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Made in us
Fixture of Dakka





I have ambitions of throwing together a campaign system that features Zone Mortalis, Combat Patrol, and regular 40k games as possible mission types. To those ends, I need some updated rules for those first two game types. What I've been kicking around in my brain can be found below, but I'd appreciate the input of my fellow rule proposers. Here's what I'm thinking:

COMBAT PATROL
For those not in the know, this is basically a 400ish point version of 40k with extra limitations on what you can field. So you end up with a handful of small, inexpensive units instead of a normal army.

My version functions as per the 7th edition rules from GW but with the following changes:

*A combat patrol detachment consists of 0-1 HQ slots, 0-3 troop slots, 0-1 elite slots, 0-1 fast attack slots, 0-2 heavy support slots.
*Players have 3 command points plus 1 for each force org slot they used. The intention here is to encourage players to take several small units instead of a handful of extremely powerful ones.
* Stratagems that cost 3 or more CP may not be used in games of Combat Patrol.
*Only a single unit with the Vehicle keyword may be included in your army. The vehicle may not have a Toughness value above 7 or a number of Wounds above 10.
*Leaders no longer gain extra wounds for not being a character, and leader/warlord traits are no longer a thing.
*No restrictions on armor or invulnerable saves.

Thoughts? I'm especially concerned about vehicles. Everything can hurt anything this edition, but vehicles got much more durable. I'm worried the possible presence of vehicles will make players inclined to load up on anti-tank weapons instead of exploring more unique unit configurations. On the other hand, some armies (think dark eldar) are really intended to have some transport support. Also, should faction-specific stratagems be banned? Something like Forward Operatives that lets you "infiltrate" a squad seems like it packs way too much alpha strike potential for games of this size.


ZONE MORTALIS
This is an even smaller form of 40k where forces fight in cramped hallways and small rooms. There are rules for opening/closing doors, fighting in a vacuum, not being able to deepstrike unless you can teleport (because of the ceiling), etc. My version is basically the same as the 7th edition version with the following changes:

*Players have 3 command points plus 1 for each force org slot they used. The intention here is to encourage players to take several small units instead of a handful of extremely powerful ones.
* Stratagems that cost 3 or more CP may not be used in games of Combat Patrol.
* No model may have more than 4 wounds unless it also has the Infantry and Character keywords. The intention here is basically to prevent vehicles and monsters without excluding things like deffkoptas which are technically vehicles but don't have the huge number of wounds and high toughness normally assosciated with such units.
* Special rules involving collapsing roofs, void-exposed areas, etc. would need to be redone to make sense in 8th.
* Remove the "Full BS overwatch if you make an initiative test" rule.
* Units with the Bike or Fly keywords that move more than 8" in in the movement phase must roll a d6 immediately after moving. On a roll of 1, the unit takes a mortal wound as one of its members slams gracelessly into the walls of the confined space.
* Doors are treated as having the vehicle keyword, a Toughness of 6 and 3 Wounds.
* Destructible objectives are treated as having a Toughness of 4 and 1 Wound, but have a 4+ invulnerable save against shooting attacks due their small size.

*I also like the idea of allowing players to breach walls, but I'm afraid it might be too much of an oddball. I was thinking something like: Units may target a given point on a wall as though it were an enemy unit. Units within 1" of the point may opt to attack the wall in the fight phase as though it were an enemy unit. Walls are treated as having the Vehicle keyword, a Toughness of 8, and 5 wounds. If a point on a wall has its wounds reduced below 1, place a "Breach Counter" that is roughly 1" in diameter on the point. Units may move and attack through the segment of the wall within 2" of the breach token as though the wall did not exist within that space. Note that players attack each individual point along a wall when they choose to attack the wall. Therefor, multiple breaches may be made within a given wall.


So yeah. That's where I'm starting. Thoughts?


ATTENTION
. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
 
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

Where can we find the original rules, for reference?

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Fixture of Dakka





 JNAProductions wrote:
Where can we find the original rules, for reference?


Here's Combat Patrol...

https://warhammerworld.games-workshop.com/wp-content/uploads/Warhammer-40000-Combat-Patrol-FINAL-v.2.pdf

... And here's Zone Mortalis...

https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/Warhammer_40000/Zone_Mortalis_Expansion.pdf

I feel like the majority of the rules for each of these formats are still fine, but a few issues need to be addressed. Specifically limitations on saves in light of the new AP system, how to restrict (or ban) vehicles given their newfound durability, and whether or not to allow the use of stratagems given the dramatically different nature of small scale games.


ATTENTION
. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
 
   
 
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