SShR Wiki:Tabletop/rules
Turns
The game lasts for a minimum of 10 turns and then until one player completes the mission objectives or a tactical withdraw. Each team in the game gets one phase per turn where they an choose to move and shoot with all of their units that are eligible.
Models and units
Each model represents an atomic piece on the table. Models make up units that enter the game and fight together.
Unit types
The three basic unit types are:
- Infantry
- Monsters and heroic fighters
- Vehicles
Unit cohesion
All models in a unit must stay within the minimum distance of another model within the unit. If a unit breaks cohesion it must move the minimum number of models necessary to regain cohesion. Models that move to regain cohesion must be declared and cannot shoot that turn.
Unless otherwise noted, the maximum cohesion distances are as follows:
- Infantry: 3"
- Monsters and heroic fighters: 3"
- Vehicles: 6"
Performance values
Every type of model has a list of statistics that determine how it plays
- Infantry and monsters/heroic
- WS - Weapon skill: This determines the unit's shooting ability
- CS - Combat skill: The unit's skill in close combat
- M - Movement: The number of inches the unit can move each turn
- E - Endurance: How tough the unit is
- HP - Hit points: How many times the unit can be wounded before it must be removed
- AG - Agility: The speed with which the unit makes close combat attacks
- S - Strength: The strength of the unit's close combat attacks
- D - Discipline: How well disciplined the unit is
- A - Armor: The strength of the armor worn by the unit
- Weapon skill
Weapon skill | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
---|---|---|---|---|---|---|---|---|---|---|---|
Roll needed | No shooting attacks | 6+ | 5+ | 4+ | 3+ | 2+ | 2+/6+ | 2+/5+ | 2+/4+ | 2+/3+ | 2+/2+ |
- Endurance
To determine the roll needed to wound a unit with a given endurance value, subtract the strength of the weapon from the endurance of the unit.
Difference | <= -5 | -4 - -2 | -1 - 1 | 2 - 4 | 5 | >= 6 |
---|---|---|---|---|---|---|
Roll needed | 2+ | 3+ | 4+ | 5+ | 6+ | Not possible to wound |
- Armor
The value given corresponds to the roll needed for the unit's armor to successfully stop the attack. Strong armor will allow the player to reroll the D6 with a different result needed for the second roll. The armor save roll will always max out at 2+/2+ even if the armor value is higher then 10.
Armor value | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10+ |
---|---|---|---|---|---|---|---|---|---|---|---|
Roll needed | No armor save | 6+ | 5+ | 4+ | 3+ | 2+ | 2+/6+ | 2+/5+ | 2+/4+ | 2+/3+ | 2+/2+ |
If the weapon used against the armor has a penetration value higher than the armor value then the armor save is ignored.
Moving, shooting and combat
Any unit can move and shoot when eligible at any point during its turn. It does not have to shoot immediately after moving.
Shooting process
- Weapon types
- Assault: At half range the weapon may be fired twice.
- Battle: If a model with this weapon moves in the same turn, it may only be fired at half the normal range.
- Heavy: Unless specified otherwise, an infantry model with this weapon cannot fire if it moved in the same turn.