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Made in us
Dakka Veteran





FLUFFY RULES FOR FLUFFY PLAYERS - These special rules are made to give a fluffy set of stats for different weapons or abilities or conditions likely on the battlefield.


BOLTER / HEAVY BOLTER

MASS REACTIVE WARHEAD - The standard bolter is an awesome weapon wielded by Humanity's champions the ADEPTUS ASTARTES. In sufficient numbers even the line weapon of the standard space marine is enough to bring down monstrous aliens and demonic entities. More than a rifle, a bolter is more akin to a hand held automatic micro rocket launcher. Against light infantry these powerful munitions often dismember and destroy puny man sized threats and waste much of their explosive potential, but against light vehicles and alien beasts, they bury deep inside and detonate, destroying mechanical systems, bone structures, and flesh.

On a roll of 6 when wounding, any failed armor saves result in 2 damage.

TERMINATOR ASSAULT CANNON


The Terminator Assault Cannon (TAC) is a smaller version of the Dreadnought mounted version, which is intended to be an "anti-everything" weapon. The TAC profile reflects this weapons primary purpose - neutralizing swarms of aliens, hordes of orks, or human wave attacks

RANGE / TYPE / STRENGTH / AP / D / ABILITIES
18" ASSAULT 10 4 -1 1

MELTA/FUSION GUN

Standard Ranges and STATS apply for the primary profile and purpose of the weapon, but an additional 2nd profile is also in effect.
A secondary mode of fire "WIDE BEAM" turns each Fusion/Melta gun into a flamer. With the exact same stats as its counterpart. So a hand held melta gun will have the same profile of a hand held flamer, and a Heavy Multi Melta will turn into a Heavy Flamer. This allows heat weapons to be useful against heavy targets, and infantry swarms, but keeps them short ranged.

Terrain / including the angle you shoot at things in terrain/cover should determine the "to hit" modifier.

I think infantry should get a blanket -1 to hit in light terrain, and a -2 to hit in heavy terrain/cover. So infantry becomes extremely difficult to shoot at, which is realistic because when you cant see infantry then you cant really take a good shot at them. I spoke with a friend who was in desert storm and fought in baghdad against the iraqi republican guard, and he told me that in combat you might see the bad guys for the first second or two, but thats it. Everyone runs for cover and keeps their head down. Everyone finds cover, ANY cover, even squeezing themselves into a tight little package behind their own rifle. if thats all they have.

So right now in 40K you see light infantry as being practically useless unless youre spamming tiny units just to get a heavy weapon or a special weapon, or unless youre a horde army and you need 20+ or 30+ models to swarm the enemy with trash infantry and drown them in your own units blood. You rarely see a line of tactical marines with bolters, or a line of guardians, or whatever - because the elite options and fast attack and all that are vastly superior for survivability and speed and power.

[/b]TERRAIN / COVER / INFANTRY RULES[/b]

Cover and concealment are the real armor of the 40k universe. Even a trooper with no body armor can still take refuge behind a sandbag wall or hide in a bush, increasing his odds of survival. To reflect this, the following rules can be adopted as house rules, to make infantry, cover, and flanking movements, much more valuable and add a rich depth to the tactics involved in your games. The more terrain in your games, the better this will be.

At the start of your game, come to an agreement with your opponent on the terrain classification - or use these general guidelines.

Trees and vegetation are Toughness 4 and have (X) wounds according to the size of the terrain piece. A small patch of trees might offer 5 wounds worth of protection, while a deep and dense forest might offer 15. Agree with your opponent what this will be ahead of the game and place a wound token near the cover. Buildings and fortifications may have Toughness 6 - 8 and (X) amount of wounds, also predetermined by the players.

The way infantry units utilize terrain and the way you resolve shooting at them is simple. Hits on the infantry are resolved as normal, and misses, do damage to the terrain - until it runs out of wounds, and totally loses its protective value.

Light infantry models (guardsman, guardians, fire warriors, termagaunts, T3 models, etc) would get a -2 to hit from enemy shooting at them when in cover.
Heavy infantry models (terminators, wraithguard, crisis suits, and other powered armored) get -1 to hit when in cover because they have a tougher time hiding.

These "to hit modifiers" only work against incoming fire coming in from a front 90 degree arc.
Enemy units that have flanked the infantry that are in cover, and have gotten beyond that 90 degree arc, ignore all cover saves and in addition have a +1 to hit. If you flank the enemy you are shooting across their ranks, and ignoring cover. This rewards flanking movements greatly!!! But from the front, infantry are quite difficult to kill when properly using cover.

Flame weapons and auto hit weapons IGNORE cover. If used against a bunker, any models inside the bunker are auto hit.
Indirect fire weapons like Artillery and weapons that do not need line of site to hit, or use explosive shells, like battle cannons, ignore the "to hit" penalty normally associated with infantry in cover. They hit on the normal roll.

Since cover can run out of wounds, and protective values, it also encourages units to run to new cover, and for your opponent to concentrate fire and destroy cover if needed.

TANK HUNTERS
Units with Anti Tank weapons (Strength 8 and above) which position themselves in terrain/structures that give them a 45 degree or greater declination of shooting angle on enemy vehicles, gain a +2 to weapon strength when rolling to wound, and additional -2 save modifier, reflecting the increased lethality of weapons that shoot down on the soft top of armored vehicles, walkers, or armored heavy infantry. This rewards clever deployment of tank hunter squads in buildings and raised terrain.

ELDAR GUARDIANS
Standard Guardian now comes equipped with a 24" range shuriken catapult and has their ballistic skills reduced to a 4+

DIRE AVENGERS
Now equipped with 24" rapid fire 2 Avenger shuriken catapult at 3+ ballistic skill. This demonstrates the skill of a Dire Avenger to lay down a blanket of accurate fire with the weapons they have trained with for years, compared to your basic guardian.

This message was edited 9 times. Last update was at 2017/07/31 00:07:53


 
   
Made in us
Decrepit Dakkanaut




The latter is basically the Rotor Cannon.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in us
Dakka Veteran





updated
   
Made in us
[DCM]
Dankhold Troggoth






Shadeglass Maze

In the future, please avoid using all caps in your thread titles - thanks
   
Made in gb
Keeper of the Holy Orb of Antioch





avoiding the lorax on Crion

Missed explosives and grenades?

When a misisle or shell misses it does nor vanish.

Roll a dice, on a certain roll its just a dud. If pass. then one for direction, and one/2 for distence. It then counts as a hit x inches away. If a unit, it does same damage as normal.

Even a missed missile volley will still hit something however is a insanely unreliable way to get wounds hoping on a miss.

So not a game winner.

Sgt. Vanden - OOC Hey, that was your doing. I didn't choose to fly in the "Dongerprise'.

"May the odds be ever in your favour"

Hybrid Son Of Oxayotl wrote:
I have no clue how Dakka's moderation work. I expect it involves throwing a lot of d100 and looking at many random tables.

FudgeDumper - It could be that you are just so uncomfortable with the idea of your chapters primarch having his way with a docile tyranid spore cyst, that you must deny they have any feelings at all.  
   
Made in us
Dakka Veteran





I think the odds of a dud are too low to bother with. But having scatter is still good. Its not like that battle cannon shot just vanishes, as you said. There should even be a shell shock type of rule - like if the imperial guard just blasts an area with 10 battle cannons, the unit should be shell shocked and unable to move or shoot - at least with penalties anyway. Because when your brain has just been rattled in your skull, good luck even remembering your name.

but if you wanna write up a specific rule just write it in very clearly explained, and I will incorporate it into the main post.
   
Made in gb
Keeper of the Holy Orb of Antioch





avoiding the lorax on Crion

warpedpig wrote:
I think the odds of a dud are too low to bother with. But having scatter is still good. Its not like that battle cannon shot just vanishes, as you said. There should even be a shell shock type of rule - like if the imperial guard just blasts an area with 10 battle cannons, the unit should be shell shocked and unable to move or shoot - at least with penalties anyway. Because when your brain has just been rattled in your skull, good luck even remembering your name.

but if you wanna write up a specific rule just write it in very clearly explained, and I will incorporate it into the main post.


Yeah. Il try to make one.
And maybe a morale based ability to ignore based on intensity.

So a marine sqaid and captain can rally and ignore it with reliability's, but a heavy bombardment even they are forced back by. where more badly lead units have harder time, and you then gain value in support units like commisars to bolster there morale and keep squads holding it together,

This message was edited 2 times. Last update was at 2017/07/30 23:55:09


Sgt. Vanden - OOC Hey, that was your doing. I didn't choose to fly in the "Dongerprise'.

"May the odds be ever in your favour"

Hybrid Son Of Oxayotl wrote:
I have no clue how Dakka's moderation work. I expect it involves throwing a lot of d100 and looking at many random tables.

FudgeDumper - It could be that you are just so uncomfortable with the idea of your chapters primarch having his way with a docile tyranid spore cyst, that you must deny they have any feelings at all.  
   
Made in us
Dakka Veteran





you could probably make it something simple like "each time a unit suffers bombardment fire from cannon/indirect weapons then the unit must pass a leadership test - or next turn they are unable to advance, and fire at a -1 penalty. something like that. so the more you shoot at them, the more the odds of paralyzing that unit.

I think you should also be able to pin a unit in place by shooting at it enough - so infantry could be pinned by failing leadership tests if they suffer losses from fire, and are in cover. or even vehicles could be pinned by suffering wounds and failing leadership tests maybe? forcing them to fall back.

I think vehicles should have some kind of "smash" special rule as well, I think they got rid of that with 8th edition. But the idea that a rhino cant force an infantry unit out of the way is silly. unless they are terminators or something, and they get to all take a swing at the rhino with their power fists.
   
Made in gb
Keeper of the Holy Orb of Antioch





avoiding the lorax on Crion

Well simple rule for missed.

On a missed artillery, missile oe other ranged multi wound former template attack.

If missed.
For light man portable weaponry, 1 D6. For artillery and heavy guns on tanks, self propelled guns, this is 2D6 if indirect fire, or 1D6 if direct.

On a 1 or 2 total for 2D6 the shot is a dud and resolved.

If higher. That is the distance of miss.
Roll a second scatter dice or suitable way to calculate the miss direction.

If it hits a friendly or enemy unit, resolve as of normal profile.

Simple I think.
Its like old artillery scatter, but brought into 8th. It's random, could miss, could go off table. Could hit your units.

And a little bit taking into account say a basilisk or whirlwind vs a missile launcher etc.
Danger close artillery becomes a risk. And only 2 extra dice rolls.

...

And yeah that makes sense maybe -1 to shoot to represent there shocked for a second by the inpacting shell.
Maybe - higher for heavier weapons found on super heavy tanks etc.

Also yeah, tanks need to be able to get put assult and also ram things.

This message was edited 2 times. Last update was at 2017/08/01 22:56:24


Sgt. Vanden - OOC Hey, that was your doing. I didn't choose to fly in the "Dongerprise'.

"May the odds be ever in your favour"

Hybrid Son Of Oxayotl wrote:
I have no clue how Dakka's moderation work. I expect it involves throwing a lot of d100 and looking at many random tables.

FudgeDumper - It could be that you are just so uncomfortable with the idea of your chapters primarch having his way with a docile tyranid spore cyst, that you must deny they have any feelings at all.  
   
Made in gb
Norn Queen






VEHICLES and MONSTERS may ignore INFANTRY, BIKER, CAVALRY and BEAST models when falling back.
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

 BaconCatBug wrote:
VEHICLES and MONSTERS may ignore INFANTRY, BIKER, CAVALRY and BEAST models when falling back.


So a dinky little Eldar Venom gets to ignore Terminators all up in its grill?

Or a Rhino gets to ignore Warscythe-toting Lychguard?

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Terrifying Rhinox Rider




Elite gunfighting models

HQ characters and elite troops can survive and win shoot outs better against more basic units, even with their army's basic gun.

If a unit is is really heroic or veteran, it should be better able to win a gunfight with a basic unit with the same weapons.

An HQ that is a shooting character gets maybe bs2+, but nothing more than

A unit of Chosen or Trueborn facing off against their basic CSM or kabalite versions trade identical damage with basic bs3+, the side that wins is the one that goes first.

If you buy a veteran version of a troops unit, it dies just as easily and gives up more points.


Add to the shooting rules:

When firing at models that are the same size as the shooting model (type, e.g. Any infantry vs. any infantry), compare the attack values on their profiles. If the shooting model has fewer attacks, and the target model has cover, the target may roll a 5+ invulnerable save if it does not pass its normal save.

   
Made in be
Dakka Veteran








-Craters for exploded vehicles, destroyed vehicle wrecks remain on the table if it did not explode and become a scenery piece.

- BS modifiers for various reasons (like -1 when over 50% range, +1 when you shoot at a titanic thing like a knight etc)


-Ork players really have to scream there waaaaagh like they mean it if they want to use it.


   
 
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