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Models that die in CC must be removed from engaged models. Units do NOT have to be in coherency in close-combat, but at the end of combat they then must pass a morale test or the only movement they can move is towards other models in the squad. If they pass this test, then they must be in coherency by the end of the next movement phase.
When assaulted in cover, you instead gain +1I for each point of cover save the cover grants.
Units can Sweeping Advance into combat with other squads.
Units during the Assault phase do not have to be in base-to-base with an enemy model to get their attacks, instead getting their attacks if there is an enemy model within their engaged radius, or a friendly model with an enemy unit in B2B. Monstrous Creatures and Walkers automatically have a 3” engaged radius, due to their massive size and sweeping attacks.
Grenades against vehicles are like so:
A model may make only one attack if it uses grenades when assaulting a vehicle, regardless of attacks on its profile or any kind of modifier. (A special rule that explicitly allows multiple grenade attacks works, though.)
Listed here are the Strengths of various grenades. These are NOT added to the model's Strength characteristic; one's throwing force is negligible in damaging a vehicle with high explosives.
Defensive Grenades like Photon Grenades do nothing against vehicles.
Assault Grenades roll 2D6 for armor penetration.
Krak Grenades roll 3D6 for armor penetration.
Melta Bombs roll 4D6 for armor penetration.
Instead of rolling for armor penetration and then rolling on a damage table, roll on the following table:
1 under AV - Can't move or can't shoot, defender picks
Equal to AV - Can't shoot or can't move, attacker picks
1 more than AV - Destroyed Weapon or Immobilized, defender picks
2 more than AV- Immobilized or Weapon Destroyed, attacker picks
3 more than AV- Wrecked
4 more than AV- Explodes
5 more than AV- Explodes+1(One more point of S and one more AP point on the explosion)
If a vehicle already has an effect applied to it, then the equal effect is applied, and if that is also applied, then the next highest effect is applied.
Weapon Destroyed results have the weapon that is destroyed chosen randomly. Simply assign each weapon a number on a d6 or d12, and roll to see which weapon is destroyed. 'Empty' results are re-rolled.
This roll is modified by the following:
AP- weapon: -1.
AP1 weapon: +1.
Ordnance weapon: +1.
Open Topped: +1.
Glancing-Only Weapon: -2
Auto-glance weapons count as having a Strength equal to four less than the target's AV.
Auto-pen weapons count as having a Strength equal to two less than the target's AV.
Strength 5 and under weapons are Defensive.
Roll all armor saves on a d12. Armor penetration instead reduces your result by 1 each, so...
AP - : 0
AP 6: -1
AP 5: -2
AP 4: -3
AP 3: -4
AP 2: -5
AP 1: -6
Change armor saves to the values given:
2+ : 3+
3+ : 5+
4+ : 7+
5+ : 9+
6+ : 11+
Strength reduces enemy saves by 2 per 3 points for all units in melee combat.
A Monstrous Creature negates a point of enemy armor per point of Strength
Monstrous Creatures are immune to their armor being reduced from enemy non-MC attacks.
Power Weapons count as MC attacks for purposes of reducing enemies' saves.
Power Fists count as MC attacks with the increased Strength value used for purposes of reducing enemies' saves.
Rending attacks in melee count as MC attacks and don't roll to wound.
Rending attacks from ranged weapons count each point of AP twice, don't roll to wound, and get an additional +1d3 armor penetration.
Feel No Pain does not take effect from attacks double the model's toughness, have some variety of Instant Kill, or that remove its armor save.
Victory points re-implemented. 50% gives half victory points, killed or driven off table gives full victory points of the unit.
All units can contest objectives unless otherwise specified, although only Troops can hold them.
When you hold an objective you get a number of VPs for the objective equal to the VPs of Troops on the objective minus the VPs of enemy units on the objective. HQ units count double for contesting objectives.
Ranged weapon hits are allocated sequentially, to models in order of distance, with the closest getting the first hit, then the next closest, etc. When units are removed of a type, closer units are removed first. Blast weapons count the center point as the origin. You can disrupt enemy formation this way, and if so they must pass a morale test or the only movement they can move is towards other models in the squad. Units must be in cohesion at the end of their movement phase.
Sniper weapons allow the shooter to choose which enemies are SHOT at, not hit at, although every model in range in the unit must be shot at twice before other models can be shot at three times, and then all models must be shot at four times before they can be shot at five times, etc.
Any unit which is partially in cover must remove models outside of cover first, even if they are not the closest models. These models do NOT get a cover save. Once those models are removed, it progresses normally, with the entire unit having cover saves.
Successful cover saves, if given by intervening units, instead hit the intervening units.
If a unit would have multiple cover saves, take the highest one, and increase it by one per cover save past the first it has. This cannot be increased past a 2+ save.
Terrain, Sizing, and LoS
Line of sight is determined by size. There are 3 size of units and cover, Small/Medium/Large. Units may not fire through cover their own height more than 3", and only receive cover from cover one size smaller if within 2" of it. Cover two sizes smaller than the unit is ignored, as the large unit simply cannot hide behind it. Cover one size larger blocks line of sight to the unit completely.
Certain terrain will block LoS but NOT provide cover saves to equal or smaller sized units.
MCs and vehicle units count as large. 40 or 60 mm bases are medium, and 20 and 25 mms bases are small. Swarms as normal do not provide cover.
Units do not receive a cover save for being behind units two sizes smaller than them, a 4+ save for units larger, an 7+ save for units of the same size, and a 10+ save for smaller units.
Jump Infantry can move across vertically impassible terrain as if it was level ground, but must end their movement on level ground. If you wish to move down vertical terrain, you may either move down it normally, spending movement, or take a morale test. If you succeed at the morale test, you may move down without spending movement. If you fail, the unit stops at the edge.
New kind of cover; Directional: Only gives cover if you are on the opposite side from the enemy shots and within 2” of it. This kind of cover includes short walls, sandbag emplacements, and other such terrain. If the terrain is in a circle, for instance, then blast weapons that hit inside of the sandbags would not provide cover against the blast.
Any round that takes out more than 25% of a unit in shooting damage forces a morale check. Take this check at the end of the Shooting phase, although the units do not fall back if they failed their test until the end of the Assault phase, but do count as falling back for Assaulting purposes.
A unit gets a -1 modifier on all morale checks per 25% of the original wounds in the unit it is missing.
A unit gets a -1 modifier to its morale check if it loses a combat for each ratio over 1:1 it is outnumbered by. (2:1 ratio of enemies to allies would give a -1 modifier, 3:1 would give a -2 modifier, etc).
Treat each Phase as if it were a turn, rather than each player taking an entire phase. I/E, player 1 moves, then player 2 moves, then player 1 shoots, then player 2 shoots... You alternate which player goes first every turn.
Deep Striking models Deep Strike in at their Initiative value in the Movement phase.
Tanks that Deep Strike onto enemy models that are not tanks, walkers, or MCs, are instead shunted to the nearest legal point, as their huge bulk means that they are not harmed by mere infantry.
A player may always decide not to put a unit in reserves into play on a turn, although if a unit does not reach the battlefield by the end of the last turn, then it counts as destroyed.
Scouts and Infiltrators are adept at being where the enemy least expects it. As such, if they are deployed out of Line of Sight of the enemy, you can instead deploy two markers per squad infiltrating or scouting, one of which has to be the real one. Infiltrating markers and outflanking markers can be set up normally, but Scout markers which deploy on turn one instead split off from a central beginning point with their Scout move. You must decide which of the markers is the real one when they are deployed, and it must be written down. If they come in line of sight of the enemy, then they are revealed normally. You must tell the other person what each of the markers represent, and if there is more than one infiltrating or scouting unit it must be clear which two markers are for which unit.
Slight flaw ; my krack missile (s cannot damage a land raider - I can only stun it
Yep. And you could only glance it before. Extremely heavy tanks require dedicated anti-vehicle to neutralize them. I think this is offset by the fact your Krak missile has a 2/3 chance to blow up a tank where you hit at AV 10.
I think all armies have a Strength 9-10 weapon, melta, high strength melee, or equivalent(such as a Bright Lance), correct me if I'm wrong?
Perhaps two hits that stun it count as one higher, though? That allows you to inflict damage if you can focus-fire it, while keeping in track that heavy tanks are HEAVY.
EDIT: Fixed it so lower effects can damage higher AV vehicles, but only with enough shots.
Nice ones. Yet I would argue whether a frag grenade can actually harm a tank.
Hey, I've got an idea. Why don't we start putting together a sticky thread on rules development which is aimed at putting together all 40k mods from this site. We could also devise extra rules for small scale combat - you know, with overwatch, 2nd ed equipment etc.
Can i say we need to sort out lancing.
I shoot at a land raider, with the lancing capabilities it knocks it's AV by 2 to 12
I shoot at a Vindicator, with the lancing capabilities it knocks it's AV by 1 to 12
I shoot at a Rhino, with the lancing capabilities it does Frigg all, the Rhino is unaffected.
I say it should be -2 ALWAYS.
I love the AP modifiers though, they actually make sense and work.
But can i give you a tip...
DON'T POST LOGICAL SUGGESTIONS!!!!!!!!
If you think up some crap that doesn't make sense whatsoever you could qualify for a job at GW.
Thanks, but I'm not planning on working there. XD
And the point of lance weapons is that they don't punch through armor especially well, they just are especially effective against heavier armored tanks, and thus they negate it. You might as well just give them S10 and only inflicts instant death against T4 or less models, since it's pretty much the same thing.
Came up with some more stuff, I'll add it in a few minutes.