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Made in us
Dakka Veteran






That's reassuring! I'll take another look.

Want a better 40K?
Check out ProHammer: Classic - An Awesomely Unified Ruleset for 3rd - 7th Edition 40K... for retro 40k feels!
 
   
Made in br
Fresh-Faced New User




Most of my experience in playing a non 8th edtion system comes from playing 30k. Super heavies arent that dangerous there to be honest. They can be just as underpowered or overpowered as any other unit. I really cant see why people are so afraid of them.

This message was edited 1 time. Last update was at 2021/09/05 01:36:03


 
   
Made in dk
Pyro Pilot of a Triach Stalker






terror51247 wrote:
Most of my experience in playing a no 8th edtion system comes from playing 30k. Super heavies arent that dangerous there to be honest. They can be just as underpowered or overpowered as any other unit. I really cant see why people are so afraid of them.

Normal vehicles can be immobilized, shaken and stunned, monsters can get taken down by a force weapon, against an army of 6 vehicles and 50 infantry you are very likely to pick up some models when you attack, but it's not outrageous for things to go south enough against a super heavy that you don't end up picking anything up for a turn. These factors make them difficult to balance, so you often end up with overpowered or underpowered super heavy units.
   
Made in nl
Fresh-Faced New User




Rules look great! I'll be trying them out very soon!

Two points I found reading through the document:
  • Page 33: under the "Screening" header - seems like there's some placeholder text ("wd") that is probably intended to be a quick explanation of what screening does/represents

  • Using run/advance interchangeably can be a little confusing, and it might be better to only use advance throughout the text (this also helps differentiate it from special rules like Hit & Run)



  • And one (slightly nitpicky) question: why the cutoff at strength 5 for defensive weapons? IIRC, it was strength 6 in 4th, and changed to strength 4 (I think?) in 5th and beyond. To me, strength 5 feels like a strange cutoff point, because it includes heavy bolters, but excludes scatter lasers/shuriken cannons/assault cannons, it seems like either both should be included, or both should be excluded from defensive weapons.
       
    Made in us
    Grumpy Longbeard





    washington state USA

    Defensive weapons were strength 5 in 4th and he is using that as the base line. S5 weapons were considered primarily anti-infantry weapons that's why they are considered defensive VS S6 and above that are considered more AT primary weapons.



    GAMES-DUST1947/infinity/B5 wars/epic 40K/5th ed 40K/victory at sea/warmachine/battle tactics/monpoc/battletech/battlefleet gothic/castles in the sky,/heavy gear 
       
    Made in us
    Dakka Veteran






    I could see an argument that S6 is anti-infantry in so much as it's a sort of hybrid strength between Anti-infantry and anti-light vehicles. Assault cannons, scatter lasers, multi-lasers, star cannons, etc. feel more AA.

    But the reason I left it at S5 was that for many vehicles, their S6 weapons ARE clearly their primary weapon (e.g. Twin-linked assault cannons on various things, Wave Serpents, etc.). In many cases, those same vehicles already have ways of avoiding the restriction (e.g. fast skimmers being able to move decently and shoot with two main weapons).

    Want a better 40K?
    Check out ProHammer: Classic - An Awesomely Unified Ruleset for 3rd - 7th Edition 40K... for retro 40k feels!
     
       
    Made in no
    Boom! Leman Russ Commander






    Oslo Norway

    Are there updated codexes, or can any codex from 3rd-7th be used?

       
    Made in us
    Insect-Infested Nurgle Chaos Lord





    In My Lab

     Illumini wrote:
    Are there updated codexes, or can any codex from 3rd-7th be used?
    I believe the point of this project is to be able to use your existing Codecs with minimal fuss. So just your old books.

    Clocks for the clockmaker! Cogs for the cog throne! 
       
    Made in us
    Dakka Veteran






    ^^^^^ Correct. Use literally any codex you want from 3rd-7th. Can play any versus any other.

    The only restrictions is that in a standard game players are limited to a single standard detachment and force org chart (no allies) and also no Formations may be used. Some codexes provide alternate force organization charts which may be used.

    At a more detailed level, ProHammer provides a consolidated and concise list of universal special rules that should cover everything. In some cases there is a 6th/7th edition version of the USR, which you should use of using a 6th/7th ed codex.

    Want a better 40K?
    Check out ProHammer: Classic - An Awesomely Unified Ruleset for 3rd - 7th Edition 40K... for retro 40k feels!
     
       
    Made in us
    Dakka Veteran






    Figured it's been a while since I posted any rule updates / tweaks here. Here's a changelog for ProHammer 2.1:

    SNAP FIRE
    * Clarified that if a unit has a special rule allowing it to snap fire using a different hit value (e.g. 5+) that it can be used as specified in the special rule

    NORMAL & REACTIVE FIRE
    * Clarified that units hit by normal shooting attacks can also use JINK abilities (if they have them), in addition to going to ground or taking reactive fire.

    REACTIVE FIRE
    * Added the condition that units that have gone to ground can't take reactive fire.
    * ADDED: Heavy weapons ARE now allowed to shoot with reactive fire, but still only make 1 shot and count as having moved (so hit on snap fire unless slow & purposeful or whatever)
    * ADDED: A unit hit by reactive fire ignores the AP value of any weapons that have hit them, and so will normally be allowed to take an unmodified armor save.
    * ADDED: Reactive fire hits by weapons that automatically hit (e.g. templates) only do so on a 4+.

    RESOLVING SHOOTING ATTACKS - Applying Wounds
    * Clarified this a little. Basically, it gives the defenders more flexibility to determine what models are removed. You use HITTABLE models as before to determine what models can be hit, armor vs. cover saves etc. But when it comes to applying wounds, you CAN choose to allocate unsaved wounds to non-hittable models, AND if all hittable model are dead can ignore and left over unsaved wounds.

    BLAST WEAPONS
    * Clarified that blast weapons, due to scattering or their area of effect, that hits and wounds can be allocated to ANY models in the unit for purposes of wound allocation. There are no "non-hittable" models once the template's position has been placed.
    * Added rule to cover blast markers hitting units in melee engagements.

    TEMPLATE WEAPONS
    * Forgot to include the most important rule - that template weapons ignore cover!
    * Added same rule to cover template weapons shooting into melee engagements

    DECLARING CHARGES
    * ADDED rule that if you declare fire against a transport and it's embarked passengers are forced to get out that same turn, you may still declare a charge against the disembarked passengers.

    CLOSE COMBAT - BREAK TEST
    * Added a rule where units may choose to voluntarily fail a break test. Units that voluntarily fail back however only shoot with snap fire in their next shooting phase. This can setup some interesting trade-offs
    * Clarified that when falling back from an engagement, falling back models can be moved through enemy non-vehicle models they were engaged with.

    PURSUITS
    * Clarified the way pursuits work a bit more, in particular with how units are locked (or not) after making pursuits and dealing extra attacks.
    * Reiterated in this section that units are never locked in an engagement with non-walker vehicles.

    PSYCHIC POWERS
    * Added further restrictions around Conjuration spells and further limited those powers to 6th/7th edition psykters only (where relevant)
    * Added some additional restrictions to some summoning powers and tweaked the unit count for summoned units.
    * Invisibility Power - toned this down. Applies a -1 to hit in close combat and ranged against invisible targets.

    This message was edited 1 time. Last update was at 2021/09/15 15:48:03


    Want a better 40K?
    Check out ProHammer: Classic - An Awesomely Unified Ruleset for 3rd - 7th Edition 40K... for retro 40k feels!
     
       
     
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