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Found 6 results

  1. Hostile Battlefields A Set of House Rules By Barry Morganti Version 3.0 Special Thanks: PumpkinHead So someone said something supremely unwise the other day when I mentioned some old house rules I'd cooked up for much earlier editions. And I quote: "Wow That sounds like a great Idea. You should update them." And that naive soul is who you have to thank for the return of these nightmarish modifiers. Welcome to the Hostile Battlefields of the 41st millennium. Grab a D6 and see what trouble you'll find yourself in.... The Chart of Pain Vacuum-packed Mayhem Extremely Hostile Environment Rumble On The Bayou Storm Warning Tunnel Fighting Land of Mist & Shadow Vacuum-packed Mayhem Examples: Moons, Space Ship hulls & wrecks, Space Station Exteriors Moonwalkin': When a unit moves it may add 1d3 to its Mv Value OR ignore the -1 BS penalty for heavy weapons Cold Hard Void: Against units with the Infantry keyword any weapon with -1AP or better may reroll wounds. In Space There Is No Up Or Down: All players may have 1d3 units may enter play via deep strike. Extremely Hostile Environment Examples: Acid swamps, Magma Fields, Unstable Spacehulks Volatile Terrain: Roll 1d6 for each unit that moves in the move phase and each unit that charges in the assault phase. on a roll of 1 the unit suffers 1d3 mortal wounds. Distractions & Debris: All ranged attacks are resolved at -1 BS to a minimum of 5+. Ever Changing Landscape: For each piece of area terrain & blocking terrain on the table roll 1d6 at the start of round 3. On a 1 swap that feature with another of the opposite type. I.E Blocking becomes area, and vice versa. Units in area terrain that changes type are treated as exiting a transport and suffer 1d3 mortal wounds. Rumble On The Bayou Examples: Swamps, Sumps, Corps Starch Processing Fields An Unpleasant Situation: All area terrain is clear terrain and all clear terrain is area terrain. Up To Your Chest In It: Units in area terrain ALWAYS receive +1 to their armor saves & a minimum save of 6+. This cannot be negated. Slow Going: Units that advance must roll 2d6 and take the lowest. Charging units roll 3d6 and take the lowest. Storm Warning Examples: Blizzards, Sand Storms, Monsoons Can't See A Damn Thing: All ranged weapons suffer a -6 inch range penalty. Minimum range 12 inchs. Where The Boss?: Characters reduce the range of special abilities by 2 inchs. Trying To Stay Upright: Units cannot make more attacks than the number in their base profile. Tunnel Fighting Examples: Ship Interiors, Caves, Compact Hive Cities Yup That's The Roof: ALL attacks must have line of sight to their intended target. Someone Get Chad: Each player gets 3+1d3 Door/Barricade Tokens Which are ether Small(1-2 inchs across) or Large(up to 6 inchs) They then take turns placing doors.The tokens block movement and LOS and can be removed with a successful Melee attack if S 5 or higher or if the unit attempting the removal action has grenades of some kind. Transporter Mishaps: Deep Striking units roll 1d6 per figure in the unit on a 1 that figure takes 1d3 mortal wounds. Land of Mist & Shadow Examples: Misty Moors, Dense Jungles, Anywhere REALLY Dark Easy To Get Lost: Units in reserve must subtract 1 from their Reserve Roll. How'd We Get Here?: Assign a number from 2 to 5 to each table edge when deploying reserves then roll 1d6. The unit arrives on the designated edge on a roll of 2-5. On a 1 the opponent places the unit, on a 6 the deploying player may choose an edge freely. Unseen Things: Roll 2d6 for each unit in play and reserve excluding units with the Character keyword. On a roll of 2 the unit suffers 1d6 mortal wounds. Urbes Mortis A Hostile Battlefields Expansion The concept of this little add on is simply Urban Warfare 8th Edition without going over board. It doesn't have to be used with The Chart of Pain but it'll really spice things up. Big Changes: Terrain Terrain is now broken down into the following types: Impassable Ground Impassable Structure Light Cover Heavy Cover Impassable Ground: The terrain cannot be crossed by units that lack the Fly keyword and dose not block line of sight. Examples: Pits, Molten Hot Craters, Chemical Spills Impassable Structure: The terrain is blocks line of sight and cannot be moved through. Examples: Monuments, Large Wrecked Vehicles, Plasma Reactors Light Cover: This area terrain provides a cover bonus of +1 to any unit that has at least 75% of its models occupying it. Examples: Ruins, Hastily Built Barricades, Fox Holes & Sandbags Heavy Cover: This area terrain provides a cover bonus of +2 to any unit that has at least 75% of its models occupying it. Examples: Fortified Ruins, Solidly Built Barricades, Fortified Trenches Buildings A number of buildings will be placed on the table as determined by the Urban Density chart and their stats will be decided by the Structural Integrity Chart. These structures may have objective markers placed on them in the appropriate mission types and treat the unit occupying the building as holding the objective. As buildings function largely the same way as transports and bastions any unit occupying a building may not be fired upon unless the attacker is firing a flamer weapon in which case it is assumed that the weapon rolled maximum number of hits. Assaulting units in buildings is also possible. Units can be forced out of a building with an assault if the defenders lose sufficient numbers and fail their Morale Test. The defenders are forced out and the attacker takes their place. The units are no longer in hand to hand after the fight phase regardless of the outcome. Urban Density Chart 1-2 /===/2 3-4 /===/4 5-6 /===/6 Structural Integrity Chart 1 Unstable 2-5 Solid 6 Sturdy Building Stats Unstable Building T/6 W/10+d6 Sv./4+ 8+d6 Fire Points Solid Building T/7 W/12+d6 Sv./4+ 10 Fire Points Sturdy Building T/8 W/14+d6 Sv./+3 8 Fire Points
  2. Okay so I'm in the process of building an Adeptus mechanicus with guard list. I know that to get a single relic you set your warlord from the proper faction. My spark of insight is can I then use the corresponding stratagem from the other list? Ie warlord is from guard so I take the out flank dagger, can I then use the single CP mechanicus stratagem archeotech specialists (assuming I have the detachment for access) to take one mechanicus relic? Stratagem says one extra, so zero plus one is one right? I don't see any mention of needing to be able to take one first... I'll be using it opposite more likely but don't have the Astra Militarum book yet. I want a mechanicus warlord trait but an Astra Militarum relic one CP could be worth the trade off...
  3. Okay so I'm in the process of building an Adeptus mechanicus with guard list. I know that to get a single relic you set your warlord from the proper faction. My spark of insight is can I them use the corresponding stratagem from the other list? Ie warlord is from guard so I take the out flank dagger, can I then use the single CP mechanicus stratagem archeotech specialists (assuming I have the detachment for access) to take one mechanicus relic? Stratagem says one extra, so zero plus one is one right? I don't see any mention of needing to be able to take one first... I'll be using it opposite more likely but don't habe the Astra mechanicus book yet. I want a mechanicus warlord trait but an Astra Militarum relic one CP could be worth the trade off...
  4. Raindog

    Full Auto. L2

    Per Carlos, Full Auto, L2 is +1 burst, and -3 to shoot against in the active phase.
  5. From our good friend, Adam: Camo Tactics
  6. This thread will serve as the defacto ruling on game questions going into the OFCC Fantasy Open. Please ask your questions in this thread and the ruling will be given. If a FAQ from Games Workshop comes out that contradicts the answer in this thread then the Games Workshop ruling supersedes this answer. These FAQ answers are also subject to change provided new rules or errata arises. Please check back often if you have a rules question. Frequently Asked Questions and Rulings: 1. Are Wood Elves allowed to have more than one unit with enchanted arrows of the same type? - Yes, multiple Wood Elf units may select the same Enchanted Arrow upgrade. e.g. You may have 3 units of Glade Guard with Trueflight Arrows. 2. Do the units that have the Predatory Fighter special army rule gain the additional attacks from the Predatory Fighter special rule if they are making supporting attacks? - No, the BRB states "he can only ever make a single Attack, regardless of the number of Attacks on his profile, or any bonus Attacks he might otherwise be entitled to because of special rules or other unusual benefits." Roll your front rank first then the Predatory Fighter attacks generated then roll your supporting ranks afterwards. 3. The Waystalker character in the Wood Elf army book has two hand weapons. If he is given a Bow of Loren magical weapon, how many shots does he fire? - The Waystalker with the Bow of Loren magical weapon will fire 2 shots if firing shots with the Aimed Shot or 2 shots if using Fast Shot option as Multiple Shots (2) can not be conveyed twice. 4. How does the Lore of Vampires spell, the Invocation of Nehek, function when cast on a unit of Hexwraiths. - The spell will resurrect 1 Hexwraith model. The Games Workshop FAQ/Errata for Vampire Counts answer this question when dealing with Blood Knights where they say a Vampiric unit may never gain more than one wound. We will follow that line of thinking and say the same for an ethereal unit. *edit ruling change 6/5/2014.
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