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Net epic armageddon quick start rules http://www.tacticalwargames.net/taccmd/viewtopic.php?f=4&t=29674 |
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Author: | johnboyire [ Fri May 22, 2015 10:31 am ] |
Post subject: | Net epic armageddon quick start rules |
hi all, check out this quickstart ruleset for flames of war, http://www.flamesofwar.com/Portals/0/Documents/ThirdEdition/ThirdEditionQuickReferenceGuide.pdf its two pages covers the major rules and can get you through most situations, i play net epic armageddon http://www.tp.net-armageddon.org/ but the problem is i and my fellow gamers play on a limited basis, we forget the rules, spend too much time goign through what is a hefty ruleset. the ruleset does have a quick reference chart but what we need is a beefier version with things like explaining special rules/ air / close combat inc titans etc. going to work away on this, but i am really open to suggestions on structure - keeping a limit to 2 pages- 3 max ! or if someone has a home made reference it would be great to see it! cheers john link to google docs live **new version 9/9/2015 https://dl.dropboxusercontent.com/u/9372976/Quick%20Play%20Sheet%20Epic%20Armageddon%201.0.pdf |
Author: | mordoten [ Fri May 22, 2015 10:35 am ] |
Post subject: | Re: Net epic armageddon quick start rules |
Really good idea! Looking forward to see what you come up with! |
Author: | m_folais [ Fri May 22, 2015 2:52 pm ] |
Post subject: | Re: Net epic armageddon quick start rules |
I would be very interested to see what you develop. |
Author: | johnboyire [ Tue May 26, 2015 3:15 pm ] |
Post subject: | Re: Net epic armageddon quick start rules |
noticed this in another thread for epic resources, its excellent, http://www.orderofgamers.com/downloads/Epic40000_v1.pdf the likes of this would be the ideal reference - but with net epic armageddon rules |
Author: | johnboyire [ Wed May 27, 2015 11:52 am ] |
Post subject: | Re: Net epic armageddon quick start rules |
Rastamann wrote: I think that has the issue that all the rules are there, I believe - you want a stripped down version, that can serve as a quickstart for someone who's never played, no? exactly right, someone who has never played before or players like me who dont get to play that often and frankly forget the rules between games and just want to battle without getting bogged down in rules discussions. or having to rummage through the pdfs etc. we all like the ruleset we just need something to hand that covers the main topics of play in 2-3 pages 60ish pages of rules http://www.tp.net-armageddon.org/pdfs/netea-tournament-pack-2015-05-26.pdf 12 page faq http://www.tp.net-armageddon.org/pdfs/netea-faq-2015-05-11.pdf |
Author: | johnboyire [ Wed May 27, 2015 12:17 pm ] |
Post subject: | Re: Net epic armageddon quick start rules |
Rastamann wrote: That's what I thought - the Order of Gamers's Play Aid is an awesome piece of work, but I believe they mostly condense the rules, they do not simplify them. Maybe a different kind of solution would be in order, a truly stripped down version, excluding special cases lenghty explanations, I think. The ideal for me would me in two pages - so as to simply be flipped over. A QRS+ if you will. thats it exactly a stripped down version, there is a reference sheet in the rules already, but it does not come close to this http://www.orderofgamers.com/downloads/Epic40000_v1.pdf or this in flames of war http://www.flamesofwar.com/Portals/0/Documents/ThirdEdition/ThirdEditionQuickReferenceGuide.pdf |
Author: | johnboyire [ Fri May 29, 2015 4:04 pm ] |
Post subject: | Re: Net epic armageddon quick start rules |
started typing up the rules - they will be combined with the charts in the quick reference sheet in the current rules, i still have to add end phase rallying, titans and air rules. i will tidy everything up and stick it in a nicer format on a pdf heres the 1st draft: starting moving shooting assault artillery regrouping and broken formations the end phase air titans special rules/units/weapons starting step:: strategy phase roll d6 add strategy rating highest chooses first or second action phase: alternate actions with units end phase: rally formations with blast markers, check victory conditions strategy phase roll d6 add strategy rating highest chooses first or second action phase:: rotate activations nominate, declare formation action, pass action test roll d6 must be equal or over initative, fails can still hold order but get a blast marker blast markers cause a -1 modifier and a further -1 to retain initiative Formation Initiative Value Space Marine 1+ Imperial Guard 2+ Ork 3+ retaining initive initive max twice in a row then pass over turn MOVEMENT: take one movement turn after another if more than one move cannot move over enemy units. friendlyt infantry can move through friendly units. units have 5cm zone of control that cannot be moved into(unless assaulting) formations: units moved out of formation are destoryed and recieve a blast marker transports: can only carry own formations units, can pick up and move in the same move, can drop off within 5cm in the next move. if shot make their normal armour save or a 6+ cover save terrain effects movement - see terrain chart roads - stay fully on a raod and get 5cm extra movement, a road march auto passes SHOOTING: pick target(no split fire) check range and line of fire (you can shoot 10cm into terrain) suppressed units can not shoot (measure back to front of formation) Place one Blast marker on the target formation. Roll to hit- select ap/at value- equal or higher roll to hit - modifiers? Allocate hits, make saving throws and remove casualties. Place additional Blast markers for casualties and check to see if the enemy formation is broken allocate hits - targets need to be in range, in line of fire, hits allocated front to back make saving throws using armour value(plusterrain cover saves)on a d6 re macro weapons allcoate normal hits first then macro weapons ASSAULTS::: assaults can be hand to hand or short range firefights. carry out engage action: Choose target formation: - pick enemy formation Make charge move: - formation makes a single move, must have one unit within 15cm of the target formation, unit can enter zone of control. base contact is close combat (max 2 units per defender) Make counter-charges: defenders with a speed of 30cm can make a 10cm counter charge with 25cm can go 5cm Resolve attacks: close combat for base contact, within 15cm and line of fire use firefight value roll 1d6 for each attcking unit(blast markers do not supress) if roll is equal to or higher than cc rating a hit is scored. roll saving throws as normal - no cover saves, if all defenders die and one attacker is left, attacker wins. vice versa all attackers within 15cm killed attack fails. if both sides have units remaining supporting fire can be called. units within 15cm roll to hit using firefight values - allocate hits/save as normal then work out result Work out result: remove casulaties, if one side is wiped out the other wins, if not roll a 2d6 applying modifers from chart to the single dice that rolled the highest. the highest one wins the assault. the loser suffers extra hits equal to the difference in dice rolls with NO saves.with a tie repeat assault steps above. Loser withdraws:- they are broken and recive blast markers for casualties. if unit was already broken the whole formation is destroyed units within 15cm that did/can lend support get 1 blast marker Winner consolidates:- winner get blast makers equal to lost units, (can end up broken - but does not have to withdraw)winner can move 5cm not into zones of control. (for intermingled units treat them as a single formation when working out results) unit data: type: what target type speed in cm armour: roll equal or higher to save close combat: rating when charging/being charged firefight: short ranged firefight rating weapons: can be multiple x2 weapon types range: range of weapons firepower: ap - anti personel and at anti tank use either/or value is score to hit on d6 formations: 5cm chain - must always form up if broken up initative: the lower the better, needed to carry out orders and rally Formation Initiative Value Space Marine 1+ Imperial Guard 2+ Ork 3+ special rules: blast markers: receive one each time you are shot at, every time a unit is lost each one suppresses a unit and stops it shooting unit is broken when markers equals the numberof units in the formation broken unit must withdraw and cannot take actions - it must try to rally in end phase Barrages: barrages (bps) place barrage template each weapon needs to be in range and have lOS to at least one unit under the template all formations under template are attacked and recieve a blast marker use data sheer to calculate total barrage points effect (add all units blast markers) extra templates are placed touching the first template roll to hit, closest units are hit first. barrages give a crossfire bonus overwatch: can happen outside a players normal turn using an overwatch action it allows you to shoot immediatley after an enemy formation completes a move (any move) or unloads troops. overwatch only is in response to movement the unit stays in overwatch until they shoot or undertake a new action in the next turn Crossfire: formations hit from the flank or rear are caught in a crossfire draw a straight line up to 45cm from a front facing unit to a flanking/rear side friendly unit if the line crosses the gap between two units from the target formation or a unit crossfire is acheived both units need to have los to the enemy(broken or marching units cant be used) units caught in crossfire suffer a -1 save modifer the first unit destroyed causes two rather than one blast marker |
Author: | johnboyire [ Mon Jun 01, 2015 8:28 am ] |
Post subject: | Re: Net epic armageddon quick start rules |
cool thanks, will be working away at adding the last of main rules this week then i will tidy them up with the changes and repost. ill then have a stab at cramming everything into 2-3 pages, my biggest problem will be making it look half decent. **will be merging with some of the quick reference sheet charts** |
Author: | johnboyire [ Wed Jun 03, 2015 10:03 am ] |
Post subject: | Re: Net epic armageddon quick start rules |
got the last of the rules typed up. i will now tidy up and add current reference sheets to a word doc to share unit data: type: what target type speed in cm armour: roll equal or higher to save close combat: rating when charging/being charged firefight: short ranged firefight rating weapons: can be multiple x2 weapon types range: range of weapons firepower: ap - anti personel and at anti tank use either/or value is score to hit on d6 formations: 5cm chain - must always form up if broken up starting step: strategy phase roll d6 add strategy rating highest chooses first or second action phase: alternate actions with units end phase: rally formations with blast markers, check victory conditions strategy phase roll d6 add strategy rating highest chooses first or second action phase: rotate activations nominate, declare formation action, pass action test roll d6 must be equal or over initative, fails can still hold order but get a blast marker blast markers cause a -1 modifier and a further -1 to retain initiative retaining initive initive max twice in a row then pass over turn ACTIONS: (exisiting quick reference page) MOVEMENT: take one movement turn after another if more than one move cannot move over enemy units. friendlyt infantry can move through friendly units. units have 5cm zone of control that cannot be moved into(unless assaulting) formations: units moved out of formation are destoryed and recieve a blast marker transports: can only carry own formations units, can pick up and move in the same move, can drop off within 5cm in the next move. if shot make their normal armour save or a 6+ cover save terrain effects movement - see terrain chart roads - stay fully on a raod and get 5cm extra movement, a road march auto passes SHOOTING: pick target check range and line of fire (you can shoot 10cm into terrain) suppressed units can not shoot (measure back to front of formation) Place one Blast marker on the target formation.Roll to hit- select ap/at value- equal or higher roll to hit - modifiers? Allocate hits, make saving throws and remove casualties. Place additional Blast markers for casualties and check to see if the enemy formation is broken allocate hits - targets need to be in range, in line of fire, hits allocated front to back make saving throws using armour value(plusterrain cover saves)on a d6 re macro weapons allcoate normal hits first then macro weapons blast markers: formation receives one each time you are shot at, every time a unit is lost each one suppresses a unit and stops it shooting formation is broken when markers equals the numberof units in the formation broken formation must withdraw and cannot take actions - it must try to rally in end phase Barrages: barrages (bps) place barrage template each weapon needs to be in range and have lOS to at least one unit under the template all units under template are attacked and recieve a blast marker use data sheer to calculate total barrage points effect (add all units blast markers) extra templates are placed touching the first template roll to hit, closest units are hit first. barrages give a crossfire bonus overwatch: it allows you to shoot after an enemy formation completes a move (any move) or unloads troops. the unit stays in overwatch until they shoot or undertake a new action in the next turn Crossfire: draw a straight line up to 45cm from a front facing unit to a flanking/rear side friendly unit if the line crosses the gap between two units from the target formation or a unit crossfire is acheived both units need to have los to the enemy(broken or marching units cant be used) units caught in crossfire suffer a -1 save modifer the first unit destroyed causes two rather than one blast marker ASSAULTS: assaults can be hand to hand or short range firefights. carry out engage action: Choose target formation: - pick enemy formation Make charge move: - formation makes a single move, must have one unit within 15cm of the target formation, unit can enter zone of control. base contact is close combat (max 2 units per defender) Make counter-charges: defenders with a speed of 30cm can make a 10cm counter charge with 25cm can go 5cm Resolve attacks: close combat for base contact, within 15cm and line of fire use firefight valueroll 1d6 for each attcking unit(blast markers do not supress) if roll is equal to or higher than cc rating a hit is scored. roll saving throws as normal - no cover saves, if all defenders die and one attacker is left, attacker wins. vice versa all attackers within 15cm killed attack fails. if both sides have units remaining supporting fire can be called. units within 15cm roll to hit using firefight values - allocate hits/save as normal then work out result Work out result: remove casulaties, if one side is wiped out the other wins, if not roll a 2d6 applying modifers from chart to the single dice that rolled the highest. the highest one wins the assault. the loser suffers extra hits equal to the difference in dice rolls with NO saves.with a tie repeat assault steps above.Loser withdraws:- they are broken and recive blast markers for casualties. if unit was already broken the whole formation is destroyed units within 15cm that did/can lend support get 1 blast marker Winner consolidates:- winner get blast makers equal to lost units, (can end up broken - but does not have to withdraw)winner can move 5cm not into zones of control. (for intermingled units treat them as a single formation when working out results) regrouping and broken formations: a formation is broken when it has more blast markers than units broken units cannot be selected to to take an action in the action phase a marshall action allows you to regroup. regrouping - roll 2d6 for the formation remove blast markers equal to the highest roll formations that lose an assault are auto broken when broken remove blast markers and mark as broken. Withdrawals: mcan be made after the action that breaks the formation. its two moves in any direction, if the second is within 15cm of an enemy it is destoryed (can ignore zones of control when moving *when a formation is broken it gets no more blast markers in place apply another hit with no saving throw. THE END PHASE: both players must attempt to rally formations that have blast markers or are broken and check victory conditions rally formations one at a time (higher initative first) roll equal or over initative value on d6 (inc modifiers) if test is failed broken formation must witdraw, unbroken stays in place, no blast markers removed if test passed remove half the blast markers rounding up. a broken unit that rallies is no longer broken - it counts as having half the number of makers as units - then remove half. VICTORY CONDITIONS: check v scenario objectives. WAR ENGINES::: dc=damage capacity the number of hits needed to kill movement: can be single units or part of formations - coherency = starting damage x 5cm of another unit in formation some can transport other units, move to base contact cant take an action after mounting units that disimbark cannot take an action shooting: allocating hits-allocated against war engines starting damage v templates war engiens directly under the template it takes a number of attacks equal to half its starting damage when damage capacity reaches zero it is destroyed - one blast marker per hit of damage critical hits: roll a d6 for each hit on a 6 its a critical hit- see formations data sheet blast markers: need to be equal or higher than the starting damage capacity (add units in war engine formation ) enemy units within 15cm cause an additonal blast marker when withdrawing Titan killer weapons: when titan killer weapons hit a war engine they cause damage equal to the roll of the sort of dice. roll for critical hits as normal they will have a dice roll in brackets if not in brackets they cause one point of damage damage does not spill over to other units with titan killer shots. war engine assaults:: charge move - can "barge" non war engines out of the way can barge two units per points of starting damage capacity close combat and firefights: roll a number of hit dice equal to the war engines starting damage capacity, which can be split between close combat and firefight rolls as you see fit (close combat only apply to base contact and 15cm for firefight results: count each point of war engine damage as a casualty. if a war engine loses an assault it takes one extra point of damage for each point it lost the assault by. roll critical hits as normal. AEROSPACE OPERATIONS::: aerospace units are organised into formations they recieve blast markers but cannot be broken or suppresed they cannot be assaulted, lend support to an assault or be used to claim crossfire while in the air while on the ground they are affected normally. Aircraft: kept off table and set up on the table when taking an action, transporter may be set up with the units already on board. they can only take the following actions: Ground Attack: action test Move to board edge, approach move then attack enemy ground units then disengage in end phase - exit Intercept: fighters/fighter bombers - action test, set up on table edge, approach move then attack enemy aircraft, disengage in end phase - exit Combat Air Patrol: fighters/fighter bombers, action test, set up on table edge, can carry out interception in response to ground attack no initative needed is made after enemy approach move but before flak fires. formation stays on cap until they intercept or turn end they can remain on cap into the next turn. Stand down:the formation does nothing this turn aircraft approach moves: start on table edge, can travel unlimited distance, travelling straight unless turning - turning type is on data sheet Turning- fighers can make a 90 degree turn after at least 30cm of movement must make another 30cm move before turning again bombers can make a 45 degree turn after a 30cm move and can repeat after another 30cm of movement figher bombers- behave as bombers when making ground attacks and fighters under other cirmcumstances aircraft attacks ignore terrain for line of sight aircraft with an aa value - anti aircraft can shoot at other aircraft, roll to hit using aa value, if hits enemy must make a saving roll, aircraft on cap or intercept may add +1 to hit rolls targets can choose to "jink" all units in formation must do so, they get a 4+ save but lose any potential attacks Flak attacks - a "free attack2 that does not stop a unit taking actions later they cannot be marching or broken, formations that move hit with a -1 modifier no los required. ground units can shoot aircraft within weapons range during approach or disengagement moves. - one or the other not both. aircraft transports: carry out a ground attack order to transport units. they can pick up or drop off by either landing or air assault landing:: check terrain in landing zone, after landing disembark units within 5cm of aircraft(skimmmers/jumppacks are 15cm) they can pick up units within 5cm. after embarking/disembarking (disembarking units cant take an action but they can shoot or fight in an assault) they can then carry out ground attack once landed the aircraft is treated as a grounf unit, it is destroyed if assaulted, can then disengage when landed then exit in end phase. Air assault:: land as above but units that disembark can assauly instead of shooting if this is choosen the aircraft and passengers can enter enemy zones of control. if assault is lost aircraft is destroyed. Disengagement: aircraft can exit via any table edge- happens in end phase before rallying units. aircraft blast markers: cayused by intercepts/ground flak, formation can only get one blast marker in in approach and disengagement moves no matter how many units shoot at it. formation gets a blast marker for each shot down unit, it gets a blast marker if it exits from a table edge other than its own sides edge. aircraft cannot rally as normal, instead take an action test as normal but apply a -1 modifer for each blast marker. all blast markers are removed after the action test despite the result. SPACECRAFT: need a battlefleet gothic model to represent the ship set up before ground unit deployment start at table edge and when deployed declare which turn they will arrive, - it cannot be the same as another spacecraft. secretly record the dropzone of units using planetfall on paper also where orbital bombardments will fall. (measure distance on tabel) spacecraft operation: take action test as normal and carry out actions: after attacks/landings the craft is removed . Actions: orbital bombardments - no extra initative test required use 12cm template and center it on target location - attack units under the template as you would for an artillery barrage pin point attacks:- can be made on enemy war engines - pick a target anywhere on the table then attack with available pin point attacks - different war engines can be targeted with each (no co-ordinates needed) Planetfall: units with the ability note on datasheets. they are kept offtable until landed. you can make planetfall the turn the ship enters play. carry out after any bombardments/pin point attacks. take one of the units and place within 15cm of drop zone co-ordinates. the unit then scatters 2d6 in a random direction (use scatter dice). any units transported are allowed to disembark immediatley on landing or stay on board and disembark later. landing does not count as movement to trigger overwatch. units landing off table are destroyed. units that land can take an action later in the turn. SPECIALIST units: characters - added into an exisiting unit in a formation commanders - can order x3 formations to follow them in assualt (within 5cm of command unit) can make an initiative roll (inc -1 mod for blast markers) if failed get a blast marker, if passed all x3 take engage action, treat as single formation 2d6 used to resolve combat fearless- immune to damage when assualt lost and from being broken can choose no to withdraw (only unit effected) infiltrators- double speed on charge move while ignoring zones of control inspiring- add +1 to assault rolls invulnerable saves- second save of 6+ if the first is failed jump packs-can ignore dangerous/impassible terrain and move over friendly units leaders-a formation with a leader can remove one extra blast marker when rallying light vehicles- can be effected by ap and at fire mounted-count as vehicle for terrain and infantry for everything else reinforced armour- takes saving throw when hit by macro weapons and reroll a failed save against any non macro weapon hit scouts - scout units remain within 20cm of units within their formation and their zone of control is 10cm skimmers- can fly over terrain that would slow other units down ignoring dangerous/impasible terrain popping up declaration at the start of actions they pop up over terrain, fire then pop down again snipers-unit rolls separatley -if hit can choose which enemy unit is hit and they suffer -1 save modifier supreme commanders - are commanders and leaders, they get to reroll initative tests thick rear armour- ignore -1 modifier when stuck in crossfire teleport- units can be kept off table and can appear at the start of any turn place anywhere on the table before strategy roll, it must land within 5cm of friendly unit and outside enemy zone of control. roll a d6 for each unit on a 1 the teleporting unit gets a blast marker walkers- get a reroll on failed dangerous terrain tests slow and steady - some ships cant be used in the first two turns support craft- skimmer/aircraft combo - always popped up self planetfall- like planetfall - smaller ship can arrive in the same turn as an enemy ship activated as normal , if fails its delayed till the next turn expendable- a formation does not get a blast marker when an expendible is destroyed inc extra blast markers tunneler- can be kept off table and appear from the second turn onwards, starts at table edge, secretly write down surface location, arrives your turn 2 in your half, turn three if in enemy half. SPECIALIST WEAPONS: anti aircraft weapons- v aircraft, aa value also can have ap /at values disrupt-inflict blast marker for each hit rather than each kill, those that fail save do not cause a second blast marker extra attacks- (+x) units get extra attacks equal to "x" first strike- weapons with first strike attack first in assault - resolve before enemies make attacks if both have, resolve simultaneously ignore cover- ignore cover to hit mods and infantry save mods macro weapons- no saves unless reinforced armour/invun save. cover saves are ignored(-1 to hit still applies) units on transports only get a save if they would have if hit directly for barrages as normal no save as above, alloacting hits?- normal weapons first then macros single shot- can only be used once per battle slow firing- take one turn to reload titan killers- enemy units hit may not take cover or armour save even with reinforced armour, treated as macro weapons indirect fire- no line of fire required- friendlys with line of site can spot for firing formation. they can also double their range they have a minimum range of 30cm. |
Author: | Brother-Captain Parzval [ Wed Jun 03, 2015 11:02 am ] |
Post subject: | Re: Net epic armageddon quick start rules |
This is truly excellent! Im sure this will come in handy for quite a few people, my self included definitely. Keep up the good work. |
Author: | johnboyire [ Wed Jun 03, 2015 11:24 am ] | ||
Post subject: | Re: Net epic armageddon quick start rules | ||
hi all have a look at the attached down to 4 pages happy enough with that amount of paperwork cheers john
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Author: | partisan_nick [ Wed Jun 03, 2015 8:40 pm ] |
Post subject: | Re: Net epic armageddon quick start rules |
Great work, I have printed it out! wishlist: Make the copy/pasted lists in the same format as the home made ones for i nicer look. It would also be nice if it is possible to make every chart fit on the pages so there is no overlap to the nest page. May not be that easy though. Also, I could could just do that myself if I really wanted to and took the time. :-) |
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