Switch Theme:

Warfix!- a game useing airfix ww2 models with 40k rules. 2.0current lists - with planes and russians  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in gb
Growlin' Guntrukk Driver with Killacannon





Hererford, leo

Warfix!
fight for Tierney or freedom, for Communism or justice in ww2!!
axis, allies and Russians.
current list of all stats, units and rules(other than 40k)

infantry
Infantry squad 50pts
9 troopers 1 sgt
trooper ws 3 bs 3 s 3 t 3 w 1 i 3 a 1 ld 6 sv 6+
sgt ws 3 bs 3 s 3 t 3 w 1 i 3 a 2 ld 7 sv 6+
must take either rifles, smg's or shotguns.
two troops may swap take instead, either a heavy machine-gun +5pts,
flame-thrower +10pts, mortar +15, rocket luncher +20
may take thicker amour +5 save for +20pts
may take flack amour +6 save for +30pts
the whole squad may take one normal specialization. the specialization effects the hole squad. you do not have to buy
them separately.

veteran squad 70pts
1 vet sgt 9 vets
vet ws 3 bs 3 s 3 t 3 w 1 i 3 a 1 ld 6 sv 6+
vet sgt ws 3 bs 3 s 3 t 3 w 1 i 3 a 2 ld 7 sv 6+
must take either rifles, smg's or shotguns, or pistols and knives.
four troops may swap instead, either a heavy machine-gun +5pts,
flame-thrower +10pts, grenade luncher,mortar +15, rocket luncher +20
-or 5 vet's may take snipers for +25pts
may take thicker amour +5 save for +10pts
may take flack amour +6 save for +20pts
the whole squad may take one normal specialization for free and one other normal or/and veteran specialization.
the specialization effects the hole squad. you do not have to buy them separately.all in the squad have the same two
specializations.

scout squad 40pts
4 scouts 1 scout sgt
scout ws 3 bs 3 s 3 t 3 w 1 i 4 a 1 ld 6 sv 6+
scout sgt ws 3 bs 3 s 3 t 3 w 1 i 4 a 2 ld 7 sv 6+
have a jeep, car etc*
must take either rifles, smg's or shotguns, or pistols and knives
may take snipers for+15pts
may take thicker amour +5 save for +15pts
may swap trasport for commandos specialization +10pts
may take any normal specialization.the specialization effects the hole squad. you do not have to buy them separately.
*jeep, car etc
amour value 6 all sides
fast- moves 12"

gives your troops more charter
specialization
normal specialization
brawlers: +1ws +20pts
gunslingers: +1bs +20pts
weightlifters: +1s +15pts
hardnuts: +1t +15pts
reflex training: +1i +15pts
combat training: +1a +20pts
tactics training: +1ld +10pts
veteran specialization
squad medic: feel no pain +30pts
commandos: infiltrate and stealth +30pts
para-troops:deep-strike +20pts
berserker's: furious charge +20pts
tank killers: tank hunter +20pts
heavy weapons: slow and purposeful +20pts

Infantry support/light vehicles
truck/half track 20pts
bs 3 f 8 s 8 are 7
machine-gun, transport for 10, may tow guns
may take a portable artillery battery for +20pts
or a portable 105mm anti-tank gun for +20pts
or a portable 75mm assault gun battery for +25pts
or a portable flack cannon +25pts

repair truck 40pts
bs 3 f 8 s 8 are 7
pintle mounted machine-gun, may tow guns, repair*
*if the repair truck is in contact with a immobilized or weapon destroyed vehicle at the end of a movement phase then
in the shooting phase you may roll 1, on a 6+ it is counted as new
may take a portable artillery battery for +20pts
or a portable 105mm anti-tank gun for +20pts
or a portable 75mm assault gun battery for +25pts
or a portable flack cannon +25pts

amourd truck 45pts
bs 3 f 10 s 10 are 10
75mm assault gun, transport for 10
may take a pintle mounted machine gun for +5pts

TANKs/Amour
Sherman light tank 90pts
bs 4 f 12 s 11 are 10
cannon, front mounted machine gun
cannon range 48"
shells: antitank s 9 ap 3 heavy 1
anti-infantry s 5 ap 6 heavy 1 small blast
take pintle mounted machine-gun for +5pts

Churchill mrk v11 125pts
bs 5 f 13 s 12 are 11
cannon, front mounted machine-gun
cannon range 48"
shells: anti-tank s 10 ap 2 heavy 1
anti-infantry s 5 ap 6 heavy 1 small blast explosive*
mass explosive s 3 ap 6 heavy 1 large blast explosive*
swap machine-gun for flame-thrower +10pts
take pintle mounted machine-gun for +5pts

Panza iv light tank 105pts
bs 4 f 12 s 11 are 10
cannon, front mounted machine-gun
cannon range 48"
shells: anti-tank s 9 ap 3 heavy 1
anti-infantry s 5 ap 6 heavy 1 small blast
swap machine-gun for flame-thrower +10pts
take pintle mounted machine-gun for +5pts

strum III self propelled gun(light tank) 85pts
bs 4 f 12 s 11 are 10
75mm assault gun
may take up to two pintle mounted machine-guns for +5pts each
may replace main gun with a howizer artillery battery +20pts
may replace main gun with flack cannon +25pts

Tiger 1 tank 150pts
bs 5 f 14 s 14 are 12
88mm cannon, front mounted machine-gun
cannon range 48"
shells: anti-tank s 10 ap 2 heavy 1
anti-vehicle s 8 ap 4 heavy 2
ant-infantry s 5 ap 5 heavy 1 small blast
may take up to two pintle mounted machine-guns +5pts each

t-38 tank 120pts
bs 4 f 13 s 13 are 12
85mm cannon, front mounted machine gun
cannon range 48"
shells: anti-tank s 9 ap 2 heavey 1
anti-infantry s 5 ap 6 heavey 1 small blast
may take pintle mounted machine-gun +5pts
may replace front mounted machine-gun for a flame thrower +10pts

js3 jophive starlin tank 170pts
bs 4 f 14 s 13 are 12
122mm cannon, front mounted machine-gun
cannon range 48"
shells: anti-tank s 11 ap 2 heavy 1 melta
anti-vehicle s 8 ap 4 heavy 2 melta
anti-infantry s 5 ap 5 heavy 1 large blast
may take pintle mounted machine-gun +5pts

Planes
fighter plane 90pts
bs 3 f 9 s 9 are 9
1 flack cannon, 1 twin-linked machine-gun.
may take 1 more flack cannon or a 75mm assault cannon +25pts
may take 1 more twin-linked machine-gun +10pts

fighter bomber plane
bs 3 f 9 s 9 are 9
1 flack cannon, 1 twin-linked machine-gun.
may take 1 more twin-linked machine-gun +10pt
may take up to 3 bombs +15pts each
anti-tank bomb: s 9 ap 2 type 1 shot only, hits on side amour
anti-infantry: s 6 ap 5 type 1 shot only, explosive*
bombs get instant hit if they are over their target in the shooting phase, but can still drop it using their bs if they flew over the target in that movement phase.

weapon stats
sniper: range 36" s 6 ap 3 type heavy 1 rending
Rifle: range 36" s 4 ap 5 type assault 1
smg: range 24" s 4 ap 6 type assault 2
shotgun: range 12" s 5 ap X type assault 3
pistol: range 12" s 3 ap x type assault 1
heavy machine-gun: range 36" s 6 ap 4 type heavy 2
flame-thrower: range template s x ap 2 type assault 1 poisoned +2
grenade luncher: range 36" s 7 ap 6 type assault 1 small blast
mortar: range 48" s 7 ap 6 type heavy 1 small blast
rocket luncher: range 48" s 8 ap 2 type heavy 1
75mm assault Gun:range 36" s 8 ap 4 type heavy 2
105mm anti-tank gun: range 36" s 9 ap 2 type heavy 1
artillery gun: range guess 12"-48" no line of site needed s 7 ap 6 heavy small blast 2
flack cannon: range 48" s6 ap 5 type heavy 2 explosive*
*explosive- +d3 when rolling for amour penetration, no cover saves.
small blast template 3"

Rules
large blast template 5"
flamer cone 5" by 2" at its end
portable batteries can not shoot in a tern they have been moved(guns etc that are brought with trucks etc)
tanks move 6"
light tank move 8"
transports/other stuff move 10"
planes move 12
tanks may fire 1 'shells' per tern, can decide witch in that shooting phase
only flack or pintle mounted guns can fire at planes, but both can fire normally.
bombs only get instant hit if they are over their target in the shooting phase, but can still drop it using their bs if they flew over the target in that movement phase.
if you buy a specialization for the squad you buy it once and it effects every man in the squad.
repair- if the repair truck is in contact with a immobilized or weapon destroyed vehicle at the end of a movement phase then in the shooting phase you may roll 1, on a 6+ it is counted as new/fixed
poisoned- always wounds on the given +. e.g poisoned +2 always wounds on a +2
explosive- +d3 when rolling for amour penetration(1-2 counts as 1, 3-4 counts as 2, 5-6 counts as 3), no cover save aluod against it

battle report
http://www.dakkadakka.com/dakkaforum/posts/list/381445.page


so what do people think?

This message was edited 6 times. Last update was at 2012/05/20 17:46:33


 
   
 
Forum Index » 40K Proposed Rules
Go to: