Ok, so back when I was 13 (and ignorant and stuck up and stupid) I tried to make grenade rules and instead just ended up insulting and confusing people. Firstly I'd like to publicly apologise to all I insulted and whose time I wasted. I'm sorry. Now onto business. I would like your help finishing and refining these rules. - Special rule [or perhaps it is called something else, feel free to rename] Grenade Barrage - [points cost undecided] This is for any unit in any race with weapons with grenades, under-slung grenade launchers or grenade launchers the squad in question must have a grenade launcher or an under-slung grenade launcher such as the one on the tau pulse carbine once per shooting phase any squad that has taken grenade barrage may fire grenades at an enemy, [unltd. or set no. of barrages/game undecided] the range of the grenade launcher is 12" and can be fired over cover blast markers are used and scatter is accounted for after taking grenade barrage, a unit has access to all these grenades at a cost of: - Frag: ppm [undecided] - Photon: ppm [undecided] if a grenade is taken, all models within the squad with an under-slung/grenade launcher must take it grenade stats are: - Frag: Str 3, ap 3, assault 2, [blast marker undecided] - Photon: str -, ap -, assault 1, pinning (a squad affected by photon grenades must test for pinning immediately), no blast marker as it affects the whole squad [other grenades are welcome submit stats] 1d6 is rolled to hit: - the BS of the firing unit is used to hit, however; - on a 1 (crit miss) the grenade misfires and scatter is accounted for from the centre of the firing squad - on a 6 (crit hit) the grenade lands spot on and there is no scatter if the grenade hits the marked squad the player being fired upon has the option of a) holding steady - seeing if the unit can withstand the blast b) taking cover - all models move 1d6 radiating away from the centre of the marker the player fired upon must make their choice after scatter but before damage grenades are thrown in much the same way except the range is decided by the to hit check 1d6+lowest Str (simply put, by adding the lowest model with a grenade's Str to the die you rolled to check hits) - This should be a lot less vague than last time and a lot more stream lined - on a side note how would you feel about doctrines (there is a reason for the name but is tl;dr), special rules for tau units that change the wargear, focus and perhaps stats (not hugely, just a +1) of a squad for a set amount of points
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