Upload
chris-fisher
View
218
Download
0
Embed Size (px)
Citation preview
8/2/2019 Overlord Mission Rules
1/6
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.
8/2/2019 Overlord Mission Rules
2/6
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
8/2/2019 Overlord Mission Rules
3/6
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.
8/2/2019 Overlord Mission Rules
4/6
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.
8/2/2019 Overlord Mission Rules
5/6
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
8/2/2019 Overlord Mission Rules
6/6
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 .