Kick the Can 3
Rules ideas 2
Have now played about 4 games of Renegade Knight, see link below:
On of the ideas of this project was to develop a game for the 40K Universe that had the same feel as the original Battletroops Battletech game but with the emphasis this time being on player being the Knights. Techically I have swung the game 180 degrees in its emphasis.
In the original the game was from the point of the Infantry so their indivdual wpns were important and had to be catered for.
Playing Renegade Knight looking at it from the Knights/Mech warriors point of view, individual infantry wpns are unimportant the main worry is those wpn that can actually harm your knight, there fore most light wpns can be ignored for game purposes.
So rather than scaling up 40k to get it to work , perhaps I should be looking at Renegade Knight and adapting them to allow attack by all arms.
Some of 40k wpns have been simplified for Renegade Knight using them as a base I should be able to do that for other arms.
To reiterate my explanition in that project Renegade Knight:
The rules in the book consist of 2 pages of modified stats , with an interesting activation sequence and a sheet for each knight with a grid for hit locations.
Now in my project on Renegade Kinght (includes som Battle Reports) I have created my own sheets for both the Armiger and Castallan Knights:
Now it should not be to difficult to draw up a similar set of grids Dreadnoughts ,infantry and conventional vehicles, Dreadnoughts will be smaller versions of above, vehicles will probably need a side profile , with a divider on them for if fired on from forward or aft aspects rather than a seperate profile for aspects.
Infantry will have a diagram based on a squad in line based on 5 or 10 figure, Damage pts will be the squad strength with 2 pts for Marines 3 for primaris etc. Ignoring parts of the grid if nos’s differ or for losing men, though in this case if a section is removed, mark of the outer parts of grid rather than the one hit to represent the squad contracting.
This included new wpns (which are being game tested) The formula appears to be half range and damage for Renegade with a similar reduction in armour penetration. I think I will eventually adopt that for a formal conversion for most of the 40k wpns we will us. One thing that will be added will be area effect wpn which will be looked at later in project.
An idea I have is to modify the way infantry are depicted in ‘Hammers Slammers’ with infantry being effectively one set of stats for the squad, so rather than fire individually they may have just two shots per squad, one for any antitank/walker wpn they have and one their infantry wpns combined probably with a max damage of 1 or 2 in Renegade Knight terms. this is to represent the effects of multiple non penetrating shots knocking off odd bits of kit not within the armour, for this I have to mind the Sherman trapped in a mine field at El Alamein and constantly shot at by multiple mgs, which although they didn’t penetrate and hit the crew, pretty much shot off everything outside the armour. This won effect will be modified by casualties dropping to no effect if sufficient figures are removed by fire.
Leave a Reply