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Eternal War beyond 2': Implementing long range in 10th


Dr. Clock

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It's long been a bit of a joke that bullets and beams of light in 40k seem to hit an invisible wall 24" past the muzzle or focusing array. This tight measurement forces armies to engage in a good way for the most part as a game, but in my group we've started to consider how to make more extreme range shooting possible, if not usually superior than engaging at ideal range.

 

With 40k now imposing a pretty strict 'no more than a +/-1 modifier' for attacks, it seemed to me that this leaves the door open to a special class of modifier that could apply in addition to other modifiers representing that long range fire is even more difficult and speculative

 

So a potential solution I arrived at with a friend was:

 

1: all ranged weapons can make 'long range' attacks outside the listed ('close') Range characteristic of the attack, and up to two times the (close) Range characteristic.

2: all attacks at long range suffer a -1 to hit and to wound.

3: long range modifiers may be applied in addition to other modifiers to achieve a net -2 modifier.

4: Long range modifiers do not count as a modification to the dice for the purpose of Critical Hits or Wounds. In effect this means attacks may not achieve Critical (x) results without a corresponding +1 to hit or wound to remove the long range modifier. For most units with Lethal, Sustained or Devastating, long range will mean losing the effect of those special rules, unless they naturally achieve criticals on 5+ or better at close range and/or have a way to get back to +0 modifier. This is here specifically to tamp down special rules' efficacy at long range, and avoid incentivizing long range re-roll fishing outside extreme cases.

5: Where multiple positive and negative modifiers are imposed, long range modifiers are always the last to be removed (e.g. where +1 to hit is applied to a long range attack on a unit with Stealth, the attack is still not eligible for Critical 6s under item 4)

6: Any effect in which another value is substituted in lieu of a dice roll (e.g. Fate or Miracle Dice) will still be modified by long range modifiers after the substitution effect takes place (Fate dice 6 becomes 5 unless the attacker has net +0 or better)

6: It is never possible to Advance or Fall Back and shoot at long range

7: Torrent weapons halve their attacks at long range, rounding down

 

Some things to consider so far:

 

Heavy - should stationary +1 allow retention of Critical 6s? This seems like it'd be okay to allow, since stationary / long range will still be worse on the wound roll than moving / short range with heavy weapons.

 

Psychic - should allow at long range or not? Probably okay to allow...?

 

Pistols - Not clear whether it's a good or bad idea to let them shoot at long range. On plus side it makes things like fusion Seraphim and Sulphurhounds more interesting in not being completely zoned out of shooting from reserves, but could lead to just way more dice rolls in a game than we want since basically everyone will be shooting regular pistols up to 24"... Maybe Pistol long range is maximum 6" more than close range or something?

 

Interested to hear ye Fraters' thoughts on all this... I think we may test this out in a coming game, but wondering if anyone can see any glaring holes in this kind rule to tighten before testing?

 

Mostly this is just a way to avoid units being completely useless if they land in a corner or camp in backfield. It's hopefully going to be a pretty niche interaction, but it's an extra tool in the kit that could add a little complexity but alot of immersion IMO. Thoughts?

 

Cheers,

 

The Good Doctor.

 

 

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