Me emme suostu kuolemaan (puhun itsestäni siis monikossa tai viittaan projektiin henkilönä). Nousen jälleen sotun syövereistä ja säikyttelen ihmisiä tällä kertaa uudella säännöllä. Syy projektin hitauteen on ollut se etten ole Kuopiosta löytänyt itselleni 40k peliseuraa (nyt kaikki kuopiolaiset herätys) ja päässyt pelitestaamaan ideoitani tai tekemään täysin uusia ideoita.
Yhä on kaikkien ihmisten neuvot ja tuki toivottua.
Omia sääntöjä voi postata ja lisään ne sitten tuonne etusivullekin. Rakentavaa kommentia kaikkea kohtaan odotellessa voisin kirjoitella ajan vietteeksi mietelmiäni rakennuksista.
Name: Disjunctive terrain
Desinger's intent: Only diamonds are forever. Buildings, forests and even bunkers can be decimated with enough consertrated fire. This rule is meant to give chance to destroy cover the enemy is in instead of the enemy with in the cover. These rules are not absolute and player's may decide to not use them on certain type of terrain or make terrain harder or esier to destroy than the rules assume.
Rule: Terrain is divided to five main types. Soft vegetation, hard vegetation, obstacles, light construction and heavy construction.
Soft vegetation consist of hedges, grass and such. Rule of thumb is that every thing that can be penerated with bullets is count as soft vegetation. Most of time these give you cover saves of 6+ and 5+.
Hard vegetation consist of forest, lodges and all type of obstacles that consist of non-contructed and uneven articles. Hard vegatation gives cover saves from 5+ to 3+ depending of its density.
Obstacles are mostly sandbags and barrels. All movable object that are light enough to be moved by few people. Large obstacles like tank traps are counted as heavy construction. Obstacles gives cover saves from 6+ to 4+ depending of their size and weight.
Light construction are shacks, hovels, cabins, all wooden constructions that are stationary. Iron fences and obstacles that don't move by anything less than hurricane are counted as light constructions. These may give you any armour save better than 5+ and may even be imbassable. Difference between light construction and obstacles is that light constructions are not movable.
Heavy constructions consist of bunkers, heavy brick walls and everything else that can't be destroyed by sledgehammer. These gives you cover saves starting from 4+ to all the way to 2+. Heavy obstacles that have to be moved by trucks are counted as heavy constructs.
Destroying terrain depends on it's type and other characteristics.
All flammable terrain takes double number of hits from meltaweapons, flamethrower and other weapons that consist of fire. These don't count weapons that explode or may cause fires.
All consructions with more than two walls take double number of hits from all barrage and blast weapons.
Terrain can be destroyed with any weapon ranged or not.
Terrain is not liable to "instant death"-rule
Terrains have following characteristics.
Soft vegetation (T:5, W:3)
hard vegetation (T:7, W:5)
obstacles (T:4, W2)
light construction (T:6, W:4)
heavy construction. (T:10, W:6)
When destoyed terrain turns to rubble.
Rubble is always difficult terrain.
Save it gives is lowered by 2.
Flammable terrain stays in flames and all models that move through it during their turn takes a hit on 4+ with S4. Any models that stays inside the flaiming during their turn (or end their movement in one) takes hit on 2+ with S6.
Any models inside of hard vegatation or construction when it's turned into rubble takes hit on 3+ with S equel to starting number of wounds of the terrain.
If using height rules the height of the terrain is cut in half rounding down.
Ramming Obstacles, Light Construction & Light Vegetation (By: Hammarist)
Rule:
Of terrain types listed above, only Obstacles, Light Vegetation and Light Construction can be Rammed, becouse ramming into plasteel reinforced concrete bunker or woods hard as stone isn't really the brightest thing to do. If Ramming vehicle is capable of glancing or penetrating terrains AV, terrain turns to rubble. Vehicle suffers hits to it's armour as per Ramming Rules.
If terrain does not turn into rubble by the impact, it stays still and intact.
Special Rule: Tank Traps
Eception to terrain classification, Tank Traps can naturally be Rammed by a vehicle, although they otherwise count as Heavy Construction. Tank traps are turned into rubble only by penetrating hits. However, due to their purpose, Tank Traps count always as dangerous terrain for vehicles crossing it. Any attempt to Ram a Tank Trap causes the vehicle to immobilize on a roll of 4+.
Terrain Armour Values:
Light Vegetation: 11 Even though alone pretty weak, in big bushes Light Vegetation can be surprisingly thick.
Obstacles: 12 As ment to stop bullets and stand all kinds of weather conditions, Obstacles can stand vicious punishment before falling apart.
Light Construction: 11 Light wooden huts or shelters can take a little punch, but not much more that that.
Tank Traps: 14 Designed to stand against the most angry engines and thickest armour they might face in front line, Tank Traps are tough as nails.
Theory hammer:
Tuhoamiseen tarvittavat ampumismäärät (lascannon, flamer, bolter) BS4.
Soft vegetation Flammable (6; 3 ; 14)
hard vegetation Flammable (9; 9; 45)
obstacles (4; 5; 6)
light construction Flammable (8; 8; 36)
heavy construction. (27; 44; 55)
Nuo luvut antavat kuvaa kuinka helposti mitäkin saa tuhottua. Huomioikaa että heavy construction tuhoutuu barrage tuleen puolta tehokkaammin.
Näitä sääntöjä ei ole pelitestattu ja theory hammer käsittely on ollut hyvin yksinkertaista. Nyt tarvisten erityisesti
pelitestaajia tälle säännölle ja
kommentteja sekä kritiikkiä näiden toiminnasta.
[ZEdit]Maaston statteja muuttu, sääntöjä hiottu, Thoery hammer lisätty[/ZEdit]
[ZEdit]Rubble save muutettu 3:sta 2:teen.[/ZEdit]