Warhammer 40K Warfare: Difference between revisions

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Warhammer 40k Warfare is a Wh40k Yu-Gi-Oh-inspired card game where you control your forces against the opponent’s deck to achieve brutal victories.

Game rules:[edit | edit source]

Each player possesses 1000 Attrition Points that represent the stalemate of the battle between your army and the opponent’s. Once a player reaches 0 attrition points, it loses the game.

Each player controls 2 deck: the Army deck and the Special Reinforcements deck. Each card has a limit to how many can be played by a player across both decks, that amount is written in the card informations.

Army deck: the army deck is the main deck used to play and houses all the types of cards you choose. Your deck must be comprised of 50 cards and all cards (except those Unaligned) must ail from the same faction. The types of cards in the game are:

  • Units: these represent the soldiers and vehicles of war that battle in your army. Every unit has a Power Level stat that tells how powerful it is. Units also have special effects that vary from card to card and activate under certain conditions. Units are identified by their keywords that differentiate them based on faction (ex. Necrons or Unaligned) and type (ex. Infantry or Character); different effects interact with units based on their keyword.
  • Orders: these represent the orders that you as a commander give to your forces. Their effects are specific and most of the time target specific units you control.
  • Events: these represent incidents or actions that can happen during a war. Their effects are varied and more generic than Orders and so are more flexible in your strategy.
  • Equipment: these represent special wargear given to your soldiers that gift them with additional abilities or boosts. Once activated, select one eligible Unit you control, that Equipment is now equipped to that Unit; unless stated otherwise, these remain active until the unit they are equipped to is destroyed.

Special Reinforcements deck: this deck is used to store additional troops to call into battle. Up to 9 Units can be set into this deck and they are in addition to your normal deck count. Because of that, these Units can’t be deployed normally and require to be called upon by specific effects that target the special reinforcements deck.

Each player at the start of the game must draw 5 cards and from the start of the second turn must draw one card at the beginning of their own turn. Each player also possesses 5 Command Points at the beginning of the game and they gain 1 in their own turn. These Command Points are used to activate cards and deploy Units; the number of points used varies from card to card and it's always stated on the card itself.

The Turn[edit | edit source]

Each player has its own turn, comprised of Command phase, Action phase, and War phase. The sum of the two players' turns is called a Battle turn.

Command phase: At the start of the Command phase, you draw one card and gain one Command Point. Some cards' effects happen during this phase but other than that, it's done. You can't have more than 10 cards in your hand; if you have ten cards in your hands and you gain another one, discard that card.

Action phase: During the Action phase, you can activate as many Orders, Events, and Equipment cards as you want and deploy up to one Unit, all as long as you have enough Command Points. Units deployed as an effect of other cards do not count towards the limit but you may never control more than five Units at a time.

War phase: During the War phase, you can utilize your Units to damage those controlled by your opponents and ultimately win. During the phase, you can select any number of Units you control and, one at a time, utilize them to attack; if your opponent controls any Unit, then your own must attack one of theirs. When a Unit attacks, compare its Power Level to that of the enemy target; if the attacking one is higher, then the defendant is destroyed, while if the defending one is higher, the attacker is destroyed; if both Units have the same Power Level then both are destroyed. Every time a Unit is destroyed through battle, the controlling player's Attrition Points are lowered by an amount equal to its Unit's Power Level (before modifiers).

If your opponent doesn't control any Unit when you attack with a Unit, their Attrition Points are lowered by an amount equal to your Unit's Power Level instead.

Cards List[edit | edit source]

Unaligned[edit | edit source]

  • Units:
Name Power Level Special Rules CP cost Faction Keywords Type Keywords Limitation
Beastmen 50 - 0 Unaligned Infantry, Beast 3
  • Events:
Name Power Level Special Rules CP cost Faction Keywords Type Keywords Limitation
Exterminatus - Destroyed every Unit on the battlefield and every active card. 3 Unaligned Event 1
  • Orders:
Name Power Level Special Rules CP cost Faction Keywords Type Keywords Limitation
Strategic Retreat - Select one Unit you control; that Unit is returned to your hand. That same Unit cannot be redeployed the same turn this Order is activated. 1 Unaligned Order 3
  • Equipment:
Name Power Level Special Rules CP cost Faction Keywords Type Keywords Limitation
Emergency Shield Generator - Equip to one Character Unit you control. When that Unit would be destroyed during the War phase, destroy this card instead. 2 Unaligned Equipment 2

Necrons[edit | edit source]

  • Units:
Name Power Level Special Rules CP cost Faction Keywords Type Keywords Limitation
Canoptek Acanthrites 70 Cutting Beam: When this Unit attacks an enemy Vehicle Unit, add 50 to this Unit's Power Level. 1 Necrons Canoptek, Beast 2
Canoptek Doomstalker 120 Doomsday Charge: This Unit cannot attack in the turn it has been deployed. When this Unit attacks, it may not attack during your next turn. 2 Necrons Canoptek, Monster 2
Canoptek Reanimator 50 Nanoscarabs Beam: During your Action phase, you can select one Necrons Infantry Unit in your Casualty Pile with a Power Level of 60 or less, deploy it on the battlefield. If you do so, this Unit cannot attack during your following War phase. 1 Necrons Canoptek, Monster 2
Canoptek Scarab Swarm 30 Overwhelming Swarm: Add 30 to this Unit's Power Level for every other Canoptek Scarab Swarm you control. 0 Necrons Canoptek, Swarm 3
Canoptek Spider 80 Scarab Hive: During your Command phase, if you control at least one Canoptek Spider, you can deploy a Canoptek Scarab Swarm Unit from your hand, your Casualty Pile, or your deck. If you chose the latter, refresh your deck after having searched for the card. 1 Necrons Canoptek, Beast 3
Canoptek Tomb Sentinel 100 Exile Cannon: Units destroyed by this Unit are discarded from the game instead of going into the Casualty Pile. 2 Necrons Canoptek, Monster 2
Canoptek Tomb Stalker 90 - 1 Necrons Canoptek, Monster 2
Canoptek Wraiths 70 Wraith Strike: When this Unit destroys an enemy Unit, your opponent loses an additional amount of Attrition Points equal to the difference of Power Level between this Unit and the one that was destroyed. 2 Necrons Canoptek, Beast 2
Cryptek: Astromancer 30 Guidance of the Stars: At the start of your Command phase, roll a die for each Astromancer you control; on a 6 you gain an additional Command Point. 0 Necrons Cryptek, Infantry 2
Cryptek: Chronomancer 40 Chronometron: During your turn, if you control at least one Cryptek: Chronomancer, the first time you activate a card or deploy a Unit, spend one less Command Point. 2 Necrons Cryptek, Infantry 2
Cryptek: Geomancer 40 Harp of Dissonance: When this Unit is deployed, select one enemy Unit, and lower its Power Level by 30 (down to a minimum of 10). 2 Necrons Cryptek, Infantry 2
Cryptek: Plasmancer 60 Plasmic Lance: When this Unit destroys an enemy Unit, your opponent loses 20 additional Attrition Points. 2 Necrons Cryptek, Infantry 2
Cryptek: Psychomancer 40 Nightmare Shroud: When this Unit is deployed, select one enemy Infantry Unit with a Power Level of 70 or lower; return that Unit to your opponent's hand. 2 Necrons Cryptek, Infantry 2
Cryptek: Technomancer 50 Rites of Reanimation: When this Unit is deployed, select one Necrons Infantry Unit with a Power Level of 70 or lower in your Casualty Pile; return that Unit to your hand. 1 Necrons Cryptek, Infantry 2
Doomsday Ark 170 Doomsday Charge: This Unit cannot attack in the turn it has been deployed. When this Unit attacks, it may not attack during your next turn. 2 Necrons Vehicle 2
Necron Immortals 60 - 1 Necrons Infantry 3
Necron Warriors 50 - 0 Necrons Infantry 3
  • Events:
Name Power Level Special Rules CP cost Faction Keywords Type Keywords Limitation
Flayer Epidemic - X 1 Necrons Event 2
  • Orders:
Name Power Level Special Rules CP cost Faction Keywords Type Keywords Limitation
My Will Be Done - Select one Necrons Infantry Unit you control; either add 20 to that Unit's Power Level or that Unit may attack twice during your next War phase. 2 Necrons Order 2
Self-destruct - Select one Canoptek Scarab Swarm you control; that Unit is destroyed and you do not suffer any damage to your Attrition Points. Choose one Unit your opponent controls that has a Power Level of 80 or less; that Unit is immediately destroyed. 2 Necrons Order 2
We'll Be Back! - You can only use this Order if you have 150 or fewer Attrition Points remaining. You can discard up to five cards from your hand; for each card you discarded, deploy one Necrons Infantry or Swarm unit from your Casualty Pile on the field. 3 Necrons Order 1
  • Equipment:
Name Power Level Special Rules CP cost Faction Keywords Type Keywords Limitation
Canoptek Plasmacyte - Equip to one Destoyer Cult Unit you control. That Unit adds 30 to its Power Level. 1 Necrons Equipment 2
Chryptothralls - Equip to one Cryptek Unit you control. When that Unit would be destroyed during the War phase, destroy this card instead. 2 Necrons Equipment 2
Reanimation Orb - Equip to one Character Noble Unit you control. At the beginning of your Action phase, if this card is still equipped, select one Necrons Infantry Unit in your Casualty Pile with a Power Level of 60 or less, deploy it on the battlefield. 2 Necrons Equipment 1