This is a really quick and dirty concept inspired by a mix of Rogue Trader's original 40K pitch, GorkaMorka's stupid humour, the skirmish games of old like Necromunda, and of all things Age of Sigmar.
The design brief is to produce a 40K themed skirmish game you can play with only a few models that has a minimum of complex rules. Done more as a mental exercise than anything.
So, onwards!GAME STRUCTURE:
The game consists of multiple Rounds. A Round ends when every model has been activated and resolved all their actions.
Each model's actions within a round are referred to as a Turn. Models may move, shoot, charge and resolve combat within their own turn.UNIVERSAL RULES:
Unless stated otherwise, a roll of 1 is always a fail and a roll of 6 is always a success.
Players may measure at any time. Measuring does not commit you to an action.
All measurement between models is done base to base.
All measurement from movement is done from the same point of the base (ie: front to front, or back to back - NOT front to back!).
In the case of dispute, special rules on a model's card override rules given here. If that doesn't fix it, roll a D6 for it!STARTING A ROUND:
Both players roll a D6, re-rolling ties. The player who rolled highest may choose whether to go first or second. The player who goes first is the "Active Player".
The Active Player nominates one of his models that has not acted this Round. That model then performs their turn. The second player then becomes the Active Player. Each player alternates resolving a model's turn until one player has no models left to activate. When this happens, the other player continues to activate models and resolve their turns. When both players have no models left to activate the End Phase begins. After the End Phase a new Round starts and the process resumes.TURN SEQUENCE:
The Turn is composed of the following sequence: Compulsory Actions, Movement, Combat.Compulsory Actions:
These must be resolved before any other action.Movement:
A model not engaged in close combat may move up to their maximum movement value in inches. Models do not have to move. Moving may prevent them from using certain weapons or abilities. Models may move up and down climbable surfaces (such as ladders) a distance equal to their movement. example: a model with 6" of movement can move up to 6" horizontally and
climb up to 6" vertically in the same movement phase.Combat:
A model not engaged in close combat may fire on a single enemy target in range during the combat phase. A model engaged in close combat may resolve their close combat attacks in the combat phase. Combat is resolved by rolling a number of dice equal to the appropriate weapon's number of attacks. The roll required to hit is shown on the model's character card.SKILL CHECKS:
If a model is required to make a Skill Check (other than Ld) use the table below:
The following are universal compulsory actions that apply to all models.Standing Up:
A model that is Knocked Down at the start of their turn must stand up in the Compulsory Action phase. Models that Stand Up may only move up to 2" in the Movement Phase.Recovery Roll:
A model that is Knocked Out at the start of their turn must roll a D6. On a roll of 4+ they become Knocked Down and their turn ends immediately. On a roll of 1-3 they remain Knocked Out and their turn ends immediately.All Alone Check:
A model that begins their turn in close combat with two or more enemies that are not in base contact with any other friendly model must take a Leadership Test. If they fail they must immediately move their full movement value + D6" directly away from the enemy, or toward their own deployment zone if it is not clear which direction they should flee. The enemy models may each make one free close combat attack on the model as it tries to flee. If the movement would take the fleeing model off the board they are considered Out of Action.MOVEMENT:
Models may not end their turn within 1" of an enemy model unless charging (see below).Charging:
Models that end their turn in base contact with an enemy model are considered to have charged. A model that charges gains a +1 to hit with any close combat attacks made that turn.COMBAT:Choosing Weapons:
When making a ranged attack, models may only use one ranged weapon per turn. The exception are pistols; models with two pistols may fire both in the same turn.
When making a close combat attack, models may use either two one-handed weapons, or a single two-handed weapon.Weapon Skill:
Weapon Skill is a reflection of a model's overall combat ability. Models with a higher Ws find it easier to hit less skilled opponents!
A model making a close combat attack against an opponent whose Ws is lower than their own gets a +1 modifier to hit.
Weapon Skill is also used for Ws Checks for certain skills.Ballistic Skill:
Ballistic Skill (Bs) is a reflection of the character's shooting ability. It is used for certain skills.Injury Rolls:
A model that is hit and wounded by an attack and fails their saving throw loses 1 wound. A model that is reduced to 0 wounds must roll a D6 on the injury table below:
1-2 Knocked Down: the model is knocked to the ground. Place the model on its back. Knocked Down models may only move 2" in the movement phase and may not attack in the combat phase. Models that are Knocked Down count as being in cover if the target of a shooting attack.
3-4 Knocked Out: the model is temporarily rendered unconscious! Place the model face down. Knocked Out models may not take any actions at all and are automatically taken Out of Action if hit by a close combat attack. Models that are Knocked Out count as being in cover if the target of a shooting attack.
5-6 Out of Action: remove the model from the board. They play no further part in the game.Cover:
If there is an obstructed line of sight between a model making a shooting attack and his target, the target is considered to be in cover. Models that are in cover get a +1 bonus to their Saving Throw.
Players who feel that certain types of terrain shouldn't grant an armour bonus due to being too flimsy are encouraged to discuss this with the other player before the game. This is fine so long as both players know what to expect!Saving Throw:
When a model is wounded, the player who controls the model may make a saving throw. Various attacks and abilities modify saving throws. A positive modifier makes the save stronger, and a negative modifier makes the save weaker. eg: if a model has a 5+ save and is hit by an attack with a -1 Save Mod, the save is reduced to 6+. If the model received a +1 Save Mod, such as from cover, their save would increase to 4+.
Positive save mods are applied before negative ones. If a save is reduced below 6+ then no saving throw is made - it is assumed to automatically fail!
Note that a saving throw cannot increase beyond 2+ for any reason - ignore any bonuses that would increase a save beyond this point!THE END PHASE:
When all models have acted in a round, the End Phase occurs.
Each player adds up the total points value of all their models taken Out of Action. If the total is more than 50% of their team's total value they must nominate one of their models to take a Leadership Test (aka: a Rout Test). If the test is failed their team retreats from the battle and the other player wins!
If both players have to take a Rout Test, the player who has the least points remaining on the table rolls first. If they fail their opponent wins the game and doesn't have to take his own test - he wins through attrition! Huzzah!