Wednesday, March 21, 2012

Rules Changes v.1.1

In addition to the rules changes as set-forth in the post below (Rules Changes v1.0), we're also wanting to implement the following changes, as well.  This is to make gameplay more fun, more intuitive, and faster.


Climbing (this is taken from the much-superior "Deathsquads" 40k game):

A player has three options, and must declare one for each model.  Safe Climbing, Standard Climbing, or Reckless Climbing. At no point may the player elect to change climbing "modes" midway through a climb that has already started.

Safe Climbing: If a model starts in base-to-base contact with a wall, it may climb one level or half his movement, with no initiative roll.  No additional movement, shooting or hiding is allowed. Obviously (but we'll state it anyway), a model must be able to climb in the first place (i.e. War-dogs, etc., are exempt).

Standard Climbing:  A model may move, climb and move up to his Movement value, if it passes a single Initiative test.  If he fails, his movement stops at the base of the wall.  He is unable to Climb this turn. Shooting or hiding are allowed after a successful Climb, with normal penalties.  Should the model have a move, and be climbing from a part that's already 2"+ from the table surface, the failed initiative test would indicate a fall from the point it started at, not the destination.

Reckless Climbing:  As running,  a model may move, climb and move up to twice his Movement value.  The end destination must be declared before any test is taken.  An initiative test must be passed for each 2" climbed.  Any failure causes the model to fall from the top of his intended destination.  Follow normal falling rules.  Hiding or shooting are not allowed after a successful Reckless Climb, similar to "Running."

A model may not Reckless Climb if there is an unoccupied enemy model within 8". 


Combat Initiatve and Strike first/Strike Last

Models in Combat strike in order of Initiative.  Models tied for initiative strike 'simultaneously' - they both are allowed to make their attacks, regardless of the outcome.

Strike first grants a model an Initiative value of 10 or cancels out Strike Last, allowing to model to use his normal Initiative.

Strike Last grants a model an Initiative value of 1 or cancels out Strike First, causing him to strike at his normal Initiative value.

Standing up from knocked down causes a model to strike at an initiative value of 0, regardless of any instances of strike first or strike last.


Parry

A model with a weapon that grants parry may try to parry one of his enemy's close combat attacks by rolling a D6, and adding his WS.  If the total is higher than the sum of his opponents' best to hit roll + WS, that attack is parried.  One attempt per Turn is allowed, and the attack with the highest value (in the case of multiple attacks) must be the one parried.


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