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Hello
Wanted to come up with some rules to play 40k with friends who may be interested in history, but have no interest in Sci Fi or wargaming in general. Also, wanted a very simple ruleset that kids could play without getting bogged down in special rules.
These rules are for 15mm so I adjusted the movement rate a bit. I also made it " I move one unit you move one unit"....nothing is worse than losing your whole army in 1 round of shooting, plus it is boring waiting for your turn! Character profiles have been simplified to a single LD roll...plus since it is human vs human, toughness is redundant so wounds are based on weapons wound value:
WARHAMMER MODERN
At start of each turn, role leadership(LD) for one unit to activate. If pass, unit may perform 2 actions. If fail, 1. Once unit completes action, opponent attempts to activate a unit and so on. Once all units have been activated, turn ends.
LD ROLLS: All actions are determined by a unit's LD value. For ex, Infantry LD4...must roll 4 or better for all tests.
ACTIONS
RALLY
Attempt to rally fleeing/pinned troops. Rallied units can perfom one additonal action
MOVEMENT
Unit can move 4 inches. Models must be within 1 inch for coherency. Vehicle squads move according to stats.
+1 Road
-2 DIfficult ground
EMBARK/DISEMBARK
If all members of unit within 2inch of vehicle, may embark.
May disemabrk. Place all models within 2inches of vehicle
GO TO GROUND/GET UP
+1 Cover save
SHOOT/SMOKE
Make a LD roll. For wounds, must roll higher than weapons wound value. If target is in cover they get cover save. Unit shoots at one target at a time. Must be able to see what you shoot. If one model within range, all can fire
Can shoot smoke. Shooting through smoke is -1 on LD. Place smoke within 12inches of unit. No LD roll needed.
Soft cover: 5+
Hard cover 4+
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ASSAULT
Counts as 2 actions. If charging, roll d6 and add 4, taking into account any difficult terrain. If one moodel from charging unit makes contact with enemy, hand to hand occurs. All models fight if contact is made.
Attackers go first and get 1 extra attack. Make an LD roll to hit. Defender makes an LD roll against all hits. If fails, becomes casualty. Defender can counter attack with any survivors. Side that inflicts most caualty wins round. Loser takes break test.
Attacker goes first if combat continues
FOR ANY OTHER SITUATION: MAKE LD CHECK
FOR DISAGREEMENTS: HIGH ROLL WINS
Once a unit has perfomed an action, put a d6 next to it to indicate its status for the turn.
1- DONE
2-WHAT TO DO - for pinned units
3- WILL THEY FLEE? for units needing a break test
4-ON THE FLOOR (if unit has gone to ground)
BREAK/PIN TEST
All break/pin tests are taken at the end of the turn for both sides. Roll against LD.
PIN: Roll against LD. If pass, will start next turn normal. If fail, start next turn pinned.Cannot perfom any actions until they rally.Count as going to ground. Place D2 to indicate pinned unit
BREAK: If unit loses 50% (round down) after being shot or if they lose an assault, roll against LD. If pass, start the next turn normal. If fail, must withdraw 4+d6 away fropm threat until they rally. If exit board, unit is lost.Place D3 to indicate fleeing unit.
If unit is fleeing from hand to hand combat, enemy may pursue. Pursuers move 4 +d6. If eqaul or higher to flee move, unit destroyed.
Fleeing units that are charged or go through enemy are destroyed
Let me know what youn think
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