Pirate lords of 40k
Pirate Lords of 40k is a home-brew scenario/rule set 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 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
Two Scenarios
Skirmish/boarding action recommended Table size is 4' by 2'
"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 opposite's 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 strength 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)