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Galactic Wars

Basic Rules
Basic Profile
Infantry/Walker Profile
Unit Sp Me Mat Ra Rat Ran De Ne Pts
5 5 4+ 5 4+ 5/* 24 4+/6+ 10/12 25/50
Each model with a basic profile added costs +5pts and increases the Mat &Rat by +1.
For each 5 models added nerve goes up by +3. A squad has a maximum number of models as stated
in their entry and according to battle tactics. Note that weapon teams count as 2 models.
+1 Sp +1 point per model +10 for walkers
+1 Me +2 points per model +10 for walkers
+1 Ra +2 points per model +10 for walkers
+1 De +2 points per model +20 for walkers
+1 Ne +2 points per model +10 for walkers
For each special or heavy weapon reduce the Rat by 1.

Unit: Number of models in the unit
Sp: The speed the unit moves
Me: The number to hit in Close Combat
Mat: The number of Attacks in Close Combat
Ra: The number to hit with Ranged Weapons
Rat: The number of shots the model has with Ranged Weapons
Ran: The distance the weapon fired can hit a target.
De: The defence of the unit
Ne: The staying power of the unit
Pts: The in game points cost of the unit

Vehicle Profile
Unit Sp Ra Rat Ran De Ne Pts
1 10 4+ * * 6+ 9/11 40
The * under ranged depends on the weapon(s) the vehicle has. With one weapon it is easy to see,
with multiple weapons only the main weapons attack are in the profile, other weapons are noted in
the special rules section.
+1 Sp +10 points per model
+1 Ra +10 points per model
+1 De +20 points per model
+1 Ne +10 points per model

Phases
The first phase in the Initiative phase. Both players roll a D6, the player that rolls highest begins the
game. This is only done once before the battle begins.
Then the movement phase comes in which all models the player wishes to move.
Then the shooting phase begins. You can shoot with all your units that can shoot.
Next is the assault phase where your units can charge the enemy in bloody close combat.

Movement Phase
All units have a number of models that need to be within 2 of one another. If not within 2 of one
another the only move the unit is allowed to make is to reform to within 2 of each other.
If within cohesion the unit is free to move anywhere up to his movement distance. If they move to
difficult terrain the unit halves its movement(rounding down). The unit may not move in impassable
terrain unless it has a jump pack in which case it can land on top if this is passable.
Difficult terrain are all terrain features that would slow you down normally like forests, hills and such
things. Impassable would be things like ponds, rivers or rocks. Note that some terrain features can be
difficult at one side and impassable at the other side. Use common sense with this and go around
each piece before the battle starts to avoid arguments.

Line of Sight
One important thing to mention before continuing is line of sight. Bent down to the models eye view
and if you can see the enemy unit you have line of sight. It will happen that units are behind trees,
inside buildings and so on. In this case you must see at least 25% of the unit to be able to shoot at
them. So if for instance you only see the head and part of the shoulders above a wall you can see
them. If they are completely behind the wall you cant, but likewise so cant they see you.

For cover to be given to a unit 50% of its models must be in cover for the unit to claim it. You count
as being in cover if 50% or more of the models in the unit is behind a tree or wall or something
similar.

Shooting Phase
Shooting is very simple. The basic weapon the unit has is noted in its profile along with the number
of shots and the range. If a model replaces its standard weapon for lets say a missile launcher the
number of attacks is reduced for 1 model(usually 1 attack).
Furthermore a unit can shoot up to the maximum range noted in its profile unless it has special or
heavy weapons. Some weapons have a Piercing(*) which is noted next to the type of weapon the unit
uses.

To wound an enemy simply roll to Hit using your Ra value. Then roll with the successes against the
opponents De value, apply modifiers if applicable and keep track of the number of wounds. At the
end of the shooting phase the enemy need to roll a Nerve test.

Some weapons can only fire while standing still but this is noted in their profile which looks like this:
Weapon Range Shots Piercing Special Rules
Missile Launcher 48 1 5 Reload!
Flamer 12 10 1 Saturation
Slug Machine Gun 36 5 2 -
Some examples above. The missile launcher can only move or fire while the flamer can be fired and
always hit on a 4+ and the big shoota which counts as your normal machine gun that moves with the
unit. More on special rules later.

If shooting at a unit in cover(50% of the models minimum) the shooting unit gets a -1 to hit. So if your
to hit was normally 4+ it would become 5+ and so on.

Close Combat Phase
To get into close combat is very simple. If you didnt shoot your weapons or shot pistols you can
charge the enemy unit in range. If you shot at a unit with pistols this is the unit you need to charge(if
you wish). Your charge distance is the same as your Sp, so if you can move 5 you can also then
charge 5 for a total move of 10 total. If the enemy unit is in cover you are striking at -1 Me as you
have with shooting.
Close combats are very bloody affairs so the charger strikes first, but after he fought it is the enemys
turn to fight back. Once all combats have been resolved the loser takes a nerve test. The loser is the
one that has the most wounds inflicted on them. If both sides scored equal the fight continues next
turn.

To wound an enemy simply roll to hit with your Me, then roll to wound against the opponents De,
apply modifiers in applicable. Keep track of the number of wounds inflicted.

In multiple combats the unit attacked by 2 units can choose who to attack. He can fight 1 of the units
attacking him or fight both with half the number of total attacks he has.

Nerve Test
On some occasions a nerve test must be made. A nerve test is as follows:
Roll 2D6+ the number of wounds the unit has. If this equals he 1
st
number the unit is Suppressed and
may not do anything that turn. If in combat they continue to fight but with half attacks(as the unit
suffered heavy casualties). If the score is over the 2
nd
number the unit counts as destroyed.
So 10/12 would mean on a 10-11-12 the unit is suppressed and on a 13 or more the unit is destroyed.

Vehicle Rules
Vehicles use the rules as above in the basic rules with the following differences.
If vehicles want to turn they can do so by making a 45 degree turn. This costs 2 of their movement.
They can also make a 90 degree turn which costs 4 of their movement.

Vehicles can move half their speed and fire all weapons including Reload! weapons

All vehicles count as stabilised meaning they can move full speed and still fire 1 weapon except
Reload! Weapons.

Aircraft Rules
Aircraft function as noted above in the basic rules with the following differences.
An aircraft can make a 45 degree turn costing 4 movement and a 90 degree turn and this costs
8movement. This is done as they move much, much faster than ground vehicles.

Aircraft can move their full movement and still fire all weapons and drop their bombs.

Shooting at aircraft:
Shooting at aircraft and actually hitting them is very difficult. Any unit wishing to shoot at an aircraft
gets a -2 to hit the aircraft. So if you need a 4+ to hit normally it would become a 6+ to hit. Any
vehicle or unit that that has the AA(Anti-Aircraft) special rule hits the aircraft as normal.

Aircraft cannot be attacked in close combat as they are too high in the sky.

Transport Rules
Transports function exactly like vehicles with the following additional rules.
A transport can transport only infantry, 1 model is 1 space in the transport. Some larger models may
count as 2 or more models for the purposes of transporting them.

To enter a transport a unit must be within 2 of the entry points of the transport. They can then
enter it in their movement phase. If the transport did not move that turn it may move its full speed
after all boarded. At the end of the movement the unit may NOT exit the transport. This is done next
turn.

To exit the transport simply move the unit within 2 of the exit points of the transport. If the
transport has not moved this turn the unit is free to move as normal. If the transport moved this turn
before the unit got off the vehicle this is all the movement allowed. Note that for the purposes of
Reload! Weapons this counts as moving.

Special Rules
Bulky
The unit cannot be transported

Crushing Strength(n)
A +(n) modifier to damage in close combat. So a 4+ Defence with crushing strength(1) would become
a 3+ Defence.

Elite
The unit can reroll 1 dice to hit that failed.

Headstrong
When suppressed the unit rolls a D6 at the start of his movement phase. On a 4+ the unit can act
normally as they shake off the suppression.

Infiltration
The unit can be placed anywhere on the table outside the enemies deployment zone and more than
12 away from an enemy unit already deployed.

Inspiring
Any unit within 12 of a model with this special rule can re-roll the nerve test. The second result
stands.

Jump Troops
Jump Troops can move normally using their speed value or use their jump packs. If using their jump
packs the unit can move double its speed value and can still charge the normal speed value. If not
charging into combat the unit can use its assault move to retreat to safety.
Units can be transported by a transport but count as 2 models.

Steadfast
Units count any suppressed as a steady result, so the unit can either do everything or be destroyed.

Stealthy
Any unit wishing to shoot at this unit has an additional -1 to hit.

Spotter
A unit with this special rule can guide in the shells of indirect fire units. If an enemy unit is within line
of sight of the spotter and an indirect fire model fires blindly at that target they dont suffer the -1
to hit penalty.

Recon
Before the first turn starts the unit can move double its movement value.

Tough(n)
The unit negates the number of wounds in the brackets each turn. After that the unit suffers wounds
as normal and a nerve test when needed. So a unit with Tough(2) gets 4 damage on it he negates 2
and receives 2 wounds.

Vicious
The unit can re-roll 1 dice that failed to damage.

Hoverer
A vehicle with this special rule can move over intervening terrain and units. It cannot land on top of
them. They are also Nimble.

Nimble
The unit can make a 45 degree turn without it costing movement or a 90 degree turn costing only 2
movement.

Blast(n)
Roll to hit as normal. Once a hit is scored roll the number in the brackets, for instance 2D6. The
outcome of this roll is the number of damage dice you can throw against the enemies defence.

Howitzer
The unit can choose to fire normally or use the indirect fire special rule.

Indirect Fire
The unit with this special rule never suffers a modifier to hit when firing at units in cover. The unit
cannot fire at targets within 12(unless it has secondary weapons) but can fire at targets it cannot
see, however they get a -1 to hit.

Piercing(n)
To damage modifier with shooting. The number in the bracket is the number the enemies defence is
modified by.

Reload!
The unit cannot move an fire with the weapon. It must remain stationary to fire.

Saturation
The unit always hit on a 4+ regardless of modifiers.

Sniper
If the unit remains stationary when firing the sniper ignores the modifier to hit for units in cover and
those with the stealthy special rule.

Co-Axial
This is a weapon mounted in the turret of the vehicle. A model with a co-axial weapon can fire it at
the same target or choose to fire it at another target.

Aircraft Bombs/Rockets
An aircraft has a limited supply of munitions. If carrying bombs or rockets or anything on a hard point
they are limited to the number they have. So an aircraft with 8 bombs can throw only 8 bombs. You
can however pick the number of bombs/rockets you unleash each turn, including all at once.

Dual Weapons
Dual weapons allow any missed to hit rolls be re-rolled. The second result stands.



Picking a Force
Picking a force is simple. In the army list you have different sections namely Heroes, Infantry,
Ordnance, Transports, Aircraft and Vehicles/Monsters.
A force must consist of a Hero, 2 Infantry units and 0-2 Transports. For each infantry unit chosen you
may buy a transport. Once this is met you can pick a unit of Ordnance, Aircraft and
Vehicles/Monsters for each 2 units of infantry you have. You can also have a further hero for each 4
infantry units you have. So an example below:
You have a hero and 2 Infantry units. You now can take a Cannon, Bomber and Tank without adding
any infantry. If you add a further 2 infantry units you could then take an additional Cannon, Bomber
and Tank but also an additional hero to lead the second detachment. Off course you can take more
infantry then support units if you wish. As infantry units are the only units that can claim objectives it
is wise to take more infantry then fancy tanks.

Allied Armies
It is possible to ally with a force. If you want allies to fight alongside you simply follow the picking a
force list above. Your allies may not outnumber your primary force however so you must have a hero
and at least 4 infantry units before you can use allies. So if you have a hero and 4 infantry units you
can then choose an allied hero and 2 infantry units along with any support units. After that for each 2
infantry units from your primary force you can add a single infantry unit from your allies list.

Infantry/Walker Profile
Unit Sp Me Mat Ra Rat Ran De Ne Pts
5 5 4+ 5 4+ 5/* 24 4+/6+ 10/12 25/50
Each model with a basic profile added costs +5pts and increases the Mat &Rat by +1.
For each 5 models added nerve goes up by +3. A squad has a maximum number of models as stated
in their entry and according to battle tactics. Note that weapon teams count as 2 models.
+1 Sp +1 point per model +10 for walkers
+1 Me +2 points per model +10 for walkers
+1 Ra +2 points per model +10 for walkers
+1 De +2 points per model +20 for walkers
+1 Ne +2 points per model +10 for walkers
For each special or heavy weapon reduce the Rat by 1.

Unit: Number of models in the unit
Sp: The speed the unit moves
Me: The number to hit in Close Combat
Mat: The number of Attacks in Close Combat
Ra: The number to hit with Ranged Weapons
Rat: The number of shots the model has with Ranged Weapons
Ran: The distance the weapon fired can hit a target.
De: The defence of the unit
Ne: The staying power of the unit
Pts: The in game points cost of the unit

Vehicle Profile
Unit Sp Ra Rat Ran De Ne Pts
1 10 4+ * * 6+ 9/11 40
The * under ranged depends on the weapon(s) the vehicle has. With one weapon it is easy to see,
with multiple weapons only the main weapons attack are in the profile, other weapons are noted in
the special rules section.
+1 Sp +10 points per model
+1 Ra +10 points per model
+1 De +20 points per model
+1 Ne +10 points per model


Army Lists

Orcs
Army Special Rules: Crushing Strength(1)
Allies: Terran Armies, Space Elves, Satanic Knights

Heroes
Kaptain
Unit Sp Me Mat Ra Rat Ran De Ne Pts
1 5 3+ 5 4+ 2 12 5+ 14/16 90
Weapons: Slug Pistol, Circle Saw
Special Rules: Crushing Strength(2), Inspiring, Headstrong, Tough(2)

Infantry
Assault Orcs
Unit Sp Me Mat Ra Rat Ran De Ne Pts
10 5 4+ 20 4+ 10 12 4+ 13/15 60
Weapons: Slug Pistol, Cleavers
Unit: Can buy another 10 models for +6pts per model increasing the Mat by +2 & Rat by +1
per model
Special Rules: Crushing Strength(1)

Orc Defenders
Unit Sp Me Mat Ra Rat Ran De Ne Pts
10 5 4+ 10 4+ 20 18 4+ 13/15 60
Weapons: Slug Rifle
Unit: Can buy another 10 models for +6pts per model increasing the Mat by +1 & Rat by +2
per model.
The unit may buy 1 Slug machine gun per 10 models for +5pts per gun.
The unit leader may buy a combi slug rifle for +5pts
Special Rules: Crushing Strength(1)

Orc Brutes
Unit Sp Me Mat Ra Rat Ran De Ne Pts
5 5 3+ 10 -- -- -- 5+ 12/14 75
Weapons: Big Axe
Special Rules: Crushing Strength(2), Tough(1)

Transport
Trukk
Unit Sp Ra Rat Ran De Ne Pts
1 10 4+ 5 36 6+ 9/11 40
Weapons: Slug Machine Gun
Transport: 10 Orcs, 5 Orc Brutes


Vehicles
Attack Buggy
Unit Sp Ra Rat Ran De Ne Pts
1 10 4+ 5 36 6+ 9/11 40
Weapons: Dual Slug Machine Gun
Options: Replace Dual Slug Machine Gun for Dual Rocket Launchers +10pts
Unit: 1 Attack Buggy, May add 3 more attack buggies to the unit

Scrap Tank
Unit Sp Ra Rat Ran De Ne Pts
1 8 4+ * * 9+ 11/12 120
Weapons: Cannon, Co-Axial Slug Minigun

Ordnance
Cannon
Unit Sp Ra Rat Ran De Ne Pts
1 5 4+ 1 48 7+ 9/11 20
Weapons: Cannon
Options: May buy Anti-Infantry shells for +5pts per model.
Unit: 1 Cannon, my add 2 more cannons to the unit
Special Rules:
Bulky, Reload!

Howitzer
Unit Sp Ra Rat Ran De Ne Pts
1 5 4+ 1 48 7+ 9/11 30
Weapons: Howitzer Cannon
Unit: 1 Howitzer, my add 2 more howitzers to the unit
Special Rules:
Bulky, Reload!, Howitzer

Aircraft
Bomber
Unit Sp Ra Rat Ran De Ne Pts
1 20 4+ 5 36 7+ 10/12 170
Weapons: Dual Slug Machine Guns, 8 Bombs, Rear Slug Machine Gun
Special Rules:
Aircraft Bombs/Rockets, AA Machine Guns

Attack Craft
Unit Sp Ra Rat Ran De Ne Pts
1 15 4+ 5 36 7+ 9/11 20
Weapons: Dual Slug Machine Gun
Options: May replace its dual slug machine gun for dual rockets for +10pts per model
Unit: 1 Attack Craft, my add 4 more attack craft to the unit
Special Rules:
AA Weapons.

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