Current list of suggestions for YCE. Old list is hidden in spoilers now.
Discussion below is outdated up to this post.
I wanted to share changes of core rules that our group has been testing for a number of campaigns. Perhaps these could be used as a base for YCE?
1). Shooting into heavy cover always fails on unmodified 1 and 2 instead of just 1. (This change makes BS2+ less oppressive and motivates fighters to move around the board to get into heavy cover.)
2). Making a Move twice in a row, Charge or Consolidation provides a fighter with "Fast target" condition. (Additional restriction for shooting to make BS models less oppressive, without making BS4+ shooting useless. It provides defence for fighters running for scenario's objectives. This does not affect melee attacks, so it motivates fighters to counter charge. The fighter can do this while standing still, from narrative point of view, he spends his entire turn, preparing to duck into cover if shot)
4). Obscuring fighters always provide light cover, but do not block LOS entirely; temporarily remove them if they are obsctructing line of sight. (Removes disparity between differently posed models, also prone and injured fighters cannot be used for cover anymore)
5). Target priority is now done with Willpower instead of Cool and has a -2 base penalty (Gives shooters another stat to level up, unless they want to be forced shooting closest meatshields all the time instead of dangerous targets in the back.)
6). Blasts are reworked entirely. (A lot of changes here were inspired by NCE)
8). Unwieldy weapons can do a Shoot(Basic) action instead of Shoot(Double) , however they suffer a -1 to hit penalty when doing so (Suspensors become less of a nessesity)
9). Rapid fire(2) weapons may add +1 to hit, however they have to roll all Firepower dice, resolve all ammo checks and discard 1 firepower dice with the most ammount of hits.
10). Standard Pistols can shoot up to 8-16".
11). Stray shots only happen on unmodified 1's and can only hit friendly fighters. (Current stray shots allow hitting enemies on 4+ even if they are in heavy cover: to do that, pass a target priority test, shoot someone behind your intended target and miss. This change makes stray shots more rare and they can't ever be abused for making impossible shots or increasing your chance to hit enemies, since stray shots are always detrimental to you, which was a thing in NCE)
Alternative take for #11:
If the 'target' of a stray shot is in the open they're hit on a 1-3, light cover means that they're hit on 1-2, and heavy cover or no LoS, a 1.
12). Target priority tests have to be taken accounting for enemies that are outside your Vision arc, but which you have LOS to. When failing target priority, you have to pivot your fighter so the closest enemy is within their vision arc and shoot that enemy. (This change is so you can't game the system and ignore target priority by manipulating fighter's vision arc. If you can't see a juve behind you who is about to backstab you, it does not mean that you have the nerve to ignore him entirely!)
13). When shooting at engaged targets ignore any models engaged with your target for the purpose of line of sight, their obscurement of target incures no penalties for to hit rolls. Combatants swing and circle around each other, allowing for a possibility to take a shot at intended target. However, due to chaotic nature of close combat, if the shot hits successfully, randomly choose one of the engaged fighters, friend or foe, that attack is resolved against them. In case of blast or template, same fighter cannot be hit more than once when randomly determining who got hit. (A measly -1 to hit penalty is too small for a proper penalty, very often I've seen even melee fighters getting shot on 2+. Risk of shooting of your own fighter is a better determination to avoid shooting into close combat)
2). Making a Move twice in a row, Charge or Consolidation provides a fighter with "Fast target" condition. (Additional restriction for shooting to make BS models less oppressive, without making BS4+ shooting useless. It provides defence for fighters running for scenario's objectives. This does not affect melee attacks, so it motivates fighters to counter charge. The fighter can do this while standing still, from narrative point of view, he spends his entire turn, preparing to duck into cover if shot)
- "Fast target" allows fighter to count its cover as being 1 higher against shooting attacks, but it can't become better than heavy cover. If fighter with this condition had no cover, shooter suffers a -1 to hit penalty instead. This condition is lost on fighter's next activation, or when they stop being Active (they became Pinned, Engaged or Seriously Injured).
4). Obscuring fighters always provide light cover, but do not block LOS entirely; temporarily remove them if they are obsctructing line of sight. (Removes disparity between differently posed models, also prone and injured fighters cannot be used for cover anymore)
5). Target priority is now done with Willpower instead of Cool and has a -2 base penalty (Gives shooters another stat to level up, unless they want to be forced shooting closest meatshields all the time instead of dangerous targets in the back.)
6). Blasts are reworked entirely. (A lot of changes here were inspired by NCE)
- Blasts can only target fighters. After targeting a fighter and measuring distance, you may nudge Blast template so it clips other fighters, however the template has to clip original target and the center of the blast template should still be visible to shooter, abiding for all rules and penalties when shooting original target, such as target priority or cover penalties. (Shooting at the ground allows blasts to ignore all shooting restrictions. Proposed change still allows targeting stacked groups of fighters, while removing general blast abuse)
- Scattering blasts move freely through walls and terrain. Resolving hits from blasts is no longer affected by cover, which means no additional bonus to armour saves. (Scattering into terrain allows blasts to hit even on misses and can lead to situations where it is impossible to miss entirely. Removal of bonus armour is to compensate for that nerf and to make it even closer to how it worked in NCE)
- Weapons with "Grenade" trait still explode when scattering into walls and terrain unlike regular blasts. Also they ignore up to -1 penalty when shooting at target, essentially reducing target's cover (Grenades run out quickly and have short range, so making them easier to hit with is justified)
8). Unwieldy weapons can do a Shoot(Basic) action instead of Shoot(Double) , however they suffer a -1 to hit penalty when doing so (Suspensors become less of a nessesity)
9). Rapid fire(2) weapons may add +1 to hit, however they have to roll all Firepower dice, resolve all ammo checks and discard 1 firepower dice with the most ammount of hits.
10). Standard Pistols can shoot up to 8-16".
11). Stray shots only happen on unmodified 1's and can only hit friendly fighters. (Current stray shots allow hitting enemies on 4+ even if they are in heavy cover: to do that, pass a target priority test, shoot someone behind your intended target and miss. This change makes stray shots more rare and they can't ever be abused for making impossible shots or increasing your chance to hit enemies, since stray shots are always detrimental to you, which was a thing in NCE)
Alternative take for #11:
If the 'target' of a stray shot is in the open they're hit on a 1-3, light cover means that they're hit on 1-2, and heavy cover or no LoS, a 1.
12). Target priority tests have to be taken accounting for enemies that are outside your Vision arc, but which you have LOS to. When failing target priority, you have to pivot your fighter so the closest enemy is within their vision arc and shoot that enemy. (This change is so you can't game the system and ignore target priority by manipulating fighter's vision arc. If you can't see a juve behind you who is about to backstab you, it does not mean that you have the nerve to ignore him entirely!)
13). When shooting at engaged targets ignore any models engaged with your target for the purpose of line of sight, their obscurement of target incures no penalties for to hit rolls. Combatants swing and circle around each other, allowing for a possibility to take a shot at intended target. However, due to chaotic nature of close combat, if the shot hits successfully, randomly choose one of the engaged fighters, friend or foe, that attack is resolved against them. In case of blast or template, same fighter cannot be hit more than once when randomly determining who got hit. (A measly -1 to hit penalty is too small for a proper penalty, very often I've seen even melee fighters getting shot on 2+. Risk of shooting of your own fighter is a better determination to avoid shooting into close combat)
1). Charge (Double) can be done by Pinned fighters. It allows fighter to Stand up(Free), move up to M" to engage and Fight(Free) afterwards. However fighters do not gain an additional attack during Fight(Free) when doing so. (It is too easy to neuter a melee fighter by pinning them over and over again, unless its owner has some form of counter to it like tactical cards that grant extra action, Spring up or Nerves of Steel skill)
2). Charge is Mx2" instead of M+D3". (It is an extremely radical change, that would easily break the game, so it is balanced out by other changes below)
3). Fighters movement can never go higher than M6", even with temporary buffs such as Stimms or tactical cards. However if fighter has M6" movement and were to gain any temporary buffs to movement, they can ignore 1 obstacle or 1" of difficult terrain when moving during their next activation for each +1M" effect. (M7" allows for 14" charges, 16-17" charges with versatile weapons, which would be extremely oppressive to shooting, so movement is hard capped at M6")
4). Charging can be done even if the target is not visible. However, when doing so, fighter has to pass an initiative test before doing following Fight(Free) action, or they do not gain a bonus attack. (This makes a double move charge slightly less overbearing and makes initiative more important)
5). When Charging, you have to follow the shortest route towards target, however you may change your route if it lies through dangerous terrain, or it would force you to jump down or over pits, or put you at risk in some other way. The changed route still has to be as short as possible. (In other words, no need of jumping down if you can take the stairs
)
6). You may get into base to base with any kind of movement. However, unless that movement was Charge, Consolidation or Intercept, a non-injured opponent can pass an initiative test and immediately Fall Back or initiate Fight(Free) without reactionary attacks. (Basically, this removes impassable 1" barriers around fighters, to remove any possible hick-ups during movement, but discourages engaging with anything but dedicated actions for tying up enemy in melee)
7). Intercept (Basic) can be done by an Active fighter by picking an enemy and moving up to M" into base-to-base contact with an enemy using same rules for movement as Charging. An Active fighter can Intercept(Free) during enemy turn, but only if an enemy comes within 1" of them, by temporarily interrupting enemy turn, moving into base to base contact with that enemy and ending current enemy movement. This does not require spending or having a Ready token and cannot be used against Retreating enemy fighters. (Intercept is inspired by Mordeheim to allow denying area with your melee fighters. Also it allows fighters to engage nearby enemies even if they've lost 1 action point due of some effect, such as scenario trying to simulate getting ambushed or debuffing psy-power)
8). If you are trying to engage an enemy, but there is no space left for your fighter to position their model in base-to-base (and they have enough movement left to occupy enemy space), enemy has to move just enough so your fighter can take their place while being in base-to-base. Both players may turn their fighters afterwards (This is to disallow turning ladders into the ultimate anti-charge protection by standing on top of it).
9). Consolidation is 3" and grants "Fast target" condition. (This allows fighters to engage multiple fighters who were ready for a group activation when charging and taking out one of them. 2" consolidation is too short for that. Fast target makes Coup-de-grace and Consolidation a choice - do I finish the target off, or do I need extra protection against retaliation shooting?)
10). Retreat works differently: retreating fighter rolls an initiative and on success gets to disengage D6" and on fail enemy fighter gets to do all of their reactionary attacks. (Currently, initiative of whoever you are retreating from is a lot more important than initiative of who you are retreating with. A retreating escher with initiative 2+ gets stomped by initiative 4+ goliath champion 50% of the time, which is silly. Initiative stat is still important for attacker, because you need it to keep bonus attack when charging at someone outside LOS)
2). Charge is Mx2" instead of M+D3". (It is an extremely radical change, that would easily break the game, so it is balanced out by other changes below)
3). Fighters movement can never go higher than M6", even with temporary buffs such as Stimms or tactical cards. However if fighter has M6" movement and were to gain any temporary buffs to movement, they can ignore 1 obstacle or 1" of difficult terrain when moving during their next activation for each +1M" effect. (M7" allows for 14" charges, 16-17" charges with versatile weapons, which would be extremely oppressive to shooting, so movement is hard capped at M6")
4). Charging can be done even if the target is not visible. However, when doing so, fighter has to pass an initiative test before doing following Fight(Free) action, or they do not gain a bonus attack. (This makes a double move charge slightly less overbearing and makes initiative more important)
5). When Charging, you have to follow the shortest route towards target, however you may change your route if it lies through dangerous terrain, or it would force you to jump down or over pits, or put you at risk in some other way. The changed route still has to be as short as possible. (In other words, no need of jumping down if you can take the stairs
6). You may get into base to base with any kind of movement. However, unless that movement was Charge, Consolidation or Intercept, a non-injured opponent can pass an initiative test and immediately Fall Back or initiate Fight(Free) without reactionary attacks. (Basically, this removes impassable 1" barriers around fighters, to remove any possible hick-ups during movement, but discourages engaging with anything but dedicated actions for tying up enemy in melee)
7). Intercept (Basic) can be done by an Active fighter by picking an enemy and moving up to M" into base-to-base contact with an enemy using same rules for movement as Charging. An Active fighter can Intercept(Free) during enemy turn, but only if an enemy comes within 1" of them, by temporarily interrupting enemy turn, moving into base to base contact with that enemy and ending current enemy movement. This does not require spending or having a Ready token and cannot be used against Retreating enemy fighters. (Intercept is inspired by Mordeheim to allow denying area with your melee fighters. Also it allows fighters to engage nearby enemies even if they've lost 1 action point due of some effect, such as scenario trying to simulate getting ambushed or debuffing psy-power)
8). If you are trying to engage an enemy, but there is no space left for your fighter to position their model in base-to-base (and they have enough movement left to occupy enemy space), enemy has to move just enough so your fighter can take their place while being in base-to-base. Both players may turn their fighters afterwards (This is to disallow turning ladders into the ultimate anti-charge protection by standing on top of it).
9). Consolidation is 3" and grants "Fast target" condition. (This allows fighters to engage multiple fighters who were ready for a group activation when charging and taking out one of them. 2" consolidation is too short for that. Fast target makes Coup-de-grace and Consolidation a choice - do I finish the target off, or do I need extra protection against retaliation shooting?)
10). Retreat works differently: retreating fighter rolls an initiative and on success gets to disengage D6" and on fail enemy fighter gets to do all of their reactionary attacks. (Currently, initiative of whoever you are retreating from is a lot more important than initiative of who you are retreating with. A retreating escher with initiative 2+ gets stomped by initiative 4+ goliath champion 50% of the time, which is silly. Initiative stat is still important for attacker, because you need it to keep bonus attack when charging at someone outside LOS)
1). After initiating a Fight action, fighters compare number of their attack dice with all modifiers such as for Charging or Dual weapons. After that, starting with whoever initiated the fight, fighters roll 1 attack dice at a time, until all of their attacks are spent. Whoever had a higher number of attacks at the start of a Fight may roll 2 attack dice instead of 1 once per fight, these attacks are resolved simultaneously. If one of fighters spent all of their attacks or became seriously injured, their opponent rolls all of remaining attack dice simultaneously. (Because of extreme lethality, charging a melee champion by a melee champion is a guaranteed kill. Now, it simply gives an edge, but does not guarantee a kill with no retaliation. Back-and-forth melee is tense, engaging for both players and allows for a lot of design space regarding combat skills. Also this makes "bad" defensive traits such as disarm, parry or entangle actually do something. However Knockback trait has to be reworked, since interrupting fighting sequence is too powerful)
2). Because of previous change, fighting 1v2 and splitting attack dice between 2 targets is resolved as 2 separate fight sequences, resolved 1 by 1.
3). Double weapons (any combination of 2 melee and sidearm weapons) give +1A only if their wielder has no other weapons equipped but Pistols and Melee. (This is to make weapon loadout a choice - if you want to be the best at melee combat, you have to sacrifice your ranged capabilities. Melee fighters with no access to pistols can still use grenades without hindering themselves.)
Alternative take: Double weapons give +1A to their wielder only on charge. However if their wielder has no other weapons equipped but Pistols and Melee, they always provide +1A, regardless if their owner has charged or not (This is to avoid ruining conversions armed with 2 melee weapons and a gun).
4). When using double weapons, your first two attack dice have to be resolved using different weapons, after that you may split attacks in any way you want. (This is to avoid weird situations lik a knife+powersword loadout being worse than having a stubpistol + powersword, because pistol does not cut your powersword's attacks in half)
5). Paired is removed from the game. (+1A from double weapons in enough of a reward, doubling profile's attacks easily takes melee over the top.)
6). Unarmed attacks have AP+1. (A laspistol should not be directly worse than attacking with your bare hands)
Bob charges Alice. Both have 2 attacks in their profile and both are armed with 2 knives. After comparing attack dice, Bob has 4 and Alice has 3. Bob initiated the fight, so rolls attack dice first, and because he had more attack dice at the start of this fight, he can roll 2 dice simultaneously once per fight, so he does just that. If Alice is not seriously injured, she retaliates with 1 attack. The sequence looks like this:
- Bob: 2 attacks (2 left)
- Alice: 1 attack (2 left)
- Bob: 1 attack (1 left)
- Alice: 1 attack (1 left)
- Bob: 1 attack (no attack dice left)
- Alice: 1 attack (no attack dice left)
3). Double weapons (any combination of 2 melee and sidearm weapons) give +1A only if their wielder has no other weapons equipped but Pistols and Melee. (This is to make weapon loadout a choice - if you want to be the best at melee combat, you have to sacrifice your ranged capabilities. Melee fighters with no access to pistols can still use grenades without hindering themselves.)
Alternative take: Double weapons give +1A to their wielder only on charge. However if their wielder has no other weapons equipped but Pistols and Melee, they always provide +1A, regardless if their owner has charged or not (This is to avoid ruining conversions armed with 2 melee weapons and a gun).
4). When using double weapons, your first two attack dice have to be resolved using different weapons, after that you may split attacks in any way you want. (This is to avoid weird situations lik a knife+powersword loadout being worse than having a stubpistol + powersword, because pistol does not cut your powersword's attacks in half)
5). Paired is removed from the game. (+1A from double weapons in enough of a reward, doubling profile's attacks easily takes melee over the top.)
6). Unarmed attacks have AP+1. (A laspistol should not be directly worse than attacking with your bare hands)
Here are other changes that do not really fall into previous categories, but are important to mention nonetheless:
1). Bottle is completely reworked.
2). Fighters who arrive via Reinforcements, Infiltration or in similar ways can't activate unless all other friendly fighters have no Ready tokens left.
(This allows opponents to react when enemy reinforcements and infiltrated fighters deploy)
3). Jumping over gaps and pits has to be done in a straight line and can never exceed movement characteristic in length (otherwise fighter will automatically fall after moving for maximum distance). If the jump was less than half of their movement characteristic, then it is done automatically. If the jump needs to cover distance longer than that, but is equal or less than their movement characteristic, they successfuly move to the other side and have to test initiative or become pinned (which will trigger another initiative test to avoid falling).
(This means that high initiative fighters are less prone to falling when traversing battlefield.)
4). Terminology:
1). Bottle is completely reworked.
- At the end of a Round, calculate a total number of OOA fighters or fighters who fled. If this number is 25% or more of a total number of fighters on the battlefield (no matter their condition), then your gang may bottle during this round. If you only have 1 fighter left, your gang bottles automatically.
- To avoid bottling, pass successful Leadership test by any friendly model on the battlefield, with a penalty equal to all friendly fighters who became OOA during this round. Same model can not be used for this test two rounds in a row.
- If your gang bottles, test Cool for all fighters on the battlefield, fleeing on fail.
- After resolving this, your gang no longer counts as bottling (this means that during the same game a gang may bottle multiple times).
2). Fighters who arrive via Reinforcements, Infiltration or in similar ways can't activate unless all other friendly fighters have no Ready tokens left.
(This allows opponents to react when enemy reinforcements and infiltrated fighters deploy)
3). Jumping over gaps and pits has to be done in a straight line and can never exceed movement characteristic in length (otherwise fighter will automatically fall after moving for maximum distance). If the jump was less than half of their movement characteristic, then it is done automatically. If the jump needs to cover distance longer than that, but is equal or less than their movement characteristic, they successfuly move to the other side and have to test initiative or become pinned (which will trigger another initiative test to avoid falling).
(This means that high initiative fighters are less prone to falling when traversing battlefield.)
4). Terminology:
- Round is a sequence which includes Priority, Action and End phase. Turn is a time frame, when a player is planning and doing actions with their fighters during an Action phase. (GW mixes these 2 very often)
- All fighters count as battle-ready; All action and rules are done by or refer to battle-ready fighter, unless stated otherwise. Some conditions can make a fighter lose battle-ready. For example, a fighter on fire can not help his injured teammate, or a broken leader cannot incluide others into their group activation.
- Active = Standing and active fighters; Engaged = Standing and engaged; Pinned = Prone and Pinned; Seriously injured = Prone and Seriously injured
- Decks are limited in size (18 or 36 cards); Cards with same name or very similar effects cannot be included more than once.
- A player can always discard a tactical card during priority phase to allow themselves rerolling their priority dice. This decision has to be made before the priority roll.
- When the scenario or rules state that you may select X cards, this means that you randomly draw X+1 cards instead and discard 1 card of your choice.
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