Warhammer 40K, neXt edition: Overwatch

IMG_0384

I’ve decided to throw all my radical 40K ideas under “neXt edition” with an emphasis on the “X”. Sounds good for now, right? Might change again by the time I brainstorm more rules; you know, when I’m waiting in line at the grocery store or sitting on the throne or something like that.

Today I was waiting at the VA medical clinic and thinking about my previous idea on overwatch revamping. My latest development, then, is this:

OVERWATCH

When a unit declares a charge on yours, you can elect to fire overwatch. You don’t have to, as you only get one overwatch attempt/shot per turn. If you don’t think those guys are going to make it, you might want to save it for another potential charger. You might also decide you’d rather prepare for combat than take pot shots (see below).

In order to muster your troops for a last second volley of shots against a unit charging your position, your squad/models must make a successful Leadership roll. If the unit is influenced by a squad leader or sergeant, HQ model aura, whatever, use that Leadership/modifier, as well as any negative buffs that might reduce their Ld.

If they succeed on their Ld roll, they may fire on the chargers at their normal BS and at the same range as they are when the charge is declared. Weapons out of this range may not fire. Rapid fire, assault, and pistols may fire. Heavy weapons, artillery, and vehicle weapons may not. Once shots are fired, the chargers make their charge roll and move forward to engage. They may or may not fail this charge due to a bad roll or possibly being out of range now due to now-dead models.

If the Ld roll is failed, the overwatch squad attempts to get it together but fails. They’ve spent their overwatch attempt this turn and still are “unready for combat.”

Units that attempt and/or succeed at Overwatch shots are considered “Unready for Combat” when they receive the chargers. This means that for the remainder of this combat round, they count as Initiative 1 no matter their normal Init value. Even if this charge fails and someone else charges them, they still have Init 1 because of their firing actions.

Basically, you need discipline to muster your troops to fire in time. And whether they quite make it or not, they are trying to shoot rather than preparing to fight, so they’ll fight last if any of the chargers make it.

Therefore:

  1. Unit A (assault) declares a charge again Unit S (shooters).
  2. S weighs their options. They decide to attempt Overwatch and are now dedicated to the results. (Just as A is now dedicated to the charge, whether it works or not.) 
  3. S makes a Leadership check. If successful, models with appropriate weapons fire at A where they stand, using normal BS and shooting rules. If they fail the Leadership check, they cannot fire. Either way, they only get one Overwatch attempt per turn.
  4. After resolving Overwatch shots, any remaining A models roll their 2D6 charge range and resolve the charge.
  5. For the remaining Combat phase, all models in S have Initiative 1, against A and any other combatants (even if they couldn’t fire their weapon).  

How’s that sound?!

I like it!

Advertisements

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out /  Change )

Google+ photo

You are commenting using your Google+ account. Log Out /  Change )

Twitter picture

You are commenting using your Twitter account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )

w

Connecting to %s