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The Basics Starting the Game Game Sequence Movement Shooting Close Combat Units Wargear Vehicles Winning the Game History of changes Weapon Tables Vehicle tables Miscellaneous tables |
Just a little preamble...
This gaming system was created, for fun, by myself and Erik Skorpen, out of frustration with the Games Workshop mentality. Somehow, GW managed to create a miniatures gaming system that was both too simple and at the same time unwieldy. We hoped GW would address these concerns in the 2nd edition (1998), but instead they took the route we feared most: simplify for the kiddies, and change enough that everyone must buy the new stuff (or so they think). They instantly lost me as a customer (of the books, since I still buy the miniatures). My friends agreed. Shortly after we began playing WH40K, we had a list of house rules a mile long. These addressed the often stupid or confusing rules that GW created. Finally, Erik and I decided to design a miniatures system from the ground up. One that could use any miniatures in a 25 mm or 28 mm scale, especially GW ones (since we all had large collections). Another problem that WH40K has is the power of the characters and heavies. We implemented a 50% squads house rule that mitigated this some, but the fact is that characters were just too powerful. By contrast, vehicles in WH40K are too wimpy. Sure they can carry the big guns, but one shot can take out a heavy tank. We have attempted to change these things with our system by lowering their abilities some and making armor, weapons, and vehicle toughness more in line with what they might be in reality (just whose reality is still the big question). It should be noted that this was not initially an attempt to come up with new races, new weapons, new characters, etc. In fact, the rich background is part of what makes WH40K as good as it is. The other part is the great miniatures. Overpriced, yes, but stunning in detail and creativity. The game rules, on the other hand, are awful. That is why we created this system. We simply felt the game needed to be simplified without sacrificing flexibility. As time and playtesting continued, however, the need was felt to "genericize" the system to allow any miniatures in the 25-28mm scale to fit into the game. What does this system offer that other systems don't? Well, the answer depends on why you play. We designed a system that met our needs. Even the best systems that we have found are now 30+ pages of rules, conditions, and races. We wanted to let the miniatures remain the driving force behind the hobby. That is our perspective. The love of painting and collecting drives the desire to play the game. Some love to play the game, and therefore collect miniatures. This type of hobbyist usually enjoys the more complicated game systems (you know the type, he comes to the game table with a legion of unpainted miniatures?). We think this game offers the flexibility of many other game systems on the internet, but maintains a simplicity of rule and play that many game systems have lost during their evolutions. Another interesting thing to mention here: since beginning work on SWOMP, I have researched a number of other miniature wargames on the internet and have discovered that many of our "concepts" are not original. However, we feel that the package we have put together can hold its own against any other system out there. This is not to say that we are defensive about our system; in fact, sharing ideas within the gaming community is what makes a game more playable and enjoyable. While we have used a few ideas from other systems, most of this work is still our own and any feedback and ideas would be appreciated. It is our hope that other gamers will find our system fun. Kudos to the many other websites that are dedicated to the same goal. Our hope is to share the awesome world of miniatures wargaming with you. Just remember this game has a lot of holes yet, but we're workin' on it! Just one more note (a formality): the information herein is the property of the authors, and use for profit is forbidden without the express written consent of the authors. |
NOTE: text in red is stuff that is unfinished or being revised.
Materials you will need
The rules are designed to use only a pencil, a ten-sided die, a tape measure, and a bunch of 25mm or 28mm miniatures. Of course, a gaming table, terrain pieces, scatter dice and blast templates will be helpful. We've also found that having at least 6 ten-sided dice helps speed things up a little bit. And remember, painted miniatures always fight better.
We also use a laser pointer, the kind you can buy at an office supply store for about ten dollars. This helps immensely with finding line-of-sight and determining cover.
Terms
A model is defined as any number of miniatures on a single base.
A unit is a group of models that, for the most part, act together. Units acquire the benefits and restrictions described in the Units section.
A contest is the standard way of determining the success of an attack. The attacker and defender each calculate a value, then roll a die. Each side then adds the die roll to the calculated value, and the highest score wins. When one model is shooting at another, they roll a Shooting Contest. When (two or more) models are fighting in close combat, they roll a Close Combat Contest. Any time a contest is rolled, a one will always lose and a ten will always win, with a tie going to the defender.
Model characteristics
A model's Movement Rating (MR) is equal to the number of inches a model may move during each action. It is also used as a general measure of speed, higher numbers meaning more speed.
Strategy Rating (SR) is a measure of leadership and the ability to think clearly and quickly in combat situations. It is used to determine a unit's coherency distance and is rolled against in a Break Test.
Defense Rating (DR) is the amount of "natural" protection from damage a model possesses. This includes dodging ability, toughness, and natural armor. A average human has a DR of 3. This number is modified by the model's movement, cover, armor, energy fields, and special conditions.
Close Combat Rating (CR) is a model's skill in hand-to-hand combat. It is modified by the weapon, number of opponents, and special conditions. An "average" human has a CR of 3.
Projectile Rating (PR) the skill a model has in shooting any projectile weapon. This is modified by the shooter's movement, the weapon used, and special conditions. An "average" human has a PR of 3.
Hit Points (HP) represent the amount of damage a model can take before it is removed from the table. Most models have 1 hit point. Hit points are used for living beings as well as inanimate objects like walls.
A word about measurement
When a measurement is made, whether it be for a model's movement, coherency, shooting, or anything else, we measure distance from base edge to base edge. This just makes things easier, but it will not work if your models have exceptionally large decorative bases. All of our models use 1-inch round bases, with large models using 2-inch or 3-inch round or square ones.
We use this same general rule when deciding hits with template weapons. If the model's base is partially or wholly covered, its a hit. Use common sense, eh?
Army Selection
Every army must have a commander. The commander can be any model in the army with more than one HP, but it must be the highest-ranked model in the army. In other words, a Librarian can lead a Space Marine army as long as the army does not contain a Captain (or any other model ranked higher than Librarian). Rankings are by Strategy Rating.
Every army list is divided into 3 sections: Characters, Troops, and Support. An army's total points in characters may not be more than one-third the total points in troops. An army's total points in support may not be more than one-half the total points in troops.
For example, if you have chosen 600 points in troops, you may not have more than 200 points in characters, and no more than 300 points in support.
Point costs for models
[As you have just discovered, the "point cost generation" part of the system is not done yet. This is our second priority next to ironing out kinks in the game mechanics.]
For troops, [incomplete].
For vehicles, [incomplete].
Deployment
After the armies have been selected, they are deployed according to the scenario being played.
The generic scenario is a battlefield, with a varying amount of terrain, that separates two forces. The forces are out to destroy the other, or inflict casualties until the other side concedes the battle. In this scenario, each force deploys along its own table edge, up to 12" onto the table. Both sides may agree in advance to bring the deployment zone in from the side table edges by an equal amount. Units deploy in order of Strategy Rating, lowest SR to highest. In the event of a tie, the players alternate, starting with the player who deployed a unit least recently.
We have a lot more work to do on this section!
Both players begin by rolling a d10. Ties are re-rolled. The player with the highest roll begins by selecting one of his units and playing out an action (listed below). Then the other player does the same. The players alternate in this manner until all units on the table have acted. The players then roll another initiative.
NOTE: for games with more than 2 players, go in order from highest initiative roll to lowest and continue in this manner until all units have acted. Then roll another initiative.
When a unit is selected to act, the unit can choose any of the following actions:
| Move | A unit can move up to twice its MR, or charge an enemy. |
| Move and Shoot | A unit can Move up to its MR, then shoot at any available targets. |
| Shoot and Move | A unit can shoot first, then move up to its MR. |
| Shoot | A unit can stand still and shoot. |
| Close Combat | A unit that is engaged in Close Combat can continue or retreat. |
| Overwatch | A unit can hold it's fire until a target is available. |
| Wait | The unit does nothing. |
These actions are described in the following sections.
Move only
A model may sacrifice its shooting for an extra move during the turn. In other words, a model that does not shoot can move up to twice the Movement Rating for that model.
Heavy weapons may sacrifice shooting for a "normal" move (i.e., a heavy weapon can move its MR in inches if it does not shoot).
Move and Shoot
This is the standard action in the game. A model can move up to its MR in inches, then fire any weapons it is carrying at any available targets. Heavy weapons are restricted to half their MR in inches.
Shoot and Move
This is the other standard action in the game. Weapons carried by a model can be fired at any available targets, then the model may move up to its MR in inches. Heavy weapons are restricted to half their MR in inches.
Shoot only
If a model sacrifices its move during the turn, it gains +1 PR for that turn. Heavy weapons cannot get this bonus.
Terrain, lighting, and weather may also affect movement.
When a model moves a given distance, it is considered to be moving at that rate until the start of its next turn.
Models that are part of a unit may not move outside of the unit's coherency distance.
Movement bonus to a model's Defense Rating
If a model is shot at while moving, divide its movement rate by 10 (rounded to the nearest whole number), and apply this bonus to the target's DR.
For example, if a marine sacrifices his shooting so he can run forward during his turn, he can move 12 inches. If he is shot at before his next turn, he gains a +1 DR in the Shooting Contest (12 / 10 = 1.2, rounded down to 1).
Obstacles
When a model attempts to shoot at an enemy model, the enemy model must first be "sighted". "Sighting" is the means of locating an enemy according to the weapon used. Most weapons require visual sighting. Once the enemy model has been sighted, a "Shooting Contest" is performed:
NOTE: a die result of ten will always win, and a one will always lose, with ties going to the defender. For example, if a marine is shooting a boltgun at an Eldar trooper and he rolls a ten, he will automatically win the contest unless the Eldar also rolls a ten. In this case, the tie goes to the Eldar defender.
The target must be sighted. Sighting is dependent on the weapon type. Most weapons are Line of Sight (LOS), but a few require spotters or radar imaging or other means. Weapons that do not use LOS are notes in the weapon tables.
The target must be in the weapon's fire arc. A weapon's fire arc is given as a number of degrees across the facing of the model.
The target must be in the weapon's range. The range to the target may not be measured until the shot has been declared. If the target is farther than the maximum range listed on the weapon table, the shot misses automatically.
The shooter must aim at the closest target of a given size. There are three target sizes: small, medium, and large. A human being is medium a sized target. Small targets are smaller than a man by half, and large targets are at least double man-sized. Walkers, dreadnaughts, and most vehicles (except bikes), are large targets.
The shooter may ignore fast moving or covered targets in favor of targets that are easier to hit. In other words, all other things being equal, a model can shoot at the easiest target to hit, and can never be forced to shoot more difficult targets over easier ones.
Grouping die rolls
The situation will often arise where multiple shooters will have multiple targets. It is also often the case that there are few, if any, common modifiers. The shooters may have different lines of sight, different weapons, different PR's. The defenders may have different levels of cover, different armor, and different DR's. Here are a few guidelines to speed the game play.
Weapon range
The weapon's range listed on the chart is its maximum range in inches. A shot at any target beyond this range will miss automatically. Ranges are measured after the shot is declared.
Fire Arcs
A weapon's fire arc is defined as a centered arc a number of degrees across the face of the weapon. A lascannon, for example, has a fire arc of 20°. Measure (or guestimate) a 20° arc centered on a line straight forward from the front of the model. Anything in this "wedge", out to the limit of the weapon's range, can be targeted (see Targeting, above). Fire arcs are listed on the Weapon Tables.
A single model firing multiple weapons
Sometimes a model will carry more than one shooting weapon, such as two pistols. If both weapons are fired simultaneously, a -1 PR is applied to the both weapons.
Standard and heavy weapons require 2 hands to use, so may not be fired at the same time as another weapon unless the shooter has more than 2 arms!
Sustained-fire Weapons
When shooting a sustained-fire weapon, the attacker and defender make one contest for each shot the weapon has. Any target in the weapon's fire arc may be hit, but the shooter must follow the targeting rules (see above).
When shooting at multiple targets, the shooter must declare one of the following options before rolling the dice. After the dice are rolled, distribute the hits according to the firing option chosen:
Linked Weapons
Groups of weapons can be linked by technological or psychic means, to form a battery. All weapons in the battery must aim at the same target. If the target of a battery is killed, remaining shots are forfeited. If one weapon in a linked-weapon battery jams, then the entire battery is jammed.
Weapons doing more than one HP damage
High power weapons like the Lascannon have the ability to do more than one hit point of damage in a single hit. The weapons charts have a column called "Dam". This is the number of HP damage a model takes when it is hit by that weapon. If our hero with 4 HP gets skewered by a lascannon, he's going to take 3 HP damage. If he already took 1 or 2 HP damage prior to the hit, he's toast.
Jams
Any sustained-fire weapon, and some single fire weapons, can jam. Weapons that might jam are noted in the "special" column of the weapon tables. Any time a sustained fire weapon rolls a 1 in a contest, a jam roll must be made. The jam roll is noted in the "special" column, and is the value on a d10 or less that will jam the weapon.
All shots in the turn the weapon jams take full effect, but It takes one full action to clear a jam. The model may make a normal move during this time, but may not fire other weapons or fight in close combat while clearing a jam. If the model must fight in close combat, or fires another weapon, the jammed weapon stays jammed until a full action can be devoted to clearing it.
For example, the assault cannon has "jams on a 4" in the special column. Any time an assault cannon is being fired, if the weapon rolls a 1 during the shooting contest, a jam roll is made. A second die is rolled, and a result of 4 or less means the weapon is jammed.
Called shots
A shooter can call his shot to hit a specific location on a building or vehicle. A penalty of -4 CR is applied and the called shot must be announced before the contest is rolled.
When a unit does not fire during its turn, but instead holds fire until later, this is called overwatch. The player announces that a unit is overwatching an area. The area is defined as the weapon's fire arc, out to maximum range. The overwatching unit may then shoot at any time up until its next turn. Units on overwatch may shoot at any available targets in the weapon's fire arc, but must follow the targeting rules.
A unit that goes into overwatch may not move during its turn. A unit that is in overwatch gains the +1 PR bonus for not moving.
Blast markers
Some weapons use a blast marker. The "special" column on the weapon tables lists the size of the blast marker if the weapon uses one. When a model is using a weapon with a blast marker and wins a shooting contest, the blast marker is placed with its center over the target. Any models whose base is partially or totally under the blast marker is considered hit by the blast.
The primary target, i.e., the target that rolled the Shooting contest, takes damage the same as with any other shooting weapon. Secondary targets, i.e., targets under the blast marker, must also roll a contest against the Blast Rating of the weapon. Models caught in a blast do not get DR bonuses for movement.
Blast sizes given in the weapon tables are diameters.
For example, a space marine (PR 4) with a missile launcher fires a frag missile (WR 3) at a group of 6 hormagaunts (DR 3) in soft cover (+1 DR). The targeting rules dictate that he fire at the closest one. The space marine rolls a 4, so his effective PR is 4+3+4=11. The hormagaunts are running at 18" (+1 DR). The front hormagaunt rolls a 3, so its effective DR is 3+1+1+3=8. The marine wins the contest. The first hormagaunt takes 1 HP damage and since it only has one HP, it is killed. The blast marker is placed with its center over the dead hormagaunt. The 4" blast covers 3 more hormagaunts, so they roll a test against the Blast Rating of 3. The space marine player rolls a 7 for the blast, for a total of 10. The hormagaunts roll a 2, 6, and 10, for effective DR's of 6, 10, and 14 respectively (they get the cover bonus of +1, but not the bonus for movement). The tie goes to the defender, so only one additional hormagaunt is killed by the blast.
Scatter
When a weapon that uses a blast marker misses (the shooter loses the Shooting Contest), use this procedure to determine where blast marker hits.
Also called melee combat and hand-to-hand combat, this is the place where any fighting force does its dirty work. To attack another model in close combat, simply move the attacker into base-to-base contact with the defender. This movement is known as a charge, and is described below. The two models must remain in close combat until one is killed or retreats. A model cannot Shoot and move into close combat in the same turn.
When 2 models are engaged in close combat, a "Close Combat Contest" is performed. The attacker is the model currently performing an action. The other model, usually belonging to the other player, is the defender.
NOTE: a die result of ten will always win, and a one will always lose, with ties going to the defender. For example, if a marine is close combat with an Eldar trooper and he rolls a ten, he will automatically win the contest unless the Eldar also rolls a ten. In this case, the tie goes to the Eldar defender.
Winning a contest by 5 or more
If a model wins a Close Combat Contest by 5 or more, the defender takes 2 HP damage instead of 1 HP. If the attacker wins by 10 or more, the defender takes a total of 3 HP damage. This rule is comes into play mostly against multiple attackers (see below).
Charging
When a model moves into base-to-base contact with another model, this is called charging. The charging model is the attacker in the first turn of close combat, which happens immediately. Charging models receive a +1 CR in this immediate round of close combat. A model can only charge one opponent at a time.
Parrying
There are several weapon types that will benefit the wielder in a defensive role. A sword, for example, can help a defender deflect an incoming attack. An axe can block attacks with its long handle. This is known as parrying. Parrying weapons will give the user an +1 CR bonus defending in close combat. Weapons that can parry are noted in the Special column on the Close Combat Weapons table.
Follow-up moves
When a model kills all its opponents in close combat, the model receives a special move called a follow-up move. This move is up to half the model's MR in inches, and may be used to attack another model in close combat. A model moving into close combat in this manner gains the benefits of Charging. Close combat initiated in this way will take place in the following turn.
Retreating from close combat
The only way out of close combat (other than getting killed) is to retreat. A retreat is attempted at the beginning of a close combat. A Close Combat Contest is rolled with the retreating model at -2 CR if he is the defender, and -1 CR if he is the attacker. If successful, the model can move half its MR in any direction. This movement must take place immediately, and can be a charge into a close combat with a different model than the one just retreated from. This move cannot be used to leave and then return to the same close combat.
Multiple attackers
The number of models that may attack a single defender is limited by the models themselves. Any models that can fit simultaneously in base-to-base contact with the defender may attack. With standard 1" round bases, 6 attackers will fit.
When there is more than one attacker in a close combat, only one contest is required. The attacker with the highest CR adds half the CR of the additional attackers (rounded down) for the contest. If the attackers win the contest, the defending model is takes 1, 2, or 3 HP damage depending on how badly he lost the contest (see "Winning a contest by 5 or more", above).
When it is the outnumbered model's turn to attack in the above situation, the model can choose to attack one of its multiple opponents, and this attack is at -1 CR.
For example, a Space Marine in power armor is charged by 6 Tyranid hormagaunts. The hormagaunts have a CR of 3, +1 for charging, for a total of 4. The attackers' effective CR is 4+2+2+2+2+2=14. The marine has a DR of 4, +4 for power armor, for a total of 8. The hormagaunts roll an 8, for a total of 22. The marine rolls a 3, for a total of 11. Because the hormagaunts won by 10 or more, the marine takes 3 HP damage. If this were a Space Marine captain, with a DR of 4, power armor and a conversion field (FR of 2), his total would have been 13. The hormagaunts would have won by more than 5 (but less than 10), so the captain would have taken 2 HP damage.
The "gang fight" and pairing off
When multiple attackers close on multiple defenders, it is called a gang fight. When this situation occurs, the attackers must "pair off" with the defenders. The only rule to pairing off is that no model may be both a multiple attacker and a multiple defender at the same time.
The "Get them off me!" rule
When a model is in close combat with more than one attacker, another model may enter the fray and "pair off" with one of the attackers. To do this, move the new combatant within 1/2 inch of one of the attacking models. These two models are now fighting each other, and neither is engaged with the original defender. The model that is pulled away from the original close combat does not incur the penalty for retreating, but the new combatant does get the bonus for charging.
For example, if a Captain is in close combat with 3 hormagaunts, another marine can move within 1/2 inch of one of the hormagaunts and enter close combat with it. The Captain is then left with only 2 hormagaunts to fight. The marine gets the charging bonus, but the hormagaunt he is fighting does not count as retreating from the Captain's fight.
A unit is a group of models, usually of the same type, that act and fight as a team. The maximum number of models in a unit and the type of models are given in the [army lists].
Models under 50 points must be part of a unit. Models over 50 points may be part of a unit or act as individuals, but cannot change status once the game has begun.
There are very few restrictions as to what types of models can form a unit. Any restrictions are noted in the army lists. All the models in a unit do not have to be of the same type. For example, a unit could be made up of 3 space marines, a techmarine, a dreadnaught, and a Predator tank. Once declared a unit, they must follow the guidelines given in this section governing unit behavior.
Models acting as a unit gain the following benefits:
Models acting as a unit must follow these restrictions:
Break Tests
Whenever a unit takes casualties that amount to 25% or more of its original point value, the unit must take a Break Test. A d10 is rolled against the Strategy Rating of the unit commander; If the roll is higher than the model's SR+2, the test is failed and the unit breaks.
A unit that fails a break test must act in the following way:
A unit may attempt to rally provided it has been broken at least one full turn, the unit is in cover, not under enemy fire, not engaged in close combat, and all members are within the 2" reduced contact distance. If the break occurred because the unit commander was killed, the unit must first designate a new unit commander. Then, the commander rolls another Break Test. If the unit passes, they may resume moving and fighting as normal, including the normal 4" contact distance (or greater if they have the required equipment).
Armor
Armor worn by a model has an Armor Rating. This number adds to the Defense Rating of the model wearing it, giving the model a better chance of winning a Shooting or Close Combat Contest.
Energy fields
Energy fields have a Field Rating. This number adds to the DR of the model using it, giving the model a better chance of winning a Shooting or Close Combat Contest. A Field Rating is cumulative with any Armor Rating the model already has, but a model can only use one field at a time.
New wargear
There are many pieces of wargear that we came up with to add functionality to troops:
We obviously haven't added them here yet.
Each vehicle has an Movement Rating (MR) and a Defense Rating (DR, which is really an armor rating). Stats for common vehicles can be found in the Vehicle tables. [incomplete]
General notes on vehicle generation
Since our philosophy in creating this game is that modelling and painting drive the hobby, the same should apply to creating new vehicles. The rules and tables we have developed were based on the models themselves. For example, the hit location tables were developed by looking at a model from a particular side, then figuring a chance to hit a particular location. For the same reason, you won't find rules for the maximum number of weapons, hardpoints, or armor. If you put it on the model, the rules shouldn't prevent you from having it! (You just have to pay for it.) We have provided as few guidelines as we could get away with.
Movement, turning, and acceleration
The speed of a vehicle and the number of turns it can make follows these rules:
A vehicle can accelerate or decelerate up to 1 x MR each turn of movement. For example, a skimmer with an MR of 10, moving at 28 inches the previous action can only decelerate to 18 inches in its next action.
Some vehicles are capable of faster acceleration. One such vehicle is the light bike. A light bike can accelerate up to 2 x MR each action, but deceleration is normal. Vehicles with such abilities are noted on the vehicle table in the "Special" column.
Control tests
If a vehicle attempts to turn farther than allowed (see above), it must make a control test. The control test is a d10 roll against [incomplete]
Vehicle armor
Vehicles with armor are treated in the same way as other models with armor. The vehicle's armor gives it a DR, just like any other model. This Defense Rating is then modified by the speed of the vehicle, cover, a d10 roll, and special conditions to get an "effective DR".
All locations on a vehicle have the same DR, but they have different HP values, as described below.
Shooting at vehicles
When a model shoots at a vehicle, it is a Shooting Contest, the shooter's effective PR against the vehicle's effective DR. If the shooter wins, one of the vehicle's locations is damaged. If the shooter wins the contest, damage is done to the vehicle. First, roll on the table located on the vehicle's data card to determine the location of the hit. Second, look up the location on the vehicle damage table. After subtracting the number of points of damage from the hit location, the damage table will give a result based on the remaining HP for that location.
For example, a space marine (PR 4) is shooting a lascannon (WR 7, dam 3) at an Eldar light gravtank. The tank is moving at 10" (+1 DR), and has a DR of 10. The marine rolls a 6, so he has an effective PR of 4+7+6=17. The tank rolls a 5, so it has an effective DR of 10+1+5=16. The space marine has damaged the tank. A d10 is rolled on the tank's hit location table, and the result is a body hit. The tank's body has 6 HP, and the lascannon does 3 points of damage, leaving the body with 3 HP. The tank's body is at 50% of normal, so the damage table tells us the result: "Engine damage: 1/2 MR, 1/2 Acc, roll for explosion immediately. Vehicle explodes on a 1, Blast Rating 15, damage 2, 6" diameter; Systems damage: Weapon targeters no longer function on a 3."
A shooter can choose to target a specific location on a vehicle. This "called shot" must be announced before the contest is rolled, and the shooter is at a penalty of -4 PR. Only areas that can be sighted by the shooter can be hit this way.
Close combat with vehicles
Attacking a moving vehicle can be a risky endeavor. To represent this, when a model attacks a vehicle in close combat, the vehicle adds its speed, in inches, to its DR when rolling the Close Combat Contest. Note that this is different from the movement bonus received against a shooting attack.
In close combat with a vehicle, the attacker must pick a location to attack. The location must be one that the model can reach.
If the attacking model wins the contest, the vehicle takes damage based on the weapon used. Subtract the damage from the location's number of HP, then use the vehicle damage table to find the effects. If the vehicle wins the contest, another contest must be rolled immediately. This contest is the vehicle's DR plus speed against the attacker's effective DR. This represents the attacker getting hit or run over by the vehicle.
If a vehicle is completely stopped, close combat attackers receive a +5 bonus to their CR.
Exposed crewmen/riders
When shooting at vehicles with exposed crewmen, like bikes, make a location roll before the shooting contest. Then, if the crew is rolled, use the crew member's DR, armor, fields, and the vehicle speed to determine the effective DR for the contest.
In close combat against vehicles with exposed crewmen, the attacker must engage the crewman in close combat before he can attack another location on the vehicle. The exception to this rule is when the crewman cannot reasonably defend the location attacked. For example, a Razorback turret gunner cannot defend against attacks to the tanks tracks, unless he jumps out of the turret. If this occurs, place a model representing the turret gunner on the ground, and make a note that the turret cannot fire unless another turret gunner takes his place.
Ramming and Collisions
When a vehicle rams something, a contest is rolled between the vehicle doing the ramming and the thing being rammed.
The ramming vehicle uses its DR as an attack value, plus a bonus for speed. The speed bonus is equal to the vehicle's speed divided by ten, and rounded to the nearest whole number. The defending model or object uses its DR as usual, plus any appropriate modifiers.
If the ramming vehicle wins the contest, one point of damage is done for every 5 points the contest was won by.
If the defender is a troop model and wins the contest, move the defending model to the side of the ramming vehicle. The trooper jumped to the side as the vehicle roared toward it.
If the defender is another vehicle, leave the vehicles touching at the point of impact. Both vehicles must make control rolls, with any out of control results taking place immediately.
Regardless of the result of the contest,
Every battle has a victor. The following rules are used to determine who wins the fight, if it is in doubt.
As you can tell, these rules are not developed yet.
Microwave radar sights: models can purchase these to make LOS weapons fire accurately despite soft and hard cover or poor lighting conditions.
Radio jammers, 20" range
For weapons not on the list: Pistols are -1 WR and half the range of their regular-size counterpart. Heavy weapons are +1 WR from regular-size.
Possible Names
Include rules for stolen/captured weaponry
unit coherency is based on SR. Should we use circular coherency around the leader, or linear coherency? Use only one for simplicity, or use both?
Finish Acceleration v. Speed rules
Multiple HTH weapons
Idea: Any HTH weapon used two handed will increase the WR by one, but will not allow parrying.
develop rules for hidden counters, falling, Standard Bearers, vehicle cost generation
idea: instead of a Weapon Rating, have bigger weapons have more dice? Or maybe more powerful weapons have multiple dice and a PR modifier. Need something to reduce the "arms race".
Remove the spread fire option? It would simplify things, but not a whole lot.
Light or scout battlesuit = articulated body armor.
Medium or Standard battlesuit = power armor
Heavy or Marauder battlesuit = terminator armor
If we want to simplify, would it be a good idea to eliminate the die roll for the defender? Increase the DR and AR numbers, then have only the attacker roll?
Simplify vehicle hit location charts. One chart per vehicle, side doesn't matter?
| Feb 26, 1999 | We are considering changing the fundamental concept of the game from a "contest" system to a more traditional "roll to hit" and "saving throw" system. This is because of speed considerations. Our playtesting has shown that the comparing part of the contests really slows things down (especially if you are unfamiliar with the modifiers). |
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| Feb 18, 1999 | Changed vehicle speeds to MR multiples. This made for smaller vehicle tables and fewer numbers to deal with (a good thing, as usual). Also got rid of maneuverability classes, instead basing the number of turns allowed on the vehicle's speed. |
| Feb 15, 1999 | Developed the troop cost formulas. I think we finally have something that works. I found out that it is similar to tables in use by other systems, notably Tactical Strike. As with some other stuff, great minds must think alike because I came up with it independently. |
| Feb 11, 1999 | Changed the close combat sequence from the higher SR always being the attacker to a turn-based attacker. When it is a model's turn to act, that model is the attacker. The other method, while more realistic, gave an unfair advantage to characters with high SR. Also added the background pattern and colored text. |
| Feb 9, 1999 | Changed game sequence -- players make an initiative roll, then alternate starting with the winner. Took out the part about acting in order of Strategy Rating. It was cumbersome. The new way allows for more strategy and tactics, since you choose which unit to move next. |
| Jan 14, 1999 | Changed the system to use a d10 instead of a d20. We felt the d20 gave too much variability, and all the weapon ratings and such were suffering from "inflation". By switching to a d10 and reducing all the ratings by about half, it made the value of each point greater (in other words, a +1 became a bigger deal) |
| Jan 3, 1999 | We decided to change the attack method to a die rolling "contest". That is, each combatant would add a die roll to a calculated number, and the higher number wins. This not only speeded up combat, but it reduced the number of factors needed during combat, and therefore the number of tables and ancillary crap. |
| December 1998 | The first version was more or less concieved. It had two die rolls deciding an attack -- the shooter would roll to hit, the target would roll to save. |