CODEX BATTLEZONE: SPACE FIGHT 

The purpose of these rules is to simulate combat in space near objects that would have some gravity.  The major differences involve injury to models, movement of troops and difficult terrain.  This game involves some differences from the usual 40K rules but nothing that is too difficult to learn.

The  rules present a fast paced, small army skirmish for 40K in space. 

   

Battlefields:

 

I have thought of three ways to play this so far.

 

Asteroid Field:

This one involves a small cluster of asteroids, scattered around the table with space in between them.  The asteroids represent a cluster of space rocks around a planet or some other object that would provide some gravity.  Try to scatter the rocks so that when the game begins there is a path around the table with about 6 inches between the rocks.  You might be fighting over some research station or a manufactorum that creates special equipment only able to be built in micro-gravity.

This battle field requires the most special rules and will be commented on at the end of the section of special rules.

 

Space Hulk:

This setup is like Cityfight and the rules for that Codex apply where they are not superseded by this one.

Set up a bunch of corridors cut off from each other by rooms and pipelines.  This represents part of a holed space hulk that the two different armies are fighting over for some reason ( to try to clear it of alien scum, to eliminate a potential threat that may have been captured by enemy and will be repaired, to capture the hulk to repair it, etc.)

 

Atmosphere-less planet:

This would be set up like a normal game of 40K except there would be no plants obviously (unless there were some weird plants that didn’t need an atmosphere to survive.)  Armies might fight over such a world due to the large mineral deposits or their ships may have crashed there during some space battle and the two crews continue the struggle below.

 

 Rules changes:

 

No difficult terrain:

This rule represents models in low gravity situation being able to navigate and move easier because they are not as weighed down.  Jump pack troops do not have to make test for landing in difficult terrain, movement through difficult terrain does not require the usual roll, vehicles do not have a chance of getting stuck in difficult terrain (with the exception noted below.)

Very difficult terrain (very loose sand, steep cliffs etc.) is treated as difficult terrain.

Vehicles must still make difficult terrain test if trying to burst through a wall as it is possible that they become stuck in the rubble and while it is low gravity the wall may still hold them fast.  This only applies to walls taller than the vehicle.  This type of wall must be declared as such before the players deploy their armies.

With the asteroid field rules the only vehicles that may be used are skimmers. If a skimmer finds itself in between asteroids at the end of a turn it must make a difficult terrain test. If it rolls a 1 then its engines have not made the leap and the vehicle falls off the board and burns up, quite horribly, in the atmosphere of the planet below.  More on this later though.

 

Rigors of Space:

Rolls are not made to wound initially.  More than ever are models relying on their armor to save them and if it doesn’t hold up then they are exposed to the vacuum of space and explode in a disgusting and very red manner (with the exception of tyranids who explode in a disgusting and very green manner.)

So this means that any time hits are scored on a unit the unit first makes it’s armor saves. Any failed armor saves mean that the shot has penetrated the targets armor and they are killed (yes, killed) on a 2+.

For example, a unit of Tau pathfinders fire on a unit of Space Marine assault troops.  The pathfinders score 6 hits.  The space marine player then makes 6 armor saves failing 2 of them.  These marines are killed on a roll of 2+.

 

No flamers:

This rule is quite simple.  There is a complete lack of flamers, of any kind,  in any army. Obviously if there is no oxygen there is no fire and while it may be fun to shoot your enemies with sticky jellied gasoline it wouldn’t really harm them. So no flamers.

 

Turn limits:

Games last for 5 turns normally and any games that have random turn limits have another turn at the end of turn 3 on a 2+, the end of turn 4 on a 3+ and the end of turn 5 and every turn after that on a 4+

 

Asteroid field:

 

Please visit again soon, I will have these rules posted before too long.

 

Codex modifications:

 

In all armies available to play all of the figures will be modified to be in space, this can be modeled onto the figure in some way or not, it is up to the player as it would be difficult to put entire Imperial Guard armies into space suits.  Space marines just wear their helmets with their power armor, tyranids are assumed to have secreted a protective sac just underneath the carapace of the models fighting in space.  Orks can come up with all manner of crazy items to keep the guys alive. 

The important thing to remember is that none of this stuff represents armor.

 

Some armies receive special rules in addition to or in place of the rules listed above.

 

Codex: Armageddon 

Speed Freaks:

As there is no air for their blades to push against Speed Freaks may not use Deth Koptas

 Salamanders:

Note that the Salamanders psychic power still functions as it is “magical” fire.

 

Codex: Assassins

No special rule modifications

 

Codex: Blood Angels 

Exsanguinator:

These do not work at all in space.

 

Codex: Catachans

No special rule modifications but it is advised that you don’t use these as they don’t fit into the back ground well.

 

Codex: Chaos Space Marine

 

Wargear: 

Blight Grenades:

These do nothing as the stench and flies all die before they can do anything to the protected victims.

 

Rapturous standard:

This surprisingly does work as the heady musk is a magical musk and works even in the vacuum of space.

 

Sonic weapons:

As sound needs some method of propagation, it does not go very far in space.  Noise marines may be used in Codex Battlezone: Space Fight but note that their sonic blasters, blastmasters and doom sirens will not work at all.

Due to this, if you are playing an Emperor’s Children army squads of Chaos Space Marines numbering exactly 6 may upgrade one model to an aspiring champion at no additional points cost.

 

Daemons:

Daemons are not attracted to the cold void of space as readily as they are to the promise of slaughter adjoining a planet full of fleshy things to murder.  Therefore daemons packs being summoned are not rolled for until one turn later than normal. This usually means that they arrive on turn 3 on a 4+, turn 4 on a 3+, turn 5 on a 2+ and turn 6 automatically.

Daemons are not subject to the rigors of space rule above and must be wounded normally.

 

Codex:  Craftworld Eldar

 No additional modifications.

 

Codex: Dark Eldar

 Grotesques:

Grotesques are too crazed to be properly protected against the rigors of space and may not be used.

 Warp Beasts:

Warp Beasts are not affected by the Rigors of Space rules above. Roll to wound as normal.

 Wargear:

Destructors:

These may not be used as the poisons would evaporate as soon as they emerge.

 

Codex: Eldar 

Sonic Weapons:

The Banshee Mask is a sonic weapon and as such may not be used in Codex Battlzone: Space Fight.  The Banshee Exarch power War Shout likewise may not be used.

The Vibro Cannon is also a sonic weapon and may not be used. 

Avatar:

As the Avatar is not a living being it is not bothered by the cold void of space. Ignore the Rigors of Space rule and roll to wound as normal. 

Wraithguard and Wraithlords:

Wraithguard are even more confused than usual in the cold void of space as the cacophony of spirits is missing leaving them confused on a 1 or 2 rather than just a 1 on d6, this is negated by a warlock as usual.

Wraithlords are apt to become confused as Wraithguard are and suffer from Wraithsight as wraithguard do normally.  So they may do nothing if they roll a 1 on a d6.

Since both Wraithguard and Wraithlords are constructs they are not bothered by the Rigors of Space rule and are wounded normally.

 

Codex: Imperial Guard

Wargear: 

Medi-packs:

Medi-packs may not be used.  It is difficult to patch up a human being that has exploded.

 Smoke-Launchers:

Since smoke would dissipate too quickly in a vacuum smoke launchers will not work.

 Rough Riders:

As horses will not put space suits on Rough Riders may not be used, although, IG bike mounted rough riders may be used (like the ones they put out with the ash wastes guys.) 

Sentinels:

Sentinels cost 5 more pts and do not count as open topped. 

 

Codex: Orks 

Grots:

The little buggers are not protected from space in the way the orks are as the orks think it is pretty funny when they explode. So every time a grot moves roll a d6, on a 5 or 6 the grot’s suit ruptures and it’s tiny green entrails come spilling out.

 Vehicles:

Ork vehicles are not built as . .. . systematically as other armies vehicles.  They may not have been sealed properly so that their engines can function in space.  Any Ork vehicle must roll a 2+ on a d6 to move at the beginning of the movement phase

 Wargear: 

Squigs:

No squigs may be used as they are too ornery to put into a space suit. 

Dok’s Tools:

Obviously it would difficult to operate in the hard vacuum of space, and anyone that is injured in these rules are probably beyond aid anyway, so Doc’s tools may not be used.

 

Codex: Space Marines

 Wargear:

 Narthecium:

The Narthecium will not save any one in these rules, they do nothing in game terms (but may be characterful for your apothecary.) 

Reductor:

It would be impossible to retrieve the essential parts of Space Marines who have died so horribly. Besides all the water would have been sucked out of them so they wouldn’t work anymore anyway, so Reductors do nothing for you.

 Smoke Launchers:

Since smoke would dissipate too quickly in a vacuum smoke launchers will not work.

 

Codex: Space Wolves 

Fenrisian Wolves:

These may not be taken by characters. 

Wargear: 

Healing potions and balms:

Come on, this would be like putting a band-aid on a ground zero nuclear weapon victim. These do not work.

Mark of the Wulfen:

If a model is given the mark of the wulfen they must make an armor save for each attack they make in close combat, if they fail they are killed on a 2+

 

Codex: Tau

 Drones:

Drones are wounded as usual, not being perturbed by the lack of oxygen.

 Kroot:

Kroot may be fielded but Kroot hounds and Krootox may not be, as it is difficult to convince them to get and stay in the space suit. 

Codex: Tyranids

 Gargoyles:

Gargoyles may not be used as they are unable to fly without any air. 

Biovore:

Spore mines do not drift in the airless environment and stay where they land.