CHAIN OF COMMAND Warhammer 40,000 v0.2 OBJECTIVES OF COC40k Play 40k using CC cmmand and cntrl, frce mrale Allw existing and future 40k cdexes and units t be used by using 40k stats and certain 40k mechanics INTRODUCTION BASIC PREMISE AND UNDERSTANDINGS The Chain f Cmmand rules (frm TFatLardies) is the base game rules that are used fr CC40k. Yu will need a cpy f the rules t play. Warhammer 40 mechanics are used t replace sme CC mechanics in CC40k. Yu will need a cpy f the Warhammer 40 000 rules t use these mechanics. This is a wrk in prgress; yu may experience clashes between rulesets and reslutin mechanisms. Varius special rules may als clash. I expect these will becme fewer as this dcument gets revised. T help keep this dcument t a minimum size, nly the changes t the CC rules will be mentined here. NOT YET IMPLEMENTED: Warhammer 40k Flyers/ Zming units Variatins in Frce Mrale based n armies Revised Randm Events n Activatin Table (Sectin 6.3) Shck r penalties fr mving At the Duble Frce Org and hw it relates t 40k HQ selectins are Leaders (Senir Leaders) Trps are cnsidered as standard trp selectin (with pssible junir leaders attached) Elite, Fast, Heavy are cnsidered Supprt Optins The basic unit entry in a 40k cdex is ne team with either an existing leader/ r ne able t be purchased. Any additinal mdels purchased fr the unit are a secnd team. Cmbined they frm a squad. Any unit which des nt, and/r cannt purchase a leader, will be cnsidered ne squad regardless f additinal mdel purchases (i.e. Russian squads in CC). Units are selected ut f the 40k rulebk t an agreed upn pint value. Frce rg is based n 40k rules/ cdexes. PATROL PHASE T represent technlgy in the 41 st Millennium, Patrl Markers can be up t 18 away frm anther Patrl Marker. Each Patrl marker can still nly mve 12 thugh. 1
LEADER INITIATIVE A leader using the Rally actin allws the unit t make a Leadership test t attempt t rally. Leaders and Librarians Psykers can use ne initiative pint t cast psychic pwers (as many as they want). Individual psykers in squads can be rdered t use psychic pwers by a leader fr 1 cmmand initiative Squads/ Teams f psykers can spend their actin (when activated n a 1 r 2) casting psychic pwers Psychic pwers are cast as per the 40k rules. The Psychic Pl is generated at the start f each TURN. The pl lasts until the turn is ver. Generating a new Psychic Pl is part f the End Turn sequence Each player generates a casting and dispel pl. Dice may be added r remved frm this based n whether new psykers arrive r are remved frm the battlefield. DEPLOYMENT Deep Strike Units that can deeps strike can chse t use that ability r deply frm a JOP nrmally Units arriving via Deep Strike fllw the belw rules Arrive n their activatin like a nrmal unit If the unit chses t Deep Strike near a Teleprt Hmer r Beacn (r similar device). Pick the drp lcatin as per 40k and then scatter 1d6 (if a hit is rlled scatter in the directin f the small arrw) If the unit des nt use a beacn then pick a lcatin as per 40k and scatter 2d6 (if a hit is rlled scatter in the directin f the small arrw). If a unit cannt be deplyed, they are nt lst but remved frm the table. They can then deply in a future turn as nrmal via a JOP. MOVEMENT Tactical Mvement gives a unit either a 5+ cver save OR a +1 cver save 40K Mvement types Nrmal n change t CC rules Fleet Rll 1 extra dice and discard the lwest Mve Thrugh Cver Shift the bstacle r terrain type t ne easier level (as per CC rules) Crusader - Rll 1 extra dice and discard the lwest when mving nrmal r at the duble ASSAULT RANGE Assault begins when yu get t within 4 f an enemy unit Bikes/ Jet Bikes - +3 per dice rlled. Turb Bst dubles the result if yu mve At the Duble. Assault Mve is taken after the units actin allwing them t mve 1d6+3 Jump Units - +3 per dice rlled Jet Packs - Assault Mve is taken after the units actin allwing them t mve 1d6+3 Beasts/ Cavalry - _3 per dice rlled. Als have Fleet and Ignre Difficult and Dangerus Terrain Mnstrus Creature Mve thrugh cver Flying MC additinally acts as Jump Unit. Swping nt implemented yet Gargantuan/ Flying GC As per MC but add Mve Thrugh Cver Vehicles As per CC Vehicle Mvement ROAD - Slw+0/ Average+1/Fast+2. Wheeled duble BROKEN GROUND (Grund with slight impediment such as wdland, plughed fields, frds r steep hills) - Slw and Wheeled+0/ Average+1/ Fast +2 HEAVY GOING (This wuld be heavy undergrwth, rcky hillsides, crssing hedges, rubble r marsh) - Fully tracked+0+ chance immbilisatin/ Wheeled Impassable UNIT FACING 2
Units have a 360 degree facing, as per Warhammer 40k. TERRAIN AND VISIBILITY In Chain f Cmmand, there are three types f cver: light, hard and bunkers. Light cver cnfers a 5+ cver save and is cnsidered t be minimal cver, which ften makes the target harder t see but des nt ffer much physical prtectin. This culd be hedges, standing crps, lw garden walls, small shell hles, wden buildings r similar. Hard cver cnfers a 4+ cver save and ffers sme wrthwhile physical prtectin t the Unit, such as a heavy stne wall, buildings, entrenchments r similar. Bunkers r imprved defences cnfer a 3+ cver save. These are particularly hard cver and ffer all rund prtectin. Generally they will be f slid cnstructin with small firing apertures. INFANTRY FIRE Uses the basic Warhammer 40k shting mechanics. Use 40k weapn stats including range Use 40k shting, wunding and save mechanics N Shck. Nrmal LD tests made as per 40k, if 25% f team is destryed (the CC mutual supprt rule means 25% casualty numbers will apply against the squad as a whle instead f just ne team) Hits n Leaders Rll t hit a unit, then rll t wund. Rll a d6 and cmpare it t the amunt f wunds. If the result is the number f wunds the unit received r less, assign ne wund t Leader. Saves are taken as nrmal. 9.1.4 ignre and use basic Warhammer 40k shting mechanics fr Vehicles. 9.5 Sniper rules are t be ignred fr nw Warhammer 40k WEAPONS AND MOVEMENT Rapid Fire, Salv and Heavy Weapns Weapns have unlimited range n the battlefield brken int clse and effective range. Firing at a target up t the weapns Range in Warhammer 40k is Clse Range and is a nrmal rll t hit. Firing at a target ver weapns 40k range is firing at Effective Range and incurs a -1 t hit Assault Weapns and Pistls have a MAX range f their 40k range and cannt sht past that range (made up fr by better mvement) Weapn, Rate f Fire and Mvement General Tactical Mve - n firing At the Duble - n firing Rapid Fire Weapns: Statinary - Full Shts Nrmal Mve 1d6 - Full Shts (s a Blter is 2 shts) Nrmal Mve 2d6 - Number f shts after slash (usually 1, Blter is 1) Salv Weapns Wrk as per Rapid Fire Weapns Heavy Weapns Statinary - fire full effect. Nrmal Mve 1d6-1 sht Nrmal Mve 2d6 - n shts Assault Weapns Statinary - Full shts Nrmal Mve 1d6 - Full sht Nrmal Mve 2d6 - Full Shts 3
VEHICLES Uses the basic Warhammer 40k shting mechanics fr vehicles. Use 40k vehicle and weapn stats including range, vehicle armur and hull pints. Use 40k shting, armur penetratin and vehicle damage mechanics and rules. Buildings If yu want building t be destructible assign them an Armur Value and Hull Pints as per Warhammer 40k. Assault Ramps and Open Tpped Vehicles Affecting Sectin 11.6.2 Vehicles which either have Assault Ramps, r are Open Tpped, allw trps t mve At the Duble when disembarking, if the vehicle was statinary trps t mve Nrmal Mvement when disembarking frm a vehicle that has mved this phase. Clse Cmbat Uses the basic Warhammer 40k clse cmbat mechanics. Use 40k unit and weapn stats including attacks, and weapn types Use 40k clse cmbat, wunding and save mechanics After a clse cmbat has been reslved, use the CC cmbat reslutin table t see what happens. Fight any further runds f cmbat as needed. If yur unit falls back and gains shck, a Break check needs t be taken using the Shck assigned via the cmbat result as a negative mdifier t the break check. This is in additin t any nrmal Warhammer 40k mdifiers. A brken unit that is charged makes a Leadership test. If it passes it fights nrmally (but remains Brken), if it fails it is destryed. This Ld test is made each time a brken unit is charged. SHOCK AND LEADERSHIP Chain f Cmmand Shck isn t used. Use 40k break and leadership mechanics A unit that breaks falls back 2d6+6 and is BROKEN. Fallback distance is mdified by any bnuses t mvement a unit has (fr example a Jump Unit wuld fall back 2d6+9 ) Brken units cannt be activated t mve r sht and last until the end f a turn where they will either be rallied r will be remved frm the table A brken unit can be issued rders t rally. If a unit rallies, they remain in a brken state but are nted as having rallied. If a brken unit has nt rallied by the end f a turn it is remved as a casualty A brken unit that is charged makes a Leadership test. If it passes it fights nrmally (but remains Brken), if it fails it is destryed. This Ld test is made each time a brken unit is charged. COC RULES CHAPTERS 16 and 17 Ignre these chapters n specialists and Advanced rules fr nw. MISSIONS Use Chain f Cmmand missins fr starters, r make yur wn up FORCES Frces shuld be chsen frm relevant Cdexes as per 40k, t a specified pint ttal. 4
Where a CC Missin says t rll fr supprt, rll the dice indicated and assign the values t each side, r attacker and defender, and then multiply the result by 100. This is hw many additinal pints each frce can spend. 5