Came up with this on the fly after resolving to do an Iron Warriors army and watching a trench board tutorial online. Thoughts?
The following rules apply in all Trenches of Annihilation games:
Take Cover!: When a unit is wholly inside of a trench, it gains the benefit of cover. In addition, when firing on a unit wholly within a trench from outside 24”, subtract 1 from their hit rolls.
Cut Them Down!: When a unit is wholly inside a trench, add 1 to hit rolls for that unit when firing on enemy units that are not inside of a trench. In addition, models are assumed to be able to peek up and fire from inside of a trench; when inside of a trench of 2” of depth or shallower, measure from the surface of the trench (i.e. level with the ground outside of the trench) when determining line of sight and range when in the Shooting phase.
Deadly Grind: Subtract 1 from the Leadership of all units wholly within a trench.
In addition, IRON WARRIORS, NURGLE and DEATH KORPS OF KRIEG units gain the Trench Masters ability:
Trench Masters: IRON WARRIORS, NURGLE and DEATH KORPS OF KRIEG units add 2 to their Leadership characteristic when wholly within a trench (note that, due to the Deadly Grind rule, this amounts to a net gain of 1). In addition, IRON WARRIORS and DEATH KORPS OF KRIEG units add 2” to their Movement characteristic. Finally, DEATH GUARD units add 7” to the range of all Heavy weapons they are equipped with.
The following stratagems are available to all battle-forged armies when playing a Trenches of Annihilation game:
Dug In | 1CP
Use this Stratagem at the end of your Movement phase. Choose one friendly unit wholly within a trench that did not move. Add 1 to the Toughness characteristic of that unit until the beginning of your next Movement phase.
Brutal Bombardment | 2CP
Use this Stratagem at the beginning of your Shooting phase. When firing a Heavy 1, Heavy 1D3, Heavy 2 or Heavy 3 weapon with a range of at least 36” at a unit wholly within a trench, add 2 to the hit roll.
Wall of Destruction | 2CP
Use this Stratagem at the beginning of the Charge phase. Pick one TERMINATOR, MEGA ARMOUR, GENESTEALER or DEATH KORPS OF KRIEG unit wholly within a trench. Add 2 to Charge rolls when charging another unit wholly within the same trench for that unit until the end of the phase.
Scorching Flame | 3CP
Use this Stratagem at the beginning of your Shooting phase. Choose one friendly INFANTRY unit wholly within a trench. All weapons in that unit which automatically hit may fire twice against two different units also within the same trench.
In addition, battle-forged IRON WARRIORS, DEATH GUARD and DEATH KORPS OF KRIEG armies gain access to the following stratagem:
Hail of Fire | 4CP
Use this Stratagem at the end of the Movement phase. All friendly IRON WARRIORS INFANTRY, DEATH KORPS OF KRIEG INFANTRY and DEATH GUARD INFANTRY units that did not move and are wholly within a trench may immediately fire as if it was their Shooting phase. Note that they may still shoot again later, during the Shooting phase.
In a Trenches of Annihilation game, all battle-forged armies add the following Warlord Trait to the list of available Warlord Traits:
Steadfast: This Warlord, and all friendly units within 6” of him, never take a Leadership penalty from being wholly within a trench. In addition, this Warlord gains 2” to his Movement characteristic and 1 to his Attacks characteristic when wholly within a trench.
Logistical Master: At the beginning of your Movement phase, if this Warlord is within a trench, you gain 1 command point.
In addition, IRON WARRIORS, DEATH GUARD and DEATH KORPS OF KRIEG Warlords may take the following trait:
In My Element: This Warlord adds 3 to his Attacks characteristic when within a trench. In addition, this Warlord adds 1 to hit rolls, wound rolls and damage when firing a ranged weapon from within a trench.
Edited by Zephaniah Adriyen, 17 May 2020 - 07:41 PM.