Switch Theme:

Units, weapons, rules: a comprehensive overhaul.  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in au
Hurr! Ogryn Bone 'Ead!




Western Australia

Hi everyone, long time no post.

I've been sitting on the attached rules for a while now (found them when I was browsing through some old files). Even though I haven't played since 5th Ed., I've recently regained interest in all my old 40k stuff, and so decided to polish the rules up and upload them here. I'm hoping to get my old player group together for a reunion of sorts and have a few games with this modified ruleset. Very interested to hear what people here think (suggestions/criticisms welcome).

Some highlights:
Spoiler:
- Two phases per game turn: “Shooting”, then “Assault”, shared by all players.

- All units of the same Initiative shoot/move simultaneously, those of higher Initiative shoot/move before those of lower Initiative. All attacks in melee worked out simultaneously.

- All rolls taken on 1D6, with a result equal to or lower than the required result indicating success. Auto-passes (stats of 6 or higher) are possible.

- Many unit/weapon attributes have been lowered (in order to better make use of lower stat tiers and free up space at the top). Different weapons made more distinctive/characterful/fluffy where possible (involves major alterations to balance!).

- Vehicles can charge (tank shock replacement).

- Wound allocation similar to 4th Ed.

- Suppression mechanic, based on number of potential wounds received per unit.

- No Invulnerable saves. Cover/armour saves stack, former taken before latter.

- Introduction of a “Movement” stat.

- No Rapid Fire/Assault/Heavy weapons. All weapons essentially 'assault' weapons unless given "stationary" characteristic.

- Many new/altered weapon special rules, including major alterations to blast weapon mechanics.

- Sniper overhaul (based on this previous thread).


PS: I'm not up-to-date with current editions of 40k, although I know at least a few of the changes I made have been made by GW since (AP modifying saves, twin-linked weapons doubling their attacks, thrown grenades, etc). I've included them regardless, as I don't own a 6th/7th Ed. rulebook and don't know exactly how they've changed.
 Filename 40k Rework.pdf [Disk] Download
 Description Proposed changes.
 File size 561 Kbytes

This message was edited 2 times. Last update was at 2017/06/07 21:35:24




"Authoritarian dogmata are the means by which one breeds a submissive slave, not a thinking, fighting soldier of humanity."
- Field-Major Decker, 14th Desert Rifles

 
   
 
Forum Index » 40K Proposed Rules
Go to: