Fluffhammer 40k

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Revision as of 03:34, 20 November 2013 by 65.92.153.43 (talk)
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This page is in need of cleanup. Srsly. It's a fucking mess.

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This page is an ongoing project designed for the tweaking of existing Warhammer 40,000 rules to better represent fluff sources. To make it work with current rules, equipment and points costs of most units will also need to be updated-this will follow the rules.

Save System

The various saves in 40k are one of the areas that most need an overhaul in order to fit the fluff.

Armour Saves

Warhammer 40,000's current armour system seperates armour into 6 levels that are extremely broad, which can cause silliness like power swords doing as much damage to power armour as they do to mighty crisis suits, or riptides and Artificer Armour providing the same level of protection. The proposed changes (see below) are better suited to representing elite armour (such as space marines, grey knights, battlesuit-heavy tau etc.) and avoids silliness such as terminator armour having an invulnerable save without having any kind of forcefield.

  • Armour will have a rating 0-10, with the number for the save functioning the same as ballistic skill (i.e. 4=3+, 6=2+/6+)
  • Armour Pen will have a rating 0-10, with each point of AP ignoring one point of armour
  • Most 40k weapons can calculate their AP rating in the new version by flipping their AP (i.e. AP6 becomes AP1, AP2 becomes AP5)

Most armour would need some changing of it's value, because the point is to better represent the fluff! Terminator armour would make sense at Armour 8 (meaning if they got hit by a melta gun (ap6), they would have a 5+ [almost like it makes sense!], whereas weaker weapons would grant them better saves (such as plasma granting a 5+, or a lasgun granting 2+/4+). Power armour at AV5 would allow for marines much closer to their fluff depiction, shrugging off lasguns but still not immune to them, while being inferior to terminator armour in a significant way. Most current 2+ saves would end up at around 6-7, with especially heavy suits (Calgar's named armour, Cataphractii Armour, Dreadknights/riptides etc.) could reach the upper limits, getting a 9 or a 10.

Cover Saves

A tree WILL NOT stop a lascannon blast under any circumstances. This is an inherent problem with the current 40k ruleset that bears addressing. Cover does absolutely benefit those using it however, and the following rules are possible solutions to this issue:

  • Cover will not be a distinct save to take instead of armour. There will be two types of cover: Visual Cover, and Protective Cover
    • Visual Cover will have a numerical value (a low one). This number is subtracted from any firer's BS when targeting the unit in cover (to a minimum of one, doesn't apply to blast weapons or enemies within 12") when the unit in cover goes to ground. Otherwise, half the value is used (rounding up). Examples include forests, Night Fighting, area terrain etc.
    • Protective Cover will have an armour value. When going to ground, the full value can be added to the users armour. Otherwise, half the value is used (rounding up).

Examples: Guardsman in Area terrain (standard): Visual Terrain 1 Stealthsuit in Forest: Visual Terrain 2+1 (for shrouded/stealth) Aegis Line: Protective terrain 3 etc.

Invulnerable Saves

Invulnerable saves are (usually) meant to represent forcefields and the like, and using either forcefields OR armour to deflect attacks makes little enough sense.

  • Invulnerable saves will grant an Invulnerable Value (IV) between one and four.
  • IV will be added to Armour Value
  • IV will be resistant to the effects of AP

Example: An Imperial Guard officer with Flak Armour (AV 2) and a Refractor Field (IV 2) would have an effective AV of 4. However, regardless of the AP of the weapon targeting him, his effective AV will never drop below 2 because of his refractor field.

Evasion Saves

Any model with an initiative score greater than it's AV can substitute it's initiative for it's armour against the first shot directed against each game turn, counting the value as an IV that does NOT stack with armour. This save is unaffected by cover.

Close Combat

Combat in 40k right now heavily favours hordes, which is not at all what the fluff suggests. A number of changes that better allow players to represent elites versus mobs:

  • Attacks may only be made against models in base contact
  • All models pile in at the same time
  • New weapon skill system:
    • Equal weapon skill, both parties hit on 4+
    • Higher weapon skill hits on 3+, Lower one on 5+
    • A model with more than double the weapon skill on the target hits on a 2+
  • If a unit kills all models in base contact before the enemy is able to strike any blows, then they count as having charged in the next round of combat as well (as they use the space they've opened up to charge against)
  • A unit performing a sweeping advance uses it's majority initiative; a unit receiving a sweep advance uses it's lowest initiative
  • Any model may add half it's strength (not including any bonuses conferred by any CCW) rounding down in AP to it's close combat attacks (i.e. a standard attack from a marine would be AP2, a standard attack from a guardsman would be AP1, AP3 rifleman dreads etc.)