The Hastilude Event Mechanics

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The Hastilude will be using an alternative rules system and not the regular Warhammer 40K ruleset. It is more of a hybrid set using the movement and activation components from Imperial Knight Renegade mini game, the combat and damage components from Warhammer 40K and a variety of other aspects which will be quite unique to the event. In addition the Vehicle Damage table will be in use, adding to the dangers that the Knights will face in combat. Be sure that you have read and familiarised yourself with these rules because all of the Games at the event will be using them in one way or another.

Actions

At the start of each Game Turn, all players will secretly nominate the actions which their Knight will take for that Turn using tokens/cards provided as part of the event kit. As each phase starts the players who have nominated to use those actions reveal their tokens and activate their Knights. Each player is limited to 3 Action Points, with each action having a value of either 1 or 2 points. All Shooting Attacks are considered to take place at Initiative step 10.

1.	Snap Attack (1 Action Point)
2.	Advance (1 Action Point)
3.	Rotate Ion Shield (1 Action Point)
4.	Standard Attack (2 Action Points)
5.	Run (1 Action Point)
6.	Charge (2 Action Points)

If two or more players select the same Move Action (Advance, Run or Charge) they are to roll a D6 and add their Knights Initiative (Stunned/Shaken are considered to be Initiative 1 for this purpose), the lowest result move first, except in the case of Charge, where they go last.

Snap Attack

The Knights may make Snap Shots with all of their weapons, including attacks from each Close Combat weapon, which are in Range (Close Combat attacks are made at WS1).

Advance

The Knights may move up to 9” in any direction, limited by the normal rules for terrain.

Rotate Ion Shield

The Knights may change the direction of their Ion Shields facing, this is the ONLY way you can change the Ion Shields facing and until selected the first time, the Ion Shield is OFF.

Standard Attack

The Knights may make standard attacks with all of their weapons, including attacks from each Close Combat weapon, which are in Range.

Run

The Knights may move up to 2D6” in any direction, limited by the normal rules for terrain.

Charge

The Knights may move up to 6” in any direction, limited by the normal rules for terrain. In addition they may attack with any Close Combat weapons which are in Range. If they come into base contact with an enemy Knight they may make a Hammer of Wrath attack in addition to adding an additional Attack to their profile as per normal.

Atteint Weapons

While some Knights weapons are not normally powerful enough to inflict true damage upon an enemy on the field of war, during honour bound combat and chivalric duels a Knights Pilot will acknowledge solid, clean hits from his opponent even if they did not penetrate the armour. Each weapon incapable of glancing AV12 gain the Atteint Weapon special rule; effectively giving the weapon Rending, but it can never inflict more than a single Glancing hit, irrelevant of the number of shots or the final Armour Penetration.


Close Combat Weapon Range

Unlike regular games, the Knights Close Combat weapons at the Hastilude have been assigned a range. This represents the melee focused nature of the event and the varying reaches which different Knights will have. If any Knight conducts an Attack Action and they are within the range specified for their Close Combat weapons than they may make a single attack with those weapons. However if the Knight is in base contact they may make their full Attack rating split amongst each Close Combat weapon, but may not fire their Ranged Weapons at the Knight in base contact.

Lance Weapons: 8” (if used to conduct a melee attack, it cannot be used to shoot)
Sword Weapons: 6”
Fist Weapons: 4”


Ransom

A very important element of the Hastilude and the Chivalric nature of the event is the Ransom mechanic; a Knight can yield at the end of any player turn, immediately ending the game. Once a Knight has yielded it becomes the prisoner of the victorious Knight and must pay a Ransom to be released. The Ransom to be paid is based upon the Knights rank and some additional modifiers (more information to come), however at this stage the ransom will be equivalent to the Knights cost divided by ten and rounded up. There will also be circumstances where a Knight is forced to yield, normally due to becoming immobilised and unable to continue the fight.

If a Knight is destroyed before it yields, the owner will need to pay TWICE its Ransom in order to restore the Knight to fighting condition. However if the Knight was destroyed in a turn which it started with more than half of its Hull Points, the victim may be entitled to a Death Ransom. In either case the victor cannot claim a Ransom from a destroyed opponent. In situations where multiple opponents contributed to a Knight being destroyed, the Death Ransom will be split among those who contributed Hull Damage to the victim.

It is highly recommended that Knights which have been reduced to half their Hull Points should consider yielding to their opponent. Knights who decide to fight on once they have been reduced to this point are no longer able to claim the Death Ransom.

Number of hull Points at the start of the player turn in which it was Destroyed:

6+ = The ‘Victor’ must pay a Death Ransom of three times the victims ransom level
5 = The ‘Victor’ must pay a Death Ransom of twice the victims ransom level
4 = The ‘Victor’ must pay a Death Ransom equal to the victims ransom level
3 or less = There is no Death Ransom


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