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Chapter Approved

GW 40K Chapter Approved pages Oct 2003

GW WHFB Chronicles pages Oct 2003


Below is a list of 'official' rulings that have appeared in White Dwarf and are in common use in the Club. For a very comprehensive collection of Chapter Approved and Citadel Journal rules have a look at the Wolfens Lair site.


White Dwarf 227.

Dawn Assault.

Overview: Opposing forces encounter each other just before dawn.

Scenario Special Rules: Dawn Assault uses the Deep strike, Infiltrators, and Random Game Length scenario special rules. The night fight rule is used for the first game turn only (i.e. the sun comes up at the end of the first turn).

Set-up:

  1. Divide the board into four quarters. Both players roll a dice; the player with the highest score may pick which quarter to deploy in. The other player’s deployment zone is the opposite quarter.
  2. The player that scored lowest deploys one unit in his quarter of the board. His opponent then deploys a unit in his deployment zone. The players take it in turns deploying a unit at a time until the whole of both of their forces is on the table. No unit can be deployed within 18" of the enemy at the start of the game. The players must deploy in the following order: Heavy support first, then troops, elites, HQ and finally fast attack units. Units that can infiltrate may deploy after all other units, anywhere on the table, at least 18" from the enemy. If both players have infiltrators, roll a dice to see whom sets up first.
  3. Roll for who gets the first turn. Highest score may choose whether to go first or second.

Mission Objective: Both forces are seeking to clear the area of all enemy forces, securing the ground as they go. The player that occupies the most quarters of the board at the end of the game wins.

To occupy a table quarter there must be no enemy units of troops, bikes or cavalry over half strength or mobile vehicles in the area, whilst you must have at least one unit of troops, bikes or cavalry over half strength or a mobile vehicle in the area.

Game Length: The game lasts for a random number of turns.

Line of retreat: Troops, which are forced to fall back, will do so towards the nearest board edge of their deployment zone using the normal fall back rules.


White Dwarf 228.

Eldar guardians’ lasguns count as shuriken catapults (assume same for Banshees’ pistols).


White Dwarf 229.

Tournament Rules.

Break Point: An army is broken when it has a quarter or less of its starting number of models left alive at the end of any players turn. If both armies break in the same turn then the game is a draw.


White Dwarf 230.

Mobbed up units count as slain for VP. Unengaged models may shoot from close combat, but this is unlikely to happen. Wraithlords can take a cover save if the cover reaches their knees. Frag grenades or cover do not override the penalty for striking last with a power fist. Terminators may not use grenades.


White Dwarf 232.

Drop pod troops and Mycetic spores roll for coming on as per usual deep strike troops. Spore mines can cross fire and only explode if they move within 1" of a non-tyranid, not the other way round. Two blood angel chaplains mean only one Death Company. Correcting of the many mistakes in the rushed blood angel codex also in this issue. ( Ld 10 for commander, points on Baal predator etc.)

Close combat notes.

Failed charges: Sometimes a unit will declare a charge, but fail to get any models into base contact with the enemy. In this case combat is not fought even if some models are 2" away from each other.

Drawn Combats: Note that a combat is where one side lost but passed its morale check is considered a drawn combat, and that drawn combats do not only occur when both players roll the same number on the Moral high ground dice roll.

Allocating Attacks against Specific Model: You may allocate the attacks made by a character against a specific target model in an enemy unit, but only if the enemy model is in base contact with him. If you do this you may not carry over wounds to other models.

The only other time you may allocate attacks against a specific model on a unit is if he is a character or if the model has a different WS or T to any models in the unit. In this case wounds may not be carried over.

Allocating attacks in close combat: Shooting is made against a single unit. Close combat may be against different units. Attacks must be allocated before they are resolved. You must attack models from the unit you are in base contact with. If there is a choice you can choose (that sounds logical!).

Allocating attacks against characters: Characters are always treated as being in a separate unit so models in base contact with a character may attack him (or her) ((or it!!)). If the attacker is only in base contact with a character and no other model then the attacks must be allocated to the character.

Removing Casualties in Close combat: It is the owning player that decides which models suffer wounds that are inflicted in close combat. Models in base contact must be taken first, followed by those within 2". Excess wounds do not carry over from unit to unit. Excess wounds do not carry over from a character to the unit. Q. Do excess wounds carry over from a unit to the character? Reading this probably not but it is unclear.

Sweeping advance: Any enemy units may fire upon models making a sweeping advance, not just the one being assaulted. Template weapons can be moved so that they catch friend and foe as long as there are equal or greater number of enemies under the template. You may not sweeping advance fire if it is not your shooting phase; i.e. the advance was made in your turn.

Vehicles in Close Combat: Units in base contact with a vehicle do not count as being in close combat and may be targeted. The exception is vehicles with a WS. (Dreadnoughts, War walkers.)


White Dwarf 234.

Instant death works on the T value before increases for Nurgle or bikes. Talos is floaty, not a skimmer; i.e. it can move over terrain but you do not need 6s to hit. Swooping Hawks and Exarchs can use fleet of foot. Deploy one choice at a time, not one unit. To hold a quarter you do not have to be from the troop allocation. Force fields only work against shooting.

Vehicles assigned to squads may not be used as taxis for other squads. The unit that destroys a vehicle may not use their small arms on surviving passengers but supporting units may.

Rules in this issue on Khorne Berzerkers, Vehicle Rams, Overruns, Tanktics, and getting hit are House rules and not used in tournaments; i.e. they are rules "only allowed with an opponents consent".


White Dwarf 238.

Craters: Preliminary bombardment and Ordinance fire can create craters. Craters are difficult terrain and give a 5+ cover save. No benefit is given in the turn a crater is made. No terrain test needs to be taken until the troops move off the crater. A crater is only made if the proper terrain is available and the player whose unit is fired at wishes.

Roads: If the road reaches a board edge that reserves are allowed to enter on then the player may bring his reserves on at the road gaining +1 to his roll.

Forced March: Double move (or triple if on a road, unless in a skimmer or jump pack) if there are no enemy within 24". If the unit takes casualties from shooting they fall back 2D6" even if they always pass moral checks. Vehicles suffering ‘crew stunned’ or ‘immobilised’ whilst they are on a forced march are destroyed.


White Dwarf 239.

Mission selector.

11 Cleanse (Standard ) 31 Rescue (Standard) 51 Ambush (Raid)
12 Cleanse (Standard) 32 Rescue (Standard) 52 Rescue (Standard)
13 Cleanse (Standard ) 33 Take & Hold (Battle) 53 Strongpoint Attack (Raid)
14 Night Fight (Standard ) 34 Cleanse (Standard) 54 Cleanse (Standard )
15 Night Fight (Standard) 35 Meat Grinder (Battle) 55 Rearguard (Breakthrough)
16 Choose 36 Choose 56 Choose
21 Patrol (Standard) 41 Night Fight (Standard ) 61 Night Fight (Standard )
22 Patrol (Standard) 42 Bunker Assault (Battle) 62 Breakout (Breakthrough)
23 Recon (Standard) 43 Patrol (Standard) 63 Patrol (Standard)
24 Recon (Standard) 44 Sabotage (Raid) 64 Blitz (Breakthrough)
25 Recon (Standard) 45 Recon (Standard) 65 Recon (Standard)
26 Choose 46 Choose 66 Choose

WD 250.

CRUX TERMINUS.

Terminator armour gives either a 2+ or 5+(I) save. Whichever is better.

Dark Eldar vehicle upgrades.

Horrorfex 5 points. 18" range terrofex.

Nightshield 15/20 points. Add 6" to any shooting range trying to attack the vehicle.

Scaling nets 5/NA points. Disembark at any point during movement. Vehicle easier to hit; 4+ not 6+

Screaming Jets. 15/10 points. Deep Strike.

Scythes 10/10 points. Roll a 1 to hit and take a S5 hit.

Slave Snares. 15/NA points. Move 12" and cause D6 S4 hits on a unit you pass over. Casualties are worth more VPs.

Torture Amp. 10/NA points. Tank Shock

Trophy Racks. 10/NA points. Enemy units within 6" get –1 Ld.

Eldar Q & A.

Bodyguard not a separate choice.

Enhance is not cumulative.

Warlock on Jetbike is 36 points.

Farseer needs LoS for Mind War and cannot target models inside vehicles, even open-topped ones.

Conceal gives a cover save but models do not gain any other advantage for cover.

Points for crew is taken into account in the points for the grav platform.

Psychic hood can nullify a Warlock power.

Warpspiders risk on the ‘second’ jump, even if they don’t make the first!

Crystal targeting matrix and star engines may not be combined.

Night Fighting.

The Jitters: Every unit must take Ld test. Fail and roll D6:

1-3 cannot move. (But may shoot and assault)

4-6 falls back (and yes they can be crossfired)

Attackers get +1 Ld for the test in the first turn.

Pinning: All shooting counts as pinning test! Additional –1 Ld for sniper rifles and Barrage and –2 for ordnance.

Getting Lost: If cohesion is broken, Must pass Ld or removed as casualty. (No VP!) (Troops immune to psychology still test!) (Demons never test)


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