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Rogue Trader 2.0

Started by Wargamer, February 21, 2016, 12:20:31 AM

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Wargamer

This is a really quick and dirty concept inspired by a mix of Rogue Trader's original 40K pitch, GorkaMorka's stupid humour, the skirmish games of old like Necromunda, and of all things Age of Sigmar.

The design brief is to produce a 40K themed skirmish game you can play with only a few models that has a minimum of complex rules. Done more as a mental exercise than anything.

So, onwards!

GAME STRUCTURE:
The game consists of multiple Rounds. A Round ends when every model has been activated and resolved all their actions.

Each model's actions within a round are referred to as a Turn. Models may move, shoot, charge and resolve combat within their own turn.

UNIVERSAL RULES:
Unless stated otherwise, a roll of 1 is always a fail and a roll of 6 is always a success.

Players may measure at any time. Measuring does not commit you to an action.

All measurement between models is done base to base.

All measurement from movement is done from the same point of the base (ie: front to front, or back to back - NOT front to back!).

In the case of dispute, special rules on a model's card override rules given here. If that doesn't fix it, roll a D6 for it!

STARTING A ROUND:
Both players roll a D6, re-rolling ties. The player who rolled highest may choose whether to go first or second. The player who goes first is the "Active Player".

The Active Player nominates one of his models that has not acted this Round. That model then performs their turn. The second player then becomes the Active Player. Each player alternates resolving a model's turn until one player has no models left to activate. When this happens, the other player continues to activate models and resolve their turns. When both players have no models left to activate the End Phase begins. After the End Phase a new Round starts and the process resumes.

TURN SEQUENCE:
The Turn is composed of the following sequence: Compulsory Actions, Movement, Combat.

Compulsory Actions: These must be resolved before any other action.
Movement: A model not engaged in close combat may move up to their maximum movement value in inches. Models do not have to move. Moving may prevent them from using certain weapons or abilities. Models may move up and down climbable surfaces (such as ladders) a distance equal to their movement. example: a model with 6" of movement can move up to 6" horizontally and climb up to 6" vertically in the same movement phase.
Combat: A model not engaged in close combat may fire on a single enemy target in range during the combat phase. A model engaged in close combat may resolve their close combat attacks in the combat phase. Combat is resolved by rolling a number of dice equal to the appropriate weapon's number of attacks. The roll required to hit is shown on the model's character card.

SKILL CHECKS:

If a model is required to make a Skill Check (other than Ld) use the table below:

Stat value:12345+
Roll Required:65+4+3+2+

COMPULSORY ACTIONS:
The following are universal compulsory actions that apply to all models.

Standing Up: A model that is Knocked Down at the start of their turn must stand up in the Compulsory Action phase. Models that Stand Up may only move up to 2" in the Movement Phase.

Recovery Roll: A model that is Knocked Out at the start of their turn must roll a D6. On a roll of 4+ they become Knocked Down and their turn ends immediately. On a roll of 1-3 they remain Knocked Out and their turn ends immediately.

All Alone Check: A model that begins their turn in close combat with two or more enemies that are not in base contact with any other friendly model must take a Leadership Test. If they fail they must immediately move their full movement value + D6" directly away from the enemy, or toward their own deployment zone if it is not clear which direction they should flee. The enemy models may each make one free close combat attack on the model as it tries to flee. If the movement would take the fleeing model off the board they are considered Out of Action.

MOVEMENT:

Models may not end their turn within 1" of an enemy model unless charging (see below).

Charging:
Models that end their turn in base contact with an enemy model are considered to have charged. A model that charges gains a +1 to hit with any close combat attacks made that turn.

COMBAT:

Choosing Weapons: When making a ranged attack, models may only use one ranged weapon per turn. The exception are pistols; models with two pistols may fire both in the same turn.

When making a close combat attack, models may use either two one-handed weapons, or a single two-handed weapon.

Weapon Skill:
Weapon Skill is a reflection of a model's overall combat ability. Models with a higher Ws find it easier to hit less skilled opponents!
A model making a close combat attack against an opponent whose Ws is lower than their own gets a +1 modifier to hit.
Weapon Skill is also used for Ws Checks for certain skills.

Ballistic Skill:
Ballistic Skill (Bs) is a reflection of the character's shooting ability. It is used for certain skills.

Injury Rolls:
A model that is hit and wounded by an attack and fails their saving throw loses 1 wound. A model that is reduced to 0 wounds must roll a D6 on the injury table below:

1-2 Knocked Down: the model is knocked to the ground. Place the model on its back. Knocked Down models may only move 2" in the movement phase and may not attack in the combat phase. Models that are Knocked Down count as being in cover if the target of a shooting attack.
3-4 Knocked Out: the model is temporarily rendered unconscious! Place the model face down. Knocked Out models may not take any actions at all and are automatically taken Out of Action if hit by a close combat attack. Models that are Knocked Out count as being in cover if the target of a shooting attack.
5-6 Out of Action: remove the model from the board. They play no further part in the game.

Cover:
If there is an obstructed line of sight between a model making a shooting attack and his target, the target is considered to be in cover. Models that are in cover get a +1 bonus to their Saving Throw.

Players who feel that certain types of terrain shouldn't grant an armour bonus due to being too flimsy are encouraged to discuss this with the other player before the game. This is fine so long as both players know what to expect!

Saving Throw:
When a model is wounded, the player who controls the model may make a saving throw. Various attacks and abilities modify saving throws. A positive modifier makes the save stronger, and a negative modifier makes the save weaker. eg: if a model has a 5+ save and is hit by an attack with a -1 Save Mod, the save is reduced to 6+. If the model received a +1 Save Mod, such as from cover, their save would increase to 4+.

Positive save mods are applied before negative ones. If a save is reduced below 6+ then no saving throw is made - it is assumed to automatically fail!

Note that a saving throw cannot increase beyond 2+ for any reason - ignore any bonuses that would increase a save beyond this point!

THE END PHASE:
When all models have acted in a round, the End Phase occurs.

Each player adds up the total points value of all their models taken Out of Action. If the total is more than 50% of their team's total value they must nominate one of their models to take a Leadership Test (aka: a Rout Test). If the test is failed their team retreats from the battle and the other player wins!

If both players have to take a Rout Test, the player who has the least points remaining on the table rolls first. If they fail their opponent wins the game and doesn't have to take his own test - he wins through attrition! Huzzah!
I wrote a novel - Dreamscape: The Wanderer.. Available in paperback and pdf.

Quote from: Liberate the Warhammers
People who have no sense of Sportsmanship have NO PLACE designing any Gaming system

Narric

I like this, an look forward to seeing more of it :3

Comparing directly to its forebear, would this be a cleaned up and less convoluted system?
What aspects of AoS inpired this?
Will you be finding time to play a few games with the system, and/or post the Battle Reports?

Wargamer

Quote from: Narric on February 21, 2016, 12:25:01 AM
Comparing directly to its forebear, would this be a cleaned up and less convoluted system?

Oh gods yes! The goal is to make a game where you don't need to get hung up on complicated and convoluted special rules (unless you want to - rules for permanence between games are on the list).

QuoteWhat aspects of AoS inpired this?
Mainly the idea of having everything you need to hand on cards (in this case, since it's all on forum, everything in a single character stat sheet) and the aim to produce a game you can play quickly. Obviously, since AoS is fundamentally broken, I was aiming for something a tad more complex. :P

QuoteWill you be finding time to play a few games with the system, and/or post the Battle Reports?
I'm going to try and do some testing of my own to see how well it works. Might try to get Vassal going again for it.
I wrote a novel - Dreamscape: The Wanderer.. Available in paperback and pdf.

Quote from: Liberate the Warhammers
People who have no sense of Sportsmanship have NO PLACE designing any Gaming system

Narric

Will you be scraping Special Characters and racial/faction uniqueness until the core game is more firmly set and well performing, or will they be the equivalent of Stress testing the system? Or maybe both?

Wargamer

Quote from: Narric on February 21, 2016, 12:37:45 AM
Will you be scraping Special Characters and racial/faction uniqueness until the core game is more firmly set and well performing, or will they be the equivalent of Stress testing the system? Or maybe both?
The aim was to scrap existing forces altogether and focus on the low-end skirmish akin to how the original game was, and how the aforementioned Necromunda et al work.

At present, the game is being written assuming 3-16 models per side (a "Kill Team"). To scale the game up, you can simply bring more Kill Teams!
I wrote a novel - Dreamscape: The Wanderer.. Available in paperback and pdf.

Quote from: Liberate the Warhammers
People who have no sense of Sportsmanship have NO PLACE designing any Gaming system

Wargamer

#5
First forays into assembling a sample faction.

ORDO XENOS KILL-TEAM:
In the eyes of the Inquisition there are three primary threats to mankind: the enemies without, the enemies within and the enemies beyond. The Ordo Xenos is concerned with the first of these threats, and they seek to hunt down and destroy all that is alien in the galaxy.

The primary method by which the Ordo Xenos seek to achieve this are their Inquisitorial Stormtroopers, the first (but by no means only) military arm of the Ordo. Raised by the Schola Progenia, then further trained and mentally fortified by the Inquisition, Ordo Xenos Kill-Teams are elite warriors ready and able to face the most terrifying of foes that the galaxy might throw at them.

Ordo Xenos Kill-Teams favour secrecy over brute force. They typically deploy via grav-chute or sneak past enemy patrols to reach their target, which they quickly overwhelm with precise bursts of Hellgun fire before slipping away into the shadows once more. Although their primary foes are aliens of all kinds, they will not shy away from attacking and destroying any human or Daemonic threat that stands in their way.


An Ordo Xenos Kill-Team is composed of between 3 and 16 models, chosen from the following:


  • 1 HQ.
  • 2-6 Troops.
  • 0-3 Elites.
  • 0-3 Specialists.
  • 0-3 Heavies.

HQ - Stormtrooper Captain:
xx points

Spoiler

   
Mv
Ws
Bs
S
T
W
I
Ld
Sv
Lieutenant
6"
4
4
3
3
2
5
8
4+
Equipment: Plasma pistol, bolter, carapace armour

Ranged Weapons:
   
SR/Hit
LR/Hit
SAAMSpecial
Plasma pistol (sustained)
12"/3+
-/-
41-2pistol, firing modes
Plasma pistol (maximal)
12"/3+
-/-
61-3pistol, firing modes, slow firing
Bolter (single shot)
12"/3+
24"/4+
41-1firing modes
Bolter (rapid fire)
12"/4+
-/-
42-1firing modes
Melee Weapons:
   
SR/Hit
LR/Hit
SAAMSpecial
Plasma pistol (sustained)
melee/4+
-/-
41-2one handed, firing modes
Plasma pistol (maximal)
melee/4+
-/-
61-3one handed, firing modes, slow firing
combat knife
melee/3+
-/-
320one handed

SPECIAL RULES:
Firing Modes: Weapons with multiple firing modes may be used in one of two ways. Declare which weapon you wish to fire, then choose the firing mode.
Slow Firing: If a weapon with the Slow Firing rule is used, it cannot be used next turn.

HQ - Stormtrooper Lieutenant:
xx points

Spoiler

   
Mv
Ws
Bs
S
T
W
I
Ld
Sv
Lieutenant
6"
4
4
3
3
2
5
8
4+
Equipment: Hellpistol, power sword, carapace armour

Ranged Weapons:
   
SR/Hit
LR/Hit
SAAMSpecial
Hellpistol
12"/3+
-/-
31-2pistol
Melee Weapons:
   
SR/Hit
LR/Hit
SAAMSpecial
Hellpistol
melee/4+
-/-
31-2one handed
Power Sword
melee/3+
-/-
32-3one handed, parry

SPECIAL RULES:
Parry: Once per round, a model with the Parry skill can attempt to deflect a successful close combat attack. After the attack you wish to parry successfully hits, make a Ws Check. If passed, the attack is deflected - treat it as a miss instead.

ELITES - Designated Marksman:
xx points

Spoiler

   
Mv
Ws
Bs
S
T
W
I
Ld
Sv
Marksman
6"
3
4
3
3
1
4
8
4+
Equipment: Hellpistol, Sniper Rifle, carapace armour, camo cloak.

Ranged Weapons:
   
SR/Hit
LR/Hit
SAAMSpecial
Hellpistol
12"/3+
-/-
31-2pistol
Sniper Rifle
18"/4+
36"/3+
31-1heavy, pinning
Melee Weapons:
   
SR/Hit
LR/Hit
SAAMSpecial
Hellpistol
melee/5+
-/-
31-2one handed
combat knife
melee/4+
-/-
310one handed

SPECIAL RULES:
Lone Wolf: The Marksman automatically passes All Alone tests.
Camo Cloak: The Marksman gains an additional +1 modifier to his saving throw when in cover.
Pinning: Models wounded by the Marksman who pass their saving throw must take a Leadership Test. If failed, the model is immediately Knocked Down.


TROOPS - Stormtrooper:
xx points

Spoiler

   
Mv
Ws
Bs
S
T
W
I
Ld
Sv
Stormtrooper
6"
3
4
3
3
1
4
8
4+
Equipment: Hellpistol, Hellgun with Targeter, carapace armour

Ranged Weapons:
   
SR/Hit
LR/Hit
SAAMSpecial
Hellpistol
12"/3+
-/-
31-2pistol
Hellgun (single shot)
12"/3+
24"/4+
31-2firing modes
Hellgun (rapid fire)
12"/4+
-/-
32-2firing modes
Melee Weapons:
   
SR/Hit
LR/Hit
SAAMSpecial
Hellpistol
melee/5+
-/-
31-2one handed
combat knife
melee/4+
-/-
310one handed

SPECIAL RULES:
Firing Modes: Weapons with multiple firing modes may be used in one of two ways. Declare which weapon you wish to fire, then choose the firing mode.
Targeter: When firing their Hellgun at a model in cover (including Knocked Down or Knocked Out models), take a Bs test before the attack is made. If passed, the target does not get a bonus to their save for being in cover.

HEAVY - Plasmagunner:
xx points

Spoiler

   
Mv
Ws
Bs
S
T
W
I
Ld
Sv
Plasmagunner
6"
3
4
3
3
1
4
8
4+
Equipment: Hellpistol, Plasmagun, carapace armour

Ranged Weapons:
   
SR/Hit
LR/Hit
SAAMSpecial
Hellpistol
12"/3+
-/-
31-2pistol
Plasmagun (sustained)
12"/3+
24"/4+
41-2firing modes
Plasmagun (maximal)
12"/3+
24"/4+
71-4firing modes, slow firing
Melee Weapons:
   
SR/Hit
LR/Hit
SAAMSpecial
Hellpistol
melee/5+
-/-
31-2one handed
combat knife
melee/4+
-/-
310one handed

SPECIAL RULES:
Firing Modes: Weapons with multiple firing modes may be used in one of two ways. Declare which weapon you wish to fire, then choose the firing mode.
Slow Firing: If a weapon with the Slow Firing rule is used, it cannot be used next turn.

HEAVY - Flame Trooper:
xx points

Spoiler

   
Mv
Ws
Bs
S
T
W
I
Ld
Sv
Flame Trooper
6"
3
4
3
3
1
4
8
4+
Equipment: Hellpistol, Flamer, carapace armour

Ranged Weapons:
   
SR/Hit
LR/Hit
SAAMSpecial
Hellpistol
12"/3+
-/-
31-2pistol
Flamer
6"/2+
12"/4+
42-1ignores cover
Melee Weapons:
   
SR/Hit
LR/Hit
SAAMSpecial
Hellpistol
melee/5+
-/-
31-2one handed
combat knife
melee/4+
-/-
310one handed

SPECIAL RULES:
Ignores Cover: Models hit by a flamer do not gain any bonuses to their saving throw granted by cover, including bonuses from camo cloaks.
I wrote a novel - Dreamscape: The Wanderer.. Available in paperback and pdf.

Quote from: Liberate the Warhammers
People who have no sense of Sportsmanship have NO PLACE designing any Gaming system