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Made in gb
Guard Heavy Weapon Crewman




Cardiff

I have a distinct dislike for 7th edition Warhammer 40,000 and although 8th spiced things up but still left a lot to be desired. So in my bored state I actually started creating a new edition, of which I was going to base in the Horus Heresy, so no Tau or Necrons, but still have the other xenos (when I get round to them).

I have a few ideas, including the following:
  • Similiar D6 system of play. Nothing special here. Except WS and BS like 8th.
  • Command Points being generated at the beginning of the turn and used to bid for Initiative (rather than rolling). So an experienced commander would generate more for the force than an incompetent commander. These CPs can be used in a similar way as 8th (such as re-rolling dice) but can also affect the activations (of both you and your opponent). Ironically this was an idea for a game of mine far before I heard of it from 8th edition.
  • Alternating activations. Players activate one after another (giving more powerful units a quicker effect than a large horde force). CPs can be used to interrupt activations, forcing the opponent to activate another unit and they may be used to grant yourself another activation after activating one other.
  • Save Modifiers and Damage ala 2nd edition. So a boltgun reduces the target's armour save by 1. Nothing special here.
  • Activation allows for movement and then shooting or shooting then movement. Instead they may make a Rapid Fire action (allowing Basic weapons with Rapid Fire, like lasguns and boltguns, to make an additional shot), Charge (2xM" towards enemy unit), Sprint (2xM" any direction), Overwatch (set up to support a friendly unit or themselves from a charge) or make a Covered Advanced (benefiting from improved cover).
  • When a model charges, they incur charge penalties to the target unit, reducing their WS and I by one, instead of benefiting from an additional attack. A model can move into combat through any movement, but only a charge action incurs charge penalties and allows for the activate of special rules like Rage. Originally it was +1 WS and I but that's too powerful for Astartes (hitting on 2s!)
  • In close combat, two close combat weapons allow the model to make an additional attack with one of those weapons OR they may choose to fire a pistol and make their normal attacks. Pistols fired in combat have the same Strength as in ranged fire and hit using their Weapon Skill or Ballistic Skill (whichever is worse), some have multiple shots and pistol template weapons do D3 hits in close combat.
  • Terminators gain +1 Toughness instead of +1 Wound and have Initiative 5 making them pretty nasty in melee, and allowing Cumbersome weapons (power fists) still strike at Initiative 4 (as Cumbersome reduces their Initiative by 1 and stops the unit from benefiting from two weapons bonus or pistol attacks).

  • I have more but I will see how these are first.

    I was going to write rules for Legiones Astartes , Excertus Imperialis , the Martian Mechanicum and notable Great Crusade enemies including the Orks and Eldar . This may take a while...

    This message was edited 8 times. Last update was at 2017/06/14 13:32:59


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