This is the Meat of what I'm gonna do; there is more but I need to do a few play tests to see where I stand right now.
Here is the setting for the game. It’s not perfect or complete it will give you an idea of what I’m shooting for.
The Battle for Proxima Prime.
An unexpected Warpstorm is engulfing the world of Proxima Prime on the Eastern fringe. This calamity has brought the foul servants of the Dark Gods; first and foremost of these foul servants are the traitorous Word Bearers space marines. They have unleashed a plague of foul creatures from the Warp with their foul rituals.
The planetary defenses are shattered, leaving only small bands of Guard doing their best to thwart the traitors. A Lone Inquisitor of the Ordo Malleus is directing the actions of the Guard; Inquisitor Lorne is extremely dedicated to his task. He has requested aid from the Adeptus Astartes the Emperors Angels of Death.
His request has been answered by the Space Sharks when their warp drives on their strike cruiser failed and dropped them into normal space. Although there original mission is still a priority, they cannot let the foul heretics run rampant on an imperial world.
The following will be the basic rules changes and additions.
The turn sequence will be altered and replaced with the following.
Each player in the game will be assigned a card to represent his command. This card will be placed in a deck of cards and shuffled. The cards will then be turned over one at a time and each player will activate his command moving, shooting and assaulting upon having his card turned up. Follow this procedure until each player gets a turn. Then reshuffle the cards.
Overwatch: Any squad upon activation may choose to go into Overwatch instead of its normal turn sequence. The unit will remain stationary and hold their fire until the first enemy squad comes into light of sight or their next activation whichever comes first. When conducting Overwatch fire the shooting models incur a minus one penalty to their shooting dice score. Once they shoot remove them from Overwatch their turn is over.
Cover saves are suspended for the duration of the game.
All weapons have a short and long range anything under half its maximum range is short range. I’ll be suspending cover saves for the duration of the game and replace them with to hit modifiers. Light cover is any model that is less then half obscured when using TLS. Heavy cover is more than half obscured when using TLS.
Basic shooting to hit modifiers.
Long range is a –1 to hit
Light cover is a –1 to hit
Heavy cover is a –2 to hit
Here are the initial tweaks I’ll be making to the MM list for the game.
The stunt double rule will not be used. The Marines invulnerable save will be changed to a 4++ save.
The basic marine stats are as follows:
WS-5,
BS-5, S-5, T-5, W-2, I-5, A-3, LD-9
The Dude becomes the sergeant with the following stats:
WS-6,
BS-5, S-5, T-5, W-3, I-5, A-4, LD-9
The Sergeant becomes the Marine Hero with the following stats:
WS-7,
BS-6, S-6, T-5, W-4, I-7, A-5, LD-10
The Daemon Prince has the following stats:
WS-8,
BS-5, S-8, T-7, W-6, I-7, A-6, LD-10
He may breath fire, which counts as a Heavy flamer. He has a re-rollable 3+ save for his daemonic armor and a 4++ Daemonic Aura.
The Marine Dreadnought is AV14 on the front, AV13 on the sides, and AV12 in the rear. He is armed with a Dread Assault cannon and a Dread
CCW including a Heavy Flamer. The Dreadnought has a
WS of six.
Marine Ranged Weapons
Bolt Pistol: Range 24 S6 AP4 Assault 3
Plasma Pistol: Range 18 S8 AP2 Assault 2 Gets Hot
Bolter: Range 36 S6 AP4 Assault 3
Storm/combi Bolter: Range 36 S6 AP4 Assault 6
Heavy Bolter: Range 48 S7 AP3 Assault 5/Heavy 10
Autocannon: Range 60 S9 AP3 Assault 4/Heavy 8
Dread Assault Cannon: Range 48 S8 AP3 Assault 12
Flamers have a range of 24-inches and are assault 1. To shoot a flamer you roll to hit ignoring shooting to hit modifiers. If the shot is missed roll a
D6 and a scatter die to determine where the template hits. If you hit place an ordinance template over the target. Any model under the template is wounded on a score of a 4+ and if the wounding score was a 6 the model receives no armor save. Heavy flamers have a 30-inch range, are assault 1 and may re-roll any missed to wound rolls.
The Stats for the Imperial Guard and Chaos Militia are as follows:
WS-3,
BS-4, S-3, T-3, W-1, I-3, A-1, LD-7
The Stats for the Imperial Guard and Chaos Militia Sergeants are as follows:
WS-3,
BS-4, S-3, T-3, W-1, I-4, A-2, LD-8
The Stats for the Imperial Guard and Chaos Militia Platoon leaders are as follows
WS-4,
BS-4, S-3, T-3, W-3, I-5, A-3, LD-9
The
IG and CM have the following special rules.
“Incoming!” grants the Guard cover saves from the main rules plus a 5++ even in open terrain because Guard rush forward and go prone to shoot as a means of survival.
”Guns Up” will allow the guard/militia player to "re-spawn" their squads as long as their heroes are still alive. This is to represent the fact that there is an ongoing battle happening and soldiers have a tendency to head towards gunfire.
Guard/Militia Weapons list
Laspistol: Range 24 S3/4
AP- Assault 2
Triplex pattern Lasgun: Range 36 S3/4
AP- see below
Plasma gun: Range 36 S8 AP2 Assault 1/Heavy 2, Gets Hot
Grenade Launcher: Range 36 S7 AP4 Assault 2, Blast
Heavy Bolter: Range 48 S7 AP3 Heavy 10
Lasguns may rapid fire out to half range. Lasguns energy bolts lose strength as they go down range. Anything hit by a Lasgun at less than 18 inches will be hit at strength 4.
"Shut up Mr. Burton, you were not brought upon this earth to 'get it'."