Here is my version of the rules for
40K. Me and my son use to play, but eventually found the game boring, and stopped playing while I just collect. We want to start playing again. Since
GW encourages us to change the rules on how we see fit, I am attempting to do so. I have been reading the
40K Proposed Rules, and even make a thread about questions of how my rules are. I am making this thread here to be different from y other thread because that is just ideas, while this one is the actual rules. Here is what I have so far. It is just a basic beginner rules, something like we might have had in Battle for Macragge and will add to it after I get it down. For now, all I have is the Turn Sequence. I haven't gotten rules what to do for movement, shooting and assaulting yet. Just wanting to get started.
So I would like to see what you guys and girls think of my turn sequence. I am not good with words so if you can help me with my wording and writing, I would appreciate how I should write it out then.
Davor’s
40K Rules v .001
Turn Sequence
➢ Roll for Priority.
o 1st Sub Phase
• Person who won Priority can decide to Activate their units or pass on to their opponent.
• When it’s the person’s turn to Activate their units he can either move or shoot his units. When he is done, it’s the other person’s turn to Activate their units, and either move or shoot.
o 2nd Sub Phase
• Person who lost Priority can decide to Activate their units or pass on to their opponent.
• When it’s the person’s turn to Activate their units he can either move or shoot their units, which they didn’t do in the 1st sub phase. When they are done, it’s the other person’s turn to Activate their units and move or shoot in which they didn’t do in the 1st sub phase.
➢ If any units are in base to base (b2b) then the Assault phase takes place.
➢ End of turn.
Priority Phase
➢ Roll a die 6 (
d6) and the highest roll wins Priority for that turn.
• On turn one in an event of a tie, reroll until someone wins.
• After turn one, in the event it is a tie, person who lost Priority the previous turn gets Priority this turn.
Activation Phase
• Select a unit, and choose move activation, shoot activation or do nothing.
Movement Activation
• Select a unit and move it it’s allowed distance (Usually 6”) or choose to remain stationary.
Fire Activation
• Select a unit and choose it to fire at an appropriate target or choose it to not fire.
I have chosen a Priority Phase because me and my son like the rules in
LotR. So I picked to keep it in. My son likes having "The One Ring" going back and forth, so what ever adds to his fun is good right? Also when I played
40K, I didn't like I either always moved first or always moved second. This way it gives everyone a chance to move first if they want (or second if they like) and ties make the looser of the previous turn to go first so more of a chance of everyone going first on the turn.
I HATE, and my son HATES I move/shoot/assault you move/shoot/assault so we want an alternating activating units. Standing around doing nothing is no fun. So I was thinking of using a move one unit, your opponent moves on unit. After some comments and reading other threads, I choose not to go that way.
I am trying to keep the "spirit" of
40K by having someone move all there stuff first. So person who has Priority can choose to go first or not. (keeping this basic rules no rolling to seize the initiative.) So once the person moved all his units (or choose to shoot instead) then it's the opponents turn he can either move or shoot at you. This should eliminate of just sitting there and doing nothing while you are being shot at and all you do is remove minis.
Then then when the person who lost Priority does the same. They either shoot or move what they didn't do in the previous phase. So this way we all have a move phase and a shoot phase. It's just combined instead of having a Move phase only and a Shoot Phase only. I know other games do I move, you move, I shoot, you shoot like in
LotR and other games, but hey I want something different with Davor's flavour.

Also some more tactics can come out of this I hope. Yes you move your assault unit closer to get into an assault, but what if the other person decides not to move? He can shoot first and then move out of the way later if he wins priority. Or maybe have your glass cannons Devilgaunts move and approach so can't shoot, but also have your Stealers approach as well. Now the other person has to think, who do I shoot at? Devilgaunts should go down in flames but the Stealers are approaching soon. Who to shoot at, or move and go for better cover or away from both units and shoot later just in case I don't win Priority next turn.
Later I am going to add in more rules for what happens if you decide to no move and have reactionary moves if someone moves in front of you (to keep my spirit of both parties can do something and not just sit there and do nothing. But that is for another time.)
So what do you think of my Turn Sequence. Simple enough? A little bit complicated? Since I see a lot of games use counters I am thinking of doing it too. I know
GW even made counters to show what unit ran or gone to ground so will use the same. Have a red die (Or counter but I have lots of dice for now, who doesn't

) to show who fired and white dice to show who moved.
Comments and criticism greatly appreciated.