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Made in gb
Horrific Howling Banshee




Reintroduce 7+ to hit
negative modifiers to hit in the shooting phase as follows

Hard cover(inside ruins, behinds ruins/buildings/more than 75% obscured) -2
Soft cover(obscured by intervening models/terrain) -1 (you can only claim soft or hard cover)
Shrouded -2
stealth -1
Jink -2
(Any attack with the ignores cover special rule ignores these modifiers)
(If a unit has any special rule that confers a cover save from another place than they are treated as being -1 to hit additionally)

All modifiers are cumulative and effect snap shots

Cover saves still apply against blasts.

Invisibility = warp charge 3
Targets friendly unit within 24
To perform a shooting attack at unit the attacker must roll 2D6x2, if the target is within this range
then the attacker may attack otherwise the attack is wasted.
Target gains Stealth&Shrouded
all attacks in CC against them are made at WS1

This message was edited 3 times. Last update was at 2016/04/12 15:55:31


 
   
Made in ca
Heroic Senior Officer





Krieg! What a hole...

Ah ah ah ah, oh wow, blasts are already bad enough as it is, that's just abusive.

Member of 40k Montreal There is only war in Montreal
Primarchs are a mistake
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Savageconvoy wrote:
Snookie gives birth to Heavy Gun drone squad. Someone says they are overpowered. World ends.

 
   
Made in us
Locked in the Tower of Amareo




No to hit modifiers on a d6. Been there, done that, and it was awful.
   
Made in gb
Hooded Inquisitorial Interrogator






I don't dislike the idea of to-Hit modifiers, but I probably wouldn't bother with them on Blasts, or at most they should modify the Ballistic Skill (so BS 4 with -3 to-Hit only reduces scatter by 1").

Also, to-Hit penalties really need to be balanced by to-Hit bonuses, plus some movement range penalties might make sense. In total the system might look something like:

• +1 to-Hit if stationary (or Slow and Purposeful or Relentless)
• +1 to-Hit if target unit is more than 50% visible (e.g- mostly in the open).
• +1 to-Hit within half range.
• +1 to-Hit within 8" (stacks with half range bonus)
• +1 to-Hit vehicle, or +2 to-Hit vehicle that moved less than 6"
• +2 to-Hit building (seriously, who misses a building?)
• -1 to-Hit target that made a Flat-Out/Run/Turbo Boost/Zoom move in its turn.
• -1 to-Hit target in soft cover, or -2 to-Hit target in hard cover.
• -1 to-Hit target that has Gone to Ground.
• -1 to-Hit target that performs a Jink
• -1 to-Hit target with Stealth at long range (more than half).
• -1 to-Hit target with Shrouded.

For simplicity I'd remove re-rolls for BS 7+ (they're just less vulnerable to penalties instead), and treat 6's as always hitting, as tallying up the penalties/bonuses is complex enough on its own.

For example, Jinking is most useful at a distance, or when combined with Turbo Boost and cover (a Jinking bike that Turbo Boosted behind partial cover is -3 or -4 to-Hit). But can be partially overcome by the bonuses, i.e- if you're close you can counter with +1/+2, if you're stationary that's another +1, limiting the penalty to maybe -1 or -2.

This message was edited 1 time. Last update was at 2016/04/12 11:37:31


   
Made in eu
Shrieking Guardian Jetbiker





Love the concept but the execution seems very unwieldy to use and the penalty to blasts seem a little too harsh to be honest...

In any case, does anyone have a way to streamline this

 Hawky wrote:
Power Armour's greatest weakness is Newton, the deadliest snfbtch in space.



"You're in the Guard(ians), son! 
   
Made in gb
Horrific Howling Banshee




I think there are pro and cons of the changes to blasts, on one hand those clips on single model unit will hardly hurt them any more but battle cannons and manticores will shred light infantry in cover and any blasts that ignore cover will be horrific when fired into cover.

Also and this is just my opinion, any changes that i would think up to modify friendly games would only make the game harder not easier, so i do not think that any army should get + any thing to hit for any reason other than the rules they already have. Maybe though in the end the cover save should only be against blasts, as that makes sense in my mind.

This message was edited 2 times. Last update was at 2016/04/12 14:38:38


 
   
Made in us
Omnipotent Necron Overlord






Invisibility - all models shooting or CC attacks are resolved at bs1/ws1 vs invisble units. If an invisible unit makes a shooting attack or CC attack they are resolved instead at bs2/ws2 until the spell wears off.


BOOM!
PROBLEM SOLVED.

Cover I think is also easy to fix.

Jink should not be a cover save. Simply a -1 to hit modifier or a -2 for skilled rider.

Blast weapons should provide a -2 cover save modifier against area cover.

AND cover saves can be taken in addition to your armor save.

If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder 
   
Made in gb
Horrific Howling Banshee




xenomancer, this thread isn't about fixing anything, just adding a fun alternative that is just as compelling.
   
Made in us
Locked in the Tower of Amareo




How about making invisibility a malediction that only affects one enemy unit? Your unit is invisible to that unit only. It would make more sense with how psychic invisibility would work. You aren't REALLY invisible, you are just making them think you are.

This message was edited 1 time. Last update was at 2016/04/12 15:55:56


 
   
 
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