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				<title>revied rules for 40k</title>
				<description><![CDATA[ hey ya'll i've being developing some new rules for <span class="glossaryitem" onmouseover='gp(3);'>40k</span> with some ideas coming from myself and others coming from other people on forums i've read. <span class="glossaryitem" onmouseover='gp(258);'>Atm</span> i've not completed it, the of the revised goal is to make the rules more fluffier ,more asymmetric balanced and hopefully more realistic and fun to play.<br /> <br /> The biggest change that ive made <span class="glossaryitem" onmouseover='gp(258);'>atm</span> is the change to the <span class="glossaryitem" onmouseover='gp(6);'>ap</span> system instead of <span class="glossaryitem" onmouseover='gp(6);'>ap</span> values equal to armour values ignoring it, the <span class="glossaryitem" onmouseover='gp(6);'>ap</span> value instead applies and armour reduction, like warhammer fb i think for example <span class="glossaryitem" onmouseover='gp(6);'>ap</span> value weapon of 2 shooting a armour value model 3 would reduce the armour of the model to 5 (ie -2)<br /> however when said <span class="glossaryitem" onmouseover='gp(6);'>ap</span> is shot at armour value 2 the save would be reduced to 3 (ie -1 ) <br /> i hopes thats clear and easy to understand because of these changes high armour models are much more like to survive and nearly gives most models a chance to survive most weapons in the game however because armour is buff i've had to buff more <span class="glossaryitem" onmouseover='gp(6);'>ap</span> of all weapons in order to balance it so that elite armies aren't <span class="glossaryitem" onmouseover='gp(280);'>op</span>. However they are still more likely to survive than the older rules<br /> <br /> so with that change the next thing i did was to redevelop the marines cause they are the base line to all other armies.<br /> with marines i felt that state wise they were too close to human stats to be realistic however i didn't want to hero marines them with 2 wounds sort of thing so i decided to be more experimental in the <span class="glossaryitem" onmouseover='gp(123);'>str</span> and toughest values let me explain<br /> <br /> human stats ws3 b3 s3 t3 w1 I3 a1 <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>? so i agree that space marines are better fighters and shooters and are faster than the normal human so so far marines have ws4 b4 s? t? w1 I4 a1 Ld8<br /> in the fluff marines are enhanced greatly in <span class="glossaryitem" onmouseover='gp(123);'>str</span> and toughness so add one value to both of those, they also wear powerful exo armour that also enhances there strength so add another value. they also have really thick armour so another value to toughest.<br /> think of it this way if ur confused armour save represents the quality of the armour sort of<br /> and toughest and wounds represents its thickness, overall size, and support systems<br /> <br /> so the new space marine base value is now ws4 b4 s5 t5 w1 i4 a1 Ld8 sv3<br /> value of veteran marines have enhanced <span class="glossaryitem" onmouseover='gp(149);'>ws</span> and <span class="glossaryitem" onmouseover='gp(14);'>bs</span> and <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> and a for terminator honour represent theirs skills<br />  veteran marines  ws5 <span class="glossaryitem" onmouseover='gp(170);'>b5</span> s5 t5 w1 i4 aa Ld9 sv3<br /> <br /> terminators are veteran marines with much bigger and better armour than marine armour so they get<br /> ws5 <span class="glossaryitem" onmouseover='gp(170);'>b5</span> s6 t6 w2 i4 a2 ld9 sv2<br /> <br /> centurions are normal marines in much bigger armour than terminators so they get<br /> ws4 b4 s7 t7 w3 i4 a1 ld8 sv2<br /> the rest of the values are pretty self explanatory  <br /> marine Sgts ws4 b4 s5 t5 w1 i4 a2 ld8 sv3<br /> <br /> veteran sgt and honour guard our one and the same <span class="glossaryitem" onmouseover='gp(72);'>imo</span> so they get 2wounds cause <span class="glossaryitem" onmouseover='gp(72);'>imo</span> like in <span class="glossaryitem" onmouseover='gp(320);'>HH</span> they are semi characters<br /> ws5 <span class="glossaryitem" onmouseover='gp(170);'>b5</span> s5 t5 w2 i4 a2 ld9 sv2<br /> captain ws6 b6  s5 t5 w3 i5 a3 ld10 sv2<br /> chapter master ws6 b6 s5 t5 w4 i5 a4 <span class="glossaryitem" onmouseover='gp(82);'>ld</span><br /> <br /> the weapons i haven't done yet  but this is already a huge wall of text, so im looking for any kind of feedback opinions, advice,support for ideas if you like them, critics anything<br /> <span class="glossaryitem" onmouseover='gp(442);'>PS</span> everything is <span class="glossaryitem" onmouseover='gp(148);'>WIP</span> but read goals for general directions im trying to take<br /> -regards neal wilson <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"> <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> ]]></description>
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				<pubDate><![CDATA[Sun, 27 Apr 2014 07:59:55]]> GMT</pubDate>
				<author><![CDATA[ Neal Wilson]]></author>
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				<title>revied rules for 40k</title>
				<description><![CDATA[ Your save mechanic is slightly difficult to parse; do <span class="glossaryitem" onmouseover='gp(6);'>AP</span> values apply a differental penalty to the target's armour save depending on the target's armour save or is it a flat penalty?<br /> <br /> Have you made any other changes to the core rules at all?]]></description>
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				<pubDate><![CDATA[Mon, 28 Apr 2014 00:29:57]]> GMT</pubDate>
				<author><![CDATA[ AnomanderRake]]></author>
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				<title>revied rules for 40k</title>
				<description><![CDATA[ Hey yeah let me explain <span class="glossaryitem" onmouseover='gp(6);'>ap</span> better.<br /> for example <span class="glossaryitem" onmouseover='gp(6);'>ap</span> value of 2<br /> armour save 2 would be 3 (-1)<br /> armour save 3 would be 5 (-2)<br /> armour save 4 would be 7 (-3)<br /> armour save 5 would be i cant make it <span class="glossaryitem" onmouseover='gp(84);'>lol</span> cant make rolls above 7<br /> <br /> So for <span class="glossaryitem" onmouseover='gp(6);'>ap</span> value of 3 his would happen.<br /> armour save 2 would be 2 (0)<br /> armour save 3 would be 4 (-1)<br /> armour save 4 would be 6 (-2)<br /> armour save 5 still wouldnt get a save cause i cant roll 8s (-3)<br /> I hope that makes more sense to you.<br /> The other rules i have being thinking about, have being the order the game's played in. I think this changes have to be made to stop first strike comps and all that spank.<br /> <br /> So first i purpose is that roll for who gets to go first.Then in the movement phase player 1 can move one unit and then player 2 moves one unit so the game more reactionary more akin to chess.<br /> However to prevent <span class="glossaryitem" onmouseover='gp(280);'>op</span> kiting to assault armies during the movement phase, you may declare to charge during the movement phase and the opposing play may chose to either stand and shoot, flee or shoot and flee at half distance than what they normally would.<br /> <br /> so after determining which charges make and fail, you would then do shoot again alternate between units and then sort out <span class="glossaryitem" onmouseover='gp(19);'>cc</span>]]></description>
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				<pubDate><![CDATA[Mon, 28 Apr 2014 04:57:53]]> GMT</pubDate>
				<author><![CDATA[ Neal Wilson]]></author>
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				<title>revied rules for 40k</title>
				<description><![CDATA[ That's a little more math along the way.  A flat penalty might be better.<br /> <br /> <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 1 = -6 to save<br /> <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 2 = -5 to save<br /> <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 3 = -4 to save<br /> <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 4 = -3 to save<br /> <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 5 = -2 to save<br /> <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 6 = -1 to save<br /> <span class="glossaryitem" onmouseover='gp(6);'>AP</span> - = No penalty<br /> <br /> Could be nudged up or down a notch to fit balance of course.]]></description>
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				<pubDate><![CDATA[Mon, 28 Apr 2014 05:43:13]]> GMT</pubDate>
				<author><![CDATA[ Jefffar]]></author>
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				<title>Re:revied rules for 40k</title>
				<description><![CDATA[ If I have this right:<br /> roll needed to be successful<br /> <br /> save:  2..3..4..5..6<br /> <span class="glossaryitem" onmouseover='gp(6);'>ap</span><br /> 1........4..6..-...-..-  <br /> 2........3..5..-...-..-<br /> 3........2..4..6..-..-<br /> 4........2..3..5..-..-<br /> 5........2..3..4..6..-<br /> 6........2..3..4..5..-<br /> -.........all normal<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> It makes good armor a little bit better, which is honestly probably a good thing.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><a href="/dakkaforum/posts/preList/592158/6771628.page"><b>Jefffar wrote:</b></a><br/>That's a little more math along the way.  A flat penalty might be better.<br /> <br /> <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 1 = -6 to save<br /> <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 2 = -5 to save<br /> <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 3 = -4 to save<br /> <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 4 = -3 to save<br /> <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 5 = -2 to save<br /> <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 6 = -1 to save<br /> <span class="glossaryitem" onmouseover='gp(6);'>AP</span> - = No penalty<br /> <br /> Could be nudged up or down a notch to fit balance of course.</div></blockquote><br /> <br /> The issue there is that humble bolters would reduce terminators to a 4+ armor.  yikes.  Missile launcher <span class="glossaryitem" onmouseover='gp(29);'>devs</span> would reign supreme among heavy choices, since ap3 would be effectively a death sentence, even to 2+ armor guys.  Most 2+ armor guys in the game have at least a 5+ invuln, so ap2 wouldn't really matter there.<br /> <br /> Overall with that chart, daemons, orks, guard, and other lists like Typhus zombies would be point-for-point so much better than anyone in any kind of armor.]]></description>
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				<pubDate><![CDATA[Mon, 28 Apr 2014 05:51:57]]> GMT</pubDate>
				<author><![CDATA[ niv-mizzet]]></author>
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				<title>revied rules for 40k</title>
				<description><![CDATA[ bingo hit the nail on the head with both purpose <span class="glossaryitem" onmouseover='gp(6);'>ap</span> systems niv-mizzetMade, just wish i was smart enought to create the table in the first place <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"><br /> <span class="glossaryitem" onmouseover='gp(442);'>ps</span> AnomanderRakeMade <span class="glossaryitem" onmouseover='gp(6);'>ap</span> system he used in his rules are pretty decent <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> however the high <span class="glossaryitem" onmouseover='gp(6);'>ap</span> value for some smaller infantry weapons doesn't leave much differentiation for the bigger vehicle weapons in warhammer <span class="glossaryitem" onmouseover='gp(3);'>40k</span> which i think is a HUGE problem in the game both for the game and the fluff <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0">]]></description>
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				<pubDate><![CDATA[Mon, 28 Apr 2014 06:13:17]]> GMT</pubDate>
				<author><![CDATA[ Neal Wilson]]></author>
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				<title>revied rules for 40k</title>
				<description><![CDATA[ I also included 0+ and 1+ saves in my rules (auto-succeed if you don't get reduced back to 2+ or worse) and <span class="glossaryitem" onmouseover='gp(6);'>AP</span> penalty values aren't tied linearly to what the <span class="glossaryitem" onmouseover='gp(6);'>AP</span> value of the weapon in <span class="glossaryitem" onmouseover='gp(3);'>40k</span> today is, which helped immensely.]]></description>
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				<pubDate><![CDATA[Mon, 28 Apr 2014 06:32:10]]> GMT</pubDate>
				<author><![CDATA[ AnomanderRake]]></author>
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				<title>revied rules for 40k</title>
				<description><![CDATA[ oh yeah i agree you'r system works better for both low armour value units and with that saves adjustment to armour also high value armour too which i think is great.<br /> however for some of the <span class="glossaryitem" onmouseover='gp(6);'>ap</span> value for weapon such as (all <span class="glossaryitem" onmouseover='gp(6);'>ap</span>) for the laser cannon. i feel that making <span class="glossaryitem" onmouseover='gp(6);'>ap</span> all doesn't really leave room for vehicle weapons or titan weapons <br />  Like for example when i look at the laser cannon on a pred tank and compare it with the really small laser cannon held by a space marine do you really think they should have the same <span class="glossaryitem" onmouseover='gp(6);'>ap</span> value or strength or range for that matter. I just thinks it makes the game looks silly when ya do that]]></description>
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				<pubDate><![CDATA[Mon, 28 Apr 2014 06:56:41]]> GMT</pubDate>
				<author><![CDATA[ Neal Wilson]]></author>
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				<title>revied rules for 40k</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/592158/6771724.page"><b>Neal Wilson wrote:</b></a><br/>oh yeah i agree you'r system works better for both low armour value units and with that saves adjustment to armour also high value armour too which i think is great.<br /> however for some of the <span class="glossaryitem" onmouseover='gp(6);'>ap</span> value for weapon such as (all <span class="glossaryitem" onmouseover='gp(6);'>ap</span>) for the laser cannon. i feel that making <span class="glossaryitem" onmouseover='gp(6);'>ap</span> all doesn't really leave room for vehicle weapons or titan weapons <br />  Like for example when i look at the laser cannon on a pred tank and compare it with the really small laser cannon held by a space marine do you really think they should have the same <span class="glossaryitem" onmouseover='gp(6);'>ap</span> value or strength or range for that matter. I just thinks it makes the game looks silly when ya do that</div></blockquote><br /> <br /> The big laser cannon on a Predator is actually the same size as the big laser cannon the Space Marine is using; the tank's gun has the advantage of being able to stabilize to avoid range penalties (that part is still being worked into the rules) and firing twice as fast. <span class="glossaryitem" onmouseover='gp(3);'>40k</span> is sort of weird in that a lot of tanks mount man-portable guns, the advantage tanks have is the ability to mount more guns and fire on the move more easily more so than having bigger guns. As to Titan weapons, when they appear the sheer scale is going to be more apparent in terms of the Multiple Wounds rule than anything else (a single lascannon shot isn't going to take more than three wounds off things, a turbo-laser destructor might take eight or ten).]]></description>
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				<pubDate><![CDATA[Mon, 28 Apr 2014 07:10:23]]> GMT</pubDate>
				<author><![CDATA[ AnomanderRake]]></author>
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				<title>revied rules for 40k</title>
				<description><![CDATA[ haha really? cause i swear that the land raider and pred tanks, laser cannon were way bigger in model and fluff wise than the <span class="glossaryitem" onmouseover='gp(29);'>dev</span> sm laser-cannon? even the heavy bolters and assult cannon and bolters <span class="glossaryitem" onmouseover='gp(84);'>lol</span> <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0">.<br /> <br />  I guess my second question would be, do you truly think a man-portable laser-cannon should have unlimited Armour penetration.Given the other exotic destructive weapons it must be compared to in the <span class="glossaryitem" onmouseover='gp(3);'>40k</span> universe.<br /> <br /> Also what do you think about the auto cannon on the pred, or the assault cannon on the dreadnought, don't you think it needs their weapons need changing dude to the huge size difference between their man-portable versions?<br /> -regards neal]]></description>
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				<pubDate><![CDATA[Mon, 28 Apr 2014 07:42:29]]> GMT</pubDate>
				<author><![CDATA[ Neal Wilson]]></author>
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