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40k Converted to d12 base and other things.  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Dakka Veteran






These two ideas get tossed around a lot: converting interactions in 40k to modifiers and reworking 40k to be based around something else. The latter is brought up less often, but I've still seen it maybe three times now. The modifiers get shot down because stats in 40k can't handle modifiers without turning everything into a slap fight where I need a 6+ to hit and so do you. But as another one of those homebrew punks who wants to rewrite the game for himself, I'm in a unique position where everything is potentially viable.

Here's the basic proposal: convert d6 interactions with d12 interactions and convert cover and other systems into modifiers to whichever stat feels relevant.

Converting unit stats won't be hard; since we've doubled the range of our dice rolls, we can just double our stats! Ld should stay the same (and only test on one dice now) and saves are only increased by 2 (maybe 3).

And then to account for rolling 100+ individual dice being... less than practical (if only because its ridiculous to expect anyone to own that many d12's) combat needs to be reworked. Here's How:

1) Roll to hit-- each model only ever rolls one attack dice. compare your WS to your opponent's WS. There should be a chart and it should be consistent; perhaps 8+ in order to hit if your WS is the same as the other guy's, making it a point easier or harder, if you have higher or lower WS respectively. a 6+ would be a direct conversion, but for the rest of this to work, close combat at least needs to be difficult.

The Attack stat is a multiplier to the hit roll you make and you only get this if you charge, unless you have Counter Attack. Modify this negatively for every point the target's toughness is higher than your strength. These are the hits that wound.

2) save those hits that wound. Do this the normal way, except where AP is a modifier to the save you take. Still not sure if I want invul saves and armor saves taken in tandem, but this is super experimental

When shooting, follow the same procedure, except apply the weapon's rate of fire as a multiplier instead of the model's attack stat.

Note how rolling to wound isn't a thing; we folded that into rolling to hit because we now have enough granularity to do that.

Other modifiers to BS/ WS:

- High Ground: +1 to hit if your model is 3" taller due to terrain
- Normal +1A for having pistol/ CCW combo, rage, etc.

What does Dakka think? I'd love some feedback on this.

I went to Hershey Park in central PA this year, and I have to say I was more than a little disappointed. I fully expected the entire theme park to be make entirely of chocolate, but no. Here in America, we have "building codes," and some other nonsense about chocolate melting if don't store it someplace kept below room temperature. 
   
 
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