WARHAMMER 40,000 FOG OF WAROutline This is a house rules based set of ideas for people to use in the privacy of their own homes or local club. The idea behind this lies squarely with Psyber Wolf from the Space Wolves Community Forum. The intention is to represent the 'Fog of war' and add a slightly more realistic and tactical twist to our favourite table top games system. A large amount of trust is placed using this system. It requires a player to stick to the units under each blip and not to try and change them to suit the situation. Please use this rules set in the spirit it is meant. Enjoy. SET UP Before terrain or deployment is conducted. Both players assign there units a numbered blip token. Any unit maybe represented from a single character to a battle tank or skimmer. The two sizes of blip are as follows. Units of 10 models or less use the small blip. Units of more than 10 models or vehicles use the larger blip. Once all units have been assigned a blip, set up terrain as normal. During deployment instead of placing actual squads, a player places a blip token. Deploy both armies as you would normally using the blips. Once deployment is complete. Take a models eye view of each other’s forces. Any blips that can be seen must be revealed as the opposing force has been spotted. Once this has been done deploy infiltrators and make scout moves as normal. MOVEMENT From this point on move all units as per the normal rules including the blips. If at any time a blip moves across open ground in view of the enemy it is automatically revealed as they have been spotted. REVEALING BLIPS A blip can be revealed if an opposing unit or blip has a clear LOS to it, or if it moves across open ground in view of an enemy. Another way to reveal a blip is by making a successful sensor sweep. A sensor sweep is made at the beginning of the shooting phase but does NOT count against a units shooting action. To perform a sensor sweep roll 2d6 and add the units leadership. This gives the range to which the unit can successfully spot the 'blipped' unit. THE OBSCURE STUFF Some armies benefit from special rules regarding spotting distances and night fighting etc. Follow the normal bonus for these. So if they would get an extra d6 on spotting distance then apply it to the scanner sweep rolls. i.e. - a unit of space wolves would make scanner sweeps at 3d6+LD. Blip on opposing Blip. If 2 opposing blips are in LOS of each other then both are revealed. FIRING ON BLIPS Unless a unit has revealed a blip then it may not be targeted. The only exception to this is vehicle/monster weapons that have large blast markers (such as the vindicator, fireprism, hammerhead, leman russ ,etc.) and weapons that operate in a battery (like mortar platoons, thunderfire cannons, elder support weapons, etc). To represent the idea of these weapons firing on a suspect enemy position. Declare the target as normal. Roll to hit and scatter. If any part of the blip is hit then it takes d6 wounds with a 4+invunerable save. Blips representing something with an AV can only be damage by Ordinance and take a glancing hit with a damage roll equal to the d6 roll. Even if hit, the blip is not revealed until a unit successfully makes a sensor sweep against it. Once damage and wounds have been worked out mark them against the blip unit on your list. YOU DO NOT HAVE TO REVEAL THIS TO YOUR OPPONENT UNTIL THE BLIP IS REVEALED. If a blip is destroyed then remove the blip from play and note it against your army list. BLIPS AND OBJECTIVES A blipped unit that could normally take and hold an objective can still do so even though it is unrevealed. AN ADVANCED RULE I have included this little 2nd edition gem for the oldies. A unit can elect to go into an overwatch status. To do this they MUST remain stationary and not fire or assault. An Overwatching unit has a 180 degree forward arc of vision. If an enemy unit or blip moves into range and LOS of the overwatching unit then it must open fire immediately. All normal rules for shooting apply and this is an interruption to the normal turn sequence. counters can be found here |