Overlord Mission Rules

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    Operation Overlord

    General Brief

    TABLE MOVEMENTGames will be played on multiple tables, most of them

    not connected. Actions on one table can affect other tables, for instance, artillery fire.

    TABLESEach table will be a maximum of 8x8 feet. Each table

    will be surrounded on all sides by a No Mans Land. This is area is not controlled by any side and is

    dangerous to all. When a unit voluntarily moves off a

    board edge, it is assumed to have entered No Mans

    Land.

    Maps will be provided that will show what table edges

    go where. For instance, one edge of your table may

    connect to another table; the other edge may just be

    outside the Theater of Operations, or Theater. If your unit moves off a table edge that is not connected to

    another table, that unit is removed from the game as normal. It is assumed the unit either ran away or was

    otherwise redeployed and will take no further part in

    the battle.

    Units that moved into the No Mans Land in between tables will be subject to the rules for No Mans Land.

    NO MANS LANDNo Mans Land is the area between major conflicts

    where units from both sides are scouting, maneuvering

    or heading into battle. Any unit entering No Mans Land will lose its next turn. On the following turn, it will have

    to roll 2d6 on the following table:

    Roll Effect 23 Unit falls afoul of an ambush and is

    destroyed. 45 Unit is ambushed and takes d6 S7 hits. Roll

    again next turn. 67 Unit delayed. Roll again next turn. 810 Unit arrives on table. 11 Unit comes across friendly stragglers. D3

    infantry model casualties are replaced, controlling players choice. Unit arrives on table.

    12 Unit stumbles upon a wrecker. One weapon destroyed result may be repaired on a vehicle. Unit arrives on table.

    Units that left the table via roads may add +2 to the roll.

    FIRING AT OTHER TABLES

    It is

    possible

    for

    certain

    weapons

    to

    fire

    at

    other

    tables

    because of the range of the weapons. These weapons

    are listed on the table below. All ranges are in tables, not feet or inches; meaning that a unit may attack ANY

    unit on the target table. There is no need to measure

    distance.

    However, all shots are at minus 1 to hit, and blast

    weapons do not get WS bonues and will deviate the full

    distance.

    SPECIAL RULESThis mission uses rules from Apocalypse, Apocalypse Reloaded and Planetstrike and special rules as detailed

    below.

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    AIRBORNE ASSAULTAll infantry, jump infantry, jetbikes and monstrous

    creatures may Deep Strike. Those units that have the

    Deep Strike special rule may also assault in the turn

    they Deep Strike, this includes Marines or dreadnaughts deploying by Drop Pod, Blood Angels Land Raider or

    Stormraven; and Imperial Guard in Valkyries or

    Vendettas.

    If a Drop Pod, Land Raider or Stormraven Deep Strikes into a building, it will automatically crash through the

    roof and become wedged in the building. This will stop the unit inside from deploying this turn. It will also

    immobilize the vehicle.

    If any other unit Deep Strikes onto a building, the unit will slide off one side or the other randomly. Roll a d6.

    On a 13 the unit slides off the front, on a 46 the back. The unit will then land within 2 of the appropriate side

    of the building. This also counts as if landing in dangerous terrain.

    BUILDINGSUnless specified otherwise, all buildings are armor 12 and provide a 4+ cover save . All buildings are considered intact , unless they are obviously ruins.

    Units inside intact buildings may be shot at directly without the need to destroy the building first . Intact buildings do NOT count as difficult terrain . Ruined buildings count as difficult and dangerous terrain, and

    provide only a 5+ cover save.

    Only infantry may enter buildings, and then only from

    the front or rear of the building.

    The buildings in Carentan are row houses and share a

    common wall that is impassible and blocks line of sight. If a model has a power fist, thunder hammer or

    chainfist it may attempt to cut or smash a hole through the shared wall of two adjacent buildings. In the assault

    phase the model with the weapon may make a single

    attack against the wall, using the buildings armor of 12.

    The attack hits automatically. If a penetrating hit is

    scored, the model has created a passageway that the

    squad can then move through to the adjoining building normally next turn.

    Any unit may see 4 in or out of a building or ruin. Line

    of sight may NOT be drawn through an intact building,

    but may be drawn through up to 6 of ruins. Keep in mind, the divider wall of a building blocks line of sight.

    COMBAT ENGINEERSAny standard infantry unit may be made into Combat Engineers for +10 points per man. Each squad carries demolition charges and cutting tools designed to breachstatic defenses.

    If an engineer squad moves into base contact with a

    tank trap or barbed wire they may choose to spend the

    rest of

    the

    turn

    destroying

    the

    obstacle.

    In

    the

    shooting

    phase, roll a D6. For a squad over half strength, the

    obstacle is destroyed on a 3+. For a squad under half

    strength, the obstacle is destroyed on a 5+.

    An engineer squad that moves into contact with a

    minefield may spend the rest of the turn disabling it. In

    the shooting phase the section is destroyed on a 4+.

    GOING TO GROUNDFrankly, the going to ground rules as written are just

    stupid. Just because youre hunkered down behind

    cover does not mean you cant fight. It also doesnt mean youre immobilized. To reflect this, there are two ways you can go to ground, voluntarily and

    involuntarily. Any infantry (jump or regular) or beast

    unit may go to ground. The models are laid down to

    represent this. Cavalry, bikes, monstrous creatures and vehicles may not go to ground; theyre just not

    physically capable

    of

    it.

    INVOLUNTARILY GOING TO GROUND

    If you are forced to go to ground involuntarily because

    of a pinning test caused by barrage or sniper weapons,

    the normal rules apply. You gain +1 cover save and can do nothing until the end of their next turn as usual. Thisrepresents the psychological effects of a good shelling, or the ghost taking pot shots from a dark window. This

    is a realistic reaction and reflects the fear and shock

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    caused by these situations. However, the unit may then choose to stay grounded the next turn and will count as

    having gone to ground voluntarily.

    VOLUNTARILY GOING TO GROUND

    A unit may choose to go to ground at any time prior to making an armor save. This means they may do it in the

    movement phase, or after shooting, but not during an

    assault. They have much more immediate problems to worry about. A unit that voluntarily goes to ground gains the +1 cover save as normal, but may still move

    and shoot on its next turn; however, the unit will have

    to roll for difficult terrain on 3d6 and take the LOWEST

    die result to represent crawling or carefully dashing from cover to cover. Also, all shooting attacks will be at a 1 penalty representing the unit taking pot shots as it

    moves. If the unit is assaulted it will fight as normal.

    GORY DEATHThere is nothing more horrifying than seeing your

    buddy splattered into gory ooze right in front of your

    eyes. Scenes like this can make even the most battle

    hardened warrior flee. Anytime a model in a squad suffers instant death, make a Ld test for the squad at 2.

    If they fail, the squad will immediately go to ground. If

    the squad was falling back at the time, they become

    broken (see Morale).

    PINNINGAll ordinance weapons cause pinning, as well as any

    weapon that has the pinning special rule. Any pinning

    weapon that would negate the armor save of the squad will cause a Ld test on 3d6. If the squad fails, it immediately goes t o ground.

    SNIPERSTrue snipers are a major danger. They are a force multiplier because one man can pin down a whole

    squad or even platoon of soldiers, along with denying

    avenues of attack and retreat.

    Any squad capable of taking sniper rifles may take two models and form a sniper team. One model must take a

    sniper rifle, the other is equipped as standard for the

    unit. For all intents and purposes, the team is a single model with two wounds, just like an IG Heavy Weapon

    team. Each sniper team costs and additional 60 points. This means that a Marine scout squad could form 5

    sniper teams, all deployed separately for 86 points eachand you can take 5 teams per troops slot (10 man squadsplit 5 ways). Eldar Ranger teams cost 98 points per

    team. Ratling squads split up this way count as only having 1 sniper rifle per team and cost 80 points each.

    Sniper teams may take any other upgrades allowed to

    their squad like upgrading Rangers to Pathfinders or camo cloaks for Marine Scouts.

    Sniper teams consist of a spotter and a sniper. Only the

    sniper shoots. The spotter is there to find targets. If the spotter is killed, the sniper may continue normally, but receives no bonuses for being a sniper; hes just a

    normal model with a sniper rifle. Snipers receive +1 BS. All sniper weapons cause pinning tests at 3 to Ld. In

    addition, the sniper targets specific models, not units, so the attacking player chooses the casualty, NOT the defender. This means that an Independent Character, special or heavy weapon CAN be specifically targeted

    even if hes part of a squad.

    STATIC DEFENSES

    The Xenos have deployed a number of static defenses at their disposal to stop the Imperial assault.

    AUTOMATED WEAPONS

    Automated weapons follow the standard rules in

    Apocalypse except that automated weapons in a

    bastion may be operated by the squad occupying the bastion using the models BS instead of the weapons BS2. Models can only operate the weapons if they are

    actually inside the bastion and not on the roof.

    BARBED WIRE

    Barbed wire is impassable to infantry. It is deployed in

    6 sections, has an armor rating of 10 and can only be damaged by blast weapons and combat engineers. Any

    glancing or penetrating hit by a blast weapon will clear one section.

    BASTIONS

    Bastions follow the standard rules in Apocalypse.

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    BUNKERS

    All bunkers are Armor 14 on all sides. They ignore all

    glancing hits. Each bunker has 3 Wounds. Each

    penetrating hit causes one wound. After all wounds

    have been lost, roll for damage normally on penetrating hits. Bunkers ignore all crew shaken, crew stunned and

    immobilized hits.

    Flamers were designed specifically for attacking bunkers

    and foxholes. These weapons bathe the inside of the position in flame, incinerating everyone inside. The

    Imperium has devised a number of variations on this

    theme, but the end result is the same. Any Template

    weapon that is directed at a firing point of a bunker

    from less than 6 away will hit every model inside with no cover saves allowed.

    DEFENSE LINES

    Defenders use the standard rules in Apocalypse.

    DEFENSE SHIELD

    A powerful defense shield protects the entire beach

    area in the beachhead mission, preventing any troops

    from being airdropped or deployed from orbit. The only

    way in is to physically penetrate the shield in special assault boats and take the beach. No unit may deploy

    via Deep Strike, and no, it doesnt matter what your Codex says, NO DEEP STRIKE.

    FOXHOLES

    Foxholes are built up, fortified positions. One squad

    may occupy a foxhole. They provide a cover save of 3+

    to the unit inside and the unit may fire in any direction, effectively one 360 degree fire point.

    MINEFIELDS

    Minefields are deployed in 6 sections from between 1 and 3 wide. Any creature that enters or leaves a

    minefield will be hit with a STR 4 AP 5 attack. Vehicles

    are hit with STR 8 on their rear armor.

    TANK TRAPS

    Tank traps come in two types, log traps and dragons teeth. Log traps are deployed singly on a base that defines its area. Dragons teeth are deployed in 6

    sections. Both count as impassable terrain to vehicles,

    except skimmers. They have armor 13 on all sides and

    are destroyed on the first penetrating or glancing hit.

    The attackers in the Omaha beach mission cannot

    deploy any armor until they make a hole in the line of tank traps and then may deploy vehicles through that

    hole assuming there is enough room to actually place

    the vehicle. Tank traps do not provide cover for infantry.

    STRATEGIC ASSETSEach side starts with a number of Strategic Assets equalto the number of players in the larger team. Stratagemsmay be chosen from Planetstrike, Apocalypse Reloaded

    or Apocalypse. If there is a conflict between two

    versions of the same stratagem, the version from the most recent publication (the order given above) is the

    version used. For example, the minefields stratagem

    appears in

    both

    Planetstrike

    and

    Apocalypse.

    Since

    Planetstrike is the newer publication, the rules in

    Planetstrike are used, not the ones in Apocalypse.

    Certain objectives have the effect of Strategic Assets. Assuch, those assets may not be chosen again by either

    side; they are: Supreme Headquarter,s Hold At All Costs,Vital Objective or Sacred Ground . Other restricted

    stratagems for include: Command Center, Defense Line,Strongholds, Drop Bastions (you wish) and Bunkers.

    STRIKE FAST, STRIKE HARD!Air Assault units must move fast and strike hard. They dont have time to sit around and mess with a lot of heavy weapons. Therefore, any unit that has the option

    of taking a heavy weapon (Tactical Squads, Infantry

    Squads, Veteran Squads, etc.) may take and additional

    special weapon (flamer, plasmagun, melta, etc.) instead.

    SUPPRESSING FIREHigh rate of fire weapons like machine guns are often

    used not to directly shoot the enemy, but to lay down a hail of bullets to restrict the enemys mobility. This is

    called suppressing fire. Weapons capable of firing 3 or

    more shots per turn may be used for suppressing fire

    instead of making normal attacks.

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    To suppress an area the firing model must forgo its normal shooting and cannot assault that turn. Instead,

    the model lays down a cone of fire 30 degrees wide and as long as half the maximum range of the weapon. So a

    Heavy Bolter would create a 30 degree cone 18 long.

    This cone remains throughout the enemys next turn. If the shooter is assaulted, killed, forced to go to ground

    or falls back, the suppression immediately ends.

    Once an area of suppression is established ALL units,

    friend and foe, go to ground. Make one attack against each model in the area of suppression, hitting on a 6. On the following turn, any model that enters or leaves

    the area of suppression is hit on a 6.

    TEMPLATE AND BLAST WEAPONS

    To make

    things

    easier

    and

    faster

    template,

    blast

    and

    ordinance weapons use the following rules.

    Template weapons will hit d3 models in the target unit

    that are within 8 of the firing model and d6 models within 4 of the firing model. Cover saves may not be

    taken against template weapons.

    Blast weapons roll to hit normally using the firers WS. If the shot hits, it will cause D3 hits against the target unit.

    Ordinance and large blast weapons will cause 2D3 hits. If the shot misses, it has no effect.

    Important: In every case, no model may be hit more than once. Any hits in excess of the number of targets

    available are wasted.

    WEAPON TEAMS

    HEAVY WEAPONS FIRE

    Its just silly that a lascannon would be wasted shooting at infantry just because the rest of the squad is shooting at it. Likewise, wasting bullets against a tank you cant

    possibly damage is equally stupid. As this is arguably the

    dumbest rule in the game (except Fearless) a heavy weapon may target a separate model from the squad it

    is attached to. To do so, the squad must pass a Ld check with a 1 penalty. If the check is failed, the heavy

    weapon may not fire that turn as the gunner either

    didnt hear the order, or misunderstood and is trying to figure out what hes supposed to do. If the check is

    passed, the heavy weapon may then target any other model can see. The firing model does not count as

    moving unless it moved. The actions of the squad it is

    attached to are irrelevant, unless the squad is engaged in close combat, in which case the heavy weapon fights

    in close combat normally with the squad.

    Devestator and Havok Squads, IG Heavy Weapons

    teams or any other unit with multiple heavy weapons may split fire, but the Ld check suffers a 1 penalty for each weapon. This means each weapon in the team canengage a separate target. So if you have 4 lascannons inthe squad and want to engage four different targets, you must make a Ld check at 4. This represents the sergeant trying to give separate attack orders to each

    man in the squad. Long Fang Pack Leaders who use the Fire Control ability do not need to make a Ld check

    when splitting fire since this is exactly what they train for.

    DETACHED WEAPONS SQUADS

    Heavy weapons may also be detached from their squads. To do so, you must form a heavy weapon team,which consists of the model with the heavy weapon,

    and one other model in the squad, just like Imperial

    Guardsmen (yes

    Marines,

    this

    means

    you

    too).

    Once

    separated, the weapon team may not move again the rest of the game. If it fails a morale check for any

    reason, it is destroyed.

    MORALE

    FEARLESS

    Fearless, as written, is more like suicidal. Most units would not act like that in most combat situations. Even

    units that are known for their bravery are not suicidal. They will not stay in a fight they know they cannot win

    or that they are overpowered and outnumbered. They will still take the smart way out and retreat.

    To reflect this little bit of reality, treat all units with the Fearless special ability as Stubborn instead. In addition,

    Fearless units may choose to withdraw from close

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    combat at the end of any close combat phase. To do so, the unit must pass a Ld check. If successful, they may

    make an immediate fallback move using the normal rules.

    Some units, however, are so enraged with blood lust that the normal suicidal rule for Fearless still applies

    normally. The following units are truly Fearless and have the Fearless special rule as defined in the main

    rulebook: any fearless Tyranid unit, Death Company,

    any Blood Angels unit under the effects of the Red Thirst, any daemon from any codex, Khorne Berserkers or any other Khorne unit or unit with a Mark of Khorne,

    Kharn the Betrayer, any unit that also has the Rage

    special rule.

    The Dark Eldar ability Power from Pain grants Stubborn,

    not Fearless.

    CRAVEN COWARDSAny time a unit rolls boxcars on any morale check, they become craven cowards and immediately fall back and

    are broken. Units with the And They Shall Know No

    Fear special rule cannot become craven cowards, nor

    can Fearless or Stubborn units.

    BROKEN UNITSMorale breaks down over a protracted conflict. The

    constant fire and pounding from artillery will eventually shake even the most steadfast unit. Broken units have their Ld halved (rounded down) for the purposes of

    Morale Checks for the rest of the game. If they fail

    another morale check, they are removed from the game

    as casualties.

    A broken

    unit

    may

    attempt

    to

    rally

    following

    the

    normal

    rules for rallying, but must use their new lowered Ld.

    HEROESJust as there are craven cowards, there are heroes in

    every battle. Any unit that rolls snake eyes on any

    morale check immediately becomes Stubborn. Units

    that are already Stubborn (or were formerly Fearless,

    see above) will become truly Fearless, as defined in the main rules.

    OPTIONAL:

    In addition to gaining Stubborn or Fearless, the unit alsogets to immediately take one free action. The extra action allowed depends on the phase the morale check

    happens in. If it happens in the shooting phase, the unit

    may fire twice that turn. It may also fire heavy weaponseven if it moved that turn, effectively making it Relentless for this one instance. If the morale check is

    passed in the close combat phase, the surviving models

    in the unit may make another round of attacks

    immediately. The enemy unit does NOT get to attack back, however. Damage inflicted by these extra attacks may destroy or break a unit as normal. Note these extraactions are taken immediately after passing a moral

    check and only happen once .