WH40K An advanced set of rules for 40K - Warhammer 40K Fantasy
 

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  1. #1
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    An advanced set of rules for 40K

    Hey everyone,
    i have been working on a set of modified/advanced rules for Warhammer40K for some time now and i have got some peices of it that i would like some feedback on.

    Here is one piece of it.

    Section 5 - Armoury
    5.1 Ammunition (from IA1)
    Use weapon profile for Range, Str, AP and type then use the following special rules.
    HE glancing only
    AT no blast
    V no blast, S+2d6
    Sg S+2d6 against buildings
    Inferno (Inf) ignores cover, glancing only
    Smoke (Smk) creates an area (2d6” radius) of smoke that blocks LOS and provides cover to models in it.
    Illumination (Illm) 4d6” radius, all models in the radius can be targeted as though it was day.

    5.2 Ammunition capacity
    Limit He At V Sg Inf Smk Illm
    Imperial vehicles:
    Leman russ 10 Y Y - - 2 3 3
    Demolisher 6 - - - Y - - -
    Conqueror 12 Y Y - - - 3 3
    Vanquisher 7 Y - Y - - 3 3
    Thunderer 5 - - - Y - - -
    Medusa 5 - - - Y 2 4 2
    Bombard 1 - - - Y Y Y Y
    Griffon 5 Y - - Y 1 5 5
    Basilisk 5 Y Y - - 1 5 5
    Basilisk (enc) 3 Y Y - - 1 5 5
    Earthshaker 1 Y Y - - Y Y Y
    Baneblade
    -Primary 6 Y Y - - 2 3 3
    -Demolisher 5 - - - Y - - -
    Hell Hammer
    -Primary 6 - - - - Y - -
    -Demolisher 5 - - - Y - - -
    Stormsword 5 - - - Y - - -
    Vindicator 5 - - - Y - - -
    Chaos Marines:
    Defiler 10 Y Y - - 3 - -
    Tau vehicles:
    Hammer Head
    Missile pods 32
    Railgun 15

    5.3 Advanced weapon and ammo use
    Cyclone Missile launcher
    Load out:
    - 12 missiles of any type (can be a mixture of both).

    standard missile launcher stats

    Fire Modes:
    - Standard: may fire one missile a turn as per the normal rules.
    - Barrage: may fire up to four missiles in a turn but may not fire an additional weapon.
    - Can only be reloaded at a supply depot.

    Havoc Launcher
    Load out:
    - 24 havoc missiles

    normal stats from Chaos Space Marine codex

    Fire Modes:
    - Standard: may fire one missile a turn.
    - Barrage: may fire up to 6 missiles in a turn.(as multiple barrage)
    Note: must reload after firing 6 missiles.

    Whirlwind Missile Launcher
    Load out:
    - 30 missiles of any type (can be a mixture of both).

    normal stats from Space Marine codex

    Fire Modes:
    - Standard: may fire one missile a turn.
    - Barrage: may fire up to 6 missiles in a turn.(as apocalypse barrage)
    Note: must reload after firing 6 missiles.

    Hyperios AA missile launcher
    Load out:
    - 20 Hyperios AA missiles

    Range Strength AP Special
    standard missile launcher stats

    Fire Modes:
    - Standard: may fire one missile a turn.
    - AA: may fire up to 2 missiles at an aircraft but can’t have moved this turn.
    Note: must reload after firing 10 missiles.

    Typhoon Missile launcher
    Load out:
    - 12 missiles of any type (can be a mixture of both).

    standard missile launcher stats

    Fire modes:
    - Standard: may fire one missile a turn as per the normal rules
    - Barrage: may fire up to 6 missiles in a turn.

    Dreadnought missile launcher
    Load out:
    - 8 missiles of any type (can be a mixture of both).

    standard missile launcher stats

    Fire Modes:
    - Standard: may fire one missile a turn as per the normal rules
    - Barrage: may fire up to 4 missiles in a turn.

    Multi rocket pods
    Load out:
    - 2 barrages of rockets per pod

    same as in IA books

    Sky Ray seeker missiles
    Load out:
    - 6 seeker missiles

    same as in tau codex

    Fire modes:
    - Standard: a sky ray may fire up to 6 missiles a turn.
    - AA: fire up to 6 missiles at a marker lighted aircraft, each missile hitting on a 4+.

    General rules
    5.4 Reloading
    - Spend one shooting phase reloading.
    - Can do nothing else that shooting phase.

    5.4.1 Replenishing ammo
    Ammunition stocks can be replenished from an ammo dump, a supply vehicle or a supply depot. Super Heavies and Walkers can only replenish their ammo at a supply depot. Ammo can be replenished in one of the following ways:
    - Spend one complete turn within 6” of an ammunition dump or a Supply vehicle; only one vehicle/vehicle squadron may use an ammo dump or supply vehicle per turn.
    - Spend one complete turn within 12” of a supply depot; there is no limit on the amount of vehicles that can use a supply depot per turn.
    - Move off your board edge during the movement phase and back on during the next turn on a 2+ (roll each turn like reserves).

    5.5 Recovery and Repair
    Vehicles can be recovered by Armoured Recovery Vehicles(ARV) to be repaired in a supply depot so they can be used in subsequent battles.
    - All ARV’s have the recovery vehicle rule.
    - A vehicle may use a friendly supply depot within 6” to repair one damage result per turn; a supply depot can only repair one vehicle per structure point remaining. A vehicle being repaired cannot do anything else that turn.
    - A friendly wreck brought to a supply depot can be removed from play and no longer counts as destroyed. This allows the vehicle to be used in future battles.
    - Wrecks can also be towed off table to a supply depot further back, same effect as above.

    5.5.1 Recovery vehicle: The ARV can drag any destroyed or immobilised vehicle that it starts the turn in contact with. Both vehicles may move, up to 6” if the towed vehicle is friendly or up to d6” if it is foe, and must remain in contact at the end of the move. Neither vehicle may shoot in the same turn that they are towing or being towed in, except that the vehicle being dragged can fire one weapon at the ARV if it is able to. When an ARV moves an immobile vehicle out of difficult terrain it is no longer immobilised.

    5.4.2 Units-Supply
    The following vehicles can be upgraded to a Supply vehicle at the points cost listed, a supply vehicle cannot transport units.
    - Trojan (IA 1) - free
    - Drop pod - free
    - any other vehicle with a transport capacity - 10pts
    5.5.2 Units-ARV
    these units are usable as ARVs:
    - Atlas ARV
    - Trukk – with crane
    - any other vehicle with lift or tow capability.

    5.6 Infantry Weapons
    Las cutter (5pts) (imperial guard)
    A model armed with a las cutter can make one S10 attack in close combat against any stationary or immobile target.

    Auxiliary Grenade launcher (5pts per lasgun upgraded) (imperial guard)
    Range 12” S: 6 AP: 4 Assault 1, one shot
    Range 12” S: 3 AP: 6 Assault 1, small blast, one shot
    A model may fire its lasgun or grenade launcher but not both.
    A model has 3 grenades.

    Smoke grenades
    Smoke grenades are used to create an area (d6” radius) of smoke that blocks LOS and provides cover to models in it. They can be thrown Sx2”.

    5.7 Vehicle Upgrades
    these are upgrades available to all vehicles of all races unless specified otherwise.
    5.7.1 Advanced weapon cooling- 20pts each gun
    increases the rate of fire for all heavy non-ordinance weapons on the vehicle by 1
    5.7.2 Prototype Ammo - 20pts
    allows you to take special ammo from IA
    5.7.3 Powerful engines - 25pts
    adds the 'fast' vehicle type to the vehicle or 'fleet' to walkers.
    5.7.4 Upgraded Armour Plating - 50pts
    increases the AV of the vehicle by 1 on all sides but when the vehicle moves at cruising speed it only moves 6+d6" not 12", walkers count as always being in difficult terrain. The powerful engines upgrade removes the movement penalty but does not make it a fast vehicle either. Skimmers and fliers cannot take this upgrade.
    5.7.5 AVs greater than 14?
    a vehicle that would have an AV over 14 instead counts the AV as 14 but gains a structure point for each point the highest AV is over 14, like a super heavy vehicle, when the vehicle suffers a destroyed-wrecked result it instead loses a structure point, if it has no structure points to lose it becomes a wreck, if it suffers a destroyed-explodes result then it loses two structure points and will explode if it had less than two structure points left.
    5.7.6 Crushing things
    A vehicle with a dozer blade can move at half speed to remove the difficult terrain that it would move over or cover it moves through. a super heavy vehicle can crush through building walls, this can make it hard to place the vehicle so you may have to abstract the vehicles position a bit, rubble falls down from above as the vehicle passes through blocking the way it came so other vehicles can't follow it (and you don't need to remember what walls are missing), the super heavy vehicle damages the structure by causing it to lose four times the amount of structure points that are made up from the pieces that it moved through.

    tell me what you think, the stuff in red is stuff that is not in the right place or needs work on
    thanks Silvit

    Last edited by Silvit; April 23rd, 2011 at 10:59.

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  3. #2
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    Adaptus Modificus.doc
    this is the whole thing so far...
    it has a lot of stuff still needed before its finished like:

    large games
    generals
    commanders
    logistics
    deployment
    size

    directional attacks
    top armour
    flyers

    close combat
    open topped vehicles

    shooting
    sweeping flamers
    (in)accuracy
    weapon types
    open topped vehicles

    weather
    clear
    rain
    storm
    wind
    etc...
    ideas...
    guardsmen weapon teams prone/cover?
    ork trucks with ramps assaulting and capturing vehicles?

  4. #3
    Senior Member Intrepid's Avatar
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    I think your listing of weapon statistics is a violation of forum rules--they're way too close to the copyrighted material. Better to revise the listings to, for example, say "grenade launcher (Codex IG stats)" instead of giving the actual figures.

    You're definitely ambitious here! Almost an entirely new game rather than a few supplemental rules. I think you'll get more cooperation from players with an incremental approach. Why not (as an example) focus on revising the rules for leadership, and move on from there? It's hard to comment on a total overhaul without serious playtesting.
    "My tanks have names, my men have numbers." -Col. Edmund Grahvess, 23rd Kronecker Prison Guard

  5. #4
    Senior Member Lanrak's Avatar
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    Hi.
    Just a question to the op.
    Are you creating artificial detail by using lots of additional data to make up for the inapropriate game mechanics that generaly give bi polar results?

    If you use more apropriate game mechanics, you arrive at more gamepaly with far less rules than the current ed.

    TTFN

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