Welcome to Librarium Online!
Hi guys, below is my attempt to streamline the ruleset a little, based on my experience playing a variety of other systems (primarily Stargrunt 2 & Dirtside 2 I'll admit..)
Turn Sequence modifications.
Units are activated alternately (Rather than by whole army)
Each unit has 2 actions.
an action can be either move, or shoot.
Assaults occur when a unit moves into contact with an enemy unit. and are resolved as & when they occur (IE, assault keeps going till one side loses & breaks etc all in the same turn/activation).
Heavy weapons can only fire once per turn.
Morale becomes a multi-tier system:
Each FAILED morale check moves the unit one stage further along (Shaken-Stunned/Pinned-Broken)
Each Successful Moral Check Moves the unit one stage further back (Broken, Stunned, Shaken)
Unit is reduced to a single action per turn
Unit is reduced to a single action per turn. This must be to move towards cover. If Unit is already in cover, unit stays put.
Unit is running, Unit is reduced to a single action per turn, may ONLY perform move actions, away from enemy, towards table edge & cover (IE, unit will move back into cover, before falling back further)
Movement rate reduced to 50%(Round down, No difficult terrain tests)
Very Difficult terrain
Movement rate reduced to 25%(Round down, No difficult terrain tests)
Individual races now have a separate movement stat:
'Nid 6”, Monstrous creatures 4”
All weapon ranges are increased by 50%
However, any shots over half range now carry a -1 TO HIT modifier.
AP, Armour penetration becomes a save modifier:
Weapon AP value New Save Modifier
To remove the rather silly concept of cover stopping you being wounded, cover saves are now a modifier on the shooters to hit roll. this potentially could result in a roll of 7 or more to hit.
If a hit si successfully, armour saves are taken as normal.Current Cover Save'To Hit' ModifierCurrent Save To Hit Modifier
7+ to hit
If a score of 7 or more is needed on a to hit roll, roll to hit as normal, if any of the dice score a 6, then roll again, and consult the following:
Roll needed First Die Roll 2nd die roll
7+ 6 4+
8+ 6 5+
9+ 6 6+
Blast templates of any size can be targeted anywhere (They do not need to be targetted on a specific model), if a blast template shot misses, it will scatter 2d6” in a random direction.
Hits are determined as follows:
Minor Hit(6+ to hit): up to 25% of base covered
Partial hit(4+ to hit): 25-50% of base covered
Total hit: 50% plus of base covered
Tanks are now classified into Light tanks, and Heavy Tanks.
If a tank's total armour value (front+side+side+rear) is LESS than 45, it is a light tank.
Everything else is heavy.
2) Light tanks add 6" to all movement related rules (they can fire all weapons at 12", or move 18") Note: fast vehicles are not affected
3) Heavy tanks remain the same as they are now
Tanks with multiple weapon systems can now fire at multiple targets.
Last edited by Ghost_Bear; September 1st, 2007 at 16:40. Reason: Table format
Check out 'Lethal 40K' which has been developed on this forum - I have bunped it to the top of this forum - it involves pretty much everything you want in great detail - in fact my gaming friends and I have used only these rules and not GW 40K in the last year.
read and enjoy