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Warstack 40k, updated rules: These rules are slowly coming along.  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Longtime Dakkanaut







I've been working on writing a game system to address issues I have with games being noninteractive when it's not your turn, and the current draft is here: https://docs.google.com/document/d/1N0bbT2a0y_THicAgRS1SxKZA9ZKtDmJpDsiDSyKAkAQ/edit?usp=drivesdk

Most of these rules are "turn structure" rules, and so in theory it should be easy to port other game systems to this set (or design mechanics around this turn structure).

=40k Specific Notes=
Pistols, Grenades, and Assault Weapons are treated as Rapid Actions. Rapidfire weapons, smoke launchers, and Psychic Powers are treated as Full Actions. Summoning is a Double Action. Heavy Weapons are either a Double Action, or a Full Action that require a separate "Brace" Full-Action to avoid hit penalties. YMMV for this; feel free to tweak accordingly.

Ideally, I would imagine this game operates on each army getting fixed amounts of TP but this would require more porting over. As a quick and dirty plugin, each army gets 1 TP for each 8e CP it would have, and each character has 1 HP if 50-100 pts, 2 HP if 201-300 HP, and 3 for values greater than that. This is before wargear of course.

=Army-Specific Notes=

Loyalist Space Marines: A Space Marine squad may split into two “Combat Squads.” Each combat squad has its own actions. However, when a Combat Squad ignores TP costs in order to Activate after its corresponding Combat Squad, or to Interrupt when its corresponding Combat Squad is declared as an attack target.

Ad-Mech: Transonic Weapons use their secondary profile when Charging. Servitors cost an extra TP to Activate or Interrupt with unless within 6” of (or embarked in the same transport with) another non-Servitor Ad-Mech unit.

Chaos Daemons: Beasts of Nurgle subtract 1 from the TP cost to Charge as an Interrupt Action. A Daemon Icon may bring in one Daemon unit of the same Alignment from Reserve for no TP.

Dark Angels: Dark Angels may only be Shaken. They subtract 1 TP from the cost to Interrupt an Activated unit that is attempting to Charge.

Eldar: Laser Lances/Star Lances/Zephyrglaives use their main profile during a Charge, and the secondary profile otherwise. I imagine Ynnari would get a mechanism where they replenish TP in-game (or remove single actions) as they lose units, but recommendations are always appreciated.

Genestealer Cults: TBD.

Imperial Guard: Need time to think about this, but I imagine Orders would be rather useful for "working around" the system as a whole. Hunting Lances may only be used for a Charge.

Orks: When an Ork unit successfully pulls off at least one round of Melee attacks during an Activation or Interrupt, the Ork player may gain an additional TP for that turn. Waaaagh!

Tau: Supporting Fire means the Tau subtract 1 TP from the cost to Interrupt if making a Ranged Attack.

Tyranids: Instinctual Behavior is reworked as follows: Certain Tyranid organisms are engineered for very specific tasks, so that in the absence of Synapse Control, they have an “autopilot” fall-back. In-game, this translates to three forms of Instinctual Behavior, each with a corresponding action:
Feed: Advance towards the closest enemy unit as quickly as possible, and may only make melee/pistol attacks.
Lurk: Defend.
Hunt: If engaged in close combat, Disengage. Otherwise, take a Combat Action to shoot the nearest enemy unit.
A unit with Instinctual Behavior spends 1 less TP to Activate or Interrupt if performing its IB action. However, a unit with Instinctual Behavior that is not within Synapse Range must use at least one action when it Activates in order to perform its IB Action, and may Interrupt to only Perform its IB action.

This message was edited 1 time. Last update was at 2017/09/06 16:51:18


 
   
 
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