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PLANETSTRIKE 7 ed

 
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PLAYING A GAME OF PLANETSTRIKE




This appendix presents new rules that you can use to explore the kinds of missions that revolve around planetary assaults. These will illustrate the different sorts of tactics used to attack and defend a planet from orbital invasion, and they will provide new tests of your ability as a commander. Tried and trusted strategies will need to be rethought in the face of new challenges, and you will need to think outside the box in order to secure victory.
In addition to presenting all the rules and stratagems you will need to play a game of Planetstrike, you will also find in this appendix a mission Planetfal
exemplifies the cinematic style of a Planetstrike game.

THE ARMIES

In a Planetstrike mission, one player is pitted in the role of Attacker and one as the Defender. As with any game that pits players in asymmetric roles, we recommend replaying the mission, but switching Attacker and Defender around to test out a different set of tactics on the battlefield.
It is also worth arranging to play a Planetstrike mission in advance so you can both prepare your forces; the Attacker and Defender in Planetstrike can take different compositions of forces to reflect the warriors they will require to secure victory in their designated role. The Attacker will spearhead his invasion with his swiftest and most veteran forces whilst the Defender mans the defences with every warrior he can muster and prepares to engage inbound enemies with his biggest guns. Both forces will be marshalled into battle by their bravest commanders, either to lead the invading forces in a brutal planetary assault, or to stand defiantly against them. If you are playing a Planetstrike Mission, you can choose to use the Planetstrike Attacker or Defender Detachments (if you are the Attacker or Defender respectively), when selecting your armies.

FORTIFICATIONS IN PLANETSTRIKE

When playing a Planetstrike mission, neither the Attacker nor the Defender can purchase fortifications as part of their army. Instead, the players (typically just the Defender) will place fortifications on the battlefield as described in The Battlefield section of the mission you are playing.

PLANETSTRIKE BATTLEFIELDSAND DEPLOYMENT

Instructions for creating Planetstrike battlefields and deploying your forces are included in the Planetstrike missions themselves; you should use these rules instead of those found in Warhammer 40,000: The Rules.


WARLORD TRAITS

When you determine your Warlord Trait, you can choose to roll on the appropriate Planetstrike table instead of those normally available to your Warlord.


PLANETSTRIKE STRATAGEMS

After you have determined your Warlord Trait, you may then select your Planetstrikestratagems. These represent dirty tricks, cunning tactics, fiendish traps and special attacks. Some missions specify the stratagems that the Attacker and Defender have, but typically each player has a number of Stratagem Points to purchase stratagems of their
choice. Some stratagems give a small tactical advantage and are only worth a single point, whilst others represent vast expenditures of resources and are worth several
points. The stratagems and/or Stratagem Points each player has will be stated in the Planetstrike mission itself. You do not need to spend all (or any) of your Stratagem Points, but you cannot spend more than your total.
The Attacker and Defender stratagems can be found later in this section. Each stratagem can only be chosen once.


OBJECTIVE MARKERS IN PLANETSTRIKE

If an Objective Marker is placed on a building’s battlements in a Planetstrike Mission,
you control that Objective Marker if there is at least one model from one of your scoring units – and no models from enemy scoring units – within 3" of that Objective Marker, embarked inside that building or in base contact with that building (even if the building has suffered a Total Collapse result).


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Attacker Detachment

COMPULSORY
1 HQ
OPTIONAL
2 HQ
6 Troops
6 Elites
6 Fast Attack
3 Heavy Support


RESTRICTIONS

All units chosen must have the same Faction.

COMMAND BENEFITS
Ideal Mission Commander: You can re-roll the result on the Planetstrike Attacker Warlord Trait table.
Invading Battle Force: Once, in each of your turns, you can choose one unit beforemaking any Reserve Rolls. You can choose to pass or fail the Reserve Roll for that unitautomatically (it must still arrive on the fourth turn).
Offensive Strategy: If this is your Primary Detachment, you have +1 Stratagem Pointto spend when selecting Planetstrike stratagems.

Defender Detachment

COMPULSORY
1 HQ
OPTIONAL
2 HQ
9 Troops
3 Elites
3 Fast Attack
6 Heavy Support


RESTRICTIONS
All units chosen must have the same Faction.

COMMAND BENEFITS
Ideal Mission Commander: You can re-roll the result on the Planetstrike Defender Warlord Trait table.
Defending Battle Force: Once, in each of your turns, you can choose one unit before making any Reserve Rolls. You can choose to pass or fail the Reserve Roll for that unit automatically (it must still arrive on the fourth turn).
Defensive Strategy: If this is your Primary Detachment, you have +1 Stratagem Point to spend when selecting Planetstrike stratagems.


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PLANETSTRIKE MISSION SPECIAL RULES

A Planetstrike mission uses additional mission special rules as well as those found inWarhammer 40,000: The Rules.

FIRESTORM

If the mission has the Firestorm special rule, the Attacker makes Firestorm Attacks at the start of his first turn. This is treated as an additional, out of sequence Shooting phase. The number of Firestorm Attacks the Attacker can make will be stated in the Planetstrike mission itself. Each Firestorm Attack is completely resolved, one at a time, using the following profile:

Range N/A S9 Ap3
Ordnance 1
Barrage
Large Blast
Orbital Attack
Warpscape


Orbital Attack: These attacks can target any point on the tabletop.

Warscape: If this attack’s blast marker does not hit any models or terrain, theAttacker can choose to place a single Moonscape crater (see Warhammer 40,000: The Rules) on the battlefield, centred on the blast marker’s hole.

PLANETARY ASSAULT

If a mission has the Planetary Assault special rule, the Attacker uses the Reserves rules from Warhammer 40,000: The Rules with the following modification.
Instead of making Reserve Rolls from the start of his second turn, the Attacker makes Reserve Rolls from the start of his first turn.

SHOCK TACTICS

If a mission has the Shock Tactics special rule, all of the Attacker’s units that have theDeep Strike special rule and deploy via Deep Strike can charge in the same turn thatthey arrive from Reserves.
All of the Attacker’s Infantry, Jetbikes and Skimmer units that do not already have theDeep Strike special rule gain the Deep Strike special rule. These units cannot charge in the same turn they arrive from Reserves.
All the Attacker’s other units arrive from Reserves as described in Warhammer 40,000: The Rules. These units cannot charge in the same turn they arrive from Reserves.
Units that disembark from a Transport cannot charge in the same turn they arrived from Reserves, even if they or their Transport have the Deep Strike special rule.
Units arriving by Outflank do so normally, as described in Warhammer 40,000: The Rules.

SCRAMBLE!

If a mission has the Scramble! special rule, the Defender uses the Reserves rules fromWarhammer 40,000: The Rules with the following modifications:Instead of making Reserve Rolls from the start of his second turn, the Defender makes Reserve Rolls from the start of his first turn. The Defender rolls a D6 for each of his units that arrives from Reserves and consults the chart below to see which table edge the unit will arrive from:

D6 Result
1-2 The unit moves onto the table from the Defender’s table edge.
3-4 The unit moves onto the table from the table edge to the left or right of theAttacker’s table edge (Defender’s choice).
5-6 The unit moves onto the table from the Attacker’s table edge.



Units that are arriving by Deep Strike or Outflank instead deploy using their special rules, as described in Warhammer 40,000: The Rules.


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PLANETSTRIKE ATTACKER WARLORD TRAITS


D6 WARLORD TRAIT

1. Siege Breaker: Your Warlord, and the unit he is with, re-roll failed chargerolls when charging buildings or gun emplacements.

2. Burner of Worlds: You can make one additional Firestorm Attack.

3. Fortress Destroyer: Your Warlord, and all of his shooting attacks, have theArmourbane special rule.

4. Master of Timing: Your Warlord, and the unit he is with, can choose to reroll any of their Reserve Rolls (whether they pass or fail).

5. Lord of Precision: Friendly units that Deep Strike within 12" of your
Warlord roll one fewer D6 than normal (to a minimum of 1D6) when determininghow far they scatter. Your Warlord must already be on the table at the start of theturn for this Warlord Trait to be used.

6. Strategic Attacker: You have +1 Stratagem Point to spend when selecting stratagems.


PLANETSTRIKE DEFENDER WARLORD TRAITS

D6 WARLORD TRAIT

1. Protector of Worlds: All friendly units within 12" of your Warlord have the Stubborn special rule.

2. Fortress Commander: Whilst your Warlord is embarked inside a building,all rolls made against that building on the Building Damage table suffer a -1 penalty (to a minimum of 1). This is cumulative with any other modifiers.

3. Lord of the Ambush: Your Warlord, and the unit he is with, have the Acute Senses special rule.

4. Prescient Defender: All of your Warlord’s ranged weapons, and all of the ranged weapons of the unit he is with, have the Interceptor special rule.

5. Counterfire Master: Your Warlord, and all friendly units within 12", re-roll failed To Hit rolls when making Overwatch shots.

6. Strategic Defender: You have +1 Stratagem Point to spend when selecting stratagems.



ATTACKER STRATAGEMS


HIGH YIELD FIRESTORM

4 Stratagem Points
This stratagem is used before you resolve your Firestorm Attacks. Your Firestorm
Attacks are resolved at Strength 10 and AP2, rather than Strength 9 and AP3.

PLANETQUAKE BOMB

2 Stratagem Points
This stratagem is used at the start of one of your Movement phases. All fortificationson the table that are buildings or gun emplacements immediately suffer a singleStrength 10 AP- hit. In addition, all models (friend or foe) treat open ground as difficultterrain until the end of your next turn.

GREMLIN CURSE
2 Stratagem Points
This stratagem is used at the start of one of the Defender’s turns. All fortifications andgun emplacements on the table (no matter who is controlling them) can only fire Snap Shots until the start of the Defender’s next turn.

SCORCHED SKIES
3 Stratagem Points
This stratagem is used before you resolve your Firestorm Attacks. You make an additional D3 Firestorm Attacks.

LASERBURN
3 Stratagem Points
This stratagem is used at the start of one of your Shooting phases. Nominate one point anywhere on the battlefield, and a second within 8" of the first. Scatter both points D6", then draw a straight line (considered to be 1mm thick) between them. Each unit (friend or foe) under the line suffers a number of Strength 10 AP1 hits which are Randomly Allocated. The number of hits a unit suffers is equal to the number of models from that unit that are under the line. Vehicles are hit on their side armour.

GROUND OBSERVER
2 Stratagem Points
This stratagem is used before resolving your Firestorm Attacks. You can re-roll the scatter dice when making Firestorm Attacks.

HEAVY DUTY DROP
2 Stratagem Points
This stratagem is used before you make Reserve Rolls on your first turn. Select up to 3vehicles and/or Monstrous Creatures (not including Flyers or Flying Monstrous Creatures) that do not have the Deep Strike special rule. The chosen units can deploy from Deep Strike, but cannot charge in the same turn that they arrive from Reserves.

DAWN ASSAULT
1 Stratagem Point
This stratagem is used before resolving your Firestorm Attacks. The Night Fighting rules are used until the start of the Attacker’s second turn.

DESPERATE LAST PUSH
1 Stratagem Point
This stratagem is used at the end of Turn Six. If the mission uses Variable Game Length, you may choose to re-roll the D6 that determines if the game ends or continues.


DEFENDER STRATAGEMS

RAPID REINFORCEMENTS
1 Stratagem Points
This stratagem is used at the start of one of your turns, before any Reserve Rolls are made. Select up to 3 of your units that are still in Reserve. These units will automatically arrive from Reserves this turn.

KRAK MINES
2 Stratagem Points
This stratagem is used at the start of one of the Attacker’s turns, before any Reserve Rolls are made. Roll a D6 each time an Attacking unit arrives from Reserves by Deep Strike this turn and has been placed on the table: on a 4+ that unit immediately suffers D6 Strength 6 AP4 hits. Vehicles are hit on their side armour. Wounds are allocated by the controlling player.

FOXHOLES
2 Stratagem Points
This stratagem is used before the Attacker resolves his Firestorm Attacks. All of yournon-vehicle, non-Monstrous Creature models gain a 5+ cover save until the start of theAttacker’s Movement phase.

JAMMERS
3 Stratagem Points
This stratagem is used at the start of one of the Attacker’s turns, before any ReserveRolls are made. Until the end of that turn, the Attacker must roll an additional D6 for scatter distance each time one of his units arrives from Deep Strike Reserve (a unit that rolls a Hit still will not scatter).

AMMUNITION STORES
2 Stratagem Points
This stratagem is used at the start of one of your Shooting phases. Until the end of that phase, all emplaced weapons and gun emplacements on the table have the Twin-linked special rule.

DIRECTIONAL VOID SHIELDS
3 Stratagem PointsThis stratagem is used before the Attacker resolves his Firestorm Attacks. All of your fortifications and gun emplacements gain 4+ invulnerable save until the start of the Attacker’s Movement phase.

DROP ZONE DENIAL
2 Stratagem Points
This stratagem is used at the start of the Attacker’s first turn, before any Reserve Rolls are made. For the duration of the game, roll a D6 each time one of the Attacker’s units arrives from Reserves and is about to move onto the table from the Attacker’s table edge: on a 4+, the Defender may select a point on any table edge – that unit must moveonto the table from that point instead.

FORTIFIED STRONGHOLD
4 Stratagem Points
This stratagem is used before the Attacker resolves his Firestorm Attacks. Select a single building. That building’s Armour Value is increased by 1 on each facing (to a maximum of 15) for the remainder of the battle.

DEFIANT TO THE END
1 Stratagem Point
This stratagem is used at the end of Turn Five. If the mission uses Variable Game Length, you may choose to re-roll the D6 that determines if the game ends or continues.


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