Update: We're just waiting on Grey Mage's image and his character's psyker powers and we'll kick things off.
All battles for the round will be arranged/announced at once. I have several other mods helping out running battles and writing batreps, so we'll knock the battles/batreps out as quickly as possibly (ideally with multiple battles/batreps per day, but real life always has a way of interfering with the best plans).
These are the rules we'll be using for the battles, slightly modified from the Crusade for Antioc Arena of Death
Each battle will be conducted as follows:0. STARTING DISTANCE (3D6+12").1. INITIATIVE CHECK - Roll 1D6 for each character.
The model that beats its Initiative score by more (rolls lower than its Initiative) wins the Initiative.
If both models roll lower than their Initiative by the same amount, the model with the lower Initiative wins the Initiative.
If both models have the same Initiative, Initiative check is considered a draw.
If both models roll higher than their Initiative, Initiative check is considered a draw.
Models that roll higher than their Initiative are considered to have failed Initiative.2. MOVEMENT
Models that pass Initiative may move up to either 6" forward (unless they have special rules that allow more) or 2" back.
Models that fail Initiative may not move.3. SHOOTING
Any model with a ranged attack may shoot.
The model that wins the Initiative shoots first.
Both models shoot simultaneously if the Initiative check was a draw.4. CHARGING
If the models are within +++ their charge range (normally 6")+++,
models that passed Initiative may charge.
Both models may benefit from the bonus attack for charging if both charge.
Models that moved backward during the Movement phase may not charge.
The normal restrictions for shooting apply.5. ASSAULT - Follow the normal rules for Assault.
If a model loses an assault and falls back, it performs a jump back (see below) instead.6. JUMPING BACK OUT OF ASSAULT
Models may jump back out of assault by choice (the player submits a special instruction to that effect) or involuntarily (the model falls back after losing an assault).
Models that are Fearless may not jump back.
Models with the Combat Tactics rule may jump back automatically.
Models that have neither Fearless nor Combat Tactics must pass a Ld check in order to jump back.
Models that jump back move 2" out of combat.
The opposing model may make 1 free attack at normal Strength if it passes an Initiative check. The attack does not have any special effects - it may be Saved against as normal.
A model may make only 1 jump back move in a turn.Note that we had some special rules in that previous AoD that are not being used here (Parry, etc.), and the addition of Combat Tactics in the Codex army list changed the jumping back rules a bit; hence the minor modifications.
Once again, don't expect any fancy storyline or batreps. I'm sure that each of us will try to present something passable, but at least a few of these are going to be fun diversions.