Sunday, 15 May 2016

Square-Grid Orks And Marines - The Stats


I fianlly dug out the notes I'd made on troop classifications for the square-grid Epic 40K game I played on our recent camping trip. Here they are.

Space Marines

Marine Commander - 5 Wounds, Ground, Assault Weapons, Veteran, Commander
Librarian - 3 Wounds, Ground, Psyker, Veteran
Marines - 10 Hits, Armoured, Ground, Tactical Weapons, Veteran
Land Raiders - 4 Armour, Ground, High-Force Weapons, Rapid Fire (Can transport Terminators)
Land Speeders - 3 Armour, Fast Skimmer, Support Weapons, Impetus
Terminators - 5 Hits, Heavy Armour, Ground, Power Assault Weapons, Veteran
Dreadnaughts - 2 Armour, Ground, Support Weapons, Overrun
Legion of the Damned - 10 Hits, Armoured, Fast Skimmer, Assault Weapons, Deep Strike, Berserk

Bad Moonz Orks

Ork Warlord - 5 Wounds, Ground, Power Assault Weapons, Warlord
Ork Warboss - 3 Wounds, Ground, Support Weapons, Veteran
Weirdboy Tower - 3 Armour, Ground, Psyker, Shield
Ork Boyz - 10 Hits, Light Armour, Ground, Tactical Weapons, Heavy Bolters
Tankz - 4 Armour, Ground, High-Force Weapons, Overrun
Stomper - 5 Armour, Ground, Power Assault Weapons, Blade
Battle-Wagon - 5 Armour, Ground, Support Weapons, Rapid Fire (Can transport Warlord)
Madboyz - 10 Hits, Light Armour, Fast Ground, Assault Weapons, Unstable

The abilities not in the original rules work as follows:

Berserk - In assault combat any scores of ‘6’ count as a hit, and are rerolled with the same chance of hit as before to see if additional hits are scored. Any scores of ‘6’ from the rerolls are rerolled and so on until no more sixes are scored.

Blade - +2D6 in assault combat against non-troops.

Commander - If you have a commander then you can decide which player wins initiative on a tie, the player acting as if they had that roll. If both sides have a Commander on the field then ties are rerolled as normal.

Heavy Bolters - +2D6 vs Troops in ranged combat

Rapid Fire - When firing ordnance or ranged, any scores of ‘6’ count as a hit, and are rerolled with the same chance of hit as before to see if additional hits are scored. Any scores of ‘6’ from the rerolls are rerolled and so on until no more sixes are scored

Shield - Once per game may ignore ALL hits from one attack.

Overrun - +2D6 in Assault combat vs Troops

Unstable - After D6 are rolled for combat, reroll any 6’s with a 5+ counting as an additional hit on the enemy unit, but any scores of 1 being treated as a hit on the firing unit (which cannot be blocked or saved).

Psychic - A psyker can roll up to six dice in either assault combat or ranged combat, or can indirectly target any square on the board adjacent to or containing a friendly unit with up to four dice. Sixes are rerolled as for Beserk. After the combat roll a D6 - if the score is less than the number of hits scored, then the Psyker takes one hit. For the purposes of this roll, count double the hits scored if the attack was indirect, or if the target square contains an enemy Psyker.

I will probably drop the indirect attack from the Psyker, as it seemed very deadly in the game. In addition, after creating lots of abilities by making more specific versions of the originals, I may look at reigning in my enthusiasm and drop some of them. I created more abilities to give the individual armies more character, but I am rather taken by the original author's idea of traits for the entire force. If those are used then two armies with similar, simple abilities on certain troop types still differ from each other in the trait assigned to their particular army. It's something I will have to investigate in future games.

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