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The Vengis Accords


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#1
Wulf Vengis

Wulf Vengis

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WARNING:
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+
Edition: 8
Version: 1.0
-BEGIN TRANSCRIPTION-

CONTENTS
1.0 Deployment
2.0 Movement
3.0 Psychic
4.0 Shooting
5.0 Charge
6.0 Fight
7.0 Morale
8.0 The Battlefield
9.0 Vehicles
10.0 Everything Else

1.0 DEPLOYMENT PHASE

2.0 MOVEMENT PHASE

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 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.
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.

9.0 VEHICLES

10.0 EVERYTHING ELSE

Edited by Wulf Vengis, 25 October 2019 - 05:51 PM.

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#2
Wulf Vengis

Wulf Vengis

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If the unit performing the Fall Back Move is in close combat with enemy units those units may take a Movement Test; roll a d6 and add the enemy units Movement score, if the result equals or exceeds the falling back units movement roll each enemy model within 1" of the falling back unit makes one unmodified close combat attack against that unit.

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 SWEEP attack. 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 model may only make one SWEEP attack.

ALTERNATE SWEEP

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.

Edited by Wulf Vengis, 21 October 2019 - 11:21 PM.

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#3
Wulf Vengis

Wulf Vengis

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COVER BONUS AND TERRAIN TYPES
If a unit is entirely on or within any terrain feature, 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.
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.
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The Lone Wolf Saga or The Lone Wolf Saga
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#4
Wulf Vengis

Wulf Vengis

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1. MOVEMENT PHASE
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 gains a +1 bonus to armor saves vs shooting attacks (invulnerable saves are unaffected), this bonus remains as long as the unit remains stationary Units gain no benefit from cover in the Fight phase. A unit that Digs In cannot advance, or charge later that turn and counts a having moved for the purposes of firing heavy weapons.
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The Lone Wolf Saga or The Lone Wolf Saga
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#5
Wulf Vengis

Wulf Vengis

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NARRATIVE PLAY ONLY

MOVEMENT PHASE
Reinforce Position
Units that begin their Movement Phase within LIGHT, MODERATE or HEAVY cover can either move normally or remain stationary and attempt to Reinforce Position. If you choose to Reinforce Position, the unit must take an unmodified Leadership Test against its highest Leadership score. If the test is passed the unit receives +1 to its Cover Bonus as long as it remains stationary. This bonus is immediately lost if the unit moves, advances, charges, is charged, performs a Fall Back Move or retreats. For the rest of the turn a unit that Reinforced Positions cannot advance, or charge and counts a having moved for the purposes of firing heavy weapons. A unit can only Reinforce Positions one time (it's effects do not stack). If the Leadership Test fails the unit remains stationary but fails to increase their Cover Bonus.

Edited by Wulf Vengis, 23 October 2019 - 04:46 PM.

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#6
Wulf Vengis

Wulf Vengis

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VEHICLES

Armour facing provides damage reduction.
Vehicle Armor Facing
Front Armor: -1 damage vs shooting attacks
Side Armor: no benefit vs shooting attacks
Rear Armor: +1 damage vs shooting attacks

OR

Vehicle Armor Facing effects armor save.
Front Armor: +1 Armor save vs shooting attacks.
Side Armor: no benefit vs shooting attacks
Rear Armor: -1 Armor Save vs shooting attacks.

OR

*Armour facing effects the Toughness of a vehicle.
Rhino Chassis:
Front: +2 Toughness vs shooting attacks.
Side: +1 Toughness vs shooting attacks.
Rear: No Benefit vs shooting attacks.

Land Raider Chassis:
Front: +4 Toughness vs shooting attacks.
Side: +4 Toughness vs shooting attacks.
Rear: +4 Toughness vs shooting attacks.

*This would be super fluffy, but too many changes across the entire game system for ease of structure.

---

Vehicles and Cover
A vehicle that is at least partially obscured by terrain gains a +1 Cover Bonus to its Armour Save.

Edited by Wulf Vengis, 26 October 2019 - 03:41 AM.

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#7
Wulf Vengis

Wulf Vengis

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Line of Sight and Target Eligibility
Line of sight is always calculated from the center of the shooting model.
During the Shooting Phase, if a unit can see at least one of the following parts of an enemy unit heads, torsos, arms, legs, wings, tails, hull, sponsons, weapons, tracks, engines or fuel tanks and the enemy unit is within range of the units selected weapons that enemy unit is an eligible target.

Edited by Wulf Vengis, 25 October 2019 - 03:49 PM.

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#8
Wulf Vengis

Wulf Vengis

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Random fire weapons?...

May need to be addressed on a weapon by weapon basis...

Requires more research...

Edited by Wulf Vengis, 25 October 2019 - 03:38 PM.

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#9
Wulf Vengis

Wulf Vengis

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I Go You Go, Out the Window
A units Leadership value determines the order in which they perform actions on the battlefield.
Players still roll off to see who goes first. The winning player (PLAYER 1) activates the units with the highest Leadership value first during any phase then activate the units with the next highest Leadership and so on until each of their units have been activated. This is followed by the opposing player (PLAYER 2) activating their units in the same manner.
Units without a Leadership value always activate at the end of their controllers phase.

OR

I Go You Go, Out the Window
A units Leadership value determines the order in which they perform actions on the battlefield.
Players still roll off to see who goes first. Beginning with the winner of the roll off (PLAYER 1) the players then take turns activating units by highest Leadership. Player 1 activates their highest Leadership units followed by the opposing player (PLAYER 2) activating their highest Leadership units. Units without a Leadership value always activate at the end of their controllers phase.

---

I Go You Go, Out the Window
Charge Phase
The players alternate activating charging units according to which IGUG, OTW version is in use beginning with Player 1. Take care to note which units performed charges and which units were charged.

I Go You Go, Out the Window
Fight Phase
Close combats are handled in order of leadership beginning with Player 1s highest Leadership unit. The charging unit always strikes first unless otherwise noted and the defending unit always strikes back immediately before moving onto the next Leadership value. Units with no Leadership value are handled at their opponents Leadership or at the end of the phase if both attacker and defender have no Leadership value.

---
Leadership needs a purpose beyond morale saves.
Using Leadership to preform actions during an opponents turn.

Edited by Wulf Vengis, 26 October 2019 - 03:30 AM.

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The Lone Wolf Saga or The Lone Wolf Saga
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