40K Playing Outside! - Warhammer 40K Fantasy

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View Poll Results: Like the Idea of Playing 40K on a 'HUGE' scale?

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  • Wow I am blown away with this......

    12 13.19%
  • Impressive, Very impressive.........

    26 28.57%
  • You are insane! (in a good way!)

    36 39.56%
  • You are insane (in a bad way!)

    8 8.79%
  • You idiot............

    9 9.89%
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  1. #1
    Member Macmoss's Avatar
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    Oct 2006
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    40K Playing Outside!


    The idea of playing WH40K outside on a grand scale has of course been around for along while now. For me the topic of conversation with fellow hobbyists would often turn to ideas of huge battles being played out on the back lawn. In my experience though nothing ever came of this.

    Then Epic arrived on the scene with the possibility of fighting in the WH40K universe on a big or more to the point EPIC scale. This was a game I fell in love with and still play and collect to this day. However, for some reason it never replaced the dream of playing huge WH40K battles on a grand scale outside.

    Over the last couple of years I have been chewing this idea over in my head, quizzing fellow gamers about the pros and cons and their general interest in playing WH40K out in the back garden or in a large hall. With each conversation I got the same reactions. The first was “Wow! That sounds fantastic,” usually followed by “But I think it just wouldn’t work!” And of course both reactions are correct. Managing to Play WH40K on such a scale is a fantastic idea but with only its own rules to go by it just wouldn’t work properly!

    The main cause for concern, (but not the only one by any means), are the vast distances involved and the small movements allowed in the WH40K game. This problem is a bit more complicated than simply allowing unengaged units a larger movement allowance without putting some restrictions on forces that might quickly out flank engaged enemy. These restrictions arise from the time that it takes to complete a WH40K game turn.

    I didn’t want such a big game getting bogged down by the very first WH40K engagement that occurred, so after much thought and discussion I decided on the ‘Time’ rules you will see included in the game. The ‘time’ rules are in some respects an ‘Advanced Rule’ and I would suggest using them only once you are familiar with the other rules in the game such as the movement changes and deployment of troops.

    Another problem is the amount of troops being used. Turning this on its head I decided that each player would be a Detachment Commander in their own right actually represented by a model on ‘the board’ and responsible for only one Detachment. This allowed the development of the Multi-Player Field Commander Rules, Detachment Coherency Rules, Detachment Commander Rules, Mission Control Rules and Recommendation Rules, which I hope have added a lot of character without complicating the game.

    It is possible of course to allow Detachment Commanders control of more than one Detachment but unless you decide on rules for keeping these detachments close together players will find it very difficult to operate such detachments if they become separated.

    Having now play-tested the rules in their rawest form I have found they work surprisingly well. There is still a lot of ideas being given to me by fellow gamers which I am trying to sift through and will be putting the best into these rules in an easy playable way, so don’t expect to hear from the last of me just yet!



    Each player is in command of one detachment chosen either from one standard organisation force chart or from the specialised force charts below:

    Fast Attack Detachment
    1-2 HQ
    0-1 Elite
    0-3 Troop
    2-6 Fast Attack
    0-1 Heavy Support

    Heavy Support Detachment
    1-2 HQ
    0-1 Elite
    0-3 Troop
    0-1 Fast Attack
    2-6 Heavy Support

    The detachment can be of any points size as long as it stays within the force organisation chart guidelines. Characters are still restricted to taking the allotted points value of equipment in their appropriate Codex.

    At first having detachments of any points size might seem a little unfair, but playing on such a big scale it soon becomes apparent for the need to specialise detachments into tailor made forces that excel in specific roles. For example a couple of small, fast attack detachments have the room and speed to run rings around a slower more cumbersome but larger detachment. Fast attack based detachments will find it easier to withdraw from an engagement while larger detachments once engaged, will find it nearly impossible to withdraw unless the enemy does so first.

    Set Up Rules


    Each detachment is represented by a beacon which is placed in a deployment zone marked out on the battlefield. This is to help speed up the movement of unengaged forces and cuts out the fiddly and time consuming movement of models that are unengaged. It also represents the fact that while the detachment commanders will know vaguely where enemy detachments are from intermittent intelligence (and counter intelligence) they won’t know the exact makeup of such forces unless they send flyers or scouting detachments out to spy on them and relay back the information.

    You can use up-turned mugs, flower pots etc. as beacons or make more impressive flag holders of some sort.


    Each side should be given a fall back base line. Troops that are falling back will always attempt to fall back to this point as described in the Rule Book unless otherwise noted in these rules. Flyers that come on as reserves will usually be brought on from this base line unless otherwise decided.

    Deployment Zones

    Deployment zones can be in various parts of the battlefield and can vary from large baseline areas that allow a number of detachments to be deployed in, to deployment zones around objectives that allow only a single detachment to be deployed in.

    For example, it might be decided that one of several deployment zones for one side is located deep in no-man's land and has several bunkers and an ammo dump in it (see above).
    One of the Detachment Commanders can be allowed to be deployed there, although it doesn’t have to be occupied at all if the player decides to be more cautious and withdraw his detachment further back to a deeper deployment zone.

    While the battlefield can be as large as you want to make it, the distance between the two main set up zones should take into account how long you have to play the game - during a short days gaming the forces can be allowed to set up about 20’ apart - a long weekend of gaming can allow the no-man’s land to be a lot bigger.


    The Clock

    Once all detachment beacons are deployed the game begins and a 5 minute count-down stop watch is started which runs continually throughout the day. This timer is important as it keeps the game moving and stops it getting bogged down with players just standing around and wasting time chatting (Yea gods! - there is a war going on you know?!).

    More importantly the 5 minute timer prevents detachment beacons that are moving from getting out of sequence which would prove very confusing. The 5 minute timer should never be stopped or reset and to help things run smoothly it would be great if every player could have their own count down watch running at the same time. Not entirely necessary but certainly helpful.

    One player should be put in charge of the timer during the game and it is his responsibility to call time at the end of every battlefield turn.

    Each side takes it in turn to have a 'battlefield' turn in which they are allowed 5 minutes to move their beacons and to deploy detachments that players want deployed. See deployment rules below.

    Each detachment beacon must decide at the start of each Battlefield Turn to move either in column or in formation.

    If a detachment beacon remains stationary it is considered to be in formation.
    Max movement of a detachment in formation.

    The Max movement of a detachment beacon in formation during a 5 minute battlefield turn is double the speed of the slowest moving unit in the detachment.

    To decide the slowest moving unit simply double the basic movement ability of each unit in the detachment. Units that also move in the assault phase do not count this additional movement when moving the beacon unless they are allowed to move without having to engage enemy units in hand to hand combat. For example Tau Crisis suits can count their movement distance from the movement phase and the assault phase while a normal IMPERIAL guardsman could only use their movement from the movement phase.

    Some units have a random move distance each turn, for example eldar’s fleet of foot. This should be calculated each turn for each unit with the detachment moving at the pace of the slowest moving unit.

    For Example

    Most Infantry = 12"
    Most vehicles and Jump Pack Infantry and units like Tau Crisis Battle Suit Units that can move in the assault phase = 24"
    Eldar Jetbikes = 36”
    Most fast vehicles = 48”

    So if a detachment has two fast vehicle units, 4 vehicle units and one standard infantry unit the beacon can only move 12".

    Maximum movement of a detachment beacon moving in column.

    The Maximum Movement of a detachment beacon moving in column is 10 times the speed of the slowest moving unit in the detachment.

    For example
    Most Infantry = 60”
    Most vehicles and Jump Pack Infantry and units like Tau Crisis Battle Suit Units that can move in the assault phase = 120”
    Eldar Jetbikes = 180”
    Most fast Vehicles = 240”

    A detachment beacon moving in column is a very vulnerable target and no commander in his right mind would approach the enemy close in such a way. To represent this a detachment beacon moving in column must immediately halt if it approaches within 120” of an enemy unit or beacon and must immediately deploy as describe below in the rules on deployment of detachments in column.

    Skimmers. Skimmers that are moving in column ignore difficult terrain restrictions and do not have to take difficult terrain tests. They can be thought of as skimming fast over water or above forest canopies etc.

    Deep Strike

    Deep Strike is used as described later but for now it is suffice to say that such units do not count as a 'slowest' unit in a detachment until after they have made their Deep Strike from reserve and are on the battle field.


    Units that infiltrate never count as the ‘slowest’ unit, as they are able to advance quickly while their detachment is regrouping, allowing infiltrators a lot of flexibility. See rules below on ‘Scouting Support’.

    This will make detachments with standard infantry that don’t have transports or have their transports destroyed very slow - although attached infiltrating units and deep strike units in reserve do not impede a detachment at all at first.


    If a detachment beacon starts its 5 minute 'Battlefield Turn’ within 120" of either an enemy beacon or any deployed enemy troops then that detachment units must all be deployed (as described below).

    Deploying in Formation

    Note: You may choose to deploy your detachment in formation at the start of any of your Battlefield Turns even if there are no enemy units within 120” as long as the detachment has moved in formation in its previous turn.

    When deploying the units of a detachment in formation a HQ unit in the detachment is placed first, on top of the spot where the beacon was located - if there is a choice of HQ units the owning player may decide which HQ unit to deploy at the beacon.

    All subsequent units are deployed with at least part of the unit within 48” of the HQ unit. Alternatively a unit may be placed within 12” of another unit that is deployed behind the HQ (this can make a chain of units that are further than 48” away from the HQ as long as they are all placed behind the HQ unit).

    After this deployment has happened the detachment can then take an immediate WH40K game turn - and gets to move, shoot and assault as normal.

    This represents the detachment approaching the enemy in a battle formation ready for attack.

    Deploying while in Column

    A detachment in column that comes within 120” of an enemy unit or beacon must immediately halt and deploy as described below.

    A detachment which moved its previous Battlefield turn in column and starts its next battlefield turn within 120” of an enemy unit or beacon must deploy in column as described below.

    Any unit from the detachment is positioned where the beacon was and faces in the direction they had been moving whilst in column. The player then places all other units, apart from infiltrators, one after another, in a column directly behind the first unit no more than 6” apart behind and facing the same direction as the first unit, forming a long column line. The units can be placed in any order as long as units stay within squad coherency. Infantry units moving in column on foot must also be placed in a column line.

    Once deployed the player has in effect finished his first WH40K game turn. The detachment can not move, shoot or assault and the WH40K game turn is given over to the enemy who then must deploy any of their beacons within 120” following the rules above and may of course attack with any of their detachments that have already deployed and those that have deployed in formation.

    This represents to some extent the surprise and confusion a detachment in column finds itself in having approached so close to the enemy and not being in an attack formation.

    Infiltrators are an exception to deployment in column and will always deploy in formation within 72” or 120” of the HQ unit. Infiltrators may take an immediate WH40K game turn even when the rest of a detachment in column may not. See rules on ‘Scouting Support’ later.

    Time allowed for a Detachment WH40K
    Game Turn

    The clock is still ticking - a single Detachment WH40K Game turn is allowed a maximum of 10 minutes to take place, including initial deployment. A detachment can not make more than two WH40K Game turns in 5 minutes.
    Note that each separate engagement can take place at it’s own pace with some engagements becoming drawn out and others being very rapid.


    If a new detachment joins an engagement that has already started then it must wait for its own sides WH40K turn before it can move, shoot or assault in the engagement. If two or more engagements should spill into one another then roll a dice for each engagement. The new mass engagement follows the turn sequence of the highest dice rolled engagement. In such a mass engagement spill over, units are not permitted to have an extra movement, shooting or assault phase.

    Keeping Detachment Coherency

    Units must stay within 120" of the detachment’s HQ units. Detachments with two or more HQ units must keep each HQ unit within 120” of another. Note that Infiltrators also follow these same coherency rules.

    If the detachment’s HQ units are fully destroyed then the remaining individual units must either remain stationary or move directly to form an unbroken chain within 12" of the other units from the same detachment.

    All members of HQ units count as part of the HQ and every member must be removed as casualties before the HQ unit counts as being fully destroyed.

    This makes HQ units very important if the detachment is going to remain flexible and represents their importance in the chain of command on the battlefield. It also reflects the confusion among the rank and file as communications go dead, requests are unanswered and no further orders are issued when HQ Units are destroyed.
    Other than the above rules the WH40K Game turn goes ahead as normal.

    A word of warning - in open terrain heavy weapons RULE!

    Assault troops will have a bitter time unless they can find cover - this is one of the best parts about this large scale battlefield game as tanks and heavy weapon teams really come into their own.
    Assault troops need cover, transports or jump packs to be at all effective and deep strike with troops can be very risky as they can end up out on their own and unsupported.


    WH40K engagements end when at the start of a WH40K game turn there are no enemy models (excluding enemy flyers) or enemy beacons within 120". All detachment units must also have moved within two movement distances from a 'HQ' unit of the players choosing during their WH40K ‘Game Turn’. i.e.
    Most Infantry within 12"
    Most Vehicles within 24"
    Most Fast Vehicles within 48"
    Infiltrators within 72” (See ‘Scouting Support’)

    At this point the models are removed and the beacon is placed at the point of the HQ unit in the detachment. If there is more than one 'HQ' unit then the controlling player may choose which one all his units will regroup on.

    The beacon is then allowed to move in formation or in column in its own 5 minute battlefield turn as normal, until it comes within 120" and its next engagement!

    Unable to Regroup

    Units that are unable to regroup for whatever reason (because they are below 50% or are man alone for example ), must be removed by the owning player as casualties
    when an engagement ends.

    This is so that the surviving units of the detachment can press on to their own objectives. If units are forced to fall back further than 120” from a HQ unit or its detachment has no remaining HQ units the falling back unit must also be removed as a casualty at the end of an engagement.

    Vehicles that are immobilised can either be removed or can be left where they are if there is a possibility of them being repaired as described below under repairing vehicles.



    Detachments starting the game on the battlefield, whether they are Standard, Fast Attack or Heavy Support, will be ‘Ground Based’ Detachments with at least one HQ unit deployed on the battlefield. Ground Based Detachments may include certain Supporting Units which are detailed below with additional rules.

    Some Detachments are Specialist Detachments and include Flying Squadrons, Blitz Detachments and Static Defence Detachments as described later.

    Units in Reserve

    The only units that can be held in reserve are ‘Deep Strike’ Units, Daemons and ‘Flying’ Units. All other units that can usually use the reserve rules must be deployed as normal instead.


    Scouting units are an essential part of warfare. The high manoeuvrability and stealth that these small units have make them uniquely dangerous to the enemy. As large detachments regroup their scouts will already be busy at work moving deep into enemy territory and setting up covert observation posts that relay vital information back to the main force on the enemies movements.


    Infiltrator units that are attached to Detachments are governed by the following special rules.

    Infiltrators are never represented by the beacon and can never suffer casualties from preliminary bombardments or flyer air attacks that target the detachment’s beacon. This represents the fact that while the detachment is moving as a beacon any attached infiltrating units will be quite some distance away moving unseen and already scouting out areas for the next engagement.

    Because infiltrators are never represented by the detachment’s beacon they never slow the detachment beacon’s movement down.

    Deployment of Infiltrators in an Engagement

    Infiltrators are only ever deployed when their detachment is deployed. Infiltrator units are never deployed on their own.

    When a detachment in formation is deployed the Infiltrators are deployed in formation within 72” of a HQ unit.

    When a detachment is deployed in column then any Infiltrator units may be deployed in formation 72” from the first unit that is deployed in column. This represents the mobility of the scouts and the fact that they are not moving in column but instead scouting out ahead of the column. The Infiltrators may also take an immediate WH40K game turn.


    Certain infiltrators have varying ambushing rules in their codex, such as Eldar Pathfinders and Catachan Jungle Fighters. These varying ambush rules are all replaced with the following new ambush rule.

    Ambushing infiltrators are deployed up to 120” from their HQ unit on the second Game turn of the engagement. They must set up either out of sight from the enemy (behind a hill for example) or in terrain that gives them a cover save. Otherwise they must set up within 72” of their HQ unit like ordinary infiltrators.


    Equipment that allows a detachment commander to detect Infiltrators, for example the Auspex, means infiltrators and ambushers can not set up within that detection range. This rule replaces the rules for the equipment in the codex (so you don’t take extra shots etc.)

    Detachment Coherency

    Whilst a WH40K engagement is taking place infiltrators and ambushers are still governed by the Detachment Coherency rules.


    An Infiltrator Unit can ‘Go To Ground’ at the end of its movement phase if it has a cover save of any kind. The Infiltrator Unit must roll under its leadership value. If successful the models are removed and the unit takes no more part in that engagement. The unit can be called upon in future engagements. If the test is failed the unit stays on the board but can not shoot or assault for the rest of that turn.


    Infiltrators must regroup as with other units in the detachment at the end of the engagement, where they will receive instructions on their next scouting mission. To regroup all infiltrators, including those that can ambush, must be within 72” of the HQ unit.

    Once the detachment has regrouped and is replaced with a beacon then the infiltrators begin scouting again as described above.

    Lone Infiltrators

    If Infiltrator units find that the rest of their detachment has been eliminated then the infiltrators must remain on the battlefield within 12” of other Infiltrator units from the same ‘Scouting’ Detachment. As with all deployed detachments outside 120” of the enemy they are only allowed to make 2 WH40K game turns in 5 minutes. In this case if they are forced to fall back then the infiltrators are removed as casualties.

    The following unit types are ambushers:

    Catachan Devil Squad
    Deathworld Veteran Sniper
    Deathworld Veterans Patrol
    Alaitoc Path-Finders
    Tau Pathfinders
    Wolf Scouts


    Some Space Marine and Chaos Space Marine ‘Ground Based’ Detachments may have ‘Support Reserves’ such as drop pods, deep striking units and the Thunderhawk Gunship attached in support of them whilst the rest of the detachment is deployed on the ground.

    Other armies use similar orbital landers and deep striking ‘Support Reserves’ in support of Ground Based Detachments.

    Such detachments are said to be made up of a ‘Ground Based’ Detachment and ‘Support Reserves’

    Note that detachments that are made up entirely of deep striking units, drop pods and supporting orbital landers are covered separately under ‘Blitz’ Detachments.
    ‘Ground Based’ Detachments calling in ‘Support Reserves’

    Once a ‘Ground Based’ Detachment Commander declares his intention to call in his ‘Support Reserves’ then all ‘Support Reserve’ units must be rolled for and deployed. All the ‘Support Reserves’ units must attempt to land within 120” of a HQ unit.

    Drop pods follow the rules in Imperial Armour Update.

    ‘Support Reserves’ deployed via drop pods, deep strike and orbital landers follow the normal detachment coherency rules.

    If the ‘Ground Based’ HQ of the Detachment is eliminated then Support Reserves can not be called in.

    Dreadnoughts and normal Power Armoured Space Marines without jump packs may no longer deep strike. Instead they must be deployed via drop pods or Thunder Hawk Gunship. Landspeeders and infantry equipped with jump packs or the equivalent may still deepstrike.

    Orbital Landers

    Orbital Landers are always controlled by the Squadron Leader Player even when transporting another Detachment Commander’s Units.

    Orbital landers that are carrying ‘Support Reserves’ must be moved via the most direct rout to the drop point and cannot withdraw from combat until the troops on board have disembarked.

    Once deep strike units are down on the battlefield they must remain on the battlefield and so lose their deep strike ability.


    Summoning Daemons

    Chaos Detachments of the Damned can hold daemons in reserve until the Detachment of the Damned deploys its units.
    The summoning dice roles to see whether the Daemons are summoned should be rolled for as normal once the units are deployed and enemy approach within 120”.
    The Chaos player stops rolling to summon daemons if their are no enemy within 120”.
    This rule is to stop any confusion on whether daemons have arrived while the Detachment of the Damned is still represented as a beacon on the battlefield. Daemons that are summoned remain summoned for the rest of the game. Daemons that don’t fly are considered Infantry once they are summoned for the purpose of moving and regrouping and so will slow down a Detachment of the Damned Beacon quite significantly once it regroups.


    Any infantry unit may 'hitch' a ride during the movement phase on an enclosed moving vehicle or while moving as a beacon

    The vehicle cannot be a skimmer.

    This only applies when the infantry unit has not moved and the vehicle starts its movement phase within 6" of the infantry squad.

    When a unit hitches a ride; there is no embark or disembark movement - the infantry unit is moved alongside the vehicle.

    At the end of the movement phase (no matter how far the vehicle has moved) the infantry unit 'hops-off' to consolidate their position (since they are in action). In game terms, they will not gain any positive or negative armour save modifiers while hitching a ride.

    However after hitching a ride (therefore once the movement phase has finished), the infantry unit may fire; but the unit will count as having moved.

    To represent the dangers of being on a Battle Tank while it's engaging the enemy with it's own gun; The tank cannot fire any str8+ weapons whilst giving a ride... so the infantry gains the bonus of extra movement, but the vehicle if it's a MBT like leman russ) would be restricted in terms of not being able to fire it's main weapons.

    Vehicles can carry as many infantry as their normal capacity allows.

    Non transport Vehicles like the Leman Russ can carry 5 troopers

    Super Heavy Tanks can carry 10 troopers

    Large Troopers carried take up to 2 spaces as normal.



    Whole Detachments are sometimes thrown straight into the fighting in a sudden and shocking blitzkrieg style of attack. Space Marines are particularly renowned for this form of shock attack, destroying central command sections in sudden strikes which can throw the enemy into complete disarray.

    Whilst Space Marines specialise in this form of attack most other races can put together similar ‘blitz’ detachments that can strike suddenly and with little warning.

    Any units that can either deepstrike or be loaded in flying transports (and so held in reserve) can be included in a ‘Blitz’ Detachment.


    ‘Blitz’ Detachments represent a variety of units that are going to support each other in a sudden and critical strike on a key enemy position - not randomly scattered across the battlefield.

    Because of this the following rules apply.

    The whole ‘Blitz’ Detachment begins in reserve.

    When the Detachment commander player decides that the time is right he may call in his ‘Blitz’ Detachment by placing a drop point counter anywhere on the Battlefield in one of his battlefield turns.
    The Detachment Commander then rolls a single D6 for the whole ‘Blitz’ Detachment.

    On a 4+ the whole ‘Blitz’ Detachment is placed on the baseline if it is an orbital lander or drop pod and the deep strike rules are used for deployment of deep striking units. If a ‘Blitz’ Detachment does not roll 4+ then the player must wait until his next 5 min Battlefield turn. The ‘Blitz’ Detachment’s units will then appear on a 3+, and from then on a 2+.

    Once a drop point counter is placed by a Detachment Commander it can not be removed, and he must continue to roll for the deployment of the ‘Blitz’ Detachment.

    Movement of a ‘Blitz’ Detachment

    Drop pods are moved immediately to within 48” of the drop point as they plummet out of the atmosphere using the rules in Imperial Armour Update.

    Orbital Landers must fly to within 48” of the drop point by the shortest possible rout using the flying rules and cannot withdraw from combat until the troops on board have disembarked.

    Deep striking units must attempt to land within 48” of the drop point.

    When a 'Blitz' Detachment is called upon to be deployed the controlling player must attempt to deploy all of the units in the ‘Blitz’ Detachment and cannot keep some units in reserve.

    Once the whole ‘Blitz’ Detachment is deployed the units follow the normal detachment coherency rules (see above).

    If there are no enemy units (discounting flyers) within 120" of a fully deployed 'Blitz' Detachment a beacon marker replaces the detachment units as normal - as long as they have regrouped properly of course - see regrouping above.

    The above rules allow a ‘Blitz’ Detachment to hit fast and unexpectedly. But once they have deployed they will be very slow to redeploy anywhere else on the battlefield unless they have an orbital lander in support.

    Orbital Lander Squadrons

    Once orbital landers have disembarked their passengers, the flyers are free to operate as an independent squadron under the control of a squadron leader player. Squadron leader players are also in control of the flyers when they are making their way to the drop point initially, although they must fly the most direct route available to the drop point.

    This means that ‘Blitz’ Detachment Commander players that are being transported by Orbital Lander Squadrons need to work closely with the Squadron Leader player, especially if they do not want to be left stranded at a pick up point later on in the battle!!

    Orbital Landers are not allowed to withdraw on their initial transportation route. Later in the battle if an Orbital Lander picks up any units and then withdraws neither the Orbital Lander or the units it is transporting can take any further part in the battle although the Orbital Landers and the Units it is transporting are not considered destroyed for primary mission awards and recommendations.


    Strong Points in the battle line are characterised by heavy weapon emplacements, bunkers and lines of trenches under the control of determined defenders.

    Static defences.

    Static defences can be bought for any Ground based Detachment. That detachment becomes a ‘Static Defence’ detachment.

    Static defences include:

    Turret Emplacements
    Earthshaker / Manticore / Hydra Emplacements (without a carriage)
    Tarantulas (that have not been transported)
    Necron Pylons
    Drone Sentry Turrets (that have not Deep Striked)
    Trenches, Tank-Traps, Barbed Wire, Barricades/Walls etc.

    Units in the ‘Static Defence’ Detachment must always be set up on the battlefield. Beacons are never used for a ‘Static Defence’ Detachment, even if all of the Static Defences are destroyed.

    The ‘Static Defence’ Detachment’s units must still keep detachment coherency.

    If any unit is forced to fall back then they must fall back towards the nearest operational static defence and not towards the base line, even if this means entering a cross fire zone.

    If there are no detachment static defences left then units that are forced to fall back are removed from play.
    Once a falling back unit reaches base contact with one of its operational static defences then it will automatically regroup even if it is below 50% or man alone.
    The rules on Static Defences represent a strong point being held in the armies battle line. Because of the static and dug in nature of such a detachment its units have had more time to prepare defences. To represent this a ‘Static Defence’ Detachment is allowed to use the obstacles rules in the WH40k rule book. In addition the ‘Static Defence’ Detachment is allowed one bunker and 2’ of trench/defended wall for every Troop Choice the ‘Static Defence’ detachment has taken from the force organisation chart. Static defences must be set up no further than 24” from another static defence.


    The following rules cover guess range ordnance weapon’s supporting bombardment.
    ‘Artillery’ Detachments with guess ranged ordnance weapons may deploy in formation at the start of any of their Battle Field turns.

    Long Range Supporting Bombardment

    Artillery firing up to their normal range can be quite accurate. This is, however, not the maximum range of such weapons. Any guess range ordnance artillery can attempt to fire a rather inaccurate volley up to 10 times its normal ‘accurate’ guess range.

    Instead of guessing simply place the template on the target and roll a scatter dice twice. The first scatter dice is measured D6 feet and the second scatter dice is measured D6 inches. If a hit is scored on the first scatter dice the template is moved D6 inches rather than feet. If a hit is scored on the second scatter dice then the template is not moved a second time.

    Long range Supporting Bombardment never scatters more than half the distance to the target.

    Such inaccurate Long Range Supporting Bombardment does require ‘spotting’ if it is to be at all successful. Long Range Supporting Bombardment can only fire at targets if there are deployed friendly ‘spotting’ troops within 120” of the target and they have line of sight to the target. The artillery only fires during the spotters shooting phase.

    Note: It might be useful for each artillery piece to have a ‘Firing Token’ that they give to the spotting player that they then use in their shooting phase to indicate the particular artillery piece that is firing so there is no confusion in deciding if the artillery piece has fired or not.


    Rule Changes

    Some rules in the WH40K Rulebook and Codex Books are not relevant when playing the game on such a big scale as opposed to playing on a gaming table. This is particularly the case with certain special items or troop types. For example the current rules for camo netting for Imperial Guard Tanks have little relevance to the game played on such a big scale.
    Instead of making these Items or troop types obsolete the following rules can be used for these items. Note that the following rules replace all of the rules for that item found in the Rulebook unless otherwise noted.

    Unlimited Range/Anywhere On The Table/On The Battlefield
    A number of rules state that an item or ability has an unlimited range or can be used anywhere on the table or its effects are felt anywhere on the battlefield. Unless otherwise noted this is now changed to a range of 240”.

    Chaos Space Marine

    Blood Frenzy
    Only takes effect if there are enemy ground units within 120”.

    Fire Frenzy
    Only takes effect if there are enemy ground units within 120”.

    Twisting Path
    As in Rulebook except instead of earning 50 victory points, the Detachment Commander that the Psyker belongs to gains a secondary mission

    Weaver of Fates
    The detachment may always deploy in formation even if it has moved in column. The whole Detachment may immediately take a WH40K turn.

    Daemon Hunters

    Prevents Ambushers setting up within 4D6”.

    A Word in Your Ear
    Only with enemy units the assassin is engaged against. The selected unit can be moved anywhere and is not restricted to 6”. It still must be set up in its deployment zone however.

    Daemonic Infestation
    This rule is not used.

    Emperors Tarot
    The detachment may always deploy in formation even if it has moved in column. The whole Detachment may immediately take a WH40K turn.

    Orbital Strike
    The strike point must be within 120” of the HQ unit. The orbital strike only stops once the Detachment has regrouped. Further orbital strikes, on different targets, can be called down in future engagements.

    Can be placed within 120” of the HQ unit on the second turn using the 4+ reserve rule. Unlike ambushing the assassin can not be detected by special rules or wargear such as Auspexs.

    Psychic Hood
    Range of 240” from either the target of the Psychic Ability or from the Psyker that is using the ability.

    As in the Rulebook but has no effect in adverse weather conditions such as Blizzards or Fog and has a range of 240” only.

    Up to 240”. The Daemonhost must keep within 120” of the HQ.

    Dark Eldar

    Animus Vitae
    As the rules. Each model captured by the unit is worth a Secondary Mission.

    Mandrakes can Ambush.


    The detachment may always deploy in formation even if it has moved in column. The whole Detachment may immediately take a WH40K turn.

    Models that fall back through a wraithgate can be kept in reserve for the next engagement after the detachment has regrouped. A character that carries a wraithgate can deactivate it on any turn he is next to it. It can be used again in that engagement and in future engagements.

    Imperial Guard

    Booby Traps
    May only be purchased and used if the detachment has troops capable of ‘Ambush’. Booby traps are triggered on the same turn that the ambushers are deployed. If the Traps are not used then they may not be used for that engagement although they can be used in later engagements. The player nominates one target for each booby trap within 48” of an ambushing unit. The target has triggered the trap and will be attacked as described in the Rulebook.
    A note must be kept of what booby traps have been used as each one can only be used once.

    Camo Netting
    Vehicles with camo netting are considered hull down as long as they did not move or fire a weapon in their previous turn. They also must not have used any visible external items such as searchlights.

    Deathworld Veteran Sniper - Disappear
    As the rules except may be used afresh in each new engagement. In addition the sniper does not have to regroup (He is just removed from the battlefield.).

    Master Strategist
    A detachment led by a master strategist may always deploy in formation even if it has moved in column. The whole Detachment may immediately take a WH40K turn.

    As in the Rulebook but has no effect in adverse weather conditions such as Blizzards or Fog and has a range of 240” only.

    Sentinel Squadrons
    Scout Rules are replaced with the ability to infiltrate. (Including Deathworld Sentinels)

    Shadow Sword
    May not move on the following turn after it has fired its Volcano Cannon. It may still fire in its following turn however.

    Summary Execution
    As in the rules. In addition, if the executed officer was the detachment commander, at the end of the game do not roll to see if the officer survived.

    Vox caster / Master Vox
    As in the rule book but only units from the same detachment as the command section gain any benefit.

    Grand Illusion
    The detachment may always deploy in formation even if it has moved in column. The whole Detachment may immediately take a WH40K turn.

    Solar Pulse
    The solar pulse cancels Night Fighting rules within 120” of the staff

    Veil of Darkness
    May appear within 120” of the Necron Lord’s last position.

    Space Marine

    Prevents Ambushers setting up within 4D6”.

    Chooser of the Slain
    Instead of preventing infiltrators setting up the Chooser of the Slain makes ‘Ambushers’ set up as ‘Infiltrators’.

    Damocles Command Rhino
    The detachment may always deploy in formation even if it has moved in column. The whole Detachment may immediately take a WH40K turn.
    The Damocles can call in an orbital strike heavy support choice of the detachment it is joined with. The strike point must be within 120” of the Command Rhino. The orbital strike only stops once the Damocles’ Detachment has regrouped. Further orbital strikes, on different targets, can be called down in future engagements.
    The Damocles has an Auspex on board which prevents Ambushers setting up within 4D6”.
    The Damocles can not call on Imperial Navy Air support as this is now covered by the new flying rules.
    The Damocles allows any failed reserve rolls of any friendly detachment to be re-rolled.

    Death Before Dishonour
    Once engaged the Detachment cannot voluntarily withdraw and regroup until the enemy engaged has had its HQ units fully destroyed.

    Fury of the Ancients
    Range of 240”.

    Hunting the Fallen
    At the start of the game roll a D6. On a 6 randomly decide which Enemy Detachment Commander has information on the Fallen. Dark Angels may attempt to capture this individual in close combat as described in the Slavery Mission. If the Character is captured the Dark Angels gain a Primary Mission.
    Cypher may also be captured and this will gain the Dark Angels a Primary Mission.

    Know Thine Enemy
    The detachment may always deploy in formation even if it has moved in column. The whole Detachment may immediately take a WH40K turn.

    Master Interrogator
    Each detachment commander captured by Asmodai gains his side a Primary Mission.

    Never Despair
    If the Detachment’s HQ is destroyed any Elite unit can be selected as a new HQ unit.

    No Surrender
    Azrael can never be captured - instead treat Azrael as dead.

    Old and Wise
    The detachment may always deploy in formation even if it has moved in column. The whole Detachment may immediately take a WH40K turn.

    Operate Behind Enemy Lines
    Rules are replaced with the ability to ambush.

    Psychic Power: The Gate
    Replaces ‘Anywhere on the tabletop’ with ‘Teleports up to 120”’.

    Detachment Commander gains a secondary mission for each Apothecary that is still alive in the detachment at the end of the game.

    Rites of Battle
    Range 120”. Only units from the same detachment as the Commander can use his Leadership.

    Space Wolf 13th Company - Scouts
    The detachment may always deploy in formation even if it has moved in column. The whole Detachment may immediately take a WH40K turn.


    Improved Sensors
    Allows ‘detection’ of ambushers up to 4D6’’

    Sensor Spines
    Allows ‘detection’ of ambushers up to 4D6’’

    Inspiring Presence/Price of Failure
    Rules only apply to the detachment that the ethereal belongs to.

    Forward Scouts
    Rules are replaced with the ability to ambush.


    Instinctive Behaviour
    As in the rules. Also if all Synapse Creatures are killed then at the end of an engagement the tyranid detachment may not regroup but is removed from play and is considered destroyed.

    As the rules. In addition may attempt to regenerate even when regrouped (once every Battlefield Turn).

    Secret Deployment
    Allows the unit/creature to ambush.

    Spore Mine
    As the rules plus Spore Mines that drift more than 120” from a Synapse Creature from the same detachment are removed from play. When a Tyranid detachment regroups its Spore Mines are removed from play.



    As the battlefield is so large vehicles become very important when moving your detachments especially transport vehicles for your infantry. The following rule allows vehicle crew and repair vehicles to attempt repairs on immobilised vehicles and destroyed weapons.

    At the end of an engagement when there are no enemy within 120" and the units in the detachments have regrouped, any vehicles that are immobilised may either be removed as casualties and take no more part in the game or the controlling player may try to repair there vehicles using their crews.

    This repair may only take place if the detachment beacon remains stationary and no enemy approaches within 120".

    Roll a D6 at the start of each 5 minute 'battlefield' turn for each immobilised vehicle. On a roll of a 6 the vehicle is no longer immobilised and may move and regroup with the beacon as normal.

    This roll is in addition to the following attempts to repair.

    Space Marine Rhinos and Techmarines.
    For example a Space Marine Detachment that has four immobilised rhinos each rhino can roll 2D6 every Battlefield turn and if there is a Techmarine in the detachment one of the rhinos would get to roll 3D6, requiring only a single 6 to be repaired.
    Chaos Marine armed with a servo arm
    Each Chaos Marine armed with a servo arm allows one extra repair re-roll for one vehicle in each battlefield turn.

    Parasitic Possessed Chaos Vehicle
    A chaos vehicle that has the parasitic possession upgrade needs a 4+ and not a 6+ to repair itself. It can also roll a separate dice to repair one destroyed weapon on a 4+ per battlefield turn.

    Atlas ARV
    Each Atlas ARV attached to a detachment allows one immobilised vehicle to be recovered on a 4+ each Battlefield turn.

    Big Mek and Mekboys
    Each Big Mek or Mekboy allows one extra D6 roll every battlefield turn.

    Tomb Spyders
    Each Tomb Spyder allows one extra D6 roll every battlefield turn.

    Immobilised Monoliths can also attempt to repair themselves.

    If a vehicle has been immobilised more than once and its turrets are jammed then it requires two '6s' to be able to move again.

    A Techpriest can attempt to repair weapons and immobilised vehicles when the detachment has regrouped.




    There are a number of unlimited ranged weapons in the game. Obviously playing on such a large battlefield this could prove somewhat unrealistic.

    'Unlimited' ranged weapons now have a maximum range of 240". They can target models placed on the battlefield but only area effect ‘Unlimited’ Ranged weapons fired from flyers can target beacons.
    A.A. Weapons

    All A.A. Weapons are considered to have a range of 240” when targeting flying units.


    Some weapons such as hunter killer missiles and manticore rockets are one shot only. This will mean that once used the weapon can not be used in another engagement unless it is reloaded using the rules below.

    Any beacon belonging to any race that is unengaged and located inside the perimeter of an ammo dump can reload every vehicle with one missile/rocket per turn. If the beacon’s units are deployed then it may not reload weapons.

    In the case of flyers, which are never represented by a beacon, they can be reloaded with one rocket or bomb per battlefield turn while stationary on an air strip that has an intact ammo dump attached to it. If the ammo dump is destroyed then a Trojan and sentinel powerlifter team can reload one rocket/bomb per battlefield turn if in base to base contact with the flyer.

    An Imperial Guard Detachment outside an ammo dump that has a Trojan can reload two hunter killer missiles in the detachment per battlefield turn for each Trojan it has. Again the detachment must have regrouped as a beacon and the beacon must remain stationary.
    An Imperial Guard Detachment outside an ammo dump that has a Trojan and a Sentinel Powerlifter can reload one Manticore Rocket per battlefield turn using the rules above.

    The above rule means that one shot weapons will very rarely get the opportunity to be reloaded unless properly supported or located.

    Remember being inside an ammo dump brings its own risks - see mission rules below.

    Feel free to invent similar Trojan and Sentinel powerlifter type support vehicles for other races.


    This optional rule requires a little more paper work but builds for a very realistic effect.

    A record is kept of a vehicle’s main weapon (S6 or more) ammunition (but not if it is in the 100+ category). Note some vehicles might have several such weapons.

    Once a weapon is out of ammo it cannot fire again until it is reloaded, as described above under reloading one shot weapons

    In addition, in a second and subsequent engagement there is a chance that other units and weapons might also be ‘Short on Ammunition’.

    If all types of a particular weapon in a unit miss in the shooting phase after the first engagement then that unit’s weapons cannot be fired again until the engagement ends and the detachment regroups. The detachment is still considered ‘Short on Ammunition’ from every engagement onwards until it can be rearmed as described above in reloading one shot weapons.

    Note some Vehicle weapons have unlimited ammunition and this still stands.




    The enemy has launched its attack before dawn.

    The night fighting rules are used in WH40K 'game' turns until a set time during the day.

    Because of the lack of visibility early on for beacons the detachment units are only deployed when the beacon gets within 72" of the enemy.

    Detachments may regroup when there are no enemy within 72"

    (A reverse of the above)

    The Battle has been raging all day and one side has made a final push for the objectives. There are only a couple of hours of day light left.

    At a set time during the game night descends over the battlefield and night fighting rules are used from then on. Detachments are only Deployed and Regrouped at a range of 72" instead of 120".


    The enemy has moved in under the cover of the night and have launched a surprise attack. The whole games 'day' uses the Night Fighting Rules. Detachments are only Deployed and Regrouped at a range of 72" instead of 120".


    If a Detachment approaches an enemy Detachment that has searchlights the enemy player may declare they are using their searchlights to ‘detect’ the enemy detachment. In this case ‘both’ detachments may must deploy when coming within 120” of each other.
    As long as all searchlights are still functional then both detachments may only regroup outside of 120” as normal.
    Note that night fighting rules are still used. Search lights have a maximum range of 240” when engagements have started.


    Blizzard/Ash/Desert Storm

    Reports have come in saying that there is a storm front heading your way. As you construct covers and secure tents the enemy attacks!! The enemy are trying to use the Storm as cover for their advance.
    The storm starts on one edge of the battlefield and moves 12" across the battlefield every 5 minute 'battlefield' turn. When the storm covers the whole battlefield roll a dice in every 5 minute 'battlefield' turn. On a roll of a 6 the storm begins to clear. The clear weather enters the battlefield from the same edge as the storm and moves 12" in every 5 minute 'battlefield' turn.
    As in the WH40K Rubella Page 127, all movement during the WH40K 'game' turn in the storm counts as being in difficult terrain. Accurate firing is limited to a range of 12", beyond this 6's are needed to hit regardless of the firer's Ballistic Skill.

    Beacons caught in the storm can only move at a maximum of 12"

    Flyers moving through a storm must roll a D6 each Battle field turn. On a roll of a 1 the flyer crashes!



    These optional rules allow both sides to apply their tactical abilities in achieving objectives and goals for their side’s army and their detachment commanders.

    Missions are classed as either primary or secondary ‘Battle’ Missions and have attached ‘Personnel’ Recommendations.

    The side that has completed successfully the most Primary ‘Battle’ missions is the overall victor. If both sides have completed the same number of Primary ‘Battle’ missions then the side that has completed the most number of Secondary ‘Battle’ missions is considered the winner. If the scores are still tied the battle is drawn. Alternatively you can decide an overall objective to be completed by either side.

    Detachment Commander players should also keep a note on how many Primary and Secondary Recommendations they have earned during the game. The Detachment Commander who has earned the most Primary recommendations during the battle (Secondary Recommendations in the case of a tie) is considered the best detachment commander of the battle.

    Your gaming group must decide on the Primary and Secondary Missions available to either side before the game starts. There are some mission examples below.
    To capture any objective in the following missions there must be one friendly unit with less than 50% casualties or a mobile vehicle on the objective and no enemy within 120" of the objective. Once an objective is captured it is not necessary for the detachment to stay on the objective. It remains captured and under that sides ‘control’ until an enemy detachment moves onto the objective. At which point any force missions and recommendations for capturing the objective are lost.


    Every force, from a rag-tag group of mercenaries to the might of the Imperial forces, will have a person who believes they are in charge of the forces on their side. This ‘Field Commander’ uses his guile, wisdom and fear to attempt to control those detachment commanders under him in achieving the ‘Battle’ missions he has set out for them.

    The best ‘Field Commanders’ are able to delegate ‘Battle’ Missions according to the ability of the Detachment Commanders under them.

    A weak ‘Field Commander’ will see their army operating inefficiently and may even find their forces fragmenting with squabbling, infighting and betrayal common place!

    Field Commanders are of course Detachment commanders in their own right, usually personally commanding a small elite detachment of the best fighting troops available. Field commanders can give their own detachments missions and may find that circumstances dictate that they do this, but should always be wary of letting other detachment commanders under them too much freedom in doing what they want!

    Choosing a Field Commander.

    In large Multi-player games it is important to have an over all Field Commander for each side. As in reality this might end up being a title only, as individual Detachment Commanders are free to operate within the rules of the game as they see fit ignoring the Field Commander’s orders and ‘Battle’ Missions if they so wish.

    Players who have the most Primary Recommendations to their name (Secondary Recommendations in the case of a tie) take precedence over other players when nominating who is to be the Field Commander. In the case of a tie or a first game for all players either mutually agree or failing that (oh dear, does not sound promising!) roll a dice.

    ‘Battle’ Mission Assignment

    It is the field commander’s job, with the help of a council of war with his detachment commanders, to assign ‘battle’ missions to specific detachments before the battle begins. See below for details of different missions.

    The field commander can give the same ‘Battle’ Missions to more than one Detachment Commander although a ‘Battle’ Mission can usually only be completed by one of the Detachment Commanders successfully. In the case of a close call and rival Detachment Commanders can not decide which one of them successfully completed the mission first and so earns the Recommendation awards then the Field Commander decides. This can be quite a political decision but should of course be ‘Role Played’ as part of the game with both Detachment Commanders putting forth their case for the Recommendation. The Field Commander can only ever give one recommendation in a case like this. Remember to keep it fun and within the rules of the game.

    Field Commanders cannot give recommendations to Detachment Commanders who have quite obviously not earned them as recommendations are considered a mixture of official recognition by the command structure as well as respect from the troops and fear from the enemy!

    During the battle the Field Commander can issue Detachment Commanders with new ‘Battle’ Mission orders and cancel old ‘Battle’ Mission orders at any time. Once a mission is successfully completed it can not then be ‘cancelled’!

    Recommendations must always be given if the ‘Battle’ Mission is successful.

    Each Detachment Commander may only ever have one ‘Battle’ Mission at a time but may well have more than one secrete ‘personal’ Recommendation he is trying to complete.
    ‘Personal’ Recommendation Assignment

    After the Field Commander has assigned ‘Battle’ Missions each Detachment Commander player other than the Field Commander secretly writes down between one and three ‘Personal’ Recommendations his detachment commander is attempting to earn. See below for examples of personal recommendations.

    Successfully completing a ‘Battle’ Mission.

    Each ‘Battle’ Mission that is successfully completed by a Detachment Commander and who was given that ‘Battle’ Mission at the start of the game, gains the Field Commander a Primary Recommendation for successfully planning and assigning the mission successfully.
    The Detachment Commander who successfully completed the ‘Battle’ Mission gains a Secondary Recommendation for carrying out the orders of the Field Commander successfully.

    If a Detachment Commander was given a ‘Battle’ Mission later on in the game and successfully completes it then the Field Commander gains only a Secondary Recommendation as he has obviously not planned well enough for every eventuality. The Detachment Commander gains a Primary Recommendation for showing initiative and being adaptable to changing orders.

    If the Field Commander’s own detachment completes any ‘Battle’ Missions then the Field Commander is only ever awarded a Secondary Recommendation as he obviously finds it difficult to delegate tasks properly.

    A Field Commander can cancel a detachment’s ‘Battle’ Mission at anytime before it is successfully completed during the battle. If the ‘Battle’ Mission is then reassigned at a later time it is treated as a new ‘Battle’ Mission that has been given during the battle, and Recommendations will be awarded differently as explained above.

    A Field Commander who, after adding up the total number of ‘Battle’ missions, successfully wins at the end of the game gains a Primary Recommendation for every enemy detachment his side was fighting against including any ‘friendly traitor’ detachments that attacked his own side.


    Ammo/Fuel Dump Capture, Defend or Destroy (decide before giving the mission)
    - ‘Battle’ Primary Mission.

    A Fuel/Ammo Dump area has been singled out as a primary objective. If the detachment has occupied the area at the end of the Battle it successfully captures/holds the ammo dump.
    Any ordnance that lands in the Fuel/Ammo Dump will destroy the whole Objective on a 6+. If the Fuel/Ammo dump blows up all vehicles in the dump area take a single S10 hit against there lowest Armour value. All infantry in the ammo/fuel dump must take an Armour Save or suffer a wound. No other weapon type can detonate a Fuel/Ammo Dump. A destroyed Fuel/Ammo Dump cannot be captured.

    Note: Both sides may fire Ordnance at an Ammo/Fuel Dump to deny it to their enemies.

    Defend / Take and Hold
    - ‘Battle’ Primary Mission

    An area of high ground/forest/road junction/bridge etc. in no-man's land on the battlefield has been pinpointed as of great strategic importance. The area could be a ridge of high hills or a particularly tall building for example. It would normally be located about halfway between the two sides deployment zones in the middle of the battle field. The side that has occupied the area at the end of the battle gain a primary mission.

    Lone Bunker Emplacement
    - ‘Battle’ Primary Mission

    Group 2-3 bunkers deep in no-man's land closer to your enemy deployment zones than any of your own. One detachment may be deployed in and around the bunkers. No troops may start more than 6" from a bunker.
    The Detachment Commander has been given strict orders to hold the bunker line at all costs and is considered to be in charge of a ‘Static Defence’ Detachment.

    If forced to fall back troops will fall back towards the bunkers and not the base line and automatically pass any moral checks if they get back inside a bunker - even if they are below 50% or are man alone.

    If at least one bunker is still occupied at the end of the battle by the detachments forces - even below 50% or man alone your side gain a primary mission.

    If the bunkers are destroyed or are unoccupied at the end of the game the enemy gains a secondary mission.

    Capture / Destroy the Bunker Emplacement.

    If the nominated bunkers are destroyed or have been captured and occupied at the end of the game the detachment gains a ‘Battle’ primary mission. This is in addition to any rewards for denying the enemy a ‘Lone Bunker Emplacement’ Mission.

    - ‘Battle’ Primary Mission

    The destruction of the enemy forces can of course be very important in winning a battle. The Field Commander orders the Obliteration of a particular detachment (usually on the enemy’s side although not always!?).

    If the enemy detachment is fully destroyed and has no more models left on the battlefield it gains your force a primary mission. Models falling back, are man alone or have left via an orbital flyer still count as being alive so in such a case you can not claim full destruction. Troops and vehicles that have been voluntarily removed or have fled off the battle field during the day do count as casualties though.

    The Detachment Commander who has been given this mission can claim the recommendation rewards for completing it even if his detachment played no part in the obliteration of the enemy force.

    Blood and Guts!
    - ‘Battle’ Primary Mission

    For every enemy elite and HQ unit you destroy in hand to hand combat your side gains a ‘Battle’ Primary Mission. For every Troop, Fast attack or Heavy you destroy in hand to hand combat your side gains a ‘Battle’ secondary mission. Even if the enemy unit has suffered casualties from some other means (e.g.: shooting) as long as they are finished off in hand to hand - which includes cross fire - your side gains a ‘Battle’ primary/secondary mission.


    - Detachment commander ‘Personal’ Primary Recommendation
    - ‘Battle’ Secondary Mission

    A single enemy Detachment Commander is singled out by your Detachment Commander as an arch enemy. Decide before the battle begins which enemy Detachment Commander you most hate and are going to seek revenge upon.

    If this Detachment has all of its units below half strength and all of its vehicles damaged by what ever means at the end of the game your side gains a secondary mission and you gain a primary recommendation.

    If the Enemy Detachment Commander at the end of the game is discovered to be killed than your detachment commander also gains a primary recommendation. If the Enemy Detachment Commander is discovered to be captured at the end of the game your Detachment Commander gains 2 additional Primary Recommendations!!

    - Detachment Commander ‘Personal’ Primary Recommendation

    Some races capture, use and sell slaves on a regular basis. For every enemy human sized trooper (not Necron) that you ‘kill’ in HTH combat roll a D6. On a 4+ the enemy trooper is captured as a slave and is ‘placed’ in a detachment transport vehicle that has space to carry infantry. Captured infantry are stripped of weapons and armour. If there are no spaces or no transports available the slaves are disposed of!

    Each slave takes up a space that would normally be used for a trooper. Units can share their transport with slaves although remember units of infantry can either all embark fully or not at all. They cannot partially embark on their transporting vehicle if spaces have been taken up with slaves.

    If a vehicle is destroyed or immobilised roll a D6 for each slave on board. On a 1-5 the slave escapes or is killed either way the slave is removed from the game as a casualty. On a 6+ the slave survives and remains captured and is transferred to another mobile vehicle that has transporting room on it. If the detachment has no such mobile transporting vehicles available the slave is ‘disposed’ of!

    Slaves that are being transported can be disposed of at any time - usually to free up transporting space for your infantry units. Alternatively you can always remove units of your own infantry that are slowing your detachment down - slaves are far more valuable anyway! If you do this whole units must be removed and not just one or two members.

    For every 10 slaves you have in your transports at the end of the game you gain a primary recommendation for your detachment commander.
    Note slaves can be captured from ‘friendly’ detachments as well as enemy detachments you attack!?!

    Every Detachment Commander you capture gains you a Primary Recommendation and gains your side a Primary Mission if it was an Enemy Detachment Commander.

    Artefact Recovery
    - Detachment Commander ‘Personnel’ Primary Recommendation
    - ‘Force’ Secondary Mission

    Your Detachment Commander has been given information that Enemy Detachment Commanders are in possession of new, unknown technology. The information is unclear however and your Detachment Commander must attempt to uncover the truth. If the Detachment Commander or a squad in his detachment he is a part of, can defeat an enemy detachment commander in HTH combat (including Cross fire) roll D6. On a 2+ your Detachment Commander has uncovered a technological artefact.

    Each Artefact that is uncovered gains a Detachment Commander a primary recommendation.

    Personal Glory
    - Detachment Commander ‘Personal’ Primary Recommendation

    Your Detachment Commander is obviously superior to all other Detachments Commanders and Field Commanders, friends and foe alike. The incompetent Field Commander has for some unknown reason left you out of the main decisions that have to been taken. To show him your superior skills in command you launch a series of decisive counter attacks against enemy forces and any one else who might happen to be in your way.

    Every Blood and Guts! mission your detachment succeeds in completing gains, your detachment commander two Primary Recommendations. If you choose to take this Personal Primary Recommendation choice you can not be awarded any other recommendations for successfully completing ‘Force’ Missions. You can still be awarded for other ‘Personal’ Recommendations you have chosen however.

    DEATH of the LEADERS

    The loss of commanders can have a very bad effect on the army.

    Loss of the Field Commander

    The loss of the Field Commander will mean no new missions may be assigned to Detachment Commanders.

    Missions that have already been assigned before the loss of the Field Commander can still be carried out. If completed after the loss of the Field Commander it gains the Detachment Commander a Primary Recommendation.

    Loss of a Detachment Commander.

    The loss of a Detachment Commander will mean any new missions that are assigned to the detachment will not gain the Detachment Commander any Recommendations.
    Any existing missions that are assigned before the loss of the Detachment Commander and successfully completed after the loss of the Detachment Commander still allows the Detachment Commander to claim a Recommendation; if he survives that is - see below.

    Survival of the fittest.

    At the end of the game roll a dice for each Field Commander and Detachment Commander lost in the Battle.

    1- Killed!! - His Honours are entered into the Hall of Hero’s.
    2-5 Survived!! - and can keep any recommendations that have been awarded.
    6 - Captured!! - The enemy gain a primary mission which might alter the outcome of the battle - the Commander is never seen again!?


    Suggestions for playing a Campaign

    A campaign played on this scale could be played out along the following lines;

    A large region is drawn up the size of a country on a map. A typical map campaign takes place with all of the players initially taking one side or the other and establishing HQ points for their detachment commanders.

    Over the course of the campaign players challenge each other and agree to a place to fight the large battle (someone’s back garden, drive way maybe get permission to use a village hall or the school grounds!!)

    It is up to each player then to bring a long as many allied detachment commander players as possible on the day to fight along side with. Of course if they don't turn up then the battle still happens only you have been betrayed and of course will need to seek revenge at a later date!

    The players who issued and excepted the challenge would be the field commanders for the day.

    ‘Allied’ Detachment commanders may swap sides at any time through out the day. As Napoleon once said "Keep your friends close, but keep your enemies closer."

    Of course the really exciting thing will be that you can challenge and attack players on your 'own' side which would result in civil war and detachment commanders switching sides or setting up their own 'Independent' States on the map.

    Each Player only ever controls one detachment commander and will need to forge alliances to survive for very long.

    Detachment Commander Players will soon gain a reputation of being honourable and stalwart, unreliable or just down right traitorous!!

    Of course 'specialist' detachment commanders, such as Squadron Leaders of flyers, or Titan commanders might demand a high payment in return for their services, such as control of territories captured, first choice of missions during a battle etc.

    It would be important to remember, especially when things get tense that as long as the game rules are played in a fair and sportsman like way, trust, betrayal and out right warfare is the name of the game!!


    Under Review

    Thinking about using ‘Epic’ Style Flying Rules.



    Putting flyers in Squadrons

    All flyers are placed in squadron detachments of between 1 and 6 flyers. Flyers must be of the same type of flyer but can have different weapon and equipment configurations. For example you might have an Imperial Navy Lightning Squadron containing 2 Lightnings and 1 Lightning Strike Flyer.

    Squadron Leaders - Detachment Commanders

    Each squadron detachment should be controlled separately by a player (the Squadron Leader) with one of the flyers representing the squadron leader himself. The squadron must keep within 72” of each other.

    Squadron deployment

    Squadrons start the game either off the battlefield and in reserve, or on the ground, located on an air strip if they are not an orbital lander, somewhere in the players deployment zone.

    An air strip will have an ammo dump attached to it which will enable any friendly squadrons to land and reload. See rules for ammo dumps and reloading one shot weapons below.

    Air strips also make great targets for missions.
    Squadrons located on the ground can take off during any one of their battlefield turns and will follow the Low Level Flying rules below.

    Low Level Flying

    Low level flight movement

    Squadrons that start off the battlefield are in reserve and must be rolled for during their sides Battlefield Turn as for normal troops in reserve. Squadrons come on in the battlefield turn on their sides base line and are allowed to move as described below.
    A low level flyer squadron is never represented by a beacon but only ever by its models. A low level squadron must move a minimum of half the distance it moved in its last turn and move no less than 10’ (120”) in a turn unless it has the ability to hover.

    A low level squadron can move up to a Max of 100’ (1200”) in a battlefield turn.

    While this 100’ movement in every battle field turn is no where near the top speed of even the slowest flyers (not including the Harridan obviously - see below) these rules represent flyers flying at ‘very’ low levels to evade enemy detection systems, only occasionally popping up and all the time weaving their way between hills, forest and buildings, manoeuvres even the best Eldar pilot would find impossible at top speeds. The top speed of a flyer is reflected in the ‘Withdrawal Rule’.

    All moves must be in a straight line although depending on the squadron craft, flyers can make a minimum of one 45 degree turn anywhere during their move.

    Some Flyers can make more than one turn in their move. These multiple turns can be made all at once or spread out over the flyers movement.

    Harridan - Unlimited number of turns, no min move (can hover), no min half distance move, maximum move of 20’ (240”), cannot ‘Withdraw’.

    Nightwing - 3 turns
    Phoenix/Void Dragon Phoenix - 2 turns.
    Vampire Hunter - 1 turn.

    Raven - 3 turns
    Razorwing - 2 turns

    Orc Fighter bommer - 2 turns
    Orc Bommer - 1 turn

    Valkyrie - 2 turn,
    Lightning/Lightning Strike - 2 turns
    Thunderbolt - 2 turns
    Marauder/Marauder Destroyer - 1 turn

    Barracuda - 2 turns
    Tiger Shark - 1 turn
    Tau Orca Dropship - 1 turn

    Chaos Hell Talon Fighter Bomber - 2 turns

    Thunderhawk Gunship - 1 turn

    Once on the Battlefield squadrons can move and fire in their opponent’s Battlefield Turn as well as their own Battlefield Turn (not WH40K Game Turn).

    During their own Battlefield turn flyers get the initiative to decide to move all of their flyers in their squadron first or to let the opponent move all of his flyers in his squadron first. Squadrons in their own Battlefield Turn always shoot first.

    Low level shooting

    Flyers can shoot at deployed units in any battlefield turn up to the Max. range of the flyer’s weapons.


    Flyers can even fire normally at beacons so long as they are within 120” of the beacon .

    Because of the view point the flyer has, simply ask your opponent, who is in control of the beacon, which troops are in his detachment and would be visible to your Squadron. Intervening terrain does not block line of sight. You can then choose to fire at any visible units, with vehicle units in beacons counting their highest armour value against shots. Your opponent does not have to tell you about troops being transported inside enclosed vehicles.

    Infantry transported inside a vehicle are not visible and so can not be targeted unless it is an opened topped vehicle. The transport vehicle can of course be targeted and consequently troops inside may be injured if the vehicle is destroyed.

    Outside of 120” flyers can only target beacons with area effect weapons. Any hits from area effect weapons fired, ordnance and non ordnance area effect weapons alike, cause a preliminary bombardment counter to be placed on the beacon. This reflects the accuracy and danger of long range rocket and bomb attacks from flyers.

    If a flyer comes within 120” of an enemy beacon the beacon does not need to be deployed but must if requested tell the player controlling the flyer all visible targets. Any infantry inside closed transports do not have to be disclosed.

    Enemy fire at Low Level Flyers

    Any deployed enemy units can fire at flyers that come within range during the flyers movement. Intervening terrain does not block line of sight. Beacons can not fire.
    Enemy fire may interrupt any WH40K phase of his or his opponents WH40K game turn to shoot at flyers that are flying overhead. In this case the units that fire at the flyer cannot shoot in their next WH40K game turn shooting phase.

    Dog Fights

    Flyers can fire any of their weapons up to their maximum range, which may be above 120”, at other flyers and are not restricted to firing at only flyers within 120”.

    Withdrawal of flyers

    At the start of any battlefield turn before any movement or shooting has been carried out at or by any flyers, Squadrons can choose to withdraw from combat. Simply remove the Squadron from the battlefield. Flyers can not be shot at and can not shoot whilst doing this.

    The Squadrons are now considered to be in reserve and can be called upon in their own future battlefield turns following the normal rules for units in reserve.

    This represents flyers putting on the after burners, escaping up to high altitude and back into friendly territory before returning later for a new attack run.

    Note that Harridans are unable to withdraw.

    Squadrons Landing

    Unless the Squadron is an orbital lander squadron it can not land apart from on an air strip. This must be done with the flyers approaching and covering its min movement distance along the air strip in a straight line (not across it at an angle) with no turns.

    This will mean the flyer must approach from the correct direction and at a suitable speed so as not to overshoot the runway.

    The whole squadron must land. Parts of a squadron are not permitted to stay air borne while other parts have landed.

    Squadrons can only land if they have moved less than half the Max distance (i.e.: 50’ or less) both in the last battlefield turn and in this battlefield turn. This stops flyers approaching a landing zone at high speed, which is a rather dangerous and stupid thing to do whilst attempting to land!!

    Squadrons that are capable of orbital landing do not need to follow the above landing rules for approaching an air strip at the correct angle and can make as many turns as they are allowed to.

    Orbital landers can only land however if they have moved less than half of their maximum speed (i.e.: 50’ or less) both in the last battlefield turn and in this battlefield turn. This rule is for orbital landers landing anywhere and not just on air strips.

    When landed Flyers operate within the WH40k game turn. They can take off at the start of their movement phase.

    Flying your Squadrons

    The above rules make Squadrons quite technical but also very fast and dangerous. When played on this scale it will be necessary for one player to be in charge of just one squadron.

    The rules on moving and turning will mean fast ferocious dog fights will happen above the battlefield in full view of land troops with Squadrons breaking off and later returning for another duel in the skies.

    The technical rules on landing have been added to provide an element of realism as well as the possibility to reload weapons. For the moment this is the only way flyers can reload one shot weapons. More rules for flyers flying off the board and returning with a new payload later have not been fully explored yet.

    Squadron Leader Players should have a note book and pencil handy to keep track of the speed and amounts of weapons for each of his flyers as well as a LONG measuring tape to measure the large distances involved. Squadron Leaders should also be given their own missions to undertake, some of which are detailed later. The rules hopefully reflect the importance and usefulness of air superiority in modern warfare.



    If you want your gaming day out on the lawn/tarmac area to be enjoyable and to run smoothly there are a few things to remember before starting.

    The first and most obvious is the weather! We found that RAIN was our biggest enemy - not because it damaged the figures but because anything made out of paper would get ruined. It was also VERY annoying playing in drizzle and we actually abandoned our first attempt because of the rain. We found wind was OK though and we had a running bookie on whose army lists would blow away the most by the end of the day.

    If you are familiar with the British climate you will know what a spoiler the weather can be. All I would say is be patient and have an alternative dry games area ready if it turns out the weather man has got it wrong (again!).

    Secondly the length of GRASS. Grass should be as short as you can get it. I mowed my lawn several times in the days leading up to the game. It doesn't matter too much if troops don't always stand up as the paint shouldn't get damaged on the soft grass but in long grass be prepared for whole detachments just lying face down - which does look a bit daft!

    Of course we counted any long grass areas as forest and difficult terrain and in future battles I will be making interesting designs on the lawn leaving areas of 'jungle' amongst the open cut grass terrain!

    Next you will want containers for holding your DICE and some more for rolling the dice in (rolling dice on grass WILL lead to arguments). We used empty ice cream cartons and flower pots for this.

    THE CLOCK. The count down timer was an early introduction as we didn't want the size of the game slowing down the movement of forces.
    The 5 minute countdown was only ever stopped on a BIG rules query which was solved as quickly as possible as ALL play stopped if the 5 minute countdown stopped. Simply looking up common rules and stats did not stop the 5 minute countdown.

    You could use a normal watch for this but we found that in the heat of engagements we needed a countdown beeper going off to remind us to move other beacons.

    TRAY AREA. You will need tray areas for units of troops that have not been deployed and a separate graveyard area for casualties to be removed to.

    ARMY LISTS. Each detachment should have a clear and accurate written army list - nuff said!!

    TERRAIN. There should certainly be areas of terrain that allows for cover. We didn't have that much terrain in our first battle and found tanks and heavy weapon teams had a field day! Later battles have included different areas packed full of terrain - building areas, hill/high ground areas, forest areas etc. - as well as open country terrain (or what we now call tank country!)

    MIND MY MINIS!! Stepping on figures is a point to be aware of. Certainly any games we play inside on the floor we use a house rule that people wear only stocking feet - this has saved the lives of many a miniature!!

    The rules that have been developed mean detachment figures are only on the ground while an engagement is being fought, being removed and replaced by a detachment beacon when not engaged. This reduces a lot of the worry about treading on figures as well as speeding up the movement of unengaged detachments.

    In the rules miniatures should only be deployed on the ground when fighting an engagement and so should have a couple of players watching over them all the time while that is going on with the miniatures being safely removed and replaced with a beacon once the engagement is over.

    It was made pretty clear early on that wandering around the battlefield was not allowed. While this was primarily to protect figures it was backed up with the argument that detachment commanders wouldn't have a perfect eye view of what other detachments were doing some distance away. This meant all detachment commanders had to stay by their own detachment (watching out for their figures) or be branded a cheat. This worked very well with opposition players eager to point out if players strayed too far from their detachment location. It also meant that to communicate with other detachment commanders some distance away they might be heard by the opposition which can lead to secret codes, hand signals and text messaging being developed.

    Of course sensible house rules such as no running, jumping or rolling around on the 'Battlefield should be employed with maybe your own penalties for players who don't abide by these rather common-sense rules (such as banning them!) and obviously you would have to be insane to attempt to play it when your dad is trying to mow the lawn! (All known lawn mowers are completely immune to WH40K weaponry in my experience, making me suspect they are an instrument of the C'tan!)

    Playing outside will make players use a lot of vehicles, titans and Super Heavies which are easier to see. Also the intensity at which the game would be played due to the count down timer would mean people would hopefully be concentrating and watching out for figures a lot more than the casual observer.

    In my experience it is generally someone else who 'blunders' onto the battle field and is not aware that there is a game going on that usually steps on something.

    DEADLINE. Because the game is usually an all day affair it is best to set certain deadline times. Obviously this will be different for your own battles. For example in a recent battle the 5 minute countdown started at 9am sharp. This meant players had to arrive earlier to get their beacons set up etc. Although everyone arrived on time on the day we had made the option of anyone arriving late moved their beacons on when they arrived from their deepest deployment zone.

    At 1pm play stopped for a half hour lunch break and play continued till 8pm with players grabbing snacks and drinks throughout the afternoon and evening when they could.
    At 8pm play was stopped and primary missions were added up to see who had won.

    We have used Eldar, Space marines, Imperial Guard, Titans and Chaos and it seemed to work brilliantly for all of those races. I can't see any immediate problems for the other races and I am open to suggestions for more rules.

    More importantly try the above rules out and give us some feed back.

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    Senior Member Hive Fleet Scorpii's Avatar
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    Thats a lot of new rules for something that has been done. Use the search engine, and look please, look at the GW site for WH40k Epic?
    In Hive We Trust

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    LO's unofficial Jester Visitor Q's Avatar
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    Epic is a great game no doubt about it but sometimes when you have four or five mates around on a summers day you just have to use that garden for what it was intended for...a giant game board.
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    "Nietzsche is dead" God- 1900

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    Master of Those Damn Durable Swords Roland Durendal's Avatar
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    Very interesting idea and good detail. Only downside I see is, this looks like just like an expanded map campaign.

    Wouldn't it be easier (and more time/space saving) to just go into a living room or basement or some such area and make a giant map and have (say on a bunch of boards put together to be 10x10) and then have separate smaller boards with varying terrain and such where the specific battles could take place? Or just make the 10x10 board the actual playing board and put various terrain features and stuff on it.

    Just an idea
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    Senior Member Deek's Avatar
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    Quote Originally Posted by Visitor Q View Post
    Epic is a great game no doubt about it but sometimes when you have four or five mates around on a summers day you just have to use that garden for what it was intended for...a giant game board.

    I knew i wasn't alone! :w00t:

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    Senior Member spacemarine's Avatar
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    [QUOTE=Macmoss;802998] everything i said in first post [QUOTE]

    wow:w00t: that is a lot just read it and its amazing good job,
    sorry about this post was short
    Last edited by spacemarine; November 2nd, 2006 at 19:41.
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    and here my other site the exiles vs necrons

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    Senior Member Hive Fleet Scorpii's Avatar
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    I wish you wouldn't post the entire thing, we don't need to read it again, and it took about 30 sec of clicking in order to get to "Wow".
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    Son of LO Tenozuma's Avatar
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    I have thought about giant warhammer games before but the armies needed to make it look good.... I mean... painting that many models... I've played warhammer outside before (F but that was just because I didn't have a decent table yet.

    Of course I am impressed that you've gone to so much effort to make that rules-set, the amount of creativity, and time involved in typing it... yeah... basically I'm just blown away by that.
    Last edited by Tenozuma; August 2nd, 2007 at 21:30.

    Quote Originally Posted by Aussie Bogan
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    Member Macmoss's Avatar
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    Message sent to mephistophales

    Hi mephistophales

    I noticed you ticked 'You idiot' on my poll

    That is fine (I wouldn't have put the option if it wasn't)

    But I was sort of hoping for some actual feedback or questions especially if you have such 'extreme' views on the topic.

    It is afterall a work in progress.

    Hope you can find the time to give some feedback (no matter how many holes you poke in the rules)



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    LO's unofficial Jester Visitor Q's Avatar
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    Quote Originally Posted by Tenozuma View Post
    I'm not even going to pretend I read all of that. I have considered giant warhammer games before but the armies needed to make it look good.... I've played warhammer outside before (F but that was just because I didn't have a decent table yet.

    Of course I am impressed that you've gone to so much effort to make that ruleset, the ammount of creativity, and time involved in typing it... yeah... basically I'm just blown away by that.

    I am guessing the game works best if threeor four people bring their standard armies along. I don't think the armies need to be huge (i.e filling the enitre garden withmodels) the point is that the board size is bigger so terrain features and manuvering becomes more important.
    "God is dead" Nietzsche- 1886
    "Nietzsche is dead" God- 1900

    Why are there scams? http://www.youtube.com/watch?v=Q71FLDIMBc8

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