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    PIRATE 40k- BETA -

    ACKNOWLEDGEMENTS & GENERAL NOTES

    I would like to thank the online community for their tireless topics, discussions/arguments and observations when in regard to 40K, it's background and rules. Their insight has been invaluable in the 'development' of the

    following rules changes. The changes that have been made have been entirely done through my own personalperspective as to how I would like my games to play. I find 5 th Ed. is great for large scale games and I've never had a

    dull Apocalypse game. However for smaller games I would like to have more representative detail.The rules changes and additions have been made with smaller games in mind and I heartily recommend

    that if anyone were to try these rules they do so within smaller games 750pts might be a good place to start as it

    enables most armies ot field an HQ, a few Infantry units, perhaps with transports, and an additional unit choice ortwo. I don't currently recommend these changes to larger games, escpecially for Apocalypse. None of these rules

    have, thus far, been properly playtested on account of personal circumstance so there are bound to be certainconflicts (no matter how much thinking I've put in). All I ask is that should anyone try the rules they keep an open-

    mind to the changes and resolve any issues that arise, even from the offset, with a clear mind. I would like toreceive any constructive feedback should any player's out there playtest these rules, whether it be but a single

    change or an all-out across the board test (players can leave the feedback within the forum where the link to thisdocument was posted).I would also like to thank the MODS (in particular) and users of Dakkadakka, BOLS & The Bolter &

    Chainsword, to name a few, for the service they provide to the war gaming community in general and for most ofthe input within their Forums. Thankyou.

    warspawned

    LEGAL

    This is a fan written adaptation of the 5 th Edition Warhammer 40,000 rules. No profit is procured and all alterations are in no way

    affilliated with Games Workshop Ltd or any of its associated companies. All references to, or within, the Warhammer 40,000 universe

    are either ,or of, or to, Games Workshop plc along with all such references listed below:

    Imperial Guard, Space Marines, Orks, Eldar, Necrons, Tyranids, Bio-titan, Dark Eldar, Tau, Gretchin, Gauss Weapons, Chaos Space Marines,Chaod Daemons, Kharn the Betrayer, And They Shall Know No Fear, Chimera Armoured Carrier, Sergeant Harker, Tech-adept, Leman Russ

    Battletank, Ratling, Psyker, Guardsman, 40K & all associated races, locations, weapons, characters, & units listed within are the sole property ofGames Workshop plc.

    Characteristics

    Willpower

    Coolness

    The Rule of Ten

    Unit Types

    The Game

    Set Up

    Strategy

    Environment Orders

    Missions

    Special Missions

    The Turn Sequence

    Movement

    Shooting

    Assault

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    Vehicles

    Universal Special Rules

    What is Pirate 40k?

    Pirate 40k is a fan written adaptation of the current Warhammer 40,000 game system. It has beendesigned to introduce a more detailed way of playing the game. To this end rules have been adapted

    and new ones introduced, although many base fundamentals remain. It is up to the player on howmany of these rules they use or discount. The rules also try and introduce several new elements,

    with an armies strategy rating, new cover system, terrain and a battlefield conditions system, as well

    as the use of a universal Orders system which places the force Commander and independent squadleaders at the forefront of the battle. Also should a force perform particularly well in any of its

    individual turns it may gain the momentum over the enemy, enabling a number of units to actfurther before the enemy can respond!

    NOTE: Some rules may be repeated throughout this document. This is often for the purpses ofclarification within certain rule elements.

    CHARACTERISTICS

    All previous characteristics have the same meaning as 5th edition. Also two new, or rather old,

    characteristics have been added to Pirate 40k. Player's are welcome to add either characteristic, bothor neither. Players may decide that their soldiers are trained enough, or genetically built enough, notto need either value thus ignoring their effects when applying rules such as Orders etc. If this is the

    case then simply ignore all references to these characeteristics if using any of the additional rules:

    WILLPOWER

    Willpower is unique to Independent Characters. There are many heroes, and 'villains', within the 41st

    millennium whose strength of will, or force of luck, is almost as important as their strength of arms.

    Those of the greatest willpower can survive against insurmountable odds, changing the course of any

    battle or even the destiny of the universe itself.

    Willpower is ranged from 1-10 and represents the sheer force of will that a character, or perhaps unit

    leader, possesses. Willpower represents the amount of re-rolls any character can make. These re-rollscan only be subject to the character/leader and include rolls to hit, to wound, armour saves, rolls to

    run or any other roll so long as it only applies to the character (you can never make an opposingplayer re-roll their dice). Willpower rolls replace the 'can never re-roll a re-roll' rule a testament to

    their unyielding strength and will to power!

    What Willpower?

    As Willpower is not represented within any Codex proper simply use the following as a guide.

    Player's may feel free to alter the characteristic to what seems appropriate for their characters.Typically the more important, senior, unique and stronger special characters have the highest

    willpower.

    Squad Leaders: 1

    Veteran Squad Leaders: 2

    HQ choices with 2 wounds: 3

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    HQ choices with 3 wounds or more: 5

    Unique characters: 3-8

    HQ monstorus creatures or 'Eternal Warrior': 5-10

    As stated the above is a guide only and player's will have to compromise with each other based ontheir own good sense and judgement. Legendary characters such as Abaddon, Calgar, Eldrad etc will

    naturally have towards the higher end of Willpower as oppossed to other unique choices, such asthose purchased as upgrades to units.

    Players may also agree that their veteran units gain a WP charcteristic. If so then simply allocate acertain number to the unit as a whole, this may be kept track of by players with a notepade, markers

    or a similar system.

    Squad Leaders and Willpower

    A unit blessed, or cursed, with a particularly characterful, experienced or brutal leader will usually

    perform better in a battlefield situation, accepting orders without fail and keeping their cool for longer.

    A squad leader with a WP characteristic is adept at relaying orders and has the respect, trust orotherwise sheer intimidation, to make the unit perform beyond the call of duty (or genocidal

    mania). For all intents and purposes Squad Leaders become Independent Characters but may neverleave their unit to join another.

    Any unit with a Squad Leader that has a WP characteristic is at a + 1 modifier to receive orders and

    to any morale checks they are recquired to make. So long as the squad leader is alive these bonuses will remain, even if they reduce their WP to '0' by re-rolling personal tests.

    Independent characters that join a unit effectively replace the squad leader's command and use theirWP in the same manner. If their initial WP characteristic is equal to, or greater than, the units Ld it

    becomesFearless (if the character denotes that ability to the unit then no other bonus is incurred).

    COOLNESS

    Coolness applies to all Infantry units & represents a units ability to keep calm and ordered upon the fieldof battle, even in the most trying of circumstances. Certain legendary units may replace this

    characteristic altogether but it is a common feature for most units.

    Coolness is ranged from 1-10 and represents the ability of a unit to keep calm and controlled in the

    chaos of warfare. Coolness is reflective (i.e the same) of a units Ld value. Coolness can work in eitherof the following ways:

    The number indicated is the number of dice a unit may re-roll for any morale test it isrequired to make. A unit may use as many coolness points as it likes to alter the outcome of

    any morale test.

    OR

    Units may use a point of Coolness to re-roll any Ld tests taken.

    Regardless of which of the above is used to represent coolness the rules below will always apply.

    For every Morale Test failed the unit loses a coolness point. Any roll of 6,6 may not be

    modified by coolness.

    Once a unit reaches '0' Coolness its morale is totally destroyed and it is capable of only basicsurvival or instinctive fighting. All discipline is lost and the unit can no longer receive orders.

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    Units reduced to 0 coolness will always make a 'Fall Back' move towards the nearest coverwhere they will immediately 'Hide'. If no suitable cover is available or the unit is nearer to a

    table edge it will fall back towards that table edge.

    Coolness dice themselves can never be re-rolled.

    Naturally some armies may be more versed in battle than others and may not have a coolnesscharacteristic at all. Typically units that are Fearless do not have, or use, coolness points. For nowplayers can simply use the Ld value of the unit as its base coolness (although this may all evetually

    change).

    And They Shall Know No Fear and Coolness For now Space Marine armies do not totally ignorethe rules for coolness. If they fail any morale chack (or choose to do so) they lose 1 coolness as

    normal. If reduced to 0 coolness then they may receive no specific orders but instead fight 'normally'.

    Regaining Coolness

    On some rare occassions a unit can regain Coolness points, either temporarily or permanently (if

    fighting a campaign). Certain instances may lead to an additional Coolness point being awarded such

    as a VictoriousSlaughter combat result or the presence of the Commander or other war hero within

    the unit. Such events and their effects vary from army to army and character to character and therules are covered later.

    For now only a unit falling back in such a fashion regains a coolness point if joined by anIndependent Character.

    THE RULE OF TEN

    All profile statistics are valued between 1 and 10, with 1 being the most inept, incompetent orunskilled to 10 being the personification of perfection that is reserved for only the greatest of

    mortals and immortals. A physical attribute value (other than wounds) of 3 is about average for atrained and fit human whereas a Martial attribute ranges from unit to unit depending upon instinct

    and combat experience. When regarding characteristics in a background sense it is useful to think of

    them in terms of multiplication or magnitude rather than as any simple liner-scale. For example: ASpace Marine is represented as having a single Strength higher than the majority of Humans, so

    Space Marines are effectively almost half as strong as any 'normal' fit and trained human soldier(times a Catachan by half, in terms of biceps etc, and you get the idea!).

    DESIGN NOTE: I initially flirted with the idea of changing many statistics. Within the confines of 5 th

    Ed. it soon became apparent that this was largely impossible due to the Rule of 10 representingeverything from a Gretchin to a Tyranid Bio-Titan. If any change were to be made all profiles for allarmies would have had to be escalted in a similar fashion, innevitably breaking this rule. Armies may

    instead gain more background detail through the introduction of Army specific rules, if they do or donot do so already. Also armies are more adequately represented through their startegy rating, ability

    to receive orders, and call in reserves etc...

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    UNIT TYPES

    Unit types remain largely the same. In the context of Pirate 40k the following units have been given

    the following changes:

    INFANTRY

    All Infantry can take objectives. Independent Characters of a starting Willpower of 5 or more may

    also take objectives.

    BIKES & JETBIKES

    Bikes and Jetbikes excel in reconnaisence and hit and run attacks against the enemy, confusing their

    troops with dazzling speed and feigning movements aimed to disrupt enemy positions. Their ability to

    strike swiftly and sow cinfusinion is ofen a higly prized asset to most skilled commanders.

    All Bikes & Jetbikes have the Hit & Run universal special rule (For the present if a characterupgrade or specialist unit already have this rule then they can count as Skilled Riders as well).

    Bikes and Jetbikes may never take objectives and cannot contest objectives if they moved morethan 12' in their final movement phase.

    THE COMMANDER

    A forces commander is at the hub of all its strategy and is often an iconic, respected, feared or powerful

    individual whose presence is enough to steel any nearby friendly units.

    The Comander is typically the HQ choice with the highest Ld and Willpower values. Players may

    decide which model represents its Commander subject to common sense.

    For Example: An Autarch would have greater tactical authority than a Farseer and a Space MarineChapter Master will have more authority over a Captain etc...

    Commanders are subject to the following rules:

    Commanders may issue additional orders to their units, subject to the restrictions within theOrders section. Typically a Commander may issue as many Orders per turn as their army

    strategy rating dictates (Special Characters etc may have significantly more than their Army Startegy Rating). Typically a Commander is allowed to issue so many Orders before

    he is unable to act himself. A commander calling in Reserves typically uses a commandpoint, just like giving an Order (see Orders).

    Commanders enable all units within 6' to re-roll all failed morale tests (certain Special

    Rules may replace this restriction).

    Commanders are always deemed as objectives, be they vital or personal. The capture or

    assassination of an enemy Commander is always beneficial within any lasting engagement,boosting the morale of soldiers or otherwise making the enemy less of a threat.

    A Commander can typically not issue Orders or Strategic reserves if they are in combat.

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    THE GAME

    This section describes all the pre-game events and covers everything from Missions to deployment,

    army startegy, the principles of the Order system as well as battlefield conditions types of terrain etc.

    This is written 'in order' sequence for ease of use and understanding.

    SETTING THE SCENE

    Games rely on a variety of elements to hinge their purpose on. Whether it be a story driven

    escapade into the 41st Millennium or a more competition based battle of will and wits and theruthless securing of objectives no matter the cost. The pre-game sequence is as follows with

    explanations for each following:

    1. Determine Battlefield, Terrain & Conditions

    2. Determine Game Type, Mission and Objectives3. Organise Forces

    4. Strategy, Deployment and pre-game events

    5. FIGHT!6. During the Battle Momentum.

    DETERMINE BATTLEFIELD

    The 41st Millennium contains every kind of world and environment imaginable. The Imperium of man

    alone contains a million habitable worlds, with newly discovered and re-ermerging worlds being

    claimed by unscrupulous Rogue Traders, whilst other planets are dying, destoryed or are in the

    volatile stages of being created. All types of environment are encountered, from the fresh, clean vast

    plains of Agri-worlds, to the densely populated and polluted hive worlds or even the nightmare

    landscape of a Daemon World, where the rules of physics and geometry becomes twisted and the

    ground itslef is made up of billions of writhing maggots or plains of skulls with rivers of blood. Such

    worlds with their environment and terrain features drastically alter the nature of any martial

    encounter.

    PLANET TYPE

    The planet type any battle is played on determines the type of terrain and likely weatherconditions. Even in the 41st Millennium troops can become bogged down in torrential rain -turning otherwise lush fields into muddy quagmires whilst the blizzards of an ice world can

    reduce visibility down to a few metres, or lightning storms of such magnitude can interefere withall forms of vox or radio communication.

    Players can either decide which battlefield type to choose, suitable to their own collection of

    models and terrain or they can determine the type of planet, terrain and conditions randomly, orelse choose to ignore this phase and get stuck straight into the action. The table below illustrates

    the kind of terrain that can features, events and weather conditions within any particular planet:

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    PLANET TYPE TYPICAL TERRAINTYPES

    TYPICAL EFFECT/S TYPICALWEATHER

    Hive World Difficult and Dangerous Toxic Atmosphere Acid Rain,Temperate

    Agri World Open to Difficult Stampede Temperate, VariedRain

    Feral and Fuedal Open to Dangerous Varies

    Artificial Difficult and Dangerous Sentry guns, Fortifications None to

    Constructed

    Forge Worlds Difficult Toxic Atmosphere

    Ghost Worlds Open to Difficult Training World, Resident Evils Varies

    Death Worlds

    JungleSwampIce

    Desert

    Difficult and Dangerous Resident Evils, Toxic

    AtmosphereLethal FloraSwamp Things!

    Varies. Torrential

    Downpour,Blizzards, SandStorms, Flash

    Floods etc

    Daemon Worlds Difficult to Dangerous Resident Evils, Warped Any

    PLANTETARY EFFECTS & WEATHER

    For now players can make up their own rules. The table above is just a guidline and theeffects/conditions suggested are simply names for ideas.

    I see no point in applying such things to any games if the core changes made here have completely

    'broken' the game beyond playability.

    However different effects will work in combination with terrain features and weather may affect

    the effective range of weaponry, similar to the present Night Fighting rules, or else by reducemaximum range by a certain ammount. The idea of such effects is that they make for a more

    tactical change in that armies will have to take into account their effects upon any of their models.Still more things may be added that are more in line with the recent edition of Fantasy giving

    certain bonuses, negatives or temporary abilities etc to nearby units.

    For Example: The 'Resident Evils' effect could simply increase the likelyhood of models being wounded when entering dangerous terrain. If, for example, playing on a Daemon world of Nurglesuch incidents may cause poisoned attacks. Resident Evils could also represent the chance of any

    local beast rearing its head as units make their way through dangerous terrain, being activated ona '1' to move, causing D6 hits at Strength 4 AP -, or something similar.

    DETERMINE GAME TYPE, MISSIONS & OBJECTIVES

    As in 5th Ed. However Pirate 40k makes a distinction between objectives which may/may not applydepending on which scenario is played.

    VITAL OBJECTIVES

    Vital objectives are just that & players may decide what constitutes a Vital Objective. Typically a Vital objective is equal for both sides, however players may decide on using different vital

    objectives. A Vital objective is typically worth twice that of a normal objective.

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    PERSONAL OBJECTIVESPersonal objectives are objectives players may agree to assign to their Independent Characters, or

    even Infantry units. Should the character/unit achieve its personal objective it may count asadditional victory points, standard objectives, or experience points if playing a protracted

    campaign.

    As to the nature of a Personal Objective it can be anything from killing a certain amount of the

    enemy, securing a particular objective, disabling a certain or particular enemy vehicle etc...

    NOTE: Not much thought has been given to the nature of objectives on the whole for the timebeing. I would like to, some point, add individual objectives to each player be they in the guise of

    vital or personal objectives. Players would be advised to ignore the concepts of these for now asin other areas if the rules create such an imbalence then there's little point in going this far I hopethis isn't the case).

    STRATEGY RATING

    Armies in the 41st Millennium have a variety of skills and abilities when it comes to command

    structure, discipline, the relaying and obeying of orders, making for a variety of deadly efficient, or

    otherwise slow and pondorous, reactions to enemy movements, the cutting off of supply lines and thedeploying of vital reserves at pre-destined or otherwise key moments.

    Strategy Rating is measured from 1 to 6 and has a number of in-game effects. The higher an armiesStrategy Rating the higher the likelyhood that they are better tacticians and are able to out-think or

    outmanouver an enemy army. The strategy ratings are as follows:

    Army Strategy

    Rating

    Command Points/Turn

    Space Marines 6 3

    Eldar 6 3

    Witch Hunters/Daemon Hunters 5 3

    Chaos Space Marines 5 3

    Chaos Daemons 4 2

    Necrons 4 2

    Dark Eldar 4 2

    Imperial Guard 3 2

    Tau 2 1

    Tyranids 2 1

    Orks 2 1

    Other Armies 1 1

    Strategy Rating in Games

    Startegy Rating may affect games in the following ways:

    The side with the Highest strategy rating may re-roll the dice to see who goes and sets upfirst.

    The side with the Highest Strategy rating may re-roll their dice to Sieze the Initiative (ifapplicable depending on the scenario).

    Commanders receive up to half their strategy rating points (rounded up) to issue extraOrders or call in additional reserves.

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    A Commander may spend a Command point to re-roll the Games' end.

    NOTE: A Commander that expends all their Command points during a turn cannot act any further

    during the phase in which he expends their final Command point.

    RESERVES

    All rules for Reserves are as in 5th Edition with the following addition.

    Strategic Reserves

    An exceptional, canny or otherwise prepared Commander may have elements of their force on stand-by

    near the battlefield, already infiltrated behind enemy lines, or else with a commanding arrogance or

    gift of foresight have them arrrive at a certain time during the battle whenever their plans have reached

    fruition or the need arrives.

    Essentially the strategic reserve replaces the standard Reserved unit's normal arrival. To issue astrategic reserve the player must state at the start of his turn the unit is witheld for such a purpose.

    The unit does not arrive normally but follows the rules given here.

    Any Commander may spend 1 Command point to call in a Strategic Reserve rolling equal to orlower than their Strategy Rating to execute (a roll of 1 always passes, a roll of 6 always fails). Theroll may be affected by Willpower as normal.

    A Strategic Reserve may be called upon during the beginning or end of any of the

    Commanding player's phases. The unit arrives and acts as normal. When this happens

    simply use the unit until it 'catches up' with all other friendly units. Moving, shooting orassaulting as normal. The unit may not receive Orders from their squad leader on the turnit arrives, however the Commander may relay an Order as normal.

    A Commander may only withold as many units in Startegic reserve as his Command points.Should any fail to arrive the Startegic reserve is wasted and the unit counts as reserves as

    normal but is at a +1 to arrive in the player's next turn.

    Should any unit fail to enter play during the course of the battle they count as giving kill

    points or as an extra objective.

    Strategy Ratings, Points & You: Obviously player's whose armies have a higher strategy rating areat an additional Tactical advantage over their opponent. This can be increased exponentially if used

    by an unscrupulous, experienced or generally lethal opposing Commander (i.e the guy that alwaysbeats you) or else gives a slight edge to those without the tactical acumen/care of their opponent.

    This is entirely inentional. If players agree then they can come to some accord as to how thisshould/could be represented through points values, perhaps placing a 10% cap on the army with thesignificantly higher strategy rating perhaps not. It's up to you!

    The Force Organisation Chart

    The Force organistion chart receives the additional components:

    Unique: Unique HQ's are given an additional optional single slot. Unique choices found elswhere,unit upgrades, heavy support etc do not count. Note: Players may decide that a certain mission will

    allow for another Unique HQ option to be taken. As usual in large games the FOC becomesredundant. In other types of game (Planetstrike etc) this Unique option is added on as normal.

    Allies: A force may be given up to 3 Allied options. The Allies taken may never outnumber theTroops selection of the main army (so for every 2 taken 1 Ally may be used) and may never come

    to more points than the total Troops section of the main force. A single Allied slot may be given toan Allied HQ and no Unique choices may be taken. This is to allow for more varied lists. For now

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    either use the Apocalypse Allies Matrix or your own good sense to determine which allies can beused for your army.

    So the standard FOC becomes: 1 HQ, 2 TROOPS (1 Unique HQ, 1 HQ, 4 TROOPS, 3 FASTATTACK, 3 HEAVY SUPPORT, 3 ALLIES).

    NOTE: For now players are best off sticking with their most recent Codex and Army Lists, applying

    any necessary rules or army entries given within the Pirate 40k Index's as they see fit. At this stage

    the rules are highly experimental and any change in points values etc can be dealt with at laterstages. It is worth taking into account that many of the adapted rules are universal and apply to all

    armies, with the Index's bringing changes to them that affect the Orders system and many otherchanges. In this sense a balance is hoped to have been achieved.

    ORDERS

    Every general, no matter their nature, knows that a successful battle requires that their

    soldiers obey any and all commands given, that their sergeants or squad leaders have beenfully briefed of their mission and that their reserves and infiltartors are well in place before

    the battle begins proper. For an army to be effective the chain of command and theintuitive, battle honed instincts, or else relentless nature, of its soldiers is key to obtaining

    victory.

    NOTE: The orders system has been introduced to add extra elements to the game where Infantry areconcerned. As it stands in 5 th Ed. these would be represented by the simple actions of moving, firing

    and assaulting. The orders system gives Infantry units the chance to gain additonal bonuses (andnegatives) to shooting, cover, movement and assault and has been designed with the intention that

    players may now consider the best orders to give to their Infantry in the best situation, adding anextra tactical element to the game.

    Under the Orders system Infantry units may be able to move quicker, resoponding to any rapidlyapproaching threat, go on overwatch to counter the movement of enemy units, or be able to blind

    fire from cover, gaining a cover bonus and having some chance to repel an enemy unit etc...

    Players may decide whether to use the Orders system or not.

    Naturally, different races will have different ways of initiating Orders, some more effective thanothers, whilst other armies or individual units resemble just sheer rage and chaos unable to thinkor care for tactical advantage or survival. Such generals know that the placement of such insane

    and, often, ruthless units can deter the enemies plans or else break through their lines completely.

    The amount of orders given depends on the amount of extra attention players want to give to theirgames. Given the untried nature of these rules I would suggest starting slowly and using the

    following default and ignoring the number '4' default rule (below):

    1. Squad leaders may only issue a single order per turn.

    2. Any Commander may issue as many additional orders to their units as equal to theirCommand points (see table above). If issuing as many Orders/Strategic Reserves the

    Commander may not act that turn, although any unit he is a part of can shoot as normal.Any orders issued by a commander superced those of a Squad Leader, so are taken on the

    Commander's Ld.

    Note: If players wish to try the maximum and try and give 3 orders per turn (1 per phase) then they

    can (although I think that would be debilitating and even more tme consuming). Regardless allOrders are subject to the restrictions given below and any normal restrictions within 5 th Ed still

    apply:

    For example: A unit which has yet to receive or give itself an Order fires its rapid-fire weapons in

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    the shooting phase may not be given an Assault order as it cannot assault.

    The current default rules for Orders are:

    1. All Orders require a successful Ld test to pass. If failed the unit either doesn't comprehend theorder or the sound and din of battle has ruptured their communications, be they through a vox

    transmission, psychic connection or some other outside agent. The unit instead acts as normal forthat phase.

    2. Units who FAIL their initial order may not be given a second order.

    3. Units out of coherency may not be given orders.

    4. The amount of Orders that may be given to a Unit within a singular turn depends upon their

    leaders and their own martial acumen. Typically a unit always receives at least 1 order a turn. Veteran leaders (Nobs, Exarchs, Space Marine Sergeants etc) are allowed as many Orders as theirWP characteristric (typically 2). If the squad leader should be slain the unit may only ever issue 1

    order per turn to itself and must roll a successful Initiative test before the Ld test itself. In this casea squad member has come forward to take command of the unit in their leader's stead.

    5. If a unit is joined by any Independent Character then they will use their LD characteristic to

    receive orders. If joined by the Commander they automatically pass any order given. All UniqueInfantry upgrades that lead a squad may issue their order/s automatically and the order is alwaysexecuted such is the might, will and reputation of these individuals.

    6. If a unit should fail an order, for any reason, then they may not make any additional orders thatturn unless those orders are issued by their Commander.

    7. Units that are falling back can only receive the Order 'Fall In' from their Commander alone,subject to the normal restrictions.

    8. Commanders can supercede any squad leader or unit if they are within 24'. The unit can take theorder under the Commander's Ld. If passed the unit recieves 1 coolness point for its pride in beinggiven a direct order by its commander. If failed the unit loses 1 coolness as it has directly

    disobeyed the will of the commander. The unit may not take an Order from their squad leader ifhe they have been superceded in this fashion.

    The following state where Orders may not be given under ANY circumstances:

    Units with the Rage universal special rule.

    Units within Transport Vehicles.- If units disembark from a Transport Vehicle that moved they may not be given an order thatturn. If the vehicle was stationary and they disembark they may be given Orders as normal.

    Units who are deemed to be so unnatural that they are deemed to be incapable of tacticalcomprehension or otherwise the simple understanding of a given task, such as Tryanid Spore

    Mines, Chaos Spawn etc may not be given orders. It is up to the players to agree or disagree onwhat constitiutes such a unit. These should be (more or less) self explanatory.

    Bikes, Jetbikes, Cavalry, Beasts, Vehicles and Monstrous Creatures move and fight as normal andcannot be subject to Orders (for now at least). Artilliary/ordnance that fires indirectly are the onlyexception due to the 'Enemy spotted. Sending co-ordinates' order (if they are so given it).

    Independent Characters and the Commander give the orders and are not subject to them unlessthey are part of the unit they are giving the Order to. Commanders may not give Orders to other

    Independent Characters.

    Units that arrive from reserve may not receive any Orders on the turn they enter play.

    Naturally any units without shooting weapons cannot receive or be given shooting orders.

    ORDERS & ARMIES/RACES

    Some armies/races use different methods of communication for their orders, limiting their range or

    effectiveness as well as differing in their approach, either being more disciplined and focused or else

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    prone to the occassional internal conflict. Generally speaking the higher an Armies Strategy ratingthe better they are at giving/receiving orders. For now the following rules for the various armies

    apply:

    Space Marines: Space Marines do not need to roll to pass any order given by their squad leadersand are not affected by range. Any attack or environment which disrupts their vox system, however

    means that their commanders, or other senior leaders, cannot transfer relevent information and socannot give orders to specific units or the army as a whole. Blood Angels subject to the Red Thirstmay not receive orders. Space Marines are immune to the effects of the negative rules for 'Covering

    Fire' or any similar order their training and martial discipline means they remain free to act asthey will. Space Marines may never become pinned (although obviously if they choose to stroll out

    into the open under multiple sniper fire then they get what they get). It is currently up to player's todecide what would affect their Space Marines or not. If no agreement can be reached then simply

    allow Marines to automatically pass any orders that are given to them by their squad leaders (asuccessful Ld roll will be required to receive orders from their commander as normal).

    Imperial Guard: Imperial Guard rely on their Officer's to make the decisions and so are limited inthe amount of Order's they can take. The rules for Order's within Codex: Imperial Guard state which

    officers can attempt Orders and how many times. The difference is they may relay as many Ordersas stated in each phase, but can only do so to different units.

    For Example: A Platoon Command squad containing a Junior Officer is normally only allowed tomake 1 order per turn. Now he can make 1 order per phase but may never issue more than one

    Order to the same unit. All other rules for the execution of orders (or officers) apply from the Codex although the similar orders given in the Codex are superceded by the orders given here (Special

    Orders from characters may be given as normal). Imperial Guard still receive the negative andpositive rules of Inspired Tactics and Incompetent Command and any unit led by a Commissar will

    carry out any order they give (if a Commissar or other Independent character takes over this is theonly way a normal Infantry squad may receive an order from a squad leader). Unique upgrades(Harker et al) may issue orders to their own units and count as Squad Leaders as normal (only

    exceptional ones).

    Orks: Orks are somewhat more direct in their approach to Orders. A Warboss may often only below

    out to his troops or else have a large, primitive megaphone or some other device that makes hisvoice louder. Nobs, on the other hand, are rather more 'hands on' shouting, ranting, raving and oftenbeating their fellow Orks (even to death) to obey their will. The following Order rules apply:

    A Warboss has an effective command range of 12' on foot. If wearing Mega-Armour this isincreased to 18'. If riding on or within a transport vehicle then it is only 8' as the noise of the

    engine dulls out his commands.

    Weirdboys can never receive an order, either from themselves or anyone else. They're simply too

    deranged and, well, weird.

    If under the Mob rule Orks do not need to pass a Ld test to make an Order, their sheer

    enthusiasm and natural affinity for warfare supercedes any notion of what it is they are actuallydoing, tactically speaking at least (Bloodaxes may know all too well however).

    Nobs, Meks and other unit leaders can issue Orders as normal. If failed the Nob will vent their

    anger at their lesser Orks, a Mek will usually throw a spanner or wrench and a Slaver mightthrottle the nearest gretchin just to make a point. The unit recieves an automatic Strength 4

    wound at AP (armour saves may be taken as normal) in addition to failing the order.

    Units of Nobs often strive for dominance with their group and between wars often fight

    amonsgst themselves, or else foolishly challenge their Warboss. However when it comes to theactual act of warfare they excel, through sheer experience and hereditary memory. Nob units donot need to roll to pass Orders.

    Stormboyz are renowned for their discipline and may re-roll any failed Order roll.

    As for the differing Clans, in regard to the use of specific orders and other special rules I have

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    forgone going this far, for now. Players may decide what suits their clans character best Blood Axes will no doubt be comfortable with any order (the sneaky gits).

    Eldar: Eldar are one of the most Tactically astute forces any opponent could face, and their Farseers

    are legendary when it comes to the gift of foresight and manipulating the fates in favour of their kin.Their Autarchs are strategists beyond compare to all except the most astute, or ruthless, of the

    commanders of other races. The following rules apply:

    If an Autarch is taken all units, including Guardians, automatically pass their test for Orders (in the

    case of Guradinas they must roll if their Warlock is killed).

    Exarch Powers which affect their own units now count as orders that are passed automatically.

    There is no need to purchase the Exarch ability within the army list (provided the Exarch is taken).If the effect gives them an ability unto themselves (crack shot etc) then they must pay for the

    upgrade as normal.

    Farseers do not have to test for the Mind Control universal psychic power (see below) and may use

    it once as afree psyhic power subject to the normal rules for psychic powers.

    Eldar Pathfinders automatically use the 'Pick your Targets' order at the start of any shooting phase with the following addition Pathfinders time their attacks so well Independent Characters withina unit they target do not receive the bonus saving throw for cover within the unit.

    Wraithguard can receive orders as normal provifing they are within 6' of a psyker.

    Harlequins are a rule unto themselves and may not be given orders by their Commander. They maystill receive orders from the Troupe Master as normal.

    Chaos Space Marines: Despite their chaotic nature, chaos marines are still just that, marines, andhave not forgotten their training or martial discipline it has simply been replaced by the will ofChaos. However Chaos appeals to those most who desire power and influence. A leaders, be they a

    Chaos Lord or an Aspiring Champion are often too selfish to care for their warriors, unless there is aspecific prize to be attained that will grant them the favour of the Gods in which case a Chaos Lord

    or Sorceror is unscrupulous as to how they obtain it. The only exception are Daemon Princes, whoseawe and mix of their general daemonic nature and volatile temperament are obeyed without

    question. The following rules apply:

    Armies led by a Daemon Prince do not need to roll to follow his direct orders. They obey

    without question. If a Vital Objective is being the Chaos Commander will stop at nothing to obtain it. Any

    order they issue to any other unit within 6' of the vital objective is automatically passed.

    Aspiring champions are often aloof and singular minded individuals. Caring more for their

    own path than that of their Lord's. They will usually ignore any command given and dowhat is in their best interest and make an excuse later. Units led by an Aspiring Champion

    can never take orders from an Independent Character, unless they are Unique (no-one would dare disobey Abaddon!).

    Kharn the Betrayer may not issue any orders other than the MOVE! order and the following

    unique Assault order is given automatically at the start of every Assault Phase, even if no

    one's there to receive it:

    Blood for the Blood God! KILL. MAIM. BURN! Skulls for KHORNE!The bloodlust of Kharn knows no bounds and he exudes violence and bloody slaughter wherever hetreads. Any units engaged in combat with a mark or icon of Khorne within 6' of Kharn when this

    order is issued become frenzied and gain twice their normal number of attacks (all modifiers areapplied afterwards). Such is their frenzy that any rolls of 1 or 2 to hit instead hit their own unit. Ifthey are Lone then they turn their blades upon themselves. The attacks follow all rules for their

    weapons and any special rule as normal (no hiding from power weapons or furious charge). Theorder itself does not affect Kharn.

    Chaos Daemons: For now Chaos Daemons automatically pass any orders given and may receive up

    to two orders per turn. The will the Chaos Gods cannot be denied. Units deep striking may not

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    apply:

    1. Units that moved during the turn prior to the momentum phase count as having moved(therefore may not fire heavy weapons or be given an additional movement order which

    requires them to move). However they may Consolodate their position or be given anyshooting order (subject to the restrictions of their weapons).

    2. Units that rapid-fired their weapons or that are subject to overheating may not fire theirweapons at the same rate again and can only use their weapons basic stat line if orderedto fire again. Overheated weapons cannot fire althotugh they will be cleared to fire in

    their next turn as normal.3. A unit that shot but remained stationary may be given any Movement or shooting order

    (subject to the restrictions above).4. Units who assaulted may only be given an assault order if they are within assault range of

    another enemy unit. If they are still engaged in an assault then they may be ordered to'Kill 'em All!' & the round of combat continues as normal with the side with momentumstriking first, regardless of initiative, and under any additional rules via any engaged

    assault orders.5. Any Vehicle unit may be ordered to fire or move again but can only move up to half its

    speed and fire either its main or defensive weapons as the crew work overtime to obeytheir commander.

    6. Independent Characters may also be ordered and are subject to all the same restrictionsfor Infantry as described above.

    7. Spontaneous orders can be troubelseome to execute as squads are full of adrenaline from

    having butchered an opponent or are else busy re-loading and securing the objective,anticipating the enemies next move. All momentum orders are at -1 Ld test to execute

    and are not subject to the 'Say Again!' special action. They may still be modified bycoolness as normal, however.

    Any momentum points not spent are wasted and are not cumulative for any further momentumphases.

    REGAINING MOMENTUM

    The side that is under the receiving end of the enemy's momentum needs to act swiftly in order toregain a foothold within the battle. The commander realises (instinctively or otherwise) that hisforce must regain ground and their composure if they are to maintain the fight and achieve

    victory.

    The same rules apply for a side regaining momentum as they are for the side who initiate the

    momentum. Such is the ebb and flow of a well fought engagement.

    THE MOVEMENT PHASE

    The movement of a battle is key to obtaining victory. Units move with all possible hastetoward their given objective, whilst bikes and other fast vehicles move rapidly to engage theenemy, with waves of transports moving to secure vital locations and Infiltartors move to

    secure newer or better firing positions.

    This is as in 5th Edition. No direct changes have been made.

    MOVEMENT ORDERS

    If the Orders system is used (see above) then the following orders can be issued: Note only one

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    order may be given to a unit during any phase (Commanders may not issue another MovementOrder to those that have already received a movement Order etc).

    KEEP YOUR HEADS DOWN!

    The unit is under heavy suppressing enemy fire and the squad leader decides its best option is to astutly

    remain behind its cover rather than risk moving elsewhere, until reinforcements come to their aid.

    This order can only be issued if the unit began the turn in cover and had received enemy fire in theprevious turn, regardless if it took any casualties. The models get a + 1 Cover Save in their

    opponent's next shooting phase, just as if they've Gone to Ground, but can move as normal in thenext turn should they wish.

    MOVE!

    Sometimes the impetus of multiple explosions and projectiles hitting the earth over and around you, the

    presence of a large and dangerous enemy nearby, or the sight of an objective, can be enough to stir any

    soldier, no matter their race, into instinctive or physically incredible feats to reach for their target, or

    else the nearest cover, as soon as possible. Otherwise the unit is inspired by insanity or bravery and

    charges at the enemy with utmost haste.

    The unit gains an additional D3 to its movement and may only run as its next act in the shooting

    phase, rolling 2D6 and picking the highest result. If this entire movement takes its move beyond 12'the unit recieves an additional + 1 Cover Save. Or 6 + if they end their move in open ground.

    If moving through difficult terrain at the start or during this order then the unit adds an additional

    D6 to the usual amount (2D6 become 3D6), picking the highest result. For every 6 rolled the unitmoves a further 1' as they scamper and jump for all they're worth. However such speed through

    such terrain is not without its dangers, as any slip or fall can result in debilitating injury. If usingthis order through difficult terrain it also counts as dangerous terrain (models receive a wound on a

    6+).

    If the unit moves through dangerous terrain at the start or during this order then it proves

    particularly hazardous. Models therefore suffer a wound on a 5+.

    Slow and Purposeful units may not be given this Order.

    POINT MAN

    The squad leader decides it's best to put a man further forward through hostile enemy territory,

    effectively the unfortunate soldier will act as bait for the rest of their unit, drawing the attention of any

    rash enemy snipers or units, or else acting as a way to determine if their's a minefield in the vacinity.

    Normally such a duty is rotated between squad members or is otherwise 'picked' by the leader.

    A unit who moves with a point man may place a single model up to 6' ahead, effecitively breaking

    coherency. The unit may move and act as normal. Should the point man come into the view of anenemy sniper or other unit on Overwatch then that unit must pass a Ld test (even if they count asbeing fearless, stubborn etc). If failed they break their discipline and must shoot the unfortunate

    point man then and there.

    For all intents and purposes the point man counts as a seperate target to their 'parent' unit in theenemies following turn although does not confer the usual 4+ cover save given for an intervening

    unit.

    If the point man gets assaulted and (most probably) dies, the assaulting unit may make a sweeping

    advance as normal. If this takes them into the path of the point man's unit that unit gains theCounter-Attack universal special rule.

    Note: It IS possible for the point man to be targeted by multiple enemy units should they lose their

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    compsure.

    ENEMY APPROACHING. FALL BACK!

    In certain situations it is better to make a strategic withdrawal than to face the fury of a dangerous, or

    otherwise superior enemy. The squad leader commands the unit to fall back in an ordered fashion,

    covering themselves with sharp bursts of fire or with grenades as they go, hoping to reach other friendly

    units or else attempting to lure the uncaring or unsuspecting enemy into a deadly trap! However such a

    manoevrue is tricky to pull off in the arena of battle and many an unwary unit has found themselvesfloundering in the face of the approaching enemy.

    The unit makes a Fall Back move as if it had failed a morale test with the following changes:

    The unit counts difficult terrain as difficult terrain.

    The unit rolls 3D6 and picks the two lowest results.

    Models will stop before making contact with the table edge as this is a voluntary move.

    Models that are assaulted by an enemy whilst performing this order do not need to test toregroup.

    Models who are forced to take a Morale check if performing this move (if they suffer 25%casulties from shooting in the enemy's next turn for example) may roll a Ld test and do not fail

    automatically.

    If the unit has models remaining in its next phase, remained unmolested or passed all moralechecks it was required to make it regroups autmomatically and may act as normal.

    HIDE!

    The unit makes itself as small as possible in an attempt to shield themselves from the enemy's line of

    sight either through ducking or lying prone behind the cover.

    Any unit that either begins or ends its move behind medium or heavy cover can attempt to 'Hide'.The unit recieves a + 2 cover save (to a maximum of 2+) to represent that the models are

    attempting to hide for all they're worth. They may still be targeted by any enemy unit that candraw line of sight. The unit can not receive an additional order that turn (even from thecommander) and may not fire. Units count as hidden until they move, shoot or otherwise act/be

    forced to act (through faling a morale check etc).

    THE SHOOTING PHASE

    All 'civilised' warfare since the earliest days of man, and alien, has involved ranged combat

    in some form or another. As each millennia has progressed each race has had to becomemore adept at producing lethal ranged weaponry to defeat their enemies, and the armour

    necessary to protect themselves, in order to survive within such a hostile galaxy. The weapons of the 41st Millennium are the most destructive, lethal and disturbing yet to gracethe universe and the current capacity for inifinite explosive and planet shaking oblivion

    knows no bounds. No flesh, no metal, no construction, or even whole planets, are entirelysafe from the firepower developed over 41 millennia of armed galaxy-spanning conflict.

    The shooting phase within a battle is where either side tries to destroy the other through ballistic

    force and superiority. Entire squads are blown apart by powerful artillary, vehicles turned intoexplosive wrecks by vast amonts of anti-vehicle weaponry and where lone officers are sniped from adistance, shot in the head with little or no warning...

    The shooting process is worked out as follows:

    1: Check line of sight and pick a target. Pick a unit, check its LOS and choose a target.

    All models in the unit that can 'see' a model, or part of a models base, can fire upon the

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    target. If they cannot see the same target they cannot shoot (unless under a specific order).

    NOTE: Some enemy units may be under a certain order or have a special rule within acertain piece of terrain where it would be impossible for the unit to 'see' them. This is

    usually marked by laying the models on their side or by placing a marker next to them, or,in some cases (such as Infiltrators) not having the models present on the tabletop at all

    (until they are detected that is).

    2: Issue an order, if any. If successful the orders effects are taken into account for the

    remainder of the shooting phase (or whenever the order becomes active).3: Check range. Measure the range from the base of the nearest model to the target. If it is

    within range any model within the unit may fire (unless they can't see as above).4: Roll to hit. Roll a D6 for each shot fired, compare the the result to the model's

    corresponding BS and apply any modifiers.5: Roll to wound. For each shot that hits roll to wound the target against theStrength/Toughness chart using the weapon's strength and models toughness again

    applying any modifiers. This is done for sheer ease of use rather than having an exchangebetween players and equates to the same action if reversed besides if a shot doesn't

    wound its target it simply doesn't matter if the target's armour stops the shot or not!6: Take saving throws. For every wound scored an armour save can, potentially, be taken

    to stop it. This remains the same as in 5th

    Ed. Cover may be used in a variety of ways (seebelow):

    7: Remove casualties. Remove any models that are reduced to 0 wounds. Make a note or

    mark any models who have been wounded but still have wounds remaining.

    DISALLOWED SHOOTING

    A unit or character may face certain situations where they are unable to fire in their own shooting

    phase. The most common are:

    Units that are engaged in close combat (assault).

    Units that choose to run.

    Units that cannot see a target. Units that are otherwise incapable of acting. This can be caused through collapsed morale,

    becoming pinned downor some other special circumstance.

    In addition certain weapons cannot be fired if they were moved or were subject to overheating in

    their previous shootng phase, such as heavy weapons and plasma weapons.

    ROLLING TO HIT

    Roll a D6 for each shot fired and compare it to the models BS skill. After any modifiers are applied,

    for cover, orders or any special rules, any score that equals or betters the number required hits thetarget.

    BALLISTIC SKILL TABLE

    Firer's BS 1 2 3 4 5 6 7 8 9 10 2/x

    x indicates

    re-rollScore to Hit 6 5 4 3 2 2/6 2/5 2/4 2/3 2/2

    TO WOUND CHART Same as in 5th Ed.

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    SHOOTING ORDERS

    These orders are given after the unit checks its line of sight and 'picks' a target/s.

    OVERWATCH.

    The unit takes up firing positions wherever it stops and prepares for the enemy to appear, ready to fire

    without mercy should a target present itself.

    If an enemy unit should move within the Overwatched units field of fire during its next movementphase then the unit may fire upon them as normal once the move is complete. The unit is then free

    to act as normal in its next turn. If no unit moves within its field of fire or else can't be targeted(through LOS or any other event) then the Overwatch is wasted. Obviously the unit on Overwatch

    forgoes its shooting during the controlling player's own turn.

    A unit targeted by Overwatch must pass a Morale test if it had suffered any casualties or not. If no

    casualties are suffered but the unit failed its Ld test the unit must fall back to its original startingposition. Fearless units or those subjec to Rage ignore this addition.

    PICK YOUR TARGETS.

    The unit is ordered to take careful aim and fire at its chosen targets at a single or at multiple units,

    splitting their fire to where it would be most effective. Such an order is typically executed when beset by

    multiple enemies. If successful the unit may reduce the threat level of multiple tragets, if they fail they

    may pay the consequences when a more astute order may have been more adviseable.

    This order may be used in a variety of ways depending on the unit type it is given to:

    The unit may decide to split its fire to multiple opponents. The unit may split its fire accordingly tohow the shooter wishes but may not choose wound allocation. This will enable a special or heavy

    weapon to be aimed at different targets, subject to all the normal rules for shooting.

    If given to a unit with Sniper weapons then the shooter may choose to allocate the wounds torepresent the highly accurate sniper fire. The snipers can single out any Independent Characters

    within the unit. However if singled out the character receives a special additional 'save' of 4+. Ifpassed the target may allocate the wound to another member of his squad instead of the characteras a squad member intervenes (by luck or judgement) at the last instant. Rememeber: Squad

    Leaders count as Independent Characters for their unit.

    If targeting and killing a model with a Flame weapon with the 'Sniper' rule then the ammunitionignites on a roll of 5 or 6 instead of the usual 6.

    NOTE: Any squad leader's, special or heavy weapon 'specialists' singled out in this manner leavetheir weapon behind and it is assumed another squad member assumes their role (unless the weaon

    is destroyed).

    CONCENTRATE FIRE!

    The squad leader orders the unit to keep up its rate of fire against an enemy its already targeted,

    increaseing their accuracy as they adjust their aim accordingly.

    This order may only be given if the unit remains stationary and its target did not move more than 6'in their prior movement phases. The unit is then able to adjust its aim, swiftly and efficiently. Theunit may re-roll all failed rolls to hit.

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    COVERING FIRE!

    The squad leader orders their unit to cover the advance of a friendly unit by fire shots towards an

    enemy unit that might otherwise threaten their comrades in the hope the enemy will take sufficient

    casualties or else be forced to keep their heads down.

    All the normal shooting rules apply. If their target unit is behind cover and suffers any casualties

    that unit will be at -1BS to hit in its next phase as it tries to avoid the incoming enemy fire unlessthe unit that targeted it also receives a casualty in the shooting phase breaking its discipline andconcentration for enough time so that the targeted unit may take proper aim.

    If firing at a unit in the open the unit may re-roll rolls to hit so long as the targeted unit remained

    stationary in its movement phase.

    If multiple units under the Covering fire order target the same unit this has no additional effect,

    other than making it less likely for the targeted unit to be free of the negative BS modifier as stated(unless all the units giving the same covering fire receive a casualty that is).

    For Example: A unit of Guardsmen fire upon a unit of traitors in medium cover after successfully

    receiving the covering fire order. They manage to kill 2 of the traitors keeping the units heads

    down and effectively reducing their BS to 2 in the following phase. However the Guardsmen take acasualty of their own in the enemy's shooting phase by a unit other than the traitors. The traitors

    may therefore fire at their normal BS of 3.

    SUPPRESSING FIRE!

    Often a unit behind cover may become so bogged down it may choose to maximise the saftey of its cover

    whilst still trying to suppress an enemy's advance with waves of strafing blind fire.

    This order may only be given if the unit is behind cover. The unit recieves a +1 cover save in theenemy's following turn, as they keep the majority of their bodies behind cover but may still shoot

    towards a target. If they do so they fire at an effective BS of 1 if the target is over half their weaponsrange. If within half their range they fire at an effective BS of 2. Units may not Rapid Fire their

    weapons or use any kind of Heavy weapon in the context of this Order (as they require to be withincertain positions to compensate for recoil etc). Assault weapons may be used as normal.

    For purposes of line of sight the unit roughly knows where the target is by peering through exposedpieces of cover or by simply giving a quick glance over or around the cover, or else by the use of

    somekind of technological device.

    GET DOWN!

    The squad leader shouts at a nearby friendly unit, preparing their soldiers to fire at a target beyond the

    friendly unit covering a clear line of sight if they feel they could gain an advantage or otherwise cause

    more damage than the intervening friendly unit.

    The unit may fire through a friendly enemy unit. The enemy unit they are targeting does not receive

    its usual 4+ cover save, however the intervening friendly unit counts as 'going to ground' intheirfollowing phase.

    TARGET SPOTTED, RELAYING CO-ORDINATES

    The unit leader spots an enemy unit's position and decides to relay the information to the armies vehicle

    and artilliary positions, making the aiming of such weapons vastly improved.

    The squad leader may not shoot in the shooting phase (his squad members act as normal and may

    target any unit they have LOS to). The squad leader's information is relayed to their friendlyartilliary or tank groups who have a large blast/ordnance weapon (although it could easily apply to

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    Imperial Gurad Mortar squads etc). All artillary/ordnance/large blasts that target the unit may re-roll their scatter dice to do so.

    COVER

    Infantry know that cover is their friend and every soldier will aim to exploit this in some fashion or

    another, moving swiftly between pieces of cover as they advance and holding onto a decent firing

    position within cover whenever they get the chance, covering their comrades as they advance towardstheir objectives. Otherwise more demented or fearless troops will simply advance as quickly as possible,

    relying on their speed and any cover they pass through will diminish their casualties until they can tear

    the enemy apart in an all out assault.

    For its part cover can reduce the visibility to the target, diminishing the chance to hit as well as

    acting as a natural buffer against the weapon itself, reducing some of its effectivness should itpenetrate through the cover and hit the unfortunate target behind it. Some sturdier cover, such as

    fortifications and bunkers, are proof even against the most powerful of heavy weapons andordnance, but no piece of cover can withstand repeated punishment and will eventally be reducedso much as to proove ineffective at stopping even the weakest of shots.

    Cover saves are taken BEFORE any armour saves are made. Cover effectively has a chance of

    obscuring the target or else stopping the force of the shot, leaving the units behind relativelyunscathed. Should the shot pass through the cover and find its target then the target's armour isusually enough to stop any serious injury from all but the most powerful of weapons.

    In some instances not even a substantial piece of cover can stop the most powerful weaponry forcertain. It is a follish soldier indeed who thinks that the mere ruins of a building will protect him

    from fusillades of prolonged anti-tank weaponry or the predations of enemy snipers.

    If the AP of the weapon is lower than the cover save, then the save is reduced by 1. Sniping

    weapons also reduce the cover save by 1. These effects aren't cumulative as the Sniper's aim for thetarget is so precise that they will usually not attempt to shoot through the cover.

    Cover saves may be modified by any number of rules, orders etc. These can never be increased to

    more than 2+.

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    explode) kinds of Tyranid bio-weapon (who obviously can't use a weapon physically attached toanother creature) and models targeted by a highly well trained or ordered Sniper who will aim to

    take out the weapon before the soldier carrying it.

    ADDITIONAL: Models picking up a Heavy weapon (or suitably large weapon) in such a fashionmay not fire and the squad cannot move in its movement phase until the weapon is recovered. If

    the unit decides to leave the heavy weapon behind you may also choose to leave the model armed with the heavy weapon on its side where it fell another unit (or even the enemy) can reclaim theHeavy weapon if players agree.

    SQUAD LEADERS, INDEPENDENT CHARACTERS & WOUND ALLOCATION

    Any model deemed to be an Independent Character receives wounds as above, evenly or otherwise.

    If they are targeted by the 'Pick your Targets' order they get a special additional 4+ save whereby, ifsuccessful, they can allocate the wound to another model within their unit. If failed they take the

    wound and may then roll any cover, armour or invulnerable saves as normal.

    TROOP REACTIONS & 'GOING TO GROUND'

    Troop reactions represent instinctive and trained reactions to certain battlefield situationsthat are not necessarily defined as 'Orders'.

    Against any kind of shooting the targeted unit may 'Go to Ground' as normal. It may not physicallymove but may be subject to other types of movement order (if behind cover etc). Any unit that

    chooses to go to ground must pass a Ld test or lose 1 coolness point as the torrent of enemy fireunnerves, disturbs or otherwise angers, the unit. Fearless units are, for the time being, not subject to

    this roll. The following reactions apply:

    INCOMING! DISPERSE!The troops hear the unmistakeable sound of artilliary fire heading their way and prepare to be

    targeted. Scrambling for cover and diving to the ground.

    The unit targeted by any large blast/ordnance weapon may choose to go to ground as normal. Ifthey do so, and pass their Ld test for coolness, they retain coherency but may disperse by D3' in arandom directon. This may move some models out of the blast -either way the unit counts as 'Goingto Ground'.

    THERE'S TOO MANY OF THEM!

    Sometimes a unit may be so overwhelmed by the sheer numbers of the enemy that they may lose all

    hope of victory, instead opting the dangerous manoever of a slow withdarwal from combat whilst

    waiting for reinforcements to arrive.

    If a Unit passes a morale check in combat but is outnumbered 3:1 (rounded down) it slowly beginsto withdraw. The unit moves D3' backwards, essentially dragging the combat back. The unit then

    receives 1 hit for every model in base contact at the strength/weaponry of the models in basecontact.

    ARMOUR SAVES

    Body armour is essential to survival upon any battlefield. To the common soldier, or alien, its armour is

    often the only difference between life and death. Armour in the 41st Millennium varies considerably

    from the humble suit of flak armour to the ceramite plated, fibre bundled, physiological enhancing suit

    of power armour as worn by the Astartes, to the organic resin and chittin plates produced by the

    Tyranid hive fleets.

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    All forms of body armour work by displacing the power of the projectile, whatever its form, thereby

    absorbing and defelecting the force of the impact. If the armour is effective enough the shot fails topenetrate the armour. Even the ceramite plates of power armour are supplemented by the fibrebundles and rubber sealants required for effective combat movement, as well as its curved

    construction, which disperses the full force of a standard projectile against the smooth ceramite.

    All armour worn has an armour saving value (Sv) and may also add to certain charactertistics which are shown in (brackets) after their base statistic. Some armour also has special rules or

    abilities against certain kinds of weapon or weapon effect.

    For example: Flak armour has a base save of 5 or 6 on a D6. Against Frag weapons with a blast

    radius this is increased to 4, 5 or 6 although this is still not enough protection to save the poorGuardsman from most enemy artillery or direct hits from their basic weaponry. Such is a

    Guardsman's duty!

    To take an Armour save roll a D6 and compare it to the models Sv characteristic, If the score isequal to or above the Sv value then the armour stops the round or blast from penetrating.

    ARMOUR PIERCING WEAPONS

    Most, if not all, weapons have an armour piercing (AP) value. This represents the weapons ability to

    penetrate armour or any cover the target is taking, thereby making the weapon more lethal on the

    battlefield.

    All weapons have an AP value ranging from '-' (which equates to no AP value) then from 6 down to1 (the highest possible penetrating power). If the AP value is equal to, or less than, the Sv value of

    the target the armour has no effect the shot automatically penetrates and the target is wounded. AP also affects the ability to penetrate vehicle armour as well as affecting the effectiveness of cover.

    HIGH STRENGTH WEAPONS & ARMOUR

    Even if a warrior's body armour is enough to stop a shot from penetrating and causing direct physical

    damage, sometimes the sheer force of the shot or blast alone is enough to cause concussive injuries suchas shattered bones, ruptured internal organs or even brain damage.

    To represent this any hit that is at double the models base toughness is enough to threaten injury

    should a model survive through their armour save. The model must pass a toughness test or receivea wound (a roll of 6 always fails).

    For Example: A Chaos Space Marine Terminator (Sv 2+) is caught in a Battlecannon blast andsaves against the otherwise instantaneous death. He rolls a D6 and scores a 5, thereby receiving a

    wound through the sheer power of the blast itself.

    RANGED WEAPON UNIVERSAL SPECIAL RULES

    The following amendments may be chosen by players should they so wish.

    BOLT

    Bolt weapons were initially utilised by the Astartes and were the foundation for the success of the Great

    Crusade and the founding of the Imperium itself. Though all Bolt weapon technology follows the same

    principles their size and loadout vary considerably. Of all Bolt weapons those wielded by the Space

    Marines are the most fearsome, their noise, size, and sheer visceral destruction matched little by most

    other infantry based ranged weapons encountered within the galaxy.

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    Bolt weapons are explosive penetrators that cause grievous, explosive wounds upon the enemy,showering their comrades with bone, sinew, bodily organs and welterings of blood. Against targets

    with a modified Toughness of 3 or less Bolt rounds are said to cause Instant Death unless the targetpasses a Toughness test (unless the target be of a daemonic nature or similar).

    Heavy Bolters are said to cause Instant Death to targets with a modified T4 of less, unless they can

    pass a Toughness test.

    Against vehicles Bolt weapons can be particularly leathal if they are fortunate enough to penetrate

    the target's armour. The subsequent explosion can be enough to wound crew members and damagesensitive or vital equipment. If a Bolt round manages to score a penetrating hit against a vehicle it

    causes an automatic 'Crew Stunned' result - the explosion itself is said not to be effective enough tocause any major structural damage.

    FLAME

    There are many weapons within the 41st Millennium that make use of highly volatile incendiaries to

    incinerate their foe languishing in cover or else running into the open. While the chemicals used may be

    different they all have the same effect the ability to set the target on fire continuously until the flames

    are put out or the traget burns to death.

    Any model hit but not killed by a Flame weapon will be ignited on a roll of 4+. The model will take

    a Strength x AP - wound at the Strength of the flame weapon fired.

    Units with an armour save of 4+ & monstrous creatures ignore this rule as the flames cannot

    penetrate their armour or otherwise cause injury. Armour saves may be taken as normal.

    Should a unit be subject to multiple flame attacks then any model that is hit twice or more will beignited on a 3+. Twin linked weapons always count as two flame weapons for this purpose.

    In addition should any model wielding the Flame weapon be killed they will explode on a roll of 6.

    Place the Blast template centred over the unfortunate model. Any model (friend or foe) under theteplate will take a hit at the Strength and AP of the weapon carried, with a chance of being set on

    fire as described above. The weapon is destroyed and cannot be reclaimed by the unit.

    POISONED

    Many races employ special poisoned rounds, blades coated in a variety of leathal toxins and venoms or

    through some 'natural' organic process.

    These weapons do not rely on the 'To Wound' Chart but instead give a fixed to wound roll against

    all organic targets (they will have no effect against Eldar Wraithlords or Necrons for example). Theroll to wound will be indicated in the weapons profile.

    SHURIKEN

    The most common weapon type fielded by the enigmatic Eldar are their Shuriken weapon types which

    are capable of unleashing hundreds of razor-sharp monomelecular discs capable of slicing through

    armour, flesh and bone with equal ease. Should but a few of the many blades strike at a target's flesh

    they are easily capable of severing vital muscle strands, veins and arteries, rendering most opponents

    dead or else unable to continue to fight.

    Against targets that the shuriken weapon ignores armour Shuriken weapons may re-roll all failed to

    wound rolls.

    SNIPER

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    These deadly, long ranged, and often high calibre, weapons can be aimed with pin point accuracy

    enabling the targeting of specific weak or vulnerable points within the target. Sniper weapons often

    employ different ammunition loadouts and can be modified to carry a variety of lethal ammunition.

    All Sniper weapons add +1 to Hit, technically giving the model +1 BS. Any other special rules are

    included within the individual Sniper weapons of the various units that utilise them. Some sniper weapons may be posionous, others yet may cause Instant Death.

    TWIN-LINKED

    Many forces see the potential in linking similar weapon systems into a single, lethal combination,

    effectively doubling the original weapons capabaility on the battlefield. The more shots the weapon fires

    the greater the chances of hitting and destroying the target.

    Twin linked weapons enable the weapons to re-roll rolls to hit.

    DIMINISHED POWER

    Most weapons have a conclusive effective range of fire where their killing power is absolute, anything

    beyond that and they are more or less ineffective. Most Infantry know this and decide not to fire until in

    effective range. Some weapons, however, can continue beyond their most effective range, not beingaffected by wind or another outside agent, and still be capable of causing injury, albeit at significantly

    less damage. The most common type of weapons with a diminished range are usually laser powered,

    although there are some exceptions.

    On a Diminished Power's weapon profile any distance between the first number and the last numbercounts as being diminished. The diminshed weapons profile is then reduced by half its strength and

    is treated as AP -.

    Sometimes vehicles with such weaponry will explode with the explosion diminishing as the debrisand ammunition blast spreads out. In this case any model (vehicle or Infantry) within 2' of the

    vehicle takes a Strength and AP hit equal to the tanks type and armament. Anything outside of theinitial 2' radius suffers a Strength 4 AP hit as normal (see the Vehicles rule for more details).

    MELTA

    Melta weapons work by creating a concentrated sub-molecular projectile similar to the effects of

    microwave radiation, super heating the molecules of the target from the inside out. They are

    devastating to vehicles and melt bulkheads and plasteel with ease. The horrendous effects on a live

    target are no less spectatcular as they boil instantaneoulsly leaving nought but a steaming pile of

    stinking ash in their wake.

    Melta weapons roll an additional D6 for armour penetration and are subject to the Diminishing

    Power rule. Against vehicles the diminished power adds only an extra D3 to armour penetration.

    RENDING

    Often a ranged weapon will have the capacity to unleash a concentrated volley of shots of such a high

    rate of fire that they will tear through a vehicles armour, simply by stripping away layers of protection

    at a time, weakening it for any subsequent attacks.

    Against Infantry Rending weapons work the same as in 5th Ed. Against vehicles the following changemay be applied:

    Rending weapons effectively reduce the AV needed to penetrate by 1 for every natural to penetratescore of 6 they make. These results are cumulative.

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    Example: an Assault Cannon fires 4 times at the front armour of a Rhino and scores 3 hits. Two of

    these are 6's for penetration meaning that the AV of the vehicle is effectivly reduced by 2 makingthe AV 9. A 4(10),6(12),6(12) has been rolled meaning the Assault Cannon scores 3 penetrating

    hits.

    RAPID FIRE

    Many weapons in the 41st Millennium are capable of unleashing devastating salvoes of ammunition. It

    is highly unusual for a race not to have developed such weaponry, no matter how far apart they are in

    physiology, background or creed.

    Infantry Rapid Fire weapons remain the same as in 5 th Ed. Heavy Weapons or Assault Weapons mayhave a Rapid Fire rule next to their Heavy x Assault x entry. Typically their rapid-firing capability

    is represented by the numbers after their designation. Such weapons may be subject to Rapid Fire

    as well. Any weapon with rapid-fire after its original designation maydoubleit's number of shots ifit remained stationary and its target is within half its weapons range.

    Models with Relentless or Slow and Purposeful may always Rapid Fire their weapons after moving,providing their target is within heal the weapons maximum range.

    For Example: A Heavy Bolter normally fires 3 shots as it's Heavy 3. If the target is within 18' theHeavy Bolter now fires 6 shots!

    THE ASSAULT PHASE

    The Assault Phase and its constituent rules remain the same as in 5th Ed with the followingadditions:

    THE ASSAULT TABLE

    TO HIT CHART (Assault)Opponent's Weapon Skill

    A

    T

    T

    A

    C

    K

    E

    R

    S

    W

    S

    1 2 3 4 5 6 7 8 9 10

    1 4+ 5+ 5+ 5+ 6+ 6+ 6+2 6+3 6+4 6+5

    2 3+ 4+ 4+ 4+ 5+ 5+ 6+ 6+2 6+3 6+4

    3 3+ 3+ 4+ 4+ 4+ 5+ 5+ 6+ 6+2 6+3

    4 2+ 3+ 3+ 4+ 4+ 4+ 5+ 5+ 6+ 6+2

    5 2+ 2+ 3+ 3+ 4+ 4+ 4+ 5+ 5+ 6+

    6 2+ 2+ 2+ 3+ 3+ 4+ 4+ 4+ 5+ 5+

    7 2+ 2+ 2+ 2+ 3+ 3+ 4+ 4+ 4+ 5+

    8 2+ 2+ 3+ 3+ 2+ 3+ 3+ 4+ 4+ 4+

    9 2+ 2+ 2+ 2+ 3+ 2+ 3+ 3+ 4+ 4+

    10 2+ 2+ 2+ 2+ 2+ 2+ 2+ 3+ 3+ 4+

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    FUMBLES & CRITICAL HITS

    The fast-paced nature and brutal chaos of close quarter fighting can often even leave the most skilled of

    fighters exposed to swift counter attacks should they over extend themelves or else concentrate too much

    of there prodigious abilities against a single target, or even be held back by an unnoticed opponent.

    Equally fighters may strike though sheer skill, luck or brute force at an exposed or vulnerable area of

    their opponent, potentially causing

    FUMBLES

    Any model that rolls a 1 to hit fumbles their attack. They take an automatic Strength hit equal tothat of the model in base contact, all rules for weapons still apply. If multiple opponents are in base

    contact then models with the highest Initiative take precedent. If they have the same Initiative andStrength then resort to the most numerous type. If both number, Strength and Initiative valuesshould be equal then roll all dice together. Strength is calcuated on the models unmodified strength

    for choice purposes.

    CRITICAL HITS

    For any natural 6 to hit the model may re -roll failed to wound rolls or may re-roll any additional

    dice needed to hit. If targeting a model who previously fumbled they may reduce their score needed

    to hit by 1 (6,6 becomes 6,5 etc).

    NOTE: It is useful for players to differentiate models in combat with different coloured dice, shouldthey be at different characteristic values, carry different weapons etc. This was rolls to hit, wound

    and any fumbles and critical hits can be more easily determined.

    OUTNUMBERED

    Should a model be surrounded, by having its base covered by enemy models, then it's opponents

    may re-roll failed to hit rolls. In the case of re-rolling for models that require more than a 6 to hitthe original result, if it were a 6, still stands so models may re-roll the additional dice to hit.

    ASSULTING UNITS UNDER 'COVERING FIRE'

    Units under covering fire in the shooting phase who are then assaulted are at Initiative 1 and maynot receive any bonuses from Defensive grenades.

    ASSAULT ORDERS

    DEFENSIVE POSITIONS

    The unit is ordered to prepare for the assault, withdrawing any hand to hand weapons and preparing

    to throw any defensive grenades as the enemy hurl themselves towards them.

    The unit gains +1 I for the following combat subject to the normal rules. Additional squad membersmay pile in up to 6' to make up the defenders numbers just like the counter-attack rule, howeverthey receive no other bonus.

    This order may not be combined with Overwatch.

    CHARGE!The unit leader gives the order to charge and the unit hurls itself at the enemy prepeared to cut their

    opponent to pieces, or otherwise smash them assunder. Occassionaly a charge may fail, either the quad

    leader has misjudged the distance and reaction time of the target or the opponent may be so fearsome

    that it takes all their leadership qualities to convince the unit to engage such a horryfying or

    overwhelming prospect.

    As in 5th Ed. units may move up to 6 inches in the Assault phase to initiate a charge. If successfully

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    in base contact with the enemy at the end of the move all models in the unit receive +1 A. No orderroll is necessary unless the unit they are charging causes Fear or Terror or outnumbers the unit by

    3:1 (Fearless units may always charage). If a unit fails the order it will instead astutly fall back 1D6inches, firing any pistols or assault weapons should they be able to do so.

    WIPE THEM OUT!

    The squad leader senses the enemy faultering and sees this as the perfect opportunity to extinguish the

    enemy threat once and for all.

    The unit may re-roll the dice for its sweeping advance.

    VEHICLES

    VEHICLES & MOVEMENT

    Same as in 5th Ed.

    VEHICLE ARMOUR VALUES & PENETRATION

    The many vehicles within the 41st Millennium, be they xeno, deamonic or human in origin, rely on their

    formidable armour to withstand the majority of enemy fire. They are at greatest threat to weapons

    specialy designed to penetrate the thickest and most dense of materials, or even the energy fields that

    some more exotic vehicles employ. All competent tank commanders know that the greatest threat,

    however, still remains enemy infantry who can, without friendly infantry support, exploit the weakest

    parts of their vehicle with well placed grenades or other explosive devices.

    All Vehicles have an Armour Value (AV) rating, usually ranging from 10-14, or, in some rare

    instances, higher or lower (though these are through temporary wargear options, special rules orprior damage).

    Structure Points

    Not only is the armour itself essential for the vehicles survivability but also its construction. A poorlybuilt vehicle is more likely to suffer catastrophic damage sooner than a poorly built and maintained

    one, no matter the thickness or quality of armour. All vehicles have a number of Structure Points which

    represent their ability to withstand damage. The more structure ponits a vehicle has the longer it can

    remain a battlefield threat, albeit operating at a diminished capacity.

    For each structure point lost reduce the vehicles overall AV by 1 and movement by 2'

    Once all structure points are lost a vehicle becomes Wrecked and is left on the table but is unable to

    perform any further part in the battle. If the crew pass/passengers pass a Morale Check they maydisembark as per the disembarkation rules (provided players have models to represent them). They

    then count as a single unit and may never receive orders.

    For now a general rule for structure points is as follows:

    Light Vehicles: Vehicles with a combined AV of 30 or below = 1 SP

    Moderate Vehicles: Vehicles with a combined AV of 31-35 = 2 SPHeavy Vehicles: Vehicles with a combines AV of 36+ = 3 SP

    NOTE: For now I think player's are best off using the above as a guidline and adjusting accordingly.

    I'd advise against using any Super Heavy vehicles at this stage although they'd naturally receivemore structure points. I have felt the need for Structure Points has arisen due to adjusting the

    wargear to more of my tastes (generally as is but MORE!). I feel that the 'several lives' provided by

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    structure points is offset by the enhanced damage and effects of some weaponry as well as reducingthe AV of the vehicle as it recieves more structural damage during the battle.

    Armour Penetration

    The higher the AP of a weapon the greater the chance of it penetrating the vehicles armour.Likewise the greater the velocity or energy (strength) of the weapon the higher the likelyhood is

    that it will force its way through, damaging or exploding upon or within the vehicle it fires upon.

    When firing at a vehicle roll to hit as normal. If hit roll a D6 and add the Strength of the weapon

    fired with any modifiers for the weapons ability (melta, lance, blast etc). The following APmodifiers also apply:

    AP of Weapon 1 2 3 4 5 6