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		<title><![CDATA[Latest posts for the thread "Warhammer Modern 15mm"]]></title>
		<link>http://www.dakkadakka.com/dakkaforum/posts/list/16.page</link>
		<description><![CDATA[Latest messages posted in the thread "Warhammer Modern 15mm"]]></description>
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				<title>Warhammer Modern 15mm</title>
				<description><![CDATA[ Hello<br /> <br /> Wanted to come up with some rules to play <span class="glossaryitem" onmouseover='gp(3);'>40k</span> with friends who may be interested in history, but have no interest in Sci Fi or wargaming in general. Also, wanted a very simple ruleset that kids could play without getting bogged down in special rules.<br /> <br /> These rules are for 15mm so I adjusted the movement rate a bit. I also made it " I move one unit you move one unit"....nothing is worse than losing your whole army in 1 round of shooting, plus it is boring waiting for your turn! Character profiles have been simplified to a single <span class="glossaryitem" onmouseover='gp(82);'>LD</span> roll...plus since it is human vs human, toughness is redundant so wounds are based on weapons wound value: <br /> <br /> <br /> <br /> WARHAMMER MODERN<br /> <br /> At start of each turn, role leadership(<span class="glossaryitem" onmouseover='gp(82);'>LD</span>) for one unit to activate. If pass, unit may perform 2 actions. If fail, 1. Once unit completes action, opponent attempts to activate a unit and so on. Once all units have been activated, turn ends.<br /> <br /> <span class="glossaryitem" onmouseover='gp(82);'>LD</span> ROLLS: All actions are determined by a unit's <span class="glossaryitem" onmouseover='gp(82);'>LD</span> value. For ex, Infantry LD4...must roll 4 or better for all tests.<br /> <br /> ACTIONS<br /> <br /> RALLY<br /> Attempt to rally fleeing/pinned troops. Rallied units can perfom one additonal action<br /> <br />  MOVEMENT<br /> Unit can move 4 inches.  Models must be within 1 inch for coherency.  Vehicle squads move according to stats.<br /> +1 Road<br /> -2 DIfficult ground<br /> <br /> EMBARK/DISEMBARK<br /> If all members of unit within 2inch of vehicle, may embark.<br /> May disemabrk. Place all models within 2inches of vehicle<br /> <br /> GO <span class="glossaryitem" onmouseover='gp(421);'>TO</span> GROUND/GET UP<br /> +1 Cover save<br /> <br /> SHOOT/SMOKE<br /> Make a <span class="glossaryitem" onmouseover='gp(82);'>LD</span> roll. For wounds, must roll higher than weapons wound value. If target is in cover they get cover save. Unit shoots at one target at a time.  Must be able to see what you shoot. If one model within range, all can fire<br /> <br /> Can shoot smoke. Shooting through smoke is -1 on <span class="glossaryitem" onmouseover='gp(82);'>LD</span>. Place smoke within 12inches of unit. No <span class="glossaryitem" onmouseover='gp(82);'>LD</span> roll  needed.<br /> <br /> Soft cover: 5+<br /> Hard cover 4+<br /> .<br /> ASSAULT<br /> Counts as 2 actions. If charging, roll <span class="glossaryitem" onmouseover='gp(24);'>d6</span> and add 4, taking into account any difficult terrain. If one moodel from charging unit makes contact with enemy, hand to hand occurs. All models fight if contact is made.<br /> Attackers go first and get 1 extra attack. Make an <span class="glossaryitem" onmouseover='gp(82);'>LD</span> roll to hit. Defender makes an <span class="glossaryitem" onmouseover='gp(82);'>LD</span> roll against all hits. If fails, becomes casualty. Defender can counter attack with any survivors. Side that inflicts most caualty wins round. Loser takes break test.<br /> Attacker goes first if combat continues<br /> <br /> FOR ANY OTHER SITUATION: MAKE  <span class="glossaryitem" onmouseover='gp(82);'>LD</span> CHECK<br /> <br /> FOR DISAGREEMENTS: HIGH ROLL WINS<br /> <br /> <br /> Once a unit has perfomed an action, put a <span class="glossaryitem" onmouseover='gp(24);'>d6</span> next to it to indicate its status for the turn.<br /> <br /> 1- DONE<br /> 2-WHAT <span class="glossaryitem" onmouseover='gp(421);'>TO</span> DO - for pinned units<br /> 3- WILL THEY FLEE? for units needing a break test<br /> 4-ON THE FLOOR (if unit has gone to ground)<br /> <br /> BREAK/PIN TEST<br /> All break/pin tests are taken at the end of the turn for both sides. Roll against <span class="glossaryitem" onmouseover='gp(82);'>LD</span>.<br /> <br /> PIN:  Roll against <span class="glossaryitem" onmouseover='gp(82);'>LD</span>. If pass, will start next turn normal. If fail, start next turn pinned.Cannot perfom any actions until they rally.Count as going to ground. Place D2 to indicate pinned unit<br /> <br /> BREAK: If unit loses 50% (round down) after being shot or if they lose an assault, roll against <span class="glossaryitem" onmouseover='gp(82);'>LD</span>. If pass, start the next turn normal. If fail, must withdraw 4+<span class="glossaryitem" onmouseover='gp(24);'>d6</span> away fropm threat until they rally. If exit board, unit is lost.Place D3 to indicate fleeing unit.<br /> If unit is fleeing from hand to hand combat, enemy may pursue. Pursuers move 4 +<span class="glossaryitem" onmouseover='gp(24);'>d6</span>. If eqaul or higher to flee move, unit destroyed.<br /> Fleeing units that are charged or go through enemy are destroyed<br /> <br /> <br /> Let me know what youn think<br /> ]]></description>
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				<pubDate><![CDATA[Sun, 10 Nov 2013 15:31:35]]> GMT</pubDate>
				<author><![CDATA[ spud]]></author>
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