Hey folks, so me and my friends really do like playing 6th ed quite a lot but we have decided to make a few changes to add a little fun, colour, balance and well... sense. These are our (well, mostly mine really) humble attempts at fixing 6th edition and I request that you put forth an opinion, these did take a while to put together and I think there are some good ideas in there if I do say so myself. So without uhhhh.. further ado:
[Before getting started one clarification: due to GW's confusing terminology I'm going to use a new term here. Since units are basically all types of infantry or creatures, vehicles are...well, vehicles and Independent characters are... you know what I mean, the collective term for all these will not be the ever-so-perplexing “units” but uvid(s)]
Movement
Jump pack units can either move 12” in the movement phase or 2D6+3” in the assault phase (gaining Hammer of Wrath if they do). Models with the special rule Master of the Skies may do both and, if they don't run, this counts as one continuous move. [Bit of a buff to jump units and an opportunity to give some jump units (vanguard come to mind) a much needed edge]
Bikes (including Jetbikes) may only move at a 90 degree angle form their starting position (model-by-model basis) unless moving 6” or less in total that turn [it really didn't make much sense that they were so manoeuvrable anyway and there's a precedent with flyers now too].
Shooting
Snap shots make unit re-roll hits.[A more elegant solution, I believe, to the less sensical BS1]
A unit can't double up on snap shots (move heavy weapons and then fire them at a flier).
Throwing grenades is D6+3-BS” scatter. [Bothering too much?]
Template weapons accompanied by a distance (usually 3”, 6” or 12”) may place the template so that the small circle is anywhere within the specified distance from the firing model but with no other point of the template being closer. No friendly models may be in between the firing model and any point of the template.
[Lets be honest here templates needed a boost and the end goal here is to make it so a unit with the flamer, melta and plasma gun options will pay the same price for all three and there will still be a reason to take any of them]
Twin-linked weapons fire twice as many shots as a normal weapon of its type would and re-rolls as many misses as it scored hits (a hurricane bolter fires 6 shots at 18” but only scores 2 hits, therefore re-rolling 2 of its misses.
[more realistic and fluffy we feel, eventually costs within the codecies will be altered to reflect this significant buff]
Blasts and large blasts can target flyers but only hit if the middle of the blast ends up over the hull (not the wings, weapons, or tail) and counts as completely missing if it scatter off the hull [again, just seems to make sense].
Assault
Assault distance is D6+3”. [Less maximum distance, more minimum distance, overall a buff to assault we feel]
Defensive grenades make assaulting units attacks count as snap shots. [I know, snap shots and melee? Makes sense in my mind, we'll see about implementing this one]
Units embarked on a transport may assault on the turn they disembark if the transport didn't move that turn, however, they assault D6”. [I mean really, why did this ever leave?]
If you defeat an enemy unit in assault on your own turn, after consolidating normally you may attempt to assault another unit within 6”. Roll a D6 to determine the assault distance and, if successful, engage the new target. This assault is resolved during the next player turn, the assaulting unit gains no benefits from special rules or equipment (Furious Charge, Hammer of Wrath, grenades etc.) and the assaulted unit both benefits from any defensive special rules or equipment and may fire Overwatch even if that unit has already done so this turn.
[We think it's balanced enough and means that a gunline can be disrupted, but not necessarily broken, by a single fast moving melee unit]
Units arriving from reserves by outflanking may assault on the turn they do so and units with the Deep Strike Assault special rule may arrive from reserves by deep striking and assault on the turn they do so. Neither of these apply for ongoing reserves. [Some guys just need this one, we're thinking terminators as standard]
Vehicles
All vehicles get 1 more hull point than specified on their profile. [Maybe, vehicles do need some kind of buff since the stats against MC's is a bit off but we'll see]
Walkers make any grenades thrown at them count as snap shots (Whirlwind of Destruction). [It's either this or making all dreads AV 13 front and change costs in codex]
Vehicles have 4 types of weapons:
Main weapons must be fired first.
Turrets can always fire at full BS (Auto Stabilising Mechanisms) and are always Main weapons.
Sponsons can fire at a different target than the main gun but fire snap shots if they do.
And Defensive weapons must fire last and at a target one of the other weapons is firing at but at full BS and may fire regardless of restrictions on how many guns may be fired that turn (all vehicle mounted guns with a strength of 4 or less, unless otherwise specified).
The facing of a vehicle (and therefore the possible targets for each of its weapons) and all the targets of its weapons must be determined before any shots are made.
[Just making vehicles more versatile and reflecting the gun boat nature of many of them]
Continued...
[Before getting started one clarification: due to GW's confusing terminology I'm going to use a new term here. Since units are basically all types of infantry or creatures, vehicles are...well, vehicles and Independent characters are... you know what I mean, the collective term for all these will not be the ever-so-perplexing “units” but uvid(s)]
Movement
Jump pack units can either move 12” in the movement phase or 2D6+3” in the assault phase (gaining Hammer of Wrath if they do). Models with the special rule Master of the Skies may do both and, if they don't run, this counts as one continuous move. [Bit of a buff to jump units and an opportunity to give some jump units (vanguard come to mind) a much needed edge]
Bikes (including Jetbikes) may only move at a 90 degree angle form their starting position (model-by-model basis) unless moving 6” or less in total that turn [it really didn't make much sense that they were so manoeuvrable anyway and there's a precedent with flyers now too].
Shooting
Snap shots make unit re-roll hits.[A more elegant solution, I believe, to the less sensical BS1]
A unit can't double up on snap shots (move heavy weapons and then fire them at a flier).
Throwing grenades is D6+3-BS” scatter. [Bothering too much?]
Template weapons accompanied by a distance (usually 3”, 6” or 12”) may place the template so that the small circle is anywhere within the specified distance from the firing model but with no other point of the template being closer. No friendly models may be in between the firing model and any point of the template.
[Lets be honest here templates needed a boost and the end goal here is to make it so a unit with the flamer, melta and plasma gun options will pay the same price for all three and there will still be a reason to take any of them]
Twin-linked weapons fire twice as many shots as a normal weapon of its type would and re-rolls as many misses as it scored hits (a hurricane bolter fires 6 shots at 18” but only scores 2 hits, therefore re-rolling 2 of its misses.
[more realistic and fluffy we feel, eventually costs within the codecies will be altered to reflect this significant buff]
Blasts and large blasts can target flyers but only hit if the middle of the blast ends up over the hull (not the wings, weapons, or tail) and counts as completely missing if it scatter off the hull [again, just seems to make sense].
Assault
Assault distance is D6+3”. [Less maximum distance, more minimum distance, overall a buff to assault we feel]
Defensive grenades make assaulting units attacks count as snap shots. [I know, snap shots and melee? Makes sense in my mind, we'll see about implementing this one]
Units embarked on a transport may assault on the turn they disembark if the transport didn't move that turn, however, they assault D6”. [I mean really, why did this ever leave?]
If you defeat an enemy unit in assault on your own turn, after consolidating normally you may attempt to assault another unit within 6”. Roll a D6 to determine the assault distance and, if successful, engage the new target. This assault is resolved during the next player turn, the assaulting unit gains no benefits from special rules or equipment (Furious Charge, Hammer of Wrath, grenades etc.) and the assaulted unit both benefits from any defensive special rules or equipment and may fire Overwatch even if that unit has already done so this turn.
[We think it's balanced enough and means that a gunline can be disrupted, but not necessarily broken, by a single fast moving melee unit]
Units arriving from reserves by outflanking may assault on the turn they do so and units with the Deep Strike Assault special rule may arrive from reserves by deep striking and assault on the turn they do so. Neither of these apply for ongoing reserves. [Some guys just need this one, we're thinking terminators as standard]
Vehicles
All vehicles get 1 more hull point than specified on their profile. [Maybe, vehicles do need some kind of buff since the stats against MC's is a bit off but we'll see]
Walkers make any grenades thrown at them count as snap shots (Whirlwind of Destruction). [It's either this or making all dreads AV 13 front and change costs in codex]
Vehicles have 4 types of weapons:
Main weapons must be fired first.
Turrets can always fire at full BS (Auto Stabilising Mechanisms) and are always Main weapons.
Sponsons can fire at a different target than the main gun but fire snap shots if they do.
And Defensive weapons must fire last and at a target one of the other weapons is firing at but at full BS and may fire regardless of restrictions on how many guns may be fired that turn (all vehicle mounted guns with a strength of 4 or less, unless otherwise specified).
The facing of a vehicle (and therefore the possible targets for each of its weapons) and all the targets of its weapons must be determined before any shots are made.
[Just making vehicles more versatile and reflecting the gun boat nature of many of them]
Continued...