I'm going to make this my little house rules dump, where i can organize and sort the rules used around my table.
These rules will only ever be used by me, one or two of my friends and members of my family.
Games played with these rules will NOT be highly competitive but of a more "beer and pretzels" nature.
Feel free to peruse, use and abuse these rules as you see fit.
I like discussing and debating house rules and ways to adjust or modify different aspects of the game so please, if you have feedback don't feel afraid to ask me about things or offer your own suggestions.
NOTE: I will attempt to keep this post updated to contain these first entries and new additions but primarily "finalized" entries.
+THE VENGIS ACCORDS+
8.0 The Battlefield
10.0 Everything Else
1.0 DEPLOYMENT PHASE
Players deploy their rosters to the battlefield before deciding who will take the first turn.
1.1 Force Deployment
The winner of a coin toss/roll off will deploy their units onto the battlefield following mission appropriate parameters first. After that player has finished deploying the other player can begin their own deployment.
1.2 Seize the Initiative
After both players have finished deploying their units onto the battlefield the player who deployed last can attempt to Seize the Initiative. The two players roll off and the winning player becomes PLAYER 1 and gets to begin the Movement Phase. If the player chooses not to Seize the Initiative the player who deployed first becomes PLAYER 1 and gets to begin the Movement Phase.
2.0 MOVEMENT PHASE
Players move their units across the battlefield beginning with PLAYER 1. Once PLAYER 1 has finished moving their units PLAYER 2 can begin moving their own.
2.1 Fall Back Move
Units that begin their Movement phase in close combat or within 1" of an enemy unit can either remain stationary or make a Fall Back Move. If you choose to make a Fall Back Move, the unit must take an unmodified Leadership Test against its highest Leadership score. If the test is passed roll 2d6 and move the unit up to that many inches away from all enemy models so that it ends it's movement more than 1" away from all enemy models.
If the Leadership Test is failed, the Fall Back Move fails and the unit remains in place.
A unit that makes a Fall Back Move, regardless of success, cannot advance, or charge later that turn. A unit that makes a Fall Back Move also cannot shoot later that turn unless it can FLY.
2.1.1 Route or Sweep
If the unit performing the Fall Back Move is in close combat with enemy units those enemy units may attempt to ROUTE or SWEEP their fleeing opponents.
ROUTE: The routing unit rolls a d6 and adds their movement score, if the result equals or exceeds the falling back units movement roll the Fall Back Move fails and the units remain locked in close combat.
SWEEP: The sweeping unit rolls a d6 and adds their movement score, if the result equals or exceeds the falling back units movement roll the Fall Back Move succeeds but each enemy model in the sweeping unit within 1" gets to make one round of close combat attacks as if it were the FIGHT PHASE. SWEEP attacks are resolved like normal close combat attacks (albeit ones resolved during the opponents Movement Phase) and use all the normal rules except that a 6 is always required for a successful hit roll, irrespective of the attacking models Weapon Skill or any modifiers.
2.2 Dig In
During the movement phase a unit may choose to Dig In in an attempt to establish a protected firing position. A unit that chooses to Dig In is immediately considered in Cover and gains a +1 bonus to its armor saves vs ranged attacks, this bonus remains as long as the unit remains stationary. For the rest of the turn a unit that Digs In cannot advance, or charge and counts as having moved for the purposes of firing heavy weapons.
Units may also Dig In in response to being declared a target during an opponents Shooting Phase. If you choose to Dig In in this way, the unit must take an unmodified Leadership Test against its highest Leadership score. If the test is passed the unit is immediately considered in Cover and gains a +1 bonus to armor saves vs shooting attacks, this bonus remains as long as the unit remains stationary. For the rest of the turn a unit that Digs In cannot advance, or charge and counts as having moved for the purposes of firing heavy weapons.
3.0 PSYCHIC PHASE
4.0 SHOOTING PHASE
5.0 CHARGE PHASE
6.0 FIGHT PHASE
7.0 MORALE PHASE
8.0 THE BATTLEFIELD
8.1 Obscured Bonus
Any unit that is not entirely on or within any terrain feature but is at least partially obscured from enemy view gains a +1 Obscured Bonus vs that enemy units shooting attacks. This bonus does not stack with the targets Cover Bonus.
8.2 Cover Bonus
If a unit is entirely on or within any terrain feature it is in Cover, that unit will gain a bonus to its armor save based on the TERRAIN TYPE against shooting attacks (invulnerable saves are unaffected). Units gain no benefit from cover in the Fight phase.
8.3 Cover Types
LIGHT COVER: +2 bonus to armor saves vs shooting attacks.
MODERATE COVER: +3 bonus to armor saves vs shooting attacks.
HEAVY COVER: +4 bonus to armor saves vs shooting attacks.
8.4 Large Models and Cover
Units with the MONSTER and VEHICLE keywords are too large to benefit fully from cover. Any Cover Bonus they receive is reduced by 1, this penalty does not effect an Obscured Bonus.
10.0 EVERYTHING ELSE
Edited by Wulf Vengis, 18 November 2019 - 11:00 PM.