- The game is played in a series of turns with control passed between players as they roll for the initiative & activate units. This continues until both player’s units on the table (not those in reserve) have had an opportunity to perform an action, or a score of 1 on the turn D6 ends the turn. The use of the turn D6 after each players actions means a turn’s duration is unpredictable.
- To start the game roll a dice (D6) & the highest score begins in control.
- When in control a player can command a unit the following actions: a) move, b) attack or c) move/attack. Units perform one action per turn.
- A player does not need to activate all their units. They may wish to leave some unactivated so they may react to attacks. When this situation occurs no more units may be activated.
- After a unit has taken an action mark the unit as being activated & roll the turn D6. If a 1 is rolled the turn ends immediately. If the turn does not end, players roll again for control.
- When a new turn starts remove all activation markers.
- Units which have not performed an action are able to counterattack. They cannot perform other actions after counterattacking.
- Optional Rule - if a 6 is rolled on the Turn D6 the player winning control is allowed to remove an activation marker from any activated unit as their action. This allows some units to perform more than one action per turn. If one player has activated all their units, they still roll for control to see if they can unactivated a unit.
The force traits are still a work in progress. So far I have used Tactical Doctrine and Reanimation, and they have both added to the couple of games I have played without changing the game's flow unduly. I have put in brackets the W40K armies I think the traits align to.
Hordes and Critters - Can activate 2 units when winning for player control with an odd number (Tyranids)
Disciplined Training - Add 2D6 to shooting attacks when winning with a 6 for player’s control (Imperial Guard)
Reanimation - When winning with a 6 for player’s control select a unit and roll 4xD6, and for each D6 that would cause a hit against the defensive armour of the select unit return a model up to the unit original size. (Necrons)
Blood Lust - Add 2D6 to assault attacks when winning with a 6 for player’s control. (Orcs)
Drone Technology - Place activation on an enemy unit when winning with a 6 for player’s control. Indicate this with placement of drones. (Tau)
I have updated the rules (click here) if you are interested in glancing over the 4 or so pages of rules, which also include some unit lists.
In the recent test games I have been using my Necron models. Here are some of the units and how they are used within the rules. A fuller list is available at the end of the updated rules. Its also an opportunity to show some pictures of my Necron models painted many years ago and updated with the odd newer model.
Troop, Character (5 pts), Psychic weapons, Warlord ability
|C'tan with scarab protectors used to track hits|
Troop, Character (4 pts), Assault Power weapons, Phase Shift ability
|Necron Lord and bodyguard|
Troop (10 robots), Armoured, Tactical weapons, Phase Shift ability
|Necron Warriors - quite hard to dispatch at range due to phase shift ability which means they are treated as being in cover.|
Non-Troop, 5 Armour Points, support weapons, Mechanic ability
|Monolith (with mechanic) I allow them to transport as many units as they like, but this can be disastrous if they get eliminated.|