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Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/01/10 20:53:56


Post by: rabid1903


A note to readers: Please do not feel obligated to read the entirety of this thread. Instead it is much more valuable to read the rulebook and jump to the last couple posts. This thread has been a giant pool for brainstorming and as such is very difficult to keep up on and it is not expected of you to do so. If you have any ideas or feedback, simply reply to the thread!

Note 2: I can't change the attachments in this post anymore. Please go to http://www.dakkadakka.com/dakkaforum/posts/list/0/538310.page#5820195 to check out the attachments.

I have finished typing up everything that we have talked about so far, and put it in the rulebook below. Though be warned, it is very rough so any and all advice is much appreciated. Yellow highlighted areas are not complete (it'll be obvious) so bear with me on those.

I am in dire need of play testers. The first draft of the Space Marines, Tau, and Daemons codex is complete; and the second draft of Tyranids is complete. The codices in work are Orks, Imperial Guard, and Necrons. As a warning, all codices so far are very rough. They are in dire need of balancing, with what I have done now mainly being a document of all the ideas that I have. Point values and stats have been assigned, but that doesn't mean they are all in their final versions.



Special thanks to Lanrak and Dast for significant help so far.

Thanks
-Rabid

 Filename Rulebook.docx [Disk] Download
 Description The Rulebook in its entirety.
 File size 176 Kbytes

 Filename Tyranids.pdf [Disk] Download
 Description The first codex done, I suggest reading the rulebook first as so much has changed.
 File size 547 Kbytes

 Filename Tau.pdf [Disk] Download
 Description The second codex done.
 File size 609 Kbytes

 Filename New_Cards.xls [Disk] Download
 Description This Excel spreadsheet will help organize your army. Be sure to have "none" filled in on blank HQ traits and everything is case sensitive. Please let me know if you have any questions.
 File size 189 Kbytes



Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/01/10 21:29:36


Post by: FenixZero


This sounds a bit more complicated then the current method, people may have a hard time remembering all of the initiative steps that they could act at, especially once leaders start dying off and the value starts changing.

But all in all, I think that it is a good change.

Would work best where games had fewer models. Also what about vehicles? When would they act?


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/01/10 22:18:15


Post by: rabid1903


Vehicles are something I'm currently trying to figure out. My hunch is to go off the crew's values but I just decided to do this today haha.

Yes, I feel like it might make the game more complicated. However, the plan is to make the optimal sized game something that varies based on experience.
For instance:
-When a player is first starting out, they should really gravitate towards 500 points. At 500 points they will likely have 4 units, which is enough to make them think and get them used to the system.
-After a player has experience, they will likely start using 1000 points. This is roughly 8-10 units, and is much more difficult than the previous 4. However, this allows for a lot more tactics and begins to stratify players.
-After a significant amount of experience, 1850 enters the realm of possibility. This is somewhere around 12-15 units generally and really allows for better players to shine in tournaments.


As for leaders dying off, that really shouldn't affect the game a whole heck of a lot. They only change the unit they might be in, same as a sergeant. Also, this system makes sergeants much more valuable as most increase the leadership of the unit and would let them act sooner.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/01/10 23:03:32


Post by: Blacksails


While I like the idea, I think you have to be clear if this is a change to the existing rule set, or an entirely new ruleset with no resemblance or bearing to the current one. I understand its different, I just want to know by how much.

I've always preferred unit by unit activation anyways, keeps both players more in the game as each person doesn't have to wait 20+mins for their turn to come around again.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/01/11 00:08:48


Post by: rabid1903


It is a total redo of the rules.

Think of it like a new edition. Eventually I'll get around to re-balancing the codices, but that is a little ways down the road and I'll need a lot of help with it. I mean, I only consider myself good enough to balance Tyranids and maybe Space Marines and Tau.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/01/11 00:20:08


Post by: Blacksails


Interesting, will you be using the same basic statlines for most units and weapons?


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/01/11 00:34:49


Post by: rabid1903


That's the plan.

Though I do plan on updating codices so they make sense with the new rules, and if I can get enough help from the community I'm willing to change some things like points and maybe a few stat lines.

For example:
Vect would make it so every unit's activation step is 1 higher due to him being able to seize the initiative easier.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/01/11 00:43:25


Post by: Blacksails


Hmm, its certainly a daunting task, and one that will require a lot of patience if you genuinely want help from the forums to make it. The number of varying opinions of what is balanced and what isn't is staggering. You'd almost be better off writing up a bare bones layout of the rules you're proposing, and then posting it here for critique, rather than some kind of collaboration.

Also, I'd personally find it hard to adapt the essence of 40k into something significantly different, yet still close enough as to be recognizable by the average player.

If I were to do something like this, I'd be more inclined to start from scratch and build a rule set using ideas and concepts I've gathered from other games. But that would all be assuming I had free time, something I don't have much of these days.

I will watch this thread and add my 2 cents every so often if that works.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/01/11 00:51:02


Post by: rabid1903


The plan is almost exactly what you are saying. Though I was planning on posting each section up at a time rather than shotgunning the forums with a single 40 page document. I've gathered that tends to scare people away.

Getting this very first part done will really determine the rest of the book, or at least the order of it. Once I can get this done, which I'd like to as soon as possible, I can create the skeleton.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/01/11 02:20:54


Post by: AnomanderRake


I summarized the 5e rules in 6 pages once, but that didn't include the USR section or the Codexes.

It's an interesting plan.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/01/11 06:26:59


Post by: PittedPanda


Huh, I actually just spent all week doing pretty much this exact thing.

I chose a slightly different approach to modifying the activation system. I think mine might be a little more simple. It borrows from the Ambush Ally/Conflict of Heroes games.

Essentially one player activates Unit by Unit but the reactive player may interrupt any activation with his own Unit within LOS.

Uses same stats and codexis but encourages a much more interactive experience. I also included Kill Teamesque rules for optional skirmish sized battles (<500pts).

I got it down to 12 pages but it doesn't include many topics.

I am working on typesetting it to look as close to professional as a I can. My gf is a graphic designer so she has been helping me.

If you'd like to work with me on it shoot me a PM.

Otherwise, I've been working on this ruleset for about a year but the latestest iteration has only been play tested twice. So if anyone wants to playtest via Vassal40k please let me know.

Ooopps not ment to be a highjack... just opportunity for collaboration.



Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/01/11 10:42:07


Post by: Dast


I also would like to join in on this. I like the initiative steps activation allot, however I would have it based entirely on initiative, not on leadership. (which has other uses).

It would require vehicles to be given an initiative stat.

I would also propose that a unit "activation" is one of: shooting, moving or making close combat attacks (not more than one). (so if you moved into combat this activation you won't attack until your next one). I think this keeps things simpler.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/01/11 14:12:16


Post by: rabid1903


Thanks for all the input, I'd definitely like to take a look at what you have done Panda.

I like to include leadership on this, because bottom line is it represents battle experience and mental fortitude. Both of those are absolutely critical for a rapid response in battle.

Initiative I've always thought of physical speed and mobility. In close combat, it's a perfect stat because faster units will strike first. However, just because you're slow in combat doesn't mean that you think slow and can't make decisions. Necrons are a perfect example of this.


Also, in my version Dast I have it so a unit goes through Moving-Shooting-Assaulting in one go. However, no blows are struck for assault until Initiative step 0. So all the units can charge into combat in their activation order, but no damage is done until the end of the turn. This solves a glaring problem I've had with the game in recent editions, where a close combat unit can wipe out a unit and proceed to get shot up. With this version, if a unit just roflstomps another it means that on their next turn they are able to charge into another unit vs being forced to weather a whole turn of shooting.




The ultimate goal of this is for anyone (not just 40k players) to be able to pick up the rulebook and play. Make it a little like skiing--pretty easy to learn how to do, but you have to put in a lot of work to progress to more difficult slopes. Ambitious, yes; doable, absolutely.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/01/11 15:51:45


Post by: PittedPanda


Definitely very interesting.

As I am taking a page from wargaming books I can appreciate the importance of Ld in unit activation.

Right now my Initiative Contest Roll is:
Highest Ld + Highest I + 2d6 - # of failed moral tests.

Units activate by making a Initiative Test, i.e. roll equal to or under their Initiative on a d6. However, your explanation of the imporatance of Ld has got me thinking. May activation should be 2d6 < Ld + I.... would be a better curve due to 2d6 and would have multiple factors. Also could have rules about borrowing Ld from nearby Units, to satisfy beardy wargamers about Chain of Command and logistics...

I have the exact same ultimate goal.

I'm afraid I've ruined one friend because hes only learned "40k" "my way".... hahaha


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/01/11 21:55:00


Post by: wargey


Able to shoot in to cc. And I like the I order if you go to ground have your bs go up by 1 as you are all most sniping


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/01/12 10:08:33


Post by: wargey


Enles you move then you hit on snap shots


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/01/12 14:59:56


Post by: Lanrak


Hi folks.
If we are to do a complete re-write of 40k, KEEPING the game play and hopefuly enhancing it !
BUT REDUCING the amount of pages of rules to a more managable amount 40 pages.

Then the best place to start is sorting out the most suitable game mechanics to use.(Can we leave the current 40k game mechanics back in the 1970 where they belong! )

I would like to propose a more inter active game turn.
Alternating unit activation, OR alternating phases.

We can control activation and action selection with simple mechanics...(Dice roll vs scaling target score,player choices useing cards/markers if necisary etc.)

I would like to use a simple damage resolution across ALL unit -weapon types.

ALL weapons have an AP rating, and a Damage rating.

ALL models have an AV (armour value) and a (RV)resistance value .

When a model takes a hit , it simply rolls a dice and adds it to its AV .
If this combined value is greater than the weapons AV , the hit does NO damage!
(Add the save roll to your AV).

If the weapon AP is greater than the combined save roll + armour value .
The atacking player rolls a dice and adds it to the weapons damage value.(Roll to damage)
If this value beats the targets RV, it takes the amount of damage the combined damage value beat the RV by.
(if RV is lower than total damage

If the weapon fails to cause damage the model counts as supressed.

Allowing us to use ANY value we see fit for AV, RV, AP,and Damage, means we can get the diversity of results the 40k universe needs IMO.And removes the tables that limit results unecissarily , making additional systems necissary.


I could post up some examples of a game turn , and combat res if you are interested?

Please remember current 40k has to add on tons of rules because its game mechanics are not realy suited to the game play.
if we get the game mechanics right , we can cover all the action with core rules and a scattering of special abilites for deeper character.

Should we define the game turn mechanic first?


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/01/12 16:15:41


Post by: rabid1903


Interesting, I'd never really thought about making it so armor/resistance was across the board.

The only reason I'm hesitant about diverging from the basic stats is because play testing it is going to have so many variables. At least two codices will need to be redone before we could possibly hope to test the new rulebook.


As far as game turns, I think I've covered it but I'll summarize it here.


Turn begins
Starting with activation step 20, work your way down to 0.
Reserves come in on step 20
Units are activated on a step that is Ld + - I (max 20 min 1)
When activated the unit can move, shoot, and charge into combat.
All assaults are resolved on step 0.





Some things that I've thought about and plan to include:
-Cover reduces ballistic skill.
-Invul saves are taken in addition to armor saves (akin to fantasy ward saves)
-AP reduces armor across the board vs just punching through it or not.
-If a unit wants to shoot a heavy weapon and still move/assault they are treated as initiative 1 for the turn. This includes activation steps and close combat, but no other restrictions.
-No more pre measuring.
-No more random charge lengths. But charge distances are modified.
-Hull points are modified. Every vehicle is treated as having 3x their current hull points. Glances remove 1, Penetrating hits remove 2. AP 2 removes an extra one, AP 1 removes an extra 2.
-To wound charts expanded similar to To hit (shooting). Starts with S = T being 4+ as normal. If S = T + 2 it's a 2+ like normal. If S = T + 3 it's 2+, with a 6+ reroll. S = T + 4 is 2+/5+. This pattern continues until S = T + 8 or 9 it is automatic. Poison keeps it's rules from this edition.

*edit: Thought that the new To Wound chart might be confusing, so here is a graphic version.



These all are pretty far into the future, but just giving you guys an idea of where I plan to go with this.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/01/12 18:43:03


Post by: Lanrak


HI rabid1903.
Well the thing is, IF the resolution method is universal, and give scaleable 'intuitive ' results balancing is much easier.(And takes up far less pages of rules too!)
40k uses multiple resolution methods for damage ,THIS makes balancing current 40k so difficult.

(The rules can be written with direct conversion for new stats . EG AV = 1 pip of current save or current AV of vehicles...)

Here are the game turns I propose.
(Simplest variations to make understanding concept and seeing game play implications easy.We can develop them as necissary.)

Alternating Phases.

Command Phase.
Both players place 'order counters' face down next to their units on good morale.
Both players request off table support.

Actions phase.
Attacker turns over order counter and takes first action of order with all units one at a time.
Defender turns over order counter and takes first action of order with all units one at a time.

Attacker removes order counter after taking second action of order, with all units one at a time.
Defender removes order counter after taking second action of order, with all units one at a time.

Resolution phase.
Players attempt to rally units on poor morale.
Players plot off table arrivals.

Order counters contain 2 actions.
Move, attack or ready.

Giving orders of...

Advance- Move attack,
Double - Move move
Evade - attack move
Fire support- ready attack.(Able to fire 'move or fire' weapons., and fire all weapons to full effect.)
Infiltrate - ready move(Increases stealth value by 2)

(When units become supressed , neutralised or routed they have the order counter replaced with the appropriate counter.)

ONE counter per unit ( placed/ flipped/ removed,) to keep a track of all unit status and actions ...not too bad IMO.

Alternating unit activation.

Command Phase.
Request off table support.

Action phase.
Attacker 'activates' a unit.
Defender activates a unit
(Until all units have been activated.)

Resolution phase.
Attempt to rally units on poor morale.Plot arrivals.

Morale damage can be noted with counters as above.

Activations can be set at 2 or 3 actions.
Uneven number of units can be compensated for by 'increasing' risk' for multiple activations per turn .Or using cards /activation points.(Set by over all level of command perhaps?)

Because of the increased level of interaction, overwatch is not required.
Because of the more detailed (but simpler ) weapon definition , NO ARTIFICIAL differentiation between ranged and assault needs to be made.
Simply resolve weapon hits in this order, close combat ,small arms ,special,move or fire.
(Close combat weapons have a max range of 4")

I belive the goal is to write simple well defined rules that allow get to the game play with a minimum of fuss.
And I hate tables and charts......

I prefer to use the stats directly ..like game developers have been doing for the last 20 years ...

Trying to get to 40 pages of well defined intuitive rules using current stats and resolutions is not possible.

And besides if the new rules are just 'suitable for use with sci-fi minatures' .Rather than a 40k clone.
GW plc wont come knocking with C&Ds....

Sorry about the long post.
Ill show some basic proposed stats and resoltion methods next time...


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/01/12 19:50:37


Post by: Dast


Lanrak, I really like your order counter idea.

Generals with special rules allowing you to place two counters then decide which to use at activation would be practically inevitable.

The order counters being resolved unit by unit in the way rabid suggested strikes me as a really nice turn structure.

Something I think should be done is removing the ability of units to move further the turn they charge into close combat, it just doesn't make any sense.

For "to hit" rolls I think the fantasy system is much better. Some sort of to hit modifyers like:
-1 if target is partially hidden/in cover
-2 if target is hidden in a building
-2 if target is flying
+1 if target in 12 inches
+1 for large targets
...


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/01/12 21:35:39


Post by: Quintinus


Hey man, I saw this and would also like to contribute.

First off Lanrak is a badass, he helped me with my ruleset as well.

http://www.scribd.com/doc/57594130/Pirates-of-the-Crimson-Galaxy

It's vaguely a 40k clone but harkens back more to the days of Rogue Trader. It is also a D12 system instead of a d6 system, though I'm sure that you could modify it to be a D6 system but you'd lose a lot of granularity in the process.




Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/01/13 13:40:56


Post by: Lanrak


Hi
(Vlad. thanks for the complement...)

As we all seem to like the more interactive game turn mechanics.
(Alternating unit activation /alternating phases, have been used to great effect in many modern games since 1981.)

I am sure we can develop an interactive game turn mechanic we all desire for our games of 40k.(No need for overwatch! yay!)
I think if we start with the simplest elements and work up we cant go far wrong...

As allot of games use a unit reference card (Playing card sized crib sheet.)
I thought it might be good to have tactical information (in game profile) on one side.
And Strategic information (army composition information on the reverse.)

Here is a basic outline of stats as a starting point..(High values are good.)

Unit profile.
Speed.(Sp) How far the unit may move up to when taking a movement action.
Armour value (Av) how well protected the unit is.
Resistance Value (Rv) How hard it is to damage the unit.
Wounds/Structure (W)(S) how much damage the unit can take.
Stealth value (St) how hard it is to spot the unit on the battle field.
Morale Value(Mv) how much fighting spirit the unit has
Command Value(Cv) How well the unit leader /character influences the models /units around them.

ALL weapons will be listed underneath the unit profile.As weapons are only as effective as the end user.I thought we could simply list the net effect...
Name /Effective range / Armour pen/ Damage /Effect/Notes
EG.
Combat knife /0-2"/5/1/1/Assault.

Las Pistol / 2-8"/5/1/1/ Small arms.

Flamer/template/5/3/template/ support.ignores cover.

Lascannon/4 to 42"/18/4/1/Fire support. Anti tank.(target (St) 3 or lower only.)

This way units with better ranged abilities simply get enhanced effective ranges.
(Better shots hit things further away!)
And models that are stronger get higher damage with close combat weapons.Models that are more agile get higher effect number in close combat, as they strike faster and can land more blows.

Rather than have seperate stats that are only used in close combat , I thought it would be better to have universal weapon stats and resolution .As this allows far more detail in interactions and profiles.

Moving from fixed values like 'ALWAYS saves on 4+', to variable results defined by profiles.keeps the simplicity but allows far more granulariry of results.

EG if we give Space marines Armour value of 4.
They save on a roll of
2+ vs AP 5 weapons .(2 +4=6 6 beats 5)
3 +vs AP 6 weapons
4+ vs AP 7 weapons
5+ vs AP 8 weapons
6+ vs AP 9 weapons
And auto fail vs weapons with AP of 10 or over.

Ill stop there. I can go over any ideas in more detail,as I may not have explained them very well...
I can give examples of the resolution methods if that would help?


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/01/13 13:59:21


Post by: wargey


Rules look good if you shoot into cc you have a -2 to your balistic skill and the enemy have a 5+ close combat save depending on size mostrus creturs have no close combat save and -1 bs insted of -2


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/01/13 14:02:33


Post by: quack98


What about if the unit moved/shot/assaulted at 3 different initiative steps

E.G.
Gun drones (IS 3-11) decided to shoot first at IS11 but didn't move until IS 3 when they saw what the opposition was doing.

I thnk this would make the game more tactical


Automatically Appended Next Post:
^or have each IS divided into 3 sub steps like phases now


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/01/13 14:12:14


Post by: wargey


Sounds good like I could use my scouts as cannon fodder then right at the end tp my termies 3 inch from ther best unit whith baliel presiction strike then crush them


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/01/13 14:39:53


Post by: Dast


If we did replace BS with the same guns having a longer range in the hands of better marksmen it might make sense if "surplus range" helped your to-hit roles. (If we have to hit roles).

One advantage of the current system where weapons and the troops bearing them are seperate is that unit options can just casually say things like "may take an X for ...pts". With your system these options would become clunkier.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/01/13 20:55:23


Post by: Lanrak


Hi
The system I propose is based on rolling to Aquire the target.(Spot identify and bring weapons to bear.)

The unit attempts to Aquire an enemy unit.(Roll over the enemy stealth value, modified for range and cover etc.)
E.g
Target closer than 18" + 1 to aquisition roll.
Target in cover +1 to stealth value
Target over 36" away +1 to stealth value
Attacker is a scout +1 to aquisition roll.



When a unit is sucessfuly aquired , the attacker simply makes attacks with all weapons in range.(Close combat then small arms then support then fire support.)
Longer ranges allow you to engage targets further away.

If we look at a basic rifle type weapon..

Poor shots may have an effctive range of 18"
Average shots could have an effective range of 24"
Good shots could have an effective range of 30"
And snipers could have have an effective range of 36"

The good thing about effective ranges is you can make small adjustments,(1" increments if you want to.)
Something 40ks BS doesn't realy allow.

I fail to see how combining weapon data on a unit card is going to effect pts cost?
All the options for the units would be on the card.

The point of this is the point values are allocated for ACTUAL unit effectivness.
Rather than the average PV for the weapon across a codex , with users of different stats.
Listing the weapon stats and PV on a different page seems more counter intiutive than on a unit data card.But that could just be my personal preferance.

If you want to shoot into close combat, then just let the models on the 'line of fire' roll off to see who is hit?





Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/01/13 22:52:28


Post by: Dast


I think I didn't explain well. What I was trying to say is that currently a units options section just needs to list a bunch of weapons and their costs. With this change a full table would be needed giving the effective ranges of those weapons. I am not saying this is necessarily a bad thing, I was just pointing it out.

I think when shooting into close combat that hits being split in a way so that on a 4+ they are on the enemy and 3- on your own side sort of makes sense, its relatively simple and could be done in bulk.

I like the idea of the acquiring target rules. Replacing a handful of dice with one is nice, but you do loose some statistical stability, and gain a bit more fluctuation.

Perhaps it might be nice to add this to the acquiring target rules:
If you fail to target your fist choice you may make an attempt to target an enemy unit within 6' of them.

(6' is probably too much).
This would soften the fluctuations slightly, and make troops more accurate when firing at bunched up enemies.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/01/14 00:03:54


Post by: rabid1903


Shooting might be better worked out with a percentage system, or a table.

Here is my take on it:



Yes it adds another table, but in addition to tables I really feel that the equation and a trick to remember it would go a long ways in making it easier to memorize.


I like the idea of acquiring targets, I think that is a better representation than it not mattering if it's point blank or across the map. I'll brainstorm some more on my end.

Soon I'm going to actually be putting this all into a document. My wife is much better at writing stuff up than me, so she'll be doing that part haha.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/01/14 07:18:53


Post by: wargey


Looking good I would raver play it than normal 6th ed 40K as it looks eseyer have like spot role then initive to see if they soot befor they move
At the moment you would have to make meny more codexs


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/01/14 15:30:20


Post by: rabid1903


In reality there really shouldn't be many more steps, it just sounds a lot more complicated right now because it is all basically vomited onto a screen.

This weekend is when I'll hopefully have a version 0.1 done and able to send to anyone who wants it. That should at least be much easier to read. The version after that will hopefully have some pictures to make it much easier to understand.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/01/14 18:25:07


Post by: Lanrak


HI folks.
As I am throwing out ideas, to see what you guys like the sound of.
I may not be explaining myself that well..

Just to be clear, rather than have a FIXED BS of 4+.
ALL units with the same BS would have the same effective range for each weapon type within a codex.

EG rather than write BS 4 umpteen times for all space marines.And then write all the ranges for the weapons they use ..
We simply write the effective range of the weapons for EACH unit on the unit card...
I hope that makes it clearer.

Eg a heavy bolter would have an effective range of 40" for all Current BS 4 marines.
ALL BS2 Orks firing Big shootas would have an effective range of 30"
(Actual effective weapon ranges would be fine tuned by play testing in 1" increments.)

So the effective range simply uses the combination of current BS and standard weapon ranges, displayed in a different way.
(The cost for the upgrades from 'standard load out' would be listed on the back of the card along with the rest of the army composition data,as current rules.)

I prefer to use stats directly rather than look up results on tables during a game.
Example...
(Roll to'aquire' instead of 'hit')
What do I need to aquire that unit.
Base Stealth 4+, they are in cover and over 36" away, thats a 6+ Ill need.
Feth that, I might miss!
Ill blast the nearby behemoth, base stealth 3 + 10" away +1 to aquire...
Only need 2+..
'Large Zenos beast 60 yards,200 rounds rapid fire!!!!'


This simple aquisition mechanics adds tactical depth to target selection. You make chioces based on chance of engagment vs threat level.(A bit like real war...)

And damage resolution is...
(Roll to save.)
You have 6 targets in effective range of my bolters AP 5.
And 3 targets in efferctive range of my heavy bolter AP6.
You are AV 2, so you need 4+ to save the 6 bolter hits.
And 5+ to save the 3 heavy bolter hits.

(Roll to wound.)
You failed 3 saves from the bolter fire (Dam 1), so I need 4+ to wound your RV 4 models.
You failed 2 saves from my heavy bolter fire ,(Dam 2) so I need 3+ to wound your RV 4 models.

Similar 3 stage process ,but far more detailed and intuitive , WITHOUT TABLES AND CHARTS.Just using the stats on the unit cards...IN A MORE INTUITIVE ORDER!

Anyhow..
A slow day at work allowed me to think about a game turn mechanic that may be popular.(Similar to the old Epic game turn..)

As the allocatiton of order counters seemed to be acceptable..And we want to define /shedule action/events..

We have the orders.

Fire support. The unit focuses on firepower, and DOES NOT MOVE.Shoots in the fire support phase,(the ONLY phase , heavy/ordnance can fire.) and the END of the advance phase with rapid fire weapons.

Special Movement. The unit will not shoot but moves up to 2X speed.OR Moves into cover. OR moves into close combat.
(Some heavy/ordnance weapons can only move using this order.Large units can only claim cover if they use this order.)

Advance.The unit may move up to 1X speed, and fire non heavy/ordnance weapons.

Game turn.

Command Phase.
Players place orders next to their units on good morale face down.
Players request off table support.(Artillery /air support and reserves.)

Primary Actions Phase.
1)Fire support shooting.. (Players alternate firing with units on Fire Support orders.)
2)Special movement . .(Players alternate moveing units on Special Movement orders.)

Secondary Actions phase.
1)Advance move and fire..(players take turns moving and shooting with units on Advance orders.)
2)Fire support 'rapid fire' shooting.(Players take turns 'rapid firing', with units on Fire Support units.)

Resolution phase.
Rally units on poor morale.
Plot arrivals.

I think this might be a good starting point .Opinions welcome.

As reguard to army composition lists.We will have to rewrite them for a new rule set anyway.So the more straightforward and intuitive the rules we use the better.
(This is why I like to use simple mechanics like beating a stat score, or comparing stats directly.As simple integers scale uniformly.)


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/01/14 19:09:13


Post by: rabid1903


Lanrak,

I really like your suggestion for To Hits and To Wounds now. However, that is for ranged combat.

I'm in favor of some of current 40k's rules when it comes to close combat. These are:
-Locking units
-Seperate skill category (BS vs WS)
-Varying number of attacks


To incorporate some of this, I think the new statlines should be:

Ac - Accuracy: the new version of BS
Dex - Dexterity: the new version of WS
Dam - Damage: the new version of S
RV - Resistance Value: the new version of T
W - Wounds
I - Initiative
S - Stealth
At - Attacks
Ld - Leadership
AV - Armor Value: the new version of Sv



Ranged combat is simple:
Accuracy vs stealth
Damage (ranged weapon) vs Resistance Value
AP (ranged weapon) vs Armor Value

Close combat is a little more complicated.
Dexterity vs average of Dexterity and Initiative
Damage (melee) vs Resistance Value
AP (melee) vs Armor Value


Obviously still needs a lot of work and fleshing out/play testing. This allows for a distinction between "fast" melee units and "skilled" melee units. A fast melee unit obviously is going to be harder to hit, but doesn't necessarily mean they are very accurate. An incredibly accurate melee unit also can be easier to hit because they are using an unwieldy close combat weapon.

Units still go in a kind of initiative order as well, but I haven't thought that through yet.




Your turn order idea still has me confused though. How are the counters assigned? Does the unit determine when they would go or does the commander? What happens if one player has vastly more units than the other (e.g. player A has 5 units player B has 8)?

I'm in favor of giving the orders to a unit, as far as having 4 actions to choose between and giving 2 in a certain order. Making it so you can move-move, move-assault, shoot-move, move-cover, shoot-cover, etc. That's an idea I'd like to move forward with. Breaking it down into primary action - secondary action might be better, but incorporating that into the turn might make it a bit more difficult.

Perhaps each unit has 2 different phases of actions to choose between?
Maneuver phase - Move, Brace, Cover
Action phase - Shoot, Assault, Run

Assaulty units would likely Move - Run until they were close enough, then Move - Assault.
Tactical units would likely Move - Shoot or Cover - Shoot.
Heavy gunner units would Brace -Shoot (letting them rapid fire weapons or shoot heavy weapons)
Scouts could Cover - Run to move stealthy, or Cover - Shoot to snipe, or even Cover - Assault for things like a Lictor.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/01/14 23:55:15


Post by: Lanrak


As allot of the ideas I am suggesting are far from current 40k rules, I do need to explain things better...

I think the ranged combat proposed covers the current ranged combat requirements quite well.
(Adding an accuracy skill may add more complexity without adding meaningful resolution.Could we add more stealth/aquisition modifiers and achive similar results?)
Using a D10 or D12 or D20 would give aquisition rolls higher definition, and as its UNIT to UNIT, not a roll for every model in a unit, it can have more detail -modifiers perhaps?

I agree a bit more detail may be needed for the close combat resolution.
However...
I was hoping the unified weapon stats , would go some way towards defineing close combat ability.

Eg the number in the 'Effect value' shows how many 'hits' the weapon/user inflicts,(or the area of effect for blast/template weapons.)
I wanted to use common stats for all weapon types.(And common stats for all unit types.As this reduces the amount of rules we need to use.)

Models with better agility have higher value in Effect(Hits)

Models with higher strenght inflict higher damage,(brute force).
And those with higher WS have better AP values.(Find weak spots.)

Eg several models are equipped with a 'close combat weapon'.

Grotz have AP 3, Dam 1/ effect 1

IG have AP4 Dam 1/effect 1

Assault SM have AP5 Dam 2 Effect 2

Banshees have AP4 Dam 1 Effect 4

Because we can adjust the AP,(WS) Damage(St) and amount of effect(hits) depending on the user.I though this would cover current skills in 40k ,by a simpler method?

I probably did not explain the unified weapon stats that well...

I agree units should be locked in close combat untill resolved.
Skills are already covered....
BS - effective range of weapon, WS is AP of Close combat weapons, St is damage of close combat weapons, and effect is Attacks with close combat weapons.

However, an 'assault value' may be a good idea , to determine the order the units fight in(Initiative replacment ?)

The game turn...
In the command phase the force commander(player) tells the units under their control what they want them to do by issueing orders.
Placing the relevant order counter face down next to their units.

This makes the players think about what units should do, and in what order...taking into account the likely actions of the opposing units.

Because units are activated in order sequence, fire support then Special movement, then normal moving and shooting.Assigning orders is where tactical decision making comes in.

Eg
Alan activates one of his units on Fire Support , then Bob activates one of his units on fire support.
After all the units on fire support have been activated, (fired ranged weapons.)

Alan activates one of his units on Special Movement orders, then Bob activates one of his units on Special Movement orders .
After all the units with Special Movement orders have been activated..(Made special movements..)

Alan moves and shoots with one of his units on advance orders, then Bob moves and shoots with one of his units on advance orders.
When all the units on Advance orders have fired and moved..

Alan fires rapid fire weapons with one unit on Fire Support orders, then Bob fires rapid fire weapons with one unit on Fire Support orders..
When all units on Fire Support have fired ....

Resolution phase...

If you think vastly different unit numbers is going to cause imballance, then Alternating phases could be preferable to you?

I am happy to explain any ideas in more detail if needed..


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/01/15 02:22:07


Post by: rabid1903


Still a little unclear as far as turn order, but the unified combat rules are starting to make some more sense.

I do tend towards a D6 system because... well I have a ton of D6 and not really any others because although I have quite the depth of gaming knowledge, my breadth is lacking.


Now, back to the game turns.
So I understand that at the beginning of the turn, each player puts down a counter saying what each unit is going to do. After this is where I tend to get a little lost.

Who goes first? Is it a roll off or is it defined in some other way. I'm heavily against rolling off, because some armies almost press an "I win" or "game over" button depending on what they roll.

In what order are the units activated? Does the owning player just pick which unit to activate one at a time, or do the fire support units go first, then advance units, etc. This is a little more like what I was planning.


I do favor the initial activation system that I was thinking, but I really like what you were saying on the different actions. I was hoping to get your opinion on merging the two via the maneuver phase and the action phase.

In my system it'd go:

Reserves arrive
Maneuver phase
-start at activation step 20 and work down
Action phase
-start at activation step 20 and work down
Resolution phase
-resolve assaults and morale checks

Though it looks like it would take a while, in reality it wouldn't. It'd take roughly the same amount of time it does now. It'd also eliminate any chance at imbalance due to MSU armies potentially having significantly more units, which seems like an advantage with your system.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/01/15 09:00:45


Post by: reddwarf54


 rabid1903 wrote:

Reserves arrive
Maneuver phase
-start at activation step 20 and work down
Action phase
-start at activation step 20 and work down
Resolution phase
-resolve assaults and morale checks


The problem with this is that there is little reason to choose to go at a higher activation step in the Maneuver phase. I think that the maneuver phase and the activation phase should just be lumped together, as the 20 steps seems useless if there is no tactical decision involved.

Overall, I like the core idea of this ruleset.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/01/15 14:46:42


Post by: rabid1903


I'd still like to keep them in two separate phases if at all possible, but am very willing to change my stance on this.

A way we might be able to do that is forcing them to act at the same activation step in the maneuver phase and the action phase, with maybe the exception of the warlord and the unit he has joined. I like the idea of a warlord, I just think that GW went about it the wrong way (i.e. it should never be random, it's supposed to represent the player on the field).


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/01/15 19:30:18


Post by: Lanrak


Hi rabid1903.
How about the player that picks deployment area is the 'Defender'. And the other player is the 'Attacker' and activates first.
Would that be ok?.(Or dice off to see who attacks and defends if you can't decide...)

Ill have a go at explaining the game turn again.(It is so much easier with actual minis , counters and a tabletop.. .)

The players take it in turns activating units , ONE UNIT at a time.
EG Attacker then Defender then Attacker then Defender then Attacker ...etc.

The orders given to units determine activation priority..
Fire support shooting ...followed by specialised movement,... followed by normal moving and shooting ,.. followed by additional shooting from fire support.

If we allocate colours to the orders.('traffic lights' to give an intuitive order?)

Fire Support is Green,

Special Movement is Amber,

Remaining Actions.(Move and shoot a bit.) Red.

Then the order is:-
Attacker Green , Defender Green , Attacker Green, Defender Green ,untill all units with green counters have fired.
THEN
Attacker Amber, Defender Amber , Attacker Amber, Defender Amber , untill all units with amber counters have moved.(Double speed or into cover or into assault.)
THEN
Attacker Red, Defender Red, Attacker Red, Defender Red, untill all units with Red counters have moved and fired.
THEN
Attacker Green, Defender Green, Attacker Green , Defender Green , untill all units with Green counters have fired second shots ( if applicable).

This game turn allows players to prioritize shooting for some units, movement for others, and let some units move and shoot in reaction to the opponents priority moving and shooting...

The idea is that different amount of units on each side is mitigated by order counters sequencing the action.

The actual choices a player makes in current 40k are replicated here.
Stay still and fire to full effect.(Fire Support.)
Move as much as possible to get into assault/take objective.(Specialised Movement.)
Move a bit and shoot a bit .(Remaining Actions.)

But rather than one army moving then shooting (or running) then moving again into assault.4 actions in total, unopposed.

The units activate one at a time taking 2 actions per game turn.
Shoot to full effect,(2 shots split into 1st and last phases to limit overpowering effect,)
Or Move twice, (or move and assault/find cover)
Or Move and Shoot./Shoot then Move

The counters keep a tally of whats unit have done what.
Placed during Command Phase,turn over as units are activated, then removed after ALL actions completed.

Also if a unit becomes supressed,(shaken) neutralised(stunned) or routed, it replaces the order counter with a morale damage counter.
(White for supressed ,blue for neutralised and black for routing perhaps?)

EG.
Suppressed units can return fire* OR retire at full speed* OR move to cover at normal speed, in the Remaining Actions phase of game turn.

Neutralised units can not move or fire until rallied.(But may fight back in assaults at half Effect.)

Routed unit MUST retire at full speed.

* Returning fire, the unit must fire at the unit that suppresed them or the closest enemy unit.(Only weapons that are not Fire Support(move OR fire ) can return fire.
*Retire at full speed, the unit moves at 2x speed away from all enemy units , and towards the nearest battle zone exit.

I want to give more control back to the players in game.And make the interaction more detailed...

I hope thats a bit clearer.
I can do an actual example game turn if needed?





Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/01/16 17:46:04


Post by: rabid1903


Thank you, that really helps to explain what you were saying.

I like basically all of it, but what I don't like is pretty hard for me to get over. The advantages of being the attacker vs defender aren't very equal. Which means it will almost always come to a dice-off, making it just like it is now. Granted, it isn't as significant as it is now because units are alternating. However, it is still something I'd really like to get away from.

The counters idea is great, and I plan to incorporate that.

The command phase can be assigning counters (done with a hidden counter, like a base with a color on the bottom), reserves arrive, and any special effects (like weather) happen.

The action phase is next, where units can be activated similar to what I was saying before. However, if there is a tie (which will be very common) it goes based on the action decided during the command phase vs. a dice-off. If there is a further tie, then dice-off and alternate as normal.

Finally is the resolution phase. Assaults are conducted, morale checks are made, the different kind of morale conditions have their effects, etc.



This method leaves as many tactical decisions as possible to the commander, and out of the hands of dice rolls.


Here's a quick example (using semi-accurate values):

Armies:

Marines:
-Captain (Ld 10, I 5)
-Tactical Squad (Ld 8, I 4)
-Assault Squad (Ld 8, I 4) (In reserves)
-Devastator Squad (Ld 8, I 4)

Orks:
-Warboss (Ld 10, I 4) (joined the Nob Squad)
-Nob Squad (Ld 8, I 3)
-Boyz Mob (Ld 7, I 2)
-Lootas (Ld 8, I 2)



Command Phase:

Assault squad deep strikes in, Initiative dropped to 0 for activation step.

Marine player assigns counters as such:
-Captain - Amber
-Tactical Squad - Red
-Assault Squad - Amber
-Devastators - Green

Ork player:
-Warboss/Nobz - Amber
-Boyz - Amber
-Lootas - Green



Action Phase:

Step 15 – The Captain is activated. He shoots at the Nobz, then moves to be within 6” of the Tactical Squad.
Step 14 – The Warboss is activated with his squad. They double move to close the distance.
Step 12 – The Devastator Squad and the Tactical Squad are activated. The Devastators are green, so they go first and shoot at the Nobz. The Tactical Squad follows by moving and shooting their rapid fire weapons at the Nobz, and joining with the Captain.
Step 10 – The Lootas are activated. They shoot using fire support and shoot at the Devastators.
Step 9 – The Boyz mob could be activated. However, they are not going to be within assault range now and think the Assault Marines are going to charge the Lootas. So they pass on step 9.
Step 8 – The Boyz mob waits a second step to see what the Assault Squad does. The Assault Squad is activated. Just like the Ork player thought, they charge the Lootas.
Step 7 – The last step the Boyz can be activated at. They are activated, and charge into combat with the Assault Squad.



Resolution Phase:

The Assault between the Lootas, Boyz, and Assault Marines is conducted. We’ll say the Lootas are eliminated, the Boyz suffer X casualties, and the Marines suffer Y. X > Y so the Marines take a leadership test and fail. They are now Routed and must flee combat.

The Devastator Squad then takes a morale check because they took 25% casualties to see if they are suppressed. They pass.

The Nobz Squad then takes a morale check because they took 50% casualties to see if they are neutralized. The Warboss if fearless so they auto pass this test.



End of game turn.

I feel like given the two armies and the situation, this is how it *should* work in a real battle. Though granted, this is only one example.

But most importantly, the order in which things happened was at no point random. Each commander picked exactly what he wanted his army to do, and when they were going to do it. They were restricted on certain things, but the commander always had some kind of choice in the matter, even if none of the options were to their liking.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/01/16 19:02:31


Post by: Lanrak


Hi again.
I know you want some sort of 'numerical count down' , to sequence unit activation.

The problem with this is if units have a massive difference in 'LD and In values'
This could lead to some armies taking lots of activations while the opponent just waits and removes casualties...a bit like the current rules.And I realy want to move away from this.
(Unless I miss-understood?)

What is wrong with letting the players chose the order they activate their units in the Fire Support, Special Movement , and Remaining Actions phases?
This gives players more tactical control, they decide what actions the units take , and what order their units activate in...

I don't see the value in making Attacking or Defending the prefered choice.Leaving it up to player preference would ideal IMO.

(I think a lot of preconceptions from the current 40k rule sets heavy strategic focus, no longer apply to a more tacticaly focused game.)

.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/01/16 21:37:49


Post by: rabid1903


I kind of see what you are saying, but obviously there is going to be some things lost in translating it to text that at best gets a response in a few hours.

I think that the Ld and I values are close enough between armies that there won't likely be an alpha strike army in every game unless a player specifically designs an army for that. In addition to that, this allows for certain modifiers that will really help avoid it being so one-sided.

Primarily where an advantage can be taken is with shooting. That is where one player just sits there while the other takes off casualties. This can happen in assaults as well, but likely won't until roughly turn 3 (turn 2 with a few cases and turn 1 very rarely).

To avoid this, these modifiers will really help.

1: Vehicles are obviously going to have a low initiative. Though they are fast, they can't just turn around and react instantly like infantry.
2: Heavy weapons will reduce initiative and can only be fired with a fire support action. Not a dramatic change, but enough so a vanguard unit is a little faster than a support unit. It's not game breaking by any means.
3: Rapid fire weapons are already going to be lowered a little in power because they can't move and shoot unless they use a red token.
4: Deep striking knocks your initiative to 0 for activation. Certain special units will retain their initiative (like lictors, vanguard vets, etc.)
5: To balance assaults with shooting, there is only one assault phase that is shared between the two players. This also helps reward units that bulldoze through instead of becoming too good at assaults and getting shot up in your opponent's turn.



I was actually saying the opposite of what you thought I said. I think attacking and defending should be equally preferable. Right now, attacking let's you go first when alternating. Defending just lets you pick which side to deploy on. The choice seems obvious to me which one players will want.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/01/17 19:31:26


Post by: Lanrak


I think we may have been talking at cross purpouses a bit.

I can NOT see the need for the addition of numerical sequencing to the turn structure.

Having played similar systems , (Epic Space Marine/Net Epic for a better known examples.)

Allowing the players the control the order of activation of their units, simply allows them more tactical flexibility , in the slightly more ridged order counter/phase structure...

An example .Allan has An IG force, and Bob has an Ork force.

Allan(Defending )..
Assigns Fire support (Green ) orders to his ,Heavy Weapon squad , and 2 Leman Russ battle tanks.
Assigns Special Movement (Amber) to his HQ unit , Sentinels and Iron Fist squad...
And leaves his other infantry platoons on Remaining Actions.(Red.)

Bob.(Attacking.)
Assigns Fire Support (Green) to his Big Gunz and Lootaz mobs.
Assigns Special Movement to his HQ (Nob Bikers,) and Trukk Boyz mobs
And leaves his other boys and grot mobs on Remaining Actions ,

Fire Support Phase...
Bob can pick between his Big Guns and Loota units to activate first, depending on what targets are in range, and what threats are apparent..
(Slow Allan's advance toward objectives, or try to prevent one of his units units returning fire, or allow his units to move into an area with less risk.)
He decides to fire his Big Gums on the Heavy Weapons squad,(lots of heavy bolters would threaten his units moving down that flank.)

Allan can now respond in kind ,his Heavy Weapon Squad was supressed by the fire of the Big gunz, so he chooses to fire the Battlecannon of the Leman Russ as a pre-emptive strike
on the Ork HQ Unit , (causing a couple of casualties , but no supression.)As this HQ unit is a real threat to ALL of his units!

Bobs lootaz now pepper the Iron Fist Squad 's Chimera with fire , but fail to damage or suppress it.(Massive sigh of relief from Allan !)

Allan slightly panicked by the volume of fire from the lootaz, decides to sent a Battlecannon shell in their direction with his last unit,(Leman Russ ) on Fire Support order...

Bob decides to move one Trukk mob into the cover of a wood, (no units in charge range!)

Allan gets his Sentinels to move at double speed towards their objective.(Hopefully slow the zenos infantrys approach down some what.)

Bob moves his HQ towards Allan's lines, (hopefully assaulting next turn...)

Allan Backs up his Sentinels with the Iron Fist Squad ....(Hoping to deploy and defend the objective next turn....)

Bob diverts a Trukk mob to try to delay the Sentinels ...

Allan then picks his infantry platoon to move to act as a speed bump between the advancing Orks and his HQ.

Bob moves his Boys Mob up...

Allan decides to take a pot shot at a Trukk with a grenade launcher , just in range...

Bob moves his last Boys mob up towards the IG lines...

Allan has no units in weapons range at this point..

Bob fires both his Mobs Big -shooters , but fails to achive anything ...

I know this may not be that accurate to the current rules ,(I have not played any GW 40k rules since 3rd ed...) But I hope it gives you an idea of how it runs.







Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/01/17 20:45:42


Post by: rabid1903


It does, and we may be at a stalemate until I can do some play testing.

I feel that making it like the system that I said will help add certain flavors to certain armies. (e.g. changing it so there is a major difference between horde Tyranids and horde Orks who can feel very similar). However, I know that my breadth of experience is limited so I will try to play test it with both methods and see which one is more enjoyable to me.

I think I understand everything that you are saying, and I definitely see where you are coming from. You're right, more tactical flexibility is in the hands of the commanders with your method. However, with my method the force that a commander brings will make a massive difference on their tactical capabilities. I have a hard time accepting that a LRBT is going to be as quick on its feet as a Tau piranha, and am trying to make them play as such.


I feel that this is as far as we can probably go until I play test. On that note, are you willing to continue on to other rule changes?


Next up I was feeling was movement, shooting, and wound allocation. I'll keep it in this thread, edit the first post, and change the title. I don't want to push other threads off the Proposed Rules section.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/01/17 23:49:12


Post by: Lanrak


The command decision making process is pretty much identical in reguards to time taken for most races IMO.
The difference in performance should be represented by the unit characteristics /stats.IMO.

There are other game turn mechanics where the units 'command value' is more important .
EgRoll a dice and add their CV to the dice roll.
If the score is..
Under 6 they can not perform any action.
Over 6 they can perform one standard action.
Over 8 they can perform two standard actions
Over 10 they can perform a special action set.
Over 12 they can double attacks!!

(Morale loss is represented by negative CV modifier , making it more difficult for the unit to perform actions.)
Anyhow next topic...

Movement.
Can we use the simple intuitive and popular method of simply listing the maximum distance the model can move in a movement action?

EG (Values based on 2nd ed 40k.)
A unit that is currently;-

Slow and purpouseful 3"(Ignore difficult terrain)
Normal Infantry 4"
Fleet of foot infantry 5"
Vehicles 6"
Jump packs/jets 8"(loose 2" for every height band jumped over.)
Fast vehicles/cavalry 9"
Bikes 12"

Interaction with terrain.

We can list terrain as ;-
Open , no penalty.
Difficult , -2" from movement rates.
Impassible , can not be moved through .

OR
We could list mobility types.
Legs, Wheels, Tracks , Hover(A symbol for each, and the relevant symbol on the unit data card followed by the unit speed value in inches.)
And have a 'terrain table' listing the modifiers for each mobility type.This means wheeled vehicles get bigger bonuses from roads,and bigger penalties from rubble and light woods.

Eg
Roads..Legs +1",Wheeled +2", Tracked +1" and Hover +0
Rubble..Legs-1",Wheeled -2" , Tracked +0 and Hover +0

Ill leave it there for your comments and ideas...


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/01/18 04:10:55


Post by: rabid1903


At first I was hesitant about the mobility types. Then I read your example and it really reminded me or Advance Wars. I love that game and never would have thought about incorporating it.

It's pretty late right now so I can't think too much into that, but tomorrow if I get bored at work I'll give a lot more comments.

Basically though I was going to break it down as such:

Infantry
Beast
Vehicle
Hover

Infantry covers all infantry and walkers.
Beast covers beasts as normal, infantry riding beasts (cavalry), and monstrous creatures.
Vehicle covers all ground based vehicles with the exception of walkers.
Hover covers all skimmers, flyers, and jumping infantry/monstrous creatures.

Fleet adds a flat distance to movement.
Move through cover halves the negative modifier of terrain.
Fast/Lumbering/Normal vehicles have set values for their movement.
Slow and purposeful has a set reduction in distance, or affects their initiative for activation steps depending on which method I think is more fun.


I'll think more tomorrow, but these are the first things that come to mind.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/01/18 18:20:42


Post by: Lanrak


The current 40k rules seem to add pages and pages of rules, due to having lots of seperate rules for each different type of model.(Exclusive rules writing.)
To reduce the rules bloat, we need to write rules to cover ALL units in the game, in the most straightforward and intuitive way possible.(Inclusive rules writing.)

Currently from a game mechanic point of view there are 2 types of unit in 40k.
Those that remove models to show casualties, and those that record damage seperatley.

Yet GW seem to be able to create 14+(?) artificial unit types.

Most of these artificial differences are down to mobility.(And using seperate damage resolution for vehicles and other units..)

These are easily covered with a stat that shows the maximum distance the unit moves when takeing a movement action .
How the unit moves.
And LIMITED SPECIAL ABILITIES!!!

E.G.
Amphibious,(A) The unit ignore movement penalties for water features.

Difficult terrain modification,(D) The ingnore movement penalties for difficult terrain ,( rubble , light woods, built up areas,) etc.
Can be a Bulldoser bade on a vehicle, lighter equipment on a scouting units, or the bulk of a large monster simply bashing/stomping through...

Jump Jets/packs (J) , The unit can 'jump' over terrain and obstacles, but lose 2" of jump lenght per height band .Jump jet equipped vehicles may make 'pop up attacks' if stated in units notes.

Chimera (T) 6" (A)
This vehicle moves as a tracked unit, up to 6" per movement action.And ignores movement penalties for water features.

Dreadnought (L) 6"

Space marine (L) 4"

Eldar Ranger (L ) 5" (D)

Tau Battlesuit, (L) 4" (J)

Carniflex, (L) 6"( D)

Ork Bike (W) 12"

Eldar Jet Bike (H) 12"

Rough riders (L) 8"

We could use a simple stylised symbol for the Mobility type and mobility special abilities on the unit card.To better define the information presentation...

If we did use the terrain type /mobility type movement modifier table, it would give a reason for choosing many different types of vehicle..Eg Warbuggies and bikers take roads and hard ground route to target.(+2 to movement value.) And the Wartracks and Deffcopters cope better with rougher ground /difficult terrain..

Anything to help define units 'character in game' and have a wider range of tactical reasons for unit choice , is good IMO.



Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/01/18 20:01:41


Post by: rabid1903


I see what you're saying, and I think certain things can be combined in order to give units the same type of feel they have now.

Every unit fills in these categories:
Movement type
-Legs
-Tracks (including beasts)
-Wheels (including cavalry)
-Flying

Size
-Small (swarms)
-Infantry (Most single wound models)
-Large (Most multi-wound models, small vehicles)
-Monstrous (Monstrous Creatures, Vehicles)

Type
-Biological
-Mechanical (includes Necrons)

This effectively gives you 32 different unit types depending on these combinations; however, it still makes the rules super simple.

Here are examples of each (or at least the ones I can come up with, help would be appreciated haha).

Mechanical
---Legs
------Small – Scarabs
------Infantry – Necron Warriors
------Large – Wraiths
------Monstrous – Dreadnought
---Tracks
------Small –
------Infantry – Ork Warbuggy
------Large – Rhino
------Monstrous – Land Raider
---Wheels
------Small –
------Infantry – Bikes
------Large – Ork Trukk
------Monstrous –
---Flying
------Small –
------Infantry – Necron Destroyer
------Large – Stormtalon
------Monstrous – Stormraven
Biological
---Legs
------Small – Gretchin
------Infantry – Marines
------Large – Ogryn
------Monstrous – Carnifex
---Tracks
------Small – Rippers
------Infantry –
------Large – Raveners
------Monstrous – Trygon
---Wheels
------Small –
------Infantry – Rough Riders
------Large – Herald on a Chariot
------Monstrous –
---Flying
------Small – Sky-Slasher swarms
------Infantry – Assault Marines
------Large – Tyranid Shrikes
------Monstrous – Harpy


Incredibly rough right now, but gets the point across.

Most don’t even require a rule given that each unit has a movement value. All it will need is a table that can summarize everything. Plus certain weapons will be more effective vs certain types. For instance, a Railgun is absolutely devastating to vehicles but in reality wouldn’t damage a Trygon as much. On the other hand, flamers wouldn’t do a whole heck of a lot to a necron warrior but should be a Termagant’s worst nightmare (if they slept).

This would also help significantly with creating the new rules for each unit. For instance, you look at a Tau Fire Warrior and can tell it’s biological, legged, and infantry sized. With that, a certain range of values is a given, and it should be in a certain point range.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/01/18 23:25:19


Post by: Lanrak


The basic concept is the units characteristics/stats, tell the story.

A player can simply look at them and know EXACTLY what the unit is how it works and how it interacts with other elements in the game...(I do not want to rely on any 'extra special ' rules, like 40k does.)

Here is a rough outline of the Unit data card I am thinking of..

Unit name.

Mobility (How the unit moves and the maximum distance the unit can move.)

Armour value.(How well protected the unit is .)

Resistance value.(How hard the init is to damage

Stealth value.(How hard the unit is to spot on the battle field.)

Wounds /Structure points (How much damage the unit can take.)

Assault value (Used to determine who strikes first in close assault.)

Morale value of the unit (How willing the unit is to fight on...)

Command value of the unit leader( Or Character/monster.)

Simply by looking at the unit card
You can tell if -
The unit is organic(has wounds ) or mechanical (has structure points )
Is infantry (Legs and a movement rate of 3 to 5")
Is cavalry/beasts (Legs and a movement rate of 8")
Is a bike (Wheels and movement of 12")
Is a Jet bike (Hover and movement of 12")
Is a walker (Structure points, Legs Movement rates of 6")
Is a Tank (Tracks Movement of 6" high Armour value.)
Is a Monsterous creature (Wounds high resistance and a movement of 6 -8")


All the stats are the same type across all units.So you can compare units to units easily .
Because the stats are a simple numbers we use directly in the resolution.
The weapons profile for the units tells you how the unit is armed and how good they are with those weapons.By listing the direct effect in game.

I agree this should make 'defining and balancing ' units easier .

Here is a rough outline of ranged combat...

The unit leader (or attached character) or model if a single model unit, is the model that chooses a ranged target.
All ranges are measures from this models base or hull, closest to the target.

After declaring the intended target point all units within 6" of the target point are available to aquire.
The attacker rolls dice equal to its command value , and rolls that beat the modified stealth value of the target unit(s) sucessfully aquire the target units.

ALL attacking models in the attacking unit may fire on models in the AQUIRED target unit(s) if they are in weapons in range.

Eg.
A Space marine vet Sgnt (CV 2) trys t aquire a large mob of Ork boys (St 5) with a KillaKan Mob (St 4) next to them.
The SM Vet Sgnt picks a target point so the Killa Kanzz And Boysz mob can be aquired.

The Vet Sgnt rolls a 6 and a 5 , and aquires both target units.

The Sm with the lascannon (Er 42" AP 16 Dam 2) is in range of the Nearest Killa Kan AV 11, Rv 5 Sp1 each)
And the Killa Kan takes a save roll needing 5 or more to save .(AV 11 needs 5 + to beat AP of 16)
And fails, the Sm then tries to damage the Killa Kan , needing a 4+ to cause damage (2+4 or higher is greater than RV of 5)

The 4 marines Including the Vet Sgnt that are in bolter (Ap 6 Dam 1)range of the Ork boyz mob(Av 1,Rv 4 W1 each ) unit open fire.
The Orks need 5 +to save , and make 2 saves.The Sms then roll 2 dice to wound the boys needing 4+

Allowing a radius of 6" around the target point allow the unit to split fire between nearby enemy units, in a straightforward way that s not to over powering .IMO.




Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/01/19 09:21:59


Post by: wargey


Ye that sounds good it seems more confusing than now.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/01/19 13:59:21


Post by: Arkon


 rabid1903 wrote:
Every unit fills in these categories:

(Stuff)

This would also help significantly with creating the new rules for each unit. For instance, you look at a Tau Fire Warrior and can tell it’s biological, legged, and infantry sized. With that, a certain range of values is a given, and it should be in a certain point range.


This is great. It would really help streamline the game, and delete exceptions, and exceptions to exceptions...


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/01/19 15:12:00


Post by: Lanrak


Hi guys...
The problem is with any new ideas expressed JUST in the written format, it can make them look complicated ..(And I have the nack of mucking up my explanations.. )

Here is a comparison between the (C)current shooting and (P)proposed shooting so you can see the actual differences..
(Ill call aquisition roll the targeting roll as it may make more sense to more people.)

(C) Attacking unit picks a target UNIT in range and declares a Ranged attack.

(P) Attacking unit leader picks a TARGET POINT and declares an attack.(Targeting an area of battle field with enemy units in.)
(This allows a unit to engage multiple units within a reasonable distance of each other.Allowing splitting of fire without special rules.)

(C )The attacking player rolls to hit with every weapon in range. based only on BS.

(P) The unit leader rolls to TARGET enemy units units around his targeted point.(Less rolls but more detailed resolution.The size disposition and distance to the target are taken into account without multiple special rules.)

(C) models that are hit , have damage rolls made against them.
Weapon strenght vs target toughness using a seperate chart.OR if they are vehicles compare modified weapon St vs AV .

(P) Models in a sucessfuly Targetted unit that are IN RANGE OF WEAPONS of the attacking unit, take an armour save roll.(AV +D6 vs weapon Ap value used directly .) (The same for ALL units.)

(C) wounded models take an armour saving throw, Or a cover save,Or a invunerable save,OR roll damage table roll if they are a vehicle ,and can apply several special rules during or after normal resolution.., FNP, or WBB etc...(How many resolution methods in total?)

(P) Models that fail the saving throw are supressed. If the attacker beats the models resistance value (weapon damage +D6 vs RV.) the model takes the amount of damage the attacker beat the AV by.

NOTES...
They are both 3 stage resolution methods.
Targetting . saving rolls and rolling to damage.

The proposed rules are better because ..

Resolve the process in a more intuitive way.
Target, armour saves then wounds.
As Opposed to
Target, wounds then saves.

Uses the same resolution methods across all units.(So is simpler to learn and easier to use.)

Also allows for more definition in the targeting of units, as there are fewer rolls(one per unit rather than one per model)And so can have modifiers without getting too time consuming.

And allows free choice to the player , take a risky long range shot with a lascannon, or let rip with a storm of bolter fire at a nearby enemy infantry unit. WITHOUT artificial targeting restrictions...

And remember all the info for your units is on an easy to read and use reference card, no need to flick through codex books looking at umpteen poorly defined special rules ...

I hope that explains the new shooting rules a bit better...

SUMMARY.
Target ;-Roll over target units stealth value.(With modifiers.)

Armour save, roll a dice and add your models AV. If its equal of higher than the weapon damage you make your save!

Damage roll.Roll a D6 and add your weapon Damage Value. If its over the target models Resistance Value , it takes damage equal to what you beat its RV by.

This is not overly complicated is it?




Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/01/19 20:19:50


Post by: rabid1903


I don't really like that method personally. It works well for certain situations, but not for others. For instance, what would a gaunt brood use as their sergeant? Also, it makes it much more all or nothing. All or nothing works well for low shot weapons/squads, but what about a guardsmen blob? Either you roll 60 dice this turn or 0, and the point of taking so many shots is for consistency.

I think just making it so each unit uses their BS vs enemy's stealth skill is just fine. It makes it really simple, and modifying for excess range, cover, etc. is super easy.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/01/19 21:32:13


Post by: Dast


I think that targeting an area is a good idea, it negates the stupidness of multiple small unit strategies.

I am with rabid that the acquire target rule might be a bit too variable.

I like the movement types idea. Could I suggest that legged things can move over obstacles shorter than their legs without penalty, and then some sort of penalty kicks in later. (this means that something like a defiler or hive tyrant would step over walls that might slow a gaurdsman) .

When you have modifiers, like wheeled unit moving faster on a road, under what circumstances does the modifier apply. It could be:
-unit moves entirely on road (or whatever) this turn
-unit moves mostly on road this turn
-unit moves a x inches on road this turn
...
Which were you thinking off?


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/01/19 23:36:08


Post by: Lanrak


Hi Dast.
I was thinking of the majority of a models movement would determine bonuses. EG A bike moves 2" onto a road then 10" down the road it gains the bonus 2" movement.
But any difficult terrain inflicts penalties even if the unit spend 1" of their movement moving across difficult terrain.

Using common sense to determine unit terrain interaction is neccissary.Your example of a long legged walker simply stepping over a low fence is a great example . I have found talking about the battle field terrain before hand and sorting this sort of thing out is much better than trying to write a comprehensive list of unit and terrain interactions...

My reasoning for the new targeting was making the 'unit leader' more important.As most units in 40k have a unit leader.This would be a good idea IMO.

In the case of Tyranids, we simply explain the slight difference by saying a brood has a brood leader, the gaunt that recives the hive mind instructions and chitters the commands to his fellow gaunts ..and whos sensor y synapse responces are monitored by the hive mind.

I can totaly understand the reservations about using the proposed targeting rules as they are significantly different 'This type of mechanic is used frequently in large battle games , but usualy with smaller scale models .(15 to 6mm.)And in these games the large number of units may make it more practical.

I thought it may be suitable for a game of 40k size but on reflection it probably needs tweeking...

rabid 1903.
You make a valid point.

How do you feel about this modified system...
The attacking 'unit leader' picks the 'target point' as before..And the attacking models in the unit EACH roll to target the enemy models within 6" of the target point and within their weapons range.

This allows targeting multiple units, splitting fire , but gives you more granularity of result similar to the current rolling to hit.

I would like to use 2 resolution methods.(Direct reading is not included, e.g. how many inches you can move or how many dice you roll.)
1) Compare Stats to determine dice score required.
2) Modified target stat to determine dice score required.

If we are going to use a modified target score for targeting.Comparing stats (BS vs St) AND modifying seems to be too complicated.
We could simply add modifiers for things like targeters, marker lights , gitfinders.(eg the slight variation that using BS in a comparative way would achive.)

Are you O.K. with the proposed armour save and damage resolution ?(AP vs AV+ D6 and Dm +D6 vs RV)

I can offer more alternatives if necissary.
I try to start with the simplest solutions I can think of, and add to them if and when required.

Excellent input of ideas and comments so far IMO .


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/01/20 01:09:10


Post by: rabid1903


I'm trying to think through one thing at a time, so the new damage resolution I'll get to in a bit.

I haven't heard any good reason why not to use the movement rules I set out before, so I'm going to roll with that and now we can start working on making the rules/table for that. Difficult terrain obviously is an immediate modifier, and every 6" after that also reduces. Beneficial terrain is the opposite: after 6" you get the benefit.

Here's an example of a biker that move 24" (not sure how, but go with it haha).

Grass (no pen) Woods (-2 for bikes) Road (+3 for bikes)
Bike|-----------6"------------|-------------10"-------------|-----------8"--------"


There are the 24" the model moves; however, he doesn't actually move 24".

He starts by moving 6" as normal.
(6" moved, 18" left)
Hits the woods, and loses 2" of movement.
(6" moved, 16" left)
After 6" of woods, he loses another 2" of movement.
(12" moved, 8" left)
He then hits the road, moving another 6" and gaining an extra 2".
(18" moved, 4" left)
Then he finishes the move.
Total move 22".




On to shooting!

I do agree there needs to be some sort of counter to MSU. Two guys standing next to each other should be the same as one squad of two. To counter this, I think it should go to a spill-over type system. The commander can choose to have shots spill over into the neighboring units, but doing so reduces BS by 1 and the highest toughness and stealth values are used. Any squad can be spilled over into so long as they are within 6", and the shooting player picks the order they are spilled into.

Squad A shoots at squads B with a spillover into C.

Squad A has 20 bolters in rapid fire range, at BS 4.
Squad B has 5 models, Stealth7, T 3.
Squad C has 10 models, Stealth 6, T 4.

Squad A then rolls to hit, using their own BS of 4 vs the highest stealth value of 7. Additionally they are -1 to their own BS.

20 hits (4-1 + D6 >= St 7)

20 hits at Strength 4 vs Toughness 4 now.

10 wounds

Squad A then rolls batches of armor saves similar to differently armored units now. After rolling 5 dice, he fails 3. Then he rolls 2 dice, failing 1 more. Then he rolls 1, passing; again, failing.

So now 8 dice have been rolled for wounds. Squad B then takes their spillover saves. They roll 2 dice, and remove casualties.

A bit more complicated, and limited in it's uses. But man would it wreck MSUs. Two squads of 5 units is not much more survivable than 1 anymore, and has the chance at giving up extra kill points. However, trying to game the system and shooting at gaunts with a spillover into a Hive Tyrant won't end near as well.


Automatically Appended Next Post:
Also,

Lanrak, did you get my PM by chance?

I feel like you'll a better job summarizing it than I will, and I can put it in the first post to help people comment.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/01/20 10:58:18


Post by: Lanrak


Hi rabid1903.
I like your idea for movement resolution
I think the only problem with having to move 6" before you get the bonus is if the unit has not got a movement of 6"...
Slight modification on you exellent idea...

How about the penalties and bonuses are applied as soon as the unit hits the edge of the terrain .
But bonuses only apply if they remain in the terrain that gives them bonuses , or spend at least 3" of movement in that bonus giving terrain.

Bonuses do NOT stack and are only applied once.penalties are applied every time and do stack.

EG a bike unit moves
Across open ground for 4"(+0).
Then across a road for 6"(+2)
Then across difficult ground for 2"(-2")
Then across open ground for 4"(+0)
Then across a road again for 4"(no modifier for this as its been applied already.)
Then across open ground for 4".

The only reason I suggest this is that if you apply bonuses every time the unit is on a road, TFG will just hop on and off the road to stack movement bonuses.
(We all know some Asshat will always find ways to abuse the best intentions of the guys writing the rules...)

The reason I went with a target point /area, is so units with low model count (and invariably better training,)can split fire as well as units with high numbers.
And from a concept point of view is a bit cleaner..(iMO.)

You method of spilling over appears to be engineered current to rules to stop current type rules form being taken advantage of by MSU.

Just read your PM, sorry .

Ill do a full explanation of the proposed game turn and its benifits next time I post...


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/01/20 12:38:49


Post by: Dast


I beleive you misunderstood Rabid's suggestion. In his example the -2 inches for the woods was applied as soon as the bike entered. It was applied again after every 6 inches more.


You make a good point about the hopping on and off the road.


Perhaps to counter msu:
Overkill- If you wipe out a unit with shooting, and their is an overkill number of wounds x, then x models of the same type are removed that lie within line of sight and range. (chosen by the player being shot at).

This still doesn't help with the hive tyrant and gaunts, but I think its neater with multiple units of the same type.

Alternatively:
If their is an overkill of x, then all units in x inches of the wiped out unit must make leadership tests.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/01/20 15:40:23


Post by: Lanrak


Ahh, I probably did mis- understand.
This is the problem with communicating in the written word.(If we were round a games table we could thrash stuff out in a couple of afternoons! )
Ok so..
Movement penalties are applied as soon as the unit moves into the terrain feature. And for every distance of 6"(or movement speed , which ever is lower.)moved in the terrain feature.

Movement bonuses are applied as soon as the unit has moved at least 3" (or half their movement speed which ever is higher,)in the terrain feature.And only apply once per movement action. (Irrespective of how far or how many times the unit moves onto a terrain feature that give movement bonuses, only the largest bonus is applied once.)

As reguards targeting ...

What is more in synergy with the 40k background...

Devastator marine squad , Sgnt 2 heavy bolters and 2 lascannons,
The sergeant detect zenos on his auspex, a mob of Ork Boys and supported by a mob of Killa Kans on its right flank...

Sergent Barks out the orders...
'Raiziel and Argonus, purge the ravening hords of zenous scum with heavy bolter shells, Asriel and Guis, turn those mechanical abominations in to a smouldering testiment to the emporors wrath!

OR..
Well I know we could fire at different units with different guns, but I dont think its very sporitng, do you?Which of you nice gentle men would like to shoot now..
Oh how kind, But I belive we shot last shooting phase its your turn now.
But you are closer, please take your shots now we dont mind honestly
Well if you are sure then.... ?

Allowing a unit to split fire on nearby target units ,just seems sensible to me.As it allows hits/saves and wounds/damage to be allocated on the seperate units from the start.
Rather than calculate wounds on one unit then try to transfer them to a unt that may be vastly different ...

Causing panic in nearby units is a bit arbitary.
Using you own argument about my original targeting idea.You either cause panic or you dont, its a bit all or nothing!

If we let the 'unit leader' pick a target point and let models in the attacking unit in weapons range target the enemy units in the target zone.(Within 6" of the target point.)
It just allows more flexibility than pick a specific unit then roll to hit models in that unit.

Anyhow moving on...

I would like to give players a higher level of involvement in the game play, by letting them make decisions on multiple levels .(More tactical thought then current 40k.)

Strategic level
Pick the units and load out for your force.

Then draw a random mission, from the mission deck of cards.

Deploy your force as you see fit.

Tactical interaction.
Every command phase players issue orders (place order counters face down ,) to units on good morale .
This represents the CiC telling the units under his command how he wants them to deal with current actual and percieved threats.
And the unit leaders giving tactical commands to their unit for the next burst of fighting.

Knowing that opposing units can act and re-act to your forces actions , makes the game more involving and dynamic..(Rather like the background of 40k reads..)

While this activation of orders is happening the players STILL retain control of the order they activate units in.
This represents the CiC timing an attack, linking units to support each other, of worldly wise unit leaders waiting for the right time to strike.
(Something that would be lost if activation was purley controled by an arbitary value like initiative.)

The current action options of 40k are still represented , but are decisions made at the start of the game turn and opposed directly by enemy activations.
Rather than made up as you go along unopposed in a very counter intuitive way like current 40k does.

The orders are ..(Traffic light colours used to sequence actions.)
Fire Support (Green.) The unit does NOT move but concentrates on making ranged attacks.(Direct fire, calling in a bombardment, or making ranged psychic attacks.)
(Odjob Da mek sayz 'Green for gunz!')

Advanced Movement,(Amber.) The unit does NOT make ANY ranged attacks but , moves at up to double speed, or moves into cover or moves into assault.
(Odjob Da Mek sayz 'Amber for Assault!)

Reserved Actions.(Red.) The unit may move up to its normal speed , and fire weapons.(Apart from Fire Support Weapons which can not move and fire.)or may shoot then move.
(Odjob Da Mek sayz, Red is for Right you lot get a Zoggin move on!)

During the activation phase players take turns activation units.
They MUST activate units in this order..
Fire Support orders first.
Then Advanced movement
Then Reserved Actions.

ALL units on Fire Support must be activated before units on Advanced movement orders.And ALL units on Advanced Movement must be activated before units on reserved Actions .
If a player has more units on Fire Support orders than his opponent, he activates all the units on Fire support , then the opposing player activates their units on Advanced Movement first.
ALL units on Reserved Actions must be activated before the last shots of fire support.

EG
Command Phase.
Issue orders,and call in *off table support.(Request *reserves/air /artillery support.)

Activation Phase
Players take it in turn activation units on
Fire support orders,
Then Advanced Movement
Then Reserved Actions.
Then last shots of fire support .(Non Fire Support weapons only.)

Resolution phase.
(Resolve close assaults(if necissary), Rally units(if required.), *plot arrivals(if applicable..)

If reserves and air/arty attacks have been sucessfully requested.(Rolled high enough.)
Their intended point of arrival is plotted(4 markers 3 dummies one real) or unit placed on the table.This allows ther effect to start at the start of the next turn .Which doesnt disrupt the flow of the game as much as out of sequence events...

A long post ..Ill stop there for ideas and comments...


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/01/20 18:07:13


Post by: rabid1903


Hopping on and off the road actually would be a detriment to TFG.

Beneficial effects on take place AFTER 6", not as soon as they enter. So if TFG hopped on and off he wouldn't get any bonuses because he'd never spend more than 6" on the road.



Dast I really like your alternative. Here is my take on it, let me know what you think.

Unit A shoots at unit B, with unit C within 9" and unit D within 12" (of B).

Unit B suffers 12 unsaved wounds, and there are only 7 models in the squad (x = 5).

y = x * 3", every squad within y takes a morale check. For every excess 6" the squad is -1 to their leadership.

So in this example, y = 15. Unit C would take a morale check at -1 to their leadership, unit D would just take a morale check.

This isn't likely to be game breaking, but would provide a disadvantage to MSU besides extra kill points. It also still lets the commander use an economy of force and not try to overkill the crap out of a unit, because that doesn't result in more casualties than if a smaller unit took out the remaining models.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/01/21 18:53:33


Post by: Lanrak


Hi rabid 1903.
I mentioned the actions of 'TFG' in respect to my reasons for the capping of bonuses in my alternative,using smaller movement distances.
So units with lower movement speed than 6" could qualify for movement bonuses.(3" to 12" movement speeds.)

Using a 'panic in nearby unit' mechanic , works for the 'over kill' of a unit ,if you use the restriction a single target unit per ranged attack.
But is this not more complicated than simply applying hits to the models targeted by the attacking models?(All enemy within a 12" frontage ,including enemy models of different units.)

I am trying to use the rules that represent the action in the most straight forward way.As to allow for minimum pages of rules and maximum game play.

If you use a panic mechanic, then you may have to write rules for units that ignore panic in lesser units.(Eg Ork Boys ignoring Grot panic,Nobz Mobs ignoring Boyz and grot units panicing, etc.)
Otherwise a weak unit panicing ,could cause much stronger expencive units to panic unrealisticaly?

Where as direct damage automaticaly adjusts for the unit types(models) actualy hit by ranged fire.

Are you OK with using movement speeds of 3,4,5,6,8,and 12" ?(Based on 2nd ed Movement .)

Or are there a different range of values you want to use?


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/01/22 14:18:51


Post by: rabid1903


I had currently planned on making the minimum movement 6" for all units. Then Slow and Purposeful could potentially reduce it past that, but ignore terrain or something. I'm not familiar with the 2nd ed movement ranges, but these were the ones that I had in mind.

Legs - 5-7"
Tracks - 8-12"
Wheels - 12-20"
Flying - 12-30"

Fleet - add 2"
Slow and Purposeful - subtract 2"
Move through cover - negative terrain modifiers are halved, no dangerous terrain tests.

Each unit will have their own movement characteristic, but can go outside of that by gaining special rules as noted above. Most units that have these rules now will lose them (like a Trygon) because they're movement characteristic is covered by the ranges above. However, this allows for things like a WAAAGH! adding fleet, so every unit moves 2" farther.


A panic system will require some more brainstorming, but I think it is still the best way to go. Also, with two blanket rules we can solve a lot of the panic problems:
-Fearless units never panic.
-If the size of the unit (swarm - infantry - large - monstrous) is larger than the unit that was wiped out, they don't panic.



On another note, I didn't end up having the time to play test the new phases this past weekend. Hoping for this weekend! My play time is always really limited because of my schedule, so if anyone on here is willing to play test it would be immensely helpful. The way I was planning on donig it was making a quick survey to answer after each game.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/01/22 18:59:06


Post by: Lanrak


Hi rabid 1903.
If we are going to put a units movement speed as a characteristic.
Why not just use the net value ?
Rather than say is 6" -2" for a special rule...just say its 4"!

In 2nd ed, Movement stat was used the same as WHFB.(Move up to M stat in inches, per movement action.)
Do not move and shoot with 'move or shoot' weapons, move and shoot , or move up to double speed , (march) or up to double speed into assault(Charge.)
This meant ALL movement happened in the movement phase,(Intuitive.)Not movement phase, shooting phase (run,) ,and assault phase(move into assault)...

3rd ed 40k said every thing moves 6" or D6" in difficult terrain.
And then bloated the rules with all the extra rules to put the variation back!

Mobility type and speed are totaly seperate features. And do not need to be linked.As this can artificialy restrict unit profiles..
(Are we are going to allow Unit Creation rules and Costing criteria like AoA...)

Special Movement Abilities can be covered by 'Ignore One Condition' mechanic.
EG Jump Jets, Dangerous terrain mod, Amphibious, etc can be applied as required to units profile , displayed as a suffixed symbol.

I realy do not like blanket rules that apply finite conditions.
As this is the problem with the current 40k rules , they define rules as finite , then have to list all the exceptions as USR , seperate Vehicle Rules , Codex Special rules etc.
(Leading to massive rules bloat...)

Morale effects including panic(route) shaken(suppressed,) stunned (neutralised.)
Rather than say Fearless units are immune to some morale effects.
Simply give them a Morale value high enough to make it unlikely for them to panic.

EG roll a D6 and add it to the units (Modified) Morale Value,
If the total is 10 or over the unit is on good morale .OK.
If the total is 7 to 9 the unit becomes supressed.
If the total is 5 to 6 the unit becomes neutralised.
If the total is 4 or less the unit routes.

This way fearless units can have Morale value of 9.
So normaly they automaticaly pass morale checks...(9+1 = 10)
BUT if they have suffered over 75% casualties , (-3 to morale value,) are outnumbered (-1 to morale) and out of command range (-1 to morale )
They become suppressed on a roll of 3 to 6,neutralised on a roll of 1 or 2.

They never 'panic and route' , but are not immune to all thats happening to/around them..

Where as Grots on Morale value 6, normaly need to roll a 4 to pass a morale check!
And if in the same condition as the unit above.(-5 to morale.)They need 4+NOT to panic and route, and a 6 to 'get away' with being suppressed !

I think we need more morale states than the current OK or dead/running away..
If vehicles units can be'shaken' and 'stunned' , why not other units?

I probably need to explain that a bit better ...



Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/01/22 21:59:46


Post by: rabid1903


You're doing a good job explaining things for the most part, some things are just really hard to explain without showing someone with plastic dudesmen.

I don't want to get rid of all the special rules, just condense the vast majority of them and make it so the game doesn't run on them.

With that said, Fleet and S&P are things that can be gained with wargear, one time events, etc. They will be taken out of the profile and replaced with a set value instead of doing it like 6 - 2".

About to head home from work, I'll try to put some more stuff up tonight.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/01/23 17:36:05


Post by: rabid1903


Let's see, where did I leave off.

*Quick note: When we redo the codices, I'd like to try to condense the special rules but not totally eliminate them. For instance: furious charge, counter-attack, and crusader can be consolidated. I don't have a rulebook with me, but there are more examples.


The range of values given for each mobility type are there as a reference for when we start redoing the codices. You can basically ignore them for now, they don't mean anything significant.

I actually disagree with you on fearless. Some things literally do not know fear, while others are just hard to make flee. A good example is a Necron Warrior vs a Tyranid Termagant in synapse. The Termagant knows nothing else besides move forward, there is no retreat and there never will be. A Necron warrior is not fearless, but won't flee unless something significant happens.

Fearless to me means they will never run, never cower, never surrender, and all they know is to fight. A mob of Ork Boyz, Termagants, Daemons, etc all fall into this category.

This also really helps differentiate "fearless" units from "intelligent and battle-hardened" units. That difference is especially important if we end up using my turn system vs yours, because a fearless unit doesn't mean they know what they are doing.


I like there being multiple levels of morale checks (suppressed, neutralized, routed). How to go about this can be as simple as a testing as normal and if you fail by a certain amount you'll break. Or it can be much more complicated. Seeing as how we're trying to go with as simple of a rulebook as possible, I'm leaning heavily towards the former.

Leadership remains a 2D6 test.
If you pass, proceed as normal.
If you fail, you are suppressed.
If you fail by 3 or more, you are neutralized.
If you fail by 5 or more, you are routed.

A test is taken in the resolution phase if you suffered any casualties.
-1 Ld for 25% casualties that turn.
-3 Ld for 50% casualties that turn.
-5 Ld for 75% casualties that turn.

Weapons with the pinning rule bypass suppressed, meaning that if you fail your leadership you are neutralized and if you fail it by 5 or more you are routed.

Close combat bypasses suppressed and neutralized, going straight to routed. This means that if you fail your leadership after close combat you flee, just like now. This also makes it so close combat is a major morale game.




Hopefully this all makes some sort of sense.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/01/23 18:19:42


Post by: Lanrak


Hi again.
I appear to be a bit confused as to what you want to do..

Just a revised version of the current rules, to reduce the amount of 'special rules bloat'..
(Previously done by Big Squig,to great effect.)

Or a complete re write focusing on game play and using the most straight forward synergistic and intuitive mechanics and resolution methods...

Eg writing core rules that cover everything , not just standard infantry units like 40k does...

I have played lots of rule set over the last 20 odd years.
And there are loads of of ways to deliver the game play 40k currently has without as much complication and ambiguigity as the current rules have.

Eg simply explain how the game works.Rather than how WHFB works, then how 40k is different to it.(Special rules.)

Can you let me know what rule sets you are familiar with , so we get some common ground to work from?



Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/01/23 23:14:33


Post by: rabid1903


Honestly the only rulesets I am familiar enough with to pull from and discuss with any sort of intelligence are 40k (3-6th edition).


The goal of this is basically a mix of a rewrite and a consolidation.

It is a rewrite in the core rules. There is going to be a totally new turn order and many other things. The game will play a little similar to now in the fact that it will look like 40k on the board; however, the players will think through things much different. So basically it is going to look like 40k, but not play like 40k (if that makes any sense).

It is also a consolidation of the special rules. I'm at home now and will create a list of rules I plan on consolidating as an example, but lets avoid discussing those until we've hashed out the core rules. The point of this is to make it significantly easier to rewrite the codices. I'm no codex author and trying to balance over a dozen codices is going to take some serious work.

The current plan that I have is to take each codex, make the new unit profiles, and apply the new special rules. After that is accomplished I can give some sort of attempt to balance them. Granted, I don't know if I'm going to have the motivation to do that unless I get some help or the Dakka community loves it (I enjoy what I'm doing, but the work of balancing codices isn't going to be worth it unless people play).

I'll take a look at what Big Squig did, as I'm not familiar with it. If I like what I see, I'll contact him/her and ask their permission to use it.


Let me make another post after I've thought through the special rules. Hopefully what I've said makes sense, it's really difficult to take what I'm thinking and tell someone about it (and even more so to do it through text).


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/01/24 17:52:39


Post by: Lanrak


Hi rabid1903.
I did not mean to come across as negative in my last post.

The problem is if you have only been exposed to 3rd to 6th ed 40k rule sets.It can be a bit difficult to make objective decisions about how to proceed as reguards to re-writing the rules to cover the desired game play.

Its a bit hard to explain...
Imagine every one you talk to swears all the time on every other word. ''...Another 'kin' day,another 'kin' dollar..''

When some one speaks without swearing it sounds strange...all the information is there , in a more concise format.But you are used to the 'noise' of the swearing.

Special rules in 40k are like frequent swearing .Lots of gamers expect them even though often they add no actual value to the rule set.

It is possible to write a rule set that covers all the game play of 40k without 'special rules' that subvert, replace, add on to the core rules in a counter intuitive way.

MOST good games allow 'special abilities'
They, modify the dice roll. OR They allow a re-roll, OR They ignore ONE condition.

A rule set without 'bad' special rules is far easier to balance and tweek.

I would prefer to use the most straightforward mechanics and resolution methods first.Then add special abilities (rules) IF NEEDED.
Not start by including 'special rules' out of a sense of familiarity.

I am aware of how difficult it is to convey complex ideas in the written format.But we have lots of time ...

If we use the most suitable game mechanics and resolution methods , we should be able to keep special rules to a minimum.
(3rd ed removed the movement stat and added 7 times the pages of rules to explain the 'simpler' movement with ' special rules' )


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/01/24 21:21:00


Post by: rabid1903


I didn't think you were being negative at all, and even if you need to be in future posts you don't need to worry


I see what you are saying (that analogy was hilarious and perfect).

Let's ignore special rules for a while then, but not totally rule them out (not saying you are). For instance, let's design the morale system now. When we get to part 3 and are doing special rules, we'll come up with some or incorporate them (like fearless) for the new system.



So, let's try to reel this back in to the topics at hand.

Part 1 is done to the point of needing play testing. I've got another shot at doing that this weekend, let's hope I can do it and make a decision.

Part 2 is what we're working on now.
-Movement is done
-Shooting needs some work. The two directions we're coming at differ so much that I think we should hash more of it out before I try to play test the two.
-Wound allocation we haven't even touched on.
-Morale we've done a good amount on, but it's in a similar situation to shooting.

Part 3 we shouldn't even start discussing yet. It includes assaults and special rules. These will be where we can really start giving new unit profiles because we will have all the previous stuff taken care of.




With that said, let's try to sum up what we've thought for shooting.
Option A (what I'm thinking).
Roll a D6 per shot (similar to now).
BS + D6 => Stealth value
Both BS and Stealth values can be modified (think like pokemon you could lower oppenent accuracy or increase your evasiveness, or vice-versa).

Advantages:
-Allows for a lot less all-or-nothing scenarios, and more average rolls.
-A squad's sergeant doesn't make the rest of the squad more likely to hit.
-Similar to the game now, and easy to pick up.

Disadvantages:
-Not incredibly intuitive.
-Will take longer than option B, especially when calculating modifiers.


Option B (Lanrak's ideas, let me know if these are right)
Pick a target point.
Roll a D6, add ballistic skill and subtract opponent's stealth.
Any units in the target bubble are targettable to full effect.

Advantages:
-Splitting fire without any excess special rules.
-You know what to roll every time.
-Intuitive.

Disadvantages:
-Potential to be broken.
-Tendency to be all-or-nothing.



These are what I've gathered so far, please let me know if there is anything I should change/delete.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/01/24 23:31:56


Post by: Lanrak


Ill just re state my version of ranged shooting.
You made a valid point about ALL models shooting individualy being important for 40k and I agree.(I modified my original suggestion.)

The Unit Leader/Character picks a 'Target point' .
The models in the attacking unit may EACH 'Target' enemy models within 6" radius of this point.IF they are in effective weapons range.(Roll to 'Target' instead of roll to 'hit'.)

The Targeting roll is simply based on the targets Stealth value.(Modified for distance and disposition of units.)
(Comparing BS to St and modifying both values is more complicated and gives similar results to just modifying ST.)

I wanted to represent BS with the NET effective range.(Better shots hit things further away.)

This way the unit leader decides where the unit shoots and the individual models select their targets.

Models are targeted starting with the models closest to the attacker.Models in the open are targeted before models in cover/obscured.

Damage Resolution.

Weapon and Armour Interaction.

If a model is Targeted sucessfuly .It is automaticaly 'hit'.(Targeting rolls replaced rolling to hit.)
So the next stage is for the targeted model to roll a saveing throw.

Roll a D6 and add the models Armour value (AV)
IF this value is higher than the weapons Armour Penetration (AP) Value the model takes NO damage.

IF this value does not beat the weapons (DV), the model it MAY take damage.

The new saving throw is proportional to the targets (AV) and the attackers weapons (AP). (Not fixed.)

IF the target FAILS its SAVING THROW, it MAY take Damage.

Resolving Damage to models after armour is penetrated..

The Attacker rolls a D6 and ADD their weapons Damage value.
If this value is HIGHER than the targets Resitance Value, the target takes damage .(the damage is equal to what the attacker beats the targets Resistance value by.)

I think we can use the AV vs AP & Damage vs Resistance to resolve damage in ranged and close assault , covering ALL weapons and units.

I hope this explanation is a bit clearer.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/01/25 19:56:57


Post by: Lanrak


Just a quick post.
In the resolution of ranged combat above, I wanted to keep the basic 3 step interaction that is used in current 40k.

Roll to hit,
Roll to wound,
Roll to save.

But refine it to cover all unit weapon interactions , add MORE detail, and make it more intuitive.

Roll to hit.(Fixed X+ roll, that ignores all elements apart from attackers BS.Which IS BS IMO. )

Is replaced with Targeting roll.
This is based on the targets Stealth value .
The higher the Stealth value of the target the harder the unit is to target.(Spot identify bring weapons to bear.)
Simple modifiers , are used to modify the chance of successfully targeting the enemy unit, like distance to target, cover, special equipment etc.

So this is more detail in the first roll of the 3 stage resolution.(But does away with all the extra rules 40k uses for cover, vehicles, and some USRs etc.)

I belive its more intuitive to roll the armour save first.
If the hit bounces off your armour , no need to roll for damage.
A direct comparison between the damage of the weapon hit and the targets armour value , gives scalable proportional results.(More Intuitive.)

The damage roll , uses the same mechanic of direct comparisons of stats.

This system is more intuitive, and allows more tactical game play.
With the added bonus of constant graduated scaling.(Which makes improving game balance much easier. )

is there anything that is unclear , or any problems you can see?


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/01/25 20:08:46


Post by: rabid1903


I think I see what you're saying about the new aiming process, but I feel that it is substantially more suited to lower point games/lower model count.

Additionally, I meant to put this earlier but what happens if you just want to target a single unit. You'd be guaranteed to hit if you put the "target" directly on a model, because even if you roll atrocious and have a 0" bubble to target you will still have that unit targetted.

If you changed it so only models in the target bubble can be hit than you can snipe models out of a unit incredibly easily, and units that have a huge number of shots will be limited on what models they can kill.


I'm having a really hard time being swung to that system vs the system that I was saying.



Now, onto doing damage.

I agree that it should go:
hit - armor - damage

For armor, I think simply making it so the defender rolls similar to what you're saying will be very easy and intuitive.
Armor + D6 > AP of the weapon (1 on D6 always fails).

*note: this also makes it so a simple conversion can be made from current 40k stats.

This allows the defender to "save" units. I like that when my units are being hit, I feel like I actually have a shot at defending them.

After the armor roll has been made, we go to a damage roll.

The chart I made earlier in the thread is what I was planning on using.



Now then, with those changes a few things happen:

-There is a difference between heavy armor and tough units.
-Weapons can be geared towards different units incredibly easy. For instance, a melta gun can have very high AP to make it punch through any armor; however, it can now have lower strength to show that it isn't the ideal weapon to take out a monstrous creature. A Nob's Big Choppa isn't exactly an ideal anti-tank weapon; however, it makes hurting infantry a cake walk.
-The defender still has the feeling of "saving" their units.
-Easy conversion of stats from current 40k.
-There is always the chance of something failing, but things should generally perform how they are designed.
-I also planned on keeping instant death in the mix. I think it's a good addition personally, and a great way to counter multi-wound models.


Just like you said; the same process can be used in close combat, just using a different process to hit.



Here are some example values that I briefly came up with:

conversions:
RV = T or T + 1 (for MC) or current side armor - 8
AV = 7 - Sv or current front armor - 7

Trygon (decently armored, but very tough)
RV - 7
AV - 4

Tau Fire warrior (average armor and toughness)
RV - 3
AV - 3

Terminator (fantastic armor, decently tough)
RV - 4
AV - 5

Rhino (lightly armored vehicle)
RV - 2
AV - 4

Land Raider (the heaviest armored vehicle out there)
RV - 6
AV - 7

Leman Russ (very heavy armor, second only to the Land Raider)
RV - 4
AV - 7



As for weapons, they can then be balanced around what they are supposed to do. For instance, a melta gun is the premiere anti tank weapon. It would have a very high AP that would go straight through most armor (say 9). However, it would only have an above average strength (say 6).

Against a Land Raider, the defender could save on a 3+. Realistic to me if they were at range, but say they were in currenty "melta" range. If that were the case it could be something as simple as making them reroll.

Assume the defender failed. Now with a strength of 6 the roll to damage is now a 4+. If we just keep the # of hull points that we have now and translate them to wounds, then mision accomplished.


Here are some sample special rules that help things fit into their category:
Armorbane - Mechanical targets must reroll their armor save
Fleshbane - Biological targets must reroll their armor save
Tankhunter - +1 St vs Monstrous Mechanical units
Monster hunter - +1 St vs Monstrous Biological units
Poisoned - Reroll to wound vs Biological units
Melta - Reroll to wound vs Mechanical units

These are all incredibly simple modifiers that take no time at all but show what a weapon is meant to do.



Obviously this still needs some work, but it's the general idea.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/01/26 18:11:25


Post by: Lanrak


HI rabid.
As reguards the damage resolution that was the direction I was thinking of...
(As we can simply alter the values to suit the way we want the unit /weapon to behave.+1 modifiers seem a bit redundant?)

All the 're-roll' ones are great !

NEW!Chemical Weapons .(Flame/Acid throwers.) Ignore cover modifier, (bonus vs open armour type perhaps?).

Armour bane, Vehicles must re-roll successful armour save rolls.

Flesh bane , Large Creatures must re roll successful armour save rolls.

Poisoned. Re-roll failed to damage rolls vs biological target.

Haywire Re-roll failed to damage rolls vs mechanical target.

I agree the targeting rules need defining better.
The 12" frontage for targetting allows the attacker to spread their fire.This just sets the maximum.

You are right I need to write the rest of the targeting rules.( )

Attacking models take it in turn targeting an enemy model.(Player picks the firing order and targets.)
Each attacking model/weapon must target the nearest non targeted model in weapon range.
When ALL models in the target zone and weapons range have been targeted.
The closest targeted model can be targeted by another attacking model.

Is this enough?
Or do you want to include ...

Duck Back.
Special models , leaders characters, and models carrying support -heavy support weapons are classed as 'special' where targeting is concerned.
THESE models MAY swop places with a 'normal' member of the unit AFTER the attack is declared. BUT before the targeting starts.
This represents the leader/characters 'sixth sense', stopping them getting caught in the crossfire.
And weapons being picked up by other members of the unit from the wounded.


I was thinking of these for basic targeting modifiers.
Target over 36" away +1 to Stealth value.
Target In cover +1 to Stealth Value
Target using Stealth equipment +1 to Stealth value.(Smoke, Blind , Holo, Camo, etc.)

Target Within 12" +1 to Targeting roll.
Attacker is a 'Scout' Unit +1 to Targeting roll.
Attacker using targeting Equipment +1 to targeting roll.(targeter marker lights , Git-finder.)

These are similar to the to hit modifiers found in most games.
The only difference is the base score is set by the TARGET not the attacker.
(Hitting a Rattling Sniper should be harder than a Land Raider.IMO.)

Original BS is presented on the weapon data as the effective range.
EG Rifle type weapons..
BS 2 18"
BS 3 21"
BS 4 24"
BS 5 27"
BS 6+ 30"

The targeting rules I am proposing use the following ideas.
Better shots hit things further away.
Smaller targets are harder to see.





Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/01/26 20:00:02


Post by: rabid1903


I think our ideas are pretty similar, but there were a few things I was leaving out until we got to wound allocation. Let me throw those things in now and see if we can narrow this down to one or two similar ideas.


First off, I want to use a new universal chart. I've thought about it a couple times and I feel that this chart would solve a lot of problems.



It's the same chart as before, but instead of S vs T it will simply be rolling player stats vs enemy player stat. The trick to remember the chart is simple:

(For AP vs AV, S vs T, BS vs Stealth, and hitting in assaults)

If the two stats are equal, there should be an equal chance to go in either player's favor (hence 4+)
If the attacker has an advantage by 1 (say S 5 vs T 4), the odds should be slightly in their favor (hence 3+)
The opposite is also true (hence 5+)
Continue this trend until you either are a 6+ a second time (past that you can't hurt them) or are past 2+/2+ because you are so far above its auto.



I think that Template weapons never roll to hit, so cover actually would be ignored for this already

Simply taking BS vs lowest stealth value of target is the way I'd like to go (just because you're a world class assassin doesn't mean bob the new guy next to you won't reveal your position).

With that said, I say that there should be both BS modifiers and Stealth modifiers because different thing obviously effect different stats.

Here are the ones I was thinking of:
BS +1 (for the to hit roll, not effective range) for these things:
--24" excess range
--Markerlights

Stealth +1 for these things:
--Cover (and anything that currently gives it)



Rerolls I think will suffice for making something better or worse at killing what they are meant to. I don't know if I want to make it so things can be rerolled multiple times though.

These were the basic rules I was thinking:
___ bane: reroll successful armor saves
___ blight: reroll failed damage rolls


With the combination of those things, we can represent current rules.

e.g. Tankhunter = monstrous mechanical bane and monstrous mechanical blight
-the defender must reroll their successful saves and the attacker can reroll their failed damage rolls.


Things that currently have stealth, shrouded, etc. will simply have their Stealth values be high enough to represent it.




Now, onto wound allocation. I think it should be a modified form of the current system.

-Models are removed from the front.
-Models are removed from under the template and blast markers.
-Look out sir rolls remain.

On the following turn, using a red counter a unit can do a "recover casualties and move/shoot/charge"

This allows you to pick up any lost weapons, but also represents the chance that another model took the damage instead. You simply replace any of the models that you have with models that you lost, with an equal number of wounds done and no more than the number of models in the unit prior to recovering casualties.

Obviously a fleeing unit can't do this, meaning that their casualties remain. This is appropriate.
When targeting a unit, you're going to aim for the heavy weapon and probably kill that. This is appropriate.
If most of your unit is wiped out, you can still go and pick up the weapon you want and return fire. It's going to take some time though. This is appropriate.
Look out sir means that your sergeant had a brave soul sacrifice them self to protect you, meaning that you can act as normal in the next turn. Now said person might have sacrificed them self, but did it slower meaning you have to pull their corpse off you and will act slower next turn. If you're retreating you won't have this chance and it's less likely that someone would make the sacrifice.


What do you think?


Automatically Appended Next Post:
I'll post a detailed battle report soon, but option A has been play tested and this is the survey we took afterwards. I played against one of my best friends who unfortunately is not on Dakka.




Better/Worse than current 40k
Random vs In control (1-10)
Static vs Fluid (1-10)
More/Less tactical than current 40k
How "into" the game were you (1-10)
Suggestions:


Friend's responses (played Tau)
Neutral
2
8
Neutral
3
Roll for attacker/defender every turn.

Tyler's responses (played Orks)
Neutral
3
9
Less
6
Choices were frustrating, but not because I was choosing between two potentially bad outcomes. It was frustrating because there wasn't any consistency, and the game didn't feel like it was as good as it could be. Instead it was just "well I want to shoot before him, guess my deffkopta will have to be green this turn and I hope he makes it to next turn".


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/01/27 13:09:02


Post by: Lanrak


Well if you think a chart is required.Then a universal chart is the way to go!
(Simply adding a D6 to one stat , to beat the opposing stat, negates the need for a chart though.)

The chart you use is similar the the chart used for S v T, and to hit in 2nd ed.

IF the to hit roll was JUST comparing relative BS to Stealth, then I would use this method, as it is the same as the save roll and damage roll resolution.
But as we are going to use modifiers.....
Using Stealth as a base target score , and modifying it makes it the same as the morale resolution.

We need to keep the resolution methods to a minimum.(IMO.)
Ignoring direct representation, (movement distances,ranges, and number of dice rolled.)

A)Direct stat comparison B)Modified stat and target score.
Are the ones I would like to use...

This is the reason I went for Stealth as a base value modified , to give roll to Target. (Similar resolution as my revised morale system.)

I wanted to transpose BW to effective range , so Models chance to hit is directly effected by their effective range (BS modifier).So models with high BS can pick target further away...
Eg the troopers shoot at the nearest models but the character with higher effective range (BS ) can target a model further back in the target unit.

As I forgot flamers/chemical weapons were covered by templates( ).

I would like to suggest PINNING, cancels out any movement in the target unit during the attack.(NO 'look out sir',or 'Duck Back'.)And ANY model removed as a casualty ,CAN NOT be substituted with another model in the same unit, if the unit is PINNIED during the attack.

This gives sniper rifles and HE bombardments, etc, a special effect, that is completely different to Suppression.

I like your suggested rules of 'bane' and 'blight'.To make weapons better vs specific target types.
I don't think allowing re-rolling re rolls is a good idea.(...'it adds nothing but time wasting , complication, and arguments'...)

Allocation of hits we agree on.(Only you want to use 'look out sir' and i would change it to duck back.Minor difference in terminology/execution..)

The pickling up of support weapons and general sorting themselves out after an attack , could be included in the 'rallying step 'in the resolution phase perhaps?
ADDING the option for 'Re-organising' units that have lost casualties,or out of unit command distance.(Coherance ?what ever its called in 40k.)

SO rallying covers dis-organised units, supressed, neutralised, and routing units. (Pass a successful morale check to rally.)
This way at the start of the next game turn all units states have been resolved, and the players simply make decisions based on what they start with in the command phase.
(I think its a cleaner way to cover this.)

There are lots of ways to arrive at the end game play of 40k.

I think we are headed towards the same destination, but from different starting points.
You start from 40k 3rd to 6th ed, removing over complication..

I start from FoW, Net Epic, Dirtside,etc, adding detail.

I am sure we will meet on common ground, and arrive at a great rule set.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/01/27 13:58:08


Post by: Dast


Both of you seem to be very certain on the 3 step damage resolution method. I haven't got a good alternative for 40k (yet) but in other games I have contributed (noticeably simpler ones) I have made 1 step systems that I felt were very successful. (They don't have enough degrees of freedom for 40k though).



Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/01/28 18:27:13


Post by: Lanrak


Hi Dast.
The only reason I kept the 3 stage resolution, is because it is familiar to current 40k players.
And it allows the current differention between armour saves and toughness.(Ap values and strenght.)

It is quite possible to reduce it to 2 step.(Combining Armour and Toughness together/ AP and Damage values together.)
But in trial games most 40k players wanted the extra step to 'add detail' back in.

Most 'battle' games use smaller scale minatueres.(6mm to 15mm.)And oddly enough 1 and 2 step damage resolution feels fine in these games .

I belive its just a psycholgical barrier with 40k using individualy based 28mm models.Players seem to want skirmish levels of detail in the damage resolution.

My solution was reducing the resolution methods to 2 types.This means we can drop the 'clutter', while keeping the detail high.

I belive the goal is to simply let the core rules cover all the interaction.So the game play increases, while the number of pages of rules falls.

The current level of game play detail is not that high.Its just the awful level of over complication makes it look higher than it actually is.






Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/01/29 15:24:49


Post by: rabid1903


Sorry, had some stuff come up and didn't have the time to reply.

Anyways, Lanrak.
I am opting for the chart system because it makes it so stats don't need to have a curve to them. If you think about it, every stat has a range from 0-10. If one stat is simply a D6 away, then it must be lower for there to be any sort of value in its meaning. Versus if every stat is 0-10 then there is a lot of versatility, and the range of guaranteed success or failure is much smaller.

If you look at the chart that I made, there are only 21 scenarios where you are doomed to failure. These all make sense because some weapons have no chance at hurting their opponent.

On the other hand, there are only 3 scenarios where you are guaranteed success. They are rare for a reason, and would represent things like a railgun hitting anything not very tough or armored or an earthshaker round hitting spore mines.

It allows certain ranges to consistently mean certain things:
1: trivial
2: below average
3: average
4: above average
5: significantly above average
6: outstanding
7-10: legendary



I do want to have both BS and Stealth be modified because it lets you control both aspects of your units. You'll have to make the choice between moving up to gain extra BS and pump out some more firepower, or moving to/staying in cover to increase your stealth value and take less damage. The game needs to be about tactical choices.

Also by making it so there is the universal chart, we have a massive range of values to use for stealth. For instance, certain units (like the Vindicare, Tau Stealth Suits, and The Deathleaper) should have outstanding stealth values (6-10) because that’s what they’re meant for. However, a Land Raider is not a stealthy vehicle and would have a trivial (1) stealth value. A Guardsman would have a stealth value of 3, meaning that a guardsman shooting at a guardsman would hit on a 4+. But if a Space Marine shot at the guardsman they’d hit on a 3+.

Most every unit would have a stealth value of 3, with small vehicles having a stealth value of 2, large vehicles 1. However, if a unit is in cover, that is increased by 1. If they have the stealth special rule, it is increased by 1, shrouded is 2, both would be 3. Of course stealth and shrouded are going away, but these are just the conversions.

This also allows for certain boisterous infantry to have a lower stealth value. For instance, make Orks have an immensely powerful charge when they WAAAGH, but lower stealth values because they aren’t going to hide or try to use cover effectively.


I think once people learn a trick for the chart, it’s going to be incredibly easy to follow and use quickly. I already have a trick for it, and have shared it already. When it comes time to wound in games I never have to look at a chart and my games move quickly.


Now, onto wound allocation. Specifics I prefer to wait on, and sort those out with special rules. I do plan on having a sniper special rule though that allows a player to pick the target or something like that.

Look out sir (or duck back) I do think should be reserved for characters. Personally I like the addition of characters, I just think they over did it a little bit. Get rid of precision strikes, random warlord traits, and some other things I’m not currently thinking of and I think it will do wonders. Keeping look out sir and changing challenges up a bit I think would be nice. We’ll address those in the next section though.

I like your idea to change it so you can recover casualties in the resolution phase instead of the following turn. I think it might slow the movement down too much if it forced them to stay still. I would like there to be some kind of consequence for doing it, but can’t think of a good one so I’ll drop it.

However, this would be very easy to break if we don’t put restrictions on it.
1. Must have no more models at the end of the resolution as before (e.g. can’t start with 4 models and end with 5.)
2. Must have no more wounds at the end of the resolution as before.
3. Models must remain in original locations, but may be reorganized (think switching models with each other.)
4. This cannot be done if suppressed, neutralized, or routed.
5. This cannot be done if locked in close combat.

I think these are all reasonable restrictions that make sense and will really help avoid breaking the system (e.g. reorganizing to be closer to a unit you want to charge).

Wounds are dealt to the models closest to the firing unit, in range, and in LOS. They are resolved in order chosen by the firing player, but each weapon cannot wound farther than its maximum range (e.g. a bolter can wound up to 24” away, and a rocket 48” away, but the presence of a rocket doesn’t double the range of the bolter.) The firing player elects all the weapons that will be fired, then goes through each group of weapons-checking range, rolling to hit, armor save, and to wound before moving onto the next group.

Here’s an example:
-10 man marine squad shoots with 7 bolters, 1 bolt pistol, 1 flamer, 1 plasma cannon.
-Marine player elects to resolve the flamer first.
-Next are the bolters that are currently in rapid fire range, finishing off the squad. Rapid firing does not limit the range of the weapon, it is a bonus shot if within half range that can still wound out to full range.
-Next is the bolt pistol that is no longer in range.
-Finally is the plasma cannon, which must roll for overheat because it is assumed to have fired but dealt no damage. If the player had not elected to fire the plasma cannon at the start, the overheat roll would not be necessary.



I know this is a massive wall of text; it’s over 2 pages in word haha. I hope it all makes sense, because it seems very intuitive, realistic, and easy to incorporate on my end. If this all makes sense we actually have completed part 2! Part 3 is just knocking out assault rules, then creating special rules for certain circumstances. I still need to finish play testing the new turn order, but that is almost done. After that’s done I’ll play test part 2 while we work on part 3. I still really need more people to play test it, because how much I like it is a moot point. I would really like for this to be a ruleset that the community can pick up and play if they feel like it.


Automatically Appended Next Post:
Also, here is a current stats conversion:

BS --- Same
S --- Same
T to RV --- Same
Sv to AV --- 8 - Sv = AV
Vehicle Armor Value to RV --- Rear Armor - 7 = RV
Vehicle Armor Value to AV --- Front Armor - 5 = AV
AP to AP --- 8 - AP = AP (current value of - means new AP 1)



I'm not happy with the AP vs AV from infantry. AP vs AV from vehicles is exactly where I want it though. If anyone has any ideas that'd be a huge help.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/01/29 20:47:35


Post by: Lanrak


The reasons I prefer direct comparison over a chart.are...
Its simpler.No need to look up results , just be able to do simple subtraction and addition.

And it does not allow results to be 'fudged'.

Using compared stats,everything scales evenly.

Using tables there is a tendancy to sway results to the developers own personal preference.(it happened in 40k when they reduced the results in the to hit table.)

In direct comparison,every case of a result of 1+ is an auto pass.Every case of a 7+ is an auto fail.
It is not restricted (artificialy,) to any set amount.

The ranges of value already have direct meaning if when in a comparative way. That is what defines a comparative use resolution .

Using BS vs Stealth with modifiers, is more complicated resolution that I would like.
But it works well enough.(And fits with the comparison of stats in the other parts of the damage resolution.)

I am just a bit reluctant to over complicate the core rules at this early stage.

You basic outline for stealth values are a good starting point.

I want the characters to have their abilities represented by their command value.(Command Range, Number of Re Rolls.)
The command range shows the range of effect the character has.
EG.
0/1 means the Model can re roll one dice roll for themselves ONLY.
6"/1 means the model can re roll one dice for themselves or ONE model within 6"

The ranges I was thinking of was , 0",6",12",18",24".

The command values of 1,2,3 and 4 for very rare special characters.

These re-rolls allow characters to use their experiance(limited re roll once per game turn) to stop the army from suffering set backs....
Eg
A)Re roll a failed fire support request.
B)Re roll a Targeting roll for a squad member.
C)Re roll a failed Damage roll
D) Re roll a Failed Save roll.
E)Re roll a failed rallying roll.
F) Re roll a personal failed morale test.
G) Re roll a nearby units failed morale test.(If in command range.)
etc.

This adds a tactical dynamic of when to use your characters abilites, and which characters to utilise for the re-rolls you think are neccissary.

When I called for re-organising , during the resolution step as an additional Rally option.

I simply meant moving the models into a coherant effective fighting force.
A)Picking up support-heavy support weapons off the units casualties.
B)Removing individual suppresion from models .(If the unit was not suppressed. )
C)Moving models back into into unit coherancey.(After 'Pinning' -casualty removal has disrupted normal unit coherancy.)

However, it could be used for allowing 'medics' to attempt to recover lost wounds, and mechanics to attempt to repair vehicle damage.As you suggested with the restrictions you listed.

The only dis-advantage of failing a re-organisation roll, is the unit has to use some of its next movement action to regain unit coherancy and recover weapons.
OR fight in a dis-organised state , without weapons lost to casualty removal.

I meant vehicles and Monstrous creatures to have F/S/R AV values!

Infantry AV simply allow the same mechanic to resolve all damage resolution.I was working on AV = current saving rolls ' pips' as a rough starting point.

Eg
6+ = Av 1
5+ =Av 2
4+ =Av 3
3+ =Av 4
2+ = Av 5

Current Inv saves add to the base Av.(to give values up to Av 8 for a Terminator Chaplin perhaps?))

This leaves vehicles with Av of 9 to 10 for light vehicles.Av 11 to 12 for medium vehicles , 13 to14 for heavy vehicles, and 15 to 17 for super heavy.

If we put AP values at +2 on current str values for non AT weapons.(AT weapons will need a bigger boost to account for the current dice bonus to penetration)

Eg some rough values...
Laser pistol/rifle. AP5
Bolt pistol/rifle AP 6
Heavy Bolter AP 7

AT weapons Str+ 7 for a starting point perhaps?(an extra +4 for 2 D 6 pen.)

Las-cannon AP 16
Rail Gun AP 17
Melta gun/cannon, AP 15 At under half range AP 19


TTFN


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/01/30 19:00:49


Post by: rabid1903


Wow we had some major differences that I didn't see before haha!

Alright, so these are the big ones that I saw:
-Command stat
-F/S/R armor values
-Invul saves
-AP conversion

We'll tackle those first before we move on to some more specifics.

So, first up is the command stat.
I think this can best be covered by a warlord trait, not by a stat. I think if we add a stat it is only going to overly complicate things. However, by simply making it so a warlord can choose a trait for every 500 points means every player can have the commander they best feel represents them (as a warlord is supposed to do).

Here are some ideas:
-Bold: Every counter revealed to the opponent allows a single reroll that turn.
-Inspiring: Units within 6” may use the commander’s leadership.
-Stalwart: Models within 6” of an objective may reroll all 1’s for armor saves.
-Ravenous: The commander and their unit may add 1” to their charge distance.
-Cunning: The commander may redeploy either 3 friendly units 6” or 1 friendly unit 18”; remaining in their deployment zone.
-Clairvoyant: May look at a single enemy counter at the end of the command phase.
-Judicious: Units within 3” of an objective may reroll all 1’s to hit.
-Tenacious: The commander may redeploy either 3 enemy units 4” or 1 enemy unit 12”; remaining in their deployment zone.
-Unyielding: The warlord is scoring.
-Relentless: The warlord gains +1 Initiative when in the enemy’s deployment zone.
-Bloodthirsty: The warlord earns 1 victory point for every enemy character slain in a challenge.
-Sly: The warlord and their unit gain +1 stealth.

Obviously these aren’t a final version deal, but they allow the player to create themselves on the battlefield.


F/S/R armor values are next.
I don’t have a problem with these. I think we should keep the same RV regardless of the facing, but make it so the AV changes. Monstrous creatures will simple use the value they have now for their side, add 1 for the front, and subtract one for the rear. I think this is the easiest way to go about things.


Invul Saves I’m pretty set on.
I don’t want these to modify anything or be modified by anything (barring extenuating circumstances.) They are a save that can be taken after a wound is done (or after armor saves, either work). These are done in addition to armor and represent extraordinary equipment/toughness/faith/whatever. I really don’t want to see them lumped in with the armor save.

Finally, the AP conversion.
The plan I had been going with was to move everything to the 0-10 stat range. I like that range because it provides great comparisons and can be used with the universal chart I created. If we move into the 11+ category stats begin to lose some of their meaning. Suddenly terminator armor that would be a 5 by your system would be trivial compared to a trukk. Terminator armor is better than a trukk’s.

After thinking more about it, and looking at the chart and where things should lie I’ve come up with this.

Instead of it being 7-current AP, it will be this:
Current --- New
1 --- 10
2 --- 9
3 --- 8
4 --- 6
5 --- 4
6 --- 2
- --- 1

Vehicles will be AV -4 if we assume they will retain their facing values.


Example below is a Hammerhead with Railgun vs Land Raider
Railguns are now AP 10.
A Land Raider is AV 10.
Using my chart, this is a 50% chance to be saved.

Railguns are St 10
A Land Raider is RV 7
Using my chart, this is 2+/6+ (or an 86% chance to damage.)

Add in the reduced stealth value and BS 4
New to hit roll is 2+/6+

Current 40k, a Hammerhead has these odds to damage a Land Raider.
66% chance to hit * 50% chance to damage = 33% chance to damage
New version, a Hammerhead has these odds to damage a Land Raider.
2+/6+ to hit (86%) * 50% through save * 2+/6+ to damage (86%) = 37% chance to damage.


These are very close, but it is now a little higher. After all, a Land Raider is exactly what a Railgun is going to aim for. Some of these are going to break down, hence adjusting scores.


Example below is a Marine taking damage from various weapons
Melta gun – 0% chance to save
Plasma gun – 0% chance to save
Ion cannon – 0% chance to save
Heavy bolter – 16% chance to save
Bolter – 50% chance to save
Slugga – 83% chance to save
Environment – 86% chance to save

Example below is a Guardsman taking damage
Melta gun – 0% chance to save
Plasma gun – 0% chance to save
Ion cannon – 0% chance to save
Heavy bolter – 0% chance to save
Bolter – 16% chance to save
Slugga – 50% chance to save
Environment – 66% chance to save

Example below is a Terminator taking damage
Melta gun – 0% chance to save
Plasma gun – 0% chance to save
Ion cannon – 16% chance to save
Heavy bolter – 33% chance to save
Bolter – 66% chance to save
Slugga – 2+/6+ (86%) chance to save
Environment – 2+/5+ (89%) chance to save

Example below is a Fire Warrior taking damage
Melta gun – 0% chance to save
Plasma gun – 0% chance to save
Ion cannon – 0% chance to save
Heavy bolter – 16% chance to save
Bolter – 33% chance to save
Slugga – 66% chance to save
Environment – 86% chance to save


In another thread (actually the one that made me decide to do this); it was mentioned that the armor system should be redone. This makes it so there isn’t some magical barrier between AP values; where all of a sudden it just goes through armor. Although that’s very simple, it never really sat well with me. Now you really have to think about which guns to shoot with. It’s no longer “well he’s got a 2+ save, unless I’ve got plasma I’ll just shoot every horrible AP gun at him until he dies.” Now it’s “well he’s got a 2+ save, I can either use that heavy bolter to reliably kill 2.5 of his friends or shoot at him and only do 2 wounds; which do I need more?”

This is just the next iteration of course, but I think it mimics the game pretty well. Horrible AP weapons will have an immensely difficult time getting through things that have a save, but decent AP weapons have a chance at putting the hurt on enemies.

The only area I see this breaking down is in close combat, but we’ll cross that bridge when we come to it. Who knows, maybe we’ll do Strength = AP or something.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/01/31 19:48:58


Post by: Lanrak


Hi.
I wanted to cover the current game play in the simplest way possible.
Eg use simple values and resolutions to get the interaction in the most straight forward way. 40k is the direct opposite of this.It is written to promote the sale of GWs toy soldiers .

COMMAND VALUES>
Rather than a range of values that are easily read and understood by all.
Why do you want to add a seperate list of effects,( tied to named abilities) that do not allow for comparative assessment ?
This seems to be over-complication just for the sake of it.(Essence of 40k. )

Eg Judicious, is incredibly overpowering for large units ,hovering near objectives, with high rate of fire.Where as it is totaly usless for units with low fire output, far away from objectives.

Where as a defined range and number of re rolls. IS comparable, as it can be used BY ALL UNITS IN MANY SITUATIONS.

IF you want to restrict the re-rolls to specific functions to add character.Then we could them break them down into Assault ,(close combat oriented rolls only.)Fire power,(ranged attack oriented rolls only,)
Tactical decision.(Calling in off table support , rallying units etc.).

AV and RV.
I agree RV remains constant from all facings.(It represents the softer target area behind the armour.)
F/S/R on all large target units/models, to allow for tactical movement advantages.
We both agree on this.

INVUNERABLE SAVES&SPECIAL RULES etc.
Invunerable saves, FNP,WBB, etc were added to the game of 40k to make up for the poor range of results the deterministic use of a D6 gives.AFTER modifiers were removed.

They are counter intuitive and do not allow for proportional results .
(Remember 40K is written without ANY concideration for game ballance.I would like to be able to ballance our rules to be suitable for ballanced competative play. )

MY objection to inv saves are the weapon that reduced heavily armoured vehicles to smouldering hulk, simply bounce off terminator armour, 1 out of 3 times!
INV saves allow models to survive the effects of attacks that simply should NOT be able to survive.

MY take on this is that Anti tank(anti Monstrous creature ) weapons are only usable vs LARGE TARGETS(Low stealth values.)
So an Ork Trukk Stealth 2, CAN be targeted by a rail gun, multi-melta missile launcher etc.

But a Terminator Squad Stealth 3 can NOT be targeted by Anti tank fire support weapons.
(Smaller more agile units are too hard to target, this make more sense than just ignoring 1 in 3 hits.IMO)

This simply follows the real world use of weaponry.Hard targets tend to be large and easier to hit.(Tanks Bunkers, ect.)
So they tend to deliver ONE high powered shot .(Long set up -aiming times,not practical to use vs infantry.)

Anti personel weapons tend to spray an area with lots of lower powered shot.

This way weapons are effective vs a specific target type.(And so armies NEED to use combined arms to be successful!)
The 'Spamyness' of 40k is not found in better balanced games.

As reguard to actual values, as long as the results are similar enough to current results overall.And acceptable to the players , I am happy to use what ever method/values works best.

I would prefer to get the basic frame work of the game play covered with the minimum of fuss.(Just unit stats and their interaction.)

However, you appear to want to put some '40K esk' over complication into the rules at the beginning. I do not know why you want o do this?



Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/01/31 20:54:01


Post by: Dast


I think invulnerable saves do have some merit, they represent force fields, energy shields or the like. They would naturally need a different response than metal armor. Weapons intended to pierce material armor may be useless on shields (depending on your fluff).

I think that if invulnerable saves went it might be nice to put something else to take the role of force field thing.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/01/31 23:49:50


Post by: rabid1903


I'm really not trying to overcomplicate things.


I found what you were saying about command stats to be more complicated personally. The main reason for this is that it is another stat to add onto the profile.

If we added command stat to the stats we already plan on adding a unit's profile would look like this:

Movement
Movement Type
Body type
Body Size
Ballistic Skill
Stealth
Weapon Skill
Strength
Resistance Value
Wounds
Initiative
Attacks
Leadership
Armor Value
Side Armor Value (monstrous sized units)
Rear Armor Value (monstrous sized units)


Granted, this eliminates tons of special rules; however, that is already so many stats that it makes me a little uncomfortable. Adding any more just seems like we'd be shotgunning players with number after number, and I feel it will deter players from even play testing.


The command traits I mentioned were a VERY rough idea, I plan to work them out before I even put them in the first post as an idea.

What they allow the player to do is better represent themselves on the battlefield through their commander who, after all, is supposed to represent them. I favor the method I put because it makes it customizable, versus picking from a list of characters and saying "well that one is kind of like me."

I'm fine with totally scratching the rules that went with the names I put above-I have no attachment to them. But I really don't want to have a command value and command range. We could simply make it so there are 5 choices you get when making your list, with a blanket reroll being one of them. Or anything for that matter, I really don't care. Hell, we could even make it so it is optional and in a competitive setting the TO can just disallow it.



I'm with Dast on invulnerable saves. They are supposed to represent things outside of armor protecting the user (e.g. faith, force fields, shear mass, etc.)

We would need to find a suitable replacement for this, and I can't think of something better than what is currently used.


Changing a weapon to be anti-monstrous sized targets I'm definitely willing to hear out. I'm a little worried about it though, because it is limiting the player's choices instead of opening them up. Giving the player more choices on tactics is what the goal of this is.

The reduced chance to hit compared to large targets I felt would be a good enough indicator of what single shot anti-vehicle weapons should be aiming for, but not making it so if the opponent doesn't take any monstrous sized targets the unit isn't totally useless.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/02/01 21:20:03


Post by: Lanrak


Hi .
Sorry I should have said, my proposed stats would be.
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
(Unit name ).

Mobility.(Symbol for type of movement/ max distance moved in inches.)
Armour value.(F/S/R for 'large targets'.)
Resistance value.(toughness replacement)
Wounds/Structure points.(Number of models/amount of 'hits' per model.)
Stealth.
Morale value.(Ld replacement)
Assault value.(Initiative replacement,for assault sequencing.)
Command Value.(Range of effect/ number of re-rolls.)



(Weapons.)
Name/Effective Range/Damage /AP/.Effect/Notes.

Effective range , Damage and Effect takes BS-WS and A into account.(Net effect of weapon and user skill.)

xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx

This gives us 8 stats.(3 double values)
Current 40k has 9.(Not including the vehicle rules!)

We could add a Targeting value to replace current BS if you think it is absolutely needed.
The catch all 'Stealth value' takes model sizes agility and training in to account.(The footprint of the unit determines interaction on the table.)

I do not mind having a range of different protection and weapon types/effects , that interact differently .But just a fixed value vs everything is just bad game design from a balance P.O.V.

I have no problem with some units being invunerable to some weapons.
But being invunerable to ALL weapons some of the time is just not intuitive.

40k only deals in physical damage.And all weapons can shoot at all models.And the basic save is 2,3,4,5,6+ fixed.(unless its a vehicle..)
So the whole galaxy of creatures is covered by JUST 5 results , that are fixed.So inv saves, FNP,WBB, etc are used to get variety back.(And different rules for vehicles etc etc.)

Using opposed stats lets the Dice roll become a variable modifer in a proportional relationship resolution.
So variable save rolls depending on the armour of the target and the Ap of the weapon.
And variable damage rolls depending on Resistance of the target and Damage value of the weapon.

If we look at the units in 40k.
They range from lightly armoured units that rely on weight of numbers, or stealth to see them though.
Up to massive armoured behemoths that rely on superior protection, as they are too large/rare to deploy in numbers or use stealth.

So there is a trade off between Amour v and Stealth/number of models in the unit.(A bit like modern warfare.)

So weapon design is also as varied.
Low power wide area of effect, vs lighter numerous, stealthy targets.
Up to
High powered single shot to defeat the thickest armour of the largest (monsters-)vehicles.

I propose using the new stats to display 3(4) types if invunerability!.(Varied upon weapon and target type.)

A) Higher stealth, invunerable to Anti tank type weapons that are ONLY effective vs Large targets.

B) Higher Ap values, invunerable to weapons with lower Ap .(No matter how much damage the weapon does.)

C) Higher resistance values ,invunerable to weapons with lower damage .(No matter how high the weapons AP value is.)

(Higher Assault values could give invunerablility to certain assault attacks perhaps?)

We have invunerability, but it is applied in a more intuitive way becuase its built into the basic game resolution.
(I may need to explain that a bit better?)

This model is invunerable to that weapon attack because ;-
Its too agile,or too tough,or too well armoured, or too well hidden.

Makes more sense to me than ...
That weapon fails to work 1 in 3 times vs some models , and not on others, because we say so.









Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/02/03 13:21:55


Post by: Lanrak


Hi again.
I appear to have either not explained myself too well or put down something so far from current 40k rules.You dont have a frame of reference for objective critisism?

As I said before , I want to get to the game play of 40k with the minumum of fuss.(Less than 40 pages of rules, including diagrams /pictures.)

And to my mind the current 40k rule set has rules bloat for one main reason.
The core rules tell you how to play W.H.F.B.Then have lots of additional rules to cover the extra game play and units of 40k.(vehicle rules added on , movement rules added on, unit types added on USRs added on, special rules added on....)

I was looking at rule sets for modern warfare battles.(Epic Armageddon, Net Epic, F.o.W, Dirt-side, etc.)
And as these use in smaller scale minatures in larger battles than 40k.
It seemed easier to ADD definition and detail to a solid battle game rule set.Rather than try to unravell the holistic mess the current 40k rules have developed into...

Here is the profile for a SM tac Squad .See if my proposed stats are easier to understamd?

SM Tac Squad Unit card.

Tactical Squad. Basic PV ***
(L) 4"
(A) 4
(R) 4
(W) 10/1
(S) 4
(M) 8
(As) 4
(C1) 6"

SPECIAL NOTES. Combat Squads(can split into 2 x 5 man sections.)etc.

The letters in the () represent the symbols we use on the unit cards.(A picture paints a thousand words.And also means easier translation to other languages.)
Double stats explained...
The legs symbol means the unit moves on legs! upto 4 " per movement action.

The Wound symbol means the unit is considered to be an ORGANIC target.(If the unit has a (S.P) symbol it means it is considered to be mechanical)
The 10/1 means the unit starts with 10 models with 1 wound per model.(Unit leaders get re rolls instead of extra wounds, as they can be more useful!)
Creatures with more wounds like Ogryns, 5/2 , simply have a higher base number of wounds as now.


The Command value is represented by a chevron symbol.(like ' stripes' used in military rankings..)
1 chevron-1 dice re roll.
2 chevron -2 dice re rolls.
3 chevron-3 dice re rolls
Star Special Character with 4 of more re rolls.
Followed by a range of effect in inches.

Any special abilities would be noted under the unit stats.

Then we get the units weapon profile..

Standard Equipment
CC weapon/0-2"/1/4/1/Close Combat only.(Its not a throwing knife! )

Bolt pistol/0-6"/1/5/1/One handed Small arms.

Bolt Gun/6 to 30"/1/5/1/Small arms.

Support weapon(1) .
Flamer /Template/2/5/Template/Ignores cover.(Standard.)

Meltagun/12" /4/10/1/ 'Melta' (+4 AP at under 1/2 range).(Upgrade PV**)

Plasmagun/30"/3/9/2/ 'Gets Hot'.(Can only fire alternate turns.)(Upgrade PV**)

Fire Support Weapon(1).
Missile launcher /46" /1:3/5:8/3" Blast:1/Pinning;Large targets only.Stats for Frag then Krak Missiles.(Standard)

Heavy Bolter /40"/2/7/3.Pinning.(Down grade.PV **)

Lascannon/46"/4/11/1.Large target only.(Upgrade PV **)

Plasma cannon 40" /3/9/3.Gets Hot(Upgrade PV**)

Multimelta 30"/4/10/1/Melta .(Upgrade PV**)

This may confuse you even more. .


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/02/03 16:08:15


Post by: rabid1903


My apologies, I have been reading but haven't had the time to put together a good reply.

Here are a couple quick thoughts:

The command stat with your example makes infinitely more sense now. What I had thought you were saying was that it was for the warlord only, NOT as a substitute for a sergeant. I'm still a little up on the air as to what I think, and will know for sure once I get the chance to play test the turn order I brought up earlier. The command stat could be the perfect substitute for initiative if that is the case.

Your stats make much more sense now, especially with the second post. This whole next week I'm going to be pretty busy, but I'll try to at least have a short reply each day. My hopes are to have part 2 done by this next weekend, so we can start on part 3 when I'm done with training on the 11th.

Ultimate goal is to have v0.1 done by the end of the month. Then I'll start really trying to get people to play test, read and revise it, etc.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/02/03 17:42:58


Post by: Dast


This may over-complicate things but I thought it might be nice if their were damage types. (They could be represented by little symbols next to the damage of weapons).

This would allows some flexibility, but perhaps at the cost of too much complexity.

Some damage types could be:
Kinetic
Thermal
Sonic
Mental
Poison
(Gas?)

Some weapons might have more than 1 type (for example lasers might be thermal and kinetic. Or poisoned projectiles might be both kinetic and poison). Tesla weapons would probably be thermal (best approximation), or their could be an electrical type i suppose.

A units resistance could be given by a number, potentially followed by one or more additional numbers next to damage symbols:

for example an avatar of Kain might have:

resistance: X + Y (symbol for thermal)

(additionally resistant to thermal, using X+Y).

A "-" sign could be used to put weaknesses if desired.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/02/04 18:09:08


Post by: Lanrak


@rabid1903.
it is a bit difficult to discuss new ideas just in the written format..And it is very easy to mis -understand what people are trying to explain.

I posted up my proposed stats , to outline the basic format of a unit card, and see if they covered most of the interaction .
And hopefully show the ideas I had on representing the in game interaction.

@Dast.
I like the idea of different weapon types and armour types.

I would like to keep it fairly straightforward though.
(To borrow slightly from CBT.)

Weapons.
Kinetic, Energy,Thermal/(chemical .)

Armour types.(Units have ONE type of armour.)
Ablative , Reflective or Ceramic..

Ablative armour gets to re roll failed saves vs Kinetic hits.

Reflective armour gets to re roll failed saves vs Energy hits.

Ceramic armour gets to re roll failed saves vs Thermal/(chemical.) hits.

This allows different armour effects without too much over complication , IMO.

As reguards non physical damage.(Eg by passes normal armour types.)
We could make them low damage (1) but need to pass a (skill) morale test to use them, eg any psychic/sonic attacks perhaps?

Having composite armour types and multiple damage resistances is fine for detailed skirmish games.But for 40k battle games, they may be too complicated/fussy to use?

We have to be careful about the level of complication at this early stage IMO.
I would like to get the basics running right , and add the detail in later, as an when needed.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/02/04 22:28:25


Post by: Dast


Lanrak I think your suggestion for how to do different damage types is a very good one, considerably less complex than mine. I would add that for sake of simplicity that models with different armor types should be kept from being in the same unit.

You system should also be robust to the inclusion of occasional exceptions when unusual unit abilities are introduced.

Ion, plasma, fusion and melta are at various points on the spectrum between energy and thermal. (I have put them in the order as I see it with the most energy-like first). Where do you think the cut should be? (I am struggling with plasma, I think it should be thermal, but would like to differentiate it more from melta).


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/02/05 13:05:56


Post by: Dast


The armourbane and fleshbane and bane things above make you re roll successful saves.
Having the correct armor type allows you to re-roll unsuccessful ones.

Presumably the simplest way of having both would be that they cancel and you don't re-roll anything.

(If you wanted to you could roll all of your saves, then pick them all up again (successful and not), and roll them again. As you can only re-roll a dice once that would be it. So you are back to just one roll, as the first makes no difference at all).


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/02/05 13:29:54


Post by: rabid1903


Dast,

Just eliminating the reroll is what I had been planning. It is by far the easiest route to go if both players have something that affects the roll.

Different weapon types and different armor types I do find very interesting and I really like the idea; however, I worry that the execution will be over complicated and lacking compared to what we want it to be.

Something like 75% of all weapons should be kinetic. Everything from a slugga to a Railgun are kinetic weapons.
The difference between thermal and energy is minute in reality.
All weapons do damage based on energy, but the type of energy is what differs. It will be one of 3:
-Kinetic - it will hit its target and transfer momentum or penetrate.
-Thermal - it will burn or melt its target (think the airborne laser used to take out missiles)
-Chemical - it is going to corrode its target or poison it (think an alien's blood from the movies)

This does get rid of your debate though


As for the armors, I don't think giving out blanket armor types is the way to go. If that was the case, 90% would be using anti-kinetic armor because that's what 90% of all armor is designed around. Instead I think we should make these special rules (we only have 2 so far).
-Reinforced - Reroll armor saves against kinetic weapons
-Ablative - Reroll armor saves against thermal weapons
-Coated - Reroll armor saves against chemical weapons


So to recap:
-Every gun gets a type.
-Not every armor gets a type.
-We should make it so armors can have multiple types.


With that, I'm off to training. I'll see if I can comment more tonight.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/02/05 19:40:16


Post by: Lanrak


HI Guys.
I agree that 2 special abilities that give 'opposite re -rolls' should just cancel each other out.

I posted up the example based on 'CBT' weapons and armour types.Just to show it is possible to have 'flavour' in the game using straightforward easy to use /remember rules.

I think it would be a good idea to get the basic core rules sorted out.
And leave the 'thematic flavour' and 'tweeks' to the core rules until a bit later...(But all the weapon armour ideas so far are great,IMO.)

But as we are on this topic.

Here is a summary of where I think we are...
All weapons are assumed to be kinetic types unless other wise stated.
All armour is asumed to be Ablative/Reactive.The standard armour that disapates kinetic energy , unless other wise stated.

I think vehicles/monsters and some characters could pay to add a SINGLE extra layer of specialised protection.
Eg
'Ceramic coating' to combat chemical /thermal attacks.(Melta flamer acid thermal lance etc.)
Or
'Refractive coating' to combat energy weapons,(lazer, conversion beamers, particle projection,etc.)

Allowing a model to have all 3 types is a bit overpowering IMO.

This gives us 3 basic weapon and armour types for physical damage.
1 standard for each, and 2 special for each.(9 different interaction types in total, should be enough?)



Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/02/05 20:57:41


Post by: rabid1903


Alright, so I'm realizing that we've come up with fantastic ideas but I honestly don't know exactly where we're at right now.

So let's reel this in again haha

Turn order
-Roughly half way through play testing, will hopefully have a decision made soon.

Unit Type
-Done, covered in first post

Stats
-Most of the way done. I think we are at a point that we’ll come back to this after Assaults are done.

Movement
-Done, covered in first post.

New Universal Table
-Done, covered in first post.

Rolls to Hit (Shooting)
-I think this is done, but to make sure please review the first post.

Wound Allocation
-I think this is done, but to make sure please review the first post.

Wound Resolution
-We haven’t talked much about this, but I put up my opinions in the first post.

Running
-Haven’t started on this, but it will go quickly. We’ll cover it in the Assault section.

Charging
-Haven’t started on this, but it will go quickly. We’ll cover it in the Assault section.

Rolling to Hit (Assault)
-Haven’t started on this. We’ll cover it in the Assault section.

Morale
-We’ve covered a lot of things, but nothing conclusive yet.

Universal Special Rules
-This will have small things added along the way, but not fleshed out until everything is done.

Warlord Traits
-Very briefly mentioned, but we need to save this until just before the USRs.

Psychic Powers
-Not mentioned at all, we’ll cover it after the Assault section but before Warlord Traits.



So to recap, this is the order we need to take care of things.
1. Double check the first post and make sure the things I pointed out already are good to go.
2. Wound Resolution we should finish up. It shouldn’t have too much left if you guys agree with my post.
3. We’ll take care of Running and Charging in one go.
4. Rolling to Hit in Assaults would follow.
5. Morale would logically follow.
6. Psychic powers.
7. Warlord traits.
8. USR’s would be last.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/02/05 22:08:30


Post by: Dast


I think the energy damage type was added largely to cover the weirder things, such as Gauss weapons D-cannons or Conversion beamers. But making them type-less is a minor change on that.

I think that perhaps command points should not give a couple of re-rolls, and instead should be spent in order to allow a friendly unit (potentially within a limited range) to be activated outside its usual initiative window. (same number of activations per turn, just earlier/later in the turn).


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/02/06 08:34:27


Post by: wargey


I don't realy think all amour would help kenetick or any of the others.
How dose miror plating sound because most energy wepons use infa red and a mirror would stop it they all use kentic energy as it moves and loses power even wepons like lascannons use kenetic energy other wise I would not hit.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/02/06 13:13:37


Post by: rabid1903


I don't think any of the las weapons use kinetic energy actually.

Kinetic is what all modern day armor is designed to stop, so granted that may change in 39,000 years.

However, in 40k the majority of weapons are still kinetic so logically the armor would be designed to counter that.


But like I said we really need to reel this back in and talk about the core rules.

Please review the first post and tell me if there is anything you don't like/agree with. After we make sure everything so far is good, we can move forward.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/02/06 20:01:48


Post by: Lanrak


Hi rabid.
Just read your revised summary at the start of the thread.

Here are my comments...

The game turn.
Having 3 order sets Green Amber and Red, is to let players decide how to use their units in the following turn.

Green orders is focusing the unit on ranged attacks.(NO movement !!!)Shooting,psychic / ranged attacks ONLY.(Shooting ordnance-heavy weapons ,before Amber orders.And small arms/light support weapons twice.Once before Amber orders, and once after Red orders.)

Amber orders are focusing the unit on movement.(NO ranged attacks at ALL)

Moving up to 2x movement value (Running!)
Moving up to 2x movement value INTO ASSAULT!!(Charging.)
Moving into/through terrain up to movement value making the most use of cover.(Increase stealth value of unit.)

Red orders is letting the units react to the battle field situation.Move up to movement value, and fire small arms/light support weapons ONCE.Or shoot then move.
Can not launch an assault , if units move into contact on Red orders .They are kept 1" apart and can only have a short range fire fight.

The game turn covers ''running'' and ''charging'' , so they do not need extra rules!

Making tactical decisions in the command phase is important IMO.And so clear defined choices is important to help players form a tactical plan in the command phase.

Unit type.
IF we use the right stats, the unit will be described by the stats!
We will not need to write out extra descriptions.

Even if the unit name .Leman Russ Battle TANK.
Fails to tell the player the unit is a friggin' TANK.

The fact it moves on TRACKS, is a MECHANICAL CONSTRUCT with Structure Points, and is HEAVILY armoured ,and carries a large battle cannon in a TURRET.Might sort of give them a clue...

The ONLY reason 40k artificialy labels unit types, is to make the models seem more special with exclusive rules writing.As GW are all about selling toy soldiers.

IF however we want to list units types , so that we can cover them all in the basic rules I have no problem with that.

But telling players that a Plasma pistol is a pistol, or that A Space Marine Bike is a bike, and a Leman Russ battle tank is a tank, sees a bit pointless IMO.

Body type.
Models /units have their physical presence on the table defined by ACTUAL physical size of foot print, base/hull size.
And in game by the stealth value .

I do not see the point of this extra definition?Unless its to let us define stealth values for units?

USRs .
I prefer the term Special abilities.As Universal Special Rules is an oxymoron.If something is universal it means it applies to everything.Special means it is applied to a few special cases.

Could you list the stats you want to use, and how they interact (resolution methods) ?
(And go over the universal resolution table again , I have forgotten how it works... )

So we can start refining them.. .




Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/02/06 21:25:18


Post by: rabid1903


Haha, alright so I definitely had the turn order wrong. Good thing we did this double check!

Although it is super obvious when the model is on the table, it isn't obvious for things that don't have a model. Rather than playing the "well the name is this" game and having people be able to rules lawyer and break the game it is much simpler just to say "Large, Biological" for unit type rather than assuming the player knows that a Tyranid Warrior would be Large and Biological. It may seem obvious to most, but some might not agree.

After thinking more about the movement type, I think we should just rename them as such:
-Slow
-Agile
-Fast
-Flying

Slow is standard infantry movement and will cover the majority of models.
Agile covers tracked, beasts, and especially fast infantry.
Fast covers wheeled, cavalry, and really fast tracked vehicles.
Flying are jetbikes, flyers, and flying monstrous creatures.

Ignore Terrain allows for skimmers, jump infantry, jet packs, etc. noted with their movement type.
Here is a super fast example of each, with (IT) meaning they have the special rule Ignore Terrain.
Slow - Space Marine
Slow (IT) - Monolith
Agile - Hormagaunts
Agile (IT) - Crisis Suits
Fast - Rough Riders
Fast (IT) - Swooping Hawks

Flyers have enough different that I'm just going to cover them in a separate section on the front page. Here are my initial thoughts:
-The Hard to Hit rule is replaced by a high stealth value. These are covered in a table in the first post.
-Immune to templates and blast weapons I'd like to incorporate in some way.
-Instead of a 90 deg pivot at the beginning of their move, it should be at the end. Aircraft aren't maneuverable, helicopters are. Aircraft are just stupid fast and bring a ridiculous amount of firepower.
-Strafing run, hover strike, all that crap needs to go.
-Multiple movement types will be noted with two values. This covers "Hover" and "Flying Monstrous Creatures."

Here are two very quick examples of Unit Cards that I plan to use.



Some conversions I haven't covered:
-Com I just took as rank. 1 is standard infantry, 2 is trained infantry, up to 5 which is the Hive Tyrant.
-A Flying move is between 2x and 4x your movement value.

I think that covers them.


Running has it's own section to help the transition from current 40k to the new rulebook. That section I had planned on saying "Running is treated identical to moving, and may be done instead of shooting or charging." I don't know what else we'd really put there, but I reserved the section just in case. Granted, it can be covered in the movement section just as easily; however, same as before I just wanted to have the space available.


Changing USR to Special Abilities is fine, but I felt the more terms we keep from standard 40k the easier it is to understand. We have to dance between making it easier for current 40k players to transition and making it an easy game to learn from scratch. USR makes enough sense for both, hence why my plan was to keep it.


The Universal resolution table is pretty simple:
y axis - rolling player's stat (BS, Strength, WS, AV)
x axis - non-rolling player's stat (Stealth, RV, WS, AP)
Then you just consult the table to see what you need to roll. There is a simple way to memorize it that I mentioned before, and will stress in the actual document as well. Memorizing a single table makes the game play significantly faster.



I'm sure there are tons of things that I missed or don't make sense, but any information I can put on here that expresses what I'm thinking I hope will help.

I still have a really hard time trying to visualize what you are saying for the turn order, and had an idea.

Do you by chance have an Xbox with a gold account? A few weeks ago I did the play test through Xbox live. I have a Kinect so I was able to give a tour of the battlefield whenever it was needed, and he always knew what was going on. Additionally, it was real-time chat vs. waiting for each other to reply with multiple-pages of text haha.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/02/07 19:27:33


Post by: Lanrak


Hi rabid.
(Sorry no X-box ..only PC.)

Well to expand on the game turn I proposed, it is based on Epic Space Marine,(GW 1992 to 1998,) And fan supported Net Epic (1998 to present day.)
(Play tested for 21 years is good enough for me! )

In the command phase, the players decide how their units(on good morale)are going to act in the next game turn. (Tactical command decisions.)

GREEN Order Counter - Fire Support..NO MOVEMENT!!!!
To remain stationary and fire to full effect and give the other units 'Fire Support'.(Stand still and shoot 'current heavy-ordnance weapons'.)

And weapons that can not move and fire are called 'Fire Support' weapons.This classification is based on the UNIT carrying the weapon.A Heavy Bolter in a IG squad is classed as Fire Support.(Can not move and fire.)But is a Support weapon on a Leman Russ tank.(can move and fire!)

AMBER Order counter-Special Movement.(NO RANGED ATTACKS!!!!)
Move up to 2x movement value (RUN.)
Move up to 2x movement value into close assault.(Charge.)
Move up to 1x movement value but maximum use of cover.(Move carefully to improve stealth value.)

RED Order counter -Responding to other units.
After units on Fire support have taken their first shots, and units have made all their special movement.
The units on RED orders;-
Can move up to 1x movement value, and fire NON Fire Support Weapons once.
OR
Fire non Fire support weapons once then move up to 1x movement value.

Players alternate activating units,(turning over order counters and takeing appropriate actions.)
Units on GREEN orders (Fire Support ) are activated first.
The units on Amber (Special Movement ,)order counters are activated after ALL units on Green orders have been activated..
Then units on Red order counters are activated ,AFTER ALL units on Amber orders have been activated..

Is this any clearer?

If the units stats tell the player how the unit performs in game .(Eg how good games use stats.)
Coupled with the unit name , we should not 'have' to describe the units seperately..

A large units have a LOW stealth value , and if it is biological it has WOUNDS not Structure Points.

I realy can not see the need to tell a player what a unit is, if the stats do the job properly.(40k stats are awful at describing units, thats why 40k use so many pages of extra rules....)

If you want to use descriptors for movement, we could end up with lots more than the 4 you posted.

Slow infantry , infantry, fast infantry, jump infantry,Slow Wheeled, Wheeled, Fast Wheeled, Tracked , Fast Tracked,Slow hover ,hover ,Fast Hover , Flyer.Etc.

Simply having a symbol for movement type followed by speed allows more flexibility with a simpler resolution.

Unless you want to artificialy restrict movement to 4 fixed values for some reason?

FoW gets away with describing movement types as there are less varied units in WWII.
(But uses 5 basic vehicle types with 6 special rules,and 5 support weapon types , based on standard infantry units all moving at the same rate. )

So to cover 40k properly we would be looking at a minimum of about 14 NAMED movement rules..

My only hesitation to use the term USR is it is an oxymoron>And some existing gamers MAY expect the excusivity of the current USRs?

'Flying' models are realy 1 of 3 types.
Models that JUMP short distances, (like flying M/Cs.)Jump Jets /wings.

Models that can hover and move , and are very varied in speed and agility, Eldar grav weapons platforms , to monoliths.. (Helicopter type mobility.)

Models that represent off table support type aircraft , that are used to drop off units/ or make ground attacks.
We only realy need to treat these as hover vehicles on table, with mobility restrictions like limited turning as you suggested.

Why not just improve the stealth value of fast moving flyers?As 'Stealth' represents how hard the unit is to target effectively?
(A summary of unit size, agility/speed and experience etc..)

If we are to make a streamlined rule set that increases game play and reduces complication, we have write rules directly opposite to the way 40k 6th ed was written!

Just a quick comment on the unit tables.

Why not put Movement type and movement value together under 'M for Mobility'?
EG
L 6", W 12", T 6", H 12" etc.(Use a symbol for movement types.)

This seems a lot easier to use than , 'Movement Name'' and then lots of additional special rules to put the variety back like 40k does...





Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/02/07 20:04:31


Post by: rabid1903


Lanrak,

What you’re saying is beginning to make much more sense, but there are two questions that I have:
-Is there a difference between assault and rapid fire weapons? I like the difference in the current game hence why I kept it in amber instead of red.
-If one player has green units left, but not the other, do they finish their green units before the other player can start activating amber units? (e.g. if one player has all green units, the other all amber, does the amber player have to wait until the green player is done to start doing anything?)



No problem, we can keep doing this instead of video stuff. I just thought I’d ask



Honestly I found my movement stuff very simple, and I think you’re misinterpreting what I’m saying (or I’m really out of touch with simple haha.)

I do want to restrict it to 4 movement types (or mobility types), but that bears no restriction on their movement distance. I put slow-agile-fast-flying as placeholders until we come up with better names for all of them (slow is legged, but I attempted to avoid confusion by changing the name to a placeholder… whoops)

So let’s go back to the terms before:

Slow = Legged
Agile = Tracked
Fast = Wheeled
Flying = Flying (not to be confused with ignoring terrain!)

Ignores terrain is a single rule that makes a movement type ignore terrain. It only gets a little complicated for things like current Flying Monstrous Creatures that can land and walk.

Flying units cover actual flyers, and flying infantry (like gargoyles). These are meant to be things that don’t even have legs to land, not represent skimmers/jump infantry/etc. If they do have legs to land, they’ll have a second movement type like I mentioned earlier.

Now, the MOVEMENT VALUE (not type) is NOT dependent on the movement type. I really want to make sure that point gets across. I used standard values on the example cards, but these are just examples.



Here are some ways the above will be incorporated:
Legged, Tracked, and Wheeled all follow these rules (regardless of if they have the “ignores terrain” rule.)
-Move = move up to their movement characteristic
-Run = move up to double their movement characteristic
-Charge = move up to double their movement characteristic, must be into close combat.

Flying follow these rules
-Move = move between 1-2x their movement characteristic. May turn up to 90 deg at the end of the move.
-Run = move between 2x-4x their movement characteristic. May turn up to 90 deg at the end of the move.
-Charge = move up to double their movement characteristic, must be into close combat. May turn up to 90 deg at the end of the move.


Of course these are going to be balanced; but as you can see flyers aren’t dramatically different, just more restrictive.



Like I was saying before, 80% of units are very simple when it comes to the unit type. However, if there is even 1 unit that isn’t we need to accommodate that. Best example are units that don’t have a model, or units that are on the border.

What would a Zoanthrope be considered?
What about a Terminator?
Or an Ogryn?

They’re all on the same sized base. They’re all much larger than a standard infantry model. To me, a Terminator is still infantry sized but a Zoanthrope or Ogryn are not.

There is just too much up in the air, and rather than let people rules lawyer it I want to be able to point to a profile and say “there it is, it’s a ____.” You may think I have too little faith in the player, but I just don’t want to leave anything to chance; especially when everyone starts introducing converted models.


I hope everything made some sense and was clear, but that would be atypical now wouldn’t it


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/02/07 23:09:54


Post by: Lanrak


I think we are both having similar ideas, but express them using different words and terminology.
And get a bit confused as a result.

I like the range of weapon effects in 40k. But I think the way they are described in the rules is not that good.

What are the current definitions of 'rapid fire' and 'assault'?

Last time I looked.
'Rapid fire' move and shoot once.Remain stationary and shoot twice.

'Assault'. Can fire at full effect if the model moves or not.

The proposed rules already cover 'rapid fire',Non Fire support weapons fire twice if on Fire support orders,(Green.)And once on Reaction orders(Red)

Current assault weapons that are not special weapons (Which will be transfered to support weapon, classification.)Are called Small arms along with the pistols and rapid fire .

Add this note ;- Non Fire support weapons with an Effect(shots) value of 2 or more do not fire twice on Fire Support orders.

This gets the same effect as current rules I think?.

My definitions for weapons.

Close combat...(Only used in close assault)

Small arms..(Pistols rifle smg type weapons.)

Support..(Specialised weapons , flamers, grenade launchers etc.)

Fire support.(Can not move and fire.)

I may need to go over than again when I am not so tired.

As reguard the order sequencing..We will have to play test it .
In Epic all the units on First Fire shot before any units on Charge orders moved.(But there were huge armies and loads of units...)

However, with this new game it may be over powered, so to let the opposing player activate units on Amber orders, if they Run out of Green orders may be preferable.
(Other wise an gun line army might decimate an assaulting hoard?)

BUT ALL units on Green AND Amber order counters HAVE to be activated before any units on Red order counters are activated.

The idea is units that take decisive actions , activate before units 'reacting ' to events.

I did mis understand you idea for mobility.

Describing the way a unit moves and the distance it can move up to when taking a movement action is fine.
Can we use (L) (W) (T) (F) untill we get some cool legs , wheels , tracks and flying movement symbols?

I would prefer to be a bit more specific with 'ignores terrain'.

I would like to use Movement Special abilities of;-
Jump jets/ Wings.Unit can fly over interveening terrain. 8" for jump jets and 12" for wings.

Difficult terrain mod/Dozer blade,The unit counts light woods and rubble as open terrain.

Behemoth, the unit can use its bulk to smash through vertical obsticles like woods buildings walls etc.(Requires a momentum check?)

[b]Amphibious
the unit counts water features as open terrain.


Automatically Appended Next Post:
Some more ideas...
After play testing , we might revise the game turn to something like this...

Command Phase.
(Place orders counters face down.)

Priority actions.(Green then Amber.)

Reactive actions ,(Red )

Resolution phase.
(Resolve assaults,rally units on poor morale , place arrivals , reserves and artillery /air strikes.)

The more I think a bout Epic the most obvious difference is the scale (10mm).Which allows a lot more movement into weapons ranges.
(Units on Fire Support orders will not be in range of some units.With 40k tables being more crowded this might be a big problem )

Anyhow I have managed to find an old copy of 5th 40k.(We have a common reference point , Yay!)

Weapon types
OLD..................................................................................New any changes...

Pistols can be used in close combat.................................No change.

Heavy (inf) and Ordnance. Can not move and fire.............Now called ''Fire support weapon'' , and needs a Fire Support order (Green ) to activate(Can not move and fire.)

Special weapons & Heavy weapons in units that can move and fire.....Support weapons (Name change only.)

Standard rifles and guns etc.................................................Catch all term of Small arms .(Name change only.)

The proposed rules cover assault weapons (fire Their number of shots(Effect.) if moving and shooting or stationary.)
And Move OR Fire weapons.(Fire support.)

If we class Rapid Fire in the weapon notes as...''Rapid Fire, the weapon can halve its number of shots and double it effective range on Fire Support orders.''

Bolt gun ER 12"/AP 5/ Dam 1/Effect 2/ Notes;- Small arms. Rapid fire.

This means running or charging a model armed with a Bolt gun can not shoot.

On reaction orders,( Red) they can move and fire 2 shots up to 12".

On Fire support orders, (Green) they can fire 2 shots up to 12" OR 1 shot up to 24" away.

Other special weapon rules like 'get hot' 'melta' 'lance' etc can be added to the weapon notes as neccissary...

I hope this clarifies how I would like to proceed with weapons profiles?

I realy find it difficult to understand how players can take advantage of making up the wrong name for a model, if the game play is defined by the rules clearly.

[b]Base or hull size
.(This sets the PHYSICAL way the model interacts on the table.)

Mobility. this tells the player how the model(s) moves and how far it moves.

Armour value ,This tells the player how well protected the model(s) is(are).

Resistance value , This tells the player how hard the model(s) is(are) to damage.

Stealth value , this tells the player how hard the model(s) is to target.

Assault value , this tells the players how good the model is in close combat.

Morale value, this tells the player how willing the model is to fight on...

Command value, this tells you how good the model is at battle field command.

What is not clear?

In 40k , the following is NOT covered by the stats.
Mobility , how does the models move, how far can it move?

Stealth , how difficult is the model to target?

Unless you are told the unit is a Beast or a Bike or a Walker or a Fast vehicle or a Skimmer, you have NO IDEA how the unit moves...
And depending how you build/ model the minature determines how hard it is to hit and make ranged attacks !!!!

In the new rules calling a model a creature, beast ,abomination, monster, behemoth, makes NO difference to how it works in game.(Unless we have 'special abilities' using these names in the 'notes' of the unit/ weapon, which may be comfuseing to some, so should be avoided... )

The STATS (and weapons profile,)tell the player what the models do in game .
The model name is just a cool descriptor, is does NOT effect the game play.

TTFN



Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/02/08 13:49:53


Post by: rabid1903


I think we have probably one of the strangest disconnects when it comes to unit stats haha.


Let me see if I can clarify my position.

I think we should define everything about the unit in their stats, and not leave anything up to the player to figure out.

The unit card I put up above covers all the stats I thought we needed.

Type: The first character is their size, the second is their type. So I/B means infantry/biological. M/M means monstrous/mechanical (there is a typo in the cards.)
M: This is the Movement characteristic we were talking about.
MT: This is the Movement type, and I separated it from the movement characteristic so we can have multiple movement types. The Winged Hive Tyrant is the best example of this.
BS: Ballistic Skill
S: Stealth
AV: Armor Value
RV: Resistance Value
WS: Weapon Skill. I'd like to keep this, I think it is a good stat.
Ld: Leadership
Com: Command Value


We'll get to the weapons section soon, but lets knock this out first.


With just these, what do you agree/disagree with? Most we have been over already, but please let me know if you have any questions.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/02/08 19:49:17


Post by: Lanrak


Similar ideas expressed slightly differently.
I used different names for stats on perpouse. (As I dont want GW C&D to raise their ugly head if this development gets off the ground.)

My idea for 'mobility' displays the same info but in listed in a slightly different way.
Mobility.
(First symbol BASIC movement type),( then distance moved) , (then Special ability symbol).
EG
Winged Hive Tyrant.
(Legs) 6" (Wings)
So the basic movment is walking 6" BUT the special ability of Wings allows it to fly 12" over terrain features etc(is that how far they can fly?)

Chimera.
(Tracks )6" (Amphibious.)
Moves on track up to 6" AND counts water features as open ground.

This incoperates all elements of mobility, how they move how far they move and what IF ANY special abilities they have.

It would look a lot better with cool symbols rather than (writing ) Number (writing).
I am just trying to arrange the information to make it easier to read and use.I understand its just down to personal preference in presentation.
Some people like things spread out, other like to read it sequentialy in a line.(Guess what I prefer.. )

Stealth, Armour value .Resistance value ,WS (Assault value.) Ld (Morale value ) Command Value.
I think we ll agree on .
Battlefield Skill.(BS) used in opposition to stealth to dertermine targeting (to hit) I can see the merit in.

However you appear to have missed out the number of hits the model can take and how many model in the unit.Starting strength & Wounds/Structure points .

Along with the mobility information it should define the unit enough to drop the unit type perhaps?

EG
SM Tac Squad.
(Legs symbol) 4"
(Standard Infantry move 4")

(Wounds symbol) 10/1
Ten models 1 wound each.

Land Raider
(Tracks symbol) 6"
(Standard tank, move 6")

(Structure point symbol) 1/ 4
One model with 4 structure points .

Its just sorting out the fine detail IMO...


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/02/08 21:14:38


Post by: rabid1903


I was thinking this morning after I wrote all that up, and came up with something that might help.

No unit has more than two methods of moving, so why not have just Primary Movement, and Secondary Movement.

Most units would have just 1, but some have 2 (like the Hive Tyrant, or most Jump Infantry.)

Then it could be:
(movement type symbol) (movement value) (1 special rule with it)

The special rules that I can think of are:
Amphibious - like you were saying
Ignore terrain - ignores terrain like current jump infantry/wraiths/etc.
Move through cover - we'll come up with those rules eventually

Amphibious is definitely the most special, but ignore terrain and move through cover are pretty run of the mill special rules and are seen all over the place. Simply representing them by a symbol will make it much easier and not take up much space.

That really just leaves our difference on unit type.

I'm still in favor of what I put above (type/size.) The reason for that is not because most units are obvious; it is because there are some that are not obvious.

Tyranid units are a great example where the name of the unit doesn't necessarily make it obvious as to what size it is (they are all obviously biological.)

Additionally, I plan for the cards to be as universal as possible. I don't want some to say wounds, some structure points, etc. Personal preference, yes, but if anyone that plays this wants to use different terms/symbols they are more than welcome to. Also, I think combining unit number with wounds isn't the best move. It makes at home spreadsheets a lot harder to make, and I don't think it's necessary when unit sizes are variable.

Bottom line is I don't see a good enough reason to not do it compared to my reason of "I don't want there to be any sort of question as to what this unit is." I feel that assuming the player knows what it is supposed to mean, no matter how obvious, is how 80% of the threads start in YMDC.


I think that pretty much covers the unit stats though.


On to weapon stats:
I made the 5 columns up above (besides name, number, special, etc.)

Type - Weapon type (Ordnance, heavy, rapid fire, assault, pistol, close combat, or any of the psychic powers)
Range/I - Range, or Initiative step if Melee
Strength - Strength of the weapon or swing
AP - AP of the weapon or swing
Attacks - Number of shots or swings

Disregarding psychic powers until we get to that section...

I planned on having these weapon types mean these things:
Ordnance - vehicles must remain stationary to fire, infantry can't fire.
Heavy - vehicles may move and fire, infantry must remain stationary to fire.
Rapid - vehicles may move and fire, infantry may move and fire but it slows them down.
Assault - vehicles may move and fire, infantry may move and fire.
Pistol - vehicles may move and fire, infantry may move and fire in addition to this counting as a close combat weapon.
Melee - pretty self explanatory.

I strongly believe assault weapons should not slow the unit down besides preventing them from running. Rapid fire weapons are different. They are meant for standard infantry, for long range, and with a firing stance (think M16 vs P90.) Assault weapons are meant to be fired on the move, from the hip.

That's all I have time to write now, and this weekend is pretty busy for me. Expect the pace to pick back up on Monday though, and hopefully we can have a version 0.1 typed up by the end of the month


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/02/09 00:13:58


Post by: Lanrak


Well if you think using named unit types would help 40k players cross over to the new rule set.
What about having it in () after the unit name.
EG.
SM Tactical Squad.(Infantry.)
War-track(Vehicle)
Hive Tyrant (Monster.)

This would leave the unit stats 'cleaner'.
I totaly agree with the (movement type),( movement value) ,( special rule, if applicable.)

On to weapons ...here is my prefered layout , covering ranged AND close combat weapons...

Name - what the weapons is called.

Effective range , maximum (and minimum) range the weapon can engage enemy models.

Armour Penetration, how good the weapon is a defeating armour.

Damage (strength replacment) , how much damage the weapon does to the soft target behind the armour.

Effect - how many models/hits the weapon effects have.(template, small /large blast, 1,2,3,4,5,6, etc.

NOTES- weapon type , and any special rules ..

Is this ok for you?

Weapon types.

Melee only used in close combat.(yup no problems.)

We assume ALL ranged weapon can move and fire unless other wise stated.(Red orders move and shoot or shoot and move)

Pistols may be used in close combat.

Rifles and guns- standard ranged weapon of the unit.(This assumes all weapons are current 'assault' weapons,can move and fire )

Support weapons , special weapons for dealing with specific target better than standard weapons can.(Flamers, melta/plasma guns.etc.can move and fire )

If a weapon can not move and shoot, why not call it a 'Fire Support' weapon .As it can only be used if you put the unit on Fire support orders(Green)?
(Heavy weapons carries by infantry without special rules to counter act the no move and fire, and Ordnance.)

Special rule for Rapid fire.
Weapons that have rapid fire MAY fire ONCE (Effect 1)up to DOUBLE their effective range.(ER x2) when the unit is on Fire Support orders.(Green)
Representing the models taking careful aim rather than shooting from the hip on the move.

But will fire twice (Effect 2) at their effective range , when the unit is on Reaction orders.(Red)





Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/02/10 09:36:48


Post by: wargey


Land rader should be anphibious. As it has sealed hull and tracks allow it to travers river beds. C:SM land rader page.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/02/10 15:29:42


Post by: Lanrak


Hi wargey.
Yes, we can make a land raider amphibious , if it fits the background and design of the vehicle.

The point I was trying to make is that 'ignore terrain' is a bit to 'catch all' IMO.

The wide diversity of units found in the current 40k game .I think deserves more definition.

How a unit moves across the battle field is a very important characteristic , which is covered by lots of special rules in 6th ed.(ONLY standard infantry are covered in the core rules.)
I would like to include this information in the stat line .

I would like to cover ALL units with the 'core rules' .(Special abilities are part of the core rules , not '..special rules 'nailed on' as an after thought...' R.P.)

And I think , 'movement type',' distance moved','special ability' is a better way to define units mobility than clump them together in groups with exclusive rules.

Here is an example of some special movement abilites....

Movement Special Abilities.
Amphibiuos. Treats water features as open ground.

Behemoth. So large it uses its bulk to crush and bash its way through!
Treats all woods, and built up areas as open ground.But counts soft ground as impassible due to its massive weight.

Jump Jets , Can jump over terrain features up to 8"

Dozer blade.Can use its bulk or special equipment to bash through light woods or rubble, and treats this type of terrain as open ground.

Wings.Can fly over terrain features up to 12"

Terrain is classed as ,
Open ground.(No movement modifier.)

Impassible.(The unit may not enter or pass through this feature.)

Other terrain types modify movement rates in some way.(+/- 1" or 2")

Wheeled vehicles moving down a road get +2 movement .But -2 when moving through woods and rubble.

We could use a terrain chart , showing movement types vs terrain types and list effects...

Putting all the information on the unit reference card, rather than in pages and pages of rules in the rules book.Makes playing the game much easier for older folk with poor memories like me.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/02/10 15:33:40


Post by: wargey


What differance will a seige shield do because dozer blade is pretty much the rules for a seige shield.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/02/10 17:04:51


Post by: Dast


I agree with rabid that things should be made explicit. I would have liked to think that people could be trusted to make use of simple logic and common sense, but "You make da call" is perfect evidence that a large number of people read the rules in "machine language" and ignore all the advantages of conversing in a human language in which some ability to deduce intended meaning is assumed. (Discussions over whether chaos spawn can operate quad guns are the sort of thing that dominate,). In summary, YMDA is chilling evidence that huge numbers of Warhammer players are happy to "play stupid" suspend all logic and reason, in some pointless quest to obey the letter of the rules, while spitting in the face of their spirit.

Sorry, rant over.

Vertical (walls/cliffs)
Road/paved Open Soft Forested Rocky H<Unit H>Unit
Legged F F F F F D I
Wheeled B F F I D I I
Tracked B F F D D I I
Hovering F F F F F I I
Flying F F F F F F F

Above is a vague stab at how the movement table might work .Their is certainly lots missing from this one. The key is that F=fine, B=benefit, D=difficult, I=impassable. I have no idea if the table will be displayed properly, I have just pasted it in.


Automatically Appended Next Post:
No, table didn't work. Rabid, how did you put tables into your posts?


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/02/10 17:10:39


Post by: Dast


Here it is, I was going about this in completely the wrong way.

[Thumb - movetable.jpg]


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/02/10 17:51:58


Post by: rabid1903


Nice table Dast, very clear

Did you do yours through excel -> print screen to paint -> photobucket -> Dakka? That's how I normally do it.


Anyways, just a quick update before I make my wife too mad at me for checking Dakka on vacation


Our ideas for weapons are very similar, so I think I'll just combine a few of the things you said that I liked into what I already had. Expect to see that in the first version of the rulebook vs in the first post (it's too nit-picky to warrant it.)


I'm really liking the chart that Dast put up, and I think that covers most everything. Here is a new version, based on that, to take a look at.




Some of what you said I disagreed with, and I added actual values.

I'll create a special rules chart after we decide on all the mobility special rules. I'd like to keep it to a total of 6, and these were the ones I had in mind:

Move through cover - halve negative terrain modifiers.
Climbing gear - no negative vertical modifiers.
Urban vehicle - ignore rubble modifiers.
Dozer blade - ignore wooded modifiers.
Amphibious - ignore water modifiers.
Ignore terrain - ignore all terrain modifiers.


Now, to stop the glaring I should get off


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/02/10 20:44:01


Post by: Lanrak


@wargey.
Anything I post at the moment are just examples of how concepts could be applied.Names and values are just to show how it could work in the game.
Please do not think these examples are written in stone and are what will be.
(Also I have no idea what nomenclature and classifications are used in 6th ed, as I gave up on 40k in 4th ed, and used Warzone, Stargrunt II and FaD rules instead... )
Ill let those more familiar with current 40k descriptors and classification to put me right.

@Dast.
I agree that rules should be written with clarity brevity and elegance.
Marketing pamphlets should be written with the most inspiring hyperbole possible to promote short term sales of new products.
40k 6th ed has far more in common with a marketing pamphlet than a rule set. YMDC sort of proves this...IMO.
'..hyperbole leads to poor definition, and 'enthused' interpretation...'

Actually 40k serves as an great example how NOT to write a rule set...

Writing rules using consistent terminology and phrases helps, along with telling the players if the rules are written as;-
Enabling, (If it does not say you can do it.You can not do it.)
OR
Prohibitive,( You can do it unless otherwise stated.)

And then being consistent in application and design.Removes the bulk of confusion between RAW and RAI.(In my experience.)

A decent set of designers notes helps with rules interpretation.(Spirit of the rules.)
Many rule sets seem to cover far more complex and involved game play , without the problems of interpretation and execution 40k has.(And I was basing my ideas on these rule sets...)

@Dast and rabid.
The terrain -movement chart ,for legged/wheeled/tracks/ flying vs open paved, wooded, rubble, water, soft. etc, is exactly the sort of thing I was thinking of!
Just as a rough guide to help gamers to classify their own terrain before the game starts.

The size of linear terrain vs size of units and how they interact is the sort of thing I would expect players to agree on before the game starts.
Maybe using a 'rule of thumb' guide like..
Models with limbs..
If the linear terrain is;-
Up to the models hip it may move freely over it.(No penalty.)
Up to the the top of the model it may climb over it, -2" to movement.
Over the top of the model ,it is impassible unless there is a means of scaling.(Stairs, ladder etc.)
Where climbing is permitted ,climbing up one level costs 2" of movement.

Models without limbs , can only 'bash through' linear terrain if agreed upon,(taking special abilities into account.)

I think we should define the 'special movement abilities' after we finalise the movement table.So we know what terrain effects the special abilities can ignore!

I agree if the special movement abilities should be limited to about 5 or 6.And applied sparingly..

At this stage we are just doing the rough outline of resolution and mechanics.

We can refine and define in detail , after the core game is established..





Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/02/10 23:26:48


Post by: Dast


Very nice table rabid, I was wondering how to bring size into it without making the table too complex. The modifier table does it very neatly.

I believe you that their is a typo for infantry, currently "high terrain" is impassable, whilst "sheer faces" are simply a 2' penalty.


In the size part of the table I think it might be appropriate to replace the word "infantry" with the word "medium". The word infantry implies that the unit is legged and biological, neither of which is necessarily the case. (For example a dalek style robot might be in this size category, but would be (old daleks) wheeled or treaded.) The only 40k units I can think of that would care about this distinction are grot tanks, but their are probably others.

Enjoy your holiday!


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/02/11 18:22:26


Post by: Lanrak


Hi again.
As the mobility type and terrain type chart seems to cover most area terrain types and mobility adjustment very well.
And Special Movement Rules, for Amphibious, Jump jets, etc to let certain models ignore the penalties for some terrain.

It just leaves model 'size' vs terrain 'size' for working out what walking units can stride or climb over what types of linear terrain.
As the vertical scale of terrain and models can be very abstracted,(worse in 40k,than in 10mm games.)

Then some way of classifying units and terrain 'height' is a good idea in a game like 40k.

So we have naming heights ,' low, medium, high, very high'.
And units 'swarm, small , medium , large , very large.
Which can be put in a chart like the mobility -terrain type chart.

Or we could just give units and terrain a height value 1 to 5?

This could also be used to define what (linear) terrain features give cover to units.

Eg a low wall (Size 1) would give cover to a size 1 and 2 unit.(Swarm and Grots.)
But would not realy benifit a large (size 4) model like a Monolith, and barely cover the feet of a Gargant or Titan!(Size 5).

If we used size values of 1 to 5, we could simply state:-
If the unit/model size is up to 1 higher than the terrain feature it may claim cover.
If the unit/model size is 2 or more higher than the terrain feature it can not claim cover from it.

Models with (Legs) movement type and linear terrain .
If the unit/model is smaller than the terrain , they class it as impassible.
If the unit/model size is equal or 1 higher than the terrain they may 'climb' over it with -2" movement modifier.
If the unit /model size is 2 or more higher than the terrain , they can 'stride' over it with no movement penalty.

If a terrain feature is going count as 'scalable' (eg models can climb up it) , then this is decided before the game.
EG a large fuel tank has ladder on the side, a tower of a building that is intact could have a staircase inside.

Just some basic ideas for discussion....


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/02/11 18:36:38


Post by: rabid1903


I like the idea of making it simply a guide and letting the players decide how they're going to apply it. If I say "X terrain does Y, and this is exactly what X terrain is and you have to have Z amount of it and blahdy blahdy blah" things are going to get old quick.

The table I made is just a very rough guide, and would in general be the standard for a game. Rather than saying "if it has limbs it can climb" it will be "that is Wooded and Medium Terrain."
Making those rules are perfect for house rules and friendly games. They make things much more cinematic; not the lazy GW rule-making version, but the actual more cinematic version. In the rulebook I will put a very important note saying that these are just guides for terrain and it is encouraged to modify it.
However, in a competitive situation there needs to be cut and dried rules that the players can look to and have no question as to what's going on. That is where the table is law.



@Dast,
Honestly that wasn't a typo, but I can't come up with why I did it in hindsight haha.

There really isn't a difference between high terrain and a sheer face. I'm thinking about dropping the sheer face column, but calling the high terrain sheer face. Also making it a -2 for infantry. I can't make the new chart (back at work :( ) but hopefully that explains it well enough.


Changing the term from infantry to something new I'm okay with, but using a term that starts with S, L, or M will make the unit cards a little more complicated haha.




It was brought up in another thread, but the next thing we should work out is how cover is going to work.

I had planned on there being 2 types of cover, plain and simple.
Light cover - trees, other things that don't stop bullets (current 40k gives 5+ cover)
Heavy cover - ruins, craters, other things that do stop bullets (current 40k gives 4+ cover)

Both types of cover are +1 stealth
Heavy cover is -1 to the AP of the weapon.

A unit is considered in cover if it is:
-In area terrain
-More than 25% is not visible
-The shot is fired through >2" of area terrain

*NOTE: only one condition needs to be met to grant cover, and fitting multiple does not help.

Finally, the last rule that I wanted was a "deep in cover" rule. This would double the effects of the cover, and would be granted if the shot is fired through >6" of area terrain. This is the only way cover is cumulative, and works in both directions.



These seem simple enough to me, but what do you guys think?


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/02/12 21:31:04


Post by: Lanrak


Hi rabid.
The way I see it , in 'friendly' game the effects of terrain is agreed upon before the game by the players.

In a tournament setting the terrain is classified by the organisers/ umpires , and the players are informed before the game.

All we need is a good 'guide line' for the readers to use as a reference.The table you posted up is the sort of thing we should use.
There is so many different types of terrain used from 'book' hills and 'tin can' towers,to finely sculpted detailed terrain.I agree trying to classify everything precisely would be a bit futile.

Totally agree with the cover rules!

I am a bit unsure about the 'deep cover' rule though..

I would class that a unit/model that is that deep(6" or more,)in cover would be 'out of sight' and not able to fire out or be shot at...

To stop players with high BS units 'abusing' cover.(You know they will camp a High BS unit deep in cover and shoot the snot out of opposing units that can not fire back effectively. )




Automatically Appended Next Post:
Here is my basic thoughts on war games terrain .

Terrain has 3 types.

Linear.(Long thin obstacles.)
Walls , fences, ditches etc.

Area .(Areas that effect units movement through it.)
Woods, marshes, rubble,etc.

Interactive.(Features that units can move into climb.)
Buildings, Fortifications,Hills, etc.

Area Terrain definitions.

Open terrain , no effect on movement at all.

Hard Ground.May improves some units movement .
(Roads,runways, compacted sand, frozen flat land.etc)

Soft ground.(May slow some units movement.)
Wet land, soft sand, deep snow, muddy ground etc.

Light woods-Scrub-land.(May slow some units movement.)
Low bushes , intermittent vegetation, sparsely spread trees.

Heavy woods -Jungle (May be impassible to some units.)
Dense undergrowth, thick vegetation, and high trees density.

Rubble/Rocky ground.(May slow some units movement .)
Broken ground , low ruins , piles of rubble.

Water Features, (May be impassible to some units.)
Lakes ,ponds, rivers, streams etc.

Just a basic outline...to start with..


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/02/13 01:02:40


Post by: rabid1903


@Lanrak,

It looks like for once we are totally on the same page except for the the "deep cover" rule.

I don't want things to vanish from LOS when they hit this magical barrier. That was something I really hated about 3rd edition.

Instead, by having a "deep cover" rule you can still shoot at the unit but the cover is making more of a difference. Also, it works in both directions. So although being deep in cover makes you harder to hit and more likely to have the bullets go through something to stop it or slow it down.

Most units that can abuse that system are basically designed for that. Like Eldar Pathfinders; they're designed to strike from cover effectively but not really be able to be shot back at. The best way to flush them out is with artillery and flamethrowers.


Speaking of artillery and flamethrowers...

How are we going to incorporate that?
-Maybe doesn't suffer from AP penalties?

We probably should work out blast weapons and ignores cover weapons in one go.

My idea is this:
-Place the blast template anywhere
-Roll to hit
-If you hit, the marker stays in place
-If you miss, roll the scatter die a D6.
-If you roll a hit with the scatter die, it scatters D6"
-If you roll a miss it scatters D6 x 2"

Barrage weapons do the same thing, but D6 x 2 and D6 x 3"


Just a first draft, what do you guys think?


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/02/13 19:08:18


Post by: Lanrak


Have I broken something?
Everytime I click 'post reply' I get Dakka Server down screen?

If we are using BS vs Stealth= targeting roll required.(As you suggested.)

And allow units to 'go to ground-hull down ' with a special move.(Run or Charge or Go To Ground/Hull-down.{Amber})
(+1 stealth bonus.)
As I suggested.

This means units visibility is quite graduated anyway.
(Unlike current 40k.)

But a unit wanting to maximize the use of cover have to give up a round of ranged attacks to do so.
I prefer this to 'complicating' the cover rules.

Could we just leave 'Deep cover' to be decided by play testing , include if needed?

I agree template/blast weapons should ignore cover.
(Ignore AP modifiers for cover .)

Place teardrop template with small end touching the muzzle of the firing weapon.(Roll to target models under template.)

Place blast template anywhere in weapons Effective Range and LOS.

(LOS of any friendly unit, if the weapon has the Special Ability Indirect Fire..)

If the targeting roll is passed (to hit) the template is on target and stays where it was placed.

If the targeting roll was failed , roll for scatter.
Roll the scatter dice.
The blast template moves in this direction , the number the Targeting roll failed by x 2"

Barrage weapons scatter , the number the Targeting roll failed by x 4".

This way the difficulty of the targeting determines the amount the Blast/Barrage misses by.

This is intuitive as a 'near miss' (fail by 1 or 2) means it only scatters 2-4 inches.A wild shot (failed by 4 or 5 ,) scatters 8-10 inches...

Just an alternative for discussion.





Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/02/14 16:23:51


Post by: rabid1903


Good call on waiting for "Deep Cover," we'll play test that and see if it adds to the game at a later date.


I will say that I don't want the teardrop template to scatter if it is something that stays in base contact. If it has the current "Torrent" rule where you set it out 12" then it should scatter.


Going to ground will add +1 to stealth, and would make it so a unit can no longer act that turn. A unit cannot go to ground if it has already acted, but can elect to at any time.


Here is the consolidated version of what I'm thinking for scattering:


I like this because it covers the whole spectrum and is very gradual. If nothing in the army has LOS, you're going to have a really hard time hitting the target. If you have LOS, you should have a pretty good shot at hitting where you are aiming.

The other thing is if you look at the chart it is incredibly easy to follow. It won't take long to memorize it, maybe 2 or 3 games.

Anything not placed in contact with the firing model will follow these rules.

Does this all make sense? If so I think that wraps up all of the shooting stuff. We can move on to morale and wrap that up next.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/02/14 17:36:08


Post by: Lanrak


I think that the teardrop type template should only be used to show the gout of flame/chemicals sprayed from the muzzle of a weapon.(No roll for scatter as you say.)

If a flame or chemical weapon is fired over distance I would prefer to used a standard blast marker.
(As the flame /chemicals are fired upwards tend to 'ball' on return to the ground.)
And it makes it a standard 'area effect ' weapon , like other missiles and shells.

I would prefer to simplify your suggestion to.

Weapons need line of sight to attempt to target a enemy unit.

Exception, weapons with Indirect Fire ability, only need a friendly unit to have LOS to the intended target before they can make a targeting attempt.

If a targeting attempt fails with direct L.O.S. it scatters the amount the target roll failed by x 2" .

If a targeting attempt fails with indirect LOS, it scatters the amount the targeting roll failed by x 4".

This limits 'speculative shooting' to a more 'sensible and realistic ' way.IMO.

I would like scouts and recon to actually have an important role in the game.(Like scouting out enemy positions etc.)

I am limited to quick reply to this thread .Any idea why?

Lots of great ideas so far...


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/02/14 18:06:02


Post by: rabid1903


The justification I can see for keeping the teardrop template for ranged flame weapons is the fact they will spread out when they hit. If it was lobbed to the target, yes it will hit and go splat. But if it is a straight shot (just with a slight arc) it will spread out disproportionately when it hits. That is always how I interpret the teardrop template for ranged flamethrowers/etc.


I'm in favor of letting barrage units shoot blindly, to match other "no LOS" weapons like the Smart Missile System. However, if you follow the flow chart you can see that it is horrendously unreliable. But if you have a recon team that can see where the enemy is, you become much reliable. I did the math real quick and if you at the point of it being x1 vs x2 because of the scatter die, you have a 44% chance of landing within 4 inches, 77% chance of landing within 8 inches, and 22% chance of landing outside of 8 inches.

So although you can shoot at something you can't see, you're more aiming at a quarter of the board and hoping to hit something. This also gets rid of barrage sniping (which is stupid and counter-intuitive.)


No idea why you can't do an in depth reply, have you tried to contact the admins? Quick replies work for the time being because you can go back and edit, but I understand the frustration.


Also,
Hooray for breaking 100 posts!


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/02/14 19:57:11


Post by: Lanrak


I guess using the Teardrop template for ranged area effect is just personal preference.
(If all ranged effects were round blast markers it would be more uniform in application.But some may like to have special templates for this type of attack, even though they have similar in game effects.)

I would prefer 'speculative shooting' was restricted to pre- planned off table bombardment /air strikes.

As most modern rules allow a set number of bounds pre planned fire, to soften up general areas .(EG tree line, town , approach to a bridgehead, etc.)

Troops on the ground wasting ammo firing blind is not so common....

Its easier to restrict on table firing to direct LOS or indirect LOS only.(1 rule, 1 exception.)

Again I dont mind adding firing without LOS in later if its needed after we play test.



Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/02/14 20:18:34


Post by: Dast


Ahh, thinking about it I now remember that scatter dice do have an arrow of a kind on the compas-thing on the "hit" side.

Your proposal makes allot more sense now (in my head you were re-rolling every "hit"). Yes, lots of sense, I like the procedural flow diagram as well. I think the rules will be clearer and more interesting if we do many of them that way. (For example acquiring target, armour saving, wounding, and removal of casualties could be a relatively linear one).

On the subject of units taking losses, how will it work? My preference (and the house rule with my group) has allays been to resolve everything as if units were indivisible items in of themselves. For example if one of their models is in boltgun range and LOS of one of your models then your entire squad may fire bolters at their entire squad. If they then suffer X casualties they remove X models from their unit, in any way they like (all the removed models might be out of range and LOS).

(We all got into warhammer fantasy first, we thought we were playing by the rules when we did this for years).


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/02/14 21:30:07


Post by: Dast


Hello,

I have made some candidate movement symbols, this image shows a quick example of how I imagine them working. Ignore the actual stats, they arent the point of this.

 Filename tester.pdf [Disk] Download
 Description My attempt at movement symbols
 File size 35 Kbytes



Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/02/15 18:33:53


Post by: Lanrak


Hi Dast.
That is the sort of symbols I was thinking of for movement.

I was wondering should we use symbols for all stats, instead of letters-names on the unit cards?

Rather than ...M/BS/WS/S/T/W/I/A/ld/Sv which uses letters that are not relevant in some languages...

Eg
(Movement type symbol)+ distance moved in inches.

(Shield symbol for armour) large models like vehilces and Monsters get a front side rear armour values.

(Heart /Cog symbol for resiliance, for biological/mechanical units.)

(Cloak symbol for stealth)

(Target symbol for BS replacement.)

(Crossed dagger symbol for WS replacement )

(Blood drop/oil drop for wounds/structure points symbol.)number of models in unit/ wounds/structure points per model

(Medal symbol for morale symbol.)

(Arm stripes,(star for special characters.) for command value symbol.

Just a thought...as a picture paints a thousand words.

Your suggestion for casualty removal seem pretty straight forward and in common usage.I can not see the point in useing a more complicated resolution to start with.

TTFN


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/02/16 16:16:52


Post by: Lanrak


Hello again folks.
As the rules for the game seem to be developing quite well, lots of good ideas so far.

I was wondering if I could just post up an alternative to replacement the current F.O.C.

If we are using unit cards.
We could have one side with the in game information on(Unit name description, followed by unit and weapon stats.)
And the other side could be used for the army organisation and points values.

My proposal is to use the commonality of unit types, rather than in game function to define units in the force organisation.As this allows the same units to be used in different themed lists.

HQ units.
Core units
Specialized units
Restricted Units.

HQ units set the theme of the army, they determine what units are considered Common , Specialized and Rare in their force.

OPTION we might include...
Some HQ unit may be able to bring 'Limited Support Units (0-1, 0-2 or 1-3)These are particular to that specific HQ.
These are the most 'in theme units' that do not apply to other armies. Eg Blood Angel Death Guard, Snakebite Squiggoths etc.

For every HQ unit you may take;-

2 to 8 Common Units.
(0-3 Support units if we use this option.)

For every 2 Common units units you may take 1 Specialized unit.

For every 2 Specialized units you may take 1 Restricted unit.

EG
Assault Squads are common in a 'Assault' themed SM army.'
Specialized in a 'Tactical' themed SM army .
And Restricted in a 'defender' 'Fire support' themed SM army.

This allows the proportion of units types to scale evenly over game sizes.Allows lots of themed lists with very little complication.

I may not have explained it that well though..
Please let me know what you think , or any clarification needed...

TTFN




Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/02/16 21:37:37


Post by: rabid1903


Just did the second play test (testing the version I came up with.)

Here are the results to the survey taken before:

Better/Worse than current 40k
Random vs In control (1-10)
Static vs Fluid (1-10)
More/Less tactical than current 40k
How "into" the game were you (1-10)
Suggestions:


Friend (playing Tau)
Better
8
10
More
6

Me (playing Orks)
Better
9
10
More
7
Disembarking reduces your initiative to 0, this made it a lot less “rhino-rush,” and a lot more tactical.


Both of us liked this version more than the other one. So I'm going to make the decision to go with this version instead. The big reason is the game wasn't just a decision of shooting vs moving, making things that are supposed to move (like deffkoptas) play a static role.

I would love to have you play test it as well, but I know it's kind of hard to do.



So now, here is how the activation levels are going to work:

Place your counter during the command phase.
Start at level 20, count down.
Activate your unit in the range of levels determined by your leadership + - command value.
Start of the resolution phase you take care of morale checks.
After that, you resolve assaults.



@Lanrak

Hmm... haven't thought too much about redoing the Force Org Chart. I think we should leave that for a little longer, and knock out the rest of the rules we have laid out first.

Command values have been something that I've been thinking a lot about lately. Here are some of them:

Thinking of Tau is the easiest, because of their obvious command structure.

Shas'la - 1
Shas'ui - 2
Shas'vre - 3
Shas'el - 4
Shas'o - 5

1 is a recruit
2 is a normal soldier
3 is a veteran
4 is a high authority figure
5 is a general


So for Space Marines:
Scouts - 1
Marines - 2
Veterans (incl. sgts and terminators) - 3
Librarians/Chaplains/etc. - 4
Captains - 5

Tyranids:
Rippers - 0
Gaunts - 1
Hive Guard/Carnifexes/etc. - 2
Lictors/Genestealers/things meant to function without Synapse - 3
Synapse Creatures - 4
Hive Tyrants - 5

Synapse could have the nice effect of letting the units in Synapse range use their command value. Units outside of Synapse range could be forced to act at their highest activation level (IB - Feed) or their lowest (IB - Lurk.)

Orks:
Boyz - 1
Nobz/Gretchin - 2
Big Meks/Weirdboyz/special Nobz - 3
Warboss - 4
(Still iffy about this one...)

These are just some examples, and leave room for some really cool and unique army abilities. For instance, Space Marines are naturally going to be higher than most because of the presence of a veteran sgt. Tyranids not in Synapse are going to be hurting, with almost no control over the units; but if they are in Synapse they have flawless execution.

I only did armies I was familiar with, but you get the idea (hopefully )


Soon I'll go to the first post and correct it to the new turn order, which will bump part 1 to 100% (huzzah )


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/02/16 23:57:32


Post by: Lanrak


I only mentioned the change to FoC as something to consider later in the development.
Its just if i do not post stuff when I think about it , it sort of gets forgotten about...

Could you please explain the new game turn.And how the command values work?
As I am unsure how adding on numerical sequencing adds more tactical depth, it just appears to take control away from players?

I would like to keep this rule set a concise as possible.(Less than 40 pages.)





Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/02/17 01:45:03


Post by: rabid1903


Sure thing, I understand that if I don't put stuff in the thread I tend to forget about it.


Alright, so I'll try to explain command values and the game turn as best I can.

Command values are simple:
-It's how versatile the unit is when it comes to making actions. If it has a high command value, it is more flexible and can either act before enemy units or after them depending on what the commander wants.

So let's take a Space Marine Captain as an example:
-They have a leadership of 10, and would have a command value of 5.

This is generally the most versatile you can get, as it allows the unit to be activated anywhere from step 15 to step 5 (which is a huge range.)

Next we’ll have a Tau Fire Warrior Team:
-They have a leadership of 7, and would have a command value of 1.

They are very limited on when they can be activated, with only a range of 6 to 8.
If they had a Shas’ui upgrade though, they would now have a leadership of 8 and a command value of 2.
This changes them to have a range of 6 to 10, and are now much more tactically flexible due to the presence of a veteran leading them.


These all come into play below.




The game turn is broken up into three phases:
-Command Phase
-Action Phase
-Resolution Phase

Let me break down what happens, and in what order, during each phase.
-Command Phase
---Reserves arrive first. Both players will roll to find out which reserves come in, but then alternate when placing them. Who goes first will be decided by the players rolling off.
---The players will place a counter face down by each unit. This counter will have either green, amber, or red. Players can place these in whichever order they feel, and once both players have completed this action they continue to the Action Phase.

-Action Phase
---The action phase is broken down into 20 activation levels. Every unit will be activated during one of these levels.
---Starting at activation level 20, count down.
---Once it hits a number that is in the range of the unit you want to activate, they can be activated. This is where the ranges shown above with the Fire Warrior Team and Captain come into effect. Just to clarify, you only count down once per turn (not once per player) and multiple units can be activated in the same activation level.
---If multiple units are activated during the same activation level, the counter priority comes into effect. Green units will go first, followed by amber, and finally it is finished off with red.
---If multiple units are activated during the same activation level and have the same counter color, the players roll off. The winner can decide whether to go first or have the opponent go first. Then you alternate activating units until one player no longer has units being activated at that same level and with the same color.
---When a unit is activated it will immediately do whatever its counter says it is going to do. Also, the activation level is the priority when determining when units will go. (e.g. if a red-counter unit is activated at level 9 and another green-counter unit at 8, the red-counter unit will go first.)

-Resolution Phase
---Units that have taken damage and require a morale check do this as soon as the Resolution Phase starts. The order doesn’t really matter, but if people nit-pick they can figure out something amongst themselves.
---Assaults are resolved next. We’ll figure out the details for this part soon enough.


I know this seems complicated, but as soon as I figure out how to word it and you get a chance to play it will make a lot more sense. I really hope that I got it this time, but I’m not that confident that I did. It is so much easier to do it in person or even through voice-by the end of the game, both me and my opponent already had it pretty well down (just a few slips here and there.)

If this doesn’t at least make it a little clearer, we’re going to have to figure out another way to communicate. Maybe Skype, or even just smaller posts that we’re quick to reply to?


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/02/17 13:06:21


Post by: Lanrak


Hi rabid.
The post is very clear.The command value and leadership are determining the activation sequence.
I see this as ... armies with high LD and Command values activate MORE UNITS before armies with lower Ld and command values?!.

I thought the point of alternating unit activation was to EQUALLY SPACE unit activations.
EG Player 'a' activates one unit then player' b' activates one unit.. a,b,a,b,a,b,a,b,a,b,a,b '

letting LD and command values set activation sequencing could mean, Player A activates several units until the 'activation sequence number' is low enough for player B to activate one unit!!
Which allows the massive imbalance of lots of units doing lots of things while the opposing player waits, (THE PROBLEM with current 40k game turn.IMO)

Or if its just applies to singular sequencing of an army , EG SM army can only activate units near its commander first,(Highest LD and command values.)While Tau can only activate the unit near their commander first.(Highest Ld and command values.)
This appears to just artificially restricts player choice.

I honestly do NOT see why you want to add this?(Could you clearly state the reason why it is needed in your opinion?)

In my proposed stats the 'Command Value' shows how good leaders inspire units PERFORMANCE within command range.(Limited re-rolls of dice within command range to show their POSITIVE effect on nearby units/models.)
Communications are assumed instant and freely made to any unit on good morale.The game turn lets players have FULL control of what units take what actions and when.

The system of Green Amber Red was to let players make tactical decisions on action focus, and sequencing.(No additional numerical sequencing is required in the existing games using it!)

If you want numerical sequencing then 'Activation Points' as used in games like 'Space Hulk' would be my preferred option.
Each action has a cost in AP,and each 'leader' generates a set of Action Points for their force.To show how well they motivate units.
This is the system that would make more sense with 'numerical sequencing' as it takes the other sequencing format out of the game turn.(No need for Green , Amber or Red counters.)

Eg
Move 1 AP.
Shoot from the hip 1AP.
Fire support 2AP
Run 2AP.
Charge into assault 3 AP.
Lift Suppression 1AP
Reduce neutralization to suppression 2AP
Reduce routed to neutralized. 2AP
(Accumulative cost , so routed to ok takes 5AP.)

This method restricts the players to using a set amount of actions, (controlled by action points, ) determined by the 'leaders' in the army.
Its the more detailed but complicated version of the 'order counters' I suggested.

Basic alternating activation.
Player A activates a unit.
Player B activates a unit.
Continue until all units activated.

I simply added choosing the actions the unit would perform, (Green Amber Red,) in the Command Phase to add more tactical thought, and tactical depth to the game play..
(Using 'order counters' is quite common in Alternating Activation game turns for a reason.. )

My point is orders counters AND numerical sequencing is ONE method too many!
We should just decide on ONE.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/02/17 17:11:18


Post by: rabid1903


Morning Lanrak,

So the reason for the activation levels is simple:
-It adds more tactical flexibility to commanders, and allows for more diversity in armies.


The goal isn't necessarily for the turn to go a, b, a, b, a, b, a, b, a, b. Instead, the turns tend to go a, b, a, a, b, a, b, b, b, a, b, a, a, b, b or something like that. They are still mixed, but it isn't so mechanical.


When we did the play test, there were a few things that I specifically looked for to see if they would be a problem. You have actually named several of them, I just didn't put them in my post.
Q - Will high leadership armies dominate? i.e. will a whole army be able to go before their opponent?
A - This actually never was a problem. I played as Orks, so my opponent generally was a higher leadership than anything that I brought to the table. However, it allowed me to go after him for my movement and force him to target the things that I wanted him to. So after almost making him waste a turn of shooting, I would start to go at my higher activation levels to get up in his face as soon as possible.

Q - Can't a deathstar unit dominate the board if they have a high command value model joined to it?
A - Certain deathstar units were definitely able to pack a punch due to the flexibility of going at a lower activation level for movement and a higher activation level for assaulting. However, by reducing their command value to 0 if they were disembarking or deep striking it really helped balance things.

Q - Shooting seems to have a distinct advantage because of the counters and their priority. Would they actually dominate the board?
A - Although the games were very bloody in general, it was equally from shooting and assaults. Because you could lock units in close combat before they could shoot, it could be used to really mitigate an opponent’s shooting capabilities. Additionally, if you had a unit that could wipe the enemy in assault they would be free to move and assault another unit the next turn. This meant that assault units didn't cross this magical "too good" barrier that would result in them performing worse because of how good they were.

Q - Will the addition of activation levels actually add to the tactical flexibility of the commander, and make them feel like they were in control?
A - Yes, oh god yes it did. I felt like I had total control of what was going on with my army. I never felt like I should just leave the room and let my opponent finish with their stuff. The game was incredibly fluid. We ended up taking like 3 hours for a 1,000 point game, but that was because we were learning it as we were playing it, and besides that it didn't feel like it was dragging on at all. Previously, when it was just done with counters it strongly favored shooting. If you had to decide between shooting and moving, where one would do damage and reduce incoming damage, the choice is obvious. Maybe with the change of being able to do amber and green at the same time it would help, but then we should almost just make it so that each player takes turns activating a unit because 90% of the units would be green or amber.


I know this seems complicated, but after play testing the choice was obvious to me. I'm thinking I may try to figure out a way to record a game so you can see exactly what I'm talking about, and how fluid it makes the game. However, I'll only do that if you think it's worth it (because that's a lot of work )


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/02/17 20:04:16


Post by: Dast


Hello,

I like the new version of the 20 steps initiative system. However I do have a question that I'm not sure has been covered (perhaps it has and I missed it though).

Do both players have to simultaneously reveal everything they intend to activate this step, or do they only set the step when the unit actually activates? Do I have to tell you that my bikes and my tactical squad are moving this step, or just the bikes, see how things go, then reconsider the tactical squad. (Say the bikes got lucky and gunned down the only other squad currently in shooting range of the tactical, the tactical might as well wait to see if something ventures closer in the next step rather than shooting the air).


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/02/17 21:42:08


Post by: rabid1903


Dast,

The way we had played it was everything reveals at the same time. This worked fine when we did it, and only a few times did a unit end up a little stranded.

In a tournament scenario, a rather dickish player could wait to have their opponent reveal all of their units before deciding which units to activate. We can come up with something to mitigate this if we think it'll be a problem.

So in the scenario you mentioned, a few things could happen:
1 - The commander really wanted a certain squad dead, and decided to use a green counter for both the bike and tactical squad. If the bike squad wipes them out, then it would mean that there was overkill and the tactical squad shouldn't be given the opportunity to change their mind.
2 - To play it safe, the commander wanted their units to be able to move so they were assigned a yellow and a red counter. The bike squad goes first because they are yellow, and end up wiping out the target. The tactical squad had a red counter, meaning they can still do a normal movement afterwards (maybe even being able to target a new unit.)

There are plenty of other things that could end up happening, but the decision was made during the command phase as to what stance the unit was going to take. This perpetuates through the whole turn, with whatever benefits or penalties come with it. A good commander will use serious economy of force, and will be rewarded with it. Two equally powerful lists will come down to whichever commander made the fewest mistakes.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/02/17 22:18:38


Post by: Lanrak


I can understand how moving from 40ks alternating game turn.That ANY level of interaction adds tactics , and deeper game play.

I still feel the numerical sequencing only appeals to you due to the 'over complication expectation' 40k generates.
And it IS open to abuse by more competitive players.(A few friendly play tests wanting it to work , is not a robust enough test.IMO.)

If you did NOT want ALTERNATING unit activation,(a,b,a,b,a,b,a) why not use another game turn mechanic?

Alternating phases, or action point allocation, or even variable game bound...I am happy to discuss alternative game mechanics if you want ?



Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/02/17 23:23:19


Post by: rabid1903


Unfortunately I don't really have the resources to do extensive play testing like a gaming company could do.

I think it's a lot less complicated than what you are envisioning. I highly suggest finding a way to try out what I'm saying.

I'm willing to discuss other ways to do game turns. Although it is easy for things to become more tactical than current 40k, I think what I came up with is more tactical than most other game turn systems. Though I know that is only 2 people's opinions so far, so I'm willing to hear criticism of it.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/02/18 17:09:15


Post by: Dast


Thanks for explaining that Rabid.

I think Rabids system is really quite good, it allows the better organised factions (Space marines, eldar) to actually make decisions either before or after their opponents (Orks) and really brings out the flavor. It also applies unit by unit, so even two armies of the same faction could have quite different in terms of flexibility of activation.

I haven't had a chance to play-test rabids idea yet (probably wont do for a few months), but the theory of it really appeals.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/02/18 17:09:29


Post by: Static-Cat


Even if that might sound weird, I find that the "a, b, a, a, b, a, b, b, b, a, b, a, a, b, b" scenario is the best way to equally distribute turn orders. Armies doesn't have the same numbers of units and if I take one of my friend army that have just 4 units in a 1500pts game. Making it 'even' would quickly become "a,b,a,b,a,b,a,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b,b" against an imperial guard player, not really solving the problem of the same player activating 2 units back-to-back anyway. But that's just a my quick grain of salt in that discussion...

What I really wanted to discuss was the method of tie resolution that seems to be used. There can be a LOT of ties in that systems (Especially with similar armies, like Space marines) and rolling to break that tie each time might break the flow of the game... So to solve that (somewhat small) problem, let me introduce the Tie-Breaking-Token-Of-Doom-3002™. (could be sold at any good hobby shop for the small price of 40$)

Tie-breaking-Token Rules:
1. The first player who deploys all his units on the table get the token. (Or choose any other way to determine who begins with it, that's not important)
2. When a Tie occur, the token owner solve that tie how he wishes. After that, he gives the token to the player at his right.
3. If the token is soft enough, it can also be thrown at any cheese-abusing player.

Anyway, until now, I find your project really promising and I really hope that it will see it's completion and be accepted/used by a lots of players, good luck!


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/02/18 18:48:01


Post by: Lanrak


Hi folks.
If you dont want to alternate unit activation, then dont pick alternating unit activation as your game turn mechanic!

I can now sort of see why you wanted 'limited multiple activation' to show armies with better leadership.

I was to busy worrying about the 'over complication' and possible abuse of your proposed method to see the reasoning behind it.
You want units close to the 'character-leaders' to act 'as one' in a 'decisive way', yes?

Here is a possible alternative that allows for multiple units to act together under an 'heroic leader' (Command value 2 or more).While sticking to the alternating unit activation ethos...

Combat Attachments!
A leader with a command value of 2 or more, MAY bring more than one unit under their control.
They can take control of a number of units equal to their command value,(Include any attached units /retinue in this calculation.)
The group of units under a single controlling leader is called a UNIT GROUP.
The UNIT GROUP now counts as ONE unit for the perpose of orders and actions.(Place orders by the leader model of the UNIT GROUP.)

Restrictions,
Units in the unit group have to stay in command range of the unit group leader.
The leader of the unit group looses 1 command (re roll ) dice per units controlled over 2.
If the leader of the unit group suffers any morale damage it applies to ALL units in the unit group.
Combat attachments are formed and disbanded in the COMMAND PHASE ONLY!

This leaves sequencing as basic order sequence.(No additional sequencing required.)
BUT give player the CHOICE of making combat attachments , to make a larger unit under the control of a good leader.And has reasonable limitations to curb abuse...

Eg if a MSU army is up against a Deathstar army.They can use Combat Attachments to even up the combat match ups a bit!

Anyhow...

IF you are concerned about the imbalance in the number of units across armies in 40k.
You can say multiple small units have more activations, but are easier to damage, so that is fine!.

OR go for Alternating Phases.(Imagine looking at one army for a few seconds to see what they are doing, then looking back to see what their opposition has done in the same amount of time .)
('Tennis mach view', command phase.. .attacker, defender, attacker, defender,....resolution phase.)

Command Phase as before.

Player A takes ONE action with all their army.
Player B takes ONE action with all their army.
Player A takes ONE action with all their army .
Player B takes ONE action with all their army

Resolution phase as before.

Orders.
Advance, move then attack.
Double-time (run), move then move.
Evade, Attack then move,
Fire support , ready , then fire.
Infiltrate , ready then move

Actions.
Move , move up to movement value,( modified by terrain )
Attack attack enemy units within weapons range, ( resolve in this order, close combat then small arms then support weapons.)
Ready, prepare equipment for stealthy movement, set up fire support weapons 'move or fire' etc.

Command phase. Place order counters face down next to unit.(Units can have different orders as before.)
Primary action phase, flip order counter over and take FIRST ACTION ONLY!!(One unit at a time.)
Secondary action phase, take second action of order, and remove order counter.(One unit at a time.)
Resolution phase, plot arrivals rally units on poor morale..etc.

TTFN


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/02/18 19:53:55


Post by: rabid1903


@Dast

When you get the chance to play test (even if it's not for a while) please let me know. I'm really hoping to get a couple dozen games, with a dozen or so different players. So even if it's just a single game near the end when we are on v0.9 it is going to be immensely helpful.


@Static-Cat

By the way, I saw that this was your first post and welcome to DakkaDakka!

I'd never thought of the tie-breaker token, and it sounds very interesting. I'm willing to play test that next chance I get. Just to make sure though, you know that it is once per color that the two players roll correct? Granted that could end up being like 2 or 3 dozen rolls over a 6 turn game. But in the play test that I just did it actually didn't end up slowing down the game really at all.

Both methods should really be play tested, and more methods are highly encouraged in case anyone comes up with more.




Moving forward though.

Let's finish up wound allocation.

There are two methods that I can think of, with one being more realistic and the other being simpler.

More Realistic:
-Break it up into common weapons (bolter, missile launcher, meltagun.)
-Resolve the weapons in this order:
---Templates
---Large Blast Markers
---Small Blast Markers
---Shorter range to longer range for all remaining weapons
-You can only kill things in range of the weapons, and having a longer range weapon in the squad doesn't do anything to benefit the shorter range weapons.
-By resolving, it is everything from rolling to hit to actually removing the casualties. Casualty removal is done from under blasts and templates (if applicable) and from the front.


Simpler method:
-Roll to hit with every gun simultaneously, placing templates and blast markers (and scattering) prior to moving on.
-Roll all the hits for armor penetration, grouping identical AP weapons.
-Roll all that made it through armor for wounding, grouping identical Strength weapons.
-Remove casualties from the front.


I know a lot of people play both methods, I generally prefer the first but I know that it is more complicated. The realism is nice though and something that I like to have; however, I know that a lot of people like simplicity and quicker games.

With all that in mind, what do you guys think? Once we answer this question, we can proceed directly to morale.



We mentioned it before, but I'm in favor of having "overkill." Overkill means that however many extra wounds that are dealt to a unit through shooting are used to force morale checks on nearby units. For every extra inch the unit is -1 to their leadership.

This means that say a unit has 5 members, and they suffer 12 casualties. An overkill of 7 is then present. This means that all units within 7 inches will take a morale check. If another unit was within 4 inches of the unit that had an overkill of 7, they are -3 to their leadership for the morale check.


To go along with this, we can use the new command stat to really help mitigate overkill.

For every command point you can get rid of some of the penalty for being close to a unit that suffered overkill.

Continuing the example from above. If it was a a Tau Fire Warrior squad with a Shas'ui upgrade, his command value of 2 will reduce it so they are only -1 to their morale check.


Also, Lanrak you mentioned this before and I really liked it. There are three levels to failing.

If you fail your leadership, you are suppressed.
-Suppressed units cannot run or charge, and if not firing at the closest target must use a red counter.
If you fail your leadership by 2 or more, you are pinned.
-Pinned units cannot move, their command value is reduced to 0, and to make any action they must use a red counter.
If you fail your leadership by 4 or more, you are routed.
-Routed units must retreat at 2D6", their command value is reduced to 0, and to make any action they must use a red counter.

A total of 5 special rules I can see affecting morale:
ATSKNF - ATSKNF units ignore panic and pinning weapons for shooting.
Stubborn - Stubborn units never suffer negative modifiers for morale checks.
Fearless - Fearless units ignore all morale checks.
Panic - If something causes panic, units are routed if they fail their leadership instead of being suppressed or pinned.
Pinning - If something causes pinning, units are pinned if they fail their leadership instead of being suppressed.

Hopefully these aren't too complicated. It covers any possible morale situation that I can think of in a few simple special rules.



Quite a bit to digest I know, but it's an all-encompassing post for morale. Please let me know if you have any questions or comments.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/02/19 00:14:57


Post by: Lanrak


As far as weapon resolution orders goes I agree with you rabid .
Area effect first.(templates and blast weapons .)
Then shortest to longest range weapons.

I think there should be allowance for expressing 'volume of fire on target' causing supression /pinning.
There are other ways more in keeping with modern warfare than WHFBs 'overkill' .
(Which makes sense in the context of WHFB 'our hero was turned into red mist by that big gribbly ..LEG IT!!!)

My prefered method would be letting the AV represent the value where the model is 'shaken by volume of fire'.(Fail armour save.)
And only becomes a casualty if the attacker makes a successful to wound /damage roll.

A unit becomes suppressed if the more than 25% of the unit become shaken.(Fail their Armour save.).
A unit becomes neutralized if it takes more than 25% casualties .(Attacker rolls successful wounds/damage rolls.)
A unit routes if it falls below 50% of its starting strength and fails more than 25% saving throws.

I would replace normal orders with 'MORALE counters, to show the unit is out of normal command.

Suppressed,The unit may withdraw, OR move to intervening cover at normal speed OR Fire at nearest enemy unit.(Only take ONE action, counting as being on RED orders.)

Neutralized. The unit will not take any actions , other than fighting back if assaulted.

Routed.The unit MUST attempt to withdraw from the field of battle at double speed.(Move towards nearest friendly unit-edge of playing area, free from enemy units.)

TTFN


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/02/19 16:01:22


Post by: Static-Cat


rabid1903 wrote:@Static-Cat

By the way, I saw that this was your first post and welcome to DakkaDakka!


Thanks!


Personally, for the two weapon resolution, I don'T have any preferences between the two...

However... The Template->Blast->Short Range->Long Range solution seems to seriously limit the potential of your 'Overkill' rule, no? If my two flamer killed all of the units... How do I calculate my 7 remaining Bolter shots for the Overkill?

If the overkill idea is implemented, I think that the "roll all at once" option should be used.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/02/19 18:51:35


Post by: Lanrak


@Static Cat.
Welcome to Dakka Dakka.
I agree that the most 'realistic' systematic resolution of weapon attacks is counter intuitive if we want to use the 'over kill' method, rabid suggested.

AND if we are allowing units to target more than 1 unit in the target zone (6" radius from the target point.).After the primary target has been delt with, then the attacker can fire at the nearby unit directly.Which sort of makes the overkill method a bit redundant!

The roll to beat armour =supressed, roll to beat resiliance = casualty is based on damage resolution from a very popular WWII rule set called Flames Of War.

Most of the suggestions I am making are based on games with established history, player base popularity, and heavily play tested by the developers and community.

I would rather stick to well proven methods, (from the last 20 years of game development.)As any play testing is just for preference, rather than proving functionality...

I do have a bit of a problem explaining my ideas clearly though...

Should I run through the basic game turn mechanic options?So we can get this resolved to an agreed conclusion.
If you do not want evenly spaced alternating unit activation , we should look at alternative to alternating unit activation...

Depending on the game turn mechanic used, sort of determines the rest of the resolution methods we should use.
'..in game design there are no bad ideas,just ideas in the wrong place.Good game design is getting the most suitable ideas in the best order...'
(Jake Thornton , great bloke and a very good game designer .)



Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/02/19 23:54:22


Post by: rabid1903


@Static-Cat

Good call on the conflict between overkill and the weapon resolution. I hadn't thought about that.

An idea that I thought of while running today though has to deal a lot with what Lanrak was saying before about splitting fire.

What if after a unit is wiped out, any models that haven't fired have the option to use an overkill attack.
-To do this, simply make a leadership check.
-If it passes, the remaining models may target any other units within the highest command value x 2"
-This means that a commander on the battlefield can have their units target other nearby squads if the first squad is wiped out. A better commander will be able to split fire more efficiently and to more diverse targets.

How does that sound instead of the current overkill idea?


@Lanrak

I'm willing to hear out what you were saying for suppression and other morale things. They sound really interesting. Now that there is a difference between something going through armor and it causing casualties the door is wide open for some really good ideas

I'm reluctant to continue discussing turn mechanics though, because we've been talking about it since the first post. I understand that it is a new system, but it is just a mixture of two different systems that I think add up very well.

I know there is a chance that I'm wrong, but I think we should push forward and just be ready to go back and modify things. Changing the turn order mechanics might not actually end up changing a whole heck of a lot, and we won't know we need to change it until more play testing is done. Knowing that though, I'm pretty confident that the turn order so far is something that will work and people will enjoy.

I have an old friend moving nearby that I should be able to convince to play (he can borrow an army ) and will allow me to play test significantly more often.




Recently we've been moving at a really good pace, and I'm thinking there is a fairly good chance of having a v0.1 done in the first week of March. After that the fun really starts.

Here is the plan of attack after v0.1 is done.
1 - Adjust these codices to be play testable: Space Marines, Tau, Tyranids, Grey Knights, Daemons, and Orks.
2 - Assuming I can get some help with these, we'll send them to each other for revision. Space Marines will need to be done first, and should be designed so that a fluffy and diverse army is encouraged; however, other styles need to be fully playable. This is a difficult task to accomplish, but with a couple people looking it over and discussing it I think we can do it.
3 - After we have those 6 codices done, I can start some serious play testing. My friend moving into town I imagine will be really excited to help me with this. He really enjoys gaming of all kinds.
4 - Adjustments will be made to the rulebook to try to get rid of bugs and things we didn't see coming.
5 - V0.2 is made with these adjustments in mind
6 - Hopefully we get enough people interested that we can write the codices for the remaining armies. I mention the 6 above because those are the ones I can play test. I have various amounts of models for them, but none from the other armies.
7 - More play testing, but these will likely be out of my hands. I might be able to convince people at my FLGS to help when we get to this point.
8 - We go back and make adjustments again, creating V0.3
9 - Final batch of play testing, with a full array of armies and codices available.
10 - Create V1.0 and release it to Dakka

I'm willing to watch after that, and call upon everyone that's helped so far to try to come up with an FAQ within a month of it actually releasing. I really hope the community likes it but am a little nervous


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/02/20 20:37:27


Post by: Lanrak


Hi rabid.
I am happy to modify the game turn I proposed to allow multiple unit activations if needed.(Allowing good leaders to 'take command' of multiple units for example.)
Or we can switch to alternating phases if you like.(with out to much fuss.)

I will express my concerns with adding on leadership sequencing to the basic Alternating game turn.(Your proposed addition.)
IF ALL the battles are just moving straight forward into contact, where the commander is the center of the attack or defence. Then you proposed idea works well.

HOWEVER, consider this..
An army is attacking a city held by the enemy.ALL enemy units are out of sight of the attacking units.Main central force led by the commander.

Under MY system the SCOUTS far way from the force commander can move into visual contact with enemy units.(now defenders can react..) Then the supporting artillery far from the army commander can drop an indirect barrage on the enemy units to soften them up, (then the enemy can react)BEFORE the units with the force commander move forward to engage...

Under your system the central units with the force commander HAVE to act before the know what enemy units are where...which is just artificialy restricting choice, and does not allow tactical use of recon and artillery assets...

If under your system an army can see all most of enemy units in turn one.Putting the force commander in a 'parking lot of ordnance' can just drop multiple 'pie plates' on the enemy units with the potential of decimating a majority of the enemy force in turn one.(And writing more lines of rules to restrict this after writing more rules to implement it , is going against the ethos of 40 pages... )
Has that made my concerns a bit clearer?

Over kill.
My idea for splitting fire in a target zone is a bit cleaner IMO.
If we are to use another type of suppression mechanic, this would allow fire not to be 'wasted' on a unit that was already in the condition the attacker wants.(Allowing tactcial use of suppression , neutralization and routing...).

Morale States...
Rather than take the simple view, a weapon punches through armour or it does not, and if it does not punch through the armour it has no effect.
(Which is over simplified and just wrong.HESH rounds NEVER penetrate the armour of the tank, but the compressive shock and concussion kills the occupants just the same!)

Why not treat the failing of an armour save to mean the force of the hit has enough energy to negatively affect the soft target behind the armour.
This may mean just shaken, badly bruised , slightly winded, mildly concussed, knocked out, (concussed,) or wounded so bad the model becomes a casualty.(Determined by the damage roll.)

So any model that fails its armour save is automaticaly suppressed.(Can we call this shaken?Models shaken, units suppressed.Just a bit clearer on definitions .)

This gives us 3 basic states for a model.OK, shaken, and a casualty/destroyed in game terms.

Units with multiple models count the number of models shaken , or casualties , in relation to the number of models in the unit at the start of turn.

If more than 25% of the units models are shaken or casualties, the unit is suppressed.

if more than 50% of the units models are shaken or casualties , the unit is neutralized.

(Gently lay shaken models down 'face up', and casualties 'face down' as they occur.Then we have a clear visual representation of the state of the unit ! )

Exceptions for vehicles and monstrous creatures;_
Suppressed if they fail an armour save, and fail a morale test.
Neutralized if they loose more than one wound /structure point in a game turn, and fail a morale test.

When a unit looses more than half its original number of wounds/structure points, it becomes open to the effects of routing ,
Any failed armour save ,followed by a failed morale test, or further wound/ structure point loss will cause it to route...
ROUTING replaces normal suppression and neutralization after the units starting strength has been reduced to less than half..

Just a basic out line.(We can adjust value as we play test.)

To show the loss of control of suppressed , neutralized and routing units,I would like to replace the order counters, (Green ,Amber,Red.) with morale damage counters (letters S,N,R.)

TTFN




Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/02/20 20:55:25


Post by: Dast


I am not sure about this overkill attack. It works nicely with different weapons being rolled for 1 at a time, but it feels weird in some cases. For example bolters inflict 9 kills on a two man squad, (so seven bolter kills wasted) but don't worry, the plasmagun can still fire at another target.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/02/20 22:32:34


Post by: Lanrak


Hi Dast.
That is why I re posted my original suggestion of a 'target zone' of a 6" radius from a target point to spread the ranged attacks over.So you could simply fire at the nearby unit when you have done enough damage to your primary target.
Seemed a better implementation of rabids over kill idea...(The attackers just swing their guns onto the next available target in the 'target zone'.)

We could just resolve hits on the models in the 'target zone'.Where the player puts the target point (in leaders LOS) determines what models are targeted in the target zone.

Does this appeal to you?



Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/02/20 23:54:33


Post by: rabid1903


@Lanrak

I'm really glad you voiced your concerns, because I think I figured out exactly where our disconnect is!

I think you're missing the fact there is a range of values, instead of a set value. Most commanders will not be able to have other units use their command value. Those that do hopefully will not be able to be broken (Tyranid Synapse comes to mind. I had planned on synapse letting other units use their command value, but because of how low most units leadership is this shouldn't break the army.)

What you were saying as far as scouts combined with artillery is completely possible and really encouraged.

Say both have a leadership of 7 and a command value of 2 (very reasonable assumptions.)
-The scouts move out at step 9 to gain vision on the intended target for the artillery.
-At step 8, the artillery rains death upon the newly scouted out target. They could have acted at step 9, but that would have been foolish because they would not have had the vision provided by the quicker scouts.

Say the opposing commander saw this coming though, so they activated the unit the scouts were intending to get vision to during step 9 as well.
-They could move either out of vision if they won the tie-breaker roll and elected to go second. Or if they lost they could try to move to where they wouldn't be vision, or at least would get cover.


I really hope that makes sense and you see how tactical my idea really is, and encourages commanders to be.



@Dast

Yah I'm not very happy with the new overkill idea that I came up with. I'm having a really hard time trying to come up with ideas for it.



Jumping back to morale though...

Lanrak that is a really different way to do morale, and I'm intrigued. Here are some ideas that I have going off of that.

Suppressed and Pinned I feel should be possible without sustaining any casualties. There are things in real life already that do this without causing any damage whatsoever.
-Granted, most weapons won't do this but the mechanics need to be in place to allow for special rules that allow this. I felt the couple I put before allow for this.

So here are my "real life" interpretations of Suppressed and Pinned. Hopefully we can find a good way to incorporate them

Suppressed
-Bullets are flying everywhere, and it's starting to get into the heads of the soldiers being fired at. They are still fighting capable, but their reactions are slowed.

Pinned
-Casualties are starting to mount, and people are beginning to lose hope. They can barely move, have much slower reactions, and can hardly even return fire.

Routed
-The proverbial poo hit the fan, and the soldiers want to get out of dodge. Their leader is going to have to rally them in order to get them back into the fight.


Knowing this, the penalties I think would be fair I mentioned before:
Suppressed
-Command Value reduced to 0
-Can not Run or Charge
-Must use a red counter
Pinned
-Command Value reduced to 0
-Can not move, shooting requires a leadership check
-Must use a red counter
Routed
-Command Value reduced to 0
-Must retreat 2D6" towards the starting table edge
-Must use a red counter
-Only available action is regrouping. If successful regroup is made they may shoot.

For simplicity's sake, I put red counters instead of different morale counters. These can be changed out, and simply mean their actions are taken after red during an activation step.

How units gain these statuses though is really what's up for debate now though.

Failing armor saves I think actually works very well for pinning. They represent the unit getting lucky, and it's sure to rattle their system.

Suppression though doesn't even require the unit to be hit. Unfortunately that doesn't translate nearly as well into 40k as it does modern day/WW2 games.

Routed really needs to be either from panic weapons or loss of casualties. Units don't flee unless they have a damn good reason to.

Lanrak, I'm curious why you moved away from your first suggestion (failing by a certain number results in one of the states above.) Do you not think these will work as well as before? I thought it was a good suggestion, but I also like your new ideas and think, if tweaked a little, they will work very well.



I know this is a pretty discombobulated (I've always wanted a reason to use that word) post; I'm pretty tired and haven't thought the whole post through prior to posting

Hopefully it all makes some kind of sense though


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/02/21 19:02:21


Post by: Lanrak


@rabid.
I was assuming the force commanders would have the highest command value.(because they are the CiC on the field .)eg 4 or 5
And the units leaders would have the lowest command value on the field.(1 or 2)

If we assume units have an average morale(ld ) of 7 and 8.

Then the unit(s) near the force commander WILL ALWAYS HAVE THE HIGHEST VALUE! For activation purposes.(Baring negative morale modifiers.)

So activating in strict command + Ld values as your proposal, means the highest value, (EG the force commanders unit) HAS TO GO FIRST ALL THE TIME!
If however, you allow players to ignore this restriction on activation , (eg move out of sequence,)what was the point in adding it in the first place?

If you just want to allow some multiple unit activation , then I would prefer some other method.(Plenty are available.)
Unless I totally miss- understood?


THE reason I posted the alternative for morale , ( mainly because you said you wanted alternative ideas.. )Was to allow units to suffer from suppression without taking 'severe physical damage'
Most modern historical battle war games allow units to suffer morale damage without incurring physical damage.
To represent infantry diving for cover, and tanks buttoning up and having limited vision (vision slits.) etc.

You interpritations of the ideas are pretty much as I and the games that use them interprit the morale system.

Suppressed,( shaken) .
The unit is thinking more about self preservation, and so they either move OR shoot in a slightly restricted way.

Neutralised,(stunned, pinned .)
The unit has suffered severe shock, and or loss of equipment/manpower.They are unable to move or shoot in any meaningful way, while they try to regroup and assess their situation.

Routed.(running away, broken, panicked,etc.)
The unit has taken severe casualties , and the unit has lost all the will to fight on.And any minor threat is enough to set them fleeing the battle field.

I just thought morale damage counter(s) , that replaces the order counter(s), would be easier to implement and play .
Along with set actions and activation sequences,for each state of morale, like the order counters have.

Simply to clearly define unit states at ALL time.
Under normal command and control

Green = actions and sequence.

Amber = actions and sequence

Red= actions and sequence.

Out of command and control.

S=Suppressed.

N= neutralized.

R=Routed

TTFN


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/02/21 20:34:59


Post by: rabid1903


@Lanrak

I see you're online, so I'm going to quickly post this in hopes you'll see. I'll add more soon regarding the rest of your post.


Commanders only affect the units they are joined to, not a bubble around them.

There is a range, NOT a set value to act at.

Say there is a unit with a leadership of 8, and a command value of 3.

They can be activated (once per turn) ANYWHERE BETWEEN steps 11 and 5. The player elects to activate them at the beginning of a certain activation step. It is not a set value, where they are forced to act at step 11 in this example. If step 11 comes, and the player doesn't think they should be activated at that step they can choose simply to not activate them at step 11. Step 10 then starts and the player has the choice of activating them during that step because the unit was not activated during step 10.

The only time a unit is forced to act at a specific step is if their command value is 0. So far the only times I've thought of this happening are when they have deep struck, disembarked from a vehicle, or are suppressed/pinned/routed.


I really hope this gets rid of our disconnect


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/02/21 22:18:56


Post by: Lanrak


Aha that explains it!
However, if this' just windows of opportunity' , and overlaps of these windows.
CiC CV 4.
2iC Cv 3
vet leader cv2
unit leader cv1.
If we assume ld 8

CiC unit could activate in 12,
+1 2ic units can activate in 11
+4 vet units can activate in 10
+5 units can activate in 9
All units could activate in 8
All units could activate in 7
-5 units could activate on 6
-4 vet units could activate in 5
2ic anc cic could acivate in 4
Cic could activate in 3.


So if an army is has a LD 2 higher than their opponent they could just wait and activate all units together in one activation.(EG 9)
And their opponent could have only activated 2 units the cic and 2ic!

I can understand you wanting to add more tactical consideration to the game.But this allows mass activation of units , which is the counter intuitive to the basic point of the game turn.
I can see players just activating as many units as they can as soon as they are able to.As there is no real drawback to doing this or benifit of waiting .
(Do it to the other guy before the other guy does it to you! )

Warpath (V.2) uses;-
The first activation is automatic,
A second unit activation is on a successful dice roll of 3+
And a third unit activation roll of 5+.
BUT IF the player tries to activate extra unit(s) in their turn, ANY FOLLOWING activations need the same dice roll pass to be successful.

If the player successfully activates 2 units in their player turn.Any other activations in the rest of the GAME turn need a 3+ roll to be successful.

If the player successfully activates 3 units in player turn .Any other activariions in the rest of the GAME turn need a 5+ roll to be successful.

This allows you to take 'tactical risk' in command , in a very simple and easy to understand way.
( it represents the commander spending more time motivating a particular unit to acts above and beyond, so has less time to motivate remaining units.)

There are lots of different ways to tweek the basic Alternating Unit Activation game turn mechanic.
I just think you proposed sequencing system although quite effective, is a bit over complicated form the 'streamlined ' rule set we were aiming for .(40k in 40 pages.)

TTFN


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/02/22 20:38:24


Post by: rabid1903


I think you're getting what I'm saying now

The only part that I don't quite understand in you example are the +1, +4, etc.

Here is a similar example to what you were saying, that might clear things up a bit.

Commander (Ld 10, CV 5)
Veteran Squad (Ld 9, CV 3)
Tactical Marine squad (Sergeant is Ld 9, CV 3 / rest of squad is Ld 8, CV 2)
Scout Marine squad (Sergeant is Ld 9, CV 3 / rest of squad is Ld 8, CV 1)


steps 20 - 16: None
step 15: Commander (and unit he's attached to) first activation step.
step 14 - 13: Commander (and unit he's attached to) can still be activated.
step 12: Veteran Squad, Tactical Marine squad (if Sgt is still alive,) Scout Marine squad (if Sgt is still alive) first activation step. Commander (and unit he's attached to) can still be activated.
step 11: All previous can still be activated.
step 10: Tactical Marine squad (if Sgt is dead) first activation step. All previous can still be activated.
step 9: Scout Marine squad (if Sgt is dead) first activation step. All previous can still be activated.
step 8: All previous can still be activated.
step 7: Scout Marine squad (if Sgt is dead) final activation step. All previous can still be activated.
step 6: Final activation step of Veteran squad, Tactical Marine squad (if Sgt is still alive,) Tactical Marine squad (if Sgt is dead,) and Scout Marine squad (if Sgt is still alive.) Commander (and unit he's attached to) can still be activated.
step 5: Final activation step of Commander (and unit he's attached to.)
step 4 - 1: None


Probably more detail than needed (hopefully not so much to induce a wall of text headache,) but I wanted to make sure it was all there.

Looking above, you can see how important the sergeant is to the squad. Looking at scouts as an extreme example, if the sergeant is alive they have a range of 12 to 6 they can be activated at. However, if the sergeant is dead they can only act from 9 to 7. That is an incredible drop that means the leaders of an army are high priority... to both players (mwuahahahahaha.)



I see your concern Lanrak; however, I think it is less of a threat than you do. At absolute worst case, it is you go-I go. Granted, that is exactly what we are trying to avoid, but it allows for something no other game has yet to-a range in how often players go.

Both alternating units and alternating armies have their advantages and disadvantages, but by spanning the entirety of the spectrum the disadvantages are mitigated by advantages still present.

In alternating armies:
-A player gets to see their entire army mobilize and go into action. They don't have to plan on their opponent interrupting them and they can gain some serious momentum.
-However, the opponent is provided the same opportunity and it can devastate your army if you aren't prepared. Additionally, it is very boring when it's not your turn.

In alternating units:
-Players are faced with significant tactical choices, and actually feel like a commander for their army instead of just some overlord playing chess but with dozens of models instead of a couple.
-However, your opponent is going to be constantly stopping your momentum and it can be incredibly frustrating to play your army because you might not feel like you're actually playing because of the constant stop and go.


So instead of picking a point on the spectrum of alternating armies vs alternating units, the system that I brought up covers the ENTIRETY of the spectrum. This I feel is very unique and allows for some serious tactical decisions that will be presented to the players.


I see what you are saying about stacking all your units on a single activation step. However, this is a gamble that should not be taken haphazardly. Say a player knows this is going to happen, and spends the previous turn creating a bluff to draw you out. Presenting seemingly high value targets that deny other options, and cause you to reveal your units or make it so the opponent can move to take advantage of your movement.


Doing damage is only part of the game. The much bigger part of the game is movement.
Movement creates kill cones.
Movement gets you into assault.
Movement gets you out of a firing lane.
Movement captures objectives.

90% of the time, you want to move after your opponent. This way you can see where they are at and can move accordingly. So if you always act at the top of your activation range you are handicapping your movement.

In the play test, I knew this but my opponent did not. He had the same mentality that most people do, where it's "oh crap kill it kill it before it kills me." Because of this, he activated his units at the top of their activation level on the first turn. He was given a single target - my deffkoptas. I acted at the bottom of my activation levels, and got a free turn of movement and closed half the distance unharmed.



This is a more complicated system, but 40 pages actually allows for a really good turn system if we make other portions simpler. The current rulebook is 131 pages, with a single page being dedicated to the turn system. This is a huge injustice to me because a good turn system can lay the foundation for an intensely tactical game.

I still really want to hear about alternate turn systems, don't get me wrong. I just know that because the turn system I wrote is new, I really need to make sure you know what I'm saying so you can provide really good feedback on it. Unfortunately this can very easily make it look like I'm imposing it on you, which I'm really not


The turn system you said is used in Warpath does sound really cool. I like most of it, but it's hard for me to get over the dice rolls. Dice rolls add randomness into tactical decisions, which really doesn't sit well with me. Maybe adding something like a currency system instead of a dice roll? I could flesh this out, but I feel it would add a lot of unneeded complexity (funny I should say that haha.)





Back to morale! (shall I say... back into the fray!)

Good to hear that my interpretations are commonplace

Adding new counters is fine, I just thought using red would be fine. These new counters make it easier to remember which units are fleeing too for new players.

Alternates are highly encouraged, because they encourage us to modify and fine tune things; so please keep throwing more into the thread

With the new things you said, here is an idea that mixes what we already had with it:

Everything from the first post (morale section) stays, but with the only cause to morale being the failure of an armor save.

This does a few things:
-Vehicles are stratified for their difficulty in breaking now. In our Previous system they weren't much harder to break than infantry.
-If a unit has heavy enough armor that they wade through bullets, they are only going to have their confidence shaken after a bullet goes through.
-Suppressing units is much easier to do if the bullets are going near the unit, and the closest call you can have isn't when your armor saves you but when the bullet goes through and you get lucky. This makes you much more likely to be shaken, when previously a well trained soldier can fight through bullets whizzing nearby.


However, with this we are going to need some modifiers. This is because there are going to be a lot more that go through armor than cause casualties. Here are some ideas that might work.
-No leadership test needed if the number of shots through armor are below the command value.
-No leadership test needed if the number of shots through armor are below the leadership value.
-Pinning only happens when casualties are <= command value.
-Routing only happens when casualties are > command value.
-Some kind of protection is given to horde units. Thinking about that though, most horde units have fearless or something like that. This might not be such a problem.



So there's quite a bit to digest, but hopefully it's pretty clear.

*NOTE: Typing is better when done to epic music. My selections today were the 300 soundtrack and the inception soundtrack.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/02/23 10:25:01


Post by: Lanrak


Hi rabid.
In my post I just listed the number of units that could activate and when.(Thats what I ment by +4 veteran units can activate in this turn.4 more units can now activate..)

I am fine with 'mutable' alternate unit activation.Where in some cases more than one unit can activate in a player turn.
But allowing the opportunity for the whole army to do everything in one go is stretching it a bit ...

The cornerstone on alternating unit activation is the units activate in the order decided by the player.(And its friction and outside forces that place limitation on this ability.)

It sort of generates the basic Ying and Yang of command.The player controls what he wants to happen, and then real life sort of counter acts this.(No plan survives contact with the enemy or the battle field...)

The example of dice roll to allow more unit activation in one turn, with associated penalties , was just to illustrate the wide variety of options available.

If you wanted to use a variation on this theme using Command value as a modifier to the extra activation dice roll..

Roll a dice and add the command value (1 to 4)

Activate one unit.2+(Automatic pass for all units.)
Activate two units 5+
Activate three units 7+

The range of this ability is set by the command range...

Eg If the force commander has 3-12" Then they can only activate more units within 12" of themselves.

I am not saying the sequencing idea you had was not any good or it would not work.But simply it may not be the best solution when the rest of the game is in place.
And so keeping the option open to change it in mind ,if needed is my point .

I agree all game turn mechanics, alternating game turn, alternating phase, alternating activation and mutable game turn.(Variable bound).

All have strenghts and weaknesses..alternating game turn is great for showing the unwieldly and slow command structure of ancient battle.

Most modern games use alternating phase or activation.

Mutable game turns are usually in board games, or games with well defined boundaries..

I just put out the basic idea for morale being based on unit confidence, where its level of protection (AV ) and current strenght (Wounds or structure points ) has greatest impact.

We can work on the detail later..
Got to go now, my wife is giving me that... 'we should have been in the shops ages ago' look...





Automatically Appended Next Post:
Back now...(£500 on a new washing machine,grumble grumble...... )

The thing is the basic turn sequence , single unit alternating activation(green, amber , red, ) has its own tactical considerations.(Activation order, and counter action , is the main tactical consideration)
This sets up a basic direction of tactical thought.(Priority actions in green amber,and reactions with red orders give it a basic structure.)
The sequencing you propose simply supplants this original tactical consideration with a new one.
(The command value and Ld value sets the conditions when the units can activate not the player.)

Adding in a different simple mechanic to allow multiple activation ,can achive the same effect, but without the 'headache' of keeping track of multiple overlapping 'activation windows'.
It adds on to the original tactical thought process.what units do I activate in what order.AND do I need to activate any units at the same time.(Without sequential limitation.)


The use of seperate counters,(and associated actions,) helps definition and gives an 'instant view' of the state of your force, and the state of play
(Which is a real boon to keeping track ,as beer is often involved when we play.... )

The basic system of beat armour value =shaken, beat armour AND resistance value = damaged/casualty.
Can help give a lot of definition and character to units...

A large mob of 30 Ork boys are hard to slow down simply due to the actual strenght in numbers...Unless more than 25% (8 boyz) become shaken or casualties , the unit keeps rampaging on!
But as the number of boys in the unit are reduced they become easier to slow down ...

At the other end of the spectrum..
A main battle tank , relies totally on its heavy armour for protection,as soon as this single model has its armour penetrated , it becomes suppressed.

We would have to re jig the armour and resistance values to get the effects right.(But lots of other games manage to do, so it is possible.)
I belive we could keep the system clean ,(no modifiers,) if we were careful with values.
All units get supressed in a similar way ,and the speed of recovery is down to the morale value and any contributing commanders ...

I would like to get as many of the 'in game effects' to be part of the natural game play from playing the core rules .Rather than 'nailed on' as 'special rules' as an afterthought...
Pinning, out flanking, strenght in numbers,Hive mind etc



I think It might be a good idea to write up my concepts as a full outline, so you can see how It all hangs together..(or does not, as the case may be. )

Ill write up a PDF doc, as soon as I can...Ill keep contributing ideas obviously.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/02/24 15:59:35


Post by: rabid1903


Cool, the PDF sounds like a good idea. I'm going to work on making an ongoing PDF on my end to eventually load and distribute.

Sorry I haven't had the time to do an in depth reply, lots of stuff going on from my end so this has been moved to the back burner.

Anyways, the turn mechanics stuff you put in your last post are interesting but there isn't anything that I really want to incorporate from it like almost all of what you've previously said. I still really want to hear your ideas for turn mechanics, and if you come up with ways to merge them with what we already have in place it can really help me understand them

However, for once this all actually sounds more complicated on paper than it does in application. Because you declare which units are being activated at the beginning of the turn, and you do so by flipping over all the counters, it makes it incredibly easy to remember which units have been activated. The counters are removed during the resolution phase unless they are a broken unit (not sure if I mentioned that already.) So the counters are all flipped, then you proceed through the green - amber - red ones as normal. I tried to make this as inebriated-proof as possible because beerhammer is besthammer

It might be a little hard to remember which units can be activated that step, but with the unit cards right in front of you and how common some units are that problem won't be as big as you might expect.



As for morale, I really am starting to like what you're saying. Here is the most recent idea I was thinking for merging it with what we have:

If >50% of a unit has a round go through their armor, they must make a morale check. If they fail they are suppressed, if they fail by more than 2 they are pinned (this allows for pinning weapons to bypass this.)

If >50% of a unit becomes a casualty, they must make an additional morale check. If they fail they are routed.

Naturally, this seems simple to me but how does it sound on your end. We've both started getting much better at communicating through posts, so hopefully this all makes sense to you


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/02/24 21:30:51


Post by: Lanrak


Hi rabid,
The morale state you propose where 50% of the unit is the 'tipping point' is fine.

Its simple and gives a nice spread of results.

Over half a unit fail their armour saves, (this does not necissarily mean the armour is penetrated, but the weapon hit(s) has negatively effected the models behind the armour. Concussive effects,near miss fear etc)

Take a morale check Failure =the unit becomes suppressed.(move or fire.)
Fail the morale check by 2 or more = the unit becomes neutralized.(Can not move or fire.)

If a unit falls below half original starting strenght,(wounds/ structure points,) ANY failed morale check causes the unit to route.(run away!)

I like it!



Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/02/27 14:40:07


Post by: rabid1903


Hi Lanrak,

Sorry I was at a seminar the last few days and didn't have the time to reply.

Anyways, I think we've managed to work out morale stuff now

If 50% of the unit fails their armor save, the unit must take a leadership check.
If the unit fails their leadership, they are suppressed and can either move or shoot. They cannot run or charge and are reduced to a command value of 0.
If the unit fails their leadership check by 2 or more, they are pinned and can only shoot at the nearest unit. They cannot move, run, or charge and are reduced to a command value of 0.
If the unit fails their leadership and is below 50% of their starting strength they are routed, and must move 2D6" towards their board edge and are reduced to a command value of 0.


Special rules associated with Morale:
ATSKNF - ATSKNF units ignore panic, pinning, and suppressive weapons for shooting.
Stubborn - Stubborn units never suffer negative modifiers for morale checks.
Fearless - Fearless units ignore all morale checks.
Panic - Units that fail their leadership are routed regardless of being below 50% of their starting strength.
Pinning - Units must take a morale check if any model fails their armor save. Failing this morale check results in the unit being pinned; however, they may still be routed if below 50% starting strength.
Suppressive - Units must take a morale check if any model fails their armor save.


So 6 special rules that look like they cover 90%+ of any special cases that could come up with morale. I think we're good to go, but if anyone has anything else to add please don't hesitate


We've talked a lot about wound resolution, and I think we've got it all settled. If you could please review what's in the first post, we can move on to part 3


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/02/27 19:17:12


Post by: Lanrak


HI rabid.
I am not sure about the allowing units to fire at nearest enemy unit when 'pinned'(Neutralized.).
(As some artillery and gun platforms could cause carnage!)
I would prefer the unit is 'stunned' and can not take any actions, but can fight back in assaults.

If we have a range of morale values, and effects on the units, do we need so many 'exclusive' special rules?
What is the point of having a more detailed morale system if units can simply ignore all effects?

Here are my revised ideas...
UNITS.
Stubborn units ,Ignore negative modifiers to morale checks.

Fearless Units .NEVER ROUTE.But can be 'Shaken' (suppressed,)and 'Stunned'.(pinned/neutralized.)

(ATSKNF= Stubborn and Fearless?)

Cowardly , Count the next highest level of morale damage when they fail a morale test.(Suppressed counts as neutralized, and neutralized counts as routed.)
If a Cowardly unit falls below 50% starting strenght and fails a morale check it routes and can not be rallied.

Weapons.
Pinning. Reduces the units command value by 1.(Everyone is keeping their heads down,and not focusing on the leader.)

Suppressive Units morale value reduced by 2.

Ill have a look at the first post, and reply tomorrow.. .


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/02/27 21:13:57


Post by: rabid1903


Interesting take on pinning and suppressive. I like them not being tiered a lot more than I thought.

I definitely want fearless to mean they will always go into the fray, tactics and self preservation be damned!

Here is the next iteration I was thinking, I'll give justification where I deviated.

Stubborn - Ignore negative modifiers for morale.

Fearless - Morale checks auto pass (justification given above)

ATSKNF - Leadership is treated as 2 higher for morale checks. (Much simpler to implement and has the desired effects, and when combined with Stubborn can be very powerful)

Cowardly - All failed morale checks cause routing. (I changed this to make it much easier to remember, and more punishing. I expect to only use this on things like conscripts and grots.)

Pinning - Command value is reduced by 1 if forced to take a morale check this turn.

Suppressive - Leadership is reduced by 2 if forced to take a morale check this turn.

Panic - Unit must take a morale check to see if they are routed if any armor saves are failed. (I added this back in because I feel some weapons should instill terror in their foe. Flamers are the ones that come to mind.)



A quick glance back at what I wrote shows that Stubborn + ATSKNF nearly means fearless. However, I do plan on fearless having some consequences. Tarpitting units slow the game down drastically, so I'm hoping we can come up with something in the Assault section that can help remedy this.


-Rabid


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/02/28 17:26:45


Post by: Lanrak


Hi rabid.
Most games that have more variation in their morale simply use the range of values to determine, conscripts, average, veteran elites and fanatics...

40k being stuck with physical damage only and very limited morale , has lots of special rules to stop units running away ...one in every codex?


HOWEVER, If we use fearless and cowardly VERY sparingly, they would be ok.
EG 1 or 2 units per army MAX.


Just checked the 1st post.

Game turn clarification...

'Green' fire support orders are 'stand and shoot'. NO MOVEMENT!

Amber orders allow units to use assault weapons if charging into assault NOT running.)

Red reaction orders allows units to use rapid fire AND assault ranged weapons.(Move and shoot or shoot and move.)

Be back later...I have got roped into a school project tonight...


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/02/28 19:45:20


Post by: rabid1903


Here are my interpretations (and how I planned on writing) of the counters. Please tell me if yours differ, no matter how minor it may be

Green:
-The unit may fire to full effect, but make no other voluntary actions this turn.

Amber:
-The unit may choose two of the following actions to be completed in any order.
---Move
---Run
---Charge
---Fire Assault Weapons

Red:
-The unit may shoot with rapid fire and assault weapons then move, or vice-versa.

Suppressed:
-The unit may either move or shoot this turn, and their command value is reduced to 0.

Pinned:
-The unit may not move, but may fire with BS -2 and their command value is reduced to 0.

Routed:
-The unit must flee towards the nearest friendly board edge 2D6". After moving, take a morale test to see if they regroup. The unit's command value is reduced to 0.


So a slight change to pinning, letting them shoot but with reduced effect. I think it's a balanced change that represents them not having as much time to aim before ducking back down.



I agree that fearless and cowardly should be used sparingly, with an average of 2 per codex for each. Some codices will obviously have a lot more than others.


Alright, just to wrap up the wound allocation/resolution:

Here is what we've already agreed on
-Weapons are fired in this order:
---Template, Large Blast, Small Blast, short range -> long range
-After the weapon is fired, you don't shoot the next one until the previous one has all the wounds resolved (i.e. hit, save, and wound rolls already done)
-Wounds are allocated in this order:
---Under the template/blast marker, closest -> farthest assuming in range and LOS of the weapon firing.

Here is what I'm thinking of adding
-If the entire unit is destroyed:
---Count the number of excess wounds already rolled
---Add the number of models that have not fired
---This is the new overkill number, to a maximum of 18.

We can use the rules I mentioned already for what overkill does, but it's a way we can help make the game not favor MSU so heavily.


Just a quick idea that I'm willing to totally discard. I think it is really simple, but I know that others might not.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/02/28 20:09:55


Post by: KnuckleWolf


Started reading with serious intent to finish, wanted to play test it for ya, and you lost me at the OP where you have something about 20 initiative steps and multicolored orders that are hidden and revealed. A friend proposed almost identical rules for DnD 3.5 with multiple initiative ordering and hidden action tokens for each action type per active game piece. It was a disastrous idea that we just couldn't bend straight, and we were only dealing with four players, one character apiece, and 1 to 5 monsters. I did skim over some other tidbits that I thought would be neat and was a little 'meh'. What type of game are we going for here? Like a 'move-shoot-next-your turn' action strategy or a 1 hour turn consisting mostly of paperwork strategy game? Just want to know before I really sit down with it and give it a worthy once over and throw in legitimate two-cents.



Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/02/28 20:42:18


Post by: Dast


Hello again,

Sorry for not saying much recently, I've been torn over the leadership rules being discussed.

On the one hand they very nicely capture the idea of what is happening, and very nicely too.

On the other they are more complicated to play ("how many saves did I fail again"). Usually a small measure of additional complexity for a game improvement is fine, but in this case I am less certain as only about half the factions in 40k ever run away anyway (Tyrinids, necrons, space marines and demons just dont run).

KnuckleWolf: The 20 step initiatve activation (which I will henceforth call I20 for space) is an idea which appeals in theory (it appeals in theory a lot lot). Although I have never played it and foresee confusion in large games. Was their anything specifically that didn't work about it in your DnD game or was the whole thing a failure?

(sorry for the interogation, just curious)


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/02/28 23:30:38


Post by: Lanrak


Hi rabid.
I agree with most of that.

Amber the unit MUST run (move twice,) OR charge into assault (move then move into assault)if charging into assault the unit may fire assault weapons...

I would prefer pinned units not being able to move or shoot, though.like the old shaken and stunned results for vehicles.

If we allow units to be rallied at the resolution phase, why add a morale check after moving routed units?

Are we allowing units to target an area/multiple units?Eg units within a 12" diameter of target point?
As this would allow units to split fire in a reasonable way.And if we are resolving weapon hits one at a time, would we need another mechanic to transfer woulds to nearby units?

Why not let players just shoot at nearby units (within 6")when original target destroyed.Direct resolution of damage within normal game rules, negates the need for the overkill idea.IMO.

@Dast.
Currently 40k only models physical damage, and so has to have lots of extra rules to stop units runnig away.
If we model morale damage in more detail we get similar results without lots of extra rules...
(The special rules for morale are not really needed but 40k players seem addicted to special rules. )

I would propose laying a model on its side to show its armour has been penetrated,(or turning vehicles to face backwards,) temporarily to keep track of what models failed their armour save.

However, if you wanted we could use another method to model morale damage , that compares shots on target to unit confidence instead?

Add units AV to its remaining wounds/structure points.This is the units Current Confidence.
All ranged attacks have a suppressive effect = number of shots on target, + suppression bonus of weapon(s).

Eg 12 ork boys have a Current Confidence value of 12(W)+2(AV)=14

They are fired on by a SM unit 8 bolter hits, +3 heavy bolter hits and D6 suppresion bonus.(For the heavy bolter.)
14-11=3, the SM unit needs to roll 4 or more for the suppressive bonus of the Heavy bolter to suppress the Ork mob...


I would like to suggest putting the 'initiative steps 20-1' in an optional advanced set of rules

So players can get to grips with the basic,Green then Amber than Red, order sequence first.
And add the additional sequencing restrictions on later if they want to...

TTFN


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/03/01 04:42:14


Post by: KnuckleWolf


(oops, almost wrote a whole essay! Sorry! )
Np, good question. It wasn't a bad idea in theory but when it got to the table, ugh was all we got out of it. While me and him were ok with it, him moreso of course, players felt interupted in their suspension of disbelief. You see when its just going around the circle or however the rolls came up with rolled initiative (any method) players get this feeling of being ready to pounce. Then they roll the dice for their turn which is them pouring concrete data(success/failure) into an evolving experience. The result is interpreted, things happen, next person. (important to note for later, a turn took about two minutes) But with rolled Initiative you only have to figure out who was first according to value, with a number of slots in your initiative order equal to thee number of players plus one for the monsters. In total like five for an average encounter. Simply put it was bite size. When you start getting into an army game like this with like 6+ units to a side, your first two turns or there-a-bouts are spent just figuring out who the hecks turn it is. Then as units disappear you constantly re-figure-out the order. With five initiative slots in DnD, no big deal. Twelve or more on a table? That's paperwork

Then with the colored tokens we used to indicate like a standard attack, move action, start/finish of a full-rounder. they got locked into play choices that were determined before the emergent chaos of the game provided them with more information to make a potentially different decision. The disruption was everyone did all their thinking in one step, then like a gambler at the horse track sat around and waited to see what happened as ten or so minutes of resolution went by. And shock of shocks, THEY GOT BORED! And that was where it failed. It was too complex, too lengthy, and surprisingly un-interactive. It wasn't that they wanted it to go super quick, but they weren't playing. they were waiting.

To help you visualize it a different way, another RPG had a great out look on turn order/initiative: Feng Shuei the RPG. It was a game based entirely around being an action movie hero. And true to theme of being a movie hero, instead of turns, you were allotted 'frames' as in frames on a film reel. They came to the game development from the angle of a film maker and said look, when you watch a fight scene with more than two heroes in it the camera is moving, your switching between cameras, sometimes the camera isn't even looking at the heroes but at the bad guys. Kinda like a turn order right? This is important! Lets give each player a turn to be 'in the shot' but only when they do something awesome which we'll interpret as 'what they did on their turn'. Even though there's fighting all around including the other players, they can just be assumed to be doing classic punches and kicks, when we get back to their turn though, THATS when they'll do something awesome like throw a dude through a wall! And that order could change up as the 'camera' went back to 'actors' that were interacting more often. FANTASTIC gameplay. Check it out

That's one of the few things 40k does mostly well. It keeps the players moving, puts units in the spotlights for their closeups when they want to interact with the board. The experience evolves and grows creating a narrative without the player even needing to put a lot of effort into it. It often doesn't seem that way as its I-go-you-go. But it doesn't put itself in a corner by making players constantly refer to data sheets and just lets the players go (for the most part). It fairly well allows you to visualize this table of models locked in combat while the 'camera' moves from unit to unit as they perform battle changing deeds.

This is why I ask if your going for 'Record keeping Strategy Simulator' or 'Action strategy'. Either is a legitimate answer. Both exist and do fine. I just want to know before I go much further. I have read through more and I think it looks like your going for the former. It's imperative that I know so I know how to/what level to provide feedback on y'know? This ain't my first play-test-rodeo


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/03/01 15:31:49


Post by: rabid1903


@KnuckleWolf

Thanks for bringing all that up! However, I think you're misinterpreting the turn system a little. It is much more dynamic that what I'm interpreting what you're saying, and a lot less pre-written. When I play tested this, by about the 3rd turn it was all very easy to play (and that was the first time we ever played this version.)

Let me think of a good way to describe everything using the terms that you put


Here is a walkthrough of an entire turn, giving more detail than is probably necessary but putting it all out there just in case.

We'll do a simple Space Marine vs Tau game.

Space Marine
-Captain (Ld 10 CV 5)
-Terminator Squad (Ld 9 CV 3)
-Tactical Squad (Ld 8 CV 2) w/ Sgt (Ld 9 CV 3)
-Scout Squad (Ld 8 CV 1) w/ Sgt (Ld 9 CV 3)
-Predator (Ld 8 CV 2)

Tau
-Shas'o Commander (Ld 10 CV 5)
-Crisis Suit Team (Ld 8 CV 2) w/ Shas'vre (Ld 8 CV 3)
-Fire Warrior Team (Ld 7 CV 1) w/ Shas'ui (Ld 8 CV 2)
-Fire Warrior Team (Ld 7 CV 1) w/ Shas'ui (Ld 8 CV 2)
-Broadside Team (Ld 8 CV 2) w/ Shas'vre (Ld 8 CV 3)


Turn starts

Command Phase:
-Hidden from the other player, each player places a green/amber/red counter by each of their units. I used a base with the underside painted one of these colors and it worked very well.
-The Tau player wants to pour out as much firepower as possible this turn, but knows he needs to move his Crisis suits back. He puts a green counter on his Shas’o, both fire warrior teams, and the broadside team.
-The Space marine player doesn’t have the same kind of range that a Tau player does, and wants to move up. However, the Predator has a bead on the Crisis suit team and wants to try to kill them as soon as possible. He puts a green counter on the predator, an amber counter on the terminators and captain, and a red counter on the scout squad and the tactical squad.

Action Phase:
-Step 20: No units can act
-Step 19: No units can act
-Step 18: No units can act
-Step 17: No units can act
-Step 16: No units can act
-Step 15: The Shas’o and Captain have the option to act this step. The counters for every unit being activated this step are flipped over. Both players decide they want to act as soon as possible with their commanders, and reveal their counters. The Tau player will get to act first because he assigned a green counter and the Space Marine player assigned an amber counter. The Shas’o remains still, and shoots at the Scout Squad. The Captain moves up and shoots a Fire Warrior Team with his pistol.
-Step 14: No units can act, because the two units that have step 14 in their range have already been activated this turn (the Captain and Shas’o.)
-Step 13: No units can act, because the two units that have step 13 in their range have already been activated this turn (the Captain and Shas’o.)
-Step 12: The Terminator Squad, Scout Squad, and Tactical Squad have the option to act at this step. The counters for every unit being activated this step are flipped over. The Space Marine commander wants to apply pressure with his Tactical Squad and Scouts as soon as possible, but wants to wait to move his Terminators in order to best react to what his opponent is doing; so the Tactical Squad and Scouts reveal their counters. They are both red counters and owned by the same player so they can go in whichever order they wish. They each move up and shoot their bolters into a squad of Fire Warriors.
-Step 11: The Crisis Suit Team, Broadside Team, and Terminator Squad can be activated this step (the Captain, Shas’o, Tactical Squad, or Scouts could be activated at this step as well if they had not already been activated.) The counters for every unit being activated this step are flipped over. The Tau player wants to shoot at the Predator before it can shoot back at the Crisis Suit team, but isn’t sure if he’ll be able to destroy it; the Crisis Suit Team and Broadside Team reveal their counters. The Broadsides have a green counter, meaning they must go before the Crisis Suit Team (who have an amber counter.) The Broadsides fire at the Predator, blowing it sky high. The Crisis Suit team then moves up and shoots at the commander, who lucks out and survives the volley.
-Step 10: Both Fire Warriors teams and the Terminator Squad can act this turn (all other previously acted units could act this turn if they weren’t already activated, and the Predator could have acted this turn if it were still alive.) The counters for every unit being activated this step are flipped over. The Fire Warriors can sense the impending pain that will happen if the Tactical Marine Squad gets any closer, but the Terminator squad knows that it will only move into LOS of the Fire Warrior teams if it moves up any closer; the two Fire Warrior teams reveal their counters. They open fire on the Tactical Marine Squad, dealing a few wounds.
-Step 9: The Terminators can be activated this step (all other previously acted units could act this turn if they weren’t already activated, and the Predator could have acted this turn if it were still alive.) The counters for every unit being activated this step are flipped over. There is no point waiting any longer for the Terminators, and the Crisis Suit Team has made a grave error; the Terminators reveal their counter. The Crisis Suits have unknowingly moved into charge range of the Terminators when they moved up to try to kill the Captain. The Terminators charge.
-Steps 8 through 1 are skipped because all units have been activated.

Resolution Phase:
-There are units locked in assault because the Terminators charged the Crisis Suit team. Resolve this first (we all know how it ends haha.)
-The Fire Warriors took enough casualties/failed armor saves that they must take a leadership test. Passing or Failing determines how effective they will be next turn.
-The Tactical Marine squad lost a missile launcher in the carnage, so the commander trades out one of his bolter models for the missile launcher model. He can do this because his squad is not suppressed/pinned/routed.

Turn ends


So here are some things that you mentioned that are very much so present:
-A focus on the unit acting (zooming in on action shots as you said)
---Units are activated one at a time, so you can really dive into what they’re doing if you want to role play or anything like that.
-When me and my friend were play testing, we definitely didn’t get bored. The game was constantly moving, and we had to adapt to it. If we didn’t, we were punished. I slipped up once and forgot that he could act after me, so I moved right into rapid fire range and was punished. He slipped up and forgot about my Shokk Attack Gun after he tried to chase down a fleeing squad of boyz. Ended up losing because of that one actually.
-The reference sheets are there to reference if you forget, not use as a crutch. If you are thinking too much into the numbers, you miss opportunities on the battlefield. The numbers create a range to act, but if you think of the numbers too much you’ll trick yourself into always acting at your highest step or lowest step. Frequently acting somewhere in the middle is optimal.


As to your main question:
-This is more action strategy than record keeping. I hope that the way I described everything gives the justification for why it’s like that, but if it doesn’t don’t hesitate to tell me

-Rabid


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/03/01 18:22:28


Post by: Lanrak


Hi rabid,
If the range of unit LD values is 6 to 10 and Command value maximum of 5.
The the activation steps are 15 down to 1.Why start at 20?

I have played a few games allowing units to activate one at a time in the order the players choose, restricted only by order sequence.
And found the game play engaging enough.(Far more tactical than 40k anyway.)

I am a bit concerned adding the additional activation sequencing may be too much complication for some new players to cope with.
That is why I suggested putting it in a 'Advanced rules book'.

I would like the basic game to be straightforward intuitive and easy to learn.(And less than 40 pages .)
If we get this core rule set sorted, we can add on more detail and complexity /complication.

I think many of your ideas are excellent as 'advanced rule options'.But may be a bit 'over complicated' for the basic core rules perhaps?

TTFN




Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/03/01 19:28:23


Post by: rabid1903


Lanrak,

I think breaking the rulebook down into "basic" and "advanced" is a good idea. It is especially good for newer players and days when you just feel like a simpler game.

In a perfect world where I know what I'm doing, the rulebook would have white pages for basic rules--and tan pages for advanced rules. One would flow into the other in each section, rather than pages 1-20 are basic and 21-40 are advanced. My wife is going to be the main one to design the actual rulebook, so hopefully she can make something like that a reality
-Examples of basic vs advanced:
---The colored-counter system resolution would be basic. Adding in the activation steps would be advanced.
---Jet pack units will be the same as jump packs in basic. Distinguishing the two would be advanced. (Don't know how, but just an example)


The reason for starting at 20 is to allow for extraordinary units. Every stat will have a value of 1-10, so why limit one of them? I don't know all the special characters off the top of my head, but some are known for their extraordinary command ability. A good example is the Swarmlord, who I think should have a higher command value than 5 (I think 6 is good.)

If you don't remember what my system was before, here it is again (names have probably changed haha):
1 - Trivial
2 - Below Average
3 - Average
4 - Above Average
5 - Excellent
6 - Extraordinary
7-10 - Legendary

I know there is a character in the Imperial Guard codex that is supposed to have absolutely incredible command capalities. Someone like that could have a command value of 7.

If we expanded these rules to include the Horus Heresy, than Horus/Guilliman/Corax are the only ones I can think of that would have like a 9, and the emperor a 10.


So just like how in a standard game, the highest toughness you'll probably see is a 6; the damage chart goes to 10. It's just to have the capability, but not necessarily something you have to use.




Oh, I forgot to mention this earlier.

I'm fine with changing Amber to this:
-Amber units can run or charge. If charging, they may fire assault weapons. These are resolved prior to charging (e.g. storm bolter fires, then you move the models)

-Red units can fire assault weapons or rapid fire weapons and move, or vice-versa.

How does that sound? It really distinguishes Amber as the rapid mobility counter, and Red as the tactical movement counter.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/03/01 20:12:20


Post by: KnuckleWolf


After reading your post yeah this is almost exactly our DnD version blended with a minute weird part of every RPGs initiative. Trust me brother, there was no misinterpretation Seems good. It's all about Questions! First I ask every designer I consult this question before we get to far, usually first meeting, so I'll give it to you now belated. If your going for action, which you are, its even more important. Do you always round up or do you always round down? For any number in the game when modified by halving, which way do you let the gavel fall this will partly set the tone and feel of the rest. Very important oft overlooked part of any design. Seriously think about this one and give it some time. (Seriously, lots of time) Now some specific thought provoker questions tailored to your game. Most of our discussion will be me asking things like these. These are your 'no wrong answer' questions that will help us refine the goal and then the rule by addressing it's purpose more than its outcome. (My methodology is this: Goal first, rule second, no rule designed with the goal of fixing or covering flaws of another rule. Then confirm that players feel the goal rather than the rule. That means you have intuitive seamless game play)

First give me an operational definition of 'action', 'strategy', and 'action strategy' so that we're talking about the same thing

So in your example I see how you do this action sequence thing and we want some emphasis to be on action (YEAAAH! FIGHTING!). So we'll start with two that address just the action portion of the game:
1.) Why do the initiatives remain static for every turn of every game save for when you delay action? Action is chaos. Why order it? (Lots more questions will come from this one, I can see that right now)
2.) Why do I have to choose what type of action ahead of time? Why not just forget the colored poker chips(what I'll use, worked for the DnD playtest.) and just pick an action on my initiative? (this is part of what killed the DnD trial, remember. Honestly I think you would be making a huge stride to just cut them out now, but we'll see) Sub questions to consider: Are we promoting the emergent chaos, directing it, or stifling it? Is this to promote realism? Planning? Feel spontaneous or 'action-y'? This is the thing I'd most like to hear your thoughts about a few days from now. And It's a big question so take some time on this one particularly.

Think about 'em. Roll 'em around. I'll be back in two to three days while I read the rules and play my first game or more with them.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/03/01 20:56:56


Post by: rabid1903


KnuckleWolf,

Funny you should ask those, I've actually thought considerably about them all and can answer them on the spot


Round up or down?
-Round up. Rounding up makes units feel stronger than they are. It subtly encourages players to make bold decisions. People are happy when their units are a little stronger but just meh if their opponent's units are stronger; people are dissapointed when their units are a little weaker and don't notice if their opponent's units are weaker.

Before I answer the question about initiative, I'm going to assume you mean command value instead of initiative. The terminology has changed since I first started and I just want to clarify. If you mean something else please let me know.
-Command values are static when it comes to models, but in reality are modified throughout the game. If the sergeant of a squad is killed, the unit’s command value drops considerably. If the morale of a unit is damaged, the command value drops to 0. If you do something like deep striking/disembarking/other things that would draw the attention away from a sergeant the command value drops to 0.

Why choose the action ahead of time?
-Because it is a game of armies not individuals. The player shouldn’t feel like they are every soldier on the battlefield, constantly able to immediately react. Instead, the player is supposed to feel like the commander on the battlefield. They can see everything because of surveillance and the like, but they don’t have the ability to literally take control of every unit. Instead the commander starts the turn and knows what their goals are, and how to best accomplish them. Knowing this, they place counters (think a commander gives the orders to the sergeants) and it is then up to the unit’s sergeant to decide when and how to act. This is the fundamental difference between an operational level and a tactical level (strategic would be a campaign.) The frustration of not being able to precisely control every person in your army is very real, and should be simulated on the battlefield.



To answer some of your sub questions:
-War is all about making fewer mistakes than your opponent. You can do this by forcing tough decisions on your opponent, limiting their options, expanding your options, and avoiding tough decisions. This is what I want to promote.
---Force tough decisions on your opponent with target saturation, target denial, and overall unit placement. Make them strongly consider not only which target to go after, but what counter to use. Make them consider if they really have the luxury to go at the top of their activation step, or if they can afford to not move this turn.
---Limit their options by damaging critical parts of their army. If you take out their anti-tank unit, they’re going to have to redirect something less than optimal to use against your tank. Or if you deal morale damage, they have a command value of 0 and are forced to go at their leadership value.
---Expanding your options is done simply with the inclusion of the new turn system. I don’t think I really need to elaborate this.
---Avoiding tough decisions has the same justification as forcing tough decisions on your opponent, but in reverse.

-Realism is the biggest goal that I have, but I know that it will be limited by player ability and by the simple fact we’re using dice and plastic dudesmen.
---To elaborate, the game is meant to encourage planning. To quote the A-Team “I love it when a plan comes together.”
---However, quoting Mike Tyson “Everyone has a plan until they get punched in the mouth.” Chaos is going to happen. Your plan will never go exactly the way you want it to. However, if you have a good plan it is less likely to deviate. Command values let you react to the chaos of the battlefield though, hence why it is such a powerful stat. It represents influence over the unit, the ability to think under pressure, and the ability to properly execute commands.
---This adds spontaneity and the necessity to think on your feet.


Thing is, I know these are not the easiest rules to pick up. I know that it takes someone who can think tactically and has a good memory. In general, better players will be ones that have the traits to be good officers in real life. That is the ultimate form of realism to me.

-Rabid


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/03/01 21:10:03


Post by: Lanrak


Hi rabid.
That makes more sense.I thought command values were 1 to 5, not 1 to 10.(

(leader , veteran leader,detachment commander, force commander,sector commander. not the ones you just posted... )

As reguards to basic and advanced rules.
We could just put the optional/advanced rules at the end of each rule section.

Eg
The game turn.
Basic rules pg 2 to 4.
Optional/Advanced rules pg 5 to6

Movement,
Basic rules pg 7 to 9
Optional/Advanced rules pg 10 to 12.

Excellent changes to define the order counters!




Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/03/02 11:03:13


Post by: KnuckleWolf


I gave three days to think out answers and really explore the concepts. I come back to print a copy of the rules for today's first game before I head out, and according to the post time stamps you took less than 45 minutes. I must appologize, you seem to be a little defensive/passive aggressive towards me and I can only think I was at fault for some reason, sorry 'bout that. Good luck, but I'm no longer interested. BTW your rules aren't hard to understand even in their current incomplete fluid state. So at least you got that going for you. If they were I would be asking technical questions, not philosophical ones which, to be honest, had unimpressive answers in the strategy section and grasp/translation of command structure in a combat situation to rule interpretations. Lastly, what you have so far isn't classed as 'action strategy', this would better be described as the 'strategy simulator' class often presented on hex-map-and-chit games around the scale of "Conflict of Heroes" which is at about 1" hex scale/per up to 2 squads and/or vehicles. Your actually a little more complicated than that thanks to all the stats and 28mm scale. There's just too many fine detail rules to still be classed as action. (e.g. your effective firing range chart, ER was already built in anyway) Sorry couldn't be more help!

Good luck you two! Post a thread when It's done k?


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/03/03 16:26:23


Post by: Dast


Hello,

@ KnuckleWolf : Thanks for explaining the issues you had with step initative turns. I think that "Im bored, is it my turn yet?" will be less of an issue in 40k than in a RPG, simply because in the RPG of the 10 things running about (some party and monsters), only one of them is "you", in 40k about half the things will be "yours" and hence half of the moves will feel like your own. The counters being put down at the turns begining complaints I can see more weight to. The counters make the game more "difficult" to play, which isn't nesesarily a bad thing. It depends on whether we are aiming for a game where their is actually a degree of skill and competitiveness, or a casual play with cool models with some dice to tell us the cool stuff that happens. Hidden comands rewards pre-planning, and guessing your oponents actions, it is important enough that new players who miss the complexities will likely be steamrollered and anhilated completely. Essentially you can't reward the thought and tactics of the "try-hards" without effecting the more casual players.

Sorry to hear you are no longer interested, I am sure the rules will be posted when they are finished.

@ Else : KnuckleWolf brought up the issue of rounding up or rounding down. Division of stats is something I think should be avoided, a game cant contain both "sum" and "times" operations and remain balanced (in my opinion). (Simply because if it is rescalled (bigger game/unit) the relative powers of the two operations shift).

However in terms of "half the unit failed armour saves", "half the unit is dead" in leadership it is very relavent. Rabid, by allways round up do you mean that if an 11 man squad looses 5 members then they are counted as bellow half strength? (5/11=45%, round up to 50%). Or do you mean the opposite. (11/2=5.5, rounds to 6. As 5<6 they will not be counted as bellow half strength).

A related issue this has reminded me off is as follows, I will try and explain the problem first, which is hard as I dont quite know how to phrase it:

Problem : It is unavoidable that sooner or later a special ability or rule that applies in an unusual situation will come into conflict with another special ability or usually unimportant rule. In these cases it has to be decided which takes precedence. In 40K basically allways the protocol is to rule in favor of the smaller more elite faction with better tech. (For example both Eladar autarks and upgraded hive tyrants can give +1 to reserve rolls, in the case of the Eldar multiple autarks is cumulative, in the case of tyrinids multiple hive tyrants are not cumulative).

(Rounding made me think of this as when I write rules for games in the little "if..." sentences that follow to explain what happens in odd situations are, in my head, me rounding the rule off).

I beleive it would be useful, before we begin giving special abilities and rules, to decide upon whether abilites are generally rounded down, or rounded up.
("it doesn't say whether I can use it while embarked": Round Down: You cant, Round Up: you can
"it doesnt say if multiple ones are cumilative" : Round Down: They arn't Round Up: they are)


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/03/03 16:42:55


Post by: rabid1903


Addressed in PM.

Pressing forward.

Cool, so we're good on the counters and rulebook structure now

Wound Allocation we still need to figure out, and I thought of a good compromise that I hope you like.

Units target units, that's something I've always been in favor of and would prefer to keep. However, targeting multiple units is definitely reasonable and really helps make MSU not so powerful.

So how about this?

If the firing unit desires to target multiple units, they must take a leadership test. If passed, the firing unit may target a number of units up to their command value. Each unit must be within 12" of each other (think coherency in one unit, but instead coherency between multiple units.)


This accomplishes a couple things:
-MSU isn't as strong as it currently is.
-Most units that will take advantage of this will still be limited by their command value.
-No more extra morale rules, including the overkill one I was trying to make work. These won't be needed and this new one is much simpler.
-The wound allocation method we had previously discussed becomes completely valid again. This way we can skip a couple steps



If this is good to you, we can call part 2 100% and move onto part 3. I don't plan on changing a whole heck of a lot with assaults, so that should be pretty quick and we have a good chance at finishing everything up next week


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/03/04 17:39:42


Post by: Lanrak


Hi again.

Like the basic idea but '...may target number of units up to their command value... within 12" of each other...' it may be a bit OTT.

I have a super commander, Command (Ld) 10, in a 'death star' unit (20+ models)...I am allowed to target a maximum frontage of 10 x 12"(120"!!!)

I would like to change it to;-
May target units within 12" of original target unit ,if they pass a successful leadership test for each additional targetted unit.

This gives a shooting frontage of 14" to 44"(Assuming the frontage of units between 2" and 20".)

(This is why I wanted to use a fixed target point , and allow units within a set distance to be targeted .As this would give a reasonable fixed frontage of fire .)

I agree we are just about there...


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/03/04 17:56:37


Post by: rabid1903


Lanrak,

Whoops, I guess I missed that part

I meant to say that all extra units must be within 12" of the original target. I don't think they should have to take a leadership check for every additional unit, but just one to see if they can split fire.

Oh, another quick point. I figured that the splitting fire rules would be in the "advanced" rules portion of shooting.


With that said, we're done with shooting and I'm ready to move onto assault

Here are a couple notes and a recap on things we've mentioned:
-Units should be locked in close combat once charged.
-Assaults are resolved first thing in the Resolution Phase.
-Assaults should generally not last more than one turn, but still be able to. (Mentioned very briefly)


I don't plan on changing a whole heck of a lot from current 40k when it comes to assaults. Here are some quick changes:
-Overwatch should be gone, or at least toned down dramatically.
-Challenges I think add some really nice flavor but we should adjust them a little.
-I feel like we should modify charging advantages. I say this because if we eliminate the extra attack, it allows the unit card to always be used and we don't have to modify it so often.
-Finding a way to actually use pistols in close combat I'd really like. I don't think it should just confer an extra attack.


Those are the ones that immediately come to mind that I'd like to change. So here are my thoughts on how to change them:

-Overwatch should be changed toa green token and declare overwatch. This means the unit does not declare a target and fire as normal, but may fire at any unit that charges. We can even expand this to allow them to cover nearby units as well. We can add this ability to advanced rules.
-Challenges should be moved to the advanced rules as they are optional. Additionally, we should change it so any model with a CV of 2 or more is eligible to challenge. You can decline a challenge, forcing the model that declined to take a morale check. If they fail their morale check they can’t fight, but otherwise can fight as normal.
-Charging I feel should affect the leadership of a target unit. What about units being charged must take a morale check? Failure means routing, passing means staying and fighting.
-For pistols, maybe make it so you have the choice between firing a pistol that compares your BS to the enemy’s WS, or attack as normal?


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/03/04 19:24:45


Post by: Lanrak


Yes that makes more sense for splitting fire.
As the leadership value does not set the number of units that can be engaged.The 12" range from original target does.
I wanted to use the Ld to check to allow units to attack more units.But if you are happy to make it target unit only OR as many units as you like within 12" up to X, from target unit on just ONE ld check... fair enough.(But I would prefer to roll for each additional target.We can sort this at play testing though.)

I agree with assaults locking units until the resolution phase, and assaults are resolved in this phase before any other actions.

The idea of the new interactive game turn was to do away with Over-watch!
If you want to shoot at a unit before it assaults , give the unit the appropriate order counter and shoot at it!If you this mess up you take the full force of the assault !

If you do not give your units the right orders and activate them in the right order, its YOUR fault if you loose!

Challenges should be in the advanced rules IMO.(As they are great for adding flavour but may get a bit lenghty rules wise. )

Charging simply means you strike first in assault!
This makes up for having to pick your way across the battle field with a unit strong enough to launch an assault!
And differentiates between close combat in general and the 'shock of impact' charging can give.(And is easy to learn and implement!)

I would like to use MINIMUM and Maximum ranges on weapons.
if we list most close assault weapons as 0 to 2 ".

And pistols as 2" to 8"

Small arms 6" to maximum range.

(other weapons as appropriate.)

Pistols can be fired into enemy units in assault from a unit that is in the assault..
EG models that are over 2" away from enemy models but within 8".Can fire pistols at enemy models in the combat.
If we say pistols are easier to aim and fire at close quarters, they can be used in assault.

Here is an example.

A Slugga Boyz mob with 18 models left , charges into a IG platoon .
8 boyz get into contact with 10 guardsmen.

The 8 Boyz Attack first because they charged into assault .They resolve the close combat attacks first.
THEN any surviving Guardsmen strike back with close combat weapons ...

Then the Boyz NOT in base to base combat fire their Sluggaz (pistols) at the surviving IG guardsmen.

I am not sure if this would be overpowered though?
I would like close combat to be brutal, and resolved quickly maybe too brutal perhaps.... )



Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/03/04 20:57:20


Post by: rabid1903


Interesting ideas, I really like some of them.

I guess I'll just go down the line

-Splitting fire
---We'll decide during play testing if the single leadership check is too powerful. If it is then adding a leadership check to target each additional is a really easy fix.

-Overwatch
---I think a "stand and shoot" ability is a good addition. The reason I say to include it as a green counter is simple: you give up shooting at a target of your choosing and in return can fire at every unit that charges you (or none if you have a tricky opponent )
---We can look more into this, I bet this will be one of our biggest debates for part 3

-Challenges
---Cool, we're in agreement there. We'll work out details after we get the core stuff done.

-Charging
---Interesting take on it, I like it better than my idea. We really need to limit this to the models that actually make it into base contact, otherwise it will be incredibly overpowered.

-Ranges (mins and maxes)
---This sounds like a huge divergence from current 40k, and I want to hear you out on it. I know you mentioned it really early on. I think what you're saying actually won't be incredibly overpowered, and will make a dramatic difference between assault weapons and rapid fire weapons. Seeing as how I really don't want rapid fire and heavy weapons firing into an assault. They aren't meant for that, they are meant to be aimed--not hip fired.
---A pile-in move at the start of the resolution phase for units locked in close combat is going to be needed. A flat 3" for the charging unit first, then 3" for the unit charged should cover this.
---I think changing the range to 3" for close combat would be good to simulate a melee. A model can only attack if a model in the unit is in base contact.
---Pistols and assault weapons should be fired at initiative 0, and simultaneously for both sides. Also not letting them fire if in base contact (the whole rock bashing your brains in quote from the rulebook comes to mind.)



I'll try to comment more later, but hopefully it's enough to chew on for a little while


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/03/04 22:54:45


Post by: Dast


Hello again,

I love the proposed idea for how pistols could be used by the "second rank" (essentially) in close combat. (not entirely unlike spears in fantasy). (I thought I would try the Orkmoticons for once.)

I also agree with getting rid of the plus 1 attack for charging, it never made any sense to me (striking first, like in fantasy made allot more sense to me).

You suggest that pistols being fired in combat would fire at initiative 0. To me it seems that it would be a tiny bit simpler if they just fired at initiative, and I don't really see it being over-powered. (although, some pistols are quite powerful now that I think about it).

Not firing them from base to base contact is a very sensible rule.

When pistols are fired in combat I assume you would use normal "to hit" rolls (BS) not the close combat rolls (WS). Does anyone see a good reason to not do it that way?

I like the splitting of fire rules, and believe that 1 LD test would be sufficient. We should make sure when we write this up properly to remember things like targets have to actually be in range, as well as within 12" of the initial target.

Do either of you think grenades should be done any differenly than they currently are in 40k? I dislike the way they currently just let you ignore random cover and stuff, I would prefer they actually could be "fired", although it might result in too many options. ( Should the tactical squad assualt, rapid fire, or lob grenades?) Maybe grenades could function a bit like pistols? This has been bugging me for a while, but I have thus far thought of nothing I like.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/03/05 00:01:16


Post by: rabid1903


Dast

It's amazing, we're all on the same page for once haha!

If we add initiative back into the unit stats, that will work. I'm pretty neutral on when they should attack.

When firing a weapon in close combat, the firer uses their BS. However, Stealth doesn't matter anymore (you're in their face already.) In close combat, agility and dexterity are what matter. These are all included in WS. Thus, if the rolling player used their BS and the non-rolling player used their WS it would be pretty well represented.


Grenades I don't know what to do with currently, I haven't thought too much about it haha.


I'll get back to you guys tomorrow, hopefully I'll have the time to edit the first post tonight.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/03/05 18:29:24


Post by: rabid1903


A quick update:

The first post has been updated with a lot of our new info, take a look please before commenting


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/03/05 19:01:40


Post by: Lanrak


Hi folks.
Well we seem to be making good progress...

We could simply say players can activate units on Fire Support OR Advanced Movement in the 'Decisive Action' phase.(In any order they want to.)
But all Fire Support and Advanced Movement takes place before ANY Reactive Actions.(Move and Shoot,OR Shoot and Move.)
So players could keep some Fire Support units back to tackle enemy units before they charge?

This game turn require far more tactical thought than current 40ks Alternating Game Turn.And allowing units 'conditional reactions' is only really needed in this old type of game turn.
(If you want o interrupt action set orders, then the Interleaved Phases game turn may be more appropriate.)

I would like to call the Initiative replacement 'Assault Value'.(Because this takes equipment and training into account not just speed of weapon swing.) And stops the D&C hammer falling....

Charger strikes first, is a good reward to getting the charge on an enemy unit IMO.(Only units in base to base contact get this bonus.To tone it down a bit .)

I wanted to let ONLY Pistols fire in close assault.(To replace 40ks extra attack in close combat.)As Dast says it sort of similar to spears in WHFB that allow extra models an attack .
And make Pistols significantly different to other weapons.
I think simply using the basic shooting mechanic for this is fine.But perhaps count target in 'light cover' to take the 'swirl of melee' into account?

2 handed ranged weapons are too clumbersome to aim effectively in close assault.We assume these weapons are fired as the unit moves into assault to temporarily suppress the target, allowing them to strike first.


Grenades.. allowing all models in a unit to throw grenades can be very over powered and time consuming...

I would like to suggest ONE model per unit per turn is allowed to throw a grenade instead of shooting with a regular ranged weapon .(Some vehicles could have grenade launchers.)

If I remember right from 2nd ed.grenades could be thrown 6".

Basic grenade types.
Frag grenades 3" blast .(Same as frag grenades IG grenade launcher.)

Smoke /Blind grenades 3" blast.(Blocks L.O.S.)

Krak grenades.One model(Same as krak grenades IG grenade launcher.)

Meltabombs are NOT grenades they are placed on the target as now.(Like magnetic mines in WWII),

Advanced grenades...(In the optional rules...these grenade types are for characters/unit leaders only.)

Anti plant..5" blast, removes trees /plant cover.

Haywire,one model.(On the roll of a 5+ the mechanical unit is suppressed due to electronic interferance.)

Tanglefoot. 5" Blast. The area counts as razor wire entanglements.(Movement penalty to cross this area.)

Halucenagen.3" Blast.On the roll of 5+ models become disorenated.(may not move or shoot.)

(I was not a fan of vortex or virus grenades so would prefer not to include them)

Ill leave it there for comments...


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/03/06 03:46:12


Post by: rabid1903


@Lanrak

The reason why I say that is because most assault weapons are designed to be used in some sort of a close combat fashion. Naturally there are exceptions to this rule, but things like a flamethrower would definitely be used in close combat if they knew they wouldn't hit their friends.
These are a little different than the 2-handed weapons you were mentioning. It's really good justification, but we can actually distinguish between them if we need to.

Speaking of that, a good compromise might be a special rule that allows use in close combat. It would be a bit of a throwback to the True Grit special rule.


You were saying to replace Initiative with assault value. I've heard you mention assault value before, but that was in regards to weapon skill. Are you thinking about combining weapon skill and initiative? It's something I've considered, especially if we add "always strike last" as a special rule.


Grenades are a subject I'm having a hard time coming up with rules for. But here were the 5 basic grenades I was planning on.
-Assault Grenades
---These can be used in either a frag or krak mode, and may be thrown in close combat. This is obviously a huge risk to hitting your own models, and should help keep it from becoming horrendously overpowered.
-Defensive Grenades
---These are done in response to an enemy charging, and remove all charge bonuses.
-EMP Grenades
---Combining Haywire, EMP, Gauss, and the like into a single grenade with mechanical bane (4+) It would simply be given a range of 3" like other melee attacks.
-Melta Grenades
---Can only be used against monstrous units. It has a high strength and AP, with a range of 1" instead of 3" to represent the necessity to attach the grenade. Combining that with replacing melee swings I think covers it pretty well.
-Psyk Grenades
---Causes heavy morale damage. I'd like to see it use a large blast, and all models touched by it count as failing an armor save for morale purposes. These would also be really good candidates for multiple morale hurting USRs.


To keep track of new USRs that we've considered:
-Always strike first
-Always strike last
-True grit

My goal is to keep the total amount of USRs to under 15, and it looks like we are on track for that


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/03/06 19:08:40


Post by: Lanrak


Hi rabid.
I belive you are being influence by the development errors of 40k too much.
A lot of the 40k rules HAD to be put in because of 'poor development decisions/development limitations.'

In 40k the difference between assault and rapid fire type 2 handed ranged weapons was made due to the 'mutation' of the game turn, and weird perceptions/ideas that arose from this.

The basic alternating game turn has,
MOVEING IN THE MOVEMENT PHASE ONLY!!

A)Stay still and fire to full effect.

B)Move up to M value and shoot .

C)Move up to 2 M value and make not ranged attacks at all.

Then in the shooting phase.
Units that took option A or B could make ranged attacks.

Then in the assault phase,any units taking option C ,moving into base to base contact with enemy could fight a round of assault.

EG the same options as we are using.
And when this WAS/IS used in a game .The general concesus was/is that units firing wildly on approach to assaulting enemy units, made the enemy keep their head down , so the assaulting unit got a bonus.(Initiative bonus/Strike first/+1attack etc, depending on which game you reference.)

Current 40k has messed this up...
Random moving in the movement phase , optional random moving in the shooting phase, and moving into assault in the assault phase.

Extra movement was added in to help assault happen with the massive improvement to shooting when the modifiers were removed, (along with lots of special rules to stop units breaking from shooting casualties.)

Now there was moving and shooting followed by moving into assault.Letting all small arms fire before assault would be overpowering.
So the ARTIFICIAL restriction of only letting 'assault 'ranged weapons fire at the target unit after moving , but before moving again into assault.
Was the way the GW dev team corrected the 'cock up' we have not made....

So ONLY pistols fire IN assault.

Assault weapons fire the same ALL the time.(Moving OR stationary.)Rapid fire get bonuses firing when stationary.This is the ONLY real difference between them under a 'proper' game turn.

Sorry about the long post but it is an important point I felt I needed to make.So many of current 40k rules are patches to cover poor game development ....

Yes I would like to use 'Assault Value' to represent a combination of WS & I.

Higher Assault value strikes before lower Assault value.(Roll off for striking order if Assault Value is equal.)
Exceptions
Charging unit Always Strike First.
Suppressed /Neutralized units Always Strike last.

The only points I would stress is if we allowed grenades to be thrown,;-
A)It replaces the normal attack of the model,
B)ONLY ONE grenade thrown per unit per game turn.

If you want to include them in a more generalised way, like current 40k, I am out of ideas to be honest....



Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/03/06 19:35:00


Post by: rabid1903


Lanrak,

Don't worry, that post was nothing compared to the essays we've already written haha. Also, I knew that there were going to be more things dealing with Assault that I wouldn't notice were poor design than anywhere else. I'm am even more willing to accept criticism of design here than I had previously mentioned.

Now onto the couple things we're working on:
-I'd like there to keep a difference between rapid fire and assault, and I think you're right that assault weapons shouldn't fire in close combat as a blanket rule. What do you think about the true grit rule that I previously mentioned? It'd mainly be reserved for things like flamers and shotguns, but we can apply it wherever we feel it necessary.
-What do you think the bonus should be for rapid fire weapons? Something I considered was a single shot at long range if moved, and two shots if stationary. Two shots at half range are allowed regardless. Some of the rules we've put in place have swung the pendulum pretty far towards close combat, and I'd really like to avoid that (hence the buff here.)
-Allowing a single model to use a single grenade I think is fine, the only time I see that potentially being a problem is with melta-bombs and tank-bustas. Not sure how to remedy that besides providing exceptions (which we'd both like to avoid.)
-Always strike first will also really help cover things like Howling Banshees and other units that currently have high Initiative but low Weapon Skill.
-Always strike last will mainly be used for things like Power Fists. Adding it to pinned units I'd be in favor of, but not suppressed units. I say that because Pinned units are akin to units paralyzed by fear, but Suppressed units are units that are just slowed by incoming fire but are otherwise capable of fighting.

Hopefully that's all pretty clear. We might have to focus these down one at a time to prevent them from evolving into a major disconnect, but I don't think that will happen.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/03/07 11:38:06


Post by: Dast


We have weapons you can move and fire, and weapons that cannot fire if they move.

Rapid fire weapons are aiming somewhere in the middle, to be better if you don't move and worse if you do. Wouldn't it be simpler to make most weapons either assaut or heavy, but then have a very small set of weapons with two profiles, an assualt one and a heavy one.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/03/07 16:18:48


Post by: rabid1903


Dast,

I think it would actually make it more complicated to have two profiles instead of one universal profile.

A new thought I had was to make it so all rapid fire weapons fired once at half range if moved or once at full range if they remained stationary, but then make it so most weapons would have Rapid 2 or something like that. That way they'd fire twice at either full range (if stationary) or half range (if moved.)

I'm reluctant to do that though because it encourages static gameplay. I don't want the punishment for moving to be that steep. This is why I keep getting drawn back to what current 40k has, 1 shot at full range or 2 shots at half range regardless of moving. A good compromise could be to remove the full range shot if moved. This is a lot like 5th edition, but instead of 12" it's half range.

What do you guys think? It still rewards standing and shooting, but allows for some serious hurt if you can move to half range and would encourage moving for that.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/03/07 17:57:10


Post by: Lanrak


Hi folks.
Could we use the following definitions for weapons?

Close Combat. Only used in close assault.(Effective range 1 handed weapons 0-2". 2 Handed weapons 0- 3")

Pistols (one handed ranged weapons.).May be fired in close assault.(Effective range 2 " to 8")

Smallarms .General 2 handed ranged weapons.Range 3" to 18"-30" .(Current assault weapons same shooting if moving or stationary.)

Special abilities.
Rapid Fire;- .2 handed ranged weapons that can fire a single shot at double range if stationary.(Standard profile 2 shots at 3" to 9"-15")
(Normaly moving and 'shooting from the hip', if stationary the model may aim at targets further away.)

Support weapons, specialised weapons that can move and shoot.

Fire Support Weapons, specialised weapons that CAN NOT move and shoot. (need a fire support order to fire.)

Grenades can be thrown up to 6" away.(One model per unit per game turn, replacing a normal ranged attack)

Devices that are placed on the target , like anti tank mines ,eg melta bombs, tank busta bombs can NOT be thrown!(They are not called grenades for a reason! )

If you want to allow more weapons to be used in assault , simply allow one handed versions of them!
EG Flame pistol, Sawn off shotgun, etc.
This keeps it simple, 1 handed ranged weapons can be fired in assault , 2 handed ranged weapons can not.

I agree on reflection, always strikes last on suppressed units is not really needed.(Good call .)




Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/03/07 18:34:14


Post by: rabid1903


Lanrak,

I’m a huge fan of most of what you said; I think you solved our problems!

I only have a very minor change, and that’s eliminating special rules on them and leaving it purely as a weapon type. Really minor, but it allows for special weapons to not have an excessive list of special rules when a specific weapon type can sum up the majority of the rules.

Weapon types
-Melee
---Only attack that can be used if in base contact. Range 0-3”
-Pistol
---An attack that can be used even if close combat. Range 0-12”
-Grenade
---An attack that can be used even if in close combat. Only one model in the unit may elect to use this. Range 3-9”
-Assault
---Cannot be used even if in close combat. Fires the maximum number of shots if stationary or moved. Range 3”+
-Rapid Fire
---Cannot be used even if in close combat. Fires the maximum number of shots if stationary or moved, or half (rounding up) at double range if stationary. Range 3”+
-Heavy
---Cannot be used even if in close combat. Fires the maximum number of shots if stationary, and may not fire if moved. Range 6”+

*note: The ranges are just guides for when we convert all the weapons to the new format and are not literal.


The attacks that can be done in close combat are clearly defined, and Pistol will cover any ranged weapon that should be useable in close combat. Most of these are already covered (infernus pistol, hand flamer, etc.) and the biggest change I’d make is changing the type of shotguns to pistol. The name might not match up as well, but the type does and that’s what matters. A melta-bomb or other things that need to be attached will have the weapon type “Melee,” to represent the need to be in close proximity and can replace normal close combat attacks. For these individual cases, we can add a rule that makes them only useable on monstrous sized targets to prevent trying to use a melta-bomb on a warboss haha.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/03/07 20:43:04


Post by: Lanrak


Just a quick note.
I think restricting some weapons to be used vs 'large targets only' , would be a good idea in general.

Writing the rules
'ONLY Melee and Pistol weapons can be used in close assault'.
Is a straight forward and clear way to restrict the weapons that can be used in assault.

I would prefer 2 handed ranged weapons to be called something other than 'Assault'.To avoid any confusion.

Guns- Rifles-Small Arms .(I think Guns is best! )

Revised weapon list...(Ideas)

Melee.(including 'Bomb' attacks.) (Only used in close assault)

Pistol.(Can be fired in close Assault.)

Guns.(including 'Grenade' attacks.)

Fire Support.Can not move and fire.(Needs Fire Support order to fire this weapon.)

Some ideas on weapon abilities and notes.
Rapid fire.The weapon can fire one shot at double its normal range when remaining stationary.
Ignore cover.The weapon ignores cover modifiers.
Large targets.The weapon can only target large targets(vehicles Monstrous creatures ,buildings etc.).
Gets Hot.The weapon can not fire in consecutive turns.




Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/03/07 21:16:57


Post by: rabid1903


Just a few quick additions, changing up some vocabulary, and clarifying

Weapon Types:
-Melee
---Only attack that can be used in base contact. Covers melta-bombs, close combat attacks, etc.
-Assault
---May be used in, and fire into assaults. Covers pistols, shotguns, grenades, etc.
-Small Arms
---Covers all small arms. Anything from lasguns to venom cannons.
-Heavy (I like heavy because it is self-explanatory)
---All ordnance, heavy weapons, or anything else that requires the unit to remain stationary to fire.



Here is a summary of every USR we have thought of so far. (Green are new)

Weapon Special Rules
-Rapid Fire
---If the model remained stationary, they may halve the # of shots and double the rage.
-Gets Hot
---May not be used in consecutive turns.
-Bane
---Unit may reroll failed damage rolls
-Slayer
---Target must reroll successful armor saves
-Monster Hunter
---May only be fired at Monstrous targets.

-Panic
---Units hit by a panic weapon must take a morale check to see if they are routed if any armor saves are failed.
-Pinning
---Units hit by a pinning weapon have their Command Value reduced by 1 for the next turn if forced to take a morale check this turn.
-Suppressive
---Units hit by a suppressive weapon have their Leadership treated as 2 lower for morale checks this turn.
-Accurate
---May reroll hits.

-Barrage
---LOS is not required to target units.

-Ignores Cover
---Target's stealth value is not increased, and weapons AP is not reduced by cover.

-Always Strike First
---Models with this rule use their melee attack just before (Assault Characteristic) step 10
-Always Strike Last
---Models with this rule use their melee attack just after (Assault Characteristic) step 1


Model Special rules:
-Relentless
---Treat all Heavy weapons as Small Arms
-Furious Charge
---All models making a melee attack have the rule Always Strike First the turn they charged instead of only the ones in base contact.

-ATSKNF
---Leadership is treated as 2 higher for morale checks.
-Stubborn
---Stubborn units never suffer negative modifiers for morale checks.
-Fearless
---Fearless units ignore all morale checks.
-Cowardly
---All failed morale checks cause routing.

We could make it so all monstrous sized models have relentless, we just have to add that special rule. It would also cover terminators and the like.

With the combination of all these special rules, I can’t think of any situation that we can’t cover (though I’m sure there’s at least one haha)


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/03/07 21:34:53


Post by: Dast


That's a very good list of special rules, I do have a few comments though:

-I don't know if we are keeping the special armor types that allowed re-rolls against projectiles etc. I liked that idea, but it is very niche.

-I think a special rule that says "this is scary" was mentioned earlier (like "causes fear/terror" in warhammer fantasy). This might be applied as simply "This models close combat attacks have "Panic"."

-Depending on the detail on the unit cards "Relentless" might not be needed. A lascannon could just be a Heavy weapon on the space marine unit card, and an assault weapon on the card of a dreadnaught.

(I am indifferent, but am pretty certain Lanrak would prefer the latter. It does make it easy to describe a Lemun russ without special rules, it's heavy bolters are poorly named, and to it are assualt weapons. Its battle cannon is a heavy weapon (even on it)).

Wow, seeing all the juicy special rules in one place is nice, appart from the details I've just mentioned above I think they are just about perfect.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/03/07 22:07:27


Post by: Lanrak


Hi Dast.
You are spot on about me prefering weapon types to be determined by the unit carrying them!

That why I prefer different terminology to 'heavy'.
As 'heavy' is a very subjective word for a descriptor...

And if we are putting weapon stats on unit cards we can define the weapons AND the users net effect.

'Move or Fire.... Fire Support....Aimed...etc' Can be used to denote weapons that prevent the model moving and firing the ranged weapon.I would prefer to use something like this instead of 'heavy'

I would question the following special rules validity...

Monster Hunter. (prefer the large target restriction to this .As MC and vehicles serve the similar roles in the new rules.)
Panic(just over powered IMO.)
Accurate (just increase effective range instead.)
Relentless(Not needed explanation above.)
ATSKNF(Just give them higher Ld values!)

I think armour types vs attack types would be best put in the 'advanced rules '.
Ablative reflective and reactive vs kinetic, energy and chemical for example.

I am worried we are very close the the 40 page limit.(If we include diagrams and pictures etc!)

Anyhow . Lots of great ideas, and this is really taking shape now!


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/03/07 23:10:22


Post by: rabid1903


Dast,

I think that Lanrak covered most everything. Due to close combat attacks and ranged attacks having the same special rules, Panic can be used in close combat.


Lanrak,

Speaking of Panic I need to change the wording from "hit" to "wound," as hit is currently way too strong. I had meant to do that before but forgot about it

Accurate I wanted to use as a replacement for Twin-Linked and Master-Crafted. I think rerolling hits is a good rule to have, but there isn't a need to distinguish between the two.

Monster Hunter probably isn't the best term. We need to do more term changing though if we use Large Target Restriction (as Large sized targets aren't Monstrous sized targets.) I'm sure we can come up with something here, I'm just drawing a blank.

Relentless won't be needed if we use the cards method. Relentless is just a little easier for me to grasp because I haven't done anything with unit cards before. Lanrak, when the time comes I'd like you to do the first codex (Space Marines.) This way Dast and I can work on the others and have a set format.

ATSKNF I actually specifically wanted to treat their Ld as 2 higher for morale checks because giving them a Ld of 2 higher can break the game in a lot of areas. For instance, just because they don't break easily doesn't mean that if we use the advanced rules they should go two steps before anyone else. Also, treating their Ld as 2 higher for morale checks makes them very likely to pass their test (as most will have a leadership of 10 before other modifiers, meaning a 1/12 chance of failing.)


What about changing Heavy to Cumbersome? It gets the point across that it takes time to fire.




I briefly mentioned this, but we should probably figure out the armies we would be best at writing a codex for. Stat conversions are given, but there is leeway and we can use this opportunity to try to balance the books a bit. I'm not saying we'll get it perfect, or even close, on the first try. But if we go into it with the mindset of "I want a balanced game" instead of "I want this army to be awesome" we should be good to go.

Space Marines will need to be done first, and I'd like Lanrak to do it. You have the best grasp of what the unit cards need to look like, and I'm confident you'll be able to internally balance the codex pretty damn well.

After Space Marines, we can break up the remaining codices and balance them according to Space Marines. Then we'll review each others', and make them all available on Dakka for those that want to help with balance but not create a whole rulebook.

The codices I'm very comfortable doing:
-Tyranids
-Tau
-Orks

Comfortable:
-Space Marines (if you don't want to Lanrak)
-Blood Angels
-Eldar
-Grey Knights

Willing:
-Imperial Guard
-Chaos Daemons
-Dark Eldar
-Necrons

Not willing:
-Sisters
-Chaos Space Marines
-Dark Angels
-Space Wolves


How about you guys? We can try to enlist the community to help too if none of us are comfortable working on one of them.

I'm starting an actual draft of it tonight, and I'm hoping to have it done and in a PDF by Sunday. A bit ambitious, but worth a shot. Oh, and does anyone know a good website that I can use to model battles using sprites and the like?


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/03/08 13:05:22


Post by: Dast


Hello,

The codices I'm very comfortable doing:
Chaos space marines (although for obvious reasons not until after space marines have been done).

Comfortable:
imperial guard
Tyranids

I would prefer to avoid the rest, if possible. I could do "old" necrons, but I know little of the new.

(I am going to find it so hard to not cram tonnes of extra units, weapons and stuff in)


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/03/08 18:05:22


Post by: rabid1903


Thinking some more about close combat...

We need to come up with a conversion for the new AP system.

Some basics that I was thinking:

-No close combat weapon
---AP = Strength - 1
-Close combat weapon
---AP = Strength
-Notable close combat weapon (Scything talons, Chainswords, etc.)
---AP = Strength + 1
-Power maul
---AP = base Strength + 2
---Strength + 2
-Power lance
---AP = Strength + 3
---Range = 4" instead of 3"
-Power sword
---AP = Strength + 4
-Power axe
---AP = Strength + 5
---Range = 2"
-Power fist
---AP = Strength + 5
---Range = 2"
---Always Strike Last
-Chain fist
---AP = Strength + 5
---Range = 2"
---Always Strike Last


Current USR conversions (that I can think of...)
-Rending
---Replaced with Slayer (considered a notable close combat weapon if melee)
-Poisoned
---Replaced with Bane (Biological)
-Witchfire (and EMP)
---Replaced with Bane (Mechanical)
-Melta
---Replaced wtih Bane (Mechanical) and Slayer (Mechanical)
-Lance
---Replaced with Slayer (Mechanical)

This weekend I'll make a list of every USR and what I'd like to convert it to.

Those are just some basic ones, but hopefully get the point across pretty well

What do you guys think?


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/03/08 18:39:06


Post by: Lanrak


HI folks.
As reguard the army composition lists NOT called codex!

Why not start with the every day bods without power armour and bells and whistles.

Start of with standard human units (IG equivelent) Intergalactic Gaurdsmen.
Who have a closer a link to units we realy know about.(Eg current armies and equipment.)

And pehaps a xenos threat that has lower tech and is more focused on close assault.(Ork equivelent.) O.R.K (Organic, Regenerating, Keratin, based life form ...)

If you start with the MOST ELITE FORCE IN THE GALAXY , it can skew your perspective some what.
Currently every race in 40k is defined as 'not as good as space marines because....'

If was to do the Space Marine Codex first It would be much closer to the original RT stat line...and PV.
And most people would not like that at all!

BUT if we establish a base line of bog standard humans first.The ELITE of the Galaxy costing more can be justified.

Ill have a read through where we are now.(I have lost track a bit.. its my age you know..lol.)
After yo have added all the 'special abilities' NOT called USR...






Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/03/08 19:20:32


Post by: rabid1903


Haha, yah we'll work on changing all the names to avoid legal problems.

That's a good call to start on the average first. I default to Marines because they are freaking everywhere.

Lanrak, are you okay with writing the first army book? I realize I've kinda been throwing your name all over the place, and I'm sorry for that I should have checked with you first



Oh, alright here are some rules we haven't mentioned at all that I plan to keep:
-Unit Coherency
---The same as current 40k (2")
-LOS
---WYSIWYG
-Deployment
---The same as 3rd edition. Players alternate, deploying in this order: Heavy support - Troop - Elite - Headquarters - Fast attack
-Missions
---I'd like to have 6 distinct missions.
1 - Kill each other
2 - Table quarters
3 - 5 objectives
4 - A single center objective
5 - Rescue mission
6 - One objective per person in their deployment zone
-Mission special rules
---Cropping out a lot, keeping just reserves (w/ outflank, infiltrate, scouts, and deep strike)
-Pile ins
---Units locked in close combat move 3" at the start of the Resolution phase. Charging unit moves first, charged unit moves second. May not engage new units.


Basically just vomited information onto the forums in no particular order, but these ones are really minor compared to what we've covered so far.


Here is a list of every special rule, and conversions so far.


Red = removed
Green = covered by a special rule we've talked about
Blue = covered in the unit profile
Normal = haven't covered

Incoming wall of text...

Acute Senses - Ignore Night fight
Adamantium Will - (we’ll cover this when we get to psykers)
ATSKNF - covered
Assault Vehicle - removed
Armourbane - Bane (Mechanical)
Barrage - covered
Blind - removed
Brotherhood of Psykers - (we’ll cover this when we get to psykers)
Bulky - Occupies two spots in a transport
Concussive - Suppressive
Counter Attack - Furious Charge
Crusader - Furious Charge
Daemon - (I’m thinking we should make this a unit type with biological and mechanical)
Eternal Warrior - removed
Fear - Panic
Fearless - covered
Feel No Pain - (we’ll just include this in ward saves when we cover that)
Fleet - included in movement characteristic
Fleshbane - Bane (Biological)
Deep Strike - keep rules
Force - (we’ll cover this when we get to psykers)
Furious Charge - covered
Gets Hot - covered
Hammer of Wrath - Furious Charge
Hatred - removed
Haywire - Slayer (Mechanical)
Hit & Run - removed
Ignores Cover - covered
Infiltrate - keep rules
Instant Death - keep rules
Interceptor - Bane (Flying)
It Will Not Die - (we’ll just include this in ward saves when we cover that)
Jink - (we’ll just include this in ward saves when we cover that)
Lance - Slayer (Mechanical)
Master-Crafted - Accurate
Melta - Bane (Mechanical) and Slayer (Mechanical)
Missile Lock - Accurate
Monster Hunter - Bane (Monstrous)
Move Through Cover - covered
Night Vision - Ignore Night fight
Outflank - keep rules
Pinning - covered
Poisoned - Bane (Biological)
Power of the Machine Spirit - removed
Preferred Enemy - removed
Psychic Pilot - (we’ll cover this when we get to psykers)
Psyker - (we’ll cover this when we get to psykers)
Rage - Furious Charge, models must act at their highest activation level
Rampage - removed
Relentless - included in weapon profiles
Rending - Slayer
Scout - keep rules
Shred - Bane
Shrouded - included in stealth characteristic
Skilled Rider - Move Through Cover
Skyfire - Slayer (Flying)
Slow and Purposeful - included in movement characteristic
Smash - included in weapon profiles
Sniper - removed
Soul Blaze - removed
Specialist Weapon - removed
Split Fire - no morale check required to split fire
Stealth - included in stealth characteristic
Strafing Run - removed
Strikedown - pinning
Stubborn - covered
Supersonic - included in movement characteristic
Swarms - included in type characteristic
Tank Hunters - Bane (Monstrous)
Torrent - included in weapon profiles
Twin-Linked - Accurate
Two-Handed - removed
Unwieldy - Always Strike Last
Vector Dancer - removed
Vector Strike - included in weapon profiles
Zealot - Furious Charge


Here are the special rules and weapon types we've covered.

Weapon Types:
-Melee
---Only attack that can be used in base contact. Covers melta-bombs, close combat attacks, etc.
-Assault
---May be used in, and fire into assaults. Covers pistols, shotguns, grenades, etc.
-Small Arms
---Covers all small arms. Anything from lasguns to venom cannons.
-Cumbersome
---All ordnance, heavy weapons, or anything else that requires the unit to remain stationary to fire.

Weapon Special Rules
-Rapid Fire
---If the model remained stationary, they may halve the # of shots and double the rage.
-Gets Hot
---May not be used in consecutive turns.
-Bane
---Unit may reroll failed damage rolls
-Slayer
---Target must reroll successful armor saves
-Monster Hunter
---May only be fired at Monstrous targets.
-Panic
---Units hit by a panic weapon must take a morale check to see if they are routed if any armor saves are failed.
-Pinning
---Units hit by a pinning weapon have their Command Value reduced by 1 for the next turn if forced to take a morale check this turn.
-Suppressive
---Units hit by a suppressive weapon have their Leadership treated as 2 lower for morale checks this turn.
-Accurate
---May reroll hits.
-Barrage
---LOS is not required to target units.
-Ignores Cover
---Target's stealth value is not increased, and weapons AP is not reduced by cover.
-Always Strike First
---Models with this rule use their melee attack just before (Assault Characteristic) step 10
-Always Strike Last
---Models with this rule use their melee attack just after (Assault Characteristic) step 1


Model Special rules:
-Relentless
---Treat all Heavy weapons as Small Arms
-Furious Charge
---All models making a melee attack have the rule Always Strike First the turn they charged instead of only the ones in base contact.
-Move Through Cover
---Negative terrain modifiers are halved for moving
-ATSKNF
---Leadership is treated as 2 higher for morale checks.
-Stubborn
---Stubborn units never suffer negative modifiers for morale checks.
-Fearless
---Fearless units ignore all morale checks.
-Cowardly
---All failed morale checks cause routing.


So there were a couple that I gave ideas on, but four big categories that we need to cover still. Here they are with some brief thoughts on them.

1 - Missions and deployment
---Covered in detail above
2 - Psychic powers
---Not sure what to do here. I'm in favor of cutting every tree down to 4 powers, and psykers can pick their powers.
3 - Ward saves
---I'd like to call these "last chance" saves that are taken after the wound has been done. These combine Invul saves, FnP, Jink, etc. all into one.
4 - Warlord abilities
---Definitely put this in the advanced rules, and I'd like for it to be a chart very similar to the psychic powers. Players agree how many warlord "points" they're going to have, then allocate them how they see fit. Each army has access to different charts just like they do psychic powers.


A lot to chew through that are luckily near the end of the rulebook. I'm going to be slowly but surely working on the word document version, and I'll put it in the first post when I'm done


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/03/09 16:05:48


Post by: Lanrak


Hi again.
I agree with unit coherancy ,(infantry 2" ,vehicles /MCs 4".)
LoS , 'models eye view'

Deployment either Blind, or alternating unit placement.(Common specialised and then restricted.Rather than current FOC names, as we will not be using them.)

I would prefer to have 6 attacker missions , and 6 defender missions to give 36 senarios...Coupled with 3 deployment zones.(108 games types!!

Looking at the wall of special rules ..I started to panic.. We may need to see if there is redundancy here...

I think it is important to get the core rules down all in one place.Ill read your word document .(Are you going to attach it as a PDF?)
I think it may be a good idea for me to write the rules as I see then taking form too.

Then we can iron out any kinks , and get 'on the same page' before we get to army list writing proper..

For the basic rules I was thinking about 12 special rules maximum , additionaly 1 race(rather than faction) specific rule.As the more detailed stats should cover far more than 40k core rules ...

I think psychic powers should be action specific, (moving, shooting,assaulting.)And in the advanced rules along with similar Warlord powers etc.

(I will unable to contribute much for a short while.Some family health problems will be taking up a large amount of time in the next 2 to 4 weeks...)


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/03/09 19:17:11


Post by: rabid1903


Lanrak,

There are a lot of things that are a higher priority than plastic dudesmen, don't worry about it


I mean to put this in the last post, but the current USRs are not going to be in the new rulebook. The ones we have covered are the ones we're going to be using, and the giant wall of text above that are just a table for conversion to make it easier for when we make the codices

It's more than we had previously wanted, but honestly the 20 or so that we have is easily manageable. For each army book, I plan to limit it to 3 unique special rules (e.g. Tyranids would have Shadow in the Warp, Synapse, and Instinctive behavior feed/lurk.) Army unique special rules fall into the advanced section as well.


Very interesting take on the Attacker and Defender missions. I'd like to hear your ideas as to what they would be, and how they'd interact.

Blind deployment is ideal, but I have no idea how we can do that. I'd also like to hear your ideas on this one.


Warlords and Psykers I'm good with putting in the advanced rules. I'll work on coming up with the 15 (3 per table, 5 tables) for each and try to put it on here before I put it in the rulebook. Here are my initial thoughts:

*note: Dexterity is the place holder for the combined Weapon Skill and Initiative.

Warlord tables
Ruthless
-Warlord has Bane and Slayer against enemy models with a CV of 3 or more
-Warlord has Accurate against enemy models that are Monstrous sized
-In the event that the Warlord’s “Dexterity” is tied with an opponent’s, the Warlord attacks first.
Tactical
-Warlord and the unit they join may outflank
-Warlord and the unit they join may infiltrate
-Warlord and the unit they join have 1 higher stealth if within 3” of an objective
Inspirational
-A single unit within 12” of the Warlord may use the Warlord’s Leadership Value each turn
-Units within 12” of the Warlord treat their Leadership as one higher for morale checks
-If the Warlord makes no voluntary actions this turn, all units within 6” may use the Warlord’s Command Value
Strategic
-May reroll the mission type.
-May redeploy 1 friendly unit 12” or 3 friendly units 4”. This unit must stay in their deployment zone, and can’t be moved into impassable terrain.
-May redeploy 1 enemy unit 6”. This unit must stay in their deployment zone, and can’t be moved into impassable terrain.
Glorified
-Warlord is scoring
-Warlord is stubborn
-Warlord may reroll their look out sir check.


Psyker tables
Biomancy
-Leech Life - Psychic Shooting attack: Range 12” / Strength 6 / AP 9 / Small Arms 2 / Absorb Wounds
-Bulwarking - Increase Psyker Strength and RV by D3
-Enfeeble - Decrease the Strength and RV of an enemy unit within 24” by 1
Clairvoyancy
-Prescience - A friendly unit within 12” gains Accuracy this turn.
-Precognition - Psyker gains Slayer and Bane
-Forewarning - A friendly unit within 12” gains a 4+ Ward Save
Pyrokinesis
-Flame Breath - Psychic Shooting attack: Range Template / Strength 5 / AP 4 / Small Arms 1 / Panic
-Fiery Form - Increase Psyker Strength by 2, gain a 4+ Ward Save, and Melee weapon AP increased by 1
-Molten Beam - Psychic Shooting attack: Range 12” / Strength 8 / AP 10 / Small Arms 1 / Slayer (Mechanical) Bane (Mechanical)
Telekinesis
-Crush - Psychic Shooting attack: Range 18” / Strength 2D6 / AP D6 + 1 / Small Arms 2 / Suppressive
-Pull - Pull an enemy unit within 24” towards the Psyker. Swarms and Infantry move 2D6”, Large move 2D6 - 3” Monstrous move 2D6 - 6”
-Force Field - All models within 6” of the Psyker gain a 4+ Ward Save against shooting attacks.
Telepathy
-Hallucination - An enemy unit within 24” suffers one of the following effects determined by a D6: 1-3 count as being hit by a suppressive weapon. 4-5 the unit is pinned. 6 each model of the unit makes a single close combat attack against the unit; if they do not have a close combat attack or are a single model unit this effect is ignored.
-Inspire - A friendly unit within 24” gains ATSKNF and Stubborn. If they were fleeing they immediately regroup.
-Fear - An enemy unit within 24” loses ATSKNF, Stubborn, and Fearless and gain Cowardly for this turn. They must also take a morale check.


Force weapons I feel should deal D3 wounds for each wound. Instant death I’d like to be removed and instead change it to deal an extra wound if the Strength is 4 more than the RV, and an extra wound for every point of Strength higher than that. So a Strength 10 shot would deal two wounds to a RV 6 model and five wounds to a RV 3 model.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/03/11 17:22:03


Post by: rabid1903


Wow we almost completely missed the stuff for flyers. We very briefly mentioned it at the start of all this, but never came back to it.

Here's what I'm thinking:

Flyers have a major role on the battlefield by bringing incredible speed and firepower; however, they have greatly limited mobility and are fragile.

Any model that elects to use the flying movement type follows these rules.

New Counter Actions
-Fire Support forces the flying model to move double their movement value, and all weapons being fired must be fired at the end of the movement. Additionally, the model is -2 to their stealth value.
-Rapid Mobility actions are 4 times the model’s movement value, with a minimum movement of 2 times their movement value.
-Tactical Movement is triple their movement value, and all weapons being fired must be fired at the end of the movement.

Other Special Rules
-May make a single 90 degree turn prior to moving, but that is the only turning they may do.
-Stealth is increased by 4.
-May not be charged by any model that is not flying.
-May only fire in the front 90 degree arc.
-All terrain is ignored for movement and receiving cover.
-Has the “Golden BB” special rule:
---After suffering a wound, the model must make a save on a 3+
-----If passed, they remain in the air.
-----If failed, the model suffers an additional wound and must immediately switch to a different movement type. If the model has no other movement type, they are destroyed. Place a large blast template 9” in front of the model and roll the scatter die, moving the template 2D6” in the direction of the scatter die (a “hit” on the scatter die does nothing.)


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/03/11 22:44:06


Post by: Lanrak


Hi rabid.
The idea of missions is they are independant objectives for attacker and defender.

EG
The Attacker randomly draws 'Hells Highway' mission card, has to clear a 18" wide path from the attackers table edge to the defenders table edge.

The defender gets 'Thin Red Line' mission card, has to keep over half his units at starting strength.

Each mission card has conditions for minor victory,(1 pt) and major victory(2 pts)

So players are trying to achive their mission, while trying to guess what the other players mission is, and to try and stop them scoring ...

Just an idea.

Blind deployment just means putting something to block the players view of the opposing table half.(Table cloth on a line, sheet of cardboard, etc.)

As reguard to flyers.

2 mission types .

Transport ,
May deploy/evacuate a unit at a specific point on the table .
MUST land and spend ONE TURN on the ground before taking off.May ONLY fire support weapons in a 90 degree arc to direction of facing while on the ground.
Moves in Advanced Movement Phase (amber,)on arrival.Departs in Reaction Phase(red). (Shoot then move.)

Ground attack.
Enter play at low level.
Pick start point of Ground Attack on edge of playing area in player own half.Pick exit point of Ground Attack.
Activates in the Reaction Phase(red)
May attack ONE unit along this flight path.(may split fire as normal rules.)

Flyers are 'on call' all game.
On a successful request roll (3+) in the command phase,( they can be deployed in the resolution phase, ready for the start of next turn.)
Flyers can NOT be requested without a designated target /landing zone.(Los from friendly unit.)

Transports can only be attacked when on the ground.
Ground attack flyers can be shot at by any enemy on Fire Support orders within 12" of flight path.IF they have weapons with effective range of 24" or greater.

just some basic ideas...TTFN


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/03/12 00:09:21


Post by: rabid1903


I like your ideas for missions, I'll try to see if I can come up with any as well.

Blind deployment the way you describe is ideal, but I don't think it's quite as feasible as we'd like. I propose that to be the advanced rules and the alternating version be the basic rules. The other option is to have the defender deploy first by default.

For flyers, I never thought of them the way you are describing. Here are some things I was thinking of along those lines.

Two altitudes to come in at, and each one has two things they can do.

High Altitude:
-May provide reconnaissance
-May drop bombs

Low Altitude:
-May attack ground targets
-May unload units being transported

Flyers may shoot at each other at any time. "Air Superiority" I think should be a special rule for flyers that makes them +4 BS against other flyers.

To call in a flyer, it should be a 3+ to start, and they can come back in for free afterwards. I also agree they must choose an entry point and an exit point, and stay on that line (moving 6 times their movement value each turn)

The exception to that are transports. Transports follow the same as above, but may elect to enter a hover mode and disembark passengers. After they do this, they may pick a new exit point.


I'd like to let any unit fire at them, and knock off 12" for low altitude or 24" for high altitude. Also I'd like to keep the "Golden BB" rule. I find it fitting because aircraft don't always get a second chance if they're hit.


The next question I have is what about units with multiple movement types? I'm up for letting them change between them at any time, but must use a red counter to do so. They would have to choose an exit point, and move the 6x their movement value as well.


Sorry for the disorganized post, I'm pretty tired Hopefully it's still readable though.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/03/12 09:49:38


Post by: Lanrak


Hi rabid.
I would like the missions to be drawn randomly, and cover a wide spectrum of objectives.
Hold ground, keep certain unit types alive, destroy specific opposing units, get one randomly determined unit off the table at a specific point.
I think random narrative missions are more fun !
Here is an example of an attack mission with a narrative...

Attack mission;- Dagger.
Your mission it to get a elite unit behind enemy lines , under the cover of an attack.
One infantry unit with the lowest point value in the force is the disguised elite unit/is hiding the disguised elite unit .

You MUST ensure this unit makes it to the opposing players deployment area at a least half starting strength.
Minor victory, the unit is in the enemy deployment zone at the end of the game ,with over half its starting strength.(1 pt.)

Major victory the unit makes it to the enemy deployment edge , without loosing any wounds at all!(2 pts)

I like the idea of low and high altitude and the mission types.

We could have fighters on Combat Air Patrol Intercept.

High altitude recon, and bombers can only be intercepted by fighters on CAP.

Low level transport, and ground attack can be attacked by ground units AND fighters on CAP.

Ill have a think about these air missions and see what I can come up with .(off to work now...)Lots of great ideas so far!


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/03/12 19:14:12


Post by: rabid1903


Lanrak,

Something we've completely neglected to mention is firing multiple weapons. I think we can cover that with another simple special rule. I know we (the royal we ) have been adding a lot on recently but hopefully all these special rules make sense. Additionally a lot of them we can pick out for advanced rules.

Anyways, I propose:
Multi-Fire (#)
-May fire up # weapons every turn.

Very simple, but hugely productive.



A quick note, flyers don't have specific misions. There are just certain things they can do at each level.

Hover (alternate movement type)
-No movement, may disembark units. Stealth value not increased.
-May be fired at by any ground unit. No range reduction.
-May fire anything at low altitude units or ground units, and missiles at high altitude units.

Low Altitude
-Forced movement 2x MV to 3x MV. Stealth value increased by 3.
-May be fired at by any ground unit. 12" range reduction on units without Skyfire.
-May fire anything at low altitude units or ground units, and missiles at high altitude units.

High Altitude
-Forced movement 4x MV to 5x MV. Stealth value increased by 5.
-May be fired at by ground units with the Skyfire special rule. 12" range reduction.
-May fire anything at high altitude units, missiles at low altitude units, and bombs at ground units.
-Provides vision for entire board for the purposes of Barrage weapons.

Flyers may go up or down a single level every turn (alternate movement - low altitude - high altitude) by using a red counter.
Flyers may charge other flyers regardless of altitude. Maximum Charge range is equal to the minimum forced movement value, and they may charge any unit within the front 180 degree arc.

I think those rules will cover everything for flying units. Naturally flying units of all forms are considered advanced rules.

Flyers must be called in during the Command Phase, and successful (3+) results allow the Flyer to come in at the end of the Resolution Phase. When they arrive, they are placed at their entry point with a declared altitude and must move in a straight line. The entry point can be at any board edge, including opponents and neutral. After successfully arriving from reserves, the Flyer may be automatically called in every turn thereafter.

And to actually simplify things, here is one last special rule that can accompany ignores terrain:
-Ignores terrain:
---No negative terrain modifiers
-Low altitude restriction:
---May not enter High Altitude

So some differences:

Eldar Jetbikes:
MV: 8
MT: Wheeled/Flying
Special Rules: Ignores Terrain, Low Altitude Restriction

This means the Jetbike can run or charge 16" and ignore terrain, or it can actually enter the Low Altitude Flying stage to dramatically increase it's speed. However, it has the downsides of that as well (including golden BB, minimum movement, etc.) and it can't go into High Altitude.



Here are some of my ideas for missions:

Attacker:
1 - Rescue
-Must reveal this objective to your opponent.
-The Attacker will place a single neutral model at least 12" outside of the Attacker's deployment zone and 6" away from the board edge.
-A scoring unit may escort the model at any time by moving within coherency.
-The model must be escorted to a friendly board edge.
-The Defender may capture the model, but must be in base contact with a scoring unit.
-Victory points
---1 point for the model being in coherency of an Attacker's scoring unit.
---2 points for the model being in the Attacker's deployment zone.
---5 points for the model reaching the Attacker's board edge.
---2 points to the Defender if the model is in base contact of a Defender's scoring unit.

2 - Kill points
-Victory points
---1 for every enemy unit killed or routed when the game ends.
---1 to the Defender for every Attacker scoring unit killed or routed when the game ends.

3 - Sieze Ground
-Capture table quarters by having an Attacker's scoring unit within the quarter and no Defender scoring units within the quarter. If a unit spans multiple quarters, the owner may choose which they have captured.
-Victory points
---1 to the Attacker for every table quarter that started with 50% or more of the Attacker's deployment zone.
---2 to the Attacker for every table quarter that started with some amount of the Attacker's deployment zone.
---3 to the Attacker for every table quarter that started with none of the Attacker's deployment zone.
---1 to the Defender for every table quarter.

4 - Highway to Victory
-The Attacker must clear a 12" wide corridor from any two corners diagonal of each other (chosen by the Attacker when the game ends)
-Victory points
---2 to the Attacker for every 18" long section with no enemy units.
---1 to the Defender for every unit in the 12" corridor.

5 - All out attack
-The Attacker must get as many scoring units into the Defender's deployment zone as possible.
-Victory points
---2 to the Attacker for every scoring unit that ends the game in the Defender's deployment zone.
---1 to the Attacker for every non-scoring unit that ends the game in the Defender's deployment zone.

6 - Assassination
-The sole goal of the Attacker is to kill the enemy HQ.
-Victory points
---4 to the Attacker for every Defender HQ model slain or routed when the game ends.
---1 to the Defender for every Defender HQ model with full health when the game ends.

Defender:
1 - Gun Battery:
-Must reveal this objective to your opponent.
-The Defender will place a single Quad gun 6" outside of the Defender's deployment zone and 6" from the board edge.
-A scoring unit must spend an entire turn with at least one model in base contact to activate the Gun Battery.
-Once activated, the Defender has access to a Quad gun.
-The Attacker may destroy the Quad gun at any time, or activate it themselves (even if already activated by the Defender).
-Victory points:
---1 point for activation
---3 points if the Quad gun survives the game
---1 point for every unit killed by the Quad gun
---1 point to the Attacker if the Quad gun is destroyed
---3 points to the Attacker if the Quad gun is captured

2 - Communications network
-Defender places three objectives at least 6" outside of the Defender's deployment zone. They must be at least 18" away from each other and 6" from the board edge.
-A scoring unit must spend an entire turn with at least one model in base contact to activate the objective.
-If activated, all units within 3" of an activated objective may use the Command Value of any friendly model within 3" of an activated objective.
-The Attacker may destroy the objective by moving a model into base contact with the objective.
-Victory points
---1 to the Defender for every activated objective
---1 to the Defender every activated objective that survives the game
---1 to the Attacker for every destroyed objective

3 - Supply cache
-Defender places three objectives at least 6" outside of the Defender's deployment zone. They must be at least 18" away from each other and 6" from the board edge.
-A scoring unit must retrieve the objective, and return it to within 6" of the center of their deployment zone. A scoring unit may pick up the objective by having a model in base contact with it. The unit may not pass of the objective to any other unit, but the whole unit is considered by possess the objective if any model is in base contact with the objective.
-For every supply dropped off, the Defender may force a reroll of any single die every turn.
-The Attacker may destroy the objective by moving a model into base contact with the objective.
-Victory points
---1 to the Defender for every objective returned to the center of the deployment zone
---1 to the Defender for every objective returned to the center of the deployment zone that survives the game.
---2 to the Attacker for every objective destroyed

4 - Defense grid
-Defender places three objectives at least 6" outside of the Defender's deployment zone. They must be at least 18" away from each other and 6" from the board edge.
-A scoring unit must spend an entire turn with at least one model in base contact to activate the objective.
-Once activated, a force field is created between the objectives. Any shot passing through the force field allows the target a Last Chance (6+) save. Additionally, movement through the force field cannot be done with a Yellow counter.
-The Attacker may destroy the objective by moving a model into base contact with the objective.
-Victory points
---1 to the Defender for every objective successfully activated
---1 to the Defender for every objective successfully activated that survives the game.
---2 to the Attacker for every objective destroyed

5 - Sacred Relic
-Must reveal this objective to your opponent.
-The Defender will place a single Relic 6" outside of the defender's deployment zone and 6" from the board edge.
-The Defender must defend the Relic at all costs. All Defender units within 12" of the Relic are Fearless.
-All Attacker units within 12" of the Relic are Cowardly.
-Victory points:
---6 to the Defender points if the Relic survives the game
---2 points to the Attacker if the Relic is destroyed

6 - Kill points
-Defender places three objectives at least 6" outside of the Defender's deployment zone. They must be at least 18" away from each other and 6" from the board edge.
-These objectives are sabotaged. Any unit that comes into base contact with the objective suffers D6 Strength 5 AP 4 hits.
-Victory points
---1 to the Defender for every Attacker unit killed or routed when the game ends.
---1 to the Attacker for every Defender scoring unit killed or routed when the game ends.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/03/14 16:50:24


Post by: rabid1903


Another quick rule I thought of that would be nice to include:

Ramming
-Monstrous models may use this movement with a Yellow counter
-Must move 2x MV
-Any model touched is hit on a Dexterity vs Dexterity roll
-Strength = Front AV
-AP = Side AV


Automatically Appended Next Post:
Almost forgot this too:

What do you guys think about transports? I'm having a hard time coming up for the basic rules for it. I have a pretty good idea of the advanced rules though.

-CV reduced to 0 for the transport and unit for the purposes of activation.
-Must use a red counter. May either disembark then move or move then disembark.


Past that, I'm not sure what to do about assault vehicles and that kind of thing. My temptation is to eliminate that entirely, and just make it so the disembarking unit can use either a red or a yellow counter (but immediately after disembarking)


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/03/16 18:05:45


Post by: rabid1903


A couple notes as I'm making the Tyranids codex.

Force Organization Charts are replaced by this system:

Headquarters
Elites
Core
Support
Heroes

For every 1,000 points you get:
1 HQ slot
2 Elite slots
4 Core slots
2 Support slots
1 Hero slot

<25% of points in Headquarters
<50% of points in Elites
>25% of points in Core
<50% of points in Support


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/03/19 17:59:09


Post by: Lanrak


Hi rabid.
How about using the 'proportion of units' to determine whats available, rather than %?

Eg each
HQ allows 2 to 6 common units,and up to 2 support units to be taken.

Every 2 common units allows one special unit to be taken.

Every 2 special units allows one Elite unit to be taken.

This way we can theme lists based on what HQ units are taken,as this determines what units are classed as common ,support, special and elite.

Eg
Ork Warboss on War bike, means Bikeboyz are common units in this force, but count as a special unit in a force led by a Warboss in a trukk-battle wagon.And a support choice in a force led by a Warboss in Mega armour, and an elite unit in a force led by a 'Tribal Warboss '..etc.

This is just an alternative to %, that some gamer's still dislike...

Heroes should just be 'named ' models-units' that replace the un named models units in the force, IMO.

TTFN.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/03/20 19:27:22


Post by: rabid1903


Lanrak,

Have you had the chance to look through the Tyranids Codex that I made? I can obviously change it around, but it was how I interpreted what you were saying.

The terminology that I think we should use is:
Headquarters
Core
Support
Elite

Heroes I would like to keep in their own section, because I don't think there should be multiple heroes in an army unless it's huge. However, I will concede if I can't think of a good way to do this and instead keep it as a replacement for un-named models.

I realize that there are a lot of people that prefer unit slots to percentages, and I think you're idea of "proportion of units" is the route we need to go. Based on what you said, here's what I was thinking:

The number of core units you take determines the slots for everything else.

# Core units / 3 (round up) = # HQ units
# Core units / 2 (round down) = # Support units
# Core units / 2 (round down) = # Elite units

HQ units and heroes can move units around to make themed armies. Going off your example. A Biker Boss moves Bikeboyz to Core, but the other three leave them as Support.

Some other examples:
-Belial moves terminators to Core
-Old One Eye moves a single unit of Carnifexes to Core
-Commander Shadowsun moves Stealth Suits to Core
-A Master of the Forge allows Dreadnoughts to be taken as Support or Elites

What do you think of that? That would also scale no matter what the size of the battle, so no "double force-org" nonsense or the like. It would always follow the same system.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/03/21 09:12:36


Post by: Lanrak


Hi rabid.
If we are making 'themed lists' based on the HQ type.

Then selecting the HQ you want should be first.(As this sets the theme of your force!)

I would like to keep proportion in the force based on how rare the units are , not on the function of the units.As this allows for simple method of adding themes.
Simply list the units and stats & P.V.
Then each HQ lists what units are core ,support or elite for that HQ choice.(This info could be put on the reverse of the unit card perhaps?)

Then this HQ allows access to a number of Core units.(2 to 8 perhaps?)

Then for every 2 Core units , a Support unit can be taken.(twice as rare as core.)

The for every 2 Support units a Elite unit can be taken.(four times as rare as core .)

I would say a HQ must have a minimum of 2 core units attached to be fielded.

This is an alternative to basing the force structure on Core unit choices.It is similar , but a bit more intuitive perhaps ?
(Or just the way armies are selected in historical game may be influencing me..)




Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/03/21 14:08:06


Post by: rabid1903


Lanrak,

I think I see what you're saying now, and that does make a lot of sense.

The HQ of an army will really determine what the army is going to look like. What about multiple HQs though? One would obviously be picked as the warlord in an advanced game, but for army composition that's a whole other animal.

It's possible to incorporate that, and have the player pick their warlord when planning their army. That would override other movements that could happen in the army.


Unfortunately, I'm having a hard time visualizing all this in a coherent format. This might be something I have to concede to you haha.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/03/21 16:30:25


Post by: Dast


Hello,

I think that the general outline of the new force organisation sounds very good, although I think one of the nice things about 40k is that you don't need to have blob after blob of footsoldiers in order to start buying fancy stuff.

With this in mind I think that many things that currently are considered heavy support or fast attack should be moved to Core. For example bikers, Lemun russes and battlesuits are quite "standard" in their armies fluff, so should potentially be considered being made core (obviously the poitns cost of Lemun russes would have to remain high).

I'm afraid I havent yet had a chance to read your Tyranid codex, I should have some time this weekend.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/03/21 16:57:29


Post by: rabid1903


Hi Dast,

It's just the first iteration, mainly to try and make what I was visualizing. It shouldn't take hardly any time to go through, it's only 15 pages

Moving units to Core I think would be a good idea, because I added the special rule "Scoring" onto some of the Tyranid units. No longer is it just a blanket Troops = Scoring, I've never been a fan of that.

This allows for Elite units to score, and Core units to not. So Leman Russes and Crisis Suits can be Core units because of how common they are, but they obviously won't score.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/03/21 20:08:06


Post by: Lanrak


Hi folks.
The basic concept is the NEW classifications determine the most common units as Core.The rarest as Elite.

Eg
IG Armoured Company MUST take A Tank as a HQ and 2 as core units .(3 tanks total.I would prefer lots of variants not just LMR.)
Before it can get a Support unit of Sentinel Scouts or IG Squad in a Chimera.

An Ork Warboss on a Warbike with a Nob Warbike retinue, must take 2 Warbike Skwadronz .
Before it can get Battle wagon, or Trukk Mobz as Support.

Just some ideas...
The first HQ must take its full complement of 8 Core UNITS before another HQ choice can be added to the army.
A HQ can ONLY be deployed with a MINIMUM of 2 Core units.

I was thinking the Warlord skills could be divided into Support Skills and Elite Skills.
If the force has Support units the warlord gets this number of rolls on the Support Skill chart, and picks ONE.
If the force has Elite units the Warlord gets this number of rolls on the Elite Skill chart and picks ONE.
(Elite skills are more powerful than Support skills.)

This makes filling up a full organisation chart beneficial but NOT compulsory.

This allows players quite a bit of freedom IMO.

Unlike 40k ,I would like the scoring in this game is based on mission cards.ANY unit can be used to meet the mission criteria.
In fact ALL units will be need to work together to achive the mission goals...
I would prefer to have a combined arms approach to the game.(All units working together to gain tactical superiority.)
3 'table set ups' long edge, short edge, and corners deployment.
6 Defender Missions , 6 Attacker missions.
(108 random senarios .)




Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/03/21 20:17:50


Post by: rabid1903


Lanrak,

I had a go at the missions. I think they cover the spectrum pretty dang well, and you might like them

For Warlord traits, I'm actually hugely against rolling on a table for them. I really think they should be chosen by the player and noted on their army list. The same goes for Psychic powers.

I've got some really good ideas for single HQ armies and their ability to move units around. The first one that comes to mind is making Tervigons Elites if the Swarmlord is taken.

I'll probably get a lot of work done on the rulebook and codices during the first three weeks of April. I'm going to have a lot of spare time haha.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/03/22 09:41:59


Post by: Lanrak


Hi rabid.
If you do not like random warlord skills, fair enough.
But letting the Support and Elite units taken 'unlock' them is a nice way to show the more able commanders get a better 'quality ' unit options perhaps?

I would like ALL HQ types to have their own organisation ideally.
So we can bring back all the Klan-Craftworld-Kabaal- Regiment-Chapter etc options .
I would like at least 4 basic HQ options, for each army.

I think it would be nice to give the players the option to really theme their own unique forces.
If we get a good balance of missions, so there are no 'must have units' for all missions.Players will be having fun working out how to use their force, in each new senario..

Rather than auto search 'spam net lists' , that kill variety and diversity of game play.



Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/03/22 14:46:53


Post by: rabid1903


Lanrak,

Honestly I'm in favor of just having a list that players can choose from, regardless of their army composition. I think that having it vary depending on units taken will only further the advantage towards MSU.

Giving more options to the players for their army composition is fantastic. Some Codices are obviously much more suited to it than others, but that's fine.

I'd actually like a few different things be able to move units around:
-HQs will change quite a few units. Being able to move units to any slot.
-Heroes can also move units. However, much fewer than an HQ. An example would be Old One Eye making a single Carnifex Brood Core instead of Elite.
-Finally, a Hero HQ will drastically rearrange the army. The Swarmlord will move Tervigons to Elites, Carnifexes to Support, and Tyranid Primes to Core.


I think we share the same goal on missions. Every objective needs multiple units, every unit covers multiple objectives. It should reward well balanced lists over spam lists. I'm hoping that the missions I came up with cover that pretty well.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/03/23 09:57:00


Post by: Lanrak


HI rabid.
I am a little concerned you are clinging to a '40k patch/sales effect' we do not really need.

Originaly 40k had 'customisable heroes' with named examples that were created by the studio.
And as these examples were given their own minatures over time, because the studio thought they were cool.They then got their 'special rules' to promote sales.
Andy Chambers Creation of 'Mad Doc Grotsnik'
'I took 2 rolls on the Bionics chart as it is only 3pts for Painboys..
I got ,
Armour Plated Skull, moderately useful, and explains his rise to power with the Goff head-butting contests..
Lobotomy..Oh deary deary me....''
(He converted a Pain boy with a 'flip top skull' and lots of gubbins falling out of his bionic brain, it was so Awsome to me when I read it in WD over 20 year ago i still remember it now!)

After codexes went a bit bland.These Names Heroes were given the 'special rules'of unlocking the ability to take elite FA or HS choices as troops ..

if we are making the HQ choices more customisable , (eg PAID FOR (NO ROLLS ) equipment and organization options.)And these naturally change the force organisation .

Do we need to cling to named Heroes, other than use them as examples of how the HQ and other units can be modified?(Players can use these premade heroes /units OR make up their own like it used to be.... )

I think the basic themes across the armies would be.(Based on different sections of the battle line.)

Foot slogging infantry , with full Support and Elite option choices.(Or minor changes in the Support and Elites to get different but similar themes.)

Mobile infantry , focusing on fast movement with limited Support and Elite.

Armoured Assault , heavy hard hitting units that are focused on punching through the enemy lines with an armoured fist..Limited Support And Elite choices.

Artillery long ranged fire power..represent the fire base .Limited Support and Elite choices.

Obviously these are very broad interpretations of general themes.But if we make 'current restricted choices ' less restricted in the new organisations.We will have to balance them with limiting the Support and Elite options perhaps?
I am broadly basing these on real world military organisation , (sort of how they used to be done , before GW got desperate for sales...)



Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/03/23 15:19:55


Post by: rabid1903


Interesting...

So are you in favor of merging all the current Heroes into normal units?

So say that we do that, and have every codex have 5 different HQ choices (which don't have to be the same as other codices)

Tyranids could have these 5:
Hive Tyrant - Balanced army that brings hordes and monsters to bear on the battlefield.
---Full access to army. No units moved around.
Tervigon - Centered on hordes of gaunts, and bringing countless numbers and buffing them.
---Increased number of core choices.
Alpha Zoanthrope - A psychic choir that drowns out the opponent with numerous psychic abilities.
---Zoanthropes moved to Support, all Support monstrous creatures moved to Elite. Shadow in the Warp increased to 18".
Alpha Lictor - A master of stealth and infiltration, being nearly invisible to even the most keen enemies.
---Lictors moved to Support, all Support monstrous creatures moved to Elite. D3 units may infiltrate.
Parasite - Rippers and swarms coat the battlefield in bodies, with the Parasite making more and controlling them all.
---Rippers are 3 points cheaper. Warriors and Primes may not be taken.

Those are the descriptions I was thinking of. Hopefully not too tainted by 40k (because I know I'm susceptible to that )


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/03/23 20:08:10


Post by: Lanrak


HI rabid.
I did not mean to cause offence.Its just the motive behind GW plc rules development can be a bit suspect at times.(More so since 3rd ed 40k came out.)Having been carefully watching 40k development, and being fortunate to talk to some of the staff at GW towers.I can sort of see the genuine goals of the studio, and the corperate interferance that we ended up with...


Eg For Space Marine Chapter Masters, there are a selection of 'Warlord Skills', and 'Special Relic Weapons' options.

EXAMPLE Marenus Calgar of the Ultramarines has 'God of War' as his Warlord Skill and 'Paired Power Fists,'for his Relic Weapon.

If a player wants to make his own Chapter Master with 'Paired Power Fists' Relic weapon , and another Warlord Skill like 'Death or Glory' for their own Chapter Master for the 'Steel Panthers Chapter',They can... (Just an example made up to illustrate my point.)

I do not want the Point Values of units to change depending on HQ or force selection.(Another really bad game design choice used instead of unit type limitation.)
Tactical worth should be expressed as availability, not mucking about with Points values IMO .

I am ok with a HQ giving some 'under powered core units' extra special abilities.(Eg some nid stuff. Thick Carapace to improve Armour,Chamelon Skin to improve stealth ,Strong legs to gain the Jump ability, etc)

Unfortunately Tyranids are the army I am least familiar with.
I would like to bring back some old unit types, like Mind control units to the army led by Zoanthropes ,and Genesteler cults to armies led by a Broodlord (Genestealer hero?) to add a bit more variety in to the mix.

In short, loads of unit options, and force variety, but perhaps slightly more restriction on unit size and load out options?

Eg buying ;-
Hoard units in multiples of 10.
Normal units in multiples of 5.
Specialised units in multiples of one.(Chaos units bought in patron gods number obviously , 6,7,8and 9s.)

I hope some of this made sense.

TTFN









Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/03/23 20:16:08


Post by: rabid1903


Lanrak,

Don't worry, I didn't take offense

Unfortunately a lot of what you were saying didn't make sense to me

Let's find a good codex that we both understand shall we? The easiest one is probably Space Marines, with second being maybe Tau due to the number of units and options that are available to them. Do either of those work for you?


Luckily warlord traits and most army composition is something that can be ironed out at the same time as me working on the actual rulebook



Lastly, here is what I've completed so far. I thought you might like to see it. (note that it is only like 15% done haha, and has some old rules towards the end)


 Filename Rulebook.docx [Disk] Download
 Description
 File size 325 Kbytes



Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/03/23 21:28:46


Post by: Lanrak


Hi rabid.
I have access to old codex books for Space Marines and Orks.(5th ed I believe.)

I suppose my point was I prefer characters to have wargear, and ability options , that allow them to be customised.
And we show a well known character as an example of how these units can be customised.

Rather than EXCLUSIVE models with EXCLUSIVE rules, like GW often use them to promote minature sales.

I am afraid i have limited time ATM.I look through what you have so far...


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/03/23 22:49:13


Post by: rabid1903


Which Space Marines book is that again? I think I have the same one as you, same with Orks.

I have the one Phil Kelly wrote for Orks.
I have the one Matt Ward wrote for Marines.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/03/24 15:43:30


Post by: Lanrak


Hi Rabid.
I am a bit concerned about starting the the SUPER elite Space marines.As this will set the benchmark so all other armies are, not as good as Space marines in some way.

How do you fancy looking at good old Orks first.I would prefer to start with these as they are the universal enemy of everyone!(Even other Orks!)


Using the old Klans as a basic reference...I would like to add back some units lost over time.
For traditional units (Snakebites ), Boar boys , Wild Boys, Madboys and Squiggoths!
Also add Gun Trukks to give orks basic cheap tanks ...
Also bring back Freebooters, to expand on Flash Gits to cover the original depth of units available to fit the theme better perhaps?
(Flash Gits, Renegade Mekboys, Renegade Bad Docs, Khorne Boys ,Renagade Runtherds,Renegade Speed Freeks,etc.)

HQ options.
Warboss( can be upgraded to Warlord.)(Named Example Ghazkull Thrakka)
Big Mek (can be upgraded to Boss MeK)(Named Example Wazdakka Gutsmek.)
Big Doc (can be upgraded to Boss Doc.)(Named example Mad Doc Grotsnik.)
Weirdboy(Can be upgraded to Weirdboss.)(Named example Old Zogwort.)
Only some Klans allow non Warboss characters to be upgraded to Warlord status...

Additional HQ options .
Big Doc/Boss Doc the top Painboy.
Boss Mek, and Weird boss added to let all types be upgraded to warlord status...
Runt Boss is new for the traditionalist Orks where Runts Boars and Squigs are more promenant than vehicles and high tech..

Basic Klans of old.

Bad Moons.(Yellow ) (HQ Warboss , secondary Big Doc/Big mek.)
Always have the most expencive gear.(because Orks use teef as currency and Bad Moons grow them faster!)
Better armoured and more shooty than other klans.

Blood Axes.(Camo patterns.)(HQ Warboss, secondary Big Mek/Human RT Adviser.)
The most militaristic of the Ork Klans.
Study and use Humans (IG) tactics and equipment.(No penalties for looted vehicles!And lots of Kommandos!)

Deffskulls.(Blue and dirt!)(HQ Warboss or Mek boss,secondary Big mek/Big Doc.)
Avid looters and scavangers.Belive the colour blue is lucky.

EvilSunz (Red.)(Warboss or Mek Boss, secondary Big Mek/Big Doc.)
Love speed and going as fast as possible.

Goffs.(Black.)(HQ Warboss/ Big Doc,secondary Warboss / Big Doc)
Love close combat .

Snakebites.(Dust and dirt)(HQ Warboss or Weirdboss, secondary Weirdboy/Runt Boss.)
Do not trust newer tech, believe in old fashioned ways...Much more 'psychic attuned' than other klans.(Weird Boss instead of Warboss and Runt Bosses as secondary HQ chioce.)

I played Orks in RT, 2nd ed and Epic! And loved the old diversity...
Sorry if i rambled a bit...


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/03/24 19:12:58


Post by: rabid1903


Lanrak,

No problem at all, and I agree with what you're saying as far as not starting with Space Marines.

Wow you know a lot more about Orks than I do haha. Honestly the best way forward might be for you to just take the reins on writing the first Codex. A lot of the feel that you want to bring back I really agree with, I just am having a hard time visualizing it


For instance:
-You bring up secondary HQ choices. How do those play into this?
-Certain warbands should have a certain feel, I agree with that. But how do you make it so each army gets that feel, and more importantly how can a player create their own army? That's always been really important to me, that I created my Hive Fleet Goliath that uses the units and playstyle that I want.
-Previously you mentioned some examples with Space Marines saying something like picking a trait and a relic. Would that translate to every army?

Those are just some examples of disconnects that we have, and I'm thinking that the best way to remedy them is to simply create a Codex. Maybe we should both make an Ork one individually and then compare them? That might be the best way forward?


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/03/25 19:17:53


Post by: Lanrak


Hi rabid.
I am afraid I got a bit carried away.
Perhaps I should have said;-
There are lots of different Ork Klanz that are organised and fight differently. Here are the well documented ones we will use as examples.

Bad Moonz, the 'elite' of all the Ork Klanz, best armour and biggest guns!

Blood Axes, the most militaristic of all the Klanz.(Even been known to trade with 'Umies for wepunz and trukks!)

DeffSkulls, the natural looters and scavangers lots of variety but not top quality equipment .

Evil Sunz. the most mobile , speed focused of all the Klanz.

Goffs, the most close combat fixated hommicidal maniacs in the universe!!

Snakebites, the traditional most savage of all Ork Klans.

The army selcetion process is slightly different for each of these architypes. You may make up your own klan, by simply picking the theme you want , and using the most appropriate list .

If you want a fast attack army called the Kobra Klan with loads of buggies , bikes and trukks , backed up with copters and Battle wagons.
Simply use the Evil Sunz example list .And structure your army and paint scheme as you want to..

I was thinking of listing HQ options that can be upgraded to WARLORD status.Eg the FIRST HQ unit you would pick.
The secondary options are the Additional HQ choices available you can add to an existing army after meeting the minimum criteria of core choices for the first HQ.

I was thinking most armies would have 1 or 2 HQ options for each list that could be upgraded to Warlord.
And the other options would be secondary HQs that could not be upgraded to Warlord, but bring additional supporting skills abilities to the army.

EG Wierdboys bring psychic powers to a Ork force, but are not realy warlord material.(Apart from in traditional warbands where their psychc power is the most destructive element of the Klan next to the giant rampaging Squggoths!)

I was trying to say that rather than 'just named' characters with cool gear and equipment.We re-instate the wargear, and have warlord abilities you can buy for your warlord if you want to.
Maybe special weapons for warlords wargear options perhaps?

Ill try to finish up my version of the core rules first.I am a bit short of time ATM.
Why not post up your basic army list out line , and then I can comment on it or post up an alternatives?




Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/03/25 23:09:33


Post by: Dast


We all seem to be keen on differentiation between clans, regiments, chapters craftworlds etc.

Could I suggest the following system:

HQ choices have "Themes" connected to them. Some of their themes will be a result of the choice they are, others wargear. So a chaos sorcerer with the mark of nurgle on a bike might have the "sorcerer", "follower of nurgle" and "Mobile" themes.

All unit entries have themes as well. (again, potentially equipment based).

Which slots units occupy (core, elite etc). is determined by whether they share any themes with their warlord.

So Rabids Tyranid example could translate to something vaguely resembling:
KEY
HQ - definite themes (equipment based themes)

Tervigon - "horde", ("psionic")
Alpha Zoanthrope - "psionic" ("aerial")
Broodlord - "inflitrate",("stealth" "cult"?)
Alpha Lictor - "stealth" ("biochemical")
Parasite - "swarm" ("tunneling")
Hive tyrant - ("psionic","tunneling","horde","biochemical","aerial")

This might save on repeating similar text again and again with thing like "this is an X choice if ...".

Unit-wise:
gaunts - horde
rippers - swarm
warriors - ?
Carnifexes - mighty (with bio-plasma they also become "biochemical")
Pyrovores, biovores, venomthropes - biochemical
gargoyals - aerial
tervigon - tunneling
zoanthropes - psionic


Automatically Appended Next Post:
To clarify further it would be something like:

If all the units themes match the warlords its core.
If the unit has only one theme that doesnt match the warlord its support.
Otherwise elite.

So the fact that in my example carnifexes had "mighty" and no warlords did was intentional, carnifexes arn't core for anybody.

I have read your rules file so far. I really, really like it. You have written it far more clearly than I would have been able to. My favorite bit was when "ramming" was covered in about 4 short lines because the competitive checks and effects were already part of the system.

Their seems to a bit where a print screen has been randomly pasted in, I am not sure if this was intentional and I missed the point or not.

Goodnight


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/03/26 14:01:28


Post by: rabid1903


Dast,

I'm a huge fan of your idea! I hope that Lanrak likes it too, because it's the route I'd like to take.

There are only a few things I'd like to change:
-HQs have their traits, with one being primary and any others being secondary.
-Every other model has a single trait. If it matches the primary they are core, if it matches the secondary it is support, and if it doesn't match at all it is elite.


So we'll go back to Orks because we all know and love them

Warboss - Green Tide, (Shiney Stuffs, Ork Grafting)
Big Mek - Shiney Stuffs, (Ork Grafting, Warphead)
Big Doc - Ork Grafting, (Warphead, Green Tide)
Weirdboy - Warphead, (Green Tide, Shiney Stuffs)

Example Green Tide:
-Gretchins
-Nobz

Example Shiney Stuffs:
-Biker boyz
-Deffkoptas

Example Ork Grafting:
-Painboyz

Example Warphead:
-Weirdboyz

Then anything we never want to move can simply have the tag "Core" "Support" or "Elite" and we don't have to come up with more terms.


How does that sound?

Also, the bullet format rules are actually the ones that haven't been translated yet My goal is to make it so anyone can pick up the rulebook, read it once through, and get 80% of the rules. To do this, I have to assume the player has no wargaming knowledge so things are getting fleshed out. I know I have a tendency to overly flesh things out, hence why I'm glad I've got other eyes to look it over


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/03/26 21:18:10


Post by: Lanrak


Hi all.
I do like Dast's idea.
A long while ago , (I just found the old sheets last night.)I wanted a diverse Ork Amy list.
I used symbols to denote the HQs state .
'Spannaz' for Tech level, 'Dakka's' ranged, 'Choppas' for close assault ,''plates' for armour and 'Wheelz' for speed.

However, a simpler system to fits Dast's idea might be the inclusion of an ODDBOSS in the Warboss/(lord) retinue?

EG
Warboss/(lord.) Green Tide,(Standard).OR Speedfreek, (Warbike.)

The warboss sets Boys and Grot Mobs as core if 'Green Tide'. Or Trukk mobs , Warbuggies and Warbikes if 'Speedfreek '.

The Warboss(lord) MUST have a retinue of 4 to 9 Nobs and an Oddboss.

Oddboss.(Oddboys Skill /Prefered unit .)

Painboss.(Docs Tools/Bionork )(Goffs)

Mekboss (Meks Tools / Kustom Speshulz) (EvilSunz/Deffskulls.)

Weirdboss.(Psychic Power/ Weird uns.)(Bad Moons)

Runtboss .(Savagery /Squig-juiced)(Snakebites.)

Drillboss.(Military tactics/ Sneeky Gits.) (Blood Axes)

This way the Warboss defines which units are core .(Green Tide or Speedfreeks.)

And the ODDBOSS lets another units be taken as additional core choices for every 2 normal core choices..

(Normal Oddboy units are taken as support units.)

Eg A Warboss(Green tide)with A Painboss in his retinue.
Can take a single unit of Killakans or Deffdreads (Both Bionork units.)For every 2 Mobs of Ork Boys/Grots.(Green tide.)

This will help theme the army ,but hopefully not be too complicated .
I may have to explain this a bit better...


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/03/27 17:09:49


Post by: rabid1903


I'm thinking we should make it as customizable as possible, and the way to do that is a combination of what we've been saying.

I don't think the retinue should be what determines the structure of the army, but rather the HQ themselves determine it.

We'll go with 5 HQ choices for Orks that just provide the foundation. 5 may sound limiting, but hear me out.

Warboss
-Green Tide
Mekboss
-Shiny Stuff
Painboss
-Ork Grafting
Weirdboss
-Warphead
Gretchinboss
-Gretchin Power!

Those are purely just the base profile for people to go off of, and the primary trait they have.

From there, you buy upgrades with certain bosses having certain options.

For instance, a bike can be an upgrade for the first 4 bosses that gives the trait "Biker" and will allow anything with the "Biker" trait to be taken as core.



I'm pretty busy today so I can't spend a whole heck of a lot of time coming up with examples, and I'm sure that will result in a poor quality of explanation But I just wanted to get the information out there


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/03/27 23:07:14


Post by: Lanrak


Hi Rabid.
I was looking at the old Ork background.I was trying to reverse engineer the 'Pick a Klan this sets the number of and type of Oddboys in the warband'.

Most Ork warbands are led by a Warboss.They provide the muscle in the form of loads of boys/nobs/grot mobs..
Its the oddboys that set the theme of the Ork warband.(Based on the old background in Epic SM, and 2nd ed.)

Warbosses are all about fighting.
Whether running, or riding into combat, close up and smashing heads is where they want to be.

The oddboys /oddbosses set the theme and style of the warband, but do not control it.They set the type of support units available and the Kulture of the mobs.

Letting an Oddboss run a warband seems a bit off ?

A Freebooter unit maybe.
Renagade Mekboss and a mob of Speedfreeks or Supagunz.
Renagade Painboss and a mob of cyborks, or Dredmob
Renagade Runtboss and a mob of supagrots or cyboars.
Renagade Weirdboss and a madboyzmob. or wierd tower
Renagade Drillboss and a mob of Stormboyz or Khorneboyz.
Kaptin and a mob of Flash gitz.(Boys NOT nobs!)

I think we are all on the same track.But my fondness for the old background may make me a bit hesitant to simplify the structure enough.

How about letting the Warboss have a set number of Oddboys in the warband.(eg 1 to 3)
And the Oddboys allow ONE associated unit to become 'Core'?

Ill try to develop a simple system using this later....


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/03/28 13:39:54


Post by: rabid1903


Lanrak,

I do think we are on the same track, and now we're just working out specifics with Orks. I think we should hold off on the specifics for a little while

So to summarize what I believe we have agreed upon for the Force Organization:

Games will decide upon the number of HQ units and points, suggestion will be 1 HQ per 1,500 points and games are going to be optimized around 1,500 points.

So, for every HQ taken there will be:
8 Core slots
4 Support slots
2 Elite slots


The HQ chosen will have a primary traits and secondary traits. Every unit in the codex will also have a single trait.

The following traits are Core units:
-Units with the trait Core
-Units with a trait that matches a primary trait of the HQ

The following traits are Support units.
-Units with the trait Support
-Units with a trait that matches a secondary trait of the HQ

The following traits are Elite units.
-Units with the trait Elite
-Units with no traits that match up with the HQ's
-Additional HQ units that are not the Warlord


Does this sum it all up? If so I think we've actually managed to cover all the core rules of the game

We've just got a couple advanced rules we've touched on, but not completed.
-Missions and Deployment
-Warlord powers
-Psychic powers

Warlord powers are not required at all, the psyker stuff is a pretty big player, and the missions and deployment are critical.

I have suggestions for everything regarding psykers so far, so I'll sum them up here:
-Psyker level # (#)
---The first number is how many spells they can use in a turn, the second number is how many spells they know. Psychic powers are not random, but are instead chosen when planning the army.
-Psychic infused
---A replacement for Force weapons. It deals D3 wounds instead of instant death.
-I haven't thought at all about Psychic Hoods, Adamantium Will, or any psychic denial stuff.

Biomancy:
Spoiler:

-Leech Life - Psychic Shooting attack: Range 12” / Strength 6 / AP 9 / Small Arms 2 / Absorb Wounds
-Bulwarking - Increase Psyker’s Melee Strength and RV by D3
-Enfeeble - Decrease the Melee Strength and RV of an enemy unit within 24” by 1

Clairvoyancy
Spoiler:

-Prescience - A friendly unit within 12” gains Accuracy this turn.
-Precognition - Psyker gains Slayer and Bane
-Forewarning - A friendly unit within 12” gains Last Chance (4+)

Pyrokinesis
Spoiler:

-Flame Breath - Psychic Shooting attack: Range Template / Strength 5 / AP 4 / Small Arms 1 / Panic
-Fiery Form - Increase Psyker’s Melee Strength by 2, gain Last Chance (4+), and Melee weapon AP increased by 1
-Molten Beam - Psychic Shooting attack: Range 12” / Strength 8 / AP 10 / Small Arms 1 / Slayer (Mechanical) Bane (Mechanical)

Telekinesis
Spoiler:

-Crush - Psychic Shooting attack: Range 18” / Strength 2D6 / AP D6 + 1 / Small Arms 2 / Suppressive
-Pull - Pull an enemy unit within 24” towards the Psyker. Swarms and Infantry move 2D6”, Large move 2D6 - 3” Monstrous move 2D6 - 6”
-Force Field - All models within 6” of the Psyker gain Last Chance (4+) against shooting attacks.

Telepathy
Spoiler:

-Inspire - A friendly unit within 24” gains ATSKNF and Stubborn. If they were fleeing they immediately regroup.
-Fear - An enemy unit within 24” loses ATSKNF, Stubborn, and Fearless and gain Cowardly for this turn. They must also take a morale check.
-Hallucination - An enemy unit within 24” suffers one of the following effects determined by a D6: 1-3 count as being hit by a suppressive weapon. 4-5 the unit is pinned. 6 each model of the unit makes a single close combat attack against the unit; if they do not have a close combat attack or are a single model unit this effect is ignored and instead are pinned.



I've come up with both Attacker and Defender missions as well. Take a look and tell me what you think:

Attacker:
1 - Rescue
Spoiler:

-Must reveal this objective to your opponent.
-The Attacker will place a single neutral model at least 12" outside of the Attacker's deployment zone and 6" away from the board edge.
-A scoring unit may escort the model at any time by moving within coherency.
-The model must be escorted to a friendly board edge.
-The Defender may capture the model, but must be in base contact with a scoring unit.
-Victory points
---1 point for the model being in coherency of an Attacker's scoring unit.
---2 points for the model being in the Attacker's deployment zone.
---5 points for the model reaching the Attacker's board edge.
---2 points to the Defender if the model is in base contact of a Defender's scoring unit.

2 - Kill points
Spoiler:

-Victory points
---1 for every enemy unit killed or routed when the game ends.
---1 to the Defender for every Attacker scoring unit killed or routed when the game ends.

3 - Sieze Ground
Spoiler:

-Capture table quarters by having an Attacker's scoring unit within the quarter and no Defender scoring units within the quarter. If a unit spans multiple quarters, the owner may choose which they have captured.
-Victory points
---1 to the Attacker for every table quarter that started with 50% or more of the Attacker's deployment zone.
---2 to the Attacker for every table quarter that started with some amount of the Attacker's deployment zone.
---3 to the Attacker for every table quarter that started with none of the Attacker's deployment zone.
---1 to the Defender for every table quarter.

4 - Highway to Victory
Spoiler:

-The Attacker must clear a 12" wide corridor from any two corners diagonal of each other (chosen by the Attacker when the game ends)
-Victory points
---2 to the Attacker for every 18" long section with no enemy units.
---1 to the Defender for every unit in the 12" corridor.

5 - All out attack
Spoiler:

-The Attacker must get as many scoring units into the Defender's deployment zone as possible.
-Victory points
---2 to the Attacker for every scoring unit that ends the game in the Defender's deployment zone.
---1 to the Attacker for every non-scoring unit that ends the game in the Defender's deployment zone.

6 - Assassination
Spoiler:

-The sole goal of the Attacker is to kill the enemy HQ.
-Victory points
---4 to the Attacker for every Defender HQ model slain or routed when the game ends.
---1 to the Defender for every Defender HQ model with full health when the game ends.

Defender:
1 - Gun Battery:
Spoiler:

-Must reveal this objective to your opponent.
-The Defender will place a single Quad gun 6" outside of the Defender's deployment zone and 6" from the board edge.
-A scoring unit must spend an entire turn with at least one model in base contact to activate the Gun Battery.
-Once activated, the Defender has access to a Quad gun.
-The Attacker may destroy the Quad gun at any time, or activate it themselves (even if already activated by the Defender).
-Victory points:
---1 point for activation
---3 points if the Quad gun survives the game
---1 point for every unit killed by the Quad gun
---1 point to the Attacker if the Quad gun is destroyed
---3 points to the Attacker if the Quad gun is captured

2 - Communications network
Spoiler:

-Defender places three objectives at least 6" outside of the Defender's deployment zone. They must be at least 18" away from each other and 6" from the board edge.
-A scoring unit must spend an entire turn with at least one model in base contact to activate the objective.
-If activated, all units within 3" of an activated objective may use the Command Value of any friendly model within 3" of an activated objective.
-The Attacker may destroy the objective by moving a model into base contact with the objective.
-Victory points
---1 to the Defender for every activated objective
---1 to the Defender every activated objective that survives the game
---1 to the Attacker for every destroyed objective

3 - Supply cache
Spoiler:

-Defender places three objectives at least 6" outside of the Defender's deployment zone. They must be at least 18" away from each other and 6" from the board edge.
-A scoring unit must retrieve the objective, and return it to within 6" of the center of their deployment zone. A scoring unit may pick up the objective by having a model in base contact with it. The unit may not pass of the objective to any other unit, but the whole unit is considered by possess the objective if any model is in base contact with the objective.
-For every supply dropped off, the Defender may force a reroll of any single die every turn.
-The Attacker may destroy the objective by moving a model into base contact with the objective.
-Victory points
---1 to the Defender for every objective returned to the center of the deployment zone
---1 to the Defender for every objective returned to the center of the deployment zone that survives the game.
---2 to the Attacker for every objective destroyed

4 - Defense grid
Spoiler:

-Defender places three objectives at least 6" outside of the Defender's deployment zone. They must be at least 18" away from each other and 6" from the board edge.
-A scoring unit must spend an entire turn with at least one model in base contact to activate the objective.
-Once activated, a force field is created between the objectives. Any shot passing through the force field allows the target a Last Chance (6+) save. Additionally, movement through the force field cannot be done with a Yellow counter.
-The Attacker may destroy the objective by moving a model into base contact with the objective.
-Victory points
---1 to the Defender for every objective successfully activated
---1 to the Defender for every objective successfully activated that survives the game.
---2 to the Attacker for every objective destroyed

5 - Sacred Relic
Spoiler:

-Must reveal this objective to your opponent.
-The Defender will place a single Relic 6" outside of the defender's deployment zone and 6" from the board edge.
-The Defender must defend the Relic at all costs. All Defender units within 12" of the Relic are Fearless.
-All Attacker units within 12" of the Relic are Cowardly.
-Victory points:
---6 to the Defender points if the Relic survives the game
---2 points to the Attacker if the Relic is destroyed

6 - Kill points
Spoiler:

-Defender places three objectives at least 6" outside of the Defender's deployment zone. They must be at least 18" away from each other and 6" from the board edge.
-These objectives are sabotaged. Any unit that comes into base contact with the objective suffers D6 Strength 5 AP 5 hits.
-Victory points
---1 to the Defender for every Attacker unit killed or routed when the game ends.
---1 to the Attacker for every Defender scoring unit killed or routed when the game ends.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/03/28 17:57:39


Post by: Lanrak


Hi Rabid.
Yes the basic army structure you outline is fine and dandy!
We can hash out specifics later.

(Perhaps this is how the races differ, some simply have equipment upgrades, some have biological differences, some training doctrines, some have 'special advisors' etc.)

I really like the missions you have done!

However, we may adjust them a bit after play testing.(I would prefer them to be hidden untill the game ends.)

But to put a basic outline for missions.
Take and hold ground.(EG 18" wide strip across the playing area.)

Capture objectives.(3 objectives across the table.)

Ensure a random friendly unit survives the battle .

Destroy a particular type of enemy unit.

Capture enemy unit.

I think we are really making good progress...
I will hopefully get time to fully read through your rules WIP , and maybe even a bit of playtesting...


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/03/28 19:18:44


Post by: rabid1903


Lanrak,

I'm glad that you have the same idea that I do, you just missed it

Missions are hidden from your opponent until the game ends, unless you have one that says to reveal at the beginning (i.e. Rescue for the Attacker, and Gun Battery and Sacred Relic fo the Defender)


I think having different races with different ways to create their army is going to be the best way forward. Some are pretty obvious (Khorne marked HQs make Khorne units core) but some are much harder (I'm looking at you Tyranids) because there aren't a whole lot of ways to make the army. We'll cross those bridges when we come to them


Sweet, so missions are as far as they can go until play testing. Also they're the easiest part of the rulebook to change from playtesting

Now for deployments.

Personally I was thinking of these three because I'm not very creative on deployments haha:
-Long table edges out to 12"
-Diagnols with a 24" gap between the armies
-One army has the middle 24", the other army has the two short table edges out to 12"

The third deployment type is the one that I can't think of, hence the kind of strange one for that.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/03/29 11:44:14


Post by: Dast


Hello again,

I really like the idea's behind all of the missions. They are all quite nice.

My only real change would be "sacred relic". I think it would be more interesting if you placed three objectives as normal (not telling your opponent your mission).

Then on turn 2 (or when your oponent catches one) you reveal your mission, two objectives are removed and the third is the relic.

This might be overly complex, I just thought a bit more surprise would be fun.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/03/29 12:24:56


Post by: Lanrak


Hi folks.
Had quick read through the rules WIP. Basicaly very sound and well written.

I think we could simplify some areas a bit.(But that could be down to personal preference.)
Eg list movement distance and movement type under one heading , 'Mobility'.

As reguards deployment.
Opposing long table edges as in 'normal attack defend type game'.
Opposing short table edges as in 'normal meeting engagement'
Opposing corners as a change.

Other deployment types work well with specific narrative missions.(The Last Stand, Break out,etc.) I would like these to be left to the players to develop or as separate missions book.


I am at a loss to why you think Nids would be hard to theme?(Well we could add back some old cool units!)

Hive Tyrant with bio modifications for basic gun line /foot swarm / flying circus.

Brood lord for Elite Genestealer based army .

'Lictor(?) ' for stealth

Genestealer Magnus for cultists and Psychic abilities.

(Oh dear I think I am getting all carried away with the old rules and narrative from RT/2nd again! )


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/03/29 12:59:21


Post by: rabid1903


Dast,

I'm not sure if I agree on making it a three objective map again for a couple reasons.
1 - An opposing army should know if something is that sacred and will go after it.
2 - The three objective missions all have their objectives outside of the deployment zone. I don't think that matches up with a sacred relic very well.

We still need to play test all of these, so we should definitely try it in the three objective format. I've been wrong before, and I'm sure I'll be wrong again


Lanrak,

The reason I was saying Tyranids might be a little harder is because some themes are blatant (like genestealer cults) but some themes all have the same HQ (swarms, warrior heavy, and nidzilla all have a Hive Tyrant until recently) so that is the hardest. I'll definitely man the helm on that one though and come up with everything I can for the v0.2 release of the Tyranid Codex.

Once I finish the rulebook, we'll see where we can combine things I was trying to keep it as logically organized as possible, grouping all the actions in the Action Phase section and all the characteristics in the Unit Profile section.

I think deployments are probably the best route to go. I'm not a fan of the short table edge deployments, though that is probably because of bad experiences with 6th edition. With the overall increase in mobility between armies I think that won't be a problem


All,

Have you had the chance to read over the psychic powers? Those are the last core thing that has any real complexity to them. The rest will just need play testing to balance out, or are advanced rules we don't need to worry about yet.

Some quick notes on changes in the rulebook:
-Completely took out effective range. With the unit cards that we're doing this isn't necessary at all and just adds complexity.
-A couple of the advanced rules aren't included in it currently. I think Deep Cover I took out, and I think there was one other. After we play test the game we can add these in if we feel they are missing.


I am about to get a ton of free time on my hands, but unfortunately I won't have my armies to be able to play test Over the next three weeks I plan on finishing the rulebook, and at least 4 codices (hopefully them all.) I think I've got a pretty good idea of the format now, and I'm going to try to do Orks first. Orks seem to be a good codex for us all to work with

Lanrak, if you think you can get the Ork codex done over the next week or so I'd still like you to do it. However, I understand that there are higher priorities in life so there is no pressure


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/03/30 12:22:19


Post by: Dast


Hello,

I have read the psychic powers. They seem cool, although I am having difficulty seeing the balance of things in these new measurement units.

I am happy to make a stab at an Imperial guard codex. I would make some changes to the guard other than a simple conversion to our rule set, and wanted to run the main changes past you:

Units:
-rough riders can upgrade to have xenos mounts of various kinds, which improves them. (for example giant ostrich things for speed, cold ones for close combat punch).

-new unit, dragoons. Like rough riders but with standard lasgun + special weapon armament instead of lances.

-Mutant rabble, cannon fodder, very, very low LD. Potentially moderately useful mutation options (things like plus 2 movement)

-Skitari - Cyborgs! borrowed or allied from the adaptus mechanicus. (maybe too weird?)

-attack dogs (up-gradable to xeons equivalents?)?

-storm troopers will likely be modifiied.


HQ choices:

-Command tank - Lemun Russ with command points etc. If this is your warlord, makes tanks core.

-Feral cheiften - Pychopath, better fighter than basic commander but less good at actually commanding. Can be given (along with command squad) mounts (either xenos or horses). Makes rough riders, dragoons and attack dogs core, perhaps has an option to ride an alien dinosaur?

-General -Standard commander, more or less unchanged at the moment, might think of more.

- Ogryn/rattling commander? (cool, maybe too weird)

-"redeemed" ganger - underhive gang leader, who has naturally become unofficially the "commander" of an army of convicts sent in to battle to die. Low leadership, but, makes those convict people (forget the name), attack dogs and mutant rabble core. Can take mutant options for himself and retinue. Allows normal troops to have things like infiltrate. (again maybe too weird)

-Arch commisar?


Retinues:
-I was thinking all commanders would be able to add a guy with a company standard to their retinue to improve LD of nearby units. (For the tank the banner is attached to the tank, not carried by a guy alongside it).

-All of them would be able to take either a psycker or an eccelarstry priest in their retinues. (changing secondary traits). For the tank commander the psycker inside could be resolved simply by giving the tank some psionic powers (our system doesn't make this a problem).

-An imperial torturer (tortures aliens, heretics etc for information. Not an inquisitor because its part of the imperial guard). Makes the command unit cause fear. (this works even if he's in a tank).

Primaris psyckers (the powerful ones) would not be an HQ choice, but instead a unit with the "sanctioned psycker" trait. (meaning its eleite if you dont have a psycker in the command squad, and support if you do).

Am I trying to cram too many changes in, or is this stuff good?


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/03/30 13:46:48


Post by: rabid1903


Dast,

Those all sound like they would be good additions, though I caution you that trying internally and externally balance with a bunch of new units is going to be difficult. Both trying to think of all the combinations and it will require extensive play testing. Unfortunately I do not have access to an IG army so I actually won't be able to help play test IG in any fashion (besides maybe proxying low points.)

I will say that I'm really glad you're bringing back a full fledged armored company That was one of my favorite things in the Chapter Approved a while back.


These are the units I completely support adding:
-The Rough Rider changes. I think having a cavalry oriented force would add a very unique flavor to 40k. Dragoons fit in here too.
-Command Tank. Armored company has to be an option for IG, I'm a little sad they moved away from it.
-Feral Chieftan. This goes with the Rough Rider comments.
-I think you're on the right track with the retinue, though I don't have the best perspective on that and I'm curious how you'll go forward

Units I don't agree with adding:
-Mutant rabble. I think that conscripts fit this bill already, and that we shouldn't be adding more units of the same flavor personally.
-Attack dogs. Though they may have a place in a Feral army, so don't let me stop you from making them if you have a vision.
-Skitari. I'm actually thinking about enlisting someone from the community to make an Adeptis Mechanicus Codex.
-Ogryn/Ratling commander. I really don't think a mutant should be able to rise to such a rank, it doesn't seem to fit IG. Putting them in a retinue is an option though.
-Redeemed ganger. Same reasons as the Ogryn/Ratling commander.



I realize that I never mentioned this, but here are all the codices that I think we should have.

Imperium:
-Space Marines (Ultramarines, Blood Angels, Black Templar, all of them)
-Imperial Guard
-Inquisitorial Forces (Grey Knights, Sisters, etc.)
-Adeptus Mechanicus (maybe)

Chaos:
-Chaos Space Marines
-Renegade Forces (Traitor Guard, Renegade Marines)
-Chaos Daemons

Xenos:
-Tau
-Eldar
-Dark Eldar
-Tyranids
-Orks
-Necrons


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/03/30 16:07:38


Post by: Dast


Hello Rabid,

Thanks for the feedback! It seems my favourite idea's are the ones you also like, the ones that i was less keen on are the ones you suggested you werent so keen on.

I will begin work on a first draft very soon.


Automatically Appended Next Post:
Hello again,

One small thing to look at with the Tyranid dex.

It sais the Tyrant may choose any 2 of the weapons on the list.

One of the "weapons" is his close combat attack. Its obvious he is supposed to have this by default, but it doesn't actually say it.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/03/30 23:35:01


Post by: rabid1903


Dast,

I'm going to be going back through the codex soon so please let me know any errors or unclear things you find. I'm considering breaking it up a little bit better by saying pick one from this table and pick one from this table. This leaves the duplicate options as still viable, which is what I was trying to figure out how to do.

As for the Melee attack, I had anticipated that people could "choose" it as an option; however, every other option is vastly superior so I was hoping nobody would do that haha.


Thanks for letting me know that it was unclear though, it's going to help a lot


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/03/31 13:48:18


Post by: Lanrak


Hi folks .
I wonder if it would be a good idea to work out the basic structure , and 'theme method' we are going to use for the army composition lists?
Here is a proposal for review.

The INFANTRY HQ mobility type makes units of the same mobility type core choices, and others mobility types special.(As primarily most armies in 40k are infantry/creature based.)

IG HQ on foot, IG platoons core, (Basic infantry.)
IG HQ in chimera , Iron Fist mounted IG platoons in chimera core.(Mobile infantry.)
IG HQ mounted on beasts/bikes , 'Rough Riders' become core.(Mounted Infantry.)

Other more specialised unit formations are covered by 'multiple specialised units' bringing their own advisors to add to the existing HQ making it specialised.
EG
If an IG force selects a minimum of 2 of Ab-human special unit choices.They may add an advisor from the relevent Administorum to the HQ unit.
(Preacher 'redeeming lost souls', Staff officer in charge of penal batallions etc.Sorry my IG fluff is very out of date!)
This advisor lets 2 additional units of this type be taken as core unit choices. And the HQ becomes specialised too!

I am a bit unsure of letting extreme builds into the new organisation.
For example if an Armoured Company is just made up of tanks , it is not very practical or fun to play /play against..(Same as a heavy artillery list made up of just of heavy fire power guns..)

An example using Mobile infantry as a base......(Mobile infantry supported by mobile tanks.)
HQ in Chimera.
4 Squads Platoons in Chimera
2 battle tanks as Special units.
2 more tanks taken as Core units.
A Single Armoured Commander Advisor added to the HQ.(May be in a vehicle?)

This leaves 2 core unit choices,2 more special choices, and 2 rare choices to fill out the force in an Armoured company theme...(Many BUT NOT ALL TANKS!)

Anyhow on with the basic concept..

The basic list requires ONE HQ option to be taken with 2 core unit choices, as a minimum.
The basic HQ counts as a level 3 command value.
This can be upgraded to a level 4 command value 'warlord'.
IF the army is 'specialised' on a theme this may let the army leader be upgraded to an extra level.(Special HQ level 4, Special warlord HQ Level 5.)

For every 5+ core unit choices , an additional HQ unit of the same type as the original can be added at ONE level lower.
EG if your army had an Ork Warlord(level 4) and 5 Boyz Mobs , they may take an additional Warboss (Level 3) which may take its own retinue .2 'normal' core unit choices must be taken with this new HQ.

Every TWO special units of the SAME type , allows an 'Advisor' to be added to the HQ making it a Specialised HQ.
For every special advisor the HQ has 2 'special units' of the same type may be taken as core.
If ALL selected specialised units of the same type are taken , and Additional Specialised HQ unit may be added.(It counts 2 of the specialised units as its core unit minimum.)

It is an idea based on what player selection allowing enhanced 'theme' in the force...

I probably made a mess of explaining it though.

I am wondering if we could just use basic 'stat swapping ' theme/doctrine on top of this.

EG, PICK ONE of the following...
A)Scouting type force drops one armour point but increses movement value by 1"(Light infantry/recon units.)

B)Feral type force drops effective ranged weapon range by 6", but increases assault skill by 1.

C)Harrasing type force increases effective weapon range by 6", but reduces assault skill by 1.

D)Defencive line force, increase stealth by 1, reduce movement by 1.

I am aware this is not super detailed as the minatures are, but does it need to be?



Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/03/31 16:18:24


Post by: Dast


Hello Lanrak,

My current system, whilst mechanically different from yours, I beleive is very much an equivalent way of acheiveing the same thing. Thanks for reminding me about penal legion stuff, I will add that now.

I havent finished stating things up, but my plan for force organisation is, at the moment:

HQ - Primary trait
Command tank - Armoured
Imperial general - Disciplined
Feral Cheiftain - Primitive

Each of them can gain the following secondary traits by taking advisers or upgrades.
-Psyker
-Faithful

Unit traits:
Guardsmen - Core
Veterans, Rattling snipers, Storm troopers - Disciplined
Rough riders, Dragoons, Ogryns - Primitive
Lemun Russes. Hellhounds (and the other things like hellhounds) - Armored
Basilisks (etc.) - Artillery
Vendetta's - Aerial
Primaris Psyker, Psyker battle squads - Psyker
Priests - Faithful

Units with the trait "core" or with the primary trait of your warlord are core.

Units with your warlords secondary trait are support.

The rest are eleite.

Currently "Artillery" and "Aerial" might as well say "eleite" as their is no way of getting these traits onto a warlord. At one point I was thinking of putting an "artillary officer" or "Imperial Navy representative" to make them support, but I now plan not to as these units strike me as being relatively rare.

You could currently make an army where every single model was a tank, you would always loose though, as they cant claim objectives.

I will add Penal auxilaries, do you think they should have the trait "core" or a new one "Penal" (with a command squad officer). I have yet to decide what to do with sentinals too, they don't seem to fit nicely into my current chunks and I don't want to over-do it with too many themes. Maybe they should just be "support", end of story.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/03/31 20:03:02


Post by: Lanrak


Hi Dast.
I think it is important to get the basic 'army composition ' method sorted out.

As most armies are based on a form of infantry type, (Foot, Mobile, or Mounted.).These basic options should be set by the HQ IMO.
Most lists have transport options and/ or individual transport options.
(Mounted /individual transport , is bikes/beasts or ,jump / jet packs/wings.)

The thing is if we change the conditions for scoring ,(new missions,) then 'All Tank' lists are a bit over powered'

I was trying to have 3 seperate systems to get the diversity we need.

A)The HQ mobility type.

B)'Doubling up' on Core HQ if all core units taken.(7 core units and an extra HQ can be taken as Core.) OR 'Doubling up' on special units if 2 of the same type are taken.
(Adding a specialised HQ option and/ or making the original HQ Specialised)

C) Simple stat trade off 'traits'.Rather than tying to work out points values for special abilities on everything.

Some lists need quite a bit of diversity, and trying to make one system cover everything may be forcing it to do too much?
EG Rather than using one very complicated system,we couod use 3 simple ones that work together?



Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/04/01 12:30:44


Post by: Dast


Hello,
I'm not sure the HQ's mobility type should necessarily be that important.

True the ones I have got so far do more or less select core units with the same mobility type as themselves, but I dont think that this would nesesarily have have to have been the case, and is more a coincidence. For example I dont think an Imperial general should get core ogryns, even if they are both "walking".

Your "B" option sounds interesting, but Im not entirely sure I understand what you are saying.

Traits do not currently have any special rules accosiated with them, I think its simpler to leave them as a force organisation element than trying to shoe-horn some universal stat modifiers to the whole army based on the HQ's traits.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/04/01 15:30:08


Post by: Lanrak


Hi Dast.
I was listing 3 basic methods we could use TOGETHER to arrive at the diversity we might need.
A,B and C, rather than just one method which could get a bit complicated.

Eg Basic Core unit mobility choices set by HQ mobility type.
CORE unit foot slogging infantry, OR CORE Mobile infantry,OR CORE Mounted infantry.Core units using a different mobility method to HQ count as specialised.
(These units DO NOT have a 'Thematic type'!)

This does not apply to all races equally, but to enough to be a basic factor.


This is a basic theme of 'foot slogging infantry hoard', or'faster moveing better protected mobile infantry', or 'super mobile mounted infantry'.Some armies could only have one or two basic variants based on mobility...

Then the next method I wanted to use was DOUBLING UP.

If you include the full 8 core units choices for your first HQ , you may double up on the original HQ by UPGRADING a core units to an additional HQ unit.So maximizing on core units doubles up on the HQ .

EG An Ork Goff Warlord takes 8 Boys units, he can upgrade one boys mob to a Warboss and retinue.(As 8 Boys mobs can be hard to direct with just one HQ!)
Obviously this is applying 'Doubling up' to the core theme.

Applying it to a Specialist theme is done like this.

All Specialist/ Rare units are given a 'thematic grouping' .
EG For IG unit types could be ;-
Abhuman,(Ogryn, Ratling, Beastman.)
Independant , (Veterans , Storm Troopers.Sentinels)
Expendable,(Conscripts, Penal Legionares.)
Armoured ,(Leman Russ,Demolisher Hell hound, etc.)
Artilllery .Heavy Weapon teams Bassilisk/Manticore/Griffen

If a player pick 2 units from the same thematic grouping .(EG Ogryns and Ratlings.) They can take 2 more units from this 'thematic group' as core choice.(EG another Ogryn and a Beastman unit.)

This entitles the player to another Special unit Choice.

So this means a Themed force can have 6 core choices,
2 Specialised units of the same Theme, 2 Specialised units of the same theme counting as 'core units'.
2 more Specialised units.

This allows up to 50% of a force to be Specialised units of the same Thematic type..

I hope that makes more sense.if not Ill try to explain it again..

The last option was the add a simple 'Stat changing Doctrine' to the units WITHOUT Thematic type.(Eg HQ and core units only.)
This is just a 'flavor twist', that allows;-
Feral units to be better at close combat than shooting.
Recon units to be faster but less well armoured.
Defencive units to have higher stealth but lower mobility.
Disruptive units to have higher effective range, but less able in close combat...

I hope this makes more sense?


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/04/02 18:52:50


Post by: rabid1903


Dast and Lanrak,

I think that the mobility type is fantastic for adding traits to the commander, but some armies it really doesn't apply to. I would normally be up for adding multiple ways to determine which units are core, support, and elite; however, doing that can add some serious complications to a game we're trying to minimize complications in.

Instead, I think we should keep as simple of a core system as possible but leave it open for armies to deviate from.

In other words, I think the core system should simply be:
Commanders have primary traits
Commanders have secondary traits
A single commander is taken (with a retinue if applicable) and any additional HQ units take up elite slots and do not have traits.

We now have two options for adding extra force org slots:
1 - Games have a certain number of Commanders and a certain number of points.
2 - There is still only ever one commander, but the number of core/support/elite slots increases based on points.

So method 1 would have these rules:
-Every commander unlocks 8 core, 4 support, and 2 elite slots. This is the only way to get force org slots.

Method 2 would have these rules:
-You have one commander.
-Every 2000 points unlocks 8 core, 4 support, and 2 elite slots.


These are the two simplest methods that I can think of, and allow the theming of armies.


Lanrak,

Doctrines I think are great, but I feel they are once again more suited to some armies than others. For instance, Imperial Guard and Black Templars are perfect for this; however, Tyranids and Chaos Daemons obviously don't have different doctrines. Instead these can be summed up very similar to what the Space Marines have now with Chapter Tactics This is the direction I feel we should head if we want to change stats around in a themed army.

Mind if I give a shot at some Imperial Guard examples?

Home World codex special rule (much like Synapse)
-Feral
---Units are better at close combat, becoming +1 Dexterity but -1 Accuracy.
-Forge
---Units have access to heavier armor, becoming +1 AV but -1 MV
-Desert
---Units are faster due to being used to the difficult terrain at home, becoming +1 MV but -1 AV.
-Dark
---Units have spent their entire lives in the darkness, gaining Night Vision.

Obviously very rough, but what do you think about that? We can add several more and will really help theme armies and give players the opportunity to make a fluffy army that plays the way the fluff describes.



Oh, and here is the rulebook so far. I've gotten through quite a bit


 Filename Rulebook.docx [Disk] Download
 Description
 File size 314 Kbytes



Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/04/02 21:07:01


Post by: Lanrak


Hi rabid.
In my post I was thinking about the basic ways to get variety in the armies.
I agree that the HQ sets the basic organisation of what is Core /Specialised /Elite.

The majority of armies can set the basic 'primary' trait from the HQ mobility type.

The exceptions will be based around actual differences in that races HQ.(EG Nids.)As I am not very familiar with these armies I just used mobility as an example.

The doubling up idea is quite simple, and allows quite varied themes.(Select 2 Special units of the same type , and 2 more of the same type can be taken as core units.)
This is probably less restrictive than second commander 'trait'.

The idea for doctrines was to make swapping out abilities , more of a player choice.
(I did not like the GW ones where some give massive benifits with very little downside.)

I wanted to use these ideas together over the whole of the armies, AS APPLICABLE.

Some races do not have doctrines, some have different HQ types NOT based on Mobility, but something else.

Also it would be important to put 0-1.0-2 ,0-3, restrictions on some units.





Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/04/03 22:44:07


Post by: rabid1903


Lanrak,

Sorry I haven't had the chance to really dive into this, I actually just finished up everything but two sections in the rulebook though

The Warlord and force org chart is the main one, examples of the game are the other.

I posted it up on the first page when you get the chance


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/04/04 10:53:15


Post by: TechmarineNic


Hmm this would be annoying for me as I have just spent ages trying to learn the rules and their a massive changes NOW???!!!


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/04/04 11:54:05


Post by: rabid1903


TechmarineNic,

This is meant to be a total rewrite of the rules. I can understand your frustration, but don't think of it as learning a new rulebook but as learning a new game. If you have experience with tabletop games you will likely be able to pick this up and play fairly easily (after all, it is only about 30 pages currently.)

Granted, there are a lot of rough edges and I'm sure there are imbalances. However, having people revise it will smooth out the edges and play testing will dramatically help balance the game.


If you get the chance to read through the rulebook, please let me know anything and everything that is unclear or may be unbalanced. Like I said in the first post, I have thick skin and can take criticism very well; the only thing I don't want is someone to say "this sucks" and not say anything else to help make it better.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/04/04 11:57:03


Post by: Dast


Hello Tachmarine-Nick,

Its very nice to see that people other than me, Rabid and Lanrak are reading this.

I can see two ways to read your comment and am not sure which is correct- I will give an answer to both:

Interpretation 1 - All the "changes" we have recently brought in are annoying after you learned the old stuff.

Answer: I may be mistaken, but I don't think we have actually changed anything recently. We have added allot, but these additions didnt replace existing stuff.

Interpretation 2- You know 40k (6th or whatever), and our rules seem to be massive changes.

Answer: Just in case you were confused this is a set of "home made" rules to replace those of 40k being made by fans for their own games, this is not a massive change to the actual "real" game.

The changes are big, and will take getting used to. One of the things that makes normal 40k's so confusing is that every new addition has to remain vaguely consistent and compatible with those that came before (for example an old Codex still more or less makes sense). This means that each new edition has very little wriggle room to fix problems, simply because backwards compatibly gets in the way.

I admit that the changes will definitely take some getting used to. I spent a good 10 minutes staring at the hive Tyrants new stat line in Radid's Tyranids trying to decipher what it meant in "old money".

I hope one of these answers your question Techmarine,

Dast


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/04/07 17:12:14


Post by: rabid1903


Dast,

I'm really looking forward to reading over what you're thinking for the Imperial Guard codex. It sounds like you had a lot of good ideas, now it's just going to be making sure things are balanced and we don't have anything unnecessary in it



All,

Was busy than I anticipated the last few days, now I'm ready to dive back into this and see if we can crank out the last bit


Warlords and force org stuff is all that is left. Let me see if I can sum up the stuff we've said so far, because I think there are a lot of disconnects.

We've agreed on these points:
-Each army has a single model as their warlord
-That warlord has a primary trait as determined by something. Many armies will have it as the mode of transportation (bike, jump packs, etc.) but some will have it based on other things (Daemons and their marks, etc.)
-The warlord will also have secondary traits as determined by other factors.
-Some warlords will have a retinue that will add more primary and secondary traits.
-All other units in the codex will have a single trait. If that trait matches a primary trait they are core. If that trait matches a secondary trait they are support. If that trait doesn't match either they are elite.
-Some units will have a trait that simply says "core", "support", or "elite" and these units always fill those slots.


Things we disagree on, and why I disagree:
-Taking two of the same unit will allow for a third to be taken as core.
---I think this rewards spammy armies, when in fact we should be rewarding diverse armies. The units that should be spammed to match the style of the army will already be covered with the primary trait.
-Units should have restrictions on the number of them that you can take.
---Though it is used decently well in several other games, I don't think it scales very well. Instead, I think that units that should be restricted as such should simply be considered "elite" units, and won't be able to be spammed.
-Different armies will have different methods of building their army. With similarities between them.
---Although I fully agree that armies should have differences between them, I think that diverging from a solid structure we put in the rulebook will add more complication than the benefits of variability. I really feel that using the traits system is the way to go, but different armies will have different ways of determining the traits. This way we can put in the rulebook "primary traits make core units and secondary traits make support units" and it is very clear how you plan your army.
-Maxing out the core slots gains an extra HQ slot.
---My original plan was to simply allow any HQ unit that is not the warlord to be taken as an "elite". Maybe making it so if you take another HQ as an elite their primary trait makes those units "support" is a good compromise for us?


I hope that I summed everything up pretty well, please let me know if I missed something or didn't represent what you guys were trying to say well.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/04/08 18:35:31


Post by: Lanrak


Hi rabid.
Just to point out that to get 2 special choices, you need to take 4 core units first.
So allowing to take extra Special units of the same type as a Core choice is just an alternative to secondary traits.
The special units have 'traits' rather than the HQ having 'secondary traits'. Just an alternative to your proposal.(Select 2 special units with the same trait , you can take a special unit with the same trait as core, OR a rare unit with the same trait as special choice.(If the number of core units allow another special choice to be taken.)

EG
HQ
Warlord on Warbike
Retinue of nobs on Warbike

2 Warbike (Boyz) Mobs Core Choice.
2 Wartrukk(Boyz) Mobs Core Choice

Warbuggy Skwadron as Special Choice.(Fast Attack trait)
Wartrakk Skwadron as Special Choice.(Fast Attack trait.)

Can take a Skwadron of (Fast Attack trait ) Deff kopters, Wartrakks Warbuggies as a SINGLE Core choice.

Just an alternative ...

I am not saying that 0-X has to be used in every list .BUT in some cases where VERY rare units or SPECIAL CHARACTERS are involved , a limit of 0-X may be more sensible.
To stop some lists spamming special characters.(You know they will if you don't say they can not! )

And as we are using numerical restrictions on the slots so extending it to units is not that much of an over complication or counter intuitive
EG.
HQ 1+
Core 2 -8
Special 0-4
Rare 0-2.



Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/04/09 17:07:42


Post by: rabid1903


Lanrak,

Definitely a good call on special characters and the like. Those need to be limited to 1.

So primary traits we all agree upon, so the debate is really between having secondary traits or gaining an extra of the same trait after taking two (we'll call this adaptive org)

Previously I missed the part where it takes two support of the same trait to unlock an elite of that trait. This makes more sense to me now


To sum it up, I am against forcing people to take core units to unlock support and elite. Though I understand your concern that if we don't do something to make the players pick units in accordance with their theme, what's the point of having the themes. Instead I'm thinking about reducing the number of support and elite slots, but unlocking more.
Alright, here's my idea to combine our thoughts:

1 Warlord slot (model has primary traits)
2-8 Core slots (determined by the primary trait of the warlord)
0-2 Support slots base. For every 2 Core units that share a trait, a slot opens up for a Support unit of the same type.
0-1 Elite slots base. For every 2 Support units that share a trait, a slot opens up for an Elite unit of the same type.

In the Codex, units will be listed in these sections:
Headquarters - One is chosen as a Warlord, the others may be taken as Elite.
Core - Always considered Core units.
Support - Considered Support units, unless the Warlord makes them Core.
Elite - Considered Elite units, unless the Warlord makes them Core.

So this allows for things like Terminators in a Raven Guard list. With the system you were saying it looked like it would be exceedingly difficult to get certain units in some lists. Though I easily could have misinterpreted it.


Here's a Space Marine example (using fluffy Raven Guard, who currently don't have a really good way to be represented)

Warlord:
---Captain with Jump Pack (Stealth and Rapid are his traits)

Core:
---Scout squad (Stealth and Tactical are their traits)
---Scout squad (Stealth and Tactical are their traits)
---Assault Marine Squad (Rapid and Close Combat are their traits)
---Assault Marine Squad (Rapid and Close Combat are their traits)

Support:
---Tactical Drop Squad (Tactical is their trait) (this unit used a free Support Slot)
---Bike Squad (Bike is their trait)
---Sternguard Veteran Squad (Veteran is their trait)
---Vanguard Veteran Squad (Rapid and Veteran are their traits) (this unit used a free Support Slot)

Elite:
---Terminator Squad (Veteran is their trait) (this unit used a free Elite Slot)
---Drop Pod Dreadnought (Armored is their trait)


*Quick Note: Veteran units cannot be shifted from their spot unless the Warlord has a Veteran Trait. Just an idea to make the example work.

Hopefully this makes some kind of sense, I'm typing it up in a bit of a hurry unfortunately


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/04/09 17:57:46


Post by: Lanrak


Hi again.
I think we are very close to an agreed solution.We all want something similar, its just a bit of 'fine tweeking' to get it how we all agree on.

1+ HQ .The first HQ selected counts as the CiC.(Warlord.)
A second HQ may be taken to start a new F.O.C. after all 8 core units taken with original HQ.
OR one may be taken as Elite choice if 4 core and 2 support units of the same trait are taken.

I prefer the original unit numbers in F.O.C.(Other wise it may nerf non theme lists?)
2-8 Core Units.

0-4 Support units.

0-2 Elite unit.

Another alternative , 'selective pool denomination'.
Have 2 groups of units , and trait selection determines actual F.O.C?
EG

COMMON UNITS.
Core units and Support units.
Units that share the same trait as the warlord are Core Unit selections.
Units that do not share the same trait as the warlord count as Support units.

SPECIAL UNITS.
Units that share the same trait as the warlord , or 2 selected Core units ,Count as Support units.
Units that do not share ANY trait with the rest of the army count as Elite.(Rarest.)

What do you think to the basic idea?


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/04/09 20:19:40


Post by: rabid1903


I like the last thing you said the most of all our suggestions, let me see if I can say what I read your proposal as (just to make sure I got it)


1 HQ
2-8 Core
0-4 Support
0-2 Elite

Codex is breaks units down into 3 groups:
Headquarters
Common
Rare


Common units that share the trait with the warlord are considered Core units. Those that do not are considered Support.

Rare units that share the trait with the warlord are considered Support units. Those that do not are considered Elite.

*Exceptions: Units may have the trait Core, Support, or Rare and cannot be moved around.

If all 8 Core slots are filled, a second HQ may be taken that determines the layout of the next force org chart.


I think if we use those rules, we will get the most bang for our buck. Themed lists are encouraged, but not so much that the players can't run something else. It's also not so complicated that new players can't pick it up and plan an army, nor is so complicated that it is easy to make mistakes when planning an army.

I took out unlocking units for Core and Support to simplify things. While they sound like they can work on paper, I think they can add a lot of unnecessary confusion if we're not careful.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/04/10 16:53:04


Post by: Lanrak


Hi Rabid.
Yes that looks a good system!
Enough flexibility to allow themes, but not over complicated.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/04/11 11:46:26


Post by: Dast


Hello again,

So, just to clarify we are using the system two posts above this one the concept of "secondary traits" no longer exists.

Of course anything that previously made use of the "secondary traits" rules could simply have it as a normal trait using the system above.

I have some very big deadlines coming up, so I am afraid I am likely to get very little done on this over the next few weeks.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/04/11 13:13:19


Post by: rabid1903


Dast,

Secondary Traits are gone now, we can adapt the codices to have the model that we want. So we don't have to worry

No worries on the deadlines, there are much higher priorities than this. I'm still really looking forward to your Imperial Guard codex though, so whenever you get the chance and the motivation to knock it out that'd be great


All,

I'll throw the new system in the rulebook tonight.

The last thing I can think of has to deal with the current system of Warlord Traits. I think they add some nice customization options to distinguish a player's warlord from other players'. However, those are obviously advanced rules and we don't need to worry about them

With that, I am going to change the title of the thread and mark that all the core rules are complete

Also, we gotta come up with a name for our game. I'm woefully bad at naming things, but I tend to lean towards acronyms (military ) What do you guys think?


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/04/11 17:05:15


Post by: Lanrak


Working titles...

4.T.K.
(See what i did there... )
40 P.(like 40k but 5 versions later...)
Or ...
Xenos and Zealots.

I am rubbish at names too!


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/04/11 21:15:11


Post by: Dast


4.T.K and Xenos and Zealots made me laugh a lot.

I third being rubbish at names.

Warspanner?

I don't yet have an serious ideas.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/04/11 21:28:03


Post by: rabid1903


Oh boy, trying to think of one...

What about R.E.I.G.N.

R - Revolutionary
E - Engagement
I - Innovative and
G - Galvanized
N - Narrative

Roughly meaning: We were tired of running into problems with GW so we came up with our own system... Just with cooler words haha


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/04/12 15:25:00


Post by: Dast


Reign is the name of a pretty popular RPG, but that doesn't rule it out.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/04/12 16:01:25


Post by: rabid1903


I thought it sounded familiar haha

Ugh... Naming so far feels like the hardest part.


The newest version has been uploaded to the first post when you guys get the chance to take a look. I put a title page on there, but that is of course subject to change.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/04/15 02:27:21


Post by: rabid1903


All,

I went back and have remade the Tyranid Codex with the new Force Org chart. Next up is Tau, and I've got a pretty good idea how I'm going to do that one so hopefully it doesn't take as long as this one did haha.

Here it is, let me know what you think.

 Filename Tyranids.pdf [Disk] Download
 Description
 File size 547 Kbytes



Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/04/19 23:31:15


Post by: rabid1903


All,

Here is the Tau Codex. Very rough but the first version is done, let me know what you think.


 Filename Tau.pdf [Disk] Download
 Description
 File size 609 Kbytes



Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/04/23 15:19:17


Post by: rabid1903


So after reading through the rulebook a couple times, there are some parts I'm not as happy with as before.

1. The blast marker system seems very clunky the more I look at it. I'm thinking instead that certain things add dice instead of following a flow chart.

2. Challenges I think we can make a lot more fun than they are. They shouldn't be used as a way to game the Assault in your favor, but instead just add some flavor to the game and allow for narrative.

Thoughts?


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/04/25 11:35:11


Post by: Dast


I agree on the blast marker thing, each good thing subtracting a die and each negative adding one would be far simpler.

The thing with challenges is that the epic cinematic warlord on warlard combats tend to happen when they happen anyway, and the tactics associated with "barely characters" like squad captains challenging epic heros to mitigate damage to their squad is a bit game-y.

I will give it some more thought, at the moment I have no solution ideas.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/04/25 14:08:47


Post by: rabid1903


I have been thinking a lot on the blast marker resolution recently, and I think I came up with a good method that doesn't slow the game down so much.

It's simple, and only one step:

Roll the Scatter die and a single D6
-Add a D6 if not in LOS of the firing model
-Add another D6 if also not in LOS of any friendly models
-Add the Stealth value of the target
-Subtract the Accuracy of the firing model, double this if a "hit" is rolled on the Scatter die.

Obviously this isn't the best explanation, so here are two examples:

Example 1:
Basilisk is shooting at a Rhino (Acc: 3 / Stealth: 2)
-They are not in LOS of the Basilisk, but are in LOS of a friendly model.

The Scatter die and 2D6 are rolled with a total of 5 on the 2D6.
-Add the Stealth value, increasing the scatter to 7.
-Subtract the Accuracy value, decreasing the scatter to 4.


Example 2:
Marine with a Rocket Launcher shooting at a Lictor in cover (Acc: 4 / Stealth 6)

The Scatter die and 1D6 are rolled with a total of 4 on the D6 and a "hit" on the Scatter die.
-Add the Stealth value, increasing the scatter to 10.
-Subtract 2x the Accuracy value, reducing the scatter to 2.


Hopefully this makes some kind of sense, and it feels much faster than the previous iteration while still retaining pretty high fidelity.



I'm still working on a solution for the challenges, so far I'm considering alternating attacks combined with a few other things. Seeing as how these are advanced rules I feel we can make them more complicated than others because the players can opt to simply not use them.

Lastly, I'm hurting on a name. Most recent idea was to change it away from an acronym and just give it a one-word name. The only thing I could think of was "Constellation" but as I'm sure you can guess I don't like it.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/04/25 17:51:52


Post by: Lanrak


Hi folks.
As reguard Indirect fire, blast marker resolution.

How about using a D10 instead of the scatter dice?

D 10 roll - round falls ...

1, 12" short
2, 12" left
3,12" right
4 , 12" long,
5, 6" short
6 6" left
7, 6" right
8, 6" long
9 or 10 on target.

if indirect fire guided to target, modify the round fall UP TO a number of inches equal to the Acc of the Spotter.

Name idea...'Dark Divisions'...

Sorry if it is a bit pants...

Hopefully be able to input more next month.
(Real life is a bit hectic ATM.)



Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/04/25 18:05:34


Post by: rabid1903


Lanrak,

Very interesting take on it. I would really like it if it weren't for the fact it would use a D10, and I feel that goes against a lot of what we've tried for.

With a scatter die, you have every direction available to you but it isn't required to own one (only encouraged). If you don't own a scatter die you roll a D6 with 1-4 being directions and 5-6 being hits.

Lastly, I would still like to include the targets stealth value in the calculation. It represents just how difficult it is to hit the target in many different fashions.


Sorry to hear that things are hectic, hope everything works out


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/04/26 12:12:44


Post by: Dast


Hello again,

I am afraid I dislike Lanrak's scatter proposal, me and a friend tried a similar thing when playing without a scatter dice as a filler. (we used a clock face with d6 markings). The problem came when my (competitive) opponent starting saying things like "you can't choose that point to deep strike, because of the clock their is no way you can mishap even though that lake is right next to you." We agreed to rotate the clock for that one strike to make it work, but you get the idea of the problem.

As for wound allocation to units, I know I've said this before, and something else was chosen instead, but I really feel that once wounds have been allocated to a unit, and all the roles like RV and AV have been taken using the units majority values, that the player controlling that unit then removes models equal to casualties taken, removed models can be out of range/line of sight whatever. They can be the ones with bolters, or with lascannons or whatever (just say that if the lascannon guy happens to die someone else picks it up).

I would also measure all ranges from the furthest forward model in a unit.

This is just so much simpler, I really don't see the sense in worrying about where individual models are actually standing, their is a squad somewhere around their, as signified by that cluster of models, exactly where they are as individuals is never specified. (Just like forests are an area thing, and even if they have been modeled as a finite number of individual trees they are not played that way).

For allocation to characters in units maybe we could have this system:
-Wounds inflicted by non-character models are taken by non-character models in the unit until they run out, then by character models.
-Wounds inflicted by characters are taken by other characters until they run out, overkill is taken by the rest of the unit.

In CC this would basically do challenges but in a simpler way, at range it would work in a story line sense (if not a logical sense). Story-line wise great hero's leading the charge of the army don't die to a random lasgun shot fired by a conscript. They are either the last of their squad, and are overwhelmed by enemy firepower (like in the last samurai film), or are killed by some enemy hero marksman who has a name himself. (Achilieis wasn't killed by just any old archer).

I like this idea, but haven't yet thought it through entirely. It would be quite a big change. What are your thoughts?

Dast


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/04/26 13:01:54


Post by: rabid1903


Dast,

Your wound allocation system does seem drastically simpler than the one we decided to go with. It sounds like it may work, and your logic is good. I think that is something that we're going to need to play test though, and see if there are ways to break it based on that system.

I do like that if we go with it, it will eliminate quite a few extra things we've added to try to ensure that the system we decided to go with doesn't break.


This weekend is going to be m first play test of the entire game (armies planned with the new codices and not changing any rules on the fly.) I'm going to take some pretty serious notes and hopefully will get to make a battle report. Those really depend on how much time I have to play. If the current system works well and we both feel that it is realistic, chances are we're going to keep it. However, if there are any hiccups with this sytem then yours is going to be next


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/04/27 11:07:45


Post by: Dast


Rabid,

I'm looking forwards to hearing how you game goes, have fun!

Dast


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/04/28 01:33:51


Post by: rabid1903


So after playing, here are a couple things that we noticed:

A lot of AV and AP values didn't translate over very well from standard 40k. For instance, my monstrous creatures were just being absolutely melted by his missile pods.

The game seemed incredibly fluid though, and something was always going on. All in all we were both very happy with how the game played, though there are obviously some imbalances.



Also, I'm going to have to take a step back from the project for a little while. I've got some stuff outside of a game of plastic dudesmen that I have to take care of for a little while. I'll be sure to upload everything that I have now so you all know where I'm at in case you get time to work on it.

 Filename Rulebook.docx [Disk] Download
 Description
 File size 143 Kbytes

 Filename Tau.pdf [Disk] Download
 Description
 File size 609 Kbytes

 Filename Tyranids.pdf [Disk] Download
 Description
 File size 547 Kbytes



Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/05/06 19:05:50


Post by: rabid1903


Alrighty then, I think things have slowed down enough that I can start working on this again.

Lessons learned from the play test:
-The game is incredibly fluid. There was always action and we both had a good time.
-AP seemed to have translated to being too good. Current 40k's AP 4 weapons just melted current 40k's 3+ save models.
-On the contrary, AP - weapons translated to being absolutely worthless.
-No vehicles were involved, so I'm not sure how well those work.
-Ranged combat was hugely favored because of how AP translated. However, the one close combat that we had actually looked like it played out very well.
-Tons of typos in the codices. I'm ashamed at how many there were and need to do a better job before I release them in the future.
-The blast system we both liked a lot. Much better than the previous iteration.
-The basic ruleset seemed to work well. We'll try an advanced ruleset next and bump the points up to 1500 to try to get more things.
-Having different missions and trying to guess your opponent's was a blast. Though they're not balanced yet, it was a lot of fun.


Things to do:
-First up is to rebalance the AP and AV of the codices.
-Go through and scour for typos.
-Knock out the next two codices: Space Marines and Chaos Daemons.
-Release V0.2 with the two additional codices.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/05/07 09:30:00


Post by: Dast


Hello,

The AP-AV issue makes sense. Fixing it might have to be done weapon by weapon, in normal 40k a better ap becomes exponentially better (well, maybe not exponentially, non-linearly in any case), in this system it is quite linear.

Sorry the IG codex is taking so long, I have lots of work at the moment, I will be working on it properly in a few weeks time.

Glad the cool turn system seemed fluid! Did you stick to the basics (just counter order) or did you use LD and C and everything?

Hope you are all well,

Dast


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/05/07 13:25:04


Post by: rabid1903


Dast,

We just did the basic system as we wanted to make sure that was working well.

The current plan for play testing is to do solely the basic rules until we're happy with those. After that we'll add some of the easy advanced rules (advanced turns and splitting fire.) Once we're happy with those we'll add the major advanced rules (reserves, flyers, night fight, etc.)

There's no rush on the IG codex, I actually don't have any IG models so I'll be proxying pretty hard if I play test that one haha. I am really looking forward to looking through it though, I think it has a ton of potential that isn't tapped by the current codex.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/05/13 06:58:42


Post by: Drew77


I might be saying a bbullshit 'cause I raelly haven't read the rulebook and you might just have added something similar to this, but what I relly feel 40k needs is the distinction between weapon types, for example solid ammos, energy, fire, plasma, electric, explosives and so on. My idea is basically thet, I dunno, take a tesla cannon. It has AP - but it uses high voltage electric energy, so it is hard that it goes trough heavy armors but if it does, it probably ignores the target T because this is what happens when you take a shock no? I dunno I think it might be really cool, think about it guys and lemme know!


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/05/13 12:58:16


Post by: rabid1903


Drew,

We actually had talked about that, and are considering putting it in later once we have a solid core ruleset.

One of the things to be careful of with different ammo types are that different armor types would be necessary too. Along with the ammo type affecting different body types differently (e.g. shock vs biological will have a different affect than mechanical.) We definitely like that idea though, and will be revisiting it.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/05/15 16:01:20


Post by: Drew77


Ok mate! BTW I've read the rulebook and I definetely have to say that this is, even if it's still in "beta" phase, by far better than actual 40k ruleset. Looking forward to see IG and necron codexes so I can playtest it with my friend!


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/05/16 14:48:37


Post by: rabid1903


I'm really glad to hear that! Please let me know if there is anything that doesn't make sense or seems imbalanced. I'm currently going through and revising it and the two codices done so far. The next armies I'd planned on releasing were Chaos Daemons and Space Marines, though I think I could through Necrons in the mix pretty easily.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/05/19 00:55:29


Post by: KnuckleWolf


Glad to know the new blast system worked. Like the weapon type idea. Ever play MechWarrior Clix? Might want to check up on those rules again for inspiration/ideas. Though as I recall they only had Energy and Ballistic. RE-ENGAGE THE LURKING DEVICE!


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/05/28 23:00:18


Post by: rabid1903


Alright, so here is a big update on my attempts to balance the translation of current AP, AV, and Toughness to the new AP, AV, and RV.

I've created this excel spreadsheet that everyone is free to toy around with. There are quite a few weapons and targets to choose from with values already inputted. Here is a guide to using it:

Values that you can and should edit to test out balance are green.
Select a weapon and a target in the drop down boxes.
Bane (reroll damage) and Slayer (reroll AP) must be manually checked.
If you really want to add more targets and weapons (you shouldn't need to) they are hidden to the right of the charts. Simply add the weapon and the value into the list that is already there. Be sure to add it somewhere in the middle, and sort it A-Z.


 Filename Sample Tables.xlsx [Disk] Download
 Description
 File size 20 Kbytes



Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/05/30 14:37:49


Post by: Dast


Very nice spreadsheet, I will have a proper play with it later.

One thing I have noticed in my first little play with it: Dreadnaughts and Predators each take 5 wounds from lascannons, while marines and terminators take 3 and 1 wound(s) respectively.

This is a bit odd. Are the RV's of vehicles being used correctly?

Also, this is going to sound very silly, but I cant find the data , only the vlookup or hlookup system you have set up by the tables. Where is the actual data?

I should only be busy for four more days, then I will have plenty of free time to get that Imperial guard codex written. I am looking forward to working on it properly. Did you do your Codices in illustrator? I was just wondering as it would be good to be consistent in style, and that would make that easier. (I was thinking of trying my hand at making some sort of LaTeX skeleton all the codices could be done with, but it probably wouldn't turn out well, and the ones you have done look great as they are.)

Dast


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/05/31 01:14:05


Post by: rabid1903


I'll have to take a look and make sure that it is looking those up correctly.

The RV's of vehicles I've been playing a delicate balancing act with. On one hand, they have very strong armor that will make them impervious to a lot of things. On the other hand, I don't want to make a plasma pistol one-shot a land raider.

The data I think you're looking for is in hidden columns. They are between column O and AC. I highly recommend not changing the values in the table above it, and only changing the green cells.


The changes I'm considering:
Bumping all current monstrous creatures RV by 1. They are going to be easier to hit now, I'd like to make up for that by making them harder to kill.
Rear AV 10-11 vehicles have RV 4 now
Rear AV 12-13 vehicles have RV 5 now
Rear AV 14 vehicles have RV 6 now

I think the AV conversion that works best is:
- to 0
6+ to 1
5+ to 2
4+ to 3
3+ to 5
2+ to 7
10 to 6
11 to 7
12 to 8
13 to 9
14 to 10


I made the codices in Microsoft Publisher, but I'm good to convert it to something else to keep them all looking good and uniform.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/06/19 16:12:16


Post by: rabid1903


In case you couldn't guess, I have gotten incredibly busy over the last few weeks.

This will have to take a back seat for a while, but I do plan on remaking the Tyranid Codex. Also, I have decided to wait until the new Space Marine Codex comes out unless I get a lot more time soon.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/07/07 17:34:04


Post by: rabid1903


I am back with a vengeance!

Things have calmed down significantly, or at least I hope that they have. To put things in perspective, my wife and I are both applying/going to grad school, we just bought a house, and her car died. So... this took a back seat.

However, over the last month I've been working on it in my spare time. Tyranids have been redone and I finished the first draft for Daemons. Also, I was joking with my wife that I should just name this Grimdark. It kind of stuck so that's the new name I put on the rules


For comments and critique:

 Filename Daemons.pdf [Disk] Download
 Description First draft of the Daemons codex.
 File size 606 Kbytes

 Filename Tyranids v2.0.pdf [Disk] Download
 Description Second draft of the Tyranids codex. Lots of changes and rebalancing.
 File size 516 Kbytes

 Filename Rulebook.docx [Disk] Download
 Description Renamed the rulebook and added a few rules. Still need to proofread again.
 File size 132 Kbytes



Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/07/08 21:18:21


Post by: Dast


Hello again!

Grimdark is a great name actually, it lets people know not-too-subtly that it is 40k, but the name actually works itself.

Anyway, Demons!
As allays it looks great and is easy to read. I find it odd how little their actually is to say when all the usual explanatory stuff that 40k rules include is removed.

Their are two types of things to say, they will be kept separate.

Spelling punctuation etc.
Apart from immortals the demons of the Ether (great way of doing undivided), have not been given names. Presumably this is not an oversight and you are just waiting for naming inspiration. Their is something really appropriate about the greater demons of the Ether not having a name. (Many have tried to give these horrors names, but they simply shed them like a man removing a coat. The name would simply evaporate, and no longer be theirs)

The only name suggestion I have is this: Dreadfurry (Furry champion).

The Slaanesh psychick powers begin with the words "Demons of the Ether may..."


Idea feedback:

As I said, I love the Ether demons. It allows more undivided style armies to work. They all have movement type "Tracked", does this represent them being serpentine? Them being ranged is appropriate, three of the gods do close combat.

Removing demons all deep striking is a sensible idea, it will make them less wonky.

I find it odd that Fiends, Bloodcrushers and the other cavalry are not rare, whilst nurglings and hounds are rare. Nurglings and hounds feel less rare to me.


I was thinking that it would be nice to maybe include enslavers? (of the Ether). They come up a bit in backstory as big jellyfish like psi-things that turn people into mindless shambling zombie-slaves. They are also demons, it has always seemed odd to me that they were missing from the normal demons codex in the first place.

It might make sense to include some sort of "warp rift" or something as a transport option to certain units. It would work a lot like a drop pod, they deepstrike through it at some point.

I will give it all more of a proper read tomorrow, I hope you are well.

Dast


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/07/09 17:01:17


Post by: rabid1903


Dast,

Let me address your comments as best as I can.

1. I'm glad you like the name

2. Daemons of Ether have not been given names because I am having difficulty thinking of them. I'm thinking the greater daemon I will call "The Unnamed" because I like what you were saying.

3. Dreadfury I think is great! I'll change that soon.

4. Whoops, I'll fix that.

5. They are meant to be more unstable than other daemons, meaning that they will be less hindered by terrain. Additionally, I thought they could be represented in many different forms. The combination of these made me lean more towards Tracked vs Legged.

6. Actually, all daemons can deep strike still. Daemonic Instability mentions that they can deep strike. Combining this with the Warp Rift idea though I think would work very well.

7. I was having a hard time figuring out the best way to split these up. I like your point though, and I think moving all the cavalry types to Rare and the beeat types to Common would be better.

8. Enslavers are very interesting. I've never heard of them and feel like I couldn't really do them justice, but I'll give it a shot. How does this sound:

Size/Type: Large/Immaterial
MV: 4
Movement Type: Tracked
Accuracy: 4
Stealth: 3
Dexterity: 1
RV: 5
AV: 0
Wounds: 4
Leadership: 8
CV: 2
Points: 80

Special Rules:
-Daemonic Instability
-Daemon of Ether
-Psyker level 1

Weapons:
Enslave
Range: 12"
Str: 0
AP: 0
Attacks: Small Arms D6
Special: Enslave*

*Enslave: This attack may only target Infantry sized units. The unit must make a leadership check for every hit suffered. If the leadership check is failed, remove a model with no saves of any sort allowed. Additionally, a single Lesser Daemon of Ether is added to the Enslavers unit.



This guy would replace the currently un-named unit of Ether, and would be a Rare choice while Furies would move to Common.

What do you think?


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/07/09 21:40:13


Post by: Dast


Hello Rabid,

Ahh yes they can still deep strike, I assumed the instability rule would only be instability. Oversight on my part.

To me those enslaver rules look very good, the only thing I would be tempted into changing would be creating some sort of zombie stat-line and have that be the thing enslavers make, but I can see that getting needlessly over complicated, more lesser demons represents the effect fine in game terms. What you have their looks perfectly good.

The flamer chariot has AV 6/6/6, it could just say 6. (Although this really doesn't matter).

Incase you were interested their is a backstory thing about them here http://wh40k.lexicanum.com/wiki/Enslaver#.Udx6rDvrz1s

I will hopefully be able to playtest a small game of demons vs. Tyranids against a friend next week. I am looking forward to see it actually play.


Best wishes,

Dast


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/07/09 22:11:11


Post by: rabid1903


Dast,

I added it to Daemonic Instability just to cut down on special rules, that's all The special rules actually take up remarkably little room so I'm pretty happy.

All monstrous sized units have facings just like in current 40k. So although it may be simpler just to put a single value if it's the same for all facings, I tried to keep it as standardized as possible.

I'll have a read through their backstory, they sound very interesting.


Finally, here is the updated Daemons and Tau. I hope you like them

 Filename Daemons.pdf [Disk] Download
 Description Latest version of the Daemons codex
 File size 608 Kbytes

 Filename Tau.pdf [Disk] Download
 Description Latest version of the Tau codex
 File size 555 Kbytes



Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/07/10 19:09:57


Post by: Dast


Hello again Rabid,

I have read through the rulebook again. Anyone who has ever played warhammer 40k (or warhammer) should understand, but their are a couple of places where I think it could be clearer for the uninitiated. It is wonderfully dense compared to 40K, the word economy explaining things is impressive.

1) On the force organisation it doesn't point out that you are only allowed two eleites choices, or four support. It shows the diagram (with two eleites boxes and four support boxes) but doesn't really explain how the diagram limits your army. This could be done in just a sentence or sentence fragment.

2) The universal resolution table doesn't have the "bad" re-rolls explained (only the good ones).

3) Maybe a different symbol for bad re-rolls on the universal resolution table would be appropriate. ("\" instead of "/" ?)

4) "Running is very simple." -So much so in fact that this sentence at the beginning of its rules extends them by about 25% . Perhaps remove it?

5) Slight lack of clarity in the advanced turn resolution system:
If we both have units of the same counter colour trying to act in 1 step (say step 12) we roll off to see who goes first then alternate.
A bit later we both want to activate units with the same counter colour in step 8. Do we roll off again or carry over whose turn it was from previous?

Nothing wrong with either, but specifying more clearly might be good.

6) In one or two places the words "Natural roll" are used. (For example insane heroism). Maybe this term should be added to the Nomenclature? (It is looking a bit lonely)

7) I may be wrong, but as far as I can tell the only time unit coherency is mentioned is in the rules for Independent characters. (saying they can move in and out of Coherency with units).

8) Again this is sort of obvious, but the rules jump straight into movement modifiers/penalties. I am pretty certain that it doesn't actually say anywhere that the unit moves inches up to its movement value in the absence of modifiers (For running and Turbo it does say, but not for normal moving). Again maybe just a sentence to cover the obvious might be good. (Obvious things are the easiest to forget).

Sorry for the rain of random little bits and pieces. If these things are just annoying you and no helpful please say and I will stop.

Dast


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/07/10 20:53:20


Post by: rabid1903


Dast,

These are exactly what I'm looking for. I've spent so much time looking at the document that I physically can't find the things wrong with it anymore. This means I'm in dire need of fresh eyes to avoid the blatant errors present in more recent 40k codices and the subtle errors that are always present.

I'll fix these up tonight and attach the rulebook in this post. I've also had a breakthrough on how I think the Marines codex should be, so I'm going to get started on that tonight. If I keep the pace from the last few weeks I should have it done by this weekend pretty easily.

 Filename Rulebook.docx [Disk] Download
 Description Version 0.15
 File size 129 Kbytes



Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/07/13 21:04:30


Post by: rabid1903


Just finished the Space Marines codex.

Very rough obviously, but let me know what you think.


 Filename Rulebook.docx [Disk] Download
 Description Version 0.16 of the Rulebook.
 File size 130 Kbytes

 Filename Space Marines.pdf [Disk] Download
 Description First draft of the Marines codex.
 File size 523 Kbytes



Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/07/19 17:58:12


Post by: rabid1903


So quite a bit of progress has been made over the last few weeks. Most of it has been documented in the Grimdark Documents thread, so please check that out in addtion to this thread; though I'll try to make sure information is put on both.

Something I'm strongly considering is adding a "chosen" ability to each of the Traits of the Primarch in the Space Marines codex. These would be used in order to make your commander into the special characters that are currently in the codex.

For instance:
Raven would give +1 to their Stealth value
Blood would give +2 MV
Knight would make Thunder Hammers Str 10
Flame would move the +3" template range to this instead of being default
Stallion would give Outflank

Those are just some examples I was thinking of for the loyalist side of things. Chaos might be a bit harder, but I have some thoughts there too:

Heretic trait would change to allowing any marine unit to become Chosen. The Chosen trait we'd have to come up with though.
Plague would add Bane to all close combat attacks.
Terror would allow charges in Green.
Siege would allow Devastator weapons to be bought.
Berserker would remove Always Strike Last from chain axes and power axes.
Sorcerer would add an additional +1 Psyker Level.
Fanatic would grant Last Chance (5+)
Trickster would gain +2 to their Deny the Witch roll.


Not sure, kind of just vomiting information onto the computer so I remember it later.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/07/21 06:37:10


Post by: Dakkamite


Just started looking through this, I absolutely love the counters system and even just that alone would be a huge step in the right direction for 40k.

Violent deep strike needs a better name. I was thinking "Deep Assault" but that sounds like a terrible porno more than anything else


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/07/21 10:45:46


Post by: Dast


Hello,

I really like the space marine Codex. I have mixed feeling about combining the chaos marines in with the marines. It makes perfect sense for the most part, their is no point calling them different armies when so may units are the same, but it does sort of rule out demon engines unless we added a lot of extra traits and stuff, which seems overcomplex.

I suppose Chaos marines loose some demon stuff, and gains some other stuff (attack bikes, landspeeders) which they could model demonically.

The traits are a very good idea, and I like the extension to primarch traits to represent special characters.

Some units have so many options (notably the dreadnaught) that it might be worth adding a few horizontal lines somewhere on the table to separate the options that are in separate categories.

Hope all is well with you,

Dast


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/07/22 17:59:01


Post by: rabid1903


Dakkamite,

Thank you for the kind words, we really appreciated it

I'll see what I can think of for a new name, trying of course to avoid ones that could easily be terrible porno names haha.


Dast,

I'm glad you like the new codex, it was the most intensive one so far. I do miss the different chaos engines, but I feel that streamlining them will do more good than harm. Considering that Grimdark has no set models, current chaos engines can actually be used still but will have different rules. Heldrakes could very easily be a Stormraven or Stormtalon, the Fiends can be used as Land Raiders if you're really feeling it. Defilers unfortunately I'm not sure how they can be incorporated :(

As for the units that have so many options it's confusing, I'll try to come up with a better way to represent it. Confusion is something I'm really trying to avoid.



I've been thinking a lot more about the traits, and here is a revamp I hope you like (I'm sure there are balance issues):
*note: 1st line is for Traits of the Firstborn. 2nd line is for Chosen (they keep the first line too).

Loyalist (also gain ATSKNF)
Spoiler:

Lion
Stubborn, Plasma weaponry lose Gets Hot.
Scoring.

Stallion
Bike units gain +2 MV.
Unit gains Outflank, rolling two dice and choosing between them on which side they arrive on.

Wolf
Night Vision and Furious Charge.
Bike units may become Tracked and Biological, gaining +1 MV and RV and +1 Attacks and Strength to melee weapons.

Knight
Stubborn, Bolter weapons gain Accurate.
Storm Shields become Last Chance (3+) and Power Lances gain Accurate.

Blood
Furious Charge, Mechanical models go from Tracked to Wheeled.
Gain Extra Armor and are all Melee weapons gain +1 Attacks.

Machine
All Infantry and Large models become Mechanical and gain Extra Armor.
Repair attempts may be rerolled and you may attempt to repair any lost wound instead of just 1.

Legionnaire
Automatically rally and may choose to fail any morale test.
May choose to pass or fail any Morale test. Units within 9" of an Independent Character also benefit from this rule.

Flame
Flame weaponry gains Bane and +3" Range.
Treated as +1 RV when targetted by any template weapon, Thunder Hammers become Strength 10.

Raven
Infiltrate, units already with Infiltrate gain +1 Stealth. Lightning Claws gain Accurate.
Stealth increased by 1. Lightning Claws gain Slayer.


Traitor (also gain Fearless)
Spoiler:

Fanatic
Strike at +2 Dexterity level in close combat (to hit rolls remain at normal Dexterity)
Last Chance (5+) or +1 to the roll if the model already has Last Chance.

Siege
All Monstrous sized units with the Tracked MT become Common.
Devastator weapon options may be purchased.

Terror
All weapons gain Suppressive.
All weapons gain Panic.

Berserker
All melee weapons have +1 Attacks. May trade any Chainsword for a Chainaxe, gaining +1 Str, AP, and Always Strike Last.
Chainaxes and Power axes lose Always Strike Last and gain Bane.

Plague
All Infantry and Large models gain +1 RV and are -1 MV.
Last Chance (5+) or +1 to the roll if the model already has Last Chance.

Sorcerer
All bolter weapons gain +2 AP.
Psyker level +1. If not already a Psyker, the model becomes Psyker level 1 (2).

Heretic
All units are +1 leadership. Captains and Heroes are +1 CV.
Scoring.

Apostle
Deny the witch rolls are +1.
Furious charge and melee weapons are +1 Attacks and Accurate if the unit charges.

Trickster
May Scout move D3 friendly or enemy units per Force Org chart.
Deny the witch rolls are +3.


Grimdark (40k in 40 pages) V0.16 done! (Need play testers!) @ 2013/08/21 16:17:30


Post by: rabid1903


An update to everyone:

This project has not died, it has just taken a bit of a backseat recently due to other things that are a much higher priority.

A new Special Rule that I am going to include is a new version of Relentless. The games felt very static, so I am hoping that this rule will help with that. All Large and Monstrous sized units automatically have this rule:
-May move up to half MV and still fire weapons as if stationary for a Green Action.

When the new Space Marine codex comes out, I'm going to do a heavy revision of Grimdark's Space Marine codex. Focusing primarily on the traits.

Also, in an attempt to include daemon engines I'm going to give some more options to other units. For instance, the Stormraven will be able to take a heavy flamer to try to make up for the Helldrake. Additionally, I'm going to add a forge unit to the Elite slot and give it options similar to the Forge Fiend and Mauler Fiend.

Lastly, this is going to be the only codex that I include an allies system. The only two other codices that can be allied with are Daemons and Imperial Guard. These are the rules I plan to use for it:
-May select up to 2 Common units to fill Support Slots
-May select up to 1 Rare unit to fill an Elite Slot

The new trait for Apostle allows modifies the ally system.
-May select from both codices instead of choosing one.
-May select up to 4 Common units to fill Support Slots
-May select up to 2 Rare units to fill Elite Slots