bahmehbah
21st May 06, 6:04 PM
This is kind of odd, but while playing a game a few days ago I decided I wanted to try and make a sort of cross between warhammer and necromunda. A way for guardsmen to fight guardsmen in a small battle, as a small recon team or something. So, I came up with rules for it. Note, these are a first draft - open to revision. But, let me know what you think:
Extras:
Laser Sight (-1 to enemy cover save)
Scope (+1 to hit)
Extended Clip (5 shots instead of 3)
Hot Shot (No enemy armor save, extra turn reloading, only lasgun)
Camoflage (-1 to enemies to hit roll when shooting at this character)
Heavy Ammo (+1 to wound, only autogun)
Double shot (+1 to hit, +1 to wound, uses two rounds, shotgun only)
Flak Armor (+1 to save)
Heavy Armor (+2 to save)
Medkit (a total of one reroll per turn can be made by one unit within 6" for a save)
Long barrel (+1 to hit, lasgun and autogun only)
Weapons:
Grenade (6", 4 to hit, 4 to wound, small blast) (cannot be used in close combat)
Lasgun (24", 4 to hit, 5 to wound) (in close combat without bayonet, 6 to hit, 6 to wound)
Autogun (24", 4 to hit, 5 to wound) (in close combat without bayonet, 6 to hit, 6 to wound)
Missile launcher (48", 3 to hit, 4 to wound, ignores cover saves, small blast) (cannot be used in close combat)
Shotgun (12", 3 to hit, 5 to wound) (in close combat 6 to hit, 5 to wound)
Laspistol (12", 4 to hit, 5 to wound) (in close combat, 5 to hit, 6 to wound)
Autopistol (12", 4 to hit, 5 to wound) (in close combat, 5 to hit, 6 to wound)
Heavy Stubber (36", 5 to hit, 5 to wound, 3 shots per turn) (cannot be used in close combat)
Bayonet (close combat, 5 to hit, 4 to wound)
Combat Knife (close combat, 4 to hit, 4 to wound)
Ammo:
Grenade: 1
Lasgun: 3 shots/clip - 3 clips
Autogun: 3 shots/clip - 3 clips
Missile Launcher: 1 shot - 3 missiles
Shotgun: 6 rounds - 30 rounds
Laspistol: 3 shots/clip - 3 clips
Autopistol: 3 shots/clip - 3 clips
Heavy Stubber: 15 shots/clip - 2 clips
People:
Guardsman: 10 points. Can carry 20 pounds of equipment.
Medic: 10 points. Can carry 10 pounds of equipment. Automatically carries medkit.
Specialist: 15 points. Can carry 15 pounds of equipment. Can move 6" and maintain a 5+ cover save.
Heavy Weapons: 15 points. Can carry 30 pounds of equipment. No cover save when moving.
Equipment costs: Points Weight
Lasgun 5 10lb
Autogun 5 10lb
Missile Launcher 15 25lb
Shotgun 5 10lb
Laspistol 2 5lb
Autopistol 2 5lb
Bayonet 2 1lb
Combat Knife 3 2lb
Grenade 2 (per grenade) 2lb
Lasgun clip 2 2lb
Autogun clip 2 2lb
Missile 5 5lb
Shotgun round .5 .5lb
Laspistol clip 1 1lb
Autopistol clip 1 1lb
Heavy Stubber Clip 3 5lb
Laser Sight 5 2lb
Scope 5 2lb
Extended Clip 1 (per clip) 1lb
Hot Shot 3 3lb
Camoflage 5 5lb
Heavy Ammo 3 3lb
Double Shot 3 1lb
Flak Armor 5 10lb
Heavy Armor 8 15lb
Medkit N/A N/A
Long barrel 5 3lb
*Weapon weights take into account their initial ammo.
Rules:
150 points per player at start. May be spent on any combination of troops and equipment - note, no troops start with any equipment, other than the medic with the medkit.
When a soldier did not move in the previous turn he receives a 4+ cover save against incoming fire. If the soldier moved 3" or less he recieves a 5+ cover save. If he moved more than 3", he recieves no cover save. Unless the soldier reached a position of cover (ran from original position into a building, for example)
No squad coherency is required. However, units within 6" of each other can share ammo. Having no ally within 12" lowers leadership by one, having no ally within 24" lowers leadership by 2.
If a teammate dies within 6" of another soldier, the soldier must take a morale check. (all soldier count as leadership 6). If another, living, soldier is within 6" of this soldier, the soldiers leadership for the check is raised by one. This is cumulative for other soldiers nearby.
When a team is down to less than 25% of its troops, all troops must take a morale check each turn. If a soldier fails he may choose to attempt to rally the next turn.
After emptying a clip, a soldier cannot fire the next turn, as he is reloading.
Soldiers may choose to run 9", but will recieve a -1 to save and hit rolls that turn.
In close combat a soldier may use a single long weapon (lasgun, autogun, shotgun) OR a bayonet OR a combination of at most two of the following: laspistol, autopistol, combat knife.
In close combat a charger always attacks first. Every round after the initial round, attacks are simultaneous.
Extras:
Laser Sight (-1 to enemy cover save)
Scope (+1 to hit)
Extended Clip (5 shots instead of 3)
Hot Shot (No enemy armor save, extra turn reloading, only lasgun)
Camoflage (-1 to enemies to hit roll when shooting at this character)
Heavy Ammo (+1 to wound, only autogun)
Double shot (+1 to hit, +1 to wound, uses two rounds, shotgun only)
Flak Armor (+1 to save)
Heavy Armor (+2 to save)
Medkit (a total of one reroll per turn can be made by one unit within 6" for a save)
Long barrel (+1 to hit, lasgun and autogun only)
Weapons:
Grenade (6", 4 to hit, 4 to wound, small blast) (cannot be used in close combat)
Lasgun (24", 4 to hit, 5 to wound) (in close combat without bayonet, 6 to hit, 6 to wound)
Autogun (24", 4 to hit, 5 to wound) (in close combat without bayonet, 6 to hit, 6 to wound)
Missile launcher (48", 3 to hit, 4 to wound, ignores cover saves, small blast) (cannot be used in close combat)
Shotgun (12", 3 to hit, 5 to wound) (in close combat 6 to hit, 5 to wound)
Laspistol (12", 4 to hit, 5 to wound) (in close combat, 5 to hit, 6 to wound)
Autopistol (12", 4 to hit, 5 to wound) (in close combat, 5 to hit, 6 to wound)
Heavy Stubber (36", 5 to hit, 5 to wound, 3 shots per turn) (cannot be used in close combat)
Bayonet (close combat, 5 to hit, 4 to wound)
Combat Knife (close combat, 4 to hit, 4 to wound)
Ammo:
Grenade: 1
Lasgun: 3 shots/clip - 3 clips
Autogun: 3 shots/clip - 3 clips
Missile Launcher: 1 shot - 3 missiles
Shotgun: 6 rounds - 30 rounds
Laspistol: 3 shots/clip - 3 clips
Autopistol: 3 shots/clip - 3 clips
Heavy Stubber: 15 shots/clip - 2 clips
People:
Guardsman: 10 points. Can carry 20 pounds of equipment.
Medic: 10 points. Can carry 10 pounds of equipment. Automatically carries medkit.
Specialist: 15 points. Can carry 15 pounds of equipment. Can move 6" and maintain a 5+ cover save.
Heavy Weapons: 15 points. Can carry 30 pounds of equipment. No cover save when moving.
Equipment costs: Points Weight
Lasgun 5 10lb
Autogun 5 10lb
Missile Launcher 15 25lb
Shotgun 5 10lb
Laspistol 2 5lb
Autopistol 2 5lb
Bayonet 2 1lb
Combat Knife 3 2lb
Grenade 2 (per grenade) 2lb
Lasgun clip 2 2lb
Autogun clip 2 2lb
Missile 5 5lb
Shotgun round .5 .5lb
Laspistol clip 1 1lb
Autopistol clip 1 1lb
Heavy Stubber Clip 3 5lb
Laser Sight 5 2lb
Scope 5 2lb
Extended Clip 1 (per clip) 1lb
Hot Shot 3 3lb
Camoflage 5 5lb
Heavy Ammo 3 3lb
Double Shot 3 1lb
Flak Armor 5 10lb
Heavy Armor 8 15lb
Medkit N/A N/A
Long barrel 5 3lb
*Weapon weights take into account their initial ammo.
Rules:
150 points per player at start. May be spent on any combination of troops and equipment - note, no troops start with any equipment, other than the medic with the medkit.
When a soldier did not move in the previous turn he receives a 4+ cover save against incoming fire. If the soldier moved 3" or less he recieves a 5+ cover save. If he moved more than 3", he recieves no cover save. Unless the soldier reached a position of cover (ran from original position into a building, for example)
No squad coherency is required. However, units within 6" of each other can share ammo. Having no ally within 12" lowers leadership by one, having no ally within 24" lowers leadership by 2.
If a teammate dies within 6" of another soldier, the soldier must take a morale check. (all soldier count as leadership 6). If another, living, soldier is within 6" of this soldier, the soldiers leadership for the check is raised by one. This is cumulative for other soldiers nearby.
When a team is down to less than 25% of its troops, all troops must take a morale check each turn. If a soldier fails he may choose to attempt to rally the next turn.
After emptying a clip, a soldier cannot fire the next turn, as he is reloading.
Soldiers may choose to run 9", but will recieve a -1 to save and hit rolls that turn.
In close combat a soldier may use a single long weapon (lasgun, autogun, shotgun) OR a bayonet OR a combination of at most two of the following: laspistol, autopistol, combat knife.
In close combat a charger always attacks first. Every round after the initial round, attacks are simultaneous.