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| Rules Development Here's the board for all you people with house rules etc you want to share or get opinions on |
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| | #1 (permalink) |
| Member Join Date: Jun 2008 Age: 28
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Bored on the GW site i found their chart for hazards battle fields which add danger to the stander battle (such as toxic clouds, chaos swarms and what not) and i came across one for an unstable reality in which the constant flux in space gave everyone a 5+ invul save I felt this didn't really cover the idea at all so i set out to expand this rule by using the scatter die *Edit 10/11/08 - Modified Assaulting: changed the pre-hit results and charging scatter distance Unstable Reality Moving When moving normal units first you must declare which unit you want to move then roll a scatter die and 1d6. On a hit you move as you want to, but on a scatter you move d6" in the arrow's direction no other moving. When moving bikes/jet bikes declare if the unit is turbo boosting or not. If they move as normal roll a scatter die and 2d6, if they turbo boosted roll scatter die and 4d6. Proceed as if it was a normal move (so if you turbo boosted, and then rolled a 7 o'clock scatter and 16" then the unit will move 16" in that direction). If you turbo boosted and rolled a distance of 12 or less, you still count as turbo boosting. When you want to move a vehicle declare the unit and the type of speed you want it to move. Then roll a scatter die and Xd6 (x = max distance for the declared speed/6). So if you have a Rhino and you declare to move it at combat speed, roll a scatter die and 2d6. As with bikes, if you scatter and rolled a distance thats less then the distance need to go at the declared speed normally (Ex. declared cruising speed and rolled 4" for the distance) you still count as moving at the declared speed. For running its the same as a normal move except the 1d6 that is rolled is also the distance you run. Shooting To make shooting FUN, when you shoot declare which unit is firing with and what their target is, then roll a scatter die. On a hit result proceed as normal measuring range. On a scatter do not measure range, instead all shots fired will move in the scatter direction from the unit until it hits something that can be shot at (enemy unit, friendly unit, buildings, etc.) or moves off the table. All shots that hit something get a +1 to BS. For a weapon that can fire differently at different distances (Rapid Fire, etc.) declare how you will fire that weapon before rolling the scatter die. To fire Blasts and weapons that already use scatter, continue as an actual normal shot (measure to declared target and place blast template on the target like a normal game) up to rolling the scatter die. Before rolling scatter roll a d6. on a 4+ roll the scatter with 2d6, on 2 or 3 roll the scatter with 3d6 and on a 1 roll the scatter with 4d6. Rolling a scatter will not add +1 to BS. Assaulting To enter an assault, declare unit thats charging and who they are charging. Then roll a scatter die. On a hit proceed as usual, on a scatter you move from the unit 6" in the rolled direction. If at least one model comes contact with an enemy unit, they pile into that unit completly. If they come in contact with multiple enemy units its considered as assaulting multiple units While in combat, before rolling to hit roll all of the attacks once, on a 1 the roll to hit is at -1, on a 5 the attack hits at +1 WS and on a 6 the attack hits on a +1 Ex. Unit of Space Marines are in combat with a unit of Necron Warriors, both of which have WS4. The Space Marines have 12 total attacks. Before rolling to hit you roll the 12 attacks and get a 1, 2 6s, one 5 and 8 2-4s. That now leaves 8 regular attack, 2 attacks that will hit on 3+, 1 attack that will hit on a 5+, and one attack that will hit with WS5 (so a 3+ in this situation) and proceed to roll to hit. Phase In/Out All of this scattering movement, its bound to lead to scattering off the table or into impassable terrain. When a moving unit is scattered into impassable terrain or off the table, that unit is placed in reserves. That unit then waits to be rolled in to deep strike into play. Last edited by CrownAxe; October 11th, 2008 at 10:24.. |
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| | #2 (permalink) |
| No Rest For the Righteous ![]() Join Date: Sep 2004 Location: Dyess AFB, Texas Age: 24
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Very interesting, this would make for a very chaotic game... Seems like it would favor long range shooting above all else.
__________________ ![]() "Courage is not the absence of fear, it is the conquest of it." -Anon Member of the Fluffmasters Clan |
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| | #3 (permalink) |
| Member Join Date: Jun 2008 Age: 28
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Well i have yet to play a game by these rules, but in theory both short and long range would do well in this since long range can easily just sit back and fire away with scatter also hitting far units if lucky, short range increases the odds of hitting with the scatter shot thus getting the +1 BS more often As for the assaulting, i agree. I couldn't think of a good way to introduce fluxing space into the assualt since fluxing space only works really well when your moving though it, which you only do when you charge. What i have now is the best system I feel, though i probably went with the wrong results since changeing WS rarely has a profound effect anymore and losing an attack is far worse then the possible bonus that could be recieved. So as of 10/11 I shall change it to 1s result in -1 to hit 5s result in +1 WS 6s result in +1 to hit And I also will have the charge move 6" foward or until contact is made with an enemy on a scatter to increase the odds of entering combat And to those willing, feel free to try this system out for me. I won't get a chance for a while, maybe not even until Tuesday and all of the feedback I can get will be greatly appreciated. |
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| | #5 (permalink) |
| Senior Member ![]() Join Date: Aug 2005 Location: Cork, Ireland Age: 23
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Seems like a very chaotic game that would be more frustrating than fun! Maybe make it a bit less random, the reality is unstable, not insane. In the movement phase roll a dice for each unit before moving them (even if you wish them to stay still) On a 1, reality suddenly bends. Roll a D6 and a scatter dice. If an arrow is moved, moved the unit in that direction instead, the distance = D^ rolled (x2 for 12" move, x4 for 24" move) If a hit is rolled, if the D6 is 1-3, the unit stays still, if a 4-6 is rolled the unit moves as normal but can add the D6 roll to their movement (they count as moving normally) Before each unit fires (even if they don't want too) roll a D6 On a 1, the unit is slowed by the swirly eddies of reality, they cannot shoot or run 2 - Time skews crazily and they are unable to stop their running - unit fleets 2d6" instead of firing 3 - time slows for everyone but the firers, they take advantage by taking aim - reroll misses (to hit) 4 - Specters of warp energy appear before the firers. the unit targets the nearest unit they can see (friend or foe) and fire as normal. 5, 6 - Unit fires as normal Assault - Roll a d6 per combat 1 - all units are struck by a powerful blast of energy. both sides take 2D6 S5 hits. Count wounds for Combat Resolution 2 - The swirly eddies make it difficult to wound the opponents - both sides add +1 to invulnerable saves, or get a 6+ invulnerable save 3,4,5 - fight as normal 6 - A blast of time shoots through the combat, making the combatants move like a blur. Each model in the combat doubles its base attacks and all strikes are resolved at Initiative 10 (both sides fight simultaneously regardless of any other factors (grenades, powerfists, etc) Roll a D6 at the start of each turn. on a 1-3 opponents take it in turns to move a piece of terrain to new positions on the table.
__________________ Arch Overfiend & Grand Despot I currently play: Doom Eagle Space Marines Hive Fleet Omega Tyranids Goff Ork Boyz(dead) Tau of O'me Inquisitorial Xeno Hunters and my attempted foray into fantasy 'Dark Angel Green' Dark Elves in need of fluff |
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| | #6 (permalink) |
| No Rest For the Righteous ![]() Join Date: Sep 2004 Location: Dyess AFB, Texas Age: 24
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I like Omegoku's ideas alot too, the game stays random but not so much as to have an overswhelming effect on the game. Perhaps there could be rules affecting game length and the timing of reserves as well? Things such as drop pods or teleporters having arrived already at the beginning of the battle or reserves rushing in on turn 1 or maybe even turn 6? You could even go so far as to set off preliminary bombarments during the game itself, giving the enemy, and maybe even your own troops, a nasty surprise! Roll a d6 for every reserve unit you have, that is the turn in which it arrives. It sounds harsh but maybe it is a reason to be wary of using too many reserves?
__________________ ![]() "Courage is not the absence of fear, it is the conquest of it." -Anon Member of the Fluffmasters Clan |
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| | #7 (permalink) |
| Limbonic Architect Join Date: Oct 2008 Location: A Vespertine Viper's Nest Of Sublime Wickedness Age: 18
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I wrote up some extremely interesting rules for games on chaos worlds, I'll see if I can dig them up. Tried them once, t'was an absolutely hilarious battle.
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| | #8 (permalink) |
| Limbonic Architect Join Date: Oct 2008 Location: A Vespertine Viper's Nest Of Sublime Wickedness Age: 18
Posts: 26
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Found the rules: Rules for fighting on chaos worlds After deployment, roll a d6. On a roll of 1, the game is played using night-fighting rules. On a roll of 2, roll a d6 for every unit deployed. On a roll of 6, they scatter d6 inches. Do not roll for vehicles. They cannot leave the table via this movement, and if they move through or into terrain they count as being in the terrain; place them on the edge of impassible terrain. On a roll of 3, roll a d6 for each piece of terrain deployed. On a roll of 6, they scatter d6 inches, but cannot leave the board. If they scatter onto a unit the unit is placed in the terrain with no penalty. Vehicles will be pushed out of the way. Impassible terrain is placed on the edge of a unit if it would scatter on to them, provided a route is left free for the unit to move out. On a roll of 4, gravity gives way. All units may fleet. On a roll of 5, d3 lightning bolts strike the board. They scatter 4d6 from the centre of the board (use the small arrow if a hit is rolled). Each lightning bolt uses a small blast template and deals a S5 ap5 hit to anyone struck. On a roll of 6, a vortex grenade appears in the centre of the board. It will disappear at the end of turn 2, and ignores the usual roll of disappearing when a double is rolled as such. At the start of every turn, roll 2d6 for each player taking part in the battle. If the same result is rolled for both, unless a 2, 6, 10 or 12, re-roll one pair. Apply both results to the battle. On a roll of 2, d3 units of 5 warphounds appear on the board, scattering 4d6 inches away from the centre of the board, though they cannot scatter off the board. Warphounds use the following stats: Ws Bs S T W I A Ld 4 0 4 4 1 4 2 - Equipment: Slavering jaws and a mean temperament. Counts as combat weapons. They scatter 2d6 inches each turn (use the little arrow if a hit is rolled) and will assault any nearby unit if possible, charging the nearest if multiple targets if they are available. Warphounds remain on the board until the next turn rolls around. They can be targeted for assault, shooting or psychic powers by any player as if they were an enemy unit. On a roll of 3, any unit that charges rolls a d6. On a result of 1, they overshoot and move 6d6 inches straight forward, moving past the unit they wish to charge. They cannot leave the board in this manner, and if any model is in contact with an enemy unit after this movement they count as charging that unit. On a roll of 6, they can immediately deepstrike anywhere on the board, and assault having done this. Normal hazards apply. On a roll of 2-5 they assault as normal. On a roll of 4, any unit that fires more than 10 shots must roll a d6. On a roll of 1, they follow their bullets! Move them (weapon range/6)d6'' forward. If they end up in contact with an enemy unit, they count as charging it. On a roll of 6, their bullets multiply! Multiply the number of shots fired by d3. However, the bullets also go haywire, so any unit within a radius of (weapon range/6)d6'' takes d6 hits using the stats of whichever weapon was fired in greatest numbers (eg, if 5 bolters and 2 plasma guns are fired, the units take d6 bolter hits) On a roll of 2-5, they fire as usual. On a roll of 5, roll a d6 for each piece of terrain. On a roll of 1, it moves 2d6'' in a random direction (use the little arrow on the scatter dice) though they cannot leave the board. On a roll of 6, it teleports to a random location 4d6'' from the centre of the board. Again, use the little arrow on the scatter dice. On a roll of 2-5, they shudder slightly but remain where they are. On a roll of 6, d3 lightning bolts strike the board. Before rolling, roll a d6. On a roll of 1, d6 lightning bolts strike. On a roll of 6, 2d6 lightning bolts strike. Use the aforementioned rules. On a roll of 7, all units gain fleet. If they already have fleet, they gain furious charge in addition (this will stack if they have furious charge anyway, gaining +2 strength and I on the charge) On a roll of 8, each unit must roll d6. On a roll of 1, they move an additional d6'' after moving in a random direction. On a roll of 6, they teleport to a random location 4d6'' from the centre of the board. (use a scatter dice, using the little arrow if a hit is rolled). They cannot leave the table via this movement, and if they move through or into terrain they count as being in the terrain; place them on the edge of impassible terrain. On a roll of 9, the ground turns to sludge, cold lava, water, blood, amasec, or whatever liquids the patron god of this world holds dear, which could make playing on Slaaneshi worlds slightly sticky. Count all open ground as difficult terrain for which no cover save is granted. On a roll of 10, d3 units of 20 warp zombies appear randomly, 4d6'' from the centre of the board. They move d6'' every turn and charge any unit within d6'', and have the following stats: Ws Bs S T I W A Ld 2 0 2 5 1 1 1 - Equipment: sticks n' stones, knives, clubs, scythes... anything. Counts as hand weapons. They can be targeted for assault, shooting or psychic powers by any player as if they were an enemy unit. They remain on the board. Special Rules: Warp Zombies are slow, and as such always strike last, even after power fists and the like. They do not gain an extra attack on the charge. Each turn, the unit will grow by d6+2 Warp Zombies. Warp Zombies have feel no pain. On a roll of 11, poisonous mists roll across the board. All units gain a 5+ cover save if they have none, which can be improved as usual by stealth or cameoline cloaks, etc. but take d3 S4 hits. On a roll of 12, a vortex grenade appears in the centre of the board, using the normal rules as detailed in Codex: Apocalypse. This remains in play, unless a double is rolled for movement, as per normal. NOTE: The measurement of 4d6'' from the table centre assumes a 4ft wide board. For each foot extra, add d6'' to the distance you roll. For each foot less, roll d6'' less. OTHER RULES Moving objectives: with the constantly shifting battlefield, an area strategically important one moment can become a killing field the next. Each turn, roll a d6 for each objective. On a roll of 1, it teleports to a random location 4d6'' from the centre of the table. Terrifying: the manner of warfare in chaos worlds is bizarre, and can drive a man insane. All morale checks are made at -1Ld. If a double 1 is rolled or a double 6, the unit has been pushed to far! They gain Rage and +1 attack, but lose d3 models per turn with no saves of any kind allowed as their minds are flayed. Psychic nightmare: If a psyker suffers a peril of the warp, roll on this table: 1 – the psyker explodes, dealing a S4 hit to anyone within d6'' 2 – the psyker turns into a gibbering maniac, immediately attacking the closest unit within d6''. After making these attacks, the psyker dies. 3 – The psyker enters a trance, casting the psychic power but entering a cocoon state. 4 – The psyker enters a trance, casting the psychic power but entering a cocoon state. 5 – The psyker immediately teleports 4d6'' in a random direction, then explodes, dealing a S4 hit to anyone within d6''. 6 – The psyker becomes a portal for otherworldly beasts! Roll a d6. On a 1 or 2 5 warphounds appear in his place, on a 3 or 4 20 warp zombies, and on a 5 or 6 a vortex grenade which will disappear at the end of the next player's turn. Cocoon state: the psyker is effectively dead, but each turn roll a d6. On a roll of a 1, the psyker counts as having rolled a 6 on the above table. On a roll of 6, he teleports 4d6'' in a random direction, though he cannot leave the table thanks to this, then counts as having rolled a 6 on the above table. The game I played was utterly chaotic... seize ground with 5 objectives, and I won on the last turn because 3 teleported to very near one of my units. However, half my army was ravaged by a warp grenade, although I had some awesome shooting with raveners, ending up shooting 52 S3 ap - from a unit of 3. Also had 5 units of zombies stomping around at the end... they were entertaining as they posed no threat, but being charged by them could leave a unit very stuck as they refused to die. Also had quite a bit of random movement of terrain and units, which proved to be the most interesting element of the game. |
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