User:Mossmac

Lethal 40K Version XVII

Introduction and new definitions Introduction to “Lethal” 40K “Lethal” 40K evolved from discussions on the ‘Immortalised’ GW message board Games Development Forum and Librarium Online website, and is designed to replace/complement the existing 40K rule set. It moves away from the WFB orientated system of W40K 4th Ed, towards a more company-level game.

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New Stat Line Based Rules for 40K

Stats for Infantry:

M - Movement CR – Contact Range CS – Combat Skill SS – Shooting Skill AP - Armour Penetration AV - Armour Value SU - Survivability CM - Command

M – Movement M – Maximum Movement of model in cm’s per movement action – basic human movement is 15cm for each movement action. This can be reduced by Difficult Terrain which reduces movement by Half.

CR – Contact Range CR - This is another key concept – it is vital for determining whether a Unit can actually detect what it is trying to shoot at and has the expertise to hit the target with the weapon it is shooting. CR represents the models awareness of the battlefield around him which will influence his decisions.

CS – Combat Skill CS - 2+, 3+, 4+, 5+ or 6+ - CS represents ability in combat to hit a vital part of the target in hand to hand combat – For exceptional combatants this stat can have multiples of 2x, 3x etc. which allows the model to make several attacks at once.

Multipliers for CS indicate how many attacks with that CS are made - Example (CS2x3+) roll 2 D6 – each 3+ indicates a vital hit.

CS can represent 'finesse' with a sword but can equally represent the power to smash their way through their opponent's guard like a Carnifex on the charge.

SS – Shooting Skill SS - 2+, 3+, 4+, 5+ or 6+ - represents the individual’s ability in shooting to hit a vital part of the target - Certain weapons can improve the stat, giving it multiples of 2x, 3x etc

AV – Armour Value

AV represents the armour that protects vital parts of the target.

AV is a fixed value that a weapon needs to beat with a D6 + AP.

A low AV is a weak armour type. A high AV is a strong armour type.

Vehicles have separate AV for Front, Side and Rear.

When rolling to pierce armour (i.e. after hits have been resolved), roll 1D6 and add the AP value.

If the target is a vehicle, a glancing hit is scored if the roll is equal, a penetrating hit if the roll is greater, and a catastrophic hit if the roll is greater by 3 points or more.

If the target is infantry, a roll greater than the target's AV value causes a damaging hit. Roll for survivability as normal.

SU – Survivability

SU - 2+, 3+, 4+, 5+, 6+ or (0) - represents ability of the target to survive vital hits that would usually incapacitate or kill.

If the target rolls its SU then it survives undamaged.

For exceptionally tough, large, lucky or resilient creatures this stat can have multiples of 2x, 3x etc.

The Multiplier for Survivability works a little different than normal - you roll a number of dice equal to the multiplier but only need to pass with one of the results for the survivability test to succeed.

By using SU in Close Combat you can make the stat reflect fast reflexes (Eldar) and high toughness (Orks).

Some fast moving Units (such as vehicles) have a SU dependant on their last action being a movement action. This is indicated as SU (M) on their Stat line and such units get the following SU save as long as their last action was a ‘movement’ action:

30cm movement in the last action or in a combined Move-Move action - SU 6+

60cm movement in the last action or in a combined Move-Move action - SU 5+

120cm movement in the last action or in a combined Move-Move action - SU 4+

240cm movement in the last action or in a combined Move-Move action - SU 3+

480cm+ movement in the last action or in a combined Move-Move action - SU 2+

AP – Armour Penetration

AP – Ranges from 1, 2, 3, 4, 5, upwards (no maximum level) used to penetrate armour in HTH and some 'bodily' shooting attacks like spitting venom.

After a hit is scored a D6 is rolled for each hit and the AP is added to the result.

When rolling to pierce armour (i.e. after hits have been resolved), roll 1D6 and add the AP value.

If the target is infantry, a roll greater than the target's AV value causes a hit.

Roll for survivability as normal.

If the AP of a weapon is equal to a vehicle’s AV than a glancing hit is automatically scored.

If the target is a vehicle, a glancing hit is scored if the roll is equal, a penetrating hit if the roll is greater, and a catastrophic hit if the roll is greater by 3 points or more.

AP is given for some 'creatures' as they don't actually use weapons in combat (and for some of the shooting abilities as well) i.e. things like Carnifex, Squiggoths etc - these 'powerful' creatures have a natural ability to penetrate armour - vast majority of basic troop types have no AP value on their Stat Line and rely on their weapons to increase their AP.

If the trooper has a CC weapon with a better AP value than their own Stat line they can use this value instead in HTH - i.e. use the best AP value.

CM – Command

CM – value of 1-6 rolled on 1D6 used to determine whether Morale, Command Checks and Confusion tests are passed.

Infantry/Vehicles/Walkers

Infantry and Vehicles are affected slightly differently when it comes to movement/facing/shooting/damage suffered. This is explained in each individual section of the rules

Walkers behave like Infantry for movement and Close Combat and like Vehicles in all other cases.

Weapons

Weapon Range Multiplier (WRM)

Weapons now have a Weapon Range Multiplier (WRM) that varies from 1/10 (one tenth), 1/4, 1/2, 1x, 2x etc that is used with the individual's Contact Range by multiplying the Contact Range by the Weapon Range Multiplier. This is used in conjunction with Cover Modifiers to see if the enemy unit can be successfully targeted by the shooting unit.

Most standard weapons have a WRM of 1x which simplifies the process again.

AP – Armour Penetration

The AP of a weapon is used to when a target is hit by the weapon.

Special

Rapid fire – Number of shots fired by a Rapid Fire Weapon are doubled if the target is within 30cm – Can be used to stand and shoot

Assault – Can be used to stand and shoot.

Template – Place a template from the base of the model. All models touched by the template are automatically hit.

Area effect – Blast

After rolling for a successful hit place the Blast Template over the target so that the central hole is over the base of the target. Any models touched by the template are hit once.

Area effect – Large Blast

After rolling for a successful hit place the Large Blast Template over the target so that the central hole is over the base of the target. Any models touched by the template are hit once.

Area Effect – Ordnance

If the unit shooting has moved this turn roll a scatter dice and 4D6. If a hit is scored the template lands on target. Place the template so that the small hole covers the base of the model. If an arrow is rolled move the template that direction 4D6cms.

If the unit shooting has not moved this turn roll a scatter dice and 2D6. If a hit is scored the template lands on target. Place the template so that the small hole covers the base of the model. If an arrow is rolled move the template that direction 2D6cms.

Damage by Blast, Large Blast and Ordnance Templates

Any model touched by an Ordnance, Large Blast or Blast template is hit. Models under the central hole are hit with the full AP of the weapon. Models not under the central hole are hit with ½ the AP rounding down of the weapon

Unless the weapon states differently always use the Large Blast Template for Ordnance Weapons.

Blast Markers and Vehicles

Vehicles hit by a blast marker or targeted by ordnance must have the central hole of the template placed touching the edge of the side of the vehicle that is being targeted.

Ordnance Templates may then scatter as normal.

Barrage firing weapons may place the template on any part of the vehicle but always count the AV of the side that the weapon has been fired from.

Titan Killer

A weapon that is a Titan Killer subtracts one SU multiple for each point of structure damage it causes.

A Titan Killer weapon will often be allowed to roll a dice to see how many structure points are eliminated from the target. The score on this roll is also used to subtract as many SU multiples as well.

Any remaining SU is rolled once for the hit no matter the amount of damaged caused.

For example a target with two structure points and a SU of 3x5+ is hit by a Titan Killer weapon the causes D6 structure damage points. After getting through any armour (usually very easy as Titan Killer Weapons tend to have high AP) the Titan Killer rolls D6 and scores 2. The target’s SU is reduced to 1x5+. The target rolls 5+ and so survives the ‘2’ damage points.

Command Check The Command Check is an integral part of the Lethal 40K rules. It represents the ability of units, or their group sub-commanders, to react effectively to changes in the battlefield situation and perform appropriate actions dependent on the scenario at hand.

Taking a Command Check

There are many reasons why a unit might need to take a Command Check – these are detailed in the relevant section of the rules.

The unit takes its CM value or the best CM value in its group if it is part of one.

No other CM value may be used, under any circumstances. Note that comm-links, the SM commander's snazzy rules, etc, only apply to the Unit Group he/they occupy, but still have extended range.

This does mean a master-vox for an IG commander is used only for ‘Morale’ checks and not Command Checks for the whole army although it can still be used for Command Checks within his own Unit Group. The effect of passing or failing the test is detailed below where it is asked for (note that this does mean that failed Command Checks do not always have the same end outcome).

Special cases

Vehicles have CM 2+ if enclosed and CM 3+ if open-topped.

Units with the “siege masters” special rule count as being CM 2+ when in fortifications.

No unit can “auto pass” Command Checks.

Confusion and morale

Confusion It surprises people who haven't been in the field how ridiculously easy it is for even well-trained troops to get confused, lost, disorganised, or simply misinterpret orders. Over-complex orders, enemy fire, night conditions, or a host of other things, can cause a unit to become confused.

Becoming Confused: A unit can become confused when any of the following happens:

1) It fails a Command Check which has “if the test is failed, the unit becomes confused” specified.

2) It comes under enemy fire (regardless of whether the unit can see the enemy or if any shots hit)

3) Friendly units move into it as a result of confusion or routing

Every time a unit is eligible to become confused, it must take a Confusion Check. This does mean that a unit must take a Confusion Check every time it comes under fire.

Taking a Confusion Check This is done by rolling one dice and comparing the score against the unit’s CM.

Failing a Confusion test The results of failing a confusion test depends on how much the test is failed by.

If the roll is failed by '1' the unit rolls 3D6 and moves the distance of both dice rolled towards the nearest visible enemy unit. If no enemy units are visible then treat as '2' below. Immobile units are unaffected.

If the roll is failed by '2' the unit rolls 4D6 and moves the distance rolled in a random direction coming to a halt against impassable terrain or 5cms from an enemy unit. Immobile units are unaffected.

If the roll is failed by '3' the unit is ‘Shaken’. This turn it can move once but cannot fire.

If the roll is failed by '4' the unit is 'Stunned’. For the rest of this turn they cannot move or shoot.

If the roll is failed by 5+ the unit moves 2D6cm towards their fallback zone. They then count as 'Paralysed'. For the rest of this turn the unit cannot carry out any action. Paralyzed Infantry are destroyed if assaulted

The unit can fail more than one confusion test in a turn - all results are applied as they are rolled.

See ‘Morale’ for detail of the effects of being Shaken, Stunned, Paralyzed or Routed.

If moving while suffering from ‘confusion’ individual models halt if they reach the board edge or impassable terrain – this can lead to units breaking coherence.

Units moving because of confusion halt if they come within 5cm of the enemy – they do not assault.

Fortifications boost siege master’s CM for confusion tests up to CM 2+.

Units that are assaulted while shaken/stunned/paralyzed may not stand and shoot.

Paralyzed Infantry Units that are assaulted are destroyed.

Vehicles that are forced to move due to confusion face in the direction that they moved.

Units that have confused units or routing units move through them must take an immediate confusion test.

Morale: Each time a unit suffers any of the following effects, it must roll a morale check. The effects are:

- It suffers 25% losses (of current strength) - It drops below 50% (of original strength) - Ordnance lands within 15cm - An infantry unit fights a round Close Combat and suffers more kills than the enemy. - An Infantry Unit loses Squad coherency. This might be from previous confusion movement or from suffering casualties.

For a morale check, roll 2D6 and compare the unit's CM with the lowest D6 rolled (Making it harder to pass Morale). If the score is less than the CM, the unit fails its Morale check. If it is equal to or more than the CM, it passes.

Failing a Morale check:

If a unit fails a Morale check while in Close Combat, it is automatically destroyed. Otherwise the following table is applied.

If an unit fails a morale check while unbroken, it becomes shaken If an unit fails a morale check while shaken, it becomes stunned If an unit fails a morale check while stunned, it becomes paralysed If an unit fails a morale check while paralysed, it becomes routed

Unbroken: Function at full efficiency Shaken: May only perform one action per turn and may not shoot. Stunned: May not move, entrench, or shoot but can reform and find ammo. Paralysed: Completely useless. May do nothing. Infantry are destroyed if assaulted Routed: Running away! Move at full pace (two move actions) towards the fall back zone.

Morale at the End of the Turn

At the end of the turn all units that are Stunned or Paralyzed become Shaken.

Regaining morale: Shaken Units can only lose their Shaken status by taking a ‘Reform’ action during its turn.

Rallying routers: Routing units must make a normal morale check, at the start of each of their Turns. If they pass, they become paralysed, if they fail, they are destroyed.

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CR is vital for determining whether a Unit can actually see what it is trying to shoot at. Contact ranges are listed for units (under CR) on the stat line.

Contact range depends upon the CR stat multiplied by the cover and WRM multipliers as well as the tpe of shooting action taken.

Contact Range

Contact Range is the range in which troopers can target the enemy.

Line of Sight Contact range is reduced by limited line of sight – i.e. troopers cannot see through walls that block line of sight.

Size of models

Small Targets – Half the contact range when firing at small targets

Standard Targets – Normal Contact Ranges

Large Targets – Monstrous Creatures, Vehicles, and Buildings, anything with more than 1 structure point – CR is Multiplied by the Structure points.

Focused Shot Action

Performing a Focused Shot action successfully allows one shot at twice the normal contact range. Contact Range is improved when firing at Vehicles unless the vehicle is ‘partially obscured’ by cover (Hull Down) Double contact range for 2 structure points 3x for 3 structure points etc

Cover

Cover reduces Contact Ranges against ‘Targets by the following amount after any improvements have been added.

These CR Cover multipliers only apply if the target is not in BTB with the edge of the Cover.

The CR Cover multiplier is applied to troops trying to fire out of cover as well as troops firing into cover.

Contact Range is reduced when the enemy is in cover.

Troops who are within the cover also gain a bonus to their AV as detailed below even if in BTB with the edge of the Cover.

Soft – Entrenched in Open Ground, Cardboard, Paper, Shadow etc CRx1– AV+1

Light - Light wood, plaster ‘Remaining CRx½’ AV+2

Medium - Timber, Heavy Wood Remaining CRx¼’ AV+3

Hard - Trench, Stone ‘Remaining CRx1/10’ AV+4

Very Hard - Bunker, Fortification CR only detects targets that are in BTB with the edge of the cover AV+5

CR can detect targets that are on the other side of cover as long as the cover does not Block Line of Sight (BLOS).

Units shooting that are situated in cover also have the negative effects of the cover that they are in unless they are standing BTB on the edge of the cover shooting out of the cover.

CR that goes through several cover areas have the negative effects of each cover accumulated to the CR.

Minimum contact range is base to base contact. ALL units automatically detect ALL other units at this range.

CR is always rounded down to the nearest whole cm when applying multiples.

Entrench (see actions below)

The unit digs in. This takes the whole turn. From now on, until it moves, the unit counts as having +1 better band of Cover Save against shooting attacks and the first round of CC when receiving an assault than the cover they are already in. If they are not already in cover they count as being in ‘Soft Cover’.

For example

Space Marine has a CR 75cm

He wishes to shoot through light cover 45cm away that is 15cm wide and into Hard cover some 50cm beyond the end of the light cover with his missile launcher.

The Missial Launcher doubles the SM’s CR to CR 150

Measuring to the light cover is 45cm leaving the SM with CR105cm.

The Light Cover then halves the Remaining CR to CR 52cm, 15cm of which is used to see through the wood leaving CR47cm to see beyond the wood and certainly not into the Hard cover that is 50cm beyond the wood.

So instead this turn the SM uses a double move action of 40cm to get within 5cm of the light cover.

Next turn the SM measures again.

This time the SM is within 5cm of the light cover leaving 145cm of CR. The light Cover halves the 145cm to 72cm.

15cm of CR is used to see through the Light Cover leaving 57cm of CR to look into the Heavy Cover.

Heavy Cover Reduces CR to one tenth Remaining CR which reduces the remaining CR of 57cm to 5cm so the SM can see 5cm into the Hard Cover.

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The Turn Preliminary actions

Deciding Initiative: The Game Turn involves alternate unit actions.

At the start of each turn, both players roll off to see who has the Initiative, and the highest score takes the Initiative for this turn only.

Play then moves in a clockwise direction (this is primarily for multi-player games – if there are only two players, they will alternate).

“Command” phase: Before any movement is done, players take turns to roll for reserve units, units deep-striking, and any other off-table effects (such as flyers) (with the player who has the Initiative going first).

Combat Phase

Each player alternately activates one Unit Group. A Player Chooses a ‘Unit Group’ – If more than one unit is in the Unit Group then a Unit Group Test is required. See rules for forming Unit Groups below. An activated Unit Group then can take one of two stances (note that all units in a group must take the same stance): Offensive Stance or Defensive stance.

Each unit group then performs all of its actions for that turn.

The next player then activates a Unit Group.

Offensive Stance: Each unit's stance is primarily aggressive, with units moving forward at full pace or moving forward at half pace to give some time to cover each other. The units may make the following action combinations:

Move-Move Shoot-Move Move-Shoot

Defensive Stance: The unit is either digging in to receive enemy attacks, manoeuvring to better firing positions and then firing, or firing at full capacity. Each unit may perform one of the following action combinations:

Entrench Move-Shoot Shoot-Shoot Focused Shot Suppressing Fire Indirect Fire Reform Find Ammo

Note that Unit Groups are activated and take stances, but individual Units within the Unit Group can choose what type of action to perform within the umbrella of their group's stance.

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The Combat Phase

Action types: Non command Check Actions Move-Move Shoot-Shoot Fast Vehicle Move Entrench Find Ammo

Command Check Actions Move-Shoot Shoot-Move Focused Shot Suppressing Fire Indirect/Barrage Fire Reform

Move-Move Moving at full pace. The unit may make two movement actions. If the unit moves into an enemy unit, it counts as charging and an immediate round of Hand to Hand combat is played out.

Move-Shoot The unit may move once and then must take a Command Check. If the unit passes, it may then fire once with non-heavy weapons. If the unit moves into an enemy unit in the course of its move, it becomes locked in combat, counts as charging and must fight a Close Combat Engagement. After the Combat the unit looses its chance to shoot. If the Command Check fails the unit suffers from confusion.

Shoot-Move The unit may fire once. It then must pass a Command Check. If it succeeds, it may move once in any direction. If the unit fired heavy weapons or rapid fire weapons at less than 30cm range, it automatically becomes shaken after it moves. If it comes into contact with the enemy it is considered to be in an assault but does not count as charging and must fight a Close Combat Engagement. After which the Unit is considered stunned. If the Command Check fails the unit suffers from confusion

Shoot-Shoot The unit may fire twice at any enemy unit within contact range with direct fire weapons.

Fast Vehicle Move The vehicle can move 4 times its M distance. This movement must be in a straight line and it must not cross any terrain that would make it roll for immobility. No turns can be made by the vehicle including any turns at the beginning or end of its movement. The vehicle may not fire any weapons and troops may not fire from the vehicle. Troops are not allowed to embark or disembark in the same turn that a vehicle makes a Fast Vehicle Move Action.

Focused Shot The unit takes a Command Check. If passed, the Unit can perform one shooting action at any enemy unit within twice contact range with direct fire weapons. If failed the unit suffers from confusion.

Suppressing Fire The unit takes a Command Check. If passed, the Unit can create a ‘’Suppressing Fire Corridor” within contact range of the unit. If failed the unit suffers from confusion. See rules below on Suppressive Fire.

Indirect/Barrage Fire The unit takes a Command Check. If passed, the Unit fires once, indirectly, up to the full range of its CR. If failed the unit suffers from confusion.

Entrench The unit digs in. This takes the whole turn. From now on, until it moves, the unit counts as having +1 better band of Cover Save against shooting attacks and the first round of CC when receiving an assault than the cover they are already in. If they are not already in cover they count as being in ‘Soft Cover’.

Entrenched troops can only take shoot actions but remain entrenched until either a move action is made or they are assaulted in CC.

Entrenched Units can ‘Stand and Shoot’ if assaulted

Reform The unit must take a Command Check. If passed, it is no longer shaken /stunned/ paralysed.

Rallying routers: Routing units are notoriously hard to rally. A unit may not rally unless there are no enemies inside its contact range, and there is at least one friendly unit. The unit may then take an unmodified morale check, provided it is above half strength, and if it passes, the unit stops routing and becomes ‘Paralyzed’.

Advance Rules:

Find Ammo The Unit regenerates an ammo counter. It may only regenerate one ammo counter and can only regenerate an ammo counter if it is currently ‘Out of Ammo’ – see ‘Out of Ammo Rules below. The unit cannot shoot, cannot be involved in an assault and cannot move for that turn. Units Falling back cannot ‘Find Ammo’. The Unit automatically gains one ammo counter at the end of the turn.

Special cases Deep Striking troops count as performing a Move-Shoot action – they may attempt a Command Check as normal to shoot.

Units arriving from Reserves count as performing a Move-Move action, and already using one move action. Thus they may move once from their entry point.

Troops that are embarked on a transport vehicle are considered automatically grouped at the start of the turn and must act as a ‘Unit Group’ that turn. No Command Check is necessary to see if the units can perform actions.

Troops wishing to embark onto a transport during their turn must first be part of a ‘Unit Group’ that includes the Transport. This will usually require a Command Check.

Troops disembarking from a vehicle after the vehicle has already made a first action, count also as having moved for a first action move as well. Therefore, they may only perform Move-Move or Move-Shoot (in both cases counting as already having made one move action). Troops disembarking from a transport that has used its second action also count as using their second action. Troops may not disembark from a transport that has performed a “Move-move” action – it’s going too fast!

Movement Special Rules

Difficult Terrain –

Infantry move at half movement through difficult terrain rounding down.

Vehicles move at half speed through difficult terrain and become immobile on a role of 1 on D6 for each move action spent in difficult terrain.

Jump Infantry/Flyers/Skimmers

Jump Infantry Flyers and Skimmers can all move over terrain that is at least lower than half of the total move possible for the unit during the combat phase. So a 30cm jump can be made over 15cm terrain piece. This means a unit carrying out a Move/Move action can move over twice the height of terrain that a similar unit could just carrying out say a Move/Shoot action.

Moving Up & Down When a unit is moved it can travel up and down vertically the same distance it can move along horizontally.

Shooting Special Rules

Target Priority

Units that wish to fire at a target that is not the nearest target must take a Confusion check. If it is passed the unit may fire as normal. If it is failed the unit loses its chance to fire and becomes confused.

Close combat as a result of moving As soon as a Unit moves into Close Combat with an enemy unit, the entirety of that close combat must be resolved before any further actions are taken. See the close combat section for further details.

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Shooting

Rolling to hit: Each model has a score marked “SS” on its profile. Certain weapons have shot multipliers (x2, x3, etc) marked on their profile.

In order to determine how many hits are scored, take a number of dice equal to the weapon’s shot multiplier (1 by default). Any which are equal to or greater than the SS value are scored as hits. The rest are misses and ignored.

Template weapons For weapons with the flame template, place the template down with its base touching the firer’s base. Any units touched by the template (friend or foe) are hit automatically.

For weapons with the small or large blast template, roll to hit as normal (guess range weapons are dealt with in the advanced rules, as are Ordnance). Then position the template on the target unit (or over wherever it lands, for guess range). All models touched by the template are hit automatically – even partials.

Rolling Armour Saves

When rolling to pierce armour (i.e. after hits have been resolved), roll 1D6 and add the AP value.

If the target is infantry, a roll greater than the target's AV value causes a hit. Roll for survivability as normal.

If the target is a vehicle, score a glancing hit if the roll is equal, a penetrating hit if the roll is greater, and a catastrophic hit if the roll is greater by more than 3 points.

Check survivability Some tougher models have a “Survivability” (SU) value on their profile. For each hiting hit, a model with a SU value can make a number of rolls equal to its survivability multiplier (x2, x3, etc – default is 1). Provided at least one of these rolls is equal to or above the model’s survivability rating, the hit is discounted.

Remove casualties Any models which fail their survivability checks, or simply don’t have a survivability rating, suffer a hit sufficiently debilitating or fatal to invalid them out of the rest of the battle. The model is removed as a casualties.

Any model may be removed as a casualty – owning player has the choice – so long as the model removed was within CR and Line of Sight of the firing unit.

Special Shooting Weapons:

Flamer:

Inflicts double hits on infantry in buildings. Ignores the effect of cover. Glancing hits only on hard-topped vehicles.

Concussive:

Automatically stuns any unit under the template.

Rapid Fire Weapons

Rapid Fire weapons double the amount of shots they fire if within 30cm. Rapid Fire Weapons can be used to stand and shoot with.

Pistol Weapons

Pistol AP can be used in CC Counts as an additional hand weapon in CC conferring a +1 CS Multiple.

Pistols can be used to stand and shoot with.

Assault Weapons

Assault Weapons can be used to stand and shoot with.

Heavy Weapons

Limited move and fire restrictions – see rules for actions above for more detail.

Ordnance Weapons

AP of Ordnance Weapons are halved against targets if the hole of the template is not over the target.

Blast Weapons

Models touched by a blast template are hit. AP of Blast Weapons are halved against targets if the hole of the template is not over the target.

Gets Hot

If a roll of 1 to hit is rolled the model must make an immediate SU roll or be removed as a casualty.

Twin-Linked Weapons:

May re-roll misses – counts as only one weapon.

Barrage Weapons

Barrage Weapons do not require Line of Sight to fire. When firing Barrage Weapons place the template on the target. Measure the range. If out of range the barrage automatically misses. If within range roll a scatter dice and 2D6 to see if it hits and if not where it scatters. If the target is not visible roll 4D6 and choose the highest for scattering if the shot misses.

Weapons that fire multiple barrages or units the have several Barrage Weapons must place the templates so that they are all touching one another in an unbroken chain.

Titan Killer

A weapon that is a Titan Killer subtracts one SU multiple for each point of structure damage it causes.

A Titan Killer weapon will often be allowed to roll a dice to see how many structure points are eliminated from the target. The score on this roll is also used to subtract as many SU multiples as well.

Any remaining SU is rolled once for the hit no matter the amount of damaged caused.

For example a target with two structure points and a SU of 3x5+ is hit by a Titan Killer weapon the causes D6 structure damage points. After getting through any armour (usually very easy as Titan Killer Weapons tend to have high AP) the Titan Killer rolls D6 and scores 2. The target’s SU is reduced to 1x5+. The target rolls 5+ and so survives the ‘2’ damage points.

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Who fights? Every model within 5cm of an enemy model will be able to fight –All combat is now done simultaneously.

Rolling to hit Each model has a value on its profile labelled “Combat Skill” (CS). Some more powerful or faster units may have CS multipliers (x2, x3, etc), but the vast majority only have 1 roll.

To discover how many hits are scored, roll a number of dice equal to the model’s CS multiplier adding an extra roll for each extra CC weapon used by the unit. Any rolls that are equal to or greater than the CS value marked on the model’s profile score hits.

Units charging add 1 to their CS multiplier, for the first round of assault only.

Rolling Armour Saves When rolling to pierce armour (i.e. after hits have been resolved), roll 1D6 and add the AP value. If the target is infantry, a roll greater than the target's AV value causes a hit.

If the target is a vehicle, score a glancing hit if the roll is equal, a penetrating hit if the roll is greater, and a catastrophic hit if the roll is greater by more than 3 points.

Check survivability Some tougher models have a “Survivability” (SU) value on their profile. For each hiting hit, a model with survivability must make a number of rolls equal to its survivability multiplier (x2, x3, etc – default is 1). Provided at least one of these rolls is equal to or above the model’s survivability rating, the hit is discounted.

Remove casualties Any models which fail their survivability checks, or simply don’t have a survivability rating, suffer a hit sufficiently debilitating/fatal to invalid them out of the rest of the battle. They are removed as casualties. Casualties are removed from BtB backwards.

Resolve morale The unit that suffers the most amount of killed models (models that are removed) must make a morale test. If the test is failed the remains of the unit are destroyed and removed. If the test is passed then both units are locked in combat. Both units take it in turns to move a model up to half its Movement value (rounding down) towards the nearest enemy also involved in the combat.

Fight extra rounds If neither side breaks, further rounds of combat are immediately fought until one side is wiped out or breaks.

Each extra round of combat is fought with an extra multiple of CS for all troops involved.

This represents the fight become highly confused, desperate, chaotic, exhausting and deadly for both sides.

Bystanders

Any player can, in second or subsequent rounds of a close combat, move any units that have not performed an action one movement action in order to take part in the combat. If there are more than one unit moving then the player who initiated the combat moves their unit first and then further units moving alternately between the players. This move/assault counts as the unit’s action for the turn. This move is optional but can only be made if the unit will then be close enough (within 5cm of the enemy) to take part in subsequent rounds of combat.

Multiple units involved in the same combat that lose that combat make just one CM test using the best CM. If this is past then all the units pass, if it is failed then all the units are destroyed.

After effects The side that won the combat may make one move action, regardless of how far it has moved already. It then becomes shaken.

Characters

If a character hits with multiple attacks each of his hits is placed one at a time working back from BtB. - So if he is in BtB with a character the first hit will hit the character the second hit on another trooper that has not already been hit by a first attack etc...

Special equipment for close combat Grenades

Frag grenades

Frag grenades negate the effects of cover or entrenching. It also prevents units from firing when receiving an assault (suddenly, frag grenades have a purpose).

Plasma grenades

Plasma grenades do everything that frag grenades do, but also cause D3 hits on the side receiving them (no AP value).

Photon grenades

Photon grenades negate charge bonuses.

Two close combat weapons A model with two close combat weapons adds 1 to its CS multiplier

Pistol A pistol may be used either as an additional combat weapon, or in its own right – use the pistol’s AV rather than the model’s, CS to hit as normal. Pistols can be used to Stand and Shoot

Stand and Shoot by Entrenched Units

An Entrenched unit may elect to fire rather than fight in the first round of combat,. The unit may fire any pistols, rapid fire or assault weapons in lieu of fighting. Resolve the shooting before the other side fights. The unit that stood and fired does not get to fight in the first round of combat but can fight in any subsequent rounds of combat.

Any casualties caused by the firing are used to resolve the first round of combat.

=
============== Vehicles

Vehicle Stat Line

M - Movement F – Front AV S – Side AV R – Rear AV SS – Shooting Skill CR – Contact Range CM - Command (CS) – (Combat Skill)

Actions Vehicles function in the same way as any other Unit with regard to actions. However, they tend to have rather more guns…. Not all of which can always be fired at the same time.

What a vehicle can do with its weapons is summarised below:

Single shoot action:

All main and defensive weapons OR 1 ordnance and all defensive weapons OR 1 Ordnance barrage weapons

Double shoot action:

All main and defensive weapons twice OR 1 ordnance and all defensive weapons twice OR 1 Ordnance barrage weapons twice OR all weapons once.

Shooting at vehicles

Roll to hit as normal.

Use the AP value of the weapons for Vehicle Armour Penetration

Vehicles have an AV for front, side and rear armour If a hit is scored with a weapon with an AP equal to the vehicle’s AV the attacker scores a glancing hit.

If AP beats the AV then roll for penetrating.

If AP is three greater than AV roll for catastrophic hit.

Glancing Hit: 1 – No effect 2-3 – Crew Shaken (as shaken result in morale) 4-5 – Crew Stunned (as stunned result in morale) 6 – Weapon destroyed (lose one weapon, random determination)

Penetrating Hit 1 – Crew Stunned 2-3 - Weapon destroyed 4-5 – Immobilised 6 – Vehicle destroyed

Catastrophic Hit 1 – Weapon destroyed 2-3 – Immobilised 4-5 – Vehicle destroyed 6 – Vehicle explodes

Some fast moving Units (such as vehicles) have a SU dependant on their last action being a movement action. This is indicated as SU (M) on their Stat line and such units get the following SU save as long as their last action was a ‘movement’ action:

30cm movement in the last action or in a combined Move-Move action - SU 6+

45cm movement in the last action or in a combined Move-Move action - SU 5+

60cm movement in the last action or in a combined Move-Move action - SU 4+

75cm movement in the last action or in a combined Move-Move action - SU 3+

76cm+ movement in the last action or in a combined Move-Move action - SU 2+

Access Points

Access points indicate where models can enter and leave the vehicle from.

Disembarking

Units may disembark from a vehicle that has not moved more than 30cm in that turn. Any actions that the Vehicle has taken means the troops inside have also taken that action – this may mean the vehicle shot and then move with the troops then disembarking – the time spent means the troops inside are also considered to have completed their actions for the turn. Disembarking troops are place within 5cm on an access point of the vehicle. Troops cannot disembark if there are enemy troops within 5cm of the access points. Troops forced to disembark within 5cm of the enemy are destroyed.

Embarking

A unit may embark on a vehicle if the whole unit is within 5cm of the Access points of the vehicle and the vehicle has not moved more than 30cm that turn. The vehicle and the troops are considered to have performed the same number of actions and activations as the one who has done the most actions.

Troops can disembark and embark in the same turn.

Penetrating and Catastrophic Hits

Troops inside a Vehicle that has not travelled faster than 30cm that combat phase are forced to disembark if the vehicle suffers a penetrating or catastrophic hit.

Damage To Passengers

Troops caught in a destroyed vehicle must make SU tests or be removed as casualties.

Troops that survive are automatically ‘paralysed’.

Troops Caught in an Exploding Vehicle are removed as casualties.

Hull Down Vehicles that are partially obscured by cover have CR x½ applied to the firer.

Assaulted Vehicles

Vehicles can fire all of their defensive weapons in each turn of a combat. – On the first turn they do this as a ‘Stand and Shoot Action’.

Infantry have a reduced CS multiplier by -1 for every 15cm the vehicle moved in its last combat phase action

Universal special Rules

Counter Attack

Unengaged model in a unit that is assaulted move 15cm to engage the enemy.

Fearless

Treats morale, command and confusion tests as CM 2+.

Furious Charge

+1CS Multiplier in the first round of combat

Hit and Run

Break off combat moving up to two movement actions in a straight line away from the CC enemy that does not bring the unit into contact with any enemy.

Infiltrate

-see mission rules

Move through Cover

One move action can be at full movement pace through difficult terrain.

Night Vision

Normal Contact range in Night fighting.

Perils of the Warp

Psychic attacks require a Moral Test – if this is failed the Psyker must pass their SU or be removed as a casualty.

Preferred Enemy

+1CS against specific enemy.

Scouts

May be deployed at the start of the battle even if normally not allowed and allowed one free move action.

Skilled Rider

Re-roll dice for difficult terrain test.

Small Targets

Always considered ‘Entrenched’. Can still carry out other actions.

Stealth

Always considered ‘Entrenched’. Can still carry out other actions.

Stubborn

CM2+ – conveyed onto a unit a stubborn character is leading and conveyed onto a character a stubborn unit he is part of.

Swarms

Receive no SU vs Template or blast weapon fire. Considered small targets.

Vehicle Hunters

+1AP when firing at Vehicles. Pass all Morale checks vs Vehicle Shock on a 2+.

True Grit

Bolters treated as pistols if the unit wants to.

Mixed Armour

Units with mixed armour take shooting hits first on the majority of armour type.

Units and unit groups

Unit One individual unit plus any transport they are embarked upon. Note the following, as well.

1) Units which are chosen as (for example) Unit size: 1-3 X are deployed separately and may function independently during the game. These remain as individual units.

2) Units involving several components in an overall structure (IG platoons). These are treated as individual units as per the rules.

3) Units which are directly linked to another unit (for example, buying a Damocles Command Rhino allows you to buy Imperial Navy support). These are also treated as an individual unit.

Note that both 2 & 3 function as part of Unit Group, but they begin the game already grouped and may not group except as a result of enemy action.

Unit group: A collection of units grouped together. Units of anomaly types 2 & 3 cannot be grouped with anyone, they're already groups as it is (the reason they are treated as individual units is because they are expected to function together).

Units can be grouped together in the following arrangements:

Creating Unit Groups Grouping takes place in the Command Phase

Units can be ‘grouped together’ – to be allowed to group together units must be of a similar type (see below) and each unit within squad coherency (5cm), and not stunned/shaken/paralysed/routing at the start of the turn. They must also all be within contact range of the unit with the highest CM in the group, but line of sight is not required.

Declare which units are ‘grouping’ together.

The following combinations can join together into a Unit Group

1)Inf+Inf+MonCreat/Character 2)Vehicles+Vehicles+MonCreat/ Character 3)Inf+Inf+Inf 3)Vehicle+Vehicle+Vehicle

and

a)Troops can only join other Troops b)Heavy Support can only join other Heavy Support c)Fast Attack can only join other Fast Attack d)Elites and HQ can join any FA, T, HS groups

Alternatively, a mixed group containing both Troops/Fast Attack/Heavy Support can be formed, provided an HQ unit is part of the group.

Infantry with transport vehicles count as Infantry

One ‘Command Check’ is rolled against the highest Command Value amongst all the units wishing to group together.

If successful the units are now considered grouped together for this turn only.

For this turn only all the models must take their individual actions one after the other.

Each Unit within the ‘grouped unit’ now takes a Command Check for this turn for each unit as normal.

In the player’s next turn, to stay grouped together the units must take another Command Check.

The Unit Group adopts the same stance throughout, but individual Units may perform different actions.

In addition, if the unit whose CM was used to form the group becomes shaken, stunned, Paralyzed, routed or killed or is involved in a Close Combat the entirety of the group becomes shaken and the group disbands immediately The units remain shaken into the following turn in this case.

If the initial ‘grouping’ Command Check is failed all the units that were trying to group together become shaken – see below. As grouping takes place before the Combat Phase, units that failed to group together become shaken for the upcoming combat phase so they may attempt to reform as normal and are not shaken in the following turn.

Units which are routing or in CC cannot become part of unit groups. Units which start routing or become involved in CC are automatically detached from the Unit Group.

Psychic Abilities

A Psychic can only use one ability per turn unless otherwise noted. If the psychic ability requires it to be used in conjunction with an action then the psychic must be performing that action e.g. shooting, moving or assaulting. If the Psyker is suffering from the effects of confusion i.e. Stunned, shaken, paralyzed or routing then they cannot use a psychic ability.

Suppressive Fire

A Unit can declare on its first action that it is going to attempt Suppressive fire.

It may only attempt suppressive fire with suppressive fire weapons that are noted as Suppressive Fire

Weapons on their stat line and whose models are all grouped together in base to base contact within the unit.

Other weapons in the unit may spend two shooting actions firing on a single unit target caught in the fire corridor instead (see below).

The unit must then pass a Command Check. If this is failed the unit can fire once and then suffers shaken.

If the Command Check is passed the player nominates a point on the battlefield that is in line of sight and Contact Range of all of the weapons that are contributing to the suppressing fire.

This does not have to be a unit but can be open ground.

The large blast marker is placed on top of the target point.

All models that are under the large blast marker or are in the Fire Corridor from the Ordnance back to the models firing and are in range of the firing weapons are hit automatically once by each weapon firing. Suppressing Fire uses the normal partial hit template rules i.e. any model touched by the Suppressing fire corridor is hit.

Friendly units are hit as well as enemy models.

Enemy and Friendly Units coming under suppressive fire make one confusion test in the turn it is hit by suppressive fire.

If shot at by other members of the suppressing fire unit as a second action then they have to take a second confusion test as well.

Units entering the suppressive fire corridor for whatever reason are hit by it. This includes moving due to confusion and forced movement to regain squad coherency.

Routing models that end their movement in a suppressing fire Corridor are destroyed.

At the start of the suppressing fire unit’s next turn the Suppressing Fire Unit is Out of Ammo and requires ‘find new ammo’ action to be able to fire again.

Until a Find New Ammo action is performed the unit cannot shoot any of its weapons.

While performing a ‘Find New Ammo’ action infantry units cannot be involved in an assault and cannot move.

If they do move, because of either forced movement from confusion, choose to perform a voluntary move action or are involved in an assault then a ‘Find New Ammo’ action cannot be performed.

Vehicle Units can move and be involved in an assault (but cannot fire defensive weapons) while they perform a ‘Find New Ammo’ action.

Suppressive Fire is the only time vehicles can be ‘Out of Ammo’.

Note only one fire corridor can be set up by a unit. Other models in the unit can target one other unit that is at least partially inside the Fire corridor.

Overheating weapons contributing to a fire corridor.

Overheating weapons must role one dice for each automatic hit they caused in the fire corridor. The number of 1's each weapon rolls is subtracted from the number of hits caused by the weapon. This might result in no hits. Finally the model carrying the weapon must make one Save for every 1 they rolled for overheating.

Over-heating weapons are not the best weapon for laying down suppressive fire.

Out of Ammo

- Out of ammo now works with an 'ammo counter base'.

Every Infantry unit gets a 'modelled ammo base' - something like a box of bullets stuck to a base or a power pack - or some dead or wounded body for tyranids to eat -

This ammo base starts with the squad and symbolises the unit has ammo - at any point the unit runs out of ammo the base is removed –

‘Finding Ammo’ allows the base to be put back-

An infantry unit that fires a shooting action must test to see if they are 'Out of Ammo'.

A vehicle is only ever out of ammo if it uses 'Suppressive Fire'.

The opposition rolls a D6 - on a roll of a 1 the unit is out of ammo and gives up its ammo base counter.

The unit cannot fire any weapons until it regains its ammo counter.

Note it doesn't matter whether one or more models didn't fire, all the models in the unit are 'Out of Ammo'.

The models can spend their next action ‘Finding Ammo’ (growing more for tired out tyranids, stripping bodies, bringing up and breaking out fresh ammo crates etc).

While ‘Finding Ammo’ those particular models in the unit may not fire, and the whole unit may not be involved in an assault. and the unit may not move.

If the unit is already involved in an assault then the models will continue to be ‘Out of Ammo’ until it has had time to have an ‘Assault Free’ action belonging to the player to ‘Find Ammo’.

After ‘Finding Ammo’ the unit that was ‘Out of Ammo’ can fire in subsequent shooting actions. The unit can still 'Run Out of Ammo' in subsequent shooting actions.

A unit does not need to carry out a ‘Find Ammo’ action. The main reason for this is that the unit has decided to Move or Assault instead.

Finally a unit that is ‘Routing’ may not carry out a ‘Find Ammo’ action until they have rallied.

When selecting the army there is now a new option - 'Extra Ammo'

Extra Ammo allows the commander to give units extra ammo counters which are used up as 1's are rolled. these extra ammo counters means the unit is not out of ammo until it loses its last ammo counter

Note that only units that are 'out of ammo' can 'Find ammo' and they can never increase there ammo counters above one after the battle has started - so for example a CSM Havoc squad is given one extra ammo counter - over the course of several shooting actions the squad rolls two 1's and loses its both ammo counters - in their next action they find ammo and are given one ammo counter back - they cannot spend another action trying to Find more ammo until they lose this single ammo counter.

Units that lay down 'Suppressive Fire' lose one ammo counter automatically. This may mean they are not out of ammo in the next turn if they have several ammo counters.

Vehicles can still move and 'Find Ammo' in there same turn - infantry units cannot.

Fighting Primitive

Armour

If fighting medieval style troops then Chainmail Armour and Shield is AV1 – Plate Armour and Shield AV2

Being Mounted increase AV by +1

Ranked troops

Troops in ranked blocked formations Unit grouping rules apply in full Require CM check to perform each and every move or shoot action -

Move action – allowed to either Move or to turn or to reform in any direction. The unit can only ever move forward. The unit can Wheel with the move distance measured from the outside furthest moving model. Unit moves at ¼ move through difficult terrain. Ranked units must always remain ranked. If entering a building the whole unit must move into the building.

Shooting – Front 2 ranks can only fire in the front fire arc of the unit

Missile weapons

Bows - WRM x 1 AP0 Assault AP 0

xbow - WRM x ½  AP1 Assault AP 1

Bolt Thrower - WRM x 1 AP 4 Heavy

Stone Thrower - WRM x 2 min 30cm Heavy AP 5 Blast

Cannon - WRM x 2 AP 6 get hot

HTH First 4 ranks all attack to the front – no attacks may be made to the side or rear. If attacked in the side or rear the unit is destroyed.

HtH weapons

Spear - +1 CS Multiplier when receiving an assault in the first round only - +2 CS Multiplier when receiving an assault against cavalry or bikes in the first round only 2 handed weapon - +2AP Assaulting Lance from horseback - +2AP

Shields - +1 AV when receiving an assault in the first round of combat only from the front.

Comment

The reason why unit groups exist is to make sure that commanders do more to control their troops. Individual units are less tied to the rest of their army, but are much more likely get confused or lost, especially at night. It also means for more command-and-control above squad level.

Move-Move doesn't require a Command Check because it's a very easy order, and very hard to misinterpret. Ditto Shoot-Shoot. More complex orders are easier to get confused about, or simply do the wrong thing. I haven't included the possibility of units doing entirely the wrong thing here, as I am treating the NCOs as if they are instinctively cautious (like me) and prefer to hold tight if they don't understand. There is possibility for initiative taking, and sheer randomness factor, but I wanted to keep the number of Look-Up tables to a minimum.

Entrench is designed to solve the problem of a unit sitting in a defensive position, doing absolutely nothing, waiting for the enemy to turn up.

Morale: I am trying to move away from the idea of constant falling back, rallying, going forwards, falling back again. I've found, both from reading and personal experience, that scared soldiers take cover and try and wait it out, rather than run around screaming madly. It's actually what we're trained to do. Hence units get confused easily, get pinned down under heavy fire, and only rout if they are getting completely wasted or get beaten in combat (which is only natural). Equally, routing troops don't really come back.... good reason to keep them out of big cross fires.

Routing: In particularly desperate circumstances, a unit may break and flee. However, units tend to become pinned down rather than flee, as lying flat feels much safer than standing up and running around.... This is the ONLY way to cause a unit to rout. A routing unit immediately detaches itself from its group, and moves at double pace towards its own baseline.

HTH CC plays an important roll still in the new system

The relevance of CS vs. CS is not lost on me - But the new flat roll represents the skill, the strength, the number of attacks and the power of the attack - CC is now very bloody and over very quick -

There is a lot of emphasis now on armour and survivability as well in HTH

As both combatants fight simultaneous the result of the combat occurs quicker - allows for quicker game play - this is an abstraction granted but works well.

The survivability roll represents the ability of a good level combat master to avoid the hits of opponents.

'Multiples' are really useful to represent war gear like banshee masks as well- as attacks are simultaneous having multiple attacks are a good way to represent some war gear –

Now against a tougher CC opponent then the SM Commander could well be up against it and die 1 in 4 times - but then CC is now really deadly and will only be drawn out if really bad combatants fight other really bad combatants -

Against tough opponents you no longer have to wait turn after turn and waste valuable time to see who eventually wins - in fact this is a real bonus to CC armies - they become quick and deadly in CC a specialism they excel in.

Characters now can give you the edge in combat but are not the 'be all and end all'.

I would like to thank the following for their support, input, in dept discussion, 'pointed' questions and hard work in developing ‘Lethal 40K’ to its present level. Kabanov, Visitor Q, Lanrak, neurodisruptor, Demonica, Calixtus Hive Fleet Scorpii, Triphinius scarletsquig, TheEndIsNear, Thirdeye, , Anticitizen, Jakester, Soulthief, Doomthought, Riptor, wilycoyote Shoal_07 Commisarlestat senorcardgage azurevision Egaeus Waelong Farouk Aratheking arkturas uberschveinen Phalanx

Cheers

Mossmac