17-05-2004, 08:42 PM
Piqué sur un autre forum, voici les rumeurs de règles de fusillades (piqué sur Portent)
Je fais copier collé
____________________________________________________________
Autre rumeur :
Les fantassins possédant des armes spéciales pourraient tirer sur des cibles différentes en réussissant un jet de CD.
REGLE OPTIONNELLE, FUSILLADE
Ces règles optionnelles, dont je ne suis pas l’auteur sont traduites du site Portent. Pour les noms des contributeurs, voir à la fin de l’article.
Depuis pas mal de temps des joueurs de 40k se plaignent que le jeu ait trop penché du côté du corps à corps. Beaucoup de modifications pour remédier à cela (règles d’essai pour l’assaut (Trial assaut rules, TAR) et les véhicules (trial vehicule rules, TVR). Jusqu’à maintenant peu de règles ont été conçues pour augmenter les capacités de tir des armées qui comptent vraiment sur elles pour défaire l’ennemi.Les règles qui suivent ont été écrites en complément des TVR et TAR. Elles permettent aux unités de tir de faire feu pendant la phase d’assaut.
Principes de base
Au début de la phase d’assaut, n’importe quelle unité d’infanterie, de motos, de cavalerie ou un véhicule qui n’était pas resté stationnaire pour utiliser une arme lourde ou de tir rapide peut effectuer une fusillade contre un ennemi situé à 12 pas.
Le déluge de feu est un effort concerté d’une unité pour pulvériser l’ennemi à l’aide de tirs à courte portée avec l’intention de les mettre en déroute ou de les détruire totalement.
La règle de fusillade
Pendant la phase d’assaut un joueur peut décider d’effectuer une fusillade sur une unité située à 12 pas. Une fusillade remplace un assaut. Aucune unité ne peut faire les deux choses pendant le même tour. Si une unité a tiré pendant la phase de tir, elle peut seulement déclarer une fusillade sur la même unité.
Pour qu’une fusillade ait lieu, toutes les unités impliquées doivent avoir la capacité de lancer un assaut.
Les tanks ne peuvent pas lancer d’assaut, donc ils ne peuvent pas effectuer de fusillade ni être la cible d’une fusillade.
Les unités frappant en profondeur pendant leur tour ne peuvent pas déclarer de fusillade car la frappe en profondeur ne permet pas de lancer un assaut.
Une unité désembarquant d’un véhicule fermé ne peut pas déclarer une fusillade en accord avec les TVR.
Une unité dans un véhicule fermé ne peut pas effectuer une fusillade ni en être victime.
NB : Il vous faut résoudre tous les assauts avant de passer aux fusillades.On ne peut pas délivrer une fusillade sur une unité qui a fuit après un assaut ou une précédente fusillade.
Qui tire en premier
Une fusillade implique deux unités. Les deux unités font feu en même temps mais il existe un ordre de tir pour chaque type d’arme.
L’orde est le suivant :
1. Pistolets à portée, les pertes sont retirées
2. Tir rapide à portée, les pertes sont retirées
3. Arme d’assaut à portée, les pertes sont retirées
4. Arme lourdes, les pertes sont retirées
Le reste des règles est en VO, je n'ai pas eu le temps de tout traduire.
Firing Weapons
In a firefight both units always* count as having moved. This means that very few heavy weapons will be used, and rapid fire/pistol weapons may only fie ONCE.
The exception to this is models that count as stationary when firing heavy or rapid fire weapons (Terminators, Tau Battlesuits, and bikes are an example of this)
1. Pistols: May fire ONCE (see exception notice above), plasma pistols and the like overheat on the roll of a one as normal.
2. Rapid fire wepons: May fire ONCE (see exception notice above), plasma weapons and the like overheat on the roll of a one as normal.
3. Assault weapons: Fire a number of times listed on their profile as normal.
4. Heavy Weapons: May only fire if the unit carrying them always counts as stationary i.e.: terminators, dreadnoughts etc… Heavy weapons fire a number of times listed on their profile.
Special “Weapons”
· Ordinance weapons: MAY NOT ever be used in a firefight!!! -Even on an assault capable vehicle such as a defiler.
· Psychic Powers: May be only be used in a firefight if they are treated as an assault weapon in their profile. (Passive powers may also, of course, be used.)
· Defensive Weapons: Units with defensive class weapons (heavy weapons with S5 or less) may fire them when defending in a firefight, even when not in cover.
In order to be fired in a firefight, a weapon MUST be within 12” of the enemy.
See below:
*Entrenched
If the defending unit in a firefight is in cover/fortifications that provide at least a 5+ cover save (before any bonuses), they do not count as having moved in the firefight. All rapid fire and heavy weapons in the defending unit may fire to full effect. Only a unit defending fortifications receives this benefit. If a unit initiates a firefight from fortifications, they do count as having moved.
Pinning
Some weapons cause a Pinning test for your opponent. This is also in the case of Firefights. As usually, pinning overrides taking Moral tests, as is explained in the main rulebook.
Therefore a unit pinned in a firefight will not fall back as a result of a lost Firefight, nor will they be able to move, shoot or assault in their next turn.
Note that units pinned in the Shooting phase can still shoot back in a Firefight as defenders, but will not have to take a Moral test, as they are pinned anyway.
Determining results
Simply add up the unsaved wounds caused by each side as per an assault, the side that causes the most is the winner. Also:
· Units equipped with grenades (see the grenade appendix) may add a maximum of +1 to their totals. Units with more than one type of grenade only receive +1 to the combat, not one per grenade type.
*note that every model in the unit must be equipped with grenades to get the bonus.
Loser checks morale
The looser must take an immediate fallback check, modified as follows:
Unit size
-1 Ld if unit below 50% starting strength.
Firepower
-1 Ld if the winning side fire more SHOTS than the losing side.
-1 Ld if the enemy unit(s) had at least one "flame" weapon.
(this bonus is only ever applied once per firefight, regardless of the number of units or flamers involved)
Cover
+1 Ld if the losing side is defending cover.
If the loser fails this check they fallback, and the winner(s) may consolidate. If the loser is wiped out then the winner may consolidate, also the wiped out unit causes a fallback check to friendlies within 6".
Once units broken due to firefights have fallen back the required distance then they automatically rally. Losing a firefight does not cause an all out rout, merely a tactical withdrawal. Please not however that the falling back unit MUST satisfy all regrouping condition in order to regroup (as per regrouping conditions in BBB Morale section).
In the even of a draw, no further consequences apply to either side (note that neither side has to take a morale test for 25% casualties, this is different to the shooting phase.
Multiple Units
Several units may declare a firefight with the same enemy unit. The 12" rule still applies so the number of weapons fired would be limited. The attacking units are treated as one larger unit for the purposes of shooting and determining the victor.
The defender may split his fire among any of the attacking units. If the defender wins, each of the attacking units tests as normal.
If an attacker engages several units (ie with Target Locks) all the defending units fired upon may return the fire at the Initiating unit. The model can only firefight the same unit it shot at in the shooting phase.
Note also that if one unit engages an enemy in a firefight then that enemy unit may not be assaulted by any other unit this turn. There is too many bullets whizzing around and now one likes to charge into that. Therefore you cannot “double team” a defending unit. One attacking unit cannot firefight while a second attacking unit assaults the same defending unit.
However at the end of the assault phase, defending units may be consolidated into as normal.
Special Unit actions
"TAKE COVER!!!" - Any unit that has a Fire fight initiated upon it may choose to spring away/duck/dodge bullets. If a unit chooses to do this then the entire defending unit gains +1 to any cover saves (troops in the open get a 6+).
No model in a defending unit “Taking Cover” may fire back. (They're too busy being cowards)
The Squad “Taking Cover” automatically loses the firefight but is not counted as having been “out shot” for Leadership Modification purposes, they simply suffer -1 Ld for the morale check (plus any other negative modifiers that may be in play). Note that troops that are already in cover do gain the +1 Leaderhsip for the Morale roll, but do not suffer the negative modifier if they are under 50% strength.
Special Assault Rules
Fleet of Foot (and Blood Rage)
Certain units often may (or have to) to forgo shooting in order to make Fleet of Foot moves. Although this does prevent them from firing in the Shooting Phase it does not hinder them in the assault phase; therefore:
Units who use Fleet of Foot may still engage in firefights. However; if the unit is forced to assault any enemy in range (Khorne Berzerkers, Blood Angels etc.) then the unit must be out of assault range in order to initiate a firefight.
Hit and Run
Units capable of making Hit and run attacks (Seraphim, Raptors and the like) may make a Hit and run move as normal following a firefight, providing that they have NOT failed a morale check due to losing.
Assault Movement
Some units, such as Eldar Jetbikes and Tau Battlesuits, can move in the Assault Phase, even if not with 6" of an enemy. A unit with this ability can either choose to move 6" or Initiate a firefight, not both.
Grenades Appendix
The following “grenades” may be used in a firefight:
· Frag and it’s equivalents: ie: Frag Stikbomz etc…
· Tau Photon Grenades.
· Halequin Halucinogen
· Plasma Grenades
· Tyranid Fleshooks
Summary comments
Once you read this you will understand that the attacking unit effectively fires twice in its turn. Once in the shooting phase and once in the assault. This "second round" is balanced by the fact that the defending unit gets to fire in his opponents turn.
Some might be tempted to say that this makes "shooty" units too good, but remember that assault units are usually entirely equipped with pistols, making them formidable "firefighters" too.
These rules make under-recognized units like bikes and guardian defenders and dire avengers MUCH more effective. Also weapons like flamers can now effectively fire twice, which should restore their popularity.
Contributors
Concept and development The Fio'Noran
Other contributors (Portent usernames):
Lord Rachman, Jeroen 84, mister_v2, wilting_laugh, Brother Huss (The Dive for cover rule), Inquisitor Engel.. check out the following link to see the initial development of the rules.
Portent Firefight Rules Thread (thanks www.portent.net)
Je fais copier collé
____________________________________________________________
Autre rumeur :
Les fantassins possédant des armes spéciales pourraient tirer sur des cibles différentes en réussissant un jet de CD.
REGLE OPTIONNELLE, FUSILLADE
Ces règles optionnelles, dont je ne suis pas l’auteur sont traduites du site Portent. Pour les noms des contributeurs, voir à la fin de l’article.
Depuis pas mal de temps des joueurs de 40k se plaignent que le jeu ait trop penché du côté du corps à corps. Beaucoup de modifications pour remédier à cela (règles d’essai pour l’assaut (Trial assaut rules, TAR) et les véhicules (trial vehicule rules, TVR). Jusqu’à maintenant peu de règles ont été conçues pour augmenter les capacités de tir des armées qui comptent vraiment sur elles pour défaire l’ennemi.Les règles qui suivent ont été écrites en complément des TVR et TAR. Elles permettent aux unités de tir de faire feu pendant la phase d’assaut.
Principes de base
Au début de la phase d’assaut, n’importe quelle unité d’infanterie, de motos, de cavalerie ou un véhicule qui n’était pas resté stationnaire pour utiliser une arme lourde ou de tir rapide peut effectuer une fusillade contre un ennemi situé à 12 pas.
Le déluge de feu est un effort concerté d’une unité pour pulvériser l’ennemi à l’aide de tirs à courte portée avec l’intention de les mettre en déroute ou de les détruire totalement.
La règle de fusillade
Pendant la phase d’assaut un joueur peut décider d’effectuer une fusillade sur une unité située à 12 pas. Une fusillade remplace un assaut. Aucune unité ne peut faire les deux choses pendant le même tour. Si une unité a tiré pendant la phase de tir, elle peut seulement déclarer une fusillade sur la même unité.
Pour qu’une fusillade ait lieu, toutes les unités impliquées doivent avoir la capacité de lancer un assaut.
Les tanks ne peuvent pas lancer d’assaut, donc ils ne peuvent pas effectuer de fusillade ni être la cible d’une fusillade.
Les unités frappant en profondeur pendant leur tour ne peuvent pas déclarer de fusillade car la frappe en profondeur ne permet pas de lancer un assaut.
Une unité désembarquant d’un véhicule fermé ne peut pas déclarer une fusillade en accord avec les TVR.
Une unité dans un véhicule fermé ne peut pas effectuer une fusillade ni en être victime.
NB : Il vous faut résoudre tous les assauts avant de passer aux fusillades.On ne peut pas délivrer une fusillade sur une unité qui a fuit après un assaut ou une précédente fusillade.
Qui tire en premier
Une fusillade implique deux unités. Les deux unités font feu en même temps mais il existe un ordre de tir pour chaque type d’arme.
L’orde est le suivant :
1. Pistolets à portée, les pertes sont retirées
2. Tir rapide à portée, les pertes sont retirées
3. Arme d’assaut à portée, les pertes sont retirées
4. Arme lourdes, les pertes sont retirées
Le reste des règles est en VO, je n'ai pas eu le temps de tout traduire.
Firing Weapons
In a firefight both units always* count as having moved. This means that very few heavy weapons will be used, and rapid fire/pistol weapons may only fie ONCE.
The exception to this is models that count as stationary when firing heavy or rapid fire weapons (Terminators, Tau Battlesuits, and bikes are an example of this)
1. Pistols: May fire ONCE (see exception notice above), plasma pistols and the like overheat on the roll of a one as normal.
2. Rapid fire wepons: May fire ONCE (see exception notice above), plasma weapons and the like overheat on the roll of a one as normal.
3. Assault weapons: Fire a number of times listed on their profile as normal.
4. Heavy Weapons: May only fire if the unit carrying them always counts as stationary i.e.: terminators, dreadnoughts etc… Heavy weapons fire a number of times listed on their profile.
Special “Weapons”
· Ordinance weapons: MAY NOT ever be used in a firefight!!! -Even on an assault capable vehicle such as a defiler.
· Psychic Powers: May be only be used in a firefight if they are treated as an assault weapon in their profile. (Passive powers may also, of course, be used.)
· Defensive Weapons: Units with defensive class weapons (heavy weapons with S5 or less) may fire them when defending in a firefight, even when not in cover.
In order to be fired in a firefight, a weapon MUST be within 12” of the enemy.
See below:
*Entrenched
If the defending unit in a firefight is in cover/fortifications that provide at least a 5+ cover save (before any bonuses), they do not count as having moved in the firefight. All rapid fire and heavy weapons in the defending unit may fire to full effect. Only a unit defending fortifications receives this benefit. If a unit initiates a firefight from fortifications, they do count as having moved.
Pinning
Some weapons cause a Pinning test for your opponent. This is also in the case of Firefights. As usually, pinning overrides taking Moral tests, as is explained in the main rulebook.
Therefore a unit pinned in a firefight will not fall back as a result of a lost Firefight, nor will they be able to move, shoot or assault in their next turn.
Note that units pinned in the Shooting phase can still shoot back in a Firefight as defenders, but will not have to take a Moral test, as they are pinned anyway.
Determining results
Simply add up the unsaved wounds caused by each side as per an assault, the side that causes the most is the winner. Also:
· Units equipped with grenades (see the grenade appendix) may add a maximum of +1 to their totals. Units with more than one type of grenade only receive +1 to the combat, not one per grenade type.
*note that every model in the unit must be equipped with grenades to get the bonus.
Loser checks morale
The looser must take an immediate fallback check, modified as follows:
Unit size
-1 Ld if unit below 50% starting strength.
Firepower
-1 Ld if the winning side fire more SHOTS than the losing side.
-1 Ld if the enemy unit(s) had at least one "flame" weapon.
(this bonus is only ever applied once per firefight, regardless of the number of units or flamers involved)
Cover
+1 Ld if the losing side is defending cover.
If the loser fails this check they fallback, and the winner(s) may consolidate. If the loser is wiped out then the winner may consolidate, also the wiped out unit causes a fallback check to friendlies within 6".
Once units broken due to firefights have fallen back the required distance then they automatically rally. Losing a firefight does not cause an all out rout, merely a tactical withdrawal. Please not however that the falling back unit MUST satisfy all regrouping condition in order to regroup (as per regrouping conditions in BBB Morale section).
In the even of a draw, no further consequences apply to either side (note that neither side has to take a morale test for 25% casualties, this is different to the shooting phase.
Multiple Units
Several units may declare a firefight with the same enemy unit. The 12" rule still applies so the number of weapons fired would be limited. The attacking units are treated as one larger unit for the purposes of shooting and determining the victor.
The defender may split his fire among any of the attacking units. If the defender wins, each of the attacking units tests as normal.
If an attacker engages several units (ie with Target Locks) all the defending units fired upon may return the fire at the Initiating unit. The model can only firefight the same unit it shot at in the shooting phase.
Note also that if one unit engages an enemy in a firefight then that enemy unit may not be assaulted by any other unit this turn. There is too many bullets whizzing around and now one likes to charge into that. Therefore you cannot “double team” a defending unit. One attacking unit cannot firefight while a second attacking unit assaults the same defending unit.
However at the end of the assault phase, defending units may be consolidated into as normal.
Special Unit actions
"TAKE COVER!!!" - Any unit that has a Fire fight initiated upon it may choose to spring away/duck/dodge bullets. If a unit chooses to do this then the entire defending unit gains +1 to any cover saves (troops in the open get a 6+).
No model in a defending unit “Taking Cover” may fire back. (They're too busy being cowards)
The Squad “Taking Cover” automatically loses the firefight but is not counted as having been “out shot” for Leadership Modification purposes, they simply suffer -1 Ld for the morale check (plus any other negative modifiers that may be in play). Note that troops that are already in cover do gain the +1 Leaderhsip for the Morale roll, but do not suffer the negative modifier if they are under 50% strength.
Special Assault Rules
Fleet of Foot (and Blood Rage)
Certain units often may (or have to) to forgo shooting in order to make Fleet of Foot moves. Although this does prevent them from firing in the Shooting Phase it does not hinder them in the assault phase; therefore:
Units who use Fleet of Foot may still engage in firefights. However; if the unit is forced to assault any enemy in range (Khorne Berzerkers, Blood Angels etc.) then the unit must be out of assault range in order to initiate a firefight.
Hit and Run
Units capable of making Hit and run attacks (Seraphim, Raptors and the like) may make a Hit and run move as normal following a firefight, providing that they have NOT failed a morale check due to losing.
Assault Movement
Some units, such as Eldar Jetbikes and Tau Battlesuits, can move in the Assault Phase, even if not with 6" of an enemy. A unit with this ability can either choose to move 6" or Initiate a firefight, not both.
Grenades Appendix
The following “grenades” may be used in a firefight:
· Frag and it’s equivalents: ie: Frag Stikbomz etc…
· Tau Photon Grenades.
· Halequin Halucinogen
· Plasma Grenades
· Tyranid Fleshooks
Summary comments
Once you read this you will understand that the attacking unit effectively fires twice in its turn. Once in the shooting phase and once in the assault. This "second round" is balanced by the fact that the defending unit gets to fire in his opponents turn.
Some might be tempted to say that this makes "shooty" units too good, but remember that assault units are usually entirely equipped with pistols, making them formidable "firefighters" too.
These rules make under-recognized units like bikes and guardian defenders and dire avengers MUCH more effective. Also weapons like flamers can now effectively fire twice, which should restore their popularity.
Contributors
Concept and development The Fio'Noran
Other contributors (Portent usernames):
Lord Rachman, Jeroen 84, mister_v2, wilting_laugh, Brother Huss (The Dive for cover rule), Inquisitor Engel.. check out the following link to see the initial development of the rules.
Portent Firefight Rules Thread (thanks www.portent.net)