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		<title><![CDATA[Latest posts for the thread "New 40K ruleset"]]></title>
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				<title>New 40K ruleset</title>
				<description><![CDATA[ <b>EDIT: We've moved on far past many of the ideas on these first few pages. I'll keep these here for record keeping though.</b><br /> <br /> <br /> After my local group and I got tired of the lack of variety among different models stats, I decided to try to make a <span class="glossaryitem" onmouseover='gp(342);'>D10</span> conversion for <span class="glossaryitem" onmouseover='gp(3);'>40K</span>. I know this has been a topic numerous times on many sites, but i've never been terribly impressed on how those systems work. I've changed the stat range so a non-monstrous creature can have value between 2 and 10, the cover system and armor penetration systems have likewise been changed from flat saves to modifiers.<br /> <br /> Using Weapon Skill as an example:<br /> Tau Firewarrior <span class="glossaryitem" onmouseover='gp(149);'>WS</span> == 2<br /> Guardsman <span class="glossaryitem" onmouseover='gp(149);'>WS</span> == 4<br /> Space Marine <span class="glossaryitem" onmouseover='gp(149);'>WS</span> == 6<br /> Chaplain <span class="glossaryitem" onmouseover='gp(149);'>WS</span> == 8<br /> Chapter Master <span class="glossaryitem" onmouseover='gp(149);'>WS</span> == 10<br /> <br /> Cover saves offer a negative modifier for the shooter when the target is in area terrain, while ruins and solid terrain (like a low wall) give a positive modifier to targets when being shot at.<br /> Armor Penetration gives a modifier rather than the normal ignoring armor up to a certain value, so a Boltgun is Strength 6, <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 2, which would reduce the targets armor save by 2 ( a space marine would go from a 3+ to a 5+).<br /> <br /> In addition, i've developed a formula for determining <span class="glossaryitem" onmouseover='gp(342);'>D10</span> models pricing based on the units <span class="glossaryitem" onmouseover='gp(342);'>D10</span> stats, and its been accurate within acceptable ranges on  90% of the models i've evaluated with it. The change in armor penetration was partially a result of this formula, as a modifier is much more reliable and easier to account for in a formula than the current armor system.<br /> <br /> With these changes in mind, i'm having difficulty in decided how to handle High strength weaponry, vehicle armor, and particularly monstrous creatures.<br /> Option 1)<br /> The obvious solution would be to allow values to go from 1-20, similarly to how currently, nearly no infantry have stats over 6, with values of 7+ reserved for special characters, powerful weapons, and monstrous creatures. The vehicle armor values would likewise have to be adjusted to be brought back into line with the <span class="glossaryitem" onmouseover='gp(342);'>D10</span> system from the <span class="glossaryitem" onmouseover='gp(24);'>D6</span> values. While this is by no means terribly difficult (especially after working out a pricing model for <span class="glossaryitem" onmouseover='gp(342);'>D10</span> units, i'll be having nightmares about those charts for weeks to come), i feel that since i've already created a system that deviates from the <span class="glossaryitem" onmouseover='gp(3);'>40k</span> norm so much, itd be a shame to not try a more creative solution.<br /> <br /> Option 2)<br /> Allowing nothing to exceed a value of 10, and instead adding the weapons strength and <span class="glossaryitem" onmouseover='gp(6);'>AP</span> together, then rolling a <span class="glossaryitem" onmouseover='gp(342);'>D10</span> to determine penetration rolls, rather than using just the weapons strength on a scale that goes above 10. I actually like how this idea works on paper, as you could have greater differentiation between weapons, such as autocannons and plasma guns having the same strength, but plasma guns having greater <span class="glossaryitem" onmouseover='gp(6);'>AP</span> values, and thus being better at cracking armor than the autocannon. However, this would require a significant change to not only weapon values, but how weapons are used, priced, and whether or not people would even like this system. Most importantly, however, i have literally no idea on how to handle monstrous creatures under this system.<br /> <br /> If i get enough community interest in this idea, ill try to provide more information on specific units and statlines that have been more or less finalized.<br /> Please avoid favoring option 1 due to "if it aint broken don't fix it" thinking. It should be clear that logic does not suit the goals of this project.<br /> <br /> I'm welcoming any advice, questions, and suggestions on what people think about this <span class="glossaryitem" onmouseover='gp(342);'>D10</span> conversion and any of the changes i've made to standard <span class="glossaryitem" onmouseover='gp(3);'>40K</span> rules, how some of these problems might be solved, and especially creative solutions on how to handle monstrous creatures under option 2.<br /> ]]></description>
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				<pubDate><![CDATA[Sat, 3 Aug 2013 06:13:53]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ The biggest problem with this proposal is that its based on space marines.  A space marine captain or chapter master is no rival for an Autarch or Archon.  If you were to re-adjust your values for every codex appropriately, I'd be interested in what you would come up with,]]></description>
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				<pubDate><![CDATA[Sat, 3 Aug 2013 07:37:15]]> GMT</pubDate>
				<author><![CDATA[ Blacksails]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Blacksails, you are 100% correct that this was designed around Space marines. Being the most prolific, and frankly simplistic, army in the game, as well as the army i have the most familiarity with, they were where i began with this project. Interestingly enough, your comment shows two weaknesses im still working out.<br />  First, <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>, and other high cost units, are still being adjusted, as they start pushing the borders of the stat limit, making differentiations between high power units very tricky, and their high cost means the formula for working out prices and stats in the <span class="glossaryitem" onmouseover='gp(342);'>D10</span> system deviate wildly from the values given to regular troops, so making sure everything translates correctly is more guess and check than anything else, until enough samples are used to stabilize it.<br /> Second, I've run the formula on troops from all but 3 codexs, which i have no access to at this time, which are chaos daemons, dark eldar, and eldar. Ork boys, space marines, scout marines, sisters of battle, imperial guardsman, tau firewarriors, necron warriors, tyranid hormagaunts and termagants, and grey knights, both power armor and terminator armor, fit the formula well, though admittedly necron immortals are under costed for reasons im still trying to work out. I dont have full access to anywhere near as much codex and unit information as <span class="glossaryitem" onmouseover='gp(269);'>id</span> like, and until i can get that sorted out, its not going to be the finished and highly polished system i hope it will become.<br /> However, as to your point on how captains and chapter masters are no rivals for autarchs and archons, considering those units are in some of the most highly player-skill based armies, and have access to wonderful special rules and Wargear, <span class="glossaryitem" onmouseover='gp(269);'>id</span> much rather that be the way in which the skilled player defeats the somewhat mediocre space marine options than a pure statistic competition. Purely a personal view on the matter, but worth mentioning]]></description>
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				<pubDate><![CDATA[Sat, 3 Aug 2013 08:36:34]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ @Rav1rn.<br />  I can understand why lots of people look to improving the graduation between results in <span class="glossaryitem" onmouseover='gp(3);'>40k</span> by upping the dice size.(<span class="glossaryitem" onmouseover='gp(342);'>D10</span> to fit in with the stat values, or <span class="glossaryitem" onmouseover='gp(343);'>D12</span> to simply double current values.)<br /> <br /> However, this still means it is using dice in a deterministic way, so artificialy limits results .<br /> Instead of the WHOLE UNIVERSE being crammed into 2+,3+,4+,5+,6+.it improves the limitation slightly.<br /> <br /> So the whole universe of diverse and massively varied creatures have to be covered by 9 values instead of 5.<br /> <br /> No wonder <span class="glossaryitem" onmouseover='gp(3);'>40k</span> has to uses multiple resolution methods and tons of special rules! <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0"> <br /> <br /> Have you thought about  simply using different game mechanics and resolution methods?<br /> <br /> EG direct stat comparison.<br /> <br /> This way you can use stat values range to  10 to give 18 possible results, or to  20 to give 38 possible results, and STILL use a <span class="glossaryitem" onmouseover='gp(24);'>D6</span>. <br /> <br /> I agree that using simple modifiers is the way to go to get rid of  needless additional rules and resolution methods. <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0"> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sat, 3 Aug 2013 09:02:32]]> GMT</pubDate>
				<author><![CDATA[ Lanrak]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ @lanrak can you explain in greater depth how such "direct stat comparison" could be implemented? I dont really understand how such a system would work and how the element of chance (rolling the dice) would be a part of determining the game. Any examples, be it a situation or non <span class="glossaryitem" onmouseover='gp(3);'>40k</span> game system would be extremely helpful<br /> <br /> This has been one of the biggest problems that faces <span class="glossaryitem" onmouseover='gp(3);'>40k</span> right now, at least from my perspective. Many people have pointed out that the rules of <span class="glossaryitem" onmouseover='gp(3);'>40k</span> have been problematic for years. They're either too abstract, too open for interpretation, or just dont fit the game that <span class="glossaryitem" onmouseover='gp(3);'>40k</span> has evolved into over the years, as it changed from a smaller scale skirmish type game to a battle game, as model costs dropped and game point levels rose.<br /> Im worried that any change such as what youre suggesting would mutate something using <span class="glossaryitem" onmouseover='gp(3);'>40k</span> as a base and trying to improve upon it, into something completely alien. And yes people have brought up the point that adding granularity doesn't really solve anything, but with the current state of <span class="glossaryitem" onmouseover='gp(3);'>40k</span>, <span class="glossaryitem" onmouseover='gp(269);'>id</span> say that there needs to be a greater variety in ways to differentiate units and models besides special rules and the like, at least to some extent. If we had a binary system, where units could only be represented as strong or weak, i dont think anyone would be opposed to adding more variety than just those 2 classifications, regardless of what the game around those two units played out as. On the other hand, i briefly experimented with a <span class="glossaryitem" onmouseover='gp(341);'>D20</span> system, and quickly abandoned it, as in order to justify the additional level of detail, minute variations between units had to be represented, such as devastators, assault marines, and tactical marines all having subtly different <span class="glossaryitem" onmouseover='gp(149);'>WS</span> and <span class="glossaryitem" onmouseover='gp(14);'>BS</span> scores. This felt bulky and unnecessary, and took away something from the game, though it would've been great for smaller,  squad-level  gameplay.<br /> <br /> So yes, I think there will always be abstraction within <span class="glossaryitem" onmouseover='gp(3);'>40k</span>, and its not necessarily a bad thing, but the game's been suffering from the limitations of diversity that earlier versions of the game set in place, and our only options to change those are increasingly ridiculous exceptions and special rules, an overhaul of the systems core, or increasing granularity. Increasing granularity, be it through a <span class="glossaryitem" onmouseover='gp(340);'>D8</span>, <span class="glossaryitem" onmouseover='gp(342);'>D10</span>, or <span class="glossaryitem" onmouseover='gp(343);'>D12</span> lets us add variety without excessive amounts of work or overtly changing the feel of the game.<br /> <br /> Personally, im all in favor of changing the games core to be more streamlined and better suited to its new form, but i havnt the foggiest idea of how to even begin that, never mind making it as interesting as <span class="glossaryitem" onmouseover='gp(3);'>40k</span> is now.]]></description>
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				<pubDate><![CDATA[Sat, 3 Aug 2013 09:54:19]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Hi Rav1rn.<br /> If i was going to write rules for <span class="glossaryitem" onmouseover='gp(3);'>40k</span> i would start with deciding on the type of warfare <span class="glossaryitem" onmouseover='gp(3);'>40k</span> is supposed to be.<br /> If its mainly small groups of skirmishing infantry mainly armed with ranged weapons, supported with artillery /air strikes and armoured vehicles(or monster equivelants.)<br /> <br /> Then modern warfare seems like a good starting point. <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0"> <br /> Modern warfare is an EQUAL blend of <b>Mobility</b> to take objectives, <b>Firepower</b> to control enemy movement, and <b>Assault</b> to contest objectives.    <br /> <br /> Modern warfare is fast and fluid, squads dont hang around waiting for the enemy units to run up and punch them in the face...<br /> <br /> So an interactive game turn is step one.<br /> (Alternating phases, or alternating activation.)<br /> <br /> Step 2 is determining the unit charactersistcs and stat values.<br /> <br /> Step 3 is determining the resolution methods.<br /> EG<br /> Direct representation. and opposed stats, for example.<br /> <br /> Anyhow.<br /> Here is a simple alternative to <span class="glossaryitem" onmouseover='gp(3);'>40ks</span> damage resolution, (<span class="glossaryitem" onmouseover='gp(6);'>AP</span> armour saves , <span class="glossaryitem" onmouseover='gp(9);'>AV</span>, etc.)<br /> <br /> All weapons have an ARMOUR PENETRATION (<span class="glossaryitem" onmouseover='gp(6);'>AP</span>) value from 5 to 20.(Replaces current <span class="glossaryitem" onmouseover='gp(123);'>str</span>/<span class="glossaryitem" onmouseover='gp(6);'>AP</span>.)<br /> All units have an ARMOUR VALUE(<span class="glossaryitem" onmouseover='gp(9);'>AV</span>) from 1 to 15.(Extend vehicle <span class="glossaryitem" onmouseover='gp(9);'>AV</span> down to cover all units.)<br /> <br /> When a model is hit , roll a <span class="glossaryitem" onmouseover='gp(24);'>D6</span>.<br /> Add this dice roll to the units <span class="glossaryitem" onmouseover='gp(9);'>AV</span> value.(THE ARMOUR SAVE)<br /> If the total is higher than the weapon <span class="glossaryitem" onmouseover='gp(6);'>AP</span>, the armour makes its save.<br /> If the value is equal or lower the model takes damage<br /> <br /> EG an <span class="glossaryitem" onmouseover='gp(69);'>IG</span> trooper  with <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 2, is hit by a bolt gun , <span class="glossaryitem" onmouseover='gp(6);'>AP</span> value 6.<br /> The <span class="glossaryitem" onmouseover='gp(69);'>IG</span> trooper saves on a 5+.<br /> <br /> This gives proportional saves without additional modifiers.(its just the difference in the stats.)<br /> <br /> This covers ALL weapon and armour interaction for ALL units.<br /> <br /> The next thing is a universal damage resolution.<br /> (If the armour is beaten, the weapon does damage to the soft target behind.)<br /> <br /> All units have a Resilience value .(3 to 10)(How hard they are to damage, toughness replacement that covers mechanical and organic units.)<br /> All weapons have a Damage value.(1 to 8)<br /> <br /> If a model fails its Armour Save, the attacker rolls to wound/damage the model.<br /> The attacker rolls a D3 or <span class="glossaryitem" onmouseover='gp(24);'>D6</span> (dependant on weapon target types.) and adds it to the weapon DAMAGE value .<br /> If this is more than the models Resilience it looses a Hit point.(Wound/Hull point replacement.)<br /> If it is more than DOUBLE the models Resilience it  looses 2 hit points .<br /> if it is more than TRIPLE the models Resilience it looses 3 hit points.<br /> <br /> EG a <span class="glossaryitem" onmouseover='gp(119);'>SM</span> captain fails an armour save(he has  Resiliance 5) , is hit by a Meltagun  Damage 5.<br /> <br /> If the attacker rolls 1 to 4 the <span class="glossaryitem" onmouseover='gp(119);'>SM</span> captain loses 1 hit point (Wound.)<br /> If the attacker rolls 5 or 6 , the <span class="glossaryitem" onmouseover='gp(119);'>SM</span> captain looses 2 hit points .(the damage is double the Sm Captains Resilience.)<br /> <br /> Sorry if I did not explain things that well.<br /> (I can go over it a gain if you like?)<br />  <br />   <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sat, 3 Aug 2013 21:29:16]]> GMT</pubDate>
				<author><![CDATA[ Lanrak]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ @ lanark, that may be one of the best alternatives to the current system that i've ever run across. <br /> <br /> Assuming i understand your system right, i love the combination of consistency and simplicity that the system provides for, so that its not arbitrary differences between organics and vehicles that mean that low strength weapons cannot hurt vehicles. It also allows for fine tuning of monstrous creatures to decide what can and cannot affect them, which could prove to be interesting.<br /> <br /> The change to how multiple wounds are inflicted seems like a great idea, though it's so far from anything i've ever experienced, i'd have to experiment with it to see how it plays out.<br /> <br /> The biggest concern i see is that the values used to describe each stat are all over the place. Theres a set of 5-20, 1-15, 1-8, and 3-10. While i'm sure this wouldn't be a problem for anyone used to this system, it is a serious change from the current <span class="glossaryitem" onmouseover='gp(3);'>40k</span> system of everything being on a scale of 1-10, except vehicle armor.<br /> <br /> I love the core of this new system, and am looking forward to tinkering with it to see how to take advantage of it. Since you've set up the "firepower" of your take on modern combat, any ideas on how to implement the "mobility" and "assault" aspects?<br /> ]]></description>
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				<pubDate><![CDATA[Sat, 3 Aug 2013 23:52:24]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Hi Rav1rn.<br />   The only reason I used the odd ranges of stats was to fit the current/previous  <span class="glossaryitem" onmouseover='gp(3);'>40k</span> <span class="glossaryitem" onmouseover='gp(24);'>D6</span> results reasonably closely.<br /> (Eg simple <span class="glossaryitem" onmouseover='gp(3);'>40k</span> stat conversion to the new system .)<br /> With compared stats one range is usually higher then the other .(To give positive results , and clean maths.)<br /> <br /> But as the number ranges can be altered during play testing as necessary.<br /> But reading a number is easy, and gives a better idea of the unit capability.<br /> <br /> Put the following in order of magnitude...<br /> Average, Good, Elite ,Excellent Awesome, Super , Super Duper,etc.And how much better is one to the other?<br /> <br /> Where as , 4,5,8,9,12,16,20.Is easy to understand the order and magnitude of values. <br /> <br /> For Mobility simply list the units speed, (a distance in inches.) and mobility type.<br /> Mobility type ,<b> L</b>egs, <b>W</b>heels, <b>T</b>racks <b>,H</b>over. <br /> <br /> EG <br />  4" L , infantry that walk.<br /> 12" W infantry on bikes,<br /> 12 " L beasts or cavalry mounted on beasts.<br /> 6" T tank.<br /> 12" H jetbike<br /> (The movement speed can be based on 2nd ed if you like?)<br /> This way the stat line tells you how the unit moves , and how far the unit may move each turn. <br />  <br /> And a simple terrain chart listing Terrain type , vs Movement type , can show -1,-2,0+1,+2 inch modifiers for each movement type per terrain type.<br /> <br /> EG <br /> Roads,L +1, W +2, T+1 ,H +1<br /> Rubble, L 0, W-2,T+0, H,0.<br /> etc etc.<br /> <br /> This covers unit mobility and terrain interaction in a simple and easy way.(Nothing blows up!)<br /> <br /> There are lots of ways to cover the roll to hit part of the unit interaction, (Shooting and Assault..)<br /> If we assume shooting can be done this way.<br /> <br /> The TARGET Stealth value is the BASE score to hit .<br /> (the stealth stat takes unit size , agility etc into account.)<br /> <br /> This is modified by some simple modifiers EG <br /> Target over 30" away +1 to Stealth value.<br /> Target in cover +1 to Stealth value<br /> Target using Stealth equipment (camo /holo/smoke,)+1 to Stealth value.<br /> <br /> Target under 12" away +1 to hit roll.<br /> Target moved towards Attacker +1 to hit roll<br /> Attacker remained stationary /has Scout skill +1 to hit roll.<br /> (Units with 'Scout rule'  count as stationary for to hit rolls even if they move!)<br /> <br /> (<span class="glossaryitem" onmouseover='gp(442);'>PS</span> , hard cover simply adds +1 to the <span class="glossaryitem" onmouseover='gp(9);'>AV</span> of the target behind it.)<br /> <br /> This makes rolling to hit simple as looking at the targets stealth value and applying modifiers.<br /> <br /> EG <span class="glossaryitem" onmouseover='gp(119);'>SM</span> land raider Sth 2+, over 30" away , in cover =4+ to hit<br /> <br /> A single <span class="glossaryitem" onmouseover='gp(119);'>SM</span> character Sth 4+ at short range ,being shot at by Scouts is hit on 2+.   <br /> <br /> This covers size ability and disposition of target, and attacker!<br /> Where as current <span class="glossaryitem" onmouseover='gp(3);'>40k</span> to hit just takes attacker skill into account...<br /> <br /> I planned to use universal weapon profile , and a Universal Unit profile .(So we can use unit reference cards ...)<br /> <br /> Ill cover assault a bit later.(Got to go now ..)]]></description>
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				<pubDate><![CDATA[Sun, 4 Aug 2013 10:11:43]]> GMT</pubDate>
				<author><![CDATA[ Lanrak]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Hey I'd just like to budge in here, Lanrak, firstly you are a boss, secondly:<br /> <br /> <blockquote class="uncited"><div>All weapons have an ARMOUR PENETRATION (<span class="glossaryitem" onmouseover='gp(6);'>AP</span>) value from 5 to 20.(Replaces current <span class="glossaryitem" onmouseover='gp(123);'>str</span>/<span class="glossaryitem" onmouseover='gp(6);'>AP</span>.) <br /> All units have an ARMOUR VALUE(<span class="glossaryitem" onmouseover='gp(9);'>AV</span>) from 1 to 15.(Extend vehicle <span class="glossaryitem" onmouseover='gp(9);'>AV</span> down to cover all units.) <br /> <br /> When a model is hit , roll a <span class="glossaryitem" onmouseover='gp(24);'>D6</span>. <br /> Add this dice roll to the units <span class="glossaryitem" onmouseover='gp(9);'>AV</span> value.(THE ARMOUR SAVE) <br /> If the total is higher than the weapon <span class="glossaryitem" onmouseover='gp(6);'>AP</span>, the armour makes its save. <br /> If the value is equal or lower the model takes damage <br /> <br /> EG an <span class="glossaryitem" onmouseover='gp(69);'>IG</span> trooper with <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 2, is hit by a bolt gun , <span class="glossaryitem" onmouseover='gp(6);'>AP</span> value 6. <br /> The <span class="glossaryitem" onmouseover='gp(69);'>IG</span> trooper saves on a 5+. <br /> <br /> This gives proportional saves without additional modifiers.(its just the difference in the stats.) </div></blockquote><br /> <br /> 1. How can we regulate all these numbers all over the place like Rav1rn said? Although it might be easy and a straight-forward alternative, HOW can we make it not look messy and how can we make it modulated?<br /> <br /> 2. The system you put in place is much like the current Strength vs <span class="glossaryitem" onmouseover='gp(9);'>AV</span> of a vehicle. This may be one of the reasons the numbers are all over the place, <i>however why does this system work better than a comparison chart system, where the numbers are on the same scale?</i> I have yet to think about it thoroughly, but I don't know how bypassing a chart system and instead directly comparing two stats along with a <span class="glossaryitem" onmouseover='gp(24);'>D6</span> affects the mechanics.<br /> <br /> 3. For the current Weapon Skill, how do you plan to change it since they ARE on the same scale, which means they cannot use the same method of "add <span class="glossaryitem" onmouseover='gp(24);'>D6</span> to your stat and if you're higher than their stat then proceed".<br /> <br /> 4. Rav1rn, I have had a few ideas on my thread too, check my signature. Maybe we can share ideas? Maybe even all three of us can come forth?<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> After thinking for a bit, I came to the conclusion that using direct comparison is no different from using a typical strength vs toughness chart. Think about it.<br /> <br /> A Bolter hurts AV10 on a 6+. It also hurts T6 on a 6+. So all you are doing to change it from a S/T chart to a direct comparison is adding 4. Now:<br /> <br /> - A chart you have to remember, whether it be as simple as an S/T chart or a more complicated one like the one on my thread or the way <span class="glossaryitem" onmouseover='gp(14);'>BS</span> works (rerolls after BS5)<br /> - Direct comparison needs no chart - however the receiving end's value is 4 above the roller's value; also there is a problem like I said before with something like weapon skill where the values should be the same; chart comparison doesn't have this issue<br /> <br /> Both of these mechanics have mutual problems - they aren't versatile enough. Each point difference is 1/6 chance, which, frankly, can't fit much variety into it.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Also, on a different note, making <span class="glossaryitem" onmouseover='gp(3);'>40k</span> a <span class="glossaryitem" onmouseover='gp(342);'>D10</span> conversion is not only hard to moderate but, <span class="glossaryitem" onmouseover='gp(342);'>D10s</span> are really weird. I googled them and they aren't regular polyhedrons like cubes. I say <span class="glossaryitem" onmouseover='gp(342);'>D10</span> is completely out of the question, but we can still make it work with <span class="glossaryitem" onmouseover='gp(24);'>D6s</span> by using clever and effective mechanics.]]></description>
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				<pubDate><![CDATA[Sun, 4 Aug 2013 15:52:01]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Welcome to the thread IcyFireKnight, im a big fan of the ideas in your "A new way to play <span class="glossaryitem" onmouseover='gp(3);'>40k</span>" Thread.<br /> <br /> You brought up a good point about managing Weapon Skill in this direct comparison system. While it works well so long as the attacker has a lower <span class="glossaryitem" onmouseover='gp(149);'>WS</span> than the defender, it doesnt work at all for the opposite situation, so if were going to use direct comparison, we need to think of a solution to this problem.<br /> As to your other thread, i really like ideas like the cover system, the idea of using stealth as a ranged to-hit value, and especially to change to how blast weapons work. All good, interesting ideas, all of which should be explored. As to the talk on Snap-Shots, i really dont like the snap-shot system. The idea of being able to shoot a heavy weapon without being stationary is a great idea, that should make the game less about stationary encampments of troops with heavy weapons, as troops that want to move can do so. But i think something like halving range would be a better alternative.<br /> As to your comments about 1 point in difference being too large a distance between two stats, i totally agree. That's one of the reasons that unit statlines feel so samey, because the designers simply couldnt make different without making them ridiculously powerful. This mostly applies to regular infantry (Guardsman, Space Marine, Necron Warrior, etc), as thats where the majority of units will be, and i feel that <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>'s stats are more just representatives than anything else, so they need big differences between models.<br /> <br /> Work update, Having explored my problems with eldar/dark eldar, the best solution ive found is actually making the general stat range 2-12, which gives me two extra values while still allowing a representative of 10 in the old system. Gonna have to rework things to better suit this new system, but i like it better. Also, if we can get Lanrak's direct comparison system using a <span class="glossaryitem" onmouseover='gp(24);'>D6</span> worked out, i'd definitely like to keep that dice in use, as <span class="glossaryitem" onmouseover='gp(342);'>D10</span> are rather odd dice.<br /> <br /> @Lanrak<br /> Im not sure there's much reason to change the current movement system, its easy to remember and plan around, and is robust enough to handle a variety of unit types. As to the modifiers used to adjust movement based on terrain, i feel thats getting slightly to Micro for just the movement system.<br /> Your modifiers for shooting such as range and movement seem like a good idea, but without testing im not sure howd they play out. Again, it just feels a bit too micro for my tastes.<br /> <br /> And YES!!! UNIT REFERENCE CARDS! Ive always loved the idea of using cards as well as units on the board. My first experience with that type of gameplay was an old Star-Wars squad-level tabletop game, and i loved it. It made keeping track of units stats and status easy and interesting. I've been thinking about trying something similar with <span class="glossaryitem" onmouseover='gp(3);'>40k</span>, but i never came to a solution that satisifed me, the best idea i came up with was having a unit card, such as Tactical Squad, and being able to put counters on it for how many marines are in it, then adding heavy and special weapon cards, as well as a sergeant card. Far from a perfect system, but its the best i got.<br /> <br /> And yeah i think a collaboration would be amazing, but rather than it just being the three of us, i think getting the entire community involved would be best way to go about this, it only takes one persons good idea to change everything, and who knows where that could come from.<br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sun, 4 Aug 2013 17:45:21]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Hi guys .<br />  The ideas are just basic outlines on how the resolution could be done.<br /> <br /> My favorite games make the stat line do all the work.(Eg no added complication from charts and tables to look through.)<br /> <br /> And in this, they make all resolution UNIVERSAL.So the same straight forward process is used to cover ALL units. <br /> <br /> So we can use the information on one side of the 'unit card' to resolve ALL in game interaction.<br /> (And the other side of the card outlines the strategic structure of the army and the units place within it.)<br /> <br /> I know this may seem a radical change from <span class="glossaryitem" onmouseover='gp(3);'>40k</span>'s heavy reliance on wordy special rules.<br /> And the modifiers may seem a bit like micro managing.(But we can use them as place markers, and add or remove them as we get further into development.)<br /> <br /> if we give each unit card the unit stats .<br /> EG,<br /> Mobility(How and how far the unit moves.)<br /> Stealth(How hard the unit is to hit at range.)<br /> Armour Value(How well protected the unit is.)<br /> Resilience (How hard the unit is to damage.)  <br /> Hit points (How much damage the unit can take )<br /> Assault(How good the unit is in assault.)<br /> Morale (How willing the unit is to fight.)<br /> Command.(How well led the unit is.)<br /> <br /> And weapon profile.<br /> Name/Effective range/Armour Piercing /Damage/Effect/Notes<br /> <br /> The weapon profile is UNIQUE to that unit.<br /> The NET effect of user and weapon is displayed.<br /> <br /> The effective range is dependent  on user skill firing  ranged weapons .(Better shots hit target further away.)<br /> <br />  The damage is dependent on user strenght for Close Combat weapons <br /> <br /> We can cover everything but special abilities with core rules /stat interaction.<br /> (I like keeping special abilities simple like allows re roll failure, or forces enemy to re roll success.)<br /> <br /> Here is a simple alternative for Assault.<br /> Both players roll a <span class="glossaryitem" onmouseover='gp(24);'>D6</span> and add their units Assault value.<br /> The highest score strikes first.<br /> (In the event of a tie the highest assault value goes first.If both scores are tied, and both Assault values are the same alternate hits between the models in Assault,.)<br /> To score a successful hit simply roll over you opponents Assault value.(Some weapons close combat weapons  modify Assault values.)<br /> (Resolve damage in a similar way to shooting.)<br /> <br /> I have lots of ideas we can review.<br /> (Do you like the turn structure of Grimdark?)<br /> ]]></description>
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				<pubDate><![CDATA[Sun, 4 Aug 2013 20:03:19]]> GMT</pubDate>
				<author><![CDATA[ Lanrak]]></author>
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				<title>D10 Conversion for 40k</title>
				<description><![CDATA[ I very much like the direction this is going in. <br /> <br /> I reckon Assault should always be attacker first, or at least have some heavy bonuses for the attacker, because we want to reward the player who takes the fight to the enemy and charges into combat - not the guy whose on the recieving end.<br /> <br /> However, I gotta ask, is there really a need for both <span class="glossaryitem" onmouseover='gp(6);'>AP</span> vs <span class="glossaryitem" onmouseover='gp(9);'>AV</span> and damage vs resiliance? Its two sets of stats and two rolls for what is essentially the same effect - seeing if you damage a target. But I reckon we could make it more straightforward by removing DvsR and making it To-Hit (which is good because of all the modifiers etc) followed by just a single <span class="glossaryitem" onmouseover='gp(6);'>AP</span> vs <span class="glossaryitem" onmouseover='gp(9);'>AV</span> roll, though applying that doubling/tripling effect to potentially cause extra damage. Particularly accurate or inaccurate shots might strike with modified attack strength against the opponents defense.<br /> <br /> Different elements, such as Strength, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>, Armour Save, Toughness as we see in <span class="glossaryitem" onmouseover='gp(3);'>40k</span> just seem to lend themselves to adding layers of paper scissors rock to the game <span class="glossaryitem" onmouseover='gp(72);'>IMO</span>. And the less dice rolls, the faster everything goes!<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sun, 4 Aug 2013 21:10:53]]> GMT</pubDate>
				<author><![CDATA[ Dakkamite]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ @Lanrak<br /> I'm having mixed feelings about the new statline basics youve laid out.Stealth and Assault are definitely worth pursuing, though ive no idea how to go about redesigning things with these in mind. Armor Value, Resilience, and Hit Points are basically standard <span class="glossaryitem" onmouseover='gp(3);'>40k</span> stats with different names, so i don't see much point renaming them, as it would be possible to retain an element of familiarity with <span class="glossaryitem" onmouseover='gp(3);'>40k</span> players, even with the changed rules. I don't really understand how Morale and Command would differ from one another gameplay wise, as the current leadership system seems to provide for these elements already, though knowing Lanrak hes got some crazy, interesting mechanic in mind for that.<br /> <br /> Making the Effective Range of a weapon dependant on the user would be a really cool idea, but i worry that it'd just add levels of complexity that wouldn't justify the reward. Plus, such a system would drastically alter how we look at shooting, even making some factors really strange. For example, would the lasgun have to have longer range than a bolter, that way the space marine ballistic skill brings it up to 24", while the guardsman brings it down to 24"? Because otherwise your going to have Space marine players just sitting and shooting outside the guardsman's range.<br /> A cool thing to do would include such a system for firing rapid-fire and heavy weapons on the move, so the higher the models Ballistic Skill, the closer to its stationary range it can achieve. Perhaps make moving with a rapid-fire weapon reduce <span class="glossaryitem" onmouseover='gp(14);'>BS</span> by 1, and heavy weapons by 3 or 4, then use the remaining <span class="glossaryitem" onmouseover='gp(14);'>BS</span> to determine what range the model may shoot at. This is equally complex, but seems like an interesting alternative to snap-shooting.<br /> <br /> I noticed there's a lack of attack and initiative characteristics in your suggested statline. Any idea how to include those elements without them being in the statline? Also, loving how you handled ties with your assault system, that's a really great, elegant solution.<br /> <br /> I havn't looked at grimdark yet, but i think either alternating-phases, or unit by unit type systems could work well. As a matter of preference, i like unit-by-unit systems, as alternating phases still means that leaf-blower situations can occur. I saw a thread recently talking about warpaths unit activation system. Essentially every turn the players would roll for initiative. Player who won would activate one unit, and go through all 4 phases with them (Movement, Shooting, Assault, Resolution), then roll again, and on a 3+ they could activate a second unit, taking it through its phases, then on a 5+, they could do the same with a 3rd. If they fail an activation check, or activate 3 units, it becomes the next players turn, where they do the same. Obviously this system has its problems, but its interesting, and helps to avoid or minimize leafblower situations.<br /> <br /> @Dakkamite<br /> I agree that there should be some bonus for assaulting units, and i think the current bonus attack and furious charge ideas works pretty well. As to getting rid of Armor Penetration, Armor Value, Damage, and Resilience, in favor of a set of offensive and defensive parameters that encompass both of these traits, i like the idea, but the execution could be difficult. Sure models with higher toughness are typically accompanied by higher Armor Saves, but the new unified statistics would have to be fairly granular to allow for situations such as the difference between an Eldar Fire Dragon (T3, 3+ <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>) and a Space Marine (T4, 3+ <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>). Not to mention that Toughness and Armor Saves are already somewhat unified, as they affect both shooting and melee, its just the offensive stats that are so complex. But if we go the route of unifying those, how would we represent the difference between a low skill, high strength Carnifex and a low strength, high skill Eldar Autarch? Not impossible goals, but i just don't have an elegant solution that suits such a goal, though i'm all in favor for shortening the statline.<br /> <br /> Also feel free to continue complementing that doubling/tripling idea, seriously, its genius.<br /> <br /> <br /> Not to stop the flow we've got going on here, but with all these recommendations and ideas, i think we need to better organize these to get a good feel for how this new system would work out. So lets start by saying which parts of the game we're talking about, (Statlines, special rules, movement, shooting, assault, etc), which parts of this system we more or less plan to keep from <span class="glossaryitem" onmouseover='gp(3);'>40K</span>, then outline the changes or alternatives being introduced. Hopefully we can get all these elements a bit more coherent and formalized this way.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sun, 4 Aug 2013 23:46:13]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ @Rav1rn, concerning your first post replying to mine, I think that Weapon Skill would not work in a direct comparison, and if we were to use direct comparison for everything, we'd have to split weapon skill into two, something like Combat Skill and Dexterity. I'm changing the names because the familiarity wholly stays, it's just a name change. And why not, might as well make things sound fresh.<br /> <br /> I think a cover system would work, HOWEVER, the reason why modifiers are so sparsely used is DIRECTLY CORRELATED to the flawed system of 1 point difference = 1/6. If 1 point difference was something like 1/12 then our ability to add a variety of modifiers and stalines is DOUBLED. I am on the verge of considering <span class="glossaryitem" onmouseover='gp(343);'>D12</span>, because the die looks nice and the problem of carrying it is countered by <b>using a bag.</b> Unless the tesselate. Do they tesselate?<br /> <br /> Not only cover, but all these things like snap shots, firing from half range (Just had an idea, if you are firing through your own troops your total number of shots is halved, as one of your own men prevent you from getting a clear shot), ignoring specific cover (idea of heavy cover increasing armour) and gradients of cover (Reveal 2).<br /> <br /> @Lanrak, I like your idea, but I think some things are missing. I totally approve of leadership being divided, because that allows for more fruitfulness and oppurtunities for cool things. Where is <span class="glossaryitem" onmouseover='gp(14);'>BS</span>? I think the first and easiest step is to figure out all the statistics.<br /> <br /> Mobility (M) How fast the model moves across the battlefield. <br /> Marksmanship (Mk) How good the model is at shooting. <br /> Stealth (S) How difficult the model is to be shot at. <br /> Power (P) How powerful the model's attacks are. <br /> Resilience (R) How good the model is at taking wounds and shaking them off. <br /> Dexterity (D) How agile and skilful the model is in combat.<br /> Fortitude (F) How strong the model's mind is and how willing the model is to fight.<br /> Vitality (V) How long the model can survive after taking wounds.<br /> Armour (Ar) How strong the model's armour is.<br /> Influence (I) How much the model affects his friends and foes on the battlefield.<br /> <br /> This is the best I've got. I think, at first glance <span class="glossaryitem" onmouseover='gp(343);'>D12s</span> look really tasty, so I would give it a go. <span class="glossaryitem" onmouseover='gp(343);'>D12s</span> are tasty because it not only allows for variety in close numbers but also allows for a larger scale; so that Avatars and Ork Boys AREN'T just 3 points from each other :')<br /> <br /> .........1.......2.......3.......4.......5.......6.......7.......8.......9......10.....11.....12 <br /> .....1|7+.....8+.....9+....10+...11+...12+....---......---.....---......---.....---......--- <br /> .....2|6+.....7+.....8+.....9+....10+...11+...12+.....---.....---......---.....---......---<br /> .....3|5+.....6+.....7+.....8+.....9+....10+...11+...11+.....---......---.....---......---<br /> .....4|4+.....5+.....6+.....7+.....8+.....9+....10+...10+...11+.......---.....---<br /> .....5|3+.....4+.....5+.....6+.....7+.....8+.....9+....10+...11+...12+.......---<br /> .....6|2+.....3+.....4+.....5+.....6+.....7+.....8+.....8+.....9+....10+...11+...<br /> .....7|---......2+.....3+.....4+.....5+.....6+.....7+.....7+.....8+.....9+....10+...11+ <br /> .....8|---......---......2+.....3+.....4+.....5+.....6+.....6+.....7+.....8+.....9+....10+ <br /> .....9|---......---......---......2+.....3+.....4+.....5+.....5+.....6+.....7+.....8+.....9+ <br /> ...10|---......---......---......---......2+.....3+.....5+.....4+.....5+.....6+.....7+.....8+ <br /> ...11|---......---......---......---......---......2+.....3+.....3+.....4+.....5+.....6+.....7+ <br /> ...12|---......---......---......---......---......---......2+.....2+.....3+.....4+.....5+.....6+ <br /> <br /> ........................................M.Mk.<span class="glossaryitem" onmouseover='gp(171);'>St</span>...P..R...D...F...V...I...Ar...Type<br /> Space Marine...................6...6...5...5...5...5...5...1...5...5...Infantry<br /> Imperial Guardsman..........6...4...5...3...3...4...3...1...5...3...Infantry <br /> Tau Fire Warrior...............6...7...5...3...3...2...2...1...5...4...Infantry <br /> Eldar Guardian..................7...6...5...3...3...5...5...1...5...3...Infantry <br /> Ork Boy.............................6...2...5...5...5...4...2...1...5...2...Infantry<br /> Necron Warrior..................5...5...5...5...5...4...3...1...5...5...Infantry<br /> Tyranid Hormagaunt...........6...2...5...4...3...5...7...1...5...2...Infantry  <br /> Plaguebearer of Nurgle.......6...0...5...5...6...3...7...1...5...3...Infantry <br /> <br /> I want to be scraping the lowest stats with normal infantry, so that there is more space for stronger characters. And I'm looking for an average stat value of 5, so that if one's stat was lowered to 1, it would succeed vs. 5s on a 10+ (6+).<br /> <br /> @Dakkamite, Assault is still an issue. I don't think it should be attacker first, if eldar were being attacked by orks they would dodge out of the way and stab them in the head with the daggers on their backs in half a second. I say charger gets +1 Dexterity. However I don't like how Initiative works right now; not all the time the Eldar will strike first, maybe two Orks gang up on an Eldar so although he deflects one attack another Ork strikes first. How about:<br /> <br /> Roll-off D3, whoever has the highest Dexterity has +1 to their roll. Whoever scores higher goes first. If it's a tie, strike at the same time.<br /> <br /> This has a big problem: what about multi-dexterity squads e.g. sergeant with power fist?<br /> <br /> I think we need strength and toughness as a mechanic both to make things harder to kill and simply because it's necessary (not necessarily). The former can be eliminated by making the other rolls harder to achieve, and the latter, I'm taking about the things that have no armour but are tough as rock (Wraithlords maybe).<br /> <br /> However, if we can eliminate all this, we will only have to roll two times to kill! One to hit, one to penetrate. Everything as modifiers? I'm in.<br /> <br /> @Rav1rn again, like I said, I'm changing the names because the familiarity wholly stays, it's just a name change. And why not, might as well make things sound fresh.<br /> <br /> I think the ranges of guns should be a bit more varied instead of 99% of the time in a multiple of 6. I think something like this would work tremendously:<br /> <br /> +2 Mk for under 1/3 range<br /> +1 Mk for under 2/3 range<br /> -1 Mk for in light cover<br /> -5 Mk (minimum of 1) for moving and firing heavy weapons (this makes a marine heavy bolter hit a stealth value of 5 on a 10+)<br /> <br /> Alternating phases is a BIG contender, and it works well with the current assault situation where both sides play.<br /> <br /> <blockquote class="uncited"><div>I havn't looked at grimdark yet, but i think either alternating-phases, or unit by unit type systems could work well. As a matter of preference, i like unit-by-unit systems, as alternating phases still means that leaf-blower situations can occur. I saw a thread recently talking about warpaths unit activation system. Essentially every turn the players would roll for initiative. Player who won would activate one unit, and go through all 4 phases with them (Movement, Shooting, Assault, Resolution), then roll again, and on a 3+ they could activate a second unit, taking it through its phases, then on a 5+, they could do the same with a 3rd. If they fail an activation check, or activate 3 units, it becomes the next players turn, where they do the same. Obviously this system has its problems, but its interesting, and helps to avoid or minimize leafblower situations. </div></blockquote><br /> <br /> This. Looks. Interesting.<br /> <br /> <blockquote class="uncited"><div>Also feel free to continue complementing that doubling/tripling idea, seriously, its genius. </div></blockquote><br /> <br /> I agree.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 5 Aug 2013 04:10:11]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ I imagine Command will have something to do with controlling the unit. Theres heaps of games out there where you get like, limited Orders to give, or units only follow your commands some of the time. Could be interesting here.<br /> <br /> <blockquote class="uncited"><div> Eldar Fire Dragon (T3, 3+ <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>) and a Space Marine (T4, 3+ <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>). Not to mention that Toughness and Armor Saves are already somewhat unified, as they affect both shooting and melee, its just the offensive stats that are so complex. But if we go the route of unifying those, how would we represent the difference between a low skill, high strength Carnifex and a low strength, high skill Eldar Autarch? Not impossible goals, but i just don't have an elegant solution that suits such a goal, though i'm all in favor for shortening the statline. <br /> </div></blockquote><br /> Essentially my whole point was that we don't need to have several stats to show that difference.<br /> <br /> Is there really anything gained by having a Fire Dragon have T3 3+ and a Space Marine T4 3+, when we could simply say one is "Defense 5" and the other "Defense 6"? <br /> <br /> Since the <span class="glossaryitem" onmouseover='gp(6);'>AP</span> rules are being ditched (AP2 penetrates 2+, etc) theres now very little to differentiate the two stats. All that remains really is a paper scissors rock element, such as "Poison weapons beat tough guys but lose to armoured guys", which in turn leads to paper scissors rock list construction, and players forgoing tactics in favour of "whose list beats the other by default" in extreme cases<br /> <br /> Likewise a slow, strong melee attack and a faster weaker one... does it matter? Or having units that are INT 5 vs those that are INT 4 and INT 1 - it gets the same benefit against both, so you could say that INT 5 counters INT 4 by spending the minimum number of points needed to get the first strike bonus, while the INT 1 units 'counter' INT 5 by not having wasted points on more INT value that wouldn't give any bonus. Do these <span class="glossaryitem" onmouseover='gp(649);'>RPS</span> elements add anything of value that simply saying a unit is "Assault 5" or "Assault 10" or even "Really Good in Assault" doesn't achieve much more simply? Even the <span class="glossaryitem" onmouseover='gp(3);'>40k</span> rules as is back that up - a unit hitting on 5+ wounding on 3+ is exactly the same as a unit hitting on 3+ wounding on 5+.<br /> <br /> Edit; Ok, IcyFireKnight posted while I was writing mine up. Will reply in a sec<br /> <br /> Edit #2;<br /> <br /> <blockquote class="uncited"><div>Roll-off D3, whoever has the highest Dexterity has +1 to their roll. Whoever scores higher goes first. If it's a tie, strike at the same time. </div></blockquote><br /> <br /> Not a big fan of this idea, for the same reason allowing first turn alpha strike auto-win to the guy who rolls the highest <span class="glossaryitem" onmouseover='gp(24);'>d6</span> in vanilla <span class="glossaryitem" onmouseover='gp(3);'>40k</span> is a poor idea as well. Who goes first is really important to the outcome of the combat. Leaving it to pure chance is a bad idea. If INT was even going to be used, and not just folded into ASSAULT or whatever (which I highly recommend, but thats just me) I'd say give it modifiers the same way you'd apply modifiers to shooting. Or of course, just let the attacker strike first. <br /> <br /> <blockquote class="uncited"><div>However, if we can eliminate all this, we will only have to roll two times to kill! One to hit, one to penetrate. Everything as modifiers? I'm in. </div></blockquote><br /> <br /> Sounds like you and I are on the same page. I want to see how far the stats can be amalgamated. INT could go into Assault, but it could also come under some other stat such as mobility or stealth and be involved in things other than "who is striking first".]]></description>
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				<pubDate><![CDATA[Mon, 5 Aug 2013 04:17:36]]> GMT</pubDate>
				<author><![CDATA[ Dakkamite]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(84);'>Lol</span> <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0">]]></description>
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				<pubDate><![CDATA[Mon, 5 Aug 2013 04:24:27]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>D10 Conversion for 40k</title>
				<description><![CDATA[ I was gonna edit this in but might as well make it another post.<br /> <br /> If First Strike is to be determined by something other than ASSAULT or ATTACKING UNIT, I'd say have it be determined by the same stat that represents the COMMAND or LEADERSHIP or w/e of a unit The one that represents not bravery/morale, but the effectiveness of the chain of command, and the ability of units to act effectively on their own initiative (not the <span class="glossaryitem" onmouseover='gp(3);'>40k</span> one =/). <br /> <br /> It's almost the INTELLIGENCE of a unit to be honest. <br /> <br /> Units that score highly here (Eldar, Space Marines) will always follow your commands and such, and be more likely to strike first. Units that do poorly here (ie Orks, Imperial Guard) are more inclined to hunker down at the first opportunity rather than take the fight to the enemy - or the opposite, to blindly WAAAAAAAGH straight into the nearest foe if a Boss aint about to smack sum 'eads togevva and keep da boyz in line<br /> <br /> Also good god we gotta use an Alternative Activation rule of some kind, <span class="glossaryitem" onmouseover='gp(660);'>IGOUGO</span> is pure gak in a game with so much crazy ranged firepower. Was Grimdark the one with the 'traffic light' system of Green/Yellow/Red orders? That'd work well either as is or as a base to modify to whatever works best for this]]></description>
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				<pubDate><![CDATA[Mon, 5 Aug 2013 04:31:35]]> GMT</pubDate>
				<author><![CDATA[ Dakkamite]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Personally I don't like the traffic light system, but the one Rav1rn mentioned, I like a lot.<br /> <br /> Why can't first strike be determined by Assault/Dexterity? The model that is the most skilled in combat should be able to either dodge incoming attacks or simply strike a fast blow.<br /> <br /> To be honest first strike being determined by a command stat is farfetched. It's not like we are the commanders and they don't have to listen to us, we ARE the unit and we choose to charge/defend. Then, it is up to the skilfulness of the unit to strike as many blows as fast as possible.]]></description>
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				<pubDate><![CDATA[Mon, 5 Aug 2013 04:53:14]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>D10 Conversion for 40k</title>
				<description><![CDATA[ If you look closely at my posts you'll see I *want* it to be determined by Assault. Or by a stat (such as Dexterity) which would cover several elements as opposed to just being a stat for 'first strike'<br /> <br /> All it takes is one game of paintball to see how farfetched the idea of 'every solder in every unit working with perfect harmony' is - ergo why some games use a command stat.]]></description>
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				<pubDate><![CDATA[Mon, 5 Aug 2013 05:16:20]]> GMT</pubDate>
				<author><![CDATA[ Dakkamite]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Ok, so having taken some time to think through some examples, i'm starting to agree with dakkamite. <br /> <br /> First off, yes we can probably consolidate armor and toughness into one "Defense" stat, i was stuck thinking like standard <span class="glossaryitem" onmouseover='gp(3);'>40k</span>, so i never really considered how the change to the <span class="glossaryitem" onmouseover='gp(6);'>AP</span> system would let us treat toughness differently, good call there.<br /> <br /> So we seem to be agreed on the goal of getting the statline as low as possible...<br /> <br /> 1) Basing "Initiative" off of an "Assault" stat would probably be the best idea, done as lanrak suggested.<br /> <blockquote class="uncited"><div>Here is a simple alternative for Assault. <br /> Both players roll a <span class="glossaryitem" onmouseover='gp(24);'>D6</span> and add their units Assault value. <br /> The highest score strikes first. <br /> (In the event of a tie the highest assault value goes first.If both scores are tied, and both Assault values are the same alternate hits between the models in Assault,.) <br /> </div></blockquote><br /> While this is a pretty substantial change from the set initiative of standard <span class="glossaryitem" onmouseover='gp(3);'>40k</span>, its the only way i can think of doing it without adding a dedicated stat, besides Dakkamite's idea of using leadershit to determine initiative, which, while i am against as the general rule, i think it would be an interesting special rule for the likes of Orks, Imperial Guard, or Tyranids.<br /> <br /> However, doing this would remove some of the flavor of <span class="glossaryitem" onmouseover='gp(3);'>40k</span>, such as Space Marines being a better combatant than a Hormagaunt (being <span class="glossaryitem" onmouseover='gp(149);'>WS</span> 4 <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 4 vs <span class="glossaryitem" onmouseover='gp(149);'>WS</span> 3 <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 3), but the Hormagaunt is faster and has more attacks. How could we represent this type of situation using just the assault stat?<br /> <br /> 2) One critical factor i'm noticing that is being ignored is multiple attacks. If we want to remove the attack stat from the unit, wed have to represent it another way, such as the standard <span class="glossaryitem" onmouseover='gp(3);'>40K</span>'s having a pistol and close-combat weapon / two close-combat weapons, and then special rules to describe other situations, (such as old-school grey knights True-Grit special rule). But the problems with this are that then how would we represent the additional attack profiles of the likes of Sergeants, would we just slightly buff their combat abilities instead? That would require a pretty sbstantial recalculation on pricing and stats.<br /> And to Dakkamite<br /> <blockquote class="uncited"><div>a unit hitting on 5+ wounding on 3+ is exactly the same as a unit hitting on 3+ wounding on 5+</div></blockquote><br /> This is true for all cases, except for multiple attacks. The difference between these two situations is HUGE when multiple attacks are involved, especially if you multiply that difference by 30 Hormagaunts.<br /> <br /> 3) Using a mobility/agility/dexterity stat to describe movement and initiative.<br /> Well, if you look at the chart IcyFireKnight provided (looks good <span class="glossaryitem" onmouseover='gp(17);'>btw</span>), mobility only varies by 1 point at most from 6, so trying to make standard move distance a variable stat just wouldnt feel right, hence why i like the idea of special rule alternatives that build off of a standard move distance, such as having a 6" move as standard for infantry, but Necrons get slow and purposeful, Eldar get their new move-shoot-move special rule, and Slaanesh Daemons get an additional D3 movement range.<br /> <br /> Lets look at dexterity then. If we use dexterity in combat, such as the value to beat for assault value or however it'd be implemented, we again have the problem of low skill but fast units such as a hormagaunt, not being represented properly, as theyd be the correct speed, but be far too hard to hit.<br /> <br /> So, assuming we need an Initiative stat, the absolute smallest unit statline i think we can have is:<br />      Defense<br />      Marksmenship<br />      Assault<br />      Morale<br />      Hit Points<br />      Attacks (Maybe)<br />      Initiative<br /> <br /> With weapons having stats such as:<br />      Damage<br />      Penetration<br />      Range<br />      Type<br /> <br /> This is definitely a much simpler statline to keep track of, and would probably look good on a reference card, having 5 combat stats, 4 weapon stats, as well as attacks and wounds. Some cool card designs leap to mind for this idea.<br /> <br /> Now lets delve into some other topics. Assuming we transition to the "Defense" consolidated stat, and with the changes to the <span class="glossaryitem" onmouseover='gp(6);'>AP</span> system, how do we want to go about representing Invulnverable Saves and Power Weapons?<br /> <br /> Power Weapon Ideas: Let them have a set <span class="glossaryitem" onmouseover='gp(6);'>AP</span> value which the normal weapons <span class="glossaryitem" onmouseover='gp(6);'>AP</span> would be added onto, for example, as close combat weapon should probably have better <span class="glossaryitem" onmouseover='gp(6);'>AP</span> than hitting someone on the head with a bolter, let them be <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 1 or whatever value we assign. Power Swords, being an improved version of a standard <span class="glossaryitem" onmouseover='gp(20);'>CCW</span>, could instead have <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 6, which is <span class="glossaryitem" onmouseover='gp(20);'>CCW</span> <span class="glossaryitem" onmouseover='gp(6);'>AP</span> with a power weapon bonus of +5 added, staying true to the idea of modifiers, while not being as schizophrenic about AP3 and AP2 as 6th editions system is. Not really a solution for stuff like powerfists, but maybe a jumping off point.<br /> <br /> Invulnerable Saves: Have them be "Anti-<span class="glossaryitem" onmouseover='gp(6);'>AP</span>", so an invulnerable value of 2 would reduce the incoming weapons penetration by 2?<br /> Not really sure about this idea, i think it would make shooting more realistic towards units such as terminators, as normal weapons don't have much of an effect on the model, but a Lascannon would still be a huge threat. It could also represent agility or insubstantiality , so units with only Invulnerable saves under standard <span class="glossaryitem" onmouseover='gp(3);'>40k</span> (Harlequins, certain daemons, etc) are affected less, while again, using only modifiers over rules and special situations.<br /> <br /> Also, would you guys like to see stealth as a stat used for shooting to beat? or just as a cover system using modifiers on shooting and defense? Personally, i prefer the latter, especially since it keeps the statline as low as possible.<br /> <br /> Sorry for rambling on and making this a long post, but might as well get this all out in one go.<br /> ]]></description>
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				<pubDate><![CDATA[Mon, 5 Aug 2013 06:30:43]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Here is a simple alternative for Assault. <br /> Both players roll a <span class="glossaryitem" onmouseover='gp(24);'>D6</span> and add their units Assault value. <br /> The highest score strikes first. <br /> (In the event of a tie the highest assault value goes first.If both scores are tied, and both Assault values are the same alternate hits between the models in Assault,.)</div></blockquote><br /> <br /> This also has the problem of units with multiple Initiative/Assault/Dexterity/Agility values.<br /> <br /> I don't know how we can merge strength and <span class="glossaryitem" onmouseover='gp(6);'>AP</span>, and toughness and armour together, then yay-ok, but until someone finds a solid idea I'm sticking to keeping them seperate.<br /> <br /> Let's see how we can shorten the statline.<br /> <br /> We don't need Mobility; all infantry move 6 unless a rule.<br /> We don't need Vitality; all infantry have 1 wound unless a rule.<br /> We don't need Attacks; all infantry have 1 attack unless a rule.<br /> So, most of these stats come under the words under Type.<br /> <br /> We can try to merge Initiative and Dexterity.<br /> I don't want to do this but if you want the shortest possible statline then you can remove stealth and rules that "decrease stealth" like a Tank rule instead "increase aggressors Marksmanship."<br /> <br /> Marksmanship (Mk) How good the model is at shooting.<br /> Power (P) How powerful the model's attacks are. <br /> Resilience (R) How strong the model's armour is and how tenacious the model is.<br /> Dexterity (D) How agile and skilful the model is in combat. <br /> Fortitude (F) How strong the model's mind is and how willing the model is to fight.<br /> Influence (I) How much the model affects his friends and foes on the battlefield.<br /> Type (T) Type of model.<br /> <br /> Range (Rg) How far the weapon can shoot.<br /> Power (P) How powerful the weapon's projectiles are.<br /> Attacks (A) How many strikes the weapon does.<br /> Type (T) Type of weapon.<br /> <br /> .......................................Mk..P..R...D...F...I...Type <br /> Space Marine...................5...5...5...5...5...5...Infantry, Legged, Biological<br /> <br /> .......................................Rg...P...A..Type <br /> Boltgun............................24...5...1...Small Arms, Rapid Fire<br /> <br /> I think low skill but fast units can be dealt with simply. Some sort of special rule for high initiative low weapon skill models like hormagaunts; Swift Attack: "A model with this special rule gains +1 Dexterity for To Strike First rolls only." <br /> Or indeed low initiative high weapon skill: Sluggish Strike: "A model with this special rule has its Dexterity reduced by 1 for To Strike First rolls only."<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 5 Aug 2013 08:27:30]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ One thing to point out with regards to my interpretation of Command - its the same thing as what <span class="glossaryitem" onmouseover='gp(3);'>40k</span> does with Leadership. The bravery of a unit doesn't determine it's ability to cast psychic powers - in this case Leadership is giving us a value for the mental fortitude of a model. Same deal here - Command, if its used (which I'm not necessarily saying it should) would be both ability to Command a unit and the Initiative (<span class="glossaryitem" onmouseover='gp(3);'>40k</span> stat *and* dictionary definition) of the troops<br /> <br /> <blockquote><div><a href="/dakkaforum/posts/preList/543845/5914526.page"><b>Rav1rn wrote:</b></a><br/><br /> However, doing this would remove some of the flavor of <span class="glossaryitem" onmouseover='gp(3);'>40k</span>, such as Space Marines being a better combatant than a Hormagaunt (being <span class="glossaryitem" onmouseover='gp(149);'>WS</span> 4 <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 4 vs <span class="glossaryitem" onmouseover='gp(149);'>WS</span> 3 <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 3), but the Hormagaunt is faster and has more attacks. How could we represent this type of situation using just the assault stat?</div></blockquote><br /> <br /> Is it flavour though? Does it really add anything meaningful to the game? If your ok with folding toughness and armour into defense, you shouldn't have any issue with folding <span class="glossaryitem" onmouseover='gp(149);'>WS</span> and S into one stat too because its the exact same thing. Two 'defense' stats become one, their 'offense' counterparts do the same, forming the MELEE stat or some such thing.<br /> <br /> I do understand what your getting at though. The penalty to abstraction is that you *can* potentially lose flavour. I suggest you take ten minutes and look up Mantic's Kings of War rules - see how they've managed to reconcile flavour and abstraction to get a fast game that retains differences between strong and weak characters, better or worse skill, etc.<br /> <br /> <blockquote class="uncited"><div>2) One critical factor i'm noticing that is being ignored is multiple attacks. If we want to remove the attack stat from the unit, wed have to represent it another way, such as the standard <span class="glossaryitem" onmouseover='gp(3);'>40K</span>'s having a pistol and close-combat weapon / two close-combat weapons, and then special rules to describe other situations, (such as old-school grey knights True-Grit special rule). But the problems with this are that then how would we represent the additional attack profiles of the likes of Sergeants, would we just slightly buff their combat abilities instead? That would require a pretty sbstantial recalculation on pricing and stats.<br /> And to Dakkamite<br /> <blockquote class="uncited"><div>a unit hitting on 5+ wounding on 3+ is exactly the same as a unit hitting on 3+ wounding on 5+</div></blockquote><br /> This is true for all cases, except for multiple attacks. The difference between these two situations is HUGE when multiple attacks are involved, especially if you multiply that difference by 30 Hormagaunts.</div></blockquote><br /> <br /> Good point on the multiple attacks thing. Its very important that <i>certain units</i>, namely Dreads, Heroes, and Monsters, get more than one hit. However, its not necessarily something that needs to be handed out to rank and file or even elite troops. If it was kept to just independent models such as those, it could be represented with whats essentially the 'universal special rule' of <i>Multiple Attacks(x)</i><br /> <br /> I stand by my 5+/3+ statement though, and the math does as well. If two units attack one another with thirty attacks...<br /> ~the 5+/3+ will get 10 hits, 6.66 wounds<br /> ~the 3+/5+ will get 20 hits, 6.66 wounds<br /> <br /> In all standard combat situations its the same. Basic maths tells us that the order in which you multiply or divide stuff doesn't matter - 100 x 5 x 3 is the same as 3 x 100 x 5 or 5 x 100 x 3. Same applys to this. <br /> <br /> It matters only if one unit had a power like "always wound on 2+", in which case the 3+/5+ is way better off, or an opponent had "all opponents always hit on a 6+" in which case the 5+/3+ is better off. Some people might like that, because of the possibilities it gives for list building combos ("I know, I'll take Poison man with the 5+ to-hit dudes.... wow, this list is unstoppable now!") - but those are the sorts of effects I'm looking to <i>avoid </i>when I propose ideas for this.<br /> <br /> <blockquote class="uncited"><div>Also, would you guys like to see stealth as a stat used for shooting to beat? or just as a cover system using modifiers on shooting and defense? Personally, i prefer the latter, especially since it keeps the statline as low as possible.<br /> </div></blockquote><br /> <br /> What I suggest is that certain units recieve <i>Stealth (x)</i> and if needed something like <i>Blundering (x)</i>. These are simply universal special rules that apply a negative or positive modifier to incoming shooting. <br /> <br /> <blockquote class="uncited"><div>With weapons having stats such as: <br /> Damage <br /> Penetration <br /> Range <br /> Type </div></blockquote><br /> <br /> I thought we'd decided to fold damage and penetration into one stat now? That was the whole "ditch power vs resiliance and just apply the doubling/tripling thing to the anti <span class="glossaryitem" onmouseover='gp(6);'>AP</span> roll" <span class="glossaryitem" onmouseover='gp(70);'>IIRC</span><br /> <br /> <blockquote class="uncited"><div>Now lets delve into some other topics. Assuming we transition to the "Defense" consolidated stat, and with the changes to the <span class="glossaryitem" onmouseover='gp(6);'>AP</span> system, how do we want to go about representing Invulnverable Saves and Power Weapons?<br /> <br /> Power Weapon Ideas: Let them have a set <span class="glossaryitem" onmouseover='gp(6);'>AP</span> value which the normal weapons <span class="glossaryitem" onmouseover='gp(6);'>AP</span> would be added onto, for example, as close combat weapon should probably have better <span class="glossaryitem" onmouseover='gp(6);'>AP</span> than hitting someone on the head with a bolter, let them be <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 1 or whatever value we assign. Power Swords, being an improved version of a standard <span class="glossaryitem" onmouseover='gp(20);'>CCW</span>, could instead have <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 6, which is <span class="glossaryitem" onmouseover='gp(20);'>CCW</span> <span class="glossaryitem" onmouseover='gp(6);'>AP</span> with a power weapon bonus of +5 added, staying true to the idea of modifiers, while not being as schizophrenic about AP3 and AP2 as 6th editions system is. Not really a solution for stuff like powerfists, but maybe a jumping off point.<br /> <br /> Invulnerable Saves: Have them be "Anti-<span class="glossaryitem" onmouseover='gp(6);'>AP</span>", so an invulnerable value of 2 would reduce the incoming weapons penetration by 2?<br /> Not really sure about this idea, i think it would make shooting more realistic towards units such as terminators, as normal weapons don't have much of an effect on the model, but a Lascannon would still be a huge threat. It could also represent agility or insubstantiality , so units with only Invulnerable saves under standard <span class="glossaryitem" onmouseover='gp(3);'>40k</span> (Harlequins, certain daemons, etc) are affected less, while again, using only modifiers over rules and special situations.</div></blockquote><br /> <br /> If we have merged damage and <span class="glossaryitem" onmouseover='gp(6);'>AP</span> then power weapons just have more damage. Just think, a glowing death sword is certainly gonna cut through somebody easier than a regular old metal one. The S/<span class="glossaryitem" onmouseover='gp(6);'>AP</span> stats from <span class="glossaryitem" onmouseover='gp(3);'>40k</span> are very... to use the term sparingly... 'unrealistic'. <br /> <br /> Invulnerable Saves could really just be better defense. I know, I'm starting to sound like a broken record, but its really that simple because ask yourself this; what should a forcefield *actually* do? Is it a magic barrier that randomly deflects 33% of incoming projectiles? Or more of a wall of force to be overcome by incoming shooting - something that simply makes someone 'harder to damage', just like armour or an Orky physique or anything else<br /> <br /> Edit; beaten to the punch, again!]]></description>
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				<pubDate><![CDATA[Mon, 5 Aug 2013 08:27:55]]> GMT</pubDate>
				<author><![CDATA[ Dakkamite]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Good point on the multiple attacks thing. Its very important that certain units, namely Dreads, Heroes, and Monsters, get more than one hit. However, its not necessarily something that needs to be handed out to rank and file or even elite troops. If it was kept to just independent models such as those, it could be represented with whats essentially the 'universal special rule' of Multiple Attacks(x)</div></blockquote><br /> <br /> Very good idea. No really, very good idea. There could also be, for fortifications, "Stealth 1, Fortify 1" Fortify (x) being +(x) Resilience.<br /> <br /> <blockquote class="uncited"><div>What I suggest is that certain units recieve Stealth (x)</div></blockquote><br /> <br /> Also, very good idea, there could also be Reveal (x), negating up to that much Stealth.<br /> <br /> Edit: <span class="glossaryitem" onmouseover='gp(84);'>LOL</span>, 25 seconds out son, get on my level.]]></description>
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				<pubDate><![CDATA[Mon, 5 Aug 2013 08:38:09]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>I don't know how we can merge strength and <span class="glossaryitem" onmouseover='gp(6);'>AP</span>, and toughness and armour together, then yay-ok, but until someone finds a solid idea I'm sticking to keeping them seperate.</div></blockquote><br /> This line really confused me. On the one hand, your absolutely 100% right about Strength needing to be seperate from Assault (or Dexterity, or whatever determines melee hit chance), I just totally had a brain-fart there with regards to that.<br /> <br /> On the other, your saying you don't want to merge toughness and armour... but then thats exactly what you went and did with the resilience stat.  Under the stats you've posted, to shoot a dude you would<br /> ~roll to hit the dude (marksmanship vs modifiers)<br /> ~roll to see if you killed them (weapon power vs armour)<br /> <br /> Melee I imagine is;<br /> ~Roll to hit the dude (Dex/Assault vs same stat on opponent)<br /> ~Roll to see if you killed them (model strength vs armour)<br /> <br /> If thats correct, then its exactly what I was wanting, I just stuffed up with the strength thing.<br /> <br /> <blockquote class="uncited"><div>We don't need Mobility; all infantry move 6 unless a rule. <br /> We don't need Vitality; all infantry have 1 wound unless a rule. <br /> We don't need Attacks; all infantry have 1 attack unless a rule. <br /> So, most of these stats come under the words under Type.</div></blockquote><br /> <br /> +1. This is the sort of shortening I can fully support, as I mentioned pre-edit with stuff like <i>Stealth (x)</i> instead of a Stealth stat and as you've mentioned below. It appears we're on the same track here. <br /> <br /> <blockquote class="uncited"><div>We can try to merge Initiative and Dexterity. <br /> I don't want to do this but if you want the shortest possible statline then you can remove stealth and rules that "decrease stealth" like a Tank rule instead "increase aggressors Marksmanship." </div></blockquote><br /> <br /> What I want to avoid is a stat that is nothing more than "what order the models will strike in in hand to hand". Thats a waste of a stat. I have an idea to get around this though, to put it as elegantly as you did earlier; "We don't need Initiative; all units strike simultaneously unless a rule"<br /> <br /> <blockquote class="uncited"><div>Very good idea. No really, very good idea. There could also be, for fortifications, "Stealth 1, Fortify 1" Fortify (x) being +(x) Resilience. </div></blockquote><br /> <br /> Again, +1 to that. We're definitely on the same wavelength here.]]></description>
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				<pubDate><![CDATA[Mon, 5 Aug 2013 08:50:16]]> GMT</pubDate>
				<author><![CDATA[ Dakkamite]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Dude, yes. Yes. YEEEEEEEEEEEEEES.<br /> <br /> Yeah my vocabulary went cucumber just then. That's what I meant, roll to hit then roll to wound.<br /> <br /> <blockquote class="uncited"><div>What I want to avoid is a stat that is nothing more than "what order the models will strike in in hand to hand"</div></blockquote><br /> <br /> I agree. Having a whole squad hit before the other squad has even noticed is stupid. Either find a way to make it varied, or have them hit at the same time. If this is the case then weapons with the Cumbersome special rule go after everyone else, and have their Dexterity reduced by 3.]]></description>
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				<pubDate><![CDATA[Mon, 5 Aug 2013 08:57:39]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>D10 Conversion for 40k</title>
				<description><![CDATA[ Could be worth having <i>Cumbersome (3)</i> to denote that it both strikes at -3 DEX and goes last even after <i>Cumbersome (2)</i> etc. <br /> <br /> Brings back a little flavour. Or could really just be a waste of time, not my place to say]]></description>
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				<pubDate><![CDATA[Mon, 5 Aug 2013 09:12:02]]> GMT</pubDate>
				<author><![CDATA[ Dakkamite]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ .........1.......2.......3.......4.......5.......6.......7.......8.......9......10.....11.....12 <br /> .....1|7+.....8+.....9+....10+...11+...12+....---......---.....---......---.....---......--- <br /> .....2|6+.....7+.....8+.....9+....10+...11+...12+....---.....---......---.....---......--- <br /> .....3|5+.....6+.....7+.....8+.....9+....10+...11+...12+....---......---.....---......--- <br /> .....4|4+.....5+.....6+.....7+.....8+.....9+....10+...11+...12+....---.....---......--- <br /> .....5|3+.....4+.....5+.....6+.....7+.....8+.....9+....10+...11+...12+....---......---<br /> .....6|2+.....3+.....4+.....5+.....6+.....7+.....8+.....9+....10+....11+...12+....---<br /> .....7|---......2+.....3+.....4+.....5+.....6+.....7+.....8+.....9+....10+....11+...12+ <br /> .....8|---......---......2+.....3+.....4+.....5+.....6+.....7+.....8+.....9+....10+....11+ <br /> .....9|---......---......---......2+.....3+.....4+.....5+.....6+.....7+.....8+.....9+....10+ <br /> ...10|---......---......---......---......2+.....3+.....5+.....5+.....6+.....7+.....8+.....9+ <br /> ...11|---......---......---......---......---......2+.....3+.....4+.....5+.....6+.....7+.....8+ <br /> ...12|---......---......---......---......---......---......2+.....3+.....4+.....5+.....6+.....7+ <br /> <br /> .....................................Mk..P..R...D...F...I....Type <br /> Space Marine.................5...5...5...5...5...5....Infantry<br /> Imperial Guardsman........4...3...3...4...4...5...Infantry <br /> Tau Fire Warrior.............6...3...3...3...4...5...Infantry <br /> Eldar Guardian................5...3...3...5...5...5...Infantry (SR: Battle Focus, Swift Attack)<br /> Ork Boy..........................2...5...4...4...3...5...Infantry <br /> Necron Warrior...............5...5...5...4...6...5...Infantry (SR: Slow and Purposeful)<br /> Tyranid Hormagaunt........2...4...3...4...3...5...Infantry (SR: Swift Attack)<br /> Plaguebearer of Nurgle....0...5...6...3...6...5...Infantry<br /> <br /> I have adapted the guns so that weapons with AP1/2 have +1P and weapons with AP5/6/- have -1S.<br /> <br /> .................................Rg...P...A...Type<br /> Boltgun......................24...4...1...Rapid Fire<br /> Lasgun......................24...3...1...Rapid Fire<br /> Pulse rifle..................30...5...1...Rapid Fire<br /> Shuriken catapult.......12...4...2...Assault<br /> Gauss flayer..............24...4...1...Rapid Fire, Gauss<br /> Ranger long rifle.........36...5...1...Heavy, Sniper<br /> Scatter laser..............36...5...4...Heavy, Laser Lock<br /> Starcannon................36...7...2...Heavy<br /> Plasma gun................12...7...1...Assault, Gets Hot<br /> Melta gun...................12...8...1...Assault, Melta<br /> Bright lance................36...9...1...Heavy, Lance<br /> Lascannon.................48...9...1...Heavy<br /> Wraithcannon.............12..10..1...Assault, Distort<br /> <br /> I want to expand this later, guys help me by giving the current weapon profiles for other weapons....<br /> <br /> Area terrain: Stealth 2 <br /> Smoke: Stealth 2<br /> Ruins: Stealth 2 Fortify 2<br /> Fortification: Stealth 2 Fortify 3<br /> <br /> Are we doing <span class="glossaryitem" onmouseover='gp(343);'>D12s</span> then, or no?]]></description>
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				<pubDate><![CDATA[Mon, 5 Aug 2013 09:29:05]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Edit; stupid thing posted before the stats were ready.<br /> <br /> Edit #2; I'm keen for <span class="glossaryitem" onmouseover='gp(343);'>D12</span>.]]></description>
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				<pubDate><![CDATA[Mon, 5 Aug 2013 09:58:47]]> GMT</pubDate>
				<author><![CDATA[ Dakkamite]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Very good. However this means that although I have more room now, I am <i>obliged</i> to use that room, otherwise 1/12 gradations is too small.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Also, I need more Imperial guns for the weapon profiles. Can you give me some of their stats so I can convert them?]]></description>
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				<pubDate><![CDATA[Mon, 5 Aug 2013 10:09:07]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Quick and dirty Ork stats. Its hard to do this without more of an idea of what, say, DEFENSE 8 would be. Where is a vehicle, a dreadnaught or monstrous creature on these rankings? Because of that I imagine I put them too high for stuff like the Warboss.<br /> <br /> As I said before the edit, I'm not sure what exactly we are doing here. Are we simply adapting <span class="glossaryitem" onmouseover='gp(3);'>40k</span> as is with new stats? Or are we fully embracing what was said earlier (turn it into a small scale skirmish game, modern tactics style) in which case we're essentially making stripped down fandexes?<br /> <br /> I assumed the latter when I slapped this together. As for Imperial Guns, I've misplaced my <span class="glossaryitem" onmouseover='gp(13);'>BRB</span> <span class="glossaryitem" onmouseover='gp(258);'>atm</span> but I'll find it in the morning and send you whats in there]]></description>
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				<pubDate><![CDATA[Mon, 5 Aug 2013 10:15:11]]> GMT</pubDate>
				<author><![CDATA[ Dakkamite]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Wow I had some derp math there with the 5+3+ vs 3+/5+, i think i was thinking about how changing rending from to hit to to wound changed things, signs i need to stop staying up all night.<br /> <br /> As to ditching attack stats in favor of a multiple attack <span class="glossaryitem" onmouseover='gp(136);'>USR</span>, not really a fan of that idea. I think one of the best parts of <span class="glossaryitem" onmouseover='gp(3);'>40k</span> is the variety created between troops through their stats alone, before any special rules get thrown on top. Seeing the Ork Boy, Hormagaunt, Death Company, Daemonette, Bloodletter, and Genestealer profiles all demonstrate their position as powerful close combat units through their number of attacks, even before taking Wargear into question, makes them unique compared to other options. So our options kinda come down to keep the current attack system, create a multiple attack special rule that would have to be applied to all 6 of the units i listed above, and those are just Troops, never mind <span class="glossaryitem" onmouseover='gp(35);'>FA</span> and Elites, or you make the standard 1 attack and save multiple attacks for higher level units, which seems like itd be really REALLY bland on a unit by unit basis, which was kinda the whole point of working on a new system, not to mention counteracting the purpose and design of many units.<br /> <br /> As for making two units that get into Melee strike at the same initiative, unless otherwise noted by a special rule, i think that could be a cool idea, as you'd have fast, normal, and slow, with special cases like strikes last for power fists and the like. I would avoid doing the cumbersome 3 thing though, as your basically just recreating the initiative system in a stranger way, which defeats the purpose.<br /> <br /> Also, i'd like to avoid using special rules for determining stats as much as possible (except for the new initiative idea you had, thats a cool idea). Otherwise youre gonna have the fun situation of paladins being Preferred enemy(Daemons), <span class="glossaryitem" onmouseover='gp(8);'>ATSKNF</span>, 2 wound universal special rule, multiple attack (3) special rule, brotherhood of Psyker's, deep strike, the aegis, and anything else i forgot, and thats already 7 special rules before a character joins them for fearless, titans hearld, and anything else.<br /> <br />  As for merging stats, i dont see why you couldn't merge <span class="glossaryitem" onmouseover='gp(149);'>WS</span> and S into one stat, so long as you treat the Melee weapon as a ranged weapon with range 0 or something, rather than the models strength itself. A space marine could have Assault 5, and to reprint his strength,the chain sword he carries could be <span class="glossaryitem" onmouseover='gp(198);'>Dmg</span> 6, so the Assault 5 of the space marine and a bonus for being a close combat weapon rather than a stick he hit over someone's head, or his fist.<br /> <br /> Combining <span class="glossaryitem" onmouseover='gp(6);'>AP</span> and Damage is probably the best way to go about it, but <span class="glossaryitem" onmouseover='gp(269);'>id</span> be willing to look for a way to keep them distinct. I think that system just has a bit more flavor in it than just pure damage. Even if a <span class="glossaryitem" onmouseover='gp(198);'>Dmg</span> 6 <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 2 weapon and a <span class="glossaryitem" onmouseover='gp(198);'>Dmg</span> 5 AP3 weapon are similar in function, they just feel a bit more interesting than both being Damage 8, even though there's little difference between them.<br /> <br /> Attacks and wounds could maybe be represented as the unit type perhaps, such as infantry/2/1 for infantry/2 attacks/1 hit point. Not really solving much but itd make the startline seem smaller than it really is.<br /> <br /> As for the use of invulnerable saves as modifier rather than a flat save, i never really liked the idea of this field of energy being enough to stop a power sword or missile flat out, so making things less immediately dangerous by reducing their lethality seemed like a good idea, especially from the perspective of the units whose invulnerable saves are not a result of power fields.<br /> <br /> And to bring up a point and answer dakkamites' question in one fell swoop, I'd like to make a mod of <span class="glossaryitem" onmouseover='gp(3);'>40k</span>, which is still recognizable as the game even with extensive changes. This is what has me worried about many of the changes being suggested, funnily enough being brought to light by dakkamite bringing up kings of war. That system is built around formations of models acting as one whole, whereas <span class="glossaryitem" onmouseover='gp(3);'>40K</span> is about a bunch of individual models working as a cohesive unit. This has always been represented in the round bases and coherency rules, as unlike its fantasy cousin who is a formation game, the models don't fit together nicely, and you purchase and load out individual models. I did like how they had a fairly limited set of statlines, that used special rules to differentiate them, but i think <span class="glossaryitem" onmouseover='gp(3);'>40k</span> should use a system where variety starts at the stats, then Wargear and special rules drive home the differences and specialities.<br /> <br /> Also im not terribly keen on using a <span class="glossaryitem" onmouseover='gp(343);'>D12</span> if possible, since theyre slightly harder to come by and anything you can do with a <span class="glossaryitem" onmouseover='gp(343);'>D12</span>, you can probably find a way to hack it into working on a <span class="glossaryitem" onmouseover='gp(24);'>D6</span>. The irony of me saying that on a thread that i started titled <span class="glossaryitem" onmouseover='gp(342);'>D10</span> conversion to <span class="glossaryitem" onmouseover='gp(3);'>40k</span> is not lost on me.<br /> <br /> Also, i dont know about you guys, but i will most certainly be rewriting Codex: Grey Knights to be unrecognizable to the pile of steaming disappointment Ward left at my doorstep.<br /> <br /> <br /> <br /> <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 5 Aug 2013 10:41:19]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Well, you were the one crazing about trying to shorten the statline as much as possible <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"><br /> <br /> But if you insist on it, then it takes nothing just to put back Vitality (Wounds), Fury (new name for Attacks maybe? Attacks sounds bad)<br /> <br /> Wait, so you approve of <span class="glossaryitem" onmouseover='gp(342);'>D10s</span> but not <span class="glossaryitem" onmouseover='gp(343);'>D12s</span>?!?! <span class="glossaryitem" onmouseover='gp(343);'>D12s</span> are MUCH easier to come by <span class="glossaryitem" onmouseover='gp(70);'>IIRC</span>.<br /> <br /> I'll be back in D3 hours!]]></description>
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				<pubDate><![CDATA[Mon, 5 Aug 2013 10:48:59]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ If we really wanted it at minimum size, we could just have offense/defense, or even just elite/general/horde under quality heading, but one sounds like we'd be playing bloodbowl or something and the other would be awful, so more concise than the current system, but diverse enough to allow variation and distinctions.<br /> <br /> Rage sounds like an interesting idea to replace attacks, maybe fury, ferocity, or wrath. I kinda like ferocity, but it might be best to stick with attacks, as its familiar and easy to use in game (they've got two attacks each vs they have a ferocity score of 2 each).<br /> <br /> No dice other than <span class="glossaryitem" onmouseover='gp(24);'>D6</span> are easy to come by in my area, since all <span class="glossaryitem" onmouseover='gp(38);'>FLGS</span> in my area are about an hour away before city traffic makes you rethink your decision. And yeah I was working with <span class="glossaryitem" onmouseover='gp(342);'>D10</span> specifically to avoid having everything feel like <span class="glossaryitem" onmouseover='gp(3);'>40K</span> pushed onto a bigger dice, and I've pretty much abandoned that at this point as better ideas have come forth, and. I like the use of a 2-12 scale, im just not so sure about the dice, since to playtest <span class="glossaryitem" onmouseover='gp(269);'>id</span> either have to buy a whole bunch which are expensive or use a dice app which takes forever, whereas I've got access to dozens of <span class="glossaryitem" onmouseover='gp(24);'>D6</span>.]]></description>
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				<pubDate><![CDATA[Mon, 5 Aug 2013 11:02:57]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>D10 Conversion for 40k</title>
				<description><![CDATA[ It seems this is to be nothing more than a re-skin of the existing <span class="glossaryitem" onmouseover='gp(3);'>40k</span> rules to have a wider range of stats. I'll leave you guys to it then.]]></description>
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				<pubDate><![CDATA[Mon, 5 Aug 2013 11:21:45]]> GMT</pubDate>
				<author><![CDATA[ Dakkamite]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Wait, why does that matter? You don't want to help us anymore? :&lt; I don't want a <span class="glossaryitem" onmouseover='gp(3);'>40k</span> reskin. I want a mechanically strong and logical game which is familiar to <span class="glossaryitem" onmouseover='gp(3);'>40k</span> players, but also fresh. <span class="glossaryitem" onmouseover='gp(3);'>40k</span> rules are broken all over the place. Grimdark took one path, I want to take another. I'm not a fan of the place counters and flip path.<br /> <br /> Also by a 2-12 scale you mean <span class="glossaryitem" onmouseover='gp(1);'>2D6</span>? For me that is out of the picture because not only will it be impossible when it comes to rolling a lot of dice, but also, <span class="glossaryitem" onmouseover='gp(1);'>2D6</span> has a fundamental problem of uneven values, as in, the chance of getting 7 is 1/6, whereas the chance of getting 2 or 12 is 1/36. Unless you want some sort of skewered data, which won't get you far anyway, this can't work.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> What's your opinion on a chart that goes like this:<br /> <br /> ---------------------------------------------------------------------------------------------------------------------<br /> Marksmanship..................................1......2......3......4......5......6......7......8......9.....10<br /> To Hit (Shooting).............................6+....6+....5+....5+....4+....4+....3+....3+....2+....2+<br /> Target's Stealth...............................-1.....-2.....-3.....-4.....-5....-6.....-7.....-8.....-9....-10<br /> ---------------------------------------------------------------------------------------------------------------------<br /> Power..............................................1......2......3......4......5......6......7......8......9.....10<br /> To Damage.....................................6+....6+....5+....5+....4+....4+....3+....3+....2+....2+<br /> Target's Resilience..........................-1.....-2.....-3.....-4.....-5....-6.....-7.....-8.....-9....-10<br /> ---------------------------------------------------------------------------------------------------------------------<br /> Fortitude..........................................1......2......3......4......5......6......7......8......9.....10<br /> Morale Check.................................6+....6+....5+....5+....4+....4+....3+....3+....2+....2+<br /> Target's Threat...............................-1.....-2.....-3.....-4.....-5....-6.....-7.....-8.....-9....-10<br /> ---------------------------------------------------------------------------------------------------------------------<br /> Combat Skill.....................................1......2......3......4......5......6......7......8......9.....10<br /> To Hit (Assault)...............................6+....6+....5+....5+....4+....4+....3+....3+....2+....2+<br /> Target's Dexterity............................-1.....-2.....-3.....-4.....-5....-6.....-7.....-8.....-9....-10<br /> ---------------------------------------------------------------------------------------------------------------------<br /> Influence..........................................1......2......3......4......5......6......7......8......9.....10<br /> To Affect.........................................6+....6+....5+....5+....4+....4+....3+....3+....2+....2+<br /> Target's Pressure............................-1.....-2.....-3.....-4.....-5....-6.....-7.....-8.....-9....-10<br /> ---------------------------------------------------------------------------------------------------------------------<br /> <br /> Pros:<br /> Uses <span class="glossaryitem" onmouseover='gp(24);'>D6</span><br /> Allows for variety<br /> <br /> Cons:<br /> Chances not perfectly even; without modifiers, the numbers conflict, however with enough modifiers, the difference in difference is minimised.<br /> Needs more stats on the stat card; however stats are paired<br /> Stats will need to start high up and get lowered, which means there isn't enough space for good characters; maybe extend the numbers to 20 or something.<br /> <br /> Any obvious flaws in this?]]></description>
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				<pubDate><![CDATA[Mon, 5 Aug 2013 13:11:41]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ I meant a set of 2-12 as in a <span class="glossaryitem" onmouseover='gp(343);'>D12</span> where a skill of one is always failing.<br /> So to do a direct comparison to <span class="glossaryitem" onmouseover='gp(3);'>40K</span>,<br /> 2 == 2<br /> 3 == 3<br /> 4 == 3.5<br /> 5 == 4<br /> 6 == 4.5<br /> 7 == 5<br /> 8 == 6<br /> 9 == 7<br /> 10 == 8<br /> 11 == 9<br /> 12 == 10<br /> This system lets us add more variety in standard troops, particularly picking out veteran skills, while still letting a us have the high power weapons be represented, though its far from perfect. But it bothered me that sisters of battle never got a higher weapon skill, even though i think we can all agree they could wipe the floor with the guardsman in close combat, if not to the extent they could outclass them in shooting.<br /> <br /> The system i've been working on has melee skill, shooting skill, wounds, attacks, morale, and defense as unit stats, with damage, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>, range, and type as weapon stats, with the defense rolls having a chart like this with<br /> 	         1	2	3	4	5	6	7	8	9	10	11   12													<br /> 3		4+	5+	6+	7+	8+	9+	10+	11+	12+	----	----	-----<br /> 4		3+	4+	5+	6+	7+	8+	9+	10+	11+	12+ ----   -----<br /> 5		2+	3+	4+	5+	6+	7+	8+	9+	10+	11+	12+	-----<br /> 6		----	2+	3+	4+	5+	6+	7+	8+	9+	10+	11+	12+<br /> 7		----	----	2+	3+	4+	5+	6+	7+	8+	9+	10+	11+<br /> 8		----	----	----	2+	3+	4+	5+	6+	7+	8+	9+	10+<br /> 9		----	----	----	----	2+	3+	4+	5+	6+	7+	8+	9+<br /> 10		----	----	----	----	----	2+	3+	4+	5+	6+	7+	8+<br /> 11		----	----	----	----	----	----	2+	3+	4+	5+	6+	7+<br /> 12		----	----	----	----	----	----	----	2+	3+	4+	5+	6+<br /> So anything with toughness more than 6 points above incoming damage can't be hurt by it, while anything with strength 5 over the targets defense auto-wounds? No sure about that last part. So Defense would have to be a scale of 1 to 30 in this new set, so 12 Max Strength, + 8 for Max Penetration, and half a <span class="glossaryitem" onmouseover='gp(343);'>D12</span>. <span class="glossaryitem" onmouseover='gp(6);'>AP</span> reduces the targets Defense value. Far from finalized but i like the feel of it.<br /> ]]></description>
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				<pubDate><![CDATA[Mon, 5 Aug 2013 17:06:46]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Hi folks.<br />  It looks like we need to decide exactly what we want from this development.. <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0"> <br /> <br />  I want to have a well defined , intuitive face paced MODERN BATTLE war game .<br /> <br /> An interactive game turn, minimal resolution methods , and direct use of  stats, to remove the need for separate charts and tables....(And reliance on special rules to carry the game.)<br /> <br /> Now if this was just a WWII game populated by humans and similar level of technology across all armies.<br /> Then we could use standard movement for infantry, bike jeep halftrack, tank fast tank slow tank like F.O.W<br /> And a similarly close range of morale and training .<br /> <br /> But <span class="glossaryitem" onmouseover='gp(3);'>40k</span> is supposed to encompass an entire universe.So the more variation we can put in the better, <span class="glossaryitem" onmouseover='gp(72);'>IMO</span>.<br /> <br /> Now this is why I wanted to use opposed stats.<br /> <br /> Say we start by using infantry and vehcles .And we use <span class="glossaryitem" onmouseover='gp(343);'>D12</span> or <span class="glossaryitem" onmouseover='gp(342);'>D10</span> to set the range of results.<br /> <br /> Then we want to add super heavies, and titans. <br /> We have to rip up all the charts and tables and start again using a <span class="glossaryitem" onmouseover='gp(341);'>d20</span> and/or add in loads of special rules .....<br /> <br /> If we simply use stats we can just put higher stats in for Super heavies/titans and the weapons to take them down .<br /> <br /> A simple question, <br /> Do you want to JUST cover the current game play of <span class="glossaryitem" onmouseover='gp(3);'>40k</span> in as few pages of rules as possible.Where everything is crammed together with deterministic use of dice.<br /> OR would you like to use ADD more tactical depth to the game , (and cover the wide variety of units found in a universe,)By using  new mechanics and reolution methods, and still use less than half the pages of rules <span class="glossaryitem" onmouseover='gp(3);'>40k</span> does... <br /> <br /> In my 30+ years of war gaming, I have found  simple simulations make far better games than 'cinematic' marketing pamphlets. <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> <br /> <br /> It may be on a different page now.<br /> But when I listed my example starting stats.<br /> <br /> I said that we could include the USERS Attacks in the Close combat weapons 'Effect'.(Effect being number of shots /hits/ area of effect.)<br /> <br /> And we include the USERS balistic skill in the effective range of ranged weapons.(Better shots hit things further away.)<br /> <br /> I listed Morale as the score needed to beat, to rally a unit on poor morale.(Yes I want to use simple supression mechanic, shaken, stunned and routed for ALL units.)<br /> <br /> And Command as the number of RE ROLLS and RANGE , the unit leader/Character  gives the near by unit per game turn.(These re rolls are dependant on the character type to what dice the unit can re roll.)<br /> <br /> I am happy to discuss alternative game mechanics and resolution methods.<br />  BUT it is important to me to use no more than 2 resolution methods (other than direct representation.)<br /> And use the stats directly , to determine in game interaction.<br /> To keep the rules straight forward and intuitive.<br /> <br /> I can go through alternative game turn mechanics, and explain the proposed stats in more detail if you like?<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 5 Aug 2013 18:45:33]]> GMT</pubDate>
				<author><![CDATA[ Lanrak]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Ok so lets break those goals down into more manageable chunks shall we?<br /> <br /> Interactive game turn, minimal resolution methods, less reliance on special rules to carry the game.<br /> <br /> 100% on board with these goals. Interactive game turns would keep players involved and interested with less waiting around, whether this be through unit activation systems of alternating phases, and <span class="glossaryitem" onmouseover='gp(3);'>40k</span>'s current turn system is both dated and broken.<br /> minimal resolution methods make everything more unified, meaning less arbitrary rules that create differing systems, and hopefully make the game play faster. Less reliance on special rules for core gameplay means they can be used to really bring the "Special" portion to special rules.<br /> <br /> As for putting as much variation as possible in with regards to movement, i'm not really on board with this idea. Does altering a units movement distance really make it feel or play any differently/better? All you'd be doing is slightly slowing down or slightly speeding up a units movement, unless you wanted some truly drastic effects. Plus I think <span class="glossaryitem" onmouseover='gp(3);'>40k</span>'s current movement system is dynamic enough to not need fiddling with, as slow and purposeful, fleet, Slaanesh Daemons extra movement rule, Eldars Battle-focus, etc allow for very different movement mechanics and tactics without being overly fiddly, andlet us keep simple standard movement rules based on unit types (infantry, jump infantry, jet infantry, bike, etc)<br /> <br /> And please, don't even bring up Apocalypse rules, we've got a big enough challenge ahead of us before we even think of approaching that.<br /> <br /> As to whether we want to streamline the current <span class="glossaryitem" onmouseover='gp(3);'>40K</span> system or add tactical depth, why not both? Simplify and keep the best parts of <span class="glossaryitem" onmouseover='gp(3);'>40K</span>, modifying where necessary to make them faster and less cumbersome, and instead replace the complexity with tactical options in whatever method works best. Just off the top of my head, i'm not sure how i feel about using a Command stat in addition to Morale, but letting sergeants or leaders have warlord-esque traits might be an interesting route to go. Having them issue orders might be stepping on Imperial Guard Players toes a bit, but it would definitely be different and interesting.<br /> <br /> Using simple Suppression, Shaken, Stunned, Routed Mechanics for ALL units.<br /> Lanrak, i swear, every post you've got some interesting, innovative idea, keep it up.<br /> <br /> And finally,we need to start getting examples and rules set down for many of these ideas. I like the concept of a direct comparison rather than charts, but we need a concrete system to evaluate, even if its only a placeholder to be modified and adjusted. The Ballistic Skill as range system sounds interesting, but without something to experiment with and evaluate, we cant say which parts work and which parts don't, and make necessary changes accordingly. Once we've got a basic ruleset for these ideas, we can start modifying and evaluating, but until then, we don't have the information to make a strong judgement.<br /> <br /> Sorry to drop so much work on you Lanrak, but we really need these ideas to be fleshed out before we start judging beyond them being interesting. Also, how do you feel about some of the other ideas discussed, such as consolidating certain stats, dropping the initiative system in favor of roll-offs and fast/slow Initiative special rules, etc?<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 5 Aug 2013 19:44:36]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>D10 Conversion for 40k</title>
				<description><![CDATA[ So what exactly is a direct comparison? Is that simply a 'chart', where every level of difference is a +/-1 modifier? Sort of like the to-wound mechanic of current <span class="glossaryitem" onmouseover='gp(3);'>40k</span>. So if the base was 7, and I was 2 higher than you, you'd need a 9+ to hit or something?<br /> <br /> As opposed to charts like the current melee to-hit chart where the numbers jchange at various points and require that one actually look at a chart.]]></description>
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				<pubDate><![CDATA[Mon, 5 Aug 2013 22:12:35]]> GMT</pubDate>
				<author><![CDATA[ Dakkamite]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Hi Rav1rn.<br />  If we want a more tactical game , then we need more IN GAME  choice and interaction in the game play. <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0"> <br /> <br /> If you can bear with me a moment as I go over some basic ideas.<br /> <br /> I think it is important that units have to choose what 2 actions they are going to perform in the game turn.(Rather than 1 to 4 in the current <span class="glossaryitem" onmouseover='gp(3);'>40k</span> game.)<br /> EG <br /> Ready (weapons), Then Fire to Full effect.(The only way to fire heavier weapons/ordnance.)<br /> <br /> Ready (equipment) Then  Move with higher stealth.<br /> <br /> Move Then Fire<br /> <br /> Move Then Move<br /> <br /> Move Then Assault.  <br />  <br /> (Units can choose different actions to other friendly /enemy units.)<br /> <br /> If you want to use alternating phases, here are two popular options.<br /> <br /> No1<br /> Player A move.<br /> Player B move<br /> <br /> Player A shoot <br /> Player B Shoot<br /> <br /> Player A Assault<br /> Player B Assault<br /> <br /> No2<br /> Player A Move.<br /> Player B Shoots<br /> Player A Reacts.<br /> <br /> Player B Moves .<br /> Player A Shoots <br /> Player B Reacts. <br /> <br /> (Units can move shoot or assault as a reaction .)<br /> <br /> Anyhow, just to explain why a Movement value might be useful.<br /> Currently in <span class="glossaryitem" onmouseover='gp(3);'>40k</span> any SLIGHT change in unit /model equipment requires special rules  to define slight improvements .<br /> Where as if we use a distance in inches for speed.<br /> <br /> We can say extra armour on a vehicle slows its speed down by X  inches.<br /> Or stripping off armour increases the units speed by Y inches.<br /> (Making unit load out mutable and gives a finer level of balance.)<br /> <br /> Having used Movement values in EVERY battle game except <span class="glossaryitem" onmouseover='gp(3);'>40k</span> .(And Arty Conliffes Crossfire which does not use ANY measuring.)<br /> Sort of makes it very odd to me to work without a movement value.<br /> <br /> I mean how would you feel if weapon ranges were written as every weapons range is  24" apart from weapons with , very short, short ,less than average ,more than average, longish, quite long , very long and super duper long, range special rules .<br /> <br /> And than you had to look up and remember what every special range class was in terms of actual range..  <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> .<br /> <br /> <br /> Anyhow...<br /> I am very happy to combine stats effect to get the NET in game effect.(And allowing us to use ANY value we need to is important <span class="glossaryitem" onmouseover='gp(72);'>IMO</span>.)<br /> <br /> This was the idea about using a UNIT WEAPONS PROFILE.(Ill explain later.)<br /> <br />  I agree that units could have a 2 stage damage resolution.<br /> Roll to hit. then roll to save.<br /> Damage (<span class="glossaryitem" onmouseover='gp(6);'>AP</span> + <span class="glossaryitem" onmouseover='gp(123);'>STR</span>,)vs Defense (<span class="glossaryitem" onmouseover='gp(9);'>AV</span> + Toughness.)<br /> <br /> But most <span class="glossaryitem" onmouseover='gp(3);'>40k</span> players want to differentiate between armour and natural toughness.(I dont know why but they do.)<br /> <br /> However, we could have a halfway resolution.Where the amount you fail the save by , is compared to a Resilience value, to determine the actual damage taken?<br /> EG <br /> If what you fail the save by is less than the Resilience value the model is Shaken.<br /> If you fail the save by MORE than the resilience value the model is damaged.(looses a wound/structure point.)<br /> <br /> (I know some people do not like using different terminology,But I want to use universal stats that apply to mechanical AND biological units.)<br /> <br /> Sorry for rambling a bit, its my age you know... <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Mon, 5 Aug 2013 22:18:02]]> GMT</pubDate>
				<author><![CDATA[ Lanrak]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ You seem to be drawing a bit from the Epic rules, so why not just use that?<br /> <br /> &gt;Player 1 picks a unit that hasn't gone this round, does all movement, shooting, assault etc, using a variety of 'orders' like 'shoot more', 'move-shoot', 'move-move' etc<br /> &gt;Player 2 does the same<br /> &gt;Then back to player 1<br /> <br /> I'm quite fond of this alongside a counters system, but since it seems the majority isn't in favour of the counters it still leaves this as a solid option. A bonus to something like this is that a COMMAND type stat becomes relevant.<br /> <br /> <blockquote class="uncited"><div>If we want a more tactical game , then we need more IN GAME choice and interaction in the game play</div></blockquote><br /> I'm very much in agreement here. In fact, I've been thinking on another element that is crucial in promoting IN GAME choices and interaction - and thats to take the power away from PRE GAME choices in army list construction.<br /> <br /> Frankly, I hate the army list construction element of <span class="glossaryitem" onmouseover='gp(3);'>40k</span>. I think that it takes the spotlight away from your tactical decisions on the tabletop, causing the game to be over before its even began, with wars won in the indexes of your army book than on the tabletop. As it is now, I truly believe <span class="glossaryitem" onmouseover='gp(3);'>40k</span> resembles more <i>Magic: The Gathering</i> than an actual wargame. I see much more in regards to &quot;wow, thats a strong army&quot; than &quot;wow, he certainly used his army to great effect&quot;, and rarely see the weaker army come out on top in a game. We also seem to get tons of stuff thats under/over costed or powered this way because theres literally too much choice. <br /> <br /> In that vein I'd like to... not necessarily remove choice, but structure it. What I'm talking about is an army construction system akin to that from SAGA. Instead of 1500pts or whatever, you get X choices from your army book (thinking 4 for a small game, 8 for a big one... something like that). A choice might be a solo Dreadnaught or Predator, a small unit of Terminators, a medium one of Space Marines, or a larger one of Scouts - depending on the scale we use (I'm fond of the one you see in Dawn of War 2 - Marines in squads of 3, because smaller units leads to more tactical gameplay plus three marines being equal to a whole mob of other models is more fluffy). Some choices, such as Land Raiders, may cost more, but rather than one unit costing 125pts and another 240 and yet another 734 points, its simple &quot;one choice&quot; (or &quot;point&quot<img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0"> or &quot;two choices&quot; (two &quot;points&quot<img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0"> taken up.<br /> <br /> Each Option would have various ways of customizing it, but none of them affect the price of the unit. To use the army I'm familiar with (Orks), a &quot;Boyz Mob&quot; of say 8 Boyz led by a Nob can either have Sluggas and Choppas or Shootas on all the models. They then have the option of adding either two special weapons (choice of flamer, rokkit, big shoota) or to give the Nob a Power Klaw to make the unit killier in close combat. The unit may, instead of either or both of the special weapons, choose to take Stikkbomms (grenades, whatever those will do), 'eavy armour to make the unit tougher but slower, or to upgrade one boy to a Painboy (medic) that can also boost the durability of the mob.<br /> <br /> Though all of this is encompassed under &quot;Ork Mob - 1 point&quot;, I've got options here for a ded killy close combat unit, one thats hard as nails, a shooty unit... all brought about through ticking a few boxes on the list of options for the Mob. What I *don't* have to worry about, is whether to spend 5 points on this, or 7 points on that, or buy the 38.5 point upgrade that gives them something else, and then whether those various point expenditures are 'efficient' relative to choices elsewhere.<br /> <br /> No matter what options I pick, its still just 1 point for the &quot;Ork Boyz Mob&quot; selection for my army, and should be 'equal' in utility to all the other 1 point options in my book. Theres still plenty of room for customization but I feel something like this helps to balance the game for more *gameplay* and less list construction.]]></description>
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				<pubDate><![CDATA[Mon, 5 Aug 2013 23:59:06]]> GMT</pubDate>
				<author><![CDATA[ Dakkamite]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ First off lets address some of Dakkamite's concerns,<br /> <br /> Worrying that Pre-Game decisions are more powerful than In-Game decisions is the fault of <span class="glossaryitem" onmouseover='gp(3);'>40K</span>'s designers, not an inherent flaw in the system itself. To the best of my knowledge, there has been no official curve or formula used to describe a units cost since Rogue Trader, and this is just not acceptable. In games with fewer units and less choices to make, playtesting alone might be able to balance things perfectly, with some luck and lots of time and samples. However, with 16 distinct codex's in circulation, and more supplements being introduced all the time, its impossible to get things balanced out even close to perfectly without some way of mathematically describing its power compared to some standard, and attach a points cost accordingly. This is further complicated by  the statline not having enough variety to allow units to differ to an appropriate amount, without resorting to special rules. This is why every codex seems to have at least 1 "dud" unit that just doesn't match up to anything it competes with, or you get stupidly overpowered options. The problem isn't the points system, but the lack of distinct control over it, that causes so many problems.<br /> <br /> Your alternative of using a system that limits the number of units taken seems like it'd be both interesting, and much easier to balance. Im not a huge fan of it, since i like using the larger squads of standard <span class="glossaryitem" onmouseover='gp(3);'>40k</span>, but Dawn of War 2 had great gameplay that felt almost exactly like <span class="glossaryitem" onmouseover='gp(3);'>40K</span>, just at a smaller scale, so theres no reason that idea shouldn't work, im just not sure i want that to be the core <span class="glossaryitem" onmouseover='gp(3);'>40k</span> system, instead of a faster alternative ruleset, maybe even an introduction to the game kind of thing.<br /> <br /> @Lanrak<br /> <br /> I like the idea of an action system, it feels similar to the action system you'd find in tabletop <span class="glossaryitem" onmouseover='gp(345);'>RPG</span>'s, and those can work very well.<br /> <br /> Alternating Phases option 1 is a no-go, it doesn't really address the problem of alpha-strike gameplay, so you'd be trading one flawed system for a different but equally flawed system.<br /> Option 2 looks interesting though, especially since reaction is not the same as a distinct set of actions that can be undertaken in that period, so player choices can be more of a factor. i'd just worry that having both players act in one "player" turn would be a bit odd.<br /> <br /> Yes, any slight change to a models movement requires a special rule to describe that, but its either use special rules for the few situations where that occurs, or you create a new stat that can itself vary, then likely have special rules on top of that anyways. It might be a good idea so far as having a unified statline for all units in the game, but i think just letting the units type decide these kinds of things would be better, such as having Heavy Tank/Tank/Light Tank, Heavy Skimmer/Skimmer/Light skimmer. This idea would also let us integrate your idea of changing a vehicles movement by changing its armor values, which i assume was your idea instead of the extra armor upgrade in place right now. This could even be applied to infantry, with Heavy infantry/infantry/light infantry types determining movement effects. Heavy infantry might act as having slow and purposeful, infantry may have no bonuses or penalties, and light infantry might get an extra 3" of movement over the normal value.<br /> <br /> As to the change of the range system so it relies on <span class="glossaryitem" onmouseover='gp(14);'>BS</span>, i feel this would either have too much effect, or not enough. Either your gonna get units that can sit outside the range of a less skilled enemy who cant move since they'd take a range penalty or not be able to shoot at all, or it'd just be a much more involved version of the current system that would require me remember how far the chaplain in my squad can fire, vs how far my captain can fire, vs the terminators they're attached to. At least with the current system its fairly fast, if not terribly varied. So while there's room for improvement, i'm not sure how well this new system would replace it.<br /> <br /> <blockquote class="uncited"><div> However, we could have a halfway resolution.Where the amount you fail the save by , is compared to a Resilience value, to determine the actual damage taken? <br /> EG <br /> If what you fail the save by is less than the Resilience value the model is Shaken. <br /> If you fail the save by MORE than the resilience value the model is damaged.(looses a wound/structure point.) <br /> </div></blockquote><br /> <br /> This is a great idea, and would make sure that even if no wounds are caused, the unit is affected. Couple ideas come to mind with this system. <br /> 1) Morale check could prevent shaking? might make it too many rolls<br /> 2) If unit loses a certain number of models, they do the typical morale check, but if they fail a certain threshold, they are shaken/stunned/routed or whatever<br /> 3) Assuming you make shaken/stunned the same as the current vehicle rules, it'd make fearless invaluable to assault units. Would also provide a nice way to keep strong shooting units from hitting as hard without needing to kill all of them.<br /> <br /> Again, however, without concrete rules to look over, this is still just based on how i perceive such a system working. I'd really like to see an in-depth exploration of how direct comparison could work, preferably using a <span class="glossaryitem" onmouseover='gp(343);'>D12</span>?]]></description>
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				<pubDate><![CDATA[Tue, 6 Aug 2013 02:19:32]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Worrying that Pre-Game decisions are more powerful than In-Game decisions is the fault of <span class="glossaryitem" onmouseover='gp(3);'>40K</span>'s designers, not an inherent flaw in the system itself</div></blockquote><br /> <br /> I don't understand this at all. <br /> <br /> This problem is the *result* of the system, which means the flaw lies in the system itself. The designers are kind of irrelevant, only the system they've given us matters, so I can't really figure what your getting at here<br /> <br /> <blockquote class="uncited"><div>Im not a huge fan of it, since i like using the larger squads of standard <span class="glossaryitem" onmouseover='gp(3);'>40k</span></div></blockquote><br /> <br /> The key aspect of the rules was the replacement of points with selections, not the squad size. If the squad size element is what you believe to be flawed in those rules then it can easily be swapped out for a larger number of models. I just went for smaller because not only do I like smaller, but because the stated mission of this endeavour is to make <span class="glossaryitem" onmouseover='gp(3);'>40k</span> into something involving the terms "small scale modern style tactical skirmish game" in any given order if I recall it correctly. Modern and skirmish are both in reference to smaller units, not to mention small scale though that particular element could just be a figment of my imagination]]></description>
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				<pubDate><![CDATA[Tue, 6 Aug 2013 02:48:00]]> GMT</pubDate>
				<author><![CDATA[ Dakkamite]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ But if you're saying you don't want a template for army construction then many armies will just be running full <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> or full Fast Attack, it just won't work <span class="glossaryitem" onmouseover='gp(72);'>imo</span>. And about the point system turning into simply a "slot" system, that will make it the opposite of variety, you'll have, at the bottom, a Gretchin squad, and at the top, some <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> like Calgar or something. Then you have to fit EVERYTHING into 2-6 slots. It will make many units the same price but vastly different power.<br /> <br /> I do like the idea you mentioned of "if you take a power klaw you can't take stikkbombs", we'll have to consider that later.<br /> <br /> As for the turn system, I love the idea Rav1rn mentioned earlier about:<br /> <br /> Player 1 selects one unit and moves, shoots and assaults with that one unit<br /> On a 3+, he may do the same with another unit.<br /> On a 5+, he may do the same with another unit.<br /> After using up to 3 units, the turn switches to the opponent.<br /> <br /> It's like Epic rules, with a twist.<br /> <br /> I don't like the counter system, it seems to add some unnecessary mechanic which seems to hinder the game a lot.<br /> <br /> Also, following on from Lanrak's <blockquote class="uncited"><div>Ready (equipment) Then Move with higher stealth.</div></blockquote><br /> <br /> I think this could be a great idea, moving only a fraction of your maximum distance but gaining Stealth in the process.<br /> <br /> <blockquote class="uncited"><div>Player A Move. <br /> Player B Shoots <br /> Player A Reacts.</div></blockquote><br /> <br /> What do you mean by react? Move back? Shoot back? Engage in <span class="glossaryitem" onmouseover='gp(19);'>CC</span>?<br /> <br /> On a different note I think our focus has gone away from shortening unit statlines, so yes, I fully agree on having a Mobility statistic. This means that Eldar DON'T have to have a weird rule, but instead just move more than everyone else. As for Necrons they still have to get a special rule, but don't need that rule to outline their movement. This is good for beginners who sometimes forget rules; they still get the bulk of the actual game. So we NEED to agree on a very basic thing right now. It's the easiest obstacle to overcome. Do we want a short statline with more special rules? Or an honest one which is long but doesn't need rules backing it up? <span class="glossaryitem" onmouseover='gp(71);'>Imho</span> I go for the latter.<br /> <br /> Before we start thinking about all this extra stuff like Rav1rn said, we need to find a concrete, fundamental mechanic which we all agree on. Will it be:<br /> <br /> (green = pro, orange = con)<br /> <br /> Direct comparison:<br /> <br /> <font color='green'>Removes the need for charts<br /> Uses <span class="glossaryitem" onmouseover='gp(24);'>D6</span></font><br /> <font color='orange'>Doesn't address the desire for variety - it works just like the current S/T chart system.<br /> It distorts receiving values by 4, which wouldn't be distorted with a chart<br /> Dexterity vs. Dexterity, how is one going to hit another if they're the same value? </font><br /> <br /> Strength Toughness Chart:<br /> <font color='green'>Uses <span class="glossaryitem" onmouseover='gp(24);'>D6</span><br /> Easy to remember </font><br /> <font color='orange'>One point in difference means 1/6 chance, which cramps everything together; no variety </font><br /> <br /> S/T chart with <span class="glossaryitem" onmouseover='gp(342);'>D10</span> or <span class="glossaryitem" onmouseover='gp(343);'>D12</span>:<br /> <font color='green'>Addresses the need for variety </font><br /> <font color='orange'>Hard to get <span class="glossaryitem" onmouseover='gp(342);'>D10s</span> and <span class="glossaryitem" onmouseover='gp(343);'>D12s</span>, no-one will play. </font><br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Alternatively;<br /> <br /> .........1.....2.....3......4.....5.....6.....7.....8.....9...10...11...12 <br /> .....1|4+...5+...5+...6+...6+...6+....---...---....---...---...---....--- <br /> .....2|3+...4+...5+...5+...6+...6+...6+....---...---...---...---....--- <br /> .....3|3+...3+...4+...5+...5+...6+...6+...6+...---...---...---....--- <br /> .....4|2+...3+...3+...4+...5+...5+...6+...6+...6+...---...---....--- <br /> .....5|2+...2+...3+...3+...4+...5+...5+...6+...6+...6+...---...--- <br /> .....6|2+...2+...2+...3+...3+...4+...5+...5+...6+...6+...6+...--- <br /> .....7|---....2+...2+...2+...3+...3+...4+...5+...5+...6+...6+...6+ <br /> .....8|---....---....2+...2+...2+...3+...3+...4+...5+...5+...6+...6+ <br /> .....9|---....---....---....2+...2+...2+...3+...3+...4+...5+...5+...6+ <br /> ...10|---....---....---....---....2+...2+...2+...3+...3+...4+...5+...5+ <br /> ...11|---....---....---....---....---....2+...2+...2+...3+...3+...4+...5+ <br /> ...12|---....---....---....---....---....---....2+...2+...2+...3+...3+...4+ ]]></description>
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				<pubDate><![CDATA[Tue, 6 Aug 2013 02:56:26]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ The result is not of the system, but of poor execution of the system. The system is you buy units and upgrades using points. In an ideal system, a unit's points cost would be representative of its abilities, with upgrades being costed appropriately. There's no problem with this system, assuming there's some mathematical way to ensure everything's costs are accurate. The problem is that the design team doesn't do this.<br /> As for the problems with the actual rules and ways abilities are represented, yeah that's a problem with <span class="glossaryitem" onmouseover='gp(3);'>40K</span>, and why we're in this thread to begin with, but you addressed the points and buying system <span class="glossaryitem" onmouseover='gp(3);'>40K</span> uses specifically:<br /> <br /> <blockquote class="uncited"><div>Frankly, I hate the army list construction element of <span class="glossaryitem" onmouseover='gp(3);'>40k</span>. I think that it takes the spotlight away from your tactical decisions on the tabletop, causing the game to be over before its even began, with wars won in the indexes of your army book than on the tabletop. As it is now, I truly believe <span class="glossaryitem" onmouseover='gp(3);'>40k</span> resembles more Magic: The Gathering than an actual wargame. I see much more in regards to "wow, thats a strong army" than "wow, he certainly used his army to great effect", and rarely see the weaker army come out on top in a game. We also seem to get tons of stuff thats under/over costed or powered this way because theres literally too much choice. </div></blockquote><br /> <br /> If things were priced appropriately, these problems wouldn't exist. You could tailor your list to how you wanted to play in addition to the strengths within the codex. Player skill and luck of the dice would determine victory, as one player would have had to either play worse or not take advantage of their codex's strengths or have the dice roll unfavorably all game long to lose.<br /> <br /> Edit: as for whether we want a short statline with special rules, or a long statline that avoids special rules, that choice isn't really what we should be deciding on. Do we want to use existing stats to determine more effects in a less dynamic way, or do we want to explicitly state some factors to make that factor have a bigger role in the game system? If you look at most of the <span class="glossaryitem" onmouseover='gp(3);'>40K</span> armies, each has one special rule applied to almost the whole army that in a way defines them and their playstyle. Space Marine have <span class="glossaryitem" onmouseover='gp(8);'>ATSKNF</span>, Eldar have Battle-Focus, Orks have Mob rule, Tyranids have Synapse, Tau have supporting fire, Necrons have reanimation protocols, Dark Eldar have strength through pain, etc. It just so happens that the Eldar's army special rule affects their movement to a degree, as it lets them move-shoot-move. Otherwise, using a Heavy/Medium/Light system, they could just be light infantry to make them faster than whatever the standard movement for infantry is. The Unit Type is already something in place to describe a unit, why not make it do more than just separate Vehicles, Infantry, Jump/Jet/Bike, and Monsterous Creatures?]]></description>
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				<pubDate><![CDATA[Tue, 6 Aug 2013 03:11:06]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>D10 Conversion for 40k</title>
				<description><![CDATA[ Cool, we'll drop the slot idea then. <br /> <br /> However, I still stick with what I said - everything is part of the system, including all the various elements of the game (such as <span class="glossaryitem" onmouseover='gp(660);'>IGOUGO</span> and tons of powerful shooting) that lead to the alpha strike element of current <span class="glossaryitem" onmouseover='gp(3);'>40k</span>.]]></description>
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				<pubDate><![CDATA[Tue, 6 Aug 2013 03:24:33]]> GMT</pubDate>
				<author><![CDATA[ Dakkamite]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ What about the issue with comparison statistics and non-comparison statistics?]]></description>
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				<pubDate><![CDATA[Tue, 6 Aug 2013 03:43:21]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ None of these systems is exactly ideal, but can we agree that using the <span class="glossaryitem" onmouseover='gp(24);'>d6</span> just isn't going to offer enough variety to make things more interesting? Otherwise, i think using a <span class="glossaryitem" onmouseover='gp(343);'>D12</span> plus whatever unusual idea Lanrak has for direct comparison would be the way to go. With the widespread adoption of smartphones, using a dice app wouldn't be too bad, since they're relatively cheap. A good one would probably be better than using actual dice for stuff like 120 attacks from Ork Mobz.]]></description>
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				<pubDate><![CDATA[Tue, 6 Aug 2013 03:49:46]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>D10 Conversion for 40k</title>
				<description><![CDATA[ Get yo technology outta my wargames<br /> <br /> I asked what direct comparison was like five posts ago, still waiting on that<br /> <br /> The whole point of the thread was to swap out <span class="glossaryitem" onmouseover='gp(24);'>D6</span> for something else, so I'm all for that]]></description>
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				<pubDate><![CDATA[Tue, 6 Aug 2013 04:08:59]]> GMT</pubDate>
				<author><![CDATA[ Dakkamite]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Direct comparison is:<br /> <br /> Mk value 4<br /> Stealth value 8<br /> <br /> The shooter needs a 4+ to hit.<br /> <br /> I don't want to use <span class="glossaryitem" onmouseover='gp(343);'>D12</span> anymore. I don't have a smartphone, and that would be disconcerting in a game which you play in real life unlike computer games, I don't want <span class="glossaryitem" onmouseover='gp(190);'>RNGs</span> to determine my luck. :/<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Also I'm still waitin' on my Imperial weapon stats <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0"> Check my thread to see what my thoughts are right now.]]></description>
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				<pubDate><![CDATA[Tue, 6 Aug 2013 04:20:37]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Ok, so run us through an example of how Melee and shooting would work. How about when the shooter has marksmanship 8 and the target has stealth 4?<br /> Is there a way to use direct comparison using a <span class="glossaryitem" onmouseover='gp(24);'>D6</span> while maintaining variety?<br /> Well, saying you need a set of 20 dice to play at a brisk pace, at ~~$1.00 per dice for a <span class="glossaryitem" onmouseover='gp(343);'>D12</span>, thats only 20 bucks, but the app may be less than 5 dollars, so i meant it as an alternative for cheap play testing more than the final solution, i prefer the physicality of using dice as well.]]></description>
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				<pubDate><![CDATA[Tue, 6 Aug 2013 04:28:55]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Nah, direct comparison is basically the same chart, just without the chart and irregulated 4 points.<br /> <br /> And to be honest I'm not willing to spend money on weird dice. I think we have to make it work with <span class="glossaryitem" onmouseover='gp(24);'>D6s</span>. Check my thread for my updated thoughts.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Also does anyone have any ideas for determining who strikes first? I think this is clear:<br /> <br /> - it shouldn't be the whole squad that strikes first<br /> - the rule has to work with multiple dexterities in a squad<br /> ]]></description>
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				<pubDate><![CDATA[Tue, 6 Aug 2013 04:31:39]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>D10 Conversion for 40k</title>
				<description><![CDATA[ I've got more than just weapon stats for you IcyFireKnight<br /> <br /> I have no idea who should strike first. I was perfectly happy with <i>First Strike (x)</i> and don't really know what direction this process has gone in since then.]]></description>
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				<pubDate><![CDATA[Tue, 6 Aug 2013 05:06:36]]> GMT</pubDate>
				<author><![CDATA[ Dakkamite]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Thanks again for the rulebook, <span class="glossaryitem" onmouseover='gp(84);'>lol</span>!<br /> <br /> As for an invulnerable save I think we should just keep it the same mechanic.<br /> <br /> <b>Safeguard (x+)</b>: <i>A model with this special rule can make a save after being wounded.</i><br /> <br /> And just a thought, for Deep Strike, their <span class="glossaryitem" onmouseover='gp(1);'>2D6</span> scatter is reduced by their Fortitude.<br /> <br /> <br /> <br /> <br /> I want to stress that<br /> <br /> - it shouldn't be the whole squad that strikes first <br /> - the rule has to work with multiple dexterities in a squad <br /> <br /> So do you have any ideas?<br /> ]]></description>
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				<pubDate><![CDATA[Tue, 6 Aug 2013 09:59:42]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>D10 Conversion for 40k</title>
				<description><![CDATA[ Now I'm really confused, I thought the idea of using <span class="glossaryitem" onmouseover='gp(136);'>USR</span> to supplement simple rules had been scrapped. I'm glad to see that it hasn't.<br /> <br /> As for first strike, what happened to just having all "units strike simultaneously unless rule"?]]></description>
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				<pubDate><![CDATA[Tue, 6 Aug 2013 10:15:19]]> GMT</pubDate>
				<author><![CDATA[ Dakkamite]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ I want that to happen, but isn't that a bit boring? Combat where everything puts out its attacks and x number of people die? I think some models should be able to get the upper hand.<br /> <br /> I'm going to put something out there:<br /> <br /> Models that have a higher Dexterity than the model they are attacking get a number of attacks that strike before equal to the difference in Dexterity.<br /> <br /> So a Space Marine charges an Ork. 5-4=1. The Marine gets 1 attack before the Ork.<br /> <br /> Bad wording but just an idea.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Also: <blockquote class="uncited"><div>Now I'm really confused, I thought the idea of using <span class="glossaryitem" onmouseover='gp(136);'>USR</span> to supplement simple rules had been scrapped. I'm glad to see that it hasn't. </div></blockquote><br /> <br /> I'd say it isn't a simple rule, certainly not as fundamental as Wounds or Attacks. Only about 10% of things have invulnerable saves, so Safeguard 5+ won't be flooding the Special Rules section, unlike Multiple Wounds 2 Multiple Attacks 3, which would.<br /> <br /> I am still fully appreciating having <span class="glossaryitem" onmouseover='gp(136);'>USRs</span> for flavoursome mechanics.]]></description>
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				<pubDate><![CDATA[Tue, 6 Aug 2013 10:19:25]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ A super space marine (Dex 10), three regular marines (Dex 5), and a Scout (Dex 4) charge six Orks (Dex 4), two Nobs (Dex 5), and a Warboss (Dex 8)<br /> <br /> How many bonus attacks does each guy get?<br /> <br /> <blockquote class="uncited"><div>Combat where everything puts out its attacks and x number of people die? I think some models should be able to get the upper hand. </div></blockquote><br /> <br /> Isn't that how vanilla <span class="glossaryitem" onmouseover='gp(3);'>40k</span> works as is? <br /> <br /> I'm all for adding options to the close combat, and the way I'd do it is with a simple STANCE system. During each assault phase, each player may declare (secretly? simultaneously? whatever) that any given unit or units of theirs that is engaged in an assault will use a COMBAT STANCE. The two stances to choose from are OFFENSIVE and DEFENSIVE. A unit fighting with a stance trades attack or defense for the opposite - overall it *must* be less efficient than an unmodified unit, but in exchange it allows a player to tie up a strong enemy unit for another turn, or do that last bit of desperate extra damage to one before reinforcements pile into the assault and wipe you out... stuff like that. You can use stances to make a trade off, selling overall efficiency to gain attack or defense where it is needed the most.]]></description>
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				<pubDate><![CDATA[Tue, 6 Aug 2013 10:57:30]]> GMT</pubDate>
				<author><![CDATA[ Dakkamite]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Sounds kinda like the brotherhood-champion special rule from the grey knights codex. Could be interesting, as long as we integrate it properly, so look up that units battle-stances to see how that might feel.Maybe even make it part of the action system lanrak described? Or something command would be used for, readying the troops or egging a unit into ferocity?]]></description>
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				<pubDate><![CDATA[Tue, 6 Aug 2013 13:19:31]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ That's a good idea. Stance system, I shall think about it. It will add a nice dynamic to assault. Maybe in the first turn of an assault the charger HAS to be on offensive and the target HAS to be on defensive? I say that first turn has to be charger=offensive, target=defensive, then in the later rounds the combat initiator declares his position first. Maybe there could be a Neutral stance where there are no stat changes?<br /> <br /> Offensive - +2P, -1R<br /> Defensive - +2R, -2P<br /> <br /> This means that defensive units lose out in the long run. Although...less Power means they can stall for longer.<br /> <br /> Maybe even some units unlock an even stronger stance? "Seasoned Assailant" - +1P +1A +1D +1F, -2R <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"><br /> <br /> <blockquote class="uncited"><div>A super space marine (Dex 10), three regular marines (Dex 5), and a Scout (Dex 4) charge six Orks (Dex 4), two Nobs (Dex 5), and a Warboss (Dex 8)<br /> <br /> How many bonus attacks does each guy get?</div></blockquote><br /> <br /> Firstly, it's not bonus attacks, it's attacks that hit before the Orks'.<br /> <br /> I say that each marine brawls against the closest model (the ones in the front must attack the Orks that they are in base contact with, and the ones behind hit the closest).<br /> <br /> This isn't how vanilla <span class="glossaryitem" onmouseover='gp(3);'>40k</span> works, because it's either ALL or NONE of the models that get the upper hand. I DON'T want an entire Guardian squad hitting before Orks. I want a fraction of them to, but not all.<br /> <br /> Edit: So far I've found one use for Influence Value (Command).<br /> <br /> Barrage: A weapon with this special rule does not need line of sight, however the user must be within 4 x User's Influence of a unit that can see the target.]]></description>
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				<pubDate><![CDATA[Tue, 6 Aug 2013 13:32:26]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Hi folks.<br /> Back to basics....<br />  As far a game turn mechanics go.<br /> Alternating actions ,(governed by dice roll to allow more than one activation per turn.)<br /> I am happy with.(Similar to EA one of my favorite  games.)<br /> <br /> Alternating phases, A,B,A B,A,B.(Move, Shoot,  React.)<br /> <br /> Interleaving the phases engages the players more throughout the game and delivers more  tactical choice.<br /> Why change the assault phase for a reaction phase?<br /> Because it allows more tactical flexibility.SOME unit that are good at close combat want to assault.Others that are better at shooting would NOT assault but shoot.And some units want to move to a better position. (EG towards cover, into weapons range , out of enemy attack range.)<br /> <br /> Or we could use the counter system from Grimdark(Based On Net Epic, another of my favorite games.)<br /> <br /> As the strategic organisation was mentioned.<br /> He is my idea.<br /> <br /> For every <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> unit you may take 2 to 8 COMMON UNITS.(Common units are worth 1 <span class="glossaryitem" onmouseover='gp(140);'>VP</span>)<br /> <br /> For every 2 Common units taken you may take ONE Specialized unit.(Specialized Units are worth 2 <span class="glossaryitem" onmouseover='gp(140);'>VP</span>.)<br /> <br /> For every 2 Specialized units you may take ONE restricted unit.(Restricted units are worth 4 <span class="glossaryitem" onmouseover='gp(140);'>VP</span>.)<br /> <br /> The <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> taken sets the theme of the army .ON theme units are Common, Supporting theme units are Specialized, and Counter Theme units are Restricted.<br /> <br /> (So we can put all the Klanz, Cults, Chapters, Craftworlds, Chapters , Regiments , back into the game.I would like more option to theme freely ...but in  an organised  way )<br /> <br /> Set the Game size on the amount of <span class="glossaryitem" onmouseover='gp(140);'>VP</span> you want to play.<br /> <br /> The game has RANDOM senarios, each player takes a RANDOM mission card.The mission card sets conditions for minor victory , and major victory.<br /> <br /> My problem with the current game set up, is it is obviously win- loose.(The players are set against each other ...)<br /> <br /> With random senarios , you get more narrative focus, where you try to complete your mission first and formost, and try to guess what the opponent is trying to do...<br /> (6 Attacker and 6 defender mission cards would give 36 random senarios. With wide and varied mission types there would be no Auto win army list!)<br /> <br /> Anyhow , enough on that.(Ill discuss army comp in detail later.)<br />   <br /> Here are the  basic resolution methods I want to use.<br /> <br /> Direct representation.<br /> The range of movement /effective range of attacks expressed in inches.<br /> The base score needed to  a pass a skill test. Eg to rally a Shaken unit roll over their Morale Grade.(Targeting an enemy unit is based on their Stealth value.)<br /> The  number dice rolled(or re rolled.) .<br /> <br /> Comparative stat .<br /> Target <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 2. Attacker Damage  6.<br /> Target needs to roll 5 +  on a <span class="glossaryitem" onmouseover='gp(24);'>D6</span> to save .(5+2=7 , 7 is greater than 6.)<br /> <br /> IF the target fails its armour save .<br /> Compare the amount the target FAILED its armour save by to the targets Resilience .<br /> EG If the target above had a Res 2.The if they rolled a 4 or 3 to save (failed by 1or 2.)They become shaken .<br /> If they roll a 1 or 2 they failed by 3 or 4 and loose a hit point (Loose a wound structure point.) <br /> <br /> This is a simple roll to target enemy in weapons range .<br /> If successful <br /> Target rolls to save.<br /> If target fails save it takes physical or morale damage.<br /> <br /> Ill leave it there for now..I am happy to go over anything again to clarify .(I do ramble a bit , sorry.)]]></description>
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				<pubDate><![CDATA[Tue, 6 Aug 2013 18:19:07]]> GMT</pubDate>
				<author><![CDATA[ Lanrak]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>With random senarios , you get more narrative focus, where you try to complete your mission first and formost, and try to guess what the opponent is trying to do... <br /> (6 Attacker and 6 defender mission cards would give 36 random senarios. With wide and varied mission types there would be no Auto win army list!) </div></blockquote><br /> <br /> This is a great idea. And we will have lots of fun making missions! Lanrak, +1!<br /> <br /> However, I have already pointed out that there are so many negatives about direct comparison:<br /> <br /> It doesn't provide ANY more variety than the current 1 point difference=1/6 chance.<br /> It will make the statlines jagged - some stats will be naturally 4 points higher.<br /> What about Weapon skill vs. Weapon skill? You can't have one higher than the other, if you want them to be the same.<br /> <br /> Nevertheless, your idea about "how penetrated the armour got, the more damage it does" is an extremely good one.<br /> <br /> Can you clarify your idea of rolling to see if the weapon is in range? ]]></description>
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				<pubDate><![CDATA[Wed, 7 Aug 2013 01:40:06]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Liking the stance idea, it adds depth to the assault system that has been sorely missing it for a while now. The only problem i see is that there would be options that one unit would just always take. A mob of Ork Boyz would never use a defensive stance, since doing so would effectively be to refuse additional Melee strength, and since they are cheap and usually found in larger numbers, why not? If they die its not a large loss, but you maximize damage potential. So the option of stances could essentially become just an expected enhancement, rather than a tactical choice, or essentially a counter system to have a unit become more effective against that unit at that moment, rather than working towards a tactical goal, such as tar-pitting a unit.<br /> so either find novel ways to have stances affect combat, or make sure that the changes a stance brings arn't so drastic as to make it an auto choice over another?<br /> <br /> Having units receive first strike bonuses instead of extra attacks would be an interesting way of deciding combat, exploring that as an option would definitely be a good idea.<br /> <br /> @lanrak<br /> As for using a reaction move that allows shooting units to leverage their shooting and assault units to leverage Melee, i dont see why this would be better than just using an action system you mentioned earlier. Using a reaction move means that there's going to be one option thats always the best choice, rather than units trying to find ways to minimize the effects of their weakness in one phase, while maximizing their strength in another phase.<br /> Supposing you use the actions system mentioned earlier, i like the sound and idea of it, so long as there's restrictions such that units must still deal with their shortcomings.<br /> <br /> Your idea of having <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>, Common, Special, and Restricted units sounds interesting, as its straightforward and offers an alternative to the current Force Organization Chart, and breaks away from the current classification of units within the FOG. However, its straying awfully close to the system in Warhammer Fantasy, which may or may not be a good thing. Also, it would reduce Min Maxing, which im 100% in favor of. However, some army builds are built off the idea of using non-standard units as the core of the army, such as Draigowing, Deathwing, Ravenwing, nidzilla, mechguard, etc, so expanding this system to allow such situations would be a good idea. Maybe make it so that <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> choices let you take certain units/classifications without needing the common pre-requisite?<br /> <br /> Random scenarios with each side getting mission goals and victory conditions sounds incredible, but lets not ignore that simply killing everything in sight can be fun from both view points, such as facing off against a pure Death Company army that makes holding objectives a nightmare.<br /> So if we're using victory points, do we want killing units and capturing objectives give victory points, then have cards give minor and major victory conditions, such as slay the enemy <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>, prevent the enemy from capturing any objective, kill all non-common/troop units, etc? So that a major victory defeats a minor victory condition which defeats max victory points, and have victory points decide ties on victory conditions?<br /> <br /> Your comparative system sounds really cool for determining damage or whatever were calling it now, but i don't see how this is much different from the current charts, though <span class="glossaryitem" onmouseover='gp(269);'>id</span> like to see this way of doing things in action. Idea of having a threshold under which a unit takes physical damage and above which it takes moral damage is a neat idea, and would definitely make morale and leadership have a much greater impact in game, and combined with the shaken, stunned, routed mechanics, would be a very very exciting way of going about things.<br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Wed, 7 Aug 2013 01:53:12]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>D10 Conversion for 40k</title>
				<description><![CDATA[ Orks are also used to tarpit scary stuff like Dreads/<span class="glossaryitem" onmouseover='gp(93);'>MC</span>/heroes. If I want maximum tarpit value I can chuck them on the defensive.<br /> <br /> Gotta stress it though, stances that vary from STANDARD should always be less efficient overall. <br /> <br /> Super keen on the missions man. As fun as "kill everything" can be, theres no reason why that can't just either be another mission option or that the players can't simply decide before the game to play like that.<br /> <br /> Edit;<br /> <br /> Ok, finally got around to reading some of these text blocks<br /> <br /> <blockquote class="uncited"><div>Why change the assault phase for a reaction phase? <br /> Because it allows more tactical flexibility.SOME unit that are good at close combat want to assault.Others that are better at shooting would NOT assault but shoot.And some units want to move to a better position. (EG towards cover, into weapons range , out of enemy attack range.)</div></blockquote><br /> <br /> If I've read this right, then I strongly, strongly disagree with this. <br /> <br /> A dedicated shooty phase and no dedicated assault phase is a massive nerf to stabby armies. A unit can move, shoot, then move  to ensure its out of assault phase - or even shoot twice based on what I've quoted above. But where is the ability of stabby units to move and then assault twice? Or assault and then move towards the next target? Double standards like that are what is putting me off of <span class="glossaryitem" onmouseover='gp(3);'>40k</span> right now<br /> <br /> I'm all for broader phases, but make it ACTION and REACTION as opposed to SHOOTING and REACTION - give assault units the chance to benefit from forgoing shooting just as much as shooty units do from sacrificing their assault phase.<br /> <br /> <blockquote class="uncited"><div>Or we could use the counter system from Grimdark(Based On Net Epic, another of my favorite games.) </div></blockquote><br /> <br /> +1 to the counter system. Not necessarily that one (and not necessarily not), but counters are definitely cool in my book.<br /> <br /> <blockquote class="uncited"><div>As the strategic organisation was mentioned. <br /> He is my idea. </div></blockquote><br /> <br /> I like this. I'm against limiting players to X Fast Attack, X Heavy Support etc, and more in favour of stuff like this or like the Fantasy army building rules.<br /> <br /> <blockquote class="uncited"><div>IF the target fails its armour save . <br /> Compare the amount the target FAILED its armour save by to the targets Resilience . </div></blockquote><br /> <br /> Not 100% behind this, but I do like the direction its going in. The big problem is what to do if say, two models in a unit are shaken but the others are fine.<br /> <br /> <blockquote class="uncited"><div>This is a simple roll to target enemy in weapons range . <br /> If successful <br /> Target rolls to save. <br /> If target fails save it takes physical or morale damage. </div></blockquote><br /> <br /> I'm not sure what I think about random shooting ranges. I absolutely hate gak like "I'm 24.1 inches away, your 24" gun can't hit me!" but we could really just make it a system where guns have *infinite* range but get less and less accurate the further the target.<br /> <br /> <blockquote class="uncited"><div>Your comparative system sounds really cool for determining damage or whatever were calling it now, but i don't see how this is much different from the current charts, though <span class="glossaryitem" onmouseover='gp(269);'>id</span> like to see this way of doing things in action. Idea of having a threshold under which a unit takes physical damage and above which it takes moral damage is a neat idea, and would definitely make morale and leadership have a much greater impact in game, and combined with the shaken, stunned, routed mechanics, would be a very very exciting way of going about things. </div></blockquote><br /> <br /> I'd like to hear more about this. If its exactly as worded, having attacks do physical <b>or</b> morale damage sounds dumb. I'd prefer to see it do both - perhaps if an attack doesn't do damage it does only morale, and if it does do damage it does both physical and morale damage]]></description>
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				<pubDate><![CDATA[Wed, 7 Aug 2013 01:57:53]]> GMT</pubDate>
				<author><![CDATA[ Dakkamite]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ I got a few ideas on stances.<br /> <br /> Standard: No modifiers<br /> Offensive: +1P -1R<br /> Defensive: +1R -1P<br /> Reactive: +1D -1P<br /> Nimble: +1A -1D -1R<br /> <br /> Just to get started...]]></description>
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				<pubDate><![CDATA[Wed, 7 Aug 2013 02:47:50]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div> Gotta stress it though, stances that vary from STANDARD should always be less efficient overall. </div></blockquote><br /> This. Great way to implement stances without being too strong. On the one hand, I'm afraid that stances would benefit generalist armies more so than others that may be more specialized, however, I've always felt that generalist armies struggled in the adaptability area anyways, so this might be a welcome addition.<br /> <br /> Taking the action system from earlier might be a good alternative to using the 4 phases, using move/shoot/assault as the actions, with a choice of 3 per turn per unit, but then having units start in assault, move out of assault, and charge back in could be odd, without combat rules to dictate how this would work? Maybe have command be used to make a "tactical retreat" from combat, which would let the other player's unit make a sweeping advance or something. This would mean the current strengths of melee are preserved, as in a player can tar pit a unit or get into combat to avoid getting shot at, while allowing them a way to get out if they really need to, without being able to do so free of consequence.<br /> <br /> Otherwise i don't really see a problem with the current turn phases, as they're a nice standard against which things can be measured and compared, and make everything pseudo-balanced, as everything has to handle the same phases. Not terribly exciting, but functionally stable.<br /> <br /> <blockquote class="uncited"><div>I'm not sure what I think about random shooting ranges. I absolutely hate gak like "I'm 24.1 inches away, your 24" gun can't hit me!" but we could really just make it a system where guns have *infinite* range but get less and less accurate the further the target. </div></blockquote><br /> Interesting idea, i like it much better than other alternatives i've seen. But there would still need to be a way to determine if something is long/short ranged before taking that into account, to know if something is under or over its "Ideal" range. This could also take lanrak's ballistic skill determining range into effect, as ballistic skill could ignore up to a certain amount of negative range modifiers, or enhance the shooting bonus for shorter ranges? Or maybe have higher ballistic skill reduce the range necessary for a positive modifiers to be applied, and increase the range for negative modifiers to be applied?<br /> <br /> Yeah doing physical OR morale damage would be really dumb. This idea seems to have a lot of potential though, so lets keep at it. Maybe a model lost would reduce morale by 1 for shake/stun/rout, while receiving 2 hits would reduce moral by 1  for the purpose of shake/stun/rout, which could be negated by a command roll to keep the squad in line?<br /> <br /> Also, having finally gotten around to reading Grimdark, the counter system seems interesting, but it just seems like a complicated form of an "Action" system. Using Command, Action, and Resolution as the three phases is a great idea for the system they built, and prevents the need for all those rules stating they happen before a particular phase.<br /> <br /> Splitting Fire as a morale/command check would be a cool idea.<br /> They suggest recovering models as a core mechanic. Not a good idea, keep it in the Necron's where it defines them.<br /> <br /> Combining Leadership and Command together to determine activation. There's an idea!!! NOT A CLUE how that idea could be implemented outside of their counter system, but even just the idea of combining the unit's leaders trait (Command) with it's general members trait (Morale) could be very exciting if applied correctly. <br /> <br /> And I really hate to keep harking on about it, but if you need movement to be varied, use systems in place to determine that. They use a "Movement Value", which they say goes from 3 (Plaguebearers) to 10 (Dark Eldar Reavers). How much variety and interest would that system really create besides having one more minor element to keep in mind? Heavy/Medium/Light Infantry in the Unit Type (Which is also included), with a 3" difference between each, Heavy 3", Medium 6", Light 9", with different types (Jump, Jet, Bike, etc) would create the same idea with less complexity.<br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Wed, 7 Aug 2013 03:56:35]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Otherwise i don't really see a problem with the current turn phases, as they're a nice standard against which things can be measured and compared, and make everything pseudo-balanced, as everything has to handle the same phases. Not terribly exciting, but functionally stable. </div></blockquote><br /> <br /> This. I still think the "choose one unit, do everything with it, then 3+ to use another then 5+, then your opponents go" is very good.<br /> <br /> I don't like the idea of <span class="glossaryitem" onmouseover='gp(14);'>BS</span> determining range. What if you had a BS10 Avatar shoot his 12" lightning-bolt firing sword, suddenly able to fire it 72"? Similarly a Leman Russ being controlled by a normal Guardsman, suddenly BS3 only allows it to shoot 12"? The normal system works well. I would maybe add a dynamic of +1 Marksmanship if within 1/2 range, or something like that.<br /> <br /> I'm not completely on board with the "morale damage" idea, but I'm willing to embrace it if you make it more clear.<br /> <br /> Also <span class="glossaryitem" onmouseover='gp(72);'>imo</span> don't really want the counter system.<br /> <br /> <blockquote class="uncited"><div>And I really hate to keep harking on about it, but if you need movement to be varied, use systems in place to determine that. They use a "Movement Value", which they say goes from 3 (Plaguebearers) to 10 (Dark Eldar Reavers). How much variety and interest would that system really create besides having one more minor element to keep in mind? Heavy/Medium/Light Infantry in the Unit Type (Which is also included), with a 3" difference between each, Heavy 3", Medium 6", Light 9", with different types (Jump, Jet, Bike, etc) would create the same idea with less complexity. </div></blockquote><br /> <br /> It's really up to personal opinion, whether you want Mobility as a stat or a special rule. I really wouldn't care, but I like having it as a stat because it looks nice. Adds "more flavour" as you were saying earlier. Less rules that you have to look up and more numbers in front of you make things seem more ordered, more balanced, cooler.<br /> <br /> Edit: I just checked, it <i>was</i> you that said you don't want special rules for multiple wounds and attacks, because it would make it so crowded in the special rules section. So why should Mobility be any different? You don't want it as a stat but you want Wounds and Attacks?<br /> <br /> Personally I'd have all 3 as stats, whereas Dakkamite would want none of them as stats. Where are you?]]></description>
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				<pubDate><![CDATA[Wed, 7 Aug 2013 04:22:22]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ I agree that <span class="glossaryitem" onmouseover='gp(14);'>BS</span> determining range would be problematic, but i see no reason it couldn't be part of some sort of range modifier system. Say that <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 10 Avatar can shoot his 12&quot; sword at 12&quot; with no penalty, but could shoot it as 24&quot; at BS5, or at a -5 modifier? Or that guardsman can shoot the Leman Russ at its normal 48&quot;? (i don't know <span class="glossaryitem" onmouseover='gp(69);'>IG</span> very well), but could shoot at 24&quot; at <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 6 rather than 3? or at a +3 modifier? Not sure, it could be over complicated or just plain broken, but it would be interesting.<br /> <br /> And the Heavy/Medium/Light system isn't a special rule, its added to the Unit Type. No-one complains that you need to look up the movement distance of Jump Infantry or Bikes, because we know how to apply those differences quickly, and they're the basis that all units use, save for rare exceptions like Slaanesh Daemons with their extra D3 movement. This would just be an extension of that system. And to adding more &quot;flavor&quot;, i'm all for flavor, but past a certain threshold it becomes a problem. It's like trying to set the stats at 1-20 rather than 1-10 or 1-12, you end up with too many possibilities, and feel obligated to use all those possibilities, even for minimal in-game effect. I just don't feel that having a Space marine move 6&quot;, an Eldar move 8&quot;, and a Necron move 4&quot; would have enough of an in-game effect to deserve a stat dedicated to that, when there could already be upwards of 10 stats. Not to say that units of the same type shouldn't have different move distances based on fluff or style, but i disagree that a high level of variety is necessary. However, yes it is a matter of personal taste at the end of the day.<br /> <br /> Having read that edit, I'm in for Attacks and Wounds as stats but obviously not for mobility.<br /> <br /> Moral damage wouldn't really be accurate to describe it, but lets go. I'm kinda building this off of Lanrak's examples and ideas, so should i have misinterpreted it, or you guys see a better way, please point it out.<br /> <br /> A Wound gives a -1 morale/command modifier, 2 non-wound hits give a -1 morale/command modifier.<br /> <br /> A Guardsman Squad is being shot at, they get hit 5 times, causing 3 wounds. So, having been shot at, they take a morale/command roll, at a -4 modifier (3 wounds, and 2 non-wounding hits). If they pass the save, they are unaffected by the violence. Should they fail by X, they are shaken. Should they fail by Y, they are stunned. Should they fail by Z, the unit is routed, and immediately flees. Where X &lt; Y &lt; Z <br /> <br /> Edit: there's no real reason why we couldn't use that warpath-style unit-by-unit activation system, and still explore other systems that the unit could follow during that activation <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"><br /> ]]></description>
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				<pubDate><![CDATA[Wed, 7 Aug 2013 04:50:52]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Battle cannons shoot 72"  <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> I <span class="glossaryitem" onmouseover='gp(315);'>gtg</span>, I'll reply in 2 hours<br /> <br /> I would say that the weapon has a maximum range (i.e. a bullet running out of energy or plasma disintegrating), then, at closer ranges, the target's Stealth value decreases. <b>The range doesn't depend on Marksmanship, Marksmanship depends on the range</b>. The closer you are to the target, the easier it is to see them, therefore the less Stealth they have, hence the easier it is to hit them. That's it.<br /> <br /> Mobility as a stat is no different from Attacks and Wounds.  <blockquote class="uncited"><div>And to adding more "flavor", i'm all for flavor, but past a certain threshold it becomes a problem. It's like trying to set the stats at 1-20 rather than 1-10 or 1-12, you end up with too many possibilities, and feel obligated to use all those possibilities, even for minimal in-game effect. I just don't feel that having a Space marine move 6", an Eldar move 8", and a Necron move 4" would have enough of an in-game effect to deserve a stat dedicated to that</div></blockquote><br /> That's like saying Orks and Tyranids don't deserve their own stat, it's easier just to have a special rule. That's contradicting to what you said earlier, you made a very good point and you persuaded me to keep Attacks. So why didn't you persuade yourself? <blockquote class="uncited"><div>As to ditching attack stats in favor of a multiple attack <span class="glossaryitem" onmouseover='gp(136);'>USR</span>, not really a fan of that idea. I think one of the best parts of <span class="glossaryitem" onmouseover='gp(3);'>40k</span> is the variety created between troops through their stats alone, before any special rules get thrown on top.</div></blockquote><blockquote class="uncited"><div>Seeing the Ork Boy, Hormagaunt, Death Company, Daemonette, Bloodletter, and Genestealer profiles all demonstrate their position as powerful close combat units through their number of attacks, even before taking Wargear into question, makes them unique compared to other options.</div></blockquote><blockquote class="uncited"><div>or you make the standard 1 attack and save multiple attacks for higher level units, which seems like itd be really REALLY bland on a unit by unit basis, which was kinda the whole point of working on a new system, not to mention counteracting the purpose and design of many units. </div></blockquote><br /> <br /> Oups, just saw the rest of your message.<br /> <br /> That was an idea at the back of my head which you dug up - losing Fortitude (morale) when being hit. Maybe...<br /> <br /> When a unit suffers 5 or more hits, it must take a Fortitude test immediately after those hits have been resolved. The unit's Fortitude is lowered by 1/2 for every 5 hits it has suffered.<br /> When a unit suffers 3 or more wounds, it must take a Fortitude test immediately after those wounds have been resolved. The unit's Fortitude is lowered by 1 for every 3 wounds it has suffered.<br /> <br /> Remember to always round up.<br /> <br /> Fortitude is a grey area for me, I haven't figured it out yet, but right now I only have it scaling from 1-6, Marines being 5 (4+1 for <span class="glossaryitem" onmouseover='gp(8);'>ATSKNF</span>), Eldar 4, Tau 3. Idk yet.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> If Fortitude and Influence is based on Leadership right now, perhaps:<br /> <br /> If a model is within 6" of a Character it gains +1F and +1I.<br /> If a model is withing 6" of an Independent Character it gains +2F and +2I.]]></description>
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				<pubDate><![CDATA[Wed, 7 Aug 2013 04:53:34]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ @ IcyFireKnight<br /> <br /> <blockquote class="uncited"><div>Mobility as a stat is no different from Attacks and Wounds.</div></blockquote><br /> I see where your'e coming from on this point, but the reason that Wounds and Attacks should be stats, besides those reasons i brought up before, is that that slight variation from 1-2, or 2-3 is a massive difference in abilities. When something has 2 attacks, you just doubled its strength in close-combat compared to a unit with the same stats, but only 1 attack. 2 wounds makes something twice as survivable as a similar unit with 1 wound, barring Instant Death and the like.<br /> <br /> Another reason is that by changing those two stats, you start to directly affect how players view their uses. When you see a unit has 2 attacks, players are going to think, "This model is powerful in Close Combat, how can i get it into Melee faster to take advantage of this?". The opponent has to think "That unit is dangerous in Close Combat, how do i want to minimize the effect it will have on my army? Shoot them down? Counter-Assault? Deploy further away from them?"<br /> <br /> The problem is that mobility doesn't meet either of these requirements, except for at the extreme differences. When a model moves 5 inches instead of the "standard" 6, does that make you rethink its tactics? Does your opponent have to evaluate it differently when forming a plan? No, its only going to move a maximum of 7 inches less than the "standard" over the course of a 7-turn game, up to 14 if you run every turn, which would be silly.<br /> But at the extremes, the Plaguebearer (3" movement) is going to make you rethink its uses. Is it worth the points when it cant keep up with your other forces? Do you want to pay for it to sit on an objective? How about deep striking it to try to tarpit a powerful enemy unit, or take fire to prevent other units from getting shot.<br /> <br /> So if mobility doesn't need the level of granularity that a stat provides, and doesn't make you rethink strategies except in the extremes, why not just take the idea currently in place with the difference between infantry and bikers (6" movement vs 12" movement) and expand it to create variety within the category of troops, which could also apply to vehicles and other units too. No one confuses the use of Tactical Marines and Biker Marines, because if you tried to use one like the other, you'd fail miserably, and the difference between the two is just that one is Unit Type Infantry, and the other is Unit Type Biker.<br /> <br /> <blockquote class="uncited"><div>That's like saying Orks and Tyranids don't deserve their own stat, it's easier just to have a special rule.</div></blockquote><br /> The current statline already well-represents the differences between these two armies, before special rules and without a difference in movement. Orks are all about high-volume shooting at low <span class="glossaryitem" onmouseover='gp(14);'>BS</span>, while the Tyranids shooting tends to be more generalistic shooting. Orks tend to favor high <span class="glossaryitem" onmouseover='gp(149);'>WS</span>, low initiative attacks, whereas the Tyranids focus on high Initiative volume of attacks.<br /> <br /> Say you add a movement difference though. If an Ork Boy moves the "standard" amount, they become focused on utilizing as much shooting as possible while advancing towards the enemy as fast as possible, whereas if the Tyranid Hormagaunt moves faster than "standard", the players can actually focus on getting it into close combat as fast as possible while hugging terrain as much as possible, rather than just being a meat-shield to keep wounds off the more important units. <br /> <br /> But a movement difference of 1 inch isn't going to drive home that difference, it needs to be higher, at least 2, more likely 3, inches difference. So if you need that big of a difference in movement to create true variety, why not just standardize it into something similar to the difference between bikers and infantry, rather than create another stat that doesn't need the lesser variety. Otherwise, you're going to feel the need to use the extra possibilities such a system provides in order to justify it, even when there's minimal effect for the complexity it's adding, and things will start feeling schizophrenic as nothings standardized, and values are all over the place.<br /> <br /> Moving away from Mobility, max range with bonus modifiers for being close might be a cleaner alternative to the system i suggested, i like it, but its just an enhancement of an existing system, so i kinda feel like we'd just be throwing away some of the great potential ideas that have been brought up. <br /> <br /> I think that Volume of hits should affect morale as well as losing models, so your system looks good in that area. But yeah its a really undeveloped idea, i think we'd really need to play around with it to see how it feels and make the requirements higher/lower as necessary. Too low and it bogs the game down, too high and it has minimal effect.<br /> <br /> <blockquote class="uncited"><div>f Fortitude and Influence is based on Leadership right now, perhaps: <br /> <br /> If a model is within 6" of a Character it gains +1F and +1I. <br /> If a model is withing 6" of an Independent Character it gains +2F and +2I.</div></blockquote><br /> Very interesting idea, i particularly like how adding the Independent Character has a larger effect, thats pretty cool and would make for a good in-game and list-building mechanic.]]></description>
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				<pubDate><![CDATA[Wed, 7 Aug 2013 18:55:41]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Hi folks.<br />  Ill try to answer questions comments , and put  forward a summary .<br /> <br /> Game Turn.(Basic outline.)<br /> <br /> Command Phase.<br /> Players place order counters next to units on good morale.(Units that are shaken/stunned /routed do NOT receieve orders but act according to morale state.)<br /> Request off table support.<br /> <br /> The order counters are made up of 2 actions from move ,attack ,ready.(As listed prevousily.)<br /> Orders counters , <br /> Advance, (Move shoot.)<br /> Evade, (Shoot ,move.)<br /> Charge,(Move Assault)<br /> Fire Support.(Ready, Shoot.) <br /> Infiltrate.(Ready move.)<br /> <br /> Now we can use alternating phase,(Interleaved single action)  or the unit activation (1 to 3 units activated ).<br /> <br /> Resolution Phase.<br /> (Attempt to rally units on poor morale.Plot arrivals.)<br /> We can finalize a game turn after a bit of play testing.<br /> <br /> I will write in capitals to correct some misunderstood ideas /concepts<br /> <br /> THE REASON <span class="glossaryitem" onmouseover='gp(421);'>TO</span> USE STATS DIRECTLY IS <span class="glossaryitem" onmouseover='gp(421);'>TO</span> REMOVE THE REQUIREMENT  OF  UN NEEDED  TABLES/SPECIAL RULES <span class="glossaryitem" onmouseover='gp(421);'>TO</span> SPEED UP PLAY.<br /> We just use the unit cards and that it...No looking up tables etc.<br /> MORE GAME PLAY  but with less fuss. <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0"> <br /> <br /> And if we use a WIDE RANGE OF NUMBERS , we can COVER ALL UNITS with ONE RESOLUTION METHOD.<br /> <br />  THE SHOOTING RANGES ARE NOT RANDOM.<br /> The effective range of the UNIT with THEIR weapons is in the unit card.<br /> <br /> Ill try to explain this a bit clearer...<br /> What strenght is a close combat weapon in <span class="glossaryitem" onmouseover='gp(3);'>40k</span>?<br /> it depends on the user right.<br /> How many attacks has a close combat weapon got?<br /> it depends on the user.<br /> <br /> So if we extend this logically we can say weapons in game effect depends totally on the model using them.<br /> So we can use a universal weapons table for ALL unit cards.<br /> <br /> So rather than having to modify the weapon or user stats, (A,S,<span class="glossaryitem" onmouseover='gp(14);'>BS</span>,<span class="glossaryitem" onmouseover='gp(149);'>WS</span>,)we simply list the net effect on the unit card.<br /> <br /> EG A las-gun fired by  a unit of White Shields has a effective range of 20"<br /> The las-gun fired by  a standard <span class="glossaryitem" onmouseover='gp(69);'>IG</span> squad has an effective range of 24"<br /> The las-gun Gun in a Veteran squad, has an effective range of 28".<br /> <br /> The units with better shooting skill simply are able to TARGET ENEMIES FURTHER AWAY.<br /> (The roll to hit is base on the TARGETED MODELS STEALTH.)<br /> <br /> Is that clearer?<br /> It is a massive departure from current <span class="glossaryitem" onmouseover='gp(3);'>40k</span> but it is simple and intuitive.But if you want to add <span class="glossaryitem" onmouseover='gp(14);'>BS</span> as a Stealth modifier (EG +1,+2,+3,+4 etc, to hit roll)That is an alternative we could use.<br /> <br /> As reguard to the proposed Army composition, and mission cards.<br /> I put in <span class="glossaryitem" onmouseover='gp(140);'>VP</span> scaling on Common, Specialized and Restricted units just to show how it could be done to set game size.<br /> I do NOT like fidely PV as found in <span class="glossaryitem" onmouseover='gp(3);'>40k</span>.<br /> NO battle is exactly balanced or fair.<br /> So just broad strokes on army comp , and VARIETY in mission type mean there is no 'auto win' 'cost effective ' list.<br /> You pick YOUR list and learn how to use it YOUR way.<br /> <br /> The mission cards set victory conditions.<br /> EG The players try to meet  victory conditions of their mission card.<br /> This decide who did best in the game.<br /> If your force got a minor victory and you opponent scored a major victory , you did not 'GET BEATEN' , but you opponent managed his objectives better.<br /> <br /> MY PROPOSED MORALE CONCEPT.<br /> If a model takes a hit that penetrates its armour .<br /> it will take Physical damage if the roll beats it armour by its over the targets resistance value .<br /> if it does not cause physical damage the model becomes shaken.<br /> Shaken models may ONLY Move OR SHOOT.  <br /> <br /> If a unit has lost  more than a 25% of  its starting  Hit Points.In Shaken or Damaged results.<br /> The whole unit counts as SHAKEN. (Will not take orders until rallied.)<br /> <br /> If a unit has lost more than 50% of its starting Hit Points.In Shaken or  Damaged results.<br /> The whole unit counts as STUNNED.(Can not perform any action, but will fight back if assaulted.Will go to Shaken status  if rallied.)<br /> <br /> if a unit has lost more than 50% of its starting hit points to physical  damage .The unit  ALWAYS counts as Shaken.Must take a  rally test at the Resolution phase of each turn.If this test is failed the unit routes!<br /> <br /> A morale test is simply rolling the value on the units Morale Grade to succeed..<br /> 1+Fearless.<br /> 2+Elite<br /> 3+Veteran<br /> 4+Conscripted <br /> 5+.Cowardly <br /> <br /> Some simple modifiers.<br /> 25% casualties +1<br /> 50% casualties  +2<br /> Out numbered(more enemy within 12" than friendly units.) +1<br /> <br /> Highest Command value in range +<span class="glossaryitem" onmouseover='gp(483);'>CV</span>.<br /> <br /> EG <span class="glossaryitem" onmouseover='gp(119);'>SM</span> assault squad (<span class="glossaryitem" onmouseover='gp(563);'>MG</span> 2+) is behind enemy lines.(Outnumbered +1), and has taken over 25% casualties from  withering heavy weapons fire.+1.<br /> They now need a 4+ to rally.<br /> <br /> A Grot mob (<span class="glossaryitem" onmouseover='gp(563);'>MG</span> 5+) is right in front of Warlord Ghazghkull Thrakka (<span class="glossaryitem" onmouseover='gp(483);'>CV</span> 18" 3.)<br /> As the grots are far more frightened of the warlord than they are of death.(Deff only 'appens once,he would 'appen every day!!!)<br /> The grots morale is boosted to 2+!<br /> <br /> I hope that makes some ideas a bit clearer...<br /> <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Sorry about the double post .<br /> Just a quick thought on unit cards.Do you think symbols on the cards would be better.(As this makes them more intuitive to read, and easier to translate in to  different languages.... <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0">)<br /> <br /> EG <br /> Shield = Armour<br /> Heart= Hit points for organic units.<br /> Gear= Hit point for mechanical units <br /> <br /> This way we have a pictoral descriptor , and a numerical magnitude.<br /> <br /> Do you think this would make the stat cards more intuitive to read?<br /> <br />  ]]></description>
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				<pubDate><![CDATA[Wed, 7 Aug 2013 19:59:43]]> GMT</pubDate>
				<author><![CDATA[ Lanrak]]></author>
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				<title>D10 Conversion for 40k</title>
				<description><![CDATA[ Symbols would be good, I'm not digging "Dexterity" and such as stats and can never remember what any of the abbreviations stand for.<br /> <br /> When I tried to play that fan variant called inquisitor or whatever seeing that it no longer used basic <span class="glossaryitem" onmouseover='gp(3);'>40k</span> stats was enough to make me close the pdf and never look back. This is why I've been calling things by extremely basic, utilitarian terms such as MELEE and DEFENSE]]></description>
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				<pubDate><![CDATA[Wed, 7 Aug 2013 20:34:19]]> GMT</pubDate>
				<author><![CDATA[ Dakkamite]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ @Lanrak<br /> <blockquote class="uncited"><div>Players place order counters next to units on good morale.(Units that are shaken/stunned /routed do NOT receieve orders but act according to morale state.) </div></blockquote>Can you explain how acting on Morale would work?<br /> Edit, just made the connection. I dont know if <span class="glossaryitem" onmouseover='gp(269);'>id</span> want rallying twice to be how one gets out stunned status, it seems like a rather ham-handed approach. Only being able to move OR shoot while shaken sounds solid though, but if you take damage while trying to move in for a charge with a non-shooting unit (Genestealers) you've essentially neutered them.<br /> <br /> Also, loving the orders you set down, their names give them a great feel and would make announcing what a unit is doing exciting to say.<br /> Would you be able to execute more than 1 order in a phase/activation? Otherwise units that can move, shoot, assault in one turn effectively, such as Grey Knights, are going to be hit hard.<br /> <blockquote class="uncited"><div>We just use the unit cards and that it...No looking up tables etc. </div></blockquote>I think we need to make an executive decision here and now, do we want to stick to the current unit index in codexs (Codi?), or break off into unit cards? Or some combination of the two, such as having a unit index, and unit cards being references similar to the psychic power cards of 6th edition?<br /> <blockquote class="uncited"><div>EG A las-gun fired by a unit of White Shields has a effective range of 20" <br /> The las-gun fired by a standard <span class="glossaryitem" onmouseover='gp(69);'>IG</span> squad has an effective range of 24" <br /> The las-gun Gun in a Veteran squad, has an effective range of 28".<br /> The units with better shooting skill simply are able to TARGET ENEMIES FURTHER AWAY. <br /> (The roll to hit is base on the TARGETED MODELS STEALTH.)  </div></blockquote>The idea of having the units effective range with a weapon being on the unit card is a system that i think will only feel right in that card system. But even then, i'm not sure how i feel about it. Your example makes a ton of sense, as does your logic behind it, i'm just not 100% sure which side of the issue i fall on.<br /> <br /> <blockquote class="uncited"><div>I put in <span class="glossaryitem" onmouseover='gp(140);'>VP</span> scaling on Common, Specialized and Restricted units just to show how it could be done to set game size. <br /> I do NOT like fidely PV as found in <span class="glossaryitem" onmouseover='gp(3);'>40k</span>. <br /> NO battle is exactly balanced or fair. <br /> So just broad strokes on army comp , and VARIETY in mission type mean there is no 'auto win' 'cost effective ' list. <br /> You pick YOUR list and learn how to use it YOUR way. </div></blockquote>I agree with the premise, but there are certain elements to customizing a unit that i like. I like taking that general Tactical Squad, and saying i'm going to use this as Anti-Tank, give it a Missile Launcher/Meltagun, or Anti-Horde, Heavy Bolter and Flamer, or Anti-Heavy-Infanty, Plasma-Cannon and Plasmagun. But you can mix and match all these options to suit what you want to do with that unit, which is exactly what you just described. Additionally, maybe i want my Sergeant to be able to handle vehicles/monsters/tough units and give him a Powerfist. Maybe I want him to be able to shoot and kill <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> reliably, i give him a plasma pistol. I want to take advantage of his extra attack as a close combat option, i give him a Power Weapon.<br /> <br /> <span class="glossaryitem" onmouseover='gp(269);'>Id</span> like to see these kinds of choices in Wargear and Upgrades be represented in the system you suggested, though i don't know how it could be done. I don't like the idea of the game telling me what i can and can't do with that vanilla unit. I agree the points system is often what leads to those auto-win lists and focus on cost-effectiveness, but that's as much a fault of the poor execution of the points system as it is rules and systems that allowed such lists to emerge in the first place.<br /> <br /> Maybe have each common unit get 3 upgrade selections from a list, (1 Heavy, 1 Special, 1 Sergeant) that have no points cost, but would create a meta-game as people try to figure out what weapon selections work best, as they're situation choices that determine how you use that unit? Or a number of army-wide upgrade "points" that can be distributed to any of the units you take, so you can have that uber-<span class="glossaryitem" onmouseover='gp(56);'>HQ</span> monster, and less specialized troops? or a weaker general directing more powerful troops?<br /> <br /> Loving your moral concept, it's both streamlined and has depth. I disagree with the outnumbered modifier, as it would make deepstriking/outflank/infiltrate completely pointless. Having Command affect the Morale Test is a very cool idea.<br /> <br /> <blockquote class="uncited"><div>Just a quick thought on unit cards.Do you think symbols on the cards would be better.(As this makes them more intuitive to read, and easier to translate in to different languages.... ) <br /> EG <br /> Shield = Armour <br /> Heart= Hit points for organic units. <br /> Gear= Hit point for mechanical units <br /> This way we have a pictoral descriptor , and a numerical magnitude. <br /> Do you think this would make the stat cards more intuitive to read?</div></blockquote><br /> Probably the best idea for international systems ever suggested. Unfortunately, it might be a bit more difficult to read than the current system of abbreviations (as the symbols would probably be really small to make everything fit as a statline), but could be amazing once you get used to it.<br /> Shield == Armor<br /> Heart == Hit Points (Organic)<br /> Gear == Hit Points (Mechanical)<br /> Sword == (Melee Skill)<br /> Bullet == (Shooting Skill)<br /> Cloak == Stealth<br /> Boot with motion lines == Movement<br /> <br /> <span class="glossaryitem" onmouseover='gp(17);'>Btw</span>, having though about movement in this system, if be fine with movement so long as it something like 3", 6", 9", 12", 18", 24", etc, and nothing more granular than that.<br /> <br /> @Dakkamite<br /> <blockquote class="uncited"><div>When I tried to play that fan variant called inquisitor or whatever seeing that it no longer used basic <span class="glossaryitem" onmouseover='gp(3);'>40k</span> stats was enough to make me close the pdf and never look back. This is why I've been calling things by extremely basic, utilitarian terms such as MELEE and DEFENSE</div></blockquote> This. Simple is better when it comes to terms.]]></description>
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				<pubDate><![CDATA[Wed, 7 Aug 2013 21:13:22]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Well...it wasn't hard to remember things like Ballistic Skill and Weapon Skill, why not make it a bit fresh and fun?<br /> <br /> Also for the icons:<br /> <br /> Mobility - Boot<br /> Marksmanship - Red+white target<br /> Stealth - Dark silhouette with motion lines<br /> Power - Fist<br /> Resilience - Shield<br /> Dexterity - Two swords forming an x<br /> Attacks - Maybe a few fists punching through the air? <br /> Vitality - Heart<br /> Fortitude - no clue<br /> Influence - flag in the ground?<br /> <br /> We're stuck when it comes to icons for Range and Front/side/rear armour.<br /> <br /> <blockquote class="uncited"><div>THE REASON <span class="glossaryitem" onmouseover='gp(421);'>TO</span> USE STATS DIRECTLY IS <span class="glossaryitem" onmouseover='gp(421);'>TO</span> REMOVE THE REQUIREMENT OF UN NEEDED TABLES/SPECIAL RULES <span class="glossaryitem" onmouseover='gp(421);'>TO</span> SPEED UP PLAY. <br /> We just use the unit cards and that it...No looking up tables etc. <br /> MORE GAME PLAY but with less fuss.  </div></blockquote><br /> I can't seem to make that a good enough justification seeing that there are many underlying problems, the main one being not enough variety. <blockquote class="uncited"><div>(The roll to hit is base on the TARGETED MODELS STEALTH.)</div></blockquote> I don't like this. Rolling to hit should be based on two things: marksmanship AND stealth. Not just stealth. You're right, models with a better <span class="glossaryitem" onmouseover='gp(14);'>BS</span> can target things further away, but that doesn't mean they have the same chance to hit when they are the same distance. Guardsman vs. Avatar both 12" away, and they both have the same roll to hit?<br /> <br /> <blockquote class="uncited"><div>But if you want to add <span class="glossaryitem" onmouseover='gp(14);'>BS</span> as a Stealth modifier (EG +1,+2,+3,+4 etc, to hit roll)That is an alternative we could use.</div></blockquote> This isn't intuitive either. They shouldn't modify each other, but you should compare them to each other. Imagine <span class="glossaryitem" onmouseover='gp(281);'>IRL</span>, being a better marksman doesn't make a sniper's camouflage worse, it makes it easier to hit them. Similarly Stealth shouldn't modify how good they are with a gun, it just makes it harder to hit them. If you think about it, they shouldn't affect each other at all, only compare with each other. <br /> <br /> But I'm on board with your Army Composition ideas, might need a few tweaks but it's good.<br /> <br /> I don't think the names should be shaken and stunned, since a person isn't exactly shaken like a vehicle, more like shocked, even shell shocked.<br /> <blockquote class="uncited"><div>(Deff only 'appens once,he would 'appen every day!!!) </div></blockquote> I rofled <span class="glossaryitem" onmouseover='gp(84);'>lol</span><br /> <br /> <blockquote class="uncited"><div>Another reason is that by changing those two stats, you start to directly affect how players view their uses. When you see a unit has 2 attacks, players are going to think, "This model is powerful in Close Combat, how can i get it into Melee faster to take advantage of this?". The opponent has to think "That unit is dangerous in Close Combat, how do i want to minimize the effect it will have on my army? Shoot them down? Counter-Assault? Deploy further away from them?"</div></blockquote> I can see where your coming from. But don't you think Mobility adds a bit more flavour and USPs (unique selling point) of an army? If you look just at the statlines alone you see:  "Ah, orks and tyranids are good in close combat, but wait! Space Marines are good all round units, but look at Eldar! 9" movement! Necrons look tough, except they move slowly and react slowly. Woah! Tau are great shooters! Except they suck at combat! Oh my god Plaguebearers. Tough, lumbering daemons, that's what I want! Hmm. Humans suck 40 thousand years in the future. Why are they so bad?" And then you proceed to tell them they cost half as much. "Cool so I can have 1000 on the field! huehuehuhuehueuhe".<br /> <br /> Idk, just, my gut instinct is that Mobility is great, it's harmless, and although not as much as Attacks and Wounds, it makes an impact on the overview of an army, and adds some flavour. When you see Plaguebearers move 4 and Eldar move 8, while Necrons move 5 and Tyranids move 7, it not only looks cool and engaging but does add a good amount of strategic impact, even if it's not as much as Attacks or Wounds.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Edit: Not to mention vehicles, I've got ideas like "Land Raider 7, Devilfish 9, Wave Serpent 11" kind of thing.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <font color='orange'>ANNOUNCEMENT RAV1RN LANRAK AND DAKKAMITE, (I think) We are all onboard with the great idea of having 6 offensive and 6 defensive mission cards each. The player that DIDNT set up first can choose to have offensive or defensive cards. That's 12 chances for us to make (<span class="glossaryitem" onmouseover='gp(3);'>40k</span>) extroomously epic! So if you have any ideas, put 'em here and the rest of us can polish it!</font><br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <span class="glossaryitem" onmouseover='gp(442);'>PS</span>: I know Lanrak practically wrote Grimdark, try not to take ideas from that! Or if you have to, make them better!]]></description>
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				<pubDate><![CDATA[Thu, 8 Aug 2013 02:16:33]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Before we set up mission cards we need to decide what the game will look like. Personally, I'm in favor of having Objectives that need o be captured in order to ensure the action on the board can have focal points, in addition to the mission Goals. No offense Lanrak, but there needs to be ways of saying who wins and who loses, and how we break ties, just saying he managed his objectives better won't cut it if we want serious tournament players to get on board.<br /> <br /> After getting that squared away, how much of a degree of difference do we want between minor and major mission goals? How many do we want on a card? I'd suggest 1 major victory goal and 2-3 minor victory goals, maybe say achieving all the minor goals is equivalent to achieving a major mission goal?<br /> <br /> Also, are we agreed on the <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>, Common, Specialized, Rare system Lanrak brought? Or at least using it as a basis to work off of.<br /> <br /> If we assume all these things others ideas for Major mission goals could be:<br /> Slay the enemy <span class="glossaryitem" onmouseover='gp(56);'>HQ</span><br /> Take every objective<br /> Prevent the enemy from capturing any objectives<br /> Wound every enemy unit?<br /> Lose no units?<br /> Protect your <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> ?<br /> <br /> Minor mission goals could be:<br /> Take (x) Objectives<br /> Kill (X) number of units<br /> Kill all the enemies Specialist Units<br /> <br /> I don't really have the handle on what minor goals could be.<br /> <br /> <blockquote class="uncited"><div>Idk, just, my gut instinct is that Mobility is great, it's harmless, and although not as much as Attacks and Wounds, it makes an impact on the overview of an army, and adds some flavour.</div></blockquote> This is incredibly dangerous thinking. If you start making changes and decisions based on, "we'll how much impact could it really have?" Is what leads to many of the broken, ridiculous, game-breaking rules, units, and weapons found in games. When you're considering something as critical to the functioning of a system as movement, that mindset is deadly. <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 8 Aug 2013 03:05:38]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Well:<br /> <br /> <blockquote class="uncited"><div>But a movement difference of 1 inch isn't going to drive home that difference, it needs to be higher, at least 2, more likely 3, inches difference.</div></blockquote><br /> <br /> There are higher differences, but just having Tyranids with 1 extra inch gives the feel that they are a swift brood travelling across the battlefield wanting your brains.<br /> <br /> Anyway, can you think of any reasons why Mobility ISN'T harmless?<br /> <br /> <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> As for the missions, one idea (neither offense or defence):<br /> <br /> <u>..................................................</u><br /> |Player 2....................Player 1's|<br /> |.................................Survivors|<br /> |................................................|<br /> |................................................|<br /> |................................................|<br /> |................................................|<br /> |................................................|<br /> |................................................|<br /> |................................................|<br /> |................................................|<br /> |Player 2's................................|<br /> <u>|Survivors....................Player 1|</u><br /> <br /> <u>Escort</u><br /> Primary Objective: You have to get your survivors (10 basic infantry) to your own table half whilst trying to finish off the opponent's ones. You gain 3 <span class="glossaryitem" onmouseover='gp(140);'>VP</span> if you either kill the opponent's survivors and/or get your survivor's to their your edge.<br /> Secondary objective: The battlefield is scattered with extremely valuable research data. After setting up terrain, take it in turns to place 3 counters within 12" of the centre line. You gain 1VP if you manage to bring one set of blueprints back to your table edge for analysis.<br /> There is a quad-gun in the middle of the table.<br /> <br /> (This is an idea, but not polished at all)]]></description>
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				<pubDate><![CDATA[Thu, 8 Aug 2013 03:18:45]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Edit; Nobody even commented on any of what I posted here, so I'm sure nobody will mind if I remove it from the thread<br /> <br /> <blockquote class="uncited"><div>Mission Idea; <b>Extraction</b><br /> <br /> There is a spy (or something) lurking behind enemy lines, with something that we need. Your mission is to get in, extract this objective, and get out again.<br /> <br /> Nominate a piece of terrain in the back 12" of your opponents deployment zone. You need to get any scoring unit into this terrain, and have it stay there until the beginning of your next turn, to gain (X) <span class="glossaryitem" onmouseover='gp(140);'>VP</span>(s). If you do so, you may then attempt to evacuate the unit from any table edge on your side of the board, including the 'neutral' table edges from any point on your side of the centre. If you do so, the <span class="glossaryitem" onmouseover='gp(140);'>VP</span> gained is doubled.<br /> <br /> You gain the first set of <span class="glossaryitem" onmouseover='gp(140);'>VP</span> even if the unit is later destroyed, however, *any* scoring unit that makes it to that terrain, stays there, and then evacuates will get you the bonus points. So feel free to use multiple units, or send a unit in at a later point to get the bonus. However, you only recieve that bonus once, you cannot evacuate the spy multiple times as that wouldn't make any sense!<br /> <br /> This mission does not need to be revealed at any point until the end of the game. So feel free to move a scoring unit into a piece of backfield terrain, then try to evacuate him to psyke out your opponent and think he's worth a bunch of points!</div></blockquote><br /> <br /> <blockquote class="uncited"><div>Mission Idea; <b>Something you should know</b><br /> <br /> An enemy commander is sympathetic to our cause, he only needs a little... persuasion. <br /> <br /> Note down on a piece of paper one of your independent characters, or a squad leader type model (Sergeant, Nob). Then note down a squad leader model (not a <span class="glossaryitem" onmouseover='gp(67);'>IC</span>) in your opponents army.<br /> <br /> If at any point, these two models come within 6" of each other, the target enemy model and his squad <b>betray</b> the enemy and join your forces! You also gain a small number of victory points.</div></blockquote><br /> <br /> The latter could be a victory card, or instead, we could also have some "Tides of War" event cards like this that each player draws - in which case there would be no victory points gained.]]></description>
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				<pubDate><![CDATA[Thu, 8 Aug 2013 04:01:26]]> GMT</pubDate>
				<author><![CDATA[ Dakkamite]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Why add systems or rules in for minimal effect? Its just one more thing to keep track of, with no real impact. If you want to make something feel like a swift brood moving across the tabletop, actually make them a swift moving brood. You can have simple, fluffy movement systems in place that arnt granular, because do i really need to differentiate Plaguebearers from Necrons, rather than just saying they move slower than normal? Or differentiate Eldar from Tyranids, instead of them just being faster than normal? A better comparison than Wounds or Attacks would actually be the discussion we had on Initiative.<br /> From Dakkamite<br /> <blockquote class="uncited"><div> Do these <span class="glossaryitem" onmouseover='gp(649);'>RPS</span> elements add anything of value that simply saying a unit is "Assault 5" or "Assault 10" or even "Really Good in Assault" doesn't achieve much more simply?</div></blockquote>From IcyFireKnight<br /> <blockquote class="uncited"><div>I think low skill but fast units can be dealt with simply. Some sort of special rule for high initiative low weapon skill models like hormagaunts; Swift Attack: "A model with this special rule gains +1 Dexterity for To Strike First rolls only." <br /> Or indeed low initiative high weapon skill: Sluggish Strike: "A model with this special rule has its Dexterity reduced by 1 for To Strike First rolls only." </div></blockquote>If we're willing to take out initiative because there's a simpler model that doesn't require its own stat to provide depth, why would we add such a system to govern movement?<br /> <br /> And movement is something that every unit, and by extension every weapon, rule, and plan relies on. Taking a "what harm can it do" approach to something that every element of the game depends on is not wise. And the danger is that some player somewhere might be able to find a way to take advantage of that fact in a way that non-one could have expected to be used as such, its happened before. Serious players will find cheese wherever they can, doubly so if it will give them a legal edge in a tournament.<br /> <blockquote class="uncited"><div> instead, we could also have some "Tides of War" event cards like this that each player draws - in which case there would be no victory points gained.</div></blockquote> This is a very exciting idea, im just not sure i want it to be a mandatory element of play rather than a optional rule that players can use for fun. Kinda like 6th editions battlefield terrain system.]]></description>
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				<pubDate><![CDATA[Thu, 8 Aug 2013 04:30:52]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>If we're willing to take out initiative because there's a simpler model that doesn't require its own stat to provide depth, why would we add such a system to govern movement? </div></blockquote><br /> <br /> Why would you quote me as being pro-seperate movement stat? <br /> <br /> I'm at the other extreme, wanting all the superfluous stats removed. I'd prefer movement that deviates from the norm to be a <i>Special Rule</i>]]></description>
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				<pubDate><![CDATA[Thu, 8 Aug 2013 04:44:08]]> GMT</pubDate>
				<author><![CDATA[ Dakkamite]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ I just wanted to show that we used the same argument for removing initiative, not that you were on a particular side, though i like hearing that we're on the same page.]]></description>
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				<pubDate><![CDATA[Thu, 8 Aug 2013 05:01:25]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>D10 Conversion for 40k</title>
				<description><![CDATA[ I'm also in the 'no initiative' camp.<br /> <br /> Pretty much, all I want to see is MELEE, SHOOTING, DEFENSE, MORALE with optional STRENGTH, COVER and COMMAND.<br /> <br /> Strength is probably needed but I dislike it because it does just one thing, and that thing is just part of a larger thing. Cover can be represented with a special rule. Command is great if we have something it can be used for, such as the NEW ORDERS roll in my proposed turn system.<br /> <br /> I loathe the idea of INITIATIVE or ATTACKS, the former can be folded into something else and the latter can be a <i>special rule</i>.]]></description>
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				<pubDate><![CDATA[Thu, 8 Aug 2013 05:05:36]]> GMT</pubDate>
				<author><![CDATA[ Dakkamite]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Just wanted to get this on here if we're exploring the card idea (which i love). Look up Warmachine cards for references on using icons, card layout, Statline sizes, weapon representation, etc.<br /> <br /> Edit: the following paragraph means using cards like the ones from warmachine.<br /> <br /> If we want to take out strength, i dont see why we don't just have strength be a factor of the Melee weapon that model carries. This could work especially well if we use Lanraks varying max distance idea, as that weapons distance on this model could be right there and easy to reference. So Melee weapons could have all the stats of ranged weapons, but have range: Melee or something. Models without Melee weapons could instead have their ranged weapon be listed a second time with its Melee stats represented. Maybe even list the Melee component of a Ranged weapon below the main Weapon Profile in a smaller box with a symbol marking it as the Melee stat (as it only has to cover the weapons Melee Strength, since <span class="glossaryitem" onmouseover='gp(6);'>AP</span> and range and Type are all irrelevant for all of <span class="glossaryitem" onmouseover='gp(3);'>40Ks</span> Ranged weapons used in Melee that I'm aware of.)<br /> <br /> Yes I know saying i want attacks on the Statline but not strength makes no logical sense, but i just like seeing attacks immediately as it makes me see its a powerful <span class="glossaryitem" onmouseover='gp(19);'>CC</span> unit before i delve into Wargear and special rules.<br /> <br />  I like exploring what using stealth and alternative cover systems can do, but im currently still in the "Using cover and a special rule (Stealth) and having them add negative modifiers to the firers <span class="glossaryitem" onmouseover='gp(14);'>BS</span>/increase Armor" or equivalent terminology camp. The current shooting system isn't dynamic or terribly interesting, but you could have movement (Both yours and/or the targets) reduce <span class="glossaryitem" onmouseover='gp(14);'>BS</span>, firing at ranges lower than max increase <span class="glossaryitem" onmouseover='gp(14);'>BS</span>, and cover/stealth decrease <span class="glossaryitem" onmouseover='gp(14);'>BS</span>/Increase armor, and it would be much more exciting without needing additional stats or too much complexity.<br /> <br /> Im all for the command/influence ideas coming out, the ideas taking advantage of them have so much potential that they can't be ignored.<br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 8 Aug 2013 05:34:04]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>but i just like seeing attacks immediately as it makes me see its a powerful <span class="glossaryitem" onmouseover='gp(19);'>CC</span> unit before i delve into Wargear and special rules. </div></blockquote><br /> <br /> It's the same with me. I like seeing mobility AND the way it varies between armies. It makes me see a swift army from a slow army. You have argued; and I take it. Having one inch or so difference isn't going to make an impact. But I still like it. I believe that Mobility as a stat <i>does</i> add flavour, and it adds it at no extra cost, except for just being a stat. <br /> <br /> So Dakkamite wants everything to be as a special rule,<br /> Rav1rn wants attacks and wounds but not movement,<br /> I want movement, and I'm impartial about attacks and wounds. Movement doesn't make the statline boring, but attacks and wounds does. With the majority of armies with just 1 attack and practically all with just 1 wound, I find it futile. But I do recognise Rav1rn's point that some armies rely on their attacks/wounds to attract players. I don't mind, but I just add it anyway for now. Still, I'm all for <u>Multiple Attacks 2</u>.<br /> <br /> <blockquote class="uncited"><div>If we want to take out strength, i dont see why we don't just have strength be a factor of the Melee weapon that model carries.</div></blockquote><br /> I have thought about this. Intuitively I would think that it is how strong the wielder is that determines how hard his blows are. But now that S and <span class="glossaryitem" onmouseover='gp(6);'>AP</span> are merged into Power, I wouldn't mind having the <span class="glossaryitem" onmouseover='gp(19);'>CC</span> weapon with the Power. I think, to differentiate a Space Marine with a close combat weapon and an Guardsman with a close combat weapon, each army should have their own <span class="glossaryitem" onmouseover='gp(19);'>CC</span> weapons that represent their strength. So Marines could have a combat sabre; Power 5, range 2-3. Meanwhile Guardsmen would have bayonets; Power 4 (or 3 depending on how strong you want <span class="glossaryitem" onmouseover='gp(69);'>IG</span> to be), with a longer range since they're bayonets. <br /> <br /> <blockquote class="uncited"><div>Im all for the command/influence ideas coming out, the ideas taking advantage of them have so much potential that they can't be ignored. </div></blockquote> I completely agree, this kind of stat is pure gold.<br /> <br /> I am against the idea of a counter/marker/token system. <br /> <br /> <blockquote class="uncited"><div>Mission Idea; Something you should know <br /> <br /> An enemy commander is sympathetic to our cause, he only needs a little... persuasion. <br /> <br /> Note down on a piece of paper one of your independent characters, or a squad leader type model (Sergeant, Nob). Then note down a squad leader model (not a <span class="glossaryitem" onmouseover='gp(67);'>IC</span>) in your opponents army. <br /> <br /> If at any point, these two models come within 6" of each other, the target enemy model and his squad betray the enemy and join your forces! You also gain a small number of victory points.</div></blockquote> Genius<br /> <br /> This is what I've been working on.<br /> <br /> <b>Universal Comparison Chart</b><br /> <br /> .........1.....2.....3.....4.....5.....6.....7.....8.....9....10...11...12<br /> .....1|4+...5+...5+...6+...6+...---...---....---...---....---...---....---<br /> .....2|3+...4+...5+...5+...6+...6+...---....---...---....---...---....---<br /> .....3|3+...3+...4+...5+...5+...6+...6+...---...---....---...---....---<br /> .....4|2+...3+...3+...4+...5+...5+...6+...6+...---....---...---....---<br /> .....5|2+...2+...3+...3+...4+...5+...5+...6+...6+...---...---....---<br /> .....6|---....2+...2+...3+...3+...4+...5+...5+...6+...6+...---...---<br /> .....7|---....---....2+...2+...3+...3+...4+...5+...5+...6+...6+...---<br /> .....8|---....---....---....2+...2+...3+...3+...4+...5+...5+...6+...6+<br /> .....9|---....---....---....---....2+...2+...3+...3+...4+...5+...5+...6+<br /> ...10|---....---....---....---....---....2+...2+...3+...3+...4+...5+...5+<br /> ...11|---....---....---....---....---....---....2+...2+...3+...3+...4+...5+<br /> ...12|---....---....---....---....---....---....---....2+...2+...3+...3+...4+<br /> <br /> I have faith in it. It has been working splendidly so far, but lemme hear the criticism.<br /> <br /> <span class="glossaryitem" onmouseover='gp(442);'>PS</span>: The average for infantry is going to be 4. So, a statistic test is comparing their stat to a value on 4. This works much better than the "initiative tests" right now where you have to roll equal or under the stat, or you fail. So a Necron (with a Fortitude of 7) passes a Fortitude test on a (compare 7 to 4) 2+.<br /> <br /> What would you say to this: the model no longer has attacks, power or wounds. Wounds are naturally 1, but the power and attacks are determined my the close combat weapon? So in wargear, you'd have a specific close combat weapon which basically represents the model's <span class="glossaryitem" onmouseover='gp(19);'>CC</span>.<br /> <br /> So each model would have a ranged weapon and a <span class="glossaryitem" onmouseover='gp(19);'>CC</span> weapon. The <span class="glossaryitem" onmouseover='gp(19);'>CC</span> weapon would reflect the strength and number of attacks each model has right now. E.g.<br /> <br /> ............................................Rg...P...A...Type <br /> Bayonet (<span class="glossaryitem" onmouseover='gp(69);'>IG</span>).........................4....4...1...Melee <br /> Combat sabre (<span class="glossaryitem" onmouseover='gp(119);'>SM</span>)...............3...5...1...Melee<br /> Burst device (Tau).................3...3...1...Melee<br /> Guardian spur (Eldar)............3...3...1...Melee<br /> Kleava (Orks)........................3...5...2...Melee<br /> Scything claws (Nids)............3...4...2...Melee<br /> Flayer (Necrons)...................4...5...1...Melee<br /> Devilish blight (Demons)........3...5...1...Melee<br /> <br /> Names are filler.<br /> <br /> Basically this means that we took all the combat stats from the model (bar <span class="glossaryitem" onmouseover='gp(149);'>WS</span>/Dexterity) and put them in the weapon, just like in ranged warfare. Thoughts?]]></description>
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				<pubDate><![CDATA[Thu, 8 Aug 2013 06:12:40]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Yeah the easy solution might just be to give everything a close-combat weapon of some kind, be it Knife, bayonet, claw, talon, scythe, etc.<br /> <br /> If we're gonna have unit cards i dont mind having Movement/mobility directly on the card as much, but lets try to keep it from getting into that 1-2 inch difference zone shall we?<br /> <br /> As for Close-Combat weapons, how do we want to represent power weapons since the <span class="glossaryitem" onmouseover='gp(6);'>AP</span> system is more or less defunct? Or maybe just drop them all together, though im not a huge fan of that idea.<br /> <br /> Also, i just realized this but power weapons kinda filled a nice niche in <span class="glossaryitem" onmouseover='gp(19);'>CC</span>, as they helped you get more efficient at killing high-armor targets while making that upgrade less effective against hordes of weaker units. In fact, the howling banshees and striking scorpions of the Eldar rely on this difference to define their specialties. <br /> <br /> I know we decided on consolidating armor and toughness, but this distinction offers the first really important case for separating the two. If we used the upgrade system i talked about earlier in conjunction with Lanrak's <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>, common, specialized, rare system, that plus the included <span class="glossaryitem" onmouseover='gp(20);'>CCW</span> every model carries could let players further specialize a unit using that upgrade point. Do I want that sergeant to have the power weapon replace his <span class="glossaryitem" onmouseover='gp(20);'>CCW</span> for killing <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span>? Or do i want to give him pistol of some kind to get the extra attack to maximize his anti-Melee-Horde strength?<br /> <br /> I know its not really worth bringing up, but i think we focused on how <span class="glossaryitem" onmouseover='gp(6);'>AP</span> and armor/toughness interact with shooting, and didnt really discuss Melee? Because we could either drop power weapons altogether, or increase their strength, but that would make them more like power fists than power weapons, and would let them affect bigger, tough units (vehicles/monsters) when that isnt really their domain.<br /> <br /> Charts looking good, it feels odd that things need 1 point of difference for the roll value to change, then 3 to change again. <span class="glossaryitem" onmouseover='gp(269);'>Id</span> almost say i want the change to be at 1 point of difference in stat to result in a +/- 1 to the roll, with 2+\6+ going until the the points where the values transition into (--) on your chart. Otherwise, say a guardsman is <span class="glossaryitem" onmouseover='gp(149);'>WS</span> 3, a Sister of Battle is <span class="glossaryitem" onmouseover='gp(149);'>WS</span> 4, and a space Marine is <span class="glossaryitem" onmouseover='gp(149);'>WS</span> 5, that space marine is going to be hitting both models on a 3+, when clearly the sister should be a tougher combatant. This lets us show variety between similar models (+/- 1-2 in that area) while more distantly skilled opponents still have a chance to dodge/hit.<br /> <br /> The <span class="glossaryitem" onmouseover='gp(24);'>D6</span> is, as always, the weak link, but we may just have to deal with that.<br /> <br /> Having strength and attacks listed under the Melee weapons stats has been brought up by Dakkamite? before, and i'd prefer attacks stay in the statline, but if we use the card idea, its not as big a deal where that information goes, since its all right there anyways and there's no shuffling around a codex to find those values.<br /> <br /> Maybe a middle ground when talking about wounds, again with the card idea providing a solution. Wounds is set in a little circle off to a side, away from the Statline, maybe close to some character artwork on the card. This way it's not being turned into a special rule, but is still represented numerically on the card?<br /> <br /> Edit: actually no, <span class="glossaryitem" onmouseover='gp(269);'>id</span> rather have high leadership represent strong leader ship rather than lower. A) it just makes more sense that way, and B) that sort of low scores == good scores is already in place with armor, and it kinda clashes with the other mechanics where high scores == good scores, so lets minimize that problem. Maybe have 12 be the standard, so a <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> 10 unit only needs a 2+, and a <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> 6 unit needs a 6+, though i would greatly prefer the two dice system already in place, i feel it works quite well.<br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 8 Aug 2013 07:06:53]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Hey, you brought up a good point on power weapons. I say we drop the idea altogether. We can fill the void with something more "of our cause" kind of thing, if we drop them, we don't have to worry about reworking them, and we can be more creative <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"> Models with power swords can instead have something cooler!<br /> <br /> And I see where you're coming from with the chart. I've never met Sisters of Battle. But if you want them to be the tougher combatant then I would bump em up to <span class="glossaryitem" onmouseover='gp(149);'>WS</span> 5. What I wanted was more distinction between different units, but not so much that they become UP/<span class="glossaryitem" onmouseover='gp(280);'>OP</span>. I think this chart is a solution, because, while maintaining differences, it doesn't affect the balance so much as a chart where 3s, 4s and 5s both wound 4s on a 4+. That didn't feel right.<br /> <br /> What I want is for all stats to be better when higher. So what was the issue with leadership? As previously stated, right now my take on a "Statistic test" is to compare that stat to 4. That way numbers that are 6 or higher benefit now, as well as every stat being better when higher. So if you look at the chart, Orks (F4) and Tyranids (F4) both succeed Fortitude tests (morale) on a 4+ without modifiers. Whereas plaguebearers and Necrons succeed on a 2+ (F7), with Marines and Eldar (F6 and F5) both succeed on a 3+. I think this gives us enough room for Fortitude modifiers like losing combat (every model that you lost by means -1/2 leadership) or morale damage as discussed.<br /> <br /> Idk, I like the idea of having attacks in the melee weapon since it is perfectly in sync and in line with ranged weapons. So the weapons possess the range, power and attacks stats while the models provide the rest.<br /> <br /> Do you think we should do the same thing to Hull Points? As in, each vehicle has 3 Hull Points unless stated otherwise?<br /> <br /> Been working on a cheesy start to the rulebook, explaining model statistics<div style="margin-top:5px; margin-bottom:10px;">
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<b>Mobility (M)</b> This characteristic defines the warrior's agility across the battlefield. Necron Warriors are maladroit machines, so they have a Mobility of 4; they can move up to 4" in a single move, whereas Eldar Guardians flow across the battlefield gracefully and effortlessly like quicksilver; they have a Mobility of 8.<br /> <br /> <b>Marksmanship (Mk)</b> Marksmanship portrays how accurate a warrior is with ranged weapons, from pistols to massive hull-mounted cannons. The higher the Marksmanship the model has, the more likely it is for its shots to find their mark. A well-trained sharpshooter such as a Vindicare Assassin has a Marksmanship of 9, unlike Ork Boys who are infamous for their incompetence at firing guns; they only have a Marksmanship of 3.<br /> <br /> <b>Stealth (S)</b> This characteristic represents a warrior hidden in the shadows of cover and concealment, or perhaps a surging skimmer turbo-boosting across the battlefield. A furtive Eldar Ranger coursing through the woods is all but impossible to see with the human eye; they have a Stealth of 8. On the contrary, even an Ork can hit the massive shell of a Land Raider; it has a Stealth of 1.<br /> <br /> <b>Resilience (R)</b> Resilience describes not only how tough a warrior's armour is but also how physically capable a warrior is at resisting pain and mortal wounds. A high Resilience might represent a valiant Space Marine Captain in artificer armour, or even a sinuous Tyranid Carnifex.<br /> <br /> <b>Dexterity (D)</b> This characteristic conveys the skill and aptitude of a warrior in close combat. The higher the characteristic, the more adept the model is in combat. A clumsy Tau Fire Warrior has a Dexterity of 3 whereas an Avatar - an incarnation of the god of war - has a Dexterity of 12!<br /> <br /> <b>Fortitude (F)</b> Fortitude characterises the willpower of the warrior. A warrior with a strong mind will not falter in the face of death unlike a Tyranid Hormagaunt who can sometimes suddenly decide to go back to the Hives!<br /> <br /> <b>Influence (I)</b> This characteristic outlines how well the warrior interacts with his brethren, and how his presence affects his foes. Commanding characters can raise the Influence of nearby warriors.
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</div><br /> And infantry stats (let me know if some are a bit off!!)<br /> <div style="margin-top:5px; margin-bottom:10px;">
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........................................M..Mk.S...R...D..F...I...Type <br /> Space Marine...................6...6...5...5...5...6...5...Infantry <br /> Imperial Guardsman..........5...5...5...3...4...5...5...Infantry <br /> Tau Fire Warrior...............6...7...5...4...3...4...5...Infantry <br /> Eldar Guardian..................8...6...5...3...5...5...5...Infantry <br /> Ork Boy............................6...3...5...4...4...4...5...Infantry <br /> Tyranid Hormagaunt..........7...3...5...3...4...4...5...Infantry <br /> Necron Warrior.................5...6...5...5...5...7...5...Infantry <br /> Plaguebearer of Nurgle......4...0...5...5...4...7...5...Infantry 
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</div><br /> And vehicle stats!<br /> <div style="margin-top:5px; margin-bottom:10px;">
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............................................................[Armour] <br /> ..........................................M..Mk.S...[Fr..Sd..<span class="glossaryitem" onmouseover='gp(271);'>Rr</span>]..Type <br /> Drop Pod............................0...6...1....10..10..10...Medium, Transport <br /> Land Raider.......................7...6...1....12..12..11...Heavy, Transport <br /> Chimera.............................8...5...2....10...8...8.....Light, Transport <br /> Ghost Ark...........................9...6...3.....9....9...9.....Light, Transport, Skimmer <br /> Devilfish.............................9...7...3....10...9...8.....Medium, Transport, Skimmer <br /> Wave Serpent...................11..6...4....10..10..8.....Medium, Transport, Skimmer, Fast 
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</div><br /> Finally some weapon stats (only Imperial and Eldar soz <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0">)<br /> <div style="margin-top:5px; margin-bottom:10px;">
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............................................Rg...P...A...Type <br /> Lasgun.................................24...3...1...Rapid Fire <br /> Boltgun.................................24...4...1...Rapid Fire <br /> Flamer................................Tmp..4...1...Assault <br /> Frag missile.........................48...4...1...Heavy, Blast <br /> Heavy Bolter........................36...5...3...Heavy <br /> Heavy Flamer.....................Tmp..5...1...Heavy <br /> Ranger long rifle...................36...5...1...Sniper <br /> Death spinner......................12...5...2...Assault, Monofilament <br /> Shuriken cannon..................24...5...3...Assault, Bladestorm <br /> Scatter laser........................36...5...4...Heavy, Laser Lock <br /> Autocannon..........................48...7...2...Heavy <br /> Battle cannon.......................72...7...1...Ordnance, Large Blast <br /> Singing spear.......................12...7...1...Assault <br /> Krak missile.........................48...8...1...Heavy <br /> Starcannon...........................36...8...2...Heavy <br /> Bright lance..........................36...9...1...Heavy, Lance <br /> Plasma gun..........................24...9...1...Rapid Fire, Gets Hot <br /> Meltagun..............................12...9...1...Assault, Melta <br /> Lascannon...........................48..10..1...Heavy <br /> Wraithcannon......................12..12..1...Assault, Distort 
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				<pubDate><![CDATA[Thu, 8 Aug 2013 08:30:21]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/543845/5924984.page"><b>IcyFireKnight wrote:</b></a><br/>With the majority of armies with just 1 attack and practically all with just 1 wound, I find it futile.[/u].</div></blockquote>If we're flabbing out the stats with attacks and wounds we might as well have INT and movement and so on, and then we defeat one of the major points that this project is built around - streamlining the game to avoid unnecessary baggage.<br /> <br /> <blockquote class="uncited"><div>but i just like seeing attacks immediately as it makes me see its a powerful <span class="glossaryitem" onmouseover='gp(19);'>CC</span> unit before i delve into Wargear and special rules. </div></blockquote>If a model is better at melee, you'll see this because it's MELEE stat will be higher than that of other armies. If anything this will make it <i>easier</i> to tell who is better in a fight. It also avoids instances such as the <span class="glossaryitem" onmouseover='gp(3);'>40k</span> Orks - giving them heaps of <b>weak</b> but accurate attacks is the sort of arithmetic (and nonsensical fluff destruction in this case) I'm looking to just fold into MELEE as much as possible. <br /> <br /> In almost every case of non-solo models, we can represent superior hand to hand ability with just better MELEE and better attack strength (whether that is a stat or a weapon stat). Multiple attacks are only *needed* for solo models like dreads, monsters and heroes, because giving those models one attack, no matter how strong, is gonna get them tarpitted first time every time in every game by any unit at all. In all honesty, incorporating ATTACKS on squad models is no more necessary than we have decided that stats like INITIATIVE or TOUGHNESS are. Those few models that *really* need it can get a special rule to cover it - something like "at the start of each assault phase, choose to allre-roll missed attacks or all enemy hits on this unit"<br /> <br /> <blockquote class="uncited"><div>It's the same with me. I like seeing mobility AND the way it varies between armies. It makes me see a swift army from a slow army. You have argued; and I take it. Having one inch or so difference isn't going to make an impact. But I still like it. I believe that Mobility as a stat <i>does</i> add flavour, and it adds it at no extra cost, except for just being a stat. </div></blockquote>As I'm sure your already perfectly aware, I reckon we can just give certain units <i>Swift (x)</i> (moves an additional x") or <i>Sluggish (x)</i> (the opposite)<br /> <br /> <blockquote class="uncited"><div>Strength etc represented with weapon stats</div></blockquote>I don't like this idea, but thats just because I've never liked representing abilities with wargear and its purely personal taste. In this situation, for what we're looking to achieve, it'd work great <span class="glossaryitem" onmouseover='gp(72);'>IMO</span>. I'd still rather see Attacks removed from all non-solo models, but you know that already.<br /> <br /> <blockquote class="uncited"><div>Im all for the command/influence ideas coming out, the ideas taking advantage of them have so much potential that they can't be ignored. </div></blockquote> Definitely behind COMMAND, as you can see from my use of it in proposed rules. Not really sure what your intending with INFLUENCE though.<br /> <br /> <blockquote class="uncited"><div>I have faith in it. It has been working splendidly so far, but lemme hear the criticism.</div></blockquote>Dislike any comparison chart that doesn't have a smooth transition of say, 4+/3+/2+/1+. Doesn't mean it won't work, I just always err towards the simplistic when there are two options available. So I'm neutral towards this pending seeing that it works and works better than the smoother ones, and as long as it is indeed 'universal' - the difference of shooting and melee attack tables in <span class="glossaryitem" onmouseover='gp(3);'>40k</span> is infuriating to me!<br /> <br /> Edit; <span class="glossaryitem" onmouseover='gp(334);'>wtf</span>, only saw one of the three posts. Now to make this post even bigger than before with more replies.<br /> <br /> <blockquote class="uncited"><div>but lets try to keep it from getting into that 1-2 inch difference zone shall we? </div></blockquote><br /> We're talking a 20% - 33% movement difference. Thats heaps! The fact that it is so unimportant is an issue with the system and it's "feth Movement, More Dakka" ethos. We need to *make* movement more important than it currently is, as least as important but ideally much more so than anything else in the game, because movement is the purest form of strategic input by the players - everything else, when it comes down to it, is just rolling dice.<br /> <br /> <blockquote class="uncited"><div>As for Close-Combat weapons, how do we want to represent power weapons since the <span class="glossaryitem" onmouseover='gp(6);'>AP</span> system is more or less defunct? Or maybe just drop them all together, though im not a huge fan of that idea.</div></blockquote><br /> I covered this earlier. They're just stronger <span class="glossaryitem" onmouseover='gp(20);'>CCW</span> now. Because really, a <i>lightning covered sword</i> would just hit harder than a normal sword - it wouldn't just 'bypass armour' and so do the same thing to unarmoured stuff<br /> <br /> <blockquote class="uncited"><div>Also, i just realized this but power weapons kinda filled a nice niche in <span class="glossaryitem" onmouseover='gp(19);'>CC</span>, as they helped you get more efficient at killing high-armor targets while making that upgrade less effective against hordes of weaker units. In fact, the howling banshees and striking scorpions of the Eldar rely on this difference to define their specialties. </div></blockquote><br /> I call that Paper Scissors Rock personally.<br /> <br /> <blockquote class="uncited"><div>I know we decided on consolidating armor and toughness, but this distinction offers the first really important case for separating the two. If we used the upgrade system i talked about earlier in conjunction with Lanrak's <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>, common, specialized, rare system, that plus the included <span class="glossaryitem" onmouseover='gp(20);'>CCW</span> every model carries could let players further specialize a unit using that upgrade point. Do I want that sergeant to have the power weapon replace his <span class="glossaryitem" onmouseover='gp(20);'>CCW</span> for killing <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span>? Or do i want to give him pistol of some kind to get the extra attack to maximize his anti-Melee-Horde strength? </div></blockquote><br /> This is the reason I proposed the merger of toughness and armour - to both streamline the game and to remove this exact thing from it.]]></description>
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				<pubDate><![CDATA[Thu, 8 Aug 2013 11:36:02]]> GMT</pubDate>
				<author><![CDATA[ Dakkamite]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>streamlining the game to avoid unnecessary baggage</div></blockquote> But simply moving stats into special rules (which take a lot longer to read!) is the OPPOSITE of streamlining the game. The whole concept of a statline is to make it easier for players. Rules are only the icing on the cake, cool things which add a dynamic to the game; NOT the place for simple things like Multiple Attacks x.<br /> <br /> <blockquote class="uncited"><div>If a model is better at melee, you'll see this because it's MELEE stat will be higher than that of other armies.</div></blockquote> Not necessarily. The armies are reflected upon their very core troops' stats. I DO NOT want it so that Space Marines have the same or even lower "Melee" than Orks. They NEED to be kept separate under the feel of the army. Orks ARE NOT an army where every attack hits and wounds. Now, I agree, this is the same issue with Strength and <span class="glossaryitem" onmouseover='gp(6);'>AP</span>. But that is a very subtly different cause. Things like Meltas, plasma, they can afford to lose their <span class="glossaryitem" onmouseover='gp(6);'>AP</span> in favour of more strength. This is because <span class="glossaryitem" onmouseover='gp(6);'>AP</span> and strength are fundamentally linked - You can believe meltas are S9, you can believe lascannons are S10, but you can't believe Orks have the same or even more melee skill than Marines. Whereas Melee, strength and attacks are not. Melee armies need the stats that reflect themselves, and make them different. For example:<br /> <br /> Orks need high strength, low skill, moderate amount of attacks.<br /> Tyranids need medium-strength, low skill, high amount of attacks.<br /> Chaos need high strength, moderate skill, low amount of attacks.<br /> etc.<br /> <br /> I would hate to see if these were merged; you'd have all of them with the same "Melee" even though we KNOW they are different to each other.<br /> <br /> Low skill and a large volume of attacks =/= High skill low volume of attacks.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 8 Aug 2013 14:00:24]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ One interesting idea is that instead of having every unit have an influence stat, why not have only leaders (Sergeants, <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>'s, Independant characters) have a command stat instead of a morale stat? That way they still influence their squad and nearby squads, but won't run themselves (they're the heroes after all), and only run when the squad they're attached to runs? Essentially making these hero units fearless?<br /> <br /> Ok so if we move wounds off the statline, and put strength on the weapons entry, put mobility on the card but off the statline, and exchange the Hero units morale for command, we've got <span class="glossaryitem" onmouseover='gp(149);'>WS</span>, <span class="glossaryitem" onmouseover='gp(14);'>BS</span>, Amor/Toughness, Attacks, Morale/Command on general troops and hero units respectively.<br /> <br /> If we drop power weapons, what mechanic would replace them? They're fairly common, so it can't be anything too ridiculous.<br /> <br /> Also, how are poisioned weapons going to work independent of Toughness? We cant just drop that, as it's a major component of both the Dark Eldar and Tyranids.<br /> <br /> <blockquote class="uncited"><div>I call that Paper Scissors Rock personally. </div></blockquote> I don't really see anything wrong with rock paper scissors type strength and weaknesses. It adds depth to system in a very simple and straightforward way.<br /> <br /> <blockquote class="uncited"><div>They're just stronger <span class="glossaryitem" onmouseover='gp(20);'>CCW</span> now</div></blockquote>That just feels kinda lazy though. Power Weapons had a cool mechanic working for them, i think losing that element in favor of them just being stronger would be a bit disappointing.<br /> <br /> <blockquote class="uncited"><div>We're talking a 20% - 33% movement difference. Thats heaps!</div></blockquote> Is it though? at 1 inch difference, i'm moving an extra 6 inches per 6 turn game without running. at 2 inches, i'm moving 12, at 3, i'm moving 18. 1 inch isn't enough of a difference, 2 inches is borderline, 3 inches is a distinct difference. And yeah movement may not be as powerful a factor in gameplay as it probably should be, but we need to be careful as we don't want these models to be taking massive strides across the board each turn.]]></description>
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				<pubDate><![CDATA[Thu, 8 Aug 2013 16:38:36]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Hi folks.<br />  IMPORTANT NOTE.<br /> A lot of the ideas I post up are just some examples of how we could implement concepts.(The actual modifiers and magnitude are open to revision when we actually finalize design. <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0"> )<br />  <br /> <br /> Also if we are designing a game from scratch , PLEASE do not judge ideas based on how they would affect/fit in with 6th ed <span class="glossaryitem" onmouseover='gp(3);'>40k</span>.<br /> (I get the feeling some people may be being a bit harsh on new ideas because of this ?)<br /> <br /> I am looking at the game playing like modern warfare.(And discussing resolution methods and mechanics found in these types of games to see which ones might fit best...)  <br /> <br /> I was working on the idea A player EITHER  chooses their deployment area first ,(Defender, ) or goes first (Attacker.)<br /> Or roll off if they can not agree. <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0"> <br /> <br /> Example Attacker Mission Cards.<br /> <br /> Operation Overlord.<br /> Establish and hold a beach head .<br /> You must clear ALL enemy units out of your area of operations in preparation  for a major assault..<br /> If you clear out all enemy units from your deployment zone by turn 3, and keep it clear you have a MINOR Victory.<br /> If you clear out ALL enemy units from your HALF of the playing area by turn 6 you have a MAJOR Victory .<br /> <br /> Operation Barbarossa.<br /> Clear a corridor of advance for a following Armoured Spearhead.<br /> If you Clear  a 18" wide corridor from your deployment area to the enemy deployment area, by turn 6 you have a MINOR Victory .<br /> if you Clear a 18" wide corridor from your deployment area to the enemy deployment area , by turn 6 , and suffer less than 25% casualties you have a MAJOR Victory.<br /> <br /> Operation Damocles<br /> A surgical strike on enemy lines!<br /> You must neutralize the enemies ability to retaliate in this sector by demoralizing or destroying ALL  enemy Specialized and Restricted  units for a Minor victory.<br /> If you DESTROY ALL Specialized /Restricted enemy units you gain a Major Victory.<br /> <br /> Example Defender Missions.<br /> <br /> Operation Mincemeat.<br /> This is a mission of attrition you must wear down the enemy assault!<br /> If you cause 50% casualties on the enemy force you gain a MINOR Victory.<br /> If you cause 50% casualties on the enemy force while taking less than 50% casualties yourself you gain A MAJOR Victory.<br />  <br /> Operation Totalize.<br /> The enemy have destroyed a forward strategic objective  it is vital that it is repaired/rebuilt  so we can launch an effective co-ordinated counter attack!<br /> Take and Hold Objective X , for 3 turns , for a MINOR Victory .<br /> Take and Hold Objective X , for 3 turns , and holding units are kept at 75% starting strength to gain a MAJOR Victory.<br /> <br /> I always thought of <span class="glossaryitem" onmouseover='gp(3);'>40k</span> as a small section of a MASSIVE war, raging on all around.<br />  So wanted to re-enforce this with the  narrative.And leave the mission objective varied but not overly complicated.<br /> <br /> I am not very good at this mission  development stuff.(I am using actual WWII operation names because I know them, how sad it that  <img src="/s/i/a/504660322487159bb25fddaa475847a6.gif" border="0"> ...)But I hope you get the basic idea ..<br /> <br /> Take and hold areas, destroy particular enemy unit types, PRESERVE a friendly unit type,(Saving Private Ryan style,), take and hold particular marked objective etc..<br /> <br /> (Place 4 objectives on the table , 2 in each player half.BOTH players draw a number card relating to an objective marker in secret  at the start of the game.To determine which objective markers they MIGHT use IF they get that type of mission card.)  <br />  <br /> On to stat discussion.<br /> Could we say that morale is the same for a particular race?And the Command value of unit leaders and characters modify it accordingly ? <br /> This gets rid of it from the stat line.(And maybe use ONE iconic special rule per race/ army?)<br /> <br /> How do you feel about dual stats with symbols?<br /> <br /> Eg <br /> <span class="glossaryitem" onmouseover='gp(119);'>SM</span> <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> Squad <br /> <br /> (Symbol for legs ) 4" .(Going back to 2nd ed as reference here as place holder .)<br /> (Sight symbol B.S.) +2(Modifies to hit dice score for ranged weapons.)<br /> (Knife Symbol W.S) 4<br /> (Shield Symbol)4/2 (Armour value /Resilience value.) <br /> (Heart Symbol) 10/1 (Number of starting models /wounds per model.)  <br /> (Cloak Symbol ) 3+<br /> (Shouting Face  symbol?) -/1(Command range /command value.)<br /> <br /> Looking at this units stat card we can see.<br /> Its a heavy armoured , organic infantry unit, thats above average at shooting and close combat , and has a unit leader. <br /> <br /> As reguards strength and attacks.<br /> This can be directly represented in the units weapon profile.<br /> Ill list them down the page so I can explain better.<br /> EG <br /> Weapon profile <br /> (Weapon )Name <br /> Close combat weapon.<br /> <br /> (Weapon)Range<br />  0-2 "(Longer weapons like Two handed weapons Force  Halberds etc, may  be 0-3 ")<br /> <br /> (Weapon )Damage  <br /> 6 (This is determined by the user strength  for close combat weapons.)<br /> <br /> (Weapon )Effect.<br /> (Attacks/Shots/Area of effect, I called 'Effect' to cover all weapon effects on target )<br /> 1  (This is how many hits the user can inflict with the weapon, or the area of effect for some  ranged weapons.)<br /> <br /> (Weapon )Notes.<br /> This is where weapon type , 'close combat', 'small arms',' support or 'fire support' {can not move and fire}.)<br /> And any special abilities of weapons are written.<br /> Eg-(Some ideas based on using <span class="glossaryitem" onmouseover='gp(24);'>D6</span>)<br /> <br /> Parry , model may re roll ONE  failed save throw in a close combat.<br /> <br /> Chain edged, enemy model  must re roll successful armour saves  when assaulted by a chain edged weapon.<br /> <br /> Power weapon, enemy model only rolls D3 for armour save rolls when assaulted by a power weapon. <br /> <br /> Fire support - may not move and fire.<br /> <br /> Ignore cover - units loose any modifiers for being in cover /obscured.<br /> <br /> Etc etc..<br /> <br /> To be fair I am trying to look for common ground to describe all units and weapons .<br /> <span class="glossaryitem" onmouseover='gp(3);'>40k</span> is a game about UNIT interaction.<br /> <br /> Vehicles and Monsters would have a slightly different layout of stats.<br /> <br /> Armour value would  have Front/ Side/ Rear.(As 6th ed <span class="glossaryitem" onmouseover='gp(3);'>40k</span>.)<br />  <br /> And Hit points would be more detailed.<br /> As multiple model units loose effectiveness as they loose models .<br /> I think the same loss of effectiveness to single model units..<br /> Split the wounds /structure points into Mobility/ weapon attacks.<br /> <br /> Eg <br /> Predator Battle Tank.<br /> (Symbol for Tracks.) 6"<br /> (Sight Symbol) +2<br /> (Knife symbol ) 0<br /> (Shield Symbol)  13/12/10<br /> ( Gear/track symbol )2   (Gear /Sight symbol.) 3 <br /> The above is mobility /attacks structure points.<br /> (Cloak Symbol ) 2+<br /> (Shouting face symbol) -/1<br /> <br /> IF the predator takes PHYSICAL  damage ,<br /> It can lose one mobility structure point  and  move at HALF speed.Lose TWO mobility and be IMOBILIZED.<br /> <br /> If it loses Attacks , it looses one weapon system per structure point damage.<br /> <br /> A note on morale .<br /> I will use  proper names  from now on.<br /> <br /> Suppression ,The unit may only move OR shoot.They can not launch an assault , but will fight back if assaulted.<br /> <br /> Neutralized. The unit will do nothing, but will fight back if assaulted.<br /> <br /> Routed.The unit MUST move as fast as possible away from all known enemy units, and towards its deployment zone.If the unit is assaulted while routing it will be destroyed.<br /> <br /> While under the effects of negative morale , the unit has a morale counter placed next to it INSTEAD OF AN ORDER COUNTER.<br /> (Units suffering poor morale must be rallied before they can follow orders.) <br /> <br /> It may seem a bit harsh, BUT  morale is important part of modern warfare, and sadly lacking from <span class="glossaryitem" onmouseover='gp(3);'>40k</span>.<br /> Running across no mans land into the heavy machine gun/ artillery fire  should not be a preferred tactic. <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> <br /> <br /> Why not use the 4 Fs , as armies have been doing for over half a century?<br /> Find the enemy.<br /> Fire on the enemy to suppress them.<br /> Flank the enemy. <br /> Finish the enemy off in close assault.<br /> <br /> TTFN]]></description>
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				<pubDate><![CDATA[Thu, 8 Aug 2013 19:10:20]]> GMT</pubDate>
				<author><![CDATA[ Lanrak]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Your mission ideas are exciting, especially mincemeat.<br /> <br /> I like the idea of using a flag over a face for command, i think it'd just look better and be less ambiguous. Having two values on each stat could be confusing but its already done with armor/invulnerable saves so i dont think it'll be a problem<br /> <br /> Not sure i'd like for Melee weapons to have ranges, rather than just granting an initiative bonus like in the current system, which could work nicely with the weapon abilities you granted, as base-to-base Melee works pretty well.<br /> To explore initiative more, have all models hit at the same initiative, with a roll off deciding who goes first. But special rules can change this a bit, essentially giving us initiative tiers that dont need a stat, where we start at the highest tier, working our way down, with models at the same tier rolling off.<br /> <br /> First Strike (Special characters, extreme cases of speed like Lictors, keeper of secrets,etc)<br /> Swit Strike (Strikes before normal initiative cases) (hormagaunts, Genestealers, eldar,etc)<br /> No special rule (space marines, guardsman?, etc)<br /> Sluggish Strike (strikes after normal initiative)(orks, necrons)<br /> Last strike (powerfists, etc)<br /> <br /> So Grey Knight Halberds could grant that squad Swift strike, powerfists would grant last strike, and could put these abilitiess right there with the others you suggested<br /> <br /> Also, are you suggesting keeping armor and toughness separate?]]></description>
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				<pubDate><![CDATA[Thu, 8 Aug 2013 19:35:20]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Hi Rav1rn.<br />  I only listed some ideas for symbols as place holder examples .(I am not very artistic <img src="/s/i/a/504660322487159bb25fddaa475847a6.gif" border="0"> )<br /> <br /> I am sure there would be better ideas from other people and you proved me right ... <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0"> <br /> <br /> Could we go for a really simple idea for replacing initiative.<br /> <br /> The Assault value =<span class="glossaryitem" onmouseover='gp(149);'>WS</span>+initiative eg how good the unit is in assault!<br /> <br /> The unit / model that launches the assault strikes first.<br /> <br /> Then it reverts to highest  MODIFIED Assault value strikes first.<br /> <br /> Models that are suppressed are placed (carefully)  face down  , casualties are removed.<br /> The difference in suppressed results and physical damage (wounds) is added to the winning UNITS  Assault value.<br /> <br /> Weapons that are clubersome to use, just have the 'always strike last' rule in the weapons profile ?<br /> <br /> Just a thought....<br /> <br /> <br /> <br />    ]]></description>
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				<pubDate><![CDATA[Thu, 8 Aug 2013 21:02:28]]> GMT</pubDate>
				<author><![CDATA[ Lanrak]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/543845/5926890.page"><b>Rav1rn wrote:</b></a><br/>Paper Scissors Rock is a good game mechanic, etc</div></blockquote><br /> Yeah ok mate, I am definitely out now.<br /> <br /> Wish you'd mentioned this days ago during one of the many times I've said I'm strongly opposed to pretty much everything you just supported, so I could have saved a bunch of time and effort and quit then<br /> <br /> Toughness will be back soon, I can feel it. This game is turning into <span class="glossaryitem" onmouseover='gp(3);'>40k</span> with alternative activations and bigger numbers, a vastly different creature than it was even on page 2. While such a game is not necessarily a terrible thing but not something I feel the need to contribute to.<br /> <br /> Good luck guys. Feel free to use any ideas and stuff that I've posted up if it serves a purpose here.]]></description>
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				<pubDate><![CDATA[Thu, 8 Aug 2013 22:06:49]]> GMT</pubDate>
				<author><![CDATA[ Dakkamite]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ I'm not saying that that style is the best route to go, or even a particularly good one, but it's one option that works without undue complexity, and would be familiar to people who already have experience with it in standard <span class="glossaryitem" onmouseover='gp(3);'>40K</span>.<br /> <br /> However, if you want to drop out, I'll respect that and thank you for all your contributions.]]></description>
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				<pubDate><![CDATA[Thu, 8 Aug 2013 23:52:02]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Ok, there's a lot to reply to here<br /> <br /> <blockquote class="uncited"><div>One interesting idea is that instead of having every unit have an influence stat, why not have only leaders (Sergeants, <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>'s, Independant characters) have a command stat instead of a morale stat? That way they still influence their squad and nearby squads, but won't run themselves (they're the heroes after all), and only run when the squad they're attached to runs? Essentially making these hero units fearless? </div></blockquote>Well, I don't think I'm quite understanding you but I wouldn't want them to have a different stat, nor would I want a fearless unit xD I think we should have characters with the same influence stat but slightly larger, along with an +1 influence aura. That way the Fortitude and Influence tests can be the majority of the unit - you have to get the majority of the unit in the aura for you to get +1 to the test. Then independent characters can give double bonuses of a character at 6", but normal bonuses at 12", if you know what I mean.<br /> <br /> <blockquote class="uncited"><div>1 inch isn't enough of a difference, 2 inches is borderline, 3 inches is a distinct difference</div></blockquote> Technically one inch difference is 2 inches borderline from a 3 inch difference (<span class="glossaryitem" onmouseover='gp(84);'>lol</span>) :3 Essentially you want to magnetise all the movements into 3 inch distances. So where do Necrons and Tyranids go? You want them to be slower and faster than the other armies but they just end up gravitating towards the same thing? Also I'm sad Mobility didn't get a place -.- Why put it elsewhere on the stat card, why not just have it there? C'mon it looks cool, you already agreed to have it on the card, it's info, and we need it.<br /> <br /> Rav1rn, we will find different mechanics about power and poison weapons, its ok <img src="/s/i/a/c614b4720f1b7225b0523f616ac30b2f.gif" border="0"> Maybe poisoned weapons should actually poison the target and not just do extra damage? Oo, perhaps some power weapons can smash Safeguard? (Safeguard being invulnerable saves)<br /> <br /> Lanrak has some sweet ideas for missions and morale. Although it shouldn't be TOO much to do with modern warfare, I mean, we are playing with aliens 40,000 years into the future. (and you didn't read the rest of the thread haha, we scrapped armour saves already) But we shall use some of your mission ideas, they're great <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"><br /> <br /> <blockquote class="uncited"><div>To explore initiative more, have all models hit at the same initiative, with a roll off deciding who goes first. But special rules can change this a bit, essentially giving us initiative tiers that dont need a stat, where we start at the highest tier, working our way down, with models at the same tier rolling off. </div></blockquote> Ouch  <img src="/s/i/a/dec8d79950a36218cfae9200a43fa59f.gif" border="0"> I want to make this point clear about the initiative system:<br /> <br /> I do not want a system where a whole squad strikes before another; it's preposterous<br /> I want a system that works with multiple dexterities (we scrapped initiative)<br /> <br /> So I proposed something to dakkamite earlier on in the thread <blockquote class="uncited"><div>Models that have a higher Dexterity than the model they are attacking get a number of attacks that strike before equal to the difference in Dexterity. <br /> <br /> So a Space Marine charges an Ork. 5-4=1. The Marine gets 1 attack before the Ork. </div></blockquote> <br /> <br /> You know how, in combat, you remove the closest models first? Well I would say that each model must attack the closest model. This removes the multiple dexterity problem.<br /> <br /> Instead of units getting extra attacks when charging, they should get +1 Dexterity. <br /> <br /> <br /> <br /> <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/3704ec1c08874dade1c2474ed9f330a6.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/543845/5928248.page"><b>Dakkamite wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/543845/5926890.page"><b>Rav1rn wrote:</b></a><br/>Paper Scissors Rock is a good game mechanic, etc</div></blockquote><br /> Yeah ok mate, I am definitely out now.<br /> <br /> Wish you'd mentioned this days ago during one of the many times I've said I'm strongly opposed to pretty much everything you just supported, so I could have saved a bunch of time and effort and quit then<br /> <br /> Toughness will be back soon, I can feel it. This game is turning into <span class="glossaryitem" onmouseover='gp(3);'>40k</span> with alternative activations and bigger numbers, a vastly different creature than it was even on page 2. While such a game is not necessarily a terrible thing but not something I feel the need to contribute to.<br /> <br /> Good luck guys. Feel free to use any ideas and stuff that I've posted up if it serves a purpose here.</div></blockquote> Thank you, bye  <img src="/s/i/a/8f7b3f87df347f2cf6c1e7d5e119a067.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Fri, 9 Aug 2013 01:24:24]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Models that have a higher Dexterity than the model they are attacking get a number of attacks that strike before equal to the difference in Dexterity. <br /> So a Space Marine charges an Ork. 5-4=1. The Marine gets 1 attack before the Ork.<br /> You know how, in combat, you remove the closest models first? Well I would say that each model must attack the closest model. This removes the multiple dexterity problem. <br /> Instead of units getting extra attacks when charging, they should get +1 Dexterity. </div></blockquote><blockquote class="uncited"><div>I do not want a system where a whole squad strikes before another; it's preposterous <br /> I want a system that works with multiple dexterities (we scrapped initiative)</div></blockquote>This is a really neat idea, but wouldn't this have no effect most of the time? As most of the models in squad will have identical stats, how would this play any different, other than having another step to think about? Also, there's just too many ways in which this waters down assault, because if a unit assaults a unit with 1 higher dexterity, they get no bonus for attacking that unit, and as we can assume they that since their dexterity is lower, they'd be at an automatic disadvantage for being there, as afterwards they'd be attacking a squad better in combat than they are? Unless they have extra attacks, but i don't think we can count on that situation too often. Or if that space marine squad assaults something less dexterous, say a Tau Firewarrior squad, they only have 1 attack anyways, so what difference would getting 2 or 3 attacks before them make if they can't take advantage of them? <br /> <br /> An interesting idea would be to make that difference the number of attacks a unit gets against them, but that could be waaaay too powerful.<br /> <br /> As to why relocate mobility, the more stats we have on the Statline, the larger we have to make the Statline on the card to accommodate them and maintain readability. So the smaller the Statline, the larger we can make things like character art, which would be really nice on the card from a visual design perspective. And we're already moving wounds off, so lets go ahead and get it as short as possible.<br /> <br /> Edit: forgot to bring up the influence/command thing<br /> <br /> Why would standard units need to influence each other?  It could be a cool mechanic for hordes, but many units selling points are they deploy ahead/away from the main force, so would they just deal with the disadvantage, or have a special rule that makes them immune to such instances?<br /> And I didn't mean the <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>'s make their unit fearless, but that they themselves don't bother themselves with petty annoyances like fear and danger. I mean, hive tyrants are literally immortal so far as consciousness goes, why would they ever run? Space marine captains are hundreds of years old, and have fought thousands, if not tens of thousands of battles, why would they be afraid on this particular occasion? Or warbosses, or autarchs, or any of the other <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>'s. They would only flee if you wanted them too, such as keeping them in a squad thats fleeing.<br /> <br /> As such, they don't need the morale equivalent trait, they could just have the command/influence trait, and if thats the case, why not just replace morale with command for characters/leaders and let morale be the worries of lesser beings? I know its a fairly radical departure from the systems proposed but i think its interesting.<blockquote class="uncited"><div>Then independent characters can give double bonuses of a character at 6", but normal bonuses at 12", if you know what I mean. </div></blockquote> I love this idea.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Fri, 9 Aug 2013 04:09:47]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>D10 Conversion for 40k</title>
				<description><![CDATA[ As an impulsive statement: But Mobility beloooooongs on the statline <img src="/s/i/a/dec8d79950a36218cfae9200a43fa59f.gif" border="0"><br /> <br /> Yeah my idea is a bit rough, we'll have to think of something else.<br /> <br /> I've just had a spur of the moment idea for plasma weapons:<br /> <br /> Overheats: If a weapon with this special rule is used two turns in a row, the controlling player rolls a <span class="glossaryitem" onmouseover='gp(24);'>D6</span> before he rolls To Hit. On a 1 or 2, the weapon doesn't fire and it automatically inflicts a single hit on the user at the weapon's Power.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <span class="glossaryitem" onmouseover='gp(442);'>PS</span>: Do you want me to stop those <span class="glossaryitem" onmouseover='gp(634);'>PMs</span>? <span class="glossaryitem" onmouseover='gp(84);'>lol</span>..<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Edit: Just saw your edit <span class="glossaryitem" onmouseover='gp(84);'>lol</span>]]></description>
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				<pubDate><![CDATA[Fri, 9 Aug 2013 04:24:51]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(84);'>Lol</span> i don't mind them, but i do my best to check as often as possible, so they get a bit redundant.<br /> <br /> Taking your plasma idea and running with it, for every turn in a row a plasma weapon is used, a roll must be made, with the save increasing by one for every turn that weapon was fired in a row.<br /> <br /> Dont like the shut-down idea for it though, could be annoying as that weapon gets really unreliable, and not worth taking.]]></description>
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				<pubDate><![CDATA[Fri, 9 Aug 2013 04:30:07]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>As such, they don't need the morale equivalent trait, they could just have the command/influence trait, and if thats the case, why not just replace morale with command for characters/leaders and let morale be the worries of lesser beings? I know its a fairly radical departure from the systems proposed but i think its interesting.</div></blockquote><br /> <br /> I think that all units still need an influence value, if you think about it in a battle, if you're near another squad you're influencing it and they're influencing you kind of thing.<br /> <br /> As for independent characters I could easily make them fearless by giving them Fortitude 9, look at the chart, 9 to 4 is N/A, automatic pass. That way in normal circumstances <span class="glossaryitem" onmouseover='gp(67);'>ICs</span> can appear fearless but if they see such a horrific situation like their loyal men being eaten up by daemons they will get a modifier and maybe even run away crying to their mummies!<br /> <br /> <blockquote><div><a href="/dakkaforum/posts/preList/543845/5929242.page"><b>Rav1rn wrote:</b></a><br/><span class="glossaryitem" onmouseover='gp(84);'>Lol</span> i don't mind them, but i do my best to check as often as possible, so they get a bit redundant.<br /> <br /> Taking your plasma idea and running with it, for every turn in a row a plasma weapon is used, a roll must be made, with the save increasing by one for every turn that weapon was fired in a row.<br /> <br /> Dont like the shut-down idea for it though, could be annoying as that weapon gets really unreliable, and not worth taking.</div></blockquote> Well it's better than the one in Grimdark where you can't fire it at all in consecutive turns. I made this so that if you really wanna fire it again you have to take the risk. And 1/3 isn't really that high enough to make it unreliable, but definitely something you'll regret if you get overconfident. (Plasma at S9 is 2+ to wount for Resilience 5 and instant kill at 4 or lower)<br /> <br /> How about this: <br /> <br /> Overheats: If a weapon with this special rule is used two turns in a row, the controlling player rolls a <span class="glossaryitem" onmouseover='gp(24);'>D6</span> before he rolls To Hit. On a 1 or 2, the weapon overheats. Instead of firing, it automatically inflicts a single hit on the user at the weapon's Power. If it is used three turns in a row, it overheats on a 1, 2, 3 or 4. If it is used four turns in a row it automatically overheats.<br /> <br /> Do you think it should still fire even if it overheats?]]></description>
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				<pubDate><![CDATA[Fri, 9 Aug 2013 04:31:24]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>That way in normal circumstances <span class="glossaryitem" onmouseover='gp(67);'>ICs</span> can appear fearless but if they see such a horrific situation like their loyal men being eaten up by daemons they will get a modifier and maybe even run away crying to their mummies!</div></blockquote><br /> It's the grimdark 41st millennium, horrors of war are a daily thing. But beyond that, my favorite stories are the ones where a strikeforce is trying to fight their way through far superior enemies, and one man pushes on, past the death and screaming of his brothers and friends, knowing that should he fail, their deaths were in vain, and with his last breath, successfully completes their mission.<br />  Read the grandmaster Mandulis short story in the Grey Knight omnibus for a great example, as he led a strikeforce of 300 Grey Knights onto the surface of a daemonworld, knowing that every man was doomed, but going anyways as it had to be done. He lefts squads behind to die in order to get time for him and his retinue to move forward, and he then left his retinue behind to be slaughtered by lords of change, just so he had a chance to reach the Daemonprince in time. That kind of dedication is what I think leaders should exhibit, so i wouldn't like to see these models run in any situation.<br /> <br /> And yeah, each units going to be influencing each other, im just not sure that the in game results would be worth it, it might make castling too prevalent as players want to maximize the influence bonus, and make tactics such as simultaneous flanking weaker, when it should be incredibly powerful. <br /> <br /> Edit: to the plasma overheating<br /> <br /> Yeah, otherwise it could make it so that people leave plasma weapons behind, as they don't want that risk, because the current overheat rules are a bit weak, but people are willing to take the risk, as it still fires, and they can defend against the overheat. Taking away the defend might not be too bad, but taking out the continuing to fire would put off a lot of players, particularly serious tournament players, who despise randomness in its every form.]]></description>
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				<pubDate><![CDATA[Fri, 9 Aug 2013 04:45:18]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>D10 Conversion for 40k</title>
				<description><![CDATA[ Ok, Fortitude 10, 11, 12 for all I care <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"><br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Edit: Ok, It will still fire but still overheat <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0"><br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Ou, what about these changes<br /> <br /> Stealthy Relocation: Instead of moving the unit's maximum Mobility, they can choose to move at up to half their Mobility and receive +1 Stealth until the end of the opponent's next turn.<br /> Run: Instead of shooting, a unit may make another move at half their Mobility.<br /> Charge: In the Assault Phase, a unit may charge at a target within half their Mobility.]]></description>
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				<pubDate><![CDATA[Fri, 9 Aug 2013 04:49:27]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Wasnt stealthy relocation basically one of the orders that Lanrak suggested?<br /> <br /> <blockquote class="uncited"><div>Run: Instead of shooting, a unit may make another move at half their Mobility. <br /> Charge: In the Assault Phase, a unit may charge at a target within half their Mobility.</div></blockquote>cool idea, i like it, but some players might complain about there not being a unified charge distance for all nits, but this looks really good for an alternative.<br /> <br /> Maybe fleet becomes move up to your full mobility instead of half while running?<br /> <br /> Edit: still really confused on how <span class="glossaryitem" onmouseover='gp(14);'>BS</span> and Stealth would interact for shooting, can we get some examples posted? Otherwise im still favoring cover as a system, and special rule stealth]]></description>
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				<pubDate><![CDATA[Fri, 9 Aug 2013 05:00:48]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Yes ,stealthy relocation was based on Lanrak's suggestion. Credits to Lanrak.<br /> <br /> I think fleet would be too strong in that sense. There are a LOT of units with fleet. Fleet should be good, but not overpowered.<br /> <br /> Aha.<br /> <br /> Here's the chart again if you forgot:<br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
<div class="gensmall" style="margin-bottom:2px"><b>Spoiler</b>: <input type="button" class="mainoption" value="Click to Show" onClick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = ''; this.innerText = ''; this.value = 'Click to Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Click to Show'; }">
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.........1.....2.....3.....4.....5.....6.....7.....8.....9....10...11...12 <br /> .....1|4+...5+...5+...6+...6+...---...---....---...---....---...---....--- <br /> .....2|3+...4+...5+...5+...6+...6+...---....---...---....---...---....--- <br /> .....3|3+...3+...4+...5+...5+...6+...6+...---...---....---...---....--- <br /> .....4|2+...3+...3+...4+...5+...5+...6+...6+...---....---...---....--- <br /> .....5|2+...2+...3+...3+...4+...5+...5+...6+...6+....---...---....--- <br /> .....6|---....2+...2+...3+...3+...4+...5+...5+...6+...6+...---...--- <br /> .....7|---....---....2+...2+...3+...3+...4+...5+...5+...6+...6+...--- <br /> .....8|---....---....---....2+...2+...3+...3+...4+...5+...5+...6+...6+ <br /> .....9|---....---....---....---....2+...2+...3+...3+...4+...5+...5+...6+ <br /> ...10|---....---....---....---....---....2+...2+...3+...3+...4+...5+...5+ <br /> ...11|---....---....---....---....---....---....2+...2+...3+...3+...4+...5+ <br /> ...12|---....---....---....---....---....---....---....2+...2+...3+...3+...4+ 
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</div><br /> <br /> To Hit (Shooting): Compare roller's Marksmanship to target's Stealth<br /> To Hit (Assault): Compare roller's Dexterity to target's Dexterity <br /> To Damage: Compare roller's Power to target's Resilience <br /> Take a Statistic test: Compare statistic to a target's value of 4 <br /> <br /> ........................................M..Mk.S...R...D..F...I...Type <br /> Space Marine...................7...6...5...5...5...6...5...Infantry <br /> Imperial Guardsman..........6...5...5...3...4...5...5...Infantry <br /> Tau Fire Warrior...............6...6...5...4...3...4...5...Infantry <br /> Eldar Guardian..................9...6...5...3...5...5...5...Infantry <br /> Ork Boy............................6...3...5...4...4...4...5...Infantry <br /> Tyranid Hormagaunt..........8...3...5...3...4...4...5...Infantry <br /> Necron Warrior.................5...6...5...5...5...7...5...Infantry <br /> Plaguebearer of Nurgle......4...0...5...5...4...7...5...Infantry<br /> <br /> If this needs explaining just ask.. <img src="/s/i/a/b3ae9cf68ec71745d6b110374d581299.gif" border="0"> <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Actually, now that I think about it, Rav1rn, I propose against your statement that 1" difference is negligible<br /> <br />  <blockquote class="uncited"><div>When a model moves 5 inches instead of the "standard" 6, does that make you rethink its tactics? Does your opponent have to evaluate it differently when forming a plan? No, its only going to move a maximum of 7 inches less than the "standard" over the course of a 7-turn game</div></blockquote><br /> <br /> When you take into account that Mobility is not just for the Movement phase, it's for Running AND Charging (neither of us took this into account until now) a difference of 1" is going to be stacking and stacking and multiplying and multiplying the more you move. Sure, it doesn't make you rethink its tactics, but it doesn't have to. You said 3" is a distinct difference.<br /> <br /> If, for example, I bumped Tyranids up from 6 to 7, The max range is no longer 12" in a turn (6" move, 3" run, 3" charge), it is 15 (7" move, 4" run, 4" charge). Something to think about.]]></description>
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				<pubDate><![CDATA[Fri, 9 Aug 2013 07:45:07]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Hi folks.<br />  Was everyone ok with the 2 action order counters  I posted earlier?<br /> <br /> And were the references to how 1" difference in  mobility MASSIVELY  effects tactics made with these in mind?(Because it does make a massive difference over the length of a game !)<br /> Because if we have mobility values , all the special rules like SAP,fleet, fast vehicle etc etc will become REDUNDANT! <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0"> <br />  <br /> Are you happy with placing order counters at the start of the game turn , and these counters being replaced with morale damage  counters, when units become suppressed neutralized etc.?<br /> <br /> Proposed Order counters ...<br /> <br /> Advance , Move Then Shoot.<br /> Evade , Shoot Then Move.<br /> Charge Move Then Assault.<br /> Dash,Move Then Move .<br /> Fire Support.Ready Then Shoot.<br /> Infiltrate  Ready Then Move.<br /> <br /> (I think these 6 will give a wide spread of tactical interaction! <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0"> )<br /> <br /> Because as soon as you have more interactive game turn , these counters help you keep track of whats happening, and what units have done what, and what they are going to do next...( this is very important is beer drinking is going on at the same time... <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> )<br /> <br /> Here are the resolutions as I see them .(Taken from IcyFireKnights list above.)<br /> <br /> To Hit (Ranged.)Roll over  Targets Stealth value.(Modified.)<br /> (Attackers Marksmanship modifies this/or sets effective range.)<br /> <br /> To Hit (Assault).<br /> Roll over targets assault value  .(Modified.)<br /> <br /> To Damage.<br /> The target rolls a <span class="glossaryitem" onmouseover='gp(24);'>D6</span> and adds its <span class="glossaryitem" onmouseover='gp(9);'>AV</span> value , If it beats the weapon hit Damage , the target passes its armour save.<br /> If the target fails the armour save roll.It compares how much it failed its <span class="glossaryitem" onmouseover='gp(400);'>AS</span> by to its resilience value  determine how much damage it takes.(Physical or psychological.)<br /> <br /> To take an characteristic test, roll the score on the unit profile.<br /> Eg to pass a morale test beat the score on the unit profile.<br /> (EG <span class="glossaryitem" onmouseover='gp(119);'>SM</span> Morale grade 2+)<br /> <br /> Resolution methods <br /> A)Roll over the stat on the unit profile.(With modifiers.)<br /> (A few simple modifiers to target score/dice roll as required.)<br /> <br /> B)OR add a <span class="glossaryitem" onmouseover='gp(24);'>D6</span> to the unit stat.(And compare it to the opposing enemy stat.)<br /> <br /> No charts no fuss. <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0"> <br /> ]]></description>
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				<pubDate><![CDATA[Fri, 9 Aug 2013 17:26:37]]> GMT</pubDate>
				<author><![CDATA[ Lanrak]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ @lanrak, <br /> I like the 2 action order idea, but i think we should let them issue two, so long as they don't do the same thing (IE, no advance, then evade) as we'd have to totally rethink how some units and armies work, since a lot of strategies depend on move, shoot, charge. Grey knights in particular are built with this in mind.<br /> <br /> Or maybe come up with an alternative way of doing all three types of action in one turn thats even more exciting? Maybe choosing to move/shoot/assault would make you forfeit your charge bonus?<br /> <br /> Counters are probably the best idea for the unit activation system icyfireknight and i like, lets explore ways to implement that<br /> <br /> And I just realized this, but isn't the current <span class="glossaryitem" onmouseover='gp(3);'>40k</span> thing the same as the direct comparison idea you have, just consolidated for reference on a table?<br /> <br /> @icyfireknight<br /> Yeah, that combination of move, run, assault makes it look crazy, but if you can't assault after running, its not a big deal, and 90% of units won't be running every turn, they do need to shoot after all. Also, <span class="glossaryitem" onmouseover='gp(269);'>id</span> suggest round down on running and assault, rather than up if you want to have mobility do that instead of a standard distance.<br /> <br /> As for making the tyranids ridiculously fast as a result, <span class="glossaryitem" onmouseover='gp(269);'>id</span> say lets go for it, lets make people worry constantly about their speed and aggression, and have to play accordingly. <br /> <br /> We need a name for Lanraks Force Organization Chart idea, im tired of writing <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>, common, specialist, and rare, <br /> Second, <span class="glossaryitem" onmouseover='gp(269);'>id</span> suggest 1 <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> unlocks 4 common units, rather than 8, just based on personal feel, as i think thatd make it feel like an <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> is leading a smallish (max 7 units) detachment, instead of this monstrous army? Maybe have both be part of variant rule sets, idk.<br /> <br /> And im on board with the stealth and marksmanship interaction, i think it'll open up some cool situations, even if i still think the current <span class="glossaryitem" onmouseover='gp(14);'>BS</span> system is still an option with modified cover systems.]]></description>
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				<pubDate><![CDATA[Sat, 10 Aug 2013 01:03:13]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ @Lanrak, we've already discussed that although your resolution method is easy, no chart no fuss thing, the issue that we have spent ages trying to amend, LACK OF VARIETY, isn't being addressed by your resolution method. Yes, I would use your one, but I wanted to go further. I am willing to sacrifice just one chart which I already know by heart, for increased variety and the staying of the <span class="glossaryitem" onmouseover='gp(24);'>D6</span>, as well as being completely UNIVERSAL. Even for characteristic tests.<br /> <br /> Sadly, <span class="glossaryitem" onmouseover='gp(71);'>imho</span> I am still reluctant about the counters thing. Can we try to make it work without counters? <blockquote class="uncited"><div>No counters no fuss.  <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0">  </div></blockquote> Haha, they're just a small burden, it's another thing you have to bring to the game, do you have to make them or something? I'm SURE we can make it work without counters.<br /> <br /> <br /> As for the force org chart:<br /> <br /> One <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> unlocks 4 Core, 1 Support and 1 Specialist<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Ok, some feedback on the direction I'm going with these special rules!<br /> <br /> Stealthy Relocation: Instead of moving the unit's maximum Mobility, they can choose to move at up to half their Mobility and receive +1 Stealth until the end of the opponent's next turn. <br /> Run: In the Shooting Phase, a unit may make another move at half their Mobility. A unit that does this may not fire any of their weapons in that Shooting Phase. <br /> Charge: In the Assault Phase, a unit may move directly towards a target within half their Mobility. A unit that does this gains +1 Dexterity in that Assault Phase. <br /> Snap Shot: If a model moves in the Movement Phase, it may only fire Heavy weapons at -4 Mk (down to a minimum of 1). This modifier is done after any positive modifiers. <br /> Split Fire: If a model passes an Marksmanship test, it may fire at a target up to 12" away from the unit's original target. Up to than a third of a unit has the chance to Split Fire.<br /> Fleet: A model with this special rule adds 1" to their Run and Charge distances. <br /> Seasoned Marksman - A model with this special rule may allocate any wounds it causes at range however it wishes. <br /> Nimble Fighter - A model with this special rule gains +1 Dexterity when being attacked in combat. <br /> And They Shall Know No Fear - A model with this special rule gains +1 Fortitude when rolling for morale checks. <br /> Furious Charge - A model with this special rule gains +1 Power when it Charges into combat. <br /> Safeguard (X+): A model with this special rule may roll a <span class="glossaryitem" onmouseover='gp(24);'>D6</span> for every wound it suffers. On a (X+), the wound is ignored. <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Damnit Rav1rn, reply D;]]></description>
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				<pubDate><![CDATA[Sat, 10 Aug 2013 02:06:31]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Hi folks.<br />   Do you want to call the new <span class="glossaryitem" onmouseover='gp(187);'>FoC</span> Proportional Rarity Composition.(PRC.)<br /> <br /> The amount of Common units would be finalized when play testing .Remember current units found in Elite, Fast Attack and Heavy Support can be Common units in the new composition..<br /> <br /> Maybe 8 is too many Common units per <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> unit?How about 6 as a compromise .(As 4 seems to few to me.)<br /> I would like the option to take an extra <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> + 2 minimum Common units ,when you have taken maximum Common units with your first <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>.  <br /> <br /> I wanted to recreate a composition method with more synergy with actual army composition, but without the complication of mapping OOB for each force.<br /> The proportion of 1 specialized to 2 common units and 1 restricted unit to 4 common units is the corner stone of this idea.<br /> <br /> Current <span class="glossaryitem" onmouseover='gp(3);'>40k</span> has heavily strategic focus.<br /> <br /> Reducing the actions per game turn to 2 , and deciding what actions you are going to take is part of improving the tactical focus. <br /> The increase in interaction between units and players will invalidate current strategies anyway.<br /> <br /> When I say counters, ANY sort of marker will do, (A bit of paper with a letter/number  written on one side,a <span class="glossaryitem" onmouseover='gp(24);'>D6</span> when each face maps to 1 of the 6 orders, colored disc buttons etc.)<br /> <br /> The other alternative is declare the order for the units at the point of activation.(if we use alternating unit activation.)<br /> <br /> My method of using the stats directly does not limit the interaction to ,3+,4+,5+ as the <span class="glossaryitem" onmouseover='gp(149);'>WS</span> chart does in <span class="glossaryitem" onmouseover='gp(3);'>40k</span>.<br /> <br /> But allows us to use 1,2,3,4,5,6 directly .TWICE as much variety and no chart!<br /> <br /> And using modifiers allows us to extend this range as much as we need to.(Eg some units that are very hard to hit in assault may have assault values of 7,8,9,10.And need units armed with specialized equipment that gives modifiers to assault. to hit them.)  <br /> <br /> The good thing a bout modifiers is you can add as many as you like.<br /> Want a fast play game use up to 6 .Want  a highly detailed simulation use 20 or more!<br /> <br /> I think it is best to sort out the core rules and resolutions before we try to work out what special rules we need.<br /> If you have only played <span class="glossaryitem" onmouseover='gp(3);'>40k</span>  it may be hard to comprehend how much game play can be covered by core rules.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sat, 10 Aug 2013 18:17:25]]> GMT</pubDate>
				<author><![CDATA[ Lanrak]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Maybe 8 is too many Common units per <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> unit?How about 6 as a compromise .(As 4 seems to few to me.) <br /> I would like the option to take an extra <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> + 2 minimum Common units ,when you have taken maximum Common units with your first <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>. </div></blockquote> Personally, i'd like to have to take a second <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> to play above the equivalent of a 1500 point game right now (which would probably be around 7ish units and an <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>) since it would mark a very clear distinction between small and large games, as well as making sure your every choice of units is critical, since they're heavily limited, but yes, play testing is key here.<br /> <br /> Edit: each <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> unlocks the same number of units, but you don't need to max out the first <span class="glossaryitem" onmouseover='gp(56);'>HQs</span> PRC choices before taking another <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>. Maybe have players set a unit limit before the game starts.<br /> <br /> <blockquote class="uncited"><div>The proportion of 1 specialized to 2 common units and 1 restricted unit to 4 common units is the corner stone of this idea. </div></blockquote> Yes, I agree, I like that logic, it feels very progressive and would allow us great control as designers to decide what goes in which category.<blockquote class="uncited"><div>When I say counters, ANY sort of marker will do, (A bit of paper with a letter/number written on one side,a <span class="glossaryitem" onmouseover='gp(24);'>D6</span> when each face maps to 1 of the 6 orders, colored disc buttons etc.) </div></blockquote> i agree that counters are just going to be the best way to mark effects and activations on the models. I don't like making people bring more stuff, but if we're already pursuing the cards idea, that battle's lost anyways, plus whats a few poker-chip sized counters when youre already bringing 30-100 models, plus a few dozen dice?<blockquote class="uncited"><div>But allows us to use 1,2,3,4,5,6 directly .TWICE as much variety and no chart! </div></blockquote> I agree that the current <span class="glossaryitem" onmouseover='gp(149);'>WS</span> chart is dumb and values should be expanded to 2+ to 6+, but wouldn't a roll of 1+ just be an automatic pass? <blockquote class="uncited"><div>Reducing the actions per game turn to 2 , and deciding what actions you are going to take is part of improving the tactical focus. <br /> The increase in interaction between units and players will invalidate current strategies anyway. </div></blockquote>Not totally on board with this, but lets see where it takes us, could be revolutionary.<blockquote class="uncited"><div>Proportional Rarity Composition.(PRC.) </div></blockquote> For a fan designed alternative ruleset, this is starting to sound very well done, i love it.<br /> <blockquote class="uncited"><div>Damnit Rav1rn, reply D;</div></blockquote> sorry been working for the last 11 hours non-stop<br /> <br /> Edit: <blockquote class="uncited"><div>One <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> unlocks 4 Core, 1 Support and 1 Specialist </div></blockquote> as stated above i like the 4-2-1 PRC idea, but the idea of having a support slot could be interesting...maybe place things like rhinos, chimeras, transports, etc in this category that don't affect the PRC such as unlocking a specialist or rare, but could reduce your options in other ways...<br /> <br /> I've got some ideas for Tyranid unit revisions that would fit nicely with such a system...<br /> <br /> Second edit: <span class="glossaryitem" onmouseover='gp(269);'>Id</span> like to see some sort of shoot, then assault order, not exactly tactical, but definitely brutal in the right situations.]]></description>
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				<pubDate><![CDATA[Sun, 11 Aug 2013 01:55:42]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Hi Rav1rn,<br />  Ooops mis-understood about the Support unit option(s) for <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>.<br /> <br /> That is a good idea. <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0"> <br /> <br /> The support option(s) could be a retinue and/or transport  for the <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> , a fire base or  air support directly under the command of the <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> unit.<br /> (This would follow the theme of the <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> /army.)<br /> <br /> So each <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> allows you yo take ..<br /> 1 Support unit <br /> 6 Common units <br /> (Revised after play testing ... <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0"> )<br /> <br /> The game play from 2 action sets and interleaved/alternating actions is pretty standard in modern  war gaming .(Epic Space Marine now net Epic has been using it for over a decade!) <br /> It promotes tactical use of combined arms  <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0"> <br /> <br /> As far as shoot then assault.<br /> As most units in <span class="glossaryitem" onmouseover='gp(3);'>40k</span> have some form of ranged attack that  puts the defender slightly on the back foot.(Even just screaming loudly to unerve the enemy counts,  <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0"> .)<br /> Then that is why we let assaulting units strike first. <br /> It sort of includes the shooting spitting screaming in the general direction of the target unit, allowing the attacker to strike first. <br /> <br />  <br /> We could use rough Unit Values to set the size of game .<br /> Eg <br /> Weakest units =1 UV, then allocate Unit values at 2,3,4,5 etc as apporproate.<br /> Eg start with the weakest   unit, and work out how much better every other unit is.<br /> (Rather than start with the elite super human army and work out how every other army could beat it... <img src="/s/i/a/053f30f6773034eb25223d86f0e00d8d.gif" border="0"> )<br /> <br /> So rather than pretend 1500pts from any list is EXACTLY equal to 1500pts from any other list. <img src="/s/i/a/053f30f6773034eb25223d86f0e00d8d.gif" border="0"> <br /> <br /> We simply say 15 UV is ROUGHLY equal to 15 UV of another army.<br /> I want to focus on fun and exiting game play with themed armies and cool missions.<br /> <br /> NOT get bogged down in working out unit competitiveness...<br /> <br /> <br /> <br /> <br />  <br /> ]]></description>
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				<pubDate><![CDATA[Sun, 11 Aug 2013 10:23:35]]> GMT</pubDate>
				<author><![CDATA[ Lanrak]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/543845/5929608.page"><b>IcyFireKnight wrote:</b></a><br/><div style="margin-top:5px; margin-bottom:10px;">
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Yes ,stealthy relocation was based on Lanrak's suggestion. Credits to Lanrak.<br /> <br /> I think fleet would be too strong in that sense. There are a LOT of units with fleet. Fleet should be good, but not overpowered.<br /> <br /> Aha.<br /> <br /> Here's the chart again if you forgot:<br /> <br /> [spoiler].........1.....2.....3.....4.....5.....6.....7.....8.....9....10...11...12 <br /> .....1|4+...5+...5+...6+...6+...---...---....---...---....---...---....--- <br /> .....2|3+...4+...5+...5+...6+...6+...---....---...---....---...---....--- <br /> .....3|3+...3+...4+...5+...5+...6+...6+...---...---....---...---....--- <br /> .....4|2+...3+...3+...4+...5+...5+...6+...6+...---....---...---....--- <br /> .....5|2+...2+...3+...3+...4+...5+...5+...6+...6+....---...---....--- <br /> .....6|---....2+...2+...3+...3+...4+...5+...5+...6+...6+...---...--- <br /> .....7|---....---....2+...2+...3+...3+...4+...5+...5+...6+...6+...--- <br /> .....8|---....---....---....2+...2+...3+...3+...4+...5+...5+...6+...6+ <br /> .....9|---....---....---....---....2+...2+...3+...3+...4+...5+...5+...6+ <br /> ...10|---....---....---....---....---....2+...2+...3+...3+...4+...5+...5+ <br /> ...11|---....---....---....---....---....---....2+...2+...3+...3+...4+...5+ <br /> ...12|---....---....---....---....---....---....---....2+...2+...3+...3+...4+ 
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</div><br /> <br /> To Hit (Shooting): Compare roller's Marksmanship to target's Stealth<br /> To Hit (Assault): Compare roller's Dexterity to target's Dexterity <br /> To Damage: Compare roller's Power to target's Resilience <br /> Take a Statistic test: Compare statistic to a target's value of 4 <br /> <br /> ........................................M..Mk.S...R...D..F...I...Type <br /> Space Marine...................6...6...5...5...5...6...5...Infantry <br /> Imperial Guardsman..........5...5...5...3...4...5...5...Infantry <br /> Tau Fire Warrior...............6...7...5...4...3...4...5...Infantry <br /> Eldar Guardian..................8...6...5...3...5...5...5...Infantry <br /> Ork Boy............................6...3...5...4...4...4...5...Infantry <br /> Tyranid Hormagaunt..........7...3...5...3...4...4...5...Infantry <br /> Necron Warrior.................5...6...5...5...5...7...5...Infantry <br /> Plaguebearer of Nurgle......4...0...5...5...4...7...5...Infantry<br /> <br /> If this needs explaining just ask.. <img src="/s/i/a/b3ae9cf68ec71745d6b110374d581299.gif" border="0"> <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Actually, now that I think about it, Rav1rn, I propose against your statement that 1&quot; difference is negligible<br /> <br />  <blockquote class="uncited"><div>When a model moves 5 inches instead of the &quot;standard&quot; 6, does that make you rethink its tactics? Does your opponent have to evaluate it differently when forming a plan? No, its only going to move a maximum of 7 inches less than the &quot;standard&quot; over the course of a 7-turn game</div></blockquote><br /> <br /> When you take into account that Mobility is not just for the Movement phase, it's for Running AND Charging (neither of us took this into account until now) a difference of 1&quot; is going to be stacking and stacking and multiplying and multiplying the more you move. Sure, it doesn't make you rethink its tactics, but it doesn't have to. You said 3&quot; is a distinct difference.<br /> <br /> If, for example, I bumped Tyranids up from 6 to 7, The max range is no longer 12&quot; in a turn (6&quot; move, 3&quot; run, 3&quot; charge), it is 15 (7&quot; move, 4&quot; run, 4&quot; charge). Something to think about.[/spoiler]</div></blockquote><br /> <br /> You've still got Tau Fire Warriors waaay too high in marksmanship. I suggest bumping them down to 4 or 5. Remember that Tau use Markerlights as a core mechanic in order to compensate, extend, and modify their shots. Marksmanship 6+ should be reserved for grisled veterans (Kasrkin for example) or genetically designed races (certain Tyranid broods, Space Marines and Eldar) or simply the technologically superior Necron. This is not what I wanted to address though, my point is to the <span class="glossaryitem" onmouseover='gp(342);'>D10</span> system in general:<br /> <br /> You guys need to alter weapon ranges. The primary reason for <span class="glossaryitem" onmouseover='gp(50);'>GW</span> to have 6&quot; increments on all weapons is that this means they are compatible with <span class="glossaryitem" onmouseover='gp(24);'>D6</span> rolls. With <span class="glossaryitem" onmouseover='gp(342);'>D10</span> rolls the 6&quot; increments are no longer compatible. Additionally, you have the opportunity to bring the game down from being 1st turn alpha strike to become more about tactics and have shooting begin around the 2-turn mark.<br /> If guns are 5&quot; base range (and let's ignore the idiotic non-metric system of 12 inch per foot) with the standard speed for an infantry at 5&quot; (meaning 10&quot; for bikes, beasts, and cruising vehicles)<br /> If the standard range of a gun was 20&quot; with 10&quot; as rapid fire range and most long-range weapons at 30&quot; (Bright Lance, Heavy Bolter, Pulse Rifle, etc)<br /> If the standard no-mans land was 30&quot; instead of 24&quot; (and yes, the silly boards would still be 48&quot; with 9&quot; deployment zones, can't really do much about that) or at least 25&quot;<br /> -&gt; you would have better ability to both preserve the random distance modifications by dice as well as preserve your army from first round alpha strikes.<br /> <br /> Ideally movement, running and charging would be done in the same phase. Have you guys had a glance at other systems where it is like that?]]></description>
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				<pubDate><![CDATA[Sun, 11 Aug 2013 11:31:35]]> GMT</pubDate>
				<author><![CDATA[ Mahtamori]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Welcome to the thread mahtamori,<blockquote class="uncited"><div>You've still got Tau Fire Warriors waaay too high in marksmanship. I suggest bumping them down to 4 or 5. Remember that Tau use Markerlights as a core mechanic in order to compensate, extend, and modify their shots. Marksmanship 6+ should be reserved for grisled veterans (Kasrkin for example) or genetically designed races (certain Tyranid broods, Space Marines and Eldar) or simply the technologically superior Necron. </div></blockquote> agreed<br /> <br /> Also we've more or less abandoned the <span class="glossaryitem" onmouseover='gp(342);'>D10</span> in favor if <span class="glossaryitem" onmouseover='gp(24);'>D6</span> in new systems, feel free to look through some of the other pages to see all of that.<br /> <br /> <blockquote class="uncited"><div>NOT get bogged down in working out unit competitiveness... </div></blockquote> we are going to have to work out some sort of standard for each PRC slot though, right?]]></description>
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				<pubDate><![CDATA[Sun, 11 Aug 2013 14:36:55]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>D10 Conversion for 40k</title>
				<description><![CDATA[ Hello:<br /> <br /> I think we can do this without counters - NEVERTHELESS - you guys put forward some great ideas and I'd like to compile them into a strong mechanic.<br /> <br /> Primary Phase:<br /> <br /> Players take it in turns to move their units. Bonuses are given for moving units minimal distances or not moving them at all.<br /> <br /> Secondary Phase:<br /> <br /> Players take it in turns to operate their units, either by shooting, charging (charging now allows you to shoot a little bit as well) or fleeting.<br /> <br /> When people take it in turns to move units one by one, it introduces a WHOLE NEW aspect of tactics. What to activate first and what to delay will be key to a successful mindset.<br /> <br /> ------------------------------------------------------------------------------------------------------------<br /> <br /> Force Org. Chart<br /> <br /> My idea: 1 <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>, 4 Core and 2 Support is compulsory. You can choose to take up to: 1 more <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>, 4 more Core, 2 more Support and 2 Specialist. I don't like the idea of "restricted" because in real warfare since when were some things "restricted". In reality there are always support units. If you don't have support units its like having a human body without a skeleton.<br /> <br /> I still think the points system is concise.<br /> <br /> @Mahtamori, I am oblivious to Tau and everything about Tau. I think Marksmanship 6 is right for Tau, because it shows that they are good at shooting compared to everything else. I think you made a good point on 1st turn Alpha Striking. I have always thought 24" is stupid; a <span class="glossaryitem" onmouseover='gp(25);'>DA</span> squad can get Guided, then move, run and shoot on the first turn...I would actually think 36" away is better.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Hey Rav1rn, sorry to bore you again with my stubbornness...<br /> <br /> I suddenly thought that...well...what I said earlier about Power and Attacks was wrong.<br /> <br /> I'd much much much prefer Power and Attacks to be on the statline. We can't just disregard them purely to shorten the statline. I believe that simply shifting them to the melee weapon is neither justified nor realistic. Strength and number of attacks should be innate - just like Marksmanship. I think that Power is definitely IN. Again.<br /> <br /> As for attacks, they're like wounds - would you want them in, boring the statline with 1s? Or have them as a special rule?]]></description>
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				<pubDate><![CDATA[Sun, 11 Aug 2013 15:07:26]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>D10 Conversion for 40k</title>
				<description><![CDATA[ Rav1rn: Yeah, I noticed the discussions on <span class="glossaryitem" onmouseover='gp(24);'>D6</span> but the thread is still called <span class="glossaryitem" onmouseover='gp(342);'>D10</span> <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0"><br /> <br /> IcyFireKnight: That's the thing, Tau are rather crap at shooting. They're near-sighted and have an average lifespan of a third of a human's (naturally a Fire Warrior's life expectancy is drastically shorter, which is common among all warriors throughout the ages)<br /> They are on par with humans only because they are the genetically best suited specimen for the job and they have been thoroughly trained.<br /> <br /> Typically light infantry like Dire Avengers are not the problem, sadly it's the long range stuff that are far too good at taking out tanks and artillery.<br /> Roughly speaking, artillery in <span class="glossaryitem" onmouseover='gp(3);'>40k</span> has lost it's tactical meaning because they reach everywhere and because just about everything fits the mold.<br /> Try playing a game of Warmachine where 30" is a huge distance that no piece (that I am aware of) can reach. Position plays a massive role in that game in comparison. (And also, you get benefits for shooting people in the back.)]]></description>
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				<pubDate><![CDATA[Sun, 11 Aug 2013 23:08:23]]> GMT</pubDate>
				<author><![CDATA[ Mahtamori]]></author>
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				<title>D10 Conversion for 40k</title>
				<description><![CDATA[ Yeah, wait you want me to bring them down to Mk 5? So they hit on a 4+. What exactly do Markerlights do?<br /> <br /> Also I completely agree with you that artillery have lost their meaning...Especially 48 inches or more, more than likely to be barrage...]]></description>
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				<pubDate><![CDATA[Mon, 12 Aug 2013 00:54:09]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Rav1rn: Yeah, I noticed the discussions on <span class="glossaryitem" onmouseover='gp(24);'>D6</span> but the thread is still called <span class="glossaryitem" onmouseover='gp(342);'>D10</span>  </div></blockquote> its just been more convenient to stick to this one thread rather than make a new one, anyone feel like migrating? Otherwise it seems to have worked out fine this far.<br /> <blockquote class="uncited"><div>Typically light infantry like Dire Avengers are not the problem, sadly it's the long range stuff that are far too good at taking out tanks and artillery. <br /> Roughly speaking, artillery in <span class="glossaryitem" onmouseover='gp(3);'>40k</span> has lost it's tactical meaning because they reach everywhere and because just about everything fits the mold. </div></blockquote> Agreed, i think nothing should have range over 48", as it just creates too many problems, and isn't exciting since nothing can hit back at ranges beyond that. Having unlimited as the range is just insanity and i think everyone knows it too.<br /> <blockquote class="uncited"><div>When people take it in turns to move units one by one, it introduces a WHOLE NEW aspect of tactics. What to activate first and what to delay will be key to a successful mindset. </div></blockquote> we have two different ways to doing things here, and both have good points. IcyfireKnights idea will be more familiar to <span class="glossaryitem" onmouseover='gp(3);'>40K</span> players, but Lanrak's orders have so much potential. Since icyfireknights idea is basically a reskin of <span class="glossaryitem" onmouseover='gp(3);'>40K</span> with the new activation system, i dont think too much exploration beyond playertesting will be necessary, but lets keep it as a viable option.<br /> <blockquote class="uncited"><div>I still think the points system is concise. </div></blockquote> i agree that there's no problem inherent in the points system, its just much harder to balance perfectly. The choice of options and upgrades can make it rewarding though. But lets keep the PRC idea going, i like its ease of balance and all the potential it has.<br /> <blockquote class="uncited"><div>As for attacks, they're like wounds - would you want them in, boring the statline with 1s? Or have them as a special rule?</div></blockquote> i dont think tyranid players would be bored with all the multiple attack special rules in their codex. The fact is, there's just too many units, regardless of codex, to make that solution simple. Veteran marines, terminators, <span class="glossaryitem" onmouseover='gp(56);'>HQs</span>, tyranid troops, orks, ogryns, necron wraiths, there's just too many.<br /> <br /> Also, here's an idea, using the new activation system, instead of activating your first unit, you may instead select to bring a unit in from reserves. You may then continue rolling to activate further units as normal.<br /> It makes reserves, particularly deep strikes, much more reliable, so people might actually like them as a mechanic.<br /> <blockquote class="uncited"><div> I am oblivious to Tau and everything about Tau</div></blockquote> tau are very frail and weak physically. They make use of technology to supplement this, hence why markerlights play such a large role in their tactics, and why <span class="glossaryitem" onmouseover='gp(50);'>GW</span> has kept their <span class="glossaryitem" onmouseover='gp(14);'>BS</span> at 3 despite many people's arguments to the alternative.]]></description>
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				<pubDate><![CDATA[Mon, 12 Aug 2013 01:19:59]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>D10 Conversion for 40k</title>
				<description><![CDATA[ Oh BS3? <span class="glossaryitem" onmouseover='gp(84);'>lol</span>...I'll bump them down to 5 then...<br /> <br /> I think my idea isn't a "reskin" but a more interactive and tactical alternative. Also, I want to steer a little bit away from Grimdark, so we can explore a different path.<br /> <br /> I think your reserves idea is good, but perhaps to bring on reserves your <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> has to take an Influence test? If we make <span class="glossaryitem" onmouseover='gp(56);'>HQs</span> Influence 7 then they'll bring em on on a 2+. You have to take into account that anything could happen to those reserves - intercepted by a Tyranid brood, orbitally bombarded, or loss of communication...]]></description>
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				<pubDate><![CDATA[Mon, 12 Aug 2013 01:28:55]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ It is more interactive and tactical, but it is still at its heart the <span class="glossaryitem" onmouseover='gp(3);'>40k</span> system we all know. So yes it could represent a marked improvement, particularly when coupled with the new activation system, but we can easily theorize on how itd play out, so we don't need to explore it as much as Lanraks order system.<br /> Edit:<br /> And those effects would only need to come into play with deep striking, for normal reserves i dont think it'd be as big a deal.<br /> <br /> We do need to find a way to limit this though, as players could potentially bring their whole army in from reserves in one turn.]]></description>
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				<pubDate><![CDATA[Mon, 12 Aug 2013 01:48:09]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>D10 Conversion for 40k</title>
				<description><![CDATA[ Well I think Lanrak's system has been explored, in the form of Grimdark. I think that if we do counters again, we''ll end up not far from Grimdark. Don't get me wrong Grimdark is awesome, it's just I want to try to create something a bit different.]]></description>
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				<pubDate><![CDATA[Mon, 12 Aug 2013 06:51:03]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>D10 Conversion for 40k</title>
				<description><![CDATA[ Profiles should have wounds written on them. This will become apparent why when you start doing the Tyranid and Chaos Daemon codexes. Or when you stick the <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> in the same table as non-hero <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> or non-<span class="glossaryitem" onmouseover='gp(56);'>HQ</span> units.<br /> <br /> Also, if you are redesigning from scratch, have you considered removing armour value in favour of straight up toughness and wounds for vehicles? Mechanical units would have a special rule which said they are immune to poison, shred, fleshbane and instant death but vulnerable to tank hunter, armour bane, lance*, haywire etc.<br /> <br /> * although it makes sense if lance worked just fine against monsters as well.<br /> <br /> <blockquote><div><a href="/dakkaforum/posts/preList/543845/5937950.page"><b>IcyFireKnight wrote:</b></a><br/>Yeah, wait you want me to bring them down to Mk 5? So they hit on a 4+. What exactly do Markerlights do?</div></blockquote><br /> Everything, basically. Each marker sticks a one-use token to the hit unit which other Tau can use to improve ballistics skill, remove cover, force pinning and a couple more that I don't know because no one ever uses them for anything except the godly +1BS (stacking) and stripping cover (which costs two lights)]]></description>
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				<pubDate><![CDATA[Mon, 12 Aug 2013 09:08:32]]> GMT</pubDate>
				<author><![CDATA[ Mahtamori]]></author>
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				<title>D10 Conversion for 40k</title>
				<description><![CDATA[ We have merged toughness and <span class="glossaryitem" onmouseover='gp(157);'>Sv</span> together into Resilience. To kill something all you need to do is to hit and to wound. Vehicles still have front side and rear armour but it's on the same scale as resilience. Lances now always wound tanks on a 4+.<br /> <br /> I kinda thought that too. The statline is fine whatever length. In fact, the more stats, the better. When we start trying to shorten the statline we are faced with dozens of consequences, and it's just not worth it.]]></description>
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				<pubDate><![CDATA[Mon, 12 Aug 2013 10:25:33]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Also, if you are redesigning from scratch, have you considered removing armour value in favour of straight up toughness and wounds for vehicles? Mechanical units would have a special rule which said they are immune to poison, shred, fleshbane and instant death but vulnerable to tank hunter, armour bane, lance*, haywire etc. </div></blockquote>The route we've taken is consolidating armor and toughness into resilience, and wounds have become universal Hitpoints. We've brought up several ideas on how to differentiate different types of units (Monsters, Infantry, Vehicles), but the symbol for Hitpoints on vehicles is a Gear, for organics its a Heart, as well as having different unit Types on their card. I like the idea of having lances affect Monsters more though, maybe have them do double wounds? Though that feels insanely overpowered.<blockquote class="uncited"><div>Well I think Lanrak's system has been explored, in the form of Grimdark. I think that if we do counters again, we''ll end up not far from Grimdark. Don't get me wrong Grimdark is awesome, it's just I want to try to create something a bit different.</div></blockquote>I agree its very similar, but having units only able to do 2 kinds of actions (Move, Shoot, Assault) each activation could have a very large impact on how the game is played. I personally would like to have all three be represented each activation, but i want to see where this system leads under our rules, it seems very interesting. And if we're doing Unit-By-Unit activation, there needs to be a way to show which unit has been activated and which hasn't, regardless if we use the orders system, or all three phases in one activation, and unfortunately thats going to have to be a counter of some sort, be it a piece of paper, a poker chip, a die, etc.<blockquote class="uncited"><div> The statline is fine whatever length. In fact, the more stats, the better. When we start trying to shorten the statline we are faced with dozens of consequences, and it's just not worth it.</div></blockquote> Whoa now, lets not just throw away work, remember we're using a card template, so things like wounds and mobility don't have to be on the Statline to be represented in an easily visible and intuitive way. And the more space we dedicate to the Statline, the less space we have for things like Artwork, special rule space, weapon profile space, etc. and taking Strength off the Statline would work fine if we just gave everything some sort of <span class="glossaryitem" onmouseover='gp(20);'>CCW</span> profile (Knife, bayonet, claw, teeth, etc) or even just added a Melee profile for their gun, all of which would be very easy to do and look good on their card.<br /> <br /> I'll try to upload some sort of early format for what the card could look like under various versions of our system, gimme a little bit.]]></description>
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				<pubDate><![CDATA[Mon, 12 Aug 2013 17:19:22]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Hi all .<br /> To be clear I would like to take the basic Grimdark mechanics , and use more straight forward resolutions (direct comparisons,) to maximize game play while  minimize the rules.<br /> I understand most current <span class="glossaryitem" onmouseover='gp(3);'>40k</span> players like all the 'chrome'.<br /> <br /> But I would like to get to the most elegant and efficient rules possible for <span class="glossaryitem" onmouseover='gp(3);'>40k</span>,And the rules deliver the most tactically deep yet intuitive game play. <br /> <br /> Counters work fine for adding tactical decision making , with either alternating unit activation, OR interleaved phases.<br /> (One counter next to a unit is minimal book keeping , that allows the condition /actions and order sequence to be easily tracked.)<br /> <br /> As soon as you start using more PLAYER interaction the harder it is to keep track.<br /> <br /> EG <br /> Current <span class="glossaryitem" onmouseover='gp(3);'>40k</span>.<br /> I move everthing I want to.<br /> I shoot /run with everything I want to.<br /> I make any assaults I want to,<br /> Then its over to you..not hard to remember whos turn-what phase it is...<br /> <br /> NEW alternatng activation.<br /> I may activate 1,2,or 3 units , <br /> The you activate 1,2 or 3 units ,<br /> We are drinking beer, and after a toilet break mid game we cant remember EXACTLY which unit activated last or if my ordnance has fired yet...(it happens believe me! <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> ) <br /> <br /> New Interleaved phases.<br /> Similar problem  as above, did that unit stay still in the first action phase?can  it can fire at full effect now?(etc.)<br /> (Maybe its just my gameing group and our love of beer?But an order/status counter next to the units make keeping track a doddle. )<br /> <br /> I agree we need to use a stat line that covers as much of the unit interaction as possible.<br /> AND the stat line needs to apply to ALL units.<br /> Not separate stats for different unit/weapon types.<br /> <br /> <br />  ]]></description>
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				<pubDate><![CDATA[Mon, 12 Aug 2013 17:24:44]]> GMT</pubDate>
				<author><![CDATA[ Lanrak]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Ok guys, I just ran some numbers when testing out how shooting would play out with our new Damage and Defense (Resilience) values, with players having to roll above the weapons damage score to prevent the wound. Let's say a Boltgun is Damage 9 and a Space Marine in Power Armor, Tau Battlesuits, and a Necron Immortal are Defense 7. They would save that hit on a 3+, looks good.  Let's have a Sister of Battle, an Eldar in Heavy Aspect Armor, Tyranid Warriors, and a Necron Warrior have Defense 6, they would save on a 4+, ok not bad. Now let's say that a Stormtrooper in Carapace Armor, a Tau Firewarror, and a Scout Marine have a Defense value of 5, they'd be saving on a 5+, ouch that's a lot of wounds for units that are supposed to be somewhat survivable, but still not awful. Below them we have your typical Guardsman, Ork Boyz, and some Eldar Units at Defense 4, they'll be saving on a 6+, not bad, particularly for Guardsman and Boyz, but losing that many Eldar units could really hurt. Below that we have Tyranid Gaunts at Defense 3, who will be getting no save against Boltguns, to be expected.<br /> <br /> Now I would argue that Lasguns should be Damage 7, letting us insert weapons that should be stronger than Las Weapons, but weaker than a Boltgun (Ork Gunz, Tyranid Gaunt Bioweapons, Eldar Shuriken Weapons, Hellguns (Upgraded Lasguns), etc) into the Damage 8 slot, but doing so would mean Space Marines cannot be wounded by the common Guardsman at range, which just feels awful, unless we make a roll of a 1 an automatic failure, in which case Terminators and other 2+ save, Toughness 4 models (Ork Meganobs, Battlesuits with the Armor Upgrade) have Defense 8, that way it's still a 2+ against all "standard" infantry weapons, even the ones that are better than a Boltgun, such as Tau Pulserifles (Damage 8), and I would argue Necron Gauss Flayers (Damage 8, Come on their fluff says they can cleave through armor at the molecular level, pseudo-rending against vehicles just doesn't cut it).<br /> <br /> Do we want to make it so that a roll of 1 always fails, up to a certain point, or just after you get below a 2+ or above a 6+, it becomes auto-wound?<br /> ]]></description>
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				<pubDate><![CDATA[Mon, 12 Aug 2013 22:44:41]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ @Rav1rns first post<br /> <br /> <blockquote class="uncited"><div>things like wounds and mobility don't have to be on the Statline to be represented in an easily visible and intuitive way</div></blockquote>I don't mean to sound blatant, but when you take wounds and attacks etc off the statline you have to put them somewhere else, as a special rule? <blockquote class="uncited"><div>less space we have for things like Artwork, SPECIAL RULE SPACE</div></blockquote>I just want to say...that one or two stats on the statline is going to take up less than a few <span class="glossaryitem" onmouseover='gp(746);'>cm</span> squared? Whereas moving them to the special rules is going to take up more?<br /> <br /> I'll reply the rest later.]]></description>
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				<pubDate><![CDATA[Tue, 13 Aug 2013 01:59:35]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>things like wounds and mobility don't have to be on the Statline to be represented in an easily visible and intuitive way<br /> I don't mean to sound blatant, but when you take wounds and attacks etc off the statline you have to put them somewhere else, as a special rule?</div></blockquote> No on the card we can have wounds and mobility be in their own little area, perhaps overlapping a corner of the artwork, or above the special rules box. They can be numerically represented, but they don't have to actually be on the Statline, despite being represented the same way. They don't even have to be next to each other, they could be placed separately from each other.<blockquote class="uncited"><div>I just want to say...that one or two stats on the statline is going to take up less than a few <span class="glossaryitem" onmouseover='gp(746);'>cm</span> squared? Whereas moving them to the special rules is going to take up more? </div></blockquote> If we have a good piece of art that is a certain size format, if we don't want to distort that image by shrinking it, we have only so much space on the card for that Statline, unless we want to move the Statline to another area, which may not look as good. So yes, it's only a few more <span class="glossaryitem" onmouseover='gp(746);'>cm</span> square, but that may be a few <span class="glossaryitem" onmouseover='gp(746);'>cm</span> square we don't have. And I'd rather have the art dominate the card, rather than a box with the Statline.<br /> <br /> Again, look up warmachine cards to see what I mean, they have a small Statline on the top right side, with weapon profiles under it, the art on the left side, with various data located underneath that art, with a box area on the bottom for quotes and other information to be included.]]></description>
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				<pubDate><![CDATA[Tue, 13 Aug 2013 02:26:01]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>D10 Conversion for 40k</title>
				<description><![CDATA[ I can't really reply to that. The reasoning you put...I have no idea. I completely agree with Lanrak that we need to cram as much information on the statline as possible , so that we DONT need to fit it somewhere else . Statlines are the most effective, efficient, good-looking and intuitive thing you can get to representing data.]]></description>
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				<pubDate><![CDATA[Tue, 13 Aug 2013 03:15:25]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Ok so dealing with this less than crucial issue later, can we talk about how influence/Command might work between units? Examples of both <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>'s/Characters and normal units, normal units and normal units, and <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>'s/Characters and <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>'s/Characters would be wonderful.<br /> <br /> Also, examples of how stealth and Shooting would vary and interact? I still don't understand how stealth as a stat would work better than Stealth and Concealment as special rules? I understand that units such as Genestealers would probably have a better stealth stat than a space marine, and a scout marine better than a tactical marine, and a tactical marine over a terminator, but im still kinda hazy on hard concepts and examples.]]></description>
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				<pubDate><![CDATA[Tue, 13 Aug 2013 04:11:42]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>D10 Conversion for 40k</title>
				<description><![CDATA[ Right now I've got no ideas to do with Influence.<br /> <br /> Originally I just wanted To Hit to be a marksmanship test, so you just compare it to 4. But I added stealth as a stat so that vehicles could be easier to hit and there could be realistic stealth modifiers instead of the alternative Mk modifiers. Eg, being in a bush improves your stealth, NOT decreases your aggressors Mk.<br /> <br /> so is the statline problem settled?]]></description>
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				<pubDate><![CDATA[Tue, 13 Aug 2013 04:52:09]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Idk, i think we'd need to work out a somewhat final card design before reaching a conclusion with on that topic, and frankly we're still working out core mechanics so its a bit early.<blockquote class="uncited"><div> But I added stealth as a stat so that vehicles could be easier to hit and there could be realistic stealth modifiers instead of the alternative Mk modifiers. Eg, being in a bush improves your stealth, NOT decreases your aggressors Mk. </div></blockquote> Thats a really good point. My worry is that there just won't be enough variety to warrant a stat without adding to much complexity or unbalancing the game. It would be really cool to have some units become harder to hit to compensate for them being easier to wound. It could potentially make units such as Daemonettes and Harlequins the dangerous foes they never managed to be, since they were just too easy to gun down. It could also compensate by making units that are easier to wound in our system than in normal <span class="glossaryitem" onmouseover='gp(3);'>40K</span>, harder to hit, thereby retaining their survivability. It would be interesting to have units in 2+ save equivalents (Terminators, Meganobs) have lower stealth stats than other less-Armored units, since these are typically large, loud, heavy armor systems, though i worry this may be a bit too micro.<blockquote class="uncited"><div>Right now I've got no ideas to do with Influence. </div></blockquote> That's just my problem, i can't think of how to have these units interact as such. Lanrak, you're up, bestow upon us your ideas of interest and intrigue. ]]></description>
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				<pubDate><![CDATA[Tue, 13 Aug 2013 05:12:56]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>D10 Conversion for 40k</title>
				<description><![CDATA[ Yeah of course we could do that. Terminator can get 3 stealth instead of 4 but have resilience 7 instead. On the contrary Harlequins can have their holo-suits and wave serpents can have their holo-fields give +1 and +2 stealth respectively. I think stealth as a stat is warranted given that Land Raider = 1 stealth while Eldar Ranger in area terrain = 8 or 9 stealth.]]></description>
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				<pubDate><![CDATA[Tue, 13 Aug 2013 05:20:11]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ That's what I was thinking, i really like the idea now that i understand it, I just want to playtest it some to ensure that it A: doesnt slow down the game too much, and B: doesn't feel overpowered.<br /> <br /> I think it would allow us to integrate other ideas that have been brought up as well, such as increased chance to hit at short ranges. We could make it so that firing at units within 12" decreases their stealth value by 1, and/or shooting at the enemy at half the weapons max range could confer a+1 to Marksmenship.. Spotlights on vehicles could reduce the stealth of units by 2 or something, etc.<br /> <br /> Edit: if possible, <span class="glossaryitem" onmouseover='gp(269);'>id</span> like to have your average Space Marine have 5's across the board for stats as much as possible, since their easy to remember Statline is a big part of what defines their place as the easy, intro army.<br /> <br /> Second Edit: would you guys agree with Bolters at Damage: 7, Lasguns at Damage: 5, and Space marines in Power Armor at Defense: 5? The saves are exactly the same as i described a few posts ago, just lower to bring it inline with the rest of the 5's on his Statline, and to keep vehicle/Monster Defense values from getting too high?<br /> ]]></description>
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				<pubDate><![CDATA[Tue, 13 Aug 2013 05:26:01]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>D10 Conversion for 40k</title>
				<description><![CDATA[ Wait what about all the stuff I have proposed? Your scale starts very high up? I have already came to quite a good balance for stats, I can't post it with this phone, maybe check my thread ?<br /> <br /> As for a space marine, look on my thread for the stats compared to other armies, I think it's polished but let me know if anything's  a bit off . I can't give them 5s across the board but mostly it's 5s and 4s.]]></description>
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				<pubDate><![CDATA[Tue, 13 Aug 2013 06:29:41]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Wait is it defender rolls a <span class="glossaryitem" onmouseover='gp(24);'>D6</span> and adds it to their Defense score, and if they beat the Damage, they save the wound? Or the attacker rolls the <span class="glossaryitem" onmouseover='gp(24);'>D6</span> and adds it to the damage value to beat the defenders Armor?]]></description>
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				<pubDate><![CDATA[Tue, 13 Aug 2013 06:32:24]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>D10 Conversion for 40k</title>
				<description><![CDATA[ Neither! I can't agree with Lanrak's direct comparison system because it has too many problems. My system is the universal comparison chart: To Hit is comparing attackers Mk to target's stealth. To wound is comparing attacker's/weapon's Power to target's resilience .]]></description>
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				<pubDate><![CDATA[Tue, 13 Aug 2013 06:45:34]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Wow I am really confused. Ill probably try both out, since my review of the system using direct comparisons went pretty well, just played out as having a slightly different way of resolving things. also, i remember objecting to that universal chart since it made differences of 1 and 2 have the same value to beat, which would make the minor differences youd find between normal troop units irrelevant. Fixing that, I'd be much more in favor of it.<br /> <br /> Edit: the charts probably the best way of handling things, but i can't deny the feel of rolling for defense against incoming damage using the direct comparison was neat. But for things like weapon skill, the chart method is pretty much necessary, and if we're going for unified resolution methods, thats about it.]]></description>
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				<pubDate><![CDATA[Tue, 13 Aug 2013 06:56:33]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>D10 Conversion for 40k</title>
				<description><![CDATA[ Well not only that but direct comparison doesn't address the variety issue...I will accept any suggestion that isn't direct comparison. My chart has been working beautifully, and the differences of 1 and 2 being the same is completely and utterly intended, to create a sort of diminishing focal point between close values, if you know what I mean.]]></description>
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				<pubDate><![CDATA[Tue, 13 Aug 2013 09:34:25]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ My problem is that if you have differences of 1 and 2 have the same value on the chart, then you only have 3 outputs for a set of 5 values that would normally represent regular troops. That's less variety than the direct comparison method, at least so far as normal units go, and less variety than standard <span class="glossaryitem" onmouseover='gp(3);'>40K</span> at that, which was one of the main reasons i wanted to change the system in the first place.<br /> <br /> For example, <span class="glossaryitem" onmouseover='gp(269);'>id</span> like to have values between 2 and 6 be normal troop values, so for Marksmenship examples we could have things like<br /> 2 == Orks, Whiteshields<br /> 3 == Guardsman, Tyranid Gaunt<br /> 4 == Sisters of battle, Eldar Guardians, Veteran Guardsman, Tau Fire Warrior<br /> 5 == Space Marine, Necron warrior, Tyranid Warrior<br /> 6 == Tau Battlesuit, Veteran Space Marine<br /> <br /> If we wanted to preserve this variety using your chart, we'd have to take up more of the Statline values for troops, which would take away from values that <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>'s would normally use, and thats where I'd like to see more ambiguity than at the standard troops level, since that Dark Eldar Archon is going to Flay that Guardsman alive just as well as a Hive Tyrant, but the differences between the two is meant to come into play between units of that calibre.<br /> <br /> Im tired of seeing the same few numbers be repeated on Statline after Statline in normal <span class="glossaryitem" onmouseover='gp(3);'>40K</span>, to the point where a 2 or a 5 are exciting and strange events. i remember there being a lot of buzz about the new necron warrior Statline, simply because by dropping their armor save to a 4+, their Statline was quite unique, which shows just how bleak that situation had become.]]></description>
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				<pubDate><![CDATA[Tue, 13 Aug 2013 14:10:22]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>you only have 3 outputs for a set of 5 values that would normally represent regular troops. That's less variety than the direct comparison method</div></blockquote>Hm, I see where you're coming from but it's been crazily misunderstood. I'm looking for a variety of values between infantry. You are too, no? That's exactly what this system gives. A variety of stats. It does this by making 1-2-3-4-5 point differences LESS. The problem with the current system which we have been trying to address since page 1, and a mirrored consequence with direct comparison IS THAT, you can't have that variety without completely unbalancing everything. You try making variety with a direct comparison system. It's no different from "standard <span class="glossaryitem" onmouseover='gp(3);'>40K</span>". Do you see where I'm coming from? Direct comparison does NOTHING to address the variety problem. I hope Lanrak reads this (he's been on direct comparison for ages, despite me telling him many times it can't work -.-)<br /> <br /> Direct comparison = standard <span class="glossaryitem" onmouseover='gp(3);'>40k</span>, without the chart. otherwise it has 99 of the same issues.<br /> <br /> <blockquote class="uncited"><div>If we wanted to preserve this variety using your chart, we'd have to take up more of the Statline values for troops, which would take away from values that <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>'s would normally use, and thats where I'd like to see more ambiguity than at the standard troops level, since that Dark Eldar Archon is going to Flay that Guardsman alive just as well as a Hive Tyrant, but the differences between the two is meant to come into play between units of that calibre. </div></blockquote> The troop stats I have worked on go from the Plaguebearer's Marksmanskip 0 to a Necron Warrior's Fortitude of 6. 0-6? Seems right. My chart goes up to 12. Infantry take up the first half. Good enough. (with your proposal earlier on this page you had bolters at strength 9? What your scale goes up to 20?  <img src="/s/i/a/8f7b3f87df347f2cf6c1e7d5e119a067.gif" border="0"> )]]></description>
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				<pubDate><![CDATA[Tue, 13 Aug 2013 14:50:36]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>The troop stats I have worked on go from the Plaguebearer's Marksmanskip 0 to a Necron Warrior's Fortitude of 6. 0-6? Seems right. My chart goes up to 12. Infantry take up the first half. Good enough.</div></blockquote> Assuming i understand your point correctly, we're trying to address this issue two very different ways. I want the variety to be between closely skilled troops, you want the difference to be between very differently skilled troops. <br /> <br /> The thing is that your system, while having values between 1 and 6, only provides for 3 real outcomes, and makes several of those "slots" redundant, since they have no impact on the game in certain situations. For instance, making that veteran guardsman <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 4 instead of <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 3 like the rank and file Guardsman has no impact against a target of the same stealth value,as the next "jump" of the dice is at <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 5 like a space marine. To bring up something you said a while back <blockquote class="uncited"><div>And I see where you're coming from with the chart. I've never met Sisters of Battle. But if you want them to be the tougher combatant then I would bump em up to <span class="glossaryitem" onmouseover='gp(149);'>WS</span> 5.</div></blockquote> thats the problem with your method. I want that sister of battle to be more skilled than a guardsman in close combat, but less skilled than a space marine, but i can't do that since, to a space marine, they're just as easy to hit under your system. <br /> <br /> It'd be great to be able to have all these varied situations be represented directly, but as always the <span class="glossaryitem" onmouseover='gp(24);'>D6</span> is the limiting factor. I'd like to have 2+ show almost certain to hit, and 6+ almost certain to miss, so that vastly mismatched units can show their dominance/weakness while still being to affect each other, while having 3+, 4+, and 5+ be reserved for similarly skilled combatants.<br /> <br /> Edit: <blockquote class="uncited"><div> (with your proposal earlier on this page you had bolters at strength 9? What your scale goes up to 20?   )</div></blockquote> <span class="glossaryitem" onmouseover='gp(84);'>lol</span>, i was just running numbers to get a feel for the system, and what the differences between damage and defense would have to be to achieve the right rolls, not actually finalized values or anything.]]></description>
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				<pubDate><![CDATA[Tue, 13 Aug 2013 15:13:56]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Actually the jumps are still quite regulated - to hit a Stealth 4, Marksmanship 3, 4 and 5 all give different rolls.<br /> <br /> I know there are some uneven jumps, however if you look at my chart again, you can see that the original was to make it so 4+ took up one diagonal, 3+ took up two and 2+ took up three, but I decided against that because I didn't want a Bolter with Power 4 to be able to hurt Res 9 vehicles.<br /> <br /> The chart, if you looked at it like a graph, would be a sort of exponential parabola. The focal point retains the differences as I said, "to hit a Stealth 4, Marksmanship 3, 4 and 5 all give different rolls." but the further away you go the less the difference becomes. I think this is ESSENTIAL to trying to maintain variety with a <span class="glossaryitem" onmouseover='gp(24);'>D6</span>. It's hard, <span class="glossaryitem" onmouseover='gp(24);'>D6</span> are unhelpful to our cause -_- but I do have a lot of faith in that chart to show how it works splendidly.<br /> <br /> As for your anecdote I want sisters to be the same skill as a space marine. If you wanted them to be Dex 4, it would still differentiate them between Guardmen's 3, because on the charge they get +1 Dexterity and they'll break even to <span class="glossaryitem" onmouseover='gp(119);'>SM</span>. If anything it'll make them more tactical, and making them subpar to Space Marines can open more doors for buffing them in other ways to make them more unique.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote class="uncited"><div>I'd like to have 2+ show almost certain to hit, and 6+ almost certain to miss, so that vastly mismatched units can show their dominance/weakness while still being to affect each other, while having 3+, 4+, and 5+ be reserved for similarly skilled combatants. </div></blockquote>If I understand correctly you want to keep the same system/direct comparison? I'm pretty sure you are on the same side as me, but just in case you aren't, earlier I said<br /> <br /> 1 point difference = 1/6 chance, it's too limiting<br /> <br /> and <span class="glossaryitem" onmouseover='gp(70);'>IIRC</span> you totally agreed.<br /> <br /> Ignore this if I overlooked.]]></description>
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				<pubDate><![CDATA[Tue, 13 Aug 2013 15:30:38]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>The chart, if you looked at it like a graph, would be a sort of exponential parabola. The focal point retains the differences as I said, "to hit a Stealth 4, Marksmanship 3, 4 and 5 all give different rolls." but the further away you go the less the difference becomes</div></blockquote> I agree that having 3,4 and 5 give different values when shooting at a stealth 4 target is the right idea, but that Marksmenship 2 unit is going to be hitting them just as easily as that marksmenship 3 unit, when they should clearly be weaker at hitting that target. If i'm at Melee 5, Melee 3 and 4 look the same to me, when one should be markedly easier than the other, same with Melee 4 against Melee 3 and 2. I agree that having it grow exponentially harder/easier to hit is the right way to handle the system, but it won't work on a <span class="glossaryitem" onmouseover='gp(24);'>D6</span>, since as you said <blockquote class="uncited"><div>1 point difference = 1/6 chance, it's too limiting </div></blockquote> but unfortunately, thats the situation the <span class="glossaryitem" onmouseover='gp(24);'>D6</span> saddles us with. We can either have a unit have all different rolls against 5 values that troops can represent, only having a roll value repeat itself against 1 or 2 stat values at most below them (<span class="glossaryitem" onmouseover='gp(149);'>WS</span> 5 vs <span class="glossaryitem" onmouseover='gp(149);'>WS</span> 3 and <span class="glossaryitem" onmouseover='gp(149);'>WS</span> 2) and those far above them, or have that roll value repeat against many of the troop stats. Its the same reason why im not a fan of the current <span class="glossaryitem" onmouseover='gp(149);'>WS</span> chart in normal <span class="glossaryitem" onmouseover='gp(3);'>40K</span>, because i think "there's no way that Guardsman should be hitting that Space Marine Captain 33% of the time, and the Captain hitting back only 66% of the time, when he has literally double his opponents weapon skill"<br /> <br />  I just don't like the lack of variety that your chart provides on a <span class="glossaryitem" onmouseover='gp(24);'>D6</span> for stat differences of more than 1, though I'd love it on a <span class="glossaryitem" onmouseover='gp(343);'>D12</span>.<br /> <br /> Edit: yes I want to use the chart over direct comparison, simply to provide a unified resolution system for all situations.]]></description>
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				<pubDate><![CDATA[Tue, 13 Aug 2013 15:58:28]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Hi folks.<br />  Well if you are going to use a unified resolution chart, is it going to replace modifiers?<br /> <br /> Otherwise its just adding another level of needless complication.<br /> <br /> THE only reason to use a resolution table is to  massage results to limit possible outcomes, or to replace modifiers.<br /> (Eg values are summaries of ALL elements of the resolution.)<br /> <br /> As I  want a much wider spread of results by using stats directly.(1 to 100 if necessary to get the spread of results for an entire universe.)<br />  <br /> I really can not see the need for resolution tables, with the simple mechanics being used.<br /> (In some historical simulations with things like armour penetration per range band and ammo type , then yes the variety of results needs a table for historical accuracy.)<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 13 Aug 2013 18:14:32]]> GMT</pubDate>
				<author><![CDATA[ Lanrak]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>I really can not see the need for resolution tables, with the simple mechanics being used. </div></blockquote> Because there is no way to use direct comparison to resolve melee hits, without a corresponding stat for the offensive melee stat to be resolved against, like <span class="glossaryitem" onmouseover='gp(14);'>BS</span> and Stealth, and if we want everything to be resolved in one way, then we need a way that doesnt require that additional stat, which is that universal resolution chart.<blockquote class="uncited"><div>Well if you are going to use a unified resolution chart, is it going to replace modifiers? <br /> Otherwise its just adding another level of needless complication. </div></blockquote> I would argue the exact opposite, so long as the way the modifiers are applied is intuitive and simple. For example, light cover such as bushes and smoke giving you a +1 stealth modifier is very easy to remember, and makes a good deal of sense in-game, while providing the results that cover should apply. Craters giving a +2 stealth modifer (or +1 Stealth +1 Defense) would be just as easy to remember and apply, and make just as much sense, and this system could be extended to all forms of cover, from smoke and bushes, to destroyed vehicles and ruined buildings.<blockquote class="uncited"><div>(In some historical simulations with things like armour penetration per range band and ammo type , then yes the variety of results needs a table for historical accuracy.) </div></blockquote> I've already said that i'm in favor of modifiers as applied to shooting, as that sounds exciting and interesting. Things like bonuses for shooting at less than max range, penalties to <span class="glossaryitem" onmouseover='gp(14);'>BS</span> for you and/or your target moving, or something along these lines of Damage varying with distance could be very exciting, so long as they're executed smoothly. It could certainly solve the problem of Melta-Weapons being ludicrously strong at short ranges in a more believable fashion, and change how we look at long range shooting.<blockquote class="uncited"><div>THE only reason to use a resolution table is to massage results to limit possible outcomes, or to replace modifiers. <br /> (Eg values are summaries of ALL elements of the resolution.) </div></blockquote> Umm, isn't that the point? We have values that can vary wildly on a chart of 2-12, and have a system of modifiers that can slightly improve or weaken these values, and then we have to find a way to map the resolutions of all these variables onto a simple <span class="glossaryitem" onmouseover='gp(24);'>D6</span>? I could just be misunderstanding you though.<br /> <blockquote class="uncited"><div>As I want a much wider spread of results by using stats directly.(1 to 100 if necessary to get the spread of results for an entire universe.) </div></blockquote>Can you explain how this system would work? And how the <span class="glossaryitem" onmouseover='gp(24);'>D6</span> would function in such as system?<br /> <br /> Also, as to a few posts ago, do you have any examples or ideas of how Influence/Command would function between <span class="glossaryitem" onmouseover='gp(56);'>Hq</span>/Character and Normal units, Between normal units and other normal units, and how it would work between <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>/Characters and other <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>/Characters?]]></description>
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				<pubDate><![CDATA[Tue, 13 Aug 2013 18:51:25]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>I just don't like the lack of variety that your chart provides on a <span class="glossaryitem" onmouseover='gp(24);'>D6</span></div></blockquote> I think you worded this incorrectly. My chart gives much more leeway for a variety of stat values, because the chances of them are closer together. On a chart like mine, I CAN have 5 different values, because the outcomes are CLOSER together. That's the point. If you make the outcomes FURTHER apart, you can't have the variety.<br /> <br /> I know there is a problem. As I was saying, the graph would look like a curve, however, not really a perfect curve, more of a bumpy curve due to the problems you highlighted.<br /> <br /> I hope to diminish this problem by using some clever manipulation of the stats, to sort of SMOOTH out the bumpiness of the curve.<br /> <br /> By manipulation of the stats, I mean modifiers. Here's some extracts of the stuff I've come up with:<br /> <br /> Area terrain and smoke: +1 Stealth <br /> Ruins or Barricades: +1 Stealth +1 Resilience <br /> Fortification: +2 Stealth +2 Resilience<br /> <br /> Nimble Fighter - A model with this special rule gains +1 Dexterity when being attacked in combat. <br /> And They Shall Know No Fear - A model with this special rule gains +1 Fortitude when rolling for morale checks. <br /> Furious Charge - A model with this special rule gains +1 Power when it Charges into combat. <br /> <br /> Charge: In the Assault Phase, a unit may make a move directly towards a target within half their Mobility. A unit that does this gains +1 Dexterity until the end of the turn. <br /> Stealthy Relocation: In the Movement Phase, a unit may make a move at half their Mobility. A unit that does this gains +1 Stealth until the end of the opponent's next turn.<br /> <br /> Pistol: If a model has a weapon with this special rule, it gains +1 Mobility. In combat, the model may fire another shot at the its Dexterity. Also, all Pistol weapons have the Assault special rule. <br /> Heavy: If a model has a weapon with this special rule, it suffers -1 Mobility and -1 Dexterity. Also, if the model moves in the Movement phase, it may only fire Snap Shots in the subsequent Shooting Phase.<br /> Blind: If a weapon has this special rule, any hits it causes reduce the target's Marksmanship and Dexterity by 1 until the end of their next turn. <br /> <br /> If I carry on at this pace with the manipulation, those bumps are going to be sanded away. MOREOVER, it might make people think more tactically on how they CAN snag that extra modifier to get their roll better.]]></description>
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				<pubDate><![CDATA[Wed, 14 Aug 2013 01:55:55]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Stealthy Relocation: In the Movement Phase, a unit may make a move at half their Mobility. A unit that does this gains +1 Stealth until the end of the opponent's next turn. </div></blockquote> I like the idea of incorporating "orders" in this fashion, it seems like it'd be fun and tactical and easy to work with.<blockquote class="uncited"><div>Pistol: If a model has a weapon with this special rule, it gains +1 Mobility. In combat, the model may fire another shot at the its Dexterity. Also, all Pistol weapons have the Assault special rule. <br /> Heavy: If a model has a weapon with this special rule, it suffers -1 Mobility and -1 Dexterity. Also, if the model moves in the Movement phase, it may only fire Snap Shots in the subsequent Shooting Phase. </div></blockquote> The idea of this would be really good in something like the Deathwatch <span class="glossaryitem" onmouseover='gp(345);'>RPG</span>. In <span class="glossaryitem" onmouseover='gp(3);'>40k</span>, those heavy weapons need to be able to keep up with the rest of the squad, otherwise you're gonna have coherency rules preventing units from moving max distance. Beyond that problem, I think its just a little bit too micro for the scale <span class="glossaryitem" onmouseover='gp(3);'>40k</span> is going for.<blockquote class="uncited"><div>I think you worded this incorrectly. My chart gives much more leeway for a variety of stat values, because the chances of them are closer together. On a chart like mine, I CAN have 5 different values, because the outcomes are CLOSER together. That's the point. If you make the outcomes FURTHER apart, you can't have the variety. </div></blockquote> No i said it right. if we've got regular troops stats being between 2 and 6, lets examine <span class="glossaryitem" onmouseover='gp(149);'>WS</span>.<br /> .......2....3....4.....5....6<br /> 2....4+..5+..6+..6+..6+<br /> 3....3+..4+..5+..6+..6+<br /> 4....2+..3+..4+..5+..6+<br /> 5....2+..2+..3+..4+..5+<br /> 6....2+..2+..2+..3+..4+<br /> With most units having stats between 3 and 5, with rare cases like Tau Firewarriors in Melee at <span class="glossaryitem" onmouseover='gp(149);'>WS</span> 2, Orks in shooting at <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 2, etc, that's where the most variety is found, just like in your system. However, even in those less common cases, such as <span class="glossaryitem" onmouseover='gp(149);'>WS</span> 4 vs <span class="glossaryitem" onmouseover='gp(149);'>WS</span> 2, that difference in abilities increases, showing that yes, that <span class="glossaryitem" onmouseover='gp(149);'>WS</span> 2 unit is worse than that <span class="glossaryitem" onmouseover='gp(149);'>WS</span> 3 unit. When you move above that difference, such as <span class="glossaryitem" onmouseover='gp(149);'>WS</span> 5 vs <span class="glossaryitem" onmouseover='gp(149);'>WS</span> 2, it doesn't have any more room to decrease/increase so it levels out at a 2+/6+. The problem I have with your system where it levels out for a moment before decreasing again is that if my unit is significantly better at Melee than your unit, i want to see it. I want to feel like my unit is that much stronger, that they can show they are better against a unit, and cut them down easily, missing only rarely (2+) and being hit rarely (6+), not get stuck for that moment at a 3+/5+ situation.Having units that are much higher skilled than the target get stuck at 2+/6+ isn't as big a deal, since they still need a chance to miss and a chance to be hit. But if you stop them in the middle of the dice (3+/5+), it's frustrating, since im clearly higher than they are, and higher than one point below me, but why don't i have a better chance of hitting them? Yes, a greater range of values for units to use could solve this problem, but if several of those values are essentially  ignored because they would cause this situation, it feels kind of pointless.<br /> <br /> Now, like i said before, i'd love this sort of representation on a <span class="glossaryitem" onmouseover='gp(343);'>D12</span> or similarly large dice, where there's enough options to use the strengths of this system to their full effect, but that variety isn't available on a <span class="glossaryitem" onmouseover='gp(24);'>D6</span>.]]></description>
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				<pubDate><![CDATA[Wed, 14 Aug 2013 02:36:05]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>D10 Conversion for 40k</title>
				<description><![CDATA[ So are you arguing for that kind of chart? When you try to give variety to that chart everything gets unbalanced. I thought we were trying to address 2 points difference = 2+. If you give Marines a WS5, they're frickin hitting WS2 AND WS3 on a 2+. I am absolutely against that...I repeat you can't get variety with that chart without unbalancing everything <br /> <br /> And I've seen that my chart is uneven, but I hope to even it out as much as possible with modifiers.]]></description>
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				<pubDate><![CDATA[Wed, 14 Aug 2013 03:13:47]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Does it unbalance things though? If you add in the modifiers for charging and things like that, Space Marines get no Bonuses, since they're already maxed out, and everything at WS3( Potentially <span class="glossaryitem" onmouseover='gp(149);'>WS</span> 2 based on the modifier value) can only improve their odds, since their situation can't get worse. And I think that that situation makes sense, since your Guardsman is going to get chewed apart in Melee by a space marine, but they can use numbers to level the playing field. Sure 1 space Marine against 1 guardsman at WS3 is unbalanced but against 2? 3? 5? 10? 50? And to be frank, if a Guardsman is in Melee with a space marine, something has gone horribly wrong for the Guard Player.<br /> <br /> And if you set it up so that a system like giving charges a +1 modifier to assaulting units to help this system out, i think it would work great for some units, but what if a unit is at the bottom half of the 5+ comparison between the two units.? That charge bonus wont be enough to pull them out of that 5+ area, so their advantage for taking the charge is no longer an advantage, which would feel pretty irritating.]]></description>
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				<pubDate><![CDATA[Wed, 14 Aug 2013 03:57:32]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>D10 Conversion for 40k</title>
				<description><![CDATA[ No but the thing is they max out WAY too early. 2 Points difference and then the rest is futile? That IS unbalanced.<br /> <br /> As for your particular anecdote, there's no way you can level it out when you're hitting on a 6+ and being hit on a 2+ AND the same for being wounded too...You'd need 36 guardsmen to put one wound on a space marine?<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote class="uncited"><div>but what if a unit is at the bottom half of the 5+ comparison between the two units.? That charge bonus wont be enough to pull them out of that 5+ area, so their advantage for taking the charge is no longer an advantage, which would feel pretty irritating.</div></blockquote><br /> <br /> If they are at the bottom half of the 5+ area then charging won't give them a bonus, thus the modifier has worked in smoothing the bump. It's hard to understand, but if your unit was 2 points different then you'd play them differently to a unit that was only one point different. So they have been made distinct. It wouldn't irritate the player; they are at a bigger disadvantage being 2 points lower. It certainly wouldn't irritate me, it would make me play them differently.]]></description>
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				<pubDate><![CDATA[Wed, 14 Aug 2013 04:12:47]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ I agree its a problem that it takes that many, but to your point about creating a system that fixes things, why not make something like outnumbering your opponent by a certain amount (say for double, triple, 4X, 5X, etc) every model in that squad gets +1 to-hit (maybe to-wound as well?), to represent the sheer number of attacks falling on them. This way a Space Marine squad is going to chew through that small unit, but en-mass they would be more dangerous. I just want a unit that is much more skilled to play out as much more skilled.<br /> <br /> Edit: this system could also make Multi-assaults absolutely DEVASTATING, which i always felt should've been stronger than it is, as well as <br /> Trying to get people away from <span class="glossaryitem" onmouseover='gp(308);'>MSU</span> style gameplay, which was a big problem in 5th edition.<br /> <br /> <blockquote class="uncited"><div>2 Points difference and then the rest is futile? That IS unbalanced. </div></blockquote> perhaps, but we're using a very restricted set of values. Values of 2 and 6 would be very rare, so 3, 4, and 5 would be the overwhelming majority of troops values, and those are all within 2 of each other. A value of 4, which would probably be the most common, would be within 2 of every value between 2 and 6<br /> <br /> Second Edit:<br /> <blockquote class="uncited"><div>If they are at the bottom half of the 5+ area then charging won't give them a bonus, thus the modifier has worked in smoothing the bump. It's hard to understand, but if your unit was 2 points different then you'd play them differently to a unit that was only one point different. So they have been made distinct. It wouldn't irritate the player; they are at a bigger disadvantage being 2 points lower. It certainly wouldn't irritate me, it would make me play them differently.</div></blockquote> Ok, now i see what you mean, and thats a pretty elegant way of handling it, I just don't like telling someone "you will never have an advantage for charging" since thats a fairly big part of the game. That being said, lets roll with your chart, i want to see how this distinction influences things, as i see many units becoming much more aggressive while others become a bit more defensive.]]></description>
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				<pubDate><![CDATA[Wed, 14 Aug 2013 04:40:54]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div> perhaps, but we're using a very restricted set of values. Values of 2 and 6 would be very rare, so 3, 4, and 5 would be the overwhelming majority of troops values, and those are all within 2 of each other. A value of 4, which would probably be the most common, would be within 2 of every value between 2 and 6</div></blockquote> You're back to square one with the variety issue....I dont want all the values to be in a space of 3 values. I've stretched it to 5 values, creating variety but not unbalancing it all.<br /> <br /> <blockquote class="uncited"><div> Ok, now i see what you mean, and thats a pretty elegant way of handling it, I just don't like telling someone "you will never have an advantage for charging" since thats a fairly big part of the game. That being said, lets roll with your chart, i want to see how this distinction influences things, as i see many units becoming much more aggressive while others become a bit more defensive.</div></blockquote><br /> <br /> Extremely glad you're on board! Yes the distinction will influence different units. Its not that they never have an advantage at charging - that's only against 2 point differences, and even then you might get an extra bonus somewhere else!<br /> <br /> I would write more but my dad's autocorrect is so terrible look: Blowing in the wind, sealed with kiss, the sound of silence歌2，在雨中，你的眼神 Williams Steven Gao 吃饭地方，花马天堂，云南餐厅 <br /> <br /> ...]]></description>
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				<pubDate><![CDATA[Wed, 14 Aug 2013 05:40:56]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Rockin some Kanji i see <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"><br /> <br /> How do you feel about that idea of having each time your unit is a multiple of the target unit, they get a bonus modifier for their Melee stat? Maybe having the same idea for shooting, but the number of shots at range, instead of the number of enemy models?<br /> <br /> Ex: a squad of 30 Hormagaunts charges a squad of 10 Space Marines. They get a +1 modifier to Melee for the charge bonus, then a +3 modifier for being a brood 3 times as large as the target squad.<br /> <br /> Obviously still open for revision and changes, but i love the idea, since we could tune the Hormagaunt Statline to where they want this bonus to reach full potential, but as a small, scraggly unit, they arn't as much of a threat? For example, they are "supposed" to have a <span class="glossaryitem" onmouseover='gp(149);'>WS</span> of 6, but they have a <span class="glossaryitem" onmouseover='gp(149);'>WS</span> of 5 base, and rely on having that overwhelm bonus to hit what they are "supposed" to have, and getting the bonus for being three times as big makes them even more terrifying than they are "supposed" to be?<br /> <br /> I just think this would be a great way to really drive home the horde mentality of a lot of armies such as Imperial Guard, Tyranids, Orks, Sisters of Battle (Sorta), and Chaos Daemons (Sorta), while simultaneously making more elite, small model count armies seem even more Elite than they are, and add a dynamic to the game of trying to whittle down enemy squads to a number where that overwhelm bonus isn't an issue, or get crushed.]]></description>
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				<pubDate><![CDATA[Wed, 14 Aug 2013 05:48:35]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>D10 Conversion for 40k</title>
				<description><![CDATA[ This is a wonderful idea. Polishing it up further:<br /> <br /> A model that is being attacked by three models suffers -1 Dexterity.<br /> <br /> I just thought of an idea similar to Focus Fire but for combat. If you gang up on a model you have a higher chance off killing it, but wounds can only be allocated to the target.<br /> <br /> Still rough but the sense of guerilla warfare is fresh to be captured.<br /> <br /> My concern is that if we make combat too picky then it will slow down the game]]></description>
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				<pubDate><![CDATA[Wed, 14 Aug 2013 06:36:49]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>A model that is being attacked by three models suffers -1 Dexterity. </div></blockquote> i love the idea and logic of it, I just think this would get really hard to keep track of, plus its typically hard to get 3 models <span class="glossaryitem" onmouseover='gp(242);'>BTB</span> when asking about medium to large sized units.<blockquote class="uncited"><div>My concern is that if we make combat too picky then it will slow down the game</div></blockquote> Agreed, which is why I like just adding a bonus to the whole squad, since its fast and easy to calculate whether or not you qualify. I would argue wounds only being able to be allocated to models you're in <span class="glossaryitem" onmouseover='gp(242);'>BTB</span> with should be the rule, rather than a condition for gang-ups.<br /> <br /> However, i definitely think these suggestions could be put in place for attacking independant characters, to make sure people really think about where these models are placed in regards to Melee, to avoid gang-ups and the associated penalties.<br /> <br /> Edit: it is too late for me to be evaluating this stuff, disregard this entire post, i like your suggestions.]]></description>
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				<pubDate><![CDATA[Wed, 14 Aug 2013 06:50:15]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>D10 Conversion for 40k</title>
				<description><![CDATA[ <span style="font-size: 18px; line-height: normal;">That edit is gold.</span><br /> <br /> AYE AYE WHAT ABOUT THIS <br /> <br /> In a combat between two units, if one unit has more models than the other, that unit gains an amount of extra attacks with the <i>Strike First</i> special rule equal to the difference in models. The player with the larger squad assigns these attacks to models closest to the target first.<br /> <br /> <i>Strike First</i>: An attack with this special rule is triggered before any other attacks. If there are multiple models with this special rule, they attack at the same time, but still before any other attacks. A model can only have a maximum of one attack that has the Strike First special rule.<br /> <br /> <br /> I must admit this isn't a bad idea <span style="font-size: 7px; line-height: normal;">for once </span>]]></description>
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				<pubDate><![CDATA[Wed, 14 Aug 2013 07:47:09]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Maybe, i like the idea of having "initiative" give you a number of attacks before your opponent, but it just seems too complex, and doesn't seem like it would mesh well. I think having special rules create initiative "tiers" somewhat similar to the current system is going to be the simplest method, and prevents us from having to totally rework units that depend on that speed like Genestealers and Keepers of Secrets.<br /> Also means players don't have to roll off to see who goes first each Melee Phase, as they would with the attacks before the opponent system for any attacks over 1<br /> <br /> <blockquote class="uncited"><div>I must admit this isn't a bad idea for once</div></blockquote>For once?]]></description>
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				<pubDate><![CDATA[Wed, 14 Aug 2013 14:02:02]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ I've been thinking of an EXTREMELY radical way to change laser weapons. Will need a LOT of smoothening.<br /> <br /> - laser weapons (and beams) get the laser special rule<br /> - they lose damage over distances; lasers <b>bloom</b> (dissipate)<br /> - they do damage in a line, and they lose 1 power if they go through a model<br /> <br /> quote wikipedia: <blockquote class="uncited"><div>A laser beam or particle beam passing through air can be absorbed or scattered by rain, snow, dust, fog, smoke, or similar visual obstructions that a bullet would easily penetrate. This effect adds to blooming problems and makes the dissipation of energy into the atmosphere worse.</div></blockquote>so:<br /> <br /> - lasers lose power through smoke and fog<br /> <br /> <blockquote class="uncited"><div>[Techniques to reduce blooming]: using a very short pulse that finishes before blooming interferes, or focusing multiple lasers of relatively low power on a single target.</div></blockquote><br /> - weapons with pulse special rule never lose damage to distance or fog and smoke<br /> - multilazers, scatterlazers (?) <span class="glossaryitem" onmouseover='gp(334);'>wtf</span> am I doing<br /> <br /> meh <img src="/s/i/a/053f30f6773034eb25223d86f0e00d8d.gif" border="0"> <br /> <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Edit: Yah I don't really like Initiative at all anymore it's just way to hard to incorporate without making it extremely hard to balance<br /> <br /> EDIT: <br /> <br /> In a combat between two units, if one unit has more models than the other, a number of the closest models to the target in that unit gain the Strike First special rule equal to the difference in models.<br /> <br /> Strike First: A model with this special rule has one of its attacks trigger before other attacks. If there are multiple models with this special rule, their one attack each trigger at the same time, but still before any other attacks.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> So Genestealers would all have the Strike First special rule, meaning one of their attacks each strike first.]]></description>
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				<pubDate><![CDATA[Wed, 14 Aug 2013 14:26:41]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Well Genestealers could have the Strike First special rule, so each one gets just one of its attacks before, but not all.</div></blockquote> Genestealers rely on having that many high initiative, high <span class="glossaryitem" onmouseover='gp(149);'>WS</span> attacks to take out their opponent before they hit back, since theyre extremely fragile.<br /> Having Lasers be affected like that would be interesting, lets see what can come of such a system. Im just worried that A) itd be way too involved, and B) it would reduce the strength of las cannons, which are the only long-range high damage anti-tank option for a lot of imperial armies.<br /> <br /> Not to say that that's a bad thing (since i want the higher-armor vehicles (Particularly Land Raiders) to be much more durable than they are now)]]></description>
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				<pubDate><![CDATA[Wed, 14 Aug 2013 16:45:27]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Here are my thoughts on Command.<br />  If we say unit leaders, and independent characters have Commannd Value expressed as a range of command, and a number of re rolls.<br /> <br /> Eg <br /> Unit leader -/1<br /> Veteran leader -/2<br /> <br /> Low level hero 12"/2 <br /> <br /> Army leader 24"/3<br /> <br /> Special characters 24" to 36", 3 to 5.<br /> <br /> Note Command re rolls can be specialized to focus on Assault dice, Ranged Dice , or Comms Dice.<br /> This can be race specific or character specific.<br /> <br /> EG these re rolls REPLACE the extra wound /attack the unit leaders get.<br /> WHY restrict a heroes ability to just Close assault.<br /> <br /> Commisar Yarrik is an 80 year old supreme tactician.WHY is he made to be a close combat monster.<br /> <br /> I would put him as 24" / 4 Comms.(He gets to re roll reserves, air and arty requests  , and ANY rally attempts for units within 24" <br /> <br /> These simply allow the character to improve the armies performance by giving near by units the chance to re roll failures.<br /> <br /> <br /> I can not  help but think you guys are being heavily influenced by the over complicated development of current <span class="glossaryitem" onmouseover='gp(3);'>40k</span>.<br /> <br /> You seem to be discussing special rules even before you get the game turn and basic resolution methods defined....<br /> <br /> I would prefer to simply use Assault values and let the assaults run to conclusion like <span class="glossaryitem" onmouseover='gp(299);'>FoW</span>, rather than add in extra rules for outnumbering etc.<br /> <br /> IF you want to produce a HIGHLY DETAILED simulation of modern warfare , then fair enough..<br /> (About 7 or 8 times the amount of game play and detail with a similar amount of pages of rules.)<br /> <br /> But I thought we were going for minimal rules maximum game play.(Eg 4 times the tactics of current <span class="glossaryitem" onmouseover='gp(3);'>40k</span> with half the pages of rules.)<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Wed, 14 Aug 2013 18:02:09]]> GMT</pubDate>
				<author><![CDATA[ Lanrak]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ I love the idea of command being used for rerolls, as well as the idea of having them be applicable to Assault, Shooting, or Comms(Kinda feel like another name might suit this aspect better, but that may just be me). I like how you'd represent these aspects on the Statline, but i think 24" might be a bit extreme, nevermind 36". Think about how big a range a Blood Angles Sanguinary Priest's feel no pain bubble feels at only 6". Range(Unit) is probably enough for sergeants/Leaders, 6" for weak <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>/Characters, and 12" for stronger <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>/Characters. Maybe extreme special cases could go up to 18".<br /> <br /> Adding a second method by which a Command "Point" could be used would be exciting as well, i don't know what other method could be possible, but I'd like to see that option. Maybe have stuff like disengaging from Melee, overwatch, going to ground, etc take a command point.<br /> <br /> I would argue making a "normal" sergeant not get a command re-roll, and make that upgrade to a veteran Sergeant provide that Re-roll would be a greater incentive to take that upgrade, as well as let us price these upgrades more appropriately, as well as show that these Veteran's experience comes into play. <br /> <br /> Would people be able to choose where that reroll is applied? Or at least for standard characters/Leaders/etc? I like the idea of giving that choice of when to use it in an activation to the player, plus it'd be easier to show on a Statline without the specialization on it, since you don't need those letters. Plus it would let us give Special Characters excessive amounts of command, but restrict it by giving them special rules that only let them use it in one area.<br /> <br /> As to Commissar Yarrick, yes he is an ancient leader, but he also has a huge metal claw instead of an arm, and according to fluff, Imperial Science can keep regular humans alive and kicking for 300-400 years through injections and bionics, so i think applying normal logic to the situation is a lost cause.I do see your point though, and would like to see "Support" Type <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>'s get more command to offset their less than stellar combat abilities, or even create a new class of "Command" type <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>/Characters in addition to the "Support" and "Powerful" types.<blockquote class="uncited"><div>I would prefer to simply use Assault values and let the assaults run to conclusion like <span class="glossaryitem" onmouseover='gp(299);'>FoW</span>, rather than add in extra rules for outnumbering etc. </div></blockquote> I'm not familiar with <span class="glossaryitem" onmouseover='gp(299);'>FoW</span>, can you explain what this means?<blockquote class="uncited"><div>But I thought we were going for minimal rules maximum game play.(Eg 4 times the tactics of current <span class="glossaryitem" onmouseover='gp(3);'>40k</span> with half the pages of rules.)</div></blockquote> I agree that simplifying rules and resolutions should be a goal, but i don't have a problem with simple rules that apply to as many typical situations as possible, especially if they help reinforce certain aspects of the game, such as hordes feeling hordish.<blockquote class="uncited"><div>You seem to be discussing special rules even before you get the game turn and basic resolution methods defined.... </div></blockquote> yeah I agree that those should be the first things to worry about, but thinking about what systems will be built around the core is an important part of evaluation too, and if there's an idea, it'd be good to bring up and discuss it right away, rather than potentially forget it and lose a good idea.]]></description>
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				<pubDate><![CDATA[Wed, 14 Aug 2013 19:38:45]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ I was talking to Rabid and I think it's a good idea to split the game into advanced and basic.<br /> <br /> I think Command shouldn't be split. It should be used for COMMAND. Tactics. Strategy. Command shouldn't directly affect assault or ranged fighting, but the core of the fighting.<br /> <br /> <br /> So for example, a master strategist like Prince Yriel could have a high command value of (10). Whereas a Farseer...isn't really a commander at all, just a squishy priest. So they only get a command of (6). Normal Sergeants would have one more Command than normal people (5). I think, if we gather all the <span class="glossaryitem" onmouseover='gp(56);'>HQs</span> in the game, then make a hierarchy of command to show who is the real boss.<br /> <br /> Scout - C3<br /> Marine/Devastator/Biker - C4<br /> Marine Sergeant - C5<br /> Vet Sergeant - C6<br /> Terminator - C6<br /> Honour Guard - C7<br /> Chaplain - C8<br /> Librarian - C9<br /> Captain/Commander - C10<br /> Chapter Master - C11<br /> Primarch - C12<br /> <br /> Of course the models with names will have a slightly better everything. (don't make this think I am a <span class="glossaryitem" onmouseover='gp(119);'>SM</span> fanatic, nono just used internet <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0">)<br /> <br /> Command SHOULD affect reserve rolls. Command DEFINITELY should affect morale/pinned etc.<br /> <br /> So maybe your <span class="glossaryitem" onmouseover='gp(56);'>HQs</span> command (if more than one, use the highest) directly affects reserves, and they have fortitude/command increasing bubbles.<br /> <br /> MAYBE The highest commands in the army have to roll off to see reserves.<br /> <br /> I love the idea of a command point though, perhaps some in-game objectives can interact with the units near them.<br /> <br /> <blockquote class="uncited"><div> if there's an idea, it'd be good to bring up and discuss it right away, rather than potentially forget it and lose a good idea.</div></blockquote> too true <img src="/s/i/a/c614b4720f1b7225b0523f616ac30b2f.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Thu, 15 Aug 2013 01:06:39]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Command SHOULD affect reserve rolls. Command DEFINITELY should affect morale/pinned etc. </div></blockquote>Not so sure about the reserves roll. I dont like the current system where a unit can or can't come in on a turn randomly. I'm not a tournament player by any stretch, but i don't like randomness, and i think getting tournament players approval by removing randomness would be a great boon. I think something like having a unit come in instead of activating your first unit in an "activation turn" would be better, since you have greater control over these elements, thus having command affect reserve rolls would be irrelevant, since that weak system would be gone.I do agree that Command should affect things like morale and pinning though, i would like to see using a command point to increase the squads Morale by 1 point for a turn be a way to use the system, rather than the flat use the highest leadership value system in place right now, though again i think we'd have to have leaders/characters not have a morale stat and instead have a Command stat.<br /> <br /> <blockquote class="uncited"><div>I think Command shouldn't be split. It should be used for COMMAND. Tactics. Strategy. Command shouldn't directly affect assault or ranged fighting, but the core of the fighting. </div></blockquote> i agree, see my idea for having command points affect things like disengaging from combat. However, i would like to see a system like using Scout Sergeant Telion or the Devastators Signum, where the commanding model forfeits their own attacks to instead guide and support a member of their squad, which is how I think having these re-rolls come into play would work. Its not an automatic bonus like mastercrafting, but instead a tactical choice where you sacrifice something to gain an advantage in another area.<br /> <br /> And yes, I am something of a marine fan, having played Vanilla Marines, Blood Angels, and finally Grey Knights, which is why I use lots of space marine examples.<blockquote class="uncited"><div>I was talking to Rabid and I think it's a good idea to split the game into advanced and basic. </div></blockquote>Who is this Rabid and can you get him on this thread, because it sounds like he'd have some great ideas to contribute.]]></description>
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				<pubDate><![CDATA[Thu, 15 Aug 2013 02:10:28]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>D10 Conversion for 40k</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(84);'>Lol</span>, he's the author of grimdark. He's a bit busy nowadays, not sure if he can contribute like this.<br /> <br /> I love the idea of a character sacrificing something in order to gain something Bryan…LOVE it. <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0"><br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> WAWAWAWAWAWAWA<br /> <br /> This idea:  <br /> <br /> To see what turn your reserves come on, roll a D3+1. If your warlord has a command value of 8 or higher, you may reroll.<br /> <br /> So all your reserves come at the same time, and you can Peter jeong. Blueplanet ahead. Plan ahead i mean...]]></description>
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				<pubDate><![CDATA[Thu, 15 Aug 2013 02:22:51]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Ah ok, yeah that would be awesome but if he's busy don't bother him. Glad to hear that forfeit idea was so well received.<br /> <br /> How do you feel about having reserves coming in be a choice instead of activating your first unit every "Activation Turn"? And replacing leader units morale with Command, and all it entails?<br /> <br /> Also, i think we need to devote some time to how power weapons will function under this rule set. I know its not crucial, but every time i try to work through a situation or list, i hit that problem, so <span class="glossaryitem" onmouseover='gp(269);'>id</span> like to get a preliminary idea out for it.<br /> <br /> How do you feel about Terminator armor increasing Melee Damage by 1, increasing Defense by 2, reducing mobility by 2 or 3 inches, and decreasing stealth by 1, as compared to a Power Armor Space Marine? That would really drive home the big, slow, heavy, durable, hard hitting feel terminator armor is always described as having in the fluff, and since they're probably gonna end up in the rare category on the PRC, i think making them a bit more destructive and durable than they currently are would make them a much more comfortable choice in that PRC slot.<br /> <br /> Edit: <blockquote class="uncited"><div>I love the idea of a character sacrificing something in order to gain something Bryan…LOVE it. </div></blockquote> Bryan?<blockquote class="uncited"><div>To see what turn your reserves come on, roll a D3+1. If your warlord has a command value of 8 or higher, you may reroll. </div></blockquote> as stated before, i want to make bringing in Reserves (Be it though deep strike, outflank, or walk on) a tactical decision in the hands of the player, rather than a random occurrence you hope for.<br /> ]]></description>
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				<pubDate><![CDATA[Thu, 15 Aug 2013 02:39:36]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>D10 Conversion for 40k</title>
				<description><![CDATA[ And the lasers thing - increase every lasers power by 1 but have them lose 1 Power if over half range. So lasers are buffed to be a bit like meltas. But they lose 2 power through smoke and fog. And lose 3 power when travelling through a model.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> I don't know much about terminators but your changes, I am fully happy with. Loses 2 mobility tho. Power fists are heavy melee weapons, reduce dexterity and mobility by 1. But do tons of damage to compensate3. Also strikes last.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Yeah but you need to keep some randomness. My idea means you can plan ahead.<br /> <br /> Also Bryan is my brother, more autocorrect retardery.]]></description>
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				<pubDate><![CDATA[Thu, 15 Aug 2013 02:40:25]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div> And the lasers thing - increase every lasers power by 1 but have them lose 1 Power if over half range. So lasers are buffed to be a bit like meltas. But they lose 2 power through smoke and fog. And lose 3 power when travelling through a model.</div></blockquote> Really interesting idea, could make things like Lascannons ludicrously overpowered and FUN. I particularly like comparing them to meltas, thatd be a cool way of going about it.i think having them lose power if at over half range would be a bit annoying to deal with, but well see.<br /> <br /> Unfortunately, the only weapons i know of that are laser weaponry are a few eldar heavy weapons (Maybe, icyfireknight is a much better expert on Eldar than i am), and imperial guardsman las weaponry, and god knows they don't need a nerf. Tau pulse rifles are actually refined plasma weapons if i remember right, so they wouldn't be affected by this.<br /> <br /> Edit: <span class="glossaryitem" onmouseover='gp(84);'>lol</span> ok, but why do we need randomness in reserves? All you're doing is taking something that could be a great tactical choice for the player and making it riskier to use without adding a corresponding reward. We could limit it through other means, such as making only a certain number of reserves could enter each game turn, or having units only be able to enter after game turn 1 has ended, that leave that tactical focus in the players control.<br /> <br /> Second Edit: <blockquote class="uncited"><div>I don't know much about terminators but your changes, I am fully happy with. Loses 2 mobility tho. Power fists are heavy melee weapons, reduce dexterity and mobility by 1. But do tons of damage to compensate3. Also strikes last.</div></blockquote> i can work with the dexterity loss, but again, i don't think mobility drops should be a result of weapons, because then you have different units in a squad moving less than others which would be really hard to manage, or frustrating since it slows down the whole squad. Having both a dexterity modifier and last strike might be a bit too much of a nerf to powerfists, but well see what power weapons turn out as, as this distinction could be a deciding factor between the two.]]></description>
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				<pubDate><![CDATA[Thu, 15 Aug 2013 02:48:27]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>D10 Conversion for 40k</title>
				<description><![CDATA[ Yeah so you need to move with the slow guy.<br /> <br /> I think you still need an element of uncertainty in reserves because anything could happen to them, and otherwise they'll be <span class="glossaryitem" onmouseover='gp(280);'>OP</span>.<br /> <br /> Laser weapons, so las, fire prism, all lance weapons, maybe some tau stuff, maybe some necron stuff? ]]></description>
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				<pubDate><![CDATA[Thu, 15 Aug 2013 03:38:21]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div> I think you still need an element of uncertainty in reserves because anything could happen to them, and otherwise they'll be <span class="glossaryitem" onmouseover='gp(280);'>OP</span>. </div></blockquote> With deep strikes (Maybe outflanks), yes, but thats what scatter distance and mishaps are for. And currently there is no mishap system for normal walk on reserves other than the randomness, and its far from overpowered, so i don't think choosing when they come on would be overpowered. And shouldn't it be our duty as designers to create a system that limits the power of such systems while minimizing randomness, while simultaneously maximizing the control players can exert over their units?<blockquote class="uncited"><div>Yeah so you need to move with the slow guy. </div></blockquote> I really hate the idea of the whole squad slowing down to meet the speed of one model, because its A) just too big of a disincentive to really expect people to take, and B) slowing a unit down unnecessarily would just be frustratingly deal with.<blockquote class="uncited"><div>Laser weapons, so las, fire prism, all lance weapons, maybe some tau stuff, maybe some necron stuff?</div></blockquote> I think we need to explore this system more and playtest a bit to determine whether or not this idea will really turn out well, as well as get some exposure to and opinions of all of these weapons before determining whether they should be affected by such a rule.]]></description>
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				<pubDate><![CDATA[Thu, 15 Aug 2013 03:52:36]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>D10 Conversion for 40k</title>
				<description><![CDATA[ Well to be honest it can be a bit <span class="glossaryitem" onmouseover='gp(280);'>OP</span> , for example holding a 51 point squad of jetbikes until turn 5 then turboboosting to get that 4 point objective.....<br /> <br /> Fine I agree, but one inch off by a heavy weapon is never going to affect coherency.]]></description>
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				<pubDate><![CDATA[Thu, 15 Aug 2013 08:04:01]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Simple solution, no turbo-boosting or other special movement ability on entry. That way vehicles can't flat-out on entry, Warp Spiders and Interceptors can't teleport on entry, bikes can't turbo-boost on entry, etc.<br /> <br /> More complex topic, do we want standardized game turn limits? Maybe deciding how many turns before turn 1 begins? or stick to the current system?<br /> <br /> Im also having some issue dealing with stealth and <span class="glossaryitem" onmouseover='gp(14);'>BS</span> between units. For instance, a space marine at <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 5 with Stealth 4, and a guardsman at <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 3 and Stealth...what? At 3 it doesn't make any sense, at 4 it seems like it would be repetitive, and at 5 he'd be competing with units that are meant to be more stealth focused. So is 4 going to be the default infantry stealth score, sorta? With scout/stealthy/agile units being 5s and 6s? And very large cumbersome loud units being 3's? Maybe have Monsters at 2, and large tanks like land raiders, Leman Russ', and monoliths at 1? Maybe have smaller vehicles like rhinos and chimeras as well as the heavy skimmer tanks at 2s, and vehicles like land speeders and other light skimmers at 3s as well?]]></description>
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				<pubDate><![CDATA[Thu, 15 Aug 2013 08:14:48]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>D10 Conversion for 40k</title>
				<description><![CDATA[ Of course dude, 90% of infantry get S4, then around that.<br /> As for the reserves, if you make it so you can literally hold back your army however you want, prepare for some <img src="/s/i/a/fd71d655ed1170b5e731d23d94924695.gif" border="0"> Having them come on at turn 2 to 4 with rerolls most of the time, that's ok.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> I've done some tablehammer, for reserves ,<br /> <br /> The chances of you getting the turn you want is 5/9. Not bad, but not reliable. The chances of you getting anything but turn 4 (if you don't want turn 4) is 8/9. Very low chance of disaster - your reserves have been intercepted.<br /> <br /> To be honest that's as balanced as it gets.]]></description>
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				<pubDate><![CDATA[Thu, 15 Aug 2013 11:14:19]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>As for the reserves, if you make it so you can literally hold back your army however you want, prepare for some  Having them come on at turn 2 to 4 with rerolls most of the time, that's ok.</div></blockquote> what?<br /> <br /> <blockquote class="uncited"><div>The chances of you getting the turn you want is 5/9. Not bad, but not reliable. The chances of you getting anything but turn 4 (if you don't want turn 4) is 8/9. Very low chance of disaster - your reserves have been intercepted. </div></blockquote> But what if i wanted this one squad to come in on turn 2, and they get delayed until turn 4? All the ways i could have used that unit are now gone, because the dice didn't favor me.<br /> <br />  My point is, if you're going to weaken a system or choice (Be it through adding randomness, limitations, whatever) you need to make sure there is an appropriate reward alongside that weakness. For things like deep strike, this is very well represented, since your unit can mishap, potentially losing them all together, and they can scatter off of where you want them, however, as a reward for taking this risk, that unit doesn't have to handle being shot at while crossing the board, and can land right where you want them to be. Outflank is done similarly too, since there's a chance of your unit winding up on the opposite side of the board from where you want, but if they get the side you want, they don't have to cross the board and deal with being shot at.<br /> <br /> Edit: ah ok now i see, the icon was small and distorted on my screen, i couldn't see what it was. And I don't think anyone's ever felt that having units come on the field in smaller numbers without the support of the entire army is cheesy.]]></description>
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				<pubDate><![CDATA[Thu, 15 Aug 2013 14:28:43]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Prepare for some  <img src="/s/i/a/fd71d655ed1170b5e731d23d94924695.gif" border="0">  <img src="/s/i/a/fd71d655ed1170b5e731d23d94924695.gif" border="0">  <img src="/s/i/a/fd71d655ed1170b5e731d23d94924695.gif" border="0"> ? Cheese?<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Does the icon not work for you -_-<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Ok,<br /> <br /> I completely agree with you, I overlooked the compensation. I would like to keep that idea - can you think of any ways to compensate for the SLIGHT randomness?<br /> ]]></description>
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				<pubDate><![CDATA[Thu, 15 Aug 2013 14:31:36]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ It doesn't feel like slight randomness when the dice get in the way of your plan, but i know what you mean. And I have no idea on how to compensate for that randomness on walk-on reserves.<br /> <br /> <span class="glossaryitem" onmouseover='gp(269);'>Id</span> still like to come up with some early idea of what a power weapon is, so i can start playing around with that and feel it out. <span class="glossaryitem" onmouseover='gp(269);'>Id</span> say something like add 2 strength/Damage to the wielder, but that makes it feel a bit more like a relic blade or powerfists than a power weapon, and has the unexpected side effect of possibly giving the wielder greater ability to wound a Monster, which also doesn't really feel right. Something like add D3 damage would make it feel too much like a chaos weapon, and be frustrating to deal with in large numbers, so im completely lost for ideas]]></description>
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				<pubDate><![CDATA[Thu, 15 Aug 2013 15:17:29]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ It is slight randomness. It's just like seizing the initiative but 50% less likely! You have to take into account that anything could happen to those reserves. It's just wrong if you're able to keep whatever you want off the board and then walk them on with no penalty whenever you want. <br /> <br /> It's hardly as much randomness as you say :/<br /> <br /> As for power weapons if we use the weapon types idea, they'd get +1 Power and piercing/force???<br /> <br /> Power weapons are obsolete. Replace them with something that actually fits our system.]]></description>
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				<pubDate><![CDATA[Thu, 15 Aug 2013 15:37:51]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div> It's just wrong if you're able to keep whatever you want off the board and then walk them on with no penalty whenever you want. </div></blockquote> The penalty is inherent to the choice to keep them off the board. If they're not on the board, they're not attacking the enemy, they're not taking fire (thus keeping shots off of other targets), and they're not closing on the enemy, meaning that there are less turns in the game when they begin to close for Melee. The advantage you are getting is saving them from getting obliterated early, at the expense of them not benefiting your army until they enter, and having less game turns with which to have an effect..<br /> <blockquote class="uncited"><div>Power weapons are obsolete. Replace them with something that actually fits our system.</div></blockquote> I agree, the idea of them being auto-armor-penetrators is over, but i think the idea of an improved Close Combat Weapon is alive and kicking, we just need an idea of how to implement them. <blockquote class="uncited"><div>As for power weapons if we use the weapon types idea, they'd get +1 Power and piercing/force??? </div></blockquote> What does Piercing/Force do? sounds like a cool idea from the name.<br /> <blockquote class="uncited"><div>It's hardly as much randomness as you say :/ </div></blockquote> It does'nt have to be a large amount of randomness to mess your plan up, all it takes is 1 or 2 bad rolls, and your plan fall to pieces. You hear battlereports of people putting their monoliths into reserves to deep strike them, then they roll badly and get delayed until turn 5, when they're much less useful than they would have been otherwise, and thats a 200+ point model. <br /> <br /> If we're going to have reserves and deep strike and outflank, they should be strategic / tactical choices the player can control, within reason of course. The alternative is that players cant depend  on or plan around the random chance, and avoid the choices, especially if we're talking about 200+ point units, where you cant just have that big a chunk of your army not come into play, which is what we see in the game today.]]></description>
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				<pubDate><![CDATA[Thu, 15 Aug 2013 16:04:30]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>D10 Conversion for 40k</title>
				<description><![CDATA[ Well my counter-argument is that if you let a bad roll ruin your ENTIRE plan then a) wasn't a very good plan and b) you shouldn't have taken a risk if your plan was so frail.<br /> <br /> Piercing would probably affect normal physical armour, while Force does some sort of impact concussive treatment, but I don't know until we've finalised the armor/weapon type stuff.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Maybe everyone can have an armour type: metal, substitute for power armour, flak, wraithbone..<br /> <br /> Alternatively there can be flesh, metal, wraithbone ???<br /> <br /> Bad ideas, bad ideas everywhere..]]></description>
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				<pubDate><![CDATA[Thu, 15 Aug 2013 16:23:04]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Maybe everyone can have an armour type: metal, substitute for power armour, flak, wraithbone.. <br /> Alternatively there can be flesh, metal, wraithbone ??? <br /> Bad ideas, bad ideas everywhere..</div></blockquote> <span class="glossaryitem" onmouseover='gp(84);'>Lol</span>, yes WAAAY to micro, but cool idea. Not sure we'll be able to get anything from it.<br /> <br /> And i'm all for the idea of random chance affecting gameplay, but i don't want it affecting core elements of the game, like charge distances, run distances, and reserves. Those should be elements the player can depend upon, and plan around accordingly, not hope they work in their favor when they need it, otherwise you're just limiting the tools they can depend on, and thus the tactics they are willing to use.]]></description>
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				<pubDate><![CDATA[Thu, 15 Aug 2013 16:54:59]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>D10 Conversion for 40k</title>
				<description><![CDATA[ The player CAN depend on their reserves coming roughly when they want. 1/9 chance is very little. However, that TINY risk is MANDATORY to stop people from abusing their reserve powers. People should be punished if they depend too much on their reserves. Don't you agree?]]></description>
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				<pubDate><![CDATA[Thu, 15 Aug 2013 17:08:22]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ No because there are so many better ways to restrict the power of reserves than saying that there's a chance they wont come in when you need / want them. Reserve entry limits per game turn, limits per activation turn, etc make sure the system is reliable and ensures tactical control remains with the player without being too powerful. I can guarantee there are other ideas floating about on the internet that would similarly restrict the system without randomizing it, regardless of how little random there is.<br /> ]]></description>
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				<pubDate><![CDATA[Thu, 15 Aug 2013 17:11:31]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>D10 Conversion for 40k</title>
				<description><![CDATA[ Reserves should be an add-on, not an auto-take. Otherwise people will just abuse it. Keeping half your army in reserve? Cheese stall (pun?). And chance is THE CORE ELEMENT. I softened the uncertainty here, but I object to it being removed completely. It's just as frustrating for the opponent if he's being manipulated simply because someone abused their straightforward, point and click reserves.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Edit: I don't want reserves coming on one at a time.<br /> <br /> I think you're seriously overestimating the randomness of that idea. D3, rerolls? Comes on latest turn 4 (its exactly the same probability as current reserves, 1/9), and you shouldn't let your strategy be so reliant on a privilege rule.<br /> <br /> <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> On another point reserves shouldn't be 100% yep they can come on now ok good now you ok my strategy is coming together cheese.<br /> <br /> Wanna emphasise on the reality part, 1/9 is FINE to give the extra risk-reward. (think reward, tactical superiority) And the fact that again, anything can happen to those reserves.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> I'm sleeping soon, debate with you tomorrow .<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Now that I know you are a Marines guy I'll figure out some stats for some models - terminators will automatically get the changes you proposed and terminator armour upgrades will modify the user's stats.<br /> <br /> Could you post the statlines for space marine stuff?]]></description>
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				<pubDate><![CDATA[Thu, 15 Aug 2013 17:13:04]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>people will just abuse it. Keeping half your army in reserve? Cheese stall (pun?)</div></blockquote> If half your army is in reserves then that means that the opponent has 100% of their strength deployed against 50% of yours, until all the rest of your units come into play, which at 50% of your army, is probably going to take at least  2 game turns. That's 2 turns for them to annihilate your units since there are less targets for fire to be split between, and less models to be killed and hit back in Melee.<blockquote class="uncited"><div>Reserves should be an add-on, not an auto-take.</div></blockquote> This argument doesn't even really make sense to me, since the same could be said of running. "Why would you ever NOT run? you can move 150% of your mobility in one activation". "Yes, but you can't shoot and run in the same activation, and heavy weapons are weakened, if capable of firing at all." For every unit taken off the table, thats one less unit to shoot at the enemy, to move towards the enemy, to draw fire, and to make them think about what the biggest threat is, and what decisions they need to make. That is its own punishment for putting a unit in reserves, all by itself. Add on top of that systems like not being able to Run, Teleport, Turbo-Boost, Flat-Out, etc and suddenly you just lost not only a turn of moving and shooting, but now you have to wait another turn for them to advance closer to the frontlines. <br /> <blockquote class="uncited"><div>The chances of you getting the turn you want is 5/9. Not bad, but not reliable. The chances of you getting anything but turn 4 (if you don't want turn 4) is 8/9. Very low chance of disaster</div></blockquote><blockquote class="uncited"><div>Wanna emphasise on the reality part, 1/9 is FINE to give the extra risk-reward. (think reward, tactical superiority) And the fact that again, anything can happen to those reserves.</div></blockquote> It's actually only a 5/9 chance that i get them when i want them. And it doesn't help me if i wanted my unit a game turn ago, or next game turn if they're coming in now. <br /> <br /> And let's not forget, the system i suggested isn't like the current one where you put reserves down, then go about the phases like they've always been there. They're coming in as part of your activation turn, in fact replacing the first unit activation you would get for that actication turn, potentially the only activation you get that activation turn. That means that the opponent is going to have a chance to retaliate against them immediately. It will help create this Meta-Game situation where you are trying to work your unit activations so that your unit can come in when its most advantageous to you, while your opponent is thinking about what you could be bringing out of reserves, and what units to save towards the end of the turn so that they can hit back before you can have too much of an effect.<br /> <br /> And i honestly can't imagine what kind of cheese you think this situation could create. That i'm going to go hide out of <span class="glossaryitem" onmouseover='gp(85);'>LoS</span>, waiting for my units to come in piecemeal on my board edge, while my enemy advances towards me without me shooting at them or advancing myself? Or that i'm going to sit still on my board edge, waiting for them to advance, until they're close enough that i can bring some melee units out of reserves that cant charge them or move quickly upon entry anyways, that would have been taking fire instead of the non-assault units had they been on the table? That those Deep Strike units are going to drop into the middle of my army, and get one shooting phase, and not be able to move or assault, then get cut down and assaulted by my units?<br /> <blockquote class="uncited"><div>Edit: I don't want reserves coming on one at a time.</div></blockquote> Are you suggesting that all reserved units come on all at once?<br /> <blockquote class="uncited"><div>Now that I know you are a Marines guy I'll figure out some stats for some models - terminators will automatically get the changes you proposed and terminator armour upgrades will modify the user's stats. <br /> Could you post the statlines for space marine stuff?</div></blockquote> Much obliged, and currently i think a regular space marine is gonna be <br /> <span class="glossaryitem" onmouseover='gp(149);'>WS</span> == 5<br /> <span class="glossaryitem" onmouseover='gp(14);'>BS</span> == 5<br /> Stealth == 4<br /> Strength == 5<br /> Wounds == 1<br /> Defense == 5<br /> Morale == whatever we work out for this system<br /> Attacks == 1<br /> Mobility == 6"<br /> <br /> Terminators are gonna be (with Terminator Armor Bonus / Penalty already included) (+1 to <span class="glossaryitem" onmouseover='gp(149);'>WS</span> and <span class="glossaryitem" onmouseover='gp(14);'>BS</span> is due to veteran status)<br /> <span class="glossaryitem" onmouseover='gp(149);'>WS</span> == 6<br /> <span class="glossaryitem" onmouseover='gp(14);'>BS</span> == 6<br /> Stealth == 3<br /> Strength == 6<br /> Wounds == 1<br /> Defense == 7<br /> Morale == Regular Space Marine Morale +1<br /> Attacks == 2<br /> Mobility == 4"<br /> <br /> Scout Marines would be (show that they are in training, and much less tough and powerful without their Power Armor, and their role as scouts and stealth operatives)<br /> <span class="glossaryitem" onmouseover='gp(149);'>WS</span> == 4<br /> <span class="glossaryitem" onmouseover='gp(14);'>BS</span> == 4<br /> Stealth == 5<br /> Strength == 4<br /> Wounds == 1<br /> Defense == 4<br /> Morale == Regular Space Marine Morale -1<br /> Attacks == 1<br /> Mobility == 8"<br /> <br /> I've got more, but ill work up a more formalized spreadsheet to post. I cant post the exact stats since i really dont feel like getting in a tangle with <span class="glossaryitem" onmouseover='gp(50);'>GW</span>'s legal department, so ill post the what they should roughly be in the new system, before we start making and further changes to them.]]></description>
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				<pubDate><![CDATA[Thu, 15 Aug 2013 17:50:14]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>D10 Conversion for 40k</title>
				<description><![CDATA[ You're trying to argue that reserves are stupid anyway because your units aren't on the board? There is a reason people use reserves. To benefit themselves. They wouldn't do it if they wanted their unit on the board doing stuff. All the punishment you said is null because people would only put their units in reserve if they wanted to net some advantage. Not drawing fire? Good. One less unit to shoot and move towards the enemy? Didn't want it to.<br /> <br /> And you didn't say anything about the REALITY of it. For the third time, anything could happen to those reserves. It's not real that 100% of the time you direct your units on the table whenever you want. That's not realistic.<br /> <br /> I want a third of the army able to be reserved, then they all come on the turn specified before the game. That way both sides can plan for 500 point reinforcement. I want that feel of reinforcements, not one by one..<br /> <br /> It's getting a bit heated, I know there's flaws in my argument but I still want there to be SOME uncertainty and risk for those that are willing to use a strategic mechanic in their plan. One should plan proportionately to the chances. 1/9 chance that your reinforcements are delayed - not can you plan ahead to suit your strategy. And if you aren't willing to take the risk, or your strategy relies too much on it then don't put them in reserve. Think about the reality, again.<br /> <br /> Also what do you say to making <span class="glossaryitem" onmouseover='gp(119);'>SM</span> 7" movement? I heard in the fluff their armour helps them move.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Could you give me the current stats for the space marine stuff i listed a few comments ago? If we figure that out, we can build everything else off that.]]></description>
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				<pubDate><![CDATA[Fri, 16 Aug 2013 01:16:25]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Im not trying to say that reserving units is stupid, far from it, since keeping those units out of harms way is a great advantage. But choosing to do so has penalties already included in it that affect every other unit in your army. I've heard the idea of having reserves actually play out as reserves before like you've described, and while im not a fan, i think its a solid system, i just prefer something a little more involved.<br /> <br /> And yes anything could happen to those reserves, but if they're just walking onto the field, i think having a chance of something go wrong just feels like busywork and unnecessary difficulty.<br /> <br /> As for making Space Marines 7" move instead of 6", yes their armor is meant to help them push through brush and things, and makes them taller which lengthens their stride, but im not sure it merits an increase in mobility. I'd still rather reserve mobility increases of units that are inherently faster than normal, such as scout units like Pathfinders and Scout Marines, Hormagaunts and Genestealers, etc.<br /> <br /> How would you feel about instead of going about demonstrating Power Weapons as armor piercers, they improve <span class="glossaryitem" onmouseover='gp(149);'>WS</span> to show their level of craftsmanship? Perhaps on top of a slight strength/damage bonus. This could then be expanded to show the master worksmanship of relic blades and other "super" power weapons, as well as their additional strength/damage. This wouldn't replace master crafting though, which would still provide the reroll.<br /> <br /> Edit: which space marine stuff? I can't find which ones you're talking about. Weapons, units, armor, vehicles?]]></description>
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				<pubDate><![CDATA[Fri, 16 Aug 2013 02:54:04]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>D10 Conversion for 40k</title>
				<description><![CDATA[ It's far from "busywork and unnecessary difficulty". It's representing what might happen in a real life situation - loss of communication, ambushed by prince yriel, tyranid attack, ork waagh on the reinforcements' position...Presuming you want to reserve things, if you were to be allowed to do it for a tactical advantage and not have to take a risk, then it's unbalanced - people would always take the liberty of using reserves if it benefited them.<br /> <br /> It's a good start, having special weapons improve your stats. Perhaps a slim sword gives the user +1 Dexterity but -1 Power for being lightweight. Contrastingly an axe would give +2 Power but -2 Dexterity. Maybe some psychic swords can interact with Safeguard rolls.<br /> <br /> But to expand further I need help on the weapon types idea. I'm thinking of two types: Kinetic and Energy. Kinetic is anything physical - bullets, bombs, missiles, shurikens. Energy is everything else - melta, plasma, pulse, laser etc. <br /> <br /> Here, got the <span class="glossaryitem" onmouseover='gp(119);'>SM</span> reference sheet pdf:<br /> <br /> ........................................M..Mk.S...P..R...D...A...V...F..C...Type<br /> Scout...............................7...4...5...5...4...4...1...1...4...3...<br /> Space Marine...................6...5...4...5...5...5...1...1...5...4...<br /> Sergeant..........................6...5...4...5...5...5...2...1...6...5...<br /> Terminator.......................4...5...3...6...7...4...2...1...6...4<br /> Honour Guard...................6...5...4...5...6...5...2...1...7...6...<br /> Chapter Champion...........6...5...4...5...6...6...3...1...8...7...<br /> Chaplain...........................6...5...4...5...5...6...3...2...8...8...<br /> Librarian...........................6...5...4...5...5...6...3...2...8...8...<br /> Captain............................6...6...4...6...5...7...3...3...9...9...<br /> Chapter Master................6...6...4...6...5...7...3...3...9...9...<br /> <br /> Should I move Dexterity to before Marksmanship? Or maybe before Power? Or is it good where it is.<br /> <br /> What do you think bikes should do? <span class="glossaryitem" onmouseover='gp(72);'>Imo</span>, for normal bikes: +6 Mobility, +1 Stealth, +1 Vitality. For Eldar jetbikes: +8 Mobility, +2 Stealth, +1 Vitality. This is because I don't think its realistic that bikes increase the riders toughness. I swapped it for another wound to simulate the bike blocking a hit or something. <br /> <br /> Thinking about Fortitude, a morale test could be a Fortitude test with negative modifiers depending on how many comrades are being lost, or something like that. As for psychic powers, I'd say firstly the psyker takes a psychic test - a Fortitude test. -1 Fortitude for every psyker the opponent has on the field. If failed, psyker takes D3 S4 hits. If passed, and the psychic power was directed at an enemy unit, the unit may roll To Negate the psychic power. The target's controlling player compares its Fortitude with the attacking psyker's Fortitude. The target unit gains +1 Fortitude for every friendly psyker within 6".<br /> <br /> <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Also, since the damage resolution is now only 2 steps, I am worried that things will die to easily.<br /> <br /> Do you think I should raise the Stealth by 1 for everything? Or lower everyones Marksmanship.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Another idea popping into my head while your away:<br /> <br /> Do you think we should lower the armour values of vehicles but compensate with more Hull Points?<br /> <br /> Rabid: <blockquote class="uncited"><div>The plan I had been going with was to move everything to the 0-10 stat range. If we move into the 11+ category stats begin to lose some of their meaning. Suddenly terminator armor that would be a 5 by your system would be trivial compared to a trukk. Terminator armor is better than a trukk’s. </div></blockquote><br /> <br /> I had never though about that. Are you willing to not have any stats go above 10, even vehicle stats? To compensate, vehicles will get more Hull Points, and perhaps make it harder to explode.]]></description>
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				<pubDate><![CDATA[Fri, 16 Aug 2013 07:55:04]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>It's a good start, having special weapons improve your stats. Perhaps a slim sword gives the user +1 Dexterity but -1 Power for being lightweight. Contrastingly an axe would give +2 Power but -2 Dexterity. Maybe some psychic swords can interact with Safeguard rolls. </div></blockquote>Glad to hear you're on board. Good ideas on differentiating power axes and powers swords like that, with axes having high damage low dexterity. What do you mean a slim sword? Because <span class="glossaryitem" onmouseover='gp(269);'>id</span> rather just have the typical "power sword" be +1 dexterity, +1 damage or something like that, since they're just better made versions of a normal weapon, with that nasty power field around it.<blockquote class="uncited"><div>But to expand further I need help on the weapon types idea. I'm thinking of two types: Kinetic and Energy. Kinetic is anything physical - bullets, bombs, missiles, shurikens. Energy is everything else - melta, plasma, pulse, laser etc. </div></blockquote> what did you have in mind for this distinction?<blockquote class="uncited"><div>Should I move Dexterity to before Marksmanship? Or maybe before Power? Or is it good where it is. <br /> What do you think bikes should do? <span class="glossaryitem" onmouseover='gp(72);'>Imo</span>, for normal bikes: +6 Mobility, +1 Stealth, +1 Vitality. For Eldar jetbikes: +8 Mobility, +2 Stealth, +1 Vitality. This is because I don't think its realistic that bikes increase the riders toughness. I swapped it for another wound to simulate the bike blocking a hit or something. </div></blockquote> I'd say put mobility at the end of the Statline, it just feels a bit odd having it near the front. beyond that, lets not worry about where things are on a Statline before worrying whats on it. And I don't think a bike would increase the riders "wounds", that would be hard to balance without massive point increases and raising toughness makes some sense, since there's a big chunk of metal between you and whoever is firing at you, its essentially pseudo-heavy-cover you carry on you.  Beyond that, i like the increase in mobility you had for both examples, as well as the stealth increase.<br /> <br /> I don't really think the current Psychic Power system needs to be changed, since it works in a believable and straightforward manner, but having nearby Psykers give squads a bonus for their "abhor the witch" would be cool, but dangerous since eldar would be EXTREMELY hard to affect. I would like to see this fortitude roll off idea in some sort of Psyker-Duel idea, where rather than attacking or casting powers, its a duel of the minds, and would let them cause wounds without a save allowed, maybe even instant death in rare cases, and their mastery level is their number of attacks in this system.<br /> <br /> <blockquote class="uncited"><div>Also, since the damage resolution is now only 2 steps, I am worried that things will die to easily. <br /> Do you think I should raise the Stealth by 1 for everything? Or lower everyones Marksmanship.</div></blockquote> thats just going to come with the territory if you take out a resolution step. I'd say for now we let it be, but keep an eye on it to make sure they don't die off too quickly. If it feels like things are dying too often, we come back and rework things to fix it. Ideally, systems like the more reliable cover system, modifiers for various things, etc would help relieve some of this, but we'll see.<br /> <blockquote class="uncited"><div>The plan I had been going with was to move everything to the 0-10 stat range. If we move into the 11+ category stats begin to lose some of their meaning. Suddenly terminator armor that would be a 5 by your system would be trivial compared to a trukk. Terminator armor is better than a trukk’s.<br /> <br /> I had never though about that. Are you willing to not have any stats go above 10, even vehicle stats? To compensate, vehicles will get more Hull Points, and perhaps make it harder to explode.</div></blockquote> its not a bad idea, but im afraid then almost any weapon would be able to wound those vehicles, especially since we made their stealth values so low. With a <span class="glossaryitem" onmouseover='gp(24);'>D6</span>, space Maine Bolters could penetrate a land raider at armor 10, which would be annoying, and keeping track of a large number of hit points would be frustrating. Moving on, how do monsters fit into this? Suddenly they would need tons of wounds too. Not to mention that if we use a 1-10 scale, we can't have troop stats extend from 0 to 6, since we need those high values for characters, <span class="glossaryitem" onmouseover='gp(56);'>HQs</span>, and high-strength weapons.<br /> <br /> Edit: as to your space marine statlines, i would argue veteran units ( regular veterans, terminators, veteran sergeants, honor guard) should have 6 <span class="glossaryitem" onmouseover='gp(14);'>BS</span>,since theyre going to be much more restricted than they currently are, and should have a <span class="glossaryitem" onmouseover='gp(14);'>BS</span> increase to show their experience. This would also be the default <span class="glossaryitem" onmouseover='gp(14);'>BS</span> for units like chaplains, techmarines, and librarians as well, while captains, chapter masters, and masters of the forge would have <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 7. This would give the strong shooters at <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 7 the ability to be hitting on 2s vs normal infantry at stealth 4, while the lower ones at <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 6 would only be able to hit that 2+ against units at lower than average stealth (3 or less) which feels right. This kinda gets back to my idea that i always felt that there needed to be values between 3 and 4, and 4 and 5 in standard <span class="glossaryitem" onmouseover='gp(3);'>40K</span>, which is what the values of 4 and 6 accomplish on this new scale.]]></description>
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				<pubDate><![CDATA[Fri, 16 Aug 2013 15:42:51]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Mhm, but we have to make sure that we price power swords correctly (20 points or so) if we're gonna have it like that - jeez that will help in combat a lot! Is there any way we can make each power weapon distinct instead of them just giving a different P/D modifier each time?<br /> <br /> I have a lot on my mind for the distinction, but I can't express it to you since its so convoluted. I was wondering if I could get your unmodified ideas/opinion on it first.<br /> <br /> What are you thinking for the Bolter vs. Land Raider thing? Unless we are still using the current vehicle damage system  <img src="/s/i/a/053f30f6773034eb25223d86f0e00d8d.gif" border="0"> If you don't want more <span class="glossaryitem" onmouseover='gp(661);'>HP</span>, then how are you going to assure that Terminator armour is indeed better than a Trukks?<br /> <br /> <br /> Actually normal infantry is supposed to be in the 3-5 range. Rare cases go to 2 and 6.<br /> <br /> If we make special stuff in the 6-8 range, with outliers at 5 and 9/10.<br /> <br /> (I didn't even put veterans on there <span class="glossaryitem" onmouseover='gp(84);'>lol</span>)<br /> <br /> ........................................M..Mk.S...P..R...D...A...V...F..C...Type <br /> Scout...............................7...4...5...5...4...4...1...1...4...3... <br /> Space Marine...................6...5...4...5...5...5...1...1...5...4... <br /> Sergeant..........................6...5...4...5...5...5...2...1...6...5...<font color='orange'><br /> Veteran............................6...6...4...5...5...6...2...1...6...5...<br /> Vet. Sergeant...................6...6...4...5...5...6...2...1...7...6<br /> Techmarine......................5...5...3...5...7...4...2...1...5...4</font><br /> Terminator.......................4...5...3...6...7...4...2...1...6...5...<br /> Honour Guard...................6...5...4...5...6...5...2...1...7...6... <br /> Chapter Champion...........6...5...4...5...6...6...3...1...8...7... <br /> Chaplain...........................6...6...4...5...5...6...3...2...8...8... <br /> Librarian...........................6...6...4...5...5...6...3...2...8...8...<font color='orange'><br /> Master of the Forge.........5...7...3...5...7...6...3...2...8...8...</font><br /> Captain............................6...7...4...6...5...7...3...3...9...9... <br /> Chapter Master................6...7...4...6...5...7...3...3...9...9...<font color='orange'><br /> Primarch..........................6...9...4...6...6...9...4...4..10.10..</font><br /> <br /> I don't know what these Techmarine things are, I just see a bunch of machine arms on them and stat them appropriately (easier to hit, slower, beefier, another attack from the arm?).<br /> <br /> EDIT: Vehicles going from 7-9, with rare cases at 10?<br /> <br /> ............................................................[Armour]<br /> ..........................................M..Mk.S...[Fr..Sd..<span class="glossaryitem" onmouseover='gp(271);'>Rr</span>]..<span class="glossaryitem" onmouseover='gp(661);'>HP</span>...Type<br /> Dreadnought.......................5...5...3....8....8....7.....4....<br /> Drop Pod............................0...5...1....8....8....8.....5....<br /> Land Raider.......................5...5...1....10..10..10....7....<br /> Land Speeder...................13...5...4....7....7....7.....4....<br /> Predator.............................6...5...2....9....8....7.....5....<br /> Rhino..................................6...5...2....8....8....7....5....<br /> <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> ............<font color='orange'><span class="glossaryitem" onmouseover='gp(56);'>HQ</span></font>.............................................................<br /> .............||...............................................................<br /> ==============......===========......................<br /> ||...<font color='orange'>Core</font>...<font color='orange'>Core</font>...||===||...<font color='orange'>Support</font>...||......=============<br /> ||...<font color='white'>Core</font>...<font color='white'>Core</font>...||===||...<font color='white'>Support</font>...||===||...Elite...Elite...||<br /> ||...<font color='olive'>Core</font>...<font color='olive'>Core</font>...||===||...<font color='olive'>Support</font>...||......=============<br /> ||...<font color='violet'>Core</font>...<font color='violet'>Core</font>...||===||...<font color='violet'>Support</font>...||===||...Elite...Elite...||<br /> ||...Core...Core...||===||...Support...||......=============<br /> ||...Core...Core...||===||...Support...||===||...Elite...Elite...||<br /> ============================================<br /> <br /> Ahahaha this came out better than I expected - so how does it look? Mandatory 1 <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> 2 Core, then each 2 Core unlocks 1 Support, and each 2 Support unlocks 2 Elite. This means that you need a decent army of 1 <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>, 4 Core and 2 Support before you're even able to get Elite!<br /> <br /> Orange - 500 points mandatory<br /> White + orange - 1000 points mandatory<br /> Olive + white + orange - 1500 points mandatory<br /> Violet + olive + white + orange - 2000 points mandatory<br /> Grey - Optional]]></description>
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				<pubDate><![CDATA[Sat, 17 Aug 2013 01:05:55]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Mhm, but we have to make sure that we price power swords correctly (20 points or so) if we're gonna have it like that - jeez that will help in combat a lot! Is there any way we can make each power weapon distinct instead of them just giving a different P/D modifier each time? </div></blockquote> idk, at 15 points per model on a Space Marine they feel about right, its the price of a normal model. As for further differentiations, without excessive special rules this is probably all we can provide for them. It has lots of room for differentiation though, so lets see. Plus, that +1 to <span class="glossaryitem" onmouseover='gp(149);'>WS</span> will be valuable, but only up to a point. <span class="glossaryitem" onmouseover='gp(17);'>Btw</span> are we using the universal resolution chart for damage vs defense? Or a slightly modified comparison chart, because the main chart just doesn't feel right for that situation.<blockquote class="uncited"><div>What are you thinking for the Bolter vs. Land Raider thing? Unless we are still using the current vehicle damage system   If you don't want more <span class="glossaryitem" onmouseover='gp(661);'>HP</span>, then how are you going to assure that Terminator armour is indeed better than a Trukks? </div></blockquote> i agree the current system has its flaws, but i like them being able to ignore small arms fire, and be able to have things like weapon destroyed, wrecked, exploded, etc. we can work on finding another way to implement these ideas though, i just dont like the massive Hitpoints direction, itd just be hard to keep track of. As for making a terminator harder than a trukk, i have no idea. It might just have to be a casualty of the system, but im open to suggestions.<blockquote class="uncited"><div>I don't know what these Techmarine things are, I just see a bunch of machine arms on them and stat them appropriately (easier to hit, slower, beefier, another attack from the arm?). </div></blockquote>yeah that's the idea, for the most part. Each arm is essentially another arm wielding a thunderhammer, with upgraded version having extra arms, and some special guns on two of them. They have 2+ armor, and can repair vehicles. That's a tech marine in a nutshell. <br /> <blockquote class="uncited"><div>I have a lot on my mind for the distinction, but I can't express it to you since its so convoluted. I was wondering if I could get your unmodified ideas/opinion on it first. </div></blockquote> <span class="glossaryitem" onmouseover='gp(269);'>id</span> think something like your laser weapon idea expanded to all energy weapons, with kinetic weapons firing like normal would be a good direction. Go ahead and say your ideas, no matter how convoluted, we can't polish them if theyre not said.<br /> <br /> Edit: I.LOVE.THAT.CHART.<br /> The idea of points limit mandatory increases is good, i like it]]></description>
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				<pubDate><![CDATA[Sat, 17 Aug 2013 01:46:07]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div><span class="glossaryitem" onmouseover='gp(17);'>Btw</span> are we using the universal resolution chart for damage vs defense?</div></blockquote> It's universal for a reason  <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"> <br /> <br /> As for high <span class="glossaryitem" onmouseover='gp(661);'>HP</span>, it's not THAT hard to keep track of...At maximum 7 <span class="glossaryitem" onmouseover='gp(661);'>HP</span> of a Land Raider, you can fit it into one die, it's no different to now really....<br /> <br /> <blockquote class="uncited"><div><span class="glossaryitem" onmouseover='gp(269);'>id</span> think something like your laser weapon idea expanded to all energy weapons</div></blockquote><br /> <br /> I think this would be good on melta weapons, but not plasma. Imperial plasma weapons fire a ball of plasma surrounded by a magnetic field to stop it from dispersing, so it's not the same sort of thing. <br /> <br /> Go here: <a href="http://en.wikipedia.org/wiki/Directed-energy_weapon" target="_blank" rel="nofollow">http://en.wikipedia.org/wiki/Directed-energy_weapon</a> while I have breakfast<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Edit: <span class="glossaryitem" onmouseover='gp(84);'>LOL</span>!]]></description>
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				<pubDate><![CDATA[Sat, 17 Aug 2013 01:59:12]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>As for high <span class="glossaryitem" onmouseover='gp(661);'>HP</span>, it's not THAT hard to keep track of...At maximum 7 <span class="glossaryitem" onmouseover='gp(661);'>HP</span> of a Land Raider, you can fit it into one die, it's no different to now really...</div></blockquote> yeah but with a <span class="glossaryitem" onmouseover='gp(24);'>D6</span>, a Bolter at Damage 5, will be taking a Hitpoint on anything armor 9 or less on a roll of 6, which means vehicles are going to be made out of tissue paper, even more so since their stealth values will be so low. And Im not sure i like the universal chart applied to damage vs defense, but ill playtest some and see.<br /> <br /> <blockquote class="uncited"><div><span class="glossaryitem" onmouseover='gp(269);'>id</span> think something like your laser weapon idea expanded to all energy weapons<br /> I think this would be good on melta weapons, but not plasma. Imperial plasma weapons fire a ball of plasma surrounded by a magnetic field to stop it from dispersing, so it's not the same sort of thing. </div></blockquote>I agree that it should apply to Melta, but this was just the first idea that sprang to mind, <span class="glossaryitem" onmouseover='gp(269);'>id</span> like to know your ideas so we can hammer this out into something worthwhile.]]></description>
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				<pubDate><![CDATA[Sat, 17 Aug 2013 02:11:24]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>D10 Conversion for 40k</title>
				<description><![CDATA[ No Bolters are Damage 4 silly <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"><br /> <br /> And it has to be applied to damage and defense, that's a must. Then we mould it.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sat, 17 Aug 2013 02:17:23]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Damage 4? I think it'd be kinda insane for them to be weaker than a space marine punching something.<br /> <br /> Edit: nvm retread the chart. Why not just have space marines at strength 5? That would let us open up a stat for things between space marines and guardsman in strength, things like orks, tyranid gaunts, etc, while not actually altering the rolls for anything, as well as firming up the space marine at 5 for every stat.<br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sat, 17 Aug 2013 02:23:55]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>which means vehicles are going to be made out of tissue paper, even more so since their stealth values will be so low</div></blockquote>Ok - so:<br /> <br /> AV10 = AV14<br /> AV9 = AV13/12<br /> AV8 = AV11<br /> AV7 = AV10<br /> <br /> Bolters will only ever damage vehicles on a 6+, and even then they'll have 4/5 <span class="glossaryitem" onmouseover='gp(661);'>HP</span>.<br /> <br /> Shall we say Melta weapons are P8 but gain 1 Power if within half range? <span class="glossaryitem" onmouseover='gp(3);'>40k</span> Wiki says: "Melta Weapons have a short range but are very powerful and their thermal blast's intensity increases as the distance to the target decreases." Apparently they are plasma weapons, but I don't want them to function like it.<br /> <br /> ............................................Rg...P...A...Type<br /> Lasgun.................................24...4...1...Laser<br /> Lascannon...........................48...9...1...Laser<br /> Meltagun..............................12...9...1...Plasma<br /> Plasma gun..........................24...7...1...Plasma<br /> Starcannon..........................36...7...2...Plasma<br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><a href="/dakkaforum/posts/preList/543845/5955826.page"><b>Rav1rn wrote:</b></a><br/>Damage 4? I think it'd be kinda insane for them to be weaker than a space marine punching something.<br /> <br /> Edit: nvm retread the chart. Why not just have space marines at strength 5? That would let us open up a stat for things between space marines and guardsman in strength, things like orks, tyranid gaunts, etc, while not actually altering the rolls for anything, as well as firming up the space marine at 5 for every stat.<br /> <br /> <br /> </div></blockquote><br /> <br /> What crack are you on  <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> Space Marines are P5 <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"><br /> <br /> ........................................M..Mk.S...P..R...D...A...V...F..C...Type<br /> Space Marine...................6...5...4...5...5...5...1...1...5...4...<br /> Ork Boy............................6...2...4...5...4...4...1...1...3...4...<br /> Hormagaunt......................7...3...4...4...3...4...2...1...3...4...<br /> Imperial Guardsman..........6...4...4...3...3...4...1...1...4...4...<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> If you're really into the 5s, 5s everywhere, then we can do that, but then we have to raise command and stealth to average 5, then bearing in mind they'll be M5 which doesn't reflect their power armour.]]></description>
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				<pubDate><![CDATA[Sat, 17 Aug 2013 02:36:06]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Bolters will only ever damage vehicles on a 6+, and even then they'll have 4/5 <span class="glossaryitem" onmouseover='gp(661);'>HP</span>. </div></blockquote> Yeah, until they have 20+ of them being shot at them. 1 Grey Knight Strike Squad could wipe out almost any non-heavy vehicles, especially with lower stealth values, even before you bring the amazing psycannons into play.<blockquote class="uncited"><div>If you're really into the 5s, 5s everywhere, then we can do that, but then we have to raise command and stealth to average 5, then bearing in mind they'll be M5 which doesn't reflect their power armour.</div></blockquote> Why? If we leave the average stealth at 4, then space marines will be hitting most units on 3's which fits what the current system plays as, while <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 4 will be hitting stealth 4 on a 4, which also reflects the current system. Also, i don't mean mobility 5, i still would rather avoid differences of 1, so leave their mobility at 6  I still say we leave command as a stat to leaders/<span class="glossaryitem" onmouseover='gp(56);'>HQ</span>'s/Characters and use the system and notation that Lanrak brought up a while ago.<blockquote class="uncited"><div>Shall we say Melta weapons are P8 but gain 1 Power if within half range?</div></blockquote> Feels a bit weak for Melta. I'd Prefer something more along the lines of them being Damage 8 or so, and receive an extra D3 Damage at half range. Far from a finalized concept, but a starting point.<br /> <br /> Second Edit: Jeez i am stuck in the old system. Ok, since the shooter is no longer rolling for penetration, something like damage 8, they gain +2 damage for being at half range would be ok, but if prefer something a little more unique for them. What do you have in mind for plasma weapons and all that good stuff?<br /> <br /> Also, just for the sake of keeping everything straight and easy to read, can we keep to <span class="glossaryitem" onmouseover='gp(149);'>WS</span>, <span class="glossaryitem" onmouseover='gp(14);'>BS</span>, Strength, Defense, Stealth, Wounds, Morale, Command, Damage,  and Attacks, and avoid using other terms? Having to juggle these different values is starting to get out of hand. We can always deal with the new terms towards the end, but for the sake of record keeping, can we stick to these?<br /> <br /> Im attaching a spreadsheet of what i think most of the troop units would look like using the new values. Of course still open to reworking, and i made some changes that i felt would make much more sense, such as shuriken catapults having 2 shots instead of 1, since they are described as firing 100's of rounds per pull of the trigger. I even tried adding in some of Lanrak's range modification due to unit <span class="glossaryitem" onmouseover='gp(14);'>BS</span> idea on some of them, but lets see how that works out.<br /> <br /> Edit: Whoops left out mobility as a stat. I'll come back to that later though, this should just give a rough idea of general combat strength.]]></description>
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				<pubDate><![CDATA[Sat, 17 Aug 2013 03:22:06]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>D10 Conversion for 40k</title>
				<description><![CDATA[ 20 bolters, or 20 bolter rounds? because if it's 20 bolter rounds, that's only ~3 wounds.<br /> <br /> But like I said, since things will die much quicker now, having Stealth as 5 is a balance. Also you want a <span class="glossaryitem" onmouseover='gp(119);'>SM</span> statline to be all 5s, so......? <br /> <br /> I want command on everyone. If some profiles have another stat but some don't that'll look reaaaaaaaaaaally weird.<br /> <br /> I don't like the idea of meltas doing uncertain damage. It's not really realistic and doesn't really add much.<br /> <br /> Shuriken catapults do have 2 shots. Seriously what crack are you on? xDDDD<br /> <br /> Sweet jesus I don't even have excel on this computer. Soz, can you put it in a pdf?<br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sat, 17 Aug 2013 03:34:05]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Shuriken catapults do have 2 shots. Seriously what crack are you on? xDDDD</div></blockquote> Minimal experience against Eldar over here, and i lack the codex, so doing my best. Whenever i say something blatantly wrong, assume its due to my lack of codex/experience, so im trying to make up throguh forums, guides, tacticas, etc. <blockquote class="uncited"><div>I want command on everyone. If some profiles have another stat but some don't that'll look reaaaaaaaaaaally weird.</div></blockquote> I agree, but that doesnt mean we cant have (---) for their Command value.<blockquote class="uncited"><div>Sweet jesus I don't even have excel on this computer. Soz, can you put it in a pdf? </div></blockquote> Sadly not, but google should be able to open this problem free, give that shot.<blockquote class="uncited"><div>But like I said, since things will die much quicker now, having Stealth as 5 is a balance. Also you want a <span class="glossaryitem" onmouseover='gp(119);'>SM</span> statline to be all 5s, so......?</div></blockquote> Things should die faster in this system, but vehicles shouldnt worry about your average space marine killing them, unless they have lowest armor possible or are being shot at in the rear. And to take your misunderstanding of what i mean even further, lets give them 5 wounds and 5 attacks each? obviously assume i dont mean crazy amounts of 5's, but they should be dominated by those 5's. And yes having stealth 5 as average would make it harder to hit things, but then we run into the fun of most non <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> units only being able to hit on 5's, which would feel AWFUL, and i fear would push more people into the Marine Armies, which i definitely dont want to happen, since they already dominate the game in terms of players. Instead, people will take advantage of cover more, especially since its now advantageous to every unit, people will think more about positioning and cover to maximize survivability. Trying to recapture the old level of survivability while leaving out a resolution is just going to cause too many problems,so instead think about how the new systems can synergize and improve each other.<blockquote class="uncited"><div>20 bolters, or 20 bolter rounds? because if it's 20 bolter rounds, that's only ~3 wounds. </div></blockquote> neither situation is good, i don't want 2 of my Strike Squads to total a vehicle in one turn, even disregarding my psycannons, which let me tell you, can lay down the hurt. If you take away that protection from small arms fire, heavy weapons become obsolete, since all the points youd put into weapons that can take out vehicles (as well as wreck infantry), can instead be put into larger amounts of base models, since they can take down vehicles as is, just not quite as well.]]></description>
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				<pubDate><![CDATA[Sat, 17 Aug 2013 03:46:26]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>D10 Conversion for 40k</title>
				<description><![CDATA[ As for weapon types, I've decided there can't be just 2 or 3 or 4 weapon types for everything.<br /> Because when some weapons are "energy", kinetic IS a form of energy, so it doesn't really work..<br /> <br /> So maybe:<br /> <br /> Projectile/Kinetic/Ballistic<br /> Explosive<br /> Force/Impact<br /> Laser<br /> Plasma<br /> Electric<br /> Toxic/Chemical/Poisoned<br /> <br /> <span class="glossaryitem" onmouseover='gp(442);'>PS</span>: You should read this article it is quite entertaining pahh.. <a href="http://www.cracked.com/article_16477_5-famous-sci-fi-weapons-that-theyre-actually-building.html" target="_blank" rel="nofollow">http://www.cracked.com/article_16477_5-famous-sci-fi-weapons-that-theyre-actually-building.html</a>]]></description>
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				<pubDate><![CDATA[Sat, 17 Aug 2013 04:07:24]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Kinetic, Laser, Plasma, Explosive should be good for nearly everything (sorry Necrons), but i want to avoid getting too involved in the individual weapon stats, as its gonna slow down things to a degree. Unless there's some really amazing, out there difference between these groups, <span class="glossaryitem" onmouseover='gp(269);'>id</span> say simple is better. For example, that laser idea is definitely worth exploring, and Poisoned has a unique mechanic we need to work into things.<br /> <br /> Edit: yeah seen some of those in action. They actually tried something almost exactly like a boltgun a few decades ago, it was called the gyrojet. Had interesting properties, but they ran into some problems with ammo production quality if i remember, that basically doomed the project.]]></description>
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				<pubDate><![CDATA[Sat, 17 Aug 2013 04:10:37]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Nah I can't get excel without having to fill in credit card details :s<br /> <br /> That'll be terrible :O --- all over the place! Normal models deserve command, it's like a rank.<br /> <br /> Just put yourself back into reality. If you've got little experience with guns, how hard is it to hit a target dozens and dozens of metres away? Definitely not half the time...<br /> <br /> <blockquote class="uncited"><div>i don't want 2 of my Strike Squads to total a vehicle in one turn, even disregarding my psycannons, which let me tell you, can lay down the hurt</div></blockquote><br /> Strike squads are squads of 5 no? with storm bolters I'm guessing? Ok, so 20 bolter rounds goes to ~3 <span class="glossaryitem" onmouseover='gp(661);'>HP</span>. And what do psycannons do? I assume they're meant for <span class="glossaryitem" onmouseover='gp(482);'>AT</span>. 10 Grey Knights with all the add-ons and stuff I'd imagine to be at LEAST 200 points....that's about right if you want to down a 150 point vehicle in one turn.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote class="uncited"><div>Unless there's some really amazing, out there difference between these groups, <span class="glossaryitem" onmouseover='gp(269);'>id</span> say simple is better. For example, that laser idea is definitely worth exploring, and Poisoned has a unique mechanic we need to work into things. </div></blockquote> I completely agree, some weapon types should be unique - laser weapons are already 2/3 figured out.<br /> <br /> I don't think there should be a few types that EVERY weapon falls into. Every weapon will fall into a type, whether it be Chemical, Gauss, Electric, Sonic etc...<br /> <br /> I'd say Laser is not a weapon type, just a weapon special rule. Thermal covers laser and plasma.]]></description>
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				<pubDate><![CDATA[Sat, 17 Aug 2013 04:20:50]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Just put yourself back into reality. If you've got little experience with guns, how hard is it to hit a target dozens and dozens of metres away? Definitely not half the time... </div></blockquote> We're talking about a game dominated by 8 foot tall warrior monks that are often hundreds of years old wielding guns as heavy as a man that fire exploding missiles, and covered in half a cars worth of hypothetical materials, and have over a dozen bionic / genetic upgrades that were originally derived from an immortal superhuman who was born through the sacrifice of hundreds of psychic shamans before human civilization was born. i think we're WAAAAAAAAYYYY past the point where saying "Think about it realistically" is in play. We should be focused on what makes the system fun to play, not realistic, and having the vast majority units hit 33% of the time is not it.<blockquote class="uncited"><div>Strike squads are squads of 5 no? with storm bolters I'm guessing? Ok, so 20 bolter rounds goes to ~3 <span class="glossaryitem" onmouseover='gp(661);'>HP</span>. And what do psycannons do? I assume they're meant for <span class="glossaryitem" onmouseover='gp(482);'>AT</span>. 10 Grey Knights with all the add-ons and stuff I'd imagine to be at LEAST 200 points....that's about right if you want to down a 150 point vehicle in one turn.</div></blockquote> Max strike squads are of 10, typically with 2 psycannons on them. Thats 18 storm bolter shots, with 8 Psycannon shots each . Psycannons are 4 shot, <span class="glossaryitem" onmouseover='gp(123);'>str</span> 7, rending guns, with some weird rules im not going into. Yes those 2 squads would cost you about 440 points or so, but i can do this turn after turn after turn. Typical infantry should not be able to affect vehicles except in the rarest of cases, otherwise why would vehicles even be a thing? Im all for reducing the quantity of vehicles in the game, but this would just be frustrating to play.<br /> <blockquote class="uncited"><div>I don't think there should be a few types that EVERY weapon falls into</div></blockquote> I agree, but rather than it being a trait of the weapon, when there needs to be a difference, just make it a special rule attached to it, like Poisoned, Rending, Melta, Overheat, Lance, and the upcoming Laser.<br /> <br /> Edit: Ok got the spreadsheet into PDF, and UGH did it mess up all the formatting]]></description>
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				<pubDate><![CDATA[Sat, 17 Aug 2013 04:33:47]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>and having the vast majority units hit 33% of the time is not it.</div></blockquote> So how do you want to balance it, then?<br /> <br /> <blockquote class="uncited"><div>440 points or so, but i can do this turn after turn after turn</div></blockquote> wow o.o That's not turn after turn after turn <span class="glossaryitem" onmouseover='gp(17);'>btw</span>, you forgot about getting shot.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <span class="glossaryitem" onmouseover='gp(84);'>Lol</span> that pdf..its ok]]></description>
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				<pubDate><![CDATA[Sat, 17 Aug 2013 04:46:58]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>So how do you want to balance it, then? </div></blockquote> I dont know, but reducing hit chances isnt it. For one, the game could probably do with a little more model loss, not a ton, but some. Second, by making things like cover easier to get and use (since its no longer a flat save that may or may not be useful, it can now affect not only a units Defense, but the Shooters <span class="glossaryitem" onmouseover='gp(14);'>BS</span>, players will learn to use cover more. If we add in some modifiers for shooting, whatever those will turn out to be, that will have an effect as well. We dont need to reduce the open field shooting capability, we need to make it so that players think about the field more. Second, the unit-by-unit activation system will make it <i>seem</i> like theres less things dying, even if more overall are, since theyre broken up and not all at once like in the current system.<br /> <br /> Second, how do you feel about the Psyker duel idea i brought up a while ago? im really excited about what could be done with it.]]></description>
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				<pubDate><![CDATA[Sat, 17 Aug 2013 04:54:50]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>D10 Conversion for 40k</title>
				<description><![CDATA[ Regarding your mentally challenged pdf:<br /> <br /> - Dire Avengers shouldn't be stronger! We're Eldar guddammit.<br /> - Agree with Guardian down to <span class="glossaryitem" onmouseover='gp(149);'>WS</span>/<span class="glossaryitem" onmouseover='gp(14);'>BS</span> 4<br /> - Instead of Scout +1St, I would keep them at St4 but their cloaks amplify cover saves instead<br /> - Space Marine with D5 but Avenger with D2? <span class="glossaryitem" onmouseover='gp(109);'><span class="glossaryitem" onmouseover='gp(398);'>pls</span></span><br /> - Why do Genestealers have better Stealth?<br /> - Too many 2s everywhere <span class="glossaryitem" onmouseover='gp(71);'>imho</span>.<br /> - Ork Boy shouldn't have better <span class="glossaryitem" onmouseover='gp(149);'>WS</span> than a Guardian. They should be D3 too.<br /> - Object to Defense stat - I just said D3.<br /> - Agree with Necron Warrior WS4.<br /> - Necron should be D5. Easily.<br /> - Tau should be BS3, read mahtamori's comments<br /> <br /> - What's up with the Boltgun 24" and Boltgun 18"?<br /> - Why are Boltguns better than shuriken catapults -.-<br /> - I would make Storm Bolters 18" - the avenger shuriken catapult of the spacederps!<br /> - Gauss too strong<br /> - Formatting too good....<br /> - What would you say Lasguns get 18" P4 A2 Laser (lose 1P if over half range)<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Can you say your psyker duel idea again? Can't find it  <img src="/s/i/a/053f30f6773034eb25223d86f0e00d8d.gif" border="0"> <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Edit: Ok don't worry.<br /> <br /> This is what I am thinking:<br /> <br /> <br /> In the Secondary Phase a Psyker may challenge an enemy Psyker within 12 x Psyker's Mastery Level to a Psychic Duel. This is similar to combat - the Attacks is the Psyker's current Warp Charge, and the Dexterity is the Psyker's Fortitude.<br /> <br /> Idk...]]></description>
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				<pubDate><![CDATA[Sat, 17 Aug 2013 05:02:52]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>- I would make Storm Bolters 18" </div></blockquote> I would probably force choke you if we went that route, kiting at 24", then charging when they get frustrated is one of the core facets of the Grey Knights.<blockquote class="uncited"><div>- Gauss too strong </div></blockquote> Gauss is said to disintegrate and violently pull stuff at the molecular level. I think they warrant a bit of extra strength. Plus, this helps some if we decide to make rending not a random roll.<blockquote class="uncited"><div>- What's up with the Boltgun 24" and Boltgun 18"? </div></blockquote> Scout trainee vs initiated Space Marine, as per Lanrak's ideas. <blockquote class="uncited"><div>- Why are Boltguns better than shuriken catapults -.- </div></blockquote> Because you get more shots. I wouldn't mind them being Damage 5, but that could be a bit extreme at 2 shots on some not-expensive models.<blockquote class="uncited"><div>- What would you say Lasguns get 18" P4 A2 Laser (lose 1P if over half range)</div></blockquote> The problem with dropping lasgun range is that since guardsman units will not want to move and are slowish, enemy units could just sit outside their range and shoot them all day long. To do this and solve this, youd have to give officers some sort of "AIM" command to get that extra bit of range, which would always be necessary, and render all other orders obsolete. I do love the idea of the lasgun being damage 4, then damage 3 past half range. <blockquote class="uncited"><div>- Dire Avengers shouldn't be stronger! We're Eldar guddammit</div></blockquote> no experience with dire avengers here buddy, im taking wild shots in the dark with what little data i have.<blockquote class="uncited"><div>Why do Genestealers have better Stealth? </div></blockquote> Because they are infiltrating, scout units that just happen to hit like a runaway ice cream van in close combat. Admittedly, stealth 7 may be a bit extreme, but they should be higher than average, maybe higher than even "Stealth average".<blockquote class="uncited"><div>- Ork Boy shouldn't have better <span class="glossaryitem" onmouseover='gp(149);'>WS</span> than a Guardian.</div></blockquote> Debatable. From what i understand, a Guardian is more or less just a civilian Eldar pressed into military service, and not an active member of the path of war, where as war and bashing people on the head is not only the only thing orks live for, its what their society is based off of. Plus they need something to offset their ABYSMAL <span class="glossaryitem" onmouseover='gp(14);'>BS</span>.<blockquote class="uncited"><div>- Instead of Scout +1St, I would keep them at St4 but their cloaks amplify cover saves instead </div></blockquote> Again, they're a scouting, infiltrating unit, which means they use stealth. Playtesting will decide it, but im going with this route right now.<blockquote class="uncited"><div>- Tau should be BS3, read mahtamori's comments </div></blockquote> They should be lower than a space marine, however they use technology to supplant this. Not to mention they are better equipped and trained than a guardsman, so they should get a reward for this So <span class="glossaryitem" onmouseover='gp(111);'>raw</span> theyre better than a guardsman, with the markerlight buffs theyre at <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> levels.<br /> <br /> As to all the talks about Defense, the way im converting is <br /> T4/3+ == 5<br /> T4/4+ OR T3/3+ == 4<br /> T3/4+ == 3<br /> T3/5+ OR T4/6+ == 2<br /> T3/6+ == 1<br /> <br /> <blockquote class="uncited"><div>In the Secondary Phase a Psyker may challenge an enemy Psyker within 12 x Psyker's Mastery Level to a Psychic Duel. This is similar to combat - the Attacks is the Psyker's current Warp Charge, and the Dexterity is the Psyker's Fortitude. </div></blockquote> Very solid ideas, thank you. I'd rather just have the pschic duel area be a fixed 12" area or so, because otherwise your'e gonna have high mastery level models sniping other, weaker psykers without them being able to hit back.]]></description>
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				<pubDate><![CDATA[Sat, 17 Aug 2013 05:23:27]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Gauss is said to disintegrate and violently pull stuff at the molecular level. I think they warrant a bit of extra strength</div></blockquote><blockquote class="uncited"><div>We should be focused on what makes the system fun to play, not realistic</div></blockquote>It's ok, I was mainly looking at the Gauss BLASTER which was S7. S6 is k.<br /> <br /> <blockquote class="uncited"><div>Scout trainee vs initiated Space Marine, as per Lanrak's ideas</div></blockquote>Maximum range of weapon is not affected by <span class="glossaryitem" onmouseover='gp(14);'>BS</span>. Potential to hit at range IS affected by <span class="glossaryitem" onmouseover='gp(14);'>BS</span>.<br /> <br /> <blockquote class="uncited"><div>Because you get more shots. I wouldn't mind them being Damage 5, but that could be a bit extreme at 2 shots on some not-expensive models.</div></blockquote>They're fine as they are now, just convert them - same stats as a bolter just without the 24" single shot capability. <span class="glossaryitem" onmouseover='gp(17);'>BTW</span> S4 guns should stay at S4 right now, S5 is for scatter lasers, heavy bolters etc.<br /> <br /> <blockquote class="uncited"><div>The problem with dropping lasgun range is that since guardsman units will not want to move and are slowish, enemy units could just sit outside their range and shoot them all day long</div></blockquote>Lasguns are negligible when fired at 24", but decent at 12". That's why I settle at mediocre at 18", strong at 9".<br /> <br /> Hahah yeah, all you need to know about Eldar is that they're T3 except hipster Eldrad.<br /> <br /> <blockquote class="uncited"><div>Because they are infiltrating, scout units that just happen to hit like a runaway ice cream van in close combat. Admittedly, stealth 7 may be a bit extreme, but they should be higher than average, maybe higher than even "Stealth average".</div></blockquote> *Bolden words "in close combat". They are just as easy to hit from range, but in combat their <span class="glossaryitem" onmouseover='gp(149);'>WS</span> means they are agile killers.<br /> <br /> <blockquote class="uncited"><div>a Guardian is more or less just a civilian Eldar pressed into military service, and not an active member of the path of war, where as war and bashing people on the head is not only the only thing orks live for, its what their society is based off of</div></blockquote> You're right that Guardians are just plumbers sent to battle but they've still got the inhuman reaction's of the Eldar race. Orks, even if they live for it, are just plonkers.<br /> <br /> <blockquote class="uncited"><div>Again, they're a scouting, infiltrating unit, which means they use stealth. Playtesting will decide it, but im going with this route right now.</div></blockquote>Doesn't make them harder to hit in open air. When they use cover, yes they may amplify it.<br /> <br /> Your defense conversions are solid, but remember to keep the balance at all times.]]></description>
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				<pubDate><![CDATA[Sat, 17 Aug 2013 06:02:46]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>It's ok, I was mainly looking at the Gauss BLASTER which was S7. S6 is k. </div></blockquote> Immortals wield higher power versions of the gauss flayer, thats just what it is.<blockquote class="uncited"><div>Maximum range of weapon is not affected by <span class="glossaryitem" onmouseover='gp(14);'>BS</span>. Potential to hit at range IS affected by <span class="glossaryitem" onmouseover='gp(14);'>BS</span>. </div></blockquote> Look back at Lanrak's ideas to see what i mean, but im beggining to think max range should never be decreased except for extreme cases like Imperial Guard Whiteshields, but veteran units could wield them at slightly better range. Not saying 100% lets do that, but its an interesting option.<blockquote class="uncited"><div>They're fine as they are now, just convert them - same stats as a bolter just without the 24" single shot capability. <span class="glossaryitem" onmouseover='gp(17);'>BTW</span> S4 guns should stay at S4 right now, S5 is for scatter lasers, heavy bolters etc</div></blockquote> ummmmm.......? Strength 5 in the new system would be a value of 7, so idk what you mean.<blockquote class="uncited"><div>lasguns are negligible when fired at 24", but decent at 12". That's why I settle at mediocre at 18", strong at 9".</div></blockquote> that still doesnt address the issue that people will just sit outside their range and poke them to death, since if they leave cover they cant fire, and they're dead out of cover.<blockquote class="uncited"><div>*Bolden words "in close combat". They are just as easy to hit from range, but in combat their <span class="glossaryitem" onmouseover='gp(149);'>WS</span> means they are agile killers.</div></blockquote> Yes but if we cant have units that are scouts and infiltrating have higher stealth, who does get stealth increases? thered be maybe 2 or 3 units that would benefit, negating the putpose of having a stealth stat.<blockquote class="uncited"><div>(Regarding Scouts)Doesn't make them harder to hit in open air. When they use cover, yes they may amplify it</div></blockquote> See my above arguement, but its not open air, its a battlefield, even if to us it looks like a flat plane. There's wreckage, outcroppings, dust, shadow, hills, valleys, and all sorts of terrain for them to take advantage of that does not have a terrain representative. Plus they're going to do their best to sneak about the place rather than just stomp through it like a Space Marine, so lets show that.<blockquote class="uncited"><div>You're right that Guardians are just plumbers sent to battle but they've still got the inhuman reaction's of the Eldar race. Orks, even if they live for it, are just plonkers. </div></blockquote> Agreed, which is why Eldar should have "Swift Strike" special rule, while orks have "Sluggish Strike". You're going to hit first, but they are better at hitting, its what they love to do.]]></description>
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				<pubDate><![CDATA[Sat, 17 Aug 2013 06:12:47]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Strength 5 in the new system would be a value of 7, so idk what you mean.</div></blockquote>No, idk what YOU mean <img src="/s/i/a/8f7b3f87df347f2cf6c1e7d5e119a067.gif" border="0"> Average infantry value is 4. Average gun is 4. Bolter are shuriken are S4. Las is S3 (most of the time). Pulse and Gauss would be good at 5.<br /> <br /> <blockquote class="uncited"><div>its a battlefield, even if to us it looks like a flat plane. There's wreckage, outcroppings, dust, shadow, hills, valleys, and all sorts of terrain for them to take advantage of that does not have a terrain representative. Plus they're going to do their best to sneak about the place rather than just stomp through it like a Space Marine, so lets show that.</div></blockquote>seconded<br /> <br /> <blockquote class="uncited"><div>Agreed, which is why Eldar should have "Swift Strike" special rule, while orks have "Sluggish Strike". You're going to hit first, but they are better at hitting, its what they love to do.</div></blockquote>I've removed those. Since everything strikes at the same time, but some things gain Strike First, I reworked them.<br /> <br /> Charging is now +1D <b>only</b> when attacking in combat.<br /> Orks now ALL have Furious Charge (+1P on the charge).<br /> Eldar now ALL have Nimble Fighter (+1D <b>only</b> when being attacked in combat).<br /> <br /> I look at Orks and I think that, wow they're beefy but not exactly agile! Orks now strike at a ferocious D5 S6 on the charge, but only one attack. Whereas Eldar are pretty hard to hit in combat due to their superhuman sixth sense (+1 for alliteration).<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> What's your opinion on splitting <span class="glossaryitem" onmouseover='gp(149);'>WS</span>? I've encountered 5+ situations where dexterity of combat is not the same as hitting in combat.<br /> <br /> If we split it then the stuff I've stated above can instead be something like this:<br /> <br /> Charging into combat gives +1 Weapon Skill<br /> Nimble Fighter gives +1 Dexterity<br /> <br /> Any ideas for poisoned? I'm all blank.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sat, 17 Aug 2013 06:37:02]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Charging is now +1D only when attacking in combat. <br /> Orks now ALL have Furious Charge (+1P on the charge). <br /> Eldar now ALL have Nimble Fighter (+1D only when being attacked in combat). <br /> <br /> I look at Orks and I think that, wow they're beefy but not exactly agile! Orks now strike at a ferocious D5 S6 on the charge, but only one attack. Whereas Eldar are pretty hard to hit in combat due to their superhuman sixth sense (+1 for alliteration).</div></blockquote> while i agree with the logic, there needs to be a way to demonstrate faster units and slower units. Necrons may have above guardsman level combat skills, but they are sloooooow. Tau firewarriors may have trash combat skills, but they arnt slow-witted or anything. The idea of giving special rules for attacking or being attacked is exciting and full of potential, but it just feels more confusing than saying this unit is faster than that unit, period. And I can almost guarantee ork players would be up in arms over them not getting two attacks in favor of one slightly stronger attack. And no way would an ork ever hit harder than a space marine. For one, just no, secondly, that ork would be hitting just as hard as a space marine with a power sword under our current system, which is insane, and just as hard as a terminator, which is even more insane.<blockquote class="uncited"><div>No, idk what YOU mean  Average infantry value is 4. Average gun is 4. Bolter are shuriken are S4. Las is S3 (most of the time). Pulse and Gauss would be good at 5. </div></blockquote> are we talking about original <span class="glossaryitem" onmouseover='gp(3);'>40k</span> or the new system? Because <span class="glossaryitem" onmouseover='gp(269);'>id</span> like to have an area between Bolters and Lasguns for things like tyranid flesh borers, ork gunz, hell guns, etc. i put them in that category because it felt like it fit, but i don't have a problem with them being damage 5 alongside Bolters. <br /> <blockquote class="uncited"><div>Any ideas for poisoned? I'm all blank. </div></blockquote> best idea i have is for any values equal to or less than the poison value, you reroll that die. So a poison 1 weapon would reroll all 1s, poison 2 would reroll 1s and 2s, etc etc etc<br /> <blockquote class="uncited"><div>What's your opinion on splitting <span class="glossaryitem" onmouseover='gp(149);'>WS</span>? I've encountered 5+ situations where dexterity of combat is not the same as hitting in combat. </div></blockquote> my opinion is against this, but i want to explore it, as it could be just as interesting as stealth and <span class="glossaryitem" onmouseover='gp(14);'>BS</span>, so lets find out ASAP.]]></description>
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				<pubDate><![CDATA[Sat, 17 Aug 2013 06:52:33]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Hi Folks.<br /> Glad to see you are focusing on core rules and resolution methods and not getting bogged down in special rules and how you want units to work before the core game play is finalized..... <br /> <br /> The maximum range of a ranged weapons IS determined by the skill of the user.<br /> <br /> Games can display this as maximum effective range , and give the chance to hit at this range .(Current <span class="glossaryitem" onmouseover='gp(3);'>40k</span>.)<br /> <br /> OR they can state the EFFECTIVE RANGE FOR THAT USER, eg better shots hit target further away UP <span class="glossaryitem" onmouseover='gp(421);'>TO</span> the maximum effective range of the weapon.<br /> <br /> As respect to scaling weapon and armour interaction .<br /> <br /> Have you finalized the suppression mechanic ?As this removes the focus on HAVING to cause physical damage to targeted units. <br /> And would you be better served by defining the overlapping zones of interaction , before scaling the effects?<br /> <br /> Just some thoughts ...]]></description>
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				<pubDate><![CDATA[Sat, 17 Aug 2013 06:57:37]]> GMT</pubDate>
				<author><![CDATA[ Lanrak]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Wikipedia. Helps me make a realistic game <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"><br /> <br /> <blockquote class="uncited"><div>A plasma round would glow very brightly due to blackbody radiation, leading to quick substantial energy loss. This might also represent a blinding hazard for the operator and bystanders. From basic physics, a 1 <span class="glossaryitem" onmouseover='gp(746);'>cm</span> ball of plasma at 10,000 Kelvin (K) would be equal to a 180 kilowatt (kW) bulb.</div></blockquote>Perhaps incorporate a blinding effect.<br /> <blockquote class="uncited"><div>Many materials already exist that are highly resistant to plasma, reinforced carbon-carbon used on the Space Shuttle's nose cone for example; or the ceramic inserts used in bulletproof vests.</div></blockquote>Ceramic plating (2 or 3pts/model?), gives them +2R when being hit by a Plasma weapon.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Wow lanrak 1 second!<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote class="uncited"><div>while i agree with the logic, there needs to be a way to demonstrate faster units and slower units. Necrons may have above guardsman level combat skills, but they are sloooooow. Tau firewarriors may have trash combat skills, but they arnt slow-witted or anything. The idea of giving special rules for attacking or being attacked is exciting and full of potential, but it just feels more confusing than saying this unit is faster than that unit, period. And I can almost guarantee ork players would be up in arms over them not getting two attacks in favor of one slightly stronger attack. And no way would an ork ever hit harder than a space marine. For one, just no, secondly, that ork would be hitting just as hard as a space marine with a power sword under our current system, which is insane, and just as hard as a terminator, which is even more insane.</div></blockquote>Actually Ork players will still get 2 attacks, one being an attack from the slugga. Orks are strong right? They're buff as hell...<br /> <br /> I wouldn't mind it at all if they were P4 R4 <span class="glossaryitem" onmouseover='gp(339);'>D4</span> with furious charge and 2 attacks + 1 pistol.]]></description>
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				<pubDate><![CDATA[Sat, 17 Aug 2013 06:57:38]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>A plasma round would glow very brightly due to blackbody radiation, leading to quick substantial energy loss. This might also represent a blinding hazard for the operator and bystanders. From basic physics, a 1 <span class="glossaryitem" onmouseover='gp(746);'>cm</span> ball of plasma at 10,000 Kelvin (K) would be equal to a 180 kilowatt (kW) bulb.<br /> Perhaps incorporate a blinding effect. <br /> Many materials already exist that are highly resistant to plasma, reinforced carbon-carbon used on the Space Shuttle's nose cone for example; or the ceramic inserts used in bulletproof vests.<br /> Ceramic plating (2 or 3pts/model?), gives them +2R when being hit by a Plasma weapon.</div></blockquote> interesting, but feels way too involved. Ceramite plating would be bonkers as an upgrade, nowhere do you buy protection from one type of weapon, save invulnerable saves.<br /> <br /> And welcome back Lanrak, glad to see you still have an interest in this thread.<blockquote class="uncited"><div>Have you finalized the suppression mechanic ?As this removes the focus on HAVING to cause physical damage to targeted units. <br /> And would you be better served by defining the overlapping zones of interaction , before scaling the effects? </div></blockquote> not yet, we've been working out other facets of the game right now. Input and ideas on this would be appreciated.<br /> <blockquote class="uncited"><div>OR they can state the EFFECTIVE RANGE FOR THAT USER, eg better shots hit target further away UP <span class="glossaryitem" onmouseover='gp(421);'>TO</span> the maximum effective range of the weapon. </div></blockquote> i like it, lets see where it goes, but it could be tricky to implement, so kinda 50/50 on the idea.<br /> <br /> <blockquote class="uncited"><div>Actually Ork players will still get 2 attacks, one being an attack from the slugga. Orks are strong right? They're buff as hell... </div></blockquote> but the should still get 2 attacks if they take a shoota, orks have tons of attacks, thats one of their defining characteristics as an army. And yes they are very strong, but as strong as a genetically engineered human in strength enhancing armor? Probably not. I know i sound like a massive space marine fanboy, but that furious charge bonus is a large part of ork tactics.]]></description>
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				<pubDate><![CDATA[Sat, 17 Aug 2013 07:05:55]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>are we talking about original <span class="glossaryitem" onmouseover='gp(3);'>40k</span> or the new system? Because <span class="glossaryitem" onmouseover='gp(269);'>id</span> like to have an area between Bolters and Lasguns for things like tyranid flesh borers, ork gunz, hell guns, etc. i put them in that category because it felt like it fit, but i don't have a problem with them being damage 5 alongside Bolters. </div></blockquote> The current weapon stats fit in pretty well with the chart. 3-5 for normal weapons is exactly what I want to see, because it is complimentary to the 3-5 Resilience of normal infantry.<br /> <br /> <blockquote class="uncited"><div>best idea i have is for any values equal to or less than the poison value, you reroll that die. So a poison 1 weapon would reroll all 1s, poison 2 would reroll 1s and 2s, etc etc etc </div></blockquote>splendid  <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> <blockquote class="uncited"><div>my opinion is against this, but i want to explore it, as it could be just as interesting as stealth and <span class="glossaryitem" onmouseover='gp(14);'>BS</span>, so lets find out ASAP.</div></blockquote> me too...<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote class="uncited"><div>interesting, but feels way too involved. Ceramite plating would be bonkers as an upgrade, nowhere do you buy protection from one type of weapon, save invulnerable saves. </div></blockquote>how too involved? This is a scenic direction  <img src="/s/i/a/813fd55ae283423385e2697b5fbde8c7.gif" border="0"> How about 1 point per model. For just 10 points, it's a good deal unless you're tight on points.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> @Lanrak. Welcome back,<br /> <br /> This is how I see it. Weapons have an innate unmodified maximum range - bolter rounds sinking to the floor, or a plasma containment field dissipating. The firer would fire at any target within his weapon's range. He has a higher chance of hitting closer targets; he has a lower chance of hitting targets further away.<br /> <br /> That's it.]]></description>
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				<pubDate><![CDATA[Sat, 17 Aug 2013 07:06:09]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>The current weapon stats fit in pretty well with the chart. 3-5 for normal weapons is exactly what I want to see, because it is complimentary to the 3-5 Resilience of normal infantry. </div></blockquote> yes but that's what made tau pulse rifles so good, was their higher than Boltgun damage. There need to be things between a Boltgun and a Lasgun, just like there need to be things above a Boltgun. And if a space marine is Defense 5, I'd like for the very scary weapons to be wounding them on more than a 50% chance.<br /> <br /> <blockquote class="uncited"><div>how too involved? This is a scenic direction   How about 1 point per model. For just 10 points, it's a good deal unless you're tight on points.</div></blockquote> well for one, it would have to be costed appropriately between armies, and second, its too situational to expect people to consider seriously, so i dont see a point in even having it.]]></description>
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				<pubDate><![CDATA[Sat, 17 Aug 2013 07:13:48]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>I know i sound like a massive space marine fanboy</div></blockquote>It would be rude to say it to you, but you were fanboying <span style="font-size: 9px; line-height: normal;">a little bit </span>. Honourable to admit it <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"> My friend is a massive, sorry, <span style="font-size: 24px; line-height: normal;">MASSIVE </span> space marine fanbooy, I can't believe anything he says, I can't tell between the S10 AP1 Large Blasts and the 2+ invulnerable saves.<br /> <br /> <blockquote class="uncited"><div>yes but that's what made tau pulse rifles so good, was their higher than Boltgun damage. There need to be things between a Boltgun and a Lasgun, just like there need to be things above a Boltgun. And if a space marine is Defense 5, I'd like for the very scary weapons to be wounding them on more than a 50% chance.</div></blockquote>Trying to tone down the fanboyness I see <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"> Just kidding. I've actually made them pretty weak; if you think about it, currently marines die to a pulse rifle shot 2/9 of the time. Now it's 1/2 of the time.<br /> <br /> Unless we want to add armour back in.<br /> <br /> Also stop nerfing the lasguns O.O there doesn't need to be things between a lasgun and a boltgun, bad guns are P3, decent guns are P4, strong guns are P5.<br /> <br /> Firstly, stop editing things instead of posting another reply. Otherwise we might miss something!<br /> <br /> <blockquote class="uncited"><div>well for one, it would have to be costed appropriately between armies, and second, its too situational to expect people to consider seriously, so i dont see a point in even having it.</div></blockquote>Ok I would just give some things ceramite plating automatically. Like <span class="glossaryitem" onmouseover='gp(69);'>IG</span> veterans or something.]]></description>
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				<pubDate><![CDATA[Sat, 17 Aug 2013 07:15:05]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Yeah, I love me some power armor (Especially Grey Knights) but there is no army I don't find interesting and exciting in the <span class="glossaryitem" onmouseover='gp(3);'>40K</span> universe, so i try to keep it in check. And as much as it feels weird to admit, sometimes the original designers make amazing decisions, like having orks depend on large number of attacks and furious charge to be so scary, so taking that away would hurt not only the tactics, but the feel of the army. <br /> <br /> Adding armor back in is an option, but i don't want to do that if possible, i like the new direction too much. And yes im nerfing Lasguns, but doing so is going to open up new opportunities in the guardsman codex to make them scary, such as improving orders and unit interactions, you already did something towards this by increasing Lasguns to <span class="glossaryitem" onmouseover='gp(123);'>str</span> 4, but having them drop down to <span class="glossaryitem" onmouseover='gp(123);'>str</span> 3 beyond a certain point. That's what we need to do to make Lasguns be useful, but weak at the same time, so the value is not the gun, but how you use it.<br /> <br /> <blockquote class="uncited"><div>Also stop nerfing the lasguns O.O there doesn't need to be things between a lasgun and a boltgun, bad guns are P3, decent guns are P4, strong guns are P5. </div></blockquote> and outstanding guns are Damage 6, while ridiculous guns are Damage 7 <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0">]]></description>
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				<pubDate><![CDATA[Sat, 17 Aug 2013 07:27:45]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>D10 Conversion for 40k</title>
				<description><![CDATA[ Ok, I have thought of this. A laser effect that is REVOLUTIONARY.<br /> <br /> Laser: A weapon with this special rule loses 1 Power for every 12" away it is from the target and 2 Power if firing through smoke.<br /> <br /> ............................................Rg...P...A...Type <br /> Lasgun.................................---...4...1...Laser <br /> Scatter laser........................---...7...4...Laser<br /> Ranger long rifle...................---...8...1...Laser<br /> Pulse laser...........................---...9...2...Laser<br /> Lascannon...........................---..10..1...Laser<br /> Bright lance..........................---..10..1...Laser<br /> Prism cannon.......................---..12..1...Laser<br /> <br /> The maximum range is determined by the Power, but firing at max range is not advised.<br /> <br /> These numbers will definitely need changing, don't hurt me.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote class="uncited"><div>and outstanding guns are Damage 6, while ridiculous guns are Damage 7</div></blockquote>while tau guns are Damage 8]]></description>
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				<pubDate><![CDATA[Sat, 17 Aug 2013 07:43:20]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ There we go, that is an exciting interesting mechanic. <span class="glossaryitem" onmouseover='gp(269);'>Id</span> say put some sort of limit, such as they may never fire past 48", and integrate your idea from earlier that they can pass through a model for, say, a -3 or -4 modifier. Also leave the lance rule in place, its a very nicely done rule, it would be a shame to lose it.<br /> <br /> Edit: my only worry is that youre crippling many imperial armies best long range anti tank gun, the las cannon. This could be solved by making it Damage 12, that way they are still a respectable 8 at max range.]]></description>
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				<pubDate><![CDATA[Sat, 17 Aug 2013 07:47:30]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>D10 Conversion for 40k</title>
				<description><![CDATA[ I was JUST thinking about that. Ya know Shining Spears? Their lasers are short range...<br /> <br /> Laser: A weapon with this special rule loses 1 Power for every 12" away it is from the target and 2 Power if firing through smoke. <br /> <br /> ............................................Rg...P...A...Type <br /> Lasgun.................................36...4...1...Laser <br /> Scatter laser........................36...6...4...Laser <br /> Laser lance..........................12...7...1...Laser<br /> Bright lance..........................36...9...1...Laser <br /> Pulse laser...........................48...9...2...Laser <br /> Lascannon...........................48..10..1...Laser <br /> Prism cannon.......................60..12..1...Laser]]></description>
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				<pubDate><![CDATA[Sat, 17 Aug 2013 07:51:24]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Looks at Prism cannon. Total fanboy.</div></blockquote> to be fair, fire prisms should have rockin Damage, they are crazy good, second having fanboys design things is actually good in moderation, they make sure things stay interesting, powerful, and fluffy. So long as we don't devolve into shouting matches. Or turn into Matt Ward.]]></description>
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				<pubDate><![CDATA[Sat, 17 Aug 2013 07:54:47]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>D10 Conversion for 40k</title>
				<description><![CDATA[ NAILED <span class="glossaryitem" onmouseover='gp(484);'>IT</span><br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> So anything I need to change?]]></description>
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				<pubDate><![CDATA[Sat, 17 Aug 2013 07:57:49]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Holy crap dude tone it down, 120"? Im not firing it at the battle on the other side of the room. I know that titan is a big juicy target but my god, he's not even in this game.<br /> <br /> Edit: 60 inches might be too much even. <span class="glossaryitem" onmouseover='gp(269);'>Id</span> say 48" is the highest range to be allowed, otherwise its not engaging as there's no risk, or you can't use all of that anyways.]]></description>
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				<pubDate><![CDATA[Sat, 17 Aug 2013 08:00:19]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>D10 Conversion for 40k</title>
				<description><![CDATA[ No way, if it's say 72" (Looking at you, battle cannon), even if you fire at max range (remember you can't get exactly 72" so if it's in range it's only -5P) it's still P7.]]></description>
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				<pubDate><![CDATA[Sat, 17 Aug 2013 08:10:17]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(84);'>Lol</span> ok, so lets get onto the shaken stunned routed mechanics. I think we started on this a few pages back, but lets keep going.]]></description>
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				<pubDate><![CDATA[Sat, 17 Aug 2013 08:13:27]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Ok<br /> <br /> Firstly, shaken stunned and routed are inappropriate for infantry. Some brainstorming?<br /> <br /> Pinned<br /> Suppressed<br /> Restrained<br /> Nullified<br /> Dazed<br /> Shell-Shocked<br /> Paralyzed<br /> Disabled<br /> Traumatised<br /> Terrified<br /> Grieved<br /> Mortified<br /> Brought to Naught (<img src="/s/i/a/053f30f6773034eb25223d86f0e00d8d.gif" border="0">)<br /> <br /> Filtering it down<br /> <br /> Pinned<br /> Suppressed<br /> Dazed<br /> Paralyzed<br /> Disabled<br /> Terrified<br /> <br /> So,<br /> <br /> Pinned/Suppressed<br /> Dazed/Paralyzed<br /> Disabled/Terrified<br /> <br /> Finally<br /> <br /> Suppressed<br /> Dazed<br /> Disabled<br /> Routed<br /> <br /> Names covered, you start on mechanics.]]></description>
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				<pubDate><![CDATA[Sat, 17 Aug 2013 08:32:20]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Idk im exhausted and have a really busy day ahead of me, so <span class="glossaryitem" onmouseover='gp(269);'>id</span> rather not play around with mechanic ideas without being on top of my game. Talk to you guys in the morning.<br /> <br /> To go, i think the move but not shoot, and may not move or shoot would work well here, but I'd rather see a shoot but not move, perhaps an option between the two, or use a command point for an order to do one over the other.]]></description>
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				<pubDate><![CDATA[Sat, 17 Aug 2013 08:39:47]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>D10 Conversion for 40k</title>
				<description><![CDATA[ Oh, woah, did not realise it was 4am for you! sorry for keeping you awake buddy.<br /> <br /> Very rough, but some ideas:<br /> <br /> Suppressed: Fortitude reduced by W, cannot move, may only fire Snap Shots (-4Mk) <br /> Dazed: Fortitude reduced by X, cannot move or shoot<br /> Terrified: Fortitude reduced by Y, cannot shoot, automatically moves their full Mobility to the nearest friendly unit<br /> Routed: Fortitude reduced by Z, cannot shoot, automatically moves their full Mobility directly towards the controlling player's table edge]]></description>
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				<pubDate><![CDATA[Sat, 17 Aug 2013 09:05:10]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/543845/5956135.page"><b>IcyFireKnight wrote:</b></a><br/><blockquote class="uncited"><div>The problem with dropping lasgun range is that since guardsman units will not want to move and are slowish, enemy units could just sit outside their range and shoot them all day long</div></blockquote>Lasguns are negligible when fired at 24", but decent at 12". That's why I settle at mediocre at 18", strong at 9".<br /> <br /> Hahah yeah, all you need to know about Eldar is that they're T3 except hipster Eldrad.</div></blockquote><br /> Not quite. If you utilize a larger spectrum of stats, there is strong fluff foundation for differentiating the physical stats of an Eldar a human military. Eldar are physically stronger, tougher, more refined and also highly resistant to infection and disease. Their psychology is likewise super-human being highly resistant to mind control techniques such as that from Genestealers and also extremely resistant to corrupting influence from chaos which is further reinforced by the path system.<br /> <br /> The real question is how large the scale need to be before Eldar begin to pull ahead of Guardsmen.<br /> <br /> <blockquote class="uncited"><div>a Guardian is more or less just a civilian Eldar pressed into military service, and not an active member of the path of war, where as war and bashing people on the head is not only the only thing orks live for, its what their society is based off of</div></blockquote> You're right that Guardians are just plumbers sent to battle but they've still got the inhuman reaction's of the Eldar race. Orks, even if they live for it, are just plonkers.</div></blockquote><br /> Guardians also have basic combat training far beyond what human conscripts have and will typically have spent time as an aspect warrior or as an outcast. The average Eldar Guardian is essentially a retired veteran.<br /> <br /> <blockquote><div><a href="/dakkaforum/posts/preList/543845/5956086.page"><b>Rav1rn wrote:</b></a><br/> <blockquote class="uncited"><div>- Why are Boltguns better than shuriken catapults -.- </div></blockquote> Because you get more shots. I wouldn't mind them being Damage 5, but that could be a bit extreme at 2 shots on some not-expensive models.</div></blockquote><br /> They aren't very inexpensive since they also lack armour and have a distinct and very real range disadvantage on their guns. There's a reason why there hasn't been a huge outcry of "<span class="glossaryitem" onmouseover='gp(280);'>OP</span>!" when Guardians not only got rending but also +1BS for no point increase what so ever. They're still hard as hell to use and you still tend to lose them by the bucket when someone pays them attention.<br /> <br /> At damage 4 you need to implement a special rule for the Shuriken Catapult/Cannon which would emulate rending.<br /> Rending: Treats all targets with a resilience/defense of 5 or higher as being 1 point lower and always damages them on a roll of 6.<br /> Bladestorm: Treats non-vehicles with a resilience/defense of 5 or higher as being 1 point lower and always wounds them on a roll of 6.<br /> <br /> <blockquote><div><a href="/dakkaforum/posts/preList/543845/5956278.page"><b>IcyFireKnight wrote:</b></a><br/>I was JUST thinking about that. Ya know Shining Spears? Their lasers are short range...<br /> <br /> Laser: A weapon with this special rule loses 1 Power for every 12" away it is from the target and 2 Power if firing through smoke. <br /> <br /> ............................................Rg...P...A...Type <br /> Lasgun.................................36...4...1...Laser <br /> Scatter laser........................36...7...4...Laser <br /> Ranger long rifle...................42...8...1...Laser<br /> Laser lance..........................12...6...1...Laser<br /> Pulse laser...........................48...9...2...Laser <br /> Lascannon...........................48..10..1...Laser <br /> Bright lance..........................48..10..1...Laser <br /> Prism cannon.......................60..12..1...Laser</div></blockquote><br /> <br /> While I think this is wholly a bad idea because it makes a long range of long-range artillery fairly useless at long range (with the values you have there you'd need to increase the increment to at least 24" range), I'd like to comment on the Ranger Long Rifle: it'd not a laser rifle, it's a gravitic accelerator rifle, it shoots solid slugs.]]></description>
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				<pubDate><![CDATA[Sat, 17 Aug 2013 11:34:49]]> GMT</pubDate>
				<author><![CDATA[ Mahtamori]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>They aren't very inexpensive since they also lack armour and have a distinct and very real range disadvantage on their guns. There's a reason why there hasn't been a huge outcry of "<span class="glossaryitem" onmouseover='gp(280);'>OP</span>!" when Guardians not only got rending but also +1BS for no point increase what so ever. They're still hard as hell to use and you still tend to lose them by the bucket when someone pays them attention. </div></blockquote> i think everyone and their dog can agree guardians used to be massively overcosted, especially compared to 5th and 6th edition troops. And im fine Shuriken catapults being Damage 5, i just put them at 4 because i felt they should be there.<br /> <blockquote class="uncited"><div>Not quite. If you utilize a larger spectrum of stats, there is strong fluff foundation for differentiating the physical stats of an Eldar a human military. Eldar are physically stronger, tougher, more refined and also highly resistant to infection and disease. Their psychology is likewise super-human being highly resistant to mind control techniques such as that from Genestealers and also extremely resistant to corrupting influence from chaos which is further reinforced by the path system. </div></blockquote> im not sure there's a need to differentiate them from humans, because there are so many troops at higher strength/toughness, ill get into it later. Differentiating their agility or speed is necessary though.]]></description>
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				<pubDate><![CDATA[Sat, 17 Aug 2013 14:16:55]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Hi Mahtamori<br /> <br /> You put some good points about the Eldar basically being better at everything, but we don't want them to be <span class="glossaryitem" onmouseover='gp(280);'>OP</span> now do we <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"> (well I don't mind!)<br /> <br /> I think that it will be revolutionary if we shove all Eldar into T4, I think T3 is one of the most outstanding drawbacks about the race, so I'd keep it.<br /> <br /> ........................................M..Mk.S...P..R...D...A...V...F..C...Type<br /> Eldar Guardian.................8...4...5...3...3...5...1...1...4...4... <br /> <br /> What do you say to this? High Dexterity, along with Nimble Fighter makes them skilful at combat, but still sadly P3. At shooting, Mk 4 reflects their sub-standard training.<br /> <br /> I think Bladestorm/Rending is realistic as it is - the chance to hit a vital spot with a hail of shots. I would change it a bit though:<br /> <br /> Bladestorm: Against non-vehicles, any rolls To Hit that would still succeed if the user had suffered -3 Marksmanship, the hit is resolved at +3 Power.<br /> Rending: Any rolls To Hit that would still succeed if the user had suffered -3 Marksmanship, the hit is resolved at +3 Power.<br /> <br /> Bolters should be P4. As for a Marine punch being stronger than a Bolter round...don't think there's much to do about that, unless we want to make everyone's Power one less, to emulate bullets being stronger than punches.<br /> <br /> <span class="glossaryitem" onmouseover='gp(17);'>Btw</span> thank you for the Ranger long rifle info.<br /> <br /> ............................................Rg...P...A...Type<br /> Ranger long rifle...................42...5...1...Kinetic, Sniper<br /> <br /> Sniper: If a model has a weapon with this special rule, any wounds it causes are doubled. Also, all Sniper weapons have the Heavy, Rending and Suppressing special rules.<br /> <br /> Let's discuss it now. <font color='orange'>Shall we split Weapon Skill into two parts?</font>\<br /> <br /> - For example, take a Dreadnought. In combat its Weapon Skill could be 5, but its Dexterity would only be one.<br /> - A Plaguebearer could have a <span class="glossaryitem" onmouseover='gp(149);'>WS</span> of 4 but have a Dexterity of 3.<br /> - A Marine (don't hate!) might have a <span class="glossaryitem" onmouseover='gp(149);'>WS</span> of 5 but a Dexterity of 4 (big armour)<br /> - Whereas a Guardian could have a <span class="glossaryitem" onmouseover='gp(149);'>WS</span> of 4 but a Dexterity of 5.<br /> <br /> It's almost the same as <span class="glossaryitem" onmouseover='gp(14);'>BS</span> and Stealth. Just because you're hard to hit doesn't mean you're good at hitting, similarly being good with a weapon doesn't mean your fat armour doesn't affect your agility anymore. But the problem is, that it kinda does -_- If you're skilful it means you're better at parrying blows, dodging, etc..<br /> <br /> Any suggestions on what we would name the "attacking" stat? Weapon Skill, Combat Skill, just Skill...]]></description>
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				<pubDate><![CDATA[Sat, 17 Aug 2013 14:53:30]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>I think Bladestorm/Rending is realistic as it is - the chance to hit a vital spot with a hail of shots. I would change it a bit though: </div></blockquote> I think we need to define what Rending does now that we're more or less trying to take out randomness, and im not a fan of the system you laid out, its just too busy. Maybe a pseudo-reverse of what i brought up for posioned weapons. For any roll of 6 to hit, the weapon is resolved at +2 strength? maybe plus 3, idk lets work on it.<blockquote class="uncited"><div>What do you say to this? High Dexterity, along with Nimble Fighter makes them skilful at combat, but still sadly P3. At shooting, Mk 4 reflects their sub-standard training. </div></blockquote> <span class="glossaryitem" onmouseover='gp(269);'>Id</span> say this could work, so long as we split <span class="glossaryitem" onmouseover='gp(149);'>WS</span>. <blockquote class="uncited"><div>Bolters should be P4. As for a Marine punch being stronger than a Bolter round...don't think there's much to do about that, unless we want to make everyone's Power one less, to emulate bullets being stronger than punches. </div></blockquote> I dont see why you couldnt just have the really powerful weapons (Pulse rifles, Gauss) be a 6, since we've already said 6 is a rare troop stat, and have bolters and other "Strong" guns at Damage 5, "weak" guns at Damage 4, and weakened lasguns at Damage 3. This would preserve the current way that the Very high power guns damage space marines much more easily on a 3+, Boltguns injure a space marine on a 4+, and weaker units on a 3+, while the weaker guns damage a space marine on a 5+, and weaker units on a 4+ or 3+. Doing otherwise will cause the problems you said here in <blockquote class="uncited"><div>Bolters should be P4. As for a Marine punch being stronger than a Bolter round...don't think there's much to do about that, unless we want to make everyone's Power one less, to emulate bullets being stronger than punches.<br /> <br />  </div></blockquote><blockquote class="uncited"><div>Sniper: If a model has a weapon with this special rule, any wounds it causes are doubled. Also, all Sniper weapons have the Heavy, Rending and Suppressing special rules. </div></blockquote> I like the idea, but it could be a bit too powerful, especially for the likes of tau pathfinders. i think rending would be enough to make them effective, but lets see how playtesting works out on them.<br /> <blockquote class="uncited"><div>Splitting <span class="glossaryitem" onmouseover='gp(149);'>WS</span> into two parts - like Marksmanship and Stealth? <br /> Plasma having the chance to blind nearby targets? <br /> Morale?</div></blockquote> Splitting <span class="glossaryitem" onmouseover='gp(149);'>WS</span> into say <span class="glossaryitem" onmouseover='gp(149);'>WS</span> and Dexterity could yield interesting results to situations like low skill but agile combatants, but im not sure that there would be enough variety to warrant the differentiation. Also, if we keep splitting things and adding stats, the statline is going to get out of control. Lets run some test cases and statlines, and see how they work out gamewise. Also, i dont really want a units agility in close combat to determine its speed in combat, especially if its already making them more difficult to hit, as that could be very very powerful. I still think having initiative tiers defined by special rules will be the way to go for striking order. Perhaps mixing the two, with special rules granting initiative tiers, but otherwise roll offs are done by comparing the two's new Dexterity (Agility) stat instead of the <span class="glossaryitem" onmouseover='gp(149);'>WS</span> stat.<br /> <br /> The only idea i have for plasma blinding is a reduction to <span class="glossaryitem" onmouseover='gp(14);'>BS</span> or reduction in targets range, which would be irritating to keep track of, since youd need a counter for it, and with many armies like tau and dark angels having massive amounts of plasma, i think itd be too much complexity for not enough reward, plus plasma weapons are already very powerful, they don't really need a buff.<br /> <br /> Morale is such a wide ranging discussion i need a frame to start at.<br /> <br /> Edit: <blockquote class="uncited"><div>- For example, take a Dreadnought. In combat its Weapon Skill could be 5, but its Dexterity would only be one. <br /> - A Plaguebearer could have a <span class="glossaryitem" onmouseover='gp(149);'>WS</span> of 4 but have a Dexterity of 3. <br /> - A Marine (don't hate!) might have a <span class="glossaryitem" onmouseover='gp(149);'>WS</span> of 5 but a Dexterity of 4 (big armour) <br /> - Whereas a Guardian could have a <span class="glossaryitem" onmouseover='gp(149);'>WS</span> of 4 but a Dexterity of 5. </div></blockquote> I agree with this direction and logic, obviously we need to playtest and tweak, but i like it. I vote for Weapon Skill and Dexterity for the names of the new split values. Their obvious and straightforward names, like Ballistic skill and Stealth.<br /> <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Also, before i forget and lose this idea, <span class="glossaryitem" onmouseover='gp(269);'>id</span> like to radically alter what a tyranid prime is. <span class="glossaryitem" onmouseover='gp(269);'>Id</span> much rather have them be a MASSIVELY customizable model, beyond just about anything else in the codex, instead of an upgraded tyranid warrior. Fluff-wise, say they are a class of mutable leaders that the hive-mind and norn-queens are constantly adjusting and evolving, at a vastly accelerated rate even compared to other units, to better fit the current battlefield and enemy, and maintain as a distinct entity similar to a hive tyrant.<br /> <br /> This way, the player can choose to improve them in any way imaginable, from making them an upgraded Warrior, to a mini-hive tyrant, to a super-broodlord, to a pseudo-lictor. Players start with a relatively cheap base model, and then can improve stats, grant special rules and special weapons, ranging from rending claws and scything talons, to bonswords, lashwhips, poison and adrenal glands, movement bonuses, extra wounds, higher toughness through armor or metabolic upgrades, wings, guns, psychic powers and mastery levels, and everything else imaginable. Essentially, the player would be able to access a modified version of what we as designers would have available to design units and price them accordingly. Obviously the player would have to pay slightly more for every increase than a formula would call for, otherwise they would be a bit too good. <br /> <br /> Also let them be 2 to an <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> choice ,similar to chaos heralds, that way a player can have tons of powerful ones if they are willing to put a large portion of their points into them, or a horde player could have more personalized control over individual units using more, weaker Primes, and anything in between<br /> <br /> I know this isn't even remotely on topic, but i wanted to get it documented and put up, so ideas and opinons?<br /> ]]></description>
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				<pubDate><![CDATA[Sun, 18 Aug 2013 04:11:55]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>I think we need to define what Rending does now that we're more or less trying to take out randomness, and im not a fan of the system you laid out, its just too busy. Maybe a pseudo-reverse of what i brought up for posioned weapons. For any roll of 6 to hit, the weapon is resolved at +2 strength? maybe plus 3, idk lets work on it.</div></blockquote> I know it's too busy, but it's as balanced as ever. Ever had it where you're hitting on a 5+, and on a 6+ your shots are rending? Exactly, that's why "on a 6" cant work for everything.<br /> <br /> <blockquote class="uncited"><div>I dont see why you couldnt just have the really powerful weapons (Pulse rifles, Gauss) be a 6, since we've already said 6 is a rare troop stat, and have bolters and other "Strong" guns at Damage 5, "weak" guns at Damage 4, and weakened lasguns at Damage 3. This would preserve the current way that the Very high power guns damage space marines much more easily on a 3+, Boltguns injure a space marine on a 4+, and weaker units on a 3+, while the weaker guns damage a space marine on a 5+, and weaker units on a 4+ or 3+.</div></blockquote>I think your bias is showing a little bit, although Marines have very good all-round stats, Boltguns are supposed to be the average gun. If Boltguns wound Marines on a 4+..well then 10cm thick armour isn't doing its job huh :x<br /> <br /> <blockquote class="uncited"><div>im not sure that there would be enough variety to warrant the differentiation</div></blockquote>why do you think that?<br /> Space Marine WS5 D5<br /> Guardsman WS3 <span class="glossaryitem" onmouseover='gp(339);'>D4</span>?<br /> Tau WS2 D3?<br /> Eldar WS4 D5<br /> Ork WS4 <span class="glossaryitem" onmouseover='gp(339);'>D4</span>?<br /> Hormagaunt WS4 <span class="glossaryitem" onmouseover='gp(339);'>D4</span>?<br /> Necron WS5 D3?<br /> Plaguebearer WS4 D3?<br /> <br /> The statline shouldnt get out of control. I'd say around 12 stats is a good point to finish at - just look at how much information you're conveying with a simple letter and number. Like I said earlier the more you can fit on there, the less info you have to put elsewhere (up to a point).<br /> <br /> <blockquote class="uncited"><div>I still think having initiative tiers defined by special rules will be the way to go for striking order. </div></blockquote>Remember we don't want whole squads hitting before the other squad. In an ideal world, I would do a D3 roll-off for every model, but that would take too long.<br /> <br /> <blockquote class="uncited"><div>Their obvious and straightforward names, like Ballistic skill and Stealth. </div></blockquote>Would you rather have Marksmanship because it sounds much much cooler or Ballistic Skill because it compliments Weapon Skill?<br /> <br /> <blockquote class="uncited"><div><div style="margin-top:5px; margin-bottom:10px;">
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Also, before i forget and lose this idea, <span class="glossaryitem" onmouseover='gp(269);'>id</span> like to radically alter what a tyranid prime is. <span class="glossaryitem" onmouseover='gp(269);'>Id</span> much rather have them be a MASSIVELY customizable model, beyond just about anything else in the codex, instead of an upgraded tyranid warrior. Fluff-wise, say they are a class of mutable leaders that the hive-mind and norn-queens are constantly adjusting and evolving, at a vastly accelerated rate even compared to other units, to better fit the current battlefield and enemy, and maintain as a distinct entity similar to a hive tyrant. <br /> <br /> This way, the player can choose to improve them in any way imaginable, from making them an upgraded Warrior, to a mini-hive tyrant, to a super-broodlord, to a pseudo-lictor. Players start with a relatively cheap base model, and then can improve stats, grant special rules and special weapons, ranging from rending claws and scything talons, to bonswords, lashwhips, poison and adrenal glands, movement bonuses, extra wounds, higher toughness through armor or metabolic upgrades, wings, guns, psychic powers and mastery levels, and everything else imaginable. Essentially, the player would be able to access a modified version of what we as designers would have available to design units and price them accordingly. Obviously the player would have to pay slightly more for every increase than a formula would call for, otherwise they would be a bit too good. 
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</div></div></blockquote>Umm yeah, that was a bit abrupt <span class="glossaryitem" onmouseover='gp(84);'>lol</span> .. But having extremely customisable models is a pretty cool way to go, my only tip is instead of having a cheap base model with moderate price upgrades, I would have a slightly more expensive model with slightly lower-priced upgrades.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Edit: I wouldn't have Weapon Skill any much more than Skill, because Weapon Skill kinda covers ranged weapons as well....if it's Combat Skill, you know it's in combat, and it might be their skill with their fists, not necessarily their "weapon".]]></description>
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				<pubDate><![CDATA[Sun, 18 Aug 2013 05:49:42]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Well to get technical on it, shooting someone is combat, so thats not right either. And whether you hit someone with a sword or the butt of a gun, its still a weapon, and with the distinction of having Ballistic Skill there, i dont think there will be any confusion, especially since there isn't any right now. Also Weapon Skill is easier to make into an acronym than most other options would probably be. And yes Ballistic skill to compliment Weapon skill.<br /> <br /> <blockquote class="uncited"><div>I know it's too busy, but it's as balanced as ever. Ever had it where you're hitting on a 5+, and on a 6+ your shots are rending? Exactly, that's why "on a 6" cant work for everything. </div></blockquote> never had that situation, but so long as the mechanic does its job and is engaging, i dont think it making perfect sense is necessary. Yeah they'll be rending on 1/2 of all successful hits, but theyre still only rending on 1/6 of all possible outcomes, same as every other rending weapon, so it kinda sorta makes sense. <br /> <br /> <blockquote class="uncited"><div>I think your bias is showing a little bit, although Marines have very good all-round stats, Boltguns are supposed to be the average gun. If Boltguns wound Marines on a 4+..well then 10cm thick armour isn't doing its job huh</div></blockquote> if we wanted to go pure fluff and logic route, Bolter rounds would almost never penetrate Power Armor, as in <span class="glossaryitem" onmouseover='gp(327);'>BL</span> novels, they can often take dozens of bolter hits before weakening enough for a space marine to actually be wounded by Bolter rounds. The fact is we need marines to be able to kill each other fairly efficiently, since there are so many of them, and the odds of two marine armies facing each other is so great. And even if you put Bolters at Damage 4, they'd still be wounding a great deal of units on the same values as they would be at Damage 5. <br /> <br /> As to comments on lack of variety, i hadn't started rolling through units to see what would get what dexterity value, but your dreadnought example gave me a bunch of hope for it.<br /> <br /> <blockquote class="uncited"><div>Remember we don't want whole squads hitting before the other squad. In an ideal world, I would do a D3 roll-off for every model, but that would take too long. </div></blockquote> why not? I've yet to see an outstanding mechanic of doing this that isnt incredibly slow, and since most units will be homogenous with the exception of leaders, thats going to be the situation anyways.<br /> <br /> <blockquote class="uncited"><div>The statline shouldnt get out of control. I'd say around 12 stats is a good point to finish at - just look at how much information you're conveying with a simple letter and number. Like I said earlier the more you can fit on there, the less info you have to put elsewhere (up to a point). </div></blockquote> true, but we need to be mindful of this, as it could turn off many players, since 12 stats is well into <span class="glossaryitem" onmouseover='gp(345);'>RPG</span> esque territory. And on that note, i question splitting <span class="glossaryitem" onmouseover='gp(149);'>WS</span> since we could use nearly the same Argument to split Defense into Toughness and Armor, and damage into Strength and <span class="glossaryitem" onmouseover='gp(6);'>Ap</span>. ]]></description>
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				<pubDate><![CDATA[Sun, 18 Aug 2013 06:31:32]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>never had that situation, but so long as the mechanic does its job and is engaging, i dont think it making perfect sense is necessary. Yeah they'll be rending on 1/2 of all successful hits, but theyre still only rending on 1/6 of all possible outcomes, same as every other rending weapon, so it kinda sorta makes sense. </div></blockquote>that's flawed logic, sure they're rending on 1/6 of all possible outcomes, but they SHOULDN'T be if it's gonna be 50% of the time they hit. E.g.<br /> <br /> 2+ to hit: 1/5 rending<br /> 3+ to hit: 1/4 rending<br /> 4+ to hit: 1/3 rending<br /> 5+ to hit: 1/2 rending<br /> 6+ to hit: ALL FRIGGIN RENDING<br /> <br /> <blockquote class="uncited"><div>if we wanted to go pure fluff and logic route, Bolter rounds would almost never penetrate Power Armor, as in <span class="glossaryitem" onmouseover='gp(327);'>BL</span> novels, they can often take dozens of bolter hits before weakening enough for a space marine to actually be wounded by Bolter rounds. The fact is we need marines to be able to kill each other fairly efficiently, since there are so many of them, and the odds of two marine armies facing each other is so great. And even if you put Bolters at Damage 4, they'd still be wounding a great deal of units on the same values as they would be at Damage 5. </div></blockquote>No we don't want marines to be killing each other quickly, look - <br /> <br /> 7 Bolters in a normal <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squad - 14 shots if didnt move<br /> 14 shots, 3+ to hit, ~10 hit. 4+ to wound? 5 Marines dead, in one volley.<br /> <br /> <blockquote class="uncited"><div>why not? I've yet to see an outstanding mechanic of doing this that isnt incredibly slow, and since most units will be homogenous with the exception of leaders, thats going to be the situation anyways. </div></blockquote>Whole squads hitting before the other? <span class="glossaryitem" onmouseover='gp(280);'>OP</span> and unrealistic...<br /> <br /> <blockquote class="uncited"><div>why not? I've yet to see an outstanding mechanic of doing this that isnt incredibly slow, and since most units will be homogenous with the exception of leaders, thats going to be the situation anyways. </div></blockquote>Current <span class="glossaryitem" onmouseover='gp(3);'>40k</span> has 9 stats, 3 stats more is a small change. Also turn off many players how? It's not an INSANE number like 18+ or something.<br /> <br /> <blockquote class="uncited"><div>And on that note, i question splitting <span class="glossaryitem" onmouseover='gp(149);'>WS</span> since we could use nearly the same Argument to split Defense into Toughness and Armor, and damage into Strength and <span class="glossaryitem" onmouseover='gp(6);'>Ap</span>. </div></blockquote>no it isn't - <span class="glossaryitem" onmouseover='gp(149);'>WS</span> currently is used for the receiving end AND the attacking end. Say it's the same is like saying Defense is the same as Strength, and <span class="glossaryitem" onmouseover='gp(14);'>BS</span> is the same as Stealth.]]></description>
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				<pubDate><![CDATA[Sun, 18 Aug 2013 07:42:50]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>No we don't want marines to be killing each other quickly, look - <br /> 7 Bolters in a normal <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squad - 14 shots if didnt move <br /> 14 shots, 3+ to hit, ~10 hit. 4+ to wound? 5 Marines dead, in one volley</div></blockquote> Yes but thats only in rapid fire range, and you almost never get two tactical squads into rapid fire range with each other. Most of the time its going to be half that, so 2-3 dead marines, which feels about right, considering they're not taking advantage of cover systems. With soft cover (+1 stealth) they would be hitting on 4's, wounding on 4's thats 7 shots, just under 2 wounds. With hard cover (+1 stealth, +1 defense), they're going to be hitting on 4's, wounding on 5's, thats just over 1 wound. I would say this feels pretty good.<br /> <br /> Here's some more ideas for using command and leaders. Leaders can expend one command point for going to ground, running, splitting fire, rallying, letting the squad use the leaders morale, overcoming suppresion/shaken or altering it slightly somehow. Essentially taking the "Orders" and giving them to leaders. <br /> <br /> <blockquote class="uncited"><div>that's flawed logic, sure they're rending on 1/6 of all possible outcomes, but they SHOULDN'T be if it's gonna be 50% of the time they hit. E.g.</div></blockquote> I agree, but i don't know of a simple alternative.<br /> <br /> <blockquote class="uncited"><div>Whole squads hitting before the other? <span class="glossaryitem" onmouseover='gp(280);'>OP</span> and unrealistic... </div></blockquote>That's whats in place right now, and its not <span class="glossaryitem" onmouseover='gp(280);'>OP</span>. As for it being unrealistic...again, we should not be trying to capture realism, we should be trying to capture fun and engaging, and i havn't seen a system that allows for models to trade blows realistically that doesn't slow everything down to a crawl. Every squad is Homogeneous anyways, with the exception of Leaders, so i don't see how a much faster squad of Genestealers is going to trade blows with a relatively slow imperial guard platoon, when they would just bowl over them.<br /> <br /> Ok so whats left that we need to talk about? Morale, Integrating the old damage roll (weapon destroyed, immobilized, wrecked, exploded) into the new system somehow, maybe some Universal Special Rules, more ideas on expanding Command, maybe some terrain rules.<br /> <br /> Edit: Also, having started playing with new <span class="glossaryitem" onmouseover='gp(149);'>WS</span> and Dexterity assignments, i would probably say you could raise terminators up to 8 Defense, which means they're approaching vehicle level armor, which starts to help that point from earlier about Terminators and the Trukk.]]></description>
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				<pubDate><![CDATA[Sun, 18 Aug 2013 14:51:48]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Yes but thats only in rapid fire range, and you almost never get two tactical squads into rapid fire range with each other</div></blockquote>As of yet, rapid fire is allowing a second shot if you didn't move.<br /> <blockquote class="uncited"><div>With soft cover (+1 stealth) they would be hitting on 4's, wounding on 4's thats 7 shots, just under 2 wounds.</div></blockquote>Remember you can't get your whole army into something like area terrain, there's always going to be things out in the open.<br /> <br /> <blockquote class="uncited"><div>I agree, but i don't know of a simple alternative. </div></blockquote>I know of an alternative, and it's pretty easy to understand if you're bright.<br /> <br /> <blockquote class="uncited"><div>As for it being unrealistic...again, we should not be trying to capture realism, we should be trying to capture fun and engaging, and i havn't seen a system that allows for models to trade blows realistically that doesn't slow everything down to a crawl.</div></blockquote>It seems like you're discarding reality altogether. Just because you don't know how to make it realistic doesn't mean you immediately resort to the closest and easiest thing. Having your whole opponent throw their attacks at you before you can even make a single swipe is NEITHER fun NOR engaging, but certainly "frustrating".<br /> <br /> <blockquote class="uncited"><div>Edit: Also, having started playing with new <span class="glossaryitem" onmouseover='gp(149);'>WS</span> and Dexterity assignments, i would probably say you could raise terminators up to 8 Defense, which means they're approaching vehicle level armor, which starts to help that point from earlier about Terminators and the Trukk.</div></blockquote>Sure, as long you put them at some low Dexterity like 3, akin to Tau..<br /> <br /> No time to post right now but your Command ideas seem interesting.]]></description>
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				<pubDate><![CDATA[Sun, 18 Aug 2013 15:26:55]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div> it's pretty easy to understand if you're bright. </div></blockquote> Lets try to keep it civil shall we? And as for it being easy to understand, so would multivariable algebra, but if its not fast and relatively easy for new players to understand, i don't see why its a better solution. Im not saying that rending on a to-hit roll of 6+ is the best option, but your system is too complex, if very solid and thought-out, but we need a third direction.<br /> <blockquote class="uncited"><div>As of yet, rapid fire is allowing a second shot if you didn't move. </div></blockquote> Why? The 6th edition version of a rapid fire weapon is the best its ever been, with up to 1 shot like an assault weapon at max range, and a second if you're within 12". Think about what your mechanic means, you are incentivizing these units to stay still and avoid risks, rather than giving bonuses for getting closer and taking more risks, or bonuses for defending against incoming Melee units, which typically wreck a unit with rapid fire weapons.<br /> <blockquote class="uncited"><div>Remember you can't get your whole army into something like area terrain, there's always going to be things out in the open. </div></blockquote> Yes, but i can always keep units out of harms way other ways. Keeping my army more dispersed so that i can take advantage of more terrain, deploying some units off to a side of the table, using vehicles as mobile terrain pieces to block line of sight, using my own units to provide cover for other units, there are many, many ways to avoid having a large chunk of your army out of cover and within <span class="glossaryitem" onmouseover='gp(85);'>LoS</span>.<br /> <blockquote class="uncited"><div>It seems like you're discarding reality altogether. Just because you don't know how to make it realistic doesn't mean you immediately resort to the closest and easiest thing. Having your whole opponent throw their attacks at you before you can even make a single swipe is NEITHER fun NOR engaging, but certainly "frustrating". </div></blockquote> I've never once been charged by a group of genestealers or hormagaunts and thought "im really mad i dont have a chance to strike back", because that high initiative is something i knew beforehand about those units, i expected it, and did my best to plan around it. And you still havn't addressed how to have largely homogeneous units trade blows unevenly without slowing things down. If you have a system that does this, i'd be very interested, but i dont have the slightest idea of how to accomplish it.<br /> <blockquote class="uncited"><div>Sure, as long you put them at some low Dexterity like 3, akin to Tau..</div></blockquote> I did exactly that, actually. currently a terminator is<br /> <span class="glossaryitem" onmouseover='gp(149);'>WS</span> == 6<br /> DEX == 3<br /> <span class="glossaryitem" onmouseover='gp(14);'>BS</span> == 6<br /> STL == 3<br /> <span class="glossaryitem" onmouseover='gp(186);'>DEF</span> == 8<br /> HIT == 1<br /> <span class="glossaryitem" onmouseover='gp(123);'>STR</span> == 6<br /> <span class="glossaryitem" onmouseover='gp(351);'>ATK</span> == 2<br /> MOR == whatever we put for morale<br /> COM == N/A<br /> MOB == 4"]]></description>
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				<pubDate><![CDATA[Sun, 18 Aug 2013 17:22:17]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>i don't see why its a better solution</div></blockquote>Wasn't trying to offend you  <img src="/s/i/a/504660322487159bb25fddaa475847a6.gif" border="0"> But really it seems like a good solution, because you'll only really be able to get rending shots if you fire at full <span class="glossaryitem" onmouseover='gp(14);'>BS</span> or your <span class="glossaryitem" onmouseover='gp(14);'>BS</span> is incredibly high. Someone like Illic would be able to get Rending shots pretty easily.<br /> <br /> <blockquote class="uncited"><div>but your system is too complex, if very solid and thought-out, but we need a third direction. </div></blockquote>I know it's a bit ~unorthodox~ but just think how easy it is to use:<br /> <br /> Guardians are BS4.<br /> Firing at Marines S4.<br /> Imagine Guardians were -3BS.<br /> Do any shots still hit?<br /> If yes, they're rending.<br /> <br /> Now that I look at it I feel like we should up Stealth by one. Because:<br /> <br /> 1) There is more room for Tank Stealth<br /> 2) Just now I was thinking, it's a bit off that you can get Rending shots on a 5+ if you normally hit on a 3+.<br /> 3) Previous stated reasons of needing to nerf shooting a bit so things don't die so easily<br /> 4) Marines like 5s<br /> <br /> <blockquote class="uncited"><div>using my own units to provide cover for other units</div></blockquote>Any ideas for how we can change this? It's neither "realistic" nor that tactically engaging.<br /> <br /> For shooting through your own men, I've kinda thought that on a 4+ one of them steps in your line of sight, so you lose a shot. Is that good?<br /> <br /> <blockquote class="uncited"><div>And you still havn't addressed how to have largely homogeneous units trade blows unevenly without slowing things down. If you have a system that does this, i'd be very interested, but i dont have the slightest idea of how to accomplish it.</div></blockquote>Just a rough idea, but something somewhat similar (dreaded alliteration again) to one of the ideas ages ago:<br /> <br /> Each player rolls a <span class="glossaryitem" onmouseover='gp(24);'>D6</span>; they may assign Strike First attacks to the highest Dexterity models in their unit equal to the difference.<br /> <br /> I quite like it, but maybe instead of the highest Dexterity models it can be the closest models?<br /> <br /> <blockquote class="uncited"><div>COM == N/A</div></blockquote>I still think all models should have Command - like a rank. Like this<br /> <br /> Scout - 3<br /> Marine - 4<br /> Sergeant - 5<br /> Terminator - 5<br /> Honour Guard - 6<br /> Chapter Champion - 7<br /> Chaplain - 8<br /> Librarian - 8<br /> Captain - 9<br /> Chapter Master - 9 <br /> <br /> It would dishearten me a bit if 90% of models didn't have a Command stat. And having it like a ranking system would be quite cool, although your "orders" idea can't be implemented like this, because that means the slightest change in Command would mean a massive boost in..everything. We should aim for the variety first, and then flow around that.<br /> <br /> <blockquote class="uncited"><div>Integrating the old damage roll (weapon destroyed, immobilized, wrecked, exploded</div></blockquote>Idk, maybe:<br /> <br /> 1 - No damage<br /> 2 - Cannot shoot next turn<br /> 3 - Cannot move next turn<br /> 4 - Weapon Destroyed<br /> 5 - Immobilised<br /> 6 - Explodes<br /> <br /> <blockquote class="uncited"><div>maybe some Universal Special Rules</div></blockquote>To kick it off: <br /> <br /> Fleet - A model with this special rule adds 1" to its Run and Charge distances.<br /> Sharpshooter - A model with this special rule may reroll failed To Hit rolls in ranged combat.<br /> Seasoned Marksman - A model with this special rule may allocate any wounds it causes in ranged combat however it wishes.]]></description>
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				<pubDate><![CDATA[Mon, 19 Aug 2013 01:05:07]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div> But really it seems like a good solution, because you'll only really be able to get rending shots if you fire at full <span class="glossaryitem" onmouseover='gp(14);'>BS</span> or your <span class="glossaryitem" onmouseover='gp(14);'>BS</span> is incredibly high. Someone like Illic would be able to get Rending shots pretty easily. </div></blockquote> I agree that it works well, and suits the mechanics of rending well too, unfortunately this is the problem with it<blockquote class="uncited"><div>Imagine Guardians were -3BS. <br /> Do any shots still hit? </div></blockquote> I have to go back to the universal resolution chart, find where my unit's value on the chart is, then i have to walk it back 3 steps, then go back to the dice and check them. Experienced players in the system would probably be able to do this instantly, if they know the URC fairly well, but new and moderate level players are going to have to deal with these steps. I like it, but we need something more streamlined.<br /> <br /> <blockquote class="uncited"><div>Now that I look at it I feel like we should up Stealth by one. Because: <br /> 1) There is more room for Tank Stealth <br /> 2) Just now I was thinking, it's a bit off that you can get Rending shots on a 5+ if you normally hit on a 3+. <br /> 3) Previous stated reasons of needing to nerf shooting a bit so things don't die so easily <br /> 4) Marines like 5s</div></blockquote> I would rather see something like a distance modifier when it comes to tanks, something like for every 12" away from the firing model, the vehicles receives a +1 to its stealth value. This way they are MASSIVE targets close up, but more difficult to hit further away, but not overtly so. For instance, a Land Raider could be stealth 1 base, but at 40" away it'd be stealth 4. This would work fairly well for most land tanks, for skimmers, i think we need something like movement stealth modifiers on top of the range modifier, such as for every 12" a skimmer moves, it receives a +1 stealth bonus. Turbo-boosting and Flat-Out could give similar such effects, with many of the Xenos vehicle specialty upgrades making them better, such as the tau shield thing, the eldar star engines, and holo-fields.<br /> <br /> Also, yes marines like 5's, but with all the new split stats, they also like some 4's sprinkled in there for things like Dexterity and Stealth, which logically need to be less than the rest of the marine statline since they don't excel in those areas.<br /> <br /> Again, <span class="glossaryitem" onmouseover='gp(269);'>id</span> like to see more intuitive ways to let players increase their units stealth or survivability through in-game decisions and tactics rather than just bump everything up. Movement modifiers, range modifiers, etc etc could be options, including things we havnt even thought or heard of yet.<br /> <blockquote class="uncited"><div>using my own units to provide cover for other units<br /> Any ideas for how we can change this? It's neither "realistic" nor that tactically engaging. <br /> For shooting through your own men, I've kinda thought that on a 4+ one of them steps in your line of sight, so you lose a shot. Is that good? </div></blockquote> Yeah its far from realistic and debatably engaging, but tyranids DEPEND on this for their units, as Gaunts are basically just meat-shields that give cover to more important units, and maybe do damage assuming they survive long enough. Guardsman also have tactics that require cover based on other units. I'm not really a fan of losing shots when firing through your own unit, it doesn't make any sense, i admit, but your'e killing tactics like Castling, which many armies depend on when things are stacked against them, and i kinda feel like its just something that would get in the way, as i'd have to make sure that none of my units are in the way, rather than just playing.<br /> <blockquote class="uncited"><div>Each player rolls a <span class="glossaryitem" onmouseover='gp(24);'>D6</span>; they may assign Strike First attacks to the highest Dexterity models in their unit equal to the difference. <br /> I quite like it, but maybe instead of the highest Dexterity models it can be the closest models?</div></blockquote> Hmmmm, idk, i think we need to keep hammering away at this idea. The idea of first strike attacks is interesting, but so many units just have 1 attack, and since charging doesn't give a bonus attack, itd be a bit wasted. I think itd be great for the multi-attack models, like genestealers, orks, gaunts, etc, but lets keep at it.<br /> <blockquote class="uncited"><div>It would dishearten me a bit if 90% of models didn't have a Command stat. And having it like a ranking system would be quite cool, although your "orders" idea can't be implemented like this, because that means the slightest change in Command would mean a massive boost in..everything. We should aim for the variety first, and then flow around that.</div></blockquote> I agree that it'd be annoying to have that stat be N/A or whatever for most of the units, but it makes sense since they lack the authority to issue those orders. As unfortunate as it is, i just think the idea of orders, combined with command "Bubbles" and Command points is too good to pass up, and if having 90% of the models lack a Command stat, so be it. The idea of Command representing seniority or rank is a really cool idea, but it feels more like fluff than mechanics.<br /> <br /> As for the Vehicles damage results, i was thinking of looking for a way to ditch the roll altogether, and have the damage roll determine effects somehow. Maybe have for every point above the necessary value to glance, you move up a slot on the damage chart, so a glance would take off a Hitpoint, but 1 above the glance value is shaken, 2 points is stunned, 3 is weapon destroyed, etc etc. Far from a final idea, but its a direction <span class="glossaryitem" onmouseover='gp(269);'>id</span> like to go.<br /> <br /> <blockquote class="uncited"><div>Fleet - A model with this special rule adds 1" to its Run and Charge distances. </div></blockquote> Feels a bit weak, maybe have models with fleet be able to run without using a command point, be able to assault after running by using a command point, and/or a movement buff.<br /> <br /> <blockquote class="uncited"><div>Sharpshooter - A model with this special rule may reroll failed To Hit rolls in ranged combat. </div></blockquote> LUDICROUSLY overpowered if this is going to be assigned to common units, plus having leaders use a command point for a re-roll type situation might make this redundant. maybe have it work like lance but on infantry, they never count a models Stealth / Defense as being higher than a certain value. <br /> <br /> <blockquote class="uncited"><div>Seasoned Marksman - A model with this special rule may allocate any wounds it causes in ranged combat however it wishes.</div></blockquote> Pretty much the same as current 6th edition systems, so i dont see a problem with it.]]></description>
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				<pubDate><![CDATA[Mon, 19 Aug 2013 03:35:01]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>I have to go back to the universal resolution chart, find where my unit's value on the chart is, then i have to walk it back 3 steps, then go back to the dice and check them. Experienced players in the system would probably be able to do this instantly, if they know the URC fairly well, but new and moderate level players are going to have to deal with these steps. I like it, but we need something more streamlined. </div></blockquote>I know what you mean, but it's not that hard, and once you do that method once, you don't have to do it again.<br /> <br /> <blockquote class="uncited"><div>I would rather see something like a distance modifier when it comes to tanks, something like for every 12" away from the firing model, the vehicles receives a +1 to its stealth value. This way they are MASSIVE targets close up, but more difficult to hit further away, but not overtly so. For instance, a Land Raider could be stealth 1 base, but at 40" away it'd be stealth 4.</div></blockquote>You know how if you're within half range target gets -1 Stealth? Well I know. If you're over half range target gets +1 Stealth. Easy.<br /> <br /> <blockquote class="uncited"><div>As for the Vehicles damage results, i was thinking of looking for a way to ditch the roll altogether, and have the damage roll determine effects somehow. Maybe have for every point above the necessary value to glance, you move up a slot on the damage chart, so a glance would take off a Hitpoint, but 1 above the glance value is shaken, 2 points is stunned, 3 is weapon destroyed, etc etc. Far from a final idea, but its a direction <span class="glossaryitem" onmouseover='gp(269);'>id</span> like to go. </div></blockquote>Yeah but that means Res 12 Land Raiders are gonna be indestructible...<br /> <br /> <blockquote class="uncited"><div>Feels a bit weak, maybe have models with fleet be able to run without using a command point, be able to assault after running by using a command point, and/or a movement buff.</div></blockquote>I am approaching cautiously with this command point idea, you know if for example running didn't take up a command point then suddenly you might be able to move run charge shoot or something like that...For something of that reason, I wouldn't like a Command stat to determine how many actions something can do. That should be universal.<br /> <blockquote class="uncited"><div>LUDICROUSLY overpowered if this is going to be assigned to common units, plus having leaders use a command point for a re-roll type situation might make this redundant. maybe have it work like lance but on infantry, they never count a models Stealth / Defense as being higher than a certain value.</div></blockquote>Hmm that does sound like a good idea....Yes I like it.<br /> <br /> Sharpshooter - A model with this special rule counts targets with over Stealth 5 as Steath 5. (maybe 6? or even 4?)<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 19 Aug 2013 04:43:40]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ To sharpshooter, you could probably treat it similarly to poison, like sharpshooter 4 never treats stealth as being higher than 4, sharpshooter 5 would never treat stealth as higher than 5. Would make it a bit more customizable between units, but idk.<br /> <br /> <blockquote class="uncited"><div>Yeah but that means Res 12 Land Raiders are gonna be indestructible</div></blockquote> far from perfect idea, but it was a direction i wanted to bring up.<br /> <br /> <blockquote class="uncited"><div>You know how if you're within half range target gets -1 Stealth? Well I know. If you're over half range target gets +1 Stealth. Easy. </div></blockquote> having them gain stealth at  half to max range feel odd though, doesnt it? Maybe make some sort of 24" barrier that grants +1 stealth if they are beyond it.<br /> <br /> <blockquote class="uncited"><div>I am approaching cautiously with this command point idea, you know if for example running didn't take up a command point then suddenly you might be able to move run charge shoot or something like that...For something of that reason, I wouldn't like a Command stat to determine how many actions something can do. That should be universal. </div></blockquote>Agreed, its still a very rough idea for how Command could be implemented,  but i was just throwing ideas out there for fleet, and how it could interact with command in some fashion. <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 19 Aug 2013 05:10:47]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>having them gain stealth at half to max range feel odd though, doesnt it? Maybe make some sort of 24" barrier that grants +1 stealth if they are beyond it. </div></blockquote>Or sort of the same thing as the laser effect: Every 12" away the target gains 1 stealth. This encourages much much MUCH more within 24" play instead of the problems Mahtamori said about camping heavy weapons doing nothing but pew pew from the edge of the table. But we should nerf charge distances a bit, otherwise things will be too easy to assault.<br /> <br /> On that note we should lower the normal move distance to 5, yay for Space Marines (<span class="glossaryitem" onmouseover='gp(84);'>lol</span>) and assault armies wont become extremely overpowered.<br /> <br /> ........................................M..Mk.S...P..R...D...A...V...F..C...Type<br /> Space Marine...................5...5...5...5...5...5...1...1...5...5...<br /> <br /> It's too hard not to resist doing this, and it works.<br /> <br /> Targets within 12" suffer -1 Stealth. Targets over 24" gain +1 Stealth. (This encourages fairy close range firefights!)<br /> <br /> I'M SO HAPPY RIGHT NOW THOUGH, just look at that <span class="glossaryitem" onmouseover='gp(119);'>SM</span> statline!]]></description>
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				<pubDate><![CDATA[Mon, 19 Aug 2013 05:29:06]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Or sort of the same thing as the laser effect: Every 12" away the target gains 1 stealth. This encourages much much MUCH more within 24" play instead of the problems Mahtamori said about camping heavy weapons doing nothing but pew pew from the edge of the table. But we should nerf charge distances a bit, otherwise things will be too easy to assault. </div></blockquote>very good point, but if we do the charge range == half mobility rounding down, for most units at mobility 6 thats only a 3 inch charge, thats a huge nerf. I would argue that something like " staring at 24", and increasing by a value of 1 for every additional 12 inches", otherwise there's going to have be either a major recalculation of stealth values on units to account for the new system, or you have a ton of modifiers going on within the ideal battle range of 24" or less.<br /> <br /> <span class="glossaryitem" onmouseover='gp(269);'>Id</span> still rather keep average mobility at 6", this way half rounding down is still a respectable 3 inches. Not to mention that dropping it to 5 would make moving between cover and across the field in general just that much harder, which im not in favor of, pus the current set of slow = 4", normal = 6", and fast = 8" feel pretty good, and has clear effects on charge distances.]]></description>
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				<pubDate><![CDATA[Mon, 19 Aug 2013 05:48:40]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>D10 Conversion for 40k</title>
				<description><![CDATA[ Look at the edit!]]></description>
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				<pubDate><![CDATA[Mon, 19 Aug 2013 05:53:42]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Lmao that is ridiculous, but i like the varied one a bit better, but its too late to get into this tonight, talk to you in the morning.]]></description>
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				<pubDate><![CDATA[Mon, 19 Aug 2013 05:58:44]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>D10 Conversion for 40k</title>
				<description><![CDATA[ No !!! :cccccc<br /> <br /> Space Marines are the most iconic army in Warhammer! It'd be fraudulent if they weren't straight aces!<br /> <br /> Anyway, you got Vitality and Attacks to break it up.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> How do you feel about the statline going like this?<br /> <br /> ........................................M..<span class="glossaryitem" onmouseover='gp(14);'>BS</span>..<span class="glossaryitem" onmouseover='gp(171);'>St</span>..<span class="glossaryitem" onmouseover='gp(149);'>WS</span>..D...S....T....A....V....F...C....Type<br /> Space Marine...................5....5....5....5....5....5....5....1....1....5....5....Infantry, Biological<br /> Imperial Guardsman.........5....4....5....4....5....3....3....1....1....4....5....Infantry, Biological<br /> Tau Fire Warrior..............5....4....5....3....3....3....4....1....1....3....5....Infantry, Biological<br /> Eldar Guardian.................7....4....5....5....5....3....3....1....1....4....5....Infantry, Biological<br /> Ork Boy...........................5....2....5....5....4....4....4....2....1....3....5....Infantry, Biological<br /> Hormagaunt.....................6....3....5....4....5....4....3....2....1....3....5....Infantry, Biological<br /> Necron Warrior................4....5....5....4....3....5....5....1....1....7....5....Infantry, Mechanical (?)<br /> Plaguebearer of Nurgle....3....0....5....4....3....5....5....1....1....7....5....Infantry, Spawn (?)]]></description>
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				<pubDate><![CDATA[Mon, 19 Aug 2013 07:13:25]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ As hilarious as that Statline is, i still think Space Marines need stealth and dexterity 4, and mobility 6". Thy cant, and snd shouldn't, be good at everything ]]></description>
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				<pubDate><![CDATA[Mon, 19 Aug 2013 14:22:55]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>D10 Conversion for 40k</title>
				<description><![CDATA[ That's not even a valid argument in this case...cuz Stealth got upped for everyone, and mobility got reduced for everyone. ]]></description>
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				<pubDate><![CDATA[Mon, 19 Aug 2013 14:48:18]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Why? Just increasing stats across the board is not a good solution, and if you drop movement to 5 as average average charge distance is only 2 inches.]]></description>
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				<pubDate><![CDATA[Mon, 19 Aug 2013 16:12:03]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/543845/5962660.page"><b>Rav1rn wrote:</b></a><br/>Why? Just increasing stats across the board is not a good solution, and if you drop movement to 5 as average average charge distance is only 2 inches.</div></blockquote>Well firstly you round up, so it's 3 inches, secondly, why is it not a good solution? We're not just increasing them because we can, we're not JUST doing it to make <span class="glossaryitem" onmouseover='gp(388);'>SMs</span> 5s across the board, there are other reasons previously stated.]]></description>
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				<pubDate><![CDATA[Tue, 20 Aug 2013 00:53:14]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ I know i said they should have 5's, but if 4 is the standard and 5 is improved, a marine should not have improved stealth and dexterity, we went over this a while ago, theyre not going to be stealthy or agile, its not something they are capable of.<br /> <br /> And yes it's not just for those reasons, but we need to make better systems for increasing survivability. I dont particularly where we get these ideas from, we could probably even open a new thread to ask for ideas on this topic, but increasing stats is a heavy handed approach im not a fan of.<br /> <br /> And I'd rather have the general rule for halving be round down, rather than round up, since i feel if you need to make a special case where you change the rounding, it feels much better for it to be an improvement rather than a penalty. Also, since <span class="glossaryitem" onmouseover='gp(3);'>40K</span> players are used to having 6" moves as standard, i think changing that would frustrate players at the very least, potentially even turning off many players, for no real benefit in return.<br /> ]]></description>
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				<pubDate><![CDATA[Tue, 20 Aug 2013 01:08:17]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>I know i said they should have 5's, but if 4 is the standard and 5 is improved, a marine should not have improved stealth and dexterity, we went over this a while ago, theyre not going to be stealthy or agile, its not something they are capable of. </div></blockquote>It ISN'T improved stealth or dexterity. They have the same effective stealth and dexterity as they ever did.<br /> <br /> <blockquote class="uncited"><div>And I'd rather have the general rule for halving be round down, rather than round up, since i feel if you need to make a special case where you change the rounding, it feels much better for it to be an improvement rather than a penalty. Also, since <span class="glossaryitem" onmouseover='gp(3);'>40K</span> players are used to having 6" moves as standard, i think changing that would frustrate players at the very least, potentially even turning off many players, for no real benefit in return. </div></blockquote>Why do you want it to be rounding down? Rounding up will ALWAYS be an improvement, because I want every value to be "the higher the better".]]></description>
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				<pubDate><![CDATA[Tue, 20 Aug 2013 01:56:41]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>It ISN'T improved stealth or dexterity. They have the same effective stealth and dexterity as they ever did. </div></blockquote>How? If they were at 4's before, theyre now at 5.<br /> <br /> And rounding down because thats whats used now, and i personally like it. But its the second part of the quoted section i worry about.<br /> ]]></description>
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				<pubDate><![CDATA[Tue, 20 Aug 2013 02:10:57]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ I thought you wanted Space Marines to have 5s all around, because they're iconic?<br /> <br /> <blockquote class="uncited"><div>How? <br /> <br /> And rounding down because thats whats used now, and i personally like it. But its the second part of the quoted section i worry about.</div></blockquote>How? Because everyone who had worse stealth and dexterity STILL have worse stealth and dexterity, while everyone who had better stealth and dexterity STILL have better stealth and dexterity, while everyone who had similar stealth and dexterity STILL have similar stealth and dexterity. NOTHING'S CHANGED. It's as if stealth and dexterity were average 5 all along.<br /> <br /> And you've got no other alternatives to making things more survivable. If Stealth was average 5 while <span class="glossaryitem" onmouseover='gp(14);'>BS</span> was average 4, and Strength/Defense had the same average, things will be dying on a 5+, 4+ (1/6). While, right now things will be dying on a 4+, 4+, 4+ (assuming average <span class="glossaryitem" onmouseover='gp(14);'>bs</span> is 3 and average <span class="glossaryitem" onmouseover='gp(157);'>Sv</span> is 4+). That's 1/8 of the time. Obviously this will be accelerated by better armies - such as high Strength Tau guns, or high <span class="glossaryitem" onmouseover='gp(14);'>BS</span> Space Marines.<br /> <br /> Also where is rounding down used now? I've never seen it.]]></description>
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				<pubDate><![CDATA[Tue, 20 Aug 2013 02:32:13]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Rounding down is the default rule if i remember correctly, it just doesn't come up often. And yes I wanted them at fives all around until we started doing things like stealth and dexterity, where it makes no sense for them to have stats that high. I dont care if the stealth average has been raised to a 5, its still the same numerical value as the others, so its not going to feel right, especially when the average for everything else is still a 4.<br /> <br /> And yes I have no solution, but thats why we can ask the community on a new topic, which im just about to open for this.]]></description>
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				<pubDate><![CDATA[Tue, 20 Aug 2013 02:41:04]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Rounding down is the default rule if i remember correctly, it just doesn't come up often.</div></blockquote>Can you gimme an example?<br /> <br /> I want rounding up to be the default rule, and I want every value to be better if it's higher.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 20 Aug 2013 03:36:12]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Unfortunately, i dont have access to either my old rulebook or my friends new 6th edition rulebook, i could be remembering it wrong, but im fairly certain im not.]]></description>
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				<pubDate><![CDATA[Tue, 20 Aug 2013 03:42:41]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>D10 Conversion for 40k</title>
				<description><![CDATA[ So now what?<br /> <br /> I think we can both agree that it would be best to round up, with higher values always being better.<br /> <br /> It's a bit futile getting into such an argument about Stealth and Dexterity. So I'll let you have it, the average for all stats remain at 4. But we still need to address the issue of things dying too quickly.]]></description>
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				<pubDate><![CDATA[Tue, 20 Aug 2013 04:33:57]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>It's a bit futile getting into such an argument about Stealth and Dexterity. So I'll let you have it, the average for all stats remain at 4. But we still need to address the issue of things dying too quickly.</div></blockquote> i agree, i opened that new thread, hopefully well get good ideas off of it. I'd say something like moving increases stealth and/or decreases <span class="glossaryitem" onmouseover='gp(14);'>BS</span>, though that could be very over or underpowered so well see, not to mention being a pain keeping track of. Range modifiers should help with the heavier weaponry, but we do need to deal with that 24" bubble of ideal range where those modifiers don't come into play. Anything from some sort of cover command (Not going to ground though), to Wargear options like "a unit may replace Krak grenades with smoke grenades", to simply saying more cover should be on the board than 25% of the area might work.<br /> <br /> I like the idea of a cover command, maybe they take a -1 <span class="glossaryitem" onmouseover='gp(14);'>BS</span> penalty for gaining a +1 stealth modifier, idk]]></description>
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				<pubDate><![CDATA[Tue, 20 Aug 2013 04:47:38]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>D10 Conversion for 40k</title>
				<description><![CDATA[ Can you expand on this command/order idea? I'd rather not have the command stat, or any stat, to represent how many commands you can give, but maybe characters give 1, and <span class="glossaryitem" onmouseover='gp(67);'>ICs</span> give 2.<br /> <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 20 Aug 2013 04:55:28]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Can you expand on this command/order idea? I'd rather not have the command stat, or any stat, to represent how many commands you can give, but maybe characters give 1, and <span class="glossaryitem" onmouseover='gp(67);'>ICs</span> give 2. </div></blockquote> im basically working off of Lanrak's idea of a command bubble of variable range, and they have a number of command points they can spend every activation on issuing orders, or by sacrificing their own attacks(whether Melee or shooting) to give a reroll to a squad member, maybe call it guidance or something, and also things like sharing the leaders morale would take a command point i guess?<br /> <br /> Standard sergeants would have no command points, veteran sergeants would have 1 command point and a command range of just their unit. Independant characters would have 1 to 3 command points typically, with a range from just the unit theyre attached to, up to 12" away. Maybe special characters can have more command points and/or a greater range. If a model has a command range larger than just their unit, they may issue orders to any other unit in range as if they were in that unit.<br /> <br /> Other ideas are things like sacrificing an attack to do a reverse look out sir type thing where they help a squad member dodge an attack, though whether thats by increasing defense or offering a reroll are both possibilities. Splitting fire would be interesting as a command, though potentially overpowered, but it would let people use larger squads with heavy weapons in them more effectively, without resorting to systems like combat squads. Re rolling a failed rally could be an option, as well as rallying at under 50% strength, both taking a command point.<br /> <br /> I agree its kind of a shame that command would be negligible on most models, but a better way of looking at it is how Lanrak's command/orders could make many units much more exciting and interesting combined with the new PRC. I make this assumption on the fact that we will probably need to make specialist and rare units more powerful to compensate for their lower numbers and difficulty in taking. Giving some units in these categories command/order abilities would radically alter how they can be deployed and utilized, on top of making them stronger. For example, if we changed the Space marine <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> and Specialist options, bringing back the cheap force commander option, and moving librarians and chaplains to specialist units, where i feel they should be rather than <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>'s, they can be given command/orders and be made extremely powerful, through their support of the rest of the army, even more so than they do standard right now, while still competing for other powerful choices, potentially dreadnoughts if thats where they end up, veterans squads, battle tanks, etc.<br /> <br /> This system would also make you think more about squads that dont get access to leaders, and how you can utilize your unit choices to take advantage of orders despite this, as tyranids would likely have to do with gaunts and warriors for example, or necron warriors and members of the royal court, or chaos daemons and heralds. Leaders would also become more powerful, especially veteran ones, so the danger of losing them, combined with the higher damage output of leaders would make people think more about how to use what they have, as to take advantage of the models abilities, it has to be exposed to danger, but losing them means losing orders. It would also give us as designers great power to determine what veteran upgrades should cost, as we know people will consider it at much higher points than are currently typical of a veteran upgrade.<br /> <br /> As to the stat not saying how many orders they an give, i like the [6"] / 2 type format to describe a command range of six inches with 2 command points, but i guess you could do a combination of morale and command, where command describes the range their commands can be given, and morale 9 gives the sergeant the "wont run" type deal but no command points, morale 10 gives 1 command point, morale 11 gives 2 command points, and morale 12 gives 3 command points, as <span class="glossaryitem" onmouseover='gp(269);'>id</span> expect leaders to be in control of their units and not run, unless the squad broke,and thus have the highest morale values on the scale.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 20 Aug 2013 05:26:50]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ I'd rather not have the command stat, or any stat, to represent how many commands you can give, because from what you're saying, it could be extremely overpowered and slight changes in command will be devastating/devastatingly good.<br /> <br /> I'd suggest that if you are a Character, you are allowed to issue one command per turn. Here are some ideas:<br /> <br /> Support: One model within 3" may reroll, at the Character's <span class="glossaryitem" onmouseover='gp(14);'>BS</span>, failed To Hit rolls until the end of the turn.<br /> Inspire: Models within 6" gain +1 Fortitude when making a morale check until the end of the opponent's next turn.<br /> Take Cover!: The unit gains +1 Stealth until the end of the opponent's next turn<br /> Hasten: This turn, the unit Runs and Charges +1".<br /> Escort: One unit member (except Characters) gains Safeguard (4+) until the end of the opponent's next turn.<br /> <br /> Maybe Independent Characters can have more of these commands, but also unique ones.<br /> <br /> <blockquote class="uncited"><div>combined with the new PRC</div></blockquote>Can we keep it to an <span class="glossaryitem" onmouseover='gp(187);'>FOC</span>? What does PRC even stand for...Also, which <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> are you talking about? My one with the colours and stuff, or Lanrak's core/specialist/restricted one?]]></description>
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				<pubDate><![CDATA[Tue, 20 Aug 2013 06:54:48]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Yes the PRC is lanrak's Common, Specialist, Rare system. I think it stands for proportional rarity composition (PRC). You'r color one was almost the same idea, which i like, but i still think support should be its own slot that doesnt affect the ability to take specialist or rare units. This way we can put things like transports, retinue's, etc in there.<br /> <br /> <blockquote class="uncited"><div>I'd rather not have the command stat, or any stat, to represent how many commands you can give, because from what you're saying, it could be extremely overpowered and slight changes in command will be devastating/devastatingly good. </div></blockquote> Yes but there are several other factors in play with my idea. Firstly, orders are very powerful, similar to psychic powers in 6th edition. However, they <i>appear </i>more powerful than they really are, which means that we can raise the price and lower the availability of models that can issue commands, and people will still see them as valuable and consider them, even at prices far above what would normally reasonable. For instance, no-one would pay 150 points or more for a stock chapter master right now, but let him cast 3 orders a turn with a 12" range, suddenly he looks extremely valuable, even at incredibly increased prices. Every decision players make to get these orders means that many points taken away from the rest of the army. Also, we can strictly control how many orders a model has, whether we determine the number of orders on the command stat, or using morale, or even just saying it in a special rule or something. Strict control over orders is crucial, but it can be easily playtested.<br /> <blockquote class="uncited"><div>Support: This turn, one unit member may reroll failed To Hit rolls (this will probably be the missile launcher or something). <br /> Inspire: The unit gains +1 Fortitude when making a morale check until the end of the opponent's next turn. <br /> Take Cover!: The unit gains +1 Stealth until the end of the opponent's next turn <br /> Hasten: This turn, the unit Runs and Charges +1". <br /> Escort: One unit member (except Characters) gains Safeguard (4+) until the end of the opponent's next turn.</div></blockquote> Love the names. Support  and Inspire sound great. Inspire should probably be until the end of the game turn, since players are going to be trading activation turns a lot during one game turn. Take cover looks good, i'd kinda like them to take a -1 <span class="glossaryitem" onmouseover='gp(14);'>BS</span> penalty for doing so, but lets see how it plays out. Hasten feels a bit weak, i'm not really sure where i'd take it to make it stronger though. Escort doesn't really feel like it should grant an invulnerable save, much less that good of one, but i see the logic of it, so lets see how it works out.<br /> <br /> How do you feel about this as a way to limit orders. In order for a character to give an order, he must forfeit all shooting that activation, and 1 attack if he should be in melee. I like it, since it makes players decide early on whether they want to take advantage of his increased combat abilities, or just run him as an order machine, since by giving orders he becomes that much less dangerous in direct combat. This would let us increase the combat capabilities of characters to a degree.<br /> <blockquote class="uncited"><div>Maybe Independent Characters can have more of these commands, but also unique ones.</div></blockquote> Great idea, though we'd have to be extremely careful here, since this would be more likely to make something overpowered than 1 command point too many here or there.]]></description>
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				<pubDate><![CDATA[Tue, 20 Aug 2013 14:31:21]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>D10 Conversion for 40k</title>
				<description><![CDATA[ Still don't want stats to determine how many commands you can give. Even a difference of 1 could be WAAAAAAAAAAY <span class="glossaryitem" onmouseover='gp(280);'>OP</span>. I'd say we stick it to 1 for 80% of all cases.<br /> <br /> Take Cover!: The unit gains +2 Stealth but suffers -1 Dexterity and may only fire Snap Shots (-4BS) until the end of the opponent's next turn.<br /> <br /> I think this makes it underpowered in most situations, but +2 Stealth could be extremely beneficial in some cases. The Dexterity loss is because imagine this situation: <br /> <br /> You're a simple Guardsman following your Sergeant's orders, so you go ahead and take cover. But while trying to find a good spot, in the corner of your eye you see a horde of hungry Tyranids! -&gt; proceed to get eaten.<br /> <br /> <span class="glossaryitem" onmouseover='gp(330);'>Mm</span>, how's this<br /> <br /> ...........................................<span class="glossaryitem" onmouseover='gp(56);'>HQ</span>.......................................<br /> .............................................||........................................<br /> ...............................==============......===========<br /> ============.......||...Core...Core...||===||...Support...||<br /> ||...Specialist...||===||...Core...Core...||===||...Support...||<br /> ||...Specialist...||===||...Core...Core...||===||...Support...||<br /> ||...Specialist...||===||...Core...Core...||===||...Support...||<br /> ||...Specialist...||===||...Core...Core...||===||...Support...||<br /> ||...Specialist...||===||...Core...Core...||===||...Support...||<br /> ============.......==============......===========<br /> <br /> Can't be bothered to colour it in, but you get the gist.]]></description>
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				<pubDate><![CDATA[Tue, 20 Aug 2013 14:49:49]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Still don't want stats to determine how many commands you can give. Even a difference of 1 could be WAAAAAAAAAAY <span class="glossaryitem" onmouseover='gp(280);'>OP</span>. I'd say we stick it to 1 for 80% of all cases. </div></blockquote> Think of them like psychic powers, for the most part increasing a models mastery level will not be gamebreaking, unless theyre eldar with all their awesome powers. Similarly, 95% or more of all models would have 2 or less command points, with only rare exceptions like chapter masters, autarchs, grand masters, etc, having 3.<br /> <br /> <blockquote class="uncited"><div>Take Cover!: The unit gains +2 Stealth but suffers -1 Dexterity and may only fire Snap Shots (-4BS) until the end of the opponent's next turn. </div></blockquote> yeah that might be a bit too much in the other direction, <span class="glossaryitem" onmouseover='gp(84);'>lol</span> but having them lose dexterity is a good idea.<br /> <br /> I like that chart, but <span class="glossaryitem" onmouseover='gp(269);'>id</span> have very few support slots instead of many. Also, i like the idea of there being a rare slot, but for the life of me i havnt been able to find a good way to distinguish what goes in it vs what goes in specialist, so <span class="glossaryitem" onmouseover='gp(269);'>id</span> agree that we can drop it all together.]]></description>
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				<pubDate><![CDATA[Tue, 20 Aug 2013 15:06:55]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Think of them like psychic powers, for the most part increasing a models mastery level will not be gamebreaking, unless theyre eldar with all their awesome powers. Similarly, 95% or more of all models would have 2 or less command points, with only rare exceptions like chapter masters, autarchs, grand masters, etc, having 3</div></blockquote>I'm going to reason like this.<br /> <br /> - Psyker's, right now, do not have their own stat reflecting their mastery level. Instead, they have "Psyker (Mastery Level 1)".<br /> - Therefore, Characters should not have their own stat either. They should have "Character (Command 1)".]]></description>
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				<pubDate><![CDATA[Tue, 20 Aug 2013 15:15:55]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Good logic, but then we have command as a stat just representing the range they can cast orders in, which sounds good.]]></description>
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				<pubDate><![CDATA[Tue, 20 Aug 2013 15:17:11]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>D10 Conversion for 40k</title>
				<description><![CDATA[ Well, we don't need that either, because it would say in the command how far the range is, just like how it says in the psychic power.<br /> <br /> However for just Characters I would keep the command to their squad only.]]></description>
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				<pubDate><![CDATA[Wed, 21 Aug 2013 00:49:16]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ OK, so we'd have something like Character (Command 2, 6") or something?<br /> <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Ok, so for the areas on the outside of the Universal Resolution Chart, do we want those to be auto hits/wound and auto/misses fails or what? We could do the reroll system that <span class="glossaryitem" onmouseover='gp(3);'>40k</span> has, but im not sure.<br /> <br /> Autohits and misses could frustrate players, but rerolls could really slow things down.]]></description>
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				<pubDate><![CDATA[Wed, 21 Aug 2013 01:59:28]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>D10 Conversion for 40k</title>
				<description><![CDATA[ DEFINITELY autohits and misses. How would it frustrate players? It's their fault they tried to assault a Land Raider with Fire Warriors, and it's their fault they let their squishy <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> get squished by a Wraithlord <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"><br /> <br /> I would just have Character (Command 2) then, in the commands have the range (just like psychic powers), because some commands don't have range and just affect his unit.<br /> <br /> Also, do you want there to be a "command test" like a psychic test?]]></description>
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				<pubDate><![CDATA[Wed, 21 Aug 2013 02:19:48]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>DEFINITELY autohits and misses. How would it frustrate players? It's their fault they tried to assault a Land Raider with Fire Warriors, and it's their fault they let their squishy <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> get squished by a Wraithlord </div></blockquote> Ok, i was just checking, i agree on most of those points.<br /> <br /> <blockquote class="uncited"><div>I would just have Character (Command 2) then, in the commands have the range (just like psychic powers), because some commands don't have range and just affect his unit. </div></blockquote>I would argue that having the orders range be due to the character's abilities should be what differentiates it from psychic powers. And the idea of command ranges is that they could issue these "unit orders" to units other than their own.<br /> <br /> <blockquote class="uncited"><div>Also, do you want there to be a "command test" like a psychic test?</div></blockquote> Im not really set on how to deply orders. A command test (Whether that be by using their command stat, or by using the morale stat) would be one way to go about it, and probably the best. Something where they forfeit attacks is another. I really want command to not just feel like altered pschic powers, but something completely different. ]]></description>
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				<pubDate><![CDATA[Wed, 21 Aug 2013 02:28:52]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>D10 Conversion for 40k</title>
				<description><![CDATA[ That would be a bit weird, I think the Characters should only command their own squad, you don't see a fire dragon exarch ordering commands on a banshee squad o.O<br /> <br /> Characters forfeiting attacks is one way to do it...but then they're really only used for commands, and I don't want it that way. Otherwise you're paying 5-10 points (?) on an order machine, and I don't really want that.]]></description>
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				<pubDate><![CDATA[Wed, 21 Aug 2013 03:04:22]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ No things like sergeants, exarchs, nobs, etc have a command range of 0 so they can only issue orders to their squad. Units with command ranges above 0 can give orders to units besides their own, and no squad leaders will have command range above 0.]]></description>
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				<pubDate><![CDATA[Wed, 21 Aug 2013 03:16:20]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>D10 Conversion for 40k</title>
				<description><![CDATA[ Well great, that means less and less models are even going to have a command range! You're really just making a stat for 5% of all models...why not just include it in the commands :S]]></description>
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				<pubDate><![CDATA[Wed, 21 Aug 2013 03:32:07]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Like you said, it doesn't even have to be a stat, the range can be put into the description like mastery levels. And I don't want this to play like psychic powers with different effects, which is what they would be if you put the range on the orders. Think about how the imperial guard order system feel so different than just about anything else in the game. I want to capture that feeling of difference, and use it for this order/command system.]]></description>
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				<pubDate><![CDATA[Wed, 21 Aug 2013 03:35:59]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>D10 Conversion for 40k</title>
				<description><![CDATA[ How does the <span class="glossaryitem" onmouseover='gp(69);'>IG</span> order system work?<br /> <br /> I don't think simply putting the range somewhere else is going to make it different to psychic powers at all, if you want that feeling of difference then you're gonna have to make it more different.<br /> ]]></description>
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				<pubDate><![CDATA[Wed, 21 Aug 2013 06:58:54]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Its very similar,  command squads have officers in them that can issue a certain number of orders each turn, and have a command range inside of which command squads can either issue orders or let guardsman platoons use their leadership, i forget which.]]></description>
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				<pubDate><![CDATA[Wed, 21 Aug 2013 14:12:36]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>D10 Conversion for 40k</title>
				<description><![CDATA[ Ok...so for normal squads, each sergeant/exarch etc. has a few set commands. These are quite similar in concept to the stances idea in close combat - you take one based on the situation and positioning (Note: We should be careful not to make it bland such as orders that give +1St -1BS! Each order should be very situational, not an autotake every turn). For these kind of squads, the commands are the same, they have a 6" point-blank area of effect range (bubble) - this means that if your squad is cheesily spread out, then some of the models might not hear the order.<br /> <br /> For stronger leaders like veteran sergeants or autarchs, they might be able to choose from a better pool of commands.]]></description>
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				<pubDate><![CDATA[Wed, 21 Aug 2013 15:13:09]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Note: We should be careful not to make it bland such as orders that give +1St -1BS! Each order should be very situational, not an autotake every turn</div></blockquote>agreed, creative is better.<br /> <br /> <blockquote class="uncited"><div>. For these kind of squads, the commands are the same, they have a 6" point-blank area of effect range (bubble) - this means that if your squad is cheesily spread out, then some of the models might not hear the order. </div></blockquote> i would say it should just be the whole unit can hear you, we can assume everyone has some form of intra-squad communication, except orks who just shout loud as hell, and making sure every model is within that 6" bubble would just be slow busywork. Yeah some cheese could come out of it, but its minor and not worth complicating the system over.<br /> <br /> <blockquote class="uncited"><div>For stronger leaders like veteran sergeants or autarchs, they might be able to choose from a better pool of commands.</div></blockquote> Cool idea, building off of it, there are some orders that take 2 or even 3 command points to issue? ]]></description>
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				<pubDate><![CDATA[Wed, 21 Aug 2013 17:55:11]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>i would say it should just be the whole unit can hear you, we can assume everyone has some form of intra-squad communication, except orks who just shout loud as hell, and making sure every model is within that 6" bubble would just be slow busywork. Yeah some cheese could come out of it, but its minor and not worth complicating the system over.</div></blockquote>Good point, but just wondering, if you had intra-squad communication then why would you have to stay within 2" all the time? Wouldn't you set a few men to go over there and snag the objective while another few men advanced through the forest while the rest got a good line of fire through the ruins? And they'd still be able to hear you with the walkie-talkies/soul-bonds/WAAAGH..?<br /> <br /> <blockquote class="uncited"><div>Cool idea, building off of it, there are some orders that take 2 or even 3 command points to issue?</div></blockquote>Yeah. Any ways to make it a bit different from psychic powers?]]></description>
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				<pubDate><![CDATA[Thu, 22 Aug 2013 01:40:05]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>if you had intra-squad communication then why would you have to stay within 2" all the time? Wouldn't you set a few men to go over there and snag the objective while another few men advanced through the forest while the rest got a good line of fire through the ruins? And they'd still be able to hear you with the walkie-talkies/soul-bonds/WAAAGH..? </div></blockquote> Because there needs to be a way to distinguish units from each other, and many of the game systems like morale depend on distinct units, which wouldnt make any sense if models are all over the place. Also because itd be hard to remember what is what like that.<br /> <br /> <blockquote class="uncited"><div>Yeah. Any ways to make it a bit different from psychic powers?</div></blockquote> I think having command ranges being dependent on the model, combined with the different effects than typical psychic powers, is the best we are going to do. It feels different, and should play different, but idk. Suggestions?<br /> <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> I do like the idea of different sets of order tables.<br /> <br /> my idea goes something like this::<br /> <br /> Base Orders: a set of 3 or 4 basic, weak orders that are all useful, but very limited in both their applications and effect.<br /> <br /> Veteran Orders: a set of 6ish orders that are all useful and moderately powerful, but nothing over the top. Some of them could even be Base orders as well, to show that normal leaders dont have the experience to issue the higher-calibre orders.<br /> <br /> (more awesome sounding name): a set of 3ish orders that take 2 command points each, quite powerful, but can only be issued by a select few models like captains, platoon command squads, etc<br /> <br /> (Even more awesomer sounding name): a set of 2-3 orders that may or may not be unique to each army, that are all very powerful, but only issuable by the highest costed and most powerful <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>'s like chapter masters, autarchs, etc. This could include things like WAAAGH from the orks.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 22 Aug 2013 02:22:36]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>I think having command ranges being dependent on the model, combined with the different effects than typical psychic powers, is the best we are going to do.</div></blockquote>I don't think it should ever be dependent on the model. For normal squad leaders their commands only affect their squad, so that's not a problem, but for <span class="glossaryitem" onmouseover='gp(56);'>HQs</span> + independent characters, their commands could affect a UNIT within 9", however only 1 member of the unit has to be in range, because we assume he passes on the message to his comrades.<br /> <br /> You know how psychic powers have a risk - psychic test/perils, well commands don't have to have this risk, but instead have the risk innate to the actual command. So really, all the commands are bad, except in certain situations.<br /> <br /> Yeah, exactly, limited in application and effect, that's what I mean!<br /> <br /> I like your ideas. Assuming we take the system of taking it in turns to operate units.....here's some ideas:<br /> <br /> Commands are made at the start of the Primary Phase. They last for one turn.<br /> <br /> <u>Basic Commands</u><br /> Stay Put!: The unit receives +1 Weapon Skill, +1 Dexterity and -1 Ballistic Skill. It may not move.<br /> Take Cover!: The unit receives +2 Stealth, -1 Dexterity and -2 Ballistic Skill. It may not move.<br /> Empty The Mag!: The unit receives -3 Ballistic Skill. It may fire double the amount of shots, but may not shoot next turn.<br /> Let's Roll!: The unit receives +1 Fortitude, +1 Mobility and +1 Strength. It may not shoot.<br /> <br /> On a different note, how are these for morale status names?<br /> <br /> Suppressed<br /> Neutralized<br /> Dispatched]]></description>
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				<pubDate><![CDATA[Thu, 22 Aug 2013 06:55:09]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>but for <span class="glossaryitem" onmouseover='gp(56);'>HQs</span> + independent characters, their commands could affect a UNIT within 9", however only 1 member of the unit has to be in range, because we assume he passes on the message to his comrades. </div></blockquote> Yeah that's exactly what i meant by having the command range be dependent on the model. Weak commanders like Chaplains and Librarians might have 1 command point, but a command range of 6", whereas a captain would have 2 command points and a command range of 12", and they can issue orders to any unit within their command range so long as one model of that unit is in range.<br /> <br /> <blockquote class="uncited"><div>You know how psychic powers have a risk - psychic test/perils, well commands don't have to have this risk, but instead have the risk innate to the actual command. So really, all the commands are bad, except in certain situations. </div></blockquote> Ok good, thats how they should be, situational bonuses that you have to keep in mind to use at the appropriate times.<br /> <br /> <blockquote class="uncited"><div>Commands are made at the start of the Primary Phase. They last for one turn. </div></blockquote> I think we need to decide how we want to activate orders after we get a semi-finalized list. Because with the list of basic orders you gave (looks good by the way) this would be ideal, but for the older orders that were brought up, activating them when necessary would have worked best. <br /> <br /> As to your list, im conflicted. I really like the feel and idea behind them, im just not sure if having that many effects in game is best. I think it'd be fine, especially once people got used to the list of orders, but playtesting will decide this.I especially like Empty the Mag!, thats just awesome sounding with a cool mechanic behind it, but -3 <span class="glossaryitem" onmouseover='gp(14);'>BS</span> might be a bit too extensive, maybe -2 <span class="glossaryitem" onmouseover='gp(14);'>BS</span>, or even a range reduction too. Let's Roll! feels like a muted furious charge, so <span class="glossaryitem" onmouseover='gp(269);'>id</span> suggest it be some sort of mobility order with the morale bonus, because 1" difference isn't going to affect things enough. Make it 3", you might have something there, since you'd be doubling the run distance of a normal squad. As for take cover, i feel like this is going to become the new going-to-ground mechanic, so i like it. Otherwise, if going-to-ground is still something seperate, <span class="glossaryitem" onmouseover='gp(269);'>id</span> suggest making it a -1 <span class="glossaryitem" onmouseover='gp(14);'>BS</span> modifier instead of -2.<br /> <br /> <blockquote class="uncited"><div>Suppressed <br /> Neutralized <br /> Dispatched</div></blockquote> I'm not sure we've gone over the morale changes in enough depth, so lets hit that next along with orders/commands, Cool names though, but i don't know if dispatched fits very well.]]></description>
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				<pubDate><![CDATA[Thu, 22 Aug 2013 14:32:36]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Yeah that's exactly what i meant by having the command range be dependent on the model. Weak commanders like Chaplains and Librarians might have 1 command point, but a command range of 6&quot;, whereas a captain would have 2 command points and a command range of 12&quot;, and they can issue orders to any unit within their command range so long as one model of that unit is in range</div></blockquote>Command point kinda sounds like a battlefield objective.<br /> <br /> It feels iffy to have longer ranges on better commanders simply because they're better. It's not realistic, and having 12&quot;+ command ranges is going to lower the strategic value of positioning your commanders. I still think commands should have their own ranges.<br /> <br /> As for command points, it seems like unnecessary numbers. Remember established commanders get to choose from a better pool of commands, and letting them cast several of them on the same squad or even dish them out to all of your squads also reduces the tactical value of commands altogether.<br /> <br /> <blockquote class="uncited"><div>I think we need to decide how we want to activate orders after we get a semi-finalized list</div></blockquote>I'd suggest having to order them first thing in the turn, because some of them don't allow you to move. Think of commands similar Grimdark's command phase.<br /> <br /> <blockquote class="uncited"><div>I especially like Empty the Mag!, thats just awesome sounding with a cool mechanic behind it, but -3 <span class="glossaryitem" onmouseover='gp(14);'>BS</span> might be a bit too extensive, maybe -2 <span class="glossaryitem" onmouseover='gp(14);'>BS</span>, or even a range reduction too.</div></blockquote>Thank you :&gt; The reason I put -3 <span class="glossaryitem" onmouseover='gp(14);'>BS</span> is because the system could be well-exploited (in a good way) to squads that may be entering combat soon, or squads that are about to die.<blockquote class="uncited"><div>Let's Roll! feels like a muted furious charge, so <span class="glossaryitem" onmouseover='gp(269);'>id</span> suggest it be some sort of mobility order with the morale bonus, because 1&quot; difference isn't going to affect things enough. Make it 3&quot;, you might have something there, since you'd be doubling the run distance of a normal squad.</div></blockquote>Does that mean you want me to make it stronger? I'd like to keep the Strength boost because its a command that gets people swaggered up and gorilla-like. How are we going to balance it? How about a Weapon Skill decrease, for all their Ork-like rage?<br /> <br /> Let's Roll!: The unit receives +1 Fortitude, +2 Mobility, +1 Strength and -2 Weapon Skill. It may not shoot.<br /> <br /> Since charging scales off 100% Mobility, +2M would be +4&quot; move. I think a whole 6&quot; is a bit too much.<br /> <br /> <blockquote class="uncited"><div>As for take cover, i feel like this is going to become the new going-to-ground mechanic, so i like it. Otherwise, if going-to-ground is still something seperate, <span class="glossaryitem" onmouseover='gp(269);'>id</span> suggest making it a -1 <span class="glossaryitem" onmouseover='gp(14);'>BS</span> modifier instead of -2. </div></blockquote>It WAS going to be Snap Shots only, but then I decided to remove that mechanic completely and go for straight honest modifiers.<br /> <br /> Take Cover!: The unit receives +2 Stealth, -2 Dexterity and -2 Ballistic Skill. It may not move.<br /> <br /> Just a Dexterity decrease increase (wat?) to make it more situational.<br /> <br /> <blockquote class="uncited"><div>I'm not sure we've gone over the morale changes in enough depth, so lets hit that next along with orders/commands, Cool names though, but i don't know if dispatched fits very well.</div></blockquote>I confess I went onto thesaurus.com (I actually always do for these things...) and searched &quot;route&quot; as in routed and dispatched sounded cool. I quite like it; it sounds like you've sent them home, you've dispatched them. I don't mind routed, but it's phonetically the same as &quot;rooted&quot; which can mean rooted to the ground. So it kinda bothers me a bit.<br /> <br /> But this is all I have...<br /> <br /> Suppressed: Fortitude reduced by W, cannot move, -3BS<br /> Neutralised: Fortitude reduced by X, cannot move or shoot <br /> Dispatched: Fortitude reduced by Z, cannot shoot, automatically moves their full Mobility directly towards the controlling player's table edge<br /> <br /> Not really anything done here. Help me out pliz.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Will reply in about 10 hours.]]></description>
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				<pubDate><![CDATA[Thu, 22 Aug 2013 15:14:51]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>It feels iffy to have longer ranges on better commanders simply because they're better. It's not realistic, and having 12&quot;+ command ranges is going to lower the strategic value of positioning your commanders. I still think commands should have their own ranges. <br /> As for command points, it seems like unnecessary numbers. Remember established commanders get to choose from a better pool of commands, and letting them cast several of them on the same squad or even dish them out to all of your squads also reduces the tactical value of commands altogether. </div></blockquote> That's why i put the limit at 12&quot; command range, because anything higher than that, and it become meaningless where your Commander is. And the reason i like having command points over flat command amounts assigned to different unit types is because it lets us fine tune the number of orders a model can issue, not only to make sure that they're balanced, but because it provides us as designers a means to push players towards the higher points-cost models. If my little 60 point space marine commander has the same command range and number of orders as space marine captains and chapter masters, theres very little incentive to take one of those higher-cost models instead of him, where as if you have the stats go:<br /> <br /> Strike Force Commander: 2 Command Points, 6&quot; Command Range<br /> Captain: 2 Command Points, 12&quot; Range<br /> Chapter Master: 3 command points, 12&quot; range<br /> <br /> Then there is good incentive for people to upgrade to the more expensive models, because very few people will be taking them for their direct combat strength.<br /> <br /> And no, command ranges don't make much sense fluff-wise, but they help differentiate models and give incentive to move to more expensive and higher-command models, and help make them a little more different from psychic powers than they would be otherwise.<br /> <blockquote class="uncited"><div>I'd suggest having to order them first thing in the turn, because some of them don't allow you to move. Think of commands similar Grimdark's command phase</div></blockquote> I agree, i like it better this way, its just something to keep open.<br /> <blockquote class="uncited"><div>Thank you :&gt; The reason I put -3 <span class="glossaryitem" onmouseover='gp(14);'>BS</span> is because the system could be well-exploited (in a good way) to squads that may be entering combat soon, or squads that are about to die.</div></blockquote> The reason i suggested adding in a range penalty is for exactly that reason, some armies like orks would be minimally affected by such a penalty, and as such might just go ahead and fire away with this order, since they can maximize their shots for minimal penalty, so a range penalty such as <b>may only fire within 12&quot;</b> would make sure that this is a last ditch about to be killed order.<br /> <blockquote class="uncited"><div>Does that mean you want me to make it stronger? I'd like to keep the Strength boost because its a command that gets people swaggered up and gorilla-like. How are we going to balance it? How about a Weapon Skill decrease, for all their Ork-like rage? <br /> Let's Roll!: The unit receives +1 Fortitude, +2 Mobility, +1 Strength and -2 Weapon Skill. It may not shoot. <br /> Since charging scales off 100% Mobility, +2M would be +4&quot; move. I think a whole 6&quot; is a bit too much. </div></blockquote> I thought charging scaled like running, at 50%? And if this was the direction this order took, it would always be used when you wanted to charge an enemy, which isn't really fitting with the idea of the orders. I think something like a quick sprint from one piece of cover to another would make more sense for this order, so something like +2 Morale and +2/+3 Mobility, not allowed to shoot or assault.<br /> <br /> As for morale, i liked one of the idea's that we brought up way back in the day. If you lose 25% of a unit, you have to take a morale check, and take a  permanent -1 morale penalty. If you fail the morale check, you are shaken, and can move OR shoot, and to get out of shaken status you must pass a morale test on the next activation. If you lose 50% of a unit, you have to take a second morale check, and receive a permanent -2 morale penalty. Should you fail this check, you are considered stunned, and may only respond to assaults, and must pass a morale check next activation to get out of stunned status. Should a unit fall below 75% of its original size, the unit takes a permanent -3 Morale penalty, and must take a morale test. Should they fail this test, they are routed and flee towards the owning players side of the table. <br /> <br /> I don't particularly care about the morale status names at this point, but we do need to solidify the mechanics before we worry about anything else]]></description>
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				<pubDate><![CDATA[Thu, 22 Aug 2013 23:26:48]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>That's why i put the limit at 12" command range, because anything higher than that, and it become meaningless where your Commander is. And the reason i like having command points over flat command amounts assigned to different unit types is because it lets us fine tune the number of orders a model can issue, not only to make sure that they're balanced, but because it provides us as designers a means to push players towards the higher points-cost models. If my little 60 point space marine commander has the same command range and number of orders as space marine captains and chapter masters, theres very little incentive to take one of those higher-cost models instead of him, where as if you have the stats go: <br /> <br /> Strike Force Commander: 2 Command Points, 6" Command Range <br /> Captain: 2 Command Points, 12" Range <br /> Chapter Master: 3 command points, 12" range <br /> <br /> Then there is good incentive for people to upgrade to the more expensive models, because very few people will be taking them for their direct combat strength. <br /> <br /> And no, command ranges don't make much sense fluff-wise, but they help differentiate models and give incentive to move to more expensive and higher-command models, and help make them a little more different from psychic powers than they would be otherwise. </div></blockquote><br /> <br /> I don't think having a range difference is going to be an incentive to move to better commanders, it just means they're easier to play, which isn't what I want.<br /> <br /> Giving them stronger commands is more than enough to encourage players to move to better commanders.<br /> <br /> As for command points, I will ask you: do you want commanders to be able to choose from lower pools of command? And will that mean the worst pool will cost 1 point, the medium 2, the better pool 3 etc?<br /> <br /> Because that will be extremely hard to balance, because that means the worst commands are twice as bad as the medium commands, and thrice as bad as the good commands!<br /> <br /> <blockquote class="uncited"><div>The reason i suggested adding in a range penalty is for exactly that reason, some armies like orks would be minimally affected by such a penalty, and as such might just go ahead and fire away with this order, since they can maximize their shots for minimal penalty, so a range penalty such as may only fire within 12" would make sure that this is a last ditch about to be killed order.</div></blockquote>I don't think we really need a range penalty, I still want to make the mechanics as real as possible; when people are asked to unload their magazine, they would go nuts and fire away, losing a lot of their precision. And obviously they'd have to reload next turn.<br /> <br /> <blockquote class="uncited"><div>I thought charging scaled like running, at 50%? And if this was the direction this order took, it would always be used when you wanted to charge an enemy, which isn't really fitting with the idea of the orders. I think something like a quick sprint from one piece of cover to another would make more sense for this order, so something like +2 Morale and +2/+3 Mobility, not allowed to shoot or assault. </div></blockquote>Well, in the secondary phase, you can either run or charge. If you just run it's half your Mobility, if you charge it's all your Mobility.<br /> <br /> Let's Roll!: The unit receives +1 Fortitude, +2 Mobility. It may not shoot or charge.<br /> <br /> I think 3 Mobility is a bit much, because that would scale into 5/6" extra. Also, if they aren't charging they wouldn't have their morale raised that much.<br /> <br /> <blockquote class="uncited"><div>As for morale, i liked one of the idea's that we brought up way back in the day. If you lose 25% of a unit, you have to take a morale check, and take a permanent -1 morale penalty. If you fail the morale check, you are shaken, and can move OR shoot, and to get out of shaken status you must pass a morale test on the next activation. If you lose 50% of a unit, you have to take a second morale check, and receive a permanent -2 morale penalty. Should you fail this check, you are considered stunned, and may only respond to assaults, and must pass a morale check next activation to get out of stunned status. Should a unit fall below 75% of its original size, the unit takes a permanent -3 Morale penalty, and must take a morale test. Should they fail this test, they are routed and flee towards the owning players side of the table.</div></blockquote>I think 25/50/75% divides it up too much. Even in a squad of 10, they're only going to be falling back with less than 2 men, which kinda makes the routing mechanic obsolete (if it's only going to affect squads that are all but dead anyway).<br /> <br /> Also, the morale statuses aren't exactly in a hierarchy. Suppressed means they have to keep their heads down and can't really shoot to their full effect, neutralised means they can't do anything - they're surrounded by fire from all sides, and falling back means they've lost almost all hope.<br /> <br /> I'm just thinking, with a clear mind: Suppressed and Neutralised have nothing to do with morale! It just means they're pinned down by fire. Falling back means they've lost morale.<br /> <br /> This means: do you want a failed morale test to always be fall back? People can start off with a high morale but lose morale according to how much of their squad has died. So the more people that have died, the more likely it is for them to fall back.<br /> <br /> This also means that suppressed and neutralised will only happen as a result of massive amounts of fire directed at a unit. It has nothing to do with morale! This would also create a tactical dimension of focussing fire on a few key units to temporarily suppress/neutralise them. What do you think?]]></description>
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				<pubDate><![CDATA[Fri, 23 Aug 2013 01:17:24]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>having a range difference is going to be an incentive to move to better commanders, it just means they're easier to play</div></blockquote> That is an incentive. Being able to affect units further away is a huge bonus. You don't have to be as conservative with your commander this way, and when paired with stronger/more orders, its a great reason to pay more to get a unit that has those capabilities.<br /> <br /> <blockquote class="uncited"><div>Giving them stronger commands is more than enough to encourage players to move to better commanders. <br /> As for command points, I will ask you: do you want commanders to be able to choose from lower pools of command? And will that mean the worst pool will cost 1 point, the medium 2, the better pool 3 etc? </div></blockquote> I think a higher level commander should be able to issue the same orders as a sergeant if that was the best call for that moment, but that could be confusing, so im leaning towards your system of them just having higher level commands, and can issue one per turn. My problem is, i think independant characters and other non-squad level commanders should be able to issue orders whenever they want, which would mean they have to be radically different than other orders. I think this could be done, making them much more powerful than normal orders without growing wildly out of control, but we need to work with it to see.<br /> <br /> <blockquote class="uncited"><div>I think 3 Mobility is a bit much, because that would scale into 5/6" extra. Also, if they aren't charging they wouldn't have their morale raised that much. </div></blockquote> The difference between order "Levels" should very much not be linear. The strength should come from other ways of deploying them, such as being able issue orders beyond the start of an activation, and hopefully out of that units activation. If that route isnt possible, then if level 1 orders have a "strength" of 1, then level 2 orders should have a strength of 1.5, and level 3 orders a strength of 1.75.<br /> <br /> <blockquote class="uncited"><div>I don't think we really need a range penalty, I still want to make the mechanics as real as possible; when people are asked to unload their magazine, they would go nuts and fire away, losing a lot of their precision. And obviously they'd have to reload next turn. </div></blockquote> Yes but we cant just stick to realism, because then we run into situations like Orks right now with snap-shooting, where they may as well run and shoot since it has very little effect on their ability to hit, while it is a massive penalty for the likes of Eldar, Necrons, and Space Marines.<br /> <br /> <blockquote class="uncited"><div>Well, in the secondary phase, you can either run or charge. If you just run it's half your Mobility, if you charge it's all your Mobility.</div></blockquote> What is the secondary phase? And what is the difference between running and charging?<br /> <br /> <blockquote class="uncited"><div>Let's Roll!: The unit receives +1 Fortitude, +2 Mobility. It may not shoot or charge. <br /> I think 3 Mobility is a bit much, because that would scale into 5/6" extra. Also, if they aren't charging they wouldn't have their morale raised that much. </div></blockquote> Ok sounds good<br /> <br /> <blockquote class="uncited"><div>I'm just thinking, with a clear mind: Suppressed and Neutralised have nothing to do with morale! It just means they're pinned down by fire. Falling back means they've lost morale. <br /> This means: do you want a failed morale test to always be fall back? People can start off with a high morale but lose morale according to how much of their squad has died. So the more people that have died, the more likely it is for them to fall back. <br /> This also means that suppressed and neutralised will only happen as a result of massive amounts of fire directed at a unit. It has nothing to do with morale! This would also create a tactical dimension of focussing fire on a few key units to temporarily suppress/neutralise them. What do you think?</div></blockquote> There's a lot of parts to this idea, so lets break it down. I agree that a mechanic where getting a certain number of shots fired at / hits taken is a good idea, lets see where this goes. As for suppression and neutralized not having anything to do with morale, i disagree. While the word Morale may not be the best choice for this stat, its what im holding to right now for simplicity. That mob of orks doesnt care about how many bullets are coming at them while they charge, neither does that hormagaunt squad, or a squad of fearless death company marines. While most models would be affected by the number of shots coming down on them, it cant be an automatic thing, since some units will ignore it more than others.<br /> <br />  I think there should be a way for every unit to overcome suppression or whatever, which would most likely take the form of some sort of stat roll, which under the name i'm using right now, is the morale stat. Should penalties be attached to these units for more fire being directed at them? Yes definitely. For example, taking a number of hits equal to the number of models in the squad forces a suppression roll at a -1 morale modifier, and doubling that takes it to a -2 or -3 modifier could be a direction to look into. <br /> <br /> I like the idea of tactical focusing of fire not only to kill someone, but to make them unable to hurt you, is great, but it needs to take a substantial amount of fire, i dont want the first squad to fire to suppress the target immediately. Also, maybe an order that lets someone press on and charge despite suppression, because i dont want a lucky activation phase to completely shut down a charging unit too easily.<br /> <br /> <blockquote class="uncited"><div>I think 25/50/75% divides it up too much. Even in a squad of 10, they're only going to be falling back with less than 2 men, which kinda makes the routing mechanic obsolete (if it's only going to affect squads that are all but dead anyway). </div></blockquote> That was just an example, all the numbers were just taken from thin air. It was the idea behind it i was trying to convey, but i like your direction better.]]></description>
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				<pubDate><![CDATA[Fri, 23 Aug 2013 01:58:42]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>That is an incentive. Being able to affect units further away is a huge bonus. You don't have to be as conservative with your commander this way, and when paired with stronger/more orders, its a great reason to pay more to get a unit that has those capabilities.</div></blockquote>Yeah but people shouldn't be drawn to commanders simply because you don't have to be as conservative/they're easier to use.<blockquote class="uncited"><div>Yes but we cant just stick to realism, because then we run into situations like Orks right now with snap-shooting, where they may as well run and shoot since it has very little effect on their ability to hit, while it is a massive penalty for the likes of Eldar, Necrons, and Space Marines.</div></blockquote>We should adhere to realism, because that is what we want the game to be right? Realistic? We should try and fulfill that as much as possible.<blockquote class="uncited"><div>I like the idea of tactical focusing of fire not only to kill someone, but to make them unable to hurt you, is great, but it needs to take a substantial amount of fire, i dont want the first squad to fire to suppress the target immediately. Also, maybe an order that lets someone press on and charge despite suppression, because i dont want a lucky activation phase to completely shut down a charging unit too easily. </div></blockquote>Of course.<blockquote class="uncited"><div>That mob of orks doesnt care about how many bullets are coming at them while they charge, neither does that hormagaunt squad, or a squad of fearless death company marines.</div></blockquote>Yes, I think this means while Orks and Tyranids have terrible morale and so can fall back easily, they can't get Suppressed or Neutralised easily.<br /> <br /> How about a level system where your commander has a Command Level. Each level grants you access to another command. So the levels would be something like this:<br /> <br /> Command Level 1: Let's Roll!<br /> Command Level 2: Take Cover!<br /> Command Level 3: Stay Put!<br /> Command Level 4: Empty The Mag!<br /> Command Level 5: Suppressing Fire!<br /> Command Level 6: Medic!<br /> Command Level 7: Target Acquired!<br /> Command Level 8: Focus!<br /> Command Level 9: Into The Fray!<br /> Command Level 10: Arise!<br /> Command Level 11: ...<br /> Command Level 12: ...<br /> ]]></description>
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				<pubDate><![CDATA[Fri, 23 Aug 2013 03:51:40]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Yeah but people shouldn't be drawn to commanders simply because you don't have to be as conservative/they're easier to use.</div></blockquote> Not solely, but it's a factor, just like psychic powers or other special rules. And right now, many pure combat <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>'s such as captains, chapter masters, autarchs, etc are less valuable than support <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>'s like Librarians, Chaplains, Farseers, etc, since the latter can have a greater effect on more units, and combat <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>'s can have a hard time earning their points back. This system lets us bring them back as much more justifiable and reliable units, since they are typically force commanders and strategists on top of direct combat monsters.<br /> <br /> <blockquote class="uncited"><div>We should adhere to realism, because that is what we want the game to be right? Realistic? We should try and fulfill that as much as possible.</div></blockquote> I'd rather stick to fun, reliable, balanced mechanics, and Empty the Mag! without a range penalty means it suffers from the same irritations as Snap-shots right now, in that i can have a big squad of lootas moving around and firing ungodly amounts of <span class="glossaryitem" onmouseover='gp(123);'>str</span> 7 shots at 36" range, for virtually no penalty, which would be incredibly frustrating, especially when you add suppression on top of that.<br /> <br /> <blockquote class="uncited"><div>Yes, I think this means while Orks and Tyranids have terrible morale and so can fall back easily, they can't get Suppressed or Neutralised easily. <br /> How about a level system where your commander has a Command Level. Each level grants you access to another command. </div></blockquote> Yeah between Mob Rule and Fearless under Synapse, i dont see it being too big a problem, but its something to keep in mind. As for the command levels idea, it feels kinda flimsy, like we'd be trying to justify a Command stat without strong backing of it. Plus then we have the problem of either giving everything just a few command level options, or we restrict some units from using certain orders, which doesn't feel right.<br /> <br /> Love the names of Target Acquired!, Focus!, and Into the Fray!. Really cool names, any ideas for mechanics behind them?<br /> <br /> Target Acquired! feels like a <span class="glossaryitem" onmouseover='gp(14);'>BS</span> Increaser<br /> Focus! Sounds like something that increases <span class="glossaryitem" onmouseover='gp(149);'>WS</span> and Dexterity<br /> Into the Fray! maybe some sort of assault and charge bonus i guess<br /> <br /> To top off your list of orders, maybe make the last 2 choices out of the set of 12 (the 2 highest level orders) be army specific? Idk, could be hard to do or not really suitable, but i think itd be interesting.<br /> ]]></description>
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				<pubDate><![CDATA[Fri, 23 Aug 2013 05:20:15]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Not solely, but it's a factor, just like psychic powers or other special rules.</div></blockquote>Yes it's a factor, but it shouldn't be a factor. As in, you shouldn't be drawn to those commanders because of their range and their ease of use.<blockquote class="uncited"><div>it suffers from the same irritations as Snap-shots right now, in that i can have a big squad of lootas moving around and firing ungodly amounts of <span class="glossaryitem" onmouseover='gp(123);'>str</span> 7 shots at 36&quot; range, for virtually no penalty, which would be incredibly frustrating, especially when you add suppression on top of that. </div></blockquote>Except it doesnt suffer from the same irritations as Snap-shots right now. Who would fire double their shots at such a significant <span class="glossaryitem" onmouseover='gp(14);'>BS</span> increase? Certainly no-one, in normal situations.<blockquote class="uncited"><div>Love the names of Target Acquired!, Focus!, and Into the Fray!. Really cool names, any ideas for mechanics behind them?</div></blockquote>Ok, time to work on this xD <br /> <br /> Command Level 1: Let's Roll!: The unit receives +2 Mobility. It may not shoot. <br /> Command Level 2: Take Cover!: The unit receives +2 Stealth, -1 Dexterity and -2 Ballistic Skill. It may not move. <br /> Command Level 3: Stay Put!: The unit receives +1 Weapon Skill, +1 Dexterity and -1 Ballistic Skill. It may not move.<br /> Command Level 4: Empty The Mag!: The unit receives -3 Ballistic Skill. It may fire double the amount of shots, but may not shoot next turn. <br /> Command Level 5: Suppressing Fire!: The unit receives -2 Ballistic Skill. All shots fired gain the Suppressing special rule.<br /> Command Level 6: Medic!: The unit recovers D3 models at the end of the Secondary Phase. (?)<br /> Command Level 7: Target Acquired!: The unit receives +1 Ballistic Skill. It may not Split Fire.<br /> Command Level 8: Focus!: The unit receives +1 Weapon Skill, +1 Ballistic Skill and -1 Mobility. It gains the Seasoned Marksman special rule.<br /> Command Level 9: Into The Fray!: They unit receives +2 Fortitude, +3 Mobility and +1 Strength. It may not shoot.<br /> Command Level 10: Arise!: The unit receives +1 Strength and +1 Defense. It removes all morale status effects and gains the Feel No Pain special rule.<br /> <br /> <blockquote class="uncited"><div>To top off your list of orders, maybe make the last 2 choices out of the set of 12 (the 2 highest level orders) be army specific? Idk, could be hard to do or not really suitable, but i think itd be interesting. </div></blockquote><span class="glossaryitem" onmouseover='gp(376);'>mmm</span>.....How about we keep the last 2 commands, but some commanders can have their own commands e.g. an Autarch might have one something to do with reserves or somethin.<br /> <br /> Thanks by the way, I spent ages trying to find some inspiration for those names &gt;.&lt;]]></description>
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				<pubDate><![CDATA[Fri, 23 Aug 2013 07:56:39]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Except it doesnt suffer from the same irritations as Snap-shots right now. Who would fire double their shots at such a significant <span class="glossaryitem" onmouseover='gp(14);'>BS</span> increase? Certainly no-one, in normal situations.</div></blockquote> Orks? At <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 2, they wont really care if they drop to <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 1, so long as they can fire more shots. And if they can suppress or neutralize an enemy unit that was going to be a key part of the opponents plan, like a squad of missile launcher devastators for example or a big scary assault squad, they can do so, at up to 36" range. It doesn't matter that they cant fire next turn, they killed enemy models and probably locked down a key unit, so they've served their purpose. You can't have a defensive order that can be used offensively like that, it needs another restriction. And that's just the situations I expect, I guarantee cheese hunters will find ways to abuse this.<br /> <br /> I LOVE Arise! Thats a really cool order to use in this system, especially since it looks like it'd be restricted to the highest level models.<br /> <br /> Is the suppression special rule just something that lets you suppress units more easily? Sort of a pinning special rule deal, where if you wound a model in the unit, they immediately have to take a suppression test? Could be <span class="glossaryitem" onmouseover='gp(280);'>OP</span>, but well see.<br /> <br /> Medic! is way overpowered, people would abuse this to no end. I would run this order over and over on my terminators. Maybe have it be feel no pain or something, but even that's problematic, since <span class="glossaryitem" onmouseover='gp(265);'>FnP</span>(5+) would be crazy strong, while <span class="glossaryitem" onmouseover='gp(265);'>FnP</span> (6+) would be overlooked and not worth the order.<br /> <br /> Giving Seasoned Marksman to a unit that takes Focus! seems like its going to cause tons of problems. Yes its a high level order so it'd be harder to abuse, but imagine giving that to units like snipers, rangers, missile launcher devastators, pathfinders, etc. They are going to annihilate anything they set their eyes on, and i don't want the game to devolve into commanders stuck to heavy firing units because they maximize damage that way, and will be slaughtered by the opponents commander in a big scary shooter squad.<br /> <br /> I'm still hesitant about putting a strength bonus on Into the Fray! because if that stacks with Furious Charge, its going to unstoppable. Getting a +2 Strength bonus on the charge means that you can potentially go from a 5+ to a 3+, which would put the hurt on anything. I'd say keep the strength bonuses in special rules and not orders, because otherwise your devaluing Furious charge on one side and massive buffing it on the other.<br /> <br /> <blockquote class="uncited"><div> Target Acquired!: The unit receives +1 Ballistic Skill. It may not Split Fire.</div></blockquote> Feels a bit weak for how high it's supposed to be, and as for may not split fire, does that mean you agree that that could be done instead of issuing orders? along with the re-roll idea?<br /> <br /> <blockquote class="uncited"><div>Yes it's a factor, but it shouldn't be a factor. As in, you shouldn't be drawn to those commanders because of their range and their ease of use.</div></blockquote> Why? We need a way to show that more expensive commanders are actually better than cheaper ones, and this fits the bill, without being ridiculous or complex. And just because it can be done as ease of use, excellent players will still work hard to take every ounce of power of these units by trying to get more models in range of them. And i'm still not on-board with a command stat at this point, its just not something that couldn't be done more smoothly with a table or chart rather than a stat.]]></description>
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				<pubDate><![CDATA[Fri, 23 Aug 2013 14:26:15]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Man I'm so glad you could reply before I sleep.<blockquote class="uncited"><div>Orks? At <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 2, they wont really care if they drop to <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 1, so long as they can fire more shots.</div></blockquote>Yeah but that's not the system. Moving with a Heavy weapon means -3BS (remember you're not supposed to be able to move and fire Heavy weapons anyway!), so an Ork can't move and fire Heavy weapons.<blockquote class="uncited"><div>they killed enemy models and probably locked down a key unit, so they've served their purpose. You can't have a defensive order that can be used offensively like that</div></blockquote>It's supposed to be used as a last resort, people would rarely use this just because they can.<blockquote class="uncited"><div>I LOVE Arise! Thats a really cool order to use in this system, especially since it looks like it'd be restricted to the highest level models.</div></blockquote>Indeed :] It sort of feels like you're turning your bog-standard men into half-Necron cyborgs <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"><blockquote class="uncited"><div>Is the suppression special rule just something that lets you suppress units more easily? Sort of a pinning special rule deal, where if you wound a model in the unit, they immediately have to take a suppression test? Could be <span class="glossaryitem" onmouseover='gp(280);'>OP</span>, but well see. </div></blockquote>Yeah, it would probably suppress people more easily than normal shots, but yeah we gotta balance it obviously.<blockquote class="uncited"><div>Medic! is way overpowered, people would abuse this to no end. I would run this order over and over on my terminators. Maybe have it be feel no pain or something, but even that's problematic, since <span class="glossaryitem" onmouseover='gp(265);'>FnP</span>(5+) would be crazy strong, while <span class="glossaryitem" onmouseover='gp(265);'>FnP</span> (6+) would be overlooked and not worth the order. </div></blockquote>I put a question mark after it for a reason D:<blockquote class="uncited"><div>Giving Seasoned Marksman to a unit that takes Focus! seems like its going to cause tons of problems. Yes its a high level order so it'd be harder to abuse, but imagine giving that to units like snipers, rangers, missile launcher devastators, pathfinders, etc. They are going to annihilate anything they set their eyes on, and i don't want the game to devolve into commanders stuck to heavy firing units because they maximize damage that way, and will be slaughtered by the opponents commander in a big scary shooter squad.</div></blockquote>Wait, you know that this is what the special rule actually does:<br /> <br /> Seasoned Marksman - A model with this special rule may allocate any wounds it causes in ranged combat however it wishes.<br /> <br /> It's just giving precision shots .__.<blockquote class="uncited"><div>I'm still hesitant about putting a strength bonus on Into the Fray! because if that stacks with Furious Charge, its going to unstoppable. Getting a +2 Strength bonus on the charge means that you can potentially go from a 5+ to a 3+, which would put the hurt on anything. I'd say keep the strength bonuses in special rules and not orders, because otherwise your devaluing Furious charge on one side and massive buffing it on the other.</div></blockquote>I suppose...How about:<br /> <br /> Command Level 9: Into The Fray!: They unit receives +2 Fortitude, +3 Mobility and +1 Dexterity. It may not shoot.<br /> <br /> I suppose you can justify the Dexterity increase (somewhat).<blockquote class="uncited"><div>Feels a bit weak for how high it's supposed to be, and as for may not split fire, does that mean you agree that that could be done instead of issuing orders? along with the re-roll idea?</div></blockquote>The reason why it's proportionally weak is because it has close to no downsides. It just increases <span class="glossaryitem" onmouseover='gp(14);'>BS</span>, and this is vital in many situations, and because it's almost universal, it has to be moderate.<blockquote class="uncited"><div>Why? We need a way to show that more expensive commanders are actually better than cheaper ones</div></blockquote>Yeah, and the way we do that is by giving them BETTER commands, not FURTHER commands. If you don't have to disobey reality, don't.<blockquote class="uncited"><div>And i'm still not on-board with a command stat at this point, its just not something that couldn't be done more smoothly with a table or chart rather than a stat.</div></blockquote>Me neither, as in command stat determining which powers you can use. So characters would have Character (Command Level X).]]></description>
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				<pubDate><![CDATA[Fri, 23 Aug 2013 14:49:17]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ I think we need to address something before we go much further, since there's a lot of command ideas floating around.<br /> <br /> Right now, i'm in favor of there being different charts for different levels of commanders to use. So a basic chart would be available to all Sergeants, the Veteran Chart would be available to upgraded sergeants and equivalents in other army's, so Exarchs and the like would probably get the veteran chart, and then a leader chart that only the few highest ranking models would get, so warboss's, necron lords, autarchs, captains / chapter master / grand master, ethereal, etc. And on top of this system, i like the idea of sergeant orders being issued at the start of an activation, and commander orders can be issued not only outside of that models activation, but in the opponents turn as well. Both sergeants and higher level commanders should have different number of orders per game turn, and they should have different command ranges.<br /> <br /> I like this system for two reasons. One, it's very segmented, so we can set definite limits to the effects orders in each category have. And 2, it lets us show the differences between commanders when the system of these charts doesn't exactly work. For example, a Chaplain is not a force commander, but he does have more experience and authority than a typical veteran sergeant, so he would pick from the Veteran order list, but be able to issue them with a command range of 6". A Strike Force Commander, however, is someone expected to lead troops into battle, and make strategic and tactical decisions, however, he does not stack up to his peers of command, the Captains and Chapter Masters, so he would pick from the Leader Chart, but have a command range of 6" rather than 12" like the other 2.<br /> <br /> Command range isn't really the distance they can communicate with, its the amount of the battlefield they are able to comprehend and focus on, and issue orders accordingly, if a realistic approach to this is really necessary.<br /> ,<br /> Assuming i understand your command levels right, you mean that a model with a certain command level can issue orders of that level and lower right? The problem i have with this system is that we have 2 options in where to take this.  Option one is that we want everything to be able to issue more or less the same orders, which means there are only going to be a couple of these values used. Option two is that we take advantage of the variety this chart presents, but then we have to choose what level certain leader models are, which would not only be a bear to chug through and discuss, but frustrate players, because they don't get to use the whole list of available options while their opponent can.<br /> <br /> <blockquote class="uncited"><div>It's supposed to be used as a last resort, people would rarely use this just because they can.</div></blockquote> Players will abuse these systems at the drop of a hat if they think they can get a significant advantage from it. Cheese Hunters will be everywhere, and there have been too many examples of someone finding a way a few rules and units interact in an overpowered fashion to ignore. I don't even play Orks, and i can see that this will be easily abusable by them.<br /> <br /> <blockquote class="uncited"><div>Moving with a Heavy weapon means -3BS</div></blockquote> When did this get brought up? And do you mean that a stat can fall below 1? Because if so, then i dont have as much of a problem with it, except now we're essentially shutting down that order for Orks, since they'll never be able to use it, which is problematic in a whole other way.<br /> <br /> <blockquote class="uncited"><div>Wait, you know that this is what the special rule actually does: <br /> Seasoned Marksman - A model with this special rule may allocate any wounds it causes in ranged combat however it wishes. <br /> It's just giving precision shots .__.</div></blockquote> Yeah i forgot that snipers got that automatically, but that doesn't change the fact if you give this to a typical squad, they will be able to burn down the most dangerous models in an opponents squad automatically. Plasma Cannons, Power Weapons, Flamers, Sergeants, whatever is the biggest danger to them would be instantly taken down, barring some minor miracle, which would be really frustrating to the opponent player, and probably overpowered to boot.]]></description>
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				<pubDate><![CDATA[Fri, 23 Aug 2013 21:48:43]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Command range isn't really the distance they can communicate with, its the amount of the battlefield they are able to comprehend and focus on, and issue orders accordingly, if a realistic approach to this is really necessary.</div></blockquote>This is a very good argument. I just want to add, making the ranges into 6/9/12" tiers would make it more varied. <br /> <br /> Taking everything you've said into account, I have split it up into tiers. Sergeants would be Level 1. Exarchs and Vet Sergeants would be Level 2. Chaplains, Librarians, any commander that isn't a dedicated strategist would be Level 3. Commanders would be Level 4.<br /> <br /> <u>These are issued at the start of the Primary Phase.</u><br /> Level 1: Let's Roll!: The unit receives +2 Mobility. It may not shoot. <br /> Level 1: Take Cover!: The unit receives +2 Stealth, -1 Dexterity and -2 Ballistic Skill. It may not move. <br /> Level 1: Stay Put!: The unit receives +1 Weapon Skill, +1 Dexterity and -1 Ballistic Skill. It may not move.<br /> <br /> <u>These are issued at the start of the Secondary Phase.</u><br /> Level 2: Empty The Mag!: The unit receives -3 Ballistic Skill. It may fire double the amount of shots, but may not shoot next turn. <br /> Level 2: Suppressing Fire!: The unit receives -2 Ballistic Skill. All shots fired gain the Suppressing special rule. <br /> Level 2: Medic!:<br /> <br /> <u>These can be (?)</u><br /> Level 3: Target Acquired!: The unit receives +1 Ballistic Skill. It may not Split Fire.<br /> Level 3:<br /> Level 3: <br /> <br /> <u>These can be issued at any point in the game.</u><br /> Level 4: Arise!: The unit receives +1 Strength and +1 Defense. It removes all morale status effects and gains the Feel No Pain special rule.<br /> Level 4: Focus!: The unit receives +1 Weapon Skill, +1 Ballistic Skill. It gains the Seasoned Marksman special rule.<br /> Level 4: Into The Fray!: The unit receives +2 Fortitude, +3 Mobility and +1 Dexterity.<br /> <br /> <blockquote class="uncited"><div>Players will abuse these systems at the drop of a hat if they think they can get a significant advantage from it. Cheese Hunters will be everywhere, and there have been too many examples of someone finding a way a few rules and units interact in an overpowered fashion to ignore. I don't even play Orks, and i can see that this will be easily abusable by them.</div></blockquote><blockquote class="uncited"><div>When did this get brought up? And do you mean that a stat can fall below 1? Because if so, then i dont have as much of a problem with it, except now we're essentially shutting down that order for Orks, since they'll never be able to use it, which is problematic in a whole other way.</div></blockquote>How do we solve this then?<br /> <br /> <blockquote class="uncited"><div>Yeah i forgot that snipers got that automatically, but that doesn't change the fact if you give this to a typical squad, they will be able to burn down the most dangerous models in an opponents squad automatically. Plasma Cannons, Power Weapons, Flamers, Sergeants, whatever is the biggest danger to them would be instantly taken down, barring some minor miracle, which would be really frustrating to the opponent player, and probably overpowered to boot.</div></blockquote>I know what you mean. I've moved that command up to Level 4, so it shouldn't be that frustrating, because although they might have lost their flamer or something, their commander just wasted one of his valuable skills.<blockquote class="uncited"><div>and as for may not split fire, does that mean you agree that that could be done instead of issuing orders?</div></blockquote>Forgot to reply to this one, but this is what I've got for Split Fire.<br /> <br /> Split Fire: If a model passes an Marksmanship test, it may fire at a target up to 12" away from the unit's original target. No more than a third of a unit has the chance to Split Fire.]]></description>
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				<pubDate><![CDATA[Sat, 24 Aug 2013 01:29:40]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>This is a very good argument. I just want to add, making the ranges into 6/9/12" tiers would make it more varied. </div></blockquote> I've been going back and forth on that idea, i'm just conflicted about it. I think the variety would be great, but deciding which units get the 9" version has been tripping me up. I like the 6" and 12" choice, because its a very flat weak commander, strong commander difference, i just dont know what would get 9". Examples would probably sell me on it, but i don't have any good ones in mind.<br /> <br /> Your order chart looks good, but filling in that second highest tier could be tricky, and im not sure its totally necessary, as per my last post.<br /> <br /> As for solving that problem, i think a max range solves it, but <span class="glossaryitem" onmouseover='gp(269);'>id</span> like something more fitting. Preventing cheese just means we have to be vigilant about thinking about as many situations with as many units and army's as possible.<br /> <br /> <blockquote class="uncited"><div>I know what you mean. I've moved that command up to Level 4, so it shouldn't be that frustrating, because although they might have lost their flamer or something, their commander just wasted one of his valuable skills.</div></blockquote> yeah, it's still just something to keep in mind, since they could potentially issue 2 of those per game turn, which is incredibly strong. Maybe say they can't issue the same order twice in one game turn. Its just dangerous since this would let them snipe the other units leader, denying that squad their orders, espeially since things can die more easily now.<br /> <br /> Do we want multiple orders to stack? Or even have the higher ranking orders override the lower level orders when issued?<br /> <br /> <blockquote class="uncited"><div>Split Fire: If a model passes an Marksmanship test, it may fire at a target up to 12" away from the unit's original target. No more than a third of a unit has the chance to Split Fire.</div></blockquote> im not sure, split fire is a very powerful ability. I think having it take an order, and maybe make you direct half the unit at the second target, or at a <span class="glossaryitem" onmouseover='gp(14);'>BS</span> penalty or something on top of that would be the way to go.]]></description>
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				<pubDate><![CDATA[Sat, 24 Aug 2013 02:07:35]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>I've been going back and forth on that idea, i'm just conflicted about it. I think the variety would be great, but deciding which units get the 9" version has been tripping me up. I like the 6" and 12" choice, because its a very flat weak commander, strong commander difference, i just dont know what would get 9". Examples would probably sell me on it, but i don't have any good ones in mind.</div></blockquote>Actually I think that if 12" is gonna be the maximum command distance for every commander in the entire galaxy, then I would put it into 2" increments, how's this (obviously subject to change):<br /> <br /> 6" - Chaplain, Librarian, Farseer, Ethereal (?)<br /> 8" - The best of above i.e. named models<br /> 10" - Autarch, Captain, Chapter Master, Warboss, Necron Lord<br /> 12" - The best of above i.e. named models<br /> <br /> <blockquote class="uncited"><div>yeah, it's still just something to keep in mind, since they could potentially issue 2 of those per game turn, which is incredibly strong. Maybe say they can't issue the same order twice in one game turn. Its just dangerous since this would let them snipe the other units leader, denying that squad their orders, espeially since things can die more easily now. Do we want multiple orders to stack? Or even have the higher ranking orders override the lower level orders when issued?</div></blockquote>Let's say a unit can only ever receive one command per turn. As for commanders being able to do more than one command per turn...I'm not sure. It would be realistic but undoubtedly hard to balance.<blockquote class="uncited"><div>im not sure, split fire is a very powerful ability. I think having it take an order, and maybe make you direct half the unit at the second target, or at a <span class="glossaryitem" onmouseover='gp(14);'>BS</span> penalty or something on top of that would be the way to go.</div></blockquote>Okay:<br /> <br /> Level 1: Let's Roll!: The unit receives +2 Mobility. It may not shoot. <br /> Level 1: Take Cover!: The unit receives +2 Stealth, -1 Dexterity and -2 Ballistic Skill. It may not move. <br /> Level 1: Stay Put!: The unit receives +1 Weapon Skill, +1 Dexterity and -2 Ballistic Skill. It may not move.<br /> <br /> <i>Level 2: Split Fire!: The unit receives -1 Ballistic Skill. Up to half the squad may shoot at a different target.</i><br /> Level 2: Suppressing Fire!: The unit receives -2 Ballistic Skill. All shots fired gain the Suppressing special rule. <br /> Level 2: Empty The Mag!: The unit receives -3 Ballistic Skill. It may fire double the amount of shots, but may not shoot next turn.<br /> <br /> Level 3: Target Acquired!: The unit receives +1 Ballistic Skill. It may not move.<br /> Level 3: Medic!:<br /> <i>Level 3: Bide!: The unit receives +2 Stealth and +1 Dexterity. It may not move or shoot.</i><br /> <br /> Level 4: Arise!: The unit receives +1 Strength and +1 Defense. It removes all morale status effects and gains the Feel No Pain special rule. <br /> Level 4: Focus!: The unit receives +1 Ballistic Skill and +1 Weapon Skill. It gains the Seasoned Marksman special rule. <br /> Level 4: Into The Fray!: The unit receives +2 Fortitude, +3 Mobility and +1 Dexterity.<br /> <br /> Idk...Level 2 just seems to be a Marksmanship Command Pool.  <img src="/s/i/a/8f7b3f87df347f2cf6c1e7d5e119a067.gif" border="0"> What do you think of Bide! in Level 3? ]]></description>
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				<pubDate><![CDATA[Sat, 24 Aug 2013 03:20:56]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Actually I think that if 12" is gonna be the maximum command distance for every commander in the entire galaxy, then I would put it into 2" increments, how's this (obviously subject to change)</div></blockquote> interesting way of going about it, I like it, but play testing is going to have to be the ultimate decider for this one. As for giving commanders only 1 order, im not sure. Its probably the best way to do this system, but <span class="glossaryitem" onmouseover='gp(269);'>id</span> really like for them to be able to issue 2 of the lower tier orders, though i dont see a great system of doing so without a complete overhaul of the orders. Maybe a unit may issue 2 orders from a chart 2 command levels under their own.<br /> <br /> And I think we need some sort of standardization amongst the orders of different tiers. For example,<br /> <br /> Level 1) stat bonus of 2 in one stat, drop of 3 total in any other stats or group of stats. Must select either may not move or may not shoot.<br /> Level 2) stat bonus of 2 total, drop of 2 total in any other stat or group of stats,must select may not shoot or may not move.<br /> Level 4) stat bonus of 2 total<br /> <br /> These are very rough numbers on a rough idea, but i think getting it a bit more standardized would make it a bit more balanced. We can always play around with them more, but having a core we know and stick too would probably be best.<br /> <br /> <blockquote class="uncited"><div>.Level 2 just seems to be a Marksmanship Command Pool.   What do you think of Bide! in Level 3?</div></blockquote> im not sure, <span class="glossaryitem" onmouseover='gp(269);'>id</span> like for there to be at least one Melee, one shooting, and one movement order in each set, so we need to break that up more, but thats not to say each order set can't have a "specialty" of some sort, where maybe level 2 just has more shooting, while level 1 has more movement/stealth, while 3 and 4 are more about morale and assault.]]></description>
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				<pubDate><![CDATA[Sat, 24 Aug 2013 03:53:53]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>interesting way of going about it, I like it, but play testing is going to have to be the ultimate decider for this one. As for giving commanders only 1 order, im not sure. Its probably the best way to do this system, but <span class="glossaryitem" onmouseover='gp(269);'>id</span> really like for them to be able to issue 2 of the lower tier orders, though i dont see a great system of doing so without a complete overhaul of the orders. Maybe a unit may issue 2 orders from a chart 2 command levels under their own. </div></blockquote>My gut feeling is that there's no point going into all that weird detail like 2 orders from a chart 2 command levels under their own, it's all much more tidier when it's just one order.<blockquote class="uncited"><div>These are very rough numbers on a rough idea, but i think getting it a bit more standardized would make it a bit more balanced. We can always play around with them more, but having a core we know and stick too would probably be best.</div></blockquote>I know what you are trying to do, but what I want to keep, is the essence of the command. No two commands are going to ever fit into that template, and if they did, then it would be boring. As long as we make sure that each command is naturally disadvantageous, then the objective has been captured.<blockquote class="uncited"><div>im not sure, <span class="glossaryitem" onmouseover='gp(269);'>id</span> like for there to be at least one Melee, one shooting, and one movement order in each set, so we need to break that up more, but thats not to say each order set can't have a "specialty" of some sort, where maybe level 2 just has more shooting, while level 1 has more movement/stealth, while 3 and 4 are more about morale and assault.</div></blockquote>I know I want each order to be unique, so I don't want the higher pools to be just a better clone of the lower ones. I want the players to actually feel like they're giving the command, and their boys are being affected correctly by them. But I also want the pools to have a variety of orders.<br /> <br /> My herded feelings: Each pool has 5 commands. These commands are:<br /> <br /> 2 shooting commands<br /> 1 assault command<br /> 2 unique commands<br /> <br /> with the last pool not following this rule.<br /> <br /> So, smoothening the data further:<br /> <br /> Level 1: Split Fire!: The unit receives -1 Ballistic Skill. Up to half the squad may shoot at a different target. <br /> Level 1: Overwatch!: The unit receives -1 Ballistic skill. All shots fired gain the Suppressing special rule. It may not move.<br /> Level 1: Let's Roll!: The unit receives +1 Fortitude and +2 Mobility. It may not shoot.<br /> Level 1: Take Cover!: The unit receives +2 Stealth, -1 Dexterity and -2 Ballistic Skill. It may not move. <br /> Level 1: Stay Put!: The unit receives +1 Weapon Skill, +1 Dexterity and -2 Ballistic Skill. It may not move.<br /> <br /> Level 2: Target Acquired!: The unit receives +1 Ballistic Skill. It may not move.<br /> Level 2: Empty The Mag!: The unit receives -2 Ballistic Skill. It may fire double the amount of shots, but may not shoot next turn. <br /> Level 2: Raid!: The unit receives +1 Mobility, +1 Weapon Skill and +1 Dexterity. It may not shoot.<br /> Level 2: Sit Tight!: The unit receives +3 Stealth, +1 Dexterity and +1 Fortitude. It may not move or shoot.<br /> Level 2: Flank!: The unit receives +2 Mobility and +1 Stealth. It may not shoot but gains the Move Through Cover special rule.<br /> <br /> Level 3: Focus!: The unit receives +1 Ballistic Skill and +1 Weapon Skill. It gains the Seasoned Marksman special rule.<br /> Level 3: Find The Mark!: The unit gains the Sharpshooter special rule. It may not move.<br /> Level 3: Into The Fray!: The unit receives +3 Mobility, +1 Dexterity and +2 Fortitude.<br /> Level 3: Arise!: The unit receives +1 Strength and +1 Defense. It removes all morale status effects and gains the Feel No Pain special rule.<br /> Level 3: Lionheart: The unit receives +1 Strength and +1 Attacks. It gains the Fearless special rule.<br /> <br /> Yus, Sharpshooter is the one with rerolls to hit <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0">]]></description>
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				<pubDate><![CDATA[Sat, 24 Aug 2013 06:34:53]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>My gut feeling is that there's no point going into all that weird detail like 2 orders from a chart 2 command levels under their own, it's all much more tidier when it's just one order.</div></blockquote> Yeah thats how i felt about it too, but itd be nice to work that in somehow.<br /> <br /> <blockquote class="uncited"><div>My herded feelings: Each pool has 5 commands. These commands are: <br /> 2 shooting commands <br /> 1 assault command <br /> 2 unique commands <br /> with the last pool not following this rule. <br /> So, smoothening the data further: </div></blockquote> My initial reaction is that 5 orders is a bit much, as until players get really involved they'll have to keep a list on hand, or keep referencing. That being said, i really like how that order list is turning out.<br /> <br /> Some of the newer ones like Raid!, Sit Tight!, and Flank! are really cool. Im still worried about Empty the Mag!, Focus!, and Find the Mark!. At only 1 order per activation for the last two, i don't think it'll be TOO big a deal, but i think playtesting will show we need to tone it down some, similarly to Empty the Mag!, but lets leave them as is for now and see how it works out. <br /> <br /> We do need to determine how to demonstrate a particular command range however. Is it just going to be something like Independant Character (Command Level 3, 8") or something similar?<br /> <br /> Ok so so far we've covered weapons, stat changes, morale, orders, changes to the <span class="glossaryitem" onmouseover='gp(187);'>FoC</span> system, changes to initiative, Combination of toughness and armor into defense, the addition of dexterity and stealth, psychic dueling, some special rules, some units, suppression, neutralization, and routing... Is there anything else really pressing to get to before we start doing some preliminary playtesting?<br /> <br /> Eventually <span class="glossaryitem" onmouseover='gp(269);'>id</span> like to get to fine-tuning a points formula for deciding how much a model/unit should cost, but thats not a critical issue right now, since we can just guesstimate off current unit costs what the overwhelming majority of units should cost.<br /> ]]></description>
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				<pubDate><![CDATA[Sat, 24 Aug 2013 06:57:07]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>something like Independant Character (Command Level 3, 8") or something similar? </div></blockquote>Yep<blockquote class="uncited"><div>Is there anything else really pressing to get to before we start doing some preliminary playtesting?</div></blockquote>The turn system? Terrain? Deployment?]]></description>
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				<pubDate><![CDATA[Sat, 24 Aug 2013 07:47:43]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Terrain and deployment rules are still extraneous elements at this level. We need to get down to unit vs unit levels of testing, a couple of units on each side max, to see how having all these new rules and systems work together at the smallest of scales. Having some terrain in these samples is crucial, but any sort of official policy beyond light cover, heavy cover, and area terrain , i dont know if we need much more information than that right now. So set light cover (smoke, bush, fence, etc) at +1 stealth, heavy cover at +1 Stealth, +2? Defense, and typical area terrain rules, saying theyre light cover i guess, save for ruins.<br /> <br /> Did we ever agree on how reserves should be brought in? I'm still a fan of sacrificing the first activation of a players activation turn to bring a unit in from reserves, with a limit of 2 or 3 units per game turn. <br /> <br /> As for the turn system, we wanted to use the unit-by-unit activation system from the warpath system i brought up right?<br /> <br /> So something like at the beginning of each game turn, both players roll a dice. The player with the highest value takes the first activation turn. During this activation turn, the player may select and activate one unit, and proceed through the 5? Phases with it (Command, Movement, Shooting, Assault, Resolution). After this unit has completed it's resolution phase, the owning player may roll a <span class="glossaryitem" onmouseover='gp(24);'>D6</span>, and on a 3+, may activate a second unit of their choosing. Upon this unit's completion of its resolution phase, the player may roll a <span class="glossaryitem" onmouseover='gp(24);'>D6</span> again, and on a 6+, they may select and activate a third unit. Upon having their third unit complete it's resolution phase, or after failing or forfeiting an activation roll, the next player begins their activation phase, and proceeds exactly as the first player did during their own activation phase. The players alternate activation phases until all units on the board have been activated. After all units have been activated, the next game turn begins, and players roll off to determine who takes the first activation turn in the new game turn.]]></description>
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				<pubDate><![CDATA[Sat, 24 Aug 2013 08:03:48]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Let's not rush into this, the turn system is one of the fundamental mechanics and I want to get it flawless.<br /> <br /> For the warpath system, what happens if you forget which units you've used and haven't used?<br /> <br /> I can't help but want a bit of originality...Your warpath system is good, but how can we get it....<i>more</i> realistic. That's what I love! Undoubtedly there has to be some sort of turn aspect to it, but how can we entangle it so much (without losing control) so that it <i>feels</i> like you're in a battle, a <i>real</i> battle, with as close to real space and time interactions as possible. I know I'm going all corny but the game has to be <i>utterly</i> indulging to call it a mission accomplished, and I also don't really want to cut corners by outright copying warpath, as much as I like that idea.]]></description>
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				<pubDate><![CDATA[Sat, 24 Aug 2013 08:32:25]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Hi folks,<br />  I have been working away from home for a week.(Stupid service engineer went  on holiday, leaving me to cover the ref -fit on off site . <img src="/s/i/a/7ae18ba11c7ba79f6898e876a4b8ba4a.gif" border="0">  <img src="/s/i/a/7ae18ba11c7ba79f6898e876a4b8ba4a.gif" border="0"> )<br /> <br /> Having skimmed through the last weeks worth of posts, I have ONE MAIN CONCERN.<br /> <br /> You appear to be following <span class="glossaryitem" onmouseover='gp(3);'>40k</span> influence of over complication in the rules to make things sound cool to sell minatures..<br />  EG the same in game effect has lots of different names JUST FOR THE SAKE OF SOUNDING DIFFERENT!<br /> <br /> Could we just start at the beginning , with basic game turn structure and mechanic.<br /> Then cover basic damage resolution .<br /> Then basic morale effects.<br /> Then see if we can include a suitable command mechanic into the morale and or game turn structure.<br /> <br /> Looking at other rule sets for influence  it seems much easier to cover all the intended game play of <span class="glossaryitem" onmouseover='gp(3);'>40k</span> +extra game play , without the 'fussiness' of current <span class="glossaryitem" onmouseover='gp(3);'>40k</span> rules writing.<br /> <br /> I know some people like the 'chrome'. But can we get the basics down before we end up with all 'shine' and no substance. <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0">   <br /> <br /> If we decide on alternating unit activation or alternating phases first.<br /> (We can keep the order counters we discussed earlier as place markers and remove them if they are not needed after play testing.)<br /> <br /> Then look at  damage resolution methods , and then morale and command.<br /> <br /> <br /> <br /> <br /> <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sat, 24 Aug 2013 12:58:14]]> GMT</pubDate>
				<author><![CDATA[ Lanrak]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Oh hey Lanrak you're alive  <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"><br /> <br /> <blockquote class="uncited"><div>the same in game effect has lots of different names JUST FOR THE SAKE OF SOUNDING DIFFERENT!</div></blockquote>It's not different, it's fabulous <img src="/s/i/a/3280d57d913d8178fb42a55db16d1e89.gif" border="0"><blockquote class="uncited"><div>Could we just start at the beginning , with basic game turn structure and mechanic. <br /> Then cover basic damage resolution . <br /> Then basic morale effects. <br /> Then see if we can include a suitable command mechanic into the morale and or game turn structure.</div></blockquote>Sure we can!<br /> <br /> Basic game turn structure and mechanic: We've just started working on it.<br /> Basic damage resolution: Use intuition.<br /> Basic morale effects: Half completed, just need to clarify and elaborate and it's done.<br /> Suitable command mechanic: Prototyped, ready for use.<br /> <blockquote class="uncited"><div>I know some people like the 'chrome'. But can we get the basics down before we end up with all 'shine' and no substance.</div></blockquote><br /> The chrome finish is on sale right now, we should buy as much of it before the sale ends.<br /> We have some great ideas right now, we should refine them before they go stale.<br /> <blockquote class="uncited"><div>We can keep the order counters we discussed earlier as place markers and remove them if they are not needed after play testing.</div></blockquote><br /> I wanna try and make this work without counters.<br /> ]]></description>
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				<pubDate><![CDATA[Sat, 24 Aug 2013 13:30:32]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Counters are the only way i can think of how to determine which units have been activated and which havn't but im open to other suggestions.<br /> <br /> <blockquote class="uncited"><div>Looking at other rule sets for influence it seems much easier to cover all the intended game play of <span class="glossaryitem" onmouseover='gp(3);'>40k</span> +extra game play , without the 'fussiness' of current <span class="glossaryitem" onmouseover='gp(3);'>40k</span> rules writing. </div></blockquote> Glad to hear from you again Lanrak, can you give us some examples? And a lot of the things we've talked about like psychic duels, orders, and some others could be easily pushed to the side as "variant" rules or something that add flavor but arn't mandatory elements to play the game.<br /> <br /> <blockquote class="uncited"><div>Undoubtedly there has to be some sort of turn aspect to it, but how can we entangle it so much (without losing control) so that it feels like you're in a battle, a real battle, with as close to real space and time interactions as possible</div></blockquote> i really have no idea. I think just letting players have that much more control over the game, plus keeping them engaged in the action will do that more than anything else. As for ideas to make it feel seamless.....i got nothing. Because if players have uneven numbers of units, or fails their activation rolls horribly, someone is going to have to finish up activating their units at the end, just getting a few out of the way so the next game turn can begin.<br /> <br /> <blockquote class="uncited"><div> Could we just start at the beginning , with basic game turn structure and mechanic. <br /> Then cover basic damage resolution . <br /> Then basic morale effects. <br /> Then see if we can include a suitable command mechanic into the morale and or game turn structure. </div></blockquote> basic turn structure isn't nearly as important in a unit by unit activation system, since the only thing that the end of a game turn signals is resetting every units activation counters, or whatever we end up using. Basic damage resolution in all forms has been more more or less talked out, since its <span class="glossaryitem" onmouseover='gp(14);'>BS</span> and <span class="glossaryitem" onmouseover='gp(149);'>WS</span> vs Stealth and Dexterity respectively to hit, the strength or damage or whatever its going to be called vs defense for wounds, with this system applied to every units in the game, and the Universal Resolution Chart (URC) being used to determine rolls necessary for all situations. Basic morale effects were just brought up, and are maybe 75% done.]]></description>
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				<pubDate><![CDATA[Sat, 24 Aug 2013 15:31:20]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Hi folks.<br /> The basic turn structure and mechanic sets the level of player and unit interaction.<br /> <br /> If you want to have alternating unit activation for example.<br /> <br /> How many actions per activation, how many activations per player?<br /> How do you structure the actions sequentially or allocated by the player?<br /> How do you structure the activations randomized or fixed?<br /> <br /> If the basic damage resolution is just comparing opposed values, why do you need a resolution table?<br /> <br /> I am simply asking why use a resolution table , what reason do you have?<br /> Do you need to restrict the possible results , or manipulate the sweet spot for efficiency of effect?<br /> <br /> As reguards to basic morale effects what have you defined ?<br /> <br /> Eg what restrictions do morale states impose on the units.(Reduced actions or reduced effect of actions?)<br /> <br /> How many states of effect do you want?<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sat, 24 Aug 2013 19:38:33]]> GMT</pubDate>
				<author><![CDATA[ Lanrak]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>If you want to have alternating unit activation for example.</div></blockquote>The problem with this is what happens if someone has activated all their units but the opponent still has, say, 5 left? Does he not get to use them, simply because he failed his activation rolls or does he get them, potentially blowing up everything we've put so delicately in place?<br /> <br /> <blockquote class="uncited"><div>I am simply asking why use a resolution table , what reason do you have? <br /> Do you need to restrict the possible results , or manipulate the sweet spot for efficiency of effect? </div></blockquote>Both. Without a resolution chart it's like using crude oil as petrol. You've got the honest results of a terrible <span class="glossaryitem" onmouseover='gp(24);'>D6</span>.<br /> <br /> <blockquote class="uncited"><div>As reguards to basic morale effects what have you defined ? Eg what restrictions do morale states impose on the units.(Reduced actions or reduced effect of actions?) How many states of effect do you want?</div></blockquote>Suppressed means they cannot move, with a potential <span class="glossaryitem" onmouseover='gp(14);'>BS</span> modifier. Neutralised means they cannot do anything. Routed is just falling back.]]></description>
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				<pubDate><![CDATA[Sun, 25 Aug 2013 00:47:40]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>The problem with this is what happens if someone has activated all their units but the opponent still has, say, 5 left? Does he not get to use them, simply because he failed his activation rolls or does he get them, potentially blowing up everything we've put so delicately in place? </div></blockquote> I'm actually very excited about this idea, because players now have to think not only about which units to use, and when, but how to use these units in the overall scheme of a turn. Sure i could rush through my turn, activating as many units as fast as possible, but then my opponent may have free reign with several units at the end of the game turn. So the smart player would minimize reckless activations, as additional activation rolls arnt mandatory, and only try to activate as many as possible when it is most advantageous, such as repositioning when a new threat appears, or to maximize damage against an enemy units when the other player made a mistake. This, combined with orders, will benefit  people who really think things through and reward insight and planning.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Ok I may have found the first major problem with combining Armor and Toughness into Defense, and its that things are dying ludicrously fast, in both shooting and Melee. For example, in a typical space marine vs space marine combat, shooting wise, theyre hitting on 3s and wounding on 4s, which is right, which for the number of shots isn't bad. In Melee theyre hitting on 3s wounding on 4s again, not bad. But for things like a tactical squad vs a 20 man ork boy mob, who gets the first turn basically decides the winner. Space marine shooting basic Bolters annihilates the orks, and when the remaining orks close for melee, the space marines hit first and finish them off. When the orks go first, they close to Melee without awful casualties, and proceed to inflict many more wounds than models in the enemy squad. No matter who gets the first turn, its all over by the second turn these 2 face off against each other.<br /> <br /> The problem is that large volumes of attacks or shots can get through much more easily now. For example, a Space Marine Bolter hits an ork boy on a 3+ just like the old system, but wounds them on a 2+ instead of a 4+, which means that many more models are going down each turn, since they wouldn't get an armor save anyways.<br /> <br /> I don't really want to go back to the old system of toughness and armor, but i don't think there's any way for us to solve a problem this huge through minor tweaks or simple systems.]]></description>
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				<pubDate><![CDATA[Sun, 25 Aug 2013 01:29:12]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Hi folks.<br /> If you want to artificially restrict the stats from 1 to 10 ,and then massage the results to reduce effectiveness of some units to make allocating PV and game ballance harder . <br /> Can you explain why you prefer this , other than familiarity of the system.(Only used in <span class="glossaryitem" onmouseover='gp(3);'>40k</span> and <span class="glossaryitem" onmouseover='gp(147);'>WHFB</span> out of the 20 odd  games I have played.)<br /> <br />  If you do not like using direct comparison with 'restrictive <span class="glossaryitem" onmouseover='gp(24);'>D6</span>'.Why not use an exploding dice mechanic?<br /> EG <br /> After rolling a natural 6, re roll.<br /> On a 1 to 3 result stays at 6.<br /> On a 4+ =7<br /> On a 5+= 8<br /> On a 6+=9 <br /> On the second natural roll of a 6.<br /> Re roll<br /> On a 1 to 3 the result stays at 9<br /> On a 4+ =10<br /> On a 5+=11<br /> On a 6+ =12.<br /> <br /> These allow the 'one in a million shot' to be included 'one in 216 times,' rather than just '1 in 6 times',that <span class="glossaryitem" onmouseover='gp(3);'>40k</span> uses. <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0"> <br /> <br /> Alternating activation makes <span class="glossaryitem" onmouseover='gp(308);'>MSU</span> fragile but more flexible than larger units.Some see this as a more realistic presentation of  warfare.Where as other want the game to be more 'even'.<br /> You can get a more even game with alternating phases OR adding tactical twists to the structure of the game turn.... <br /> <br /> If you use a tactical gamble like allowing additional unit activation possible with the roll of a 3+ then 5+.BUT then change following activations from automatic to 3+ or 5+.<br /> (Like Mantics Warpath.)<br /> This can add more flexibility and makes the combat ebb and flow more naturally.<br /> (Compared to fixed alternating activation (Epic <span class="glossaryitem" onmouseover='gp(119);'>SM</span>), but more with more player control than  completely random activation( Bolt Action.) <br /> <br /> <br /> Are you happy with 4 morale states?<br /> <br /> OK<br /> Suppressed.(Move OR Shoot.)<br /> Neutralized(Unable to move or shoot.)<br /> Routed.(Run away!)<br /> <br /> I think we can add some racial difference in the suppression reactions.(EG so Orks , Eldar, Nids,<span class="glossaryitem" onmouseover='gp(69);'>IG</span> , <span class="glossaryitem" onmouseover='gp(119);'>SM</span>  etc all act slightly differently...)<br /> Eg<br /> Some units will automaticaly move to cover .(Grots etc.)<br /> Others will turn to face attacker to return fire.<br /> Others will move towards the closest enemy !(Orks  Khorne Bezerkers etc.) <br /> <br />  If units re dying to fast with a single  defence value.How do you feel about the 2 stage resolution using ONE attack value.And <span class="glossaryitem" onmouseover='gp(9);'>AV</span> and Resistance.<br /> If you beat the models <span class="glossaryitem" onmouseover='gp(9);'>AV</span> you auto suppress the model. But you need to beat the resilliance value with the excees you beat the <span class="glossaryitem" onmouseover='gp(9);'>AV</span> by , to cause wounds/physical damage.<br /> <br />  ]]></description>
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				<pubDate><![CDATA[Sun, 25 Aug 2013 09:53:44]]> GMT</pubDate>
				<author><![CDATA[ Lanrak]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>I don't really want to go back to the old system of toughness and armor, but i don't think there's any way for us to solve a problem this huge through minor tweaks or simple systems.</div></blockquote>I saw this coming. There are a few things I suggest. Either a previously suggested idea, which is just to make the receiving values higher than the attacking values (which neither of us like) OR...<font color='orange'>double the wounds on normal models.</font> Don't panic! Don't be hostile to this idea.<br /> <br /> - Concerning wound allocation, if it's take from the front/<span class="glossaryitem" onmouseover='gp(242);'>btb</span>, then the "putting dice to show how many wounds left" process isn't going to be as bad as you think.<br /> - If we have double wounds, it means that some things like thunder hammers can just instagib things as they should be, without having to give them so much Strength to compensate for the <span class="glossaryitem" onmouseover='gp(6);'>AP</span> removal.<br /> - There could be something like, if someone takes a wound they receive -1 to all other stats (down to a minimum of 1) to make things more DYNAMIC!<br /> <br /> <blockquote class="uncited"><div>These allow the 'one in a million shot' to be included 'one in 216 times,' rather than just '1 in 6 times',that <span class="glossaryitem" onmouseover='gp(3);'>40k</span> uses</div></blockquote>Ey, not only that, it also comes with a free double reroll! Aka...rerolling dice is not the solution, because it will make things much more slower, and combining toughness and armour was to make it faster...  <img src="/s/i/a/053f30f6773034eb25223d86f0e00d8d.gif" border="0"> <blockquote class="uncited"><div>Suppressed.(Move OR Shoot.) <br /> Neutralized(Unable to move or shoot.) <br /> Routed.(Run away!)</div></blockquote>I think suppressed should be unable to move with a <span class="glossaryitem" onmouseover='gp(14);'>BS</span> modifier, because that's how it is realistically, if you've got a hundred and one bullets flying over your head you aren't going to think about moving, but you may point your gun over the barrier and take a few blind shots.]]></description>
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				<pubDate><![CDATA[Sun, 25 Aug 2013 19:39:45]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>double the wounds on normal models. Don't panic! Don't be hostile to this idea. <br /> - Concerning wound allocation, if it's take from the front/<span class="glossaryitem" onmouseover='gp(242);'>btb</span>, then the "putting dice to show how many wounds left" process isn't going to be as bad as you think. <br /> - If we have double wounds, it means that some things like thunder hammers can just instagib things as they should be, without having to give them so much Strength to compensate for the <span class="glossaryitem" onmouseover='gp(6);'>AP</span> removal. <br /> - There could be something like, if someone takes a wound they receive -1 to all other stats (down to a minimum of 1) to make things more DYNAMIC!</div></blockquote> Way too micro for <span class="glossaryitem" onmouseover='gp(3);'>40K</span>. Keeping track of wounds on multiwound units is tough enough as is, ask any ork or grey knight player using nob squads and paladin squads respectively, we don't need to take that and apply it to every unit in the game. Beyond that, having many models of the squad having different stats due to losing wounds would be a nightmare to work out for rolling. I don't want to just crush this idea right out of the gate, but its just not a wise course of action.<br /> <br /> <blockquote class="uncited"><div>I think suppressed should be unable to move with a <span class="glossaryitem" onmouseover='gp(14);'>BS</span> modifier, because that's how it is realistically, if you've got a hundred and one bullets flying over your head you aren't going to think about moving, but you may point your gun over the barrier and take a few blind shots.</div></blockquote> This example actually supports the argument for moving OR shooting, since you're either gonna sprint through the fire to get to new cover, or you're going to duck down and fire as much as possible back. I also like it as it lets players choose, rather than just one inopportune condition that is mandatory.<br /> <br /> <blockquote class="uncited"><div>These allow the 'one in a million shot' to be included 'one in 216 times,' rather than just '1 in 6 times',that <span class="glossaryitem" onmouseover='gp(3);'>40k</span> uses.</div></blockquote> I don't really see why this would be a worthwhile direction to go, sure it'd be great for more rare shots to be possible, but players will want to take every chance to wound possible, no matter how slim, which means a lot of sitting around through reroll after reroll, which for a 1/216 chance of an actual result, which might happen once, maybe twice a game, doesn't seem wise.<br /> <br /> <blockquote class="uncited"><div>Are you happy with 4 morale states? <br /> OK <br /> Suppressed.(Move OR Shoot.) <br /> Neutralized(Unable to move or shoot.) <br /> Routed.(Run away!) </div></blockquote> I really like these, since they're simple, distinct, and easily applicable.<br /> <br /> <blockquote class="uncited"><div>I think we can add some racial difference in the suppression reactions.(EG so Orks , Eldar, Nids,<span class="glossaryitem" onmouseover='gp(69);'>IG</span> , <span class="glossaryitem" onmouseover='gp(119);'>SM</span> etc all act slightly differently...) <br /> Eg <br /> Some units will automaticaly move to cover .(Grots etc.) <br /> Others will turn to face attacker to return fire. <br /> Others will move towards the closest enemy !(Orks Khorne Bezerkers etc.) </div></blockquote> Isn't this what morale, and rules like fearless and stubborn are meant to achieve? I'm all for finding a new way to do the same thing, but the current morale system is pretty nice, and people are familiar with it. Throw out some great ideas though, and lets see where we can take it.<br /> <br /> <blockquote class="uncited"><div>If units re dying to fast with a single defence value.How do you feel about the 2 stage resolution using ONE attack value.And <span class="glossaryitem" onmouseover='gp(9);'>AV</span> and Resistance. <br /> If you beat the models <span class="glossaryitem" onmouseover='gp(9);'>AV</span> you auto suppress the model. But you need to beat the resilliance value with the excees you beat the <span class="glossaryitem" onmouseover='gp(9);'>AV</span> by , to cause wounds/physical damage. </div></blockquote>I'd much rather suppression have to do with the number of rounds being fired at the unit, it just makes more sense, because if someone breaks through the next guy over's armor, its no different to me than if he was killed on the spot. But if theres hundreds of rounds whizzing by, im gonna drop to the dirt unless a commissar threatens to kill me if it do. Beyond this, it just seems like a slight reversal and modification of the current armor and toughness system, and in a unique direction which im a huge fan of. If we had to bring back the 2 value defense system, i'd rather just stick to what's in place to keep players familiar to the current system interested, with a revision to the <span class="glossaryitem" onmouseover='gp(6);'>AP</span> system to make it more dynamic, but lets get some new ideas on this front flowing and see what happens.<br /> <br /> <blockquote class="uncited"><div>If you use a tactical gamble like allowing additional unit activation possible with the roll of a 3+ then 5+.BUT then change following activations from automatic to 3+ or 5+. </div></blockquote> I don't understand what you mean by this.]]></description>
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				<pubDate><![CDATA[Mon, 26 Aug 2013 01:08:04]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>This example actually supports the argument for moving OR shooting, since you're either gonna sprint through the fire to get to new cover, or you're going to duck down and fire as much as possible back. I also like it as it lets players choose, rather than just one inopportune condition that is mandatory.</div></blockquote>So how are you gonna fit it with something like Heavy weapons and the Let's Roll! command? The only movement with <span class="glossaryitem" onmouseover='gp(14);'>BS</span> modifier idea tesselates with other <span class="glossaryitem" onmouseover='gp(14);'>BS</span> reducing special rules.<br /> <br /> <blockquote class="uncited"><div>Way too micro for <span class="glossaryitem" onmouseover='gp(3);'>40K</span>. Keeping track of wounds on multiwound units is tough enough as is, ask any ork or grey knight player using nob squads and paladin squads respectively, we don't need to take that and apply it to every unit in the game. Beyond that, having many models of the squad having different stats due to losing wounds would be a nightmare to work out for rolling. I don't want to just crush this idea right out of the gate, but its just not a wise course of action.</div></blockquote>Like I said it's not going to be as bad as you think with wound allocation being from front. Even more wound allocation manipulations will allow this idea to eaaaasily settle. It's not even that hard to keep track of them right now, look you just allocate from the front, and if you have an odd number of wounds, one model gets a die. Never will EVERY model in the squad have its own wound die.]]></description>
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				<pubDate><![CDATA[Mon, 26 Aug 2013 08:29:51]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(604);'>HI</span> folks.<br />  I think we may be talking at cross purposes a bit.<br /> I may not be explaining my ideas too well. <img src="/s/i/a/504660322487159bb25fddaa475847a6.gif" border="0"> <br /> <br /> Anyhow.<br />  The tactical gamble for alternating unit activation.<br /> <br /> A player  can activate one unit as a matter of course.<br /> THEN they may decide to gamble to try to activate another unit on <span class="glossaryitem" onmouseover='gp(24);'>D6</span> roll  of a 3+<br /> If they fail this roll the unit does not activate!(For the rest of the game turn.)<br /> If successful in activating a second unit Player A my try to activate a 3rd unit on a <span class="glossaryitem" onmouseover='gp(24);'>D6</span> roll of 5+.<br /> If they fail this roll the unit does not activate!And all other unit need to roll a 3+ to activate.(For the rest of the game turn.)  <br /> <br /> <br /> The exploding dice mechanic only works on natural roll of 6s .<br /> ONLY NATURAL ROLLS OF 6 are ever re rolled.<br /> it was just an idea to extend the range of interaction .if its not suitable fair enough.<br /> <br /> I would be happy to use multiple overlapping zones of interaction, as it maps to modern warfare quite well.But some  seem opposed to using different number ranges?<br /> <br /> Multiple wounds can be handled with the unit card perhaps? <br /> I would suggest models are removes as soon a one models worth of wounds are lost.(Rather than having lots of models on varying wound amounts.)<br /> <br /> I only mentioned various suppression effects as an option .As it may be an easy way to model units psychology traits rather than lots of wordy special rules ?<br /> <br /> The reason I mentioned the 2 stage armour /suppression mechanic is that we can get ;-<br /> Suppression in a unit by more than 25% models suppressed/wounded.<br /> Neutralization in a unit by more then 50% models suppressed /wounded. <br /> Over 50% wounded , take morale test each turn, if failed route.<br /> <br /> You can use fire power values vs unit confidence to determine suppression if you prefer?<br /> <br /> A unit confidence is simply highest <span class="glossaryitem" onmouseover='gp(9);'>AV</span> + wounds/<span class="glossaryitem" onmouseover='gp(759);'>SP</span> left in unit.<br /> <br /> Fire power = number of shots on target + weapons suppression bonus(If applicable)<br /> <br /> This determines suppression, the units morale value determines how fast they recover from suppression.  <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 26 Aug 2013 09:13:33]]> GMT</pubDate>
				<author><![CDATA[ Lanrak]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>I would suggest models are removes as soon a one models worth of wounds are lost.(Rather than having lots of models on varying wound amounts.)</div></blockquote>Great idea! It's sort of passively implemented already because if a model is in the front, it won't just take one wound it'll take as many as possible before moving onto the next model. ]]></description>
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				<pubDate><![CDATA[Mon, 26 Aug 2013 09:25:52]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>I would suggest models are removes as soon a one models worth of wounds are lost.(Rather than having lots of models on varying wound amounts.)</div></blockquote>this would bring the idea of doubling wounds from nightmarish to smooth quite nicely, since you'll almost never have more than 1 or 2 wound dies on a normal unit, and kills off a lot of the wound allocation problems in normal <span class="glossaryitem" onmouseover='gp(3);'>40K</span>. Im sure someone will find some minor allocation shenanigans to take advantage of this, but it shouldn't be too bad. This would also let us bring Lanraks really old idea of doubling and tripling the units defense value for double and triple wounds back with a vengeance.. Combined with the new laser rules, such as passing through targets to hit more at weakened strength, i think this could be really cool. Im still opposed to losing wounds lowering stats though, i just find it irksome, even under these new rules.<br /> <br /> <span class="glossaryitem" onmouseover='gp(269);'>Id</span> like to see something like if a unit has a shots fired at them equal to the number of models in the squad, they must take a suppression test. For every integer multiple of the number of models in the squad of rounds fired at that unit, they add a -1 penalty to their suppression test.<br /> <br /> Obviously needs work on wording and some balance work, but it lets low power but high shot weapons actually be worth something. No serious Grey Knight player has ever taken the godawful Psilencer, but it would now be invaluable under these rules, as it would help with suppressing enemy units, as the grey knights are a very low model count army. Foot Guard would become much more viable, and actually compete for attention with mech guard under these rules as well, because of all the Lasgun shots they can crank out and suppress the enemy with.<br /> <br /> I agree with the idea of risking a units activation to activate it right now, but i don't want that randomness in the core of the activation system. Players will never risk a units activation on a 5+, ever, its too risky for too little reward, since they can just wait for their next activation turn, and get it risk free. Im not sure how to work some more uncertainty into the activation system, but saying they risk not getting to activate their unit at all shouldn't be on the table, since its too large a risk for any reasonable reward to compensate for.<br /> <br /> <blockquote class="uncited"><div>I would be happy to use multiple overlapping zones of interaction, as it maps to modern warfare quite well.But some seem opposed to using different number ranges? </div></blockquote> <span class="glossaryitem" onmouseover='gp(269);'>id</span> like to see a way to pull this in smoothly, but any way i look at it, it seems too fiddly for too little reward. There's probably some exceptional way of doing this that i dont see, but we need concrete examples if we want to experiment with this. ]]></description>
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				<pubDate><![CDATA[Mon, 26 Aug 2013 17:40:08]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>this would bring the idea of doubling wounds from nightmarish to smooth quite nicely, since you'll almost never have more than 1 or 2 wound dies on a normal unit, and kills off a lot of the wound allocation problems in normal <span class="glossaryitem" onmouseover='gp(3);'>40K</span></div></blockquote>totally with you, exactly.<br /> <br /> So are you for or against doubling model wounds then? Lasers are going to be working great for this <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> <blockquote class="uncited"><div>Im still opposed to losing wounds lowering stats though, i just find it irksome, even under these new rules.</div></blockquote>Why do you find it irksome? Don't you think that it would represent the tire of a battle, as two heroes fight it out, they become slower, weaker, less skilled? It would also mean that high-wound models battling it out won't die in 1 or 2 turns, to represent the skilfulness of both sides.<br /> <br /> Instead of latching onto this alternating unit mechanic we could discuss some other possible ideas? I feel like it would be a shame if we cut it short to just a "you go I go" situation without considering other aspects we haven't explored yet.<br /> <blockquote class="uncited"><div>I would be happy to use multiple overlapping zones of interaction, as it maps to modern warfare quite well.</div></blockquote>What does this mean?]]></description>
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				<pubDate><![CDATA[Mon, 26 Aug 2013 20:00:58]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>So are you for or against doubling model wounds then? Lasers are going to be working great for this</div></blockquote> Im mostly on board with it, my only issue is that i feel like if were increasing the number of wounds possible from 1-6 to 2-12, i feel like we need to take advantage of the increased diversity, know what i mean? It feels kinda weird to not use the extra possibilities of this system, and i think itd be strange to players as well. Not to say that it couldn't be exciting to do something in this direction, but one option is a ton of work, and the other feels odd. Im also afraid many players wont think through how doubling the wounds works, and either forget that that rule is in place, or get turned off because they think its too different to what theyre used to at first glance.<br /> <br /> Beyond that, i still think there's some better solution out there than just doubling wounds, maybe say its our fall back option. I think a clever reimagining of a toughness and armor system would be one direction to, though it is a major backwards step, and doesn't streamline things, but it would be familiar to players and there are many directions to take it that would improve it. Maybe see where Lanrak's idea of beating armor then rolling to wound goes too.<br /> <br /> <blockquote class="uncited"><div>Why do you find it irksome? Don't you think that it would represent the tire of a battle, as two heroes fight it out, they become slower, weaker, less skilled? It would also mean that high-wound models battling it out won't die in 1 or 2 turns, to represent the skillfulness of both sides. </div></blockquote> Do i think it would be realistic and interesting? Yes, definitely. Unfortunately, it also means a lot of math, a lot of remembering to change things, and a lot of micromanagement. It'd be interesting to do, but I think it would be too slow, especially when there's already weapon modifiers, range modifiers, etc flying around, and its just one thing too many to reliably keep track of.<br /> <br /> <blockquote class="uncited"><div>Instead of latching onto this alternating unit mechanic we could discuss some other possible ideas? I feel like it would be a shame if we cut it short to just a "you go I go" situation without considering other aspects we haven't explored yet. </div></blockquote> im not aware of any other way of doing things unless you want to do some strange simultaneous system, where you both do things at the same time, but i have no idea how this would work.]]></description>
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				<pubDate><![CDATA[Tue, 27 Aug 2013 00:52:17]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Im mostly on board with it, my only issue is that i feel like if were increasing the number of wounds possible from 1-6 to 2-12, i feel like we need to take advantage of the increased diversity, know what i mean? It feels kinda weird to not use the extra possibilities of this system, and i think itd be strange to players as well. Not to say that it couldn't be exciting to do something in this direction, but one option is a ton of work, and the other feels odd.</div></blockquote>Ohoho, not just 2-12, maybe some can even have just one wound. Perhaps for high-wound models they can receive some sort of "On The Brink" special rule which empowers them when they are on their last wound. <img src="/s/i/a/c614b4720f1b7225b0523f616ac30b2f.gif" border="0"> <blockquote class="uncited"><div>Im also afraid many players wont think through how doubling the wounds works, and either forget that that rule is in place, or get turned off because they think its too different to what theyre used to at first glance. </div></blockquote>Well honestly there won't be too many players that just skim through the rules; unless they know they won't read all the rules, they're going to understand why there are two wounds. We'll just give an example like:<br /> <br /> An Eldar Guardian declares to shoot at a squad of Space Marines. His Ballistic Skill is 4, so against a Stealth value of 4, he needs a 4+ To Hit. If he hits, his Strength 4 weapon, the shuriken catapult, needs a 5+ To Wound. If it wounds, the Space Marine loses one wound.<br /> <br /> Would you like "Wounds" or "Vitality"?<blockquote class="uncited"><div>Do i think it would be realistic and interesting? Yes, definitely. Unfortunately, it also means a lot of math, a lot of remembering to change things, and a lot of micromanagement. It'd be interesting to do, but I think it would be too slow, especially when there's already weapon modifiers, range modifiers, etc flying around, and its just one thing too many to reliably keep track of.</div></blockquote>Alright, that's true.<blockquote class="uncited"><div>im not aware of any other way of doing things unless you want to do some strange simultaneous system, where you both do things at the same time, but i have no idea how this would work.</div></blockquote>That is an option, I'd just like us to brainstorm a bit to see if we can find a really really cool system with high potential.]]></description>
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				<pubDate><![CDATA[Tue, 27 Aug 2013 08:24:02]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Ohoho, not just 2-12, maybe some can even have just one wound. Perhaps for high-wound models they can receive some sort of "On The Brink" special rule which empowers them when they are on their last wound. </div></blockquote> i guess grots would get 1? And <span class="glossaryitem" onmouseover='gp(269);'>id</span> like to find some way to give uneven number of wounds to models, it could help differentiate xenos from imperial quite nicely if done right. On the brink sounds cool, but it feels more like a character specific special rule kinda deal. Maybe have it play a role in units with rage Special Rule, thatd be cool.<br /> <br /> <blockquote class="uncited"><div>Well honestly there won't be too many players that just skim through the rules; unless they know they won't read all the rules, they're going to understand why there are two wounds. We'll just give an example like: <br /> An Eldar Guardian declares to shoot at a squad of Space Marines. His Ballistic Skill is 4, so against a Stealth value of 4, he needs a 4+ To Hit. If he hits, his Strength 4 weapon, the shuriken catapult, needs a 5+ To Wound. If it wounds, the Space Marine loses one wound. </div></blockquote> True, but we need to be aware of things like this, since we're going to be competing with the real ruleset for players. Its also why I'm in favor of not changing the name of stats. If we lose even one player because he gets turned off because he thinks the ruleset is more different than it really is, its one player too many. Its for this reason that im also in favor of bringing back two defensive values, despite it not being as fast, because it will be familiar to players. Doubling wounds is a great option, but i don't think its the best route to go, and we should look for something better, then fall back on double wounds if we need to.]]></description>
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				<pubDate><![CDATA[Tue, 27 Aug 2013 22:38:24]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>True, but we need to be aware of things like this, since we're going to be competing with the real ruleset for players. Its also why I'm in favor of not changing the name of stats. If we lose even one player because he gets turned off because he thinks the ruleset is more different than it really is, its one player too many. Its for this reason that im also in favor of bringing back two defensive values, despite it not being as fast, because it will be familiar to players. Doubling wounds is a great option, but i don't think its the best route to go, and we should look for something better, then fall back on double wounds if we need to.</div></blockquote>I can't help but just say...you need to get past this excuse for sticking to the <span class="glossaryitem" onmouseover='gp(3);'>40k</span> everything. Players aren't gonna play a sub-game with minimal change and little flavour. You are in favour of bring armour and toughness back <b>PURELY</b> because it will be familiar to players? What happened to speeding things up, making things simple but realistic, engaging, tactical, and removing the stupid clutter <span class="glossaryitem" onmouseover='gp(3);'>40k</span> brought upon itself?<br /> <br /> I really do like the double wounds ideas because it opens a new gate to the incorporation of Vitality (yes it isn't -familiar- but the majority of players will like the freshness of the refined <span class="glossaryitem" onmouseover='gp(3);'>40k</span> they were looking for) into the 1-12 range of other stats. We can try and rescue Attacks too from this imprisonment of monotone.<br /> <br /> Sorry if I sound a bit angry in this post -_-']]></description>
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				<pubDate><![CDATA[Tue, 27 Aug 2013 23:39:17]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Its not really an excuse. I see two directions and each has its strengths and weaknesses. The problem i have with doubling wounds and one universal defense stat is that while its much faster, we're going to have a hard time making the most of the new variety it offers, because i for one dont like the feeling of ignoring almost half the options of the new wound slots, and its going to be a bit alien to people used to the old system. Using a 2 stage system solves the same problem doubling wounds does and is easier to assign values for and balance, is familiar to old players, as well being easier design systems and rules for, since we'd have a starting point to work off of, but is significantly slower. Neither option is particularly great, its just which one is better?<br /> <br /> My typical reaction when a system is in place, and a new one is implemented to replace it, but other radical changes have to be made in order to allow this new system to function properly, is to take a step back and ask what could they have done differently to require less changes? Is the new system valuable enough to justify the other changes necessary to make it work? And this is where im at right now about doubling wounds, i see it works and has advantages, but im also looking around to see what else could be done for the same effect with less collateral damage. I can be completely in favor of changes to a system, things like dexterity and stealth are wonderful additions, and hopefully the game will be much better for it, but i need to see a distinct advantage that im not sure we can achieve with just doubling wounds. Its just that for such a radical shift, we need to work out about how we can take advantage of all of the systems strengths before deciding that this is the direction to go, since we kinda went "things are dying too fast, does doubling the wounds fix this? Yes? Ok we're good then"]]></description>
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				<pubDate><![CDATA[Wed, 28 Aug 2013 00:47:36]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ People don't care whether it's alien or familiar. They just want a mechanically less crowded and tactically more engaging game, so "how much it fits <span class="glossaryitem" onmouseover='gp(3);'>40k</span>" doesn't really concern them. They searched for a better game, and I think we've agreed that one defense value is ultimately better. As for doubling wounds, it's a very good option with no consequences yet identified. If you can find a mechanic with absolutely no cons and many pros that fits this spec then sure I'll throw this idea out asap.]]></description>
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				<pubDate><![CDATA[Wed, 28 Aug 2013 07:23:23]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Hey guys sorry for the delay, its been a nightmarish couple of days over here.<br /> <br /> <blockquote class="uncited"><div>People don't care whether it's alien or familiar. They just want a mechanically less crowded and tactically more engaging game, so "how much it fits <span class="glossaryitem" onmouseover='gp(3);'>40k</span>" doesn't really concern them. They searched for a better game, and I think we've agreed that one defense value is ultimately better.</div></blockquote> These two goals are not mutually exclusive, we can make the system <span class="glossaryitem" onmouseover='gp(3);'>40k</span> already uses much better with some effort and new ideas, while keeping it familiar to players. And if players wanted something totally different, they wouldn't be looking at a <span class="glossaryitem" onmouseover='gp(3);'>40k</span> reworking, they'd go look at one of the other game systems that have been chipping away at <span class="glossaryitem" onmouseover='gp(3);'>40K</span>'s market share over the past years. That being said, I think having one defense value is the fastest way to resolve damage, but i want to go into more detail than just doubling wounds, because while thats a great direction to go, if we don't know how to take advantage of everything about this new system, we shouldnt jump on it. For instance, do we want to keep everthing flat doubled? How about making tougher units wounds 3 to represent that different between the old systems 1 wound and 2 wound models. Do we want the scale to go to 12, or will dropping the wound amounts of the higher wound models let us lower their prices? Which units could have prices adjusted to justify their new wound amounts? will making wounds a bigger part of the overall game affect how people see units and play them? Which examples of common units would get each wound amount? While it seems like an easy change, there are many ways changing this could radically alter gameplay, and we need to be mindful of this and plan for it from the get-go.<br /> <br /> The biggest worry i have is that many people would be irritated by the fact that they have no role in damage resolution, as the opponent rolls for hits and wounds, without an armor save, as the defending player is used to getting one. It's not a problem of mechanics or numbers, but of players perception of their role in the game, similar to how watching your opponent go through a turn where he moves, shoots, and assaults with his units with no input on your part is frustrating.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Fri, 30 Aug 2013 23:24:33]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>And if players wanted something totally different, they wouldn't be looking at a <span class="glossaryitem" onmouseover='gp(3);'>40k</span> reworking, they'd go look at one of the other game systems that have been chipping away at <span class="glossaryitem" onmouseover='gp(3);'>40K</span>'s market share over the past years.</div></blockquote>Obviously we don't want to make it totally different. We need something fresh. We can keep it familiar enough (of course playing with <span class="glossaryitem" onmouseover='gp(3);'>40k</span> models is a point by itself) if we keep the <span class="glossaryitem" onmouseover='gp(3);'>40k</span> feel to it, but with fun, engaging, fresh, logical, fair mechanics.<blockquote class="uncited"><div>The biggest worry i have is that many people would be irritated by the fact that they have no role in damage resolution, as the opponent rolls for hits and wounds, without an armor save, as the defending player is used to getting one. It's not a problem of mechanics or numbers, but of players perception of their role in the game, similar to how watching your opponent go through a turn where he moves, shoots, and assaults with his units with no input on your part is frustrating.</div></blockquote>Maybe frustrating...but to be honest the target shouldn't take a part in determining how they die. And the frustrating problem should be easily solved when we get a more interactive turn system.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> I would like to make wounds more 'colourful' but this system kinda means that 2 wound people are twice as hard to kill as 1 wound people, so the difference between them is...colossal. Unless we make it so that differences in wounds aren't as disparate, wounds will have to stay quite cramped and unvaried, kinda like the problem with the other stats.<br /> <br /> I would like to address it somehow though...If we make the average guy have 4 Wounds, there must be a way we can have Strength interact with the number of wounds it causes...]]></description>
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				<pubDate><![CDATA[Sat, 31 Aug 2013 00:32:45]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Maybe frustrating...but to be honest the target shouldn't take a part in determining how they die. And the frustrating problem should be easily solved when we get a more interactive turn system.</div></blockquote> its just that a comparison between the problems with the old turn system can be made with the new wound system. Hopefully it won't be a problem, but if we start opening this ruleset up so we can get a larger test audience, we should be aware that things like this  might come up. <br /> <br /> The good news about making wounds more colorful is that since its such a radical departure from the norm, we have somewhat free reign with this element. If something feels overcosted, or too fragile, we can toss in another wound and see how that affects things. For example, many marine players would argue that terminators are slightly overcosted in the current game. If we made them 3 wounds rather than the standard 2 wounds, we could actually increase their price, and people would say they are worth it.<br /> <br /> The big problem is that we now have to think about how instant death will be available and how to do multiple wounds, not to mention poison. This is where Lanraks double/ triple idea really shines, as we can tailor Wargear to allow these effects. It even opens up the possibility of something like a shred special rule, where its weaker but deals double wounds, to make frag type shots and things like shotguns actually competitive. <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sat, 31 Aug 2013 02:32:49]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Does that mean you would like to try and get Wounds into the same state as other stats?<br /> <br /> Imagine a world with 4 Wounds on an average guy. And each weapon would do, on average, 2 wounds. So is there any way we can make Strength interact with the number of wounds caused? Snipers would double their wounds, while Instant Death weapons have to be toned down a lot.<br /> <br /> And could we also get Attacks in the same state as well? I'm not sure if this is inherently flawed because if we start upping the rate of fire and number of attacks the dice will pile up and that is not what we want. And something to think about...do we really want Wounds to be on the same level as other stats? I think 2 Wounds is still safe, it's not in that zone. But getting into 4 Wounds we will create a lot of problems for ourselves...my most feared ones being more dice, slower play, unnecessary complications...<br /> <br /> What's Lanraks double triple idea?]]></description>
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				<pubDate><![CDATA[Sat, 31 Aug 2013 12:01:07]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Getting average wounds up to 4? No i dont think thats a good direction to go, its just a bit too high. Doubling the wounds was meant to reduce the number of models dying each turn,so lets not take it too far beyond that goal.<br /> <br /> Lanrak's double/triple idea was that if you double the models defense <span class="glossaryitem" onmouseover='gp(387);'>wth</span> your strength/damage, you deal double wounds. If you triple it, you deal triple wounds. So for example, a guardsman at Defense 2 is going to have double wounds dealt to him by a Space Marinetti strength 5, but give that space marine a power sword ( +1 <span class="glossaryitem" onmouseover='gp(149);'>WS</span>, +1 <span class="glossaryitem" onmouseover='gp(123);'>STR</span>), and he can be dealing triple wounds to a guardsman. Giving terminators thunderhammers (Double the models <span class="glossaryitem" onmouseover='gp(123);'>STR</span>) means they will be hitting at <span class="glossaryitem" onmouseover='gp(123);'>STR</span> 12, enough to do double wounds on a space marine, or triple wounds on defense 4 models. Etc etc<br /> <br /> The problem with increasing the number of attacks/shots is that it means more dice, and more time, which defeats the purpose of using one defense value to speed things up, as well as meaning we'd have to rework how the new wound system would work as well.]]></description>
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				<pubDate><![CDATA[Sat, 31 Aug 2013 14:48:41]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>The problem with increasing the number of attacks/shots is that it means more dice, and more time, which defeats the purpose of using one defense value to speed things up, as well as meaning we'd have to rework how the new wound system would work as well.</div></blockquote>I know that, that was the thing I was acknowledging before we tread further.<br /> <br /> Are you seriously sure about giving Guardsmen Defense 2? Because with the normal range of infantry stats being 3-5 (average 4), a normal Guardsman, the basis of <span class="glossaryitem" onmouseover='gp(69);'>IG</span> armies, are going to be falling out of the sky. Guardsmen shouldn't be <i>that</i> exceptionally squishy. So maybe something like this?<br /> <br /> .............................................M..Mk...S..<span class="glossaryitem" onmouseover='gp(217);'>Sk</span>...D...P...R....A....V....F...C<br /> Space Marine.......................5....5....4....5....4....5....5....1....2....5....4<br /> Imperial Guardsman............5....4....4....4....4....3....3....1....2....4....4<br /> Tau Fire Warrior..................5....4....4....3....3....3....4....1....2....3....4<br /> Eldar Guardian....................6....5....4....4....5....3....3....1....2....4....4<br /> Ork Boy...............................5....2....4....5....3....4....4....2....2....3....4<br /> <br /> (tell me if the formatting is messed up)<br /> <br /> As for the doubling/tripling idea, I am...slightly opposed to it. It means that differences of 1 are going to be enlarged at a factor of 2, which makes the gap between values twice as big. This is not what we want. I would just have it as a flat value, something like this:<br /> <br /> For every multiple of 3 that a hit's Power surpasses the target's Resilience, it causes an extra wound.]]></description>
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				<pubDate><![CDATA[Sat, 31 Aug 2013 17:33:06]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Hi folks.<br />  My idea was that if the attack was DOUBLE the targets Defence value it DOUBLED up the wounds on THAT SINGLE MODEL'<br /> The wounds do not carry over onto other models in the unit.<br /> <br /> This is so multiple wound models can be taken down in one shot with very powerful weapons.<br /> <br /> Rather than increase the wounds per model, why not just increase the Defence values?<br /> <br /> If we can not get the granulation required, how about attackers  Damage  - targets <span class="glossaryitem" onmouseover='gp(9);'>AV</span>, compared to Targets Resistance.<br /> <br />   ]]></description>
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				<pubDate><![CDATA[Sat, 31 Aug 2013 18:34:18]]> GMT</pubDate>
				<author><![CDATA[ Lanrak]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Rather than increase the wounds per model, why not just increase the Defence values? </div></blockquote>Defence values should optimally follow the same template of other stats, so if the receiving stats were higher than the attacking stats, it would make the statline look messy. Also, because we combined Armour+Toughness, To Wound and armour saves that are 4+ then 5+ (Bolter vs <span class="glossaryitem" onmouseover='gp(119);'>SM</span>) would have to translated to a 6+ (4+ times 5+ equals 6+). This makes people feel bad.]]></description>
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				<pubDate><![CDATA[Sat, 31 Aug 2013 21:47:11]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Are you seriously sure about giving Guardsmen Defense 2? Because with the normal range of infantry stats being 3-5 (average 4), a normal Guardsman, the basis of <span class="glossaryitem" onmouseover='gp(69);'>IG</span> armies, are going to be falling out of the sky. Guardsmen shouldn't be that exceptionally squishy. So maybe something like this? </div></blockquote> i converted the old toughness and armor combinations into a new defense value, i wrote the system down a few pages back, but it was based on the idea of a Boltgun wounding a space marine on a 4+ so a <span class="glossaryitem" onmouseover='gp(123);'>str</span> 5 Boltgun would wound defense 5 on a 4+.<br /> So a T3 model with no armor would have defense 0, T3 with 6+ would be defense 1, T3 with a 5+ or T4 with a 6+ would be defense 2, and so on and so forth.  Far from a perfect system, but it works fairly well. We can obviously move things around to fix things, but it was a starting point. And I don't really see why this system causes problems? Guardsman drop like flies to just about anything. And I don't think having a sergeant marine with a power sword triple wounding a guardsman as a problem since that sergeant is about 40 points with a power sword, and thats 8 times the cost of a guardsman. It also sets up a nice incentive to take stormtroopers, since they would be at Defense 3 due to their improved armor, and then you need that power weapon sergeant to even be able to cause double wounds.<br /> <br /> <blockquote class="uncited"><div>My idea was that if the attack was DOUBLE the targets Defence value it DOUBLED up the wounds on THAT SINGLE MODEL' The wounds do not carry over onto other models in the unit. </div></blockquote> Ah sorry for misunderstanding then, the problem i have with this direction is that its probably going to slow things down, especially since the new allocation system you suggested is so fast paced by comparison, because instead of just adding more wounds to the wound pool, you have to determine who this shot hits.<br /> <br /> <blockquote class="uncited"><div>For every multiple of 3 that a hit's Power surpasses the target's Resilience, it causes an extra wound.</div></blockquote> cool idea, the problem is double wounding a space marine would be impossible, since at defense 5 you wound need <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 15 to double wound. As much as this might be sorta fluffy it would be way out of balance. Doubling might work, but itd be hard, especially since low defense models would be double or triple wounded almost automatically.]]></description>
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				<pubDate><![CDATA[Sat, 31 Aug 2013 22:36:41]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>i converted the old toughness and armor combinations into a new defense value, i wrote the system down a few pages back, but it was based on the idea of a Boltgun wounding a space marine on a 4+ so a <span class="glossaryitem" onmouseover='gp(123);'>str</span> 5 Boltgun would wound defense 5 on a 4+.</div></blockquote>I don't want Marines to be getting wounded on a 4+. Their armour is above average, definitely, but what leads you to believe that their gun is too? Boltguns are supposed to be average. <br /> <br /> <blockquote class="uncited"><div>cool idea, the problem is double wounding a space marine would be impossible, since at defense 5 you wound need <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 15 to double wound. As much as this might be sorta fluffy it would be way out of balance. Doubling might work, but itd be hard, especially since low defense models would be double or triple wounded almost automatically.</div></blockquote>Oh hell no! T.T Sorry about "multiple", what I meant was that Marines would be getting double wounded on an 8, <span class="glossaryitem" onmouseover='gp(69);'>IG</span> on a 6 etc. You completely saw through my reasoning! When you double a stat you're increasing (doubling!) the gap between the other stats, making variety extremely dangerous. Having it flat means it has the same effect no matter how low or high it is on the scale  <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Sat, 31 Aug 2013 23:18:24]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>I don't want Marines to be getting wounded on a 4+. Their armour is above average, definitely, but what leads you to believe that their gun is too? Boltguns are supposed to be average. </div></blockquote> there's a couple of reasons why i chose that system. Firstly, its what was already in place, as <span class="glossaryitem" onmouseover='gp(123);'>str</span> 4 vs t 4 means a 4+, but also because since most guns besides a couple examples would be <span class="glossaryitem" onmouseover='gp(123);'>str</span> 4, they'll be wounding on 5's against them. Also, the very impressive standard guns, gauss and pulse rifles, would be wounding them on a 3+ which seems right. If we made it that much harder to kill a space marine, we would have to adjust their price accordingly.<br /> <br /> <blockquote class="uncited"><div>Having it flat means it has the same effect no matter how low or high it is on the scale  </div></blockquote> the problem is that doing something like this makes little sense realistically. Sure a guardsman being hit by a Boltgun (which currently would cause this extra wound) would be blown to bits, but if i hit something at Defense 9 with a strength 12 gun itll give that extra wound, but a monster at defense 9 wouldn't care if you  hit it with an auto cannon or a Lasgun, its still just a minor wound to it. Also, it means that space marines could be double wounded by the equivalent of a <span class="glossaryitem" onmouseover='gp(123);'>str</span> 6 gun in our new system, which feels weird.<br /> ]]></description>
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				<pubDate><![CDATA[Sun, 1 Sep 2013 00:03:09]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>there's a couple of reasons why i chose that system. Firstly, its what was already in place, as <span class="glossaryitem" onmouseover='gp(123);'>str</span> 4 vs t 4 means a 4+, but also because since most guns besides a couple examples would be <span class="glossaryitem" onmouseover='gp(123);'>str</span> 4, they'll be wounding on 5's against them.</div></blockquote>Are you taking into account that we merged armour saves and toughness? The 3+ save and the decent toughness is what makes them R5.<blockquote class="uncited"><div>Also, the very impressive standard guns, gauss and pulse rifles, would be wounding them on a 3+ which seems right.</div></blockquote><span class="glossaryitem" onmouseover='gp(71);'>Imho</span> I think you are only saying it "seems" about right because you have preconceptions that pulse rifles wound on a 3+. Remember, Space Marines have top-of-the-spectrum power armour, and that Tau pulse rifles do not harness plasma fully.<blockquote class="uncited"><div>Also, it means that space marines could be double wounded by the equivalent of a <span class="glossaryitem" onmouseover='gp(123);'>str</span> 6 gun in our new system, which feels weird. </div></blockquote>I don't understand you. Marines still only get double-wounded by P8 and above which is quite strong, into plasma/melta damage.]]></description>
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				<pubDate><![CDATA[Sun, 1 Sep 2013 02:13:19]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>I don't understand you. Marines still only get double-wounded by P8 and above which is quite strong, into plasma/melta damage.</div></blockquote> the way ive viewed the increase from 1-10 to 1-12, is that we essentially added 2 new slots to potential stats, which I've felt we're best used where they would best create differences, which is for common units, so they represent something between 3 and 4 and 4 and 5, essentially becoming values of 3.5 and 4.5. So under this 12 slot system, a value of 7 is equal to 5 in normal <span class="glossaryitem" onmouseover='gp(3);'>40k</span>, and a value of 8 is equal to a value of 6 in the old system. So if we have <span class="glossaryitem" onmouseover='gp(123);'>str</span> 8 weapons in our system double wounds against defense 5 models, theyre being double wounded by the equivalent of a <span class="glossaryitem" onmouseover='gp(123);'>str</span> 6 weapon in standard <span class="glossaryitem" onmouseover='gp(3);'>40k</span>. This isn't to say this isnt how this system should work under our rules, but its an odd idea.<br /> <br /> <blockquote class="uncited"><div><span class="glossaryitem" onmouseover='gp(71);'>Imho</span> I think you are only saying it "seems" about right because you have preconceptions that pulse rifles wound on a 3+. Remember, Space Marines have top-of-the-spectrum power armour, and that Tau pulse rifles do not harness plasma fully.</div></blockquote> Youre right, that is why im saying it feels right. Thinking about this any other way means a big change in how we view stats, and most likely a large change in points costs to be worked out and play tested. We can change things so that space marines are wounded by boltguns on a 5+, probably by bumping up the defense value of everything by 1, which isn't a great option but is a direction to go to achieve this, and lets us make sure nothing has defense lower than 1. <br /> <br /> <blockquote class="uncited"><div>Are you taking into account that we merged armour saves and toughness? The 3+ save and the decent toughness is what makes them R5.</div></blockquote>yup, toughness 4 and a 3+ save equates to a defense value of 5 under my system. Very few common units qualify for anything higher than a 5, so i dont have that level finalized, nor for things like monstrous creatures, or how to work out invulnerable saves yet. <span class="glossaryitem" onmouseover='gp(269);'>Id</span> like for invulnerable saves to be more dynamic than flat values, but I've no idea how to work that out. Maybe have power weapons reduce invulnerable saves by some amount or something...idk. Maybe keeping them as a reliable, inalterable standard is best.]]></description>
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				<pubDate><![CDATA[Sun, 1 Sep 2013 04:06:46]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>the way ive viewed the increase from 1-10 to 1-12, is that we essentially added 2 new slots to potential stats, which I've felt we're best used where they would best create differences, which is for common units, so they represent something between 3 and 4 and 4 and 5, essentially becoming values of 3.5 and 4.5. So under this 12 slot system, a value of 7 is equal to 5 in normal <span class="glossaryitem" onmouseover='gp(3);'>40k</span>, and a value of 8 is equal to a value of 6 in the old system. So if we have <span class="glossaryitem" onmouseover='gp(123);'>str</span> 8 weapons in our system double wounds against defense 5 models, theyre being double wounded by the equivalent of a <span class="glossaryitem" onmouseover='gp(123);'>str</span> 6 weapon in standard <span class="glossaryitem" onmouseover='gp(3);'>40k</span>. This isn't to say this isnt how this system should work under our rules, but its an odd idea.</div></blockquote>I completely know what you're trying to do and I like it, but it's a bit warped for the P8 = S6 example because by adding two values in between the most dense area you're pushing all the higher values up by two. Instead of directly converting it 100% of the time we should do what we want to do and what feels intuitive.<br /> <br /> ............................................Rg..P...A..Type <br /> Lasgun................................20...4...1...Rapid Fire, Laser<br /> Boltgun................................20...4...1...Rapid Fire<br /> Heavy Bolter........................25...5...3...Heavy<br /> Ranger long rifle..................30...5...1...Sniper <br /> Scatter laser........................25...5...4...Heavy <br /> Autocannon.........................30...7...2...Heavy<br /> Starcannon..........................30...8...2...Heavy<br /> Plasma gun.........................20...8...1...Rapid Fire<br /> Bright lance.........................40...9...1...Heavy, Laser<br /> Meltagun..............................10...9...1...Assault<br /> Lascannon...........................40..10..1...Heavy, Laser<br /> Wraithcannon......................10..12..1...Assault<br /> <br /> So what do you think about the 5" gradations?]]></description>
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				<pubDate><![CDATA[Sun, 1 Sep 2013 12:22:14]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>So what do you think about the 5" gradations?</div></blockquote> if we want to keep deep striking and scatter similar to what it is now, with scatter ranges, its best to keep everything consistent and use 6" ranges, as thats the easiest to do using a <span class="glossaryitem" onmouseover='gp(24);'>D6</span>. I like metric as much as the next guy, but changing the ranges like this doesn't really improve anything, so <span class="glossaryitem" onmouseover='gp(269);'>id</span> vote to just not bother.<br /> <br /> As for your chart, seeing a Boltgun at the same strength as a Lasgun nearly gave me an aneurism <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0">. <br /> <br /> <blockquote class="uncited"><div>I completely know what you're trying to do and I like it, but it's a bit warped for the P8 = S6 example because by adding two values in between the most dense area you're pushing all the higher values up by two. Instead of directly converting it 100% of the time we should do what we want to do and what feels intuitive. </div></blockquote> youre right, its far from perfect, but its a good jumping off point, and judgement calls should differentiate it. But we still need to hammer out other things first.<br /> <br /> I've been thinking about simplifying orders somewhat, in order to reduce the amount of modifiers flying around, and taking the conditions normal <span class="glossaryitem" onmouseover='gp(3);'>40K</span> uses as the orders. For instance, Move! Could be a stand-in for running, take cover! Could be to to ground etc etc. i love the idea behind a lot of these orders right now, but the amount of math could be troublesome, so im trying different options. Im still trying to find a way to use 2 different defensive values, but not had much luck on that front, nothing's really intuitive enough yet.]]></description>
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				<pubDate><![CDATA[Sun, 1 Sep 2013 17:14:14]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>I like metric as much as the next guy</div></blockquote>How about 30cm rulers? xD But seriously shall we switch to <span class="glossaryitem" onmouseover='gp(746);'>cm</span> tape measures?<blockquote class="uncited"><div>but changing the ranges like this doesn't really improve anything, so <span class="glossaryitem" onmouseover='gp(269);'>id</span> vote to just not bother.</div></blockquote>Mahtamori:<blockquote class="uncited"><div>You guys need to alter weapon ranges. The primary reason for <span class="glossaryitem" onmouseover='gp(50);'>GW</span> to have 6&quot; increments on all weapons is that this means they are compatible with <span class="glossaryitem" onmouseover='gp(24);'>D6</span> rolls. With <span class="glossaryitem" onmouseover='gp(342);'>D10</span> rolls the 6&quot; increments are no longer compatible. Additionally, you have the opportunity to bring the game down from being 1st turn alpha strike to become more about tactics and have shooting begin around the 2-turn mark. <br /> If guns are 5&quot; base range (and let's ignore the idiotic non-metric system of 12 inch per foot) with the standard speed for an infantry at 5&quot; (meaning 10&quot; for bikes, beasts, and cruising vehicles) <br /> If the standard range of a gun was 20&quot; with 10&quot; as rapid fire range and most long-range weapons at 30&quot; (Bright Lance, Heavy Bolter, Pulse Rifle, etc) <br /> If the standard no-mans land was 30&quot; instead of 24&quot; (and yes, the silly boards would still be 48&quot; with 9&quot; deployment zones, can't really do much about that) or at least 25&quot; <br /> -&gt; you would have better ability to both preserve the random distance modifications by dice as well as preserve your army from first round alpha strikes. <br /> Roughly speaking, artillery in <span class="glossaryitem" onmouseover='gp(3);'>40k</span> has lost it's tactical meaning because they reach everywhere and because just about everything fits the mold. <br /> Try playing a game of Warmachine where 30&quot; is a huge distance that no piece (that I am aware of) can reach. Position plays a massive role in that game in comparison. (And also, you get benefits for shooting people in the back.)</div></blockquote>I know we may not use 5&quot; gradations instead of 6&quot;, but I still think there is something we need to do about the range of weapons.<br /> <br /> 5&quot; = 6&quot;<br /> 10&quot; = 12&quot;<br /> 15&quot; = 18&quot;<br /> 20&quot; = 24&quot;<br /> 25&quot; = 30&quot;<br /> 30&quot; = 36&quot;<br /> 35&quot; = 48-60&quot;<br /> 40&quot; = 72&quot;+<br /> <br /> This kind of thing means that long range weapons suffer the most while normal weapons only get a little buffering.]]></description>
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				<pubDate><![CDATA[Sun, 1 Sep 2013 17:47:17]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>How about 30cm rulers? xD But seriously shall we switch to <span class="glossaryitem" onmouseover='gp(746);'>cm</span> tape measures?</div></blockquote> <span class="glossaryitem" onmouseover='gp(84);'>lol</span>, i really dont expect to ask people to buy new rulers. Buying new dice to make things more variable would be a hard sell, nevermind the actual rulers, where there's no real benefit.<br /> <br /> <blockquote class="uncited"><div>I know we may not use 5" gradations instead of 6", but I still think there is something we need to do about the range of weapons. </div></blockquote> i agree weapon ranges right now are ridiculous, but there are better ways to do this. We have to be careful about reducing ranges, since itll give assault armies too much power, but i don't think any weapon should have a range beyond 48". Having a gun you can park in a corner and hit anything with it is dumb and boring, since your opponent can't divert units to it, and unless they have long range guns of their own, they can't hit back. We can maybe expand the "in between" ranges of 18", 30", and 42" to include more units, and increase variety that way, but we should look at other options as well.]]></description>
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				<pubDate><![CDATA[Sun, 1 Sep 2013 19:17:00]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div><span class="glossaryitem" onmouseover='gp(84);'>lol</span>, i really dont expect to ask people to buy new rulers. Buying new dice to make things more variable would be a hard sell, nevermind the actual rulers, where there's no real benefit.</div></blockquote>When did I say new dice? Or rulers haha, just use <span class="glossaryitem" onmouseover='gp(24);'>D6</span> and regular 30" rulers?<blockquote class="uncited"><div>i agree weapon ranges right now are ridiculous, but there are better ways to do this. We have to be careful about reducing ranges, since itll give assault armies too much power, but i don't think any weapon should have a range beyond 48". Having a gun you can park in a corner and hit anything with it is dumb and boring, since your opponent can't divert units to it, and unless they have long range guns of their own, they can't hit back. We can maybe expand the "in between" ranges of 18", 30", and 42" to include more units, and increase variety that way, but we should look at other options as well.</div></blockquote>Well movement is now 5" so assault armies won't have any boost. What do you say to turning 6" differences into 3"? Because 6" really REALLY doesn't let us hit that sweet spot for most things, it's a whole move difference...]]></description>
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				<pubDate><![CDATA[Mon, 2 Sep 2013 00:44:20]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Well movement is now 5" so assault armies won't have any boost. What do you say to turning 6" differences into 3"? Because 6" really REALLY doesn't let us hit that sweet spot for most things, it's a whole move difference...</div></blockquote> I still say standard move distance should be 6", just for the sake of consistency with things like scatter if nothing else. And making differences of 6" into differences of 3" is...problematic. It would help condense things much closer to the 24" bubble we're going for, but then we just drastically changed the mechanics of army's like Tau, where their extra range is critical to their success, and we just cut that in half. Also, itd be a bit weird to play since were all so used to measuring in 6" increments.<br /> <br /> Edit: in addition, many of the models that can fire at 48" are pretty big (Typically vehicles), if we cut that range down to a maximum of 36" that could make things a bit crowded.<br /> <br /> The upside is that it would allow us some extra wiggle room with weapon stats, but would be harder to take full advantage of, similar to the new wounds system. It would be interesting to have some armies have better control of some weapons than others, but idk, its might be just a bit too incremental.]]></description>
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				<pubDate><![CDATA[Mon, 2 Sep 2013 01:44:50]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ I don't think so at all, 3" increments are absolutely not crowded. Think about how much 6" jumps are, they're huge! So if we don't allow ourselves this easy-to-snag opportunity to make things more precise and varied we'll eventually be stuck with crowded weapon ranges that either good or bad, since the jump between them is so high, weapons that SHOULD be in between instead get magnetised into these big chunks..<br /> <br /> I'd say 48" should be for things like Fire Prisms and Leman Russes. Missiles launchers would go down to 36" (face it they never needed that monster range anyway), and meltas will go down to 9", lose the current melta effect and do something like +1 Power vs vehicles.]]></description>
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				<pubDate><![CDATA[Mon, 2 Sep 2013 08:59:22]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>I don't think so at all, 3" increments are absolutely not crowded. Think about how much 6" jumps are, they're huge! So if we don't allow ourselves this easy-to-snag opportunity to make things more precise and varied we'll eventually be stuck with crowded weapon ranges that either good or bad, since the jump between them is so high, weapons that SHOULD be in between instead get magnetised into these big chunks.. </div></blockquote> I meant actual board space, because 36" is a lot of area, until we've got tanks sitting at the edges, models trying to charge at the enemy, terrain in the middle, etc etc.<br /> <br /> I agree missile launchers shouldn't be 48" but heres my point. If we use 6" increments with a max range of 48 inches for rare units, that gives us 8 range "slots" to put weapons into. If we use 3" increments, we just doubled that, with 16 range increments. The problem is i don't think there's any way to use all 16 "slots" without things feeling odd. And even within the 6" increments, there are 3 "slots" that games workshop almost never used, 18" 30" and 42". That's nearly half of the available ranges not being used. If we used those, and reworked some weapons to use these ranges, it would create a lot more diversity without things becoming too scattered. Im afraid that if we use the 3" increments, well feel the need down the line to go "Oh lets just bump this guns range down 3" to make it feel different" without a real benefit.<br /> <br /> <blockquote class="uncited"><div>I'd say 48" should be for things like Fire Prisms and Leman Russes. Missiles launchers would go down to 36" (face it they never needed that monster range anyway), and meltas will go down to 9", lose the current melta effect and do something like +1 Power vs vehicles.</div></blockquote> Im not sure, dont fire prisms have two fire modes? one normal shot then a combined shot that does more damage? I would say reserve 48" for that combined fire shot, maybe make the normal shot 42" or something. Things like Imperial guard artillery, the tau broadside, and maybe the space marine whirlwind should be 48", things that are at their heart artillery units, and not a mainline tank. Melta's going down to 9 is a problem, because then at half range you have a non-integer value, which means writing a rule for. And having them just do more damage to vehicles doesnt make any sense realistically, that heat blast is scary to anything and everyone. I still say  +2 strength if within half range is a good way to use the melta rule, because that way we can put them at <span class="glossaryitem" onmouseover='gp(123);'>str</span> 8 or 9 normally, which is high but not ridiculous, but within 12" they get up to 10 or 11, to really put the hurt on units and vehicles. I may hate melta with a passion, but i recognize the need for it to be there and be scary.<br /> <br /> Ok so i've had 2 ideas for weapon types similar to the ideas of laser, melta, and lance.<br /> <br /> Shred: If a model is hit and wounded by a weapon with this special rule, they receive 2 wounds rather than one.<br /> (This rule would be used for things like frag-type weapons and shotguns, things that dont make any sense currently. Eldar shuriken weaponry might get this, since their guns are basically really amazing shotguns. The idea of a lower-strength but double-wounding weapon would be very interesting to use.)<br /> <br /> Storm: If a model using a weapon with this special rule rolls a to-hit roll of 6, they count as having hit with an additional round.<br /> (This rule would help serve 2 things. Firstly, it would help make the storm bolter actually useful in marine armies, since its never NEVER taken when other options exist, because its so mediocre by comparison, and second would let us give orks that high-volume, low accuracy shooting without it being insane.)<br /> (I'm also toying with the idea of it being a 5 or 6, rather than just a 6, but that might be a bit too much.)]]></description>
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				<pubDate><![CDATA[Mon, 2 Sep 2013 15:14:14]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>If we use 6" increments with a max range of 48 inches for rare units, that gives us 8 range "slots" to put weapons into</div></blockquote>But it's not really 8. It's really only 6 if not less. The ranges where they matter are gonna be 12", 18", 24" and maybe 30". That's where the majority of the guns should be, and it's just too bundled. The thousand guns that are in this category get herded into 4 groups, which is simply too chunky. If we had it where the most densely packed areas got split into 3" while the extremes stayed at 6" (instead of <span class="glossaryitem" onmouseover='gp(50);'>GW</span> who completely skipped out 42"), we would sort of have the thing you wanted where you were converting the statistic values where 4 = 4.5 or something like that; the most populous places would maintain variety - 3" is very noticeable - but the outlying places wouldn't have unneeded groups.<br /> <br /> I agree with the melta thing, but if we want closer range firefights where every inch matters don't you think sticking to 12" is going to be too much?<br /> <br /> Have to respond to your other ideas in the morning]]></description>
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				<pubDate><![CDATA[Tue, 3 Sep 2013 00:26:37]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div> The ranges where they matter are gonna be 12", 18", 24" and maybe 30". That's where the majority of the guns should be, and it's just too bundled.</div></blockquote> isn't that how it should be? What advantage does adding more increments here add? Its just back to the mobility discussion again, where how much effect does this really have? Is the underlying problem. I just dont see 3" increments improving anything.]]></description>
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				<pubDate><![CDATA[Tue, 3 Sep 2013 01:40:35]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>D10 Conversion for 40k</title>
				<description><![CDATA[ You can't show that one army has an edge over another if the increments are so large. 99% of non-Heavy weaponry have to be herded into these three categories, and there's no space in between. If we added 15" and 21" ONLY, disregarding the outlying range groups, we can create variety as well as a distinct, noticeable tactical advantage. We can highlight shooty armies by giving them longer range guns, but this would be impossible if the next grade up was a full 6". Also, in the most dense areas of stats we need to maintain variety, correct? This is akin to what we have been trying to do with the comparison chart (the focal point) and your conversion from 1-10 to 1-12 where you created extra stats for the densest infantry populations.]]></description>
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				<pubDate><![CDATA[Tue, 3 Sep 2013 10:03:48]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ I dont really like the idea of using inconsistencies, when everywhere else we've been trying to minimize or remove them. Beyond that, the game has never been focused on the range of guns, they just set up engagement ranges and show what is a short, medium, and long range gun. And its not really a tactical decision or advantage,even with the tau. The extra range of the Firewarriors is great and all, but the real strength is the extra damage. Having 15" and 21" means that you have to remember two new ranges when they don't really add anything. As for differentiating shooting armies, off the top of my head there are only two purely shooting focused armies, imperial guard and tau. Everything else is either Melee focused, movement focused, or jack of all trades. And there are so many ways to differentiate shooting armies other than arbitrary ranges.<br /> <br /> As for it being similar to the stat problem of overcrowding, yes superficially, but here it's for a purpose. Ranges arnt meant to provide advantage except in rare cases like Firewarriors. They're used to show how to use the unit, and which units it can compete with. If my squad is using pistols at 12" I know i can't outshoot a squad with rifles at 24", so i have to go to Melee or dropping behind them or whatever tactic i choose to compensate for that difference in range. But this only happens because its such a large range discrepancy. If its a 3" difference, more often than not players will just advance, negating any advantage or difference it would have provided otherwise. For this 3" difference, half a standard movement distance, to have an effect you have to bank on the opponent just sitting 3" outside of his own shooting range, which no one will do.]]></description>
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				<pubDate><![CDATA[Tue, 3 Sep 2013 14:11:36]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Well played,<blockquote class="uncited"><div>Storm: If a model using a weapon with this special rule rolls a to-hit roll of 6, they count as having hit with an additional round.</div></blockquote>I see where you're going with this, but I still don't like the on rolls to 6, because it completely disregards the user's <span class="glossaryitem" onmouseover='gp(14);'>BS</span> which is what it should be based off. Like what I tried to do with rending, it should be that if they still hit if their <span class="glossaryitem" onmouseover='gp(14);'>BS</span> was 1/2/3 lower then they count as hitting with two shots instead of one. I like the name though!<blockquote class="uncited"><div>Shred: If a model is hit and wounded by a weapon with this special rule, they receive 2 wounds rather than one. </div></blockquote>I would change these two a bit:<br /> <br /> Storm: If a model has a weapon with this special rule, any rolls To Hit that would still succeed if it had suffered -3 Marksmanship count as two hits instead of one.<br /> Shred: If a model has a weapon with this special rule, any rolls To Wound that would still succeed if it had suffered -3 Power count as two wounds instead of one.]]></description>
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				<pubDate><![CDATA[Tue, 3 Sep 2013 17:51:44]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Im tossing around a new way of doing orders with less math and easier use. They would work much more like current imperial guard orders, in that they grant specific effects, special rules, rerolls, etc. We could also make orders more personal to each army this way, similar to the 6th edition codexs that include a warlord chart, but not as dumb and less random.<br /> For example<br /> Arise! : must be issued at the start of a units activation. The unit is cleared of all status conditions, and gains the fearless and fleet special rules for the remainder of the game turn.<br /> <br /> Im also thinking about doing a parallel system for command as for psychics powers, where there are psychics power charts that each mastery level has access to, as it would provide better motivation to pay for things like the librarian upgrades, and maybe let us create lower tier psykers for armies that lack them.<br /> <br /> As for shred, maybe make it if the targets defense value is equal to or less than the weapons strength, it does double wounds. For storm, maybe for every successful hit, roll a <span class="glossaryitem" onmouseover='gp(24);'>D6</span>. On a 6+ (Maybe a 5+), one additional hit is scored. Its a bit slower, but it accomplishes the same thing. I know what your modifier system accomplishes, but its a pain to work out in the heat of things, despite its accuracy and logical sense.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 3 Sep 2013 20:56:05]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ But...the orders were great! Each order was individual and unique, it wasn't just a matter of addition/subtraction on stats. I think orders should be universal, every army should be able to capture that opportunity if the situation comes. I just feel it's way too expected and plain if we gave each army their own commands, not to mention it would be extremely hard to keep them unique and cool. Armies are bound to be able to, and to want the same orders, all armies should deserve "commands".<br /> <br /> <span class="glossaryitem" onmouseover='gp(315);'>Gtg</span> now will reply in 16 hours? <blockquote class="uncited"><div>maybe for every successful hit, roll a <span class="glossaryitem" onmouseover='gp(24);'>D6</span>. On a 6+ (Maybe a 5+), one additional hit is scored.</div></blockquote>kinda sounds like rerolls]]></description>
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				<pubDate><![CDATA[Tue, 3 Sep 2013 21:58:39]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Rerolls is one way to do storm, but <span class="glossaryitem" onmouseover='gp(269);'>id</span> rather it be lots of shots rather than rerolls, since thats the domain of master crafting and its more fun with more shots.<br /> <br /> <blockquote class="uncited"><div>But...the orders were great! Each order was individual and unique, it wasn't just a matter of addition/subtraction on stats. I think orders should be universal, every army should be able to capture that opportunity if the situation comes. I just feel it's way too expected and plain if we gave each army their own commands, not to mention it would be extremely hard to keep them unique and cool. Armies are bound to be able to, and to want the same orders, all armies should deserve "commands". </div></blockquote> they are very unique and exciting, but there's also lots of numbers being moved around, and i think we can capture the essence of many if not most through clever use of special rules. Not saying we shouldn't go for the numerical approach, but its more difficult for people to get into at first. Plus this means we don't just have orders values and special rules interacting, its just special rules. As for making some army specific, i didn't necessarily mean completely different charts for everyone, but maybe each army has 1 order in each level that is unique to them, so we can get some cool names and unique effects in here, like having tyranids have something called Consume! And Prey!. It would also be another way to differentiate all the different space marine chapters from each other if nothing else.]]></description>
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				<pubDate><![CDATA[Tue, 3 Sep 2013 22:13:18]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Well could we think of another rule for Mastercrafted? It's not living up to its name <span class="glossaryitem" onmouseover='gp(258);'>atm</span>. As for storm, why not just give those guns more shots? Or perhaps just give them "Suppressing" and remove the Storm rule.<br /> <br /> You know how you said that when a unit is suppressed they can still move but with their heads down? How about we make it so that they can only take pot shots (-3BS) and may only "run" through the hail of bullets (cannot move, except for running and charging).<br /> <br /> Also, I would like to take this opportunity to extinguish some of the overlaps we have with modifiers. There is an increasing amount of rules which allow you to do something at the expense of your movement/shooting (e.g. firing ordnance weapons, running, Take Cover! command) and I want to make sure that you can't give up your chance to move twice by doing two things. It's hard to explain, but without this kind of intervention, something like this could happen:<br /> <br /> A squad leader uses the Take Cover! command. It cannot move this turn. It exploits this circumstance by firing Heavy weapons at full <span class="glossaryitem" onmouseover='gp(14);'>BS</span>.<br /> <br /> As you can see I want to make it so that you can only sacrifice your movement/shooting once I guess.<br /> <br /> <blockquote class="uncited"><div>they are very unique and exciting, but there's also lots of numbers being moved around, and i think we can capture the essence of many if not most through clever use of special rules. Not saying we shouldn't go for the numerical approach, but its more difficult for people to get into at first. Plus this means we don't just have orders values and special rules interacting, its just special rules.</div></blockquote>In an ideal world you would have only numerical modifiers, because that is the simplest and most effective way to do this. But you and I wouldn't want that because it is boring, monotonous and unrealistic. But equally we cannot shove all the numbers into special rules, which are essentially ways of explaining more complex modifiers; there is no point in turning everything into special rules because that over-complicates things. So I decided to settle with a majority of numerical modifiers that represent real scenarios with a bit of flavoursome special rules sprinkled where appropriate  <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"> <br /> <br /> <blockquote class="uncited"><div>As for making some army specific, i didn't necessarily mean completely different charts for everyone, but maybe each army has 1 order in each level that is unique to them, so we can get some cool names and unique effects in here, like having tyranids have something called Consume! And Prey!</div></blockquote>Ok thank god I thought you meant completely different charts for everyone. Sure each army can have one or two extra commands for personal use only but only in addition to the universal pools.]]></description>
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				<pubDate><![CDATA[Wed, 4 Sep 2013 16:10:42]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ I dont really see why mastercrafting needs to be changed, its a slick way to give to-hit rerolls, and as an upgrade option is pretty cheap incase there are point lying around, and <span class="glossaryitem" onmouseover='gp(149);'>WS</span> increases a already the domain of power weapons.<br /> <br /> <blockquote class="uncited"><div>may only "run" through the hail of bullets (cannot move, except for running and charging). </div></blockquote> this is an interesting idea, i worry it may make assaulting armies too powerful though, as many people would try to stop Death Stars with suppression, and this would let them run right through it. <br /> <br /> I see what you mean by the problem, but for most armies getting two orders issued to one unit would require both an <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>'s order and the sergeants order, which is a pretty substantial amount of resources getting pumped into that unit.<br /> <br /> <blockquote class="uncited"><div> But equally we cannot shove all the numbers into special rules, which are essentially ways of explaining more complex modifiers; there is no point in turning everything into special rules because that over-complicates things</div></blockquote> i would argue special rules are much easier to remember than numerical values, because we all know what feel no pain, stealth, shrouded, fearless, and stubborn allow a unit to do, because they're universal special rules, and their effects are limited to one aspect of a unit, and easy to remember. Also, if we want any sort of unique orders for each army, there needs to be a fast way of telling the opponent what they do if they not familiar with it. We can keep numerical orders, because obviously somethings just need that level of precision, but many of them can be described as a modified version of a current special rule or set of <span class="glossaryitem" onmouseover='gp(136);'>USRs</span>, with a may not assault/move/shoot clause attached to them.<br /> <br /> <blockquote class="uncited"><div>. As for storm, why not just give those guns more shots? Or perhaps just give them "Suppressing" and remove the Storm rule. </div></blockquote> i dont want to just give them suppressing because i agree with the current games logic of how a unit gets pinned. It has to be faced with firepower that it can't hit back against, can't locate, and/or can't move away from. I think blast weapons, barrage, ordinance, sniper rifles, and truly massive amounts of firepower fit this definition quite nicely. The problem with giving the suppression rule to a single model is that should that model score even 1 hit, the target unit has to roll for suppression even though it clearly doesn't mesh with the definition. Its the situation tau payers could take advantage of by giving their Firewarrior sergeants a slightly different gun than the Pulserifle just to abuse the pinning rule it granted, while not sacrificing the firepower of the rest of the unit, which is not accurate and frustrating.<br /> <br /> <blockquote class="uncited"><div>Ok thank god I thought you meant completely different charts for everyone</div></blockquote> <span class="glossaryitem" onmouseover='gp(84);'>lol</span> no as interesting that would be, im lazy and couldn't be bothered to come up with that many unique and balanced orders. I think a few for each army should be more than enough, since that lets us really push the core aspects of the army in the command system, and keep it from being too routine and universal. <br /> <br /> Maybe make some of these unique orders, especially the more powerful ones, one use orders, for things like an ork waaaagh or some command for the blood angels that pushes all units within the command range into the red thirst/black rage for a game turn.]]></description>
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				<pubDate><![CDATA[Wed, 4 Sep 2013 17:35:44]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>i dont really see why mastercrafting needs to be changed, its a slick way to give to-hit rerolls, and as an upgrade option is pretty cheap incase there are point lying around, and <span class="glossaryitem" onmouseover='gp(149);'>WS</span> increases a already the domain of power weapons</div></blockquote>slick? I just think there could be a more realistic and less boring approach<blockquote class="uncited"><div>i would argue special rules are much easier to remember than numerical values, because we all know what feel no pain, stealth, shrouded, fearless, and stubborn allow a unit to do, because they're universal special rules, and their effects are limited to one aspect of a unit, and easy to remember. Also, if we want any sort of unique orders for each army, there needs to be a fast way of telling the opponent what they do if they not familiar with it. We can keep numerical orders, because obviously somethings just need that level of precision, but many of them can be described as a modified version of a current special rule or set of <span class="glossaryitem" onmouseover='gp(136);'>USRs</span>, with a may not assault/move/shoot clause attached to them.</div></blockquote>I think it would feel weird if we showed some of the numerical changes as special rules while the rest stayed as <span class="glossaryitem" onmouseover='gp(111);'>raw</span> numbers. Unless we find names for every increase and decrease of any amount for every stat we can't put them all into special rules. How weird would it be if you had "This command grants Shrouded, -1 Dexterity, -2 Ballistic Skill and the unit may not move."<blockquote class="uncited"><div>The problem with giving the suppression rule to a single model is that should that model score even 1 hit, the target unit has to roll for suppression even though it clearly doesn't mesh with the definition. Its the situation tau payers could take advantage of by giving their Firewarrior sergeants a slightly different gun than the Pulserifle just to abuse the pinning rule it granted, while not sacrificing the firepower of the rest of the unit, which is not accurate and frustrating.</div></blockquote>Clearly we're not going to let that happen. We should tweak how a unit can get suppressed. Let's give all Blast, Barrage, Ordnance and Sniper weapons Suppressing in the definition ok? So like what I've done here:<br /> <br /> Sniper: If a model has a weapon with this special rule, any wounds it causes are doubled. Also, all Sniper weapons have the Heavy, Rending and Suppressing special rules.<br /> <br /> Then we have conditions on how a unit can get suppressed, like using the amount of shots being fired and how many weapons with the Suppressing rule are in the unit. How about this:<br /> <br /> Suppressing: If a model has a weapon with this special rule, any shots it fires count as two for Suppression tests.<br /> <br /> Or maybe we can have Suppressing (X) where (X) is the amount of shots it counts as for Suppression tests? So snipers could count as three etc.<br /> <br /> Also, maybe we can have different levels of suppression, each one making the target lose <span class="glossaryitem" onmouseover='gp(14);'>BS</span> and Mobility? perhaps..<blockquote class="uncited"><div>Maybe make some of these unique orders, especially the more powerful ones, one use orders, for things like an ork waaaagh or some command for the blood angels that pushes all units within the command range into the red thirst/black rage for a game turn.</div></blockquote><span class="glossaryitem" onmouseover='gp(330);'>mm</span> <span class="glossaryitem" onmouseover='gp(330);'>mm</span> <span class="glossaryitem" onmouseover='gp(330);'>mm</span> <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">]]></description>
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				<pubDate><![CDATA[Wed, 4 Sep 2013 20:41:57]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Suppressing: If a model has a weapon with this special rule, any shots it fires count as two for Suppression tests. </div></blockquote> i like the idea of this, but for things like blasts, ordinance, and snipers, they typically only hit a couple of models, or are a low model count unit. I think something similar to the current pinning rule, where they force a pinning test on successful wounds, would work a bit better. If we can't implement extra shots for storm well, this might be a good alternative.<br /> <br /> <blockquote class="uncited"><div>slick? I just think there could be a more realistic and less boring approach</div></blockquote> the problem is the other ways we could implement it are already covered by other special weapons, and yes slick, its straightforward and simple to use, and worth the points despite not being at the forefront of anyone's mind. More realistic, idk if power weapons didnt give <span class="glossaryitem" onmouseover='gp(149);'>WS</span> bonuses it would fit very nicely there, but as it is it would be a bit redundant.<br /> <br /> <blockquote class="uncited"><div>I think it would feel weird if we showed some of the numerical changes as special rules while the rest stayed as <span class="glossaryitem" onmouseover='gp(111);'>raw</span> numbers. Unless we find names for every increase and decrease of any amount for every stat we can't put them all into special rules. How weird would it be if you had "This command grants Shrouded, -1 Dexterity, -2 Ballistic Skill and the unit may not move."</div></blockquote> i dont mean we have orders that include both numbers and special rules, but rather it has one or the other. We'd have to simplify and condense many orders yes, but i think it would be much more streamlined this way, while keeping the essence of the order the same.]]></description>
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				<pubDate><![CDATA[Wed, 4 Sep 2013 21:30:16]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>i like the idea of this, but for things like blasts, ordinance, and snipers, they typically only hit a couple of models, or are a low model count unit. I think something similar to the current pinning rule, where they force a pinning test on successful wounds, would work a bit better. If we can't implement extra shots for storm well, this might be a good alternative. </div></blockquote>Yeah so maybe a squad has 10 shots w/ Suppressing. So 20 shots would basically cause a Suppression test one way or another. Just a really REALLY out of the blues idea, if you have 20 effective shots for Suppression, you divide that by 10 and compare that value to targets Fortitude. So normally it would be a 5+ (???) because 2 compared to 4 equates to a 5+, idk really random idea but what do you think?<br /> <br /> <blockquote class="uncited"><div>the problem is the other ways we could implement it are already covered by other special weapons, and yes slick, its straightforward and simple to use, and worth the points despite not being at the forefront of anyone's mind. More realistic, idk if power weapons didnt give <span class="glossaryitem" onmouseover='gp(149);'>WS</span> bonuses it would fit very nicely there, but as it is it would be a bit redundant. </div></blockquote>Maybe power weapons don't increase weapon skill but instead do something else, while only mastercrafted increase weapon skill? We need to think of something cool for power weapons, just an increase probably won't cut it seeing as they are everywhere.<blockquote class="uncited"><div>i dont mean we have orders that include both numbers and special rules, but rather it has one or the other. We'd have to simplify and condense many orders yes, but i think it would be much more streamlined this way, while keeping the essence of the order the same</div></blockquote>I wouldn't say streamlined, I'd say smudged out. Clearly we cannot shove all numerical things into special rules so we either have to drop the majority of them which will be a nightmare, not to mention again, it would be terrible if there was a special rule representing any increase or decrease of any amount to any stat. And most orders will not keep the essence, in fact most will just be shaved bare of all personality it had.]]></description>
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				<pubDate><![CDATA[Wed, 4 Sep 2013 22:01:02]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Yeah so maybe a squad has 10 shots w/ Suppressing. So 20 shots would basically cause a Suppression test one way or another. Just a really REALLY out of the blues idea, if you have 20 effective shots for Suppression, you divide that by 10 and compare that value to targets Fortitude. So normally it would be a 5+ (???) because 2 compared to 4 equates to a 5+, idk really random idea but what do you think? </div></blockquote> thats a bit too involved, but its an interesting direction. It still causes problems with blasts and similar weapons though.<br /> <br /> <blockquote class="uncited"><div>Maybe power weapons don't increase weapon skill but instead do something else, while only mastercrafted increase weapon skill? We need to think of something cool for power weapons, just an increase probably won't cut it seeing as they are everywhere.</div></blockquote> thats how I feel about it too, but there's nowhere for them to go without armor of some sort. To break it down, a power weapon needs to increase a models ability in close combat. Increasing a models ability in close combat can be done only a few ways. Extra attacks, higher weapon skill, more damage, higher initiative, poison, rending, instant death, reroll, etc. the only ones that even sort of fit are strength increases and higher weapon skill, and even then theyre not a good match as those areas are already covered by other weapon types. Im open to suggestions but i really have no ideas.<br /> <br /> <blockquote class="uncited"><div>I wouldn't say streamlined, I'd say smudged out. Clearly we cannot shove all numerical things into special rules so we either have to drop the majority of them which will be a nightmare, not to mention again, it would be terrible if there was a special rule representing any increase or decrease of any amount to any stat. And most orders will not keep the essence, in fact most will just be shaved bare of all personality it had.</div></blockquote> the problem is that right now all of the orders uniqueness is bought with complexity and math, which isn't a great direction. And they don't necessarily have to be 100% special rules. Empty the Mag! could just as easily be:<br /> <br />  Must be issued before the units movement phase. The unit may not move, doubles the number of shots at targets within 12" this activation, and receives last strike <span class="glossaryitem" onmouseover='gp(136);'>USR</span> until the units next activation. The unit may not shoot next activation. <br /> <br /> No math, no complexity, its just the core of that order compressed. Sure some of the uniqueness is gone, but i don't think having to keep multiple units stat alterations on hand each turn is worth it.<br /> ]]></description>
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				<pubDate><![CDATA[Thu, 5 Sep 2013 20:09:01]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>thats a bit too involved, but its an interesting direction. It still causes problems with blasts and similar weapons though.</div></blockquote>I wouldn't say it's too involved, rather it's one of those things that isn't quite intuitive, however once you explain it then you'll definitely remember it. Also what kind of problems with blast weapons? Just count the number of models on the template, multiply by two (because it's Blast; suppressing) then add that with the rest of the shots from your squad and move it right 1 decimal place to give you the number you compare to 4. It sounds long-winded in writing but really it's not too bad seen that it's on the same complexity level as a lot of other mechanics <span class="glossaryitem" onmouseover='gp(258);'>atm</span>.<blockquote class="uncited"><div>Im open to suggestions but i really have no ideas. </div></blockquote>That's ok ^^ put your thinking cap on, I think we should work off what <b>feels</b> right. Let's see, power weapons are still weapons you swing -&gt; use the model's power, not a weapon specific power, but power weapons have some sort of energy field -&gt; increase user's Power? Hammers and axes are heavy -&gt; make them reduce weapon skill/dexterity? Daggers and the like increase dexterity? And while we're at it, when a model has two close combat weapons (excluding pistols which fire a shot at user's weapon skill) they get to attack with both weapons but have decreased weapon skill because they are wielding two?<br /> <br /> Actually, forget half of that, how about this?<br /> <br /> Power: If a model has a weapon with this special rule, any rolls To Wound that would still succeed if it had suffered -3 Power cause two wounds instead of one.<br /> <br /> This thing has come up quite a lot, but right now my thought sequence was that power weapons have gauss-like traits, and <span class="glossaryitem" onmouseover='gp(258);'>atm</span> gauss is represented by rolls of 6 causing automatic wounds. So I polished that &quot;on a roll of 6&quot; rule with the same technique I have used for rending and storm etc. What do you think? Have you changed your opinion on the slightly unusual &quot;imagine-&quot; mechanic which tries to represent an unusual occurence?<blockquote class="uncited"><div>the problem is that right now all of the orders uniqueness is bought with complexity and math, which isn't a great direction. And they don't necessarily have to be 100% special rules. Empty the Mag! could just as easily be: <br /> <br /> Must be issued before the units movement phase. The unit may not move, doubles the number of shots at targets within 12&quot; this activation, and receives last strike <span class="glossaryitem" onmouseover='gp(136);'>USR</span> until the units next activation. The unit may not shoot next activation. <br /> <br /> No math, no complexity, its just the core of that order compressed. Sure some of the uniqueness is gone, but i don't think having to keep multiple units stat alterations on hand each turn is worth it. </div></blockquote>Well why would it not be able to move? And where is the <span class="glossaryitem" onmouseover='gp(14);'>BS</span> decrease? Why would you refuse to incorporate a <span class="glossaryitem" onmouseover='gp(14);'>BS</span> decrease to show that their rate of fire increases things like recoil and recklessness? And what does last strike do? Empty The Mag! as it is, does not deserve to have its -2BS decrease replaced by a &quot;cannot move&quot; which makes little sense.<br /> <br /> I will be compassionate as I know where you're coming from; the fear of making things too mathematical and drowning everything in numbers. I would like to keep commands to a maximum of two stat modifiers, but right now I'm finding it extremely hard..<br /> <br /> As an update for my command ideas, at this present moment I think that 4 pools of 4 commands is optimal. The bottom two pools are the lower tiers - exarchs and vet. sergeants gaining access to more commands while the lowest of sergeants only get the first pool. For this reason the second pool is aimed at having a &quot;expertise and specialist&quot; feel to it. The higher two pools have the dedicated strategists with access to all pools while the more specialist/inexperienced <span class="glossaryitem" onmouseover='gp(56);'>HQs</span> only manage 3. For this reason the last pool is aimed at having a &quot;commanding an army&quot; feel to it.<br /> <br /> Level 1: Split Fire!: The unit receives -1 Ballistic Skill. Up to half the squad may shoot at a different target. <br /> Level 1: Let's Roll!: The unit receives +1 Fortitude and +2 Mobility. It may not shoot. <br /> Level 1: Take Cover!: The unit receives +2 Stealth, -1 Dexterity and -2 Ballistic Skill. It may not move. <br /> Level 1: Stay Put!: The unit receives +1 Weapon Skill, +1 Dexterity and -2 Ballistic Skill. It may not move. <br /> <br /> Level 2: Overwatch!: The unit receives -2 Ballistic skill. All shots fired gain the Suppressing special rule. It may not move.<br /> Level 2: Infiltrate!: The unit receives +2 Mobility and +1 Stealth. It may not shoot.<br /> Level 2: Empty The Mag!: The unit receives -2 Ballistic Skill. It may fire double the amount of shots, but may not shoot next turn.<br /> Level 2: Raid!: The unit receives +1 Mobility, +1 Weapon Skill and +1 Dexterity. It may not shoot.<br /> <br /> Level 3: Target Acquired!: The unit receives +2 Ballistic Skill. It may not move. <br /> Level 3: Focus!: The unit receives +1 Ballistic Skill and +1 Weapon Skill. It gains the Seasoned Marksman special rule.<br /> Level 3: Sit Tight!: The unit receives +3 Stealth and +1 Dexterity. It may not move or shoot.<br /> Level 3: <br /> <br /> Level 4: Into The Fray!: The unit receives +3 Mobility, +1 Dexterity and +2 Fortitude.<br /> Level 4: Arise!: The unit receives +1 Strength and +1 Defense. It removes all morale status effects and gains the Feel No Pain special rule. <br /> Level 4: Lionheart: This command may only be issued when over half the unit has been killed. It receives +2 Attacks and gains the Fearless special rule.<br /> Level 4:<br /> <br /> Hope you like it, I insist you point out any dumb mistakes in this!]]></description>
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				<pubDate><![CDATA[Thu, 5 Sep 2013 22:08:40]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>I wouldn't say it's too involved, rather it's one of those things that isn't quite intuitive, however once you explain it then you'll definitely remember it. Also what kind of problems with blast weapons? Just count the number of models on the template, multiply by two (because it's Blast; suppressing) then add that with the rest of the shots from your squad and move it right 1 decimal place to give you the number you compare to 4. It sounds long-winded in writing but really it's not too bad seen that it's on the same complexity level as a lot of other mechanics <span class="glossaryitem" onmouseover='gp(258);'>atm</span>.</div></blockquote> sorry i was thinking more along the lines of large blast vehicle weapons. I think we need something like suppression (X), so truly insane weapons can get higher suppression &quot;multipliers&quot;. For example, your typical suppression weapon (say a Heavy Bolter) would be suppression (2) to demonstrate they get a 2X multiplier on their shots. A whirlwind missile launcher might get suppression (3) while the ridiculous imperial guard artillery unit with the insane cannon would get suppression (4). This lets the bigger, meaner blast/ordinance weapons of vehicles have more suppression power than typical infantry level weapons, and if they only hit a couple of models, they still have a chance for suppression, due to their multiplier. And is fortitude your morale equivalent or your defense equivalent? Because if its your morale equivalent it makes a lot more sense, and yeah I guess if you get used to it itd be fine, but round down or round up? I'd say down, it just makes more sense to me on this topic, but i like the current <span class="glossaryitem" onmouseover='gp(1);'>2d6</span> morale system, so this wouldn't work with that. And to head off your idea on making morale consistent with everything else, <span class="glossaryitem" onmouseover='gp(1);'>2d6</span> is very important as you have reliability in this system, since the results create a bell chart so its possible to see how likely each unit is to flee and map the results accordingly.<br /> <br /> <blockquote class="uncited"><div>Hammers and axes are heavy -&gt; make them reduce weapon skill/dexterity? Daggers and the like increase dexterity? And while we're at it, when a model has two close combat weapons (excluding pistols which fire a shot at user's weapon skill) they get to attack with both weapons but have decreased weapon skill because they are wielding two? </div></blockquote> Having different power weapons differentiated from each other is kinda pointless since we don't even have power weapons nailed down yet. Sure those sound like great directions to go, but we need a power weapon mechanic.  Lowering <span class="glossaryitem" onmouseover='gp(149);'>WS</span> for wielding two weapons makes sense, i just hate it. The points necessary to take a matching melee weapon is typically enormous, for more powerful ones anyways, and you typically lose ranged weapons in exchange, so there's already plenty of penalty involved, and in a game of potentially millennia old warriors, i think they have the time and experience to train with two weapons to the point of mastery.<br /> As for power weapons causing double wounds, that still doesn't fit, and it competes with shred and the like.<br /> <br /> <blockquote class="uncited"><div>Well why would it not be able to move? And where is the <span class="glossaryitem" onmouseover='gp(14);'>BS</span> decrease? Why would you refuse to incorporate a <span class="glossaryitem" onmouseover='gp(14);'>BS</span> decrease to show that their rate of fire increases things like recoil and recklessness? And what does last strike do? Empty The Mag! as it is, does not deserve to have its -2BS decrease replaced by a &quot;cannot move&quot; which makes little sense. </div></blockquote> the cannot move is because theyre so focused on taking out that squad that they don't think about moving, but also to make it a defensive order, so players can't run up and empty the mag at a unit. Last strike was the effect/<span class="glossaryitem" onmouseover='gp(136);'>USR</span> that would apply to things like powerfists to show they strike last in close combat, again because they were so focused on shooting that unit down they didnt ready themselves for hand to hand combat. The loss of a <span class="glossaryitem" onmouseover='gp(14);'>BS</span> penalty is unfortunate, but It was necessary to show how the order could be done differently while keeping the core idea the same.<br /> <br /> <blockquote class="uncited"><div>As an update for my command ideas, at this present moment I think that 4 pools of 4 commands is optimal. The bottom two pools are the lower tiers - exarchs and vet. sergeants gaining access to more commands while the lowest of sergeants only get the first pool. For this reason the second pool is aimed at having a &quot;expertise and specialist&quot; feel to it. The higher two pools have the dedicated strategists with access to all pools while the more specialist/inexperienced <span class="glossaryitem" onmouseover='gp(56);'>HQs</span> only manage 3. For this reason the last pool is aimed at having a &quot;commanding an army&quot; feel to it. </div></blockquote> the problem i have with 4 order pools is that it would be hard to determine which units get access to which charts, because for any examples i can think of, there's very little differentiation between weak commander and experienced veteran. My librarians and chaplains may be wonderful combatants and icons, but they are only veterans with respect and semi-authority, not masters of tactics and strategy. But we would have to put them at command level 3 to show that they are better than a normal veteran, when thats a heavy handed way of doing so. A three level system (Base, Veteran, Command) offers all the differentiation with orders we need, while command ranges would differentiate between these levels, as more experienced veterans can actually be shown as such.]]></description>
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				<pubDate><![CDATA[Fri, 6 Sep 2013 01:40:03]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Lowering <span class="glossaryitem" onmouseover='gp(149);'>WS</span> for wielding two weapons makes sense, i just hate it. The points necessary to take a matching melee weapon is typically enormous, for more powerful ones anyways, and you typically lose ranged weapons in exchange, so there's already plenty of penalty involved, and in a game of potentially millennia old warriors, i think they have the time and experience to train with two weapons to the point of mastery.</div></blockquote>Yeah, but don't you think that it would definitely be harder to manipulate two weapons in the heat of battle than one? The skill of the warrior doesn't matter, they fight better with one and hence can't fight as effectively with two. You're trading manouevrability for power. And if you want to talk about points, we can modify them - so never let that be a hindrance to something that makes sense.<br /> <br /> So what do power weapons do? If we can't think of anything classy, we can just make them give +1 power. Simple, logical and effective. But if there's anything uber-exciting and <b>fresh</b>, I'd take that instead.<blockquote class="uncited"><div>the cannot move is because theyre so focused on taking out that squad that they don't think about moving, but also to make it a defensive order, so players can't run up and empty the mag at a unit.</div></blockquote>No way, if they're asked to empty the mag it shouldn't change their movement, if anything it would make them more inclined to move towards their target. It shouldn't just be a defensive order. In normal circumstances someone will NOT be firing at max speed, because of the recoil and not wanting to waste bullets. But it should be able to be applied to situations where you are allowed to hold the trigger down. The advantage is that you get two turns' worth of fire in one, however you get such a negative modifier (-2/3 <span class="glossaryitem" onmouseover='gp(14);'>BS</span>) that it would be daft to use it in normal situations.<blockquote class="uncited"><div>But we would have to put them at command level 3 to show that they are better than a normal veteran, when thats a heavy handed way of doing so.</div></blockquote>How is it heavy-handed?<blockquote class="uncited"><div>A three level system (Base, Veteran, Command) offers all the differentiation with orders we need, while command ranges would differentiate between these levels, as more experienced veterans can actually be shown as such.</div></blockquote>In my opinion a Dire Avenger Exarch should not be as experienced as a Librarian. The Librarian does still have a significant amount of experience, at least more than a simple Exarch. If you put them on the same level you're either going to make Exarchs really strong or Librarians kind of a poof, and neither of them deserve that.]]></description>
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				<pubDate><![CDATA[Fri, 6 Sep 2013 16:59:16]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>In my opinion a Dire Avenger Exarch should not be as experienced as a Librarian. The Librarian does still have a significant amount of experience, at least more than a simple Exarch. If you put them on the same level you're either going to make Exarchs really strong or Librarians kind of a poof, and neither of them deserve that.</div></blockquote> thats where command ranges give a differentiation, while neither are capable of the tactical mastery of actual commanders, one is a veteran, and the other is a veteran who occasionally leads small groups. But while both would get the veteran chart, the librarian would get a short command range to show he has more command of the battlefield than the exarch, because he's an <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> choice vs a sergeantish character.<br /> <br /> <blockquote class="uncited"><div>So what do power weapons do? If we can't think of anything classy, we can just make them give +1 power. Simple, logical and effective. But if there's anything uber-exciting and fresh, I'd take that instead.</div></blockquote> thats the only direction i can think of too, but it is really boring. <span class="glossaryitem" onmouseover='gp(269);'>Id</span> argue it should be +2 rather than +1 since that feels a bit too weak, but hopefully inspiration will strike for a new idea.<br /> <br /> <blockquote class="uncited"><div>Yeah, but don't you think that it would definitely be harder to manipulate two weapons in the heat of battle than one? The skill of the warrior doesn't matter, they fight better with one and hence can't fight as effectively with two. You're trading manouevrability for power. And if you want to talk about points, we can modify them - so never let that be a hindrance to something that makes sense. </div></blockquote> i would argue not, there have been historical examples of effective warriors wielding two weapons, i think the inhabitants of the 41st millennia can manage it. But on this topic, we should subscribe to the rule of cool, and dual wielding melee weapons is definitely cool, so lets keep it free of additional penalties.<br /> <br /> <blockquote class="uncited"><div>No way, if they're asked to empty the mag it shouldn't change their movement, if anything it would make them more inclined to move towards their target. It shouldn't just be a defensive order. In normal circumstances someone will NOT be firing at max speed, because of the recoil and not wanting to waste bullets. But it should be able to be applied to situations where you are allowed to hold the trigger down. The advantage is that you get two turns' worth of fire in one, however you get such a negative modifier (-2/3 <span class="glossaryitem" onmouseover='gp(14);'>BS</span>) that it would be daft to use it in normal situations.</div></blockquote> the mental image i have of this order is a squad getting charged by a fast horde of enemies or a big lumbering monster, and they know they can't get away so they try to dish out as much damage as possible before that unit closes for Melee. Yes they would be less accurate but i think there are better ways to represent this. Maybe split this into a defensive version and an offensive version, with one affecting movement and the other affecting accuracy. As for representing accuracy drops, to do this without numbers i think <b>Must reroll successful hits</b> would work very well with doubling shots, otherwise yeah dropping <span class="glossaryitem" onmouseover='gp(14);'>BS</span> would do it too. I would still argue they should get last strike though, to show their focus on shooting instead of Melee, as well as a shortened max range just to be sure.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Fri, 6 Sep 2013 19:43:15]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>thats where command ranges give a differentiation, while neither are capable of the tactical mastery of actual commanders, one is a veteran, and the other is a veteran who occasionally leads small groups. But while both would get the veteran chart, the librarian would get a short command range to show he has more command of the battlefield than the exarch, because he's an <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> choice vs a sergeantish character. </div></blockquote>Actually things like vet sergeants and exarchs shouldn't be able to issue commands to units other than their squad. Basically 0". And I'd give librarians 5/6".<blockquote class="uncited"><div><span class="glossaryitem" onmouseover='gp(269);'>Id</span> argue it should be +2 rather than +1 since that feels a bit too weak, but hopefully inspiration will strike for a new idea.</div></blockquote>Seeing as power swords are like what, 10 points on average? +2 Power is fine.<blockquote class="uncited"><div>But on this topic, we should subscribe to the rule of cool, and dual wielding melee weapons is definitely cool, so lets keep it free of additional penalties.</div></blockquote>Just a -1 <span class="glossaryitem" onmouseover='gp(149);'>WS</span> decrease is not going to affect its coolness ^^ Because two weapons is actually VERY strong, remember, you're essentially doubling your effectiveness in combat! Sacrificing shooting isn't a good enough penalty because anyone that just wants to jump in and assault won't be affected by this balance measure and they will reap the benefits. Which is why just a small decrease in <span class="glossaryitem" onmouseover='gp(149);'>WS</span> is representative of reality and a precaution. I also think people would be understanding of this change and they will be positively affected by it.<blockquote class="uncited"><div>Must reroll successful hits would work very well with doubling shots</div></blockquote>This is an interesting way to go, I'd just like you to decide mentally the pros and cons of rerolls; then,<br /> <br /> Doing some calculations, doubling the shots and then rerolling successful ones actually doesn't increase the number of shots hitting THAT MUCH. (This could be useful to suppress, but then you would just go for the suppression command - so we should make it so that their number of shots hit is increased by around 50% otherwise the command isn't going to be that potent)<br /> <br /> E.g. 10 Boltgun shots equate to 6.67 hits. 10 x 2/3 = 6.67<br /> ------20 Boltgun shots that reroll successful hits equate to only 8.89 hits. 20 x 2/3 x 2/3<br /> <br /> It's a 33% increase, do you think this is enough?<blockquote class="uncited"><div>to show their focus on shooting instead of Melee, as well as a shortened max range just to be sure.</div></blockquote>well to be honest they aren't told to Focus! like in that command <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"> they are just keeping their finger on the trigger instead of preserving rounds, I wouldn't say they need to focus more, furthermore I want to avoid a shortened max range "just to be sure".]]></description>
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				<pubDate><![CDATA[Fri, 6 Sep 2013 21:34:16]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Actually things like vet sergeants and exarchs shouldn't be able to issue commands to units other than their squad. Basically 0". And I'd give librarians 5/6".</div></blockquote> Exactly, an Exarch is limited to his unit, since he's sort of a sergeant, and a librarian is an independant character <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> unit. However, fluff-wise a librarian has no real authority within a chapter, hes just a highly skilled warrior with unique powers, and is respected for his knowledge, capabilites, and prowess. However, he is still just the equivalent of a veteran with special abilitites, he's not a commander, captain, chapter master etc, and is not a master of tactics, however he may lead smaller forces of marines when the real strategic officers are not required. He is only capable of what a veteran is tactically, but he has the experience and training to be able to see more of what's going on in his area of the battlefield than a typical veteran, and the respect of his peers let him give advice/orders. Hence, Veteran level orders, but he has a command range.<br /> <br /> <blockquote class="uncited"><div>Just a -1 <span class="glossaryitem" onmouseover='gp(149);'>WS</span> decrease is not going to affect its coolness ^^ Because two weapons is actually VERY strong, remember, you're essentially doubling your effectiveness in combat! Sacrificing shooting isn't a good enough penalty because anyone that just wants to jump in and assault won't be affected by this balance measure and they will reap the benefits. Which is why just a small decrease in <span class="glossaryitem" onmouseover='gp(149);'>WS</span> is representative of reality and a precaution. I also think people would be understanding of this change and they will be positively affected by it.</div></blockquote> Yes but think about how hard it is to give an entire unit only double weapons. The only models i know of that can do so, for vanilla marines and equivalent anyways, are sergeants, veterans, and <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> units. And even on sergeants, the only free option is 2 chainswords, giving him any more powerful dual weapons makes him a 56 point model minimum, and thats just with standard powerswords, nevermind powerfists, thunderhammers, or lightning claws, which would take him closer to 76 points. I think at 56 points for a 3 attack sergeant with power weapons is incredibly exepensive for how little use he'd likely get out of that arrangement compared to a typical loadout, and since the dual chainsword option isnt at all powerful, i dont see a point adding a penalty on top of all that. It may be a bit different for different codices, but i would think its a similar situation for most of them, dual wielding standard troops are rare, if even possible at all.<br /> <br /> <blockquote class="uncited"><div>well to be honest they aren't told to Focus! like in that command  they are just keeping their finger on the trigger instead of preserving rounds, I wouldn't say they need to focus more, furthermore I want to avoid a shortened max range "just to be sure".</div></blockquote> I don't know about you, but if im facing down a scary unit that needs to die, whether its charging at me or im trying to mow it down myself, im not gonna be readying myself for combat, im gonna be getting as many shots out as possible, regardless of whether ive been ordered to focus or not. As for the max range, im worried about situations like a unit trying to flank around some terrain, and then you pop up a unit right at the max range and unload everything on it.you just ruined that units day. Not to say this shouldn't be used aggressively, it definitely should, but i think a range penalty would make people be much more aggressive that this version than they would likely be otherwise.<br /> <br /> Edit: as for is re rolling successful hits enough, i think the prospective payoff will be very good incentive for people to take, not to mention making it a prime candidate for things like special weapons and template weapons especially, because a 33% increase in plasma or Melta weapons is a lot hurt to lay on a unit, and flamers dont care about hits anyways.<br /> <br /> Lowering <span class="glossaryitem" onmouseover='gp(14);'>BS</span> by 2 means that on double shots space marines would be landing the same amount of hits funnily enough <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0">]]></description>
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				<pubDate><![CDATA[Fri, 6 Sep 2013 22:37:33]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Yes but think about how hard it is to give an entire unit only double weapons. The only models i know of that can do so, for vanilla marines and equivalent anyways, are sergeants, veterans, and <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> units. And even on sergeants, the only free option is 2 chainswords, giving him any more powerful dual weapons makes him a 56 point model minimum, and thats just with standard powerswords, nevermind powerfists, thunderhammers, or lightning claws, which would take him closer to 76 points. I think at 56 points for a 3 attack sergeant with power weapons is incredibly exepensive for how little use he'd likely get out of that arrangement compared to a typical loadout, and since the dual chainsword option isnt at all powerful, i dont see a point adding a penalty on top of all that. It may be a bit different for different codices, but i would think its a similar situation for most of them, dual wielding standard troops are rare, if even possible at all.</div></blockquote>I said that we just have to ignore points right now because it seems like it's getting in the way for some logical changes which you said you would accept. Especially particular points-cost anecdotes which are negligible <span class="glossaryitem" onmouseover='gp(258);'>atm</span> and we can just fix the points cost later.<blockquote class="uncited"><div>I don't know about you, but if im facing down a scary unit that needs to die, whether its charging at me or im trying to mow it down myself, im not gonna be readying myself for combat, im gonna be getting as many shots out as possible, regardless of whether ive been ordered to focus or not. </div></blockquote>Yeah, I agree you won't be as prepares for combat but that doesn't mean every single model hits last. Some may still be sharp enough to hit at the same time. So we can give -1 Dexterity to portray that? <blockquote class="uncited"><div>As for the max range, im worried about situations like a unit trying to flank around some terrain, and then you pop up a unit right at the max range and unload everything on it.you just ruined that units day. Not to say this shouldn't be used aggressively, it definitely should, but i think a range penalty would make people be much more aggressive that this version than they would likely be otherwise.</div></blockquote>What's wrong with that? Bearing in mind your firepower is only increased by 33%, you've practically just threw away your unit just by being impatient enough to waste 200% of firepower for 133% of it. Or it actually does give you the tactical edge, in which case you've commanded well. But in most situations, the command is not worth it.<blockquote class="uncited"><div>Lowering <span class="glossaryitem" onmouseover='gp(14);'>BS</span> by 2 means that on double shots space marines would be landing the same amount of hits funnily enough </div></blockquote>Yeah I saw that  <img src="/s/i/a/504660322487159bb25fddaa475847a6.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Sat, 7 Sep 2013 10:25:04]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>What's wrong with that? Bearing in mind your firepower is only increased by 33%, you've practically just threw away your unit just by being impatient enough to waste 200% of firepower for 133% of it. Or it actually does give you the tactical edge, in which case you've commanded well. But in most situations, the command is not worth it.</div></blockquote> i guess, im just worried someone's going to find a horribly broken way to exploit this, but well see.<br /> <br /> <blockquote class="uncited"><div>I said that we just have to ignore points right now because it seems like it's getting in the way for some logical changes which you said you would accept. Especially particular points-cost anecdotes which are negligible <span class="glossaryitem" onmouseover='gp(258);'>atm</span> and we can just fix the points cost later.</div></blockquote> the thing is, it doesn't matter if points shift here or there a little bit, a sergeant with 2 power weapons is going to be 50ish points no matter what we do, even more so if we increase the veteran upgrade cost (which we should since its so much more valuable now). And yes it's sort of a logical penalty but think about how irritating it would be to model a character with 2 matching weapons, then pay the ridiculous points cost to use him, and the get a penalty for doing so? I dont want there to be an explicit penalty for people who want to go the expensive upgrade direction, because the implicit penalty of the upgrades is already there, because they will always cost more than the model having the upgraded stats base.<br /> <br /> <blockquote class="uncited"><div>Yeah, I agree you won't be as prepares for combat but that doesn't mean every single model hits last. Some may still be sharp enough to hit at the same time. So we can give -1 Dexterity to portray that?</div></blockquote> the risk of going this route is that there isn't enough penalty involved with just dropping dexterity a little bit. Yes not being able to shoot next turn is a harsh penalty, but the offensive version of Empty the Mag! Is going to be a very opportunistic order, and <span class="glossaryitem" onmouseover='gp(269);'>id</span> like it if the player had to be sure about how safe he would be for melee combat, and be severely penalized for not taking that into effect. If two marine squads are fighting and one emptys the mag at the other, and i had an assault squad nearby that charges at that unit, i want that assault squad to tear them to shreds for not taking them into account, and with a -1 penalty theyre still hitting on 3+, whereas if they strike behind that assault squad and get chopped up without a chance to hit back, that is a properly painful punishment. <br /> <br /> OOOOOOOOO here's an idea, that <b>Must reroll all successful hits </b>carries over into Melee, so if they get charged they are still hitting much less often than an equivalent unit. <span class="glossaryitem" onmouseover='gp(269);'>Id</span> still like an "initiative" penalty involved though, but that may be overkill if we do this. Maybe make it the attacking unit gets to reroll all failed hit idk, i like this second direction better<br /> <br /> <blockquote class="uncited"><div>Yeah I saw that  </div></blockquote> yeah <span class="glossaryitem" onmouseover='gp(84);'>lol</span>, i guess were doing rerolls then, unless you've got a different system in mind?]]></description>
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				<pubDate><![CDATA[Sat, 7 Sep 2013 16:01:16]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>And yes it's sort of a logical penalty but think about how irritating it would be to model a character with 2 matching weapons, then pay the ridiculous points cost to use him, and the get a penalty for doing so?</div></blockquote>Ridiculous points cost?! Lower it?!?!? Gosh, I think it's clear that we should nerf double weapons a bit just because of how much it amplifies your combat capability. And coming with that, is a slight nerf to the points cost for another <span class="glossaryitem" onmouseover='gp(20);'>CCW</span>. Think of how abundant it is right now for everyone just to be spamming double weapons because they don't care whether they can shoot or not, they just want to double their chop-chop effectiveness. Do you really want something to be able to double how much damage they can do in combat at the click of 15 points? Or do you want them to be able to increase their damage output by a good 33-67% for 10 points?<blockquote class="uncited"><div>OOOOOOOOO here's an idea, that Must reroll all successful hits carries over into Melee, so if they get charged they are still hitting much less often than an equivalent unit.</div></blockquote>Sounds like a plan:<br /> <br /> Level 2: Empty The Mag!: The unit receives -1 Dexterity. It may fire double the amount of shots, but may not shoot next turn. It must re-roll all successful hits, even in close combat.]]></description>
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				<pubDate><![CDATA[Sat, 7 Sep 2013 20:10:22]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Ridiculous points cost?! Lower it?!?!? Gosh, I think it's clear that we should nerf double weapons a bit just because of how much it amplifies your combat capability. And coming with that, is a slight nerf to the points cost for another <span class="glossaryitem" onmouseover='gp(20);'>CCW</span>. Think of how abundant it is right now for everyone just to be spamming double weapons because they don't care whether they can shoot or not, they just want to double their chop-chop effectiveness. Do you really want something to be able to double how much damage they can do in combat at the click of 15 points?</div></blockquote>adding 1 extra attack is far from game breaking, especially since everything has double wounds now. And I don't know who is spammingg double weapons when theyre only possible on a small number of units? The only way i know to spam double weapon for marines beyond assault terminators at least is vanguard veterans, and at 25 points a piece before weapons and jump packs, thats easily approaching a 100 point model to get  3 attacks, two lightning claws and a jump pack. As for "lowering it?!?!?" Do you mean the cost of special Melee weapons or the cost needed to get a dual wielding model? I think most of the special weapon prices ive seen are decently costed, maybe play with 5 points here or there.<br /> <br /> <blockquote class="uncited"><div> Or do you want them to be able to increase their damage output by a good 33-67% for 10 points?</div></blockquote> i really dont understand what this means. If taking two weapons has the same effect its always had, just with a -1 to dexterity, theyre still hitting just as hard as before, theyre just a bit easier to hit back?]]></description>
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				<pubDate><![CDATA[Sat, 7 Sep 2013 20:29:49]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ It'd be -1 Weapon Skill actually, not Dexterity. We could assume the wielder actually, if anything, gains some dexterity because he is able to block blows. What do you think? -1 Weapon Skill for +1 Dexterity? It means he has a smaller chance of pulverising things in one turn with his massively augmented strength but in return can maybe deflect blows more easily.]]></description>
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				<pubDate><![CDATA[Sat, 7 Sep 2013 22:41:59]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>It'd be -1 Weapon Skill actually, not Dexterity. We could assume the wielder actually, if anything, gains some dexterity because he is able to block blows. What do you think? -1 Weapon Skill for +1 Dexterity? It means he has a smaller chance of pulverising things in one turn with his massively augmented strength but in return can maybe deflect blows more easily.</div></blockquote> I was working under the assumption that the effects wouldn't stack. If im wielding 2 thunderhammers, i'm not hitting at 4X my strength, im hitting more often at 2X my strength. Same with power weapons. As for decreasing weapon skill and increasing dexterity, i think its still just a way to penalize something that already has implicit penalties attached to it. Having a few more effects isn't really going to improve or seriously alter anything, its just one more thing to keep in mind. <br /> <br /> I had some ideas on changing some order names, let me know what you think.<br /> Lionheart  ==&gt;  For the Fallen!<br /> Overwatch  ==&gt;  Covering Fire!<br /> Infiltrate  ==&gt;  Flank!<br /> Stay Put  ==&gt; Stand Your Ground]]></description>
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				<pubDate><![CDATA[Sat, 7 Sep 2013 23:10:03]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Having a few more effects isn't really going to improve or seriously alter anything, its just one more thing to keep in mind. </div></blockquote>I don't want it to improve or seriously alter something, but I do want to alter it enough so that it has an impact on the game. It's not hard to know that you have decreased <span class="glossaryitem" onmouseover='gp(149);'>WS</span> and increased D when wielding two weapons (except for double daggers, yeah!) I guess you could compare it to knowing that bikes give you +1 Toughness. Something like that.<br /> <br /> Lionheart ==&gt; For the Fallen!<br /> <br /> Liking it.<br /> <br /> Overwatch ==&gt; Covering Fire!<br /> <br /> <span class="glossaryitem" onmouseover='gp(330);'>Mm</span> I prefer overwatch, but if you really want then whatever<br /> <br /> Infiltrate ==&gt; Flank!<br /> <br /> Don't mind, like both<br /> <br /> Stay Put ==&gt; Stand Your Ground<br /> <br /> That would be a great 'nother command but stay put is meant to be like &quot;get down, don't move and wait&quot; kind of command, I can see Stand Your Ground sort of being like a Last Stand command where you fight until the bitter end.]]></description>
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				<pubDate><![CDATA[Sat, 7 Sep 2013 23:54:53]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>nfiltrate ==&gt; Flank! <br /> Don't mind, like both </div></blockquote> Im trying to prevent confusion between the order Infiltrate and the <span class="glossaryitem" onmouseover='gp(136);'>USR</span> Infiltrate. this actually causes problems with outflank then... ugh.<br /> <br /> <blockquote class="uncited"><div>I don't want it to improve or seriously alter something, but I do want to alter it enough so that it has an impact on the game. It's not hard to know that you have decreased <span class="glossaryitem" onmouseover='gp(149);'>WS</span> and increased D when wielding two weapons (except for double daggers, yeah!) I guess you could compare it to knowing that bikes give you +1 Toughness. Something like that. </div></blockquote> Thats a good comparison, but its still just one more thing that doesnt really improve anything. I know you like realism, and most of these models are either purpose born for war, or trained for decades. Somewhere in there they likely trained with two weapons to the point where they dont suffer from it. Beyond that, its just such a broad change that different models and entire armies have to be considered. Tyranids all have 6 limbs, typically with 2 sets of arms, would they have to deal with this constantly? what about special characters that come base with 2 weapons like lilith hesperax from the dark eldar? Or the sisters of battle seraphim who wield two pistols in close combat? Its just a level of additional complexity that i dont see improving anything, and wed have to make special rules to say these models arnt affected, or raise their stats to account for this automatic decrease, neither of which are great directions if we want to keep them the same as they would be otherwise.]]></description>
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				<pubDate><![CDATA[Sun, 8 Sep 2013 00:15:56]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Im trying to prevent confusion between the order Infiltrate and the <span class="glossaryitem" onmouseover='gp(136);'>USR</span> Infiltrate. this actually causes problems with outflank then... ugh.</div></blockquote><span class="glossaryitem" onmouseover='gp(84);'>Lol</span> I'd we could work something out with Infiltrate and Outflank, don't wanna discuss it right now but they seem very very ripe for change.<blockquote class="uncited"><div>Thats a good comparison, but its still just one more thing that doesnt really improve anything. I know you like realism, and most of these models are either purpose born for war, or trained for decades. Somewhere in there they likely trained with two weapons to the point where they dont suffer from it. </div></blockquote>But if you just look at the other side here, yes it is realistic that they would be able to proficiently use two weapons, but what you're also saying is that the warrior is just as bad with one weapon as he is with two weapons. And he must've trained more with one weapon than two.<br /> <blockquote class="uncited"><div>what about special characters that come base with 2 weapons like lilith hesperax from the dark eldar? Or the sisters of battle seraphim who wield two pistols in close combat? Its just a level of additional complexity that i dont see improving anything, and wed have to make special rules to say these models arnt affected, or raise their stats to account for this automatic decrease, neither of which are great directions if we want to keep them the same as they would be otherwise.</div></blockquote>I think I've already got this figured out. Any wargear, that modifies the character's stat, that comes free with the character, has already been accounted for in the statline. Think about terminators. Do you want them to look like terminators on the stats, or do you want them to look like puny space marines then have to work out all the modifiers from the wargear. However any purchasable wargear has not been accounted for.<br /> <br /> For Lilith Hesperax, perhaps she's trained so much with her two weapons that she IS in fact better with two than she is with one, so she would not lose <span class="glossaryitem" onmouseover='gp(149);'>WS</span>.<br /> <br /> So basically this means that anything that comes anyway, or is a mandatory upgrade, is innate to their stats already. I think that clears up a lot of clutter you put forward like the Tyranid limbs etc.]]></description>
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				<pubDate><![CDATA[Sun, 8 Sep 2013 08:34:00]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div> but what you're also saying is that the warrior is just as bad with one weapon as he is with two weapons</div></blockquote> yeah exactly, he's exactly the same with one or two weapons, for better or for worse. And yes they probably trained with one weapon more but if their training lasted 2 decades, and they only devoted 5% of their time to wielding 2 weapons, thats still a whole year of doing only that.<br /> <br /> I admit thats a pretty nifty way of resolving the problem, but its sill solving a problem that doesn't need to happen in the first place.]]></description>
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				<pubDate><![CDATA[Sun, 8 Sep 2013 15:09:20]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ No but even if they have training with two weapons, they are STILL going to be better with one weapon because they have more training with one weapon! Losing weapon skill isn't a representation of their lack of training with double weapons, it's a representation of their training with double weapons COMPARED to their training with one.]]></description>
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				<pubDate><![CDATA[Sun, 8 Sep 2013 17:02:29]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ I just really don't like adding in unnecessary penalties. Notice i said unnecessary, not inaccurate. Yes they would train less with two weapons, but think about how all the other modifiers in the game work. Bikes increase toughness because theres a big hunk of metal between you and the person shooting you, powerfists and thunderhammers offset their massive power bonus and ability to allow a model to wreck vehicles with low initiative, and weapons that are powerhouses without downsides are offset by massive prices, like relic blades. I would argue dual power weapons should be counted in that third category, and be offset by their prices. +1 attack will not be a collosal bonus, thats only a 50% increase in <span class="glossaryitem" onmouseover='gp(111);'>raw</span> attack output on most models that can use them, usually with the downside of doubling the price of the model, which should be enough. And most of these dual wieldings are frankly rubbish. I don't think anyone is going to argue that dual wielding thunderhammers is at all points effective, and thats 60 points worth of upgrades, but the model looks cool and if someone wants to do this, i dont want to punish them even more than they would be already. The only truely worthwhile dual wielding for <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> is dual lightning claws, and thats 30 points for rerolling wounds on one model while losing shooting, as only taking one doesnt give this reroll.]]></description>
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				<pubDate><![CDATA[Sun, 8 Sep 2013 23:50:32]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ It's not a penalty. They get +1 Dexterity, remember? Not only is there the appeal to realism, but it's also a balancing act. Dual weapon models are usually very very brutal, but can fall down easily if your opponent wants that. This means they're very hit-and-miss (no pun intended), as in too unbalanced, ESPECIALLY when you raise the prices. I think raising the prices will only make it more unbalanced, as you're trying to put tons of damage on one end of the balance, and since it's so heavy on that end you have to balance it out by piling on point after point. I guess the analogy could be summed up that I don't want 100kg of strength balanced out with 100kg of points, it's just too extreme, it makes things more <b>volatile</b>, I would prefer something like 60kg of power balanced with 60kg of points i.e. a moderate amount. <br /> <br /> Also in the rulebook I think it would be nifty if we explained why we put <b>some</b> rules in place with a simple sentence describing our reasoning. Kinda like how in the <span class="glossaryitem" onmouseover='gp(3);'>40k</span> rulebook you can often see they've put a "we assume that the model" etc.]]></description>
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				<pubDate><![CDATA[Mon, 9 Sep 2013 17:54:26]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Also in the rulebook I think it would be nifty if we explained why we put some rules in place with a simple sentence describing our reasoning. Kinda like how in the <span class="glossaryitem" onmouseover='gp(3);'>40k</span> rulebook you can often see they've put a "we assume that the model" etc.</div></blockquote> this is a wonderful idea, lets be sure to do this. Maybe sprinkle little blocks in here or there titled [Designer Comments] or something alongside other methods.<br /> <br /> <blockquote class="uncited"><div>Dual weapon models are usually very very brutal, but can fall down easily if your opponent wants that. This means they're very hit-and-miss (no pun intended), as in too unbalanced</div></blockquote> this is exactly the point though. When you put points into a model, you are not increasing it in every area. Typically, you are putting points into a model to increase its combat ability, not its mobility or durability. So there is a balancing act of combat ability vs survivability, as in can i make full use of this model before he dies? If you make a Deathstar unit, its going to attract tons of fire, this is the real danger of upgrades, because by making it scary, you made it a higher target, so you either have to play smarter with it, or suffer the consequences. Youre right, it is unbalanced, but its unbalanced through the players acceptance of risk, because these upgrades push a model cost far above where a points formula Would say it should be asked on Wargear and Statline. Ifwe made rules that allowed it,  I could make the most uber -Killy model ever conceived at the price of 2000 points, but there's no way one über model Could Defeat 2000 points worth of regular units, the weight of fire and ability to focus in on him ensures his destruction.<br /> <br /> <blockquote class="uncited"><div>It's not a penalty. They get +1 Dexterity, remember</div></blockquote> is that in addition to the <span class="glossaryitem" onmouseover='gp(149);'>WS</span> penalty, or is it just a dex bonus? Either way, its still one more thing that doesn't make enough of a difference to justify. If i dual wield lightning laws, i get +2 power for power weapon, +1 attack for dual wielding, a reroll of failed wounds for lightning claw rules, and then any other effects for wielding two weapons. That's 4 effects to keep track of, more if i mastercraft, and i just dont see an advantage beyond realism. My perspective is that if absolute realism is a goal, there are game systems built with that at its core, but <span class="glossaryitem" onmouseover='gp(3);'>40K</span> is not and has never been terribly realistic,  the fact Melee weapons still exist is proof of that. So while i like things to make sense, sometimes realism is an acceptable sacrifice if it would not be worth the extra complexity.]]></description>
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				<pubDate><![CDATA[Mon, 9 Sep 2013 21:31:29]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ It does make a difference to justify. I am just tweaking it so that the STRENGTH of a dual-weapon model is PROPORTIONAL to the SURVIVABILITY of it. Do not interpret this the wrong way, I'm not saying the stronger it gets, it HAS to get tougher, I just want there to be enough correlation so that it's actually usable and balanced. In fact, it means that taking dual weapons actually increases your damage as well as defense, but ONLY enough to make it relative.<br /> <br /> The way you put it made it seem like there were a lot of things to keep track of, when really it's easy peasy. It's second nature that another weapon gives another attack and +1D -1WS, power weapons means +2 Power, while lightning claws, you can think of something if you wanna change it (I don't know space marines). Also hope you're having fun with the new <span class="glossaryitem" onmouseover='gp(119);'>SM</span> codex!<br /> ]]></description>
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				<pubDate><![CDATA[Tue, 10 Sep 2013 20:12:01]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Also hope you're having fun with the new <span class="glossaryitem" onmouseover='gp(119);'>SM</span> codex! </div></blockquote> ugh what I've heard about it is really exciting, but at nearly $60 USD, i won't be able to pick it up for a while. My 5th edition <span class="glossaryitem" onmouseover='gp(13);'>BRB</span> didnt cost that much <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0">.<br /> <br /> <blockquote class="uncited"><div>The way you put it made it seem like there were a lot of things to keep track of, when really it's easy peasy. It's second nature that another weapon gives another attack and +1D -1WS, power weapons means +2 Power, while lightning claws, you can think of something if you wanna change it (I don't know space marines)</div></blockquote> yes buts its tons of effects to keep track of, especially if we try to speed things up. Would it be an insurmountable learning curve? No of course not, look at how people understands current <span class="glossaryitem" onmouseover='gp(3);'>40k</span> rules, but its still a lot to juggle when taking everything else that can be going on into account. Imagine a biker unit dual wielding Power weapons, almost every single stat on their Statline would be altered from base.<br /> <br /> <blockquote class="uncited"><div>It does make a difference to justify. I am just tweaking it so that the STRENGTH of a dual-weapon model is PROPORTIONAL to the SURVIVABILITY of it. Do not interpret this the wrong way, I'm not saying the stronger it gets, it HAS to get tougher, I just want there to be enough correlation so that it's actually usable and balanced. In fact, it means that taking dual weapons actually increases your damage as well as defense, but ONLY enough to make it relative. </div></blockquote> the problem with this logic is that the real danger to a Melee deathstar unit, or any unit/model with lots of points tied up in upgrades, is that the place theyre going to die is not in Melee, its in shooting, because the opponent is going to do everything they can to avoid Melee with that unit. A unit of 10 vanguard veterans dual wielding lightning claws is one of the scariest units i can think of in <span class="glossaryitem" onmouseover='gp(3);'>40K</span>, but ignoring points problems, their wounds are going to come from shooting because no one in their right mind would charge into that. And if they do get into combat, if they wipe out the enemy unit, they'll just get shot down by every enemy unit in the area. ]]></description>
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				<pubDate><![CDATA[Tue, 10 Sep 2013 21:14:18]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>ugh what I've heard about it is really exciting, but at nearly $60 USD, i won't be able to pick it up for a while. My 5th edition <span class="glossaryitem" onmouseover='gp(13);'>BRB</span> didnt cost that much</div></blockquote>Pity :( <span class="glossaryitem" onmouseover='gp(50);'>GW</span> really are just squeezing the lemon way too hard I doubt I will ever be able to get fully into <span class="glossaryitem" onmouseover='gp(3);'>40k</span> if it carries on this slope (I have 4000 points in total of all my armies and that has cost (my dad haha) thousands of pounds. The discussion we've had, I feel is really beneficial to me, and while I'm not even sure we'll (or at least me) even finish this thing, it's been really valuable - thanks.<blockquote class="uncited"><div>yes buts its tons of effects to keep track of, especially if we try to speed things up. Would it be an insurmountable learning curve? No of course not, look at how people understands current <span class="glossaryitem" onmouseover='gp(3);'>40k</span> rules, but its still a lot to juggle when taking everything else that can be going on into account. Imagine a biker unit dual wielding Power weapons, almost every single stat on their Statline would be altered from base.</div></blockquote>Nope hehe, the bikes' modifications will show on their statline already (like termy armour), however weapons won't affect the stats, only other wargear.<blockquote class="uncited"><div>the problem with this logic is that the real danger to a Melee deathstar unit, or any unit/model with lots of points tied up in upgrades, is that the place theyre going to die is not in Melee, its in shooting, because the opponent is going to do everything they can to avoid Melee with that unit. A unit of 10 vanguard veterans dual wielding lightning claws is one of the scariest units i can think of in <span class="glossaryitem" onmouseover='gp(3);'>40K</span>, but ignoring points problems, their wounds are going to come from shooting because no one in their right mind would charge into that. And if they do get into combat, if they wipe out the enemy unit, they'll just get shot down by every enemy unit in the area.</div></blockquote>That's the thing when you have such a high risk high reward unit which snatches a substantial amount of your points, they're so volatile and unreliable that they're close to unplayable. Unless they get a lucky charge, they're a complete waste - it's why raising the points costs insanely to accommodate for insane power boosts can't work. The small tweak should allow dual weapons to be popular, BECAUSE they're more reputable.]]></description>
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				<pubDate><![CDATA[Tue, 10 Sep 2013 21:52:44]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Pity :( <span class="glossaryitem" onmouseover='gp(50);'>GW</span> really are just squeezing the lemon way too hard I doubt I will ever be able to get fully into <span class="glossaryitem" onmouseover='gp(3);'>40k</span> if it carries on this slope (I have 4000 points in total of all my armies and that has cost (my dad haha) thousands of pounds. The discussion we've had, I feel is really beneficial to me, and while I'm not even sure we'll (or at least me) even finish this thing, it's been really valuable - thanks.</div></blockquote> i can kind of understand their problem, these are luxury goods, and once people have what they need they don't have to buy any more, but still its just plastic. The rapid pace of releases has done wonders for their popularity though, and i think the new sternguard box is one of the best they've ever produced.<br /> <br /> <blockquote class="uncited"><div>Nope hehe, the bikes' modifications will show on their statline already (like termy armour), however weapons won't affect the stats, only other wargear.</div></blockquote> yeah but a space marine biker can be described as a space marine with higher defense and higher mobility. Add in dual power weapons and its higher attacks, higher dexterity, higher strength... That's a lot of highers <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0">.<br /> <br /> <blockquote class="uncited"><div>That's the thing when you have such a high risk high reward unit which snatches a substantial amount of your points, they're so volatile and unreliable that they're close to unplayable. Unless they get a lucky charge, they're a complete waste - it's why raising the points costs insanely to accommodate for insane power boosts can't work. The small tweak should allow dual weapons to be popular, BECAUSE they're more reputable.</div></blockquote> im not sure of any other way to handle this though. The good news is that since power weapons no longer ignore armor, and instead just increase strength, they don't have to be quite  as expensive, so that should help somewhat]]></description>
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				<pubDate><![CDATA[Tue, 10 Sep 2013 22:19:11]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>yeah but a space marine biker can be described as a space marine with higher defense and higher mobility. Add in dual power weapons and its higher attacks, higher dexterity, higher strength... That's a lot of highers</div></blockquote>Yea but you only have to keep track of 3 of them ^^ And it's true that a marine on a <b>bike</b> with <b>dual</b> <b>power swords</b> has this many changes, they have 3 extra pieces of equipment!<br /> <br /> I think there is a nice opportunity to do something with bikes in combat. Because naturally the bikes would be super-hard to swing at but once they're immobilised they can get trampled.<blockquote class="uncited"><div>The good news is that since power weapons no longer ignore armor, and instead just increase strength, they don't have to be quite as expensive, so that should help somewhat</div></blockquote>That's absolutely true, I also think that if we expand <b>a little bit</b> the variety of points costs, so that they aren't 95% in multiples of 5. This is because right now, there are some instances of units costing 61 points or 121 points or what not (jetbikes/hawks), and most of the time I find that it's frustrating when you end up with 1496 points or something like that. So you either have to avoid that unit completely or fit a number of them in. And I don't think it would hurt if we expanded the number of off-increment models from 5% to 10% or so.]]></description>
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				<pubDate><![CDATA[Wed, 11 Sep 2013 15:55:31]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>That's absolutely true, I also think that if we expand a little bit the variety of points costs, so that they aren't 95% in multiples of 5. This is because right now, there are some instances of units costing 61 points or 121 points or what not (jetbikes/hawks), and most of the time I find that it's frustrating when you end up with 1496 points or something like that. So you either have to avoid that unit completely or fit a number of them in. And I don't think it would hurt if we expanded the number of off-increment models from 5% to 10% or so.</div></blockquote> so wait, do you like oddly costed models or not? If you want to get off the 5 point increment scale, something i think that would be really exciting is if imperial units stuck to multiples of 5 for the most part, while chaos and xenos move off of them for the most part. Obviously not a perfect direction, but a nice subtle way to differentiate the three factions of imperial, chaos, and xenos from each other. And yeah ending up with a couple of points left over is irritating, but upgrade cost changes to bring the odd unit costs up into simple multiples is a good solution, and otherwise subtle options that can take up those few points, like mastercrafting for imperial units, but a xenos version, would work nicely as well.<br /> <br /> <blockquote class="uncited"><div>I think there is a nice opportunity to do something with bikes in combat. Because naturally the bikes would be super-hard to swing at but once they're immobilised they can get trampled.</div></blockquote> maybe, but theyre still going to be just the normal model in close combat, so im not sure a penalty fits too well. Maybe give them some bonus like mounted charge or something, where if they move over a certain distance, but didnt turbo-boost, they get some bonus to strength if they charge into Melee. Most bikes don't want to get into Melee, since they typically have really nice guns on them or rely on hit and run tactics, so this might be an interesting way of giving them incentive to charge. Lets not try anything too crazy with bike special combat rules, otherwise were gonna piss off a lot of dark eldar players who like reavers <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0">.]]></description>
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				<pubDate><![CDATA[Wed, 11 Sep 2013 16:36:35]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>so wait, do you like oddly costed models or not? If you want to get off the 5 point increment scale, something i think that would be really exciting is if imperial units stuck to multiples of 5 for the most part, while chaos and xenos move off of them for the most part. Obviously not a perfect direction, but a nice subtle way to differentiate the three factions of imperial, chaos, and xenos from each other.</div></blockquote>Actually this is a really good idea! <span class="glossaryitem" onmouseover='gp(119);'>SM</span> and <span class="glossaryitem" onmouseover='gp(69);'>IG</span> would stick to 5 point gradations, while the <b>weirder</b>the xenos, the weirder their points costs get. So tau might have a few off-points costs, while Dark Eldar would not have a single multiple of 5 points cost!<blockquote class="uncited"><div>maybe, but theyre still going to be just the normal model in close combat, so im not sure a penalty fits too well. Maybe give them some bonus like mounted charge or something, where if they move over a certain distance, but didnt turbo-boost, they get some bonus to strength if they charge into Melee. Most bikes don't want to get into Melee, since they typically have really nice guns on them or rely on hit and run tactics, so this might be an interesting way of giving them incentive to charge. Lets not try anything too crazy with bike special combat rules, otherwise were gonna piss off a lot of dark eldar players who like reavers </div></blockquote>Yeah, I think bikes shouldnt get hammer of wrath because you don't just drive into the enemy <span class="glossaryitem" onmouseover='gp(84);'>lol</span>, you joust like cavalry. They should get extra strength for their momentum - they should also be able to get out of combat (hit and run), maybe using their dexterity (?) or mobility? Of course I don't want something completely extravagant because like you said it can get unnecessarily complicated.]]></description>
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				<pubDate><![CDATA[Wed, 11 Sep 2013 17:30:36]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>they should also be able to get out of combat (hit and run), maybe using their dexterity (?) or mobility?</div></blockquote> idk, i kinda feel like hit and run should be reserved for the really amazing bikes (eldar), but the idea of disengaging from Melee voluntarily is interesting... Maybe make it a dexterity check, where they have to "roll to hit" their opponents dexterity to disengage...food for thought<br /> <br /> <blockquote class="uncited"><div>Actually this is a really good idea! <span class="glossaryitem" onmouseover='gp(119);'>SM</span> and <span class="glossaryitem" onmouseover='gp(69);'>IG</span> would stick to 5 point gradations, while the weirderthe xenos, the weirder their points costs get. So tau might have a few off-points costs, while Dark Eldar would not have a single multiple of 5 points cost!</div></blockquote> ok i like the idea of more chaotic == more deviation, but we need to keep an eye on things to make sure the points are still roughly where they should be, this would be a really silly reason to destabilize points values over.<br /> <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> How do you feel about for invulnerable saves and feel no pain,  those saves may always be taken to save a wound? Unless the wound causes double wounds, in which case feel no pain would be ignored?<br /> <br /> This would make sense for these saves, as they would more accurately represent energy shielding/dexterity/incorporeality, and insane bloodrage respectively. I never really liked the way invulnerable saves worked anyways, since its not like its something that would just be ignored since the armor save was better, it should have always had a chance of deflecting/blocking stuff, or dodging the attack, or just having it pass right through them.]]></description>
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				<pubDate><![CDATA[Wed, 11 Sep 2013 17:40:03]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Maybe make it a dexterity check, where they have to "roll to hit" their opponents dexterity to disengage...food for thought </div></blockquote>Yeah, but I think we should only make it voluntary disengage when the disengaging unit has <b>at least 3 more Mobility </b>than the thing they're running from. Even then we must hesitate to make voluntary disengage carefree because I don't want them just disengaging then pewpewing that unit to death next turn.<blockquote class="uncited"><div>this would be a really silly reason to destabilize points values over. </div></blockquote>It shouldn't be a problem, 99% of the time you're going to be using a calculator to work out points and if you play Dark Eldar it's going to be a slick twist when you're adding up!<blockquote class="uncited"><div>How do you feel about for invulnerable saves and feel no pain, those saves may always be taken to save a wound? Unless the wound causes double wounds, in which case feel no pain would be ignored? <br /> <br /> This would make sense for these saves, as they would more accurately represent energy shielding/dexterity/incorporeality, and insane bloodrage respectively. I never really liked the way invulnerable saves worked anyways, since its not like its something that would just be ignored since the armor save was better, it should have always had a chance of deflecting/blocking stuff, or dodging the attack, or just having it pass right through them.</div></blockquote>Of course, the whole idea that you can only take one save (armour, cover or invuln) is absolute ludicrousness. Invulns, consequently, will have to be nerfed slightly, because they don't care about the aggressor's firepower, it's got no counterplay to it. I hope to change this though.]]></description>
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				<pubDate><![CDATA[Wed, 11 Sep 2013 19:57:25]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Yeah, but I think we should only make it voluntary disengage when the disengaging unit has at least 3 more Mobility than the thing they're running from. Even then we must hesitate to make voluntary disengage carefree because I don't want them just disengaging then pewpewing that unit to death next turn.</div></blockquote> i guess, the problem is that i dont know of any units that are going to have DEX 7 or higher beyond some ridiculous exceptions like the keeper or secrets. 98% of models are going to be sitting at the 3-5 ranges so far as i can tell. Genestealers would probably be around a 6, lictors would probably be a 7, maybe temple assassins from the grey knights codex would be at 7, and some eldar special characters would be up there too.<br /> <br /> An alternative is a DEX check against the opponents Dexterity, and if succeeded, the opponent gets one free round of attacks before the unit disengages and begins its shooting phase.<br /> <br /> <blockquote class="uncited"><div>shouldn't be a problem, 99% of the time you're going to be using a calculator to work out points and if you play Dark Eldar it's going to be a slick twist when you're adding up!</div></blockquote> i meant to deviate from the points formula saying what they should cost based on stats, not so much list-building. There's going to be about a .5 to 1 point tolerance points-wise that we can play with, since thats the outputs i was getting with my <span class="glossaryitem" onmouseover='gp(342);'>D10</span> formula for points, so as long as its within that tolerance, i think well be in good shape.<br /> <br /> <blockquote class="uncited"><div>Of course, the whole idea that you can only take one save (armour, cover or invuln) is absolute ludicrousness. Invulns, consequently, will have to be nerfed slightly, because they don't care about the aggressor's firepower, it's got no counterplay to it. I hope to change this though.</div></blockquote> im not really sure how to nerf them, i think they'd function fine as is. A 5+ invulnerable, while awful in <span class="glossaryitem" onmouseover='gp(3);'>40K</span>, would be amazing in this system, since there's no saves otherwise. The danger is the really high ones (storm shield terminators cough cough). We probably need to look at the interplay between wounds and invulnerable saves, because if my chapter master has 8 wounds like it says he should, in terminator armor for <span class="glossaryitem" onmouseover='gp(186);'>DEF</span> 8, and a 4+ invulnerable, he's gonna be nigh immortal to small arms fire, and very hardy against more powerful weaponry.]]></description>
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				<pubDate><![CDATA[Wed, 11 Sep 2013 21:37:56]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>i guess, the problem is that i dont know of any units that are going to have DEX 7 or higher beyond some ridiculous exceptions like the keeper or secrets.</div></blockquote>Exactly, most infantry cannot simply withdraw from combat; they'd get mowed down as they flee. I meant Mobility; only if you have 3 more mobility do you have the chance to hit and run.<br /> <br /> <blockquote class="uncited"><div>i meant to deviate from the points formula saying what they should cost based on stats, not so much list-building.</div></blockquote>I acknowledge what you're saying, I just want to tell you that I would take the liberty of decreasing/increasing a points cost by within 5 points, as long as it is honest to the all-round strength that we give it.<br /> <br /> To be honest I think invulnerables are fundamentally flawed; they actually <b>don't care</b> about what they're being hit by; in other words, the way they respond to ALL types of fire is the same. It means that they die just as easily to P1 laser shots as they do to P12 laser shots.]]></description>
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				<pubDate><![CDATA[Thu, 12 Sep 2013 18:10:24]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Exactly, most infantry cannot simply withdraw from combat; they'd get mowed down as they flee. I meant Mobility; only if you have 3 more mobility do you have the chance to hit and run. </div></blockquote>hmmm ok that's an interesting direction,  so would hit and run let less dexterous units leave combat, or would it make it an auto-pass without need of the check? Also why mobility? Dexterity seems like it would make more sense for this.<br /> <br /> <blockquote class="uncited"><div>To be honest I think invulnerables are fundamentally flawed; they actually don't care about what they're being hit by; in other words, the way they respond to ALL types of fire is the same. It means that they die just as easily to P1 laser shots as they do to P12 laser shots.</div></blockquote>this logic only applies to shielding though, and there are so many other types of invulnerable saves in the game. Daemon incorporeality, harlequin agility, the sisters of battle blessing of the emperor, and the strength of the weapon has no role in these saves, as a STR1 shot would pass through a daemon as easily as a a STR12 shot, same with dodging and blessings. Shielding is but one type of invulnerable, so i think for the sake of simplicity its best to keep it in there, despite its somewhat less logical approach.]]></description>
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				<pubDate><![CDATA[Thu, 12 Sep 2013 18:36:59]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>hmmm ok that's an interesting direction, so would hit and run let less dexterous units leave combat, or would it make it an auto-pass without need of the check? Also why mobility? Dexterity seems like it would make more sense for this.</div></blockquote>I just don't think withdrawing from combat should be a universal move like running, only comparatively fast units should be able to. <blockquote class="uncited"><div>this logic only applies to shielding though, and there are so many other types of invulnerable saves in the game. Daemon incorporeality, harlequin agility, the sisters of battle blessing of the emperor, and the strength of the weapon has no role in these saves, as a STR1 shot would pass through a daemon as easily as a a STR12 shot, same with dodging and blessings. Shielding is but one type of invulnerable, so i think for the sake of simplicity its best to keep it in there, despite its somewhat less logical approach.</div></blockquote>What do demons have that do that? I know that there are some situations where the power of the weapon is ignored like dodging (but they should have like a SR called Dodge which can be ignored by blast/template) which would really only be Dodge (6+) or (5+). And what does the blessing do?]]></description>
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				<pubDate><![CDATA[Thu, 12 Sep 2013 18:46:28]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>What do demons have that do that? I know that there are some situations where the power of the weapon is ignored like dodging (but they should have like a SR called Dodge which can be ignored by blast/template) which would really only be Dodge (6+) or (5+). And what does the blessing do?</div></blockquote> Daemons invulnerable saves are attributed to them not having physical bodies, so sometimes attacks just pass right through them. Sister of battles blessing is a 6+ invulnerable every sister of battle has, to do with faith and prayers and stuff like that. Not sure how i like dodge as a special rule, but the idea of having blast negate it is a good idea, so it should work nicely. As for having invuln saves be variable with the weapons strength, i dont really see how that works, since its essentially just usual armor then, rather than a chance of something being deflected. Plus higher strength weapons already have a way to influence models like that, because their high strength means its easy to get most of the wounds on models, even if they have high defense, like terminators. I think toning down and scaling back the invulnerable saves from the current level insanity, like storm shield terminators, and making a 3+ incredibly rare, 4+ uncommon, and 5+ standardish would work nicely.]]></description>
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				<pubDate><![CDATA[Thu, 12 Sep 2013 19:34:47]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ I know that, but I think we can both agree that invulnerable saves are only to be used in situations where the strength of the projectile is <b>COMPLETELY</b> ignored. Is it really the truth that Daemons can get hit by pellets and fall to the floor just as they can with stronger shots? Side note: would they be vulnerable to warp-opening weapons? (wraithcannon, d-cannon). For the sisters of battles blessing I can see where you're coming from, but 6+ may need changing; depends.<br /> <br /> There could be some sort of thing which acts like an invuln but kinda like a lance, so the shield treats anything above Power (X) as Power (Y).]]></description>
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				<pubDate><![CDATA[Thu, 12 Sep 2013 21:37:48]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div> Is it really the truth that Daemons can get hit by pellets and fall to the floor just as they can with stronger shots?</div></blockquote> Thats where strength vs defense comes in, the invuln save is just overlaid over that.<br /> <br /> <blockquote class="uncited"><div>Side note: would they be vulnerable to warp-opening weapons? (wraithcannon, d-cannon).</div></blockquote> From my understanding of these weapons, they just suck anything in the real world into the warp, and since the daemons are some weird sort of warp-matter thing in the real world, they get sucked in like everything else.<br /> <br /> <blockquote class="uncited"><div>There could be some sort of thing which acts like an invuln but kinda like a lance, so the shield treats anything above Power (X) as Power (Y).</div></blockquote> Maybe, but it feels a bit involved and its another rule of cool moment, and i like the idea of there just being some screw-you trait certain units have. For instance, the legion of the damned space marines are described as walking out of a volcano eruption after that same volcano erupted and killed the better half of an entire company of space marines, and as such they have a 3+ invulnerable save to show they arnt really "real". Terminators are described as being able to withstand anti-vehicle level weaponry since the crux terminatus protects them to a certain extent, same with iron halos and all the other invuln wargear the imperium has. Besides, itd be hard to take advantage of ridiculous invuln saves since theyre fairly rare, with the exception of the storm-shield which honestly needs to be nerfed hard.]]></description>
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				<pubDate><![CDATA[Thu, 12 Sep 2013 21:50:27]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>D10 Conversion for 40k</title>
				<description><![CDATA[ Hello,<br /> <br /> Interesting project, I have read the first few and last few pages at the moment, so am still not getting exactly what is going on but should do soon. <br /> <br /> The commands sound really cool, I like them all.<br /> <br /> You seemed to be back to <span class="glossaryitem" onmouseover='gp(24);'>D6s</span> at one point, then i skipped a few pages and someone mentioned people buying <span class="glossaryitem" onmouseover='gp(342);'>d10s</span> along with metric rulers, then their were some stats that had a suspicious looking 0.1666 hanging about.<br /> <br /> So I know its a bit late in the thread, but oh well, I would suggest that if you still wanted more possible "rolls" (ie <span class="glossaryitem" onmouseover='gp(342);'>d10</span>'s <span class="glossaryitem" onmouseover='gp(343);'>d12s</span> whatever) it might be best to use decks of playing cards. Just shuffle up and draw. Ace=1. Numbers are themselves. Either take the jack queen and king out or make them 11, 12 and 13 respectively.<br /> <br /> Playing cards are quite easy to find, much easier than <span class="glossaryitem" onmouseover='gp(342);'>d10</span>'s at least.<br /> <br /> The only problem I can see is that if you fire a sizeable number of shots in one go the chance that you get all 1's goes away (their are only 4 aces). This is increasingly an issue when you start to throw a lot of shots in one go. (30 homagaunts on the charge type stuff). Maybe shuffle a few packs together?. Re-set and shuffle again every X cards? I don't know.<br /> <br /> Dast]]></description>
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				<pubDate><![CDATA[Thu, 12 Sep 2013 22:18:39]]> GMT</pubDate>
				<author><![CDATA[ Dast]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Hey Dast, welcome to the thread.<br /> <br /> We've more or less abandoned the ideas of migrating away from <span class="glossaryitem" onmouseover='gp(24);'>D6</span>, and stuck to them since everyone has them, and they're readily available. <span class="glossaryitem" onmouseover='gp(343);'>D12</span> would have been preferable, but ultimately not worth it in the grand scheme of things. Using playing cards is an interesting idea, not sure how well itd fit into mechanics and stuff like that (People would probably want to check each others decks to make sure theres no cheating which would take a while), but lets see what comes up from it. I don't know if you saw this or not, but there's a pretty solid push for us to make unit cards of some sort, though this is still very much in the conceptual phase, as we didn't put too much thought into it, and haven't really discussed it since.<br /> <br /> Glad to hear you like commands. Not really sure how much info you have on them, but feel free to shoot us some questions and we'll try to sum up where they are at the moment. We're pretty excited about where they're going, but getting to that end result is a long road, and its a pretty radical departure from current <span class="glossaryitem" onmouseover='gp(3);'>40K</span> systems, so i don't really want to rush into conclusions with them, only to scramble once we hit playtesting since they dont work right or are causing problems.<br /> <br /> As for it being late in the thread, i'd argue its still early in the thread, we're still not close to an even semi-finalized ruleset (at least thats how i feel), and core mechanics are still being discussed and worked out, never mind getting special rules, unit values, the points formula, and everything else necessary to get a polished product out of the gate, so the more input the better.<br /> <br /> <blockquote class="uncited"><div><br /> The only problem I can see is that if you fire a sizeable number of shots in one go the chance that you get all 1's goes away (their are only 4 aces). This is increasingly an issue when you start to throw a lot of shots in one go. (30 homagaunts on the charge type stuff). Maybe shuffle a few packs together?. Re-set and shuffle again every X cards? I don't know. </div></blockquote> This is exactly the kind of thinking i like to see when we're working out rules, so keep it up!<br /> <br /> Edit: Holy cow page 14? wow...<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 12 Sep 2013 22:32:26]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Greetings Dast! Feels like a privilege that we got one of the co-writers from Grimdark too!<br /> <br /> Frankly playing cards are ambitious but a bit too alien! Plus all the complications <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0"><br /> <br /> It kinda embarrasses me that Rabid got to get his ruleset finished in 10 pages while we're still babbling away, not even half finished at 14 pages xD That's ok.<br /> <br /> Unit cards sound cool, but I wouldn't call it the most original idea (but they're still cool), plus from a design point of view, unless you are competent at graphics and what not, it's gonna be hard to get an up-to-standard one that doesn't look like utter **** haha<br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 12 Sep 2013 22:40:25]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Unit cards sound cool, but I wouldn't call it the most original idea (but they're still cool), plus from a design point of view, unless you are competent at graphics and what not, it's gonna be hard to get an up-to-standard one that doesn't look like utter **** haha </div></blockquote> I wish i had even a fraction of the skill needed to do the unit card art idea justice, but hey we can just float a template kind of thing out there and let others fill in the art, im sure theres fan artists out there willing to do so. Lots of cool possibilities to do with this idea, but yeah far from critical.]]></description>
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				<pubDate><![CDATA[Thu, 12 Sep 2013 22:45:29]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ On ze thread we should advertise + ask if anyone wants to help ups make em  <img src="/s/i/a/3280d57d913d8178fb42a55db16d1e89.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Fri, 13 Sep 2013 06:17:48]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Yeah but that's a very late in the process, non-critical factor so lets worry about other things first.]]></description>
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				<pubDate><![CDATA[Fri, 13 Sep 2013 06:39:51]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Ok so we were on invulnerable saves? Anything else we want to address right now?]]></description>
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				<pubDate><![CDATA[Fri, 13 Sep 2013 20:06:53]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ So I have just read almost everything in this thread, and I'm just going to round up some of our thoughts and ideas:<br /> <br /> - Model statistic lines have been extended from 9 to 11<br /> - Armour and toughness merged into one Resilience value; strength and <span class="glossaryitem" onmouseover='gp(6);'>AP</span> merged into one Power value<br /> - To accommodate this, average wounds doubled from 1 to 2<br /> - There are now receiving stats for shooting and combat (Stealth and Dexterity, the counterparts being Marksmanship and Skill (?))<br /> - Universal comparison chart (average stat is <b>4</b>):<br /> <br /> ..........1.....2.....3.....4.....5.....6.....7.....8.....9....10...11...12 <br /> .....1|4+...5+...5+...6+...6+...---...---....---...---....---...---....--- <br /> .....2|3+...4+...5+...5+...6+...6+...---....---...---....---...---....--- <br /> .....3|3+...3+...4+...5+...5+...6+...6+...---...---....---...---....--- <br /> .....4|2+...3+...3+...4+...5+...5+...6+...6+...---....---...---....--- <br /> .....5|2+...2+...3+...3+...4+...5+...5+...6+...6+...---...---....--- <br /> .....6|---....2+...2+...3+...3+...4+...5+...5+...6+...6+...---...--- <br /> .....7|---....---....2+...2+...3+...3+...4+...5+...5+...6+...6+...--- <br /> .....8|---....---....---....2+...2+...3+...3+...4+...5+...5+...6+...6+ <br /> .....9|---....---....---....---....2+...2+...3+...3+...4+...5+...5+...6+ <br /> ...10|---....---....---....---....---....2+...2+...3+...3+...4+...5+...5+ <br /> ...11|---....---....---....---....---....---....2+...2+...3+...3+...4+...5+ <br /> ...12|---....---....---....---....---....---....---....2+...2+...3+...3+...4+<br /> <br /> - To kill a model you have to roll to Hit (Mk vs <span class="glossaryitem" onmouseover='gp(171);'>St</span>, or <span class="glossaryitem" onmouseover='gp(217);'>Sk</span> vs D) then roll to Wound (P vs R)<br /> - (Not finalised/discussed) In combat there are 3 steps. Most strike at Combat Step 2, but some models in some situations can get some of their attacks in at Combat Step 1.<br /> - (Not finalised) Units can get suppressed or neutralised under masses of fire (separate from morale), however if they fail their morale they always fall back<br /> - <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> looking something like this:<br /> <br /> ...........................................<span class="glossaryitem" onmouseover='gp(56);'>HQ</span>....................................... <br /> .............................................||........................................ <br /> ===========.......============......========== <br /> ||...Specialist...||===||...Core...Core...||===||...Support...|| <br /> ||...Specialist...||===||...Core...Core...||===||...Support...|| <br /> ||...Specialist...||===||...Core...Core...||===||...Support...|| <br /> ||...Specialist...||===||...Core...Core...||===||...Support...||<br /> ===========.......============.......==========<br /> <br /> Things to discuss:<br /> <br /> - TURN SYSTEM<br /> - subsequently, reserves<br /> ]]></description>
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				<pubDate><![CDATA[Fri, 13 Sep 2013 22:48:26]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div> Units can get suppressed or neutralised under masses of fire (separate from morale)</div></blockquote> I don't see why suppression should be completely separate from morale. I think having a suppression check be a morale check that just results in suppressed condition instead of falling back would work really well, as those scaredy cat conscripted guardsman would be easily suppressed at morale 6, but the literally fearless necrons would advance regardless at morale 10 / Fearless. One thing i have been tossing around is beefing up morale checks to <span class="glossaryitem" onmouseover='gp(2);'>3d6</span> with a stat change to match, but i dont really think the additional morale slots are necessary.<br /> <br /> <blockquote class="uncited"><div>- <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> looking something like this: <br /> ...........................................<span class="glossaryitem" onmouseover='gp(56);'>HQ</span>....................................... <br /> .............................................||........................................ <br /> ===========.......============......========== <br /> ||...Specialist...||===||...Core...Core...||===||...Support...|| <br /> ||...Specialist...||===||...Core...Core...||===||...Support...|| <br /> ||...Specialist...||===||...Core...Core...||===||...Support...|| <br /> ||...Specialist...||===||...Core...Core...||===||...Support...|| <br /> ===========.......============.......========== </div></blockquote> I like the look of the chart. Im not sure restricting additional specialist and support slots to taking 2 more Core/Troops choices is the best direction. I think something like you may take 1 less specialist and support choice than you have troops choices would be more fun, since that's typically where the really fun, flavorful units are, and making them that restricted might be frustrating. <br /> On a similar note, should only Core/Troops be able to capture objectives, or should any non-vehicle unit be able to capture objectives? having anything be able to capture would make more sense realistically, but could have adverse effects on how people view Core/Troops units, leading to minmaxing and other problems.<br /> <br /> <blockquote class="uncited"><div>In combat there are 3 steps. Most strike at Combat Step 2, but some models in some situations can get some of their attacks in at Combat Step 1.</div></blockquote> Ok combat steps is starting to make this a more coherent system. So i'm assuming you would start at Combat Step 1, then work your way up to Combat Step 3? How do we want to handle combat in the same Combat Step? Make it a roll off or a simultaneous thing where we pretend every model lands attacks at the same time, and remove wounds after all attacks have been dealt? Im not a  huge fan of breaking the number of attacks into "faster strikes" and regular attacks, it just seems like itd feel clunky, despite being a suitable replacement for extra attacks for charging. Maybe have charging grant a strength bonus to represent their extra momentum, though this could either complement or overlap with furious charge, depending on how you look at it. How do we want the special rules to interact with this? Something like everything strikes at Combat Step 2 as normally, and stuff like:<br /> <br /> Swift Strike: A model with this special rule strikes at Combat Step 1<br /> Sluggish Strike: A model with this special rule striks at Combat Step 3<br /> First Strike: A model with this special rule strikes before models at Combat Step 1. In the event that two models with this special rule engage each other, they strike simultaneously / roll-off to see who goes first.<br /> Last Strike: A model with this special rule strikes after models at Combat Step 3. In the event that two models with this special rule engage each other, they strike simultaneously / roll-off to see who goes first.<br /> <br /> <blockquote class="uncited"><div>- TURN SYSTEM </div></blockquote> Im a big fan of alternating unit actions, and pretty much all of the ideas we put up before on how to run something like that. so minimum 1 unit activation per turn, may roll to activate more, up to 3 activations per turn max, etc. It does require counters unlike alternating phases, which has many points in its favor as well, i just think unit-by-unit would result in more tactically rewarding gameplay, as you really have to think through the rest of the game turn before making a decision.<br /> <br /> <blockquote class="uncited"><div>- subsequently, reserves</div></blockquote> Subsequently? And for reserves, <span class="glossaryitem" onmouseover='gp(269);'>id</span> like something that lets players chose when a unit comes in, with restrictions on how many may come in in a game turn. <span class="glossaryitem" onmouseover='gp(269);'>Id</span> prefer to avoid randomness if at all possible, yes i know its not totally realistic, but i think we can do better than random. Maybe make it so units that enter from reserve earlier take something like a dangerous terrain test to represent wounds they received on their way in to the battlefield. Maybe even make the dangerous terrain test more dangerous at earlier turns, and less at later turns, to show units who rushed in vs units that took their time and avoided fire.]]></description>
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				<pubDate><![CDATA[Sat, 14 Sep 2013 00:01:42]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ I'd like to make it so that fortitude is on the same level as the other stats, i.e. 3-5 average, with necrons/chaos at 7 or so. It's a universal comparison chart and having morale as the odd one out feels untidy.<br /> <br /> If you want to go that direction with the <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> then I don't really know what's wrong with the current <span class="glossaryitem" onmouseover='gp(187);'>FOC</span>, <span class="glossaryitem" onmouseover='gp(17);'>btw</span>, what <b>is</b> wrong with it?<br /> <br /> At the moment I am not opposed to giving capturing power to other units, as long as we take precautions.<blockquote class="uncited"><div>Maybe have charging grant a strength bonus to represent their extra momentum, though this could either complement or overlap with furious charge</div></blockquote>I wouldn't mind this, either that or +1 <span class="glossaryitem" onmouseover='gp(217);'>Sk</span>/D.<br /> <br /> Which reminds me, I am quite liking the idea of Mk and <span class="glossaryitem" onmouseover='gp(217);'>Sk</span> (Marksmanship and Skill) for <span class="glossaryitem" onmouseover='gp(14);'>BS</span> and <span class="glossaryitem" onmouseover='gp(149);'>WS</span>. It sounds better in my head (people can't actually say <span class="glossaryitem" onmouseover='gp(149);'>WS</span> because double-u is annoying) and it's pretty accurate, if not, as accurate as they are at the moment. Skill can have some ambiguity, but it's just as ambiguous as <span class="glossaryitem" onmouseover='gp(149);'>WS</span> and I prefer it.<br /> <br /> The thing is I am trying to avoid having models getting ALL of their attacks off first, or even worse, whole squads getting all their attacks off first.Im a big fan of alternating unit actions, and pretty much all of the ideas we put up before on how to run something like that. so minimum 1 unit activation per turn, may roll to activate more, up to 3 activations per turn max, etc. It does require counters unlike alternating phases, which has many points in its favor as well, i just think unit-by-unit would result in more tactically rewarding gameplay, as you really have to think through the rest of the game turn before making a decision.<blockquote class="uncited"><div>Yeah but the fact that if one person has a bigger army, he is gonna get all these almost "alpha strike" things right at the end of the turn, and for me that is a big turn-off. Plus, I am confident we can avoid the burden of counters.<br /> <br /> Getting dangerous terrain through reserves isn't a bad idea, but what do you say to determining reserves at the start of a match, where you roll a D3+1 (rerollable if you have a dedicated commander). And all of them come in on the same turn, to represent a reinforcing army.]]></description>
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				<pubDate><![CDATA[Sat, 14 Sep 2013 09:00:56]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>D10 Conversion for 40k</title>
				<description><![CDATA[ Hello again,<br /> <br /> I think it would be nice if morale also used your universal chart (making it that much more universal). I think someone mentioned this, but when I tried to quote it I couldn't find it.<br /> <br /> My proposed system:<br /> <br /> After all shooting from 1 unit against another, the unit being attacked must make a role of its leadership (or bravery or whatever its called) against the number of casualties they sustained.<br /> <br /> So a leadership 8 unit to suffer 4 casualties from shooting has a 1/6 chance of running. (The 4-8 lookup gives a 2+). If they had suffered 6 casualties they would have a 1/3 chance of running. (6-8 look up gives 3+)<br /> <br /> You would probably need to be able to use the remaining number of models in the unit in place of your leadership if you wanted too. (This way hordes of easy to kill models wouldn't run instantly).<br /> <br /> This system would make the chances of running increase relatively smoothly with the number of casualties suffered, without any extra modifiers or anything.<br /> <br /> Dast]]></description>
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				<pubDate><![CDATA[Sat, 14 Sep 2013 10:45:47]]> GMT</pubDate>
				<author><![CDATA[ Dast]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ <blockquote class="uncited"><div>I think it would be nice if morale also used your universal chart (making it that much more universal). I think someone mentioned this, but when I tried to quote it I couldn't find it.</div></blockquote>Here I said: It's a universal comparison chart and having morale as the odd one out feels untidy.<blockquote class="uncited"><div>After all shooting from 1 unit against another, the unit being attacked must make a role of its leadership (or bravery or whatever its called) against the number of casualties they sustained. <br /> <br /> So a leadership 8 unit to suffer 4 casualties from shooting has a 1/6 chance of running. (The 4-8 lookup gives a 2+). If they had suffered 6 casualties they would have a 1/3 chance of running. (6-8 look up gives 3+) <br /> <br /> You would probably need to be able to use the remaining number of models in the unit in place of your leadership if you wanted too. (This way hordes of easy to kill models wouldn't run instantly). <br /> <br /> This system would make the chances of running increase relatively smoothly with the number of casualties suffered, without any extra modifiers or anything. </div></blockquote>This is an interesting idea, my only concern is that wouldn't it further strengthen <span class="glossaryitem" onmouseover='gp(308);'>MSUs</span>?<br /> <br /> How about instead of doing it by the model, we do it by the model %, so for every 1/3 of the unit lost, you have to roll off. i.e:<br /> <br /> When you lose 1/3 of the unit, you have to roll against 1. Fortitude 4 against 1 is 2+.<br /> When you lose 2/3 of the unit, you have to roll against 2. Fortitude 4 against 2 is 3+.]]></description>
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				<pubDate><![CDATA[Sat, 14 Sep 2013 11:19:21]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Hey guys sorry about the delay, busy couple of days.<br /> <br /> <blockquote class="uncited"><div>How about instead of doing it by the model, we do it by the model %, so for every 1/3 of the unit lost, you have to roll off. i.e: <br /> <br /> When you lose 1/3 of the unit, you have to roll against 1. Fortitude 4 against 1 is 2+. <br /> When you lose 2/3 of the unit, you have to roll against 2. Fortitude 4 against 2 is 3+.</div></blockquote> I like this way of doing things, it makes sense that people are going to react differently to when they lose 1 man from their squad vs a large percentage of them. <br /> <br /> <blockquote class="uncited"><div>I'd like to make it so that fortitude is on the same level as the other stats, i.e. 3-5 average, with necrons/chaos at 7 or so. It's a universal comparison chart and having morale as the odd one out feels untidy. </div></blockquote> Idk it feels weird, but thats probably just due to unfamiliarity, the math says this should work approximately as well as <span class="glossaryitem" onmouseover='gp(1);'>2D6</span>, this might make the increased leadership of sergeants a bit too extreme though.<br /> <br /> <blockquote class="uncited"><div>If you want to go that direction with the <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> then I don't really know what's wrong with the current <span class="glossaryitem" onmouseover='gp(187);'>FOC</span>, <span class="glossaryitem" onmouseover='gp(17);'>btw</span>, what is wrong with it? </div></blockquote> Do you mean the current <span class="glossaryitem" onmouseover='gp(3);'>40K</span> <span class="glossaryitem" onmouseover='gp(187);'>FOC</span>? i dont like that one because it restrict possible army's too much. For example, blood angels have a wide variety of potential army lists available to them that vanilla marines dont, just because they have assault marines as troops. This is the kind of result im looking for in changing the <span class="glossaryitem" onmouseover='gp(187);'>FOC</span>. We need a classification for specialists and support units, as these are obviously not troops, but otherwise players should be free to use whatever more standard units they want. For example, I don't see a point in restricting Space Marine armies to scouts and tactical squads as troops, when assault marines, bikes, and scout bikes would all work just as well as troops, and allow for much more interesting and fun army lists. But i dont want to make people take more of the troops than they want and/or really need, so they can focus on what specialist and support units to get, as this is often where the real flavor of the army is.<br /> <br /> <blockquote class="uncited"><div>Getting dangerous terrain through reserves isn't a bad idea, but what do you say to determining reserves at the start of a match, where you roll a D3+1 (rerollable if you have a dedicated commander). And all of them come in on the same turn, to represent a reinforcing army.</div></blockquote> It still has randomness in it though, when it doesn't need it. Reserves, particularly deep strike and outflanking, should be tactics the player can rely on and plan around, not something they hope will work in their favor, because then we end up with the same situation we have right now, where people avoid these options as they can't rely on them. As for it being dangerous terrain tests, maybe not explicitly, but it has to be something similar, so fro every model in the unit, roll a <span class="glossaryitem" onmouseover='gp(24);'>D6</span>, if they roll a 1 they take a strength X hit, where X is a strength that decreases every game turn. So maybe <span class="glossaryitem" onmouseover='gp(123);'>str</span> 4 in turn 2, <span class="glossaryitem" onmouseover='gp(123);'>str</span> in turn 3, <span class="glossaryitem" onmouseover='gp(123);'>str</span> 2 in turn 4, and no danger in turn 5. Vehicles roll on the damage result table on a 1 i guess. <br /> <br /> <blockquote class="uncited"><div>Which reminds me, I am quite liking the idea of Mk and <span class="glossaryitem" onmouseover='gp(217);'>Sk</span> (Marksmanship and Skill) for <span class="glossaryitem" onmouseover='gp(14);'>BS</span> and <span class="glossaryitem" onmouseover='gp(149);'>WS</span>. It sounds better in my head (people can't actually say <span class="glossaryitem" onmouseover='gp(149);'>WS</span> because double-u is annoying) and it's pretty accurate, if not, as accurate as they are at the moment. Skill can have some ambiguity, but it's just as ambiguous as <span class="glossaryitem" onmouseover='gp(149);'>WS</span> and I prefer it. </div></blockquote> I still just dont see an advantage for doing this, and it could push people away.]]></description>
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				<pubDate><![CDATA[Sun, 15 Sep 2013 15:44:09]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>D10 Conversion for 40k</title>
				<description><![CDATA[ Why has it gone from <span class="glossaryitem" onmouseover='gp(3);'>40k</span> <span class="glossaryitem" onmouseover='gp(342);'>d10</span> to "let's write an entirely new ruleset?"<br /> <br /> Pretty miss-leading title really.]]></description>
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				<pubDate><![CDATA[Sun, 15 Sep 2013 16:08:14]]> GMT</pubDate>
				<author><![CDATA[ xruslanx]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ We just didn't feel like starting a new thread, since we were already pretty deep into this one.]]></description>
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				<pubDate><![CDATA[Sun, 15 Sep 2013 16:11:21]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>D10 Conversion for 40k</title>
				<description><![CDATA[ At least change the thread title to "<span class="glossaryitem" onmouseover='gp(342);'>d10</span> <span class="glossaryitem" onmouseover='gp(3);'>40k</span> ruleset"? The title at the moment makes it sound like a conversation to <span class="glossaryitem" onmouseover='gp(342);'>d10</span> within the original rules, but it's not.]]></description>
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				<pubDate><![CDATA[Sun, 15 Sep 2013 16:15:10]]> GMT</pubDate>
				<author><![CDATA[ xruslanx]]></author>
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				<title>Re:D10 Conversion for 40k</title>
				<description><![CDATA[ Do you mean something like...<br /> <br /> Commander<br /> Infantry<br /> Vehicles<br /> <br /> Very loose, but there is potential.<br /> <br /> For reserves, this is the maths concerning probability<br /> <br /> Current:<br /> Turn 1: n/a<br /> Turn 2: 6/9<br /> Turn 3: 2/9<br /> Turn 4: 1/9<br /> <br /> Suggested:<br /> If you want a specific turn: 5/9<br /> If you want Turn 2 or 3: 8/9<br /> If you want Turn 3 or 4: 8/9<br /> Chances of not getting what you want: 1/9<br /> <br /> As you can see, right now you can't even choose when they come on. <span class="glossaryitem" onmouseover='gp(281);'>IRL</span> a decent commander should be able to plan. Right now people basically just use reserves as an invulnerability tactic for 1 or 2 turns, which just seems like a toxic tactic with no depth to it<blockquote class="uncited"><div>As for it being dangerous terrain tests, maybe not explicitly, but it has to be something similar, so fro every model in the unit, roll a <span class="glossaryitem" onmouseover='gp(24);'>D6</span>, if they roll a 1 they take a strength X hit, where X is a strength that decreases every game turn. So maybe <span class="glossaryitem" onmouseover='gp(123);'>str</span> 4 in turn 2, <span class="glossaryitem" onmouseover='gp(123);'>str</span> in turn 3, <span class="glossaryitem" onmouseover='gp(123);'>str</span> 2 in turn 4, and no danger in turn 5. Vehicles roll on the damage result table on a 1 i guess.</div></blockquote>I was attracted with the realism in representing wounds on the way, but that kind of mechanic feels very "filler" to me.<blockquote class="uncited"><div>I still just dont see an advantage for doing this, and it could push people away.</div></blockquote>It could just as easily pull them in. It's fresh, anew, it sounds frankly much cooler and people would like it.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Yea Rav1rn change it to something appropriate ^^]]></description>
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				<pubDate><![CDATA[Sun, 15 Sep 2013 16:21:54]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:New 40K ruleset</title>
				<description><![CDATA[ <blockquote class="uncited"><div>As you can see, right now you can't even choose when they come on. <span class="glossaryitem" onmouseover='gp(281);'>IRL</span> a decent commander should be able to plan. Right now people basically just use reserves as an invulnerability tactic for 1 or 2 turns, which just seems like a toxic tactic with no depth to it</div></blockquote> ?? and yeah people can keep their units off the table with reserves, but thats where limiting units that can enter each game turn comes in, if you try some sort of alpha-strike strategy, and they keep their units off, its still going to be your whole army against a few units of theirs, until the next turn, and then its still not going to be their entire army. Alternatively, they can keep important units off the table, but then theyre not using it, and it still has to come on at some point, presumably without deepstrike, outflank, or anything like that because theyd have used that in the first place.<br /> <br /> <blockquote class="uncited"><div>Yea Rav1rn change it to something appropriate ^^</div></blockquote> I didn't know you could alter post titles after the fact  <img src="/s/i/a/053f30f6773034eb25223d86f0e00d8d.gif" border="0"> <br /> <br /> <blockquote class="uncited"><div>I was attracted with the realism in representing wounds on the way, but that kind of mechanic feels very "filler" to me.</div></blockquote> Its trying to approximate something that happened off the table. Obviously it can be buffed in strength or whatever, but doing a realistic damage system for things that take place off the table would be really hard to do.]]></description>
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				<pubDate><![CDATA[Sun, 15 Sep 2013 16:42:08]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:New 40K ruleset</title>
				<description><![CDATA[ <blockquote class="uncited"><div>?? and yeah people can keep their units off the table with reserves, but thats where limiting units that can enter each game turn comes in, if you try some sort of alpha-strike strategy, and they keep their units off, its still going to be your whole army against a few units of theirs, until the next turn, and then its still not going to be their entire army. Alternatively, they can keep important units off the table, but then theyre not using it, and it still has to come on at some point, presumably without deepstrike, outflank, or anything like that because theyd have used that in the first place. </div></blockquote>The problem with this argument is that they have a reason to keep it off the board, the fact that they have the opportunity to hold back certain units heavily outweighs the fact that the rest of their army is still there.<blockquote class="uncited"><div>Its trying to approximate something that happened off the table. Obviously it can be buffed in strength or whatever, but doing a realistic damage system for things that take place off the table would be really hard to do.</div></blockquote>Really rough suggestion: Any unit coming from reserves automatically removes (<span class="glossaryitem" onmouseover='gp(1);'>2D6</span>-6) x 10% of their unit as casualties.]]></description>
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				<pubDate><![CDATA[Sun, 15 Sep 2013 17:50:19]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:New 40K ruleset</title>
				<description><![CDATA[ <blockquote class="uncited"><div>The problem with this argument is that they have a reason to keep it off the board, the fact that they have the opportunity to hold back certain units heavily outweighs the fact that the rest of their army is still there.</div></blockquote> i've never even heard of someone using reserves to gain a significant advantage, beyond dodging alpha-strike tactics, like avoiding an all-drop pod list's initial drop, because the units still start on the board where they would have been anyways, and arrive piecemeal. And yes if they have a reason to keep a unit off the board, more power to them, but thats an option with its upsides and downsides just like everything else. <br /> <br /> <blockquote class="uncited"><div>Really rough suggestion: Any unit coming from reserves automatically removes (<span class="glossaryitem" onmouseover='gp(1);'>2D6</span>-6) x 10% of their unit as casualties.</div></blockquote> Idk, i dont like the idea of rolling random numbers to see how many of your units died on their way in like this. Plus this has the potential to wipe out over half of many squads before they even entered the table, which is insane. Yes, taking wounds and casualties on the way in is reasonable, but potentially half? It also unfairly favors hordes, as losing 6 members of a 30 man squad is nothing, so we need something that is determined by the number of models in the squad.<br /> <br /> Edit: wow sorry didnt see the X10% part...eh im still not sold on it. Losing up to 60% that easily feels a little too extreme.<br /> ]]></description>
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				<pubDate><![CDATA[Sun, 15 Sep 2013 18:14:44]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>New 40K ruleset</title>
				<description><![CDATA[ Cheers for the rename, I look forward to having a look at your ruleset when it's finished <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0">]]></description>
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				<pubDate><![CDATA[Sun, 15 Sep 2013 19:51:59]]> GMT</pubDate>
				<author><![CDATA[ xruslanx]]></author>
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				<title>Re:New 40K ruleset</title>
				<description><![CDATA[ Not to divert from the current discussion topic too much, but here's a really out there idea for how vehicle damage and resolution could work in a more interesting way. A vehicles Hitpoints or wounds or whatever is essentially its crew amount, and when it takes a wound it loses a crew member, taking that position offline. Once all the crew are dead, the tank is killed. Maybe make it a roll off or something to see whether the tank itself took the damage, or if it was just the crewman being hit, as a technician could repair damage to the tank or something.<br /> <br /> So losing driver would be immobilized, losing gunner would be weapon destroyed, etc.<br /> <br /> So larger tanks would have more crew members (more wounds) and some specialized or super large tanks would have redundant crew members. Maybe even some sort of commander crewman who can replace a fallen crew member at the expense of some element of the tanks effectiveness, maybe letting them ignore the first shaken/stunned result per turn to show the commander keeping his crew under control and focused. Having multiple gunners could allow for cool things like independent targeting, or maybe re rolling failed hits, to show two men are checking firing solutions, ranges, environmental conditions, etc.<br /> <br /> So for example, a rhino would have crew: Driver, Gunner. But a land raider would have crew: Commander, Gunner 1, Gunner 2, Driver, etc<br /> <br /> List of potential tank crew roles i can think of are Commander, Gunner, Loader, Comms, Technician, Driver, not really sure what half of these would do, but maybe make crew upgrades or additions an option for upgrades, to make it stronger or change how the tank works or something. So for instance, paying for a loader to be added to the crew could let you Double the number of shots fired from one gun a turn, adding a technician grants something like on a 6+ the tank is cleared of one status effect (Immobilized, Weapon Destroyed, etc).<br /> <br /> This essentially turns  the tank into a unit within the vehicle, though im not sure how it would work for things like dreadnoughts and other walkers. This could also be way too micro, but it could be a cool way of spicing vehicles up a bit, maybe making them feel like they belong and adhere to the game mechanics more than they do now, where theyre kinda just metal boxes with guns. Having a larger, more redundant, crew could also help alleviate some of the problems super expensive tanks suffer from right now, in that they typically don't perform at the level one would expect from their points costs, the most obvious example of which would be the standard land raider.]]></description>
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				<pubDate><![CDATA[Tue, 17 Sep 2013 00:56:57]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:New 40K ruleset</title>
				<description><![CDATA[ I you take that basic idea one step further.<br /> <br /> And simply allocate Hit Points  to Armament or Mobility.<br /> <br /> Then some vehicles can have more mobility Hit points than Armament Hit points.<br /> <br /> EG an Ork Warbuggy has ONE hit point in Armament .(For its main weapon.)<br /> But has 3 Hit points in Mobility.<br /> EACH hit in mobility reduces the Warbuggy movement value by 4 "<br /> <br /> Eg 12" then 8" after one hit, 4" after second hit , and immobile after the 3rd hit.<br /> <br /> This way Hit points can be allocated to systems and crew .(To allow a bit more freedom  in allocation.)<br /> <br /> You could apply this to M/<span class="glossaryitem" onmouseover='gp(732);'>Cs</span> too.<br /> Hit points in Arms (attacks) Legs ( movement.)<br /> <br /> Just a thought ...<br /> ]]></description>
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				<pubDate><![CDATA[Tue, 17 Sep 2013 17:33:45]]> GMT</pubDate>
				<author><![CDATA[ Lanrak]]></author>
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				<title>Re:New 40K ruleset</title>
				<description><![CDATA[ Glad to see youre still with us Lanrak,<br /> <br /> I like the idea of breaking it down that way, feels kinda like the called shot system found in <span class="glossaryitem" onmouseover='gp(345);'>RPGs</span> which is always fun. Maybe adapt that to <span class="glossaryitem" onmouseover='gp(3);'>40K</span> or something. One thing that might be interesting is creating pseudo anti-tank weapon rules, like penetrating and smashing, to show when one is targeted at the tank (taking Hitpoints) and the other is targeted at the crew (for shaken/stunned). So for instance, a lascannon would be penetrating, while a thunderhammer would be smashing.<br /> <br /> <b>A model may make a called shot on a vehicle or monstrous creature for some penalty</b> kind of deal. Obviously we need streamlining of some sort otherwise this could spiral out of control really fast, but it would make shooting these models much more engaging than they are right now. A <span class="glossaryitem" onmouseover='gp(14);'>BS</span> penalty of some sort is the most likely route for this, maybe re rolling successful hits. Combined with the range penalties we've discussed before, i think this would work nicely.<br /> <br /> One thing i still dont know about is if we want to make it so old school destroyed results are still possible, or if we want to make it a whittle them down approach. Getting rid of destroyed results could actually make tanks more prevalent on the table, which isn't really want i want, but making that result possible with this direction would be kinda odd, and idk how to work it in.]]></description>
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				<pubDate><![CDATA[Tue, 17 Sep 2013 17:42:03]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:New 40K ruleset</title>
				<description><![CDATA[ Concerning reserve casualties, I think a reasonable medium would be: <span class="glossaryitem" onmouseover='gp(24);'>D6</span>-3 x 10%. If you're really unlucky you might lose 3 men from your 10-man squad, but to be honest that's judicious when you think about it; a 10 man strike team could've been ambushed, taking a few casualties, but they still get onto the battlefield relatively unscathed.<br /> <br /> As for reserves, I still think it is absolutely necessary that there is that chance, that minute, minute chance that your squad gets delayed. If you only have one or two squads in reserves then it's not too much of a problem if they come in late, now that you can plan ahead for their arrival (because you determine at the START of the game when they will arrive). However, if you exploit reserves too much you might find yourself being punished for it (the uncertainty measure). To fortify my argument, is the reality aspect of it.<br /> <br /> Your tank idea is quite intriguing, on one hand it's very idea-stimulating, but on the other there are some flaws to it.<br /> <br /> Once again, one of my main objectives is the reality part of it. In a tank there are crew members, but there is also the tank itself. Unless one of the crew members has his head sticking out of the top, or a lucky shot passes through the window, the crew are not going to be injured until the shot penetrates the vehicle's hull. However, it CAN destroy exterior weapons WITHOUT having to penetrate the armour.<br /> <br /> If it does penetrate the armour, it can quite possibly ignite the fuel/ammunition inside.<br /> <br /> So the question is, how can we represent these scenarios in the game mechanics? Well, snipers would be able to hit exposed weapons and crew MUCH more easily, so that is something we have to incorporate.<br /> <br /> We could have the To Hit roll to determine whether any weapons are destroyed or any crew members are killed, while the To Wound roll determines whether the vehicle blows up, or takes critical damage.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 17 Sep 2013 19:40:02]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:New 40K ruleset</title>
				<description><![CDATA[ I would agree that 30% should be the maximum, i just prefer something less binary than the <span class="glossaryitem" onmouseover='gp(24);'>D6</span>-3 X 10% direction, since that system is going to do nothing half the time, which kinda defeats the purpose of saying they take some fire getting into the battlefield, it also fails to provide incentives to wait until later turns, which should also be present. It also doesn't take into account the strength and durability of the units which is a huge problem, because my terminator squad should take far less damage than an equivalent model count ork boy mob. <span class="glossaryitem" onmouseover='gp(269);'>Id</span> like to see something like for every model in a unit entering from reserves, roll a <span class="glossaryitem" onmouseover='gp(24);'>D6</span>, and on a 1 (maybe a 1 or a 2) they take a strength something hit that can change with each game turn, this way taking a little bit of damage is virtually guaranteed, while massive or no damage is less likely, and the units durability is taken into account, and it provides incentive to wait until later turns.<br /> <br /> <blockquote class="uncited"><div>As for reserves, I still think it is absolutely necessary that there is that chance, that minute, minute chance that your squad gets delayed. If you only have one or two squads in reserves then it's not too much of a problem if they come in late, now that you can plan ahead for their arrival (because you determine at the START of the game when they will arrive). </div></blockquote> if its just a minute chance, why even bother with the steps necessary to keep that minute chance in place? And I think having variable <span class="glossaryitem" onmouseover='gp(123);'>str</span> hits depending on which turn you come in on solves the delayed problem quite nicely, because if i order my units to rush to get here by turn 2, theyre not going to get delayed, theyre charging headfirst past enemy fire to reach the battlefield, which is why they would take much more powerful hits than units taking their time. As for determining at the start of the game when i want units to come in, thats frustrating because i have to make decisions with no information, which would be awful for deep striking and outflanking, because i want to call them in as a reactionary attack, to take advantage of a mistake or opening, not just say they come in at some arbitrary point, then hope i can make use of them when they do come in.<br /> <br /> <blockquote class="uncited"><div>Your tank idea is quite intriguing, on one hand it's very idea-stimulating, but on the other there are some flaws to it. </div></blockquote> <span class="glossaryitem" onmouseover='gp(84);'>Lol</span> i think most of the ideas on this thread have started as idea-provoking but flawed <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"><br /> <br /> <blockquote class="uncited"><div>Once again, one of my main objectives is the reality part of it. In a tank there are crew members, but there is also the tank itself. Unless one of the crew members has his head sticking out of the top, or a lucky shot passes through the window, the crew are not going to be injured until the shot penetrates the vehicle's hull. However, it CAN destroy exterior weapons WITHOUT having to penetrate the armour.<br /> So the question is, how can we represent these scenarios in the game mechanics? Well, snipers would be able to hit exposed weapons and crew MUCH more easily, so that is something we have to incorporate.  </div></blockquote> This logic is why I want to break effects into penetration and anti-crew, because the snipers wouldn't try to knock out weapons or pierce armor, they'd aim for view slots, Sensors, and Hatches, so snipers would be anti-crew. Similarly, having thunderhammers annihilate armor has never made much sense to me, but the shockwave they make disrupting the crew made plenty of sense.<br /> <br /> <blockquote class="uncited"><div>If it does penetrate the armour, it can quite possibly ignite the fuel/ammunition inside. <br /> We could have the To Hit roll to determine whether any weapons are destroyed or any crew members are killed, while the To Wound roll determines whether the vehicle blows up, or takes critical damage. </div></blockquote> I think we need to seriously consider an overhaul of tank mechanics if we go this direction, because trying to mix and match like this seems to have weird results. I like The idea Lanrak brought up, with varied Hitpoints and pseudo-called shots, so that would make for an interesting core to work off of, but things like glancing hits and penetrating hits should be present, as should potential for explosion, and i don't think any slight alteration of existing rules is going to so this properly.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 17 Sep 2013 20:18:18]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:New 40K ruleset</title>
				<description><![CDATA[ <blockquote class="uncited"><div> since that system is going to do nothing half the time, which kinda defeats the purpose of saying they take some fire getting into the battlefield</div></blockquote>Of course they're not going to get casualties 100% of the time, that's why it's not just "if you use reserves, you ARE going to lose some of your unit", that would be even more boring.<blockquote class="uncited"><div>it also fails to provide incentives to wait until later turns, which should also be present.</div></blockquote>I can see what you're trying to say translucently, but it can't be an incentive if it is determined randomly (not randomly, but you can choose which turn you want them on generally) and to be honest the reasoning that "they rush into battle so they take more wounds" is kinda obsolete, being delayed one turn is not so much the "pace" of the unit, but rather them being delayed (or not being able to quite make it when you want them to) and really they would travel hastily anyway, it's just not that big of a deal. <blockquote class="uncited"><div>It also doesn't take into account the strength and durability of the units which is a huge problem, because my terminator squad should take far less damage than an equivalent model count ork boy mob</div></blockquote>Thank you, you made me realise this problem (but not exactly a "huge" one and certainly not unamendable) so how about instead of automatic casualties it is "<span class="glossaryitem" onmouseover='gp(24);'>D6</span>-3 x 10% of their squad has taken wounds" or something like that.<blockquote class="uncited"><div>if its just a minute chance, why even bother with the steps necessary to keep that minute chance in place?</div></blockquote>Well no, it's a minute chance that they get delayed completely (until turn 4 that is) but the chances that they get there exactly on time is only 5/9. There is a 1/3 chance that they get their one turn off.<blockquote class="uncited"><div>theyre charging headfirst past enemy fire to reach the battlefield, which is why they would take much more powerful hits than units taking their time.</div></blockquote>Frankly this wouldn't be a real situation, the unit would always be swift OR cautious, and the mechanic of being delayed is not to represent the fact that they're moving slower, it's to show that there were COMPLICATIONS and they couldn't get their exactly as intended.<br /> <br /> I would say that you CAN use deep strike and outflank reactionary, as long as we make it so that you roll <span class="glossaryitem" onmouseover='gp(24);'>D6</span>-3 and you can come on on the turn you rolled OR higher. This way, it shows that they ARRIVE on one turn, ready to be used, but may not be utilised until the time is right.<br /> <br /> Actually, yeah, this is a good idea. If you make them come on on the turn they arrive to the outskirts of battle then they may not have got all their kit ready ('specially for deep strike) so maybe some handicaps for the first turn. But if they arrive, and you wait for the right moment, they will be more ready to operate.<blockquote class="uncited"><div>This logic is why I want to break effects into penetration and anti-crew, because the snipers wouldn't try to knock out weapons or pierce armor, they'd aim for view slots, Sensors, and Hatches, so snipers would be anti-crew. Similarly, having thunderhammers annihilate armor has never made much sense to me, but the shockwave they make disrupting the crew made plenty of sense. </div></blockquote>Partially, but that's not to say that a sniper shot CAN'T penetrate the hull JUST because it's a sniper and he was aiming for the crew. It just means he has a significantly higher chance of knocking of some weapons or what not. Equally, a thunderhammer can STILL completely mangle vehicle flesh, even if its aim is not exactly that.]]></description>
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				<pubDate><![CDATA[Wed, 18 Sep 2013 18:23:31]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:New 40K ruleset</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Partially, but that's not to say that a sniper shot CAN'T penetrate the hull JUST because it's a sniper and he was aiming for the crew. It just means he has a significantly higher chance of knocking of some weapons or what not. Equally, a thunderhammer can STILL completely mangle vehicle flesh, even if its aim is not exactly that.</div></blockquote> Sorry if i didn't explain this well, i meant completely separate crew damage and vehicle damage, because of course a thunderhammer space marine is going to hit ridiculously hard (<span class="glossaryitem" onmouseover='gp(123);'>Str</span> 10), but it has the added effect on the crew. The problem with the sniper example is that <span class="glossaryitem" onmouseover='gp(3);'>40k</span> is fluff wise somewhere between medieval times and pre-world war 2. I dont think anti-material rifles were widespread, if present at all, and the current sniper rules vs vehicles reflect that role in pure anti-personnel. So having them try to take down a weapon system with an anti-personnel rifle would be silly, hence why they would focus on where they can hit the crew. But what I want to see if a separation of attempts and results to destroy a tank, vs attempts to suppress it (anti-crew). So something like lower strength, but high fire rates could affect the crew more, while high strength, low shots focus on damaging the vehicle. So yes, the sniper could try damaging the vehicle itselft, but it would have an extremely low chance of doing damage, while focusing on the crew could be much more likely to cause damage. Maybe take Lanraks idea of mobility and weaponry points, and add in crew points (for anti-crew). Not really sure how the mechanics of this would work though, so work to be done.<br /> <br /> I think we've more or less reached an impass about reserves, so im gonna open a thread and let people vote on which system theyd prefer, and well build off whatever comes out of that. We've got other topics to bring up and were circling.<br /> <br /> I think we may have to bump up defense by 1 across the board like you suggested a while back, because right now space marines can one hit kill orks and guardsman ( <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 5 vs <span class="glossaryitem" onmouseover='gp(186);'>Def</span> 2), which kinda defeats the purpose of doubling wounds. This would still bring tyranid gaunt only to a 2 though, so they'll still be getting one-shotted, and i don't know what to do about that...maybe it makes sense for that to happen and we bump up <span class="glossaryitem" onmouseover='gp(119);'>SM</span> points slightly to compensate, idk.<br /> <br /> Im also thinking about ways to take advantage of the new wound system more, maybe give mostrous creatures a pseudo feel no Pain save kind of deal rather than insane amounts of wounds, to represent their toughness and ability to ignore or shrug off minor wounds, because otherwise were going to have tons of wound slots we don't use. So a really rough rule for this idea would be <br /> <br /> <b>This model gains a save of (x) against weapons with strength lower than their defense value.</b>.this lets us fine tune models a bit more easily, since we can control how much minor weapons can affect them. So a hive tyrant might have a 4+ for this save, as its a medium sized monstrous creature, but the truly massive Tyrannofex would have a 2+ for this save, as its so large that a Boltgun is barely noticeable. Maybe give it to hero and <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> type characters to keep their wounds under control and let us use all the wound slots. Idk what the realism explanation for this would be beyond describing them as near mythical feats of heroism or something, or sheer hardheaded ness and unwillingness to die and shrug off wounds.<br />  This direction also lets us get past the awkward situation of a 12 wound monstrous creature taking 12 las cannon shots to kill it, which would be a bit too extreme in my opinion, so if it had around 6 wounds with this kind of save, it could survive 6 las cannon shots, while still ignoring the majority of small arms fire, which feels a bit better.<br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 19 Sep 2013 17:10:06]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:New 40K ruleset</title>
				<description><![CDATA[ <blockquote class="uncited"><div>I think we've more or less reached an impass about reserves, so im gonna open a thread and let people vote on which system theyd prefer, and well build off whatever comes out of that. We've got other topics to bring up and were circling.</div></blockquote>I feel like you're avoiding this a bit, but whatever.<blockquote class="uncited"><div>but high fire rates could affect the crew more, while high strength, low shots focus on damaging the vehicle</div></blockquote>This doesn't appeal to me, it's too thick and "heavy-handed". And too simplistic. <blockquote class="uncited"><div>I think we may have to bump up defense by 1 across the board like you suggested a while back, because right now space marines can one hit kill orks and guardsman ( <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 5 vs <span class="glossaryitem" onmouseover='gp(186);'>Def</span> 2)</div></blockquote>Can you explain to me what you have it mind with that at the moment?!?! Like why should they be one-shotting them? Why are you gonna resort to upping defense but not anything else, haven't we already discussed that? As far as I'm concerned, I am satisfied with the variety we have got at the moment, where 3-5 is the norm and 2 is ONLY for anomalous units? So basically Eldar and <span class="glossaryitem" onmouseover='gp(69);'>IG</span> have R3 (expected), Orks and Tau have R4 (tau with the armour and orks with the muscly swagger) while Necrons and <span class="glossaryitem" onmouseover='gp(119);'>SM</span> have R5.<br /> <br /> Now I feel like we shouldn't have Power influencing the number of wounds caused. My argument is that Power already has an oxymoron - Resilience - and if we have the number of wounds depending on it <span class="glossaryitem" onmouseover='gp(400);'>AS</span> WELL, well then slight changes in Power will mean more than they should. Another thing I want to bring forward is that in reality it won't be as simple as one wound two wound three wound things, in <span class="glossaryitem" onmouseover='gp(3);'>40k</span> it's only simplified like that just to show "<span class="glossaryitem" onmouseover='gp(661);'>HP</span>", so we should leave it be that "one wound" is just a representation, and we can't have Power falsely trying to interact with it.<blockquote class="uncited"><div>This model gains a save of (x) against weapons with strength lower than their defense value</div></blockquote>Hmph I'm a bit vexed on this one, isn't this just a STEEP defense scaling? i.e. a bit like how <span class="glossaryitem" onmouseover='gp(6);'>AP</span> and armour saves work right now? Because I abhor how that works right now (as in, a 2+ save doesn't care whether it's being hit by AP3 or <span class="glossaryitem" onmouseover='gp(6);'>AP</span>-) if you know what I mean, it's like drawing a line on stat interaction which should be continuous + quantitative.]]></description>
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				<pubDate><![CDATA[Fri, 20 Sep 2013 17:29:07]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:New 40K ruleset</title>
				<description><![CDATA[ <blockquote class="uncited"><div>I feel like you're avoiding this a bit, but whatever.</div></blockquote> A little bit, but i'm mostly trying to head off the situation of after 2-3 pages of back and forth, we realize we want fundamentally different things from reserves, and we'd have to go this direction anyways, which is what was begining to become clear.<br /> <br /> <blockquote class="uncited"><div>This doesn't appeal to me, it's too thick and "heavy-handed". And too simplistic.</div></blockquote> Again, sorry if this is really misleading, im barely past the concept stage with this idea. I don't mean there is an explicit rule or quality of these weapons that mean that a low strength but high shot weapon is better at suppressing vehicles (Crew Damage), while higher strength weapons (typically low shot number) are better at penetrating and damaging vehicles, but rather that it is more effective to use these weapons this way. For instance, imagine if we had two different firing modes, say theyre called damage and suppression. If i fire in suppression mode, i lose the ability to penetrate the vehicle (or maybe just make it much harder) but i have a much higher chance of distracting or injuring the crew. So low strength weapons (typically higher number of shots) would typically want to fire in this mode, as they dont have much chance of penetrating, but their high number of shots means they can have more/higher effects on the crew. Alternatively, if im shooting at a vehicle with something like a lascannon (high strength, low shots), i dont want to aim for things like view ports, hatches, or general crew compartments to suppress the crew, i want to aim for the places where i can do the most damage to the vehicle itself, like weapon systems, the engine, magazines, reactors, etc.<br /> <br /> This isn't really the system i have in mind, but im trying to get the idea across and cleared up somewhat. Ideally, shots meant to damage the vehicle would still affect the crew on a glance at the very least, because on penetrations it not such a big deal, because if you destroy the weapon system that crew member manning it cant do anything regardless, so he might as well die with it, but i want an option for low strength weapons to give up or reduce the likelihood of penetration in exchange for being able to affect the crew more, if that makes any sense.<br /> <br /> <blockquote class="uncited"><div>Can you explain to me what you have it mind with that at the moment?!?! Like why should they be one-shotting them? Why are you gonna resort to upping defense but not anything else, haven't we already discussed that? As far as I'm concerned, I am satisfied with the variety we have got at the moment, where 3-5 is the norm and 2 is ONLY for anomalous units? So basically Eldar and <span class="glossaryitem" onmouseover='gp(69);'>IG</span> have R3 (expected), Orks and Tau have R4 (tau with the armour and orks with the muscly swagger) while Necrons and <span class="glossaryitem" onmouseover='gp(119);'>SM</span> have R5. </div></blockquote> I was still working off my really rough conversion where toughness and armor were both taken into account to give a value of 0-5. If we go this direction, which is probably best, i would argue orks should be defense 3 rather than 4, because they compensate for their lack of armor with their toughness, while the imperial guard do the opposite. This direction should negate why i felt toughness should have been bumped up, as this essentially does the same thing. It does still bring to light the question of what to do about tyranid gaunts, as they would have to be lower than orks and imperial guardsmen, and if we are using the doubling strength == doubling wounds, boltguns would be instant killing gaunts.<br /> <br /> Another worry is that we dont have a slot for things that are above firewarriors (T3 with a 4+) but below a space marine, like sisters of battle, normal humans in power armor like inquisitors, and scout marines that are tougher but with worse armor. I also remember you saying a while back you didnt want boltguns to be wounding space marines on a 4+, so bringing space marines to defense 6 would do that.<br /> <br /> <blockquote class="uncited"><div>Hmph I'm a bit vexed on this one, isn't this just a STEEP defense scaling? i.e. a bit like how <span class="glossaryitem" onmouseover='gp(6);'>AP</span> and armour saves work right now? Because I abhor how that works right now (as in, a 2+ save doesn't care whether it's being hit by AP3 or <span class="glossaryitem" onmouseover='gp(6);'>AP</span>-) if you know what I mean, it's like drawing a line on stat interaction which should be continuous + quantitative.</div></blockquote> If we want strength 5 weapons to be able to affect things like monstrous creatures, their defense can at most be 9, which limits potential defense values, unless we want these weapons to be unable to affect certain models. But at defense 9, 1 in 6 strength 5 shots will still be getting through, which seems like its too many, because there's no longer an armor value to stop those. I think these infantry weapons need a chance to affect monster, to represent hitting things like the eyes, but it shouldn't be that higher of a probability.<br /> <br /> It also gives us a means by which to avoid a couple of the problems the new wound system introduces, such as us being unable to use a lot of the non-even numbered slots since we just doubled wounds, particularly at the higher end of the scale, and having models at 12 wounds that would normally be at 6 wounds (like the tyrannofex) would take 12 lascannon shots to kill, which i think we can all agree is a bit excessive. Having this save lets us lower their wound amounts and use more of the possible wound slots, but lets them keep the durability against small arms fire, while being less immortal against weapons meant to kill them.<br /> <br /> As for it being such as steep and sudden change, it is just a rough idea so im open to ideas on how to do this, but it'd have to be something like a second defense value against which the owner of the monster has to roll off against, or something along those lines.]]></description>
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				<pubDate><![CDATA[Fri, 20 Sep 2013 20:10:02]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:New 40K ruleset</title>
				<description><![CDATA[ Hmph, I don't think that it would be a good idea to be able to focus fire on the crew exactly..nor the vehicle itself. Unless there is a crew member outside the vehicle, the chances of a shot passing through a view slit are negligible. It would also be hard in some cases like war walkers or unarmoured sentinels, the chances of you hitting the driver is pretty high...<br /> <br /> So right now what I'm hoping for is to keep the same system as right now, which , just have a special category for weapons/models that actually have the chance to take out a crew member which can potentially inhibit the vehicle's actions some way or another<br /> <br /> I feel like gaunts should be at the same level as <span class="glossaryitem" onmouseover='gp(69);'>IG</span> and Eldar, I mean it's only from a 5+ to a 6+, it's not enough difference to warrant R2, plus that would be incredibly annoying.<br /> <br /> Like I said, 3-5 is the normal infantry range, it would be insane to put the ordinary marine on an extraordinary level, plus Boltguns are P4, they should be.<br /> <br /> For wounds, I'm treading cautiously with how radical we want to make it. In the back of my head I'm tempted to put Attacks (shooting and melee) and wounds to the same scale as the other stats, but I don't see that happening without tons of dice. However at the moment, the gap between a 1 wound model and a 2 wound model is huge. 2 wound models are effectively twice as tough. If we move it to 3-5 like the others, then those kind of differences are more streamline-able and fine.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Fri, 20 Sep 2013 22:37:10]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:New 40K ruleset</title>
				<description><![CDATA[ <blockquote class="uncited"><div>I feel like gaunts should be at the same level as <span class="glossaryitem" onmouseover='gp(69);'>IG</span> and Eldar, I mean it's only from a 5+ to a 6+, it's not enough difference to warrant R2, plus that would be incredibly annoying. <br /> <br /> Like I said, 3-5 is the normal infantry range, it would be insane to put the ordinary marine on an extraordinary level, plus Boltguns are P4, they should be. </div></blockquote> on the flip side, its also only from a 5+ to a 4+ from a guardsman to a Firewarrior, and if we want some form of consistency we need to have it be the same step. They are horde units though, and meant to perform a similar function to vehicles in that they help deliver important units unharmed to their goals, and maybe do some damage along the way, so this isn't as big a deal. <span class="glossaryitem" onmouseover='gp(269);'>Id</span> suggest looking at more interesting ways to compensate for this in-codex rather than just bumping them up, maybe bringing back the endless horde special rules from older codexs. Also, whats the point of having a "normal range" if we never move below it?<br /> <br /> As for having boltguns as strength 4, do you mean alongside Lasguns within 12", and ork gunz? Because no, that's not going to happen. And as for why they shouldn't be at defense 6, i say why not? Make them like they are in the fluff, super humans covered in near-vehicle level amounts of armor. As long as their points cost is adjusted to properly account for this, i think it would work quite nicely. Players wouldn't be able to spam them as much as is possible right now, and they would have to play a bit smarter to compensate. They're what, 14 points now? I think going back to 16 or even 18 <span class="glossaryitem" onmouseover='gp(675);'>ppm</span> would be worth that increased durability. Plus we need a way to represent the units between space marines and Firewarriors, and this is a pretty solid solution.<br /> <br /> <blockquote class="uncited"><div>Hmph, I don't think that it would be a good idea to be able to focus fire on the crew exactly..nor the vehicle itself. Unless there is a crew member outside the vehicle, the chances of a shot passing through a view slit are negligible. It would also be hard in some cases like war walkers or unarmoured sentinels, the chances of you hitting the driver is pretty high... <br /> <br /> So right now what I'm hoping for is to keep the same system as right now, which , just have a special category for weapons/models that actually have the chance to take out a crew member which can potentially inhibit the vehicle's actions some way or another </div></blockquote> god i cannot convey this idea well at all. Aiming at view slots was a bad example, but when a tank is taking fire, even if its not strong enough to penetrate, you can hear it in the tank, it still has an effect on the crew, and obviously the more powerful the attack, the larger the sounds and effects inside the tank. For a time, tank rounds were not designed to actually punch through the armor, they focused on turning the armor against the crew, as when hit by enemy fire the inside walls of the tank would shatter a small amount, creating shrapnel clouds inside the tank, which could injure or kill crew members. Also, the sounds of heavy fire can distract crewmen, hits not hard enough to penetrate can rock a tank and cause people to fall out of their station, knock out electronics, hit their head, create micro-shrapnel, etc, so there are numerous ways to affect the crew without penetration. <br /> <br /> So one way to do this would be to bring back the vehicle damage charts, but rather than having penetrating and glancing roll on the same table, there would be a glance table with crew results, and a penetration table with vehicle results.<br /> <br /> But the point im trying to make is that <span class="glossaryitem" onmouseover='gp(269);'>id</span> like for army's to be playable without taking the large bulky anti-tank weapons in place, as they can instead take lighter, less powerful weapons that can suppress vehicles by interrupting the crews. Many pure or near pure assault army's are considered infeasible, as they have no way to deal with tanks at medium to long range reliably, and their available anti tank weapns are not terribly suited to taking down these targets, and such a system could provide it to them. The higher number of shots typically found on lower strength <span class="glossaryitem" onmouseover='gp(6);'>AP</span> weapons would help them compensate for the lower strength, as they can land more hits to potentially cause these suppression results on the crew. <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sat, 21 Sep 2013 02:22:03]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:New 40K ruleset</title>
				<description><![CDATA[ <blockquote class="uncited"><div>on the flip side, its also only from a 5+ to a 4+ from a guardsman to a Firewarrior, and if we want some form of consistency we need to have it be the same step</div></blockquote>I suppose, but we still have the liberty to change it and I feel Tau should be a *bit* more armoured than Eldar, and to be honest they need it because they come in much shorter numbers than Tyranids, whereas the justification for Eldar being R3 is that they're Eldar.<blockquote class="uncited"><div>Also, whats the point of having a "normal range" if we never move below it? </div></blockquote>But we would move below it in some cases. But only rare cases. I can see whole armies in R6 working (because then we can actually have P3 weapons wounding on a 6+ for a change) but yes, we totally need to up their cost to compensate. As for bolters, I feel like if we put Lasguns to P3 normal with Assault 2 always (they have double the ammunition of bolters), it's enough to keep them at P4.<br /> <br /> I can see this happening, a kind of VEHICLE MORALE (yes?!) where a certain number of hits has some sort of effect on the crew. However we CANNOT make this too <span class="glossaryitem" onmouseover='gp(280);'>OP</span> or anti-vehicle weapons will just die..]]></description>
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				<pubDate><![CDATA[Sat, 21 Sep 2013 07:31:19]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:New 40K ruleset</title>
				<description><![CDATA[ <blockquote class="uncited"><div>I suppose, but we still have the liberty to change it and I feel Tau should be a *bit* more armoured than Eldar, and to be honest they need it because they come in much shorter numbers than Tyranids, whereas the justification for Eldar being R3 is that they're Eldar.</div></blockquote> ? I meant that gaunts are T3 with a 6+, guardsman and eldar guardians are T3 with a 5+, Firewarriors are T3 with a 4+, sisters of battle are T3 with a 3+, so it would make sense for these units to be defense 2,3,4, and 5 respectively. <br /> <br /> To the entire army working with defense 6 comment, the implication is that an entire defense 2 army wouldn't work, and it would but you wouldn't be able to play it the same way, and we'd need more specialized rules to make it work. For instance, doing something like the old endless horde rules, where if a unit with this special rule is wiped out or routed, the entire unit may re-enter from the owning players side of the table, or something along those lines. But yes, space marines would need to cost quite a bit more than they do now to balance that out, which im not opposed to.<br /> <br /> <blockquote class="uncited"><div>As for bolters, I feel like if we put Lasguns to P3 normal with Assault 2 always (they have double the ammunition of bolters), it's enough to keep them at P4. </div></blockquote> Firstly Lasguns should not be assault or 2 shots base, because that greatly clashes with the role of a standard guardsman in that they are a largely immobile gun line that depends on orders to reach higher effectiveness. Second, i liked the system of having most guns at strength 4, "good guns" at strength 5, amazing guns at strength 6, it made sense, as it made sure boltguns were the same strength as a space marine in Melee, and showed how much weaker many of the weaker models, like guardsmen and eldar guardians, were in Melee than shooting. <br /> <br /> One thing i would actually like to see is something like eldar shuriken weaponry be lower strength, but have something like shred special rule, so while its less likely for them to wound, when they do its devastating, and shuriken weaponry isn't really suited to penetrating vehicles, so the lower strength makes sense.<br /> <br /> <blockquote class="uncited"><div>I can see this happening, a kind of VEHICLE MORALE (yes?!) where a certain number of hits has some sort of effect on the crew. However we CANNOT make this too <span class="glossaryitem" onmouseover='gp(280);'>OP</span> or anti-vehicle weapons will just die..</div></blockquote><br /> Vehicle morale isn't really what i meant, but its a step in the right direction. And obviously not <span class="glossaryitem" onmouseover='gp(280);'>OP</span>, thats something we should avoid at all costs in every element of the game. For the certain number of hits having an effect on the crew, that might be a way to do it, I'll think on this.]]></description>
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				<pubDate><![CDATA[Sat, 21 Sep 2013 17:26:06]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:New 40K ruleset</title>
				<description><![CDATA[ <blockquote class="uncited"><div>I meant that gaunts are T3 with a 6+, guardsman and eldar guardians are T3 with a 5+, Firewarriors are T3 with a 4+, sisters of battle are T3 with a 3+, so it would make sense for these units to be defense 2,3,4, and 5 respectively. </div></blockquote>I know it would make sense, but remember the jump from 5+ to 6+ is actually much smaller than from 3+ to 4+, so I think that R2 for 'Nids is just slightly too much.<blockquote class="uncited"><div>it made sure boltguns were the same strength as a space marine in Melee</div></blockquote>I am opposed to this. I know you want to try to show that boltguns are stronger than an <span class="glossaryitem" onmouseover='gp(119);'>SM</span> punch, but that's the thing, weapons and melee strikes are on the same Power scale, to be able to differentiate between the melee power "norm" and the ballistic power "norm" it would either call for a different stat, or a different average. So it would be like shooting attacks with average P4, whereas melee attacks with average P3.<br /> <br /> And what's wrong with lasguns being Assault 2? You say you want it to be a fairly immobile defense line. That's what the inherent trait of a laser does!]]></description>
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				<pubDate><![CDATA[Sat, 21 Sep 2013 18:13:37]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:New 40K ruleset</title>
				<description><![CDATA[ <blockquote class="uncited"><div> I know you want to try to show that boltguns are stronger than an <span class="glossaryitem" onmouseover='gp(119);'>SM</span> punch, but that's the thing, weapons and melee strikes are on the same Power scale, to be able to differentiate between the melee power "norm" and the ballistic power "norm" it would either call for a different stat, or a different average. So it would be like shooting attacks with average P4, whereas melee attacks with average P3. </div></blockquote> what? I want space marines to be the same strength for both Melee and shooting, they're supposed to be the jack of all trades, master of none army. And having different averages, isn't that what was in place with most weapons being in the 4-5 range, with a few examples of 6s? It has a higher average than the Melee range of 3-5?<br /> <br /> <blockquote class="uncited"><div>I know it would make sense, but remember the jump from 5+ to 6+ is actually much smaller than from 3+ to 4+, so I think that R2 for 'Nids is just slightly too much.</div></blockquote> actually the jump from a 5+ to a 6+ is much greater, youre halving the chance of success as opposed to decreasing it by something like a third for moving from a 3+ to a 4+. But tyranid gaunts are <b>THE</b> horde unit of <span class="glossaryitem" onmouseover='gp(3);'>40k</span> they should drop like flys, having them be as survivable as many other units doesn't make sense. Plus all the fluff has gaunts dying in droves, until the scarier units close in and start taking fire instead, so making use of that idea should be a key component to the army.<br /> <br /> <blockquote class="uncited"><div>And what's wrong with lasguns being Assault 2? You say you want it to be a fairly immobile defense line. That's what the inherent trait of a laser does!</div></blockquote> But having them be assault means they can move and fire, and having them be 2 shots means that several imperial guard orders will be invalidated. First rank fire second rank fire is a huge component of the army, and there's an order that lets them move and fire. Having these abilities be traits of the command structure fits better with the army than having it be an individual components.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sat, 21 Sep 2013 18:51:51]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:New 40K ruleset</title>
				<description><![CDATA[ <blockquote class="uncited"><div>what? I want space marines to be the same strength for both Melee and shooting, they're supposed to be the jack of all trades, master of none army. And having different averages, isn't that what was in place with most weapons being in the 4-5 range, with a few examples of 6s? It has a higher average than the Melee range of 3-5? </div></blockquote>nah there's a misunderstanding. If you take the logic that a bolter round is stronger than an <span class="glossaryitem" onmouseover='gp(119);'>SM</span> punch, then you have to say that for everything else as well, basically meaning that in general melee attacks will be weaker. This means that weapon Power averages would be 1 or 2 higher than model-innate Power averages. And I don't want that.<blockquote class="uncited"><div>actually the jump from a 5+ to a 6+ is much greater, youre halving the chance of success as opposed to decreasing it by something like a third for moving from a 3+ to a 4+</div></blockquote>Oh yeah, derp, but the point is that 5+ and 6+ armour saves are regarded as close to trash, whereas 4+ and 3+ and 2+ are much more looked upon and sought after. So I don't think Tyranids would deserve that, we have the right to change it if we feel it is seemly and <span class="glossaryitem" onmouseover='gp(72);'>imo</span> gaunts should be on the same level as guardsmen.<blockquote class="uncited"><div>But having them be assault means they can move and fire, and having them be 2 shots means that several imperial guard orders will be invalidated. First rank fire second rank fire is a huge component of the army, and there's an order that lets them move and fire.</div></blockquote>woah let's not talk about <span class="glossaryitem" onmouseover='gp(69);'>IG</span> orders yet, as of yet we need to block it out right now and come back to it later, I am not ready to talk about <span class="glossaryitem" onmouseover='gp(69);'>IG</span> order reworks. And having them be assault means they can move and fire, isn't that what rapid fire still is anyway? You said you want people to take risks which is why you like the rapid fire rule of <span class="glossaryitem" onmouseover='gp(3);'>40k</span> at the moment, this is the same kind of thing, if you move closer to them, although you're taking a risk because <span class="glossaryitem" onmouseover='gp(69);'>IG</span> suck at combat, you're getting a stronger shooting facet.]]></description>
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				<pubDate><![CDATA[Sat, 21 Sep 2013 19:32:11]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:New 40K ruleset</title>
				<description><![CDATA[ <blockquote class="uncited"><div>nah there's a misunderstanding. If you take the logic that a bolter round is stronger than an <span class="glossaryitem" onmouseover='gp(119);'>SM</span> punch, then you have to say that for everything else as well, basically meaning that in general melee attacks will be weaker. This means that weapon Power averages would be 1 or 2 higher than model-innate Power averages. And I don't want that.</div></blockquote> but i don't want a <span class="glossaryitem" onmouseover='gp(119);'>SM</span> Bolter to be stronger than a <span class="glossaryitem" onmouseover='gp(119);'>SM</span> punch, i. Want them to be equivalent.<br /> <br /> <blockquote class="uncited"><div>Oh yeah, derp, but the point is that 5+ and 6+ armour saves are regarded as close to trash, whereas 4+ and 3+ and 2+ are much more looked upon and sought after. So I don't think Tyranids would deserve that, we have the right to change it if we feel it is seemly and <span class="glossaryitem" onmouseover='gp(72);'>imo</span> gaunts should be on the same level as guardsmen.</div></blockquote>yes but people still take gaunts despite their trash survivability, because they perform a function that is not necessarily killing units, theyre mobile cover screens for scary units on top of potentially causing some damage themselves. And I think just having 3 and higher would be boring, itd be like never having a unit stat like <span class="glossaryitem" onmouseover='gp(14);'>BS</span> or <span class="glossaryitem" onmouseover='gp(149);'>WS</span> be less than 3.<br /> <br /> <blockquote class="uncited"><div> You said you want people to take risks which is why you like the rapid fire rule of <span class="glossaryitem" onmouseover='gp(3);'>40k</span> at the moment, this is the same kind of thing, if you move closer to them, although you're taking a risk because <span class="glossaryitem" onmouseover='gp(69);'>IG</span> suck at combat, you're getting a stronger shooting facet.</div></blockquote> yes but assault serves a very different function than rapid fire, assault helps preserve a units mobility, whereas rapid fire is incentive to move forward to gets more shots. But the <span class="glossaryitem" onmouseover='gp(69);'>IG</span> have more incentives to not move (orders, low Melee abilities, etc), so that incentive doesn't really come into play. Not to mention the entire design idea of the guard infantry is a blob of immobile guns, so such a change is literally changing the idea of the army.<br /> <br /> <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> I just posted the voting thread about reserves systems, let me know if ou want me to change any of the info on it.]]></description>
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				<pubDate><![CDATA[Sat, 21 Sep 2013 19:57:13]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:New 40K ruleset</title>
				<description><![CDATA[ For your reserve post I think your doubling wounds comment has skewed the feedback, you might as well just leave it. Could you change option 2 to (also update your option accordingly):<br /> <br /> There is an element of uncertainty. At the start of the game, each player (assuming they have reserves) rolls a re-rollable D3+1 to determine when their unit arrives (Turn 2 to 4). Note that you do not have to utilise your unit as soon as they arrive, you just want to get the lowest result possible so they're ready asap. This means that there is 5/9 chance that your unit is ready on turn 2, 3/9 chance that your unit is ready on turn 3, and a 1/9 chance that your unit is ready on turn 4.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sun, 22 Sep 2013 08:46:12]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:New 40K ruleset</title>
				<description><![CDATA[ Do you want me to leave the damage information on there too? because thats kinda a big part of it<br /> ]]></description>
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				<pubDate><![CDATA[Sun, 22 Sep 2013 08:50:23]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:New 40K ruleset</title>
				<description><![CDATA[ <blockquote class="uncited"><div>but i don't want a <span class="glossaryitem" onmouseover='gp(119);'>SM</span> Bolter to be stronger than a <span class="glossaryitem" onmouseover='gp(119);'>SM</span> punch, i. Want them to be equivalent. </div></blockquote>Yeah, but <span class="glossaryitem" onmouseover='gp(119);'>SM</span> punches are above average, but bolter rounds are average in the 41st millenium with all this exotic weaponry, it's just that marines have incredible strength.<br /> <br /> For gaunts, I want them to be in the same category as guardsmen and guardians.<blockquote class="uncited"><div>yes but assault serves a very different function than rapid fire, assault helps preserve a units mobility, whereas rapid fire is incentive to move forward to gets more shots. But the <span class="glossaryitem" onmouseover='gp(69);'>IG</span> have more incentives to not move (orders, low Melee abilities, etc), so that incentive doesn't really come into play. Not to mention the entire design idea of the guard infantry is a blob of immobile guns, so such a change is literally changing the idea of the army. </div></blockquote>Wait...what's the Rapid Fire rule at the moment? It's just if you're 12" you can always fire 1 more shot regardless of whether you move? Correct me if I'm wrong, but that's exactly the same mechanic as with laser. So really there is no difference (only a distinction) between assault 2 with laser, or rapid fire without laser.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote class="uncited"><div>Do you want me to leave the damage information on there too? because thats kinda a big part of it </div></blockquote>You can have it for your option but personally I don't want it. The reason being, if you delay your squad it's not because they're moving slower it's because they're tactically biding until the right moment.]]></description>
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				<pubDate><![CDATA[Sun, 22 Sep 2013 09:00:10]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:New 40K ruleset</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Yeah, but <span class="glossaryitem" onmouseover='gp(119);'>SM</span> punches are above average, but bolter rounds are average in the 41st millenium with all this exotic weaponry, it's just that marines have incredible strength. </div></blockquote> you're basing this on averages when that doesn't make any sense. I dont care if Melee has an average of 4, while shooting has an average of 1, it doesn't matter, because its the actual strength that matters, not the location relative to the average. If the Melee and shooting strength have the same value, its the same strength in game. And I thought most guns were going to be either strength 4 or 5? Because in that case Bolters should absolutely be in the 5 category, because they have to be stronger than things like Lasguns, ork guns, and the gaunt level bio weapons.<br /> <br /> <blockquote class="uncited"><div>Wait...what's the Rapid Fire rule at the moment? It's just if you're 12" you can always fire 1 more shot regardless of whether you move? Correct me if I'm wrong, but that's exactly the same mechanic as with laser. So really there is no difference (only a distinction) between assault 2 with laser, or rapid fire without laser.</div></blockquote> the same as it is right now in the rules. May move and fire out to the weapons maximum range once, or 2 shots if within half range, and you may not assault after firing. <br /> <br /> I thought laser was a weapon effect that caused weapons to get less powerful the longer range youre shooting, and potentially let you shoot through targets? Why was this changed, it was a cool mechanic. <br /> <br /> And no assault 2 does not mean the same things as rapid fire, because assault 2 means you fire 2 shots <b>always</b>. Think about the difference between grey knight shooting vs normal space marine shooting. The only difference is that a grey knight come stock with an assault 2 storm bolter, but their shooting is so incredibly different from one another, just because of this distinction.<br /> <br /> <blockquote class="uncited"><div> For gaunts, I want them to be in the same category as guardsmen and guardians.</div></blockquote> why? I dont see this as a good reason to butcher the current logic behind the rules, when there are exciting possibilities in ways to overcome this problem uniquely. And we're going against fluff, the real ruleset, and pretty much everything else that says gaunts die in droves by putting them at defense 3 alongside orks and guardsmen and eldar guardians.]]></description>
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				<pubDate><![CDATA[Sun, 22 Sep 2013 14:50:33]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:New 40K ruleset</title>
				<description><![CDATA[ <blockquote class="uncited"><div>I dont care if Melee has an average of 4, while shooting has an average of 1, it doesn't matter, because its the actual strength that matters, not the location relative to the average. If the Melee and shooting strength have the same value, its the same strength in game.</div></blockquote>Are you saying that you want melee attacks and shooting attacks to be on the same Power scale, with different averages? So punches would average 4 but shots would average 5? <blockquote class="uncited"><div> And I thought most guns were going to be either strength 4 or 5? Because in that case Bolters should absolutely be in the 5 category, because they have to be stronger than things like Lasguns, ork guns, and the gaunt level bio weapons. </div></blockquote>Hell no when did I say that? Guns are going to be exactly the same thing - with the majority of infantry guns at P3-5, where 5 is stronger than average and 3 is below average. 3 is for tyranid guns, long range las, and I guess ork guns (although i have not a clue what they are). Shurikens could fit into P3 too, with a different rule.<blockquote class="uncited"><div>And no assault 2 does not mean the same things as rapid fire</div></blockquote>I don't think you understood me? When did I say Assault 2 means Rapid Fire? I said lasers have the same mechanics as rapid fire. And they do.<blockquote class="uncited"><div>And no assault 2 does not mean the same things as rapid fire</div></blockquote>What does the fluff say? I know nothing about nids, but as long as the most basic tyranids have R2, I don't see it being a problem (i.e. all the other tyranid species won't be that squishy)]]></description>
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				<pubDate><![CDATA[Sun, 22 Sep 2013 15:33:25]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:New 40K ruleset</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Are you saying that you want melee attacks and shooting attacks to be on the same Power scale, with different averages? So punches would average 4 but shots would average 5?</div></blockquote> yes that's the idea, but not necessarily those values. Its the realistic route, in reality gunshots and punches are still measured and evaluated exactly the same so far as things like momentum and kinetic energy are concerned, it just so happens that bullets have an average far higher than punches in these areas.<br /> <br /> <blockquote class="uncited"><div>Hell no when did I say that? Guns are going to be exactly the same thing - with the majority of infantry guns at P3-5, where 5 is stronger than average and 3 is below average. 3 is for tyranid guns, long range las, and I guess ork guns (although i have not a clue what they are). Shurikens could fit into P3 too, with a different rule.</div></blockquote> quite a while ago actually, we discussed this before. And it leads to the awkward situation of space marine punches being stronger than their shooting which doesn't make any sense, as well as the situation of an imperial guardsman hitting as hard with his fists as his Lasgun, which also doesn't make any sense.<br /> <br /> <blockquote class="uncited"><div>I don't think you understood me? When did I say Assault 2 means Rapid Fire? I said lasers have the same mechanics as rapid fire. And they do. </div></blockquote> what laser mechanic are you talking about? The one where the shots decrease in strength as range increases? I dont remember any other mechanic for lasers being brought up.<br /> <br /> <blockquote class="uncited"><div>What does the fluff say? I know nothing about nids, but as long as the most basic tyranids have R2, I don't see it being a problem (i.e. all the other tyranid species won't be that squishy)</div></blockquote> gaunts are completely cannon fodder, most of them don't even have digestive systems since theyre expected to die so quickly, as making those organs would take time and resources that could be used to make another gaunt, and their express purpose is to die in large enough numbers to deplete the enemy's ammunition supplies. And yes of course the other species would be much more survivable, its just that gaunts are meant to die in ridiculously huge numbers, so lets bring that across in the rules.]]></description>
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				<pubDate><![CDATA[Sun, 22 Sep 2013 16:11:05]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:New 40K ruleset</title>
				<description><![CDATA[ <blockquote class="uncited"><div>quite a while ago actually, we discussed this before. And it leads to the awkward situation of space marine punches being stronger than their shooting which doesn't make any sense, as well as the situation of an imperial guardsman hitting as hard with his fists as his Lasgun, which also doesn't make any sense.</div></blockquote>Well firstly, it's not fair to compare a directed energy weapon with a kinetic force. As for <span class="glossaryitem" onmouseover='gp(119);'>SM</span>, I thought you wanted their punches to be the same as their boltgun? You said that earlier and now you're contradicting yourself.<br /> <br /> The thing is, if you use the logic that melee strikes are on a different scale (as in average) then you have to apply that to all the armies, and I just don't find it worth it because although yes, it's awkward, but it's just as awkward if not even more awkward that the average is not 4 anymore. For all stats barring Attacks and Wounds, my goal was to stabilise them. Now the average is 4, with 1 either side being most common. But if you decrease the average just for one reason, while creating a whole lot of different problems (one being that things won't die very fast in combat, which leads onto more problems because tarpitting will become utilised by even the slightest of disposable units etc etc) <blockquote class="uncited"><div>what laser mechanic are you talking about? The one where the shots decrease in strength as range increases?</div></blockquote>Yes, and that is akin to rapid fire. You're within half range? Good, your shooting is augmented.]]></description>
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				<pubDate><![CDATA[Sun, 22 Sep 2013 17:59:20]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:New 40K ruleset</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Well firstly, it's not fair to compare a directed energy weapon with a kinetic force. As for <span class="glossaryitem" onmouseover='gp(119);'>SM</span>, I thought you wanted their punches to be the same as their boltgun? You said that earlier and now you're contradicting yourself. </div></blockquote> it doesn't matter though, damage is damage, and saying that a standard humans punch is the same strength as their gun is crazy, it'd be like handing soldiers boxing gloves on the end of a potato launcher. As for contradicting myself, no I'm not, if a space marine is strength 5 in Melee, his gun needs to be strength 5 in shooting, because otherwise his assault rifle that shoots 20mm grenade rounds is insanely underpowered.<br /> <br /> <blockquote class="uncited"><div>But if you decrease the average just for one reason, while creating a whole lot of different problems (one being that things won't die very fast in combat, which leads onto more problems because tarpitting will become utilised by even the slightest of disposable units etc etc)</div></blockquote> but I'm not decreasing the average, I'm actually increasing it slightly for shooting. If the average for Melee is a 4, with 1 point on each side being standard ranges, thats fine. But if most guns are strength 4 or 5, with some examples of standard weapons at strength 6, the average is just below a 5. This helps ensure that units weak in Melee are actually shown as being weak in Melee themselves rather than in comparison to other units, and helping provide incentive to keep out of Melee besides the enemy being better at it. As for it being awkward to have the average slightly higher for shooting vs Melee, i don't really see how its awkward if it makes sense both realistically and gameplay wise, because the only way this awkwardness would come into play is if someone collected all the standard weapon and Melee strengths of units  and then noticed, that shooting is higher, and even then it's not a problem with the game or the system, just an odd situation with the math.<br /> <br /> <blockquote class="uncited"><div>Yes, and that is akin to rapid fire. You're within half range? Good, your shooting is augmented.</div></blockquote> yes but they go about things very differently. Doubling a models number of shots is a <b>vast</b> difference to not applying a negative modifier to their shooting. Just because the situation in which their special cases are triggered is similar does not mean they are in any way performing similar functions.<br /> <br /> EDIT: Just had a little idea, do we want to give some sort of bonus to taking dedicated close combat weapons, but not the pistol + <span class="glossaryitem" onmouseover='gp(20);'>CCW</span> combo or the dual weapon combo? Because obviously the space marine hitting someone with the chainsword is going to be better suited to close combat than the one bonking the enemy on the head with the butt of his bolter? Idk just a quick little idea, but i think itd be interesting, maybe have them be +1 strength or something, but it could marginalize power weapons at +2 strength, so wed either have to buff power weapons up some, or slightly change the rules for power weapons or something.<br /> <br /> EDIT2: I just had an idea for rending that gets rid of some of the math and weirdness in its current iteration with our system. Kinda take what we have going for lance (Never counts vehicle defense as being higher than 11 or whatever value we put on it). Rending would instead be <b>Never counts infantry defense as being higher than 4. If a enemy units defense value is equal to or lower than 4, the model may reroll wounds.</b> We could even make it rending (4) or whatever if want to allow slight variations in the strength of rending.<br /> <br /> An extension / alternative to this that also makes power weapons more interesting would be to make it so that rolling a 6 with a rending weapon would activate these rending effects i said above, and if they rolled above a certain number on a follow-up roll they cause double wounds or something, while a power weapon would always have the armor reducing effect active, without needing to roll for that 6.]]></description>
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				<pubDate><![CDATA[Sun, 22 Sep 2013 18:40:00]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:New 40K ruleset</title>
				<description><![CDATA[ <blockquote class="uncited"><div>but I'm not decreasing the average, I'm actually increasing it slightly for shooting</div></blockquote>That's potentially even worse. You're changing an average of 4+ to wound into an average of 3+ to wound. Things will be falling out of the sky. It's not worth just one reason to have to burden ourselves with all the consequences of a different average (on the same stat? <span class="glossaryitem" onmouseover='gp(334);'>wtf</span>) Anyway, I want it consistent. The averages should be the same. <blockquote class="uncited"><div>to not applying a negative modifier to their shooting</div></blockquote>what are you talking about? The laser effect is exactly the same as rapid fire mechanically, the only difference being a stronger shot instead of two weaker shots.<blockquote class="uncited"><div>EDIT: Just had a little idea, do we want to give some sort of bonus to taking dedicated close combat weapons, but not the pistol + <span class="glossaryitem" onmouseover='gp(20);'>CCW</span> combo or the dual weapon combo? Because obviously the space marine hitting someone with the chainsword is going to be better suited to close combat than the one bonking the enemy on the head with the butt of his bolter? Idk just a quick little idea, but i think itd be interesting, maybe have them be +1 strength or something, but it could marginalize power weapons at +2 strength, so wed either have to buff power weapons up some, or slightly change the rules for power weapons or something.</div></blockquote>Well dedicated close combat weapons would be better anyway right?<blockquote class="uncited"><div>EDIT2: I just had an idea for rending that gets rid of some of the math and weirdness in its current iteration with our system. Kinda take what we have going for lance (Never counts vehicle defense as being higher than 11 or whatever value we put on it). Rending would instead be Never counts infantry defense as being higher than 4. If a enemy units defense value is equal to or lower than 4, the model may reroll wounds. We could even make it rending (4) or whatever if want to allow slight variations in the strength of rending.</div></blockquote>Ehh it feels alien to what rending should be. It feels like a substitute for what a special rule is actually trying to represent.<blockquote class="uncited"><div>An extension / alternative to this that also makes power weapons more interesting would be to make it so that rolling a 6 with a rending weapon would activate these rending effects i said above, while a power weapon would always have them active, without needing to roll for that 6.</div></blockquote>Like I said the "on a roll of 6" rules are really biased and not well made at all, because it ignores the existing chance of hitting (repeating what I said ages ago if you hit on a 6+ anyway...common sense from there on, it's not objective)]]></description>
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				<pubDate><![CDATA[Sun, 22 Sep 2013 21:19:38]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:New 40K ruleset</title>
				<description><![CDATA[ <blockquote class="uncited"><div>what are you talking about? The laser effect is exactly the same as rapid fire mechanically, the only difference being a stronger shot instead of two weaker shots.</div></blockquote> Did you even read this statement? Because they are clearly two very different effects being applied here, and at that the 2nd statement doesnt even make sense. <span class="glossaryitem" onmouseover='gp(3);'>40K</span> is a game of dice and numbers; If you throw enough dice, you will win, and giving a 2 shot weapon, disregarding the pointlessness of giving an assault weapon to a unit that never charges unless absolutely necessary, to a unit that is meant to be spammable is ludicrous. Plus, Rapid fire is the basic firing mechanism of nearly every troops choice in the game that isn't based on mobility (eldar, dark eldar, tyranids, etc), so why break that trend? But lets toss some numbers in here to get things rolling. If i have 2 lasguns, one a strength 3, assault 2 lasgun, and the other a <span class="glossaryitem" onmouseover='gp(123);'>str</span> 4 rapid fire laser lasgun, lets see what they can do at "max" range of 24"<br /> <br /> Lasgun 1) <br /> Fire 2 times at 24", wound the average (4) on a 5+, average of 66.66% chance of wounding the target from that gun<br /> can fire and move to maximum effect at any range<br /> can charge into melee after firing<br /> <br /> Lasgun 2)<br /> fire once at 24", wound the average (4) on a 4+, average of 50% chance wounding the target<br /> cannot charge after firing<br /> must be within 12" to reach maximum efficiency (both in # of shots, and strength)<br /> <br /> So lasgun 1 (the new version) is 33% better than lasgun 2 at wounding the average, can fire for full effect at any range, and can charge into melee after firing, and removes any incentive for them to advance or move at all. This change would probably bump the humble Guardsman platoon into one of the scariest choices in the game, because nothing short of vehicles and monstrous creatures are going to survive 100 lasgun shots, before orders,upgrades, and bonuses no less, from a unit costing less than 300 points.<br /> <br /> <blockquote class="uncited"><div>Like I said the "on a roll of 6" rules are really biased and not well made at all, because it ignores the existing chance of hitting (repeating what I said ages ago if you hit on a 6+ anyway...common sense from there on, it's not objective)</div></blockquote> Like i said, just an interesting option to consider for making power weapons more interesting than just a strength bonus.<br /> <br /> <blockquote class="uncited"><div>Ehh it feels alien to what rending should be. It feels like a substitute for what a special rule is actually trying to represent.</div></blockquote> Here's the thing though, <b>EVERYTHING</b> we've done thus far for these rules has been a substitute for what they are really supposed to be doing. It's inevitable that its going to feel like that with simplistic methods, because the function they were designed to serve no longer exists. This is the first direction i've seen that could be mechanically interesting while still making them feel sorta right. And so far as it being alien, i think it mechanically represents it quite well, because it makes sure the unit brings down the higher armor values, while making it much more likely to wound the lower armor values.<br /> <br /> <blockquote class="uncited"><div>Well dedicated close combat weapons would be better anyway right?</div></blockquote> Not necessarily though, lots of times you have the option to take a close-combat weapon without taking the pistol to compliment it, so as it stands, these choices are just there for modeling purposes. Im not a huge fan of this idea, but it could be a cool way to bring an in-game effect for these choices, so i thought <span class="glossaryitem" onmouseover='gp(269);'>id</span>  bring it up.<br /> <br /> <blockquote class="uncited"><div>That's potentially even worse. You're changing an average of 4+ to wound into an average of 3+ to wound. Things will be falling out of the sky. It's not worth just one reason to have to burden ourselves with all the consequences of a different average (on the same stat? <span class="glossaryitem" onmouseover='gp(334);'>wtf</span>) Anyway, I want it consistent. The averages should be the same.</div></blockquote> But think about how insane having shooting-focused units be exactly as strong in melee as they are in shooting (Guardsmen would actually be weaker at shooting then in melee beyond 12" due to laser rule, and that fact just boggles my mind). You said one of your most important factors in the game was realism, and <span class="glossaryitem" onmouseover='gp(269);'>id</span> say having guns be equal to or weaker than many units meant to shoot is a pretty stark break in reality. Not to mention most of the units that inhabit Defense 3 are either expendable or glass-cannon units that can be easily wiped out if the player uses them recklessly. And if we get overly worried about these glass-cannon units being too fragile, i have no problem with them getting a 6+ dodge save at the very least, as that would be easily supported by their increased reaction times and agility.<br /> ]]></description>
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				<pubDate><![CDATA[Sun, 22 Sep 2013 22:13:26]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:New 40K ruleset</title>
				<description><![CDATA[ My point is that the laser special rule is akin to rapid fire, so if we give them both rapid fire AND laser then being in 12" will be almost a necessity, since it's around a 270% damage spike, which is too good to miss.<br /> <br /> I know you have concerns about them being able to assault if I give them assault weapons, and I agree I overlooked it. Whether we make it so that the default is being able to assault after shooting or NOT, I don't mind, as long as there are rules that oppose it that either let/stop you from assaulting.<br /> <br /> For rending, I would argue that there are several ways of interpreting it and that rending is a representation of <b>several</b> different occurences. You said that, along with the fact that it's trying to represent the increased chance of hitting weak spots, it also has an easier time getting through thick armour.<br /> <br /> This means that, the special rule that I proposed (with the -3 if it still hits blah blah) is only half the story. The other side, however, you propose the "lance" style rule. The thing with this is that to be honest you can't really draw a line between what it's merely "good" against and what its "effective" against. So I thought of this: <br /> <br /> Resolute (X): A model that has a weapon with this special rule treats the target's Resilience as being halved, and the weapons Power is (X).<br /> <br /> So it affects all armour as it should, however it has a BIGGER impact on BETTER armour. So it's still going to be good against low armours (your point about "If a enemy units defense value is equal to or lower than 4, the model may reroll wounds." but it's going to be MORE effective against heavy armour. However weapons with this specific rule are NOT going to have Power on their weapon stat, because having them on the same scale of 1-12 probably might not work since the target's Resilience is getting halved anyway. Open to refinement but I think this should work nicely!<br /> <br /> Also we have to be careful when using the "reroll" mechanic. Because <span class="glossaryitem" onmouseover='gp(258);'>atm</span> you reroll with the same stats and the same chances, which means that a rerollable 3+ is actually quite a lot better than a rerollable 4+ because your second roll is also a 3+. It's kinda got the same issue with doubling stats, the gap is slightly too wide. But that's just a header, I'm not saying rerolls are bad.<br /> <br /> <br /> For <span class="glossaryitem" onmouseover='gp(20);'>CCWs</span>, I'd say that having a pistol AND a <span class="glossaryitem" onmouseover='gp(20);'>CCW</span> lowers the user's <span class="glossaryitem" onmouseover='gp(217);'>Sk</span> (Skill) for the <span class="glossaryitem" onmouseover='gp(20);'>CCW</span> attacks only, however the pistol can still shoot normally at the user's <span class="glossaryitem" onmouseover='gp(217);'>Sk</span>. This means that carrying only one <span class="glossaryitem" onmouseover='gp(20);'>CCW</span> is going to be better, and pistols/2nd <span class="glossaryitem" onmouseover='gp(20);'>CCWs</span> won't be mandatory. So:<br /> <br /> 1 <span class="glossaryitem" onmouseover='gp(20);'>CCW</span> or pistol: No change<br /> 2 <span class="glossaryitem" onmouseover='gp(20);'>CCWs</span>: -1 <span class="glossaryitem" onmouseover='gp(217);'>Sk</span><br /> 1 <span class="glossaryitem" onmouseover='gp(20);'>CCW</span> and 1 pistol: -1 <span class="glossaryitem" onmouseover='gp(217);'>Sk</span> for <span class="glossaryitem" onmouseover='gp(20);'>CCW</span> attacks only.<br /> <br /> Not finalised, but feel free to let out your opinion (be nice .-.)<br /> <br /> <br /> <br /> For melee being the same Power as shooting, there is a chance for me to say that Power can't just mean brute force but also shredding/piercing/energy too. So yeah, bolters have a decent (at most) penetrating ability, and is quite potent if it does go through, but the kinetic energy in comparison isn't outstanding. So we give it P4. Compare that the Space Marine punch, which, with its momentum, the superhuman strength and the hefty power armour behind, can EASILY cause trauma and hemorrhaging even though it can't penetrate at all.<br /> <br /> I know it's just an example. but I wanna get across that it's not COMPLETELY insane, there is some logic to it, and so I feel like it's good as it is <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0">]]></description>
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				<pubDate><![CDATA[Tue, 24 Sep 2013 18:48:43]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:New 40K ruleset</title>
				<description><![CDATA[ <blockquote class="uncited"><div>My point is that the laser special rule is akin to rapid fire, so if we give them both rapid fire AND laser then being in 12" will be almost a necessity, since it's around a 270% damage spike, which is too good to miss.</div></blockquote> Here's the thing though, imperial guardsman have always been about the weight of fire, not the strength of the individual guns. So having the lasgun be very weak at its maximum range actually makes a lot of sense, as the lasgun doesn't have to be very good at wounding, it just has to capable of wounding the target, the combination of massive numbers and officer orders will buff their shooting just by having them roll a ton of dice. But in the fluff, the really dangerous part of guardsman shooting is when they let them close in on the platoon, then let loose a massive barrage of fire that obliterates enemies getting close. So having their shooting be so much better within that 12" bubble acts as both an offensive and defensive problem, as they shouldn't close for assault, as their absolutely trash in melee, and if they move away, they won't be able to shoot. But the enemy has to think about how they can close that gap without getting hit with a really brutal barrage in close combat, because they have to dodge all the other scary <span class="glossaryitem" onmouseover='gp(85);'>LOS</span> in the army, leman russ and all that, but still somehow close on the squad, while staying beyond 12". And if we want them to be able to shoot and assault, <span class="glossaryitem" onmouseover='gp(269);'>id</span> much rather that be an order rather than a trait of the gun, as that would make more sense within the army's mechanics.<br /> <br /> <blockquote class="uncited"><div>For rending, I would argue that there are several ways of interpreting it and that rending is a representation of several different occurences. You said that, along with the fact that it's trying to represent the increased chance of hitting weak spots, it also has an easier time getting through thick armour. </div></blockquote> If i recall correctly, the 3 ways rending was explained was being able to cut through armor, having enough shots to hit a weak point, or being skilled enough to target a weak point, but all 3 of these variations can be explained with the modified lance mechanic. Bringing down the higher level armor shows them being able to target weak points or cleaving through heavier armor, while a re-roll on the lower armor's shows them having no trouble at all breaking through it to wound the model. <br /> <br /> And yes, a re-roll is much more powerful than a value increase or decrease, but thats the point of a re-roll besides requiring less math, rending is fairly rare rule and when it is given, it's typically given to a gun that is meant to straddle the line between anti-tank and anti-infantry, while on infantry its typically given to glass cannons, so it needs to be amazing to make up for their high-skill level and fragility.<br /> <br /> <blockquote class="uncited"><div>So it affects all armour as it should, however it has a BIGGER impact on BETTER armour. So it's still going to be good against low armours (your point about "If a enemy units defense value is equal to or lower than 4, the model may reroll wounds." but it's going to be MORE effective against heavy armour. However weapons with this specific rule are NOT going to have Power on their weapon stat, because having them on the same scale of 1-12 probably might not work since the target's Resilience is getting halved anyway. Open to refinement but I think this should work nicely!</div></blockquote> My problem with this is that i would argue that higher level armor should be affected less than lower level armor, because if im opening fire on a model with high armor with something like an assault cannon (<span class="glossaryitem" onmouseover='gp(123);'>str</span> 6, 4 shot, rending), sure that model is going to be treated as having lower armor because its likely to hit weak spots, but at least there is significant armor there for all the other shots, whereas a less armored model doesn't have that advantage, so far as those bullets are concerned, everywhere on that model is a weak spot, so its far more likely to be wounded. Similarly, if i have genestealers attack my terminators, sure they're going to be tearing through that armor (they do have diamond tipped claws after all) but there is thick and sturdy armor to be torn through, whereas my guardsman might as well be wearing a wet cardboard box as far as those claws are concerned, so he's gonna be sliced and diced. Plus halving armor means doing some math, which slows things down a bit.<br /> <br /> <blockquote class="uncited"><div>For <span class="glossaryitem" onmouseover='gp(20);'>CCWs</span>, I'd say that having a pistol AND a <span class="glossaryitem" onmouseover='gp(20);'>CCW</span> lowers the user's <span class="glossaryitem" onmouseover='gp(217);'>Sk</span> (Skill) for the <span class="glossaryitem" onmouseover='gp(20);'>CCW</span> attacks only, however the pistol can still shoot normally at the user's <span class="glossaryitem" onmouseover='gp(217);'>Sk</span>. This means that carrying only one <span class="glossaryitem" onmouseover='gp(20);'>CCW</span> is going to be better, and pistols/2nd <span class="glossaryitem" onmouseover='gp(20);'>CCWs</span> won't be mandatory. So: <br /> <br /> 1 <span class="glossaryitem" onmouseover='gp(20);'>CCW</span> or pistol: No change <br /> 2 <span class="glossaryitem" onmouseover='gp(20);'>CCWs</span>: -1 <span class="glossaryitem" onmouseover='gp(217);'>Sk</span> <br /> 1 <span class="glossaryitem" onmouseover='gp(20);'>CCW</span> and 1 pistol: -1 <span class="glossaryitem" onmouseover='gp(217);'>Sk</span> for <span class="glossaryitem" onmouseover='gp(20);'>CCW</span> attacks only. </div></blockquote> Im still really not on-board with having 2 melee weapons reducing weapon skill, i just dont see a point for it, and if i understand this correctly, is there any advantage to just having a close combat weapon? and idk i was never a huge fan of this direction, i just thought <span class="glossaryitem" onmouseover='gp(269);'>id</span> bring it up.<br /> <br /> <blockquote class="uncited"><div>For melee being the same Power as shooting, there is a chance for me to say that Power can't just mean brute force but also shredding/piercing/energy too. So yeah, bolters have a decent (at most) penetrating ability, and is quite potent if it does go through, but the kinetic energy in comparison isn't outstanding. So we give it P4. Compare that the Space Marine punch, which, with its momentum, the superhuman strength and the hefty power armour behind, can EASILY cause trauma and hemorrhaging even though it can't penetrate at all. <br /> <br /> I know it's just an example. but I wanna get across that it's not COMPLETELY insane, there is some logic to it, and so I feel like it's good as it is</div></blockquote> I would love for us to make a system involving different damage types and armor types and all that jazz, but we'd be straying painfully close to <span class="glossaryitem" onmouseover='gp(345);'>RPG</span> territory, and thered have to be all these rules about interactions between different types, and we'd probably need some sort of multi-stage resolution system to deal with all this. and the added bloat wouldn't really  be worth it. Plus, since we collapsed toughness and armor into defense, we also collapsed weapons strength and <span class="glossaryitem" onmouseover='gp(6);'>AP</span> together, so so trying to use differences in damage types and penetration doesn't really fly. And so far as bolters are concerned, yeah their penetration isn't amazing or anything, it is a big round so there's a lot of friction and resistance, but it has a diamond tip so that definitely helps. The kinetic energy statement is only partially right though; they're a gyro-jet design, so they perform in an opposite manner to bullets, in that they start off slow then speed up the longer they fly, so their kinetic energy close to the model would be fairly low, but far out itd be like being at close range to a normal gun. However, the kinetic energy is not the scary part of the bolter, its the explosive charge in it, so it penetrates in a bit, then blows the target apart from the inside, and explosions are far more powerful in enclosed spaces.<br /> <br />  It's this explosion and the accompanying shrapnel which is the scary part of the bolt, not the kinetic energy, and fluff even states that bolts are powerful enough to pick people up and throw them into a wall with the explosion, so i would definitely say they should be at least as powerful as a space marine punching, which fluff says can cave in a mans ribs with a punch. It's just  that it wouldn't make sense fluff wise to have these futuristic weapons be exactly as strong as or weaker than the model wielding them, and from a gameplay perspective, it could motivate people to move in for melee instead of shooting, because they're just as good at it. And if we make it so that 3 is a somewhat common weapon strength, we run into the problem of model being able to wield that weapon can't hurt something defense 8 or higher, such as terminators and monstrous creatures, which means that there is potential for entire groups of units to be rendered useless. This situation would make perfect sense for things like shotguns, and potentially shuriken weaponry, since these are weapons are going about damage very differently than is typical, as well as long-range lasguns since theyre supposed to be trash, but having that situation apply to as many units as it would would be frustrating at the very least.<br /> <br /> I also like having lasguns at strength 4, because it lets them be low with the laser rule, while setting up a nice and simple bump up to strength 5 for hellguns (upgraded lasguns), which in fluff are capable of seriously damaging and even penetrating power armor, so they would be on par with bolters.<br /> <br /> The shotgun thread has a cool idea on it about how to handle damage for shotguns and the like though, and it's basically the opposite of the laser rule, so every 6" you get closer to the target than max range you increase damage by 1, so a strength 3 shotgun would be 3 at 18", 4 at 12", and 5 at 6". Call it Shrapnel or something.<br /> <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 24 Sep 2013 23:13:59]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:New 40K ruleset</title>
				<description><![CDATA[ Definitely an interesting topic! I'm surprised with all of the griping and complaining about rules and balance there would be more support for a community driven or “open” set of rules. And with all of the tools these days for online collaboration and communication you figure it would be possible to make it happen too. Have you guys thought of moving on to something more than just a discussion forum?<br /> <br /> If I were to take a shot at this I'd probably start fresh and do a lot of groundwork before creating very simple baselines and rules. Then I'd have an easy to use online utility where testers could input their units and they would get a very simple print out of the entire rule system for their entire game (Maybe 1 sheet for the entire rule system with charts and rules etc, and 1 sheet with rules for the units). And then additionally there would be some sort of online form to submit the results. The results could be processed, viewed, discussed, etc.<br /> <br /> Of course that’s all easier said than done… <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Wed, 25 Sep 2013 19:35:47]]> GMT</pubDate>
				<author><![CDATA[ gravitywell]]></author>
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				<title>Re:New 40K ruleset</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Here's the thing though, imperial guardsman have always been about the weight of fire, not the strength of the individual guns. So having the lasgun be very weak at its maximum range actually makes a lot of sense, as the lasgun doesn't have to be very good at wounding, it just has to capable of wounding the target, the combination of massive numbers and officer orders will buff their shooting just by having them roll a ton of dice. But in the fluff, the really dangerous part of guardsman shooting is when they let them close in on the platoon, then let loose a massive barrage of fire that obliterates enemies getting close. So having their shooting be so much better within that 12" bubble acts as both an offensive and defensive problem, as they shouldn't close for assault, as their absolutely trash in melee, and if they move away, they won't be able to shoot. But the enemy has to think about how they can close that gap without getting hit with a really brutal barrage in close combat, because they have to dodge all the other scary <span class="glossaryitem" onmouseover='gp(85);'>LOS</span> in the army, leman russ and all that, but still somehow close on the squad, while staying beyond 12". And if we want them to be able to shoot and assault, <span class="glossaryitem" onmouseover='gp(269);'>id</span> much rather that be an order rather than a trait of the gun, as that would make more sense within the army's mechanics.</div></blockquote>I know but think about it, if your Guardsmen are absolute ravagers within 12", why would you ever stay at 24"? You argued that they need orders to do damage at long range, but couldn't they just use those orders to boost them EVEN more at short range? Geez, they'll have about a 300% damage increase if you factor in laser, rapid fire AND orders. And the thing is that they're so expendable, you would just march them up to 12" and wreak havoc with your 50 point jelly squad... So far, this is where I'm at:<br /> <br /> We scrap rapid fire for laser (like a replacement). We give them 2 shots to represent that the barrage of fire from all distances. But we give the P3 base, partly for balancing (their firepower can be augmented with other things) and partly because they're just lasguns.<blockquote class="uncited"><div>Bringing down the higher level armor shows them being able to target weak points or cleaving through heavier armor, while a re-roll on the lower armor's shows them having no trouble at all breaking through it to wound the model. </div></blockquote>Yeah but I think we need to split these occurences up, otherwise rending is gonna represent all of these, practically making it an all-round cleaver to anything. So one part of rending (as another rule) is going to show that it can hit weak points in armour (this is going to be given to snipers), this is going to be the "imagine -3" rule I'm ranting about (Hey...there could be a specific part of the rulebook which just makes it crystal clear on what these rules are and why they're like that!) <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> Another aspect of rending could be the ease of slicing through particularly heavy armour. Just an idea, maybe for each shot hit the armour is lowered by 1/2 or something?<br /> <br /> So for assault cannons I would say that although it doesn't have any specific capabilities to hit weak spots (other than being just a lot of shots in one weapon), it can be represented with the second part of rending.<blockquote class="uncited"><div>Im still really not on-board with having 2 melee weapons reducing weapon skill, i just dont see a point for it, and if i understand this correctly, is there any advantage to just having a close combat weapon? and idk i was never a huge fan of this direction, i just thought <span class="glossaryitem" onmouseover='gp(269);'>id</span> bring it up. </div></blockquote>Ehh well just to recap (don't want to get into this again) a warrior with two <span class="glossaryitem" onmouseover='gp(20);'>CCWs</span> is going to find it harder to handle both, so they get -1 <span class="glossaryitem" onmouseover='gp(217);'>Sk</span>, but they can block attacks more easily so they get +1 D. Also it softens up the damage brought from a second attack, and also preserves the warrior slightly more.<br /> <br /> Thank you for explaining what a bolt round does haha they're more fancy than I thought...But still I stand by the fact that boltguns would be most convenient at P4 and <span class="glossaryitem" onmouseover='gp(119);'>SM</span> punches hurt arguably more ( <img src="/s/i/a/504660322487159bb25fddaa475847a6.gif" border="0"> ) Whatever <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"><br /> <br /> The shotgun idea is cool, could we call it "Buckshot"? Since shrapnel confuses with bog-standard blast weapons.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> @gravitywell Welcome <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> Thanks for your input, although I don't see it possible in a million universes that we could fit it all on 1 page xD<br /> <br /> What do you mean by "more than a discussion forum"? haha]]></description>
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				<pubDate><![CDATA[Wed, 25 Sep 2013 22:29:08]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:New 40K ruleset</title>
				<description><![CDATA[ @Gravitywell<br /> Welcome to the thread! As for moving onto something more than a discussion forum, im assuming you mean a website, which while that would be awesome, i lack the know-how, skills, and frankly the money to do this. As for the functionality of setting up something like community and player test accounts and reports, again that would be awesome, but we are FAAAAR from ready to put out a ruleset that's ready for widescale testing. So far as setting up a 1 page rule outline with a 1 page unit spreadsheet, that would be nice for something like testing individual parts and small-medium level testing, but there's a lot more rules and information than we can fit on 1 page for a final release in the game, and we can't fit enough unit changes onto 1 page to really let players push and break the system like we'd want them to. I love the idea of gathering information and feedback like this though, hopefully we'll be able to implement this during testing phases further down the line, so thanks for the idea!<br /> <blockquote class="uncited"><div>The shotgun idea is cool, could we call it "Buckshot"? Since shrapnel confuses with bog-standard blast weapons.</div></blockquote> Much better name, but lets make sure we ask the poster to use that first, and give them credit for it somewhere.<br /> <blockquote class="uncited"><div>Ehh well just to recap (don't want to get into this again) a warrior with two <span class="glossaryitem" onmouseover='gp(20);'>CCWs</span> is going to find it harder to handle both, so they get -1 <span class="glossaryitem" onmouseover='gp(217);'>Sk</span>, but they can block attacks more easily so they get +1 D. Also it softens up the damage brought from a second attack, and also preserves the warrior slightly more. </div></blockquote> Yeah i remember the reasoning, i just disagree with it. I view the stat more as a "proficiency" kind of deal rather than a maximum capability, so they would definitely train to the point of proficiency. Gameplay wise, i just don't see it being powerful enough to warrant adding in a potentially complicating penalty, or a potentially complicating penalty with a corresponding complicating defense bonus.<br /> <blockquote class="uncited"><div>I know but think about it, if your Guardsmen are absolute ravagers within 12", why would you ever stay at 24"? You argued that they need orders to do damage at long range, but couldn't they just use those orders to boost them EVEN more at short range? Geez, they'll have about a 300% damage increase if you factor in laser, rapid fire AND orders. And the thing is that they're so expendable, you would just march them up to 12" and wreak havoc with your 50 point jelly squad... So far, this is where I'm at: </div></blockquote> But that 300% jump takes them from terrible to below average. A guardsman with the lasgun im talking about is hitting the average on a 5+, wounding on a 4+, so something like 1/6 shots are hitting, and they have 2 shots each at that range. If i recall correctly, most guardsman orders require them to be stationary (obviously excepting the one letting them move and still shoot), so using orders on the move is far less of a problem than you think it would be. So that 50 point guardsman squad of 10 guardsman would only be dealing 3.33 wounds against the average within 12 inches, thats only killing 1-2 models, and they had to close in on you to do that, meaning they either walked through your own return fire and assaulting units (likely to do WAY more damage than any lasgun) or had to buy a transport (which could easily double or even triple the cost of the squad), and you can only fit squads of 10 into the chimera, so thats going to push the costs way higher to field and move the same number of models. <br /> <br /> So in order to be scary within that 12" they have to have high numbers, and be able to use orders, which means they are on foot and didn't move. Also, they need to be in range of their command squad to make use of their orders, so that's a limit as well. Running the math, they can do something like 2.22 wounds under these conditions against the average within 24" , which is 66% of the damage they could make by closing in, minus the risk of having to get closer, and the risk on getting into melee, whereas within 12", using orders, rapid fire, and laser, they're doing 5 wounds on the average, which is pretty decent for a 50 point unit.<br /> <blockquote class="uncited"><div>We scrap rapid fire for laser (like a replacement). We give them 2 shots to represent that the barrage of fire from all distances. But we give the P3 base, partly for balancing (their firepower can be augmented with other things) and partly because they're just lasguns.</div></blockquote> But the math shows that doubling the shots is actually a buff, not a nerf, before all the other problems with what weapon type it should be is taken into account.<br /> <blockquote class="uncited"><div>the "imagine -3" rule I'm ranting about (Hey...there could be a specific part of the rulebook which just makes it crystal clear on what these rules are and why they're like that!) </div></blockquote> I will be the first one to admit, that this way of resolving things is totally accurate, it perfectly executes what it needs to do, both gameplay wise and according to logic. Unfortunately, it involves a lot of work, because you either have to have memorized the URC, or have to look it up, which is far more time consuming than a reroll or other effect, so I don't see it as a great solution. As for making a page to explain how this would work, that's exactly my problem with this direction, you need that page to explain how it would work rather than just seeing "oh its a reroll" or whatever.<br /> <blockquote class="uncited"><div>otherwise rending is gonna represent all of these, practically making it an all-round cleaver to anything.</div></blockquote> But isnt that exactly what rending is supposed to do? its a rare special rule, the only units and weapons i can think of that use it are genestealers, assault cannons, snipers, and the grey knight psycannon (which is basically an upgraded assault cannon), so i don't think its going to be easy to abuse or broken or anything, plus it makes sense logically for it to affect things this way.<br /> <blockquote class="uncited"><div>So for assault cannons I would say that although it doesn't have any specific capabilities to hit weak spots (other than being just a lot of shots in one weapon),</div></blockquote> The problem is that that ability to fire massive numbers of rounds is one of the core aspects of rending, so just brushing it aside like this doesn't sit well, and if it's ability is to hit weak spots, wouldn't the weak spot on a terminator be considered normal armor for a lot of other units?]]></description>
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				<pubDate><![CDATA[Wed, 25 Sep 2013 23:46:42]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:New 40K ruleset</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Much better name, but lets make sure we ask the poster to use that first, and give them credit for it somewhere. </div></blockquote>Sure, but I don't know what you recommended it from <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"><blockquote class="uncited"><div>Yeah i remember the reasoning, i just disagree with it. I view the stat more as a "proficiency" kind of deal rather than a maximum capability, so they would definitely train to the point of proficiency. Gameplay wise, i just don't see it being powerful enough to warrant adding in a potentially complicating penalty, or a potentially complicating penalty with a corresponding complicating defense bonus.</div></blockquote>Yeah but they would've trained more with one weapon, and their skill stat is supposed to represent their effective skill in normal circumstances. Gameplay wise, it does have an impact since you're changing their stats twice, that's theoretically more than a toughness buff from a bike, plus it's not that complicated, just 1 set of modifiers which will become second nature.<blockquote class="uncited"><div>But that 300% jump takes them from terrible to below average.</div></blockquote>But we can't make them absolutely terrible just to account for the fact that they're average at close range. We can't make them useless at 24", because otherwise there's almost always more incentive just to charge in and deal thrice the amount of damage.<br /> <br /> So a guardsman with a rapid fire laser lasgun would probably be 40% as effective the average shooter at long range, which amplifies to 95% at short range. If we remove rapid fire, we can soften such a large disparity by making long range fire slightly better and toning down short range firepower to suit such cheap units. So from 60% to 80% or something close to that seems good ^^<blockquote class="uncited"><div>I will be the first one to admit, that this way of resolving things is totally accurate, it perfectly executes what it needs to do, both gameplay wise and according to logic. Unfortunately, it involves a lot of work, because you either have to have memorized the URC, or have to look it up, which is far more time consuming than a reroll or other effect, so I don't see it as a great solution. As for making a page to explain how this would work, that's exactly my problem with this direction, you need that page to explain how it would work rather than just seeing "oh its a reroll" or whatever. </div></blockquote>I'm really happy you theoretically like it, and I know its not as pragmatic as other rules but all it needs is a small paragraph in the corner of the page explaining what and why it is what it is <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"><blockquote class="uncited"><div>But isnt that exactly what rending is supposed to do? its a rare special rule, the only units and weapons i can think of that use it are genestealers, assault cannons, snipers, and the grey knight psycannon (which is basically an upgraded assault cannon), so i don't think its going to be easy to abuse or broken or anything, plus it makes sense logically for it to affect things this way.</div></blockquote>Ohoho you don't play eldar xD What about all the pseudo rending special rules? They're not called rending but they function almost similarly. Eldar have bladestorm, monofilament, distort, plus sniper from ranger long rifles hahahaha. This is why I kinda wanna split it up since some of these don't really fulfill the complete meaning of rending.<blockquote class="uncited"><div>The problem is that that ability to fire massive numbers of rounds is one of the core aspects of rending</div></blockquote>But isn't there no difference between 10 shots from a whole unit and 10 shots from one gun?<blockquote class="uncited"><div>and if it's ability is to hit weak spots, wouldn't the weak spot on a terminator be considered normal armor for a lot of other units?</div></blockquote>Of course it would, which is why if you manage to hit a weak spot of a terminator his armour drops from 8 to 5 or 6.]]></description>
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				<pubDate><![CDATA[Thu, 26 Sep 2013 06:32:49]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:New 40K ruleset</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Yeah but they would've trained more with one weapon, and their skill stat is supposed to represent their effective skill in normal circumstances. Gameplay wise, it does have an impact since you're changing their stats twice, that's theoretically more than a toughness buff from a bike, plus it's not that complicated, just 1 set of modifiers which will become second nature.</div></blockquote> Exactly, skill in normal circumstances, they have that much skill in normal circumstances with any weapon they trained with. And yeah it's just one set of modifiers, but its a set of modifiers on top of everything else in a situation that doesn't really require them, and i don't like "its just one set of multipliers" as a justification, since if we did that for everything the game would drag on forever to work out all the numbers.<br /> <blockquote class="uncited"><div>But we can't make them absolutely terrible just to account for the fact that they're average at close range. We can't make them useless at 24", because otherwise there's almost always more incentive just to charge in and deal thrice the amount of damage. </div></blockquote> But they're doing over 2 wounds at 24" under these rules against the average, which isn't amazing, but thats before upgrades like grenade launchers and heavy weapon teams, and honestly, if you're hoping to get most of your wound output from lasgun guardsmen, you'd better be packing A LOT of them, othewise you have artillery, tanks, heavy weapons, special weapons, etc that do most of the damage, with lasgun guardsmen acting as wound shields and adding a bit more into the wound pool. Nothing you or i or any other designer trying to work on guardsmen is going to overcome is the fact that lasguns will never be serious wound dealers, its the special and heavy weapons that will be doing the most reliable damage, with lasguns being icing.<br /> <blockquote class="uncited"><div>Ohoho you don't play eldar xD What about all the pseudo rending special rules? They're not called rending but they function almost similarly. Eldar have bladestorm, monofilament, distort, plus sniper from ranger long rifles hahahaha. This is why I kinda wanna split it up since some of these don't really fulfill the complete meaning of rending.</div></blockquote> Nope, as i've said before, minimal eldar experience over here. Can you give me some examples of these rules? And so far as them being almost the same as rending just with different names...I don't really see why this would work against my version of rending, these units would just have their slightly modified version of it, as stated by their special rule, to where they only do one of the two effects like rerolling wounds against defenses lower than their strength or never treating armor as being above a set value, rather than the full blown rending situation. I actually like this direction as it would help with the eldar's "master of their field" mentality, so for instance (and correct me if im totally wrong on the unit names and uses) but striking scorpions being anti-horde units, they would get re-rolling wounds against models with defense equal to or lower than their strength, whereas howling banshees (anti-heavy infantry) would get the never count defense as being higher than (X), and power weapons to boot.<br /> <blockquote class="uncited"><div>But isn't there no difference between 10 shots from a whole unit and 10 shots from one gun?</div></blockquote> Yes but that's the logic of rending, not the application of it. Logically, they have tons of shots that can find a models weakpoint, but gameplay wise they just have a slightly higher than normal shot count, with rending to demonstrate this trait, as having an assault cannon be heavy 10 would be broken beyond belief and rapidly approaching apocalypse level weaponry.<br /> <blockquote class="uncited"><div>Of course it would, which is why if you manage to hit a weak spot of a terminator his armour drops from 8 to 5 or 6.</div></blockquote>But lets work this through by working with what rending is said to do in the fluff. Say an assault cannon can fire 10 rounds, of which 2 find a terminators weak point and proceed to try to wound him, with the rest being deflected or ignorable, on an equivalent ork model, every part of that ork counts as a weak spot so far as the bullets are concerned, and every one of them can try to wound him. Bringing that into gameplay, rending guns have much lower shot counts than the "filling the air with bullets to find a weak spot" method would really require (since doing so would be very very broken) so rending compensates to show the less armored models being shredded, since they dont have the armor or toughness to shrug off some of the attacks, while still bringing down higher armor to show the hits to weak points.<br /> <br /> <font color='olive'><b><u>EDIT:</u> </b>Also, i brought up my concern over players losing units without being able to roll, and thus feeling like they don't have a say in their units deaths. I saw on another post about a different game system a solution thats pretty nice: just let players roll to defend against the attackers strength instead of rolling to wound. It's the exact same probability and chances, the defending player just has a role in their units defense this way, because getting wounded on a 3+ is exactly the same as saving a hit on a 5+.</font>]]></description>
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				<pubDate><![CDATA[Fri, 27 Sep 2013 19:48:58]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:New 40K ruleset</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Exactly, skill in normal circumstances, they have that much skill in normal circumstances with any weapon they trained with. And yeah it's just one set of modifiers, but its a set of modifiers on top of everything else in a situation that doesn't really require them, and i don't like "its just one set of multipliers" as a justification, since if we did that for everything the game would drag on forever to work out all the numbers. </div></blockquote>Yeah but you want to show that they're better with one weapon, as they're inevitably had more training with just one weapon. And the modifier has a purpose, equally as much as any other modifier.<blockquote class="uncited"><div>But they're doing over 2 wounds at 24" under these rules against the average, which isn't amazing, but thats before upgrades like grenade launchers and heavy weapon teams, and honestly, if you're hoping to get most of your wound output from lasgun guardsmen, you'd better be packing A LOT of them, othewise you have artillery, tanks, heavy weapons, special weapons, etc that do most of the damage, with lasgun guardsmen acting as wound shields and adding a bit more into the wound pool. Nothing you or i or any other designer trying to work on guardsmen is going to overcome is the fact that lasguns will never be serious wound dealers, its the special and heavy weapons that will be doing the most reliable damage, with lasguns being icing. </div></blockquote>I acknowledge that, we can tweak the lasgun's overall effectiveness later, it's just I don't want there to be such an amazing gap between uselessness and ravagery.<blockquote class="uncited"><div>Yes but that's the logic of rending, not the application of it. Logically, they have tons of shots that can find a models weakpoint, but gameplay wise they just have a slightly higher than normal shot count, with rending to demonstrate this trait, as having an assault cannon be heavy 10 would be broken beyond belief and rapidly approaching apocalypse level weaponry. </div></blockquote>Yeah but remember the attacks a weapon gets is just a representation of actually a much larger number of rounds. So an Assault 4 would basically just mean it has a 4 x higher rate of fire than an Assault 1, which sounds good to me.<blockquote class="uncited"><div>Also, i brought up my concern over players losing units without being able to roll, and thus feeling like they don't have a say in their units deaths. I saw on another post about a different game system a solution thats pretty nice: just let players roll to defend against the attackers strength instead of rolling to wound. It's the exact same probability and chances, the defending player just has a role in their units defense this way, because getting wounded on a 3+ is exactly the same as saving a hit on a 5+.</div></blockquote>I'm impartial on this, I'm happy to let the defender roll as long as there are no downsides.]]></description>
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				<pubDate><![CDATA[Sat, 28 Sep 2013 08:34:31]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:New 40K ruleset</title>
				<description><![CDATA[ <blockquote class="uncited"><div>I'm impartial on this, I'm happy to let the defender roll as long as there are no downsides.</div></blockquote>glad to hear so, this was something that was really worrying me.<br /> <blockquote class="uncited"><div>I acknowledge that, we can tweak the lasgun's overall effectiveness later, it's just I don't want there to be such an amazing gap between uselessness and ravagery.</div></blockquote> But having them be assault or 2 shot just flat out doesn't work with the mechanics of the guard. One option that would be a bit fluffy would be to offer an upgrade like "overcharged las-packs" which in fluff is said to increase the power of lasweaponry, at the cost of serious damage to components. I think Hellguns are based off this idea, just made with better components so that they don't break down when using overcharged las-packs. So maybe this upgrade would let the Lasgun act as <span class="glossaryitem" onmouseover='gp(123);'>str</span> 4 out to 24". This way we can have the Lasguns be pretty weak, but a decently costed upgrade ( say 15 or 20 points per squad) would let them be more effective at 24".<br /> <blockquote class="uncited"><div>Yeah but remember the attacks a weapon gets is just a representation of actually a much larger number of rounds. So an Assault 4 would basically just mean it has a 4 x higher rate of fire than an Assault 1, which sounds good to me.</div></blockquote> except that this logic doesn't hold up, because it's also 4 times the fire rate of single shot weaponry, whereas the assault cannon is the <span class="glossaryitem" onmouseover='gp(3);'>40K</span> equivalent of a mini-gun, which can fire 6000 rounds a minute. Rending is there to show this has a much higher fire rate, and thusly a much higher chance to wound, than an equivalent shot weapon so far as stats are concerned, because doing otherwise wouldn't support how rending works and be incredibly unbalanced.]]></description>
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				<pubDate><![CDATA[Sat, 28 Sep 2013 16:11:30]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:New 40K ruleset</title>
				<description><![CDATA[ <blockquote class="uncited"><div>glad to hear so, this was something that was really worrying me. </div></blockquote>then again, we have to be careful we don't run into any issues with this.<blockquote class="uncited"><div>But having them be assault or 2 shot just flat out doesn't work with the mechanics of the guard. One option that would be a bit fluffy would be to offer an upgrade like "overcharged las-packs" which in fluff is said to increase the power of lasweaponry, at the cost of serious damage to components. I think Hellguns are based off this idea, just made with better components so that they don't break down when using overcharged las-packs. So maybe this upgrade would let the Lasgun act as <span class="glossaryitem" onmouseover='gp(123);'>str</span> 4 out to 24". This way we can have the Lasguns be pretty weak, but a decently costed upgrade ( say 15 or 20 points per squad) would let them be more effective at 24".</div></blockquote>oh sorry if I didn't make it clear, I am fine with it being 1 shots, 2 shots, P3, P4, anything, as long as being 12" away isn't an absolutely HUGE difference compared to being 13" away.<blockquote class="uncited"><div>except that this logic doesn't hold up, because it's also 4 times the fire rate of single shot weaponry, whereas the assault cannon is the <span class="glossaryitem" onmouseover='gp(3);'>40K</span> equivalent of a mini-gun, which can fire 6000 rounds a minute. Rending is there to show this has a much higher fire rate, and thusly a much higher chance to wound, than an equivalent shot weapon so far as stats are concerned, because doing otherwise wouldn't support how rending works and be incredibly unbalanced.</div></blockquote>Well, since it's 6 barreled, we'll give it 6 shots. Is this satisfactory?]]></description>
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				<pubDate><![CDATA[Sat, 28 Sep 2013 16:47:39]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:New 40K ruleset</title>
				<description><![CDATA[ <blockquote class="uncited"><div>then again, we have to be careful we don't run into any issues with this.</div></blockquote> it's exactly the same math, just done in the opposite direction. The only issue is dice changing hands and that's not an issue at the moment so it shouldn't be under the new system<br /> <br /> <blockquote class="uncited"><div>Well, since it's 6 barreled, we'll give it 6 shots. Is this satisfactory?</div></blockquote> I do think assault cannons should be 6 shots, but I'm talking about the rending rule overall, assault cannons are just an easy example gun for me to use with this. Just increasing shots doesn't represent rending effects properly, because it functions the same as a high shot weapon, rather than a rending gun. Yes rending guns should be higher shots than normal, but they need to bring down armor and wound more often instead of being just a ludicrous amount of shots<br /> <br /> Also I thought of a problem with using alternating phases over alternating activations, it doesn't prevent alpha strike tactics, so something to think about.<br /> <br /> <blockquote class="uncited"><div>oh sorry if I didn't make it clear, I am fine with it being 1 shots, 2 shots, P3, P4, anything, as long as being 12" away isn't an absolutely HUGE difference compared to being 13" away.</div></blockquote> But every rapidfire gun has a huge jump from 13 to 12", it's just the nature of the weapon type. Laser just makes it's a more distinct difference, but offering an upgrade to counteract this difference is a better way, we can show lasguns being weak and underpowered, while allowing them to be more powerful if the player is willing to pay for it. We could even make it an upgrade on their command squads for much more points than it would be on individual squads to show it's an order from the platoons officers, while pushing players to take more than minimum size squads to make the upgrade worthwhile. Maybe make an option for the company command squad that does this for the whole army for a ridiculous amount of points, but proportionally less than having it done on every platoon command squad.]]></description>
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				<pubDate><![CDATA[Sat, 28 Sep 2013 17:22:17]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:New 40K ruleset</title>
				<description><![CDATA[ <blockquote class="uncited"><div>it's exactly the same math, just done in the opposite direction. The only issue is dice changing hands and that's not an issue at the moment so it shouldn't be under the new system </div></blockquote>Ok well I've run into one problem, how do we convert special rules that concern the To Wound roll?<blockquote class="uncited"><div>I do think assault cannons should be 6 shots, but I'm talking about the rending rule overall, assault cannons are just an easy example gun for me to use with this. Just increasing shots doesn't represent rending effects properly, because it functions the same as a high shot weapon, rather than a rending gun. Yes rending guns should be higher shots than normal, but they need to bring down armor and wound more often instead of being just a ludicrous amount of shots </div></blockquote>Well are assault cannons rending though? They've not got special rounds.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> HEY! I just thought of a way to make re-rolls better. Surely there can't be any argument about this. Instead of making rerolls scale off the existing roll to hit/wound, we just give it its own value to succeed. This means we can define the power of rerolls ourselves; we can include more rerolls because now you can tweak how powerful they are. It also means we can balance out rerolls with special rule modifiers.<br /> <br /> So something like the Target Acquired! command won't just be a +1 Mk command, instead it will grant you a 5+ reroll To Hit.<br /> <br /> Similarly:<br /> <br /> Seasoned Marksman - A model with this special rule gains a 5+ Attack reroll when shooting.<br /> Sharpshooter - A model with this special rule gains a 4+ Attack reroll when shooting<br /> Nimble Fighter - A model with this special rule gains a 6+ Defense reroll whilst in combat.<br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sun, 29 Sep 2013 11:57:58]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:New 40K ruleset</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Ok well I've run into one problem, how do we convert special rules that concern the To Wound roll?</div></blockquote> well if they do something like poison (1) where they get to reroll to-wound rolls of 1, it becomes poison (6) defending player must reroll defense saves of 6. <br /> <blockquote class="uncited"><div>HEY! I just thought of a way to make re-rolls better. Surely there can't be any argument about this. Instead of making rerolls scale off the existing roll to hit/wound, we just give it its own value to succeed. This means we can define the power of rerolls ourselves; we can include more rerolls because now you can tweak how powerful they are. It also means we can balance out rerolls with special rule modifiers. <br /> <br /> So something like the Target Acquired! command won't just be a +1 Mk command, instead it will grant you a 5+ reroll To Hit. <br /> <br /> Similarly: <br /> <br /> Seasoned Marksman - A model with this special rule gains a 5+ Attack reroll when shooting. <br /> Sharpshooter - A model with this special rule gains a 4+ Attack reroll when shooting <br /> Nimble Fighter - A model with this special rule gains a 6+ Defense reroll whilst in combat. </div></blockquote> very interesting direction, I'm not sure we want this to be the universal law though, because having the reroll be dependent on the model means that it's based on their stats, a reroll for my inquisitorial sniper assassin at <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 8 should be a much higher reroll than a guardsman sniper at <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 3.<br /> <br /> That being said, I think there are definitely ways to use this in exciting ways. On things like orders, this would be a godsend, as it gives us much better control over these rerolls and effects.<br /> <br /> <blockquote class="uncited"><div>Well are assault cannons rending though? They've not got special rounds.</div></blockquote> yup assault cannon is heavy 4 rending 24", they have the "fill the air with bullets" type of rending. And they kinda do have special rounds, i don't think its ever been fleshed out much, but it's implied they fire diamond bullets.]]></description>
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				<pubDate><![CDATA[Sun, 29 Sep 2013 16:11:13]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:New 40K ruleset</title>
				<description><![CDATA[ <blockquote class="uncited"><div>well if they do something like poison (1) where they get to reroll to-wound rolls of 1, it becomes poison (6) defending player must reroll defense saves of 6. </div></blockquote>yup something like that<blockquote class="uncited"><div>very interesting direction, I'm not sure we want this to be the universal law though, because having the reroll be dependent on the model means that it's based on their stats, a reroll for my inquisitorial sniper assassin at <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 8 should be a much higher reroll than a guardsman sniper at <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 3. <br /> <br /> That being said, I think there are definitely ways to use this in exciting ways. On things like orders, this would be a godsend, as it gives us much better control over these rerolls and effects. </div></blockquote>Give your vindicare a special rule which makes him gain a 2+ Attack reroll.<blockquote class="uncited"><div>yup assault cannon is heavy 4 rending 24", they have the "fill the air with bullets" type of rending. And they kinda do have special rounds, i don't think its ever been fleshed out much, but it's implied they fire diamond bullets.</div></blockquote>No <span class="glossaryitem" onmouseover='gp(84);'>lol</span>, I know they're rending in the game, I just want to ask you if you think they personally should be.<br /> <br /> The thing is that your justification for giving assault cannons rending is that you wanna represent their rate of fire. Well, why not just: a) give them more bullets in the first place or b)have a special rule which doubles the number of hits.<br /> <br /> I find b) is futile, it would be much more fun just rolling 6 dice.]]></description>
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				<pubDate><![CDATA[Sun, 29 Sep 2013 16:26:16]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:New 40K ruleset</title>
				<description><![CDATA[ <blockquote class="uncited"><div>No <span class="glossaryitem" onmouseover='gp(84);'>lol</span>, I know they're rending in the game, I just want to ask you if you think they personally should be. <br /> <br /> The thing is that your justification for giving assault cannons rending is that you wanna represent their rate of fire. Well, why not just: a) give them more bullets in the first place or b)have a special rule which doubles the number of hits. </div></blockquote> I'd think they should have rending, it's the entire point off that gun, its not very good otherwise, because other weapons do anything it tries to do better, rending is what makes it a solid jack of all trades gun. And it goes back to the difference between a gun thats meant to have a really high rate of fire, vs one that has more shots than average but is a rending gun. The punisher Gatling cannon on the Leman Russ is meant to have a ridiculously high rate of fire, but the assault cannon isn't meant to be used like that, its a middle of the road compromise on every use, it's ok at killing hordes, heavy infantry, light vehicles, and has a chance to damage heavy vehicles, which just having a high rate of fire doesn't accomplish, it needs rending. And yes just having it double the hits would be silly and weird.<br /> <br /> <blockquote class="uncited"><div>Give your vindicare a special rule which makes him gain a 2+ Attack reroll.</div></blockquote> Its just an example, but this situation would happen with all the assassins, not to mention with independant characters who typically have higher stats than rank and file models. My chapter master should not have the same reroll chance as a scout, etc etc. There's just a lot of situations where having it be a flat value wouldn't make sense, it's a similar argument to your opposition to having "on a roll of 6" rules in that they're not accurate.<br /> <br /> Do I think there are distinct uses where this would work perfectly? Yes absolutely, and lets look into where this would work best, but having it as the rule of law concerning re-rolls, i dont think its suited to that role.]]></description>
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				<pubDate><![CDATA[Sun, 29 Sep 2013 17:32:22]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:New 40K ruleset</title>
				<description><![CDATA[ <blockquote class="uncited"><div>I'd think they should have rending, it's the entire point off that gun, its not very good otherwise, because other weapons do anything it tries to do better, rending is what makes it a solid jack of all trades gun. And it goes back to the difference between a gun thats meant to have a really high rate of fire, vs one that has more shots than average but is a rending gun. The punisher Gatling cannon on the Leman Russ is meant to have a ridiculously high rate of fire, but the assault cannon isn't meant to be used like that, its a middle of the road compromise on every use, it's ok at killing hordes, heavy infantry, light vehicles, and has a chance to damage heavy vehicles, which just having a high rate of fire doesn't accomplish, it needs rending.</div></blockquote>So you're saying you only want to keep rending to make it an all-rounder gun? I see, now how about this which should please both of us. We keep it at a solid power of 5, and we give it 6 rounds. Let's see, it's effective against heavy infantry (not bad), more so with light infantry (very good), and it's pretty good against light vehicles (it's wounding on a 6+, but that's what it should be - a large number of bullets that each have a small chance of penetrating). That eliminates the need for rending, it keeps it a solid weapon, and it feels good, like an Imperial scatter laser.<blockquote class="uncited"><div>And yes just having it double the hits would be silly and weird.</div></blockquote>It's funny you would say that because that's effectively what you were planning with the "storm" special rule. Storm would work well here, but once again I think having a larger number of shots is just intuitive and easy.<blockquote class="uncited"><div>Its just an example, but this situation would happen with all the assassins, not to mention with independant characters who typically have higher stats than rank and file models. My chapter master should not have the same reroll chance as a scout, etc etc. There's just a lot of situations where having it be a flat value wouldn't make sense, it's a similar argument to your opposition to having "on a roll of 6" rules in that they're not accurate.</div></blockquote>I thought about this for a second, and then I realised this: The reason why I don't want the reroll to scale off the existing roll is because it makes the existing roll twice as potent, much like a power fist (which is why power fists should not double anymore, instead just give +4 P or something). The reason why it isn't the same as the "on a roll of 6" issue is because you're not disregarding the existing value at all. On the contrary, it isn't the same as power fists either because you're not REGARDING the existing value as much.<br /> <br /> Can you see what I'm trying to get here? This reroll mechanic is sort of in between the "on a roll of 6" and power fists:<br /> <br /> On a roll of 6: disregards existing value<br /> Power fists: doubles existing value (i.e. scales too much)<br /> My rerolls: DOES NOT disregard existing value, however does not make it too influential either; you're keeping the existing value, but making it laterally stronger (since all units benefit the same way).<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sun, 29 Sep 2013 18:10:26]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:New 40K ruleset</title>
				<description><![CDATA[ <blockquote class="uncited"><div>It's funny you would say that because that's effectively what you were planning with the "storm" special rule. Storm would work well here, but once again I think having a larger number of shots is just intuitive and easy.</div></blockquote> I beg to differ, straight doubling of hits vs rolling for an extra hit are very different, but yeah i havn't been able to get that streamlined, so <span class="glossaryitem" onmouseover='gp(269);'>id</span> say just give weapons that would have gotten Storm (Storm Bolters etc) Suppression (2) instead. It isn't really helping make these weapons more viable choices than any of the others though, so ill keep at it.<br /> <br /> <blockquote class="uncited"><div>I thought about this for a second, and then I realised this: The reason why I don't want the reroll to scale off the existing roll is because it makes the existing roll twice as potent, much like a power fist (which is why power fists should not double anymore, instead just give +4 P or something). The reason why it isn't the same as the "on a roll of 6" issue is because you're not disregarding the existing value at all. On the contrary, it isn't the same as power fists either because you're not REGARDING the existing value as much. <br /> Can you see what I'm trying to get here? This reroll mechanic is sort of in between the "on a roll of 6" and power fists: <br /> On a roll of 6: disregards existing value <br /> Power fists: doubles existing value (i.e. scales too much) <br /> My rerolls: DOES NOT disregard existing value, however does not make it too influential either; you're keeping the existing value, but making it laterally stronger (since all units benefit the same way). </div></blockquote> Except that it is exactly the same problem as "on the roll of 6", because you are disregarding the units stats for the reroll. If my chapter master and scout marine can both reroll for a 5+, how is that any different than my gaunt and my tyrannofex both being able to wound anything on a roll of 6? And yes, rerolling is incredibly powerful, but its also quite rare, how many units get rerolls? You typically need a special weapon upgrade, twin-linking, or a special rule / character, all of which are difficult to come by for the majority of units. Also, i don't really see what the problem with doubling strength for powerfists is, it's a nice proportional improvement with appropriate costs, penalties, and bonuses. It also makes sense, my guardsman wielding a powerfist can only have his strength augmented so much, as compared to my space marine wielding one. If you make it a flat +4, it means that it improves every model exactly the same extent, which doesn't make as much sense for a powerfist as it does something like a power weapon, not to mention its kinda abandoning that weapons one interesting trait that sets it apart from other weapons.<br /> <br /> If you absolutely want to change the re-roll system, maybe find a way to adapt the old way of rerolling basic stats (if you had <span class="glossaryitem" onmouseover='gp(14);'>BS</span> over 5 for instance) and improve and expand on it, because this way it's still proportional to the units stats, while not being as insane of an improvement.<br /> <br /> <blockquote class="uncited"><div>So you're saying you only want to keep rending to make it an all-rounder gun? I see, now how about this which should please both of us. We keep it at a solid power of 5, and we give it 6 rounds. Let's see, it's effective against heavy infantry (not bad), more so with light infantry (very good), and it's pretty good against light vehicles (it's wounding on a 6+, but that's what it should be - a large number of bullets that each have a small chance of penetrating). That eliminates the need for rending, it keeps it a solid weapon, and it feels good, like an Imperial scatter laser.</div></blockquote> I don't really like it under these rules, it's just not what the assault cannon is really trying to be. I don't mind it having less shots as much, so long as it has higher power, so it has a decent chance of damaging light vehicles, and be possible to damage higher armor tanks, and having it be very good against hordes is not the point of it, there are already much better choices for this role. It needs to be decent at everything but hurting high value tanks. Putting higher shots on this (say 6 instead of 4) would mean a fairly high points increase, but as they're typically cheap upgrades at the moment, i don't think thatd be too big a problem, because its competitiors are Heavy Flamer (Pure-anti-infantry/horde), Heavy Bolter (suppression/long range anti-troops/ light anti-tank), Lacannon (Heavy anti-tank), Multi-melta (Short range anti-tank), Plasma-cannon (anti-Heavy Infantry), and autocannon (moderate anti-tank). It can do a bit of everything, but a bit of everything can cost a bit more, versatility is worth it.<br /> <br /> Also, ive been thinking this problem over for a while; space marines are Defense 6, which means they can only be double wounded by strength 12 guns...which are rare...so we have to figure out how to handle this. I see 3 options:<br /> 1) give them a special rule that says they can be double wounded by strength 10 weapons (bit weird and would flow like a river of bricks)<br /> 2) Increase the points cost a ton, so 18ish range for standard troops<br /> 3) Keep their points around the 16ish range, and make their upgrades more expensive, an extra 5-10 points here and there will go a long way to bumping up the costs. Get rid of the free special and heavy weapons for tactical squads, which was always a bit dumb.<br />  ]]></description>
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				<pubDate><![CDATA[Sun, 29 Sep 2013 20:15:06]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:New 40K ruleset</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Except that it is exactly the same problem as "on the roll of 6", because you are disregarding the units stats for the reroll.</div></blockquote>Except that it's not. You ARE KEEPING the existing value, you get to use that, it's not gone, it doesn't disappear, all you're doing is adding on something. This is EXACTLY THE SAME effect as a flat modifier, such as +1 or +2. The problem with having it scale off the existing value is that it STRETCHES the whole value line-up, meaning that the variety we worked so hard to achieve becomes blurred and unbalanced.<blockquote class="uncited"><div>And yes, rerolling is incredibly powerful, but its also quite rare, how many units get rerolls? </div></blockquote>To be honest it isn't "quite rare", I would say it's between uncommon and rare. If we balance rerolls, we can use them much more extensively, almost to the same level as flat modifiers are being used. In my previous previous post, I said "This means we can define the power of rerolls ourselves; we can include more rerolls because now you can tweak how powerful they are. It also means we can balance out rerolls with special rule modifiers." It means we WON'T be seeing as much of the bland maths stuff, which for me is a big win.<blockquote class="uncited"><div>Also, ive been thinking this problem over for a while; space marines are Defense 6, which means they can only be double wounded by strength 12 guns...which are rare...so we have to figure out how to handle this. I see 3 options: <br /> 1) give them a special rule that says they can be double wounded by strength 10 weapons (bit weird and would flow like a river of bricks) <br /> 2) Increase the points cost a ton, so 18ish range for standard troops <br /> 3) Keep their points around the 16ish range, and make their upgrades more expensive, an extra 5-10 points here and there will go a long way to bumping up the costs. Get rid of the free special and heavy weapons for tactical squads, which was always a bit dumb. </div></blockquote>This irritates me as it shows that we aren't really on the same wavelength. Once again I want to stress that doubling any sort of value is going to have adverse effects. This is why I'm planning on something so that you take one extra wound for every three that the aggressor's Power surpasses the target's Resilience. So in fact Marines will be getting triple wounded by P12; you can't argue with that, and they get double wounded by P9, which is absolutely reasonable, since P9 is getting into melta level.<blockquote class="uncited"><div>It can do a bit of everything, but a bit of everything can cost a bit more, versatility is worth it.</div></blockquote>So let's see, with 6 shots at P5 you are:<br /> <br /> Doing great against hordes (almost as good as a flamer)<br /> Doing a decent job at what a Heavy Bolter would do, at a shorter range with more firepower<br /> Not doing the job of lascannons (that's a good thing)<br /> Kinda doing the job of melta/plasma, but in a different way<br /> Being a "little brother" to the autocannon whose field is more in the anti-medium armour range (this is GOOD).]]></description>
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				<pubDate><![CDATA[Sun, 29 Sep 2013 21:42:47]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:New 40K ruleset</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Once again I want to stress that doubling any sort of value is going to have adverse effects. This is why I'm planning on something so that you take one extra wound for every three that the aggressor's Power surpasses the target's Resilience. So in fact Marines will be getting triple wounded by P12; you can't argue with that, and they get double wounded by P9, which is absolutely reasonable, since P9 is getting into melta level.</div></blockquote> I would argue that doubling doesn't necessarily cause adverse effects, but i like this direction for causing additional wounds a lot more than doubling. The way this system works already has some exciting ideas going in my head.<br /> <blockquote class="uncited"><div>Except that it's not. You ARE KEEPING the existing value, you get to use that, it's not gone, it doesn't disappear, all you're doing is adding on something. This is EXACTLY THE SAME effect as a flat modifier, such as +1 or +2. The problem with having it scale off the existing value is that it STRETCHES the whole value line-up, meaning that the variety we worked so hard to achieve becomes blurred and unbalanced.</div></blockquote> But that 5+ doesn't improve  things equally, to a guardsman hitting on a 5+, that 5+ re-roll is awesome, to a chapter master that 5+ reroll is garbage. Something that takes a units stats into mind will work better for these rerolls, because twin-linking, master-crafting, etc are not some magical trait where the weapon jumps out of the users hands to go attack the enemy, it complements the wielder. If i gave the same master-crafted relic blade to a guardsman and my chapter master, my chapter-master is going to be able to make better use of that master-crafted trait than a guardsman will, because he is a better combatant. I'm not saying it has to be "I need a 2+ to hit, then my re-roll is 2+" but it cannot be a flat value. Yes, flat values can be used, to great effect even, but they cannot be the rule of law, it just doesn't make sense realistically.<br /> <blockquote class="uncited"><div>If we balance rerolls, we can use them much more extensively, almost to the same level as flat modifiers are being used. In my previous previous post, I said "This means we can define the power of rerolls ourselves; we can include more rerolls because now you can tweak how powerful they are. It also means we can balance out rerolls with special rule modifiers." It means we WON'T be seeing as much of the bland maths stuff, which for me is a big win.</div></blockquote> Exactly, this is a great reason to use flat rerolls, but they have to used sparingly where they make sense. Negative rerolls (rerolling saves and rerolling hits) wouldn't work very well as flat rerolls, because it's still up to the model's skill to deal with hitting targets, and the models armor and toughness to save wounds, throwing a 5+ down for these would be awkward and frustrating for models better than that 5, and could actually be a serious buff to others. Orders are probably the first place to look at putting flat rerolls in, because this is probably where they would mechanically make the most sense to be.<br /> <blockquote class="uncited"><div>So let's see, with 6 shots at P5 you are: <br /> Doing great against hordes (almost as good as a flamer) <br /> Doing a decent job at what a Heavy Bolter would do, at a shorter range with more firepower <br /> Not doing the job of lascannons (that's a good thing) <br /> Kinda doing the job of melta/plasma, but in a different way <br /> Being a "little brother" to the autocannon whose field is more in the anti-medium armour range (this is GOOD).</div></blockquote> Except that being the strength of a bolter cripples it for whatever purpose it was trying to accomplish. It needs to be higher strength, otherwise it will never be able to affect vehicles. Something like strength 7/8, heavy 4, rending 24" would be a direct port from the old stats, <span class="glossaryitem" onmouseover='gp(269);'>id</span> like to see it at  heavy 6, but honestly, <span class="glossaryitem" onmouseover='gp(269);'>id</span> rather it have less shots and rending + strength than high # of shots.]]></description>
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				<pubDate><![CDATA[Sun, 29 Sep 2013 22:30:08]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:New 40K ruleset</title>
				<description><![CDATA[ <blockquote class="uncited"><div>But that 5+ doesn't improve things equally, to a guardsman hitting on a 5+, that 5+ re-roll is awesome, to a chapter master that 5+ reroll is garbage. Something that takes a units stats into mind will work better for these rerolls, because twin-linking, master-crafting, etc are not some magical trait where the weapon jumps out of the users hands to go attack the enemy, it complements the wielder. If i gave the same master-crafted relic blade to a guardsman and my chapter master, my chapter-master is going to be able to make better use of that master-crafted trait than a guardsman will, because he is a better combatant. I'm not saying it has to be "I need a 2+ to hit, then my re-roll is 2+" but it cannot be a flat value. Yes, flat values can be used, to great effect even, but they cannot be the rule of law, it just doesn't make sense realistically.</div></blockquote>I can see where you're coming from but right now our game is a game of comparison. Well you say, why does this matter? It means that it makes the difference it stats MUCH MORE important, in fact twice as important, as effective. It's extremely hard to explain but the idea is clear in my head:<br /> <br /> If it's a 4 against a 4, it's a rerollable 4+.<br /> It it's a 5 against a 4, it's a rerollable 3+.<br /> <br /> So you've AMPLIFIED the difference between them, when they should be the same. Once again it's really hard to explain but I hope you understand my argument...<blockquote class="uncited"><div>Except that being the strength of a bolter cripples it for whatever purpose it was trying to accomplish. It needs to be higher strength, otherwise it will never be able to affect vehicles. Something like strength 7/8, heavy 4, rending 24" would be a direct port from the old stats, <span class="glossaryitem" onmouseover='gp(269);'>id</span> like to see it at heavy 6, but honestly, <span class="glossaryitem" onmouseover='gp(269);'>id</span> rather it have less shots and rending + strength than high # of shots.</div></blockquote>I'm pretty sure I still want bolters to be P4, unless you can find a quote of me saying otherwise...<br /> <br /> I've actually been wanting for a long time to further extend the stat range to 15, and make the infantry average 5. Because our new comparison chart leaves room for more variety, I've been trying to use this variety, however the chart is spreading the value combinations too much for the scale of 12 to handle.<br /> <br /> In current <span class="glossaryitem" onmouseover='gp(3);'>40k</span> the average value for infantry lies approximately a third of the way up the whole scale (about 3.3). With the new scale, where 4 is the average, it is still a third of the way up, but the infantry average values are at the moment able to clearly reach what should be basically unreachable values (because of the comparison chart). So I'm trying to make the stat range proportionate to the comparison chart, as right now I'm finding that the stat range is restricting the room that the comparison chart gives us.<br /> <br /> There shouldn't be any clear objections, and widening the range means we can broaden the class where vehicles and monstrous creatures lie.]]></description>
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				<pubDate><![CDATA[Mon, 30 Sep 2013 17:47:51]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:New 40K ruleset</title>
				<description><![CDATA[ <blockquote class="uncited"><div>I can see where you're coming from but right now our game is a game of comparison. Well you say, why does this matter? It means that it makes the difference it stats MUCH MORE important, in fact twice as important, as effective. It's extremely hard to explain but the idea is clear in my head: <br /> <br /> If it's a 4 against a 4, it's a rerollable 4+. <br /> It it's a 5 against a 4, it's a rerollable 3+. <br /> <br /> So you've AMPLIFIED the difference between them, when they should be the same. Once again it's really hard to explain but I hope you understand my argument...</div></blockquote> i don't really understand what you mean, can you try to clarify? But even if we'd do something as simple as "you take a reroll on 1 less value than you would have rolled otherwise" so a 3+ becomes a 4+ on a reroll, a 4+ becomes a 5+ on the reroll etc, so the units stats are taken into account for the reroll, but it's still less potent than it would be normally. Re-rolls are for the most part meant to radically change the roll (twin-linked, Mastercrafted, etc), it's the other cases when a radical change is not what we want, but rather a streamlined modifier effect, when we should bring flat rerolls in.<br /> <br /> <blockquote class="uncited"><div>I'm pretty sure I still want bolters to be P4, unless you can find a quote of me saying otherwise... </div></blockquote>and I still want them at power 5, with "weaker" guns at power 4, because it doesn't make sense relative to Melee values otherwise.<br /> <br /> <blockquote class="uncited"><div>I've actually been wanting for a long time to further extend the stat range to 15, and make the infantry average 5. Because our new comparison chart leaves room for more variety, I've been trying to use this variety, however the chart is spreading the value combinations too much for the scale of 12 to handle. <br /> <br /> In current <span class="glossaryitem" onmouseover='gp(3);'>40k</span> the average value for infantry lies approximately a third of the way up the whole scale (about 3.3). With the new scale, where 4 is the average, it is still a third of the way up, but the infantry average values are at the moment able to clearly reach what should be basically unreachable values (because of the comparison chart). So I'm trying to make the stat range proportionate to the comparison chart, as right now I'm finding that the stat range is restricting the room that the comparison chart gives us. </div></blockquote> I don't really understand where this would take things, or allow improvements. There's always going to be restrictions in the game, if we want to alleviate these restrictions, the best way to do this would be to use larger dice for more variable effects, rather than increasing the value ranges. But I think the current numbers match up very well, the infantry average is 4 (1/3 of the max) while the highest value possible for normal infantry is a 6 (1/2 of the max, comparable to a 5 in the current system). <br /> <br /> <blockquote class="uncited"><div>There shouldn't be any clear objections, and widening the range means we can broaden the class where vehicles and monstrous creatures lie.</div></blockquote> but we have plenty of range for mostrous creatures, defense 7 minimum with lots of wounds and maybe the bonus saves against infantry weapons is a pretty solid way to represent monsters. I am concerned about the lack of values we can use for vehicles and still have Bolter level weaponry affect them (9-12 instead of 10-14, so one less value, and ideally I'd like to have 6 values possible for vehicles instead of 5) but I don't think just raising values is going to let us accomplish this, without a pretty serious adjustment of the URC, which I think is pretty perfect as is, I don't think adding more repeated values will improve anything, and will probably make things worse. Absolute worse case scenario is we go back to the old way of resolving vs vehicles, which is inconsistent with everything else, but there are so many different rules concerning tanks that this might be necessary to get them working right.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 30 Sep 2013 19:13:41]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:New 40K ruleset</title>
				<description><![CDATA[ <blockquote class="uncited"><div>i don't really understand what you mean, can you try to clarify? But even if we'd do something as simple as "you take a reroll on 1 less value than you would have rolled otherwise" so a 3+ becomes a 4+ on a reroll, a 4+ becomes a 5+ on the reroll etc, so the units stats are taken into account for the reroll, but it's still less potent than it would be normally. Re-rolls are for the most part meant to radically change the roll (twin-linked, Mastercrafted, etc), it's the other cases when a radical change is not what we want, but rather a streamlined modifier effect, when we should bring flat rerolls in. </div></blockquote>Ok, how about this. Power 4 is obviously better than P3, but not that much better. If they were to shoot at an R3 target, the P4 weapon would come out on top by a fair amount. However, if they both had rerolls, the P4 weapon comes out on top by an UNfair amount, a sizeable margin, even though it shouldn't be benefitting any more than the P3 one. You could apply this to any situation with the stat comparisons and you'll find that it doesn't work optimally. For example, you said that a commander could bring much more with a strong weapon than a flimsy trooper because he knows how to use it. I completely agree, however what if you compared it to a slightly lower ranking commander? Surely they practically know how to use it similarly, how come the slightly better commander gets double the benefit?<blockquote class="uncited"><div>and I still want them at power 5, with "weaker" guns at power 4, because it doesn't make sense relative to Melee values otherwise. </div></blockquote>Can you find where we left off? Because now you just went back to the second step of the argument, I don't really wanna repeat myself..<blockquote class="uncited"><div>I don't really understand where this would take things, or allow improvements. There's always going to be restrictions in the game, if we want to alleviate these restrictions, the best way to do this would be to use larger dice for more variable effects, rather than increasing the value ranges. But I think the current numbers match up very well, the infantry average is 4 (1/3 of the max) while the highest value possible for normal infantry is a 6 (1/2 of the max, comparable to a 5 in the current system). </div></blockquote>Ok, now that I know where you stand I can explain it fully.<br /> <br /> Right now the stat range is up to 12. It is broken into thirds. Our comparison chart means that the infantry values are reaching the higher tier values too much, because the thirds are only 4 long. If we make them 5 long, we are making the reach longer, by 1, so that they can't reach as much of the higher tier values, which is where they should be (it needs to be, trust me I have had many circumstances that have been troublesome because the infantry average is too close).<blockquote class="uncited"><div>Absolute worse case scenario is we go back to the old way of resolving vs vehicles, which is inconsistent with everything else, but there are so many different rules concerning tanks that this might be necessary to get them working right. </div></blockquote>Under my rule this last resort shall be BANISHED! <span class="glossaryitem" onmouseover='gp(84);'>Lol</span> but I am never going to go there. Universal is universal, if it doesn't apply to everything, it isn't living up to its name.]]></description>
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				<pubDate><![CDATA[Mon, 30 Sep 2013 19:40:35]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:New 40K ruleset</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Under my rule this last resort shall be BANISHED! <span class="glossaryitem" onmouseover='gp(84);'>Lol</span> but I am never going to go there. Universal is universal, if it doesn't apply to everything, it isn't living up to its name.</div></blockquote> I'm actually swinging towards splitting the Universal Resolution Chart into an Organic Resolution Chart and a Mechanical Resolution Chart. Here's my logic for it; I'd like for there to be 6 armor values for vehicles to take, the old system of rolling a <span class="glossaryitem" onmouseover='gp(24);'>D6</span>, and adding the weapons strength to that lets us have 6 vehicle armor values, while having the lowest be affected by str5 weapons, like bolters. So 11-16 would be the possible armor values, which gives us the right amount of armor values, makes sure that the highest value weapon can glance the highest value armor on a 4+ just like the old system, and sets up a nice break point between organics and mechanical, because organics would have max 10 defense (things like tyrannofex's comes to mind for this value), then vehicles would take over above that. And honestly, im just not impressed with how the URC handles vehicles at the moment, i think there just aren't enough values to be used, and repeating damage values against a vehicle isn't as solid a mechanic as it is on organics.I think the differences between various strength values needs to be more distinct for vehicles than it is against organics, after all, the difference between a heavy bolter at strength 7 and an autocannon at strength 9 should be fairly prominent, its an anti-infantry weapon vs a medium anti-tank gun. Also, the URC doesn't allow for glances and penetrations to be represented correctly, as its not a "meet the <span class="glossaryitem" onmouseover='gp(9);'>AV</span> for a glance, exceed it for a penetration", its just a number to meet to hit. Having the owning player roll for his vehicle to resist the hit would be a bit odd, as that's never been how vehicles have worked.<br /> <blockquote class="uncited"><div>(it needs to be, trust me I have had many circumstances that have been troublesome because the infantry average is too close).</div></blockquote> Can you give me some examples? I've yet to run into any difficulties or problems with this, since we have more room to play with than we used to. <br /> <blockquote class="uncited"><div>Right now the stat range is up to 12. It is broken into thirds. Our comparison chart means that the infantry values are reaching the higher tier values too much, because the thirds are only 4 long. If we make them 5 long, we are making the reach longer, by 1, so that they can't reach as much of the higher tier values, which is where they should be</div></blockquote> I don't really understand how this is a problem, i might just be misunderstanding, but i don't see this as a problem. It's not so much that they can affect the next "tier", when values are all over the place like they are right now, tier's are always going to be overlapping each other. The added variety of 5 would be a bit weird, because its an uneven number, which means that the values are going to be weirdly thought out, because right now we have.<br /> 2 == very bad<br /> 3 == below average<br /> 4 == average<br /> 5 == above average<br /> 6== very good<br /> <br /> Having this be a set of 6 numbers means average is now in between 2 numbers, which means we dont have this nice even spacing of values.<br /> <blockquote class="uncited"><div>Can you find where we left off? Because now you just went back to the second step of the argument, I don't really wanna repeat myself..</div></blockquote> Yes i can, and i'm pretty adamant on bolters and equivalent being strength 5, with most other weapons being strength 4, for all the reasons i've previously brought up.<br /> <blockquote class="uncited"><div>Ok, how about this. Power 4 is obviously better than P3, but not that much better. If they were to shoot at an R3 target, the P4 weapon would come out on top by a fair amount. However, if they both had rerolls, the P4 weapon comes out on top by an UNfair amount, a sizeable margin, even though it shouldn't be benefitting any more than the P3 one. You could apply this to any situation with the stat comparisons and you'll find that it doesn't work optimally. For example, you said that a commander could bring much more with a strong weapon than a flimsy trooper because he knows how to use it. I completely agree, however what if you compared it to a slightly lower ranking commander? Surely they practically know how to use it similarly, how come the slightly better commander gets double the benefit?</div></blockquote> I see what you're saying, but i just don't agree with the logic of it. For instance, lets take a look at twin-linking. It's literally just strapping two weapons side by side, so it makes sense to use the models <span class="glossaryitem" onmouseover='gp(14);'>BS</span> for this reroll, because it's not representative of a second distinct shot, you're just shooting two bullets at the same target, so its all based on the models aim. Yes the power jumps from rerolls are quite intense, but theyre typically like that for a reason, and it doesn't change the fact that they're rare enough for this to not be game-breaking. Besides, how easy is it to get a rerollable weapon? You either have to mastercraft something (upgrade for sergeants, special characters, expensive <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>'s, etc) or be using a vehicle, in which case most twin-linked weaponry are expensive upgrades to cheap vehicles, or included in the cost of expensive vehicles. The only unit I can think of that is given twin-linked weapons as standard are chaos space marine terminators, and they're far from broken, and expensive to boot. I feel like trying to change to smooth out something that isn't meant to be smooth is kinda counter-productive, and complicates something that is mechanically very simple.]]></description>
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				<pubDate><![CDATA[Tue, 1 Oct 2013 07:03:13]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:New 40K ruleset</title>
				<description><![CDATA[ <blockquote class="uncited"><div>I'm actually swinging towards splitting the Universal Resolution Chart into an Organic Resolution Chart and a Mechanical Resolution Chart. Here's my logic for it; I'd like for there to be 6 armor values for vehicles to take, the old system of rolling a <span class="glossaryitem" onmouseover='gp(24);'>D6</span>, and adding the weapons strength to that lets us have 6 vehicle armor values, while having the lowest be affected by str5 weapons, like bolters. So 11-16 would be the possible armor values, which gives us the right amount of armor values, makes sure that the highest value weapon can glance the highest value armor on a 4+ just like the old system, and sets up a nice break point between organics and mechanical, because organics would have max 10 defense (things like tyrannofex's comes to mind for this value), then vehicles would take over above that. And honestly, im just not impressed with how the URC handles vehicles at the moment, i think there just aren't enough values to be used, and repeating damage values against a vehicle isn't as solid a mechanic as it is on organics.I think the differences between various strength values needs to be more distinct for vehicles than it is against organics, after all, the difference between a heavy bolter at strength 7 and an autocannon at strength 9 should be fairly prominent, its an anti-infantry weapon vs a medium anti-tank gun. Also, the URC doesn't allow for glances and penetrations to be represented correctly, as its not a "meet the <span class="glossaryitem" onmouseover='gp(9);'>AV</span> for a glance, exceed it for a penetration", its just a number to meet to hit. Having the owning player roll for his vehicle to resist the hit would be a bit odd, as that's never been how vehicles have worked. </div></blockquote>Hi Rav1rn, to be honest I don't like the sound of the direction you're investigating, but your argument that you can't represent glances and penetrations on vehicles brings me quite smoothly onto an absolutely wonderful idea (I hope) I just came up with.<br /> <br /> This idea addresses the awkwardness of the imagine -3 idea that I've proposed in the past. Basically, after rolling to hit, you take a separate roll to determine whether those hits are rending or not. Even if don't succeed the rending roll, it still counts as a normal shot. So really, for rending weapons to rolls would be:<br /> <br /> To Hit (roll all shots fired, discard misses)<br /> To Rend (roll all shots HIT, discard nothing, but the shots that succeed again count as RENDING; put them in a different pile)<br /> To Wound i.e. To Defend (roll non-rending shots, then roll rending shots -or vice versa-)<br /> <br /> And for vehicle penetration:<br /> <br /> To Hit (roll all shots fired, discard misses)<br /> To Penetrate (roll all shots HIT, discard nothing, but the shots that succeed again count as PENETRATING; put them in a different pile)<br /> For glancing hits, can injure vulnerable crew members and maybe weapons<br /> For penetrating hits, can immobilise or explode<br /> <br /> For thunder hammers and the like, it could treat all members as being vulnerable anyway <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0"> To represent the shockwave.<blockquote class="uncited"><div>I don't really understand how this is a problem, i might just be misunderstanding, but i don't see this as a problem. It's not so much that they can affect the next "tier", when values are all over the place like they are right now, tier's are always going to be overlapping each other. The added variety of 5 would be a bit weird, because its an uneven number, which means that the values are going to be weirdly thought out, because right now we have. <br /> 2 == very bad <br /> 3 == below average <br /> 4 == average <br /> 5 == above average <br /> 6== very good <br /> <br /> Having this be a set of 6 numbers means average is now in between 2 numbers, which means we dont have this nice even spacing of values.</div></blockquote>So it would be like this:<br />  <br /> 1 - see below<br /> 2 - Stuff like vehicle stealth, lowered morale, any negatively modified stats, breathing space essentially<br /> 3 - Terrible (gaunt resilience)<br /> 4 - Below average<br /> 5 - Average infantry value<br /> 6 - Above average<br /> 7 - Outstanding (marine armour)<br /> 8 - Intermediate<br /> 9 - Intermediate<br /> 10 - Intermediate<br /> 11 - Average vehicle back armour<br /> 12 - Average vehicle side armour<br /> 13 - Average vehicle front armour<br /> 14 - see below<br /> 15 - Stuff like warp cannons, Avatar skill, Monolith armour<br /> <br /> Very very rough, open to change but you get the idea.<br /> ]]></description>
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				<pubDate><![CDATA[Tue, 1 Oct 2013 16:00:05]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:New 40K ruleset</title>
				<description><![CDATA[ I still just don't see the need for the 3 new values, if you could give me some examples of what specific examples you've run into i could better evaluate the need for these, but I've yet to run into any problems using the 12 value scale, and I've done rudimentary conversions for most of the troops in the game, as well as some elites and <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>'s. So with the exception of vehicle armor, I think the 12 point scale offer the right amount of variety, with the exception of vehicles, and I don't think the 15 point scale would help in that regard. Not to mention having a 12 point scale maps nicely with our use of <span class="glossaryitem" onmouseover='gp(24);'>D6</span>, so our scale is up to the maximum of <span class="glossaryitem" onmouseover='gp(1);'>2D6</span>, 15 would be the max of <span class="glossaryitem" onmouseover='gp(1);'>2D6</span> + max of a D3, which feels weird.<br /> <br /> <blockquote class="uncited"><div>This idea addresses the awkwardness of the imagine -3 idea that I've proposed in the past. Basically, after rolling to hit, you take a separate roll to determine whether those hits are rending or not. Even if don't succeed the rending roll, it still counts as a normal shot. So really, for rending weapons to rolls would be: <br /> <br /> To Hit (roll all shots fired, discard misses) <br /> To Rend (roll all shots HIT, discard nothing, but the shots that succeed again count as RENDING; put them in a different pile) <br /> To Wound i.e. To Defend (roll non-rending shots, then roll rending shots -or vice versa-) </div></blockquote> very interesting way to approach rending, I'm going to let this one rolls round in my head for a while and play with it. My initial concern is that it could cause some issues with bogging down combat, because for instance a pack of Genestealers vs a Tyrannofex would be<br /> Hit<br /> Rend<br /> Save<br /> Monster save<br /> So thats a lot of steps to resolve combat. Not deal breaking, but something to think about.<br /> <br /> But I'm actually getting fairly concerned about how to handle vehicles under the URC and some of the other rules, because they're not being represented accurately. The various movement speeds, the shooting rules, damage resolution, armor facings, there are so many differences between a vehicle and an organic unit that trying to fit them all under one heading isn't working properly. We're going to need to set up all these special rules and exceptions to make sure vehicles are represented correctly, it would probably be better to just create their own branch and heading under the rules to set them apart, because that's what they need.<br /> <br /> Sofar as bringing back the vehicle damage resolution, i actually like how it works now, for all the reasons stated above. We get the right number of vehicle armor values, it ensures that a distinct difference between organics and vehicles is visible. Most importantly, it makes sure that differences in weapon strengths are more prominent. Because when it comes to infantry, strength vs armor is a bit of an abstraction, the difference between a strength 5 and a strength 6 weapon to the average is not a huge difference, they both are doing massive amounts of damage, so having them both be a 5+ makes sense. Past a certain point, the strength of fire becomes even less relevant, which is where the double and triple wounding comes into play, because the weapon so massively outstrips the models defense, it just vaporizes them. But for vehicles, these differences are critical, we can't have 2 weapons of different strength have the same chance of penetrating a vehicle, because these points are much more relevant to the vehicles armor value, it's much less abstract than it is for infantry and organics.<br /> <br /> There's also the odd situation of using the URC to roll for penetration, and having 2 weapons of different strengths both glancing on the same value.<br /> <br /> <br /> <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 1 Oct 2013 17:56:25]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:New 40K ruleset</title>
				<description><![CDATA[ <blockquote class="uncited"><div>So thats a lot of steps to resolve combat. Not deal breaking, but something to think about.</div></blockquote>Oh, well I would say that an extra roll would be quicker than having to work it all out <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"><blockquote class="uncited"><div>I still just don't see the need for the 3 new values, if you could give me some examples of what specific examples you've run into i could better evaluate the need for these, but I've yet to run into any problems using the 12 value scale, and I've done rudimentary conversions for most of the troops in the game, as well as some elites and <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>'s. So with the exception of vehicle armor, I think the 12 point scale offer the right amount of variety, with the exception of vehicles, and I don't think the 15 point scale would help in that regard. Not to mention having a 12 point scale maps nicely with our use of <span class="glossaryitem" onmouseover='gp(24);'>D6</span>, so our scale is up to the maximum of <span class="glossaryitem" onmouseover='gp(1);'>2D6</span>, 15 would be the max of <span class="glossaryitem" onmouseover='gp(1);'>2D6</span> + max of a D3, which feels weird. </div></blockquote>I can't really think of any off the top of my head but it has caused problems several times when I'm designing.<blockquote class="uncited"><div>But I'm actually getting fairly concerned about how to handle vehicles under the URC and some of the other rules, because they're not being represented accurately. The various movement speeds, the shooting rules, damage resolution, armor facings, there are so many differences between a vehicle and an organic unit that trying to fit them all under one heading isn't working properly. We're going to need to set up all these special rules and exceptions to make sure vehicles are represented correctly, it would probably be better to just create their own branch and heading under the rules to set them apart, because that's what they need.</div></blockquote>I think it is working properly, I actually think it's working beautifully. Now that everything's movement fits snug under the Mobility stat, we can THEN make some distinctions, an obvious one being that vehicles don't run. Similarly, vehicle and infantry "toughness" are both on the same scale, but there's an extra roll for vehicles, and they have different facings.<br /> <br /> I want to keep everything close to each other, but not using that as a restriction to make distinctions.<br /> <br /> Hmm I'm still thinking about vehicle damage, I don't think we want splitting them into two to be our next option though.<br /> ]]></description>
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				<pubDate><![CDATA[Tue, 1 Oct 2013 19:13:00]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:New 40K ruleset</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Oh, well I would say that an extra roll would be quicker than having to work it all out </div></blockquote>But you'd still have to work it out, this is just adding an extra step before you do the rending effect. Not saying rending shouldn't be activated only some of the time on a roll, but i kinda like the idea of it being always on.<br /> <blockquote class="uncited"><div>I can't really think of any off the top of my head but it has caused problems several times when I'm designing.</div></blockquote><span class="glossaryitem" onmouseover='gp(84);'>lol</span> thats a problem, because i havnt found any problems yet. The closest thing to a problem that I found was the stormtroopers and sisters of battle had very similar statlines, but even that's accurate, since sisters are basically just well trained veterans in good armor with better guns and faith.<br /> <blockquote class="uncited"><div>Now that everything's movement fits snug under the Mobility stat, we can THEN make some distinctions, an obvious one being that vehicles don't run. Similarly, vehicle and infantry "toughness" are both on the same scale, but there's an extra roll for vehicles, and they have different facings.</div></blockquote>yeah i obviously want to keep mobility in the vehicles statlines, but things like cruising speed, flat-out, and the associated embarking rules and shooting rules means that they're going to be radically different and need a lot of special rules to represent this, unless we just make vehicles their own classification with different rules and sort of side step the awkwardness. Also, what is this extra roll for vehicles? All i saw was hit and save for organic, then hit and penetrate for vehicles, unless I missed something? And vehicle and infantry defenses are still on the same scale, it's just that vehicle armor is waaaaay higher on the scale than infantry armor is, which makes sense.<br /> <br /> <blockquote class="uncited"><div>Hmm I'm still thinking about vehicle damage, I don't think we want splitting them into two to be our next option though. </div></blockquote> why not? Its familiar to players, meets the requirements for accurately portraying vehicle armor and damage, and they're just not working too great under the current rules.]]></description>
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				<pubDate><![CDATA[Tue, 1 Oct 2013 19:46:56]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:New 40K ruleset</title>
				<description><![CDATA[ <blockquote class="uncited"><div>But you'd still have to work it out, this is just adding an extra step before you do the rending effect. Not saying rending shouldn't be activated only some of the time on a roll, but i kinda like the idea of it being always on</div></blockquote>Oh, well no I was thinking that the rending roll was a flat 5+. It doesn't ignore the stats because when you only have a 6+ to hit, if you hit it can still be rending, but overall it's much harder to get rending (since a 6+ then a 5+ is much smaller than a 3+ then a 5+).<blockquote class="uncited"><div>The closest thing to a problem that I found was the stormtroopers and sisters of battle had very similar statlines, but even that's accurate, since sisters are basically just well trained veterans in good armor with better guns and faith. </div></blockquote>No no that's not anything to do with that, off the top of my head, some problems I ran into was with weapon Powers, vehicle armour and normal armour, but I can't explain it fully because I can't remember. But vehicle armour has to be very good since they can be hit so easily.<blockquote class="uncited"><div>yeah i obviously want to keep mobility in the vehicles statlines, but things like cruising speed, flat-out, and the associated embarking rules and shooting rules means that they're going to be radically different and need a lot of special rules to represent this</div></blockquote>Not special rules, just that vehicles will have a section showing how they move differently, and shooting restrictions after moving, stuff like that. But the vehicles' baseline is still standing on the same foundation.<blockquote class="uncited"><div>why not? Its familiar to players, meets the requirements for accurately portraying vehicle armor and damage, and they're just not working too great under the current rules.</div></blockquote>Well firstly the organic mechanic thing doesn't appeal to me, it is one of my priorities to keep the universal comparison chart because it is at the core of the rules. The problems I'm thinking of right now is not so much the damaging of vehicles, but more of the glancing, penetrating etc.<br /> <br /> I'll let you in on what I'm having a bit of trouble with.<br /> <br /> To Hit. Obviously the same....<br /> There could be a roll here determining if exposed crew die or weapons get destroyed...<br /> Then the next roll should be determining whether the shot penetrates and to what extent....<br /> The next roll would determine if it gets immobilised or explodes...<br /> <br /> And interwoven with all of this is determining how much <span class="glossaryitem" onmouseover='gp(661);'>HP</span> the vehicle suffers from shots that hit and how much those shots penetrate..Plus the fact that if you hit a crew member or a weapon then technically you didn't hit the vehicle? So what would happen then? And what are we comparing in these rolls? Is it going to be a flat 6+ to see if a crew member gets hit or a flat 6+ to see if the vehicle explodes? Or is it going to compare something with something?]]></description>
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				<pubDate><![CDATA[Tue, 1 Oct 2013 20:22:35]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:New 40K ruleset</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Oh, well no I was thinking that the rending roll was a flat 5+. It doesn't ignore the stats because when you only have a 6+ to hit, if you hit it can still be rending, but overall it's much harder to get rending (since a 6+ then a 5+ is much smaller than a 3+ then a 5+).</div></blockquote> a 6+ followed by a 5+ means rending might as well not exist, that's happening something like 1/18th of the time, you could go entire games with rending weapons and never activate the effect.<br /> <blockquote class="uncited"><div>No no that's not anything to do with that, off the top of my head, some problems I ran into was with weapon Powers, vehicle armour and normal armour, but I can't explain it fully because I can't remember. But vehicle armour has to be very good since they can be hit so easily.</div></blockquote>yeah I noticed this problem a while ago in that power weapons could let a unit damage vehicles when it shouldn't be able to, but that's a failure of power weapon mechanics not a failure of the value system. I think we need to explore alternative power weapon mechanics more, because just a strength increase, while sort of appropraite, has consequences. Even if we do something as simple as say that the power weapon bonus is only applied to non-vehicle units, that would probably be adequite. <br /> <blockquote class="uncited"><div>No no that's not anything to do with that, off the top of my head, some problems I ran into was with weapon Powers, vehicle armour and normal armour, but I can't explain it fully because I can't remember. But vehicle armour has to be very good since they can be hit so easily.</div></blockquote> these are fairly hefty changes to the existing rules though, making them totally separate would be simpler than trying to explain how theyre different from the norm<br /> <blockquote class="uncited"><div>Well firstly the organic mechanic thing doesn't appeal to me, it is one of my priorities to keep the universal comparison chart because it is at the core of the rules. </div></blockquote>.  Poor naming choice, but I wanted to separate vehicles from all other units like monsters, characters, infantry, etc. And the URC would still be the core of the non-vehicle system, just under a different name.<br /> <br /> Your new damage system seems interesting, I'm not sure i like it, but let's see ]]></description>
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				<pubDate><![CDATA[Tue, 1 Oct 2013 20:46:08]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:New 40K ruleset</title>
				<description><![CDATA[ <blockquote class="uncited"><div>a 6+ followed by a 5+ means rending might as well not exist, that's happening something like 1/18th of the time, you could go entire games with rending weapons and never activate the effect. </div></blockquote>You misunderstood me, I was trying to make it clear that the situation is not like "on a 6" or a power fist, but rather in between. I was giving the 6+ example because I wanted to convey that any shots that hit, even if you hit them so luckily on a 6+, they could still even be rending if you were extremely lucky. So the first roll is just a normal to hit, and the second roll splits it into three.<blockquote class="uncited"><div>yeah I noticed this problem a while ago in that power weapons could let a unit damage vehicles when it shouldn't be able to, but that's a failure of power weapon mechanics not a failure of the value system. I think we need to explore alternative power weapon mechanics more, because just a strength increase, while sort of appropraite, has consequences. Even if we do something as simple as say that the power weapon bonus is only applied to non-vehicle units, that would probably be adequite. </div></blockquote>We could give them strong flat rerolls? To differentiate them from modifiers from things like commands, and the rest of the game <span class="glossaryitem" onmouseover='gp(84);'>lol</span>. Power swords could have a 5+ wound reroll (defend reroll whatever haha) because that way it isnt <span class="glossaryitem" onmouseover='gp(280);'>op</span> (there are a lot of power swords out there) but very noticeable.<blockquote class="uncited"><div>And the URC would still be the core of the non-vehicle system, just under a different name.</div></blockquote>Well it didn't feel like you were treating the URC as such an important thing, because it is at the heart of every sort of mathematical facade yet you changed it simply because you ran into problems with vehicles. And if you had problems with vehicles and responded by splitting the URC, what's to say you wouldn't have problems with morale and give them a new chart, or anything else for that matter? :(]]></description>
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				<pubDate><![CDATA[Wed, 2 Oct 2013 05:04:15]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:New 40K ruleset</title>
				<description><![CDATA[ <blockquote class="uncited"><div>You misunderstood me, I was trying to make it clear that the situation is not like "on a 6" or a power fist, but rather in between. I was giving the 6+ example because I wanted to convey that any shots that hit, even if you hit them so luckily on a 6+, they could still even be rending if you were extremely lucky. So the first roll is just a normal to hit, and the second roll splits it into three.</div></blockquote> Your'e gonna have to clear this idea up for me then, im confused.<br /> <br /> <blockquote class="uncited"><div>We could give them strong flat rerolls? To differentiate them from modifiers from things like commands, and the rest of the game <span class="glossaryitem" onmouseover='gp(84);'>lol</span>. Power swords could have a 5+ wound reroll (defend reroll whatever haha) because that way it isnt <span class="glossaryitem" onmouseover='gp(280);'>op</span> (there are a lot of power swords out there) but very noticeable.</div></blockquote> Hmmmmmm... maybe. I don't know how well thatll mesh, because yes a power weapon is a power weapon, so the effect would be similar across all the different types and we can assume the power fields are fairly similar, and it doesnt do the strength increase problems, and doesn't overlap with mastercrafting or anything. But if we go this route, we have 2 problems facing us:<br /> <br /> 1) This new definition sorta conflicts with posion / rending rules by causing a reroll on the defense save, probably less of an issue than i think it is, but im bringing it up anyways.<br /> <br /> 2) How effective do we want power weapons to be? Because if we want something like the old efficacy levels, i think it should be a full-reroll rather than a flat-value, because this lets them be slightly more effective against monsters and equivalent (rerollable 6+ to wound), while still being brutal to armored units, because hordes are much more concerned about volume rather than strength. Otherwise we can have power weapons be a flat-reroll with less effect, and lower prices, but im not sure i like the reduced effect for them, it just doesn't feel like a power weapon. For both directions, one concern is that they would either outstrip power fists if we dont give power fists the power weapon rule (which doesnt make a lot of sense) or power fists would have the 2X bonus as well as the power weapon reroll, which is ... extreme to say the least.<br /> <br /> If there's concern about the realistic reason why power weapons would scale like they would under the full reroll, something like the power field amplifies the damage dealt would make sense, because if i accidentally drop a power sword on something, that disintegration field will have much less energy to work with, causing less of an effect than if i have a terminator swing it as hard as he can<br /> <br /> <blockquote class="uncited"><div>Well it didn't feel like you were treating the URC as such an important thing, because it is at the heart of every sort of mathematical facade yet you changed it simply because you ran into problems with vehicles. And if you had problems with vehicles and responded by splitting the URC, what's to say you wouldn't have problems with morale and give them a new chart, or anything else for that matter? :(</div></blockquote> Yeah i have no plans to seriously alter the URC or whatever it would be called if we changed its name, because its the core for non-vehicle resolution, which is at least 75% of the models in the game, and deciding to change the foundation for 75% of a project halfway through typically isnt a good idea. Im thinking about an alternate table for vehicles because theyre not working well on the URC, not because of change for changes sake. And as for changing morale as well, im really a bigger fan of the older system of morale, the bell-graph <span class="glossaryitem" onmouseover='gp(1);'>2D6</span> generates makes results much more reliable, but i dont think therell be too much trouble with using the current URC values for morale, so well see and if worse comes to worse in testing, we come back and change it later.]]></description>
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				<pubDate><![CDATA[Wed, 2 Oct 2013 08:15:49]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:New 40K ruleset</title>
				<description><![CDATA[ Well the concept behind the flat rerolls is that you get to keep your existing roll, meaning it doesn't ignore it like "on a roll of 6" does. The flat reroll gives everyone the same changes. It's the equivalent of giving a model a flat modifier such as +2 (which is used extensively in commands), instead of a proportional modifier such as x2.<br /> <br /> I want to enforce that now we have the rise of the rerolls (hehe), we should abolish the "can only ever have one reroll" rule. Rerolls are much quicker than other methods, so the argument that it makes things slow is null. And to be honest 5 rolls doesn't have too big of an impact on the game, frankly that's what the game is about ^^<br /> <br /> The poison and rending concerns, I wouldn't mind if we changed poison up a bit, but I don't mind having them be flat rerolls too, because our aim is to get a half-half split on modifiers and rerolls to make it less monotonous <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><blockquote class="uncited"><div>If there's concern about the realistic reason why power weapons would scale like they would under the full reroll, something like the power field amplifies the damage dealt would make sense, because if i accidentally drop a power sword on something, that disintegration field will have much less energy to work with, causing less of an effect than if i have a terminator swing it as hard as he can </div></blockquote>True, you have a very good point and I agree with it but that's a bit of a double-edged sword because people could say that the power field just has an "atomic chaos" effect so it doesn't matter what the user's strength is. Another argument could be that situation where a P3 model with a power fist only gets P6, whereas a P5 model gets P10? Surely that's a bit unfair, especially since the variety of stats means that P3 is really not as worse compared to P5 as it used to be.<blockquote class="uncited"><div>Yeah i have no plans to seriously alter the URC or whatever it would be called if we changed its name, because its the core for non-vehicle resolution, which is at least 75% of the models in the game, and deciding to change the foundation for 75% of a project halfway through typically isnt a good idea. Im thinking about an alternate table for vehicles because theyre not working well on the URC, not because of change for changes sake. And as for changing morale as well, im really a bigger fan of the older system of morale, the bell-graph <span class="glossaryitem" onmouseover='gp(1);'>2D6</span> generates makes results much more reliable, but i dont think therell be too much trouble with using the current URC values for morale, so well see and if worse comes to worse in testing, we come back and change it later.</div></blockquote>Well let's see how we manage, I am hopeful that we can find a solution because I don't want the universal comparison chart, the centre of the galaxy for this new ruleset, to be overshadowed by a jabbing failure to manage vehicles into it too :( ]]></description>
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				<pubDate><![CDATA[Wed, 2 Oct 2013 21:40:47]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:New 40K ruleset</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Well the concept behind the flat rerolls is that you get to keep your existing roll, meaning it doesn't ignore it like "on a roll of 6" does. The flat reroll gives everyone the same changes. It's the equivalent of giving a model a flat modifier such as +2 (which is used extensively in commands), instead of a proportional modifier such as x2. </div></blockquote> i understand what the flat rerolls are trying to accomplish, but they're not emulating the old function of power weapons very well, because current power weapons cut out a step in damage resolution, which is what made them incredibly potent against non-horde units. Giving a 5+ reroll isn't really powerful enough to be equivalent to that effect, so we'd either need it to be a very good flat reroll (3+ or so) which would be <span class="glossaryitem" onmouseover='gp(280);'>OP</span> as hell against monsters, or have it scale with the models strength.<br /> <br /> <blockquote class="uncited"><div>I want to enforce that now we have the rise of the rerolls (hehe), we should abolish the "can only ever have one reroll" rule. Rerolls are much quicker than other methods, so the argument that it makes things slow is null. And to be honest 5 rolls doesn't have too big of an impact on the game, frankly that's what the game is about ^^ </div></blockquote> <span class="glossaryitem" onmouseover='gp(269);'>id</span> say still stick to the only take one reroll, but instead add in a mention that a reroll can be used to counteract a different reroll, so say I have 2 positive to wound rerolls somehow, and the enemy has a rule that requires a negative reroll, you can counter that negative reroll with one positive reroll , and still get a positive reroll, or if its 1 and 1, they just cancel out.<br /> <br /> <blockquote class="uncited"><div>The poison and rending concerns, I wouldn't mind if we changed poison up a bit, but I don't mind having them be flat rerolls too, because our aim is to get a half-half split on modifiers and rerolls to make it less monotonous </div></blockquote> the two directions i see poison going without becoming annoying as hell (So a Damage per turn idea, so a model "poisoned" loses a wound each turn) is to cause double wounds, or forcing rerolls on saves, and doubling wounds would overlap with buckshot. Maybe make it so that it causes double wounds on one less tier than normal, so instead of having the targets defense +3 strength, it only needs to match the targets defense to get the double wounds. I think i prefer rerolls over this idea though, so maybe mix the two or something like that.<br /> <br /> <blockquote class="uncited"><div>True, you have a very good point and I agree with it but that's a bit of a double-edged sword because people could say that the power field just has an "atomic chaos" effect so it doesn't matter what the user's strength is. Another argument could be that situation where a P3 model with a power fist only gets P6, whereas a P5 model gets P10? Surely that's a bit unfair, especially since the variety of stats means that P3 is really not as worse compared to P5 as it used to be.</div></blockquote> This effect is what the old power weapon mechanics allowed for, our new ones can't explain it as readily, so this is just an attempt to work around that. And so far as power fist effects go, it actually makes a lot of sense, because the stronger models can withstand a greater force exerted on them than a weaker model. I can generate and maintain a much greater force off of a space marines frame than I could have with a guardsman, the difference in physical strength, size, weight, etc allows for it. An easy analogy would be modern day weaponry, I can mount a massive cannon on a main battle tank, because the tanks bulk and strength lets it withstand the recoil and forces applied on it by the weapon, whereas a human trying to manage that gun would be utterly obliterated.<br /> <br /> <blockquote class="uncited"><div>Well let's see how we manage, I am hopeful that we can find a solution because I don't want the universal comparison chart, the centre of the galaxy for this new ruleset, to be overshadowed by a jabbing failure to manage vehicles into it too </div></blockquote> well our options are stick with the URC, which we seem to agree doesn't represent vehicles correctly, or explore other options, of which the old system actually works marvelously. I don't know how to get the URC working without so many exceptions and special cases that we might as well break it apart anyways.]]></description>
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				<pubDate><![CDATA[Wed, 2 Oct 2013 22:26:09]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:New 40K ruleset</title>
				<description><![CDATA[ <blockquote class="uncited"><div>i understand what the flat rerolls are trying to accomplish, but they're not emulating the old function of power weapons very well, because current power weapons cut out a step in damage resolution, which is what made them incredibly potent against non-horde units. Giving a 5+ reroll isn't really powerful enough to be equivalent to that effect, so we'd either need it to be a very good flat reroll (3+ or so) which would be <span class="glossaryitem" onmouseover='gp(280);'>OP</span> as hell against monsters, or have it scale with the models strength. </div></blockquote>Alright, 4+, but if it becomes <span class="glossaryitem" onmouseover='gp(280);'>OP</span> then we can make balance changes.<blockquote class="uncited"><div><span class="glossaryitem" onmouseover='gp(269);'>id</span> say still stick to the only take one reroll, but instead add in a mention that a reroll can be used to counteract a different reroll, so say I have 2 positive to wound rerolls somehow, and the enemy has a rule that requires a negative reroll, you can counter that negative reroll with one positive reroll , and still get a positive reroll, or if its 1 and 1, they just cancel out.</div></blockquote>If I understand you correctly you want to add up flat rerolls so a 5+ and another 5+ would be like a 3+ or something. But that doesn't mathematically work very well.<blockquote class="uncited"><div>so instead of having the targets defense +3 strength, it only needs to match the targets defense to get the double wounds.</div></blockquote>This is interesting, lowering the scale/crossbar as it were down. I like it, but not completely yet.<blockquote class="uncited"><div>This effect is what the old power weapon mechanics allowed for, our new ones can't explain it as readily, so this is just an attempt to work around that. And so far as power fist effects go, it actually makes a lot of sense, because the stronger models can withstand a greater force exerted on them than a weaker model. I can generate and maintain a much greater force off of a space marines frame than I could have with a guardsman, the difference in physical strength, size, weight, etc allows for it. An easy analogy would be modern day weaponry, I can mount a massive cannon on a main battle tank, because the tanks bulk and strength lets it withstand the recoil and forces applied on it by the weapon, whereas a human trying to manage that gun would be utterly obliterated. </div></blockquote>This just goes back to the previous argument where I said: "Ok, how about this. Power 4 is obviously better than P3, but not that much better. If they were to shoot at an R3 target, the P4 weapon would come out on top by a fair amount. However, if they both had rerolls, the P4 weapon comes out on top by an UNfair amount, a sizeable margin, even though it shouldn't be benefitting any more than the P3 one. You could apply this to any situation with the stat comparisons and you'll find that it doesn't work optimally. For example, you said that a commander could bring much more with a strong weapon than a flimsy trooper because he knows how to use it. I completely agree, however what if you compared it to a slightly lower ranking commander? Surely they practically know how to use it similarly, how come the slightly better commander gets double the benefit?"<blockquote class="uncited"><div> I don't know how to get the URC working without so many exceptions and special cases that we might as well break it apart anyways.</div></blockquote>I just want the vehicle to take part in the UCC as that is intuitive. But it's not so much special rules (because that has negative connotations I suppose) but there's gonna be a section on vehicles so...I wouldn't say exceptions either, all I want for vehicles is that fundamentally they aren't miles away from the majority (infantry) in terms of core mechanics, but obviously they're going to have their own way of doing things.]]></description>
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				<pubDate><![CDATA[Wed, 2 Oct 2013 23:21:06]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:New 40K ruleset</title>
				<description><![CDATA[ <blockquote class="uncited"><div>This is interesting, lowering the scale/crossbar as it were down. I like it, but not completely yet.</div></blockquote> Yeah literally the first alternative idea that came to mind here, not really sure what to do with this idea, or if its even the best option available for poison.<br /> <br /> <blockquote class="uncited"><div>I just want the vehicle to take part in the UCC as that is intuitive. But it's not so much special rules (because that has negative connotations I suppose) but there's gonna be a section on vehicles so...I wouldn't say exceptions either, all I want for vehicles is that fundamentally they aren't miles away from the majority (infantry) in terms of core mechanics, but obviously they're going to have their own way of doing things.</div></blockquote> This whole idea is contradictory though, you cant have them operate under their own rules and mechanics, while keeping them close to infantry mechanics. Theyre different so many ways, they might as well just be completely seperate. Something like half of the infantry stats don't apply, armor facings, the different movement speeds and the associated embarking and shooting systems, there really isn't a way in which they aren't different. <br /> <br /> <blockquote class="uncited"><div>Alright, 4+, but if it becomes <span class="glossaryitem" onmouseover='gp(280);'>OP</span> then we can make balance changes.</div></blockquote> But it will be <span class="glossaryitem" onmouseover='gp(280);'>OP</span>, because i can charge a terrible melee unit like a guardsman platoon into a monstrous creature, and let the 2 or 3 power weapons in the unit need a 6+ to wound the target, and if they fail they then get a 4+ reroll, which is brutal for such a cheap and terrible unit, especially since the other models in the squad will just tank the wounds. It needs to scale, otherwise it starts getting into the realm where a power weapon performs just as well as the powerfist for hunting monstrous creatures.<br /> <br /> <blockquote class="uncited"><div>If I understand you correctly you want to add up flat rerolls so a 5+ and another 5+ would be like a 3+ or something. But that doesn't mathematically work very well.</div></blockquote> Well ideally we wouldn't have flat rerolls be terribly common for this system to work, but its just an idea.<br /> <br /> <blockquote class="uncited"><div>This just goes back to the previous argument where I said: "Ok, how about this. Power 4 is obviously better than P3, but not that much better. If they were to shoot at an R3 target, the P4 weapon would come out on top by a fair amount. However, if they both had rerolls, the P4 weapon comes out on top by an UNfair amount, a sizeable margin, even though it shouldn't be benefitting any more than the P3 one. You could apply this to any situation with the stat comparisons and you'll find that it doesn't work optimally. For example, you said that a commander could bring much more with a strong weapon than a flimsy trooper because he knows how to use it. I completely agree, however what if you compared it to a slightly lower ranking commander? Surely they practically know how to use it similarly, how come the slightly better commander gets double the benefit?"</div></blockquote> Ok i think its time we hit this issue straight on the head. What exactly are your concerns with using doubling effects for powerfists and full rerolls. An itemized list would be appreciated so we can hit them one by one.<br /> ]]></description>
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				<pubDate><![CDATA[Thu, 3 Oct 2013 00:16:37]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:New 40K ruleset</title>
				<description><![CDATA[ <blockquote class="uncited"><div>This whole idea is contradictory though, you cant have them operate under their own rules and mechanics, while keeping them close to infantry mechanics. Theyre different so many ways, they might as well just be completely seperate. Something like half of the infantry stats don't apply, armor facings, the different movement speeds and the associated embarking and shooting systems, there really isn't a way in which they aren't different. </div></blockquote>Yeah but at the fundamental level, the stats are still the same. Different movement speeds is a substitute for things like running, but they still use Mobility. Armour facings are a substitute for Resilience, but it functions the same way in that that is their defending stat, it's on the same scale, all it is is just adding a distinction to it, but it still functions similarly. In shooting, sure they may have restrictions depending on how far they've moved (the same way that Heavy weapons carry restrictions), but in essence it's the same procedure of To Hit, To Wound etc...<blockquote class="uncited"><div>But it will be <span class="glossaryitem" onmouseover='gp(280);'>OP</span>, because i can charge a terrible melee unit like a guardsman platoon into a monstrous creature, and let the 2 or 3 power weapons in the unit need a 6+ to wound the target, and if they fail they then get a 4+ reroll, which is brutal for such a cheap and terrible unit, especially since the other models in the squad will just tank the wounds. It needs to scale, otherwise it starts getting into the realm where a power weapon performs just as well as the powerfist for hunting monstrous creatures. </div></blockquote>The thing is that this argument entails the 5+ reroll or anything for that matter, so the way we counter that is giving monstrous creatures defense saves too.<blockquote class="uncited"><div>Ok i think its time we hit this issue straight on the head. What exactly are your concerns with using doubling effects for powerfists and full rerolls. An itemized list would be appreciated so we can hit them one by one.</div></blockquote>We have created a wider range of stats due to our comparison chart. If we duplicate the stats (this includes full rerolls and power fists) we are stretching the stat line-up so that the spaces in between them are doubled, meaning that the variety we have created is actually being unbalanced by the doubling.]]></description>
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				<pubDate><![CDATA[Thu, 3 Oct 2013 08:36:31]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:New 40K ruleset</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Yeah but at the fundamental level, the stats are still the same. Different movement speeds is a substitute for things like running, but they still use Mobility. Armour facings are a substitute for Resilience, but it functions the same way in that that is their defending stat, it's on the same scale, all it is is just adding a distinction to it, but it still functions similarly. In shooting, sure they may have restrictions depending on how far they've moved (the same way that Heavy weapons carry restrictions), but in essence it's the same procedure of To Hit, To Wound etc...</div></blockquote> but they're really not, they don't have <span class="glossaryitem" onmouseover='gp(149);'>WS</span> or dexterity, they have different damage effects because of the vehicle damage charts, much higher armor values than standard, etc etc. Are they similar at their core? Probably, but when you're ignoring one of the two kinds of combat, treating armor values differently because of facings, having special conditions for moving, shooting, and interaction with infantry, they're not very similar.<br /> <br /> <blockquote class="uncited"><div>The thing is that this argument entails the 5+ reroll or anything for that matter, so the way we counter that is giving monstrous creatures defense saves too.</div></blockquote> what? Monsters have a second save already for dealing with weaker infantry weapons, i dont think we need to give them another. Also, if you have a problem with a weapon being too powerful against a particular group of units, you don't try to change the unit, you change the weapon.<br /> <br /> <blockquote class="uncited"><div>We have created a wider range of stats due to our comparison chart. If we duplicate the stats (this includes full rerolls and power fists) we are stretching the stat line-up so that the spaces in between them are doubled, meaning that the variety we have created is actually being unbalanced by the doubling.</div></blockquote> But they're really not unbalanced. Yes doubling opens up more space than it used to, but the overall effect is no different than it used to be. If they weren't unbalanced in the old system, they shouldn't be in this system. This doesn't even address the fact that getting powerfists is expensive and rare, they typically cost more than 20 points, and only a couple of models in an army can even take them. And again, for full rerolls, it's no different than the old system, where they weren't unbalanced, and again, are fairly rare.<br /> <br /> So for powerfists, since almost every units is going to be in the 3-5 range for strength, they're going to have doubled values of 6 8 and 10, all of which perform almost exactly as they did in the old system. Strength 3 units who double to 6 will be able to affect up to the highest non-vehicle defense, and be much more effective against anything less than that. Strength 5 units who double to 10 will be very capable of wounding the high defense monsters, just like they used to, and be able to affect up to the highest armor value for vehicles using the old vehicle damage system. Meanwhile, we just created a new slot at 4 which doubles to 8, which is a strong middle ground.]]></description>
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				<pubDate><![CDATA[Thu, 3 Oct 2013 14:42:21]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:New 40K ruleset</title>
				<description><![CDATA[ <blockquote class="uncited"><div>but they're really not, they don't have <span class="glossaryitem" onmouseover='gp(149);'>WS</span> or dexterity, they have different damage effects because of the vehicle damage charts, much higher armor values than standard, etc etc. Are they similar at their core? Probably, but when you're ignoring one of the two kinds of combat, treating armor values differently because of facings, having special conditions for moving, shooting, and interaction with infantry, they're not very similar. </div></blockquote>Well, so what? They are half similar yet half different. But we can find a way to make vehicles work with the UNIVERSAL comparison chart, right?<blockquote class="uncited"><div>what? Monsters have a second save already for dealing with weaker infantry weapons, i dont think we need to give them another. Also, if you have a problem with a weapon being too powerful against a particular group of units, you don't try to change the unit, you change the weapon. </div></blockquote>What? Why didn't you inform me about this new save monstrous creatures get? And no, not necessarily. I think power weapons can have a 4+ reroll but monstrous creatures have a special rule which worsens these flat rerolls by 1 or 2. So a 4+ reroll would turn into a 5+ or a 6+ because massive monsters can take wounds and not feel a thing <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"><blockquote class="uncited"><div>Yes doubling opens up more space than it used to. If they weren't unbalanced in the old system, they shouldn't be in this system. </div></blockquote>But they are. Because the stats are more varied. The doubling has a much bigger impact since there's more variety for it to spread out. Even in the old system, having any old space marine with a power fist hit with S8 whereas a scorpion exarch hits with S6. That's a large gap isn't it. Twice as much as it should be. And now that the stats are even MORE varied, space marines would be hitting on P10, which is FOUR MORE THAN a P3 model.<blockquote class="uncited"><div>This doesn't even address the fact that getting powerfists is expensive and rare</div></blockquote>The fact that power fists are expensive IS a reason to justify their strength, however it IS NOT a reason to justify that they're unbalanced. <span class="glossaryitem" onmouseover='gp(280);'>OP</span> =/= unbalanced. Unless a model with a lower strength is going to get a power fist cheaper (which doesn't make any sense), they are injusticed, because models that are only 1 or 2 points above them are getting way more benefit out of it.]]></description>
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				<pubDate><![CDATA[Thu, 3 Oct 2013 19:56:52]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:New 40K ruleset</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Well, so what? They are half similar yet half different. But we can find a way to make vehicles work with the UNIVERSAL comparison chart, right?</div></blockquote> half different is incredibly different. And could we find a way to get it work with just the URC? Maybe, i certainly don't have any ideas how to accomplish this, and the old system solves the problems and is right there to be used.<br /> <br /> <blockquote class="uncited"><div>What? Why didn't you inform me about this new save monstrous creatures get? And no, not necessarily. I think power weapons can have a 4+ reroll but monstrous creatures have a special rule which worsens these flat rerolls by 1 or 2. So a 4+ reroll would turn into a 5+ or a 6+ because massive monsters can take wounds and not feel a thing </div></blockquote> We brought this up a while ago, where I talked about lowering the wound counts of monsters and supplementing this with whats essentially a second defense value, that was much lower than its actual defense value, so it can have saves against infantry weapons. So for instance, a hive tyrant might have defense 8, with the monster defense value of 5, so it would get whatever save it would normally get against the weapon, then if the weapons strength was low enough, it would get the second monster save. So this hive tyrant hit by a Bolter would have a 2+ save, and if it failed that, it would get a 4+ save. <br /> <br /> Giving them a trait to let them lower the power weapon effect seems like a roundabout way to handle it.<br /> <br /> <blockquote class="uncited"><div>But they are. Because the stats are more varied. The doubling has a much bigger impact since there's more variety for it to spread out. Even in the old system, having any old space marine with a power fist hit with S8 whereas a scorpion exarch hits with S6. That's a large gap isn't it. Twice as much as it should be. And now that the stats are even MORE varied, space marines would be hitting on P10, which is FOUR MORE THAN a P3 model.</div></blockquote> your example of a space marine vs the scorpion exarch is flawed in that eldar are weaker than space marines, its just a difference in physical traits. And if you want to use a flat value increase like +4, that's not any better, because its disproportionate to the model, a +4 to a strength 3 model is more than doubling. Beyond that, it's not that big of a difference between the two methods, one puts strength 5 at 9 instead of 10, strength 4 at 8 equally, and strength 3 at 7 instead of 6. This doesn't make sense, because how are you improving a weaker frame to a greater degree ( multiple of 2.33) than a stronger frame (multiple of 1.8)? I cannot deliver as much force off of a guardsman as I can a space marine, proportionally or otherwise. Powerfists do not function identically to an upscaled power weapon, i dont think treating them as such does them justice.<br /> <br /> <blockquote class="uncited"><div>The fact that power fists are expensive IS a reason to justify their strength, however it IS NOT a reason to justify that they're unbalanced. <span class="glossaryitem" onmouseover='gp(280);'>OP</span> =/= unbalanced. Unless a model with a lower strength is going to get a power fist cheaper (which doesn't make any sense), they are injusticed, because models that are only 1 or 2 points above them are getting way more benefit out of it.</div></blockquote> but they're not <span class="glossaryitem" onmouseover='gp(280);'>OP</span> or out of balance, because they still do what they've always done, let models damage units they normally wouldn't be able to, or improve their existing ability to tackle infantry. And, just like they always have, they have a greater impact on higher strengths than lower strengths. And how many powerfists style effects are there in the game? Actual power fists and thunderhammers for space marines and guardsman, power claws for orks, and the scorpion claw for eldar scorpion exarchs, and to that last example, if you're using a striking scorpion to try to take down a monster or vehicle, your'e using that model wrong, otherwise against more mundane units it works wonderfully.<br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 3 Oct 2013 22:38:41]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:New 40K ruleset</title>
				<description><![CDATA[ <blockquote class="uncited"><div>half different is incredibly different. And could we find a way to get it work with just the URC? Maybe, i certainly don't have any ideas how to accomplish this, and the old system solves the problems and is right there to be used.</div></blockquote>Well firstly I just don't want the modifying of the universal comparison chart to be our go-to if we don't have any answers. If you let the idea stick a while, I will be able to give you a proposal that lets vehicles work under the chart.<blockquote class="uncited"><div>We brought this up a while ago, where I talked about lowering the wound counts of monsters and supplementing this with whats essentially a second defense value, that was much lower than its actual defense value, so it can have saves against infantry weapons. So for instance, a hive tyrant might have defense 8, with the monster defense value of 5, so it would get whatever save it would normally get against the weapon, then if the weapons strength was low enough, it would get the second monster save. So this hive tyrant hit by a Bolter would have a 2+ save, and if it failed that, it would get a 4+ save. <br /> <br /> Giving them a trait to let them lower the power weapon effect seems like a roundabout way to handle it.</div></blockquote>Do you plan on giving vehicles this same kind of thing? Because then it conveys that even a bolter round can hit a weak spot of a vehicle with a 6+ and a 6+.<blockquote class="uncited"><div>your example of a space marine vs the scorpion exarch is flawed in that eldar are weaker than space marines, its just a difference in physical traits. And if you want to use a flat value increase like +4, that's not any better, because its disproportionate to the model, a +4 to a strength 3 model is more than doubling. Beyond that, it's not that big of a difference between the two methods, one puts strength 5 at 9 instead of 10, strength 4 at 8 equally, and strength 3 at 7 instead of 6. This doesn't make sense, because how are you improving a weaker frame to a greater degree ( multiple of 2.33) than a stronger frame (multiple of 1.8)? I cannot deliver as much force off of a guardsman as I can a space marine, proportionally or otherwise. Powerfists do not function identically to an upscaled power weapon, i dont think treating them as such does them justice. </div></blockquote>So you actually think that now, in this system, a scorpion exarch would get P6 whilst a typical marine would get P10? You know that's a jump from heavy bolter to melta.]]></description>
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				<pubDate><![CDATA[Fri, 4 Oct 2013 06:30:56]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:New 40K ruleset</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Do you plan on giving vehicles this same kind of thing? Because then it conveys that even a bolter round can hit a weak spot of a vehicle with a 6+ and a 6+.</div></blockquote> I didn't have any plan for that, because vehicles should have far fewer weak points than a monster, the view ports are tiny, plus all the future materials of <span class="glossaryitem" onmouseover='gp(3);'>40K</span> are stronger than any organic material could match, or supposedly so anyways, the fluff can never really decide on how strong these things should be. From a gameplay perspective, having Bolters be able to do wounds to vehicles is kinda problematic, i dont think its a particularly good match.<br /> <br /> <blockquote class="uncited"><div>So you actually think that now, in this system, a scorpion exarch would get P6 whilst a typical marine would get P10? You know that's a jump from heavy bolter to melta.</div></blockquote> i just don't think its anywhere near as big a problem as it seems at first glance, because if it were widespread and prolific it might be a bigger issue, but its rarity means having it be "unbalanced" doesn't really come into play. Strength 10 is roughly equivalent to strength 8 in the old system, so its a fairly accurate port for space marines, the only other powerfists examples i know of are ork power claws, which bring them up to <span class="glossaryitem" onmouseover='gp(123);'>str</span> 8 and power weapon rules, which lets them tackle heavy vehicles as well as pulp infantry with the power weapon rules (whatever that comes out to be), and that scorpion exarch weapon, and as per the eldar design philosophy of being master of your field, if you're using a striking scorpion to attack a vehicle or a monster, you're not using the unit right, and it provides a very nice bonus to regular infantry killing power. And even if you try to attack a vehicle with that striking scorpion, most rear armor would be 11 using the old vehicle damage system, and strength 6 would mean youre glancing on a 5, penetrating on a 6.<br /> <br /> As to it being a jump from a heavy Bolter to a Meltagun, you're right but isn't that basically what it was in the old system? Strength 3 were raised to strength 6, just above heavy Bolters, and strength 4 was raised to strength 8, which was the Meltagun strength. I really don't see what the problem on that front is.<br /> <br /> <blockquote class="uncited"><div>Well firstly I just don't want the modifying of the universal comparison chart to be our go-to if we don't have any answers. If you let the idea stick a while, I will be able to give you a proposal that lets vehicles work under the chart.</div></blockquote> please, I'd love some more creative solutions, but right now i see a solution that is straightforward and effective, with the downside being we alter the name of the URC.]]></description>
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				<pubDate><![CDATA[Fri, 4 Oct 2013 07:07:05]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:New 40K ruleset</title>
				<description><![CDATA[ But it isn't as rare as you say it is. Terminators? Almost every <span class="glossaryitem" onmouseover='gp(119);'>SM</span> army likes that. Terminator armour? Gives them +1 Power. Suddenly, you've got a theoretical P12 unit.]]></description>
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				<pubDate><![CDATA[Fri, 4 Oct 2013 18:37:21]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:New 40K ruleset</title>
				<description><![CDATA[ <blockquote class="uncited"><div> But it isn't as rare as you say it is. Terminators? Almost every <span class="glossaryitem" onmouseover='gp(119);'>SM</span> army likes that. Terminator armour? Gives them +1 Power. Suddenly, you've got a theoretical P12 unit.</div></blockquote> Except that terminators, the regular ones anyways, really arnt that good. At 40 points per model, before the almost necessary land raider or Stormraven delivery system, with just high strength on their side, they're not super powerful. They're the tactical marine of higher points cost elites, good at durability, not so great at <span class="glossaryitem" onmouseover='gp(111);'>raw</span> damage output. Last strike and only 2 attacks keeps them from being ridiculous beat sticks, even at strength 6 with powerfists and high <span class="glossaryitem" onmouseover='gp(149);'>WS</span>. At something like 400 points for a unit of 5 terminators plus delivery system, that not amazing. Plus easy counters to terminators outside vehicles is just unload all the anti tank weapons on them, and boom dead terminators.<br /> <br /> Now for assault terminators this is a different story, because <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span> assault terminators would be ridiculous, but that's because of the insanity that is the current stormshield, not so much the thunderhammer. A 3+ invulnerable save on a terminator for free like that is ridiculous. I liked the idea of the older stormshield so where they gave you a 4+ invulnerable in Melee, so maybe make it a 3+ invulnerable in Melee for the modern stormshield, to make sure you don't have that invincible terminator marching across the field, shrugging off las cannons like theyre not a threat, because under the current rules theyre really not to a <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span> assault terminator.]]></description>
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				<pubDate><![CDATA[Fri, 4 Oct 2013 18:49:35]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:New 40K ruleset</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Except that terminators, the regular ones anyways, really arnt that good. At 40 points per model, before the almost necessary land raider or Stormraven delivery system, with just high strength on their side, they're not super powerful. They're the tactical marine of higher points cost elites, good at durability, not so great at <span class="glossaryitem" onmouseover='gp(111);'>raw</span> damage output. Last strike and only 2 attacks keeps them from being ridiculous beat sticks, even at strength 6 with powerfists and high <span class="glossaryitem" onmouseover='gp(149);'>WS</span>. At something like 400 points for a unit of 5 terminators plus delivery system, that not amazing. Plus easy counters to terminators outside vehicles is just unload all the anti tank weapons on them, and boom dead terminators. </div></blockquote>You're saying that 40 points for a P12 R9 A2 plus standard marine stats isn't worth it?<blockquote class="uncited"><div>Now for assault terminators this is a different story, because <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span> assault terminators would be ridiculous, but that's because of the insanity that is the current stormshield, not so much the thunderhammer. A 3+ invulnerable save on a terminator for free like that is ridiculous. I liked the idea of the older stormshield so where they gave you a 4+ invulnerable in Melee, so maybe make it a 3+ invulnerable in Melee for the modern stormshield, to make sure you don't have that invincible terminator marching across the field, shrugging off las cannons like theyre not a threat, because under the current rules theyre really not to a <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span> assault terminator.</div></blockquote>Whatever this situaion may be, I don't know one bit of space marines but all I would say is 4++ in combat whilst the normal 5++ out of combat. And we can make thunder hammers snazzy, I guarantee it you WILL be pleased at how thunder hammers are reworked. Lots of great possibilities here.]]></description>
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				<pubDate><![CDATA[Fri, 4 Oct 2013 20:05:46]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:New 40K ruleset</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Whatever this situaion may be, I don't know one bit of space marines but all I would say is 4++ in combat whilst the normal 5++ out of combat. And we can make thunder hammers snazzy, I guarantee it you WILL be pleased at how thunder hammers are reworked. Lots of great possibilities here.</div></blockquote> hope you've got cool ideas for this, I think having a concussive effect like "a model hit by a thunderhammer counts as last strike for their next combat phase" or something would be fun, but most models would be outright annihilated by a thunderhammer so idk.<br /> <br /> <blockquote class="uncited"><div>You're saying that 40 points for a P12 R9 A2 plus standard marine stats isn't worth it?</div></blockquote> am I saying theyre not worth it? No of course not, but they're not the most competitive choice for a 40 point model. They're just a veteran in good armor with a powerfist and storm bolter, so they can do a little bit of everything, but they're not amazing at anything. If I wanted a infantry shredder, <span class="glossaryitem" onmouseover='gp(269);'>id</span> use assault terminators, if i wanted a monster killer, <span class="glossaryitem" onmouseover='gp(269);'>id</span> use <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span> assault terminators. Regular terminators have never really had a place in the space marine army, because they don't fill a niche or a need. And even against other expensive elites choices from other armies, all they have is high strength and high durability, beyond those two areas theyre not amazing.]]></description>
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				<pubDate><![CDATA[Fri, 4 Oct 2013 20:43:39]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:New 40K ruleset</title>
				<description><![CDATA[ <blockquote class="uncited"><div>hope you've got cool ideas for this, I think having a concussive effect like "a model hit by a thunderhammer counts as last strike for their next combat phase" or something would be fun, but most models would be outright annihilated by a thunderhammer so idk. </div></blockquote>Yeah I'm bound to bump into something cool. Recently it's been a bit busy but I should be able to get the vehicle damage + thunderhammers and anything else sorted this week..<blockquote class="uncited"><div>am I saying theyre not worth it? No of course not, but they're not the most competitive choice for a 40 point model. They're just a veteran in good armor with a powerfist and storm bolter, so they can do a little bit of everything, but they're not amazing at anything. If I wanted a infantry shredder, <span class="glossaryitem" onmouseover='gp(269);'>id</span> use assault terminators, if i wanted a monster killer, <span class="glossaryitem" onmouseover='gp(269);'>id</span> use <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span> assault terminators. Regular terminators have never really had a place in the space marine army, because they don't fill a niche or a need. And even against other expensive elites choices from other armies, all they have is high strength and high durability, beyond those two areas theyre not amazing.</div></blockquote>I agree with everything you said, I'm just saying that those stats are absolutely outrageous <span class="glossaryitem" onmouseover='gp(325);'>tbh</span>. The Resilience 9 is going to be very very good, as well as the invuln, they're going to be ever more invincible. I think that a good point for Terminators to rest would be 1 attack at P10 each.]]></description>
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				<pubDate><![CDATA[Fri, 4 Oct 2013 21:41:01]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:New 40K ruleset</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Yeah I'm bound to bump into something cool. Recently it's been a bit busy but I should be able to get the vehicle damage + thunderhammers and anything else sorted this week..</div></blockquote> Looking forward to what you come up with, but for now, im going to go forward assuming we're using the old vehicle damage system. It does what it needs to, and is already familiar. If a better idea comes out, lets be sure to use that instead.<br /> <br /> <blockquote class="uncited"><div>I agree with everything you said, I'm just saying that those stats are absolutely outrageous <span class="glossaryitem" onmouseover='gp(325);'>tbh</span>. The Resilience 9 is going to be very very good, as well as the invuln, they're going to be ever more invincible. I think that a good point for Terminators to rest would be 1 attack at P10 each.</div></blockquote> I agree, i think defense 9 is insane, i put them at defense 8, so theyve got a good survivability range against middle strength weapons, leaving a gap open for some interesting wargear or statline at defense 7, and keeping them out of the super high-end range of the non-vehicle values. And yes they are going to be quite difficult to kill under these rules, but dropping them down to 1 attack at P 10 is problematic. For one, theyre the second most elite organization in a chapter, behind only the honor guard, so giving them the same attack values as a rank and file space marine doesn't make a lot of sense. Beyond that, the whole reason why i gave them strength 6 instead of strength 5 was because i could justify it by lowering their dexterity. The low dexterity of 3, plus the low stealth of 3, means they are not at all hard to hit, be it in shooting or melee, but they are incredibly tough and strong to offset this.<br /> <br /> Also, ive been thinking about the mobility stat, and having units be lower or higher than the average at certain points. One thing ive noticed thats a problem is that the slower models (necrons, terminators, etc) will take forever to move across the board under these rules, and can essentially be kited by an opponent. So heres my thought, we make them feel slower, without actually impacting their speed to cross the board. So for instance, something like the slow and purposeful rule, where they cannot run or make sweeping advances, but gain relentless or something, and they don't necessarily need the positive aspect of it. This way, they are "slower" in that they lose the ability to do some of the more speed or agility based effects, but are not hindered in moving across the board quite so much. ]]></description>
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				<pubDate><![CDATA[Sat, 5 Oct 2013 02:41:05]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:New 40K ruleset</title>
				<description><![CDATA[ Alright I don't mind R8. However giving them an extra attack is ok because of the dexterity, but then I would slightly lower it to P9.<blockquote class="uncited"><div>Also, ive been thinking about the mobility stat, and having units be lower or higher than the average at certain points. One thing ive noticed thats a problem is that the slower models (necrons, terminators, etc) will take forever to move across the board under these rules, and can essentially be kited by an opponent. So heres my thought, we make them feel slower, without actually impacting their speed to cross the board. So for instance, something like the slow and purposeful rule, where they cannot run or make sweeping advances, but gain relentless or something, and they don't necessarily need the positive aspect of it. This way, they are "slower" in that they lose the ability to do some of the more speed or agility based effects, but are not hindered in moving across the board quite so much. </div></blockquote>If we lower their mobility by 1 as well, we can make them a bit slower but not too slow, and on top of that some rules which make it feel slow, they will both BE slow and FEEL slow. But not too much of course.]]></description>
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				<pubDate><![CDATA[Sat, 5 Oct 2013 08:20:01]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:New 40K ruleset</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Alright I don't mind R8. However giving them an extra attack is ok because of the dexterity, but then I would slightly lower it to P9.</div></blockquote> but strength 9 means they'll be weaker than a normal space marine with a powerfist,  which doesn't make sense, again, the whole point of the drop to stealth and dexterity was to allow that increase in strength. I think you are seriously overestimating the potential damage output of regular terminators. Yeah they'll be hitting at Strength 12 under these rules, but they're not fast, they attract a ton of fire, and most people will be throwing either bubble wrap units at them or elite close combat units. For the former, losing them won't matter, and for the latter, theyll probably land a bunch of hits due to low dexterity and last strike, and most elite close combat units have some sort of way to deal with tough units, be it rending, poison, power weapon, or whatever.<br /> <br /> <blockquote class="uncited"><div>If we lower their mobility by 1 as well, we can make them a bit slower but not too slow, and on top of that some rules which make it feel slow, they will both BE slow and FEEL slow. But not too much of course.</div></blockquote> but a change of 1 inch to movement is not enough to have an impact, it's just busywork. And if we actually slow a unit down, players will want to use a transports rather than walking them, which will push vehicles even further into the game, which i really don't want.<br /> ]]></description>
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				<pubDate><![CDATA[Sat, 5 Oct 2013 15:30:41]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:New 40K ruleset</title>
				<description><![CDATA[ <blockquote class="uncited"><div>but strength 9 means they'll be weaker than a normal space marine with a powerfist, which doesn't make sense, again, the whole point of the drop to stealth and dexterity was to allow that increase in strength. I think you are seriously overestimating the potential damage output of regular terminators. Yeah they'll be hitting at Strength 12 under these rules, but they're not fast, they attract a ton of fire, and most people will be throwing either bubble wrap units at them or elite close combat units. For the former, losing them won't matter, and for the latter, theyll probably land a bunch of hits due to low dexterity and last strike, and most elite close combat units have some sort of way to deal with tough units, be it rending, poison, power weapon, or whatever. </div></blockquote>To be honest only experimenting will determine what the best power for terminators will be, however under no circumstances am I going to let them be the strongest weapon in the galaxy available in such large numbers.<blockquote class="uncited"><div>but a change of 1 inch to movement is not enough to have an impact, it's just busywork. And if we actually slow a unit down, players will want to use a transports rather than walking them, which will push vehicles even further into the game, which i really don't want. </div></blockquote>But there's only so much you can do to make a unit feel slow. Do you want it so that every slow unit has the same special rule?]]></description>
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				<pubDate><![CDATA[Sun, 6 Oct 2013 07:07:31]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:New 40K ruleset</title>
				<description><![CDATA[ <blockquote class="uncited"><div>But there's only so much you can do to make a unit feel slow. Do you want it so that every slow unit has the same special rule?</div></blockquote> That same argument applies to faster units though. They're all just going to be something like 3 inches faster than the norm, so having all the slow units have the same effect apply to all of them would make sense alongside that. I don't want too much variety in movement speeds for infantry, because then you have to keep all of them in mind, rather than them just being slow, normal, or fast.<br /> <br /> <blockquote class="uncited"><div>To be honest only experimenting will determine what the best power for terminators will be, however under no circumstances am I going to let them be the strongest weapon in the galaxy available in such large numbers.</div></blockquote> Do I think them being strength 12 could turn out to be a problem? Possibly, particularly against non-heavy vehicles, because strength 12 vs rear armor 11 means auto penetrate, though that kinda makes sense. As for them being available in such large numbers, they're really not, particularly under the new <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> system. You can't just buy two 5 man tactical squads then fill up on 3 10 man terminator squads any more, you'd have to have 4 troops choices to get 3 terminator squads. Beyond that 3 squads of 10 terminators will set you back 1200 points, which means your opponent should be fully capable of blasting them off the table, particularly since they're slow infantry and will take forever to get somewhere. The only army who can spam terminators (besides grey knights who don't use thunderhammers or powerfists as much) is Deathwing Dark angels, and you need a special character <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> to use them as troops, and even there he's a 200+ point <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> and Deathwing terminators are more expensive than normal terminators.<br /> ]]></description>
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				<pubDate><![CDATA[Sun, 6 Oct 2013 16:38:14]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:New 40K ruleset</title>
				<description><![CDATA[ Ok so what special rule do you want to give slow/fast units?<br /> <br /> I'm not saying that P12 will be <span class="glossaryitem" onmouseover='gp(280);'>OP</span> (although there is a good chance), it's just that you're saying that nothing exceeds the power of a marine in terminator armour with a power fist. Plus there's no way to get to P12 without sticking with the "power fists double strength" logic which is invalid. I'm saying I don't mind if they're P10 or P9 because playtesting will find balance.]]></description>
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				<pubDate><![CDATA[Sun, 6 Oct 2013 19:57:03]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:New 40K ruleset</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Ok so what special rule do you want to give slow/fast units? </div></blockquote> I don't necessarily want them to have a special rule, but rather some trait of the unit that makes them "slow", so basically what the terminator armor equipment entry states in the marine codex, where it says they cannot perform sweeping advances and gain relentless, but not locked into the equipment section. So for instance, they could have unit type heavy infantry, and the <span class="glossaryitem" onmouseover='gp(13);'>BRB</span> would state that heavy infantry would not be able to perform sweeping advances or run, and maybe gain relentless. This way we have an easily rememberable quality of that unit that doesn't require a special rule to describe that effect.<br /> <br /> <blockquote class="uncited"><div>I'm not saying that P12 will be <span class="glossaryitem" onmouseover='gp(280);'>OP</span> (although there is a good chance), it's just that you're saying that nothing exceeds the power of a marine in terminator armour with a power fist. Plus there's no way to get to P12 without sticking with the "power fists double strength" logic which is invalid. I'm saying I don't mind if they're P10 or P9 because playtesting will find balance.</div></blockquote> For the realism front, I'd say its totally plausible for the strongest Melee weapon mankind has every produced being wielded by the strongest human in the strongest armor mankind has ever produced to be able to do truly massive amounts of damage on a constrained area for a tiny amount of time, which is what a powerfist does in essence, a very brief, but ridiculously powerful hit. Gameplay wise, yeah having it be the highest possible strength is a bit odd, but these values are always abstractions, and most of the weapons up at strength 12 would be tank weaponry, typically with long range and/or blast templates and ordinance rules, so there are ways to differentiate the strength and killing power of a weapon beyond strength, even if its not as immediately apparant as a stat value. For example, look at a dreadnought with a powerfist vs the vindicator tank. Both strike at strength 10 under the current rules and are mounted on vehicles, but one is a melee weapon while the other is a 24" large blast with ordinance special rule, so it hits way harder.<br /> <br /> And how is powerfists doubling strength invalid? Its an easy to remember effect, with proper effects and pricing to match. Yes it doesn't improve every unit wielding it equally, but that's not its role. There are already weapons in place to do exactly that, and it's not possible to increase everything equally. Plus it easily sets them apart from other weapon types, that doubling effect is what makes a powerfist a Powerfist]]></description>
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				<pubDate><![CDATA[Sun, 6 Oct 2013 20:20:47]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:New 40K ruleset</title>
				<description><![CDATA[ Hey folks.<br />  Have you got the rules written up yet?I would like to have a read through what you have so far.. <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Sun, 6 Oct 2013 22:22:39]]> GMT</pubDate>
				<author><![CDATA[ Lanrak]]></author>
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				<title>Re:New 40K ruleset</title>
				<description><![CDATA[ Nope not yet  <img src="/s/i/a/504660322487159bb25fddaa475847a6.gif" border="0"> Maybe if we reach 20 pages we have to stop faffing around and start writing haha<br /> <br /> <br /> <blockquote class="uncited"><div>and most of the weapons up at strength 12 would be tank weaponry, typically with long range and/or blast templates and ordinance rules, so there are ways to differentiate the strength and killing power of a weapon beyond strength, even if its not as immediately apparant as a stat value. For example, look at a dreadnought with a powerfist vs the vindicator tank. Both strike at strength 10 under the current rules and are mounted on vehicles, but one is a melee weapon while the other is a 24" large blast with ordinance special rule, so it hits way harder. </div></blockquote>The reason why I don't really want P12 was because I was trying to make it a sort of "10.5" where only the COMPLETELY insane and extraordinary or incomprehensibly rare weapons would be. But I'll be happy to compromise this one time with you and call it P10 with two attacks or P11 with one attack, but this could change depending on how strong they are. Would you like them to have more attacks but less strength, or less attacks but more strength? I would opt for the latter since it's more realistic.<blockquote class="uncited"><div>Its an easy to remember effect</div></blockquote>So will the alternative.<blockquote class="uncited"><div>Yes it doesn't improve every unit wielding it equally, but that's not its role</div></blockquote>So you're saying that you're going to let the doubling effect slide by making it cost more for stronger-base units? What if you're a scorpion exarch or even an <span class="glossaryitem" onmouseover='gp(69);'>IG</span> commander, you're going to pay significantly less because your power fist doesn't function well enough? What if you were that eldar/<span class="glossaryitem" onmouseover='gp(69);'>IG</span> player that wanted their power fist to do the same job of <span class="glossaryitem" onmouseover='gp(119);'>SM</span> ones? So <span class="glossaryitem" onmouseover='gp(388);'>SMs</span> are going around blowing up tanks with their P10/11 power fists while we're stuck with P6? The range is 6, 8 and 10. Let's make it 7, 8 and 9, no?<blockquote class="uncited"><div>Plus it easily sets them apart from other weapon types, that doubling effect is what makes a powerfist a Powerfist</div></blockquote>Yes, but we can keep this because alongside a massive +4 Power increase there could be something else that makes it unique, just like how thunderhammers will be unique.]]></description>
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				<pubDate><![CDATA[Mon, 7 Oct 2013 06:32:56]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:New 40K ruleset</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Nope not yet   Maybe if we reach 20 pages we have to stop faffing around and start writing haha </div></blockquote> <span class="glossaryitem" onmouseover='gp(84);'>Lol</span> even 20 might be a hopeful estimate. Page 17, and were still working out vehicles, and only just starting to discuss certain weapon types/rules and specific examples.<br /> <br /> <blockquote class="uncited"><div>So you're saying that you're going to let the doubling effect slide by making it cost more for stronger-base units? What if you're a scorpion exarch or even an <span class="glossaryitem" onmouseover='gp(69);'>IG</span> commander, you're going to pay significantly less because your power fist doesn't function well enough? What if you were that eldar/<span class="glossaryitem" onmouseover='gp(69);'>IG</span> player that wanted their power fist to do the same job of <span class="glossaryitem" onmouseover='gp(119);'>SM</span> ones? So <span class="glossaryitem" onmouseover='gp(388);'>SMs</span> are going around blowing up tanks with their P10/11 power fists while we're stuck with P6? The range is 6, 8 and 10. Let's make it 7, 8 and 9, no?</div></blockquote> I didn't think about changing prices according to this way of going about it, but yeah thats a good way to handle the differences, something along the lines of a 10/20/25 point split would probably be about right for that direction. And as to wanting my imperial guardsman's powerfist to bust, say, a land raider, my comment to that player is that they have already failed if that is their goal. That's like saying i want to be able to send my guardsman up against a hive tyrant with a decent chance of success, its just not going to happen. As for making it 7, 8, 9, my arguments against the +4 system have already been noted, realistically it doesnt make sense, how am i more than doubling a guardsmans strength but less than doubling a space marines strength with a weapon that is specifically built to function off of and improve the wielders strength. <br /> <br /> <blockquote class="uncited"><div>But I'll be happy to compromise this one time with you and call it P10 with two attacks or P11 with one attack, but this could change depending on how strong they are. Would you like them to have more attacks but less strength, or less attacks but more strength? I would opt for the latter since it's more realistic.</div></blockquote> Its not a matter of compromise, their statline is fixed beyond the strength element. Terminators are veterans, so they have 2 attacks. Period. If anything, <span class="glossaryitem" onmouseover='gp(269);'>id</span> be willing to bring them back down to strength 5 instead of strength 6, and drop the dexterity and stealth penalites. But ideally, <span class="glossaryitem" onmouseover='gp(269);'>id</span> like to see these monstrous brutes able to automatically double wound defense 3 models no matter what weapon they're wielding, hence the base strength 6 i suggested for them. Plus i didn't want them to be just "space marines in heavy armor" but rather something more befitting their theme and design, so slow, durable, lumbering, and absolutely murderous models, make them the shock troops they've never really managed to be.<br /> ]]></description>
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				<pubDate><![CDATA[Mon, 7 Oct 2013 06:57:23]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:New 40K ruleset</title>
				<description><![CDATA[ Hi guys.<br />  I think you are struggleing because you want to transfer the current <span class="glossaryitem" onmouseover='gp(3);'>40k</span> stats and profiles into the new game.And as such you sort of missed  the point of writing new rules <span class="glossaryitem" onmouseover='gp(72);'>IMO</span>.<br /> <br /> IF you assume the new rule are written to cover  everything in <span class="glossaryitem" onmouseover='gp(3);'>40k</span>, (in a slightly different way.)<br />  Then you are free to develop rules that reflect the battles in the <span class="glossaryitem" onmouseover='gp(3);'>40k</span> background, rather than transfer  the arguments from the current <span class="glossaryitem" onmouseover='gp(3);'>40k</span> table top.   <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0">  <br /> <br /> I have a VERY rough draught of my new rules set written as a modern war game that can cover <span class="glossaryitem" onmouseover='gp(3);'>40k</span> setting.<br /> I can post it up if you like?<br /> <br /> Is only 16 pages, I view it as a NEW starting point rather than a finished work though.(It is very basic.)]]></description>
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				<pubDate><![CDATA[Mon, 7 Oct 2013 13:00:57]]> GMT</pubDate>
				<author><![CDATA[ Lanrak]]></author>
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				<title>Re:New 40K ruleset</title>
				<description><![CDATA[ Hey Lanrak,<br /> <br /> <blockquote class="uncited"><div>I think you are struggleing because you want to transfer the current <span class="glossaryitem" onmouseover='gp(3);'>40k</span> stats and profiles into the new game.And as such you sort of missed the point of writing new rules <span class="glossaryitem" onmouseover='gp(72);'>IMO</span>. <br /> <br /> IF you assume the new rule are written to cover everything in <span class="glossaryitem" onmouseover='gp(3);'>40k</span>, (in a slightly different way.) <br /> Then you are free to develop rules that reflect the battles in the <span class="glossaryitem" onmouseover='gp(3);'>40k</span> background, rather than transfer the arguments from the current <span class="glossaryitem" onmouseover='gp(3);'>40k</span> table top.  </div></blockquote> personally, I don't want a completely different game, I want to play a fixed version of <span class="glossaryitem" onmouseover='gp(3);'>40K</span>. Is there room to add variety and take some creative license? Yes totally, but too much deviation means its not really <span class="glossaryitem" onmouseover='gp(3);'>40K</span> anymore, hence converting old statlines into the new, with some variety added where needed.<br /> <br /> <blockquote class="uncited"><div><br /> I have a VERY rough draught of my new rules set written as a modern war game that can cover <span class="glossaryitem" onmouseover='gp(3);'>40k</span> setting. <br /> I can post it up if you like? <br /> <br /> Is only 16 pages, I view it as a NEW starting point rather than a finished work though.(It is very basic.)</div></blockquote>I'd love to see this, though I'd recommend posting it as a new thread to make sure the widest audience possible sees it.]]></description>
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				<pubDate><![CDATA[Mon, 7 Oct 2013 14:15:17]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:New 40K ruleset</title>
				<description><![CDATA[ Well in my experience we have used other rule sets with <span class="glossaryitem" onmouseover='gp(3);'>40k</span> minatures to play games of <span class="glossaryitem" onmouseover='gp(3);'>40k</span>. these games ended up with all the narrative of <span class="glossaryitem" onmouseover='gp(3);'>40k</span> without the arguments over the rules. <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0">  <br /> <br /> I personally do not see the need to use rules based on <span class="glossaryitem" onmouseover='gp(147);'>WHFB</span>, to play a game of <span class="glossaryitem" onmouseover='gp(3);'>40k</span>.(Epic rules give much better game experiance, and they have NO link to <span class="glossaryitem" onmouseover='gp(147);'>WHFB</span> rules!)<br /> <br /> Ill leave you to debate your rules in this thread and start another one for my new rules discussion.  <br /> I will be interested to see you final rule set when you get it written up.]]></description>
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				<pubDate><![CDATA[Mon, 7 Oct 2013 23:20:52]]> GMT</pubDate>
				<author><![CDATA[ Lanrak]]></author>
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				<title>Re:New 40K ruleset</title>
				<description><![CDATA[ Ok so I had an idea on how to handle the tyranid gaunts having such a low defense value and getting double wounded all over the place. The math isn't all there, but I think the idea behind it is pretty solid. It's basically an adapted version of the necrons re-animation protocols, meant for larger numbers of models.<br /> <br /> Endless Swarm Special Rule: <br /> -- At the end of the player turn, a unit subject to this special rule rolls a D3 for every 10 models the unit started the game with. This many models are added back to the unit. The unit may not exceed the number of models it started with.<br /> <br /> I've toyed with some other ways of doing this, from percentages, to mixing <span class="glossaryitem" onmouseover='gp(24);'>D6</span> and D3, but they're all clunky and require some excess math and rounding. Hopefully this will push people to take larger units, to max out the endless swarm dice they can get. It also makes upgrades more cost efficient and justifiable, because even if you lose models fast, you're getting some of those losses back each turn, essentially getting free models.<br /> <br /> This just hit me, but a cool way to mix the Tervigon into this effect would be to remove the Tervigons birthing power,and have it buff the endless swarm dice within a small area, maybe giving a 2X multiplier. Maybe the Tervigon prime could offer an even higher ratio....idk i think it'd be unbalanced, maybe a larger range for the effect...though that doesn't make any sense. Maybe mix the two methods, with one type of Tervigon getting birthing and the other getting the endless swarm multiplayer.<br /> ]]></description>
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				<pubDate><![CDATA[Thu, 10 Oct 2013 03:49:43]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:New 40K ruleset</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Ok so I had an idea on how to handle the tyranid gaunts having such a low defense value and getting double wounded all over the place. The math isn't all there, but I think the idea behind it is pretty solid. It's basically an adapted version of the necrons re-animation protocols, meant for larger numbers of models. </div></blockquote>Wait let me get this clear you're on board with using the +3 power = double wound thing? So they'll only be getting double wounded by P5 and above.<blockquote class="uncited"><div>Endless Swarm Special Rule: <br /> -- At the end of the player turn, a unit subject to this special rule rolls a D3 for every 10 models the unit started the game with. This many models are added back to the unit. The unit may not exceed the number of models it started with. </div></blockquote>I like the direction you're going but it kinda feels like necrons. I guess what you're trying to achieve is the sense of overwhelming numbers. How about this?<br /> <br /> Endless Swarm: A model with this special rule rolls a <span class="glossaryitem" onmouseover='gp(24);'>D6</span> at the end of the turn. On a 4+, the unit regains a previously lost casualty.<br /> <br /> This means that as the unit dies, their "reinforcements" or "rebreeding" whatever you want to call it, gets worse. It means that if you only kill 1 or 2 models, then they can shrug it off easily. But taking out a large portion of their squad means they can't "heal" as quickly. So a 10 man squad that has lost 6 models can regain 2 of those models at the end of the turn. A 20 man squad that has lost 12 models can regain 4 of them! So a squad that is twice as large heals twice as much!<blockquote class="uncited"><div>Hopefully this will push people to take larger units, to max out the endless swarm dice they can get.</div></blockquote>Umm well even if they take units of 10 they're getting the same amount of regeneration anyway right?<blockquote class="uncited"><div>This just hit me, but a cool way to mix the Tervigon into this effect would be to remove the Tervigons birthing power,and have it buff the endless swarm dice within a small area, maybe giving a 2X multiplier. Maybe the Tervigon prime could offer an even higher ratio....idk i think it'd be unbalanced, maybe a larger range for the effect...though that doesn't make any sense. Maybe mix the two methods, with one type of Tervigon getting birthing and the other getting the endless swarm multiplayer. </div></blockquote>Erm well I don't know anything about tyranids so ._.]]></description>
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				<pubDate><![CDATA[Thu, 10 Oct 2013 15:40:31]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:New 40K ruleset</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Wait let me get this clear you're on board with using the +3 power = double wound thing? So they'll only be getting double wounded by P5 and above.</div></blockquote> Yeah i like the system, its a bit awkward because double wounds start on a save value of 6+, but beyond that i think it works great. And yeah Bolters and Space Marine punches at strength 5 means lots of double wounds, Space Marines are quite prolific. I'd like for double wounds to start at 5 or 6 above the defense value, to show that going into the " --" zone of the URC means taking a TON more damage than normal, but it would take way too much strength to double wound anything, so +3 it is. Maybe make it once youve gone 6 above the defense value it starts causing instant death rather than triple wounds.....not many models are going to care about triple wounds besides things like <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>'s, since theyll have more wounds. How this would interact with monsters is a bit concerning.....Because monster's defense values start at 7 and work up to 10, so they could be double wounded by things as low as strength 10....maybe make it a trait of the monster unit type that they cannot be double wounded.....food for thought<br /> <br /> <blockquote class="uncited"><div>I like the direction you're going but it kinda feels like necrons. I guess what you're trying to achieve is the sense of overwhelming numbers. How about this? <br /> <br /> Endless Swarm: A model with this special rule rolls a <span class="glossaryitem" onmouseover='gp(24);'>D6</span> at the end of the turn. On a 4+, the unit regains a previously lost casualty. <br /> <br /> This means that as the unit dies, their "reinforcements" or "rebreeding" whatever you want to call it, gets worse. It means that if you only kill 1 or 2 models, then they can shrug it off easily. But taking out a large portion of their squad means they can't "heal" as quickly. So a 10 man squad that has lost 6 models can regain 2 of those models at the end of the turn. A 20 man squad that has lost 12 models can regain 4 of them! So a squad that is twice as large heals twice as much! </div></blockquote> It does feel like Necrons, they're the basis of this idea, though im hoping it being a D3 for models to be added to the unit would make it seem a bit more separate from the Necrons where its a 5+ for each model. As for your version, the wording makes it hard to determine what is supposed to be happening. I don't understand how a 4+ for each model lost results in regaining 1-2 models each turn. And again, the actual method by which the unit regains the lost models is still very much up in the air, i just liked the D3 way of doing it better than the other methods i thought up, since it lets them regain at most 30%, an average of 20%, and a minimum of 10% each turn. So they can't regain a ton each turn, but theyre always guaranteed something back, and when some of the upgrades can nearly double the cost of a bug, ensuring that the squad cant just be whittled away into nothingness easily goes a long way towards making them more justifiable.<br /> <br /> <blockquote class="uncited"><div>Umm well even if they take units of 10 they're getting the same amount of regeneration anyway right?</div></blockquote> But if they take units of 10, they only get 1D3. If they double the brood size, they get 2D3, which averages more than the maximum of of just 1D3. If they triple the squad size, they average 6 units back per turn, which is double the maximum of just 1D3. So the more you invest in the unit, the more of it you're likely to get back each turn. Its not a massive scaling or anything, that would be incredibly unbalanced, but averaging 20% of a 30 man unit back each turn (6 models) is a pretty hefty advantage. If i could get an average of 20% of my grey knights back each turn for free (minimum 10%), <span class="glossaryitem" onmouseover='gp(269);'>id</span> jump all over it. Plus at the expected value of un-upgraded gaunts (5-8 points) thats an average of 30 points each turn, potentially 72 points per turn on a 30 man squad you get back for free. Opponents are really going to have to focus down these squads to take them out of commission, and fearless granted by synapse just makes it all the scarier.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 10 Oct 2013 16:30:32]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:New 40K ruleset</title>
				<description><![CDATA[ Well if you split that 30 man squad up into 3 10 man squads you're getting the same amount of regen.]]></description>
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				<pubDate><![CDATA[Thu, 10 Oct 2013 19:20:46]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:New 40K ruleset</title>
				<description><![CDATA[ But in those 10 man squads, if i lose 9 models, i can only recover 3 per turn, whereas if i have a 30 man squad, i have a chance to recover all 9 models in one turn. Not an amazing incentive, but its there. This could also be supplemented with more streamlined upgrade costing, such that it is more cost-efficient to buy upgrades for the entire squad rather than individual units.<br /> <br /> EX: The squad may take Adrenal glands for 20 points, instead of the current +1 Point per model or whatever the value is. This way, at 10 models, this upgrade is 2 points per model, at 20, its 1 point per model, at 30 its .66 points per model. Players will want to maximize the efficiency of upgrades, which means buying larger squads.]]></description>
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				<pubDate><![CDATA[Thu, 10 Oct 2013 20:11:21]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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				<title>Re:New 40K ruleset</title>
				<description><![CDATA[ <blockquote class="uncited"><div>But in those 10 man squads, if i lose 9 models, i can only recover 3 per turn, whereas if i have a 30 man squad, i have a chance to recover all 9 models in one turn. Not an amazing incentive, but its there. This could also be supplemented with more streamlined upgrade costing, such that it is more cost-efficient to buy upgrades for the entire squad rather than individual units. </div></blockquote>Yeah so if your enemy focusses one squad of 10 men then you'll only be able to regen from one of them. But then there are the reasons for taking <span class="glossaryitem" onmouseover='gp(308);'>MSUs</span> like any other unit, so people would still go for 3x10 instead of one huge blob of 30.<blockquote class="uncited"><div>EX: The squad may take Adrenal glands for 20 points, instead of the current +1 Point per model or whatever the value is. This way, at 10 models, this upgrade is 2 points per model, at 20, its 1 point per model, at 30 its .66 points per model. Players will want to maximize the efficiency of upgrades, which means buying larger squads.</div></blockquote>Yes of course there can be upgrades for the whole squad, driving more people into buying the upgrade for max effect (an example would be buying a shimmershield on a 10 man <span class="glossaryitem" onmouseover='gp(25);'>DA</span> squad, not a 5 man one), but that's nothing new.]]></description>
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				<pubDate><![CDATA[Thu, 10 Oct 2013 20:42:23]]> GMT</pubDate>
				<author><![CDATA[ IcyFireKnight]]></author>
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				<title>Re:New 40K ruleset</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Yeah so if your enemy focusses one squad of 10 men then you'll only be able to regen from one of them. But then there are the reasons for taking <span class="glossaryitem" onmouseover='gp(308);'>MSUs</span> like any other unit, so people would still go for 3x10 instead of one huge blob of 30.</div></blockquote> of course, we're never going to be able to complete erase <span class="glossaryitem" onmouseover='gp(308);'>MSU</span> style units, not while sticking to the current method of list building anyways, so we should focus on making sure that incentives and advantages exist that make <span class="glossaryitem" onmouseover='gp(308);'>MSU</span> less necessary/favorable. Its one of the reasons im a huge fan of flat unit-wide upgrade costs,  they push you to take bigger squads and rethink load outs to maximize points efficiency.<br /> <br /> Beyond this, I don't think Tyranids bother with <span class="glossaryitem" onmouseover='gp(308);'>MSU</span> as much, because they have a large pool of troops choices and can pick and choose what they want to use and base their army around them, unless they're going full nidzilla, in which case <span class="glossaryitem" onmouseover='gp(308);'>MSU</span> gaunts are abound in order to fulfill the necessary troops choices and save points for the big baddies, but we're never going to be able to stop that.<br /> <br /> <blockquote class="uncited"><div>Yes of course there can be upgrades for the whole squad, driving more people into buying the upgrade for max effect (an example would be buying a shimmershield on a 10 man <span class="glossaryitem" onmouseover='gp(25);'>DA</span> squad, not a 5 man one), but that's nothing new.</div></blockquote> Sadly, this isn't true for current Tyranids, as they still use points per model upgrades. Definitely a change that needs to happen ASAP.<br /> <br /> <br /> Anyways back to the points we were on before, so powerfist mechanics, terminators, and power weapon mechanics.<br /> <br /> Other things to bring up:<br /> Cover<br /> Objectives and scoring <br /> <br /> For cover, im thinking light (+1), medium (+2), heavy cover (+3), each granting the listed bonus to stealth. Area terrain and ruins stay pretty much the same. I've toyed with having some cover types increase defense instead of granting an additional stealth bonus, I'm not sure they're quite streamlined enough though. I don't want cover to be just a "harder to hit the target" type of cover, because even if you aim directly at the target, a 12" thick concrete wall is a pretty hefty way to disperse damage, but streamlining this could prove difficult.<br /> <br /> Objectives and scoring, I'm conflicted on. I'd like for any unit to be able to score, but having only troops (or equivalent term) score helps reduce <span class="glossaryitem" onmouseover='gp(308);'>MSU</span>, so I'm not sure about which direction to go.]]></description>
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				<pubDate><![CDATA[Thu, 10 Oct 2013 22:20:12]]> GMT</pubDate>
				<author><![CDATA[ Rav1rn]]></author>
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