Fisrst let me apologize for the length of this post,
Second let me say that not everything here is fully play tested, but all of it has had some table time. I am sure there are holes, but I hope that the ensuing flame war will help me clean some up.
After each section I will add some comments, in blue.
Movement:
Non-vehicle
o Units continue to move 6”
o Units that are slowed (by difficult terrain, ‘slow and purposeful, or by being suppressed [see below]) move a number of inches equal to the best of 2d6
o Units that are slowed for multiple reasons, lose a die from the roll for each additional cause. Example a slow and purposeful unit that is moving through difficult terrain will move only 1d6”
o Units that are slowed sufficiently to have no dice are considered locked in place.
o New movement option: Repositioning, a unit may reposition itself by moving no more than half of the remaining models no more than half of the unit’ allowed movement. After moving the unit can make a leadership test, if it passes, the unit is not considered to have moved for shooting purposes.
o New movement option: Sprinting, a unit may sprint in the movement phase, and move an additional 1d6”. The unit cannot benefit from better than a 6+ cover save from terrain until its next turn. The unit cannot shoot during the shooting phase. Units with fleet gain a full 6” of movement, but cannot move again during the shooting phase.
The basic premise here is to open up the range of movement, and to clarify a couple of odd situations that come up. How fast does a slow and purposeful unit move through difficult terrain? As for repositioning, it is a chance to get rid of the rather illogical rule that if any 1 guy moves they all are considered moving, it may make sense in a 5 man devastator squad, but for a 50 man conscripts squad, it doesn't. Finally sprinting allows all armies to move a bit faster, and makes sure that certain armies (read gene stealers) are absolutely scary fast, and the cost of commiting during the shooting phase.
Vehicle:
o Vehicles either move as non-vehicles (walkers) or move 12” or 24” for standard or fast vehicles.
o When slowed by damage or terrain a vehicle rolls either 3d6 taking the best two for standard, or 3d6 taking the best two +12 inches for fast.
o A vehicle slowed for multiple reasons must discard the highest die from the roll for determining distance.
o If any two dice come up matching, the vehicle suffers a movement hit [see below]
Most of this grows out of the new vehicle system presented below, and to making the vehicle system less "different" from non vehicles.
Shooting:
Non-vehicle
o Heavy weapons may fire when the unit moves, but have their number of shots reduced by 1 and the range reduced to half.
Hurray for the machine gunner running forward, firing willy-nilly from the hip
Vehicle
o Vehicles no longer have an armor value, instead they have multiple toughness values (front side rear) equal to their current armor minus four
o Vehicle arc with a toughness of 6 gain a 6+ cover save, toughness 7 is a 5+, 8 is 4+, 9 is 3+, and 10 is 2+.
o Vehicles with an armor save of 3+ also gain a 6+ invulnerable save, while vehicles with a 2+ also gain a 5+ invulnerable save.
o The above saves are simply guidelines for translation, and a lot of testing will be necessary to balance them.
o Note: sniping weapons have no special effect on vehicles. Lance weapons never need higher than a 4+ to wound a vehicle, and melta weapons under half range do 2 wounds (and roll twice for damage)
o Normal vehicles begin play with 2 wounds; tanks begin with 3.
o Whenever a vehicle is successfully wounded roll on the following table:
1. Crew Shaken – moves as slowed and cannot shoot, or remain stationary and shoot as moving
2. Crew Shaken
3. Crew Stunned – Cannot move or shoot this turn
4. Movement hit – The vehicles is permanently slowed, or if already slowed is immobilized, and if immobilized suffers from Weapon Destroyed
5. Weapon Destroyed – the attacker chooses one weapon system to remove, if all S4 or better weapons are removed the tank suffers a movement hit instead
6. Additional Damage: The vehicle takes another wound, roll again.
o When the vehicle is reduced to 0 wounds, roll catastrophic damage: 1-3 destroyed in place, 4-5 explodes 1d6” wounds on a 4+, 6 explodes 6” wounds on a 4+ rending.
o Ordnance adds 1 to the die roll on each table, and treats 7 as 6
Okay, so this is the big change. I have heard most of the arguments before. Making tanks too much like monstrous creatures, or liking the lucky 1 in 36 opening shot that hulls a land raider on the first turn [that is a krak missile that nees a 6 to glance and a 6 to destroy] but realistically the goal is to pull vehicles closer into the main stream. Personally I advocate making a similar group of changes to monstrous creatures...
Assault:
Non-vehicle
o The double strength go last, and power weapon special abilities are separated, so that either can be denied. Example a power fist could be used as either a power weapon or a power fist in a turn, but not both. Additional abilities (such as the thunder hammer) are always attached to the double strength go last function.
Okay, so this is just me wanting a terminator to understand that even a "love tap" from a power fist is deadly, and not always have to dedicate himself to getting a death grip on every target.
Vehicle
o Vehicles (non-walkers) are assigned a strength value equal to half their current frontal armor (rounded down).
o During the movement phase a vehicle may move into contact with an enemy unit, and declare a ram. Moving into a non-vehicle unit is resolved exactly as a tank shock is currently; tank shock rules are replaced.
o Alternatively, the tank may attempt to defend itself when assaulted.
o The vehicle gains 1 attack against each model in base-to-base contact, or each model moved aside. If a rammed unit chooses to stand and fight, the vehicle hits automatically, otherwise attacks will only hit on a 5+, against other vehicles, the to hit number is determined by target speed as normal.
o Vehicle rams are simultaneous to the targets (possible) counter attack, and vehicle defensive attacks are initiative 1.
o Vehicle attacks are rending; tank attacks are power weapons.
o Vehicles that moved 6” or more during a ram add 1 to their strength.
o When one vehicle rams another, the target vehicle will automatically get one attack back, which will automatically hit, and will have a +2S.
Ugh, even as I wrote it I know this would be hard to read. Basically a tank gets an attack against everything it hits, or everything that comes to close. In the end, a land raider could ram a rhino, and need a 3+ to damage it, while only risking return damage on a 6+... This is where I think monstrous creatures should also be tacked on, the thought of a carnifex just bowling over a whole ten man squad (getting extra attacks) is appropriate
Morale:
Non-Vehicle
o Whenever a unit comes under fire it must pass a leadership test or become suppressed. If a unit receives fire from multiple sources in one turn, they receive a –1 leadership modifier for each attacking unit over one.
o Suppressed units are slowed [see movement]
o Fearless units are immune to being suppressed.
o If a unit must make a leadership test for taking 25% casualties, and passes they are automatically considered suppressed, unless they passed by rolling a 2.
o Units that are suppressed take a –1 leadership for all morale purposes.
o Suppressed units may recover at the beginning of their turn by passing a leadership test. Suppressed units that received no fire from the enemy in the previous turn recover automatically.
Finally suppression fire. The ability to deliberately try and slow some units down by shooting at them. It makes sense, people tend to keep their head down when the bullets are a flying. For the record, yes space marines would reover automatically from being suprressed at the beginning of their turn, so you won't slow them much.
All together the rules are designed to make 40k more fluid on the table top, and give more tactical options during a game. Las guns against chaos marines are usually useless, but if they can be suprressed, they may not reach assault range this turn, etc.
Oh well, bash away.