|NE6 REVISION: IMPERIAL GUARD STAT DISCUSSION
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|Author:||SquatWarlord [ Sat Sep 02, 2017 9:21 pm ]|
|Post subject:||Re: NE6 REVISION: IMPERIAL GUARD STAT DISCUSSION|
If you use weapon skill 3 from 40k as a base line for close combat value of 0
then all imperial guard work perfectly in this system.
The only imperial troops trained for shock combat would be stormtroopers and death corps of Krieg who are trained in bayonet charges. those should get a +1
For shooting I have changed up dice using D12's instead of d6's each pip on a d6=16%, 8% on a D12
IT BITES to roll a 6 then another dice to hit something with a 7+
This simple change allows to have far more detail and control over every army.
I have completely changed all of my units to use their ballistic skill from 40k for hit rolls
it is no longer based on a certain weapon stat.
It is very simple on a d12 the base is 11,12 plus your weapons skill
so orcs hit on BS 2 = 9,10,11,12 = 5,6 on d6
imperial guard BS 3 = 8,9,10,11,12
Space marines BS 4 = 7,8,9,10,11,12
Command stands or any units with BS over 5 = +1 to hit
Targeter / Marker light +1
light cover -1
heavy cover -2
fast units (bikes) -1
supersonic flyers -2 (-1 if AA)
snap fire -2
Anti tank guns shooting at infantry -2
shooting while moving -1 (unless machine spirit or turret mounted guns.)
Special Infantry rules add 50% range on stationary first fire ( I use this because my ranges are from 40k ie 24cm for bolters) Command units moving do not get the range increase.
Special rules for tanks Stationary first fire get +1 to hit under half range (does not apply to cc shooting)
Special rules for Titans and all walkers
Can fire weapons on a charge moves -1 to hit 1/2 range. only if not in cc, cannot be a macro weapon.
Advance fire as per rules. Macro weapons -1 to hit
First fire as per rules.
What is a Macro weapon? Heavy titan class weapons
Gatling blaster,laser blaster, volcano cannon, turbo laser destructor,plasma blast gun,quake cannon,single shot missles.
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