If Fantasy was more like 40K

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BigBoss89
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If Fantasy was more like 40K

Postby BigBoss89 » Sun Jan 18, 2015 5:04 pm

Armour Piercing becomes a value between (1+) to (6+). If the AP value is eqaul or lower then the Armour Save value, the model may not take its armour save. If not, it takes its saves as per normal.

Weapons:

-Close Combat-

Sword.

Strength: User.
AP:(5+)
Type: Melee.

Dagger.

Strength: User.
AP:(5+)
Type: Melee, Assasinate.

Assasinate: If a model with this special rule charged a unit in the Flank or Rare, this model treats its Dagger weapon(s)
as AP (1+) in the first round of combat.

Spear.

Strength: User.
AP:(5+)
Type: Melee, Fight in Extra Rank, Pike.

Pike: Any Cavalry or Monsterous Cavalry model that charged into the front of a unit with Spear suffer a Strength:4 AP:2 hit for each model in comes in base contact with.

Halberd

Strength: +1
AP:(4+)
Type: Melee, Two-Handed.

Great Weapon

Strength: +2
AP:(3+)
Type: Melee, Always Strike Last.

-Ranged-

Bow

Range: 24"
Strength: 3
AP: (5+)
Type: Ranged, Volley Fire, Quick To Fire.

Long Bow

Range: 36"
Strength: 3
AP:(5+)
Type: Ranged, Volley Fire, Quick To Fire.

Crossbow

Range: 18"
Strength: 4
AP:(4+)
Type: Ranged, Volley Fire, Slow To Fire.

Repeater Crossbow

Range: 18"
Strength: 3
AP:(5+)
Type: Ranged, Volley Fire, Quick To Fire, Multiple Shot (2).

Handgun

Range: 24"
Strength: 4
AP:(3+)
Type: Ranged, Volley Fire, Move or Fire.

Pistol

Range: 12"
Strength: 4
AP:(3+)
Type: Ranged, Quick to Fire.

Brace of Pistols

Range: 12"
Strength: 4
AP:(3+)
Type: Ranged, Quick to Fire, Multiple Shots (2).

Throwing Knifes/Stars

Range: 12"
Strength: 1
AP:(4+)
Type: Ranged, Quick to Fire, Multiple Shots (3).

Throwing Axe/Javalin

Range: 12"
Strength: +1
AP:(3+)
Type: Range, Slow to Fire, Killing Blow.

Bolt Thrower

Single Shot: AP:(2+)
Multiple Shot: AP:(4+)

Cannon

Direct Hit: AP:(2+)
Bounce! Hit: AP:(3+)
Grapeshot: AP:(4+)

Organ Gun

AP:(3+)

Stone Thrower

Center Hole: AP:(2+)
Template: AP:(6+)

Fire Cannon

AP:(5+)

Pyro: Models must re-roll successful armour saves.

Strength of the model will no longer lower armour value. However, if a models Strength value is double or greater than the opponents Toughness value, the those strikes count as Killing Blow strikes.
Last edited by BigBoss89 on Wed Jan 21, 2015 2:48 pm, edited 1 time in total.

BigBoss89
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Re: If Fantasy was more like 40K

Postby BigBoss89 » Wed Jan 21, 2015 2:22 pm

To continue on topic.

Shield

Strength: User
AP:-
Type: Shield, Parry.

Shield: A model that carries a Shield counts his Armour Save value +1.

Parry: Models that are equipped with a Sword and a Shield may declare to make a Parry move at the start of the Close Combat phase. If it does so it may re-roll failed armour save rolls of 1's but suffers -1 To Hit until the end of the close combat phase.

Buyable Upgrade: Enchanted Shield.

Enchanted Shield: A Shield with this upgrad gains a 6+ Ward Save (against shooting and close combat).

Designers Note: Dwarfs "Shieldwall" special rule makes all models equipped with Shields with this special rule count as Enchanted Shields using a 6+ Ward Save against Shooting and 5+ Ward save in the first round of close combat instead. After the first round of combat, treat it as a normal Enchanted Shield.

Mount

Strength: User
AP:-
Type: Cavalry, Swiftstride, High Vantage Point.

High Vantage Point: Models with this special rule gain +1 Armour Save against Infantry, Monsterous Infantry, Warbeasts and Swarm models.

Buyable Upgrade: Stalwart. Barding.

Stalward: Models with this special rule counts as being Immune to Psychology.

Barding: Models with this special rule increases their armour save by +1. Furthermore, when rolling for Swiftstride, the model discards the highest dice rolled instead of the lowest

(Barding no longer decreases the Movement Value by -1).

Monsterous Mount

Strength: User
AP:-
Type: Monsterous Cavalry, Swiftstride, High Vantage Point*, Stomp, Feral.

Feral: Models with this special rule counts as having Devastating Charge and Stupidity special rule.

Buyable upgrade: Stalward* Barding*

Warbeast

Strength: User
AP:-
Type: Warbeast, Swiftstride, Feral*, Skirmisher.

Buyable Upgrades:

Poisonous Bite: Warbeast models with this upgrade gain Poisoned Attack special rule.
Wolf Hide: Warbeast models with this upgrade gain Scaley Skin (6+).
Prowler's Gaze: Warbeast models with this upgrade gains the Vanguard special rule.

Ridden Monster

Strength: User
AP:-
Type: Monster, Thunderstomp, Terror, Feral*.

Buyable Upgrades:

Bloodroar: Enemy models charged or that are in base contact with a model with this special rule must Re-roll successful Fear, Panic and Terror test(s).

Stamped: Roll an additional D6 when rolling for Thunderstomp and discard the lowest result rolled.

Wings: The Monster (and his Rider- if any) gains the Fly special rule.

Razor Fangs: Monster's attacks are resolved at AP:4

Infernal Breath/Dragon's Breath: One use only. The monster may shot a Strength 4 Breath Weapon with the Flaming Attacks in the shooting phase.

In addition to all this, Cavalry, Monsterous Cavalry, Warbeast and Monster models have the Evade Fire! special rule.

Evade Fire: A model that suffers one or more successul To Wound roll hits (shooting or close combat) with the Flaming Attacks special rule must take a Panic test. If this should occur, the Panic test is taken directly after saveing throwes are rolled. If the test is failed while in close combat then treat the unit as it had lost the combat and must elect to make a Flee reaction (the opponent may elect Pursuit or Hold reactions to this Flee reaction as per normal). (Note that only one Panic test per Phase may be allocted!).
Models that are Immune to Psychology or has the Unbreakable special rule ignore the affects of Evade Fire!

Monster models and double or greater Strength value vs Toughness value.

Gains Heroic Killing Blow instead of Killing Blow.

Killing Blow:

To Wound rolls of 6's are resolved with No Armour Save or Regeneration saves allowed. After that, for each Killing Blow allocated, a model struck by the attack must take a Toughness test. If the test it passed, the attack inflicts a single Wound as per normal, but if the test is failed the model instead suffers D3+1 Wounds (each wound rolled counts towards combat resolution but does not remove more models then it was allocted against).
(Note that models with Toughness 6 or higher still count as having failed the test on the roll of a 6).

Heroic Killing Blow:

To Wound rolls of 6's are resolved with No Armour Save or Regeneration saves allowed. After that, for each Heroic Killing Blow allocated, a model struck by the attack must take a Toughness test. If the test it passed, the attack inflicts a single Wound as per normal, but if the test is failed the model instead suffers D6+1 Wounds (each wound rolled counts towards combat resolution but does not remove more models then it was allocted against).
(Note that models with Toughness 6 or higher still count as having failed the test on the roll of a 6).

Armoured Hide:

Models with a Armour Save (1+) counts as being Armour Save (2+) and gains a Ward Save (6+).

arthain
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Re: If Fantasy was more like 40K

Postby arthain » Fri Jul 03, 2015 10:50 am

I like the idea of separating AP from S-based modifiers to armor. Currently S is probably the most important stat (certainly combat-wise it is) and Great Weapons are all over the place, because a high S lets you bypass both a high T and a good AS. However if all weapons have AP (5+) or better, then 6+ and 5+ armor (highly prevalent in most infantry and light cavalry) becomes moot, doesn't it?
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