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I am currently working on a system to make ranged combat much more realistic, effective, and complex than it is in the game. So, here we go:
when you have 2 of your own units near each other or interlocked, you still geta 4+ cover save for each other as per 5th edition rules, however, there is a perk - if the target makes his cover saves, wounds transfer to the other unit. They don't just disapear, do they?
Example: you have a squad of 5 marines, and your target is a bundle of 2 Imperial Guard squads, bunched up for cover saves. You fire your 5 bolters, and hit with all of them, then roll to wound. Let's say, to make it easy, you wound with all of them as well. Now, as we all know, flak armour does not block bolter shots (or anything for that matter XD) but because these 2 guard squads are mixed and matched, they get cover.
The gaurd player rolls 5 cover saves, with a goal of 4+ for the target squad. Let's call them A and B squad. A is the target.
The gaurd player succeeds with three 4's, and fails with a 2 and a 1. 2 members from target squad A die as the bolter rounds splatter their innards. But those cover saves that he made are then transfered over to squad B, who take 3 casualties (because again, flak armour no block nothin'!)
Now, in a rare situation (almost every time) you'll want to distribute your fire between two targets to maximise your effectiveness and make the shooting phase more realistic. This is allowed with no roll required. You may simply say: these four fire at squad X and these 6 fire at Squad Y. End of story.
Head Shots (and other critical locations):
Let's face it - no matter how tough you are, getting shot in the head, the jugular vein, the heart, the solar plexus, and knee caps, etc etc is just gonna do you in! I don't give a rat's arse that your blood clots instantly - the top of your head is gone!
So, when rolling to fire, any 6's to hit becoming rending shots in the to wound roll.
Example: you fire 5 lasguns, and get these results - 1, 1, 4, 4, 6, 6. Your target is a unit of space marines. Now it comes time to roll for wounds. You've hit 4 times, 2 of which or Critical Hits. You roll them seperatly. the 2 normal hits are a 3 and 5, so 1 wound so far. Now onto your possible rending hits. You get a 5 and 6. So now your total is at 2 wounds...but you also rolled a 6 to hit and thena 6 to wound, causing a rending hit. The space marine player proceeds to make his saves, but only 2 of them - the other one has penetrated his beloved power armour.
Rapid Fire Weapons:
This rule has always irked me, so I'm adjusting it here for more realism. It is realistic in the fact that firing it rapidly, especially on the move, will be highly innacurate, but to the point that you can't charge afterwards? yeah right!
Rapid fire rules -
1. If you move you must fire at the adjusted range. This is not necessarily 12", it is half of your weapon's max range. yes, this favours krak bolts and tau weapons.
2. If you wish to fire twice, it must be at the adjusted range. You may not fire rapidly at full range as it is simply too inaccurate.
3. If you fire rapid fire in the shooting phase, you may still charge in the assault phase, however you do not gain an extra attack for charging, as the weapon you're firing is too unwieldy.
Pistols are, as we all know, a single handed weapon, a side arm. They are not well suited for huge, open battle field situations, but some times the needs arise...whatever the reason, it doesn't matter. I have decided, that as a house rule, I am bringing back the old double tap rule (it wasn't called that, mind you, but I called it that).
Double Tap: if you do not move in the movement phase, you may fire a pistol 2 times, as apposed to one. You may still charge in the assault phase, as this does not restrict you.
Also, I will allow the purchasing of 2 of the same pistol from the armour, adding the ability to take a pair of pistols. If they are the same pistol (i.e.: 2 bolt pistols) then you have 2 options, which you may only use 1 of. They are:
1. Twin-Linked: you fire as 1 pistol, but you may re-roll your misses once (per turn)
2. Fire both pistols serperatly, but as they are unwieldy, you do not gain the +1 for charging. If used for double tap, gives you the possibility for 4 shots total.
If they are different pistols (i.e.: a plasma pistol and a laspistol), then there is only this one option, and that is the allowance to fire both of them (like Cypher, Fallen Angel).
It always irked me that wotshisface can fire his assault weapon and then charge into combat, and just because he also has a pistol and ccw, gets +1 attack. no no no, my friend. you shot with that there weapon, and that's the weapon you have out. You cannot switch back to your pistol for +1 attack! In other words, if you fire a weapon in the shooting phase, that's the weapon you have out for the assault phase. But, you can also use power weapons (they're considered in your other hand while you're shooting your rifle from a shoulder strap or what not).
I do not like this idea in 5th edition that shooting does not cause people to get afraid, because lets be honest, guys - I'd be more afraid of someone with a gun than someone with a knife. I can deflect a punch, but bullets go really really fast, and as I see my friends getting cut down around me...well, that would just suck!
When you take casualties from shooting and are reduced down to 25% or 50% strength, roll a die. For 25% casualties, a 4+ indicates a -1 modifier to leadership for remaining where you are. For 50% casualties, a roll of 3+ denotes a -1 penalty.
I know True Line of Sight is a wonderful thing and all, but what about those of us who still use some of the older models in GW's line? You know, the ones that LAYING DOWN!!! Well, here is my solution. Make a token, can be made of paper, plastic or wood or hell, whatever you want. Make one for standing, crouching, and prone.
While standing, the figure counts TLOS as per any other figure of its normal height (for example, the catachan sniper that I own, laying down. you would measure TLOS from the height of another catachan guardsman, any will suffice). While crouching, measure from the waist of another figure. Keep in mind, this can also determin whether or not your opponent can see your guys. Depending on where he is and where you are, crouching guys might out of sight. And for prone, measure right above the feet.
Do you guys get annoyed when your enemy unit can only see one of your soldiers but manages to kill 9 of them? here's my simple solution - you can only kill you you can see! If you can only see 1 guy out of 10 guardsmen, then no matter how many times you mutilate that poor human, you're only gonna kill HIM AND ONLY HIM!!!
An attack that is dropped on top of a unit that has cover around them but not over them (like while inside a building) disregards cover saves. In other words, a basilisk fired indirectly at a unit hiding in a gun pit does not get cover - the shell lands right in the gun pit and splatters them all!
Well, that's all I got for now. More later, maybe
They're all pretty decent amendments IMO, nothing too unreasonable.
The only thing I would change is the split firing rule. I'd keep it how it is in the rulebook, because with the "disambiguity" created by your rule, you can easily see how that could develop into people saying every model should follow the rules for independent characters, and before you know it, you're playing a completely different game.
Just for clarity's sake, I would say for Switching Weapons that each model can only use up to two weapons per turn (whether they be single-handed or two-handed). Normal restrictions for two-handed weapons still apply. Monstrous Creatures often have multiple forms of attack, and as such, are not subject to this rule.
Other than that and Split Fire (which should probably be removed), I like it.
yeah i liked the head shots!!! a grot coping a laz cannon to the head would make it sooooo much more entertaining!!! or a greater deamon of khone dieing from a laz gun bolt in the face! how would you adept this to veichles?
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It would not work against vehicles, becuase small arms shouldn't be able to wound them at all
I like them because they represent realism.
But I think so armies would be at a disadvatage...
From Daemons' point of view.
I have a squad with 3 blood letters left.
I have a squad with 6 blood letters left.
Both are in rapid fire range of a 10 man stormtrooper unit.
This means they will most likely kill both my squads where as before one would absorb the fire and the other would get to charge.
The likewise with your cover save.
In order to balance these I believe some CC rule changes would also be needed.
If a shooting army is gonna get better with their shooting AND their CC then the CC only armies should get a lil' too to balance it out.
What would more realistic shooting be without more realistic cover?
I've tried out a lot of different ways to do cover, but my favorite involves tracing the paths of the shots rather than using cover as a saving throw.
1. Stationary shooters "S" pick unit #2 as their target. Since the target is out of double tap range, they only get one shot each.
2. What would the shots hit first? The woods. Shooters roll to NOT hit the woods instead of their intended target (2 of 8 shots hit a tree).
3. Unit #1 is intervening, so they get hit next. Roll NOT to hit them just like the woods (2 out of 6 shots hit unit #1).
4. 4 Shots make it to their target, but they might still miss. Roll to hit unit #2 (3 of 4 shots hit unit #1).
5. Now just roll to wound for hits on each unit (1 of 2 wound on unit #1, 2 of 3 wound on unit #2).
6. Take armor saves or invulnerable saves for the wounds as normal, but cover saves are not available.
I prefer to allow friendly fire with this rule as well. It just makes more sense that way.
@Glavas: I totally agree with you man. I don't mean for this to be a boost to shooting armies and a stomp to CC armies, just upgraded shooting, and as my first post mentioned, it's still a WIP system. I thank you all for your input here
Someone who doesn't play an army already insanely strong in CC should work out a balancer to counter it I think
Another point of realism I'd like is with deepstriking.
If my soulgrinder lands on a squad, he's more likely to survive it than they are.
For a WIP this is excellent, just needs a tad of balancing to make it fairer on us CC'ers.
You should require a second To-Hit and To-Wound roll.
Example: You fire ten shots into two intermixed Guardsmen Infantry Squads. You score eight hits and six wounds, his unit passes three cover saves, and takes three casualties. By your method, the other three wounds are automatically transposed to the second. It would make more sense to instead have to roll to hit three more times, to see if you even hit them (or if the shots simply fell short) and roll to wound a second time (because not all interlocked units will be the same..) with no cover save allowed by the other interlocked unit (though any other saves may be taken as normal)
This is manageable, but I would suggest requiring any unit wishing to split fire to remain stationary, regardless of special rules (Relentless and Slow and Purposeful)
Absolutely not. It is statistically unbalanced. Do you know how many shots my Shoota Boyz can pump out? A mob of thirty, with three Big Shootas can lay down sixty three shots. Thats an average of ten head shots per shooting phase!! ..as opposed to a Tactical Squad, firing twenty shots, with only twenty shots (eight bolters, one heavy bolter, one bolt pistol) averaging three head shots per turn.
Are you trying to tell me that Orks, with their Ballistic Skill of 2, will either only headshot or miss?
The rest I don't see much problem with, except for Pistol's and Double Tap. If a unit wishes to Double Tap, he must remain stationary.. but he can still assault. If a unit wishes to assault, they must move! And if any model in a unit moves, the entire unit counts as having moved! You should consider amending either or both of these rules if you wish Double Tap to work properly.
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