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Starting squad Laws Immutable laws - if broken confer 25 points to the opponent All members must be chosen from

the same codex or descendant codices. (same faction) All members must have only one wound and the unit may not include any vehicles. No member of the unit may have a 2+ save of any kind. The unit may only include one weapon with either a heavy or template characteristic. A weapon that has multiple ammunition types, such as a rocket launcher, must choose one ammunition type only, to begin with. (In the case of imperial factions, Krak or Frag). No member my have the ability to use psychic powers Only weapons available to the unit from the codex entry may be bought. Bikes/Jet bikes/Anit-grav platforms may not be taken by the unit. Total of 150 points to spend on the unit including upgrades and war gear. No more than 10 members in a squad.

Mutable laws If broken confer 10 points to the opponent All members of the team must be from the same codex entry. All members must come from the troop section of the respective codex. Any upgrades for the a character may not total up to more than 15 points. (up grade cost come from the codex, and weapons etc. come from the war gear list) No special weapon may be over strength 7 or fires 2 shots per turn.

All players must declare any laws they break before the beginning of their first game. This is to allow all other players the chance to add these points to his T-EXP pot. Note: No team may exceed the 150 point limit set down, but they may be below this. Any points left over are put in the T-EXP pot. Team skills and experience

To represent the growth and expansion of the unit over the course of its life each game brings a chance for them to prove their mettle and gain experience. Team Experience (T-EXP) This experience is earned over the course of games. Each game played brings the team more experience and more chances to boost the amount they gain.

The team can earn T-EXP by: Winning a game = 10 points Drawing a game = 5 points Loosing a game = 0 points A notable achievement agreed on by both players = variable points

Uses for T-EXP A major use for team experience is to add more characters to the team. Once again the points cost of the new recruit will come from the codex (at stage 1). But, as your team become more famous it will be more difficult to find characters that are willing to join your gang of desperados. To represent this, the cost of each new team member added (over 10 men) will cost a few more points. Man in the team Added cost (percentag e of original points cost) 11th 12th 13th 14th 15th 16th 20% 40% 60% 80% 100% 120% For every kill a character makes he gains 5 points for the team pot. Once he has gathered enough points there are a few options that can be taken. They are as follows: Spend the points on an attribute. Points cost given in the war gear section. Expend points on a piece of war gear. This war gear must be chosen from the war gear list. Save the points for later.

17th 18th 19th 20th

140% 160% 180% 200%

Rules Movement The rules are described in the Warhammer 40,000 rule book, except the 2 unit coherency rule no longer applies. Each character is free to move as he likes in this respect. Deployment All member must deploy on the ground! Movement onto and through buildings To move up a level, a character must be able to move 3. To move over or around in ruined buildings or rubble a character must take a difficult terrain test. Shooting As described in the Warhammer 40,000 rule book. Fight or Flight test When a character is shot at (any shots that hit) if he doesnt die he must take a leadership test to see if he stays in the fire fight that has just broken out. If he fails this leadership test then he runs back towards his starting location. Once failed he moves back D6. This test is taken at the start of the owning players turn, before movement. Once the character has fallen back the distance rolled for he will automatically regroup but during this turn his actions are limited. He may only move his normal movement and may not shoot or assault this turn. Combat As described in the Warhammer 40,000 rule book. The only change to combat is that if the character charges he gets to hit first if the target is not facing him, else its down to initiative. On the charge, a character may only ever attempt to include an enemy model in combat for each attack he has. After that, any character may enter an existing combat, but he will never get his charge bonus for this assault move.

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