Monday, 21 March 2011

40k Alchemy: Lost At Sea!

Today's title has two meanings. I wanted to upload this sooner, but life conspired against me. So here it is...

Any object can be broken down into components. These components can then be rebuilt as something new. Tabletop games have a shedload of components, and the best thing is they can all be understood by humans with no need for formulae. Therefore, these components can be made into many things. It's a similar concept to Expansions, but on a smaller scale. This is 40k Alchemy, where I transmute existing rules into other weird and fun things. And the best thing is, anyone can do it!

Transmutation The First: The Naval Battle

Ideas used: Spearhead, the Attack Move, Flyers

The Rules:

Naval Battles can be played on a standard 6x4 board. Scenery is not necessary, or even normal (although you could use hills as islands and suchlike)

Each player builds an army out of 5 unit types: Attack Boat, Destroyer, Cruiser, Battleship, Bomber. You cannot have more air units than you have sea units, but this is the only rule on army building.

Flagship: When choosing an army, nominate one of your naval units as your Flagship. It gains +1BS and +1 to all armour facings, to a maximum of 14.


The Units: Various units will be represented by entries from the Dark Eldar and Ork Codices. However, all basic points costs are modified to universalise BS within the fleet. In addition, there are certain upgrades that MUST be taken (points costs of these not listed in base costs).


Attack Boat (40 points): Trukk, must take Reinforced Ram.
Destroyer (55 points): Raider, must take Shock Prow and Disintegrator, may not take Fields of any kind.
Cruiser (100 points): Ravager, must take Shock Prow and Disintegrators, may not take Fields of any kind.
Battleship (120 points): Battlewagon, must take 4 Big Shootas
Bomber (145 points): Voidraven, may not take upgrades

All units are BS3 by default, and may buy Targeters for +10 points to become BS4. A Flagship with Targeters is BS5.

You'll notice some upgrades are worthless in this environment. Take my advice and don't buy them.

Ranged Weapon Changes: Weapons are classed as either Anti-Ground or Anti-Air. Anti-Ground weapons only affect ground units and Anti-Air weapons only air units. Weapons are classed as follows:

Anti-Ground: Big Shoota, Disintegrator, Lobba, Kannon, Zzap Gun, Killkannon
Anti-Air: Rokkit Launcha, Dark Lance, Void Lance.

The Killkannon now counts as a Big Gun along with the Lobba, Kannon and Zzap Gun. The cost of all Big Guns is modified as follows:

Lobba: 10 points
Kannon: 30 points
Zzap Gun: Unchanged
Killkannon: 25 points


Gameplay: The game is played using the standard 40k rules, with the following exceptions:

Immobilised: After one game turn of being Immobilised an Immobilised ship will sink, and count as destroyed. Immobilised Bombers count as Destroyed at all times.

Bombers: Bombers make Attack Runs like Flyers in Apocalypse. During each new attack run the Void Mine is replenished and may be used again.

Game Length: The game lasts until all enemy ships are sunk.


And there's your introduction to 40k Alchemy. These rules are not set in stone so if I have missed something or there are still problems I can go back and fix them. All these rules are in a state of flux. See you next time.

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