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"Tactical game re-skin to 40k" Topic


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bpmasher25 Oct 2021 12:05 a.m. PST

I've been tinkering with a 40k Panzer Korps skin, but I had the thought to take Schwere Kompanie and work out a re-skin into 40k.

Simple conversions like Waffen SS: Space Marines, Heer: Cadians, Soviets: orks etc.

Use the penetration rules by taking popular tanks (Leman Russ) and giving them stats of a…say Panzer IV.

I'll have to get into the lore of 40k a bit more, but this was the gist of the idea. I don't like the buckets of dice approach 40k takes, so I want the models to represent something different.

bpmasher25 Oct 2021 1:17 a.m. PST

I took my ASL revision notes and started working on them for this conversion.

I'll try and make a pdf once the info is converted and compiled.

bpmasher25 Oct 2021 3:52 a.m. PST

Using the ASL rules to come up with these mods. Here's what I have so far:

40K rules addendum/conversion:
==============================

- "Rapid Fire" in 40k becomes Assault Fire in ASL rules engine. Bolt Rifles, etc.

- "Assault Weapons" have ROF (Rate Of Fire) in ASL rules engine. Value of 1 to 3, use the same mechanic as in ASL (Duh). Colored die roll of ROF or less allows for another shot in the Phase.

- Pistols get ROF of 1 and a Firepower of 1, leaders use these weapons often. So the Leader can use pistols when they're alone, and can fire it multiple times (clip-loads!) against enemy squads if successful.

- "Ordnance" cannot be carried by infantry. Emplacements, manhandled guns, vehicle weapons etc.

- "Heavy" weapons cannot move and shoot in the same Turn. Crewed weapons, emplaced weapons, etc.

- 40k Weapon teams count as crews in ASL terms.

- FP by weapon type in squads. FP 1 to 8 (machine guns, autofire weapons, rifles, pistols etc.) per weapon. Bolter rifle half-squads (2 figures = 5 men, for example) are Firepower 5, range 24". 10 -man Squads (3 figures = 10 men), are Firepower 10, range 24"squads.

- Heavy bolter has 4 FP, 2 ROF, and when in a squad and can be fired on it's own, or combined with the [full] squads firepower (9 bolter rifles plus one heavy bolter combine into 13 firepower).

If a squad has two heavy bolters and they are both fired, the squad cannot fire it's inherent FP in that turn.

- Buildings armor values (in 40k): Bunkers 14, Stone-walled palace 13, concrete building 12, brick house 11, log cabin 10, wooden shed 9 -> BECOME [ASL values: Pillbox (concrete) Covered Arc +5 TEM [Terrain Effects Modifier], Non-Covered Arc +7 TEM. Pillbox (wooden) CA +3 TEM, NCA +5 TEM, Stone building +3 TEM, Wooden building +2 TEM]

- Pillboxes have 1 Squad capacity.

- Space marines count as Fanatic (+1 morale, as per rule 10.8 in ASL rulebook). Space Marines do not break, they get casualty reduced instead [after failed morale check].

- "Melta Cannons" fire 24" inches away, and provide a reduced flame firepower (same as infantry flamethrower [FP of 24])

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