Hi Rav1rn.
Thanks for the feed back.
I have no DTP skills and I know the presentation was not too good.The pictures are just place holders Lee used to structure the document.(They will be replaced before we release it as a free down load, when the rules are eventually finished.)
It is a
WIP and we are still finalizing the rules , and so some of the wording and terminology is a bit hit an miss.And we have not got around to putting all the examples in yet.
This rules development was me just trying to approach
40k as a battle game , scaling up good ideas from 6mm to 15
mm battle games for use with 28mm heroic minatures.
(The use of a 'virtual base' a set coherency from the unit leader was the key
IMO.)
Now to reply to some of your more specific comments..
The command re rolls have been used in a generic way in play testing.(Eg allowed to be used for any single dice roll.) However I was thinking about making the re rolls more race/army specific with the independant character models.This area does need more development and explanation I agree.
I wanted to have a spread of value for infantry movement types .
I know just 1" difference does not seem much .But a slow infantry unit moving 'at the double' for 2 turns will be out paced by a fast infantry unit by 8" taking the same orders.
I also wanted most infantry to have a reason to use transports!
The TERRAIN movement modifiers may seem a bit too detailed.BUT I would like how a unit moves to be more detailed , to allow the differences to show on the table.I want there to be a reason to use attack bikes as opposed to land speeders over different terrain.
(How a unit moves and interacts with terrain is very important way to help define units abilities in the game
IMO.)
The height levels are simply the equivelant height of floors on a scale building.(I forgot to put that in.

)
The targeting zone applies to ALL unit types.Its the simplest way I could think of to allow reasonable splitting of fire on nearby targets.
In the new rules weapon destroyed results stand, and are not repaired! A lot of the 'fiddely' stuff in
GW 40k rules will not be ported over.
When I get around to converting the
40k units to the new army lists, I intend to have single model units in light, medium and heavy classes.Each class will have a set number of structure/wounds .Secondary weapons will NOT add structure points.(Light 3, medium 4 , heavy 5 for example.)
I cant think of another name for units that are on OK morale ?Could you suggest one?
I do need to explain blast effects better.I was simply going to use attacker places blast on target unit when a successful roll to hit .Misses have no effect.
(I am not a fan of scatter for direct fire weapons.)
Indirect fire scatters
D6 if friendly unit observing intended target.Owner of attacking unit places blast template .
if firing blind it scatters 2x
D6, and the owner of targeted unit places blast template.(Speculative bombardments rarely land on target!)'
How I intended to apply suppresion ...
If a model in a multiple model unit fails its armour save it is placed CAREFULLY on its side .If it looses all its wounds (structure for mechanical units,) it is removed from play as a casualty.
If a unit suffers over 50% of its starting strength in suppression or casualties, the UNIT becomes suppressed.(Place a Suppressed counter next to the unit and stand any suppressed models back up.)
Has this quick run through made it a bit clearer?
Quite simply the better the
BS skill of the model the longer the effective range of the unit with that weapon.
(Better shots can hit targets further away.)
EG.
IG white shield with Lasgun effective range 20"
IG standard squad with lasgun effective range 24"
IG vet squad with lasguns effective range 28"
(Actual variations from standard ranges in Current
40k will be defined after much more play testing!)
How refined the striking skill of the model is in assault effects the
AP value of the close assault weapon, and how strong they are effects the damage.The number of attacks they get with the weapon is listed under 'Effect' .This shows how skilled they are at landing blows, either through frenzied onslaught, or agile out manouvering of the opponent.
I am aware there is a lot of work to do on presentation, and clarification.
But I am glad you like most of the new concepts and the general structure of the new rules.
I am slowly learning how to do stuff on my computer.(Hopefully my eldest son will help me with some unit card mock ups.)
I appreciate the feed back it has been very helpful.