I didn't really know where to put this, so I squatted it here.
I disliked several sides to E:A, but I like grand battles, so I decided to make my own (as that's what I do).
I give you the rules, with some lists of armies (namely Eldar, Imperial guard, Space Marines, and Orks). Some rules are still missing (but in my head). These include rules for: -Transports -Flying transports. -Details about the mixed companies.
I have tried the basic system, but most of the system is untried! Flyers are untested, most weapon types are untested, close combat is untested, mixed companies are untested... Well... I'll just post the rules...
The army:
Type, M, FFA, R, CCA, D, US These are the stats the game uses. Type: The kind of unit it is. FFA: FireFightAttack. This is the A the unit uses when firing at a distance. R: Range. This is the distance in cm you can using the FFA stat. CCA: CloseCombatAttack. This is the A the unit uses when engaged or engaging. D: Defense. This is what rolls to damage are taken against. US: UnitStrength. This is how much damage a unit can take before it's destroyed.
Companies: Every army is organized in Companies. The size of these Companies is not set. But the company must contain at least two units. Command units don't count towards this minimum, but must always be part of a company.
Vehicles: Vehicles use the A, M and D stats as normal, but the US stat is different. A vehicle doesn't lose 1 US per damaging hit, but only loses a US if 3 dice over it's D have been scored in a single action. If it doesn't lose a US, you will need to do 3 damage in a single round again. Vehicles cannot dig in.
Flying vehicles: These use the rules for vehicles, with the addition of this: -They must move at least 10 cm every turn in the direction they ended their move last turn. This does not add to their movement. -They cannot be engaged. -You need a 6 to damage them. This represent the bullets not getting high enough.
Pinning & panic: When a company has been shot at, roll a d6, on a roll of 1, the unit retreats, on a roll of 2 or 3 it is pinned, as described below. If a unit from the company is destroyed, roll a d6, on a roll of 1 or 2, the company will immediately retreat as described below, on a roll of 3 or 4, the company will be pinned. If 3 or more units are destroyed, roll a d6, on a 1, 2, or 3, the company will retreat, on a roll of 4 or 5, it will be pinned.
Pinned: The next action the regiment does may only be fire (at -1 to all hitting rolls) or dig in. Retreat: The regiment will move full movement to the closest friendly table edge. After this, the unit will be pinned.
Commands:
One company in your army will make 1 action every turn per Command unit in the amy +1 (So an army with 3 command units will have 4 actions). You can take any company you have, and you can take a different one every turn, if you want, or you could take the same company twice. The actions are: Manouver, fire, advance, engage, and dig in. After the companies have done their actions, your opponent will make his actions with his companies. Then you are again, etc.
The actions:
Manouver: This means that the selected company can move up to it's maximum movement value in a straight line. This can be in any direction. If a unit has multiple movement values, always use the lowest. Terrain may slow down a company. This is descrinbed in the table below: Terrain: Effect: Forests -5M Bogs -5M, d3 hits per unit going through. Rivers -10M Tough hill -5M Rocky area & ruins -10M for vehicles only.
Firing: First, select an enemy company within range to shoot at. Range is noted in the R stat in the unit's profile. Then you select the units that are firing, and then fire! This is being done with the A stat. The stat consists of a number and a code between hooks, for example (AI). The number is the number of weapons on the unit. The code is the type of weapon. Some weapons require a roll to hit. Roll for all units you want to shoot at the current unit you are firing at at once. When needing to roll to hit roll once (following the table below) for every number stated in the A stat. For example: A company has 2 units with FFA2(HW), and 2 with FFA1(AI). You roll 4d3 for the first two units, and add the 2d6 for the other two units. Now roll a number of dice equal to the amount of shots hitting (again rolling all dice for the firing units). Compare these dice with the D stat of the target unit. Detract one US from the target unit for every dice with a number over the D stat of the target unit. After a unit is destroyed, continue taking casualties from the next unit. When removing casualties, take them from the closest unit in the target company. Notes: - If an infantry unit is reduced to 2 or less US, the unit will automatically fire only 1 shot. - When firing over half range (ex 15 cm for infantry), a -1 to to hit rolls apply.
Anti infantry (AI): Does d6 hits. Anti tank (AT): Does 1 hit, needs 1 damaging hit to take a HP off a vehicle. Anti aircraft (AA): Does d3 hits, ignores the 6+ to damage on aircraft. Blast weapon (BW): Does 1 hit vs vehicles, but d6 hits vs infantry. Heavy weapon (HW): Does d3 hits, enemy units have -1 D against these weapons. Titan killer (TK): Does d3 hits, needs 1 damaging hit to take a HP off a vehicle, but kan only hit 1 vehicle at a time.
Advance: Basically, this is moving and firing. When advancing, you may move as normal, then fire with -1 to all hitting rolls. This means that if you fire with for example 4 units, you roll 4 to hit dice, and detract 1 for every dice you roll. The next company firing at you has a +1 to all hitting rolls.
Dig in: The company my shoot 1 shot per unit in the company, in addition, the unit gains +1 D until activated again.
Engage: In this action, you move as much of the company in base-to-base contact with an enemy company. The company gains +5 M to be able to do this. After this, all units in base-to-base may attack with their full CCA. Every other unit just adds a +1 to the total hits. If you did no full unit of damage your opponent must roll a d6. On a 1 to 5, the company stands, on a 6 the company must retreat as described in the 'pinned & panic' section. If you killed 1 or 2 full units, your opponent must roll a d6. On a 1 to 3, the company stands, on a 4 to 6 the company must retreat as described in the 'pinned & panic' section. If you killed 3 or more full units, your opponent must roll a d6. On a 1, the company stands, on a 2 to 6 the company must retreat as described in the 'pinned & panic' section. If your opponent hasn't retreated, all his units may fight back in the same fashion as you just did, and you must test for panic/pinning as he did. If your company doesn't retreat, your enemy must retreat anyway.
Armies:
Guard:
Command:
Command squad: 13 pts Type: Infantry M10 FFA1(AI) R30 CCA2(HW) D2 US5
Troops:
Infantry squad: 7 pts Type: Infantry M10 FFA1(AI) R30 CCA1(AI) D2 US5
Rocket launcher squad: 12 pts Type: Infantry M10 FFA3(AT) R30 CCA1(AI) D2 US6
Mortar squad: 18 pts Type: Infantry M10 FFA3(BW) R30 CCA1(AI) D2 US6
Lascannon squad: 15 pts Type: Infantry M10 FFA3(HW) R30 CCA1(AI) D2 US6
Storm troopers squad: 13 pts Type: Infantry M10 FFA1(AI) R30 CCA1(AI) D3 US5
Ogryns: 12 pts Type: Infantry M10 FFA1(AI) R15 CCA2(AI) D3 US5
Leman russ: 15 pts Type: Vehicle M20 FFA1(AT) R30 CCA0 D5 US1
Hellhound: 15 pts Type: Vehicle M20 FFA2(AI) R15 CCA0 D5 US1
Basilisk: 18 pts Type: Vehicle M20 FFA1(BW) R60 CCA0 D4 US1
Hydra flak tank: 14 pts Type: Vehicle M20 FFA2(AA) R30 CCA0 D4 US1
-Superheavies:
Storm blade: 49 pts Type: Vehicle M20 FFA2(BW) R45 CCA0 D5 US3
Shadowsword: 45 pts Type: Vehicle M20 FFA1(TK) R60 CCA0 D5 US3
Stormsword: 46 pts Type: Vehicle M20 FFA1(BW) R60 CCA0 D5 US3
Baneblade: Type: Vehicle M20 FFA2(AT) R60 CCA0 D5 US3
-Aircraft:
Thunderbolt: 13 pts Type: Flying vehicle M30 FFA1(AI) R30 CCA0 D3 US1
Lightning: 15 pts Flying vehicle M40 FFA1(AI) R30 CCA0 D3 US1
Vulture: 12 pts Type: Flying vehicle M20 FFA2(HW) R30 CCA0 D3 US1
Marauder: 18 pts Type: Flying vehicle M20 FFA2(BW) R5 CCA0 D3 US2
-Titans:
Warhound titan: 46 pts Type: Vehicle M15 FFA2(AI) R45 CCA0 D5 US3
Emperor titan: 145 pts Type: Vehicle M15 FFA6(BW) R60 CCA0 D5 US8
-Transports:
Chimera: +14 pts Type: Transport 2 M20 FFA1(HW) R30 CCA0 D4 US1
Valkyrie: +13 pts Type: Flying transport 2 M25 FFA1(AI) R30 CCA0 D3 US1
Orks:
Command:
Nobz: 20 pts Type: Infantry M10 FFA1(AI) R15 CCA4(HW) D3 US5
Troops:
Slugga boyz: 7 pts Type: Infantry M10 FFA1(AI) R15 CCA2(AI) D2 US5
Shoota boyz: 8 pts Type: Infantry M10 FFA1(AI) R30 CCA2(AI) D2 US5
Ard boyz: 12 pts Type: Infantry M10 FFA1(AI) R15 CCA2(AI) D3 US5
Burna boyz: 8 pts Type: Infantry M10 FFA2(AI) R15 CCA2(AI) D2 US5
Tankbusta boyz: 7 pts Type: Infantry M10 FFA1(HW) R15 CCA2(AT) D2 US5
Skarboyz: 8 pts Type: Infantry M10 FFA1(AI) R15 CCA3(AI) D2 US5
Stormboyz: 8 pts Type: Infantry M15 FFA1(AI) R15 CCA2(AI) D2 US5
Bikes: 10 pts Type: Infantry M20 FFA1(AI) R30 CCA2(AI) D2 US5
Kannon: 6 pts Type: Infantry M5 FFA1(AT) R60 CCA1(AI) D2 US3
Lobba: 6 pts Type: Infantry M5 FFA1(BW) R45 CCA1(AI) D2 US3
Zzap gun: 5 pts Type: Infantry M5 FFA1(HW) R45 CCA1(AI) D2 US3
Buggy: 8 pts Type: Vehicle M25 FFA1(AT) R30 CCA0 D2 US1
Dreadnought: 16 pts Type: Vehicle M10 FFA2(HW) R30 CCA1(HW) D5 US1
Killa kan: 11 pts Type: Vehicle M10 FFA1(HW) R30 CCA1(HW) D4 US1
Fighta bomma: 13 pts Type: Flying vehicle M25 FFA2(HW) R30 CCA0 D3 US1
Bomma: 13 pts Type: Flying vehicle M25 FFA2(BW) R15 CCA0 D3 US1
Squiggoth: 18 pts Type: Vehicle M10 FFA3(HW) R30 CCA2(HW) D4 US1
Gargantuan squiggoth: 39 pts Type: Vehicle M10 FFA5(HW) R30 CCA3(HW) D4 US3
Gargant: 112 pts Type: Vehicle M15 FFA4(BW) R60 CCA1(AI) D4 US10
Transports:
Battlewagon: +28 pts Type: Transport 4 M20 FFA2(AI) R30 CCA0 D4 US2
Battlefortress: +63 pts Type: Transport 6 M20 FFA4(AI) R30 CCA0 D5 US4
Trukk: +14 pts Type: Transport 2 M20 FFA1(HW) R30 CCA0 D4 US1
Space marines: All space marine units may re-roll the dice for pinning & panic tests, the second result stands.
Commands:
Command squad: 23 pts Type: Infantry M10 FFA1(AI) R30 CCA2(HW) D4 US5
Troops:
Tactical squad: 17 pts Type: Infantry M10 FFA1(AI) R30 CCA1(AI) D4 US5
Assault squad: 18 pts Type: Infantry M15 FFA1(AI) R15 CCA2(AI) D4 US5
Devastator squad: 21 pts Type: Infantry M10 FFA2(HW) R45 CCA1(AI) D4 US5
Terminators: 23 pts Type: Infantry M10 FFA1(AI) R30 CCA2(HW) D5 US5
Biker squad: 19 pts Type: Infantry M20 FFA1(AI) R30 CCA1(AI) D4 US5
Predator: 13 pts Type: Vehicle M20 FFA1(AT) R45 CCA0 D4 US1
Whirlwind: 14 pts Type: Vehicle M20 FFA1(BW) R45 CCA0 D4 US1
Land speeder: Type: Vehicle M20 FFA1(AI) R30 CCA0 D3 US1
Vindicator: 14 pts Type: Vehicle M15 FFA1(BW) R60 CCA0 D4 US1 Has Ignores the first -5M on difficult terrain.
Tranports:
Rhino: +10 pts Type: Transport 1 M20 FFA0 R0 CCA0 D4 US1
Razorback: +12 pts Type: Transport 1 M20 FFA1(HW) R30 CCA0 D4 US1
Thunderhawk: +30 pts Type: Flying transport 4 M30 FFA1(AT) R45 CCA0 D4 US2
Land raider: +27 pts Type: Transport 2 M20 FFA2(HW) R30 CCA0 D5 US1
Eldar:
Command:
Farseer & retinue: 18 pts Type: Infantry M15 FFA1(AI) R30 CCA1(AI) D2 US5 May use one of these psychic powers as an action: Psychic meltdown: Any 1 infantry unit on the table loses d6 US. Psychic wave: Any 1 regiment may be moved up to 30 in a chosen direction, ignoring terrain. Psychic disruption: 1 of your regiments may immediately do an action.
Avatar: 17 pts Type: Vehicle M15 FFA0 R0 CCA3(AT) D4 US1 The infantry movement penalties apply instead of the vehicles'.
Troops:
Guardians: 8 pts Type: Infantry M15 FFA1(AI) R30 CCA1(AI) D2 US5
Dire avengers: 10 pts Type: Infantry M15 FFA1(AI) R30 CCA1(AI) D2 US5 They have a +1 to the roll when rolling for pinning & panic.
Rangers: 13 pts Type: Infantry M15 FFA2(HW) R45 CCA1(AI) D2 US5 Enemy units have -1 to hit.
Fire dragons: 10 pts Type: Infantry M15 FFA2(HW) R30 CCA1(AI) D2 US5
Howling banshees: 9 pts Type: Infantry M15 FFA1(AI) R15 CCA1(AI) D2 US5 Enemy units have -1 to hit. Enemies have a -1 to the roll when rolling for pinning & panic when attacked by banshees.
Striking Scorpions: 8 pts Type: Infantry M15 FFA1(AI) R15 CCA2(AI) D2 US5
Warp spiders: 12 pts Type: Infantry M15 FFA2(HW) R15 CCA1(AI) D2 US5 Add new action: Warp; The unit moves up to 30 cm in a chosen direction, ignoring terrain.
Wraith guard: 17 pts Type: Infantry M15 FFA1(AI) R15 CCA1(AI) D4 US5
Swooping hawks: 9 pts Type: Infantry M20 FFA1(AI) R30 CCA1(AI) D2 US5
Jetbikes: 8 pts Type: Infantry M25 FFA1(AI) R30 CCA1(AI) D2 US3
Dark reapers: 15 pts Type: Infantry M15 FFA3(AT) R45 CCA1(AI) D2 US5
Support weapon: 7 pts Type: Infantry M10 FFA1(BW) R45 CCA1(AI) D2 US3
Falcon: 14 pts Type: Vehicle M20 FFA2(HW) R30 CCA0 D4 US1
Fire prism: 13 pts Type: Vehicle M20 FFA1(BW) R30 CCA0 D4 US1
War walker: 5 pts Type: Vehicle M10 FFA1(HW) R30 CCA0 D3 US1
Wraithlord: 11 pts Type: Vehicle M10 FFA1(HW) R30 CCA0 D5 US1
Firestorm: 14 pts Type: Vehicle M20 FFA2(AA) R30 CCA0 D4 US1
Scorpion: 36 pts Type: Vehicle M20 FFA2(TK) R60 CCA0 D4 US3
Cobra: 38 pts Type: Vehicle M20 FFA2(BW) R60 CCA0 D4 US3
Phoenix: 17 pts Type: Flying vehicle M30 FFA1(HW) R30 CCA0 D3 US2
Vampire raider: 35 pts Type: Flying vehicle M30 FFA3(HW) R30 CCA0 D3 US4
Vampire hunter: 33 pts Type: Flying vehicle M30 FFA2(TK) R30 CCA0 D3 US4
Nightwing: 13 pts Type: Flying vehicle M30 FFA1(HW) R30 CCA0 D3 US1
Transports:
Wave serpent: +14 pts Type: Transport 2 M20 FFA1(HW) R30 CCA0 D4 US1
Frecus The glade wanderer Madwarrior
_________________ I declare extra- Er... Extri- No... Erm... Ah whatever, just nuke the planet! - Inquisitor anderwell, after retreating from Siza V, wounded. Check my comoc @ http://www.comicofmana.tk
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