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Made in au
Water-Caste Negotiator





australia

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

This message was edited 4 times. Last update was at 2013/06/12 01:42:59


   
Made in au
Water-Caste Negotiator





australia

I just reread the 6th e rulebook.
Boy do I feel daft now.

   
Made in us
Major




Fortress of Solitude

Oh well.

Celesticon 2013 Warhammer 40k Tournament- Best General
Sydney August 2014 Warhammer 40k Tournament-Best General 
   
Made in us
Martial Arts Fiday






Nashville, TN

At least you had the balls to apologize though!

Kudos!

"Holy Sh*&, you've opened my eyes and changed my mind about this topic, thanks Dakka OT!"

-Nobody Ever

Proverbs 18:2

"CHEESE!" is the battlecry of the ill-prepared.

 warboss wrote:

GW didn't mean to hit your wallet and I know they love you, baby. I'm sure they won't do it again so it's ok to purchase and make up.


Albatross wrote:I think SlaveToDorkness just became my new hero.

EmilCrane wrote:Finecast is the new Matt Ward.

Don't mess with the Blade and Bolter! 
   
Made in au
Water-Caste Negotiator





australia

it was created just to throw grenades but it could be adapted to use the barrage template and still be taken for points, and I prefer having d6+str for range because then space marines and tau aren't throwing things the same distance

   
 
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