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Made in us
Shadowy Grot Kommittee Memba






https://docs.google.com/document/d/1XmZnV_n5FcTCj4unj4X_0ALy2DpIJkJqpL1CR2aQfxE/edit?usp=sharing

Quick summary:

1 - this terrain system allows for multiple pieces of intervening terrain (or models) to impact a shooting attack. A shooting attack that must pass through a barricade, through a small wall, and into a ruin would confer the defending unit an extremely good defensive bonus.

2 - rather than the current system of terrain keywords, terrain is split into two main categories and two main attributes, creating 4 types: Small Obstacles, Large Obstacles, Small Area, and Large Area.

3 - this terrain system is designed to be more permissive than the terrain system currently used in 9th edition - i.e. easier for defending models to claim more, and more useful, terrain bonuses. The general aim is to reduce the lethality of the game overall, and reduce instances where a small sliver of a firing model can spot a tiny speck of a target model and attack that target unit as if it were standing entirely out in the open. Additionally this system should allow for a wider array of models to interact with terrain in a way other than as just a hindrance - hopping on a motorcycle will no longer suddenly make it so a wall does not protect you at all from incoming fire, and a single tree will no longer represent an impenetrable barrier for an armored battle tank.

4 - finally, this terrain system is designed to be easier for players in a casual setting and event organizers to clearly and quickly define their terrain collection, regardless of what it might be made from. The rigid 3" and 5" height requirements for the two actually impactful terrain traits are gone, and additional rules have been added to make maneuvering around and over smaller "scatter" terrain features and area terrain features designated by a perimeter of objects such as a forest quicker and easier to manage.

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in us
Hurr! Ogryn Bone 'Ead!





Quickly reading over it, I like it. It probably needs some minor tweaks and clarifications, but the core concept seems solid to me. That said, I'm no rules expert and I'm only just getting back into things after last playing in 5th edition.

The biggest issue I had was with moving over enemy models (perhaps I misunderstood, in which case clarifications to the rules are probably warranted in the text). I'm just a filthy casual, but personally, I'd avoid allowing that outside of specific rules (e.g., flying), but if you do keep it you might want to explicitly limit it to when the enemy model is a vehicle (and/or maybe a monster?). My worry is that it might break the idea of using front line units to screen your more valuable back line units.

I do like the idea that being able to climb over terrain opens the door to keeping destroyed vehicles around as terrain.

(Also, either dakkadakka or myself seem confused about the passage of time... it's claiming this thread is over 3 months old...)
   
Made in us
Dakka Veteran






I do like the idea that cover either grants a +1 to armor OR gives a fixed invulnerable cover save.

At the risk of complicating things more, however, I'd suggest defining "soft" versus "hard" cover. Soft cover provides +1 OR a 5+ cover save. Hard cover provides a +1 OR a 4+ cover save. I'd tie the cover save to that rather than the "size" of the terrain piece.

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Made in it
Regular Dakkanaut




With the new datasheets that are going to be released, this terrain rules are not sufficient to mitigate power creep and lethality.
   
 
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