Pirate lords of 40k

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Revision as of 23:53, 30 July 2011 by 1d4chan>Warhammer651 (Pirates meets 40k)
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Pirate Lords of 40k is a hombrew scenario/ruleset for Warhammer 40k. This assumes you know how to play 40k and/or Battlefleet Gothic.

Battle rules (Requires BFG, warhammer 40k, Kill team rules) Kill team = bridge (your only HQ choice

250pts worth of ships on per side, the flagship has a 500pt crew + 250 pt bridge, other vessels have 300pt crew and 100pt bridge

Crew limitations: no vehicles no monstrous creatures no/limited elite units, (no more than 1-2 maybe?) Kill team is your HQ, all are independent characters

Kill team is built as per the KT rules (I think they are in the 4th ed. rulebook) with restrictions on psykers, HQs, and multi-wound models lifted

Skirmish/boarding action Reccomended Table size is 4' by 2'

two scenarios "locked" boarding action (for when one ship rams another) attackers deploy up to 1' away from one of the short edges, defender deploys up to 2' away from the opposits edge "assault" boarding action (defender deploys along on of the long edges, no more than 6" from the edge. Attackers start in reserve and deploy ONLY along the opposite edge

Defender sets up terrain, and rolls a d3 for the number of objectives. players agree to what each objective does. Sample objectives: Weapon/Lance gun: reduces the strangth of one of the ships weapons/lance batteries by 1 if destroyed Engines: ship loses 2d6 cm of movement Communications: count-as critical damage, ship may not move in any direction other than straight ahead until a 6 is rolled when repairing Pub: Leadership of the crew/bridge is reduced by 1 until the end of the game. Ship's leadership reduced by 1


Movement modifications (Skirmish mode)

A model's movement is based on the following formula Total movement (movement phase)= base movement + armor save

A terminator, therefore can move 8" (6inch base + 2+ armor save) whilst a scout can move 10" (6 + 4+ armor save)