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7heSama

40k Draft Rules v1.0

Aug 27th, 2014
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  1. 40k Skirmish Draft mode
  2. 4-500 requisition points, 6x4 feet board
  3. Both players start w/ 0 initiative points
  4.  
  5. Drafting
  6. -One player may volunteer to pick first, which gives them +1 initiative; if neither or both volunteer, decide randomly (and give no initiative points).
  7. -They choose a single unit to draft and declare it's force slot (HQ, troops, etc).
  8. -Alternate drafting until one player decides they have all the units they want. Once they pass in this way, they cannot add any additional models to their force*; they may however add additional wargear once their opponent is done drafting.
  9. -Their opponent continues drafting units (still declaring each one's force org slot) until they too have all they want. At this point both players may spend their remaining points on wargear however they choose.
  10. -Players may take up to an additional 10 points of wargear; however if they do so, their opponent is granted an additional initiative point.
  11.  
  12. *Dedicated transports, Tau drones, and Imperial servitors may be added.
  13. *Additionally, Tau players may not take SI systems during the Wargear phase.
  14. *Only one named special character per player can be taken.
  15.  
  16. Notes on Force Org:
  17. -Each player is required to take one Troops unit.
  18. -They may take up to an additional two Troops, one HQ, one Elites, one Fast Attack, one Heavy Support, and one swing slot (Elites, FA, or Heavy Support).
  19. -Vehicles may not have more than 33 armor.
  20. -Monstrous creatures are not allowed.
  21. -Creatures may not have more than 2 wounds.
  22. -Weapons may not have more than 8 strength.
  23.  
  24. Setup
  25. -Players alternate picking terrain pieces until both are satisfied. Then, players alternate deploying terrain pieces; on their turn they may place an unused piece on the table, or move (but not remove) any single already-placed piece.
  26. -Randomly determine table sides.
  27. -Roll a d6. On odds, the table is oriented horizontally; evens, vertically.
  28. -One player may volunteer to deploy first, which nets them one final initiative point; if neither or both volunteer, decide randomly (and again, give no initiative points).
  29. -They deploy one unit. This first unit must be a troops or FA unit. It must be on their side of the table; no models may be closer than 12 inches to the center point; no models may be further than two feet from the center point.
  30. -The player deploying second follows the same placement as first player, with the additional requirement that their unit be in the opposite quadrant (ie, if P1 has deployed in the top left to P2's perspective, P2 must deploy in the bottom right).
  31. -The first player must then place another non-HQ unit in their quadrant, or following the Infiltrate rules if applicable.
  32. -Second player places another unit following the above restrictions.
  33. -If one player has more total units than the other, they may places one more Troops unit following the above location restrictions.
  34. -Take scout moves.
  35.  
  36. Gameplay
  37. -Order of play in the first round is determined by each player rolling 2d6 and adding their Initiative bonus. Ties re-roll (again adding Initiative). Winner chooses to go first or second.
  38. -In subsequent turns, if one player has less total units than the other, they go first. In the event of a tie, follow the same order as the last turn.
  39. -Outflankers may choose to deploy on either of the sides bordering their quadrant, or roll for one of the opposite sides.
  40. -Starting at the end of turn 3, both players simultaneously roll a d6. If both receive a 4+, the game ends. On turn 4, roll 3+. Etc. The game ends automatically at the end of turn 6.
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