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REBELLION
|
UNIT | ATTACKER | DEFENDER |
HQ | 1-2 | 1 |
ELITES | 0-3 | 0-2 |
TROOPS | 2-6 | 2-6 |
FAST ATTACK | 0-3 | 0-2 |
HEAVY SUPPORT | 0-3 | 0-2 |
As an armed force prepares to destroy an outnumbered foe, they are struck by rebellion in the ranks. Some of their troops are traitors/under the influence of psycho-coercion/infected by genestealers/etc.
Victory Points are used.
1 Decide on a points value for the Attacker. The Defender gets 1/2 this amount. Half of this amount (a quarter of the Attacker's force) is the amount the Defender will be able to choose from the Attacker's force.
2 The Attacker must choose his force in two lots, one section of his force not costing more than 3/4 of the total allowance while the other section should cost no more than 1/4 of the total allocation. The Attacker may use a separate organisation chart for each section or spread the whole allocation over multiple charts, as long as the compulsory units are taken.
3 The Defender then takes the Attacker's roster and chooses those units he wishes to have as traitors, up to a points value equal to a quarter of the Attacker's force. Any non-HQ units may be picked from the Attacker's whole force. This stage is done in secret and the traitors are not revealled until after deployment.
4 Set up the board as normal. The Defender chooses a board edge (long or short) and deploys within 12" of this edge.
5 The Attacker deploys all units at least 18" away from the Defender's deployment zone.
6 Roll D6s to see who goes first. If the Defender takes the first turn, he declares which units are rebelling - these units become part of the Defender's force and may move and act as such. If the Attacker gets first turn, he may make all his units act as normal. However, if he declares that a rebel Attacker unit is going to Assault or Shoot a Defender unit, the Defender may declare that the unit is rebel and stop the action - the unit immediately becomes part of the Defender's force. When the Defender takes the subsequent turn, all non-revealed rebel units are declared.
Use victory points to determine a winner. All rebel units are counted as Defender troops.
Reserves are not used.
The game lasts 6 turns.
Attacking troops fall back towards the attacker's deployment zone. The defending units fall back in the opposite direction.