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Betrayal at Calth
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==The Game== The game works as a mix between a board game and legit 40K. It's split into three phases for each turn. It also works using specialized dice: Two sides have crosshairs (meaning hits), one has a skull (making it a Critical hit, or a hit with bonus effects), and a side with a helix (for shielding). The last side is then left blank. The game board uses hexes for spaces, making sure that there's a structure as to where everyone is. #'''Initiative Phase:''' Both players have to roll three dice, and the guy with more hits gets to go first. The issue with this means that an entire game can be fucked over for the other guy just because you roll like shit. #'''Ready Phase:''' Each player grabs a card from the Command Deck and every unit gains 2 Tactical Points to use for actions. #'''Action Phase:''' This is where shit happens. All of it. * Advance: Your model moves to a nearby hex as long as it's not blocked off by debris or doors. ** If you end up next to an enemy, you're automatically pinned. You now can only use Advance, Assault, or Consolidate. * Run: Your model runs to a place two hexes over. * Consolidate: It's like Advance, but your model can move into a hex occupied by a friendly unit, merging the units, or split up a unit so you can cover more ground. Each splitting member also gets to become a new unit unto itself. * Assault: Your unit can attack any model within a hex from it. After the attack is resolved, the enemy can counter-attack without spending a Tactical Point if they have anything left. If nothing remains or they retreated, then the unit can move to another hex for free. ** Attacking in melee involves adding up the assault value of the attacking unit with any weapon bonuses and rolling that many dice. The opponent then has to roll for armour, with each shield removing a point of damage. Whatever remains is now inflicted on your enemy's unit. ** Retreat!: If you feel that shit's gotten too real and you lost more than the enemy, you can retreat. Your unit now has to move one hex away from the attacker. However, if any model can't move away, then they have to make a Last Stand: That model has to roll a die, if a shield is rolled, then it stays and loses its Tactical Points, but otherwise it dies. * Shoot: You take the Shoot Values of every gun equipped and roll that many dice at any unit you can see. So long as you can draw a line of sight from the centre of your unit's hex to the centre of the target's hex, then you got a clean shot. Otherwise, you need to make an Obscured Shot, which can cross over anything that isn't immovable terrain or a door, but lose any chances for Crits. ** Damage is measured by how many hits you roll with your weapons. The enemy now has to roll for armour. If you shot through rubble, then the unit gains a die for armour, and if you shot through a barricade, that adds two armour dice. ===The Characters=== The game, obviously, focuses upon the [[Battle of Calth]], where the Ultras and Word Bearers smack each other up. The game gives the characters and their squads cards with a few key stats: #'''Armour:''' This is how many dice you need to roll for defence when attacked. #'''Stamina:''' Wounds. Next. #'''Assault:''' How much damage you cause in melee. #'''Bulk:''' This is how much space your unit takes, duh. The part where this matters is that each hex only carries a total bulk value of 3, so that means 3 legionaries or a Termie or a Legionary or the Contemptor can fit onto a Hex without things getting weird. *'''Steloc Aethon:''' An Ultramarines Captain. While he was born on Calth and he fought with the Word Bearers before this (even meeting with a younger Sedd and complimenting his skill), his duty to the Emperor stood stronger than the bonds of an old friendship. *'''Kurtha Sedd:''' A Word Bearers Chaplain going the dark path to becoming a [[Dark Apostle]]. Sure, he had promise, faith, and undying devotion to the [[God-Emperor of Mankind]], but then that golden asshat had to ruin it all and bitchslap his Primarch. Then he decided that Chaos had a better idea after ''"accidentally"'' murdering a bunch of fellows in disbelief. *'''Sor Gharax, aka "The Bull":''' Word Bearers Contemptor Dreadnought. Survived a Titan blowing up and is now a death engine. Though he was once a beloved mentor, he eventually went that special kind of crazy Chaos Dreads tend to be as time went on, thanks in no part to his repeated service in the front lines. ===Weapons=== ====Ranged==== *'''Bolter:''' The basic gun, it's crit strips an enemy of a Tac point. *'''Bolt Pistol:''' a Bolter that can be used in melee like a basic chainsword, but can only shoot at things within three hexes. *'''Combi-Bolter:''' Two bolters glued together. **'''Combi-Weapons:''' Other Combi-weapons (Plasma/Flamer/Melta) can only fire once as either a bolter or as the other gun. Unlike the main game, this isn't a one-shot deal. *'''Heavy Bolter:''' It's an even bigger bolter. *'''Flamer:''' As accurate as a Combi-Bolter, but it has a shorter range, being only able to hit three hexes in front of it. It's crit effect allows the user to make another shot at a nearby target within range, making it the bane of mobs. *'''Heavy Flamer:''' A flamer if it shot like a Heavy Bolter. *'''Meltagun:''' Slightly higher rate of fire than a bolter, but if it crits on an enemy within 3 hexes, then that enemy's right fucked as the melta ignores all armour. *'''Plasma Gun:''' As good a shot as a melta, but it's crit has a deadly risk: You roll 4 dice and if two of them end up crits, then YOUR guy dies too! *'''Plasma Pistol:''' A Plasma Gun in pistol form. *'''Missile Launcher:''' A weapon with a slightly better firing rate than a combi-bolter, with a crit that adds another die for each enemy in the target hex to the attack pool. *'''Multi-Melta:''' Contemptor gun Numero Uno. Shoots as good as a flamer and increases the crit range to SIX hexes. This can very easily make a scary foe. *'''Assault Cannon:''' Contemptor Gun Numero Dos. Shoots like a Heavy Bolter. The Crit allows you to re-roll any shots that missed or got shielded, but if you get four crits, the gun overheats and breaks. Take care of this weapon, for it will erase much. ====Melee==== *'''Chainsword:''' A step up from fighting barehanded, with a crit that lets you add another attack dice for each crit you score, but with nothing more. *'''Power Sword:''' A Chainsword, but with a crit that instead halves the armor value of the enemy. *'''Power Fist:''' Fighting barehanded, but if that bare hand was massive and had a crit that ignores the armour of the closest idiot you punched. *'''Chainfist:''' A proppa choppy weapon with a crit that essentially instakills the closest enemy by counting their stamina as 1. *'''Lightning Claw:''' While normally they have an assault value of +1, if paired, they become +3. The crit allows 2/4 attack dice to be re-rolled. *'''Contemptor Power Fist:''' A powerfist +1 (or +2 according to the actual weapon page) . For Dreads. ====Miscellaneous==== *'''Grenade Harness:''' If a model with this is in close combat, add another attack die for each model in the enemy unit. Pretty handy way to shore up a shooty Termie squad. *'''Legion Vexilla:''' While no good as a weapon, this is still useful for re-rolling melee attacks and Last Stand die.
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