Welcome to Librarium Online!
I have been experimenting with these rules, in an attempt to emulate the "unreal tournament" setting in a 40k game. The rules are now game worthy, and I thought that I would share them with you guys. But please let me know if something needs improvement, or if you have any ideas. A game of "Unreal 40k" should be played in heavy terrain, preferably city-fight style, and the teams used should be worth between 100 and 200 points. Pitting kill-teams against each other in an game of UT40k would also be very ideal. Also, please note that I have excluded the re-spawn aspect, as it doesnt fit well into a tabletop game.
Minimum squad size
Force organization chart
This practically means that every model is on their own, and that players cannot allocate wounds on "meatshield" models. If your officer gets shot its just hard luck, there is no letting other models take his wounds.
No infiltration allowed.
Maximum squad size for all units are 1.
Called attacks: Every time a model shoots, the player owning the model declares an individual target for each shot fired, before the shots are rolled. For instance, a space marine with a heavy bolter fires at three guardsmen. The space marine player decides that the marine will fire once at all three guardsmen, as the heavy bolter is heavy 3. Now, if there were 2 guardsmen and a JO with a power weapon, the marine player might want to make sure that the JO is taken out, and can dedicate all three shots to him, thus leaving the guardsmen safe. All shots fired by the gunner must be dedicated to targets within a 45 degree cone projected from the firing model. In cc, all attacks made must be dedicated to individual targets within 2" of the model.
IC command range: All models within 12" of an IC can use the ICs leadership score instead of its own, if the player so desires.
Altered pinning rule: If a model survives getting shot at, it must immediately make a pinning test.
Altered blast rule: blast markers does not have to be centered over models. The player can place the blast marker anywhere, and then roll for BS.
Altered Indirect Fire rule: In order to fire upon enemy models with an indirect fire weapon, the player needs to have the enemy model within LOS of one of his models at the start of the shooting phase.
Set up: Each players get a "set up" marker, a coin or something similar in size. All models has to start within 6" of its players set up marker. The setup marker should be placed within 6" of the table edge.
Should a team get wiped out it looses. You cant complete the objective with no models left.
Suggested Game Modes:
Assassination: Each player designates a leader amongst their models. Last player with a leader alive wins.
Capture the flag: A flag counter is placed in the middle of the table, and when a model comes into base contact with it, it picks up a flag. Only infantry models can pick it up flags, and only one flag can be picked up at a time. If a model carrying a flag dies, the flag can be picked up from where it died. When a flag carrier comes into base contact with its teams set up marker, the team has scored, and a new flag spawns at the flag marker. First team to score three times wins.
Assault: Each teams set up marker has T4, W2 and Sv 4+. Last player with his/her set up marker intact wins.
Last edited by Sareld; November 2nd, 2005 at 16:55.
You forgot that if one from the team, from who the flag was stolen, touches the flag the flag returns to base immediately. Beside that it looks exactly like we have talked about. looking forward to test it on Friday or Saturday
Note that the flag counter is neutral, and placed in the middle of the table rather than at the set up markers. I know that this deviates from the original UT concept, but as I have excluded re-spawning, it was a necessary evil, otherwise the teams would wipe each other out instead of taking flags.Originally Posted by Arakiaz
You might be right, haven't thought of that:blush:
Yes we must make sure that wipe out is not the most used tactic
i like that i think the points should be exactly 150 pts and that there should be minimum and maximm model count
I really can't think of anything witty to say.
I agree with Cortana. You could do that at least 70% of the points must be spent on standard troopers (Guardsmen, Marines, Gaunts and so on) and that the remaining points may be spent on Elite choices and have them as the elites/leader of the team.
Of course, those 30% may shrink/grow depending on the point limit
i say no holds barred just a set point limit players would soon realise that 1 a$$ kicking guy ist actually not that good
I really can't think of anything witty to say.
There should be no restricktion, but gaunts ain't worth taking since they need a synapse creature else there use their behavior thing and lurking creaures can't take anything at allOriginally Posted by Da Mighty Camel
You are probably right that players need some restrictions on vehicles at least. Imagine how unbalancing a decked out falcon containing a guardian (the leader) would be in a 200 point game O_o I would say that limiting vehicles to dedicated transports (such ar rhinos, raiders and devilfish) would make the game more fair. I dont think that there should be a minimum number of models.. If people think that a single wraithlord or a decked out HQ guy is a smart thing to take, let them do just tht and watch them loose. I also dont think that forcing people to take troops would do any good, the freedom to take an elite team will offer far better gameplay IMO.
I say no veichles and big ones at all! If you would want to keep the original UT feel then veichles (screw UT2004, I'm talking the classic game) and enormous monsters would be wrong.