Hello there :)
After finding out I could play ASC combined with Space Hulk (digitally :/ ) for the first time in two decades on Tabletop Simulator. I started making rules for more units to add to the game using the original rulebook and white dwarf rules for Orks and IG as a base. Note they haven't play-tested yet, and the any mentions of the plasma template will be removed. It's too old school and I like the plasma cannon as an area of effect weapon like the missile launcher: LEGION OF THE DAMNED TACTICAL SQUAD ________________________________ Points - 200 Speed - 3 Man - - Reaction - 9 ____________________ Armour Exposed - 9* In Cover - 10* *always divide attacking weapons dice modifier by 2 (i.e. 1D+4 becomes 1D+2) ____________________ Weapons Bolters Ammo - 3 Target - - Snap Fire / Range - - / To Hit - 1D+1 | Aimed Fire / Range - 24 / To Hit - 1D+2 Close Combat / To Hit - 1D+6 / Parry - - Heavy Bolter Ammo - 3 Target - - Snap Fire / Range - - / To Hit - 2D+2 | Aimed Fire / Range - 40 / To Hit - 2D+3 Always ignore cover with all weapons _______________________________ Missile Launcher Ammo - U Target - A* Snap Fire / Range - - / To Hit - - | Aimed Fire / Range - U / To Hit - ** *Area effect and roll to hit depend on missile type. **Can fire frag or melta missiles. Frag 1D+3 on template center and 1D+1 adjacent squares. Melta is 1D+8. Las Cannon Ammo - U Target - - Snap Fire / Range - - / To Hit - - | Aimed Fire / Range - 64 / To Hit - 1D+7 SM / CSM DREADNOUGHT Points - 250 Speed - 3 Man - U Reaction - 4 ____________________ Armour Exposed - 14 In Cover - 14 ____________________ Weapons Storm Bolter / Power Fist Ammo - U Target - - Snap Fire / Range - 12 / To Hit - 2D+1 | Aimed Fire / Range - 24 / To Hit - 2D+2 Close Combat / To Hit - 1D+8 / Parry - - Heavy Flamer Ammo - U Target - A Snap Fire / Range - - / To Hit - - | Aimed Fire / Range - U / To Hit - 1D+6* *Always against exposed armour rating. Missile Launcher Ammo - U Target - A* Snap Fire / Range - - / To Hit - - | Aimed Fire / Range - U / To Hit - ** *Area effect and roll to hit depend on missile type. **Can fire frag or melta missiles. Frag 1D+3 on template center and 1D+1 adjacent squares. Melta is 1D+8. Plasma Cannon Ammo - U Target - * Snap Fire / Range - - / To Hit - - | Aimed Fire / Range - * / To Hit - 1D+5* *Use plasma template - units half or more under it are attacked. Units in adjacent squares at the end of the fire ball are 1D+2. Gets hot - roll of 1 = destroys firing model. Units in adjacent squares are 1D Auto Cannon Ammo - U Target - - Snap Fire / Range - - / To Hit - - | Aimed Fire / Range - 64 / To Hit - 1D+5* Adjacent squares to target are 1D. Assault Cannon Ammo - U Target - - Snap Fire / Range - - / To Hit - - | Aimed Fire / Range - 32 / To Hit - 2D+5 Las Cannon Ammo - U Target - - Snap Fire / Range - - / To Hit - - | Aimed Fire / Range - 64 / To Hit - 1D+7 CARNIFEX __________ Points - 175 Speed - 3 Man - U Reaction - 4 ____________________ Armour Exposed - 14 In Cover - 14 ____________________ Weapons Bio-Plasma Bolt Ammo - U Target - A* Snap Fire / Range - - / To Hit - - | Aimed Fire / Range - 24 / To Hit - * *Area effect 1D+3 on template center and 1D+1 adjacent squares. Gigantic Claw Close Combat / To Hit - 1D+8 / Parry - - CENTURION DEVASTATOR SQUAD ________________________________ Points - 600 Speed - 3 Man - U Reaction - 9 ____________________ Armour Exposed - 14 In Cover - 14 ____________________ Weapons Hurricane Bolter Ammo - 3 Target - - Snap Fire / Range - - / To Hit - - | Aimed Fire / Range - 24 / To Hit - 2D+2 x 3* Close Combat / To Hit - 1D+6 / Parry - - *Can move and aim fire. Treat as 3 Storm Bolters firing at 1 target. Twin-Linked Heavy Bolters Ammo - 3 Target - - Snap Fire / Range - - / To Hit - - | Aimed Fire / Range - 40 / To Hit - 2D+3 x 2* *Can move and aim fire. Treat as 2 Heavy Bolters firing at 1 target. *Decimator protocols - Can fire all guns at one target each turn. Can take twin linked lascannons instead of the twin linked heavy bolters Can take missile launcher instead of hurricane bolters _______________________________ Missile Launcher Ammo - U Target - A* Snap Fire / Range - - / To Hit - - | Aimed Fire / Range - U / To Hit - ** *Area effect and roll to hit depend on missile type. **Can fire frag or melta missiles. Frag 1D+3 on template center and 1D+1 adjacent squares. Melta is 1D+8. Las Cannon Ammo - U Target - - Snap Fire / Range - - / To Hit - - | Aimed Fire / Range - 64 / To Hit - 1D+7 CENTURION ASSAULT SQUAD ________________________________ Siege Drill Close Combat / To Hit - 2D+9 / Parry - P Twin-Linked Heavy Flamers Ammo - U Target - A Snap Fire / Range - - / To Hit - - | Aimed Fire / Range - U / To Hit - 1D+6*x2 *Always against exposed armour rating. I will be doing the Deathwatch next and Legion of the Damned Terminators. Has anyone done this before in the past, or have any rules to share for ASC? The rulebook is obviously wrote as a basis for a rule set when it explains other units without stats towards the end. I'm guessing Jervis Johnson and Simon Forrest ran out of time when making the rulebook. There are so many cool walkers and assault units in 30000 and 40000 these days, it would be really cool to port them into ASC! |
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