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These are the following revisions made to the Warhammer 40,000. We shall call this version, Project Chalice, after my name.
We shall start with the Movement Phase.
The Movement Phase
The Movement Phase remains largely the same.
The Shooting Phase
The main change of the Shooting Phase is the determination of a unit's facing based on the direction in which he has shot during this Turn. The ruling for it is as follows: The facing of a unit is determined by the direction it last fired at in the Shooting Phase. Modify the positions of the models accordingly after every Shot. In the enemy's Turn, the facing of a unit is determined by the direction from which an enemy unit Shoots Suppression Fire on that unit.
Now onto the rule, Suppression Fire. Suppression Fire are shots fired from weapons that count as Pinning, as well as some other rule exceptions. In addition, Pinning Tests have a modifier based on the number of Unsaved Wounds caused by the Pinning weapon. The ruling is as follows: The number of Unsaved Wounds caused by the Pinning Weapon determines the negative modifier applied to the Leadership value to be used for the Pinning Test. The main difference between Suppression Fire and Pinning Weapons are that as long as a Hit is made, the enemy has to pass a Pinning Test, rather than the need for a Wound.
Units Shot at by Pinning Weapons, but not Weapons that are exclusively Suppression Fire, have a chance of Going to Ground, upon the passing of an Initiative Test.
In addition, some units have the rule Prone Position that allows them to Shoot even when Gone to Ground. This will be covered in the USR section.
There is also this following change to units attempting to Shoot an enemy unit during the Shooting Phase: When Shooting at an enemy unit, should the unit be too far away, the distance being greater than the range of the firers' firearm, the Attack fails and the unit may not Shoot again this Turn. I am not sure if the ruling is already like this, but it is to present a miscalculation when firing beyond the effective range of a weapon.
For Guess Range Weapons, the following change is implemented: When determining if a Guess Range Weapon Hits, first guess the distance between the firer and the target, plus or minus the BS of the firer in inches. Then roll the to-Hit Die and determine if there is Scatter or not. Should the roll be a Miss, the Shot Scatters. Roll the Scatter Die
and then determine the distance of the Scatter by rolling 2D6".
When firing from higher ground, the effective range of a weapon is increased by the height of the firer from the ground. The actual ruling is this: For each 1" you are above ground, add 1" to the Range of your Shots, up to a maximum of 6".
There are also rules for Crossfire, which is when a unit gets Shot at from two opposing directions, for instance from the front of the unit and then from the rear. The ruling is as follows: Units caught in a Crossfire must take an immediate Morale Check, with a negative modifier of -1 for each casualty suffered from the Crossfire Shots. Should the unit break, it is considered Pinned. Shots from the Pinning Weapon count as Suppression Fire.
In addition, there is a negative modifier of -1 applied to the Leadership of a unit for Morale Checks taken for casualties inflicted from Shooting that brings the unit below half strength, to reflect the detrimental effect of a heavy weight of fire levelled against a unit. This modifier is applied in subsequent rounds of Morale Checks taken from Shooting and is a fixed modifier that does not accumulate.
That's all the additional rules for the Shooting Phase. On to the Assault Phase.
The Assault Phase:
In the Assault Phase, there is a penalty for Charging a unit that is out of Range of the Charge distance. When declaring a Charge, should the position of the enemy unit being Charged be greater than the distance the unit can Charge, the unit Moves D6" in the direction of the enemy unit instead.
For units being Assaulted While Falling Back: If an enemy unit declares an Assault against a unit that is Falling Back and is found to be in Range, the Falling Back unit must immediately Test to Regroup (without Moving), starting with the enemy Moving in his Assaulting models. If the Test is failed, the unit is destroyed and the Assaulting unit Moves its full Charge distance in the direction of the destroyed unit.
In addition, you only benefit from bonus Attacks when you are in the battleline of an Assault. The ruling is as follows: Models within 2 inches of the frontline in an Assault may only make their base number of Attacks without any bonuses from having 2 Hand Weapons for instance, or for Charging in an Assault.
Furthermore, Wounds allocated in Assault must be allocated to models in the frontline first of all.
In the Warhammer 40,000 Rules Revision according to Project Chalice, the to-Wound chart for calculating the roll to-Wound is different from basic Warhammer 40,000. It is as follows: For rolling to-Hit in Close Combat, if the Defender's MS is lower than the Attacker's, he Hits on a 3+; if the Defender's MS is equal or up to twice as high as the Attacker's minus 1, he Hits on a 4+, and if it is twice as high and more, he Hits on a 5+.
The facing of a unit plays a part in an Assault. When Assaulting from the rear and the enemy loses the Assault from the rear, they suffer a -1 modifier to their Morale Check. Also, when Assaulting a unit from its rear, they are caught unawares and the Attackers benefit from +1I on the Charge.
The height of a unit in reference to those he is Assaulting also plays a part in determining the order of Assault. If the model is Assaulting a unit occupying higher ground than him, he is subject to a -1 Initiative modifier.
When Assaulting a Pinned enemy unit, the enemy unit Attacks at Initiative 1.
Grenades in the Assault Phase:
Grenades are used differently in Assault. Let us take an example of a Frag Grenade being thrown into an enemy unit: Frag Grenades are thrown right before engaging with the enemy in Close Combat. They are specially designed for use when attempting to engage enemies behind Cover. Nominated by you, a single model may forego its Assault bonus to instead throw a Frag Grenade. It has the following profile: R:G12" S:4 AP:6 T:A1, Blast, Pinning. For each casualty suffered from the Frag Grenade Attacks, the enemy unit must pass a Pinning Test with a -1 modifier. If the target unit fails its Pinning Test, all bonuses gained when receiving a Charge while in Cover are negated. Both Attackers and Defenders engaged according to Initiative value as if there was no Cover. If the Defenders are not in Cover, their Initiative is reduced by -1 for every casualty suffered from Frag Grenade Attacks.
On a related note, the ruling for Defensive Grenades is not changed, they work as they did, but the difference is that they may be lobbed at an enemy right before they Charge. Done this way, for instance a Photon Grenade, it has the following profile: R:G12" S1 AP- T:A1, Blast, Pinning. They negate the bonus Attack from Charging even if no models are Wound, but have a chance of Pinning the enemy as per the Pinning Test ruling.
EMP Grenades: May be thrown against Power Armour and other mechanised armour. It has the following profile: R:G12" S:- AP:2 T:A1, Blast, EMP Shockwave. The EMP Shockwave neutralises the circuitry of advanced power suits like the Power Armour of the Space Marines, the Crisis Suits of the Tau and even Necron Warriors, preventing them from functioning at all. On a roll of a 4+ the target becomes Wounded. In addition, the unit becomes Pinned and in Close Combat, models that are Hit Attack at Initiative 0.
Melta Bombs have the Melta Special Rule, meaning that they roll 2D6 for the purposes of Armour Penetration.
Fusion Bombs have the Fusion Special Rule, meaning that they roll 2D6 for the purposes of Armour Penetration, and inflict AP1 Hits.
Bailing Out of Open-Topped Vehicles: As it is much easier to bail out from an Open-Topped transport, the Strength of Hits inflicted on passengers by exploding Open-Topped transports is S3, AP-.
Destroyed - Explodes: The vehicle is destroyed, as its fuel and ammo detonate, ripping it apart in a spectacular explosion. Flaming debris is scattered D6" from the vehicle, and models in Range suffer a Strength 4, AP6 Hit.
Effects of Damage Results on Passengers, Destroyed - Explodes: The unit suffers a number of Strength 5, AP5 Hits equal to the number of models embarked, treated just like Hits from Shooting. The surviving passengers are placed where the vehicle used to be and then take a Pinning Test with a -1 modifier for each casualty suffered.
Tank Shock: If an enemy unit other than another vehicle is reached (including an model in an artillery unit), the unit must take a Morale Check and will immediately Fall Back if it fails it. The unit Falling Back is required to take Dangerous Terrain Tests.
The Thunder Hammer is considered a Two-Handed Weapon in Project Chalice.
Some Weapons have the classification Hefty. This means that they grant a -1 modifier to the AS roll of the enemy for each level of Strength above 3. This is exactly the rule for Armour negation for Strength higher than 3 in Fantasy.
Rending automatically Wounds with an AP of 1 when a 6 is rolled to-Wound. Against vehicles, a further D3 is rolled for Armour Penetration when a 6 is rolled.
Universal Special Rules:
The existing Universal Special Rules have the following changes:
Acute Senses: Acute Senses work as they do in base Warhammer 40,000, with the following addition. Upon passing an Initiative Test, the model or unit is considered to have a 360 degree facing on all fronts. This is considered when being Charged from the rear for instance, but is ignored should the unit be already tied up in Assault.
Counter Attack: Upon passing an Initiative Test, the unit gains +1 Attack when receiving a Charge.
Hostile Environment Shielding: As there is the existence of Nuclear, Biological and Chemical (NBC) Attacks in Project Chalice, some Armour have the classification Hostile Environment Shielding, which allows them to ignore the effects of such Attacks. Armour that has this Special Rule includes Power Armour, Artificer Armour, Terminator Armour, and Eldar Armour of all kinds.
Infiltrators: Infiltrators may not be Shot at as long as they do not leave their cover. To spot an infiltrated unit, roll a D6 and add to your I while the infiltrated unit does the same. Should you score higher, the infiltrated unit is no longer hidden and may be Shot at or Charged as usual. When using an Auspex, as long as the infiltrated unit is within Spotting distance, the unit may be Shot at. Morale Checks and Leadership Tests taken because of Shooting or Assaults of units with the Outflank Special Rule in the first Turn that the unit arrives from Reserve are considered subject to Suppression Fire. For a unit that is Outflanking, the unit counts as targeting the rear facing of the enemy, should they be facing the side of the enemy unit.
Preferred Enemy: Units that have Preferred Enemy towards a certain enemy unit always never require worse than 3+ to-Hit.
In addition, there are the following new USRs.
Fear: Should a unit Fear another unit, whenever the unit is Charged by that unit, it has to pass a Leadership Test with a -1 modifier to its Leadership value or Fall Back immediately. Should the unit attempt to Charge the unit it Fears, it has to pass a Leadership Test with a -1 modifier, failing which it becomes Pinned. Should it fail a Leadership Test with a -1 modifier and then become engaged with that Fear-causing unit, it suffers from -1WS and -1I. Should the unit win one round of Combat against the Fear-causing unit, the unit no longer Fears it, and regains its statistics. Units that cause Fear are certain Special Characters and units with a Toughness of 5, or as specified in their Special Rules. In addition, units that cause Fear do not Fear other Fear-causing units.
Frenzy: Double the number of the unit's base number of Attacks. Should the unit lose a round of Close Combat, it loses Frenzy. In addition, Frenzied units suffer from Rage.
Hatred: The unit always has to Charge the nearest enemy unit that it Hates, as long as it is in Range. It may re-roll failed to-Hit rolls on the first Turn of combat, should it get the Charge, and gains +1 additional Attack. When having to take Morale Checks or Leadership Tests against a Hated foe, it rolls one extra D6, taking the lowest two scores.
Prone Position: A unit that takes fire from a Pinning weapon will normally drop and seek cover. They may not Move in the next Turn, but may fire in the Shooting phase and benefit from a 6+ cover save. Some units may opt to press on through the enemy fire by taking a Leadership test. Fearless units will pass this test automatically. If they choose to press forward, they will not benefit from ANY cover for the remainder of the Shooting Phase. A successful test allows the unit to Move and fire as normal in their next Turn. A failed Test will cause them to Go to Ground against orders; they will not be able to Move nor Shoot during their next Turn.
Surprise Assault: The unit benefits from +1A and +1I on the Charge.
Terror: Should a unit be Terrorised by another unit, whenever the unit is Charged by that unit, it has to pass a Leadership Test with a -2 modifier to its Leadership value or Fall Back immediately. Should the unit attempt to Charge the unit it is Terrorised by, it has to pass a Leadership Test with a -2 modifier, failing which it becomes Pinned. Should it fail a Leadership Test with a -2 modifier and then become engaged with that Terror-causing unit, then it suffers from -2WS and -2I. Units that cause Fear suffer from Fear instead of Terror against a Terror-causing unit. Should the unit win one round of Combat against the Terror-causing unit, the unit is no longer Terrorised by it, and regains its statistics. Units that cause Terror are Monstrous Creatures and certain Special Characters. In addition, units that cause Terror are immune to both Fear and Terror.
Strength, Toughness and Initiative Tests:
Initiative Tests, Toughness Tests and Strength Tests; for all these tests, should the model(s) taking the test have an I, T or S characteristic that is higher than 5, then they are allowed a re-roll which progressively gets better the higher the I, T or S characteristic. For example when taking an Initiative Test, and the model in question has an Initiative of 6, then he is allowed a re-roll in which he passes the Test should he roll a 1. If he has an Initiative of 7 then he passes the Test on the re-roll should he roll equal or below 2, and so on.
Cover Save level:
A 6+CS has a Cover Save level of 1 and a 5+CS has a Cover Save level of 2, while a 2+CS has a Cover Save level of 5. The Cover Save level is the degree of Cover provided by the Cover.
6+ Armour Save:
AS of 6+ always roll greater or equal to 5 to Save against Wounds.
1+ Armour Save:
Some units may have a 1+AS. A 1+AS is no different from a 2+AS, meaning a roll of a 1 is still a failed Saving Throw, except it is only penetrated by an AP1 Weapon. Power Weapons negate all AS as usual.
Could you tell me what you are trying to achive?
It looks like you want to add 'realistic modern combat' detail , so the game follows your expectations more.
However as the current 40k rule set is not realy suitable for representing 'realistic modern combat' as its core mechanics were developed for WHFB,(ancient combat.)
Thats why the 40k rules has to use so many special rules to cover the gaps in the basic rules.
So the ONLY way you can add to 40k is adding more and more special rules.(The game already has more exceptions than rules !)
Why not do a re-write , it much easier to get the game play you want , without all the extra pages and page and pages of rules.
Its core mechanics were developed from Warhammer Fantasy, right. It uses many special rules to cover the gaps in the basic rules? I am not aware of that. Can you give an instance? And also, that the game has more exceptions than rules, as far as I can tell, I don't see that as true. If I do a rewrite, what do you suggest? We could work on this together if you want. I have to say the mechanics as it is present is simple and as basic as it is, for what I wish to achieve. Like for example, you would move before shooting, which is sensible enough and fittingly playable for the game that I envision. I don't see how drastic we can change the gameplay. Then again, give me your opinion after all I have said.
I did not mean to imply you were wrong to want a more 'realistic' game ,But that the curent edition of 40k is not the most suitable starting point.
Brief history of 40k...
In the late 1980s when GW wanted to improve sales of thier range of Sci fi minatures they asked Mr Priestly and Halliwell to convert thier popular Warhammer rule set to be used in a gothic sci fi setting.
Warhammer Rogue trader was the result a detailed skirmish with heavy RPG elements, lots of fun was had by all exploring and creating this new universe.(Had the same rules as WHFB 3rd ed.)
As time went on ,gamers wanted more minatures in play ,and a bigger simpler skirmish game, 2nd ed 40k was recived well by all.(WHFB rules with modifications.)
GW became a plc.
It was time to update the rule set,(2ne ed needed a bit of streamlining.)
But coperate managment wanted to incresed the model count beyond the 'large skirmish level' of second ed , and put it firmly in the realms of a battle game .
Rather than use unit based rules as the battle game is all about unit inter action , they kept the skirmish rules but abstracted them severly to speed up play.
(LOTR used new rule set for the battle game version WoTR, so GW learned thier lesson toolate for 40k!)
4th and 5 th carryed on using the 'simplest ideas to explain ' rather than the best ideas for the end game play.(Eg describing 7 seperate unit types simply in a restrictive way , rather than describing the ACTUAL 2 basic types of unit in more detail allowing for more flexibility in the game play.)
Look at 40k USRs,special rules ,and vehicle rules, they are ALL exceptions to the core rules.
40k takes 14 pages to TOTALY explain ALL the rules and exeptions for movement.
I have outlines a simple system for modern combat that only runs to 13 pages.(And covers all aspects of modern warfare , command and control, supresive fire, moral, proportional damage allocation , all in a intuitive way using just 2 resolution methods, as opposed to 40k s 7 resolution methods.
I can not attach it ,but I can post it up if you like, see if you can develop it into a rule set more suited to your needs?
Here it is.
It is NOT a finished rule set that has been indevelopment by a professional team of game developers for decades...
But some appropriate game mechanics and resolution methods drwan together into a generic rule set that can be adapted to cover modern warfare.(It is radicaly different to 40k rule set , PLEASE ask about any thing that is not clear to you.)
Please note the mission cards and unit selection mentioned in the introduction will be period specific.WWII, Modern, Near Sci-fi, etc.
(I am working on the WWII development ATM.)
(Straightforward Tactical Action Combat Simulation.)
By K. Wesselby.
Unit definitions Pg 2
Unit characteristics. Pg 2
The Game Turn Pg3
Movement Pg 4
Terrain Pg 5.
Attacking Pg 7.
Moral. Pg 10
Command and control. Pg 12
A war game is a representation of combat scaled down and played out on a ‘war- games’ board or table.
(A playing area with scaled down terrain features, such as buildings ruins, swamps trees etc.)
‘Units’ in the game can be represented by a single scale model, or a group of models.
Players decide on how many units a side they want in their game , then select their forces up to this number of units.(I will detail how unit selection is done later.)
Then the players set up a suitable sized playing area dressed with terrain and objective markers in an agreeable way.
Then the players decide who is going to be the Attacker , and who will be the Defender,(the Defender pick their deployment area, the Attacker takes actions first.)
After deciding on role and deploying units , the players take a mission card. The players may wish to keep their mission secret from their opponent.
The mission determines the level of success of the player, failure, minor victory or major victory, dependant on mission conditions.
The following definitions are used to describe the basic unit types found in the S.T.A.C.S. war game rules.Units fall into two basic types;-
Type 1 ,Units made up of multiple models that are removed individually to denote the loss in unit effectivness. Most commonly infantry units , but also includes individually mounted infantry, like bikers, cavalry and various beasts used in alien armies.
Type 2 ,Units made up of singular models that have multiple systems/ functions integral to the model. Most commonly crewed vehicles , but also includes monstrous creatures emulating vehicle roles in some alien armies.
Vehicle type units tend to carry multiple support /full support weapons ,and may have transport capacity to carry other less well armoured units.
Unit type and organisation.
Units are defined as the following.
Core .(The players first selection, that determines what HQ and Specialised units may be used.)
HQ (The players second selection that determines what support units may be used.)
Support .(The units taken to support the force under HQ direction.)
Specialised (the units taken to support the core units directly)
Restricted.(Can only be taken if a set number of specialised units are taken.)
Each force has a choice of Core unit type ,Infantry , Motorised, Armoured ,and Airborne.
The 'core unit group' list units to be taken, and the relevant unit value.(As some units are the equivalent of multiple units.) Other units are values equalised by synergistic methods.
Defined by a units movement type, ( Legs, [L] wheels [W]tracks [T] and hover [H]and its movement rate.(How far the unit may move across the playing area, when taking a move action.)
Armour Resistance to damage( AR) how hard the unit is to damage.
Damage points (DP) how much damage the unit can take.
Stealth (S) How well the unit can conceal itself on the battle field.
Command and Control.
Moral Grade,(MG) how willing the unit is to fight on .
Command Value (CV).what effect the unit leader/hero has on the actions of this /near by units.
This is defined by the units weapon characteristics.(These will be given in detail in the relevant sections on how to carry out attacks.)
The game turn
As this war game is focused on tactical interactions, I want each unit to decide on the actions they are going to take in the next minute or two.
And as the actions only cover a short period of time , I want them to only be able to perform 2 action per game turn.
This set of two actions per game turn , represents the tactical 'orders ' given to the unit by the unit leader or command unit.
('Dig in and give covering fire', 'follow me...opportunity fire!', 'withdraw in good order','CHARGE!!' 'keep your head down and follow me...' etc.)
'Orders' are made up of the following actions.
Move, move up to the (M) value of the unit.
Attack, attack using weapons in effective range of target unit.
Ready, take the time to make maximum effect of the following actions.
This gives us the following orders.
Advance,(A) move then attack.
Double,(D) move than move.
Evade ,(E) attack then move.
Fire support,(F) ready then attack.
Infiltrate (I) ,ready then move.
How do I give orders to units?
Create enough counters with the relevant letters clearly marked on one side .(Or even create your own symbols, they are your counters after all!)
During the 'Command phase,' of the game turn , place ONE order counter next to each of your units face down.(The opposing player should not know what your units are going to do!And you don't have to give all your units the same order, )
If units have a moral damage counters ,suppressed (S), neutralised (N) or routed(R) , they DO NOT receive an order counter, but follow the actions listed for units with moral damage later in the rules.
Game Turn Phases.
The game turn is broken down into phases.
Each phase lets players do set things in a set order. As a lot of things have to be done in the course of a game turn , its easy to loose track of where you are if everything happens all at once!
This is when the players ;-
1)Issue orders to their units, ( units can be given different orders to each other.)
2)Request off table support.(Call in artillery or air strikes, and reserves.)
Primary action phase.
This is when one player reveals their unit order counters one at a time , and performs the FIRST ACTION of the order with each unit as their order counter is revealed .
Then the opposing player reveals their unit order counters one at a time, and performs the FIRST ACTION of the order with each unit as their order counter is revealed .
Secondary action phase.
This is when one player removes their unit order counters one at a time , and performs the SECOND ACTION of the order with each unit, as their order counter is removed.
Then the opposing player removes their unit order counters one at a time, and performs the SECOND ACTION of the order with each unit, as their order counter is removed.
This is when players;-
1)'Rally' units with 'moral damage'.(Suppressed /neutralised units take a moral test.)
2)Plot arrivals.(See if /where reserves and off table firing arrive!)
A unit may move up to its mobility value in inches when it takes a movement action.
Distances are measured from the same point on the moving model,(Usually the front of the base or hull)
Movement type determines how well the unit moves across through different terrain types found on the battle field. Movement types are ,Legs (L), wheels (W) tracks (T) hover (H) . These types are listed after the mobility value,
E.g., slow infantry 3”(L)Infantry 4”(L) fast 'light' infantry 5”(L).
Buggies-Bikes 12” (W), Tanks 6”(T) Speeders, jet bikes 12”(H)
Models mounted on bases use these to determine interactions, vehicles models NOT mounted on bases use their hull to determine interactions.
Models can not move through the space occupied by another model. If there is a gap wider than the models base /hull , the model may pass through it.
Unit ALWAYS move at the speed of the slowest model in the unit. A unit may NOT turn and change facing during a attack action!Only during a prepare,or move action.
Its important for the units to be looking where they are going and pointing weapons at their intended target to be effective in the game.(Fire arcs will be discussed later.)
Unit Coherency .
Infantry unit models have a coherency range of 2 ''.
ALL other units/models have a coherency range of 4''.(Bikes,cavalry,beasts,vehicles,monsters. etc)
The coherency range is the maximum gap left between individual models in a unit ,or attached to a unit. Measured between the closet points between the models bases or hull.
E.g.,An armoured infantry squad , mounted in an APC, dis-embark. ALL the individual infantry models must remain within 2” of each other , but the APC can be 4” away from any infantry model in its unit, to be considered to be in unit coherency.
Units that are out of coherency range can NOT receive any Command bonuses from leaders/heroes. So its best to move a units models back into coherency as soon as possible.
There are lots of different war zones ,and the battlefields are littered with different structures , plant life and geological features, in varying amounts.
It would be impossible to list every possible type of terrain feature we could use.
So as with the combatants in the game , I will list basic types and characteristics , to let the players decide how to classify their own terrain features.
Terrain can effect units in the game in three ways.
1)Modify movement rates.
(The way terrain modifies movement rates, movement modifier(Mm) depends on movement type and terrain type as given in the table below.)
2)Provide concealment .
(A piece of terrain with a concealment rating (Cr), means units with a equal or higher stealth value may claim cover from it.
E.g. A low wall Cr 2, can conceal units with S of 3 or higher. S 1 and 2 units are just to bulky to claim cover from the wall.
3)Provide physical protection from damage.
Any terrain that gives physical protection from damage , like fortifications, give a AR bonus to units claiming cover from the terrain.(E.g. concrete bunker, AR +2 )
Open ground/No adjustment/No adjustment/No adjustment/No adjustment
Road /hard surface/ +1''/ +2''/+ 1''/No adjustment
Light woods./-1 ''/Impassable/-2 ''/Impassable/Heavy woods./-2 ''/Impassable/Impassable/Impassable
Water feature*/-2 or Impassable./Impassable/Impassable/No adjustment
Linear Obstacle* /-2 or Impasible/Impassable/ -2 or Impassable/No adjustment
Buildings.*/-1 to move into/out of./Impassable/Impassable/Impassable
*Buildings ,linear obstacles and water features vary considerably ,so please use common sense to decide and agree on terrain effects, before the game starts.
A shallow stream may be deemed -2,to (L) (W) and (T), but a deep marsh may be deemed Impassible to all but (H) type movement .
Usually infantry is the only unit able to occupy buildings , but an aircraft hanger is large enough to be occupied by most types of units.
Special movement abilities.
Amphibious mode (A), allows units to treat water features as open ground.
Difficult terrain mode (D), allows units to treat light woods,rubble and linear obstacles as open ground.(Dozer blade attachments etc.)
Jump jet mode, (J) allows the unit to make short powered jumps over terrain features , up to 8” distance in a straight line .To clear higher terrain features the jump length is shortened to compensate, deduct 2” off the jump length for each hight level of the highest intervening terrain.
(Use the storey heights of buildings as a rough guide to hight levels.)
Flying units .
We assume flying units usually move without restriction at altitudes higher than the highest piece of terrain on the table.
IF a flying unit wishes to interact with a unit/element on the game area.(Drop off/ pick up a unit, or make a low level attack.)
It must be called into action during the command phase of the owning player.
Flying units always enter the table using a (D) order , diving to low level. Then count as a M 12” (H) unit, until they decide to leave the action, by taking another (D) action and climbing to high altitude.(Out of the weapon range of units on the table.)
Sometimes terrain features have clearly defined boundaries.(A building for example.)
Other features are just representative , e.g. a few model trees mounted on a base to represent a wood.(For practical and financial reasons...)
In the case of these representative bases , use the base edges to define the boundaries.
As long as terrain features have their edges clearly defined in some way, its OK.
Units entirely behind a terrain feature , are said to be concealed if their (S) value is higher than the (Cr) of the terrain. Concealed units can NOT be targeted.
A unit that has some models /part of a model exposed ,(out side the boundary of the terrain feature) can still claim cover if their (S) value is less than the terrains Cr value.
Some times hight differences come into play on gauging line of sight. Simply extend the highest point on the terrain feature across the entire area of terrain.
If a model is unstable in/on a terrain feature, rather than risk damaging any thing, simply substitute the model with a 'marker' (piece of paper , small coin etc.)to mark its actual position.
A unit is taking an ATTACK action, follows the following actions.
3)Resolving physical damage
4)Resolve moral damage
When a unit attempts to spot (acquire) a target , use the unit leader,or hero, to determine LOS .
If a unit has NO leader or hero , simply use the closest model to the intended target. (This model is referred to as 'the spotter'.)
The spotter picks a point on the table within their LOS*,all enemy models within a 6" radius of this 'target point' may be eligible targets for attacks.
( IF the attacking unit can acquire the target unit(s), and have LOS to the intended target models.)
This 12" diameter area is called the 'attack zone'.
Acquisition of targets.
Acquisition ,(spotting, identifying and bringing weapons to bear on a target,) is a very complex process with multiple factors to be taken into account. I have tried to resolve this complex and important process into a simple and intuitive method.
The attacking units , rolls a D6 and adds any applicable modifiers.
If the attacking units acquisition score score beats the target units Stealth (S) value they acquire the target unit!
Acquisition modifiers.(Add to attackers acquisition roll)
Target unit attacked acquiring unit last action +3
Target used support or fire support weapon last action+1
Target unit within 18'' +1.
Target unit moved more than 6 '' in attackers LOS in its last action. +1
Equipment modifiers,+variable (targeting equipment etc.)
Stealth modifiers.(Add to targets Stealth value.)
Attacking unit over 36'' away.+1
Target unit in cover +1
Target unit on Infiltrate (I)or fire support (F)orders.+1
Equipment modifiers,+ variable.(camouflage , smoke dispensers etc.)
The attacker resolves hits on the models closest to the shooting unit .These target models MUST have hits allocated to them until they are removed as casualties.(OR if vehicles or monsters suffer stunned or worse damage.)
A unit may split fire between target units units within the 'target zone' .
Weapon arcs are the define the area where the model can shoot.
We assume infantry weapon arcs are 360 degrees.(Can shoot all round.)
However as Cavalry ,Vehicles. and Monsters are more bulky, they MAY have more restricted weapon arcs.
E.g. a hull mounted weapon may be fixed forward and limited to 45 deg total arc.(27.5 deg either side of weapons axis.)
Or side mounted weapons may have 90deg total arc.(front axis to left/right as appropriate.)
(Similar to diagrams on Pg 59 40k BB
Resolving attack damage.
Weapons in S.T.A.C.S. have their in game abilities represented by following characteristics.
Name/ER/AP/E /AV or AI. ( Bonus dice)
ER is the effective range of the weapon , only models within this range can be effected.
AP is the armour piercing ability of the weapon.
E ,is Effectiveness of the weapon determines how many models the weapon can effect in the same target unit. Expressed as a number OR Blast size.
Bonus damage dice. (Anti Vehicle bonus(AV) to AP or Anti Infantry (AI) suppression dice ).
Note, some weapons have different attack modes or ammunition types. These are listed as separate entries, with the same name . It does not mean the units has multiple separate weapons with the same name that fire differently!The player chooses which weapon effect they want to use that turn.
Resolve weapon hits against Vehicles and Monster Units.
Add the AV bonus dice,(if applicable) to the AP value of the attacking weapon.
Subtract the targets vehicle /monsters AR value from this total.
This is the value the target unit has to roll over to avoid taking damage from the weapon hit.(The saving roll).
If the target unit rolls over this value the target unit takes no damage at all.(Passes the saving roll.)
If the target unit rolls 1 under the save value , the target unit takes minor damage,(-2 on damage table roll)
If the target unit rolls 2 to 3 under the save value , the target unit takes normal damage .
If the target unit rolls 4 or more ,under the the save value , the target unit takes major damage(+2 on damage rolls
1 or less Suppressed
3Armament damage .(Lose armament DP and lose weapon function accordingly.)
4Mobility damage.(Lose mobility DP and reduce movement rate accordingly.)
6 or more, Annihilated.(destroyed all friendly units within 6” suppressed)
*Vehicles and monster may have different AR value dependant on facing.(Where the weapon hit comes from in relation to the target model.).If applicable these are listed as front /side/rear AR values.
Infantry and cavalry units are comprised of multiple models that are individually more fragile than vehicles and monsters. Therefore the effectiveness of these types of units are represented by removing individual models from a unit,(and from play,)when they fail to save themselves from a weapon hit.
Resolving weapon hits against infantry and cavalry units.
Determine which models are effected by the weapon hits.
Models in the 'attack zone' of the attacking weapon deduct their AR value from the AP value of the attacking weapon.
This is the number the targeted model has to beat to save themselves from the weapon hit.
If model roll lower than this number they loose a DP, when a models DP are reduced to zero,it is removed from the unit ,(and from play ).
( As the most infantry and cavalry models only have one DP, they are removed when they fail their saving throw.)
After the number of damage points lost has been determined.(The number of failed saves from one unit attack.)These are allocated to the models closest to , and in clear LOS of the attacking unit, and these models are removed first, working back away from the attacker as their DP allocation is met.(Models in cover are removed last.)
After the attaker has declared the intended target, the defender MAY decide to swap the position of 'notable models',(leaders heros, support or full support weapon carrying models,)
with ordinary models further back in the unit.
This represents , these more experianced members of the unit ducking back out of harms way, or other unit members retrieving the specialised weapons of the unit.
Assault weapons and sniper weapons prevent the defender swaping the attacked models, with other models in the unit.(EG if a model is attacked with an assault weapon or sniper weapon they may not swop positions with another model.)
Weapon classifiactions and characteristics.
How a weapon is used by a unit, is determined by the units weapon characteristics.
They are listed as ;-
Assault ,( the weapons a unit uses in close combat.)
Small Arms.(The main ranged weapons used by an infantry type unit.)
Support,(The specialised weapon(s) a unit uses to deal with specific target types.)
Full support,(Support weapon(s) that can only be used if the unit is on fire support order.)
Resolve a units attack in the following order,Assault, Small Arms/Support/Full Support.
Resolving moral damage of infantry and cavalry units.
After resolving weapon hits as above to determine physical damage, (and removing any models that have DP reduced to 0.)
Take the basic number of weapon hits caused by the attacking unit on the target unit. Add the AI dice bonus for the support, full support weapon fired by the attacking unit at the target unit.
This is the suppressive effect of the attacking unit.
The target units suppression value is its current DP added to its lowest AR value.
If the total suppression effect of the ranged attacks is over the suppression value of the target unit, the target unit is suppressed
If the total suppression effect is over double the suppression value of the target unit , the target unit is neutralised.
E.g. a squad of infantry fires 8 assault rifles (ER 24”/AP6/E 1/-)
And a heavy machine-gun, (ER 36”/AP7/E 3/AI D6)
The target is heavy infantry unit(AR 5) 8 models with 1DP(wound)each.
The target unit has to make 8 x 3+ saves(6-4=2 therefore 3+ save. For the small arms fire.)
And fails one save.
Then 3x 4+ saves,(7-4=3 therefore 4+ save for the HMG fire.)
And fails 2 saves.
The target unit looses 3DP (failed 3 saves)therefore looses 3 models .
The target units suppression value is now reduced to 5(AR) +5(DP) = 10.(Originally 5AR+8DP=12)
Then the attacker determines suppressive effect of the attack.
8 assault rifles firing = 8(One each)
1 HMG firing =3+D6
8+3+(D6 roll of )3=14.
The suppression effect of the firing unit is over the suppression value of the target , the target unit becomes suppressed
If the suppression effect of the firing unit is over double the suppression value of the target , the target unit becomes suppressed
Moral Effects .
A unit that has suffered moral damage, suppressed ,(S) or neutralised,(N) replace their order counter with the appropriate (S) or (N) counter.
The unit will take the appropriate compulsory actions below until it returns to good moral after successful rally attempt(s) at during the end of game turn phase of the game turn. At which point it receives orders as normal.
The unit may retire(move away from enemy units,) to cover , or move to intervening( within movement distance and nearer than all enemy) cover .
In both cases the unit takes a single move action in the secondary action phase.
A unit that is in cover when it becomes suppressed will not move, but may take an attack action, in the secondary action phase .
A vehicle unit may turn to put its (highest) front AR facing to wards the attacking unit that suppressed it instead of moving to cover. If all enemy units are within the vehicles units front AR facing, the vehicles unit may count as in cover.(Take an attack action in the secondary action phase.)
Neutralised (stunned).The unit will not take any actions until rallied. Unless it is attacked with close combat weapons , at which point it will fight back normally. When rallied a neutralised unit moves to suppressed.
When a vehicle type unit looses all of its weapons , it must make a Moral test at the start of every game turn.
When an infantry type unit loses 75% or more of its starting DP, it must make a Moral test at the start of every game turn.
If these moral tests are failed the unit routes from the battle field, place a (R) counter nest to the unit.
A routing unit must attempt to exit the playing area, as quickly as possible by the shortest available route. (Takes a compulsory move action in both action phases.)
During the end of game turn phase, a player may attempt to improve the moral of suppressed, neutralised and routing unit .
To rally a unit, simply roll over the units moral grade using the following modifiers.
Moral grade modifiers.
Unit at less than 75% of starting DP.+1
Unit at less than 50% of starting DP +1 .
More enemy units within 12'' than friendly units +1
For every friendly unit with moral damage /destroyed within 12 ''+1
Rallying dice modifiers.
Unit at 100% of starting DP.+1
Unit in cover +1
More friendly units within 24” than enemy units +1 .
Command value of leader/hero +variable .
Example Moral grades.
Fanatical(fearless.) moral grade1.
Elite , moral grade 2.
Standard, moral grade 3.
Conscripted, moral grade 4
Mindless/cowardly , moral grade 5.
Ramming and Running Down.
Some times Vehicles and monster units , may want to take a Double Order to use their bulk to ram or run down enemy models.
The attacking unit must move forward in a straight line when performing a ram or running down attack.
Rams.(Vehicle units attacking vehicle units.)
The attacking unit moves up to 2 x M value, to bring it to contact with the target model.
The attacking unit adds HALF the distance it moved ( in inches ,)into contact, to its contacted AR value.
This is the attacking models ram impact value.
The ram impact value is resolved as an AP value attack on the target unit..
The target model adds a D6 to its contacted AR value , this is the targets resistance value.
This is resolved as an AP attack on the ramming vehicle..
A vehicle or monster unit may want to try to crush infantry or cavalry models using its sheer bulk !
The attacking model moves into contact with the intended target model(s).
The attacker stops as soon as they make base(or/hull) to base contact with an enemy model.
If the attacker rolls over the target model(s) stealth value (S) the target model is run down.
The target model deducts its AR rating from the AR rating of the attacking model, to determine its saving throw.( Usual there is little chance of surviving being run over by a heavy tank!)
The attacker can continue to move forward in a straight line until it moves into contact with another enemy model, or reaches its M value .
If the attacking model fails to roll over a target models Stealth value (S), the target model dives out of the way,(Placed to the side of the attacking unit , not in contact.)And the attacking unit stops moving.
This is to represent the attacker over steering and loosing impetus.
Command and Control.
The ability of a unit leader or hero, to influence the actions of friendly units on the battle field.
This is defined with the units Command Value,(Cv).
It is expressed as a number for leaders. Eg CV 1 means the leader can add one (+1) to ONE dice roll per game turn.
A hero attached to a unit, or with a retinue in a HQ unit. Has more influence on the actions of the entire force.
This is represented by fate points (F).Each fate point allows the hero to change ONE failed dice roll of ANY friendly unit,to an automatic success ONCE per game.
The Command value (Cv) also determined the amount of units that can be added to the leaders unit to form a unit group.
The experienced squad leader Cv of 3.
Can have up to 2 other units join his unit to form a unit group.
The unit group counts as a single unit for all in game interactions.
And represents experienced leaders 'taking charge' in the heat of battle.
Cv of 2 or more allow the leader/hero to add one (+1)to this number of dice rolls per turn
Off table support.
This is the term used to define units and effects of units , that are not represented by models on the table at the start of play .
(They are requested in the command phase and arrive in the resolution phase.)
These are defined as ;-
Reserves, units that will enter play later in the game.
Artillery strikes, weapon attacks launched beyond the boundaries of the gaming area.
Air strikes, these are flying units that briefly enter play to make attacks on ground units.
Reserves and Air strikes are called into play in the command phase.
The players pick a point on the edge of the playing area , (in their half) this is called the entry point.
The players place 4 (numbered) entry point markers every command phase , only one can be used to let a reserve or air strike unit arrive.(Secretly note which entry point the unit will use.)
If the player makes a successful request roll , in the resolution phase the reserve/air strike unit is placed on the entry point, ready for orders in the next command phase.
Artillery strikes .
Artillery strikes are called into play in the command phase, in a similar way to reserves and air strikes.
The player places 4 (numbered )target point counters anywhere in the gaming area, as long as a friendly unit has clear LOS to the target point.(Secretly note which target point the off table artillery will aim at.)
If the player makes a successful request roll , in the resolution phase the artillery strike is centred on the target point. The artillery strike will scatter from this target point .(Roll 2 D6 and pick the highest result to determine the distance the artillery strike scatters. Determine the direction of scatter using a 'scatter dice' or a D12 for 'clock face' directions,etc.)
The request roll is the score needed on a D6 to get the off table support to arrive in this game turns resolution phase.
It depends on the number of requests, (represented by game turns ,)and the control value of the requesting HQ.
Game turn/dice score required.
The requesting HQ unit can ad its Cv to the dice score .
PS the format is a bit screwed up but I hope you can follow it ok.
The game also works with alternative unit activation if you prefer this game turn mechanic...
Three letters- F.A.D. a free downloadable miniatures ruleset for modern warfare, with modules for 40k type units its pretty good
P.S. that stands for - Fast and Dirty
F.A.D. and Stargrunt II, No limits, Void, Infinity , etc are all good Skirmish games .But at the larger Battle game size the become a bit unwieldly.
The rule set I outlkined above is based on unit detailed interaction ,so works better for larger games .
(I am developing it for a WWII setiing with other gamers around the world ATM)