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Post by Rolling Thunder on Jul 7, 2011 10:19:44 GMT -5
Hmm, I'm genuinely thinking of taking this completely out of 40K and making it a generic, stand-alone system. Let's see....
1. The activation system is completely new. 2. Movement has been significantly changed for both vehicles and men. 3. Shooting is fairly different. 4. Ld is far more important. 5. Assault is vastly different as well.
I'd welcome people's opinions on this. Regardless, I would keep Tempest 40K up and functional, and in essence it wouldn't change very much at all . It also would mean I wouldn't have to update and change everything when 6th Edition comes around.
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Post by Rolling Thunder on Jul 10, 2011 17:37:30 GMT -5
Yet another idea: Suppressive Fire: Represents the unit basically "spamming" shots into the enemy's area more in an attempt to get their heads down than to precisely kill every last one of them.
-1 To Hit Penalty. Automatically Forces Morale Check on enemy unit, the firing unit counts as having already inflicted 1 casualty (so -1 To Hit).
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Post by Machine Gun Kelly on Jul 29, 2011 8:51:13 GMT -5
If you do I would suggest a small reworking of fire. Drop the fire phase and ingrate into other phases. Especially if you are thinking of having integrated turns.
When you activate a figure you can choose between these things.
1. firing suppresive fire. It means quick shots in the general direction of the enemy. Not likely to hit but it will make the enemy dive for cover. Good to target enemies not being activated yet.
2. Move and fire. Move a bit and snap of a few shots. Lessend possibility to hit.
3. Run (or assault)
4. Aimed fire, Use you full BS.
5. Overwatch.
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Post by treadiculous on Aug 3, 2011 4:56:37 GMT -5
Hi RT (et all)
First I want to say that this is looking great! Awesome ideas and good progress with development!
I'd like to thrown in my imput if you don't mind, feel free to ignore it or use at your leisure!
The following are house rules developed over the years:
1) Falling Buildings will collapse in a random direction, to determine this, roll scatter dice, a hit means the collapse is straight down, and an arrow means the building will collapse D3" / floor, so a 3 floor building will collapse 3 x D3". The strength of the hit incurred by any model caught in the debris (either on a floor inside or caught outside in the falling rubble) will be hit with a strength 3 + 2 / number of floors hit, so a 3 floor building is 3 + 3 x 2 = 9. In addition to this, vehicles and walkers must make a difficult terrain test immediately. Building rubble once it has settled is difficult terrain. Falling or jumping from a building incurs a hit of strength 1 + 2 / number of floors. Models may attempt to leap form a falling building if they are within 2" of an edge or window, pass a difficult terrain test, and pass an Initiative test. e.g., a model jumps from a 2 floor building so 1 + 2 x 2 = 5. If models can only leap in the direction the building is falling, then they are unable to make the leap. The debris of a fallen building should be roughly the same shape as the original building, though much lower! Rubble is 4+ cover, difficult terrain.
2) Models wishing to leap from one building to another (or a nest to a building) must pass an I test (rolling under their initiative) and a dangerous terrain test. The gap being leaped may be 2" at maximum.
3) Vehicle Squadrons – If chosen these replace normal vehicle squadron rules entirely. Vehicles in a squadron must remain in 4” coherency at all times. Once a vehicle is stunned or immobilised the rest of the squadron can continue to move though this causes any stunned vehicle to become immobilised if they move out of coherency. Immobilised vehicles that still have working weaponry may continue to fire the weapons mounted on it as per usual. Vehicle squadrons may not be targeted as one unit but as separate units, thus there is no majority cover rule, or distribution of damaging hits. This is the same in regards to any special bonus such as kustom force field – only the units within 6” gain the bonus, not the entire squadron. Vehicles which are repaired after becoming immobilised may continue to move as normal from that point onwards.
4) Skimmers and Jump Infantry moving over high ground suffer penalties to their movement depending on how much height they gain in that turn. For every 1” vertically the model rises above 6” for jump infantry, (and 9” for skimmer vehicles), the model suffers – 1”, thus a jump infantry model moving over scenery of 10” height loses 4” of forward movement, (whereas a skimmer loses 1”) a model moving over scenery of 12” height loses 6” forward movement (whereas a skimmer loses 3”). The upside of this is that when a model descends from a high point they can claim additional movement, based on the same ratio, though this can only occur if they started above 6” from the level they are descending to. Models which move entirely vertically in their turn may ascend their full movement, though if they must move slightly to one side in order to land on a floor they must deduct 1” in order to manoeuvre carefully and safely into position. Jump Infantry entering buildings may do so without a dangerous terrain roll if there are no obstacles between them and the floor which they are landing on (no small walls, windows or other similar obstruction). Jump infantry may also land in buildings occupied by enemy units, though count as assaulting through cover if they iniatate an assault that turn.
5) Blast shot scatter – calculate LOS from firer to the final point indicated by scatter ( rolled as normal, from the position of the target then deviation of 'x' inches in a random diretion), if there is any obstacle / unit along this LOS then it/they are hit on a 4+ instead. If there are several obstacles then roll for each in turn, starting with the closest to the firer. It is therefore possible that the shot does end up at the point indicated by the scatter result then there will be NO cover save given, as that has already been taken into account.
6) Splitting Squads, any squad may split into 2 smaller units (of any size) though they will each have to make Ld tests every turn, if they fail then they fall back to the nearest they can reach while moving away from the enemy. The second element is the most important here – so if there is 4+ cover but has enemy units near it they will fall back to 5+ cover. Once in cover they remain static and fire at the nearest suitable (vehicle or infantry) unit until they pass their Ld test in a subsequent turn. If an enemy approaches within 12” during the enemy turn they must fall back again to the next nearest cover as before.
7) Devoted Assault – any unit which chooses not to fire assault or pistol weapons prior to assaulting gains +1 to their iniative (this will stack with furious charge).
My favourite is are the blast template rules, which make sooo much more sense once you get your head around it!
I realise that rule 7 - devoted assault may not be aplicable to Tempest, but thought I'd add it as food for thought!.. and I also realise that most of them are dealing with small situations rather than main game structure rules, but you guys all seem to have that in hand!
Awesome, welll done!
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Post by Rolling Thunder on Aug 3, 2011 9:13:53 GMT -5
Thanks Tread, I'm looking over your rules now. If you don't mind, I'll probably not bother with Devoted Assault, and vehicles are probably going to be rare enough in Tempest to not need squadron-ing, but the building collapsing rule looks promising. @mgk: If you don't mind me saying, I'll playtest your turn structure sometime with Makarova, but as things stand I'm pretty happy with how the turn structure pans out as it is right now, so odds are I won't be implementing your ideas. Sorry old chap, but thank you very much for the contribution, it's very much appreciated.
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guardsman83
Guardsman
Real men don't need 3+ saves
Posts: 72
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Post by guardsman83 on Aug 21, 2011 15:05:14 GMT -5
any updates on this? looks promising
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Post by Rolling Thunder on Sept 28, 2011 10:04:42 GMT -5
I'm compiling the Tempest rules into a PDF format. I'll probably put a torrent of it up on utorrent so people can download it easily.
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Post by Rolling Thunder on Nov 8, 2011 18:54:01 GMT -5
Righto chaps, I had an idea for another restructure of the game. Units can perform up to three actions per order - and not limited by the normal move-shoot-assault structure of basic 40K. This will be dependent on the degree to which the unit will pass it's LD check. Passing only by one - only one order. By two - two orders. By three or more - three orders, and possibly more for higher-initiative races. Note that Eldar are being debuffed to I:4 and the order system for Tyranids and Necrons is going to be completely different and far more top-down.
So, for example, I have a unit of Drookian Fen Troopers at the edge of a field 12" across. I issue orders to them to move to the edge of the field (two 6" moves) and then open fire on the unit of termagants. I roll 5, two below their current Leadership of 7, and the unit moves to the end of the field but does not fire on the Tyranids.
Ideas? Questions?
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Post by cheminhaler on Nov 10, 2011 16:18:19 GMT -5
It'll be hard to get these mini firesquads to accomplish all 3 orders. Maybe make a ruling that rolling 2 1s is a total success and gives them an extra order, or that 2 6s is total failure and they do absolutely nothing but squabble, like orks, or just fail in general.
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Post by Rolling Thunder on Nov 11, 2011 3:15:39 GMT -5
Why the double six/double one combination, though? This method gives lots of potential mobility to infantry, but it's very dependent on keeping morale high.
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Post by cheminhaler on Nov 11, 2011 15:04:18 GMT -5
I was just doing a Ward . *shoots self in the foot, with a meltagun.*
It sounds interesting, anyway. It would be quite risky to run out in the open, then fail totally on the leadership, so it might lead to static situations of waiting to bait the other player.
Is there a limit on turns, like 40k, or does the game just keep on running?
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