You are on page 1of 17

**************************************

2020 v0.4 UPDATED 30 JUN


**************************************

121/212 Base Rules


-------------------------------------------------------------------------------
Core rules for operating various game modes for "tabletop" games.
Rules based on WH40k's 3rd/4th edition, *Eventually* modified for D10-based.

Half-scale of 40k (ranges might *eventually* not be)

===============================================================================

NEW IDEA: May 2020

Computer game. Turn based with instant/simulataneous action.


Players queue actions up, then all are executed at once.
This would work on a tabletop if players record their actions and then reveal
entire action set at once. If you target a unit that is destroyed by the time
your turn comes around, you waste your action. Something like that.

Hex-based! for simplicity and removing ambiguity as much as possible.

Medic: unit fights at full strength until completely removed?


See sketchup for firing directionality
Flanking: infantry are fast, so can turn freely to fight enemies coming
at them. But if you're being hit from multiple directions there is a
penalty, outside of cover.

Vehicle Damage! Add score you beat required value by to damage, i.e.
S8 + D6 (5) = 13 on AV 11 --> then roll a 3 (immobilized) treated as 5 (explosion)

Then S10 vs AV 10: 2 is min damage! because roll 1 (shaken) +1 (11 > 10) = stunned!
And roll 3 or higher = destroyed!

>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

GENERAL GAMEPLAY:

DICE TO USE: Platonic Solids only.


D4, D6, D8, D12, D20 (probably will never use)
CAN YOU MAKE THAT WORK?

Or D8/D12 main... or just fuckin stick with D10 for log-based.

===============================================================================
Getting started--what you'll need:
D6, D8 or D10 dice (preferably 25+)
Models or proxies
Some rules
Terrain or a map w/2D terrain marked
A good f*cking attitude. No one wants to play with a c*nt.
Friends/other players lol
--Unless AI can work!
Notekeeping system - for keeping track of score, wounds on a Unit, cost, etc.
(Recommend electronic, i.e. an Excel sheet)

-------------------------------------------------------------------------------
GAMEPLAY BASICS
-------------------------------------------------------------------------------
Dice: This game generally makes use of D10 for simple statistics and a wider
range of scores. You may also use a D6 in some situations.
In some cases you may be required to roll a D3 or 4 or 5. In this case, roll
a D6/D8/D10 and then divide the value by 2 (or treat 1-2 as 1, 3-4 as 2, etc.)
You may also be required to roll a D2. Use the same principle.

Scatter: Artillery weapons that do not utilize line of sight fire in a typically
imprecise arc. To represent this, roll a D10 with some oomph. The direction of
the top-facing "arrow" (as a panel of the D10) represents the direction of scatter
from the intended target, and the D10 value tells how far in inches it travels
in that direction. See more about this in the artillery section of weapons.
If D8/D6...could do assign values to each hex, roll D6, it scatters there/roll D8,
same but a 7 or 8 don't scatter.
OR scatter weapons always hit something, so use RS to see if hits. If a miss, THEN
use scatter to see where! Scatters 1 hex, unless no LOS, then 2 hexes?

Re-rolls: You may be instructed to re-roll dice. This can happen if the dice end
up cocked on the table (unlikely), or if a rule requires it (see twin-linked
weapons below). In this case, simply roll again...the second result stands.
Re-rolls can only ever generate additional re-rolls if specific rules explicitly
state so.
Note that a re-roll from an ability applied to something like a twin-linked weapon
means: (roll once, if fail, roll again) for TL. If that still misses, do the exact
same process again, i.e. you basically have 4 chances to hit...

Models: Mounted on hexagonal bases, these are the units you use to play. A single
hexagon model (containing several infantry, for example) is a Unit. A Unit may
contain 3+ infantry, or a vehicle, character, or monstrous creature, etc.

Height and Line of Sight: utilize true LOS (you'll have to stoop down)
maybe this should be removed/simplified, i.e. assign specific heights to things?

-------------------------------------------------------------------------------
UNITS
-------------------------------------------------------------------------------
There are several types of units in 121, which are broken into classes. The
classes
describe a set of characteristics for the units such as move distance, applicable
stats, special rules, etc.

Main classes:
Infantry - What any typical force is composed of, the meat of an army.
(heavy infantry) - if weapon types that favor hvy vs light infantry exist.
Cavalry - Mounted units which are generally faster and more imposing than their
foot-slogging counterparts.
Beasts/monsters: Generally similar to infantry, but larger and more intimidating
Artillery - fixed or towed big guns, with exposed crew.
Vehicles - tanks, fast attack vehicles, etc.
-Light vehicles
-walkers
ex) -light tanks
-skimmers
-heavy tanks
-war machines
Characters - Individual commander or command squad, with certain special rules
for joining other units.
-------------------------------------------------------------------------------
UNIT PROFILES
-------------------------------------------------------------------------------
Statistical characteristics which determine how well units fight.

40k D6:
Points WS BS S T L W I A
Sv Balanced Squad
Space Marine 15 4 4 4 4 8 13+ 21 4 1
5 = 105
Guardsman 6 3 3 3 3 1 3 1 7 5+ 3 10 = 30
Fire Warrior 10 2 3 3 3 1 2 1 7 4+ 7 8 = 56

121 D10:
Cost CS RS S F W I A M V
Space Marine 15 6 7 4 4 1 5 1 12 4+
Sergeant 15 6 7 4 4 1 5 2 13 4+
Guardsman 4 5 5 3 3 1 4 1 10 7+
Fire Warrior 8 3 6 3 3 1 2 1 10 6+

D8:
Cost CS RS S F W I A M V
Space Marine 14 5 5 4 4 1 4 1 6 4+
Guardsman 4 4 4 3 3 1 3 1 5 6+
Fire Warrior 8 3 4 3 3 1 2 1 5 5+

121 D10 True:


Cost C R S F M V
Space Marine 15 6 7 6 6 12 4+
CSM 15 6 7 6 6 12 4+
Guardsman 4 5 5 5 5 10 7+
Ork boy 6 6 3 5 6 10 9+
Gaunt 7 5 5 5 5 8 9+
Guardian 8 5 5 5 5 11 8+
Shas'la 10 3 6 5 5 10 6+
Nec Warrior 18 7 7 6 6 16 4+
Battle Sister 11 5 7 5 5 12 5+
DE Warrior 8 6 7 5 5 12 8+

Cost C R S F M V
Parth Warrior 6 5 6 6 11 8+
Citadel Knight 6 4 5 5 11 5+
Militia 4 4 4 4 9 8+
Fanatic 4 4 4 4 8 9+
Dwarf Lineman 5 5 5 6 11 6+

But Militia/fanatics are supposed to be bottom-feeder/cannon fodder


type units, so 4 is pretty much as low as the stats go?
Should be lower.
But for D8 base...

121 D10:
Cost CS RS S F W I A M V
Space Marine 15 5 5 5 5 1 5 1 11 4+
Sergeant 15 5 5 5 5 1 5 2 12 4+
Guardsman 4 4 4 4 4 1 4 1 9 6+
Fire Warrior 9 3 5 4 4 1 3 1 9 5+

Cost C R S F M V
Parth Warrior 5 4 5 5 10 6+
Citadel Knight 6 3 4 4 10 4+
Militia 3 3 3 3 8 7+
Fanatic 3 3 3 3 7 8+
Dwarf Lineman 4 4 4 5 10 5+
Standard 4 4 4 4 8 5+

-------------------------------------------------------------------------------
Because T&W combined into "health"
& I might be a thing, but with simultaneous action occurring, might
be good to take it out and make specific cases where certain units
hit first?
& A is going to be stock 1, but you add more depending on weapons, etc.
Since in 40k it's not like having a chainsword is factored into the A
in your statline, it's not much more to remember. Maybe it will be a
thing but will specifically reflect the character with weapons. Maybe
A can be folded into CS somehow? I.e. if you have CS > opponent's + 2
or something you get an additional attack, to reflect your likelihood
of hitting more? But then that becomes mental math and influences
strategy more severely, because I can know exactly how much more they're
going to be able to hit me. it's not ultimately dependent on dice throwing.

NOW the question is, can we up the S & F values from 3 -> 5?
So just introduce more S10+ weapons to maintain odds?
** No, because who's ever going to have F1 or F2 if guardsmen have F5?

Cost (points): Normalization for game. Based on odds of things killing each other.
I.E. 50 pts of A and 50 pts of B should have roughly equal chance of killing each
other.

CS: combat skill (WS): odds of hitting things in hand-to-hand combat.


0-10 range. Comparative with enemy CS.

RS: ranged skill (BS): how likely to hit things when shooting. "average" is 5 (6+
to hit).
1-10 standard, but can be modified to 0- and 11+.

S: strength: how strong in combat. range 1-10+


Compare with F of target.

F: fortitude (T): how durable. range 1-10+


Compare with S of attack.

>>> NEW WOUNDING MECHANIC <<<


Instead of roll to hit, roll to wound, apply saves...armor saves come through
first...and you roll
them on all hit rolls?
Then unsaved hits inflict damage directly, but still use S v T. And then certain
weapons inflict
more damage depending on unit type i.e. a RPS style.

W: wounds: how many "lives" the unit has. if reduced to 0, removed from game. range
1-10?

(I: initiative: quickness in combat. I10 goes first, then I9, all the way down to
1. range 1-10.)

A: attacks: # of melee attacks in combat


M: morale (Ld): used for decision making and standing ground, etc.
v0.1: roll D10x2 (or 2D10?), compare with M. If equal to or lower than M, test is
passed.
can be modified by events on battlefield, i.e. if your side is winning your troops
test at +1.
or if shot by a flamethrower, test at -1.
so, range 2-20.

V: save (Sv): saving throw, made to prevent wounds. a roll of 10 always passes
(unless AP?)

-------------------------------------------------------------------------------
VEHICLE STATS
-------------------------------------------------------------------------------
40k 4E D6:
Points WS BS S F S R I A
Rhino 50 0 4 0 11 11 10 0 0
Dreadnought 75 4 4 10 12 12 10 4 2
Falcon 120 0 3 0 12 12 10 0 0
Hammerhead 90 0 4 0 13 12 10 0 0
Demolisher 150 0 3 0 14 13 11 0 0
Land Raider 250 0 4 0 14 14 14 0 0

40k 8E D6:
Points M WS BS S T W A Ld Sv
Rhino 70 12 6+ 3+ 6 7 10 3 8 3+
Dreadnought 70 6 3+ 3+ 6 7 8 4 8 3+
Falcon 125 16 6+ 3+ 6 7 12 3 8 3+
Hammerhead 100 12 6+ 3+ 6 7 13 3 8 3+
Demolisher 122 10 6+ 4+ 7 8 12 3 7 3+
Land Raider 239 10 6+ 3+ 8 8 16 6 9 2+

121 D10:
Points C R S F A V
Space Marine 15 6 7 6 6 12 4+
Rhino 50 0 7 0 22 2 4+
Dreadnought 75 6 7 10 20 W 4+
Falcon 110 0 6 0 23 2 5+
Hammerhead 90 0 7 0 24 3 5+
Demolisher 150 0 6 0 26 3 5+
Land Raider 250 0 7 0 28 4 3+

121 D10 True:


Points WSBS S F S R I A
Rhino 50 0 4 0 11 11 10 0 0
Dreadnought 75 4 4 10 12 12 10 4 2
Falcon 120 0 3 0 12 12 10 0 0
Hammerhead 90 0 4 0 13 12 10 0 0
Demolisher 150 0 3 0 14 13 11 0 0
Land Raider 250 0 4 0 14 14 14 0 0

F: Fortitude, for now being calculated roughly as 2*(average of AVs),


i.e. rhino (11 11 10) avg AV = 10.67, *2 = 21.33 round up to 22.
A: Armor class. Indicates how much more damage hits do to sides and rear:

Class (A) F S R
W +0 +0 +0
1 +1 +3 +5
2 +0 +2 +5
3 +0 +1 +3
4 +0 +0 +1

Class W for walkers: overall weaker armor so F not as high, but can turn on a dime
so there's no penalty for being caught from behind. Or should there be...? i.e.
flanking

This needs to change, or Saves need to be removed/factored in to F or A somehow.

-------------------------------------------------------
DICE CONVERSION: D6 to D10 to D8

D10 roll % D6 EQ EQ % D8 EQ EQ %
-------------------------------------------------------
10+/2+ 9 6+/2+ 14 8+/3+ 9
10+ 10 6+ 17 8+/2+ 11
9+ 20 6+ 17 8+ 13
8+ 30 5+ 33 7+ 25
7+ 40 5+ 33 6+ 38
6+ 50 4+ 50 5+ 50
5+ 60 3+ 67 4+ 63
4+ 70 3+ 67 3+ 75
3+ 80 2+ 83 2+ 87
2+ 90 2+ 83 2+/8+ 89
2+/10+ 91 2+/5+ 86 2+/7+ 91

>>>>>>>>>>>>>>>>>> <<<<<<<<<<<<<<<<<
>>>>>>>>>>>>>>>>>> NEW WOUNDING MECHANIC TRIALS <<<<<<<<<<<<<<<<<
>>>>>>>>>>>>>>>>>> <<<<<<<<<<<<<<<<<

10 Guardsmen vs 5 CSM:

----------------------------------------------------------------------
Cost CS RS S F W I A M V
Chaos Space Marine 15 6 7 4 4 1 5 1 12 4+
Guardsman 4 5 5 3 3 1 4 1 10 7+

Range S AP Notes
Boltgun 12" 4 2 R1
Lasgun 12" 3 - R1

----------------------------------------------------------------------

----------------------------------------------------------------------
Cost CS RS S F I A M V
Chaos Space Marine 15 6 7 6 6 5 1 12 4+
Guardsman 4 5 5 5 5 4 1 10 7+

Range S AP Notes
Boltgun 4 6 -2 R1
Lasgun 4 5 - R1

----------------------------------------------------------------------
W combined with T...into Fortitude (F)?
So F = T + 2W
i.e. a Guardsman has F = 5, SM has F = 6
But a SM officer with 3W has F = 4 + 2(3) = 10
So you must keep track of the fortitude, so that an officer can't keep
taking wounds all day with no negative effect. i.e. he gets wounded and dies
easier in the future.

METHOD F:Guardsman SM SM Officer 3W


T3, 1W T4, 1W T4, 3W
T+2W 5 6 10
T+W++ 4 5 4+1+2+3 = 10
<< T*W 3 4 12 >>

Guardsmen first:
Fire 10 shots @ RS5 (6+)

Get 5 hits.

CSM roll 4 saves at 4+

Fails 2 saves.

Damage inflicted: CSM have F=6, vs S5 lasguns


3 attempts produce 1 wound: 1 in 3 chance required.
3 D10 produce 4, 9, 5. One CSM dies, two are wounded.
NOPE! Because increases in T produce small products, i.e. difference in
40k between T3 and T5 is huge (S3 needs 4+ vs 6+ to wound, 50% vs 17% success)
But here that would be T5 vs T7 and S5, 5+ vs 7+ to wound, 60% vs 40% success)
What about subtracting the difference? 5+ vs 7+, 60% vs 20% works...
Anything else, i.e. subtract 3*diff is 5+ vs 9+, 60% vs 20%, which balances
nicely, is complicated.
UNLESS weapons are just going to have really high strengths...
so a lasgun would be S7 instead of S5...then on a D10 against F5, you add 2.
5+ becomes 3+ and 6+ becomes 4+ (80% vs 70%)

TEST
S F D6 Roll % D10(F) %
5 5 4+ 50 5+ 60
5 4 3+ 67 3+ 80
5 6 5+ 33 7+ 40
5 7 6+ 17 9+ 20

Not terrible...are there weird cases?

S4 vs F8 8+ - 4 means you need 12 to kill in 1 hit, but there is also a


chance you do no damage, i.e. a 4 becomes a 0 so you need 5-10 to wound (1-6),
and you'd need a 10 (6) followed by a 6(2) to kill...
I'm not overly fond of the potential to take infinite damage, but you also
shouldn't
be using a S4 weapon on a T8 creature...
Lorewise this is akin to shooting a big ol dragon with like...a handgun. THere's a
chance the dragon ignores the shot entirely (1-4) or a chance that it barely
injures it (5-10),
but with enough shooting you'd bring it down eventually.

S8 vs F4 4+ +4 means you need 1+ to inflict 5 damage...so it's an insta kill.


hmmmm i mean using an IFV auto cannon directly on infantry would waste them...
So we can compensate for this with cover and with accuracy.
Accuracy has the potential to get really complicated, too...i.e. stationary firing
=no modifier, but if you moved you fire at -1, if you are in cover you have +1,
if you're shaken by an explosion or something, -1, etc. so modifiers that would
influence morale tests also influence ranged skill?

This does not work for vehicles. Even S8 vs F22 means you need 22+ and your rolls
are modified to -14. So you'd always do 0 damage. Sooooo yeah needs reworking.

What about F gives a D10+ score needed to wound, and this is modified by various
things?

So let's keep it simple...

OLD METHOD:
Cost C R S F M V
Skirmisher 4 5 5 5 5 10 7+
Rifleman 5 4 6 5 5 10 7+

Instead of just 1 attack, attacks are based on C? OR S and C get smashed together?
Because WS in 40k is like likelihood of hitting something in like 6' range or
closer.

F5 means 6+ wound (50% chance), so S would be a modifier, and thus for melee
should be 0

So C and R skills should maybe also be modifiers? Stock is 0 and represents 50/50.
Couldn't F be the same way, then? so 0 F is avg toughness?

NEW METHOD:
Cost C R S F M V
Skirmisher 4 5 +0 +0 5 10 7+
Rifleman 5 4 +1 +0 5 10 7+

SUPER SIMPLE METHOD:

ASSUMING AVERAGE IN-COMBAT ACC. IS ABOUT 25%


Most units should hit on like 8+ (30%) BUT with automatic
weapons, for a 600 RPM (not even that high) rifle, thats:
10 RPS * 30% = 3 hits per second. So if we're sticking with
30% acc, the ROF on a normal weapon should be 3 to indicate
likelihood of 1 hit per second?
REALISTICALLY a bolt-action rifle isn't necessarily more accurate,
but the soldier using it knows they have fewer chances to hit, so they
generally shoot better.

REALLY FUCKING SIMPLE APPROACH, TO START:


NO STATS.
You fire once per model, hitting on a 6+, then opponent has a 6+ Sv to make per
affected
model. If failed, you kill 1 enemy model per unit on a 6+...?

In combat, roll-off. Same value dice are discarded? Then remaining are
compared...
ex) 3 vs 3,
P1 rolls 2, 7, 7.
P2 rolls 1, 4, 8.
None are discarded, so while it could be an individual combat case-by-case, where
those dice are rolled 2 and 1 simultaneously, then 7 and 4 simultaneously, and so
on, meaning P1 hits twice and is hit once.
OR AFTER discarding the same dice, total are added up, i.e. P1 rolled 16,
P2 rolled 13. So P1 does 3 damage?
This makes melee combat ineffective, because you only do damage if you go net
positive. Maybe something like P1 gets to do 3 addtl damage, where each side
then rolls 3 D10 needing 6+ to wound? fack. too many options.

Stats as per base, not model. So a squad of dudes has:

Cost C R S F W M V
Space Marine 75 6 7 6 6 5 12 4+
Guardsman 40 5 5 5 5 10 10 7+

Then there would need to be a way to indicate the effect of losing men ==
lost firepower:

Cost A C R S F W M V
Space Marine 75 5 6 7 6 6 5 12 4+
Guardsman 40 10 5 5 5 5 10 10 7+

With an indication of -1 W = -1 A, or something. OR each model has its


own stats, still, and entries are like:

-------------------------------------------------------------------------------
Combat Squad [75 pts]:
Cost C R S F M V
Space Marine 15 6 7 6 6 12 4+

Squad: 5 models: Sergeant and 4 Space Marines.


Equipment: Bolter.

Options: The whole squad may be equipped with frag grenades [+5] and/or krak
grenades [+10].
May take one heavy weapon and/or one special weapon:
Heavy Cost
Heavy bolter 8
Missile launcher 10
Multi melta 10
Plasma cannon 15
Lascannon 20
Special Cost
Flamer 5
Meltagun 10
Plasma gun 10

Sergeant may upgrade to Vet. Sgt (+1 A, +1 Ld)[+15], and then has access to armory.

Transport: Razorback or Rhino. See below.

-------------------------------------------------------------------------------
Tactical Squad [150 pts]:
Cost C R S F M V
Space Marine 15 6 7 6 6 12 4+

Squad: 10 models: Sergeant and 9 Space Marines.


Equipment: Bolter.

Options: The whole squad may be equipped with frag grenades [+10] and/or krak
grenades [+20].
May take 3 total (2 of one type, 1 of the other) heavy weapon(s) and special
weapon(s):
Heavy Cost
Heavy bolter 8
Missile launcher 10
Multi melta 10
Plasma cannon 15
Lascannon 20
Special Cost
Flamer 5
Meltagun 10
Plasma gun 10

Sergeant may upgrade to Vet. Sgt (+1 A, +1 Ld)[+15], and then has access to armory.

Transport: Rhino. See below.

-------------------------------------------------------------------------------

>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>><<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>><<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>><<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<

-------------------------------------------------------------------------------
DEPLOYMENT PHASE
-------------------------------------------------------------------------------
? alternate?
-------------------------------------------------------------------------------
MOVEMENT PHASE
-------------------------------------------------------------------------------
Active player moves units one at a time, until all they desire to move have
done so. Units move up to their limit.

*Conversion issue: D6 movement doesn't transfer well...


This applies to advancing as well...and charging...

Difficult terrain: [Depending on grade (?) 50/50 chance. If fail,


can move through next turn. OR can spend advance move to move through,
but count as advancing and only gain 1 space.]
Depending on grade, movement changed to D6 or D3, etc. May also hinder
advances and charges.

Advancing: any unit can advance as in 8E [but instead of advancing D6


you just advance another hex?]

Charging:
8E is 2D6. I like this.
[Distance 2D6 roll needed
Base contact 3+
1 hex away (6") 7+
2 hexes away 11+?

along those lines.]

-------------------------------------------------------------------------------
REACTION PHASE
-------------------------------------------------------------------------------
After player 1 has moved their units, but before they begin their shooting phase,
player 2 may move any of their units with a reaction move. Each of player 2's
units may react to their enemies.

Each of player 2's units may EITHER move as through difficult terrain OR
take a turn of shooting at BS-2 (-1?). Not that if the difficult terrain
test is failed, player 2 may choose to forfeit that unit's next movement phase
and move the unit immediately as if it had not failed the test.

**modifiers and upgrades may change this

-------------------------------------------------------------------------------
SHOOTING PHASE
-------------------------------------------------------------------------------
Player 1 now has all their units which are in range make their ranged attacks.
Each unit in player 1's army now takes shots at their enemies, in any order.

Declare shots, check range and LOS, roll to hit, roll to wound, check saves.

**Declare ALL before taking any shots? since range-checking is no longer an


issue...
Maybe then some units have abilities that allow them to shoot in order/not all
have to declare at once.

Declare shots: unless otherwise stated or both players are in agreement, Player 1
must declare all shots before resolving any. In this way you may end up having 3
units declare attacks on the same enemy, but remove that enemy after 2 of those
units have fired. This rends the third unit useless for that round. By that
analog, you could chance that 2 of them will be enough, but they might fail, where
3 attacks would have succeeded.

**Alternative: that third unit may now change targets, but must fire at BS-2 or
something along those lines.

All attacks coming from a single unit must go into the same target.

After attacks have been declared, resolve each instance before moving on to the
next:

-Declare attack(s)
-Pass L test(s) if necessary
-Roll to hit
-Roll to wound
-Resolve saves
-Record casualties
-Test morale?

Leadership test to attack: some rule to the effect of troops are more likely to
shoot
enemies who pose an immediate threat...

Roll to hit using BS of units:

BS To Hit %
---------------------------
... 10+/... ..
-1 10+/3+ 8
0 10+/2+ 9
1 10+ 10
2 9+ 20
3 8+ 30
4 7+ 40
5 6+ 50
6 5+ 60
7 4+ 70
8 3+ 80
9 2+ 90
10 2+/10+ 91
11 2+/9+ 92
... 2+/... ..

For multiple BS values in one unit, roll the different values separately or using
a different color/size dice.

For hits, follow with rolling to wound comparing strength to fortitude:

S vs F:
F
1 2 3 4 5 6 7 8 9 10
1 6+ 7+ 8+ 9+ 10+ ... .
2 5+ 6+ 7+ 8+ 9+ 10+ ... .
3 4+ 5+ 6+ 7+ 8+ 9+ 10+ ... .
S 4 3+ 4+ 5+ 6+ 7+ 8+ 9+ 10+ ... .
5 2+ 3+ 4+ 5+ 6+ 7+ 8+ 9+ 10+ ... .
6 2+ 2+ 3+ 4+ 5+ 6+ 7+ 8+ 9+ 10+ .
7 2+ 2+ 2+ 3+ 4+ 5+ 6+ 7+ 8+ 9+ .
8 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+ 7+ 8+ .
9 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+ 7+ .
10 2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+ .

So same as classic 40k. For each point above/below the S the F is, you need +1/-1
off of 50/50 (6+) to wound.
If S = 2*F or greater, a wound causes 2 wounds.
If S = 3*F or greater, a wound causes 3 wounds. etc.

When attacking vehicles, rules are different. See below.


Flanking: impose modifier on L tests?

Saves:

Also rolled on D10. 2+ through 10+. Perhaps include 10+ being the worst save
(i.e. a save is always possible, regardless of AP?)

Invun. Saves - 2 Types:

MOD: Permanent -2, for example, i.e. a 6+ becomes 4+, and worst possible save is
fixed at 9+
Shield: 4E invun, i.e. a 7++, so 6+ stays at 6+ but worse save possible is fixed at
7++

-------------------------------------------------------------------------------
RANGED WEAPONS
-------------------------------------------------------------------------------
40k D6:
Range S AP Type
Boltgun 24" 4 5 Rapid 1
Lasgun 24" 3 - Rapid 1
Shuriken Cat. 12" 4 5 Assault 2
Slugga 12" 4 6 Pistol 1
Pulse Rifle 30" 5 5 Rapid 1
Fleshborer 12" 4 - Assault 1

212 D10:
Range S AP Notes
Boltgun 12" 4 2 R1
Lasgun 12" 3 - R1
Shuriken Cat. 6" 4 2 A2
Slugga 6" 4 1 P1
Pulse Rifle 15" 5 2 R1
Fleshborer 6" 4 - A1

Range: in " how far you can attack foes from

S: strength, see above.

AP: subtract this from saving throws when hit by this type of weapon.
i.e. a 7+ save hit by AP2 saves on 9+ instead. Min save 10+
AP of 5(6?) and higher can push beyond 10+, so a 7+ hit by AP4 (moved to "11+")
still
saves on a 10+, but a 7+ hit by AP5 gets no save.
OR when the AP would rend the save to 12(13?)+, it is denied altogether.

v0.1 AP: AP val -6, i.e:


AP40k AP121
6 0
5 1 (-1)
4 2
3 3
2 4
1 5
So, an AP1 (5 in 121) on 2+ ignores the save, but AP2 (4) gives 6+.
Or would it be good to do armor types? So infantry effective AP might not
be so effective on tanks? eh...maybe there's some realism to that but it
feels like it would be needlessly complicated

Notes (Type): # of shots and extra rules about weapons.

Vehicle Weapon Ideas (D6 for 40k ref):

REAL 121 Range S AP Type


37mm AT gun Field Gun 48" 7 3 H1, Blast or AT
M1919 .30 LMG 30" 4 1 H3 or R2
M2HB HMG 36" 5 2 H2
75mm gun Main cannon 60" 8 4 H1, Blast, Ord
90mm M3 AT cannon 54" 9 4 H1, Blast, AT
121 D10 Range S AP RoF Notes
Field Gun 6 8 5 1 Rapid, Stun
LMG 5 5 2 4
HMG 6 6 3 3
Main Cannon 10 10 6 1 Blast, Indirect
AT cannon 9 11 6 1 Blast
Flamer 4 4 0 4 Flamer
Hex Carbine 3 4 0 2
Hex Rifle 5 4 1 1
Phosphorus Gun 2 7 4 1

-------------------------------------------------------------------------------
WEAPON TYPES
-------------------------------------------------------------------------------
Rapid (R): The standard multi-shot weapon. Like 40k's rapid fire, but modified.
If within half the weapon's range, you may re-roll failed hits with the weapon.
May move and shoot, [may move shoot and charge.] at least may fire once and charge.
May not advance and shoot. Rapid 2 at half range gets 2 re-rollable shots.
Flurry?

Assault (A): Mobile infantry weapons. Ideal for fast deployment forces and units
looking
to charge into combat.
May move and shoot, shoot and charge, and may also advance and shoot, but at BS1.
[Advance and charge?]

Heavy (H): The big guns, usually mounted on vehicles or requiring a crew to
operate.
May move and shoot, but at BS1. May not shoot and charge (or may, but charge
distance
is only D6?). May not advance and shoot.

Pistol (P): Gains +1 attack in melee relative to non-pistols. Can move and shoot,
can advance and shoot [at normal BS, but cannot advance and charge].
Can shoot once and charge, or stay stationary and re-roll misses, but then cannot
charge or have advanced.

**What about, where "cannot shoot/advance and charge", replace with, CAN, but do
not
claim +1A or whatever bonus for charging?

-------------------------------------------------------------------------------
SPECIAL WEAPON RULES:

Hybrid weapon types: Versatile weapons that can act as multiple types listed above.
Each turn, you choose how the weapon will operate.
ex) A1H2 (you can treat as an assault weapon and get one shot, or like a heavy and
get 2)

Blast: trying to phase out markers, but D6 doesn't make sense. What about a table
of
sizes? Something like:
Blast size Model size # hits
Blast Swarm 3D3
Blast Std. Infantry 2D3
Blast Large Inf./Suits D3
Large Blast Swarm 3D6
Large Blast Std. Infantry 2D6
Large Blast Large D6
If the rolled hits exceeds the number of models under attack, additional "hits"
are discarded. i.e. a large blast can only score a maximum of 3 hits on a squad
of 3 crisis suits.

Barrage: Different firing method: Use scatter dice and (D6/2D6-BS) for distance
scattered. If out of LOS, straight 2D6, or 3D6 and pick the highest 2?

Flamer: Auto hits, ignores cover.


ex) Hvy Flamer: S5 AP4, Assault D3x2, Flamer

Overheat/jam/experimental: On a to-hit roll of 6, the weapon cannot fire next turn.

Volatile: gets hot.

Twin/Twin-linked: Re-roll misses

Melta: When in half range, against armor, 2D6 and pick highest?
Or some effect on wounds caused..?

Unnamed effect: re-roll vehicle damage, or roll 2 and pick result?


Or pick a type of damage and roll for that event to occur?

Stun/pinning: hits scored (don't have to wound) cause the unit to be stuck, or
unable to shoot, or shoot at -1BS, or something

Sniper: Wound on 4+, to-hit of 6 auto wounds, etc..?


Against vehicles, S = 2D6.

Rending: to-wound rolls of 6 count as AP2 (ignore armor saves).


Against vehicles, a to-wound of 6 allows addtl. D3 to be added to strength.
i.e. S5 rend with to-wound of 6: 5 + 6 + D3 = 12-14 pen.

Lance: treats armor values of 13+ as 12.

Co-axial: fire co-ax first, if any shots score hits, fire main weapon at
BS+1 or...re-roll 1s?

Tracer rounds: if hits scored in turn 1, in turn 2 fire at BS+1

Shotgun: if within half range, S+1 and AP+1 (better)

Dual: Roll to hit once. if a hit is scored, counts as 2 hits.

Ion: To-wound rolls of 6 count as AP1

-------------------------------------------------------------------------------
ASSAULT PHASE
-------------------------------------------------------------------------------
-Declare charges
-Resolve charges
-Resolve overwatch
-Resolve combat
-Determine result
-Take morale, regroup, etc.

EITHER: Player 1 declares charges, attempts charges, OR


both players declare charges and attempt them.

After charges have been resolved, units which have not charged but had charges
declared against them (regardless of whether or not those charges were successful)
may fire overwatch on the charging units. This is a shooting phase resolved at
BS-2.
After overwatch, units in contact may engage in melee.

CS
D
1 2 3 4 5 6 7 8 9 10
1 6+ 6+ 7+ 7+ 8+ 8+ 8+ 8+ 8+ 8+ .
2 5+ 6+ 6+ 7+ 7+ 8+ 8+ 8+ 8+ 8+ .
3 4+ 5+ 6+ 6+ 7+ 7+ 8+ 8+ 8+ 8+ .
A 4 3+ 4+ 5+ 6+ 6+ 7+ 7+ 8+ 8+ 8+ .
5 3+ 3+ 4+ 5+ 6+ 6+ 7+ 7+ 8+ 8+ .
6 3+ 3+ 3+ 4+ 5+ 6+ 6+ 7+ 7+ 8+ .
7 3+ 3+ 3+ 3+ 4+ 5+ 6+ 6+ 7+ 7+ .
8 3+ 3+ 3+ 3+ 3+ 4+ 5+ 6+ 6+ 7+ .
9 3+ 3+ 3+ 3+ 3+ 3+ 4+ 5+ 6+ 6+ .
10 3+ 3+ 3+ 3+ 3+ 3+ 3+ 4+ 5+ 6+ .

SO RULES: Hitting is easier than being hit. Slight buffer for poor CS.

-------------------------------------------------------------------------------
VEHICLES
-------------------------------------------------------------------------------

Possible upgrades:

Searchlight:
night fighting and -1 to hit for scoped weapons when attacking from searchlight
direction

Improved suspension:
+2 to dangerous terrain rolls (?)

track guards:
-1 to immobile tests

skirts
+1 to side armor

extra armor
-reduced effect on vehicle damage/penetrating goes to glancing on 6+ or something

bulldozer blade
-something dangerous terrain

mine chains
self-explanatory

overclocked engine
roll 2D10(Pick highest) for advance, but if doubles are rolled, stuck that turn in
cooldown

Additional tracks
can self-repair immobilized effect

===============================================================================
Game Modes
-------------------------------------------------------------------------------
FFA - Each player fields several units, last player standing wins.
TDM - Players form 2 teams, each player fields several units.
Balanced through pts/player
Tribunal - 3 team TDM

-------------------------------------------------------------------------------
Area control/Domination - like 8E 40k, multiple objectives need to be held to win
DoW - "objective" positions produce reinforcements or resources or something, and
can be fortified.

-------------------------------------------------------------------------------
HQ? - players nominate a dozen or so locations. HQ starts at 1 and then 2D6
determine the next locations. locations do not repeat.
issues: time...does the HQ last a few turns? how long would that take?

-------------------------------------------------------------------------------
"Search & Destroy" - COD style. one team attacks, one defends
& "Sabotage" - COD style. one bomb/marker, each team has spot to defend.
"NFL vs Rugby" styles.

-------------------------------------------------------------------------------
CTF - classic.

===============================================================================

FACTION IDEAS
-------------------------------------------------------------------------------
1. Coalition - Human Race 1
2. Separatists - Human Race 2
L How similar?
3. Religious/Cult - Also human?
L Directly opposed to Chaos faction
4. Dwarves - Yes, dwarves. Rely on armor and strength in numbers(?)
L with nordic flair. 70% of kingdom is underground
5. Fish people? - Society like that of elves...
L psychic, use psy weapons?
6. Lion people (african) - From island kingdom of...Parth?
L
7. Anomaly - ?? beings of energy housed in metal/wood shells?
L
8. Bugs - Forest dwelling?
L
9. Chaos/Hell/Evil - things like Dark Humans/Zombies, Dark Elves, Chaos
Dwarves...would
these apply to all species? Mostly a compiled race taking things from others,
with a few unique units? Maybe only certain factions depending on where
the evil has spread..?
L Pagan worship shit
10. Kaleesh-type - Grievous/Kroot. 4 arms, lizardmen-like
L near Parthans..

5 Deities? so 3 and 9 just worship different deities...they're not "good" or "evil"


===============================================================================

You might also like