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Made in us
Legendary Master of the Chapter






Coming from the Let a 100 heresy bloom thread I though Id try my hands at an alternative rules for playing 40k.
This is a rough draft and will be continually refiled.

THE GAME: Alt hammer is an alterative rule intended for 40k, in which players’ alternate control of a unit like chess.

DA RULES:
Spoiler:
The most important rule: Don’t be a weenie. You are here to have fun, not sit and argue for 2 hours.
Dice: the game uses them, and possibly a d6 scatter dice. I haven’t decided on that yet
Templates: Deciding if they should be added as well.
Models: Models are the individual playing pieces within your collection, and are classified as follows.
Small: like grots
Medium: Your standard human sized targets.
Large: Bigger much bulkier targets like broadsides
Very large: Monsters creatures and walkers
Vehicles: Follow special rules
Bases: Use the ones provided or of the same size and type of the current rendition.
Alternative bases and assumed height: any models that are on scenic tall bases or are modeled prone and low should be considered the same height as a similar type. This will affect LOS both ways. (IG Heavy weapon teams are to be considered 28mm tall.)
Measurements: When measuring distances it is always from the base at the point that touches the ground.
Models without bases or flight stands are always measured from the physical model.
Line of Sight: LOS is determined by tracing from the eyes or what would be the eyes of a model, traced to any part of another models body. This does not include war gear like weapons or banners, but DOES include jet packs, mounts, and bikes of any type.
Units: Units consist of any number of models as listed in there unit profile.
Unit coherency: Every model within a unit must be at least 2” of one other model within the same unit.
Characteristic: Listed for each model under the models profile.
Characteristics test: To pass you must roll equal to or less than then the specified stat after modifications unless otherwise stated.
Mixed Stats: use majority.
Auto pass/fail: Think they should be allowed?
Leadership: Tested on 2d6. Double 1s are always passed.
Modifiers: the order of operations for any modifiers is as follows. Base > Base set > Multiply/divide > Add/subtract > Set.

ACTIONS: In alt hammer, each player alternates activating a unit who may perform one primary and secondary action per game turn, as well as one reaction within that game turn.
They may chose to do nothing but that unit cannot be activated until the next activation.
It is advised to make tokens for each unit to keep track of which actions you have taken.

Spoiler:
PRIMARY ACTIONS:

Move: Mostly as per rule book. To be worked on
Shooting: Mostly as per rule book. To be worked on
To wound is still majority, wound allocation is done by the opponent; precision shots are by the shooter.
Assault: Must be worked on heavily

SECONDARY ACTIONS:
Run: D6 move with no modifiers
Overwatch: Increase BS by 1 but may not voluntarily move or assault until there next activation
Suppression: may not move or assault voluntarily until there next activation but nominates a unit within LOS to reduce there speed by 1/3?.

REACTIONS: During an opponents activation and after they had declared a primary or secondary action you may perform a reaction. The opponent must still perform that action though may pick a different target?

Snap Shot: On an initiative test, may make an out of turn shooting attack at base set bs1.
Go to Ground: On an initiative test, reduces any shooting attacks at this unit by 1 if passed. The unit may not voluntarily move or assault until there next activation.
Fall Back: On a Leader ship test, the unit the unit may move up to double speed straight back towards there deployment zone table edge if passed. If failed, the unit flees at the full double speed with no modifiers towards there deployment zone, and must make a leadership test at the beginning of there next activation if that failed they continue to flee at double speed.

A player with additional units after an opponent has activated all of there units must finish activating them one at a time.
After both players have finished activating all of there units, it is the next game turn and the player who went second goes first.

THE ARMORY:

Spoiler:
Ranged Weapons:
The range listed in the current book is the effective range and suffer no penalties. However shots may be fired and allocated up to twice the effective range at a Base set bs of 1
Rapid fire: Fires twice at half range.
Assault: If this is the only weapon fired, the unit may make an additional non shooting primary action.
Heavy: If fired normally but if a model has moved, the effective range is halved.
Pistol: as per assault types, but gives an a +1 to attack in CC. OR may be shot in CC as a regular shooting attack.
Salvo: Changed to heavy type.
Sniper: +1 precision strike, wounds on 4+ rending.
Grenades: Mostly the same. Any model with one may toss it now. Not just 1.
Specialist weapons: Moving Melta bomb type weapons here.
Melee: Needs to be worked on.

Support weapons: may be fired first before the rest of the shooting attacks for applied bonuses. (aka marker lights, scatter laser)

Support gear: non wounding wargear like asupex and vox casters

More to come.

Model type
Spoiler:

Infantry: no real benefit. Base move is 6”
Jump: Doubles the models base movement not effected by terrain. But takes a DT if landing in or leaving a piece of terrain
Bike: Doubles the models base movement. Increases T by 1 and is affected by terrain.
More to be added and balanced like MC and walkers (walkers are no longer vehicles)
Vehicles: mostly same as book for now to be worked on.

Special rules:
To be worked on but mostly unchanged like fearless.

Terrain:
Spoiler:

Open ground: confers no positive or negative modifiers bs modifier
Soft terrain: Terrain that often makes it hard to take a clean shot but otherwise wouldn’t provide protection such as hedges, Trees, grass and camo netting. Confers a -1 BS modifier when shot into or through it.
Hard terrain: Terrain that would also grant protection such as rocks, concrete and metal. In addition to the -1 BS the target gains a +1 to Toughness. This does not modify the instant death threshold.
Fortification: Terrain that is designed for heavy punishment. As above but with an additional +1 Toughness.
Area Terrain: Abstract pieces that can be used to represent terrain such as tall grass patches, or a rocky outcrop or the base of a larger terrain piece like the ground and levels of a ruin or forest. It confers any modifiers that the terrain represents to a model that is wholly within its boundaries.

Common types of terrain:
Ruins: Hard terrain. -1/3 movement speed.
Forest: Soft terrain. -1/6 movement speed
River: open terrain. -1/6 movement speed
Roads: open terrain. +1/6 movement speed
Tank traps: Hard terrain. Impassible Vehicles.

Height and levels: The height and level from one model to another is important. Every 3” from floor to floor is a level.

Precession shots, having a vantage point higher up gives you better shooting opportunities; shots made from models higher up against units below gain a +1 to there precession shots for each level. (regular grunts on a 6 will precision strike. A character on a 5, a sniper on a 4+

Shooting or Assaulting buildings and ruins. You can target unoccupied buildings and ruins. Mostly like the current building chart but to be modified heavily. Wrecking a building changes it to a ruin with no floor or top access (as its become too unstable) wrecked ruins remain as is with the upper levels being impassable.


ORGANIZING THE BATTLE
Spoiler:

Lists: Arrange with your opponent the points and additional rules you want to follow.
Missions: for now only 3 types
Capture points.: current emparas will.
Kill points: Hur dur kill points (Dedicated transport do not count)
Relic: relic as per current relic

DZ: only two types
Long or short ways with no diagnals.

Terrain set up: Work it out

Fortification: Bought equipment may be placed AFTER terrain.

Objectives. Should be 1-2” In diameter, are impassable (including to skimmers) and follow current book rules. No mysterious stuff.
Placed after fortification.

Secondary VP.
No first blood
Warlord is in
Line breaker is in

Deployment.
Reserves are in. on a 3+ as per book. They may be activated as though they where on the field but must use the move action to get on the board.
Deepstrike and outflank to be worked on.


CC Always welcome.

This message was edited 4 times. Last update was at 2013/12/19 19:21:14


 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
Made in us
Legendary Master of the Chapter






I could really use some halp.

especially with the Assault part. though now im thinking just having the whole thing resolve if the charge is met.

 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
Made in us
Longtime Dakkanaut




Houston, Texas

I like the change to the assault rule. Probably due to my bias for melee armies.
I personally think the heavy rule should still refer to a weapon incapable of being fired after first moving.
I really think the Fleet rule should be buffed.
I want to see overwatch done away with, or made to actually be "Overwatch" (can only be done when on higher terrain).
It would be cool to see different armies having different running speeds. like Marines move 12 inches when running, Eldar move 14, Imperial Guard and Orks move 8 or 9, and Necrons move 6.
I think that Flyers should be nerfed to have a slower movement speed and have their resistance to non skyfire weaponry nerfed. How hard is it to hit a heavy load chopper when it's 100 feet in the air? Damn easier than hitting a man.

Finally found my quote from a gym buddy born and raised in South Korea:
"It is the soldier, not the reporter who has given us the freedom of the press.
"It is the soldier, not the poet, who has given us the freedom of speech.
"It is the soldier, not the campus organizer, who gives us the freedom to demonstrate.
"It is the soldier who salutes the flag, who serves beneath the flag, and whose coffin is draped by the flag, who allows the protester to burn the flag." 
   
Made in us
Douglas Bader






 ThePrimordial wrote:
I think that Flyers should be nerfed to have a slower movement speed and have their resistance to non skyfire weaponry nerfed. How hard is it to hit a heavy load chopper when it's 100 feet in the air? Damn easier than hitting a man.


Pretty hard actually, since that helicopter is flying at 100+ mph and correcting for gravity isn't all that easy. And then if you're going to do this you need to break up flyers into "helicopters" and "planes", since a fighter making a strafing run is going to be virtually impossible to hit (something like snap shots only, must re-roll successful hits ten times) without dedicated AA weapons and of course a bomber at high altitude is going to be immune to anything short of the heaviest SAM batteries (AA Manticore variant, etc).

This message was edited 1 time. Last update was at 2013/12/20 06:26:29


There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. 
   
Made in us
Legendary Master of the Chapter






Speaking to race movement, and fleet.

for the most part i will probably keep them as 6,12" standard to keep it simple. but for certain races like say eldar, you would be allowed a 2 run action to effectively give em a chance at 18" movement if they run twice which is pretty great. (also should note since you cant really run and shoot in this type, running wont affect shooting.) to this il probably change relentless to a free move action so that they can move then charge or assault.

as for fleet it will probably just be reroll move run and assault rolls.

Flyers i was thinking along the lines of letting them move up and down to different heights, where it effects there BS and the enemies BS so where if your at height 5 you cannot shoot it without sky fire. while helicopters are essentially skimmers so will be classified as such.

I want to change flyer movement a bit as it doesn't make sense for me in scale.

It will probably minimum 24" max whatever depending on type of flyer, then give em the ability to climb or descend in such a way to let em pivot on the spot.

But i wanna get the base game going first before i add in more specific things.

For now for classifications, probably
skimmers 12" -1 bs for jinks
Fast skimmers 18" (helios belong here) -2 bs for faster jinks
flyers 24" -3 bs for flyer
Super sonic 36" no shots unless you have skyfire.
the modifiers need workin.

This message was edited 2 times. Last update was at 2013/12/20 16:51:41


 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
Made in us
Longtime Dakkanaut




Houston, Texas

 Peregrine wrote:
 ThePrimordial wrote:
I think that Flyers should be nerfed to have a slower movement speed and have their resistance to non skyfire weaponry nerfed. How hard is it to hit a heavy load chopper when it's 100 feet in the air? Damn easier than hitting a man.


Pretty hard actually, since that helicopter is flying at 100+ mph and correcting for gravity isn't all that easy. And then if you're going to do this you need to break up flyers into "helicopters" and "planes", since a fighter making a strafing run is going to be virtually impossible to hit (something like snap shots only, must re-roll successful hits ten times) without dedicated AA weapons and of course a bomber at high altitude is going to be immune to anything short of the heaviest SAM batteries (AA Manticore variant, etc).

Well yeah hitting a fighter jet is next to impossible but heavy load/ lift choppers don't move at hundreds of miles an hour.

Finally found my quote from a gym buddy born and raised in South Korea:
"It is the soldier, not the reporter who has given us the freedom of the press.
"It is the soldier, not the poet, who has given us the freedom of speech.
"It is the soldier, not the campus organizer, who gives us the freedom to demonstrate.
"It is the soldier who salutes the flag, who serves beneath the flag, and whose coffin is draped by the flag, who allows the protester to burn the flag." 
   
 
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