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Pacific Marauders
40k in 40 Minutes - Club Rules
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Army List
- Armies are no more than 400 points.
- You must have one Troop choice.
- You may not have an HQ choice.
- You may not have a Heavy choice.
- You may spend remaining points to purchase additional Troops, Elite or Fast Attack units from your Codex.
- No model may have more than 2 Wounds.
- No model may have Toughness greater than 6.
- No 2+ saves.
- No Special Characters.
- No vehicles with a total Armor value greater than 33. This is calculated by adding Front, Side and Rear armor (only count Side once).
- All models must be WYSIWYG (what you see is what you get).
- All models must be fully painted.
Commander
The patrol must have a commander. In the case of
two figures being of equal rank then the player may
choose which is the patrol’s leader, and only that
figure may confer its Leadership bonus to friendly squads.
Break Test
When a patrol has taken 50% casualties it must start
to take Leadership tests based on the commander’s ability
at the start of its turn or break from combat and subsequently
lose the battle. If neither force breaks then at the end
of the session the patrol inflicting the most damage in
points wins. Casualties are calculated by comparing the
total number of Wounds inflicted on models removed from
the table to the total number of starting Wounds in the
army. Vehicles do not factor into this equation.
Table Size
Unless otherwise specified in the mission, table sizes shall
be 4x4.
Attacker/Defender
Each player adds up the number of Fast Attack choices
and Transports in their list. The player with the highest
total will be the Attacker for the mission. Ties dice off.
Army-Specific Notes
- Beil Tan may not use Dark Reapers.
- Chaos may not use Obliterators.
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