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==The Game== The game is almost an exact port of Necromunda with the use of many of the currently supported factions in Warhammer 40k (although frustratingly, not all of them, not even the Talons of the Emperor which were released the same month). Each fighter is bought separately and games are typically fought at 1,000 points. A kill team is made up of 1000 points; for scale, a single Grey Knight Justicar with no hand-to-hand weapon or upgrade is 250 points. Unless otherwise stated, a kill team will have a minimum of 3 models and a maximum of 10. Hits and wounds work differently here compared to [[Warhammer 40,000 7th edition]]. Just because you're wounded doesn't mean you're dead. If a model is shot at and hit, then it is deemed as pinned for the next turn (even if the shot ultimately fails a wound roll, or is blocked by armor); this means that it can only move 2 inches, can't shoot, and can't charge. To get a guy up from pinned you must have another model that isn't a new recruit within 2 inches (unless you are the kill-team leader), then pass an initiative test, unless the rules state otherwise. Even if you fail the initiative test, your guy will generally get up automatically at the end of the turn anyway. If you get wounded and fail your invulnerable/armour save then your model is wounded/injured. Instead of just getting up at the end of your next turn, or with the help of a friend, your opponent who inflicted the last wound immediately rolls a die; on a 1 your guy survives the wound, but remains pinned, and is lightly wounded, meaning he loses 1 point in both his WS and BS. On a 2-5 he is "downed" and can only crawl two inches of movement, and you (not your opponent) roll again for injuries during your recovery phase (potentially getting this result again, and thus continuing the cycle). On a 6 your guy is removed from play *but is not necessarily dead* (see Campaign). In hand to hand combat, there is no pinning, and if you get injured, any of the results on the injury table other than a 1 will have your guy removed as his opponent curb stomps his downed and vulnerable body. If 25% of your guys are downed or removed you must take a bottle test (which is just a bizarre renaming of a Leadership test) to see if the game ends unless rules state otherwise (some missions it forces you to wait to 50%). <strike>If you're playing something like Space Marines</strike> '''(Everyone can do this.)''' You can choose to bottle out so you don't have to watch as your guys get mercilessly get mowed down (still have to meet the 25% condition before you can voluntarily rout). One exception is the Astra Militarum Special Operative "Offico Prefectus Commissar", which prevents units from bottling out (even voluntarily). Each model has a different movement stat; running and charging is double your movement allowance. Shooting must target the closest enemy (otherwise you might engage in tactics, or even worse, strategy) unless he's fighting in melee or downed or is in such position it's easier to hit a more distant visible foe - such as cover. Yep, cover affects your to-hit chance instead of granting a save, so it's not overlapping with armor (realistic!). There can be light cover and heavy cover - depending on the percentage of target's body covered. And models can even attempt to hide themselves. And you can shoot in melee but have a chance of hitting your own dude. Another significant change is the replacement of the AP system with Rends (AKA The 2nd Edition 40k "Save Modifier" system). A bolter is no longer AP5, but rather Rend -1, meaning it substracts 1 from the target's armor save (and hence no longer ignores 5+ armor). All weapons have a chance to run out of ammo/jam. Hand-to-hand is quite complicated ''(if you can't do basic addition)''; essentially, someone charges, both of you roll a number of dice corresponding to your attack value, pick the highest of those rolls, and then add your weapon skill and any modifiers. This is your '''''Combat Score'''''. The difference between the two scores is the number of times that the fighter with the higher combat score gets to hit the other fighter, with ties being broken by initiative scores, or the headbutt skill. Parries complicate the matter, as if you have a guy with a weapon capable of parrying, and your opponent rolls a dice higher than yours, you can force him to reroll it with your parry, unless he has a weapon with parry as well, in which case you cancel each other out. Note that if you have two weapons with parry (i.e. two swords), you can parry his dice twice (just not the same die if he only has one single attack die, as you still can't reroll a reroll). Note that not only can you use pistols in close combat like regular 40k, but you actually use the pistol's damage profile, which makes some of them quite nasty.
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