Modernized Hammer Wars (Translated to 1.21 Points Calc)
Mar 7, 2022 6:06:38 GMT
ariktaranis, dreddfett, and 2 more like this
Post by KnTenshi on Mar 7, 2022 6:06:38 GMT
This is a bit of a slap-dash translation of Hammer Wars into more modern rules. It is the same as regular Grimdark Future or Age of Fantasy except where noted:
Quality is used for everything, there is no Def - or Def = Qua (your choice of interpretation).
Unit Creation:
You may add up to three extra Special Rules to a Unit.
Notes:
I translated the rules and units as close as possible (swapping out for either the same name or same effect as appropriate). Please note that Hero as a Special Rule does not exist as a Special Rule for this game (so no embedding). There was one Special Rule I didn't include: Frenzy. This allowed a Unit to re-roll missed Melee hits. If I missed a modern version of that, please correct me.
And, yes, the Elites don't have Tough(3) unlike their modern counterparts, this is to keep with the original's design. Granted, that also had Horde, Regulars, and Elites at 15, 10, and 5 respectively.
The Special Rules' costs were calculated by calculating them for each Unit (if applicable) and averaging it (and, of course, the standard 5 point rounding). I might post "Advanced Special Rules" later that give a Unit specific cost for each Special Rule.
I am half-tempted to make a "Generic Army" that is an even more modernized version of this (All standard Special Rules and a set of Full Spells).
If you are British or of similar ilk, pretend I typed "Armoured".
(Edit: I realized I misunderstood the Shooter Special Rule. Fixed that - which also halved the price. I also simplified Fire/Poison/Piercing down to just Poison to match the normal Special Rule.)
Quality is used for everything, there is no Def - or Def = Qua (your choice of interpretation).
Unit Creation:
You may add up to three extra Special Rules to a Unit.
Name | Qua | Weapons | Special Rules | Cost |
Horde [10] | 5+ | Hand Weapons (A1) | - | 90 |
Regulars [5] | 4+ | Hand Weapons (A1) | - | 70 |
Elites [3] | 3+ | Hand Weapons (A1) | - | 55 |
Monster/Walker [1] | 4+ | Claws (A10) | Tough(10) | 135 |
Vehicle/Warmachine [1] | 3+ | Cannon (36", A5) | Armored, Tough(10) | 280 |
Hero [1] | 2+ | Big Weapon (A3) | Armored, Leader, Tough(3) | 115 |
Special Rule | Cost | Description |
Armored | +65 | Whenever this unit takes hits roll one die, on a 4+ it is ignored. |
Fast | +20 | |
Fearless | +25 | |
Poison | +5 | Applies Poison to all attacks. |
Flying | +20 | |
Leader | - | When this unit is activated roll one die, on a 4+ target friendly unit within 6” may immediately take one action. |
Mounted | +10 | Hand Weapons are now (A2) (Horde, Regulars, and Elite Only) |
Regeneration | +40 | |
Scout | +20 | |
Shooter (Short) | +5 | Gains Weapon: Short Shooters (12", A1) |
Shooter (Medium) | +10 | Gains Weapon: Medium Shooters (24", A1) |
Shooter (Long) | +15 | Gains Weapon: Long Shooters (36", A1). (Vehicle/Warmachine cannot take) |
Slow | -20 | |
Strider | +10 | |
Transport | +20 | Only one Unit may be transported at one time. (Vehicle/Warmachine Only) |
Undead | +0 | |
Wizard | +20 | When this unit is activated it may cast one of two spells before doing anything else. Roll one die, an on a 4+ it is cast. (Hero Only)
|
Notes:
I translated the rules and units as close as possible (swapping out for either the same name or same effect as appropriate). Please note that Hero as a Special Rule does not exist as a Special Rule for this game (so no embedding). There was one Special Rule I didn't include: Frenzy. This allowed a Unit to re-roll missed Melee hits. If I missed a modern version of that, please correct me.
And, yes, the Elites don't have Tough(3) unlike their modern counterparts, this is to keep with the original's design. Granted, that also had Horde, Regulars, and Elites at 15, 10, and 5 respectively.
The Special Rules' costs were calculated by calculating them for each Unit (if applicable) and averaging it (and, of course, the standard 5 point rounding). I might post "Advanced Special Rules" later that give a Unit specific cost for each Special Rule.
I am half-tempted to make a "Generic Army" that is an even more modernized version of this (All standard Special Rules and a set of Full Spells).
If you are British or of similar ilk, pretend I typed "Armoured".

(Edit: I realized I misunderstood the Shooter Special Rule. Fixed that - which also halved the price. I also simplified Fire/Poison/Piercing down to just Poison to match the normal Special Rule.)