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The Vengis Accords


Wulf Vengis

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+THE VENGIS ACCORDS+

EDITION: 9

CODEX: Space Wolves

UNIT: Wolf Guard Pack

VERSION: 1.0

 

-BEGIN TRANSCRIPTION-

 

WOLF GUARD PACK

 

Wolf Guard

M /WS /BS /S /T /W /A /Ld /Sv /Pts

6" / 3+ / 3+ / 4 / 4 / 2 / 2 / 8 / 3+ / 18pts

Unit Type

Astartes, Elites, Imperium, Infantry, Space Wolves, Wolf Guard

 

Unit Composition

5-10 Wolf Guard

 

Wargear

Each Wolf Guard is equipped with the following: Astartes Chainsword, Bolt Pistol, Frag and Krak Grenades and Power Armor.

 

Options

One Wolf Guard may take a Company Standard (tbd).

Each Wolf Guard may replace his astartes chainsword with one of the following:

Frost Axe

Frost Sword

Plasma Pistol

Power Axe

Power Fist

Power Maul

Power Sword

Thunder Hammer

Wolf Claw

Each Wolf Guard may replace his bolt pistol with one of the following:

Boltgun

Combi-flamer

Combi-melta

Combi-plasma

Frost Axe

Frost Sword

Plasma Pistol

Power Axe

Power Fist

Power Maul

Power Sword

Storm Shield

Thunder Hammer

Wolf Claw

One Wolf Guard may take one of the following heavy weapons:

Heavy Bolter

Lascannon

Missile Launcher

Multi-melta

Plasma Cannon

If there are 10 Wolf Guard in this pack a second Wolf Guard may take one of the following heavy weapons:

Heavy Bolter

Lascannon

Missile Launcher

Multi-melta

Plasma Cannon

Any Wolf Guard may take Meltabombs.

Dedicated Transport

Additionally this unit may be accompanied by a Dedicated Transport:

Drop Pod

Land Raider

Land Raider Crusader

Land Raider Redeemer

Rhino

Razorback

Stormfang Gunship

Stormwolf

If the unit is broken into Combat Squads it may be accompanied by a second Dedicated Transport:

Drop Pod

Land Raider

Land Raider Crusader

Land Raider Redeemer

Rhino

Razorback

Stormfang Gunship

Stormwolf

 

Special Rules

Acute Senses: A unit with this special rule can see twice as far in the dark. Multiply their Night Fighting results by two (2d6x2+BS).

Units with this special rule may reroll missed attack rolls when shooting at invisible units within 12inches.

Furthermore a unit benefiting from this rule rerolls missed attack rolls in melee combat against an invisible opponent.

Angels of Death: When disembarking from a transport that has moved, this unit may choose one of the following:

The unit may move and fire ranged weapons normally, but cannot assault enemy units this turn.

OR

This unit may move and assault normally, but cannot fire ranged weapons this turn.

Bolter Discipline: Models with this rule firing Rapid Fire BOLT weapons make double the number of attacks if ANY of the following apply:

The firing model’s target is within half the weapon’s maximum range.

The firing model is INFANTRY and every model in its unit remained stationary during this turns Movement phase.

The firing model is a TERMINATOR, BIKER, CENTURION or DREADNOUGHT.

For the purposes of this ability, the following are considered Rapid Fire Bolt Weapons:

Bolt Rifle

Boltgun

Combi-Bolter

Hurricane Bolter

Marksman Bolt Carbine

Storm Bolter

Twin Boltgun

Combat Squads: If this unit numbers 10 or more models, it may be deployed as 2 units of no fewer than 5 models.

Company Standard: (TBD)

Know No Fear: Whenever this unit takes a morale test, you can re-roll the dice one time, keeping the second roll.

Objective Secured: This unit is scoring when holding an objective.

Shock Assault: If this unit makes a charge move, is charged or performs a Heroic Intervention, add 1 to the Attacks characteristic of models in this unit until the end of the turn.

 

-END TRANSCRIPTION-

Edited by Wulf Vengis
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+THE VENGIS ACCORDS+

EDITION: 9

CODEX: Space Wolves

UNIT: TDA Wolf Guard Pack

VERSION: 1.0

 

-BEGIN TRANSCRIPTION-

 

TDA WOLF GUARD PACK

 

TDA Wolf Guard

M /WS /BS /S /T /W /A /Ld /Sv /Pts

5" / 3+ / 3+ / 4 / 5 / 3 / 2 / 8 / 2+ / 30pts

Unit Type

Astartes, Elites, Imperium, Space Wolves, Terminator, Wolf Guard

 

Unit Composition

3-10 TDA Wolf Guard

 

Wargear

Each Wolf Guard is equipped with the following: Power Sword, Storm Bolter and Terminator Armor.

 

Options

One Wolf Guard may take a Company Standard (tbd).

Each Wolf Guard may replace his power sword with one of the following:

Chainfist

Frost Axe

Frost Sword

Power Axe

Power Fist

Power Maul

Thunder Hammer

Wolf Claw

Each Wolf Guard may replace his storm bolter with one of the following:

Chainfist

Combi-flamer

Combi-melta

Combi-plasma

Frost Axe

Frost Sword

Plasma Pistol

Power Axe

Power Fist

Power Maul

Power Sword

Storm Shield

Thunder Hammer

Wolf Claw

One Wolf Guard may take one of the following heavy weapons:

Assault Cannon

Cyclone Missile Launcher

Heavy Flamer

If there are 10 Wolf Guard in this pack a second Wolf Guard may take one of the following heavy weapons:

Assault Cannon

Cyclone Missile Launcher

Heavy Flamer

Dedicated Transport

Additionally this unit may be accompanied by a Dedicated Transport:

Drop Pod

Land Raider

Land Raider Crusader

Land Raider Redeemer

Stormfang Gunship

Stormwolf

If the unit is broken into Combat Squads it may be accompanied by a second Dedicated Transport:

Drop Pod

Land Raider

Land Raider Crusader

Land Raider Redeemer

Stormfang Gunship

Stormwolf

 

Special Rules

Acute Senses: A unit with this special rule can see twice as far in the dark. Multiply their Night Fighting results by two (2d6x2+BS).

Units with this special rule may also reroll all failed to hit rolls when shooting at an invisible unit IF the target unit is no more than 12 inches away.

Furthermore a unit benefiting from this rule rerolls all to hit rolls in melee combat against an invisible opponent.

Angels of Death: When disembarking from a transport that has moved, this unit may choose one of the following:

The unit may move and fire ranged weapons normally, but cannot assault enemy units this turn.

OR

This unit may move and assault normally, but cannot fire ranged weapons this turn.

Bolter Discipline: Models with this rule firing Rapid Fire BOLT weapons make double the number of attacks if ANY of the following apply:

The firing model’s target is within half the weapon’s maximum range.

The firing model is INFANTRY and every model in its unit remained stationary during this turns Movement phase.

The firing model is a TERMINATOR, BIKER, CENTURION or DREADNOUGHT.

For the purposes of this ability, the following are considered Rapid Fire

Bolt Weapons:

Bolt Rifle

Boltgun

Combi-Bolter

Hurricane Bolter

Marksman Bolt Carbine

Storm Bolter

Twin Boltgun

Combat Squads: If this unit numbers 10 or more models, it may be deployed as 2 units of no fewer than 5 models.

Company Standard: (TBD)

Deepstrike: Place this unit anywhere on the battlefield that is more than 12" away from any enemy units. Units that deepstrike are considered to have moved during the movement phase and cannot declare assaults, they may however run or shoot.

Know No Fear: Whenever this unit takes a morale test, you can re-roll the dice one time, keeping the second roll.

Objective Secured: This unit is scoring when holding an objective.

Shock Assault: If this unit makes a charge move, is charged or performs a Heroic Intervention, add 1 to the Attacks characteristic of models in this unit until the end of the turn.

 

-END TRANSCRIPTION-

Edited by Wulf Vengis
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+THE VENGIS ACCORDS+

EDITION: 9

CODEX: Space Wolves

UNIT: Skyguard Pack

VERSION: 1.0

 

-BEGIN TRANSCRIPTION-

 

SKYGUARD PACK

 

Skyguard

M /WS /BS /S /T /W /A /Ld /Sv /Pts

12" / 3+ / 3+ / 4 / 4 / 2 / 2 / 8 / 3+ / 25pts

Unit Type

Astartes, Elites, Imperium, Jump Infantry, Skyguard, Space Wolves

 

Unit Composition

5-10 Skyguard

 

Wargear

Each Skyguard is equipped with the following: Astartes Chainsword, Astartes Jump Pack, Bolt Pistol, Frag and Krak Grenades and Power Armor.

 

Options

Each Skyguard may replace his astartes chainsword with one of the following:

Frost Axe

Frost Sword

Plasma Pistol

Power Axe

Power Fist

Power Maul

Power Sword

Thunder Hammer

Wolf Claw

Each Skyguard may replace his bolt pistol with one of the following:

Boltgun

Combi-flamer

Combi-melta

Combi-plasma

Frost Axe

Frost Sword

Plasma Pistol

Power Axe

Power Fist

Power Maul

Power Sword

Storm Shield

Thunder Hammer

Wolf Claw

Any Skyguard may take Meltabombs.

Dedicated Transport

Additionally this unit may be accompanied by a Dedicated Transport:

Stormfang Gunship

Stormwolf

If the unit is broken into Combat Squads it may be accompanied by a second Dedicated Transport:

Stormfang Gunship

Stormwolf

 

Special Rules

Acute Senses: A unit with this special rule can see twice as far in the dark. Multiply their Night Fighting results by two (2d6x2+BS).

Units with this special rule may reroll missed attack rolls when shooting at invisible units within 12inches.

Furthermore a unit benefiting from this rule rerolls missed attack rolls in melee combat against an invisible opponent.

Angels of Death: When disembarking from a transport that has moved, this unit may choose one of the following:

The unit may move and fire ranged weapons normally, but cannot assault enemy units this turn.

OR

This unit may move and assault normally, but cannot fire ranged weapons this turn.

Bolter Discipline: Models with this rule firing Rapid Fire BOLT weapons make double the number of attacks if ANY of the following apply:

The firing model’s target is within half the weapon’s maximum range.

The firing model is INFANTRY and every model in its unit remained stationary during this turns Movement phase.

The firing model is a TERMINATOR, BIKER, CENTURION or DREADNOUGHT.

For the purposes of this ability, the following are considered Rapid Fire Bolt Weapons:

Bolt Rifle

Boltgun

Combi-Bolter

Hurricane Bolter

Marksman Bolt Carbine

Storm Bolter

Twin Boltgun

Combat Squads: If this unit numbers 10 or more models, it may be deployed as 2 units of no fewer than 5 models.

Deepstrike: Place this unit anywhere on the battlefield that is more than 12" away from any enemy units. Units that deepstrike are considered to have moved during the movement phase and cannot declare assaults, they may however run or shoot.

Know No Fear: Whenever this unit takes a morale test, you can re-roll the dice one time, keeping the second roll.

Objective Secured: This unit is scoring when holding an objective.

Shock Assault: If this unit makes a charge move, is charged or performs a Heroic Intervention, add 1 to the Attacks characteristic of models in this unit until the end of the turn.

 

-END TRANSCRIPTION-

Edited by Wulf Vengis
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+THE VENGIS ACCORDS+

EDITION: 9

CODEX: Space Wolves

UNIT: Swiftguard Bike Pack

VERSION: 1.0

 

-BEGIN TRANSCRIPTION-

 

SWIFTGUARD BIKE PACK

 

Swiftguard Biker

M /WS /BS /S /T /W /A /Ld /Sv /Pts

14" / 3+ / 3+ / 4 / 5 / 2 / 2 / 8 / 3+ / 25pts

Unit Type

Astartes, Bike Infantry, Elites, Imperium, Space Wolves, Swiftguard

 

Unit Composition

5-10 Swiftguard Bikers

 

Wargear

Each Swiftguard is equipped with the following: Astartes Chainsword, Astartes Motorcycle, Bolt Pistol, Frag and Krak Grenades, Twin-linked Bolters and Power Armor.

 

Options

Each Swiftguard may replace his astartes chainsword with one of the following:

Frost Axe

Frost Sword

Plasma Pistol

Power Axe

Power Fist

Power Maul

Power Sword

Thunder Hammer

Wolf Claw

Each Swiftguard may replace his bolt pistol with one of the following:

Boltgun

Combi-flamer

Combi-melta

Combi-plasma

Frost Axe

Frost Sword

Plasma Pistol

Power Axe

Power Fist

Power Maul

Power Sword

Storm Shield

Thunder Hammer

Wolf Claw

 

Special Rules

Acute Senses: A unit with this special rule can see twice as far in the dark. Multiply their Night Fighting results by two (2d6x2+BS).

Units with this special rule may reroll missed attack rolls when shooting at invisible units within 12inches.

Furthermore a unit benefiting from this rule rerolls missed attack rolls in melee combat against an invisible opponent.

Angels of Death: When disembarking from a transport that has moved, this unit may choose one of the following:

The unit may move and fire ranged weapons normally, but cannot assault enemy units this turn.

OR

This unit may move and assault normally, but cannot fire ranged weapons this turn.

Bolter Discipline: Models with this rule firing Rapid Fire BOLT weapons make double the number of attacks if ANY of the following apply:

The firing model’s target is within half the weapon’s maximum range.

The firing model is INFANTRY and every model in its unit remained stationary during this turns Movement phase.

The firing model is a TERMINATOR, BIKER, CENTURION or DREADNOUGHT.

For the purposes of this ability, the following are considered Rapid Fire Bolt Weapons:

Bolt Rifle

Boltgun

Combi-Bolter

Hurricane Bolter

Marksman Bolt Carbine

Storm Bolter

Twin Boltgun

Combat Squads: If this unit numbers 10 or more models, it may be deployed as 2 units of no fewer than 5 models.

Know No Fear: Whenever this unit takes a morale test, you can re-roll the dice one time, keeping the second roll.

Objective Secured: This unit is scoring when holding an objective.

Shock Assault: If this unit makes a charge move, is charged or performs a Heroic Intervention, add 1 to the Attacks characteristic of models in this unit until the end of the turn.

 

-END TRANSCRIPTION-

Edited by Wulf Vengis
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+THE VENGIS ACCORDS+

EDITION: 9

CODEX: Space Wolves

UNIT: Wolf Guard Ranulf

VERSION: 1.0

 

-BEGIN TRANSCRIPTION-

 

WOLF GUARD RANULF

 

Ranulf was said to be the largest of all the Space Wolves, broader of chest and mightier of arm than even Russ himself. His massive terminator armor stands on display in the hall of heroes to this very day, towering over all who gaze upon its titanic proportions. It is said Ranulf enjoyed displaying his might in wrestling bouts and other shows of pure strength. Ranulf performed many great feats of strength throughout his career, and is even accredited to having pushed the wrecked hull of a land raider into a lava flow to allow his battle brothers to escape the molten river of fire.

 

Ranulf's death is a story told in great detail and with both great sorrow and great pride; for his death marked the day the Orks would learn to fear the Space Wolves. The forces of Ranulf's Wolf Lord were retreating through a narrow mountain pass following a rare and savage defeat at the hands of the Orks. As the Orks caught up with the rearguard of the retreating forces Ranulf and his packmates made a desperate stand against the orks to buy precious time for their brothers to escape. As the orks approached, the ground literally shook from the stomp of thousands of boots and the walls of the pass echoed with their warcries. Greatly outnumbered the space wolves managed to use the narrow pass to their advantage, keeping the orks trapped in a choke point so that only a handful could get through at any given time. As the hours passed the Space Wolves had piled hundreds of ork bodies like a massive wall that blocked out the setting sun. But even the space wolves couldn't hold out forever, and one by one Ranulf's wolf guard fell to the greenskins until finally, only he remained.

 

The fight Ranulf gave the orks was legend in itself, it is believed that he doubled the number of ork kills alone after his packmates had fallen. The evidence to this massacre points to fact rather than fiction as when the Space Wolves returned to gather their fallen, they found Ranulf and his packmates bodies, not defiled as would be expected from orks but rather enshrined within thrones hastily made from the countless ork corpses and wargear. To the space wolves Ranulf was a champion, but to his enemies he had become nothing short of a god.

 

Wolf Guard Ranulf

M /WS /BS /S /T /W /A /Ld /Sv /Pts

5" / 2+ / 3+ / 5 / 5 / 3 / 3 / 9 / 2+ / 100pts

Unit Type

Astartes, Character, Elites, Imperium, Independent Character, Space Wolves, Terminator, Wolf Guard

 

Unit Composition

1 Wolf Guard Ranulf

 

Wargear

Power Fist, Saga of the Bear, Storm Bolter, Terminator Armor, Wolf Tooth Necklace

 

Special Rules

Acute Senses: A unit with this special rule can see twice as far in the dark. Multiply its Night Fighting results by two (2d6x2+BS).

Units with this special rule may also reroll all failed to hit rolls when shooting at an invisible unit IF the target unit is no more than 12 inches away.

Furthermore a unit benefiting from this rule rerolls all to hit rolls in melee combat against an invisible opponent.

Angels of Death: When disembarking from a transport that has moved, this unit may choose one of the following:

The unit may move and fire ranged weapons normally, but cannot assault enemy units this turn.

OR

This unit may move and assault normally, but cannot fire ranged weapons this turn.

Bolter Discipline: Models with this rule firing Rapid Fire BOLT weapons make double the number of attacks if ANY of the following apply:

The firing model’s target is within half the weapon’s maximum range.

The firing model is INFANTRY and every model in its unit remained stationary during this turns Movement phase.

The firing model is a TERMINATOR, BIKER, CENTURION or DREADNOUGHT.

For the purposes of this ability, the following are considered Rapid Fire Bolt Weapons:

Bolt Rifle

Boltgun

Combi-Bolter

Hurricane Bolter

Marksman Bolt Carbine

Storm Bolter

Twin Boltgun

Character: A model with the "character" unit type is unique; an army list may not contain two of the same "character".

Fearless: This unit is considered to pass all morale and pinning tests and can never be forced to fall back. It can however choose to do so voluntarily.

Great Strength: So strong is Ranulf that his attacks threaten to crush bones to powder and burst organs like balloons, and that's without his mighty power fist and invincible armor. For every hit Ranulf scores in close combat he inflicts two wounds.

Independent Character: This model may be deployed as part of another unit or on its own, furthermore this model may leave or join other units during its own movement phase.

Know No Fear: Whenever this unit takes a morale test, you can re-roll the dice one time, keeping the second roll.

Saga of the Bear: This model treats mortal wounds as if they were regular wounds.

Objective Secured: This unit is scoring when holding an objective.

Shock Assault: If this unit makes a charge move, is charged or performs a Heroic Intervention, add 1 to the Attacks characteristic of models in this unit until the end of the turn.

Wolf Tooth Necklace: This model rerolls failed close combat attacks.

 

-END TRANSCRIPTION-

Edited by Wulf Vengis
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+THE VENGIS ACCORDS+

EDITION: 9

CODEX: Space Wolves

UNIT: Wolf Lord

VERSION: 1.0

 

-BEGIN TRANSCRIPTION-

 

WOLF LORD

 

Wolf Lord

M /WS /BS /S /T /W /A /Ld /Sv /Pts

6" / 2+ / 2+ / 4 / 4 / 5 / 4 / 9 / 3+ / 150pts

Unit Type

Astartes, HQ, Imperium, Independent Character, Infantry, Space Wolves, Wolf Lord

 

Unit Composition

1 Wolf Lord

0-2 Fenrisian Wolves

 

Wargear

Chainsword, Belt of Russ, Bolt Pistol, Frag Grenades, Krak Grenades, Master-crafted Boltgun, Power Armor

 

Options

A Wolf Lord may replace his Master-crafted Boltgun with one of the following:

Bolt Pistol

Chainsword

Combi-flamer

Combi-melta

Combi-plasma

Frost Axe

Frost Sword

Plasma Pistol

Power Axe

Power Fist

Power Maul

Power Sword

Storm Bolter

Thunder Hammer

Wolf Claw

A Wolf Lord may replace his Chainsword with one of the following:

Frost Axe

Frost Sword

Power Axe

Power Fist

Power Maul

Power Sword

Storm Shield

Thunder Hammer

Wolf Claw

A Wolf Lord may take Meltabombs.

A Wolf Lord may be accompanied by up to two Fenrisian wolves.

A Wolf Lord may be equipped with a Jump Pack.

 

Special Rules

Acute Senses: A unit with this special rule can see twice as far in the dark. Multiply its Night Fighting results by two (2d6x2+BS).

Units with this special rule may also reroll all failed to hit rolls when shooting at an invisible unit IF the target unit is no more than 12 inches away.

Furthermore a unit benefiting from this rule rerolls all to hit rolls in melee combat against an invisible opponent.

Angels of Death: When disembarking from a transport that has moved, this unit may choose one of the following:

The unit may move and fire ranged weapons normally, but cannot assault enemy units this turn.

OR

This unit may move and assault normally, but cannot fire ranged weapons this turn.

Belt of Russ: This model has a 4+ (4++) invulnerable save.

Bolter Discipline: Models with this rule firing Rapid Fire bolt weapons make double the number of attacks if ANY of the following apply:

The firing model’s target is within half the weapon’s maximum range.

The firing model is INFANTRY and every model in its unit remained stationary during this turns Movement phase.

The firing model is a TERMINATOR, BIKER, CENTURION or DREADNOUGHT.

For the purposes of this ability, the following are considered Rapid Fire

Bolt Weapons:

Bolt Rifle

Boltgun

Combi-Bolter

Hurricane Bolter

Marksman Bolt Carbine

Storm Bolter

Twin Boltgun

Independent Character: This model may be deployed as part of another unit or on its own, furthermore this model may leave or join other units during its own movement phase.

Jarl of Fenris: Re-roll hit rolls of 1 for friendly Space Wolves units within 6" of this model. If this model is your Force Commander, re-roll hit rolls of 1 for friendly Imperium units within 6" of this model.

Know No Fear: Whenever this unit takes a morale test, you can re-roll the dice one time, keeping the second roll.

Objective Secured: This unit is scoring when holding an objective.

Shock Assault: If this unit makes a charge move, is charged or performs a Heroic Intervention, add 1 to the Attacks characteristic of models in this unit until the end of the turn.

 

-END TRANSCRIPTION-

Edited by Wulf Vengis
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+THE VENGIS ACCORDS+

EDITION: 9

CODEX: Space Wolves

UNIT: Wolf Priest Sternhammer

VERSION: 1.0

 

-BEGIN TRANSCRIPTION-

 

WOLF PRIEST STERNHAMMER, THE WARDEN OF THE LOST

 

Wolf Priest Sternhammer

M /WS /BS /S /T /W /A /Ld /Sv /Pts

6" / 2+ / 2+ / 4 / 4 / 5 / 4 / 10 / 3+ /???pts

Unit Type

Astartes, Character, HQ, Imperium, Independent Character, Infantry, Space Wolves, Wolf Priest, 13th Company

 

Unit Composition

1 Wolf Priest Sternhammer

 

Wargear

Fang of Morkai, Frag grenades, Healing potions and balms, Iron Wolf Amulet, Master-crafted bolt pistol, Master-crafted thunder hammer, Pelt of the Wulfen, Wolf tail talisman, Wolf tooth necklace

 

Special Rules

Fang of Morkai: A unit with an attached Wolf Priest ignores minuses to leadership caused by casualties.

Healing Potions and Balms: All models in the same unit as a Wolf Priest gain the Feel No Pain (5+) special rule.

Iron Wolf Amulet: 4+ invulnerable save.

Objective Secured: This unit is scoring when holding an objective.

Pelt of the Wulfen: Units attempting to use ranged attacks or weapons against Sternhammer or a unit he has joined receive a -1 penalty to hit.

Wolf Tail Talisman: 5+ Deny the Witch.

Wolf Tooth Necklace: This model rerolls failed close combat attacks.

 

-END TRANSCRIPTION-

Edited by Wulf Vengis
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  • 2 months later...

THE VENGIS ACCORDS

EDITION: 9

VERSION: 1.1

 

How To Play

A battle takes place across 6 Battle Rounds (unless specified otherwise in the Mission Overview).

Each battle round consists of three phases: the Movement Phase, the Shooting Phase and the Assault Phase.

 

Pregame

The players decide the mission, build their army lists and set up terrain before deciding which will go first. The player going first is the Active Player and the player going second is the Opposing Player.

 

The Battle Round

1. The Movement Phase

1a. Active Player's Movement Phase.

The Active Player declares movement actions and moves their units appropriately.

1b. Opposing Player's Movement Phase.

The Opposing Player declares movement actions and moves their units appropriately.

 

2. The Shooting Phase

2a. Active Player's Shooting Phase.

The Active Player declares ranged attacks.

2b. Opposing Player's Shooting Phase.

The Opposing Player declares ranged attacks.

 

3. Assault Phase

3a. The Active Player's Assault Phase.

The Active Player declares charge actions and resolves close combat.

3b. The Opposing Player's Assault Phase.

The Opposing Player declares charge actions and resolves close combat.

Edited by Wulf Vengis
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THE VENGIS ACCORDS

EDITION: 9

VERSION: 1.1

 

THE MOVEMENT PHASE

During your movement phase you must decide what movement actions or psychic powers each of your units will perform.

· Psychic Powers: Psykers may use any appropriate psychic powers.

· Move: The unit moves up to the value found in its profile.

· Advance: The unit moves an additional d6 inches. A unit that advances cannot shoot or be placed on overwatch during its shooting phase.

· Dig-in: The unit remains stationary and takes up covered firing positions gaining a +1 Cover Bonus against ranged attacks. This bonus remains so long as that unit remains in position. For the rest of this turn that unit cannot move and counts as having moved for purposes of firing heavy weapons.

· Fall Back: Units that begin their Movement phase locked in close combat with an enemy unit can either remain stationary or attempt to Fall Back. If you choose to Fall Back 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 any enemy models. If the Leadership Test is failed, the Fall Back 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. Furthermore a unit that makes a Fall Back Move also cannot shoot later that turn.

When a unit performs a Fall Back move the enemy unit 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 model in the sweeping unit within 1" gets to make one round of close combat attacks as if it were the Assault Phase. Sweep attacks are resolved like normal close combat attacks and use all the normal rules, except that a 6 is always required for a successful hit roll.

Edited by Wulf Vengis
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THE VENGIS ACCORDS

EDITION: 9

VERSION: 1.1

 

The Shooting Phase

During your shooting phase you must decide what ranged attacks or psychic powers each of your units will perform.

· Psychic Powers: Psykers may use any appropriate psychic powers.

· Fire Weapons: Each model in the unit may fire one ranged weapon.

To determine if these attacks hit their targets roll a d6 for each weapon being fired, any results equal to or greater than the number listed on the firing models Ballistic Skill are a success.

To determine if a hit wounds the target compare the Strength of the weapon to the Toughness of the target:

· Strength doubles toughness: 2+

· Strength greater than toughness: 3+

· Strength equal to toughness: 4+

· Toughness greater than strength: 5+

· Toughness doubles strength: 6+

Any results equal to or greater than the required value are a success and wound their target.

The targets may now make any necessary armor or invulnerable saves.

· Overwatch: A unit declared to be on overwatch does not fire ranged attacks during the shooting phase and cannot declare a charge move during the assault phase. Instead it will fire at any enemy units that come within range during the enemy's turn. A unit on overwatch can potentially fire Overwatch several times, though it cannot fire if there are any enemy models within 1" of it. Overwatch is resolved like a normal shooting attack except that the attackers receive a -1BS penalty.

Edited by Wulf Vengis
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THE VENGIS ACCORDS

EDITION: 9

VERSION: 1.1

 

THE ASSAULT PHASE

During your assault phase you must decide what units will perform combat actions or psychic powers.

· Psychic Powers: Psykers may use any appropriate psychic powers.

· Charge Move: Units within 12" of an enemy are eligible to make a charge move. You may not choose a unit that made a Fall Back move this turn, nor one that started the assault phase within 1" of an enemy.

Once you have chosen an eligible unit, select one or more enemy unit(s) within 12" as the target(s).

· · Overwatch: If the target is on overwatch and has not yet done so, it may make overwatch attacks. Overwatch attacks are resolved at -1BS.

· · Defensive Fire: If the target is not on overwatch it may fire pistol and/or assault weapons but a die roll of 6 is required to hit successfully.

After any Overwatch or Defensive Fire is resolved, the unit performing the charge move rolls 2d6 and moves that many inches towards their target. If the distance rolled is sufficient to reach the target, combat is initiated. If the roll is insufficient the unit falls short, moving up to the indicated distance and fails to initiate combat.

After the charge move is complete, pick another unit and repeat this process until each of your eligible units have made their charge moves.

· Pile In Move: Before any attacks are rolled both units must Pile In, each model may move up to 3 inches towards the nearest enemy model.

· Resolve Combat: Models in base contact with enemy models or models up to 1 inch away from enemy models are eligible to make melee attacks. Units that performed a charge move attack first, defending units may attack after all Charging models have completed their attacks.

Edited by Wulf Vengis
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Upon request from my son.

 

THE VENGIS ACCORDS

EDITION: 9

CODEX: Tyranids

UNIT: Genestealer Brood

VERSION: 1.0

 

GENESTEALER BROOD

Genestealers

M/WS/BS/S/T/W/A/Ld/Sv/Pts

8"/3+/4+/4/4/1/3/9/5+/10pts

Unit Type

Genestealers, <Hivefleet>, Infantry, Troops, Tyranids

 

Unit Composition

6-24 Genestealers

0-1 Broodlord

 

Biomorphs

Each Genestealer is armed with Rending Claws.

 

Options

Any Genestealer in this Brood may also have Scything Talons.

The entire brood may have Acid Blood and/or Bounding Leap and/or Flesh hooks and/or Toxin Sacs.

The entire brood may have Adrenal Glands or an Extended Carapace.

For every four models in this brood one model may have an Acid Maw or Feeder Tendrils.

Dedicated Transport

This brood may deploy via deepstrike within a Mycetic Spore.

 

Special Rules

Brood Telepathy: Genestealer broods are not affected by instinctive behavior.

Fearless: This unit is considered to pass all morale and pinning tests and will never fall back. It can however choose to do so voluntarily.

Objective Secured: This unit is scoring when holding an objective.

Edited by Wulf Vengis
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+THE VENGIS ACCORDS+

Edition: 9

CODEX: Aeldari

UNIT: Avatar

Version: 1.0

 

-BEGIN TRANSCRIPTION-

 

CODEX AELDARI

 

AVATAR OF KHAINE 200pts

Avatar of Khaine

M/WS/BS/S/T/W/A/Ld/Sv

7"/2+/2+/6/6/8/5/9/3+

Unit Type

Aeldari, Character, <Craftworld>, Daemon, HQ, Independent Character

 

Unit Composition

1 Avatar of Khaine

 

Wargear

Suin Daellae

 

Special Rules

Ancient Doom: You can re-roll failed hit rolls in the assault phase for this unit in a turn in which it charges or is charged by a SLAANESH unit. However, you must add 1 to Morale rolls for this unit if it is within 3" of any SLAANESH units.

Battle Focus: If this unit marches or runs in its Movement phase weapons (excluding Heavy weapons) are used as if the unit had remained stationary until the end of the shooting phase.

Fearless: This unit is considered to pass all morale and pinning tests and can never be forced to fall back. It can however choose to do so voluntarily.

Inspiring Presence: Any friendly <Craftworld> units within 12 inches gain the Fearless special rule and may reroll failed charge rolls.

Iron Body: This model is immune to armor save penalties.

Molten Body: This model is immune to flamer, melta, plasma and poison weaponry and psychic powers.

Terrifying Presence: After this model makes it's assault move the defending unit must immediately take a morale test with a -2 penalty to its Leadership. If the test is passed then combat continues as normal. If the test is failed the defending unit immediately makes a fall back move.

 

Suin Daellae, the Doom that Wails

Suin Daellae

Range/Type/S/AP/D

Melee/ Melee/ 6/ -4/ d6+6

Special

Daemonbane: Reroll failed wound rolls against models with the unit type Daemon.

Khaine's Wrath: Models with the unit types Daemon AND Slaanesh lose their invulnerable save against wounds inflicted by this weapon.

Melta: This weapon has the "melta" special rule and deals d6+6 damage.

 

Suin Daellae, the Doom that Wails

Range/Type/S/AP/D

12"/ Assault 1/ 8/ -4/ d6

Special

Daemonbane: Reroll failed wound rolls against models with the unit type Daemon.

Khaine's Wrath: Models with the unit types Daemon AND Slaanesh lose their invulnerable save against wounds inflicted by this weapon.

Melta: Models that are wounded by this weapon within half range receive d6+6 wounds.

 

-END TRANSCRIPTION-

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