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Made in gb
Been Around the Block




rule
AP 1 rule add on : ignores cover from woods and forests (why would an AP one weapon go throw a terminator and not a stick
rule
cover rule add on : if a unit passes a cover save the object that gave it the cover save gets hit instead i.g. 2 enemy squads one in front of the other you fire at the further squad and they pass a cover save granted from the other squad the other squad gets hit automatically same with builds
rule
when a vehicle explodes the difference of the result and 6 is added to the strength of the blast radius and inside e.g. a meltagun roles a six on the damage chart of an enclosed vehicle which the result would be 8 so as the blast radius is strength 3 its plus 2 for the difference between the result and 6 is two and then inside would be 4 but instead is 6
rule
after one round of combat of a unit attacking a transport on a 5+ (role in the fight sub phrase) the unit inside can attack with grenades out of fire hatches (as if they was using them in an assault you a 5 or six is rolled for this the vehicle is classed as open topped to grenade attacks in combat for that turn

this is some rules i was thinking what do you think i think these would would be more realistic for example the third rule why if you do so much damage with a powerful weapon would it havr the same effect with a less powerful weapon

This message was edited 1 time. Last update was at 2012/10/28 18:16:22


 
   
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Plummeting Black Templar Thunderhawk Pilot





Equestria/USA

Sisters have d3 faith for every 500 points. If you shoot at a rhino and kill it(without rapid firing) you can assault the occupants inside if within charge distance

Black Templars 4000 Deathwatch 6000
 
   
Made in us
Gore-Soaked Lunatic Witchhunter







sorcerorofkhorne wrote:
rule
AP 1 rule add on : ignores cover from woods and forests (why would an AP one weapon go throw a terminator and not a stick
rule
cover rule add on : if a unit passes a cover save the object that gave it the cover save gets hit instead i.g. 2 enemy squads one in front of the other you fire at the further squad and they pass a cover save granted from the other squad the other squad gets hit automatically same with builds
rule
when a vehicle explodes the difference of the result and 6 is added to the strength of the blast radius and inside e.g. a meltagun roles a six on the damage chart of an enclosed vehicle which the result would be 8 so as the blast radius is strength 3 its plus 2 for the difference between the result and 6 is two and then inside would be 4 but instead is 6
rule
after one round of combat of a unit attacking a transport on a 5+ (role in the fight sub phrase) the unit inside can attack with grenades out of fire hatches (as if they was using them in an assault you a 5 or six is rolled for this the vehicle is classed as open topped to grenade attacks in combat for that turn

this is some rules i was thinking what do you think i think these would would be more realistic for example the third rule why if you do so much damage with a powerful weapon would it havr the same effect with a less powerful weapon


AP1 add-on: Sure, it goes through a Terminator and a stick pretty easily. You still have to aim properly, and it's kind of hard to see people hanging out in woods clearly. This seems like an unnecessarily finicky rule, not sure I'd include it.

Cover add-on: Most terrain isn't destroyable, which makes this highly situational. Passing cover saves from another unit making you hit that unit is interesting, though, go for it.

Explosion Strength: ...I'm not exactly sure what you're trying to say here...as far as I can tell it means that AP1 and 2 weapons cause higher-Strength explosions? Why? If the vehicle's ammunition cooks off and its fuel tanks explode, it doesn't matter if they were ruptured by a meltagun or an autocannon, it's going to make about as large a boom. The secondary explosion probably isn't going to be modified by the firing weapon if it isn't altered by the likelihood of the weapon causing ammo to cook off in the first place (I mean, being hit by an explosive shell or a heat beam is one thing, but being hit by a large fist? How is that going to cook off ammo reserves?).

Allowing units to toss grenades out of fire points: Honestly, this is just asking for trouble. If you allow this then people are going to start demanding to be able to toss grenades in fire points and things will rapidly degenerate into an argument about the effects of explosions in confined spaces (not pretty).

Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
Meridian: Necromunda-based 40k skirmish: https://www.dakkadakka.com/dakkaforum/posts/list/795374.page 
   
Made in gb
Been Around the Block




i understand about the harder to see but when i see a twig reflect a meltagun i imagine that the meltagun isn't actually powerful so how about AP 1 does -1 to the terrain saving

grenades: i think if i was in a tank and people was hitting it id try anything to stop it getting destroyed because if it gets destroyed then I'm next and i could be too confused by the explosion to concentrate which brings me to another rule i recon if a transport explodes the crew inside gets hit by a blind special rule with a -1 to leadership and the guys in the blast raiduis just gets hit normally as I've been near a car when it exploded and it took me a few minutes to recover my senses but back to the grenades i understand the confined spaces so that would probably just plus 1 strength

with the AP on the vehicles i would expect that it would cook a the engine and a weapon create so as that would probably do more damage or the AP adds to the damage
   
Made in us
Gore-Soaked Lunatic Witchhunter







sorcerorofkhorne wrote:
i understand about the harder to see but when i see a twig reflect a meltagun i imagine that the meltagun isn't actually powerful so how about AP 1 does -1 to the terrain saving

grenades: i think if i was in a tank and people was hitting it id try anything to stop it getting destroyed because if it gets destroyed then I'm next and i could be too confused by the explosion to concentrate which brings me to another rule i recon if a transport explodes the crew inside gets hit by a blind special rule with a -1 to leadership and the guys in the blast raiduis just gets hit normally as I've been near a car when it exploded and it took me a few minutes to recover my senses but back to the grenades i understand the confined spaces so that would probably just plus 1 strength

with the AP on the vehicles i would expect that it would cook a the engine and a weapon create so as that would probably do more damage or the AP adds to the damage


Cover saves aren't always there because the cover interposed itself, for lighter cover saves they're usually there because the cover makes it harder to see and target people. AP1 being -1 to cover saves is kind of weird, but it's a little more sensible than what you had before, I suppose you could keep it.

How do you justify people being able to toss grenades out of fire slits but nobody being able to toss grenades in fire slits?

You may have misunderstood me. An explosion comes from the ammo/engine/fuel exploding, not from the weapon. Making the weapon larger doesn't make the explosion larger. If you lit the fuse on a stick of dynamite with a match, does that make the stick go off any more violently than if you lit it with a flamer?

Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
Meridian: Necromunda-based 40k skirmish: https://www.dakkadakka.com/dakkaforum/posts/list/795374.page 
   
 
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