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![[Post New]](/s/i/i.gif) 2014/04/06 05:18:20
Subject: Warhammer Modern
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Been Around the Block
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Hello
Tried posting in the 40k forums, but no interest. I wanted to come up with some rules to play 40k with friends who may be interested in history, but have no interest in Sci Fi or wargaming in general. Also, wanted a very simple ruleset that kids could play without getting bogged down in special rules. I know there are probably better rules than 40k, but I know them and do not have the time/patience to invest in a new ruleset.
These rules are a watered down version of 40k 5th edition with some adjustments...but the main mechanics should be familiar to any 40k player. I plan on using 15mm so I adjusted the movement rate a bit. I also made it " I move one unit you move one unit"....nothing is worse than losing your whole army in 1 round of shooting, plus it is boring waiting for your turn! The list/weapons is more or less based on Codex Imperial Guard. Character profiles have been simplified to a single LD roll...plus since it is human vs human, toughness is redundant so wounds are based on weapons wound value. Plus, no armour saves, only cover. I am in the Toronto area if anyone wants to give it a go.Thanks for reading and feel free to share your thoughts
WARHAMMER MODERN
ACTIVATION: At start of each turn, check leadership(LD) for one unit to activate. If check passes, unit may perform 2 actions, 1 if it fails, Once player completes action(s), opponent attempts to activate a unit and so on. Once all units have been activated, turn ends.
LD ROLLS: All actions are determined by a unit's LD value. Check LD with d6. For ex, Infantry LD4...must roll 4 or better for all tests. The lower the LD value, the better the troop. Ones always fail, sixes always pass.
ACTIONS
RALLY
Attempt to rally fleeing/pinned troops. An activation roll is not required, simply roll LD for unit. If fails, unit continues to flee/pinned. If successfull, unit is rallied and can perfom an additional action.
MOVEMENT
Unit can move 4 inches. Models must be within 1 inch for coherency. Vehicle squads move according to stats.
+1 Road
-2 DIfficult ground
EMBARK/DISEMBARK
If all members of unit within 2inches of vehicle, may embark.
May disemabrk. Place all models within 2inches of vehicle
GO TO GROUND/GET UP
+1 Cover save
SHOOT/SMOKE
Make a LD roll to hit. For wounds, must roll higher than weapons wound value...ex assault rifle wounds on 4+ If target is in cover they get cover save. Unit shoots at one target at a time. Must be able to see what you shoot. If one model within range, all models that can see the target may shoot even if out of range.
Can shoot smoke. Shooting through smoke is -1 on LD. Place smoke within 12inches of unit. No LD roll needed. Smoke lasts till end of turn.
Soft cover: 5+
Hard cover 4+
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ARTILLERY
Can call in an artillery barrage. These act as blast weapons. Guess range to target and place template. Roll scatter die and d6 if target is in sight or 2d6 if out of site. All models under template are hit on 4+ No cover saves allowed.
ASSAULT
Counts as 2 actions. If charging, roll d3 and add 4 to determine movement rate, taking into account any difficult terrain. If one model from charging unit makes contact with enemy, hand to hand occurs. All models fight if contact is made.
Attackers go first and get 1 extra attack. Make a LD roll to hit. Defender then makes a LD roll against all hits. If fails, becomes casualty. Defender can counter attack with any survivors. Side that inflicts most caualtys wins round. Loser takes break test.
Attacker goes first if combat continues.
FOR DISAGREEMENTS: HIGH ROLL WINS.
FOR ADITIONAL ACTIONS NOT COVERED HERE, ROLL LD
Once a unit has perfomed an action, put a d6 next to it to indicate its status for the turn:
1- DONE
2-WHAT TO DO - for units that may be pinned
3- WILL THEY FLEE? for units needing a break test
4-ON THE FLOOR (if unit has gone to ground)
BREAK/PIN TEST
All break/pin tests are taken at the end of the turn for both sides. Roll against LD.
PIN: Roll against LD. If pass, will start next turn normal. If fail, start next turn pinned.Cannot perfom any actions until they rally. Count as going to ground. Place D2 to indicate pinned unit. Once a unit is pinned, does not have to take break tests. Can rally at next turn.
BREAK: If unit loses 25% (round down) after being shot or if they lose an assault, roll against LD. If pass, start the next turn normal. If fail, must withdraw 4+d6 away from threat until they rally. If exit board, unit is lost.Place D3 to indicate fleeing unit.
If unit is fleeing from hand to hand combat, enemy may pursue. Pursuers move 4 +d6. If eqaul or higher to flee move, unit destroyed.
Fleeing units that are charged or go through enemy are destroyed
*****IF A UNIT IS FORCED TO MAKE A BREAK OR PIN TEST BEFORE IT HAS PERFORMED AN ACTION, IT LOSES AN ACTION FOR THAT TURN.
ARMY LIST
15 x CONSCRIPT / LD 5+ / 2 GEAR / 60 POINTS
10 x INFANTRY / LD 4+ / 3 GEAR / 50POINTS
10 x VETERAN / LD 3+ 4 GEAR / 70POINTS
5x ELITE / LD 2+ 2GEAR / 100POINTS
****MORE TO COME
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This message was edited 12 times. Last update was at 2014/04/18 05:16:52
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![[Post New]](/s/i/i.gif) 2014/04/06 11:32:57
Subject: Warhammer Modern
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[MOD]
Anti-piracy Officer
Somewhere in south-central England.
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![[Post New]](/s/i/i.gif) 2014/04/06 15:12:48
Subject: Warhammer Modern
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Regular Dakkanaut
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Interesting ideas, but when I first glanced through I was reminded of one of my favourire rulesets "Stargrunt".
You can download them free from Ground Zero Games and should meet your requirements, especially for 15mm, and have the bonus of being readily convertible to a more sci fi version of the near future if needed.
The GZG figure range is always worth a look as well, but at 15mm there are some lovely figures out there now.
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![[Post New]](/s/i/i.gif) 2014/04/20 03:34:59
Subject: Warhammer Modern
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Been Around the Block
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Thanks for the suggestions...Stargrunt looks good...I am really liking 15mm for sci-fi as well. Anyhoo, back to the rules...made a few changes to the army list. Also, here are the weapons. I did not want to get bogged down in countles varioutions of gear, just wanted a few types that could work in any peoriod. Anyone familiar with the old codex Imperial Guard should recognize these.
ARMY LIST
15 x CONSCRIPT / LD 5+ / 2 GEAR / 60 POINTS
10 x INFANTRY / LD 4+ / 3 GEAR / 50POINTS
10 x VETERAN / LD 3+ / 4 GEAR / 70POINTS ***
5x ELITE / LD 2+ 2 / GEAR / 100POINTS ***
***can be chosen as PARATROOPS for 15points. Allows them to be deployed within 12inches of enemy unit. Place Paratroops after both sides deploy. Unit must be out of sight
WEAPONS
Troops in a unit come with same main weapon. Can upgrade main weapon for entire sqaud at point indicated. Can choose as many additional heavy or special weapons as GEAR value allows.
Heavy weapon teams can deatch from unit and form own squad at start of game
TYPES
A = Assault. Can move and shoot.
H=Heavy. Cannot move and shoot. Counts as 2 gear options and needs 2 models.
T= Template. Models touched by template are hit on 4+. No cover save allowed.
B= Blast : guess range and roll scatter plus D6 if target can be seen, 2d6 if not.No cover saves allowed. Pins. Uses small round template.
RF=Rapid fire. Can shoot once up to 24`and twice at 12
Number beside weapon type indicates # of shots
The Strength value is used against vehicles
MAIN WEAPONS
WEAPON / TYPE / STR / WOUND/ RANGE / PTS
Assault rifle / RF / 3 / 4+ / 24" / FREE
SMG / A3 / 3 / 5+ / 12"/ 10pts
Shotgun / A1 / 4 / 3+ / 12" / 10pts
Pistol A1 / 3 / 4+ / 12 / 10pts
*Units with pistols get +1 attack in hand to hand
HEAVY WEAPONS
WEAPON / TYPE / STR / WOUND / RANGE/ PTS
Heavy MG / H2 / 7 / 2+ / 48" / 10
MG / H3 / 5 / 2+ / 36" / 10
ANTI TANK / H1 / 9 / 2+ / 48" / 20
MORTAR / B1 / 4 / 4+ / 48 " / 5
ROCKET / H1 / 8 / 2+ / 48" / 15
SPECIAL
GRENADE LAUNCHER / A1 / 6 / 2+ / 24" / 7
FLAME THROWER / T / 3 / 4+ / - / 7
SNIPER / H1 / 3 / 4+ / 36" / 7***
GRENADE / B1 / 3 / 4+ / 8" / 7
***sniper rifle adds +1 to hit and wound. Pins. Counts as one gear choice
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This message was edited 5 times. Last update was at 2014/04/20 14:59:09
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![[Post New]](/s/i/i.gif) 2014/04/20 20:55:08
Subject: Re:Warhammer Modern
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Rough Rider with Boomstick
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I actually wrote some rules for modern warhammer called " WARHAMMER NOW !" I'll post the stats and rules when I get back home . Great for big battles . Check out my gallery for pics of my modern wargaming . I do it in 20mm and do black hawk down in 28 mm
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![[Post New]](/s/i/i.gif) 2014/04/21 01:32:17
Subject: Warhammer Modern
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Been Around the Block
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Nice pics. I got into this because I wanted to do the 6 Day War. Started in 1/72, switched to 15mm when FOW came out with Fate of Nation...same idea, to be able to do big, fast games without getting bogged in all kinds of special rules.
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![[Post New]](/s/i/i.gif) 2014/04/21 23:55:21
Subject: Re:Warhammer Modern
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Rough Rider with Boomstick
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Here's some of my 40k modern stats the following 6 pages are some stats for a modern USA force and for a modern fictional middle eastern power . Enjoy . Remember all weapons cause pinning !
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This message was edited 1 time. Last update was at 2014/04/22 00:02:51
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![[Post New]](/s/i/i.gif) 2014/04/21 23:56:21
Subject: Re:Warhammer Modern
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Rough Rider with Boomstick
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1st page
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![[Post New]](/s/i/i.gif) 2014/04/21 23:56:53
Subject: Re:Warhammer Modern
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Rough Rider with Boomstick
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2nd page
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![[Post New]](/s/i/i.gif) 2014/04/21 23:57:27
Subject: Re:Warhammer Modern
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Rough Rider with Boomstick
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3rd page
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![[Post New]](/s/i/i.gif) 2014/04/21 23:58:57
Subject: Re:Warhammer Modern
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Rough Rider with Boomstick
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This is the 4th page for a fictional middle eastern power that could give another super power some bit of a fight .
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![[Post New]](/s/i/i.gif) 2014/04/21 23:59:26
Subject: Re:Warhammer Modern
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Rough Rider with Boomstick
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5th page
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![[Post New]](/s/i/i.gif) 2014/04/22 00:00:43
Subject: Re:Warhammer Modern
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Rough Rider with Boomstick
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6th final page with weapon stats enjoy " warhammer now" modern 40k rules
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![[Post New]](/s/i/i.gif) 2014/04/23 00:06:57
Subject: Warhammer Modern
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Been Around the Block
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Nice...will definately use some of these
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![[Post New]](/s/i/i.gif) 2014/05/03 12:30:53
Subject: Warhammer Modern
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Brigadier General
The new Sick Man of Europe
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I think he designed this rule set for 21st century conflicts, not WW1, which would be different.
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DC:90+S+G++MB++I--Pww211+D++A++/fWD390R++T(F)DM+
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![[Post New]](/s/i/i.gif) 2014/05/16 01:43:32
Subject: Warhammer Modern
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Mimetic Bagh-Mari
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I really think using the necromunda rules and character advancement would fit most modern conflicts well.. Groups of insurgents, freedom fighters vs regulars.. Could
Make for great campaigns. New guys at the FOB tasked with the mission of seeking and eliminating the rising threat of some
Local extremists. Or spec ops teams taking down Colombian drug lords etc etc
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