 6" from the table edge, and 12" from one another. The Attacker must destroy these in order to win. They are AV11 and auto-destroy on any glancing/penetrating hit rolled. These count as having a 4+ Invul save against shooting attacks. They cannot be affected by events on the Ship Damage Table that's rolled for at the top of every turn. The attacker wins if they destroy the majority (i.e. 2 of 3, 3 of 4, or 3 of 5). If tied, (i.e. 2 of 2), then fall back on Kill points to determine winner.(see search and destroy to see how many points each item is worth)
At the beginning of each game turn, each player rolls a D6, and the total is added together, causing one of the following results:
2-4 - Hull Quake
5-7 - Power Surge
8 - Nothing Happens
9-11 - Wildfire!
12 - Structural Collapse
Hull Quake: for this turn, all clear terrain is now Difficult Terrain. all Difficult Terrain is both Difficult & Dangerous Terrain.
Power Surge: Night Fighting is now in effect. if it already was, it is now gone. Also, if the defender placed any Bulkhead & Airlock Doors, roll a D6 for each door. on a 5+, the door will open or shut on its own.
Wildfire!: A series of explosions occur across the table. Divide the board as shown. Roll 1+D6 to see how many explosions occur in total. For each explosion, roll a D6 to find the starting point (see diagram for locations). then roll 3D6 scatter dice to see where each occurs, measuring from the centre of each section. Place a 5" Blast where each lands. Any unit or model caught in the blast suffers a Str 5 AP 5 Pinning attack.
Structural Collapse:
Roll a D6 and refer to the diagram to see what quarter of the map is affected. if a 5 or 6 is rolled, the entire board is affected.
All models that have a Toughness value suffer an instant Str 4 Rending hit.
All models with an Armor Value suffer a glancing hit on a 4+, Including special terrain strategems.
Cold Void is now in effect if it wasn't already.
Attacker FOC
HQ 1-2
E 1-4
T 0-5
FA 0-2
HS 0-2
Defender FOC
HQ 1-2
E 0-4
T 1-5
FA 0-1
HS 0-3
No Dedicated Transports.
No vehicles except walkers or artillery, and they cannot have a base larger than 60mm (Defilers are out)
Assault Squad w/o JP count as troops.
No Deep strike unless they teleport or materialize out of the warp.
Bikes, Artillery and Walkers treat difficult terrain as dangerous, and jump infanty than move over 6" must make a dangerous terrain test.
Boarding Action Setup:
Setup a 4x4' table with rooms and corridors, or Vault terrain (think Cities of Death)
decide who will be the attacker and defender by either mutual agreement, or D6 roll; victor chooses.
players divide their forces roughly in half based on the number of units they take. one half is your beginning spearhead, the other half is your reserves.
Decide which Strategems shall be taken before deploying forces and choosing the mission type to be played.
roll a D6 to see who gets to deploy first. the winner gets to pick which quadrant he deploys in, staying 6" away from the center-point of the board.
once deployed, the 2nd player rolls a D6. on a 4+, they may deploy in any of the other 3 quadrants. on a 1-3, they must deploy in the opposite quadrant of the 1st player.
reserves arrive normally, entering play from either of the 2 table edges that make up your deployment quadrant.
either mutually agree, or roll a D6 to determine game type to be played: 1-2, Search & Destroy, 3-4, Capture the Flag, 5-6, Sabotage.
Before any moves are made, each player rolls a D6 and adds the total together; on a 7+, Cold Void is in effect. on 6-, Night Fighting is in effect until a power surge occurs.
Special Rules:
Reserves, Scouts, and Infiltrators play as normal.
Only units that can Teleport or materialize from The Warp may use Deep Strike rules.
Barrage Weapons cannot indirect-fire.
Bikes, Artillery, and Walkers treat all Difficult Terrain as Difficult & Dangerous Terrain.
Units that Turbo Boost must make a Dangerous Terrain test regardless of terrain type they cover
Jump Infantry that move more than 6" in the Move phase must take a Dangerous Terrain Test.
All Troop and Elite units are scoring, and may claim an objective by being within 6" of it. Units may not claim more than 1 objective at a time.
Games are 5 turns long. after turn 5, roll a D6. on a 4+, play turn 6. after turn 6, the game ends.
The board is made of tight corridors and rooms; if a shooting model does not have line of sight from his center of mass to that of his target's center of mass, he does not have line of sight. this includes psychic powers and such, like Lash.
Cold Void:
All shooting attacks of str 4 or higher now Rend, unless the target has Void Hardened Armor, Artificer Armor, Terminator Armor, or an Armor Value.
If fighting a mixed unit that has different armor types, all Rending rolls must be applied to the models that do Not fall under one of the aforementioned Armours first.
Any weapons that had Rending to begin with (i.e., Assault Cannons), now rend on a 5+.
Any Blast Weapons now also cause Pinning.
Strategems:
players may take 2 + another 2 for every 500pts their roster limit is for the game (i.e. 1500pt game = 8 Strategem Points).
Decide which shall be taken before deploying forces and choosing the mission type to be played.
Unless specified in its description, a strategem can only be taken once.
Players must declare what strategems they have taken when indicated in the description on that strategem. in some cases this is at the start of your first turn, others when you activate it.
If taking Void Hardened Armour, declare so, and on what units, before the first turn moves are made.
Game Types:
Search & Destroy: Kill points are used to determine the winner; you earn 1 KP for each unit, Independent Character, and Walker you destroy fully.
Capture the Flag: the defender gets 3 objectives to place; one in his deployment zone, and 1 in each of the 2 unoccupied zones. they must be at least 6" from the Table Edge, 6" from the center of the board, and not placed on impassable terrain (i.e. in the "walls" of a corridor or room). if the attacker holds more objectives than the defender at the end, they win. If any other result occurs, the defender wins.
Sabotage: The Defender places 2+D3 markers on the table, at least 6" from the table edge, and 12" from one another. The Attacker must destroy these in order to win. They are AV11 and auto-destroy on any glancing/penetrating hit rolled. These count as having a 4+ Invul save against shooting attacks. They cannot be affected by events on the Ship Damage Table that's rolled for at the top of every turn. The attacker wins if they destroy the majority (i.e. 2 of 3, 3 of 4, or 3 of 5). If tied, (i.e. 2 of 2), then fall back on Kill points to determine winner.(see search and destroy to see how many points each item is worth)
At the beginning of each game turn, each player rolls a D6, and the total is added together, causing one of the following results:
2-4 - Hull Quake
5-7 - Power Surge
8 - Nothing Happens
9-11 - Wildfire!
12 - Structural Collapse
Hull Quake: for this turn, all clear terrain is now Difficult Terrain. all Difficult Terrain is both Difficult & Dangerous Terrain.
Power Surge: Night Fighting is now in effect. if it already was, it is now gone. Also, if the defender placed any Bulkhead & Airlock Doors, roll a D6 for each door. on a 5+, the door will open or shut on its own.
Wildfire!: A series of explosions occur across the table. Divide the board as shown. Roll 1+D6 to see how many explosions occur in total. For each explosion, roll a D6 to find the starting point (see diagram for locations). then roll 3D6 scatter dice to see where each occurs, measuring from the centre of each section. Place a 5" Blast where each lands. Any unit or model caught in the blast suffers a Str 5 AP 5 Pinning attack.
Structural Collapse:
Roll a D6 and refer to the diagram to see what quarter of the map is affected. if a 5 or 6 is rolled, the entire board is affected.
All models that have a Toughness value suffer an instant Str 4 Rending hit.
All models with an Armor Value suffer a glancing hit on a 4+, Including special terrain strategems.
Cold Void is now in effect if it wasn't already.
Roland- Lord of Titan
- Posts : 3544
Join date : 2011-01-26
Location : Saskatoon
Re: Badab War Campaign: Fall 2011
Man someone should high five the guy that suggested using space hulk tiles for boarding action, I don't want to say it was me because I'm not entirely sure it was me. However this post certainly implies that it was me, so good job me.
smackman- Inquisitor Lord
- Posts : 754
Join date : 2008-11-03
Re: Badab War Campaign: Fall 2011
So far:
Selik (Novamarines)
Roland (Marines Errant)
Ben (Star Phantoms)
Dusktiger (Red Scorpions)
Da Bear (Executioners)
Daemonkin (Astral Claws?)
Dom (Badab PDF)
Sys. Comm: Exorcists (Grey Knights) or the World's Angiest Lamenters (Khorne CSM)?
Anyone else that's joining in can PM myself or Dusktiger with your chapter.
We're having another Badab night Thursday, the 22nd @ the Den. Same as this week, playoffs get priority.
Selik (Novamarines)
Roland (Marines Errant)
Ben (Star Phantoms)
Dusktiger (Red Scorpions)
Da Bear (Executioners)
Daemonkin (Astral Claws?)
Dom (Badab PDF)
Sys. Comm: Exorcists (Grey Knights) or the World's Angiest Lamenters (Khorne CSM)?
Anyone else that's joining in can PM myself or Dusktiger with your chapter.
We're having another Badab night Thursday, the 22nd @ the Den. Same as this week, playoffs get priority.
Roland- Lord of Titan
- Posts : 3544
Join date : 2011-01-26
Location : Saskatoon
Re: Badab War Campaign: Fall 2011
Was anyone down there to play their playoff games this week?
System Commander- System Commander
- Posts : 4695
Join date : 2008-02-26
Re: Badab War Campaign: Fall 2011
i didnt see anyone playing league unless they started after i left
da bear- Grandmaster
- Posts : 465
Join date : 2011-06-30
Re: Badab War Campaign: Fall 2011
I put up a post last week but havn't back from Scott yet.
EDIT: If the Badab War campaign is re-starting I'd be interested, however Im not sure how many weeks I'll actually play as School has started back up. I can feild 6000 Chaos but probably only 3-4000ish without any daemons/daemonic stuff.
EDIT: If the Badab War campaign is re-starting I'd be interested, however Im not sure how many weeks I'll actually play as School has started back up. I can feild 6000 Chaos but probably only 3-4000ish without any daemons/daemonic stuff.
Guest- Guest
Re: Badab War Campaign: Fall 2011
not sure if anyone is avail to play on fridays during the day. I find that during the days on friday are best for me to playing during the week.
Selik- Crusader
- Posts : 240
Join date : 2010-08-23
Age : 49
Location : langham
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