Post by questioner on Jul 8, 2013 10:18:28 GMT
Necron Tomb World Custom Rulebook Core Game Mechanics discussion.
Ideas so far:
Movement:
- Assign each unit TYPE (and not individual unit) a movement value and a special non-random "Run" movement.
The "Run" movement would basically be equal to half the units basic movement value. The unit could make a run move
in the shooting phase and still make "Snap Shots" in the same phase. Same unit could also elect to run in the Assault phase
instead of assaulting.
Shooting:
- Models comparing BS and Initiative To Hit: (A marine would hit a Necron Warrior on a 2+, while he would hit a Dark Eldar Kabalite on a 5+)
- "Priority Targets" system (see below)
- Changes to Snap Shots (see below)
- Modifiers to HIT depending on size, position and previous speed of the target (see below)
Priority Targets:
- Explanation: A humble squad of five guardsmen conscripts face a swarm of six Tyranid Raveners at point blanck, but HQ command
orders the guys via their com's link that they have to shoot that lonely ripper swarm a hundred meters away; For "strategy".
Are those guardsmen gonna follow orders no matter what like a goddamn ubber squad of brainwashed SPEHSS MARHEENS !?
Or are they rather gonna piss their pants and shoot like hell at this impeding and voracious doom of Raveners in a last attempt
to save their ass, not giving a crap about HQ's "strategy" .. ? THAT is why their should be things like "Priority Targets";
- Basically, when one of your units wishes to shoot, it may do so normally and without restrictions if it targets the closest enemy unit
visible to them. If you however choose to use this unit to shoot at an enemy placed further afar, you must make a "Target Priority Test":
- If the enemy unit closest to your friendly shooting unit counts more wounds than you, you must pass a LD test, substrating a modifier equal
to the difference between the two ammounts of wounds.
- If the test is failed, you MUST target the unit closest to you. If the test succeeds, you may choose your target freely.
Snap Shots:
- Does it seem weird when your hawk eye badass HQ with high BS hits on 6's while shooting, just like any other random dude ? Yes.
I would simply change Snap Shots as so: (BS 1 becomes well, 1, 5 becomes 2.. etc)
BS 1: 1
BS 2: 1
BS 3: 1
BS 4: 1
BS 5: 2
BS 6: 2
BS 7: 2
BS 9: 3
BS 10: 3
Modifiers TO HIT:
- Certain circumstances inflict restrictions or bonuses to a model's ability to pinpoint its targets.
Targetting Flyers (-1)
Range: (Divide the Weapon's range by 3; A bolter's close range would be from 0" to 8", medium from 9" to 16", and long from 17" to 24")
- Close Range (+1)
- Medium Range (-)
- Long Range (-1)
Nightfight:
- Close Range becomes (-)
- Medium Range (-1)
- Long Range (-2)
Size 1: -1 (small)
Size 2: - (medium)
Size 3: +1 (large)
Size 4: +2 (monstrous)
Size 5: +3 (gigantic)
Speed:
- Target stayed immobile during its last turn: +1
- Target moved from 1" to 6": No effect
- Target moved from 7” to 12”: -1
- Target moved from 13” to 24”: -2
- Target moved from 25” or more: -3
Ideas so far:
Movement:
- Assign each unit TYPE (and not individual unit) a movement value and a special non-random "Run" movement.
The "Run" movement would basically be equal to half the units basic movement value. The unit could make a run move
in the shooting phase and still make "Snap Shots" in the same phase. Same unit could also elect to run in the Assault phase
instead of assaulting.
Shooting:
- Models comparing BS and Initiative To Hit: (A marine would hit a Necron Warrior on a 2+, while he would hit a Dark Eldar Kabalite on a 5+)
- "Priority Targets" system (see below)
- Changes to Snap Shots (see below)
- Modifiers to HIT depending on size, position and previous speed of the target (see below)
Priority Targets:
- Explanation: A humble squad of five guardsmen conscripts face a swarm of six Tyranid Raveners at point blanck, but HQ command
orders the guys via their com's link that they have to shoot that lonely ripper swarm a hundred meters away; For "strategy".
Are those guardsmen gonna follow orders no matter what like a goddamn ubber squad of brainwashed SPEHSS MARHEENS !?
Or are they rather gonna piss their pants and shoot like hell at this impeding and voracious doom of Raveners in a last attempt
to save their ass, not giving a crap about HQ's "strategy" .. ? THAT is why their should be things like "Priority Targets";
- Basically, when one of your units wishes to shoot, it may do so normally and without restrictions if it targets the closest enemy unit
visible to them. If you however choose to use this unit to shoot at an enemy placed further afar, you must make a "Target Priority Test":
- If the enemy unit closest to your friendly shooting unit counts more wounds than you, you must pass a LD test, substrating a modifier equal
to the difference between the two ammounts of wounds.
- If the test is failed, you MUST target the unit closest to you. If the test succeeds, you may choose your target freely.
Snap Shots:
- Does it seem weird when your hawk eye badass HQ with high BS hits on 6's while shooting, just like any other random dude ? Yes.
I would simply change Snap Shots as so: (BS 1 becomes well, 1, 5 becomes 2.. etc)
BS 1: 1
BS 2: 1
BS 3: 1
BS 4: 1
BS 5: 2
BS 6: 2
BS 7: 2
BS 9: 3
BS 10: 3
Modifiers TO HIT:
- Certain circumstances inflict restrictions or bonuses to a model's ability to pinpoint its targets.
Targetting Flyers (-1)
Range: (Divide the Weapon's range by 3; A bolter's close range would be from 0" to 8", medium from 9" to 16", and long from 17" to 24")
- Close Range (+1)
- Medium Range (-)
- Long Range (-1)
Nightfight:
- Close Range becomes (-)
- Medium Range (-1)
- Long Range (-2)
Size 1: -1 (small)
Size 2: - (medium)
Size 3: +1 (large)
Size 4: +2 (monstrous)
Size 5: +3 (gigantic)
Speed:
- Target stayed immobile during its last turn: +1
- Target moved from 1" to 6": No effect
- Target moved from 7” to 12”: -1
- Target moved from 13” to 24”: -2
- Target moved from 25” or more: -3