Post by cavalier1864 on Dec 21, 2010 19:24:39 GMT -5
Learn to play Warhammer 40000 the easy way, with Todd's infamous Special Operations!
The great part of this game is that you will learn all of the rules of Warhammer 40000 without the need to build a huge army right off the bat. This is a great game for new players to start out with, and it is a fun game for experienced players to challenge themselves with in terms of balance and mission structure.
So who is this Todd guy, and why should we learn to play 40K with such a roguish fellow? Well, the answer is that Todd (aka cavalier1864) has been running Kill Team and Special Operations scenarios for several years, and has taught dozens of new players the intricacies of small unit combat in 40K. In addition to be a man of infinite wit and charm, he is also a writer of several gaming systems and articles on military history, tactics, game design, game theory, and miniature wargames. As part of the development team for Personae, he helped to create the founding principals of that RP system. As the sole developer of Fire in the Darkness, he created a complete system and ruleset for space combat between fleets of capital ships.
So what is 'Special Operations'?
Special Operations is a squad scale tabletop wargame that uses the basic rules and concepts of Games Workshop Limited’s popular Warhammer 40,000 5th Edition to create a completely new and different type of game environment. While many of the concepts hearken back to the days of Warhammer 40,000 4th edition Kill Teams, this is in no way a simple adaptation of the early game. Let us look at what makes this game unique:
Scale
Well, obviously, we are still using the 28mm scale miniature range that comprises the main Warhammer 40,000 line, so that is definitely not what I am referring to when I discuss the concept of scale. What I do mean by scale is the size of the game. Where a standard game of Warhammer 40,000 will be built up from 1000 points or more to resemble a small company or strike force, Warhammer 40,000 Special Operations is designed to take one mixed squad and put them through their paces. Thus to put this into a proper perspective: Special Operations Squads will range from 3 to 20 models, while a standard game of Warhammer 40,000 will use 3 or more (many, many more in the case of Apocalypse games) squads and vehicles.
Time
Just because the game is smaller, do not expect the games to be all that much shorter. Depending on scenarios and tactics, the average game of Special Operations will run from 45 minutes to several hours. Much like any game, time and gameplay will vary drastically based on the skill levels of the players, the scope of the mission, and the number of players involved. Luckily for you, a game can be tailored to time restrictions and functionality with relative ease.
Gameplay
The feel of a Warhammer 40,000 Special Operations game will be very different from the feel of a standard game of Warhammer 40,000. While Warhammer 40,000 is trying to recreate the feel of being a company commander fighting a desperate battle against implacable foes, Special Operations is going for more of a tactical feel. To describe this in terms of cinematic references, Warhammer 40,000 represents Patton, Enemy at the Gates, Starship Troopers, or any of the big battle sequences from the Star Wars franchise, whereas Special Operations represents The Dirty Dozen, Predator, Aliens, The Losers, or even the Rebel heroes from Star Wars. While these two different styles of game can both be fun, they will be enjoyable for different reasons to different players.
So how do you create a Special Operations Squad?
The creation of a Special Operations squad is a detailed process, not unlike building an army for a full scale game. Regardless of the type of army you are playing, though there are certain rules that are universal to all Special Operations squads:
Squad Composition
The Special Operations Squad is made up of a minimum of 3 models and a maximum of 25 models, all of which must come from the same Codex, and whose total combined cost does not exceed 200 points. The models can come from different unit types where models are individually costed out, or where you intend to use the entire unit as written, but must be drawn from units listed in the Troops, Elites, Fast Attack, or Heavy Support sections, with the sole exception being HQ units that specifically do not take up an HQ slot, for example Ministorum Priests in the Imperial Guard.
Drawing models into the Squad will allow you to ignore the general rules for the unit that the models are coming from. This being said, any special rules for the originating unit affect that model, or models, only when they are deployed separately from the rest of the Special Operations squad. This is meant to give players the option to make as unique a force as possible, and give the Squad access to a variety of specialists of varying stripes.
Special Characters, or Heroes, are not permitted in Special Operations Squads unless stated by the mission specifications. The same holds true of vehicles that are not dedicated transports, or that can be purchased as an option for the squad (i.e. Rhinos, Chimeras, etc). Keep in mind that the rules for transport vehicles can be more harmful to you than helpful in most missions.
Squad Command
Once you know what models will be part of your squad, you must select a Squad Leader. The Squad Leader will always be the highest ranking model chosen or, in the case of multiple models of the same rank, the one that you like best as Team Leader.
For every five models in your force you may elevate one model other than the Squad Leader to the rank of Sergeant for free. For every Sergeant you may nominate one Corporal.
These terms are meant to be generic and do not indicate any actual rank in the army’s codex. Sergeants are treated as unit leaders for the units they are purchased from, however corporals have no function other than being the leader of a fire team, should you choose to separate the Squad into smaller units. All Squad command units are treated as Independent characters and follow all of the special rules for independent characters as detailed on pages 47-49 of the core Rule book for Warhammer 40,000 5th edition.
Squad Loadout
All models chosen may receive relevant wargear and upgrades from their unit entries as appropriate. Of course, it is not required that you actually upgrade any units, however a Special Operations squad will usually have a few specialists in it, and it is generally a good rule of thumb to keep that in mind. In addition to this, Squad Leaders, Sergeants and Corporals may each be given one Universal Special Rule as part of their build-out. A list of Universal Special Rules by rank follows.
Squad Leader: Eternal Warrior, Feel No Pain, Furious Charge, Move Through Cover, Stubborn, Tank Hunters
Sergeant: Counter Attack, Engineer, Furious Charge, Move Through Cover, Preferred Enemy, Sapper, Scouts, Stealth,
Corporal: Acute Senses, Furious Charge, Hit & Run, Move Through Cover, Relentless, Sapper, Scouts, Stealth
Squad Division
Any Special Operations Squad may divide up into smaller Fire Teams as desired by the player. Fire Teams may be composed of 1 or more models, but must always be accompanied by a corporal or sergeant. Fire Teams lacking a corporal or sergeant must pass a leadership test each turn or be pinned as they are hiding out awaiting instructions from their Squad Leader. In addition, Fire Teams without a corporal or sergeant automatically fail any leadership tests triggered by shooting casualties or losses in close combat and immediately flee.
Here is an example of a Special Operations Squad:
The Puglia Sinistre Enforcer Squad
From Codex: Imperial Guard
Squad Leader: Commissar (bolt pistol & power sword) Furious Charge
Sergeant: Platoon Commander (plasma pistol & power sword) Preferred Enemy
Medic (platoon command squad guardsman upgrade with laspistol & close combat weapon)
Heavy Flamer (platoon command squad guardsman upgrade)
Guardsman (laspistol & close combat weapon)
Guardsman (laspistol & close combat weapon)
Special Weapon Team Guardsman (Meltagun)
Corporal: Special Weapon Team Guardsman (lasgun) Relentless
Special Weapon Team Guardsman (lasgun)
Special Weapon Team Guardsman (lasgun)
Sergeant: Special Weapon Team Guardsman (Sniper Rifle) Stealth
Corporal: Special Weapon Team Guardsman (Sniper Rifle) Stealth
Main Squad is deployed as Commissar, Lieutenant, Medic, Heavy Flamer, Melta gunner, and 2 guardsmen with CCW & Pistols. The three Riflemen will advance independently to provide enfilading fire and threaten enemy flanks with their Corporal's Relentless ability. The two Snipers are deployed separately and will generally keep back to give covering fire to the rest of the squad and use their Stealth abilities to hide from enemy reprisals.
So, you have a Special Operations squad, what happens now?
The Basic Game is played by two players using a 48 inch x 48 inch board. One player is designated as the Special Operations player and the other as The Opposition. The goal in these missions is always to eliminate the Villain or prevent the Villain from achieving their Mission Goals and thus end the scenario.
Anatomy of a Turn
Much like a traditional game of Warhammer 40000, a turn consists of all of the actions of one player during the course of a game which makes up multiple turns which are divided into phases. The difference is that Turns are not static (i.e. the person who starts off in turn 1 is not always the person who starts off in later turns).
Initiative
At the start of every turn, all players roll 2d6 and add the Leadership of their Squad Leader (for the Special Operations Squad) or the Villain (for the Opposition) to the highest result. Villains may spend Alarm tokens to increase their score before rolling. The player with the highest result may determine who goes first.
In addition to determining the turn sequence, the Opposition uses this roll to determine how many ‘unwary’ units can be moved during their turn. The winner of initiative chooses which of the Opposition player's die from the roll of the 2d6 and adds one to the result to determine how many Thug patrols the Opposition Player can move on his turn.
During this portion of the turn, the Opposition may elect to spend Alarms for reserves.
Phase 1: Move
The player who is going first moves all of their units. In the case of the Special Operations Squad, the units may move their maximum unless they are traversing difficult terrain, or the scenario calls for some alteration to their mobility. In the case of the Opposition, for each of the Thug patrols that are being moved, the Special Operations Squad Player and the Opposition Player roll off on 2d6 with the Player with the highest total result moving the patrol that many inches in the direction of their choice. The Opposition may spend an Alarm token to move the Patrol themselves, even if the Special Operations Squad Player had a higher result.
Phase 2: Shoot
Shooting is resolved in the same manner as any ranged combat in Warhammer 40000. All players resolve shooting immediately after moving and prior to assaulting. Only Thug, Scoundrel, and Villain units that are active may shoot.
Phase 3: Assault
Much like shooting, assault depends from the main rules for assaulting in the Warhammer 40000 5th edition rules, and must be declared immediately after shooting is resolved. As with shooting, only active units may assault.
Phase 4: Morale Checks
After the completion of the assault phase, all units make morale checks where required. Units that are falling back follow all of the appropriate rules from the Warhammer 40000 Core Rule Book.
After completion of phase 4, the other player takes their turn going from Phase 1 to Phase 4. Once all players have gone through all 4 phases, the Turn is completed and a new Initiative is rolled.
Alarms
During the course of actions, various activities undertaken by both sides may generate alarms. Alarms may be spent by the Opposition player to cause specific effects. Any given set of actions may only generate one alarm per action. Specific missions may have different alarms or alarm conditions based on their mission profile.
Alarms Triggered
General Alarms
Dead Bodies (entire squad or patrol is wiped out) +1 Alarm Token
Mired in Close Combat +1 Alarm Token
Destroying Scenery (Buildings) +2 Alarm Tokens
Disabling/Removing Traps -2 Alarm Tokens
Move Actions Triggering Alarms
Moving Into Visual Range of an Opposition Squad +1 Alarm Token
Moving Into a Trapped Area +2 Alarm Tokens
Moving a Vehicle +1 Alarm Token
Shooting Actions Triggering Alarms
Firing Light Arms (Rifles, Pistols, Assault Weapons) +1 Alarm Token
Firing Heavy Arms (Heavy Weapons, Vehicle Weapons) +2 Alarm Tokens
Using Explosives & Grenades +2 Alarm Tokens
Assault Actions Triggering Alarms
Charging Into Close Combat +1 Alarm Token
Fleeing Close Combat (Special Operations Squad) +1 Alarm Token
Fleeing Close Combat (Opposition Squad) +2 Alarm Tokens
So long as the Villain is alive, he can spend Alarm tokens as follows:
Alarms Token Redemption
General Actions
Activate Extra Thug Patrol 1 Alarm Token
Activate 1 Scoundrel Squad 2 Alarm Tokens
Activate 1 Villain Squad 4 Alarm Tokens
Add +1 to Initiative Roll 1 Alarm Token/+1
Traps
Set Alarm Trap 1 Alarm Token
Set Explosive Trap 1 Alarm Token
Reserve Actions
Bring Thug Patrol in from Reserve 1 Alarm Token
Bring Scoundrel Squad in from Reserve 2 Alarm Tokens
Move Actions
Move a Thug Patrol when roll-off is lost 1 Alarm Token
Shooting Actions
Shoot from the hip (Run & Shoot with no assault) 1 Alarm Token
Assault Actions
Flee from Charge (automatically disengage from assault after combat resolution) 1 Alarm Token
Reserve Units
The Opposition has a well-nigh unlimited supply of Thugs and Scoundrels to throw at the average Special Operations Squad. Luckily, for the heroes, these enemies are disjointed and disorganized, and individually very weak.
When the Opposition Player rolls a number of Patrols to move that is greater than the number of Thug Patrols on the board, he may bring that many additional Patrols in for free or activate Scoundrels instead. For example, during the ‘Determine Who Goes First’ portion of the turn, the Opposition player rolls for 5 Squads to move, but only has 2 currently on the board, he may then bring 3 new Thug Patrols in from reserve.
When a unit is brought in from reserve, it may emerge from any board edge within 2d6 inches of a Scoundrel or Villain unit. The Opposition Player may not have any more units on the board than 6 Thug Squads and 6 Scoundrel Squads (since Villains cannot come in from reserve one can never have more Villain units than the starting amount).
Terrain
Terrain plays an important part of any game; hindering movement, providing cover, determining sight lines. In a Special Operations game, however terrain becomes somewhat more potentially tricky to deal with. Different types of Terrain will allow for different types of actions in relation to them.
Ambush: This type of terrain allows Special Operations Squads and Scoundrels to lie in wait for an opportunity to strike. If a unit is in terrain that has the Ambush option it may declare that it is hunkering down to Ambush. This action means that the unit is effectively hidden and cannot be targeted for shooting, although it can be assaulted. Note, however, that units assaulting into an opposing unit that has taken the Ambush action strike at initiative 0, even if they have grenades or other equipment that would allow them to attack at a higher initiative.
Burn: This type of terrain can be lit on fire with flamers or other incendiary devices. When lit, the area becomes dangerous terrain, forcing all units moving through it to make the relevant tests for dangerous terrain.
Collapse: Buildings and other structures can be collapsed in order the units inside to be harmed. Any unit caught in a collapse must test Toughness for all of its members. On a failure, that model is removed from play (being buried alive under a collapsed building will do that to you).
Destroy: A destroyed piece of terrain is removed from play and replaced by an area of difficult terrain. Keep in mind that area terrain (as opposed to structures) must be attacked using area of effect weapons (templates, blasts, and grenades).
Detonate: Much like an exploding Rhino or Hammerhead, this action creates an explosion d6 inches in radius. Targets in the area of effect take a wound on a roll of 3+ with armour saves allowed as normal.
Poison: If the Squad is equipped with appropriate wargear or weaponry, areas can be poisoned, harming units moving through them on a 3+ or 4+ (depending on the scenario and poison in use).
So when do we start?
I am generally free most Friday nights and would be happy to run on the first, second, and third Fridays from 6pm on. I will run a tutorial on Friday 1/7/2011 at 6pm using Special Operations Squads that I will provide. Assuming there is interest, I will post scenarios and dates for games on this thread and we can make it work from there.
The great part of this game is that you will learn all of the rules of Warhammer 40000 without the need to build a huge army right off the bat. This is a great game for new players to start out with, and it is a fun game for experienced players to challenge themselves with in terms of balance and mission structure.
So who is this Todd guy, and why should we learn to play 40K with such a roguish fellow? Well, the answer is that Todd (aka cavalier1864) has been running Kill Team and Special Operations scenarios for several years, and has taught dozens of new players the intricacies of small unit combat in 40K. In addition to be a man of infinite wit and charm, he is also a writer of several gaming systems and articles on military history, tactics, game design, game theory, and miniature wargames. As part of the development team for Personae, he helped to create the founding principals of that RP system. As the sole developer of Fire in the Darkness, he created a complete system and ruleset for space combat between fleets of capital ships.
So what is 'Special Operations'?
Special Operations is a squad scale tabletop wargame that uses the basic rules and concepts of Games Workshop Limited’s popular Warhammer 40,000 5th Edition to create a completely new and different type of game environment. While many of the concepts hearken back to the days of Warhammer 40,000 4th edition Kill Teams, this is in no way a simple adaptation of the early game. Let us look at what makes this game unique:
Scale
Well, obviously, we are still using the 28mm scale miniature range that comprises the main Warhammer 40,000 line, so that is definitely not what I am referring to when I discuss the concept of scale. What I do mean by scale is the size of the game. Where a standard game of Warhammer 40,000 will be built up from 1000 points or more to resemble a small company or strike force, Warhammer 40,000 Special Operations is designed to take one mixed squad and put them through their paces. Thus to put this into a proper perspective: Special Operations Squads will range from 3 to 20 models, while a standard game of Warhammer 40,000 will use 3 or more (many, many more in the case of Apocalypse games) squads and vehicles.
Time
Just because the game is smaller, do not expect the games to be all that much shorter. Depending on scenarios and tactics, the average game of Special Operations will run from 45 minutes to several hours. Much like any game, time and gameplay will vary drastically based on the skill levels of the players, the scope of the mission, and the number of players involved. Luckily for you, a game can be tailored to time restrictions and functionality with relative ease.
Gameplay
The feel of a Warhammer 40,000 Special Operations game will be very different from the feel of a standard game of Warhammer 40,000. While Warhammer 40,000 is trying to recreate the feel of being a company commander fighting a desperate battle against implacable foes, Special Operations is going for more of a tactical feel. To describe this in terms of cinematic references, Warhammer 40,000 represents Patton, Enemy at the Gates, Starship Troopers, or any of the big battle sequences from the Star Wars franchise, whereas Special Operations represents The Dirty Dozen, Predator, Aliens, The Losers, or even the Rebel heroes from Star Wars. While these two different styles of game can both be fun, they will be enjoyable for different reasons to different players.
So how do you create a Special Operations Squad?
The creation of a Special Operations squad is a detailed process, not unlike building an army for a full scale game. Regardless of the type of army you are playing, though there are certain rules that are universal to all Special Operations squads:
Squad Composition
The Special Operations Squad is made up of a minimum of 3 models and a maximum of 25 models, all of which must come from the same Codex, and whose total combined cost does not exceed 200 points. The models can come from different unit types where models are individually costed out, or where you intend to use the entire unit as written, but must be drawn from units listed in the Troops, Elites, Fast Attack, or Heavy Support sections, with the sole exception being HQ units that specifically do not take up an HQ slot, for example Ministorum Priests in the Imperial Guard.
Drawing models into the Squad will allow you to ignore the general rules for the unit that the models are coming from. This being said, any special rules for the originating unit affect that model, or models, only when they are deployed separately from the rest of the Special Operations squad. This is meant to give players the option to make as unique a force as possible, and give the Squad access to a variety of specialists of varying stripes.
Special Characters, or Heroes, are not permitted in Special Operations Squads unless stated by the mission specifications. The same holds true of vehicles that are not dedicated transports, or that can be purchased as an option for the squad (i.e. Rhinos, Chimeras, etc). Keep in mind that the rules for transport vehicles can be more harmful to you than helpful in most missions.
Squad Command
Once you know what models will be part of your squad, you must select a Squad Leader. The Squad Leader will always be the highest ranking model chosen or, in the case of multiple models of the same rank, the one that you like best as Team Leader.
For every five models in your force you may elevate one model other than the Squad Leader to the rank of Sergeant for free. For every Sergeant you may nominate one Corporal.
These terms are meant to be generic and do not indicate any actual rank in the army’s codex. Sergeants are treated as unit leaders for the units they are purchased from, however corporals have no function other than being the leader of a fire team, should you choose to separate the Squad into smaller units. All Squad command units are treated as Independent characters and follow all of the special rules for independent characters as detailed on pages 47-49 of the core Rule book for Warhammer 40,000 5th edition.
Squad Loadout
All models chosen may receive relevant wargear and upgrades from their unit entries as appropriate. Of course, it is not required that you actually upgrade any units, however a Special Operations squad will usually have a few specialists in it, and it is generally a good rule of thumb to keep that in mind. In addition to this, Squad Leaders, Sergeants and Corporals may each be given one Universal Special Rule as part of their build-out. A list of Universal Special Rules by rank follows.
Squad Leader: Eternal Warrior, Feel No Pain, Furious Charge, Move Through Cover, Stubborn, Tank Hunters
Sergeant: Counter Attack, Engineer, Furious Charge, Move Through Cover, Preferred Enemy, Sapper, Scouts, Stealth,
Corporal: Acute Senses, Furious Charge, Hit & Run, Move Through Cover, Relentless, Sapper, Scouts, Stealth
Squad Division
Any Special Operations Squad may divide up into smaller Fire Teams as desired by the player. Fire Teams may be composed of 1 or more models, but must always be accompanied by a corporal or sergeant. Fire Teams lacking a corporal or sergeant must pass a leadership test each turn or be pinned as they are hiding out awaiting instructions from their Squad Leader. In addition, Fire Teams without a corporal or sergeant automatically fail any leadership tests triggered by shooting casualties or losses in close combat and immediately flee.
Here is an example of a Special Operations Squad:
The Puglia Sinistre Enforcer Squad
From Codex: Imperial Guard
Squad Leader: Commissar (bolt pistol & power sword) Furious Charge
Sergeant: Platoon Commander (plasma pistol & power sword) Preferred Enemy
Medic (platoon command squad guardsman upgrade with laspistol & close combat weapon)
Heavy Flamer (platoon command squad guardsman upgrade)
Guardsman (laspistol & close combat weapon)
Guardsman (laspistol & close combat weapon)
Special Weapon Team Guardsman (Meltagun)
Corporal: Special Weapon Team Guardsman (lasgun) Relentless
Special Weapon Team Guardsman (lasgun)
Special Weapon Team Guardsman (lasgun)
Sergeant: Special Weapon Team Guardsman (Sniper Rifle) Stealth
Corporal: Special Weapon Team Guardsman (Sniper Rifle) Stealth
Main Squad is deployed as Commissar, Lieutenant, Medic, Heavy Flamer, Melta gunner, and 2 guardsmen with CCW & Pistols. The three Riflemen will advance independently to provide enfilading fire and threaten enemy flanks with their Corporal's Relentless ability. The two Snipers are deployed separately and will generally keep back to give covering fire to the rest of the squad and use their Stealth abilities to hide from enemy reprisals.
So, you have a Special Operations squad, what happens now?
The Basic Game is played by two players using a 48 inch x 48 inch board. One player is designated as the Special Operations player and the other as The Opposition. The goal in these missions is always to eliminate the Villain or prevent the Villain from achieving their Mission Goals and thus end the scenario.
Anatomy of a Turn
Much like a traditional game of Warhammer 40000, a turn consists of all of the actions of one player during the course of a game which makes up multiple turns which are divided into phases. The difference is that Turns are not static (i.e. the person who starts off in turn 1 is not always the person who starts off in later turns).
Initiative
At the start of every turn, all players roll 2d6 and add the Leadership of their Squad Leader (for the Special Operations Squad) or the Villain (for the Opposition) to the highest result. Villains may spend Alarm tokens to increase their score before rolling. The player with the highest result may determine who goes first.
In addition to determining the turn sequence, the Opposition uses this roll to determine how many ‘unwary’ units can be moved during their turn. The winner of initiative chooses which of the Opposition player's die from the roll of the 2d6 and adds one to the result to determine how many Thug patrols the Opposition Player can move on his turn.
During this portion of the turn, the Opposition may elect to spend Alarms for reserves.
Phase 1: Move
The player who is going first moves all of their units. In the case of the Special Operations Squad, the units may move their maximum unless they are traversing difficult terrain, or the scenario calls for some alteration to their mobility. In the case of the Opposition, for each of the Thug patrols that are being moved, the Special Operations Squad Player and the Opposition Player roll off on 2d6 with the Player with the highest total result moving the patrol that many inches in the direction of their choice. The Opposition may spend an Alarm token to move the Patrol themselves, even if the Special Operations Squad Player had a higher result.
Phase 2: Shoot
Shooting is resolved in the same manner as any ranged combat in Warhammer 40000. All players resolve shooting immediately after moving and prior to assaulting. Only Thug, Scoundrel, and Villain units that are active may shoot.
Phase 3: Assault
Much like shooting, assault depends from the main rules for assaulting in the Warhammer 40000 5th edition rules, and must be declared immediately after shooting is resolved. As with shooting, only active units may assault.
Phase 4: Morale Checks
After the completion of the assault phase, all units make morale checks where required. Units that are falling back follow all of the appropriate rules from the Warhammer 40000 Core Rule Book.
After completion of phase 4, the other player takes their turn going from Phase 1 to Phase 4. Once all players have gone through all 4 phases, the Turn is completed and a new Initiative is rolled.
Alarms
During the course of actions, various activities undertaken by both sides may generate alarms. Alarms may be spent by the Opposition player to cause specific effects. Any given set of actions may only generate one alarm per action. Specific missions may have different alarms or alarm conditions based on their mission profile.
Alarms Triggered
General Alarms
Dead Bodies (entire squad or patrol is wiped out) +1 Alarm Token
Mired in Close Combat +1 Alarm Token
Destroying Scenery (Buildings) +2 Alarm Tokens
Disabling/Removing Traps -2 Alarm Tokens
Move Actions Triggering Alarms
Moving Into Visual Range of an Opposition Squad +1 Alarm Token
Moving Into a Trapped Area +2 Alarm Tokens
Moving a Vehicle +1 Alarm Token
Shooting Actions Triggering Alarms
Firing Light Arms (Rifles, Pistols, Assault Weapons) +1 Alarm Token
Firing Heavy Arms (Heavy Weapons, Vehicle Weapons) +2 Alarm Tokens
Using Explosives & Grenades +2 Alarm Tokens
Assault Actions Triggering Alarms
Charging Into Close Combat +1 Alarm Token
Fleeing Close Combat (Special Operations Squad) +1 Alarm Token
Fleeing Close Combat (Opposition Squad) +2 Alarm Tokens
So long as the Villain is alive, he can spend Alarm tokens as follows:
Alarms Token Redemption
General Actions
Activate Extra Thug Patrol 1 Alarm Token
Activate 1 Scoundrel Squad 2 Alarm Tokens
Activate 1 Villain Squad 4 Alarm Tokens
Add +1 to Initiative Roll 1 Alarm Token/+1
Traps
Set Alarm Trap 1 Alarm Token
Set Explosive Trap 1 Alarm Token
Reserve Actions
Bring Thug Patrol in from Reserve 1 Alarm Token
Bring Scoundrel Squad in from Reserve 2 Alarm Tokens
Move Actions
Move a Thug Patrol when roll-off is lost 1 Alarm Token
Shooting Actions
Shoot from the hip (Run & Shoot with no assault) 1 Alarm Token
Assault Actions
Flee from Charge (automatically disengage from assault after combat resolution) 1 Alarm Token
Reserve Units
The Opposition has a well-nigh unlimited supply of Thugs and Scoundrels to throw at the average Special Operations Squad. Luckily, for the heroes, these enemies are disjointed and disorganized, and individually very weak.
When the Opposition Player rolls a number of Patrols to move that is greater than the number of Thug Patrols on the board, he may bring that many additional Patrols in for free or activate Scoundrels instead. For example, during the ‘Determine Who Goes First’ portion of the turn, the Opposition player rolls for 5 Squads to move, but only has 2 currently on the board, he may then bring 3 new Thug Patrols in from reserve.
When a unit is brought in from reserve, it may emerge from any board edge within 2d6 inches of a Scoundrel or Villain unit. The Opposition Player may not have any more units on the board than 6 Thug Squads and 6 Scoundrel Squads (since Villains cannot come in from reserve one can never have more Villain units than the starting amount).
Terrain
Terrain plays an important part of any game; hindering movement, providing cover, determining sight lines. In a Special Operations game, however terrain becomes somewhat more potentially tricky to deal with. Different types of Terrain will allow for different types of actions in relation to them.
Ambush: This type of terrain allows Special Operations Squads and Scoundrels to lie in wait for an opportunity to strike. If a unit is in terrain that has the Ambush option it may declare that it is hunkering down to Ambush. This action means that the unit is effectively hidden and cannot be targeted for shooting, although it can be assaulted. Note, however, that units assaulting into an opposing unit that has taken the Ambush action strike at initiative 0, even if they have grenades or other equipment that would allow them to attack at a higher initiative.
Burn: This type of terrain can be lit on fire with flamers or other incendiary devices. When lit, the area becomes dangerous terrain, forcing all units moving through it to make the relevant tests for dangerous terrain.
Collapse: Buildings and other structures can be collapsed in order the units inside to be harmed. Any unit caught in a collapse must test Toughness for all of its members. On a failure, that model is removed from play (being buried alive under a collapsed building will do that to you).
Destroy: A destroyed piece of terrain is removed from play and replaced by an area of difficult terrain. Keep in mind that area terrain (as opposed to structures) must be attacked using area of effect weapons (templates, blasts, and grenades).
Detonate: Much like an exploding Rhino or Hammerhead, this action creates an explosion d6 inches in radius. Targets in the area of effect take a wound on a roll of 3+ with armour saves allowed as normal.
Poison: If the Squad is equipped with appropriate wargear or weaponry, areas can be poisoned, harming units moving through them on a 3+ or 4+ (depending on the scenario and poison in use).
So when do we start?
I am generally free most Friday nights and would be happy to run on the first, second, and third Fridays from 6pm on. I will run a tutorial on Friday 1/7/2011 at 6pm using Special Operations Squads that I will provide. Assuming there is interest, I will post scenarios and dates for games on this thread and we can make it work from there.