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| lululu_42's Homebrew 40k Rules. | |
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lululu_42 Kabalite Warrior
Posts : 236 Join date : 2011-07-27 Location : PA
| Subject: lululu_42's Homebrew 40k Rules. Wed Aug 27 2014, 05:48 | |
| I hope I'm posting this in the right place. I at one point near the end of 6th edition was working on my own 40k rules since I felt that 40k as a game wasn't the game it should be so I took it upon my self to try and fix those issues. 7th came out and it still didn't fix all the issues I have with 40k so I am releasing what rules I had written but I have been unable to test (unfortunately I have been unable to get around to it.). So on that note here are the rules I had written I hope that people will try them out if they are interested and want to give constructive criticism. This is basically a Alpha test of the rules or a rough draft. My goal was to make the game feel a bit more dynamic without changing the core of the game. My goal wasn't to completely change everything but be able to change enough to the game to make it feel harsher, faster(I may have not accomplished that.), and more strategical (in my mind); again without changing the core of the game to the point it feels like a different game. This is what I feel GW has been struggling with all these editions and have somewhat failed. Although I do give them props for a willingness to change things around (as i would assume) for experimenting to see what people like. So feel free to print out these rules to have a test with a good friend and post any odd issues or rule issues that you feel need to be brought up. I also encourage anything that you feel is overpowered because of these rules to be posted here as well. Thanks. I will update this first post with each new version of the rules as often as I can and don't be discouraged if your clam of a problem isn't fixed it just means ether I haven't figured out how to fix it or I don't think there is a problem and your wrong. As for posting issues please let me know what two armies are being played (you don't need to posts the lists) and how many points. Last updated August 26. 2014 - Spoiler:
Fan Rules Alpha
Deployment: -After Terrain and Mission Players roll a d6. The player who wins the role may choose to go First or second. The player who lost may choose which table edge to deploy. -Players Deploy as of the Dawn of War Set up. -Seize the initiative is optional for now.
Infantry -6" Movement (movement phase) -6" Run may not shoot (Shooting phase) -8" Assault a unit may only assault if they are in range of assaulting and have not fired a heavy weapon(Assault phase)
Independent Characters - Works like 7th Vehicles -7" move and shoot except heavy weapons (movement phase) -7" move and may not shoot weapons in the shooting phase they also gain jink(Shooting phase) -7" move during the assault phase if it didn't shoot any weapons and moved in the shooting phase (Assault phase) -Fast Vehicles may move 10" in the movement phase
Opened Top Vehicles/Assault Vehicles -Opened Top/Assault allows its occupants to Disembark and that unit may assault if the vehicle only moved during its movement phase.
Warp Powers -2d6<= ld value to cast double 6's the caster suffers backlash from the warp and may not cast any powers next turn. Double 1's and the power works but they may not cast any powers next turn. -Any Psyker powers that grant a re-roll may only be used once per game and must be declared after wounds are rolled.
Hit and Run - Models with Hit and Run may make an additional move after they have fired in the shooting phase but may not assault. Models also benefit from leaving combat with no penalties.
Deep Strike -Units scatter d6" when deep striking. -Models may deep strike into difficult terrain but not impassable terrain and may not assault for that turn.
Shooting - Models may shoot at other models in Close Combat. Any shots missed automatically hit friendly models. Take saves as normal. -Blast templates work the same.
Assaulting -Models gain an additional 1 initiative for assaulting but do not gain the bonus if assaulting an enemy in cover. -Models may opt to leave Close Combat but must pass a initiative vs test. Both players roll 2d6 and add there highest initiative. If the player who is leaving combat wins they leave combat but allow the opposing player one attack per model. If the opposing player wins he may choose to allow his opponents models/unit to leave combat or stay in combat. -There is no consolidating.
Models/Unit facing -Models may only shoot and assault units that are within there front 180 degrees of the bases.
Skimmers -Fast Skimmers have a 10" move during movement and all weapons may fire. Except heavy. See Vehicles for shooting movement and Assault Movement -Skimmers see Vehicles.
Walkers -Move as if infantry.
Monstrous Creatures - Move as if infantry. -May forfeit all there attacks to make a smash attack -A Smash attack counts as two attack on a single model at double there current strength with a single d6 re-roll to Armour Penetrating Rolls.
Flyers - Have a 14" move in the movement phase 7" Run instead of shooting; if they ran they may move 7" in the Assault phase they also gain jink if they move in the shooting phase. A Flyer may not shoot in the shooting phase if they Ran.
Flying Monstrous Creatures -10" Move 7" run in the shooting phase 7" Assault
Bikes/Jet bikes - 7" Move 7" run 7" assault they gain hit and run and jink if they move in the movement phase. -Jet bikes 10" Move 10" Run in the shooting phase 7" Assault, Hit and Run, and Jink if they moved in the movement phase. -Eldar and Dark Eldar bikes move 14" In the assault phase instead of 7"
Save rolls -Save rolls work like this: -1 if models benefit from cover or jink then they make those saving roles first then -2 Models may benefit from there invulnerable save or Armour save whichever is better/owners choice, but not from both. -3 Then if models have Feel No Pain they roll for there Feel No Pain to ignore that wound - Instant Death adds a -1 to armor saves and Feel No Pain rolls
Allies -Works as of 7th edition.
Terrain -When models move into difficult terrain they reduce there movement to 4" - 4x4 board 5-7 pieces of medium size terrain -6x4 board 6-8 pieces of medium size terrain. -Models may not see past area terrain. -Models may see other models while in terrain -Models may see models outside of terrain as long as they are in terrain and the other models are not being hidden by another piece of terrain. -Ex. If Unit A1 is in the open while there comrades Unit A2 are hiding in the forest ahead of Unit A1. They do not see enemy Unit B1 since they are hiding in a building past the forest; Unit A2 can see Unit B1 in the building since there is no area terrain between the two units but Unit A2 does not see Enemy Unit B2 behind the building. -Light Terrain gives 5+ Cover Save -Heavy Terrain gives a 4+ Cover Save
Missions: 1 - Objective A is placed 24" from players deployment table edge and 36" from each side of the table edges. Objective B and C is placed 18" away from each side and 24" from the players deployment table edge.
Rough example |---------------------------------------------------------------------------| | | |18" 18" 18" 18" |-----------------1-----------------1------------------1-------------------| | |24" up | |---------------------------------------------------------------------------|
2- Pick a building or area terrain and place it on the middle board completely within 18" of the center on the 24" line
Rough example |---------------------------------------------------------------------------| | | The terrain piece placed | 18" 18" |-----------------1-----------------1------------------1-------------------| | within this area |24" up | |---------------------------------------------------------------------------|
3 - Use the Warhammer 40k Rulebook for a mission just ignore those mission cards for now. 4- Agree upon your own since I don't feel like coming up with a bunch right now. *bleh* Notes: -psychic powers are cast-ted at the beginning of your turn. - no Over watch - Flyers also benefit from jink - Jink = 4+ Before Armour saves. - Feel No Pain = 5+ After Armour Saves. - Stealth = Enemy Models may only target models with Stealth within 18" - Shrouded = Gain a +1 to cover saves. - Ignore cover -2 to cover saves - flame templates do ignore cover saves and go to ground bonuses. -Troops choice count as scoring -Everything else may only contest as long as they are 50% strength -Vehicles must have more than 50% of there hull points to contest. -Models with Battle Focus may also charge after using Battle Focus. (Additionally they may opt to run again instead of shooting. So they may run and shoot, shoot and run, or run and run) -Fortifications are not used -Skyfire +1 against flyers and flying monstrous creatures. -Anything that grants a re-roll save may be used once per-game and lasts for one round. -Night fight: All Units line of sight is reduced to 18" Night vision ignores Night Fight. - Assault Grenades give its users +1 I while assaulting - Defense Grenades give its users +1 I while being assaulted - Ignore Warlord traits for now. - No unbound armies must follow the Force Organization chart from the Warhammer 40k Rulebook.
-If you don't see something changed then it didn't change like rolling to hit or rolling to wound. - Any rule arguments or issues should be solved by compromising with your opponent whether that be by rolling a dice off or having a third party make the final ruling or even by playing another game or just talking it out. Just use common sense and good sportsmanship its just a game and this is just a Alpha test.
Thanks for trying out my rules.
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| | | Lord_Alino Lord_Alice
Posts : 1942 Join date : 2013-02-15 Location : The Warp
| Subject: Re: lululu_42's Homebrew 40k Rules. Thu Aug 28 2014, 23:12 | |
| Are you suggesting infantry should be allowed to run 6" making a 1' long move easy? That seems insane for CC special characters. And Terminators O.o | |
| | | Squidmaster Klaivex
Posts : 2225 Join date : 2013-12-18 Location : Hampshire, England
| Subject: Re: lululu_42's Homebrew 40k Rules. Fri Aug 29 2014, 10:12 | |
| To be honest, most of the rules you've written here seem to be trying to make the game streamlined and I don't mean that in a good way. It looks like you're trying to simplify right down to the level where most games will be set up identically. Everything is based on set ranges (so dice rolling for charge, etc). I mean look at your objective deployment rules. It basically says every game will have the objectives set in exactly the same places. The randomness is one of the things I love in the game. Each game is set up different, and some aspects such as charge ranges can turn on you with a twist of luck. I LIKE that stuff. This seems more......well, I'll come out and say it, like you're trying to remove the fun aspects in favour of the competitive - a simple set of basic rules to a set formula. I know the Fun vs. Competitive argument has gone on and on, but I'm firmly on the Fun side, and I don't think these rules add to that in any way, I think they take from it by being to rigid in many regards.
In my opinion.
P.S. Please lets not use this as an excuse to starta Fun vs. Competitive argument. That will take this thread off topic. | |
| | | Lord_Alino Lord_Alice
Posts : 1942 Join date : 2013-02-15 Location : The Warp
| Subject: Re: lululu_42's Homebrew 40k Rules. Fri Aug 29 2014, 12:24 | |
| - Squidmaster wrote:
P.S. Please lets not use this as an excuse to starta Fun vs. Competitive argument. That will take this thread off topic. But... but... -puts Tau codex down- WHY NOT?! | |
| | | lululu_42 Kabalite Warrior
Posts : 236 Join date : 2011-07-27 Location : PA
| Subject: Re: lululu_42's Homebrew 40k Rules. Fri Aug 29 2014, 22:25 | |
| - Squidmaster wrote:
- To be honest, most of the rules you've written here seem to be trying to make the game streamlined and I don't mean that in a good way. It looks like you're trying to simplify right down to the level where most games will be set up identically. Everything is based on set ranges (so dice rolling for charge, etc). I mean look at your objective deployment rules. It basically says every game will have the objectives set in exactly the same places.
The randomness is one of the things I love in the game. Each game is set up different, and some aspects such as charge ranges can turn on you with a twist of luck. I LIKE that stuff. This seems more......well, I'll come out and say it, like you're trying to remove the fun aspects in favor of the competitive - a simple set of basic rules to a set formula. I know the Fun vs. Competitive argument has gone on and on, but I'm firmly on the Fun side, and I don't think these rules add to that in any way, I think they take from it by being to rigid in many regards.
In my opinion.
I understand that these rules won't be for everyone and I know I won't be able to appease everyone also. I have never been a fan of the lets randomize everything mechanic. There are places and times to use role a d6 to see what happens and times when roiling a d6 to see what happens is dumb. For example rolling a d6 to see if you hit makes sense rolling to see how far you run is kinda of dumb. If you don't agree that's fine also. I also want people to realize this is basically a first draft and I plan to revise and revise over time. Streamlined rules don't mean its designed to be competitive and having charts upon charts upon random charts doesn't mean the game is casual. Games need to have a strong foundation in which to start building and this is the foundation for these rules. I may need to tweak and or redo the foundation but a person must start somewhere and since I haven't been able to test these rules myself I had posted them here in hopes maybe a couple of players where bored and wanted to give them a try. I will keep in mind about your concerns on whether or not these rules are too streamlined or too random. Thanks. | |
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