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I just took a look at the old (2006) rules that Sareld and Xerxes came up with for modifying 40K to be more like Unreal Tournament. I took a look at these rules and decided to modify them even further to fit more of a Gears of War theme. They kind of remind me of 2nd-Ed 40K. Rather than Threadjack/necropost, I figured that it would be better to just start fresh and see how it’s received. Hopefully we can get a few playtesters into the mix.
Choosing your team
Rules Ignored- Minimum squad size, Force organization chart
Players select a team of up to 150pts. Teams may consist of HQ, Fast Attack, Elite, and Core choices.
-Any model may pay for any upgrades available to them.
-Players may not select any tank or vehicle with more than 34 total armor points.
Setting up the Field
Fields should be 48x48” and should have very dense terrain on them.
Rules Ignored- Unit coherency, All on your own checks, Infiltrators, DeepStrike
Players pick a point on the table and mark it. They may deploy their models anywhere within 12’ of this point. This point will also serve as the ‘respawn’ area for the team.
Altered Rule! IC Command Range:
All models within 12" of an IC can use the ICs leadership score instead of its own, if the player so desires.
There are 4 parts to each turn. In the first part, players roll a die for each of their models, adding the model’s I value to the chart. Players then play each of their models in order of highest to lowest score, playing 1 phase each as it moves around the table.
Unlike 40k, there is no order to the move, shoot, or assault phases. Instead, a player gets 3 phases wherein he may shoot, move, or assault in any order. Obviously, if a player moves, he cannot fire a heavy weapon, or if he fires a heavy weapon, he may not move.
-Special Rule! Ammo/Fatigue:
Players may take each phase more than once. Any time you wish to repeat an action, roll an LD check. If you repeat the action again (ie 3 total move phases) you check against ½ your total LD value. You MAY use IC’s leadership for this.
-Special Rule! Called Shots:
Every time a model shoots, the player owning the model declares an individual target for each shot fired, before the shots are rolled. For instance, a space marine with a heavy bolter fires at three guardsmen. The space marine player decides that the marine will fire once at all three guardsmen, as the heavy bolter is heavy 3. Now, if there were 2 guardsmen and a JO with a power weapon, the marine player might want to make sure that the JO is taken out, and can dedicate all three shots to him, thus leaving the guardsmen safe. All shots fired by the shooting model must be dedicated to targets within a 45 degree cone projected from the firing model. In cc, all attacks made must be dedicated to individual targets within 2" of the model.
Models must be facing in the direction that they claim to be. Attacks to the back of a model are worked out at ½ the hit model’s toughness.
-Altered Rule! Conform to Cover and Pinning:
Models may conform to cover by being BtB with it, and having their backs to it. Models in this position are considered to be out of sight. However, they may still be shot during the phase that they drop into this cover. A successful ‘hit’ will not wound the model, but will force a ‘pinning’ test. The pinned model will remain pinned until next turn or until it comes under fire from another model (one that can see it)
If a model is conformed to cover, it is invisible to any model which would normally have to trace a line through cover to see it. The model in cover may pop out to fire a round during one of it’s phases, and then reconform to cover on it’s next.
-Special Rule! Camping:
Models firing at a model which remained stationary last turn receive a +1 to hit. Note- this also applies to models which are pinned.
-Special Rule! Blasting:
If a model is hit by a blast weapon, they get knocked directly away from the centre of the blast by X", where X is the strength of the weapon they were hit by.
-Altered Rule! Blast Weapons:
Blast markers does not have to be centered over models. The player can place the blast marker anywhere, and then roll for BS. On a miss, the shot scatters D6 in a random direction. On a hit, the shot scatters the distance between the roll and the BS value (a marine rolls a 3 to hit, on a BS 4, the shot scatters 1 inch)
-Altered Rule! Indirect Fire:
In order to fire upon enemy models with an indirect fire weapon, the player needs to have the enemy model within LOS of one of his models at the start of the shooting phase.
Altered Rule! Close Combat:
Models are no-longer considered to be ‘locked in combat’. They may move out of assaults on their turn. Doing so permits an ‘attack of opportunity’ from the opponent. This attack allows the player to act out of turn and use a Phase to strike your model on it’s way out.
In addition, players may shoot into close combat. It is -2 to hit the enemy target. On a roll of a 1 or a 2, you hit the friendly target (even if a 2 would normally hit). Any other misses are without consequence.
-Special Rule! Medics and Curb-stomps:
Whenever a model would normally be removed, lay it on it’s side. It is considered “down”. If a friendly model reaches the downed figure, it may use one phase to take care of it. Friendly models stand each other up. Multiple wounds may be healed by using more than one phase- 1w per phase restored.
Enemy models that come into BtB with a downed foe spend no phases, and immediately kill the downed model. Downed models may also be killed by simply being hit by shooting.
-Special Rule! Respawns:
A game lasts for an even number of turns. At midpoint in the game, any model killed will respawn in the Deployment zone. Each placed model scatters 2D6 from the marker. If he scatters off the table, reroll the scatter dice. After this point, models removed will stay dead.
-Special Rule! Vehicles:
Players in BtB with a vehicle may spend 1 phase getting into it. Once inside, they may operate the vehicle as normal. Models in vehicles may not pick up flags or markers, and will drop any flags or markers they are carrying when entering it.
HiJacking vehicles. In an open-topped vehicle, the attacker must have 1 successful attack phase against the vehicle, then may attack the character inside it as though assaulting into cover. In close-topped vehicles, the player must have 2 successful assaults against the vehicle.
Special Rule! Scoring:
Scoring works like this-
1pt for every model “downed”
1pt for every model killed
1pt for every friendly model in the enemy deployment zone
Other scoring may be based on the scenario you are playing.
Alright- so, we played an 8 turn game with this system, and found that it works out rather well, but takes as much time as a "regular" 40K game, and takes a few turns to really 'get going' with the kill tallies.
We played Grey Knights against Space marines. The lists were
5 Tactical Marines: 2 with BP&CC and 1 with a Plasmagun
1 Landspeeder: Multi Melta
5 GK marines
We played in a fairly dense city. The center of the field was a large, empty husk of a building. Surrounding it on all sides were some 4" wide streets, and then along the table edges we placed small rows of buildings. We placed craters and rockpiles, bunkers, etc. to break up LOS down the streets.
Turn 1) I began most of my marines in cover, with my Plasmagun in a window overlooking one of the streets. The rest of my marines though, broke cover and headed up the road in pairs. 2 went for the center, and 2 went away from the middle, towards the corner of a large aircraft hanger.
The GKs fanned out along the wall of the "husk building", two of them being sent around it, away from my men, as flankers
Turn 2) the marines make it to their assigned positions, and my LS races into the hangar, hoping to lure the enemy out, and then shoot him. My Plasmagun moves to get a better angle on the enemy.
The GKs continue to move along the building
Turn 3) first shot of the battle comes from one of my Bolter marines hiding in the "Husk" at the two man enemy flankers. The bullets just bounce off, and the marine only manages to make 2 shooting actions. The Close Combat marine tries running across the Husk, and goes to ground in some cover on the edge. My Plasmagun finally breaks cover and starts moving up the street.
The GKs return fire, also bouncing shells off the armor. However, 2 of them located in a window fire on my CC marine and pin him in his cover. A bad spot because he's an easy target for the flankers now. He also prepares to assault my LandSpeeder.
Turn 4) Our flanking forces are still trading fire, but I get a bolter marine and my plasmagunner (this guy was fast all game!) into the rubble in the middle of the street. My other CC marine is lagging behind, hiding behind a corner. The 2nd CC marine is pulling a dirt-sandwich and praying for the best. The LS jumps out of the hangar, hoping to get in a good shot next turn
The GKs are still returning fire, and have 2 flankers, 2 men in the Husk, and 1 man at the corner. The man at the corner gets a lucky shot and removes the weapon on my LS, rendering it useless except...
Turn 5) The LS sits down and the two marines hop out. It is assumed that they are armed like normal marines- with bolters. The pile of rubble and the skimmer have formed and effective barricade across the street. The skimmer pilots jumped out with 1 on either side, so they take some movement to get behind the cover. In the Husk, the marines start pulling back towards the door. My Plasmagunner moves from his rubble to cover their retreat. He sights along his weapon and drops one of the GKs to the dust.
The GKs get revenge by shooting one of the skimmer pilots. They are also prepping to rush the barricade. The remaining flanker rushes into the kill zone to save his buddy.
Turn 6) The pilot stands his comrad up. The Plasma gunner fires on the second flanker and completely obliterates him. My CC marine fires his bolt pistol to finish off the other man in the dust.
On the GKs turn, 1 marine storms the barricade. He knocks down one of the pilots, but ends up atop the skimmer in plain view. He is subsequently dropped by a hail of bolter shells. His comrade leaves him for dead and instead moves to join the GK on the left side fo the barricade. This GK has just knocked down one of my marines with his storm-bolter fire.
Turn 7) The pilot once-again stands his comrade up, and fires a bolt into the downed GK, finishing him off. There is some sporadic shooting from both sides, but it does nothing.
The two remaining GKs are working together. The first races over the rubble and curb-stomps my fallen marine, while dropping the nearest CC marine to the floor. For his efforts, he catches hot plasma to the chest and his slain outright. Not before the other GK can finish my CC marine with his stormbolter though.
Turn after a few tactical manuevers, my marines surround the GK and fire several volleys at him. After 2 shooting phases like this, the GK is grounded and my Plasmagunner gets the honor of crushing his skull.
Because of the sheer number of knockdowns vs. Instakills (only 1 point for an instagib, 2pts for a knockdown+kill) the game was a very narrow endgame victory for the Marines.
"The question is not how far. The question is, do you possess the constitution, the depth of faith, to go as far as is needed?"
i am definately tring this lol
Victory for Tzeentch!
Souls for the Changer of Ways!
Haha actually it does sound pretty interesting.