Post by Doc on Jul 4, 2009 21:23:06 GMT 9.5
T'was wandering around the internets and stumbled across this; Looks pretty cool. Heres the rules; and a link to where i found them:
-Introduction-
Warhammer 40k: Checkmate is a rule system developed as a small fast paced version of Warhammer 40k. It is a combination of Cityfight, Kill Team, and Combat Patrol. It uses Combat Patrol-esque teams in a Cityfight setting and strives to achieve the elite fighting force feel of Kill Team, all while taking advantage of the tactical movement potential of Loose Formations.
It was developed not only as a means of playing small, quick 40k matches, but also as a means to dip into another army's models without having to build a full force. Checkmate provides an opportunity to purchase and model a variety of figures while remaining light on the pocketbook.
You'll find only a single mission written here for the system. This mission should be a starting point as the game is designed to be used with any number of special force type missions of your own design. The sky is the limit in creating your own missions which should consist of rescuing captured comrades, destroying stolen ammo dumps, assassinating an enemy character, etc.
Though it has not been developed as of yet, we hope to build an experience system to accompany Checkmate. This system would allow for the playing of campaigns and would allow models to grow stronger and gain equipment over time. If you have thoughts on this I would love to hear them.
Checkmate has thus far been playtested with Space Marines, Space Wolves, Orcs, Chaos, Tau, Necrons, Imperial Guard, and Deamonhunters. Some armies, such as Necrons, will find their available selections more limited than others due to the composition rules. Feel free to bend these rules with your opponent's consent, though it is not recommended while playing the standard mission provided.
I would very much appreciate any feedback and/or playtesting on the system. As I said, we have playtested the game moderately and almost every game has been fun, fast paced, and close. There are two keys to enjoying a Checkmate match. One is the terrain setup. As you will see in the Setup section a very dense Cityfight sort of board is highly recommended as you want the game to be a chess match of sorts with your models working together to outmaneuver your opponent. For our games we used the custom board seen here: www.librarium-online.com/foru...pic-heavy.html You'll see in the most recent pictures Checkmate games in progress.
The other key to the game is an open mind. Checkmate was designed in the same vein as the Kill-Team section of the 4th edition Warhammer 40k codex. In that system there were many mutable laws that allowed you to customize the game to your own wants and desires. Checkmate is the same. If you feel that one of the custom rules is too strict or can be taken advantage of we encourage you to change it for your own needs and have fun with the game. Though I would love to hear about any changes to the system either here in this thread or in a personal message.
Thank you and I hope you enjoy the system as much as we do...
-Army Composition-
Armies are no more than 300 points.
Your entire force must come from a single codex (no allies.)
No special characters.
No Psykers. *
No 2+ saves.
No model may have more than 2 wounds.
No vehicles with a total armor value 33 or more.
No model may have an ordinance weapon.
No bikes, jetbikes, skimmers, or grav platforms.
*Models may be taken that have psychic abilities, but they may not use them in game. If a model is normally required to purchase a psychic ability, he may be fielded without doing so.
After purchasing at least one troop choice, you purchase individual models, disregarding their normal unit makeup. These models use the options they normally have from the unit selections they are from. Use digression when figuring points cost and clear all values with your opponent.
Units that have prerequisites may ignore them if it remains true to the game as per the 4th edition combat patrol rules. For instance, an Imperial Guard force may select an armored fist squad as a troop choice without the presence of an infantry platoon.
When selecting your force each model taken uses a slot in your organization chart. Checkmate uses the following composition:
HQ: 1
Elite: Any number
Troop: Any number
Fast Attack: 5
Heavy: 3
In a case where a model may be taken from two separate sources it counts against both organization slots. For instance, a space marine tactical squad counts as a troop choice and may include a model with a missile launcher. Because you could take the same model as a devastator he counts against both your Troop and Heavy limits. (This rule should be applied within the spirit of the game. There are obvious instances where a model should or should not take up multiple slots and if there is any question you are encouraged to discuss the situation with your opponent.)
-Gameplay-
Checkmate uses the Loose Formation system, thus all normal cohesion rules may be ignored. Any number of non-vehicle models form a unit by purposefully moving within 2” of each other and break away by purposefully moving out of 2” coherency. This means it is not possible to have two separate units within 2" of each other as the proximity automatically joins them into a single unit. Involuntary movement can not combine or break up units. Solitary models should be considered as single model units. Vehicles may form squadrons just as infantry form units with the exception that they must maintain 4" coherency.
The game turn proceeds as in a normal game with one exception. Each player has an additional shooting phase at the beginning of his turn. Any model which fires or runs during this phase may not perform any action during the normal shooting phase and may not move if it fired weapons that would not normally be able to be fired if the unit had moved.
For the purpose of shooting, movement is checked on a model by model basis and vice verse. This is different than the standard game, which checks on a unit basis.
For the purpose of taking morale checks a unit must lose 66% or more of it's models during a single phase rather than the normal 25%.
Units may not perform any ability that allows them to leave the table and then come back into play in another location. Any and all forms of teleportation are prohibited.
Rather than performing its normal actions a unit may perform a single maneuver. Units performing a maneuver do not move, shoot, and assault as normal, instead they may only take the actions outlined in the maneuver for the duration of the maneuver. Furthermore, units may not perform more than one maneuver at any given time. For instance, a unit that wishes to perform a shooting maneuver may not move in the movement phase unless specified in the maneuver.
-Maneuvers-
Aimed Shot: This may only be used by a unit that was not fired upon in the previous enemy turn. All models equipped with rapid fire, assault, pistol, or sniper weapons may target individual models rather than units, provided that those models did not move during the previous turn. Models using aimed shot may only fire once.
Blindside Attack: The unit assaults this turn at +2 initiative. May only be used against enemies that fired weapons at targets other than the assaulting unit in the previous turn. Assaulting units may not shoot this turn.
Careful advance: The unit may move 4” ignoring difficult and dangerous terrain. It may shoot as normal, but may not run or assault.
Charge!: The unit gains the Fleet USR, but must make it’s move, run, and assault moves in a straight line and may not move through difficult terrain.
Crossfire: This maneuver requires two or more units that must be more than 18” apart. All units participating must fire on a single target, which receives -2 to any cover save for the turn.
Overwatch: The unit may make its normal shooting attack during the opponent’s turn instead of its own. At any time during the following player turn declare that you are firing and the opponent must immediately pause his turn and resolve your shooting attack. For instance, Overwatch allows you to shoot at a unit that has just moved, but has yet to make its own shooting or assault actions. You may not fire at a unit which has begun, but not completed, it's movement.
Surprise Attack: May only be used by a unit whose members all have the infiltrate ability. The unit must begin the turn without line of sight to their target(s) and may not shoot this turn. If the unit makes a successful assault move the target unit automatically takes x wounds, where x = twice the number of models assaulting. Saves may be taken as normal. These wounds take the place of the unit’s normal attacks, but the targeted unit makes it’s attacks as normal during the assault resolution.
-Setup-
Checkmate is designed to be played on a standard 6x4' table using 12" short edge deployment areas. There should be roughly 75% terrain coverage with ample buildings or other line of sight blocking pieces. While you may need a good deal of area terrain to provide the necessary coverage, it is important to include pieces that units may use to hide themselves wholly from enemy fire. We find that having multiple levels through trenches, canals, catwalks, platforms, balconies, rooftops, etc. help in providing cover as well as make the game more cinematic.
-Mission-
Ten objectives are placed on the table outside of the deployment areas. These objectives are claimed by having one of your models in base contact with the objective at the beginning of your turn. Once claimed, objectives stay in your control until claimed by another player. The game lasts an unlimited number of turns and the first player to collect seven of the objectives is immediately the victor.
-Deployment-
Models may not deep strike unless otherwise specified in the mission. Any models that normally must arrive via deep strike ability may replace their deep strike ability with the Scout USR.
Models may not infiltrate unless otherwise specified in the mission.
Models may not be held in reserve. All models that normally begin the game in reserve are instead set up in your deployment zone with the rest of your force.
Models with the Scout USR may make a move as per the scout rule prior to the beginning of turn one. Models with the Infiltrate USR may make two moves as per the scout rule before the beginning of turn one. Models with both abilities may only make two moves. If both players have models with these abilities roll to see who goes first then alternate moving models starting with infiltrators.
-Army Specific Changes-
There are certain rules and restrictions that either do not fit the Checkmate theme or disrupt the balance of the game. This section provides specific rule changes.
Necrons:
We'll be back. Players may ignore the need to have a model of the same type within 6".
Phase Out. Necrons do not phase out.
Tyranids:
Synapse. Players may use Hive Mind as normal. It is not restricted as other psychic abilities are.
Tau:
Sniper Drones. Sniper drones may operate independently and do not require the use of a drone controller. They move and fire as infantry.
Witch Hunters:
Faith Points. Each Faithful model contributes a single Faith Point to a Witch Hunters army as per normal, with the exception of Celestians and Seraphim who contribute a single Faith Point (each) regardless of how many models are present. Each Faithful model contributes a single Faith Point by Martyrdom as per normal, with the exception of Celestians and Seraphim who only contribute a single Faith Point (each) once all Celestian or Seraphim models are slain. Sisterhood units eligible to use Faith Points to perform Acts of Faith as normal may do so (the unit must contain a Faithful model and must make a Test of Faith). Additionally, individual Sisterhood models may use Faith Points to perform Acts of Faith regardless of whether they are Faithful or not, and are assumed to automatically pass their Tests of Faith. Sisterhood units that perform an Act of Faith must remain in the same unit during the duration that the Act is in effect.
www.librarium-online.com/forums/rules-development/161508-warhammer-40k-checkmate.html
-Introduction-
Warhammer 40k: Checkmate is a rule system developed as a small fast paced version of Warhammer 40k. It is a combination of Cityfight, Kill Team, and Combat Patrol. It uses Combat Patrol-esque teams in a Cityfight setting and strives to achieve the elite fighting force feel of Kill Team, all while taking advantage of the tactical movement potential of Loose Formations.
It was developed not only as a means of playing small, quick 40k matches, but also as a means to dip into another army's models without having to build a full force. Checkmate provides an opportunity to purchase and model a variety of figures while remaining light on the pocketbook.
You'll find only a single mission written here for the system. This mission should be a starting point as the game is designed to be used with any number of special force type missions of your own design. The sky is the limit in creating your own missions which should consist of rescuing captured comrades, destroying stolen ammo dumps, assassinating an enemy character, etc.
Though it has not been developed as of yet, we hope to build an experience system to accompany Checkmate. This system would allow for the playing of campaigns and would allow models to grow stronger and gain equipment over time. If you have thoughts on this I would love to hear them.
Checkmate has thus far been playtested with Space Marines, Space Wolves, Orcs, Chaos, Tau, Necrons, Imperial Guard, and Deamonhunters. Some armies, such as Necrons, will find their available selections more limited than others due to the composition rules. Feel free to bend these rules with your opponent's consent, though it is not recommended while playing the standard mission provided.
I would very much appreciate any feedback and/or playtesting on the system. As I said, we have playtested the game moderately and almost every game has been fun, fast paced, and close. There are two keys to enjoying a Checkmate match. One is the terrain setup. As you will see in the Setup section a very dense Cityfight sort of board is highly recommended as you want the game to be a chess match of sorts with your models working together to outmaneuver your opponent. For our games we used the custom board seen here: www.librarium-online.com/foru...pic-heavy.html You'll see in the most recent pictures Checkmate games in progress.
The other key to the game is an open mind. Checkmate was designed in the same vein as the Kill-Team section of the 4th edition Warhammer 40k codex. In that system there were many mutable laws that allowed you to customize the game to your own wants and desires. Checkmate is the same. If you feel that one of the custom rules is too strict or can be taken advantage of we encourage you to change it for your own needs and have fun with the game. Though I would love to hear about any changes to the system either here in this thread or in a personal message.
Thank you and I hope you enjoy the system as much as we do...
-Army Composition-
Armies are no more than 300 points.
Your entire force must come from a single codex (no allies.)
No special characters.
No Psykers. *
No 2+ saves.
No model may have more than 2 wounds.
No vehicles with a total armor value 33 or more.
No model may have an ordinance weapon.
No bikes, jetbikes, skimmers, or grav platforms.
*Models may be taken that have psychic abilities, but they may not use them in game. If a model is normally required to purchase a psychic ability, he may be fielded without doing so.
After purchasing at least one troop choice, you purchase individual models, disregarding their normal unit makeup. These models use the options they normally have from the unit selections they are from. Use digression when figuring points cost and clear all values with your opponent.
Units that have prerequisites may ignore them if it remains true to the game as per the 4th edition combat patrol rules. For instance, an Imperial Guard force may select an armored fist squad as a troop choice without the presence of an infantry platoon.
When selecting your force each model taken uses a slot in your organization chart. Checkmate uses the following composition:
HQ: 1
Elite: Any number
Troop: Any number
Fast Attack: 5
Heavy: 3
In a case where a model may be taken from two separate sources it counts against both organization slots. For instance, a space marine tactical squad counts as a troop choice and may include a model with a missile launcher. Because you could take the same model as a devastator he counts against both your Troop and Heavy limits. (This rule should be applied within the spirit of the game. There are obvious instances where a model should or should not take up multiple slots and if there is any question you are encouraged to discuss the situation with your opponent.)
-Gameplay-
Checkmate uses the Loose Formation system, thus all normal cohesion rules may be ignored. Any number of non-vehicle models form a unit by purposefully moving within 2” of each other and break away by purposefully moving out of 2” coherency. This means it is not possible to have two separate units within 2" of each other as the proximity automatically joins them into a single unit. Involuntary movement can not combine or break up units. Solitary models should be considered as single model units. Vehicles may form squadrons just as infantry form units with the exception that they must maintain 4" coherency.
The game turn proceeds as in a normal game with one exception. Each player has an additional shooting phase at the beginning of his turn. Any model which fires or runs during this phase may not perform any action during the normal shooting phase and may not move if it fired weapons that would not normally be able to be fired if the unit had moved.
For the purpose of shooting, movement is checked on a model by model basis and vice verse. This is different than the standard game, which checks on a unit basis.
For the purpose of taking morale checks a unit must lose 66% or more of it's models during a single phase rather than the normal 25%.
Units may not perform any ability that allows them to leave the table and then come back into play in another location. Any and all forms of teleportation are prohibited.
Rather than performing its normal actions a unit may perform a single maneuver. Units performing a maneuver do not move, shoot, and assault as normal, instead they may only take the actions outlined in the maneuver for the duration of the maneuver. Furthermore, units may not perform more than one maneuver at any given time. For instance, a unit that wishes to perform a shooting maneuver may not move in the movement phase unless specified in the maneuver.
-Maneuvers-
Aimed Shot: This may only be used by a unit that was not fired upon in the previous enemy turn. All models equipped with rapid fire, assault, pistol, or sniper weapons may target individual models rather than units, provided that those models did not move during the previous turn. Models using aimed shot may only fire once.
Blindside Attack: The unit assaults this turn at +2 initiative. May only be used against enemies that fired weapons at targets other than the assaulting unit in the previous turn. Assaulting units may not shoot this turn.
Careful advance: The unit may move 4” ignoring difficult and dangerous terrain. It may shoot as normal, but may not run or assault.
Charge!: The unit gains the Fleet USR, but must make it’s move, run, and assault moves in a straight line and may not move through difficult terrain.
Crossfire: This maneuver requires two or more units that must be more than 18” apart. All units participating must fire on a single target, which receives -2 to any cover save for the turn.
Overwatch: The unit may make its normal shooting attack during the opponent’s turn instead of its own. At any time during the following player turn declare that you are firing and the opponent must immediately pause his turn and resolve your shooting attack. For instance, Overwatch allows you to shoot at a unit that has just moved, but has yet to make its own shooting or assault actions. You may not fire at a unit which has begun, but not completed, it's movement.
Surprise Attack: May only be used by a unit whose members all have the infiltrate ability. The unit must begin the turn without line of sight to their target(s) and may not shoot this turn. If the unit makes a successful assault move the target unit automatically takes x wounds, where x = twice the number of models assaulting. Saves may be taken as normal. These wounds take the place of the unit’s normal attacks, but the targeted unit makes it’s attacks as normal during the assault resolution.
-Setup-
Checkmate is designed to be played on a standard 6x4' table using 12" short edge deployment areas. There should be roughly 75% terrain coverage with ample buildings or other line of sight blocking pieces. While you may need a good deal of area terrain to provide the necessary coverage, it is important to include pieces that units may use to hide themselves wholly from enemy fire. We find that having multiple levels through trenches, canals, catwalks, platforms, balconies, rooftops, etc. help in providing cover as well as make the game more cinematic.
-Mission-
Ten objectives are placed on the table outside of the deployment areas. These objectives are claimed by having one of your models in base contact with the objective at the beginning of your turn. Once claimed, objectives stay in your control until claimed by another player. The game lasts an unlimited number of turns and the first player to collect seven of the objectives is immediately the victor.
-Deployment-
Models may not deep strike unless otherwise specified in the mission. Any models that normally must arrive via deep strike ability may replace their deep strike ability with the Scout USR.
Models may not infiltrate unless otherwise specified in the mission.
Models may not be held in reserve. All models that normally begin the game in reserve are instead set up in your deployment zone with the rest of your force.
Models with the Scout USR may make a move as per the scout rule prior to the beginning of turn one. Models with the Infiltrate USR may make two moves as per the scout rule before the beginning of turn one. Models with both abilities may only make two moves. If both players have models with these abilities roll to see who goes first then alternate moving models starting with infiltrators.
-Army Specific Changes-
There are certain rules and restrictions that either do not fit the Checkmate theme or disrupt the balance of the game. This section provides specific rule changes.
Necrons:
We'll be back. Players may ignore the need to have a model of the same type within 6".
Phase Out. Necrons do not phase out.
Tyranids:
Synapse. Players may use Hive Mind as normal. It is not restricted as other psychic abilities are.
Tau:
Sniper Drones. Sniper drones may operate independently and do not require the use of a drone controller. They move and fire as infantry.
Witch Hunters:
Faith Points. Each Faithful model contributes a single Faith Point to a Witch Hunters army as per normal, with the exception of Celestians and Seraphim who contribute a single Faith Point (each) regardless of how many models are present. Each Faithful model contributes a single Faith Point by Martyrdom as per normal, with the exception of Celestians and Seraphim who only contribute a single Faith Point (each) once all Celestian or Seraphim models are slain. Sisterhood units eligible to use Faith Points to perform Acts of Faith as normal may do so (the unit must contain a Faithful model and must make a Test of Faith). Additionally, individual Sisterhood models may use Faith Points to perform Acts of Faith regardless of whether they are Faithful or not, and are assumed to automatically pass their Tests of Faith. Sisterhood units that perform an Act of Faith must remain in the same unit during the duration that the Act is in effect.
www.librarium-online.com/forums/rules-development/161508-warhammer-40k-checkmate.html