SONG OF THE DARK MILLE N NNIUM NIUM
A fan made product for skirmish matches in the Warhammer 40.000 universe, based on Ganesha Games's Song of Blades and Heroes ruleset. ruleset.
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It is the 41st Millennium. For more than a hundred centuries the Emperor of Mankind has sat immobile on the Golden Throne of Earth. He is the master of mankind by the will of the ods and master of a million worlds by the miht of his ine!haustible armies. He is a rottin carcass writhin in"isibly with power from the #ark $e of Technoloy. He is the %arrion &ord of the "ast Imperium of Man for whom a thousand souls are sacrificed e"ery day so that he may ne"er truly die.'et e"en in his deathless state( the Emperor continues his eternal "iilance. Mihty battlefleets cross the daemon)infested miasma of the *arp( the only route between distant stars( their way lit by the $stronomican( the psychic manifestation of the Emperor+s will. ,ast armies i"e battle in His name on uncounted worlds. Greatest amonst his soldiers are the $deptus $startes( the -pace Marines( bio)enineered super)warriors. Their comrades in arms are leion the Imperial Guard and countless planetary defence forces( the e"er)"iilant In/uisition and the tech)priests of the $deptus Mechanicus to name only a few. 0ut for all their multitudes( they are barely enouh to hold off the e"er)present threat to humanity from aliens( heretics( mutants )) and far( far worse. To be a man in such times is to be one amonst untold billions. It is to li"e in the cruelest and most bloody reime imainable. These are the tales of those times. Foret the power of technoloy and science( for so much has been forotten( ne"er to be relearned. Foret the promise of proress and understandin( for in the rim dark future there is only war. There is no peace amonst the stars( only an eternity of carnae and slauhter( and the lauhter of thirstin ods.
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This is a fan made product. Ganesha Games is not involved in this project, and neither support or promote it. All copyrighted images and material used in this document are property of their rightful owners, used without direct permission. No challenge to their status intended. All ights eserved to their respective owners.
The main idea !ehind this project is to have a "uic# and relatively simple set of rules to play fast matches on a s#irmish scale in the $arhammer %&.&&& setting. Games $or#shop, in my opinion, never gave us players a satisfactory instrument for this #ind of gameplay, so ' decided to follow other ways. This set of rules is designed to !e used with -on of 0lade and Heroes -0H2 and with it(s e)pansion !oo#s -on of Gold and #arkness -G#2, -on of *ind and *ater -**2 and -on of #eeds and Glory -#G2 etc. All these manual are distri!uited and sold !y Ganesha Games *http+www.ganeshagames.net -. 'n the !eginning ' was tempted to create comple) rules to emulate almost all the armors and weapons of $arhammer %&.&&&. The first project included precise and complete army lists for figures, with already calculated e"uipment options. ortunately, ' recogni/ed the mista#e "uic#ly+ this is a -0H styled 0product1, after all. o, ' "uic#ly retraced my steps, deciding to simply create some new rules and special a!ilities to help recreate the $arhammer %&.&&& flavor, maintaining the more ' can from -0H approach. This document is a creation of e!astiano oprana *lonetear4gmail.com-, made with the help of the -0H 5ahoo group *http+games.groups.yahoo.comgroupsongof!lades- and a !unch of friends for playtesting. Please never ta#e what you find here li#e the 6oly 7i!le. This wor# is intended as an help for you all to play some $6%&8 s#irmish games, and you must adapt everything ' wrote to your game style. The gold rule is, always, to have fun. And purge some alien or demon. 9h, uhm, o#, forget the last sentence: o, have a good reading and, please, feel free to contact me with any opinion, feed!ac#, suggestion or other stuff. The ;mperor protects, 7rother 'n"uisitor e!astian )ersion* 1.3 *ork still in proress2 1563567315
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This variation of ong of 7lades and 6eroes uses an amount of new special a!ilities to represent armors and powerful melee or ranged weapons.
?@2>? points should wor# well.
6ere follows a complete list of the new rules used in this -on of 0lade and Heroes variant. Area of Effect $ithin this set of rules, some special rules allow a figure to ma#e attac#s or other actions which influence an area of effect. This area is a circular /one with a diameter e"uivalent to a short measure. 5ou can employ the instrument used for short measurements to estimate this area, !ut this is a very inaccurate way to operate. The !est way to apply this rule is to print this imagetemplate on card!oard+
effect. 'f you(re using the hort meter, do your !est to center it on the main target and move it to figure out which other modelso!jects are influenced. Choose any taret !hen makin raned attacks A model can ignore the normal restriction that force it to ma#e ranged attac#s against the nearest model if it pass a Buality test with one die. 'f the Buality roll fails, the model must follow the normal shooting rules. This represents the discipline necessary to ignore the nearest threat in order to shoot to a more advantageous target. E!ample In the line of siht of a ,eteran Imperial Guard 859( %72 there are an Eldar $spect *arrior and a *arlock. The Eldar $spect *arrior is pretty near( ready to enae the Imperial Guard in close combat. 0ut the *arlock is easier to kill and potentially more lethal because of it+s Maic :ser ability. The player decide to try to shot at the *arlock if the model pass a 8uality test with a roll of 5 or more2( the ,eteran can attack the maician. If it fails( it will be forced to attack the $spect *arrior.
Note that the print si/e for this image is A%+ the template must !e printed with a >&mm diameter, to !e of the right si/e for the game. $henever an a!ility or situation tells you to use area of effect, just center the area of effect template on the said target *often a figure- and follow the other instructions. sually, all models andor o!jects completely or partially covered !y the area of effect are influenced !y the
Critical "its #$ptional% $henever you roll a 0C1 on an attac# roll of any #ind *close com!at or ranged, including spells used as ranged attac#-, roll the die again+ if the roll is another 0C1, the model scored a critical hit+ add 2 times its %ombat value to the attac# roll total. This represents a very luc#y attac#, capa!le to change the tide of !attle. Pag. %
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E!ample $n Imperial Guard armed with his laser rifle 849( %72( chare a powerful %haos Marine 859( %4( $rmor 12 in a desperate close combat assault. The Imperial Guard player roll a ;<= for it+s attack( while the %haos Marine obtain a ;5=. The Imperial Guard win the combat by 1( but( thanks to the %haos Marine $rmor 1 special ability pa >>2( the combat should result in a draw. The Imperial Guard player shake his die and roll it aain( whisperin a prayer to the Emperor. The roll turn into another ;<=. The final result is a <97!72?13 for the Imperial Guard "ersus the 594?@ of the %haos Marine. The Guard win by 5 points( reduced to 7 because of $rmor 1( but the %haos Marine still suffer a fall resultA
6ere follow a complete list of the new special a!ilities used in this set of rules. This a!ilities try to reflect $arhammer %&.&&& setting, giving to players the option to create heavily armored unit and devastating weapons. After each name a!ility there is a num!er !etween !rac#ets+ this is the a!ility cost. nderlined a!ilities are Bersonalities specific. Armor #& or % #4()% This rule represents protection offered !y a complete suit of technologically or magically engineered armor or a particularly strong natural armor such as a dinosaurDs hide or a carapace. 7asic type of armors, li#e #evlar jac#ets or other #ind of !ulletproof vest, are already considered in the Eom!at value of a figure. This special a!ility indicate a particulary powerful and resistant #ind of protections. Anytime a model with Armor = is !eaten in com!at, reduce the com!at loss value !y =. This can transform a loss in a draw if the figure was !eaten !y just one point, or a potential killed result in a retread or fall one. Armor 2 wor#s the same way, !ut it reduces the com!at loss value !y 2, to a minimum of & *a draw-.
#esiner+s Cote A model without the Armor = or 2 rule, is compara!le to a $arhammer %&.&&& figure with an Armor aving Throw of CF or >F. Armor ' correspond to Armor aving Throws %F or 3F, while Armor '' should !e limited to Armor aving Throw 2F or to simulate vehicle plating. *last #&0% A model with this rule is capa!le of ma#ing ranged attac#s that devastate not just a single enemy, !ut all the creatures in a /one around the main target. An attac# made !y a figure with this special rule influence all enemies or friendly models which are completely or partially under the area of effect centered on the main target. 9nce the models influenced !y the area of effect are settled, ma#e a single attac# roll and use it to resolve the outcome of the shot against each victim. 9nly models with the hooter rule can ta#e this a!ility. Pag. >
Pag. C *ulky #+&% A !ul#y model is carrying heavy and cum!ersome e"uipment or, perhaps, it(s just too heavy itself to move freely. A !ul#y model cannot !enefit from the tealth rule and has @2 on Buality for purposes of Elim!ing and wimming rolls. wimming rules will !e descri!ed in the wilderness supplement -on of *ind and *ater .
attac#s, including spells used li#e ranged attac#s. 9nly models with the hooter rule can ta#e this a!ility.
orce ield #-ormal or tron% #/(&% orce ield represents any #ind of energetic protection a!le to deflect direct hits on the model, saving it from damage. orce ield can derive from technological devices, magical or psionic "ualities or simple luc#. $henever a model with orce ield *Normal- suffer a com!at loss, !efore deciding if it retreat( fall or die, roll a die. 'f the result is a > or a C, the model completely ignore the negative result, as the orce ield nullify the attac#. orce ield *trong- wor# the same way, !ut the com!at loss is ignored with a result of %, > or C. Great trenth #4% The model posses great strength or a !ig and heavy weapon. 't is capa!le of very powerful attac#s. A model with this rule adds F= to any attac# roll it ma#es in close com!at. "ealer #&% A model with this rule posses instruments, a!ilities or powers capa!le to heal friendly model. This a!ility gives the healing side of the Eleric rule, !ut not the Hethal feature against ndead. 9nly Personalities can have this a!ility. ethal 1elee Weapon #)% The model is e"uipped with some #ind of special melee weapon. This can !e anything from a power weapon to !ig and powerful claw or jaw to a magical chaotic !lade. This a!ility gives the model the a!ility to inflict grievous wound. The model gains the Assassin special rule, !ut only when fighting close com!at. ethal 2aned Weapon #)% This a!ility wor#s in the same way of Hethal
3iercin hot #& or % #(4% A model with the Piercing hot rule has the a!ility to easily damage armored target while shooting. anged attac#s *including spells used li#e ranged attac#s- made !y a model with Piercing hot = completely ignore the Armor = rule. Armor 2 wor#s li#e Armor = against anged attac#s of a model with Piercing hot =. Piercing hot 2 wor#s in the same way as Piercing hot =, !ut completely negates the !enefits of !oth Armor = and Armor 2. 9nly models with the hooter rule can ta#e this a!ility. #esiner+s Cote Piercing hot and ending try to emulate the AP proprety of $arhammer %&&&& weapons. Piercing hot and ending = can !e used for AP % and 3, while Piercing hot and ending 2 are e"uivalent to AP 2 or =.
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Pag. 2endin #& or % #(4% This a!ility wor#s in the same way of Piercing hot *= or 2-, !ut apply only to melee attac#s. uppression #% This rule represents the a!ility of some ranged weapons to ma#e targeted enemies #eep their head down, !y saturating an area with !ullets. $hen a figure with this a!ility ma#e a ranged attac#, it(s target *if it survive- and all models within an area of effect centered on the main target, will receive a @= penalty to Activation rolls until the end of their ne)t turn. se some #ind of mar#er to remem!er this 0suppressed status1. 9nly models with the hooter rule can ta#e this a!ility.
ure+footed #/% This #ind of model is well versed in moving through every difficult terrain. This can !e due to some technological device or engineering, or just a matter of training and s#ill. $hatever is the cause, a figure with this s#ill can move normally into difficult terrains li#e forests, ruins, swamps and similar. Note that this a!ility don(t protects from any other negative effect of a dangerous terrain+ it just affect movement speed. #esiner+s Cote The names Armor = and 2, Piercing hot = and 2 and ending = and 2 can !e a !it redundant and confusing. till ' thin# this is a good naming system, which allow all players to easily remem!er the effects of these rules.
ollowing, you(ll find an e)tensive amount of pre made figures you can choose from. The list is far from complete, !ut the idea is to offer many e)amples from which you can ta#e inspiration to create your own models. The !est way to 0import1 a $arhammer %&.&&& model to this set of rules, is to figure out a good way to represents it(s e"uipment and characteristics. A pace
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3ACE 1A25-E pace 1arine !ith *olter Boints >2
8uality 3F
pace 1arine 7readnouht %ombat 3
-pecial rules Armor =, earless, hooter *
8uality 3F
Boints =3K
8uality 3F
%ombat %
-pecial rules Armor 2, Artificial, 7ig, 7ul#y, Great trength, Hethal
%ombat 3
-pecial rules Armor =, 7last, earless, Good Aim, hooter *Hong-, Piercing hot 2, hort
8uality 3F
%ombat 3
-pecial rules Armor =, earless, lying, Hong
8uality 3F
%ombat 3
-pecial rules Armor =, earless, Hong
8uality 3F
%ombat 3
-pecial rules Armor 2, 7ul#y, earless, orce ield =, Hethal
Boints ==2
pace 1arine ereant Boints L2
8uality 3F
%ombat 3
-pecial rules Armor =, earless, Header, Hethal
8uality 3F
%ombat 3
-pecial rules Armor =, earless, 6ealer, hooter *
8uality 3F
%ombat %
-pecial rules Armor =, earless,
pace 1arine Apothecary Boints C
pace 1arine ibrarian
8uality 3F
%ombat %
-pecial rules Armor =, earless, orce ield 2, Hethal
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Pag. L pace 1arine Commander Boints =>C
8uality 3F
pace 1arine Chapter ord %ombat %
-pecial rules Armor =, earless, orce ield 2, Header, Hethal
Boints 2>&
8uality 2F
%ombat >
-pecial rules Armor 2, earless, orce ield 2, Header, Hethal
682A-57 Cote For Tyranids models( the 0eastmaster ability don+ t count toward personality points limit. "ormaaunt Boints 3&
"ive Guard 8uality %F
%ombat 2
-pecial rules Animal, Eharge, Hong
Boints 2
8uality 3F
%ombat %
-pecial rules Armor 2, 7ig, earless, ending =, hooter *
6ermaaunt Boints =
8uality %F
%ombat 2
-pecial rules Animal, hooter *
9oanthrope Boints K
8uality %F
-pecial rules
7eastmaster, orce ield 2, Good Aim, Hethal anged $eapon, Piercing hot 2, hooter *long-, hort
Genoraptor Boints %C
8uality 3F
%ombat 3
-pecial rules
ending =, teadfast, tealth 3yrovore
7evourer !arm Boints 2&
8uality %F
-pecial rules
warm
%ombat 2
Boints %
8uality %F
%ombat 3
-pecial rules Armor =, 7urst, hort
Garoyle Boints %
%ombat 2
8uality %F
%ombat 2
Boints >%
8uality %F
%ombat 3
-pecial rules Animal, lying, Hong
-pecial rules Armor =, 7last, hooter *long-, hort
2avener
Genoraptor eader
Boints %K
8uality 3F
%ombat 3
-pecial rules Animal, Hong
Boints K2
8uality 3F
%ombat %
-pecial rules
7ig, Header, ending =, teadfast, tealth
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Pag. =& Warrior Boints K2
7ominator 8uality 3F
%ombat %
-pecial rules Armor =, 7eastmaster, ending =, earless, hooter *
8uality %F
Boints =&
8uality 3F
%ombat >
-pecial rules Armor 2, 7eastmaster, earless, 6uge, Hethal
%ombat %
-pecial rules Armor 2, earless, Great trength, 6uge, Hethal
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