I originally meant to do more with it, but it fell by the wayside, and the avalanche of releases over the past year discouraged me from really trying to make it comprehensive.
But I was recently contacted by Sjap, a reader from Amsterdam who had been working on his own version. He has a D&D blog which currently features the adventures of a hard-rockin', hard-partyin' pan-flute gnome rock (and rock gnome) band and if you're in the area and in the market for someone to poke your skin with needles to make pretty pictures, look for House of Tattoos in Amsterdam. He's a Dark Eldar player, so you might need to be careful once he has you on the table...
As a Dark Eldar player, he noticed that with the DE book, he pointed out that they have a warlord trait that should put warlord traits before night fight determination in the pre-game sequence. There are other warlord traits that influence that as well I believe, so certainly makes sense. Below is the version Sjap has been working on:
Pre-game1. Set up terrain2. Determine mission3. Place objectives4. Determine deployment map5. Roll off for table sides6. Generate warlord trait7. Generate Psychic Powers8. Night fight?9. Roll off. Winner decides who will deploy first and who will deploy second10. First player deploys11. Second player deploys12. Deploy infiltrators13. Scout moves14. The player that set up first can choose to take the first or second turn.15. Seize the initiative attempt
Forge the narrative
BEGIN OF TURNOwn turn: Draw tactical Objective card(s)?Reserves 3+ (auto arrive on turn 4).
Blood Tithe? (Daemonkin)
Power from Pain (Dark Eldar)
Instinctive Behavior? (Tyranids)
MOVEMENT PHASE
Begin of movement phase:One Eye Open?Units falling back take regroup tests before movingFlying Monstrous Creature change flight modes
Vector strike
Canoptek Spyder Scarab Hive: (Necrons)
End of phase:InterceptorGrounding tests, Blind tests, 25% casualties?
PSYCHIC PHASE
End of phase:Grounding tests, Blind tests, 25% casualties?SHOOTING PHASE
Begin of phase:
Warp Storm (Chaos Demons)During phase:Ask about jinking: yes/no?End of phase:Grounding tests, Blind tests, 25% casualties?ASSAULT PHASEStart of Assault Phase:
Possessed mutations (CSM)Spawn mutations...(CSM)Start of Fight sub phase.Issue/accept/refuse challenges(Own Fight sub-phase): Glorious Intervention?
Fear testsJet Pack thrust movesEldar/Dark Eldar jetbike move
End of phase:Grounding tests, Blind tests, 25% casualties?
END OF TURN
Each player turn: Soul BlazeOwn turn: IWND
Own turn: Regenerate (Tyranids)
End of Own turn: Stand up go to grounders.
End of each player turn: Sabotage. (Mysterious Objective).Own Turn: Discard Tactical card
Turn 5 variable game length continues on 3+, Turn 6 continues on 4+, Turn 7 auto ends
Forge the narrative
The "Forge the narrative" bit at the end is a reminder to create a story with the game.
I hope that it proves useful to some readers!
Dear god 40k has gotten hellishly complex!
ReplyDeleteThanks Jim for posting this list. It's way less thorough than yours, but I shamelessly stole a lot of your findings and incorporated them.
ReplyDeleteI am asking everybody to improve it with their army specific and phase specific rules, in order to create a master document which help you and your opponent remember everything. Have fun.