Repost and Fixes of Rules
Yes.
Here are some weapons. Everyone starts with 50 credits.
Lasgun-20 credits
Strength-3
Armor Penetration-0
Range-18
Long-las(Sniper)-25
Regular Rounds
Strength-3
AP-0
Range-24
Hot Shot Rounds
Strength-4
AP-5
Range-12
Takes a turn to reload
Autopistol(Silenced)-10
Strength-2
AP-0
Range-12
Special-Can shoot twice
Laspistol-15
Strength-3
AP-0
Range-12
Chainsword-10
Strength-Users
Special-+1 to wound
Power Sword-20(Officer only)
Strength-Users
Special-No Armor Saves
Flamer-20(Special Trooper Only)
Strength-4
AP-5
Special-Obviously, it shoots a flame
Meltagun-25(Special Trooper Only)
Strength-8
AP-1
After you fire it, you have to wait a turn to fire it again
Armor
Flak Armor-10
Gives a 5+ Save
Carapace-20
Gives a 4+ Save
Stats
Everyone has stats.
Stats:
Weapon Skill-Used in combat, to see if you hit the enemy
Ballistic Skill-used in shooting, to see if you hit
Strength-Your strength, used when wounding
Toughness-Used in wounding
Initiative-To see who goes first(Charger goes first in the first round)
Attacks-used to see how many dice you get during combat
Save-Your armor
Regular Guardsman(i.e everyone but officer, and sniper has ballistic skill 4)
WS BS S T I A W S LD
3 3 3 3 3 1 1 - 7
Officer
WS BS S T I A W S LD
4 4 3 3 4 2 2 - 9
Rules
Every turn you may make two Standard Actions(Not the same ones)
Moving-You may move 5 squares.
Shooting-You shoot a weapon.
Taking Cover-You fully take cover, to the point of which the enemy cant see you(You must be near cover). You cant take cover and shoot in the same turn.
Aim-+1 to shooting
Charge-Attack an enemy in combat, this uses two actions(Charging is moving and attacking). You get a bonus in the first round of combat.
Shooting-Each guardsman can shoot, and they hit, for a man with Ballistic skill 3, 4+, with 4, 3+. Then, I roll a die for wounding. If they have armor, they get a save(as this represents the bullet/attack(as this is also in combat) bouncing off the armor). If they have one wound, they die, if they have more, it drops by one.
Wounding
Toughness 1 2 3 4 5 6
Strength
1 4+ 5+ 6+ - - -
2 3+ 4+ 5+ 6+ - -
3 2+ 3+ 4+ 5+ 6+ -
(it goes on, but you get the idea)
Combat-When you charge an enemy, the charger goes first. Weapon skill is used, like wounding(Your weapon skill against the enemies). The number of attacks you have is how many dice I roll. If you hit, it goes to wounding, and you know the rest.
That should be it.
Remember:
One Officer
One Sniper
One Special Weapons Trooper
Two Troopers
New Feature-Morale and Leadership
Everyone will have a Leadership stat. 7 for troopers, 9 for officer.
Basically, if one of you die, and another trooper is nearby, he may get scared and run off, or have nothing hapen, or heroically charge his enemy to avenge his friend. If a trooper is killed next to another person, I roll two dice. If its under your leadership stat, your fine. If its above it, you are scared, and begin running away. If you roll a 2, you are able to charge(if within range, or shoot(once, even if it is a autopistol) if not within charging range). If you are with line of sight of your officer, you may use his Leadership as he urges his men on.
Fear-Some creatures, such as a Chaos Space Marine, cause pure fear. If you wish to charge or shoot them, you have to take a leadership test.
Terror-Some creatures, like Daemons, terrify the mortal soldier. While nearby, you have to take a Leadership test or run away. Terror causing units are also have Fear.
I think thats it...
Fixed Chainsword, flamer, melta.
NEW RULE-Instant Death
Some weapons are can kill a man outright. IF a weapon's strength is double the enemy's toughness, and they fail their save(if they get one), then they die, even if they have more than one wound.
NEW RULE-Shooting in Combat
You cant.
And your friend cant shoot at the enemy you are in combat with, because they might hit you.
Okay, thats it.
SIQUO MUST POST!