III. HIDDEN SET-UP:
A. Markers:
1. Numbered; 1 for each unit in force
2. Defender places markers
a. In permissible terrain
b. In deployment zone
B. Vehicles must be hidden in terrain
C. Revealing Hidden Troops:
1. After Attacker deploys
2. One model in unit on the marker
3. Those for RESERVES remain
D. Minefields & Booby Traps
1. Markers for units not deployed
2. Roll d6
a. 4+ Booby Trap or Minefield (choice)
b. 3- Dummy (removed)
3. Booby Trap
a. Controlling player detonates when enemy w/i 2d6
b. Other player chooses target
c. Single S8, AP2. One Time.
4. Minefield
a. 8 x 4 contacts marker
b. Models trigger on 4+
c. S6, AP- (antipersonnel)
d. S6 v. Rear Armor (antitank)
e. Skimmers/jump packs affected
IV. INFILTRATORS: deploy per scenario rules
V. NIGHT FIGHTING:
A. Must check to see enemy before firing
B. Roll 2d6 x 3 for distance seen by unit
C. May shoot any targets in visual range
D. Guess weapons scatter 2x distance, IF > visual
range
VI. OBSTACLES:
A. Razorwire:
1. d3 + 3 sections, 6" each.
2. Vehicles, skimmers, jet bikes, and jump packs are not affected.
B. Tank Traps:
1. d3 x 3 sections, 6" each.
2. Vehicles treat as impassable terrain
3. Skimmers and infantry unaffected
4. Provides cover for infantry
5. May be shot at and/or assaulted (AV 10)
a. Penetrating hit = Destroyed
b. Glancing hit = No effect
VII. PRELIMINARY BOMBARDMENT:
A. Roll d6 for each enemy infantry, bike or cavalry unit and each obstacle section
1. Hit on .
a. Squads = d6, Normal Save, Pin Check.
b. Obstacles = Destroyed section
2. RESERVES cannot be hit
B. Vehicles & bunkers unaffected, but roll for troops inside them as for other units
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X. SENTRIES:
A. Number based on army. Cost 0 points.
1. Orks: 12 Gretchin (I2)
2. IG: 10 Guardsmen (I3)
3. SoB: 8 Battle Sisters (I3)
4. Tyranids: 8 Termagants (I4)
5. Eldar: 8 Guardians (I4)
6. Marines: 6 Space Marines (I4)
7. Chaos: 6 Chaos Marines (I4)
8. Dark Eldar: 6 Warriors (I5)
B. Sentry turn: Players each roll d6 / sentry
1. High die moves the sentry
2. Defenders moves sentry on tie
C. Sounding the alarm
1. Defender units cannot move until alarm
2. Spotting: Sentry spots enemy w/i 2d6
3. Vehicles: Attacker deploys any vehicle
4. Firing: Attacker fires non-sniper weapon or Sentry survives sniper fire
5. Assault:
a. Sentry survives assault, or
b. Sentry killed but 4+ is rolled after.
c. No sweeping advance (consolidate)
6. Bodies:
a. Sentries killed are not removed.
b. Other sentries may spot the body
D. Note: all other defending models may spot enemy units as sentry but CANNOT move.
E. Sentry models are removed if alarm sounds and defender takes a turn immediately
XI. SUSTAINED ATTACK:
A. Troops units wiped out may reenter from Attackers board edge or either of the short table edges outside the enemy deployment zone on Attackers next turn.
B. Units forced to fall back and reduced to <50% can be removed and re-used as if wiped out. They do NOT have to fall back off the table.
C. Destroyed vehicles (including transports) and HQ (including IG Commands Sections) cannot be recycled.
XII. VICTORY POINTS:
A. Destroyed or fell back off table = points cost
B. Lost >50% models = 50% points cost
C. Lost < 50% models = No points
D. Damaged vehicles = 50% points cost
E. Destroyed vehicles = Points cost
F. Individuals < 50% W = 50% points cost
G. Individuals Killed = Points cost
I got this info off of a site called the
INQISITOR'S CHAMBER which is a really good site so check it out there is a link to it on my favorite links page.
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