40K SKIRMISH






INTRODUCTION
Board & card game for 2 players.
Warhammer 40K theme
Abstract skirmish level combat.
Each figure represents a single man (unit). 

DISCLAIMER
Warhammer 40K is a licensed, trademarked property. 
This is merely a fan site.

VICTORY
Destroy all opposing units.

THE MAP
Use an 8x8 chessboard.

THE MEN
Use miniatures to represent men.

STARTING FORCES
Each side starts with 150 points worth of units.
The equipment of a unit must correspond to the appearance of the fig. 

SETUP
Each player places one unit on each square of his back two rows.
Units may not stack. 

THE CARDS
Players share a common deck. 
The deck contains 3 copies of each card in the Card list.

TURN SEQUENCE
Players take turns. 
Each turn has 3 phases:
1. Fate Phase
2. Move Phase
3. Fight Phase

FATE PHASE
Draw 3 cards. 
Max hand size = 5 cards.
If the deck runs out, shuffle the discard and draw from it.
Discard excess cards.

MOVE PHASE
Play (discard) a Move card to move one of your men.
The move card has a number. 
This is the number of spaces the man moves.
Moves can be diagonal or orthogonal. 
Moves cannot be through other units unless the unit has the “Fly” ability.
Instead of moving just one man in any direction, you have the 
option of moving one or more men forward the indicated number of 
spaces using a single move card.
Fast units may move twice per turn and attack twice per turn.
Heavy weapons give a -1 to the units move. (except for dreadnaughts)

FIRE PHASE
Play (discard) an Attack card to have a man attack.
The attack card has a number. 
This is the range of the attack.
Attacks can be diagonal or orthogonal. 
Attacks cannot be through other units unless the weapon has the “Indirect” ability.
Use Chits or coins to record damage.
A unit reduced to zero Hits is killed and removed from the board.
Your opponent may play Armor cards to negate your attack.


SPACE MARINE SQUAD UNIT LIST
Unit			Cost	Hits	Move	Armor	Notes
Imperial Guard		2	1	2	1
Space Scout		3	2	3	1
Space Marine		4	2	2	2
Terminator Marine	6	3	2	3
Dreadnaught		10	5	2	4	M3 attack for 3 damage
Move = Max normal move
Costs do not include weapons.
Hits = Number of Hits that type of unit has.
The Dreadnaught has 2 heavy weapons (cost not included).
The Dreadnaught is a robot (Max one per Squad).  


TYRANID/GENESTEALER BROOD UNIT LIST
Unit			Cost	Hits	Move	Armor	Notes
Hunter Slayer Pack	3	1	5	1	Fast
Genestealer		6	2	4	1	M3 attack for 2 damage, Fast
Brood Brother		2	1	2	1	Can use Weapons
Hybrid			4	2	3	1	Can use Weapons
Tyranid			6	2	4	2	
Zoat			6	3	4	1	Can use Weapons
Magus			7	2	2	1	Comes with Psychic Skill
Patriarch		15	4	3	3	Max one per brood
Screamer Killer		20	6	2	4	Max one per brood
The Patriarch has Leadership & Psychic skill and a M3 attack for 3 damage.
The Screamer Killer has M3 attack for 4 damage and a 
Bio-Plasma Bolt that has a Range = 4 and Damage = 4.
Hunter Slayers may be equiped with Fleshborers. 
Tyranids may be equiped with Deathspitters or Boneswords.


WEAPON & EQUIPMENT LIST
Weapon			Cost	Range	Damage	Notes
Knife			0	M1	1
Chain Fist		1	M1	2	
Chain sword		2	M2	2
Power Sword		3	M3	2
Power Glove		2	M2	3
Power Axe		3	M2	4
Thunder Hammer		4	M3	3
Storm Shield		1	-	-	Armor +1
Lightning Claws		4	M3	4	
Frag Grenades		1	2	1	
Crack Grenades		2	2	2
Melta Bombs		3	2	3
Plasma Grenades		4	2	4
Smoke Grenades		1	2	-	Block LOS for 2 turns
Las Pistol		1	3	1	
Lasgun			2	4	1
Bolt Pistol		1	2	2	
Bolter			2	3	2
Storm Bolter		3	3	3
Plasma Gun		2	2	3	Use every other turn
Flamer Pistol		1	2	2	Ammo = 3
Missile Launcher	4	6	5	Heavy; Ammo = 4, Indirect
Heavy Bolter		4	5	4	Heavy; Ammo = 6, Indirect
Lascannon		4	6	3	Heavy
Auto Cannon		3	4	4	Heavy; Ammo = 6
Assault Cannon		3	4	5	Heavy, Ammo = 4
Conversion Beamer	4	5	4	Heavy
Jump Pack		1	-	-	Fly & Move +2
Fleshborer		1T	2	1	
Deathspitter		3T	4	3	
Boneswords		4T	M3	3	
Barbed Strangler	2T	5	5	Ammo = 1
Flesh Ripper		2T	3	2	
T = Tyranids/Genestealers only.
Range = Maximum attack range.



SPACE MARINE SPECIALIST LIST
Specialist		Cost	Skill
Chaplain		4	Psychic Skill (max one per squad)
Librarian		4	Psychic Skill (max one per squad)
Commander		4	Leadership Skill (max one per squad)
Mechanic		2	Mechanic Skill
Medic			2	Medic Skill

SPECIAL ABILITIES
A unit with Psychic skill may discard a Special card to use a psychic power.
A unit with Leadership skill may discard a Special card to give all of 
his units Move +1 this turn.
A unit with Medic skill may discard a Special card to negate one point of 
damage done to an adjacent human unit.
A unit with Mechanic skill may discard a Special card to do one damage to 
adjacent unit or remove adjacent obstacle or Repair a destroyed weapon or 
equipment or repair one point of damage to vehicle or robot.
All Marines have “Overwatch” and “Terminus” ability. 
A unit with Overwatch skill may discard a Special card to make a ranged 
attack during an opponents’ move phase.
A unit with Terminus skill may, when it is killed, discard a Special card to 
do damage to an adjacent opponent equal to that of any grenades the marine has.

PSYCHIC POWERS
Each psychic unit gets 4 random powers it can use during the game.
Each power can only be used once.

HUMAN PSYCHIC POWERS
1D12	Power		Range	Notes
1	Control		3	Take control of target for 3 turns
2	Telekinesis	6	Damage = 1
3	Blast		4	Damage = 3
4	Stasis		5	Target immobilized for 4 turns
5	Teleport	S/A	Transport target to any empty space
6	Vortex		1	All adjacent units take one point of damage
7	Lightning Arc	3	Two adjacent units take one point of damage each
8	Smite		1	Target destroyed
9	Aura		S/A	Target gets Armor +1 for 4 turns
10	Warp Time	-	Draw 2 cards
11	Scan		-	Look at opponents hand & discard one of his cards
12	Burst of Speed	S/A	Target gets Fast skill for 3 turns
S/A = Self or adjacent unit

GENESTEALER PSYCHIC POWERS
1D12	Power			Range	Notes
1	Implant			3	Take control of target for 3 turns
2	Hellfire		3	Damage = 4
3	Hypnotize		5	Target immobilized for 3 turns
4	Steal Mind		4	Target immobilized for 4 turns
5	Cause Fear		5	Move 1-3 adj targets back; up to their full move 
6	Confusion		4	Target Move, Attack & Armor values –1 for 4 turns
7	Regenerate		S/A	Remove all damage from target
8	Temporal Distort	-	Draw 2 cards
9	Ectoplasmic Mist	2	Two adjacent Targets immobilized for 2 turns
10	Mental Bolt		5	Damage = 2
11	Sense Presence		-	Look at opponents hand & discard one of his cards
12	Jinx			6	Destroy target weapon or equipment

CARD LIST NOTATION
M = Movement
A = Attack
D = Defense
S = Special Ability
Type = Purpose of card

CARD LIST
Card Name:	#	Type	Notes
Melee 1		10	A	Unit can attack into adjacent space
Melee 2		8	A	Unit with M2 or M3 skill or weapon can attack into adj space
Melee 3		6	A	Unit with M1, 2 or 3 skill/weapon can attack into adj space
Range 2		7	A	Ranged attack at unit 2 spaces away
Range 3		6	A	Ranged attack at unit 3 spaces away
Range 4		5	A	Ranged attack at unit 4 spaces away
Range 5		4	A	Ranged attack at unit 5 spaces away
Range 6		3	A	Ranged attack at unit 6 spaces away
Armor 1		8	D	Unit with Armor 1, 2, 3, or 4 can use this card to defend
Armor 2		6	D	Unit with Armor 2, 3, or 4 can use this card to defend
Armor 3		4	D	Unit with Armor 3 or 4 can use this card to defend
Armor 4		2	D	Unit with Armor 4 can use this card to defend
Move 1		10	M	Unit may move exactly 1 space
Move 2		9	M	Unit may move exactly 2 spaces
Move 3		8	M	Unit may move exactly 3 spaces
Move 4		6	M	Unit may move exactly 4 spaces
Move 5		4	M	Unit may move exactly 5 spaces
Tactics		2	X	Shuffle the discard into the deck and draw 2 cards.
Special		10	S	Activates a units special ability
# = Number of this card in the deck









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