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Just take me to the rules! ProHammer Classic (Living Rules Link) (
PDF v2.4)
* All the core ProHammer rules! Use with any Codex from 3rd - 7th edition!
* See below for extensive details of changes made by ProHammer
ProHammer: Gameplay Summary / Reference Aid * Zoom to 100% to have it fill your screen at a readable zoom-level
ProHammer: Mission Book (
WIP)
* Variable mission objective and parameter mission set for use with any version of
40K.
ProHammer: Strategic Campaign Rules (
WIP)
* Rules for running a strategic, map-based campaign. Rules for requisition, unit progression, & battle selection (integrates with ProHammer: Mission Book)
ProHammer Tabletop Simulator (TTS) Mod on the Steam workshop.
* Blank
TTS environment for playing ProHammer. Complete with terrain generation resources, tokens, and other playing aids.
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Changelog Version 1.0 Version 1.1 Version 1.2 Version 1.7 Version 2.1 Version 2.2 Version 2.3 Version 2.4 ----------------------------------------------------------------------------------------------------
With this thread, I'm launching ProHammer: Classic (aka ProHammer 2.0) into the wilds. Long story short, I've been working on the ProHammer ruleset for a quite a while now (see the old thread
here), including as much playtesting as I can muster (quite a bit over table top simulator). A long standing aspiration of the project, achieved today, is to fully re-write the rules for a classic version of
40K that builds on the original ProHammer but comprehensively covers everything else that needs covering. Along the way, I can clean up issues in older rulesets and deliver something that works as a "unified" ruleset for the classic editions of the game (3rd through 7th edition). This "classic" version of ProHammer supports any codex in cross-edition play from the classic era.
Please take a look at the ruleset (linked above) and/or additional information below. I look forward to hearing your feedback as I continue to tweak and revise this much more complete and compressive version of ProHammer! Thanks!
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WHY PROHAMMER? =========================================================
Warhammer 40,000, from 3rd edition through 7th edition, shared a common core rule set that endured for nearly 20-years from the release of 3rd edition in 1998 until eighth edition in 2017. For many players, this era represents the “classic”
40K experience, and for one reason or another - whether it be the lore, the gameplay, or the aesthetics - remains a version of the game still worth playing.
ProHammer Classic is an attempt to build a unified ruleset that unites the best of 3rd through 7th edition, utilizing 5th edition as the starting point. In addition to integrating and refining rules from across editions, new rules unique to ProHammer are incorporated where it creates deeper and richer gameplay, making this “classic”
40k the best game it can be.
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DESIGN PHILOSOPHY =========================================================
Designing games and writing rules is often an exercise in compromising. Adding more detail or nuance to the rules might make a game a more thematically rich simulation, or open up more strategic or tactical choices - but that might come with the cost of being harder to learn or longer to play. It’s a careful balancing act - and in order to walk the tightrope it is helpful to establish values and principals that can be relied upon to set
A few key principles underpin the design of ProHammer:
* Celebrate the epic drama of Warhammer
40k and its emphasis on gritty infantry battles.
* Give players more interesting and tough tactical choices, rewarding clever play over list building.
* Balance fairness with excitement. Keep gameplay surprising but not randomly or overly punitive.
* Emphasize intuitive rules. Simple is good, but shouldn’t be at the expense of gameplay or rule logic.
* Restore the importance of position, maneuver, and terrain which is at the heart of miniature wargaming!
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KEY DESIGN CHANGES IN PROHAMMER =========================================================
The ProHammer ruleset is a complete rewrite of the rules. While many aspects of the rules are inspired directly by a ruling in a prior edition, there are a number of notable and significant departures worth highlighting at the onset.
REACTION & TURN SEQUENCE: ProHammer adds more dynamic play between players. Units that are shot by shooting attacks can take limited reactive fire (in exchange of taking their normal shooting next turn!). Units have options for different reactions when charged or when choosing to pursue a retreating unit.
CLASSIC OVERWATCH:
Re-incorporates a classic approach to overwatch, interwoven with First Fire, giving a benefit to units that remain stationary before shooting. Overwatch allows you to fire on your opponent’s turn, further breaking down the “I go, you go” gameplay into a more reactive system.
REWORKED WOUND ALLOCATION: The process for resolving attacks - both ranged and melee - are refined and clarified to account for a unified batch rolling process that fairly assigns wounds, minimizes “game-i-ness,” and smooths out handling of multiple weapon attacks and variable target saving throws.
DEEPER SHOOTING: The optimization exercise of older shooting processes gives way to a system of declared fire and tighter control of split fire options. Units gain flexibility but it requires players to commit to a shooting strategy upfront, rather than a “wait and see” approach. Mechanics for suppression, screening, and pinning adds further depth and decision making to the gameplay.
BETTER BALANCED VEHICLES: ProHammer finds the “sweet spot” in balancing vehicle durability with offensive power, while clarifying and properly incorporating vehicles rules into the main flow of the rules. Revised vehicle damage tables and penetration modifiers replace hull points.
ASSAULT RESOLUTION: The results of close combat, including fall back and pursuit moves, are reworked to provide for additional decision-points and eliminate overly-punitive outcomes.
PSYCHIC PHASE: Across the editions, how psychic powers work have changed dramatically and at times became overly complex. ProHammer streamlines the psychic phase with a system that works uniformly for all supported codex editions (3rd-7th).
REVISION MISSION RULES: From how objectives are scored, to rules for Deep Strike and reserves, mission rules have been refined and clarified to provide for a fairer experience that emphasizes smart decision-making and skill over die-rolls.
There is much more to the ProHammer ruleset changes - but the above list captures the essence of the biggest changes.
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DETAILED OVERVIEW OF PROHAMMER ==========================================================
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OVERALL APPROACH ----------------------------------------------------------------------------------------------------
- Reinstate the classic
40k (e.g. 3rd - 5th edition) gameplay feel
- Rules based on a blending of 4th and 5th edition, but are heavily modified to resolve common complaints (more below)
- Adds additional nuance and decision-points to the gameplay where it adds to tactical decision making
- Efforts made to reduce lethality and instant-wipe situations across the board (even from a classic
40k standpoint)
- Distinct and clarified vehicle rules (details woven into items below)
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CORE METHODS ----------------------------------------------------------------------------------------------------
Measuring - No premeasuring / free-measuring (if both players wish, it's optional to allow free measuring)
Moving Models - Individual models in a unit may move or remain stationary, and count as having moved or remained stationary when determining a model's own shooting. Does allow a heavy weapon unit to remain still (firing at full strength) while other members of the unit make minor moves.
Line of Sight - Clearly defined where
LoS is drawn from on vehicle and non-vehicle models
- Clearly defined the "targetable" area of models, which is the body and upper limbs for non-vehicle models and the "hull" of vehicle . Clearly defined what counts as a body or hull (no shooting antennas or sword tips!)
- Uses hybrid Line of Sight rules based on the type of terrain. Area terrain blocks
LoS beyond 6" of depth up to the height of the terrain feature. Intervening terrain works based on true
LoS (with above clarifications on needing to see the body or hull)
Making Attacks on Non-Vehicles - Uses classic wound charts for non-vehicle wounding. Depending on the matchup, can be impossible to wound certain targets.
- Instant death causes D3 wounds instead of.... instant death
- When a weapon's
AP equals the Armor Save, instead of ignoring armor it instead reduces the armor save roll by 1 (helps everyone's survivorship)
Making Attacks on Vehicles - Clearly defined vehicle arc's using a standard template and approach relative to the position of the firing models.
- Heavily revised the vehicle damage tables to achieve a better balance point WITHOUT having to use hull points (which are ignored if using 6th + 7th edition codexes). Basic table is less lethal, only destroying on penetrating hit of a 6 ... but....
- Added a +1 to die roll when vehicles are already damaged.
- Added "engines damaged" results, having the movement speed
- Open-topped and AP1 weapons add +1 to the damage roll as well.
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MOVEMENT PHASE ----------------------------------------------------------------------------------------------------
- Added explicit reserve sub-phase
- Major revisions to deep strike rules. Units can still scatter but landing in an invalid location no longer instantly-deletes the unit. Instead, your opponent gets to reposition the unit within 12" of the original drop location (this works super well!)
- Units that deep strike MAY still assault (if within 6") - however they lose their charge bonus and the effect of any offense grenades they may have.
- Units may charge after disembarking from vehicles that moved up to 12", but lose their charge bonus and the effect of any offense grenades they may have. Assault vehicles (including open-topped) exempted.
- Units can advance (i.e. run)
D6" instead of shooting (per 5th edition). Can't charge afterwards unless the unit has fleet.
- Revised difficult terrain rules to be less punishing when entering difficult terrain. Individual models can move full movement up to the terrain, and may then move into the terrain provided the difficult terrain role (highest of
2D6) allows for that additional movement. More forgiving this way.
- Clarified tank shock rules for vehicles
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SHOOTING PHASE ----------------------------------------------------------------------------------------------------
Shooting Sequence - Active player declares all shooting targets for their units BEFORE making any shooting attacks (declared fire both adds depth to the game AND speeds up the gameplay in our experience)
- Units may split fire ONCE on a successful leadership test, targeting two separate units of their choice. Vehicles may split fire and are treated as having
Ld 10.
- Overwatch and reactive fire (see below)
Overwatch + Reactive Fire - Classic overwatch (from 2nd edition) with refinements. Stationary non-vehicle units may enter overwatch. Overwatch shooting is resolved on the opponents turn at either the start of their shooting phase (but after their movement phase) or after charges have been declared (may only then shoot at a charging enemy unit).
- Overwatch limited targeting enemies within 24" only
- Shooting reactions - units hit by normal shooting attacks (not overwatch fire) may choose to "go to ground" (gain +1 to cover saves, per 5th edition, but lose mobility and only shoot with snap fire next turn) or may choose to "reactively fire" simultaneously with the opposing shooting unit. Reactive fire only allows for 1 shot to be made per firing weapon at
AP "-", and the unit then strikes last in close combat (and loses and
CC cover benefits).
Resolving Shooting Attacks -
Revised wound allocation process into something that is (we feel) perfect. Clearly define "hittable" models. - All shooting attacks from one unit to another are "fast rolled" and the method properly handles the allocation from there, even accounting for units with mixed armor of cover saves, multiple wounds, different weapon attack profiles, and where individual models may be out of
LoS (all in all a big improvement over 5th).
- After allocating and rolling for wounds + saves, casualties may then be removed from any model in the unit (and already wounded models must take new wounds first). This speeds things up tremendously and "keeps the fun" by lettering the defender decide what models they want to keep alive (and captures the spirit of look out sir and other rules)
Other shooting phase highlights: - Pinning weapons (per 5th edition) can pin units
- Screening rules (adapted from older editions). Shooting "through" one enemy to hit another means 50% of the successful hits hit the intended target, and the other 50% hit the screening unit.
- Suppression rules - units taking more wounds from a single enemy shooting attack that it has in wounds, and that suffers a casualty must also take a pinning test.
- Can shoot into close combat, with a 50% chance of successful hits hitting your own unit instead.
- Can throw grenades (1 grenade attack per unit)
- Blast weapons: roll to hit as normal. If it hits, template is on target model/location. If it misses, then the template scatters. Models wholly under auto hit, partially under on a 4+
- Rapid fire weapons: can't charge if you shot rapid fire. Shoot once at max range or twice at half range.
- Heavy weapons: if the model moved, only hits on snap fire (6+ to hit)
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ASSAULT PHASE ----------------------------------------------------------------------------------------------------
Assault Sequence - All units declare charges. Must declare charges at a unit you shot at. May declare charges against multiple enemy units.
- Units with charges declared against them may perform overwatch fire (if still in overwatch) OR take reactive fire.
- Charge moves occur
- Melee engagement resolved
- Units engaged in close combat at the start of the phase may choose to voluntarily withdraw at the start of the assault phase. Opposing unit, if not still engaged, may choose to pursue or consolidate.
Resolving Melee engagements - Clarified the hit/wound/casualty allocation process to be consistent in application with the shooting phase, fast resolving all attacks at a particular initiative step.
- All
AP 2/3 weapons (from 6th & 7th ed) treated as power weapons, and negate armor saves
Close Combat Results - Units on losing side take a break test. If failed will fall back.
- Revised pursuit (e.g. sweeping advance) rules to not be so punishing. Falling back units moves
2D6" and then pursing unit moves
2D6". Each model re-touched in base-to-base gets to make 1 auto-wounding hit with no armor save allowed (invulnerable saves are allowed). If any models are still in base-to-base contact or within 2" engagement range, the units remain locked in combat.
- Units may consolidate into other enemy units (but not sweeping advance into them)
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MORALE PHASE ----------------------------------------------------------------------------------------------------
- Consolidated morale phase. Take break tests from suffering 25% or more of current strength or when loosing assaults.
- Clarified how falling back moves, giving players some flexibility to move logically into cover while moving away from enemy models.
- Clarified effects of being broken ad pinned, trapped, reaching the table edge, etc.
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PSYCHIC POWERS ----------------------------------------------------------------------------------------------------
- No defined psychic phase.
- Powers drawn from the applicable codex edition for the psyker.
- Modified (rebalanced) standard powers provided for 6th & 7th edition psykers
- Unified approach to determining mastery level for psykers (based on the number of known powers).
- Cap of two powers per turn (even if mastery level is higher)
- Re-worked perils of the warp (slightly less lethal)
- re-worked deny the witch (requires a psyker unit within at least 6" to deny the witch).
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UNIVERSAL SPECIAL RULES + UNIT TYPES ----------------------------------------------------------------------------------------------------
- Concise and streamlined list of
USR's, pulling across all editions. Tweaked and balanced for consistency.
- Some of the more "spammy"
USR's added to unit types (i.e. Hammer of Wrath) toned down in their power/impact.
- Vehicles have "main weapons" at Strength 6 or more. Defensive 5 or less. Can generally fire two main weapons on the move. Only 1 ordinance weapon can be fired.
- Flyers made easier to hit/destroy than standard 6th/7th edition rules. Flyer specific
USR's are icing, not a requirement.
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ORGANIZING A BATTLE ----------------------------------------------------------------------------------------------------
Army Construction - Armies may only use a single detachment with a standard force organization chart or an alternative standard chart provided by their codex. Multiple detachments of the same codex force may be taken with opponent's permission.
- No formations (6th/7th edition) may be used.
- Warlord traits and psychic powers, if normally randomly determined by the codex, may instead be selected directly (player choice). Standard warlord traits are available to all codex editions now.
Mission Selection - Standard 72" x 48" board (6-feet by 4-feet)
- New mission selection process developed, with a greater range of competitive / matched play mission types.
- Clear process for assembling terrain on the map
- Clear process for determining mission parameters and variables (see separate ProHammer Mission Briefing file)
- Clear process for determining exclusive / majority control of objectives based on the types of models/units in proximity
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PUTTING IT ALL TOGETHER ==========================================================
Compared to 8th/9th edition, I'd summarize the overall difference as follows:
- More tough & tactical decisions: declared fire, declared charges, no-premeasuring ranges, better movement rules, split fire, flanking vehicles. Larger board opens up decision space in early turns.
- More interactivity: reactive fire & overwatch (feels quasi-alternating activation), going to ground, charge reactions, voluntary withdrawals, casualty removal process, deny the witch, etc.
- More fidelity: Proper morale system with pinning, fleeing, regrouping. More thematic vehicle rules.
- More clarity: processes standardized, streamlined without loosing flair where it counts. Clunky systems like challenges, precision strikes, psychic phase from 6th/7th edition removed.
- More good feelings: Less chances for instant unit destruction, greater survivorship overall, less impact from critical die roll failures, more ways to keep models alive and the battle raging
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Well ,this went way too long!