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WARNING:

I'm going to make this my little house rules dump, where i can organize and sort the rules used around my table.

These rules will only ever be used by me, one or two of my friends and members of my family.

Games played with these rules will NOT be highly competitive but of a more "beer and pretzels" nature.

Feel free to peruse, use and abuse these rules as you see fit.

I like discussing and debating house rules and ways to adjust or modify different aspects of the game so please, if you have feedback don't feel afraid to ask me about things or offer your own suggestions.

 

NOTE: I will attempt to keep this post updated to contain the most "current" entries.

 

+THE VENGIS ACCORDS+

EDITION: 9

VERSION: 1.1

 

-BEGIN TRANSCRIPTION-

 

HOW TO PLAY

A battle takes place across 6 Battle Rounds (unless specified otherwise in the Mission Overview).

Each battle round consists of three phases: the Movement Phase, the Shooting Phase and the Assault Phase.

 

Pregame

The players decide the mission, build their army lists and set up terrain before deciding which will go first. The player going first is the Active Player and the player going second is the Opposing Player.

 

The Battle Round

1. The Movement Phase

1a. Active Player's Movement Phase.

The Active Player declares movement actions and moves their units appropriately.

1b. Opposing Player's Movement Phase.

The Opposing Player declares movement actions and moves their units appropriately.

 

2. The Shooting Phase

2a. Active Player's Shooting Phase.

The Active Player declares ranged attacks.

2b. Opposing Player's Shooting Phase.

The Opposing Player declares ranged attacks.

 

3. Assault Phase

3a. The Active Player's Assault Phase.

The Active Player declares charge actions and resolves close combat.

3b. The Opposing Player's Assault Phase.

The Opposing Player declares charge actions and resolves close combat.

 

======================================

 

THE MOVEMENT PHASE

During your movement phase you must decide what movement actions or psychic powers each of your units will perform.

· Psychic Powers: Psykers may use any appropriate psychic powers.

· Move: The unit moves up to the value found in its profile.

· Advance: The unit moves an additional d6 inches. A unit that advances cannot shoot or be placed on overwatch during its shooting phase.

· Dig-in: The unit remains stationary and takes up covered firing positions gaining a +1 Cover Bonus against ranged attacks. This bonus remains so long as that unit remains in position. For the rest of this turn that unit cannot move and counts as having moved for purposes of firing heavy weapons.

· Fall Back: Units that begin their Movement phase locked in close combat with an enemy unit can either remain stationary or attempt to Fall Back. If you choose to Fall Back the unit must take an unmodified Leadership Test against its highest Leadership score. If the test is passed roll 2d6 and move the unit up to that many inches away from all enemy models so that it ends it's movement more than 1" away from any enemy models. If the Leadership Test is failed, the Fall Back fails and the unit remains in place.

A unit that makes a Fall Back Move, regardless of success, cannot advance, or charge later that turn. Furthermore a unit that makes a Fall Back Move also cannot shoot later that turn.

When a unit performs a Fall Back move the enemy unit may attempt to Route or Sweep their fleeing opponents.

Route: The routing unit rolls a d6 and adds their movement score, if the result equals or exceeds the falling back units movement roll the Fall Back Move fails and the units remain locked in close combat.

Sweep: The sweeping unit rolls a d6 and adds their movement score, if the result equals or exceeds the falling back units movement roll, the Fall Back Move succeeds but each model in the sweeping unit within 1" gets to make one round of close combat attacks as if it were the Assault Phase. Sweep attacks are resolved like normal close combat attacks and use all the normal rules, except that a 6 is always required for a successful hit roll.

 

=======================================

 

THE SHOOTING PHASE

During your shooting phase you must decide what ranged attacks or psychic powers each of your units will perform.

· Psychic Powers: Psykers may use any appropriate psychic powers.

· Fire Weapons: Each model in the unit may fire one ranged weapon.

To determine if these attacks hit their targets roll a d6 for each weapon being fired, any results equal to or greater than the number listed on the firing models Ballistic Skill are a success.

To determine if a hit wounds the target compare the Strength of the weapon to the Toughness of the target:

· Strength doubles toughness: 2+

· Strength greater than toughness: 3+

· Strength equal to toughness: 4+

· Toughness greater than strength: 5+

· Toughness doubles strength: 6+

Any results equal to or greater than the required value are a success and wound their target.

The targets may now make any necessary armor or invulnerable saves.

· Overwatch: A unit declared to be on overwatch does not fire ranged attacks during the shooting phase and cannot declare a charge move during the assault phase. Instead it will fire at any enemy units that come within range during the enemy's turn. A unit on overwatch can potentially fire Overwatch several times, though it cannot fire if there are any enemy models within 1" of it. Overwatch is resolved like a normal shooting attack except that the attackers receive a -1BS penalty.

 

=========================================

 

THE ASSAULT PHASE

During your assault phase you must decide what units will perform combat actions or psychic powers.

· Psychic Powers: Psykers may use any appropriate psychic powers.

· Charge Move: Units within 12" of an enemy are eligible to make a charge move. You may not choose a unit that made a Fall Back move this turn, nor one that started the assault phase within 1" of an enemy.

Once you have chosen an eligible unit, select one or more enemy unit(s) within 12" as the target(s).

· · Overwatch: If the target is on overwatch and has not yet done so, it may make overwatch attacks. Overwatch attacks are resolved at -1BS.

· · Defensive Fire: If the target is not on overwatch it may fire pistol and/or assault weapons but a die roll of 6 is required to hit successfully.

After any Overwatch or Defensive Fire is resolved, the unit performing the charge move rolls 2d6 and moves that many inches towards their target. If the distance rolled is sufficient to reach the target, combat is initiated. If the roll is insufficient the unit falls short, moving up to the indicated distance and fails to initiate combat.

After the charge move is complete, pick another unit and repeat this process until each of your eligible units have made their charge moves.

· Pile In Move: Before any attacks are rolled both units must Pile In, each model may move up to 3 inches towards the nearest enemy model.

· Resolve Combat: Models in base contact with enemy models or models up to 1 inch away from enemy models are eligible to make melee attacks. Units that performed a charge move attack first, defending units may attack after all Charging models have completed their attacks.

 

=========================================

 

CASUALTIES, LEADERSHIP AND MORALE TESTS

Heavy Casualties: More than 50% of a units models are removed as casualties.

Light Casualties: Up to 50% of a units models are removed as casualties.

Leadership Test: Equal to or under a unit's leadership value on 2d6.

Morale Test: A morale test is a modified leadership test taken in response to taking casualties.

A unit that suffers light casualties must take a morale test with a -1 penalty to its leadership score.

A unit that suffers heavy casualties must take a morale test with a -2 penalty to its leadership score.

 

==========================================

 

COVER BONUS AND OBSCURED PENALTY

Cover Bonus: Any unit in light cover receives a +1 Cover Bonus to their armor save (a 3+ armor save becomes a 2+ armor save. A 2+ armor save remains 2+ but gains a 6+ reroll) against ranged attacks.

Any unit in heavy cover receives a +2 Cover Bonus to their armor save (a 4+ becomes a 2+, and a 3+ armor save becomes a 2+ armor save with a 6+ re-roll, a 2+ armor save remains 2+ but gains a 5+ reroll) against ranged attacks.

Obscured Penalty: Any unit firing at a target that is within or behind light or heavy cover receives a -1 penalty on ranged attack rolls against that unit.

 

======================================

 

CODEX: AELDARI

AELDARI UNIT TYPES

Aeldari: Models with the Aeldari unit type have the Ancient Doom and Battle Focus special rules.

Exarch: Models with the Exarch unit type may use one Exarch Ability during their turn.

 

======================================

 

AVATAR OF KHAINE 200pts

Avatar of Khaine

M/WS/BS/S/T/W/A/Ld/Sv

7"/2+/2+/6/6/8/5/9/3+

Unit Type

Aeldari, Character, <Craftworld>, Daemon, HQ, Independent Character

 

Unit Composition

1 Avatar of Khaine

 

Wargear

Suin Daellae

 

Special Rules

Ancient Doom: You can re-roll failed hit rolls in the assault phase for this unit in a turn in which it charges or is charged by a SLAANESH unit. However, you must add 1 to Morale rolls for this unit if it is within 3" of any SLAANESH units.

Battle Focus: If this unit marches or runs in its Movement phase weapons (excluding Heavy weapons) are used as if the unit had remained stationary until the end of the shooting phase.

Fearless: This unit is considered to pass all morale and pinning tests and can never be forced to fall back. It can however choose to do so voluntarily.

Inspiring Presence: Any friendly <Craftworld> units within 12 inches gain the Fearless special rule and may reroll failed charge rolls.

Iron Body: This model is immune to armor save penalties.

Molten Body: This model is immune to flamer, melta, plasma and poison weaponry and psychic powers.

Terrifying Presence: After this model makes it's assault move the defending unit must immediately take a morale test with a -2 penalty to its Leadership. If the test is passed then combat continues as normal. If the test is failed the defending unit immediately makes a fall back move.

 

Suin Daellae, the Doom that Wails

Suin Daellae

Range/Type/S/AP/D

Melee/ Melee/ 6/ -4/ d6+6

Special

Daemonbane: Reroll failed wound rolls against models with the unit type Daemon.

Khaine's Wrath: Models with the unit types Daemon AND Slaanesh lose their invulnerable save against wounds inflicted by this weapon.

Melta: This weapon has the "melta" special rule and deals d6+6 damage.

 

Suin Daellae, the Doom that Wails

Range/Type/S/AP/D

12"/ Assault 1/ 8/ -4/ d6

Special

Daemonbane: Reroll failed wound rolls against models with the unit type Daemon.

Khaine's Wrath: Models with the unit types Daemon AND Slaanesh lose their invulnerable save against wounds inflicted by this weapon.

Melta: Models that are wounded by this weapon within half range receive d6+6 wounds.

 

======================================

 

FIRE DRAGONS 50pts-100pts

Fire Dragons

M/WS/BS/S/T/W/A/Ld/Sv

7"/3+/3+/3/3/1/1/8/3+

Fire Dragon Exarch

M/WS/BS/S/T/W/A/Ld/Sv

7"/3+/3+/3/3//2/2/8/3+

Fire Dragons Unit Type

Aeldari, Aspect Warrior, <Craftworld>, Elites, Fire Dragons, Infantry

Fire Dragon Exarch Unit Type

Aeldari, Aspect Warrior, <Craftworld>, Elites, Exarch, Fire Dragons, Infantry

 

Unit Composition

5-10 Fire Dragons

 

Wargear

Each Fire Dragon is armed with Dragon Armor, a Fusion Gun and Melta Bombs.

 

Options

One Fire Dragon may be upgraded to a Fire Dragon Exarch armed with Dragon Armor, a Fusion Gun and Melta Bombs.

A Fire Dragon Exarch may exchange their fusion gun with a Dragon's Breath Flamer or a Firepike.

Dedicated Transport

This unit may be accompanied by a Wave Serpent.

 

Fire Dragons Special Rules

Ancient Doom: You can re-roll failed hit rolls in the assault phase for this unit in a turn in which it charges or is charged by a SLAANESH unit. However, you must add 1 to Morale rolls for this unit if it is within 3" of any SLAANESH units.

Assured Destruction: This unit rerolls wound rolls of 1 against monster and vehicle unit types until the end of the shooting phase.

Battle Focus: If this unit marches or runs in its Movement phase weapons (excluding Heavy weapons) are used as if the unit had remained stationary until the end of the shooting phase.

 

Fire Dragon Exarch Special Rules

Ancient Doom: You can re-roll failed hit rolls in the assault phase for this unit in a turn in which it charges or is charged by a SLAANESH unit. However, you must add 1 to Morale rolls for this unit if it is within 3" of any SLAANESH units.

Assured Destruction: This unit rerolls wound rolls of 1 against monster and vehicle unit types until the end of the shooting phase.

Battle Focus: If this unit marches or runs in its Movement phase weapons (excluding Heavy weapons) are used as if the unit had remained stationary until the end of the shooting phase.

Burning Fist: This Exarch Ability is used at the beginning of the assault phase.

This model rerolls failed rolls to wound, furthermore, successful rolls to wound inflict mortal wounds, until the end of the assault phase.

Crack Shot: This Exarch Ability is used at the beginning of the shooting phase.

This model rerolls ranged attack rolls of 1 until the end of the shooting phase.

 

======================================

 

AELDARI WARGEAR

 

AELDARI ARMOR

Dragon Armor: Models wearing dragon armour have a 3+ armor save and a 4+ invulnerable save against wounds caused by flamer, melta or plasma weapons, or psychic abilities.

 

AELDARI RANGED WEAPONS

Dragon's Breath Flamer

Range/Type/S/AP/D

8" /AssaultD6 /5 /-1 /1

Special Abilities

Flamer: This weapon automatically hits any models between the firing model and the target.

 

Firepike

Range/Type/S/AP/D

18" /Assault1 /8 /-4 /D6

Special Abilities

Melta: Models that are wounded by this weapon within half range receive d6+6 wounds.

 

Fusion Gun

Range/Type/S/AP/D

12"/assault 1/8/-4/d6

Special Abilities

Melta: Models that are wounded by this weapon within half range receive d6+6 wounds.

 

Meltabomb

Range/Type/S/AP/D

Grenade/Grenade1/8/-4/d6

Special

Grenade: This weapons range is equivalent to its users unmodified Strength.

Melta:Models that are wounded by this weapon within half range receive d6+6 wounds.

 

======================================

 

CODEX SPACE WOLVES

 

SPACE WOLVES UNIT TYPES

Astartes: Models with this unit type have the Angels of Death, Bolter Discipline, Know No Fear and Shock Assault special rules.

 

Space Wolves: Models with this unit type have the Acute Senses, Ancient Rivalry <Dark Angels>, <Great Company> Tactics and Hated Enemy <Thousand Sons> special rules.

 

======================================

 

BLOODCLAWS PACK 150pts-250pts

Bloodclaw

M/WS/BS/S/T/W/A/Ld/Sv

6"/3+/4+/4/4/2/1/7/3+

Bloodclaw Pack Leader

M/WS/BS/S/T/W/A/Ld/Sv

6"/3+/4+/4/4/2/2/7/3+

Unit Type

Astartes, Bloodclaws, Imperium, Infantry, Space Wolves, Troops

 

Unit Composition

1 Blood Claw Pack Leader

4-14 Blood Claws

0-1 Wolf Guard Pack Leader OR Wolf Guard Terminator Pack Leader

 

Wargear

The Blood Claw Pack Leader and Blood Claws are equipped with the following: Astartes chainsword, bolt pistol, frag and krak grenades.

 

Options

The Bloodclaw pack leader may replace his Astartes chainsword with one of the following: Power Axe, Power Fist, or Power Sword.

The Bloodclaw pack leader may replace his bolt pistol with a Plasma Pistol.

One Bloodclaw may replace his bolt pistol with a plasma pistol.

One Bloodclaw may replace his bolt pistol with one of the following: Flamer, Meltagun, or Plasmagun.

10 Bloodclaws: One Bloodclaw may replace his Astartes chainsword with one of the following: Power Axe, Power Fist, or Power Sword.

15 bloodclaws: One additional Bloodclaw may replace his Astartes chainsword with one of the following: Power Axe, Power Fist, or Power Sword.

Dedicated Transport

This pack may be accompanied by one of the following Dedicated Transport vehicles: Drop Pod, Rhino, or Razorback.

This pack may be accompanied by a secondary transport vehicle if it numbers more than ten models.

 

Special Rules

Acute Senses: A unit with this special rule can see twice as far in the dark. Multiply their Night Fighting results by two (2d6x2+3).

Units with this special rule may reroll failed attack rolls when shooting at invisible units within 12inches.

Furthermore a unit benefiting from this rule rerolls missed attack rolls in melee combat against an invisible opponent.

Angels of Death: When disembarking from a transport that has moved, this unit may choose one of the following:

The unit may move and fire ranged weapons normally, but cannot assault enemy units this turn.

OR

This unit may move and assault normally, but cannot fire ranged weapons this turn.

Berserk Charge: This rule replaces Shock Assault. If this unit successfully charges an enemy unit each Bloodclaw receives +2 to his Attacks characteristic until the end of the turn.

Bolter Discipline: Models with this rule firing Rapid Fire bolt weapons make double the number of attacks if ANY of the following apply:

The firing model’s target is within half the weapon’s maximum range.

The firing model is INFANTRY and every model in its unit remained stationary during this turns Movement phase.

The firing model is a TERMINATOR, BIKER, CENTURION or DREADNOUGHT.

For the purposes of this ability, the following are considered Rapid Fire Bolt Weapons:

Bolt Rifle

Boltgun

Combi-Bolter

Hurricane Bolter

Marksman Bolt Carbine

Storm Bolter

Twin Boltgun

Combat Squads: If this unit numbers 10 or more models, it may be deployed as 2 units of no fewer than 5 models.

Headstrong: If this unit does not contain a Wolf Guard Pack Leader or an Independent Character it loses Objective Secured, furthermore, if there are any enemy units in assault range it must attempt to charge at least one of them.

Know No Fear: Whenever this unit takes a morale test, you can re-roll the dice one time, keeping the second roll.

Objective Secured: This unit is scoring when holding an objective.

Shock Assault: If this unit makes a charge move, is charged or performs a Heroic Intervention, add 1 to the Attacks characteristic of models in this unit until the end of the turn.

 

======================================

 

GREY HUNTERS PACK

 

Grey Hunter

M /WS /BS /S /T /W /A /Ld /Sv /Pts

6" / 3+ / 3+ / 4 / 4 / 2 / 1 / 7 / 3+ / 15pts

Grey Hunter Pack Leader

M /WS /BS /S /T /W /A /Ld /Sv /Pts

6" / 3+ / 3+ / 4 / 4 / 2 / 2 / 7 / 3+ / 15pts

Unit Type

Astartes, Grey Hunters, Imperium, Infantry, Space Wolves, Troops

 

Unit Composition

1 Grey Hunter Pack Leader

4-9 Grey Hunters

0-1 Wolf Guard Pack Leader

OR

0-1 Wolf Guard Terminator Pack Leader

 

Wargear

The Grey Hunter Pack Leader and Grey Hunters are equipped with the following:

Astartes Chainsword, Boltgun, Bolt Pistol, Frag Grenades, Krak Grenades and Power Armor.

 

Wargear Options

The Grey Hunter Pack Leader may replace his Astartes Chainsword With one of the following:

Power Axe

Power Fist

Power Sword

The Grey Hunter Pack Leader may replace his bolt pistol with a Plasma Pistol.

One Grey Hunter may take a Wolf Standard.

One Grey Hunter may replace his boltgun with one of the following:

Flamer

Meltagun

Plasma Gun

If there are 10 grey hunters in this pack a second grey hunter may replace his Boltgun with one of the following:

Flamer

Meltagun

Plasma Gun

Up to two Grey Hunters may replace their bolt pistol with a Plasma Pistol.

One Grey Hunter may replace his astartes chainsword with one of the following:

Power Axe

Power Fist

Power Sword

Dedicated Transport

Additionally this unit may be accompanied by a Dedicated Transport:

Drop Pod

Rhino

Razorback

Stormfang Gunship

Stormwolf

If the unit is broken into Combat Squads it may be accompanied by a second Dedicated Transport:

Drop Pod

Rhino

Razorback

Stormfang Gunship

Stormwolf

 

Special Rules

Acute Senses: A unit with this special rule can see twice as far in the dark. Multiply their Night Fighting results by two (2d6x2+BS).

Units with this special rule may also reroll all failed to hit rolls when shooting at an invisible unit IF the target unit is no more than 12 inches away.

Furthermore a unit benefiting from this rule rerolls all to hit rolls in melee combat against an invisible opponent.

Angels of Death: When disembarking from a transport that has moved, this unit may choose one of the following:

The unit may move and fire ranged weapons normally, but cannot assault enemy units this turn.

OR

This unit may move and assault normally, but cannot fire ranged weapons this turn.

Bolter Discipline: Models with this rule firing Rapid Fire BOLT weapons make double the number of attacks if ANY of the following apply:

The firing model’s target is within half the weapon’s maximum range.

The firing model is INFANTRY and every model in its unit remained stationary during this turns Movement phase.

The firing model is a TERMINATOR, BIKER, CENTURION or DREADNOUGHT.

For the purposes of this ability, the following are considered Rapid Fire

Bolt Weapons:

Bolt Rifle

Boltgun

Combi-Bolter

Hurricane Bolter

Marksman Bolt Carbine

Storm Bolter

Twin Boltgun

Combat Squads: If this unit numbers 10 or more models, it may be deployed as 2 units of no fewer than 5 models.

Know No Fear: Whenever this unit takes a morale test, you can re-roll the dice one time, keeping the second roll.

Objective Secured: This unit is scoring when holding an objective.

Shock Assault: If this unit makes a charge move, is charged or performs a Heroic Intervention, add 1 to the Attacks characteristic of models in this unit until the end of the turn.

Wolf Standard: Space Wolves units you control within 12 inches of a Wolf Standard reroll failed Morale checks.

 

======================================

 

SPACE WOLVES WARGEAR

 

SPACE WOLVES ARMOR

Power Armor: Models wearing power armour have a 3+ armor save.

 

SPACE WOLVES RANGED WEAPONS

Bolt Pistol

Range/Type/S/AP/D

12"/Pistol 1/4/0/1

Special Abilities

Bolt Weapon: On attack rolls of six this weapon deals 2 damage.

 

Frag Grenade

Range/Type/S/AP/D

Grenade/Grenade d6/3/0/1

Special

Grenade: This weapons range is equivalent to its users unmodified Strength.

 

Krak Grenade

Range/Type/S/AP/D

Grenade/ Grenade 1/ 6/ -1/ d3

Grenade: This weapons range is equivalent to its users unmodified Strength.

 

SPACE WOLVES MELEE WEAPONS

Astartes Chainsword

Range/Type/S/AP/D

melee/melee/user/0/1

Special Abilities

Wielder makes 1 extra attack with this weapon.

On attack rolls of six this weapon becomes AP-1.

Edited by Wulf Vengis
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+THE VENGIS ACCORDS+

Edition: 8

Version: 1.0

-BEGIN TRANSCRIPTION-

 

CONTENTS

1.0 Deployment

2.0 Movement

3.0 Psychic

4.0 Shooting

5.0 Charge

6.0 Fight

7.0 Morale

8.0 The Battlefield

9.0 Vehicles

10.0 Everything Else

 

1.0 DEPLOYMENT PHASE

Players deploy their rosters to the battlefield before deciding who will take the first turn.

 

1.1 Force Deployment

The winner of a coin toss/roll off will deploy their units onto the battlefield following mission appropriate parameters first. After that player has finished deploying the other player can begin their own deployment.

 

1.2 Seize the Initiative

After both players have finished deploying their units onto the battlefield the player who deployed last can attempt to Seize the Initiative. The two players roll off and the winning player becomes PLAYER 1 and gets to begin the Movement Phase. If the player chooses not to Seize the Initiative the player who deployed first becomes PLAYER 1 and gets to begin the Movement Phase.

 

2.0 MOVEMENT PHASE

Players move their units across the battlefield beginning with PLAYER 1. Once PLAYER 1 has finished moving their units PLAYER 2 can begin moving their own.

 

2.1 Fall Back Move

Units that begin their Movement phase in close combat or within 1" of an enemy unit can either remain stationary or make a Fall Back Move. If you choose to make a Fall Back Move, the unit must take an unmodified Leadership Test against its highest Leadership score. If the test is passed roll 2d6 and move the unit up to that many inches away from all enemy models so that it ends it's movement more than 1" away from all enemy models.

If the Leadership Test is failed, the Fall Back Move fails and the unit remains in place.

A unit that makes a Fall Back Move, regardless of success, cannot advance, or charge later that turn. A unit that makes a Fall Back Move also cannot shoot later that turn unless it can FLY.

 

2.1.1 Route or Sweep

If the unit performing the Fall Back Move is in close combat with enemy units those enemy units may attempt to ROUTE or SWEEP their fleeing opponents.

ROUTE: The routing unit rolls a d6 and adds their movement score, if the result equals or exceeds the falling back units movement roll the Fall Back Move fails and the units remain locked in close combat.

SWEEP: The sweeping unit rolls a d6 and adds their movement score, if the result equals or exceeds the falling back units movement roll the Fall Back Move succeeds but each enemy model in the sweeping unit within 1" gets to make one round of close combat attacks as if it were the FIGHT PHASE. SWEEP attacks are resolved like normal close combat attacks (albeit ones resolved during the opponents Movement Phase) and use all the normal rules except that a 6 is always required for a successful hit roll, irrespective of the attacking models Weapon Skill or any modifiers.

 

2.2 Dig In

During the movement phase a unit may choose to Dig In in an attempt to establish a protected firing position. A unit that chooses to Dig In is immediately considered in Cover and gains a +1 bonus to its armor saves vs ranged attacks, this bonus remains as long as the unit remains stationary. For the rest of the turn a unit that Digs In cannot advance, or charge and counts as having moved for the purposes of firing heavy weapons.

Units may also Dig In in response to being declared a target during an opponents Shooting Phase. If you choose to Dig In in this way, the unit must take an unmodified Leadership Test against its highest Leadership score. If the test is passed the unit is immediately considered in Cover and gains a +1 bonus to armor saves vs shooting attacks, this bonus remains as long as the unit remains stationary. For the rest of the turn a unit that Digs In cannot advance, or charge and counts as having moved for the purposes of firing heavy weapons.

 

3.0 PSYCHIC PHASE

 

4.0 SHOOTING PHASE

 

5.0 CHARGE PHASE

 

6.0 FIGHT PHASE

 

7.0 MORALE PHASE

 

8.0 THE BATTLEFIELD

 

8.1 Obscured Bonus

Any unit that is not entirely on or within any terrain feature but is at least partially obscured from enemy view gains a +1 Obscured Bonus vs that enemy units shooting attacks. This bonus does not stack with the targets Cover Bonus.

 

8.2 Cover Bonus

If a unit is entirely on or within any terrain feature it is in Cover, that unit will gain a bonus to its armor save based on the TERRAIN TYPE against shooting attacks (invulnerable saves are unaffected). Units gain no benefit from cover in the Fight phase.

 

8.3 Cover Types

LIGHT COVER: +2 bonus to armor saves vs shooting attacks.

MODERATE COVER: +3 bonus to armor saves vs shooting attacks.

HEAVY COVER: +4 bonus to armor saves vs shooting attacks.

 

8.4 Large Models and Cover

Units with the MONSTER and VEHICLE keywords are too large to benefit fully from cover. Any Cover Bonus they receive is reduced by 1, this penalty does not effect an Obscured Bonus.

 

9.0 VEHICLES

 

10.0 EVERYTHING ELSE

 

If the unit performing the Fall Back Move is in close combat with enemy units those units may take a Movement Test; roll a d6 and add the enemy units Movement score, if the result equals or exceeds the falling back units movement roll each enemy model within 1" of the falling back unit makes one unmodified close combat attack against that unit.

If the unit performing the Fall Back Move is in close combat with enemy units those enemy units may attempt to ROUTE or SWEEP their fleeing opponents.

ROUTE: The routing unit rolls a d6 and adds their movement score, if the result equals or exceeds the falling back units movement roll the Fall Back Move fails and the units remain locked in close combat.

SWEEP: The sweeping unit rolls a d6 and adds their movement score, if the result equals or exceeds the falling back units movement roll the Fall Back Move succeeds but each enemy model in the sweeping unit within 1" gets to make one SWEEP attack. SWEEP attacks are resolved like normal close combat attacks (albeit ones resolved during the opponents Movement Phase) and use all the normal rules except that a model may only make one SWEEP attack.

 

ALTERNATE SWEEP

 

SWEEP: The sweeping unit rolls a d6 and adds their movement score, if the result equals or exceeds the falling back units movement roll the Fall Back Move succeeds but each enemy model in the sweeping unit within 1" gets to make one round of close combat attacks as if it were the FIGHT PHASE. SWEEP attacks are resolved like normal close combat attacks (albeit ones resolved during the opponents Movement Phase) and use all the normal rules except that a 6 is always required for a successful hit roll, irrespective of the attacking models Weapon Skill or any modifiers.

Edited by Wulf Vengis

+THE VENGIS ACCORDS+

Edition: 8

Version: 1.0

-BEGIN TRANSCRIPTION-

 

COVER BONUS AND TERRAIN TYPES

If a unit is entirely on or within any terrain feature, that unit will gain a bonus to its armor save based on the TERRAIN TYPE against shooting attacks (invulnerable saves are unaffected). Units gain no benefit from cover in the Fight phase.

LIGHT COVER: +2 bonus to armor saves vs shooting attacks.

MODERATE COVER: +3 bonus to armor saves vs shooting attacks.

HEAVY COVER: +4 bonus to armor saves vs shooting attacks.

Edited by Wulf Vengis

+THE VENGIS ACCORDS+

Edition: 8

Version: 1.0

-BEGIN TRANSCRIPTION-

 

1. MOVEMENT PHASE

Dig In

During the movement phase a unit may choose to Dig In in an attempt to establish a protected firing position.

A unit that chooses to Dig In gains a +1 bonus to armor saves vs shooting attacks (invulnerable saves are unaffected), this bonus remains as long as the unit remains stationary Units gain no benefit from cover in the Fight phase. A unit that Digs In cannot advance, or charge later that turn and counts a having moved for the purposes of firing heavy weapons.

Edited by Wulf Vengis

+THE VENGIS ACCORDS+

Edition: 8

Version: 1.0

-BEGIN TRANSCRIPTION-

 

NARRATIVE PLAY ONLY

 

MOVEMENT PHASE

Reinforce Position

Units that begin their Movement Phase within LIGHT, MODERATE or HEAVY cover can either move normally or remain stationary and attempt to Reinforce Position. If you choose to Reinforce Position, the unit must take an unmodified Leadership Test against its highest Leadership score. If the test is passed the unit receives +1 to its Cover Bonus as long as it remains stationary. This bonus is immediately lost if the unit moves, advances, charges, is charged, performs a Fall Back Move or retreats. For the rest of the turn a unit that Reinforced Positions cannot advance, or charge and counts a having moved for the purposes of firing heavy weapons. A unit can only Reinforce Positions one time (it's effects do not stack). If the Leadership Test fails the unit remains stationary but fails to increase their Cover Bonus.

Edited by Wulf Vengis

+THE VENGIS ACCORDS+

Edition: 8

Version: 1.0

-BEGIN TRANSCRIPTION-

 

VEHICLES

 

Armour facing provides damage reduction.

Vehicle Armor Facing

Front Armor: -1 damage vs shooting attacks

Side Armor: no benefit vs shooting attacks

Rear Armor: +1 damage vs shooting attacks

 

OR

 

Vehicle Armor Facing effects armor save.

Front Armor: +1 Armor save vs shooting attacks.

Side Armor: no benefit vs shooting attacks

Rear Armor: -1 Armor Save vs shooting attacks.

 

OR

 

*Armour facing effects the Toughness of a vehicle.

Rhino Chassis:

Front: +2 Toughness vs shooting attacks.

Side: +1 Toughness vs shooting attacks.

Rear: No Benefit vs shooting attacks.

 

Land Raider Chassis:

Front: +4 Toughness vs shooting attacks.

Side: +4 Toughness vs shooting attacks.

Rear: +4 Toughness vs shooting attacks.

 

*This would be super fluffy, but too many changes across the entire game system for ease of structure.

 

---

 

Vehicles and Cover

A vehicle that is at least partially obscured by terrain gains a +1 Cover Bonus to its Armour Save.

Edited by Wulf Vengis

+THE VENGIS ACCORDS+

Edition: 8

Version: 1.0

-BEGIN TRANSCRIPTION-

 

Line of Sight and Target Eligibility

Line of sight is always calculated from the center of the shooting model.

During the Shooting Phase, if a unit can see at least one of the following parts of an enemy unit heads, torsos, arms, legs, wings, tails, hull, sponsons, weapons, tracks, engines or fuel tanks and the enemy unit is within range of the units selected weapons that enemy unit is an eligible target.

Edited by Wulf Vengis

+THE VENGIS ACCORDS+

Edition: 8

Version: 1.0

-BEGIN TRANSCRIPTION-

 

I Go You Go, Out the Window

A units Leadership value determines the order in which they perform actions on the battlefield.

Players still roll off to see who goes first. The winning player (PLAYER 1) activates the units with the highest Leadership value first during any phase then activates the units with the next highest Leadership and so on until each of their units have been activated. This is followed by the opposing player (PLAYER 2) activating their units in the same manner.

Units without a Leadership value always activate at the end of their controllers phase.

 

OR

 

I Go You Go, Out the Window

A units Leadership value determines the order in which they perform actions on the battlefield.

Players still roll off to see who goes first. Beginning with the winner of the roll off (PLAYER 1) the players then take turns activating units by highest Leadership. Player 1 activates their highest Leadership units followed by the opposing player (PLAYER 2) activating their highest Leadership units. Units without a Leadership value always activate at the end of their controllers phase.

 

---

 

I Go You Go, Out the Window

Charge Phase

The players alternate activating charging units according to which IGUG, OTW version is in use beginning with Player 1. Take care to note which units performed charges and which units were charged.

 

I Go You Go, Out the Window

Fight Phase

Close combats are handled in order of leadership beginning with Player 1s highest Leadership unit. The charging unit always strikes first unless otherwise noted and the defending unit always strikes back immediately before moving onto the next Leadership value. Units with no Leadership value are handled at their opponents Leadership or at the end of the phase if both attacker and defender have no Leadership value.

 

---

Leadership needs a purpose beyond morale saves.

Using Leadership to preform actions during an opponents turn.

Edited by Wulf Vengis
  • 4 weeks later...

+THE VENGIS ACCORDS+

Edition: 8

Version: 1.0

-BEGIN TRANSCRIPTION-

 

CAMPAIGN RULES

 

- THE ARMY LISTS -

Army Roster

A list of all the units available to a player throughout the campaign.

 

Battle Roster

A list of a players units for a particular battle chosen from the larger Army Roster.

 

- EXPERIENCE POINTS -

Units that partake in battles throughout the narrative campaign will gain experience points which they can spend on various rewards.

 

+1xp is awarded for each of the following events:

Battlefield Ready (unit at 100% model count when added to the Battle Roster).

Camping (unit began and ended its turn on the same uncontested battlefield objective).

Target Down (unit scored at least one kill with ranged attacks).

Repel Enemies (unit was charged by an enemy unit).

CQC (unit fought in close combat).

Pyhrric Victory/Defeat (unit suffered more than 50% casualties and was on the battlefield when the game ended).

 

+2xp is awarded for each of the following events:

Under Strength (unit above 50% model count when added to the battle roster).

Objective Secured (unit claimed an uncontested battlefield objective).

Get Close (unit successfully charged an enemy unit).

Get Dirty (unit scored at least one kill with melee attacks).

Hold! (unit passed a Morale Save or Test).

Victory (unit on the winning battle roster).

Noble Victory/Defeat (unit suffered less than 50% casualties and was on the battlefield when the game ended).

Fly Swatter (unit killed/destroyed an enemy Flyer).

Head Taker (unit killed/destroyed an enemy HQ).

 

+3xp is awarded for each of the following events:

Critical Strength (unit under 50% model count when added to the battle roster).

Objective Cleared (unit removed an enemy from a battlefield objective by forcing them to Fall Back or wiping them out).

Hold!! (Unit passed a Morale Save or Test using its own Leadership score).

Resplendent Victory/Defeat (unit suffered no casualties and was on the battlefield when the game ended).

Castle Crasher (unit destroyed an enemy Fortification).

Name Breaker (unit killed/destroyed an enemy Warlord unit).

 

+4xp is awarded for each of the following events:

Desperate Times (unit previously reduced to a single model before being added to the battle roster).

Target Retreating (unit caused an enemy to fail a Morale Save or Test with ranged attacks).

Push'em Back (unit caused an enemy to fail a Morale Save or Test with melee attacks).

Hold!!! (Unit passed a Morale Save or Test using its own reduced Leadership score).

Desperate Measures (last model of a unit and was on the battlefield when the game ended).

 

+5xp is awarded for each of the following events:

Target Eliminated (unit wiped out an enemy with ranged attacks).

No Quarter (unit wiped out an enemy with close combat attacks).

Hold!!!! (unit passed a Morale Save or Test after being reduced one model).

Lord Slayer (unit killed/destroyed an enemy Lord of War).

Edited by Wulf Vengis
  • 1 year later...

+THE VENGIS ACCORDS+

Edition: 8

Version: 1.0

-BEGIN TRANSCRIPTION-

 

CONTENTS

1.0 Deployment

2.0 Movement

3.0 Psychic

4.0 Shooting

5.0 Charge

6.0 Fight

7.0 Morale

8.0 The Battlefield

9.0 Vehicles

10.0 Everything Else

 

1.0 DEPLOYMENT PHASE

Players deploy their rosters to the battlefield before deciding who will take the first turn.

 

1.1 Force Deployment

The winner of a coin toss/roll off will deploy their units onto the battlefield following mission appropriate parameters first. After that player has finished deploying the other player can begin their own deployment.

 

1.2 Seize the Initiative

After both players have finished deploying their units onto the battlefield the player who deployed last can attempt to Seize the Initiative. The two players roll off and the winning player becomes PLAYER 1 and gets to begin the Movement Phase. If the player chooses not to Seize the Initiative the player who deployed first becomes PLAYER 1 and gets to begin the Movement Phase.

 

2.0 MOVEMENT PHASE

Players move their units across the battlefield beginning with PLAYER 1. Once PLAYER 1 has finished moving their units PLAYER 2 can begin moving their own.

 

2.1 Fall Back Move

Units that begin their Movement phase in close combat or within 1" of an enemy unit can either remain stationary or make a Fall Back Move. If you choose to make a Fall Back Move, the unit must take an unmodified Leadership Test against its highest Leadership score. If the test is passed roll 2d6 and move the unit up to that many inches away from all enemy models so that it ends it's movement more than 1" away from all enemy models.

If the Leadership Test is failed, the Fall Back Move fails and the unit remains in place.

A unit that makes a Fall Back Move, regardless of success, cannot advance, or charge later that turn. A unit that makes a Fall Back Move also cannot shoot later that turn unless it can FLY.

 

2.1.1 Route or Sweep

If the unit performing the Fall Back Move is in close combat with enemy units those enemy units may attempt to ROUTE or SWEEP their fleeing opponents.

ROUTE: The routing unit rolls a d6 and adds their movement score, if the result equals or exceeds the falling back units movement roll the Fall Back Move fails and the units remain locked in close combat.

SWEEP: The sweeping unit rolls a d6 and adds their movement score, if the result equals or exceeds the falling back units movement roll the Fall Back Move succeeds but each enemy model in the sweeping unit within 1" gets to make one round of close combat attacks as if it were the FIGHT PHASE. SWEEP attacks are resolved like normal close combat attacks (albeit ones resolved during the opponents Movement Phase) and use all the normal rules except that a 6 is always required for a successful hit roll, irrespective of the attacking models Weapon Skill or any modifiers.

 

2.2 Dig In

During the movement phase a unit may choose to Dig In in an attempt to establish a protected firing position. A unit that chooses to Dig In is immediately considered in Cover and gains a +1 bonus to its armor saves vs ranged attacks, this bonus remains as long as the unit remains stationary. For the rest of the turn a unit that Digs In cannot advance, or charge and counts as having moved for the purposes of firing heavy weapons.

Units may also Dig In in response to being declared a target during an opponents Shooting Phase. If you choose to Dig In in this way, the unit must take an unmodified Leadership Test against its highest Leadership score. If the test is passed the unit is immediately considered in Cover and gains a +1 bonus to armor saves vs shooting attacks, this bonus remains as long as the unit remains stationary. For the rest of the turn a unit that Digs In cannot advance, or charge and counts as having moved for the purposes of firing heavy weapons.

 

3.0 PSYCHIC PHASE

 

4.0 SHOOTING PHASE

 

5.0 CHARGE PHASE

 

6.0 FIGHT PHASE

 

7.0 MORALE PHASE

 

8.0 THE BATTLEFIELD

 

8.1 Obscured Bonus

Any unit that is not entirely on or within any terrain feature but is at least partially obscured from enemy view gains a +1 Obscured Bonus vs that enemy units shooting attacks. This bonus does not stack with the targets Cover Bonus.

 

8.2 Cover Bonus

If a unit is entirely on or within any terrain feature it is in Cover, that unit will gain a bonus to its armor save based on the TERRAIN TYPE against shooting attacks (invulnerable saves are unaffected). Units gain no benefit from cover in the Fight phase.

 

8.3 Cover Types

LIGHT COVER: +2 bonus to armor saves vs shooting attacks.

MODERATE COVER: +3 bonus to armor saves vs shooting attacks.

HEAVY COVER: +4 bonus to armor saves vs shooting attacks.

 

8.4 Large Models and Cover

Units with the MONSTER and VEHICLE keywords are too large to benefit fully from cover. Any Cover Bonus they receive is reduced by 1, this penalty does not effect an Obscured Bonus.

 

9.0 VEHICLES

 

10.0 EVERYTHING ELSE

Edited by Wulf Vengis

+THE VENGIS ACCORDS+

Edition: 9

Version: 1.0

-BEGIN TRANSCRIPTION-

 

How To Play

A battle takes place across 6 Battle Rounds (unless specified otherwise in the Mission Overview).

Each battle round consists of an Active Player Turn, an Opposing Player Turn and an Assault Phase.

Each Player Turn contains a Movement Phase and a Shooting Phase.

 

Pregame

The players decide the mission, build their army lists and set up terrain before deciding which will go first. The player going first is the Active Player.

 

The Battle Round

1. Active Player's Turn

A. Movement Phase

The Active Player declares movement actions and moves their units appropriately.

B. Shooting Phase

The Active Player fires ranged attacks.

 

2. Opposing Player's Turn

A. Movement Phase

The Opposing Player moves their army.

B. Shooting Phase

The Opposing Player fires ranged attacks.

 

3. Assault Phase

A. The Active Player declares charge actions and resolves close combat.

B. The Opposing Player declares charge actions and resolves close combat.

 

======================================

 

THE MOVEMENT PHASE

During your movement phase you must decide how each of your units will move.

Psychic Powers: Psyker models may use one psychic power during the movement phase.

March: The unit moves up to the value found in its profile.

Run: The unit moves up to double the value found in its profile. A unit that runs cannot shoot or be placed on overwatch during its shooting phase.

Dig-in: The unit remains stationary and takes up covered firing positions gaining a +1 Cover Bonus against ranged attacks. This bonus remains so long as that unit remains in position. For the rest of this turn that unit cannot move and counts as having moved for purposes of firing heavy weapons.

Fall Back: Units that begin their Movement phase in close combat with an enemy unit can either remain stationary or attempt to Fall Back. If you choose to Fall Back the unit must take an unmodified Leadership Test against its highest Leadership score. If the test is passed roll 2d6 and move the unit up to that many inches away from all enemy models so that it ends it's movement more than 1" away from any enemy models. If the Leadership Test is failed, the Fall Back fails and the unit remains in place.

A unit that makes a Fall Back Move, regardless of success, cannot advance, or charge later that turn. Furthermore a unit that makes a Fall Back Move also cannot shoot later that turn.

When a unit performs a Fall Back move the enemy unit may attempt to Route or Sweep their fleeing opponents.

Route: The routing unit rolls a d6 and adds their movement score, if the result equals or exceeds the falling back units movement roll the Fall Back Move fails and the units remain locked in close combat.

Sweep: The sweeping unit rolls a d6 and adds their movement score, if the result equals or exceeds the falling back units movement roll, the Fall Back Move succeeds but each model in the sweeping unit within 1" gets to make one round of close combat attacks as if it were the Assault Phase. Sweep attacks are resolved like normal close combat attacks and use all the normal rules, except that a 6 is always required for a successful hit roll.

Dangerous Terrain: Units moving through dangerous terrain move d6 inches. On a result of 1 the unit suffers a wound, normal armour or invulnerable saves are allowed.

Difficult Terrain: Units moving through difficult terrain move d6 inches.

Overwatch: Units that end their movement phase in range of an enemy unit on overwatch are eligible to be fired upon. Overwatch attacks are resolved at -1BS.

Morale: Both players remove any casualties and take any necessary leadership tests.

Edited by Wulf Vengis

+THE VENGIS ACCORDS+

Edition: 9

Version: 1.0

-BEGIN TRANSCRIPTION-

 

THE SHOOTING PHASE

During your shooting phase pick one of your units to use psychic powers and/or make ranged attacks. After those actions have been completed pick another unit and repeat until each of your units have completed their actions.

Psychic Powers: Psyker models may use one psychic power during the shooting phase.

Fire: Each model in that unit may fire one ranged weapon. To determine if these attacks hit their targets roll a d6 for each weapon being fired, any results equal to or greater than the number listed on the firing models Ballistic Skill are a success.

To determine if a hit wounds the target compare the Strength of the weapon to the Toughness of the target:

Strength doubles toughness: 2+

Strength greater than toughness: 3+

Strength equal to toughness: 4+

Toughness greater than strength: 5+

Toughness doubles strength: 6+

Any results equal to or greater than the required value are a success and wounds the target.

The targets may now make any necessary armor or invulnerable saves.

After resolving these attacks, pick another unit and repeat this process again. Do so for each unit that is making ranged attacks this turn.

Overwatch: A unit declared to be on overwatch does not fire ranged attacks during its turn and cannot declare a charge move during the assault phase. Instead it will fire at any enemy units that come within range during the enemy's turn. A unit on overwatch can potentially fire Overwatch several times, though it cannot fire if there are any enemy models within 1" of it. Overwatch is resolved like a normal shooting attack except that the attackers receive a -1BS penalty.

Morale: Both players remove any casualties and take any necessary leadership tests.

Edited by Wulf Vengis

+THE VENGIS ACCORDS+

Edition: 9

Version: 1.0

-BEGIN TRANSCRIPTION-

 

THE ASSAULT PHASE

Beginning with the active player, units will use psychic powers and make close combat attacks.

Psychic Powers: Psyker models may use one psychic power during the assault phase.

Charge Move: Units within 12" of an enemy are eligible to make a charge move. You may not choose a unit that made a Fall Back move this turn, nor one that started the assault phase within 1" of an enemy.

Once you have chosen an eligible unit, select one or more enemy unit(s) within 12" of them as the target(s) of the charge.

Overwatch: If the target is on overwatch it may make overwatch attacks. Overwatch attacks are resolved at -1BS.

Defensive Fire: If the target is not on overwatch it may fire pistol and/or assault weapons but a die roll of 6 is required to hit successfully.

After any Overwatch or Defensive Fire is resolved, the unit performing the charge move rolls 2d6 and moves that many inches towards their target. If the distance rolled is sufficient to reach the target, combat is initiated. If the roll is insufficient the unit falls short, moving up to the indicated distance and fails to initiate combat.

After the charge move is complete, pick another unit and repeat this process until each of your eligible units have made their charge moves.

Pile In: Before any attacks are rolled both units must Pile In, each model may move up to 3 inches towards the nearest enemy model.

Resolve Combat: Models in base contact with enemy models or models up to 1 inch away from enemy models are eligible to make melee attacks. Charging units attack first.

Morale: Both players remove any casualties and take any necessary leadership tests.

Edited by Wulf Vengis

+THE VENGIS ACCORDS+

Edition: 9

Version: 1.0

-BEGIN TRANSCRIPTION-

 

Cover Bonus and Obscured Penalty

Cover Bonus: Any unit in light cover receives a +1 Cover Bonus to their armor save (a 3+ armor save becomes a 2+ armor save. A 2+ armor save remains 2+ but gains a 6+ reroll) against ranged attacks.

Any unit in heavy cover receives a +2 Cover Bonus to their armor save (a 4+ becomes a 2+, and a 3+ armor save becomes a 2+ armor save with a 6+ re-roll, a 2+ armor save remains 2+ but gains a 5+ reroll) against ranged attacks.

Obscured Penalty: Any unit firing at a target that is within or behind light or heavy cover receives a -1 penalty on ranged attack rolls against that unit.

Edited by Wulf Vengis

+THE VENGIS ACCORDS+

Edition: 9

Version: 1.0

-BEGIN TRANSCRIPTION-

 

Casualties, Leadership and Morale Tests

Heavy Casualties: More than 50% of a units models are removed as casualties.

Light Casualties: Up to 50% of a units models are removed as casualties.

Leadership Test: Equal to or under a unit's leadership value on 2d6.

Morale Test: A morale test is a modified leadership test taken in response to taking casualties.

A unit that suffers light casualties must take a morale test with a -1 penalty to its leadership score.

A unit that suffers heavy casualties must take a morale test with a -2 penalty to its leadership score.

Edited by Wulf Vengis
  • 2 months later...

+THE VENGIS ACCORDS+

Edition: 9

Version: 1.0

 

-BEGIN TRANSCRIPTION-

 

AELDARI UNIT TYPES

Aeldari: Models with the Aeldari unit type have the Ancient Doom and Battle Focus special rules.

Exarch: Models with the Exarch unit type may use one Exarch Ability during their turn.

 

AELDARI WARGEAR

Aeldari Armor

Dragon Armor: Models wearing dragon armour have a 3+ armor save and a 4+ invulnerable save against wounds caused by flamer, melta or plasma weapons, or psychic abilities.

 

Aeldari Ranged Weapons

Dragon's Breath Flamer

Range/Type/S/AP/D

8" /AssaultD6 /5 /-1 /1

Special Abilities

Flamer: This weapon automatically hits any models between the firing model and the target.

 

Firepike

Range/Type/S/AP/D

18" /Assault1 /8 /-4 /D6

Special Abilities

Melta: Models that are wounded by this weapon within half range receive d6+6 wounds.

 

Fusion Gun

Range/Type/S/AP/D

12"/assault 1/8/-4/d6

Special Abilities

Melta: Models that are wounded by this weapon within half range receive d6+6 wounds.

 

Meltabomb

Range/Type/S/AP/D

Grenade/Grenade1/8/-4/d6

Special

Grenade: This weapons range is equivalent to its users unmodified Strength.

Melta:Models that are wounded by this weapon within half range receive d6+6 wounds.

Edited by Wulf Vengis

+THE VENGIS ACCORDS+

Edition: 9

Version: 1.0

 

-BEGIN TRANSCRIPTION-

 

FIRE DRAGONS 50pts-100pts

Fire Dragons

M/WS/BS/S/T/W/A/Ld/Sv

7"/3+/3+/3/3/1/1/8/3+

Fire Dragon Exarch

M/WS/BS/S/T/W/A/Ld/Sv

7"/3+/3+/3/3//2/2/8/3+

Fire Dragons Unit Type

Aeldari, Aspect Warrior, <Craftworld>, Elites, Fire Dragons, Infantry

Fire Dragon Exarch Unit Type

Aeldari, Aspect Warrior, <Craftworld>, Elites, Exarch, Fire Dragons, Infantry

 

Unit Composition

5-10 Fire Dragons

 

Wargear

Each Fire Dragon is armed with Dragon Armor, a Fusion Gun and Melta Bombs.

 

Options

One Fire Dragon may be upgraded to a Fire Dragon Exarch armed with Dragon Armor, a Fusion Gun and Melta Bombs.

A Fire Dragon Exarch may exchange their fusion gun with a Dragon's Breath Flamer or a Firepike.

Dedicated Transport

This unit may be accompanied by a Wave Serpent.

 

Fire Dragons Special Rules

Ancient Doom: You can re-roll failed hit rolls in the assault phase for this unit in a turn in which it charges or is charged by a SLAANESH unit. However, you must add 1 to Morale rolls for this unit if it is within 3" of any SLAANESH units.

Assured Destruction: This unit rerolls wound rolls of 1 against monster and vehicle unit types until the end of the shooting phase.

Battle Focus: If this unit marches or runs in its Movement phase weapons (excluding Heavy weapons) are used as if the unit had remained stationary until the end of the shooting phase.

 

Fire Dragon Exarch Special Rules

Ancient Doom: You can re-roll failed hit rolls in the assault phase for this unit in a turn in which it charges or is charged by a SLAANESH unit. However, you must add 1 to Morale rolls for this unit if it is within 3" of any SLAANESH units.

Assured Destruction: This unit rerolls wound rolls of 1 against monster and vehicle unit types until the end of the shooting phase.

Battle Focus: If this unit marches or runs in its Movement phase weapons (excluding Heavy weapons) are used as if the unit had remained stationary until the end of the shooting phase.

Burning Fist: This Exarch Ability is used at the beginning of the assault phase.

This model rerolls failed rolls to wound, furthermore, successful rolls to wound inflict mortal wounds, until the end of the assault phase.

Crack Shot: This Exarch Ability is used at the beginning of the shooting phase.

This model rerolls ranged attack rolls of 1 until the end of the shooting phase.

Edited by Wulf Vengis

+THE VENGIS ACCORDS+

Edition: 9

Version: 1.0

 

-BEGIN TRANSCRIPTION-

 

BLOODCLAWS PACK 150pts-250pts

Bloodclaw

M/WS/BS/S/T/W/A/Ld/Sv

6"/3+/4+/4/4/2/1/7/3+

Bloodclaw Pack Leader

M/WS/BS/S/T/W/A/Ld/Sv

6"/3+/4+/4/4/2/2/7/3+

Unit Type

Astartes, Bloodclaws, Imperium, Infantry, Space Wolves, Troops

 

Unit Composition

1 Blood Claw Pack Leader

4-14 Blood Claws

0-1 Wolf Guard Pack Leader OR Wolf Guard Terminator Pack Leader

 

Wargear

The Blood Claw Pack Leader and Blood Claws are equipped with the following: Astartes chainsword, bolt pistol, frag and krak grenades.

 

Options

The Bloodclaw pack leader may replace his Astartes chainsword with one of the following: Power Axe, Power Fist, or Power Sword.

The Bloodclaw pack leader may replace his bolt pistol with a Plasma Pistol.

One Bloodclaw may replace his bolt pistol with a plasma pistol.

One Bloodclaw may replace his bolt pistol with one of the following: Flamer, Meltagun, or Plasmagun.

10 Bloodclaws: One Bloodclaw may replace his Astartes chainsword with one of the following: Power Axe, Power Fist, or Power Sword.

15 bloodclaws: One additional Bloodclaw may replace his Astartes chainsword with one of the following: Power Axe, Power Fist, or Power Sword.

Dedicated Transport

This pack may be accompanied by one of the following Dedicated Transport vehicles: Drop Pod, Rhino, or Razorback.

This pack may be accompanied by a secondary transport vehicle if it numbers more than ten models.

 

Special Rules

Acute Senses: A unit with this special rule can see twice as far in the dark. Multiply their Night Fighting results by two (2d6x2+3).

Units with this special rule may reroll failed attack rolls when shooting at invisible units within 12inches.

Furthermore a unit benefiting from this rule rerolls missed attack rolls in melee combat against an invisible opponent.

Angels of Death: When disembarking from a transport that has moved, this unit may choose one of the following:

The unit may move and fire ranged weapons normally, but cannot assault enemy units this turn.

OR

This unit may move and assault normally, but cannot fire ranged weapons this turn.

Berserk Charge: This rule replaces Shock Assault. If this unit successfully charges an enemy unit each Bloodclaw receives +2 to his Attacks characteristic until the end of the turn.

Bolter Discipline: Models with this rule firing Rapid Fire bolt weapons make double the number of attacks if ANY of the following apply:

The firing model’s target is within half the weapon’s maximum range.

The firing model is INFANTRY and every model in its unit remained stationary during this turns Movement phase.

The firing model is a TERMINATOR, BIKER, CENTURION or DREADNOUGHT.

For the purposes of this ability, the following are considered Rapid Fire Bolt Weapons:

Bolt Rifle

Boltgun

Combi-Bolter

Hurricane Bolter

Marksman Bolt Carbine

Storm Bolter

Twin Boltgun

Combat Squads: If this unit numbers 10 or more models, it may be deployed as 2 units of no fewer than 5 models.

Headstrong: If this unit does not contain a Wolf Guard Pack Leader or an Independent Character it loses Objective Secured, furthermore, if there are any enemy units in assault range it must attempt to charge at least one of them.

Know No Fear: Whenever this unit takes a morale test, you can re-roll the dice one time, keeping the second roll.

Objective Secured: This unit is scoring when holding an objective.

Shock Assault: If this unit makes a charge move, is charged or performs a Heroic Intervention, add 1 to the Attacks characteristic of models in this unit until the end of the turn.

Edited by Wulf Vengis

+THE VENGIS ACCORDS+

Edition: 9

Version: 1.0

 

-BEGIN TRANSCRIPTION-

 

SPACE WOLVES UNIT TYPES

Astartes: Models with this unit type have the Angels of Death, Bolter Discipline, Know No Fear and Shock Assault special rules.

 

Space Wolves: Models with this unit type have the Acute Senses, Ancient Rivalry <Dark Angels>, <Great Company> Tactics and Hated Enemy <Thousand Sons> special rules.

 

SPACE WOLVES WARGEAR

 

SPACE WOLVES ARMOR

Power Armor: Models wearing power armour have a 3+ armor save.

 

SPACE WOLVES RANGED WEAPONS

Bolt Pistol

Range/Type/S/AP/D

12"/Pistol 1/4/0/1

Special Abilities

Bolt Weapon: On attack rolls of six this weapon deals 2 damage.

 

Frag Grenade

Range/Type/S/AP/D

Grenade/Grenade d6/3/0/1

Special

Grenade: This weapons range is equivalent to its users unmodified Strength.

 

Krak Grenade

Range/Type/S/AP/D

Grenade/ Grenade 1/ 6/ -1/ d3

Grenade: This weapons range is equivalent to its users unmodified Strength.

 

SPACE WOLVES MELEE WEAPONS

Astartes Chainsword

Range/Type/S/AP/D

melee/melee/user/0/1

Special Abilities

Wielder makes 1 extra attack with this weapon.

On attack rolls of six this weapon becomes AP-1.

 

-END TRANSCRIPTION-

Edited by Wulf Vengis

+THE VENGIS ACCORDS+

Edition: 9

Version: 1.0

 

-BEGIN TRANSCRIPTION-

 

CODEX SPACE WOLVES

 

01. Space Wolves Unit Types

Astartes: Models with this unit type have the Angels of Death, Bolter Discipline, Know No Fear and Shock Assault special rules.

 

Character: A model with this unit type is unique; an army list may not contain two of the same "character".

 

<Great Company>: Models with this unit type have special rules corresponding to their <great company>. (TBD)

<The Blackmanes>: Bloodclaw packs pay half the points cost for Drop Pod dedicated transports, excluding any upgrades.

Skyclaw and Swiftclaw packs have the Fast Attack and Troops unit types.

Bloodclaw, Skyclaw and Swiftclaw packs can reroll failed charge distances.

<13th Company>: (TBD)

 

Imperium: This model or units position on the Ally Chart.

 

Independent Character: This model may be deployed as part of another unit or on its own, furthermore this model may leave or join other units during its own movement phase.

 

Space Wolves: Models with this unit type have the Acute Senses, Ancient Rivalry <Dark Angels> and Hated Enemy <Thousand Sons> special rules.

 

-END TRANSCRIPTION-

Edited by Wulf Vengis

+THE VENGIS ACCORDS+

Edition: 9

Version: 1.0

 

-BEGIN TRANSCRIPTION-

 

CODEX SPACE WOLVES

 

02. Space Wolves Special Rules

Acute Senses: A unit with this special rule can see twice as far in the dark. Multiply their Night Fighting results by two (2d6x2+BS).

Units with this special rule may also reroll all failed to hit rolls when shooting at an invisible unit IF the target unit is no more than 12 inches away.

Furthermore a unit benefiting from this rule rerolls all to hit rolls in melee combat against an invisible opponent.

 

Ancient Rivalry <Dark Angels>: Models with this special rule reroll failed charge results against models with the unit type Dark Angels.

 

Angels of Death: When disembarking from a transport that has moved, this unit may choose one of the following:

The unit may move and fire ranged weapons normally, but cannot assault enemy units this turn.

OR

This unit may move and assault normally, but cannot fire ranged weapons this turn.

 

Berserk Charge: This rule supersedes Shock Assault. If this unit successfully charges an enemy unit each Bloodclaw receives +2 to his Attacks characteristic until the end of the turn.

 

Bolter Discipline: Models with this rule firing Rapid Fire bolt weapons make double the number of attacks if ANY of the following apply:

The firing model’s target is within half the weapon’s maximum range.

The firing model is INFANTRY and every model in its unit remained stationary during this turns Movement phase.

The firing model is a TERMINATOR, BIKER, CENTURION or DREADNOUGHT.

For the purposes of this ability, the following are considered Rapid Fire Bolt Weapons:

Bolt Rifle

Boltgun

Combi-Bolter

Hurricane Bolter

Marksman Bolt Carbine

Storm Bolter

Twin Boltgun

 

Combat Squads: If this unit numbers 10 or more models, it may be deployed as 2 units of no fewer than 5 models.

 

Hated Enemy <Thousand Sons>: Models with this special rule reroll attack rolls of 1 against models with the unit type Thousands Sons.

 

Headstrong: If this unit does not contain a Wolf Guard Pack Leader or an Independent Character it must attempt to charge at least one enemy unit within range.

 

Know No Fear: Whenever this unit takes a morale test, you can re-roll the dice one time, keeping the second roll.

 

Objective Secured: This unit is scoring when holding an objective.

 

Shock Assault: If this unit makes a charge move, is charged or performs a Heroic Intervention, add 1 to the Attacks characteristic of models in this unit until the end of the turn.

 

-END TRANSCRIPTION-

+THE VENGIS ACCORDS+

Edition: 9

Version: 1.0

 

-BEGIN TRANSCRIPTION-

 

CODEX SPACE WOLVES

 

03. Space Wolves Wargear

ARMOR

Power Armor: Models in power armor have a 3+ armor save.

 

Scout Armor: Models in scout armor have a 4+ armor save.

 

Terminator Armor: Models in terminator armor have the Terminator unit type and benefit from a 2+ armor save and a 5+ invulnerable save. Against plasma based weapons and psychic powers, a model in terminator armour receives a 4+ invulnerable save instead.

 

MELEE WEAPONS

Astartes Chainsword

Range/Type/S/AP/D

melee/melee/user/0/1

Special Abilities

Wielder makes 1 extra attack with this weapon.

On attack rolls of six this weapon becomes AP-1.

 

Frost Axe

Range/Type/S/AP/D

melee/melee/+2/-2/1

Special

Power Weapon: This weapon inflicts mortal wounds.

 

Frost Sword

Range/Type/S/AP/D

melee/melee/+1/-3/1

Special

Power Weapon: This weapon inflicts mortal wounds.

 

Power Axe

Range/Type/S/AP/D

melee/melee/+1/-2/1

Special

Power Weapon: This weapon inflicts mortal wounds.

 

Power Sword

Range/Type/S/AP/D

melee/melee/user/-3/1

Special

Power Weapon: This weapon inflicts mortal wounds.

 

Power Fist

Range/Type/S/AP/D

melee/melee/×2/-3/d3

Special Abilities

Attack rolls made with this weapon do so with -1 to the penalty to the die roll.

Power Weapon: This weapon inflicts mortal wounds.

 

Power Sword

Range/Type/S/AP/D

melee/melee/user/-3/1

Special

Power Weapon: This weapon inflicts mortal wounds.

 

Thunder Hammer

Range/Type/S/AP/D

melee/melee/×2/-3/3

Special Abilities

-1 on attack rolls with this weapon.

Models Wounded by this attack last in the next assault phase.

Power Weapon: This weapon inflicts mortal wounds.

 

Wolf Claw

Range/Type/S/AP/D

melee/melee/+1/-2/d3

Special Abilities

Re-roll failed wound rolls with this weapon.

Models armed with two wolf claws receive +1 attack.

Power Weapon: This weapon inflicts mortal wounds.

 

-END TRANSCRIPTION-

Edited by Wulf Vengis
  • 3 months later...

+THE VENGIS ACCORDS+

EDITION: 9

CODEX: Space Wolves

UNIT: Grey Hunters Pack

VERSION: 1.0

 

-BEGIN TRANSCRIPTION-

 

GREY HUNTERS PACK

 

Grey Hunter

M /WS /BS /S /T /W /A /Ld /Sv /Pts

6" / 3+ / 3+ / 4 / 4 / 2 / 1 / 7 / 3+ / 15pts

Grey Hunter Pack Leader

M /WS /BS /S /T /W /A /Ld /Sv /Pts

6" / 3+ / 3+ / 4 / 4 / 2 / 2 / 7 / 3+ / 15pts

Unit Type

Astartes, Grey Hunters, Imperium, Infantry, Space Wolves, Troops

 

Unit Composition

1 Grey Hunter Pack Leader

4-9 Grey Hunters

0-1 Wolf Guard Pack Leader

OR

0-1 Wolf Guard Terminator Pack Leader

 

Wargear

The Grey Hunter Pack Leader and Grey Hunters are equipped with the following:

Astartes Chainsword, Boltgun, Bolt Pistol, Frag Grenades, Krak Grenades and Power Armor.

 

Wargear Options

The Grey Hunter Pack Leader may replace his Astartes Chainsword With one of the following:

Power Axe

Power Fist

Power Sword

The Grey Hunter Pack Leader may replace his bolt pistol with a Plasma Pistol.

One Grey Hunter may take a Wolf Standard.

One Grey Hunter may replace his boltgun with one of the following:

Flamer

Meltagun

Plasma Gun

If there are 10 grey hunters in this pack a second grey hunter may replace his Boltgun with one of the following:

Flamer

Meltagun

Plasma Gun

Up to two Grey Hunters may replace their bolt pistol with a Plasma Pistol.

One Grey Hunter may replace his astartes chainsword with one of the following:

Power Axe

Power Fist

Power Sword

Dedicated Transport

Additionally this unit may be accompanied by a Dedicated Transport:

Drop Pod

Rhino

Razorback

Stormfang Gunship

Stormwolf

If the unit is broken into Combat Squads it may be accompanied by a second Dedicated Transport:

Drop Pod

Rhino

Razorback

Stormfang Gunship

Stormwolf

 

Special Rules

Acute Senses: A unit with this special rule can see twice as far in the dark. Multiply their Night Fighting results by two (2d6x2+BS).

Units with this special rule may also reroll all failed to hit rolls when shooting at an invisible unit IF the target unit is no more than 12 inches away.

Furthermore a unit benefiting from this rule rerolls all to hit rolls in melee combat against an invisible opponent.

Angels of Death: When disembarking from a transport that has moved, this unit may choose one of the following:

The unit may move and fire ranged weapons normally, but cannot assault enemy units this turn.

OR

This unit may move and assault normally, but cannot fire ranged weapons this turn.

Bolter Discipline: Models with this rule firing Rapid Fire BOLT weapons make double the number of attacks if ANY of the following apply:

The firing model’s target is within half the weapon’s maximum range.

The firing model is INFANTRY and every model in its unit remained stationary during this turns Movement phase.

The firing model is a TERMINATOR, BIKER, CENTURION or DREADNOUGHT.

For the purposes of this ability, the following are considered Rapid Fire

Bolt Weapons:

Bolt Rifle

Boltgun

Combi-Bolter

Hurricane Bolter

Marksman Bolt Carbine

Storm Bolter

Twin Boltgun

Combat Squads: If this unit numbers 10 or more models, it may be deployed as 2 units of no fewer than 5 models.

Know No Fear: Whenever this unit takes a morale test, you can re-roll the dice one time, keeping the second roll.

Objective Secured: This unit is scoring when holding an objective.

Shock Assault: If this unit makes a charge move, is charged or performs a Heroic Intervention, add 1 to the Attacks characteristic of models in this unit until the end of the turn.

Wolf Standard: Space Wolves units you control within 12 inches of a Wolf Standard reroll failed Morale checks.

 

-END TRANSCRIPTION-

Edited by Wulf Vengis

+THE VENGIS ACCORDS+

EDITION: 9

CODEX: Space Wolves

UNIT: Bloodclaws Pack

VERSION: 1.1

 

-BEGIN TRANSCRIPTION-

 

BLOODCLAWS PACK

 

Bloodclaw

M /WS /BS /S /T /W /A /Ld /Sv /Pts

6" / 3+ / 4+ / 4 / 4 / 2 / 1 / 7 / 3+ / 15pts

Bloodclaw Pack Leader

M /WS /BS /S /T /W /A /Ld /Sv /Pts

6" / 3+ / 4+ / 4 / 4 / 2 / 2 / 7 / 3+ / 15pts

Unit Type

Astartes, Bloodclaws, Imperium, Infantry, Space Wolves, Troops

 

Unit Composition

1 Blood Claw Pack Leader

4-14 Blood Claws

0-1 Wolf Guard Pack Leader

OR

0-1 Wolf Guard Terminator Pack Leader

 

Wargear

The Blood Claw Pack Leader and Blood Claws are equipped with the following: Astartes chainsword, bolt pistol, frag and krak grenades.

 

Options

The Bloodclaw pack leader may replace his Astartes chainsword with one of the following:

Power Axe

Power Fist

Power Sword

The Bloodclaw pack leader may replace his bolt pistol with a Plasma Pistol.

One Bloodclaw may replace his bolt pistol with a plasma pistol.

One Bloodclaw may replace his bolt pistol with one of the following:

Flamer

Meltagun

Plasmagun

10 Bloodclaws: One Bloodclaw may replace his Astartes chainsword with one of the following:

Power Axe

Power Fist

Power Sword

15 bloodclaws: One additional Bloodclaw may replace his Astartes chainsword with one of the following:

Power Axe

Power Fist

Power Sword

Dedicated Transport

Additionally this unit may be accompanied by a Dedicated Transport:

Drop Pod

Rhino

Razorback

Stormfang Gunship

Stormwolf

If the unit is broken into Combat Squads it may be accompanied by a second Dedicated Transport:

Drop Pod

Rhino

Razorback

Stormfang Gunship

Stormwolf

 

Special Rules

Acute Senses: A unit with this special rule can see twice as far in the dark. Multiply their Night Fighting results by two (2d6x2+BS).

Units with this special rule may reroll missed attack rolls when shooting at invisible units within 12inches.

Furthermore a unit benefiting from this rule rerolls missed attack rolls in melee combat against an invisible opponent.

Angels of Death: When disembarking from a transport that has moved, this unit may choose one of the following:

The unit may move and fire ranged weapons normally, but cannot assault enemy units this turn.

OR

This unit may move and assault normally, but cannot fire ranged weapons this turn.

Berserk Charge: This rule replaces Shock Assault when this unit makes a successful charge move. If this unit successfully charges an enemy unit each Bloodclaw receives +2 to his Attacks characteristic until the end of the turn.

Combat Squads: If this unit numbers 10 or more models, it may be deployed as 2 units of no fewer than 5 models.

Headstrong: If this unit does not contain a Wolf Guard Pack Leader or an Independent Character it loses Objective Secured, furthermore, if there are any enemy units in assault range it must attempt to charge at least one of them.

Know No Fear: Whenever this unit takes a morale test, you can re-roll the dice one time, keeping the second roll.

Objective Secured: This unit is scoring when holding an objective.

Shock Assault: If this unit makes a charge move, is charged or performs a Heroic Intervention, add 1 to the Attacks characteristic of models in this unit until the end of the turn.

 

-END TRANSCRIPTION-

Edited by Wulf Vengis

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