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Topics - Wargamer

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1
House Rules / Battlefleet Gothic Armada - PC game Space Marine fleet
« on: December 14, 2016, 03:19:22 PM »
This is my own Astartes fleet list inspired by the fleet of Battlefleet Gothic Armada (the PC game), and converting it to be inline with the Battlefleet Gothic Armada (tabletop) fleet list.

I also took the liberty of giving their ships proper names, rather than "Mk I Battle Barge" or similar dull naming conventions, because why not?

Legate Class Battle Barge:
Legate Class Battle Barges make up the bulk of the Astartes battleships, and where genuine vessels are not available the Astartes will often seek to refit other vessels to similar standards. It is a time honoured design, combining impressive naval firepower and a formidable planetary assault capability. Armed with bombardment cannons, cavernous launch bays and facilities for three entire Companies of Space Marines, the Legate is a mobile fortress that can bring an entire world to its knees alone. Unfortunately for the enemies of Mankind, these vessels are invariably accompanied by numerous other Astartes vessels.
This ship uses the "Battle Barge" entry from BFG:A

Tribune Class Battle Barge:
The Tribune is a less common sight within the Astartes fleets, but is found more often in fleet based Chapters. A variant of the Legate, the Tribune sacrifices some of its planetary assault capability for increased naval firepower. Armed with an array of heavy lance batteries on the prow, and additional lance turrets along the dorsal spine, the Tribune can swiftly overwhelm enemy ships in a blinding flash of energy weapons, and any that survive will be broken apart by plasma broadsides and strafing runs from Thunderhawk Gunships.
Type/Hits
Speed
Turns
Shields
Armour
Turrets
Battleship/12
20cm
45o
3
6+
3
Armament
Rng/Spd
Fpwr/Str
Fire Arc
Port Weapons Battery
45cm
12
Left
Stbd Weapons Battery
45cm
12
Right
Prow Launch Bay
Thunderhawk: 20cm
3 squadrons
-
Prow Lances
45cm
6
Front
Dorsal Lances
60cm
3
L/F/R
The Tribune cannot use Come to New Heading special orders

Legionary Class Strike Cruiser:
The Legionary is the mainstay of the Astartes fleets across the Imperium. It is one of the most impressive ships of the Imperium; compact, fast, well armoured and equipped with a formidable array of planetary assault weapons. After reaching orbit, the Legionary will begin bombarding enemy positions with its bombardment cannons before unloading a company of Space Marines via drop pods and Thunderhawk Gunships. While not expressly designed for ship to ship combat, the Legionary is capable of filling this role, and is more than a match for ships of comparable tonnage.
This ship uses the "Strike Cruiser" entry in BFG:A.

Hastatus Strike Cruiser:
The Hastatus is an older model of Strike Cruiser designed primarily for use against orbital platforms or larger vessels. During the Great Crusade, the Hastatus was used to launch boarding torpedoes at enemy installations, usually after crippling them with bombardment cannons. The Hastatus fell out of favour shortly before the Heresy, but some examples still remain. Occasionally, a Legionary class may be retrofitted into a Hastatus by fleet chapters, and salvaged Navy vessels are at times reconfigured to fill a similar tactical role to the Hastatus.
Type/Hits
Speed
Turns
Shields
Armour
Turrets
Cruiser/6
25cm
90o
1
6+
2
Armament
Rng/Spd
Fpwr/Str
Fire Arc
Port Weapons Battery
30cm
4
Left
Stbd Weapons Battery
30cm
4
Right
Prow Torpedoes
Speed: 30cm
6
Front
Prow Bombardment Cannon
30cm
3
L/F/R

Triarius Class Strike Cruiser:
Triarius is derived from a High Gothic term for "third line", and this is a reflection of the role it had in the fleets of the Legio Astartes. The ship would hold back while other vessels launched their assaults, moving forward to engage only when significant fleet resistance was encountered. Like other Strike Cruisers, the Triarius can carry a full company of Space Marines, but as it lacks the launch facilities of other classes it typically only has a small Astartes complement aboard.
Type/Hits
Speed
Turns
Shields
Armour
Turrets
Cruiser/6
25cm
90o
1
6+
2
Armament
Rng/Spd
Fpwr/Str
Fire Arc
Port Weapons Battery
30cm
4
Left
Stbd Weapons Battery
30cm
4
Right
Prow Lances
30cm
3
Front
Prow Bombardment Cannon
30cm
3
L/F/R

Vanguard Light Cruiser:
Vanguards are a smaller variant of Astartes vessel based upon the Legionary Strike Cruiser. Smaller and less well armoured than other Astartes ships, the vessel nevertheless carries a significant amount of ordnance for its size. The ship is popular within fleet based Chapters, who send the Vanguards ahead to break up and harass the enemy with torpedo salvos. When the enemy retaliates, the Vanguard will typically fall back behind the heavier ships and continue to support the attack with its Thunderhawks.
Type/Hits
Speed
Turns
Shields
Armour
Turrets
Cruiser/4
30cm
90o
1
6+
1
Armament
Rng/Spd
Fpwr/Str
Fire Arc
Port Weapons Battery
30cm
3
Left
Stbd Weapons Battery
30cm
3
Right
Prow Torpedoes
Speed: 30cm
4
Front
Prow Launch Bay
Thunderhawk: 20cm
1 squadron
-

Sentinel Light Cruiser:
As its name suggests, the Sentinel was designed for defence of Astartes homeworlds. Fast and agile, the Sentinel is able to quickly engage and overwhelm enemy raiders with ease. In conflict with larger craft, Sentinels will support the fleet by providing Thunderhawk support before moving in against damaged ships to finish them with its forward lance battery.
Type/Hits
Speed
Turns
Shields
Armour
Turrets
Cruiser/4
30cm
90o
1
6+
1
Armament
Rng/Spd
Fpwr/Str
Fire Arc
Port Weapons Battery
30cm
3
Left
Stbd Weapons Battery
30cm
3
Right
Prow Lances
30cm
2
Front
Prow Launch Bay
Thunderhawk: 20cm
1 squadron
-

Crusader Light Cruiser:
Crusaders are modifications on the Sentinel class, replacing the lance batteries with bombardment cannons to allow the ship to assist in planetary bombardment. Crusaders are not as capable as the larger Strike Cruisers, but are frequent found in younger Chapters who lack the resources to build and maintain a full Strike Cruiser fleet.
Type/Hits
Speed
Turns
Shields
Armour
Turrets
Cruiser/4
30cm
90o
1
6+
1
Armament
Rng/Spd
Fpwr/Str
Fire Arc
Port Weapons Battery
30cm
3
Left
Stbd Weapons Battery
30cm
3
Right
Prow Bombardment Cannon
30cm
2
Front
Prow Launch Bay
Thunderhawk: 20cm
1 squadron
-

2
House Rules / Wargamer's Rogue Trader Errata
« on: September 19, 2016, 11:21:30 AM »
A few changes I feel are kind of necessary to curb some of the overkill that this game system has. There's a few too many weapons, some of which are potentially very common, that amount to "I kill you on a 4+", or even "I kill you automatically". So this is an attempt to curb that.

Weapon Changes:

Flamer: Targets set on fire by a flamer are extinguished on a roll of 4+, not a roll of 6. It can be assumed that military personnel will have proper training and equipment in protecting themselves from arson attacks - unconscious targets, animals or other targets that have no reasonable means to protect / counter being set on fire are extinguished on a 6 as normal.

Graviton Gun: Movement penalties from Graviton Guns apply only for the model's next turn, not for the whole game! Models whose Movement is reduced to 0 must roll 1D6 and will suffer 1 wound for each point the roll beats their Toughness by (ie: a T3 models that rolls a 5 will suffer 2 wounds). A roll of 6 will always cause at least one wound. No saves of any kind are allowed against these wounds. Flying models struck by a Graviton Gun may attempt a Cl test using the pilots Cl to regain control and avoid crashing.

Photon grenades: Effect changed to the following: Models affected by a photon grenade (after any saves) roll a D6. If the roll is greater than their current Wounds value they fall to the ground unconscious, otherwise they become confused. Unconscious models make a Willpower test on 2D6 in the Rally phase. If the roll is equal or less than their Willpower, they regain consciousness and are considered confused. These models may test to recover from confusion at the start of their next turn as normal.

Sawn-off Shotgun: This weapon is not Slow. Why would a pistol weapon be move-or-fire!?

Web gun: Web gun is now Strength 4. Roll to wound against target's Strength instead of Toughness. Models hit and wounded by a web gun are considered ensnared and must immediately pass a Cl test or suffer 1 wound. Models of Intelligence 4 or less automatically fail this Cl test. Models ensnared in a web cannot take any actions, though Psykers may still use psychic powers. Models ensnared by the web may attempt to break out at the start of their next turn by rolling 1D6 and adding their Strength. If the score is 8 or higher the model breaks free. If failed, they suffer an additional wound as the web constricts around them.

Heavy webber: The heavy webber follows the same special rules as a web gun, with the following changes: it is Strength 5, and a score of 10 or higher is required to break out.

Web anaesthetic: If a model is successfully hit by a web gun or heavy webber using web anaesthetic, the normal rules for the weapon apply. In addition, if not equipped with sealed armour, the model must pass a Willpower test or be knocked unconscious by the web. Unconscious models may not attempt to free themselves and will not recover while ensnared in the web (see Photon grenades for rules on how to regain consciousness).

3
House Rules / Rogue Trader - Tau concepts.
« on: September 19, 2016, 12:00:27 AM »
All highly experimental.

Tau Firewarriors: 110pts

   MWsBsSTWIALdIntClWp
Shas'ui434331217877
Shas'la423331217877
Drone42333141----
Unit: 1 Shas'ui and 7 Shas'la. May take an additional four Shas'la at +55pts.
Equipment: (all) Pulse Rifle, knife, carapace armour with auto-senses, communicator and respirator.
Options: Up to half the squad may be given pulse carbines at +2pts per model.


Weapon Note: Twin-linking
For the purposes of Rogue Trader, a Twin-linked weapon should be treated as two weapons that must always be fired together and at the same target. If the weapon has variable fire modes or ammunition, both weapons must use the same fire mode or ammunition. If the weapon has a targeter, it applies to both weapons simultaneously. In addition, Twin-linked weapons suffer a -1 to hit modifier due to additional recoil, and general complexity of trying to hit a target with two guns at once!

Pulse Carbine (basic):
SR
LR
StH
LtH
Str
Dmg
Pulse Carbine
0-8"
8-16"
+1
5
1
SM
C
H
S
F
Area
-1
Photon Projector: Tau Pulse Carbines incorporate a photon projector, producing a disorientating, blinding effect. Models hit by a Pulse Carbine are temporarily blinded, reducing their Ws and Bs to 1, and movement by half for their next turn. Models with eye protection may save against this effect as normal. Auto-senses completely negate the effect, and non-living targets (robots, Daemons, etc) are also unaffected. Vehicle crews receive a 3+ saving throw and models in cover receive a 4+ saving throw unless personal equipment offers greater protection.

Pulse Rifle (basic):
SR
LR
StH
LtH
Str
Dmg
Pulse Rifle
0-12"
12-30"
+1
5
1
SM
C
H
S
F
Area
-1

4
House Rules / Rogue Trader - Imperial Stormtroopers
« on: September 17, 2016, 04:09:32 PM »
I thought I'd have a go at bringing Imperial Stormtroopers into Rogue Trader. I've tried to cover all the bases and allow for every possible combination of Stormtrooper, old and new.

Imperial Stormtrooper Squad:     110pts

   MWsBsSTWIALdIntClWp
Sergeant444431418888
Stormtrooper444331418888
Unit: 1 Sergeant (champion), 8 Stormtroopers and 2 special weapon Stormtroopers.
Equipment: Sergeant: Lasgun, laspistol, hand weapon, communicator, flak armour.
Stormtroopers: Lasgun, laspistol, hand weapon, communicator, flak armour.
Special weapon Stormtroopers: Flamer, laspistol, hand weapon, communicator, flak armour.
Options:
  • The squad may be given Hot-Shot packs at +10pts.
  • The squad may upgrade their flak armour to Assault armour at +30pts.
  • The squad may replace their lasguns with Auto-guns (free), shotguns with solid and scatter shells (free) or Hellguns (+10pts), and/or replace their laspistols with Hellpistols (+5pts).
  • The squad may be given up to two of the following grenade types:  blind (+10pts), choke (+5pts),  crack (+20pts), frag (+10pts),  smoke (+5pts), stumm (+10pts).
  • The squad may be equipped with grav-chutes at +10pts.
  • The sergeant may make a roll on the Stormtrooper Field table at +5pts, and/or the Stormtrooper additional weapons table at +5pts.
  • Alternatively, the Sergeant may replace his weapons for a hand weapon, bolter, plasma pistol and bio-scanner at +9.5pts.
  • Any special weapon Stormtrooper may replace their flamer with one of the following: shuriken catapult (free), needle gun (free), plasma gun (+4pts/model), melta-gun (+5pts/model), heavy stubber (+8pts/model), grenade launcher (+12pts/model), heavy bolter (+15pts/model) or missile launcher with frag and super-crack missiles (+30pts/model).


Hell Weapons:
Hell Weapons are advanced lasers produced by the Adeptus Mechanicus for exclusive use by the elite Stormtroopers of the Schola Progenia. These are overcharged weapons with reinforced barrels, and are typically fed from back-mounted power packs. Due to the increased strain on the weapon, Hell weapons burn out quite quickly and require regular replacement of barrels and firing chambers to prevent malfunction. However, when at peak condition they are some of the deadliest weapons in the Imperium's armoury, able to lay down a searing barrage of high energy fire. A squad of Stormtroopers equipped with these weapons are more than a match for all but the toughest of foes.
Hellgun:
SR
LR
StH
LtH
Str
Dmg
Hellgun
0-12"
12-24"
+2
+1
3
1
SM
C
H
S
F
Area
-2
1/2"
X

Hellpistol:
SR
LR
StH
LtH
Str
Dmg
Hellgun
0-8"
8-16"
+2
-1
3
1
SM
C
H
S
F
Area
-2
X

Assault armour: Designed for the most brutal close quarter action, assault armour is composed of thick carapace plates and includes advanced systems.
Assault armour is a sealed suit of armour and grants a 4+ saving throw and includes a respirator, communicator and auto-senses. It also contains a suspensor. However, the armour is not powered, and thus confers a -1" movement penalty on the wearer.

Hot-shot packs: Hot-shot packs are specialised, overcharged energy cells designed for use with laser weapons. Each pack contains a single shot, but they deliver a devastating punch that can drop all but the toughest of targets. A lasgun or laspistol loaded with Hot Shot rounds has a Strength of 4 and a -2 save modifier. However, because the cells are only good for one shot, they are Slow and can never benefit from Following Fire. Hellguns and Hellpistols, being essentially more powerful las-weapons, can also use  Hot-shot packs. Players should declare at the start of the movement phase whether they are loading Hot-shot packs, and which weapons they are loading them into.

GLORIOUS RANDOM TABLES!

For those who love them some random tables, here they are! Note: If randomly generating units, roll for the equipment and pay the price listed in the Rogue Trader rulebook. If a roll is purchased from the army list, no additional cost is incurred - simply roll for the equipment the model receives.

Stormtrooper additional weapons table:
D100
Bolt pistol
01-50
Chainsword
51-66
Hand flamer
66-70
Needle pistol
71-72
Plasma pistol
73-75
Power axe
76-85
Power glove
86-87
Power sword
88-93
Sword
94-00

Stormtrooper field table:
D100
Conversion
01-30
Displacer
31-50
Refractor
51-00

Random Stormtrooper Squad:
A squad of Stormtroopers consists of 1 sergeant (personality), 7 stormtroopers and 2 special weapon stormtroopers equipped with hand weapons, plus one of the following from each table:

Armour:
D100
Assault
01-60
Flak
61-90
Mesh
91-00

Basic weapons: Sergeant + Stormtroopers only.
D100
Autogun
01-10
Hellguns
11-55
Lasguns
56-60
Lasguns*
61-90
[hotguns**
91-00
* = Includes Hot Shot Packs.
** = Includes solid and scatter shotgun shells.

Grenades:
D3-1 rolls on the grenades table (see Rogue Trader rulebook).

Pistols:
D100
Auto-pistols
01-10
bolt pistols
11-15
Hellpistols
16-60
Laspistols
61-00

Special weapons: special weapon Stormtroopers only.
D100
Flamer
01-20
Grenade launcher*
21-40
Heavy Bolter
41-50
Heavy Stubber
51-60
Melta-gun
61-70
Missile Launcher**
71-75
Needle gun
76-90
Plasma gun
91-00
* = Includes frag and crack grenades.
** = Includes frag and super-crack missiles.

Squad has a 75% of having grav chutes.

Personality Gear:
Sergeant is a personality. Make one roll on the stormtrooper additional weapons table. 50% of a field (roll on stormtrooper fields table). May have bionics (01-90: 0, 91-95: 1, 96-99: 2, 00: 3).

5
House Rules / Rogue Trader - Astartes Power Armour
« on: September 07, 2016, 01:41:07 AM »
Continuing my Rogue Trader binge, here is a grand compendium of Astartes wargear for all to enjoy.

There have been numerous variations of Astartes Power Armour through the Imperium's history. Outsiders often assume there is little difference between the variations, but during the Horus Heresy the distinctions between each model was displayed clearly when Astartes Legions clashed in open war.

The rules below are intended to allow players to fine tune their armies, and field Astartes formations using various armour types. The rules are only intended to apply to Imperial or Chaos Space Marines, and as such a cost modifier is given to show how much more or less the new armour costs compared to the default armour.

Unless stated otherwise, all power armour variations are considered sealed armour.

Mk V - Heresy Armour:
Heresy armour is the default armour for Imperial and Chaos Space Marines. It grants a 4+ saving throw and includes a communicator, respirator and auto-senses. It may be combined with flak armour as normal.
Cost: N/A.

Mk I - Thunder Armour:
Thunder armour is not true power armour, but a modified form of carapace. It grants a 4+ saving throw and has a 1" movement penalty. It is not sealed, but contains an eye protector (visor). In addition, the armour's unique design allows the wearer to use heavy weapons more easily, ignoring up to 1" of movement penalty caused by heavy weapons or gear (excluding the armour itself). Thunder armour cannot be combined with flak armour.
Cost: -2pts/model.

Mk II - Crusade Armour:
Crusade Armour represents the first true power armour produced by the Imperium. It is somewhat primitive by modern standards, but proved more than up to the task of facing Mankind's earliest foes. It functions as Heresy Armour, but the wearer suffers a -1/2" movement penalty.
Cost: -1pt/model.

Mk III - Iron Armour:
Designed for close quarters combat, such as boarding actions or the brutal tunnel fighting on the Squat homeworlds, Iron Armour was some of the finest armour the Imperium ever built in terms of raw defensive capability, surpassed only by later model armour or the much rarer Tactical Dreadnought Armour. It grants the wearer a 3+ saving throw and includes a communicator, respirator and auto-senses. However, due to its bulk, it applies a -1" movement penalty, and models cannot use flight or jump packs in this armour, nor ride a bike or jetbike. Iron armour cannot be combined with flak armour.
Cost: +1pt/model.

Mk IV - Maximus Armour:
Seen by many as the pinnacle of power armour development, Maximus became the mainstay armour during the mid and later years of the Great Crusade. Its design included new, sophisticated systems that maximised the fighting potential of the Astartes. It counts as Heresy armour. In addition, the Astartes gains a +1 to hit modifier on all close combat attacks. This bonus is lost if combined with flak armour.
Cost: +1pt/model.

Mk VI - Corvus Armour:
Named in honour of the Raven Guard, Corvus armour was designed to exploit one of the greatest strengths of the Astartes - mobility. Corvus counts as Heresy armour, and in addition the wearer ignores up to 1" of movement penalty caused by heavy equipment. This does not negate the movement penalty caused by wearing flak armour under the Corvus armour.
Cost: +1pt/model.

Mk VII - Aquila Armour:
Built too late to see mass deployment in the Heresy, Aquila offers superb protection for the wearer. It grants a 3+ saving throw and includes a communicator, respirator and auto-senses. It may not be combined with flak armour.
Cost: +2pts/model.

6
House Rules / Rogue Trader - The Silverhands
« on: September 05, 2016, 03:18:34 PM »
Author Note: The Silverhands aren't my creation. This is a fan work of a fan work. Confused? GOOD!

Silverhands are the tech cult of the Bright Lords Chapter, filling the role of Techmarines in other Chapters. However, due to long isolation and lack of resources for much of their history, the Bright Lords' Techmarines slowly morphed into the Silverhands seen today.

These rules allow for Silverhands to be used as a stand alone force, or as a supplementary force for a Bright Lords Space Marine army.

Ranks of the Silverhands:

The lowest ranking Silverhands are the Proselytes - Marines freshly recruited from the Chapter. They serve to perform the most mundane tasks, and are only mildly indoctrinated into the secrets of the machines they tend.
Above them are the Acolytes, who are entrusted with more advanced knowledge and tasked with assisting in vital functions, such as the maintenance of the Chapter's vehicles or working on starship power systems.
Both Proselytes and Acolytes are represented by the ordinary Silverhand models. In practice, Silverhands equipped with specialist gear are likely Acolytes, with Proselytes using the default equipment.

The highest rank most Silverhands reach is the Argentum - the "true" Silverhand. These individuals function as full-blown Techmarines, though they often specialise in varying fields of study.
Finally, there is the Argentum Primaris - the Master of the Silverhands.

Argentum are represented using the Heroic statlines. Naturally, the Argentum Primaris should be a Minor or Major Hero. Argentum can be Champions, Minor Heroes or Major Heroes.

Silverhand:
NameMWsBsSTWIALdIntClWp
Silverhand444431418888

Silverhand Hero:
NameMWsBsSTWIALdIntClWp
Champion455431518888
Minor Hero466442629999
Major Hero466443639999
Equipment: Hand weapon (combat knife), bolt gun, bolt pistol, astartes power armour. 25% chance of bionics (if both arms rolled, one arm remains able to use a regular weapon).
Argentum Specialisation: All Silverhand Heroes specialise in a field of study. Use the table below to determine which field the Argentum belongs to. This is not necessarily an exhaustive list of specialisations, and other groups can be represented at the GM's discretion.
D100ArgentumBonus
01-20Mundanus+1 roll on the Random Grenade table (not Psyk-Out or Vortex!)
21-40Armamentum+1 roll on the Basic Weapon table. May be taken in standard or combi-bolter form.
41-55LoricumModel gains flak armour + suspensor (removing movement penalty)
56-70Solis+1 roll on the special weapon Marine table (always basic weapon). May be taken in standard or combi-bolter form.
71-85Ordinatus+1 roll on the special weapon Marine table (always heavy weapon) and D4-2 suspensors.
86-100Protectiva+1 roll on the Fields table.

Silverhand Heroes can never have psychic abilities.

SILVERHAND ARMY LIST:

An allied Silverhand force contains 0-1 Argentum and 0-2 Silverhand Squads.

A stand alone Silverhand force contains 1 Argentum and 1-6 Silverhand Squads, plus support vehicles.

Note: it is unusual for Silverhands to be deployed in large numbers - typically only a squad or lone Argentum would be present. The GM should provide a suitable objective for your massive force to fight over. Typical objectives might include the acquisition of precious technology, defending / salvaging a destroyed Titan, etc.

Argentum:
Argentum are Personalities generated using the Silverhand Hero rules. The profile can be generated randomly (5% chance Champion, 70% Minor Hero, 25% Major Hero) or use the default Minor Hero template.

In addition to their Argentum bonus, an Argentum may make equipment rolls on the following tables. Champions make only make single roll, Minor Heroes may make two rolls, Major Heroes three rolls.
1 roll on the Space Marine additional combat weapon table (replaces combat knife).
1 roll on the close combat weapon table (replaces bolt pistol).
1 roll on the basic weapon table (replaces bolter. May be taken in standard or combi-bolter form).
1 roll on the Fields table.
1 roll on the Grenades table.

Silverhand Squad:
A Silverhand Squad consists of 1 Argentum (75% Champion, 20% Minor Hero, 5% Major Hero), 2 special weapon Silverhands and 7 Silverhands.
Equipment: Hand weapon (knife), bolt gun, bolt pistol, astartes power armour.
50% chance of grenades (use Space Marine squad grenade table).

The special weapon Silverhands roll their equipment using the special weapon table for Marine squads.



Okay, let's make a Silverhand force!

I decided I wanted just a small strike team of Silverhands. A typical squad runs at about 180-200 points,  so I've gone with a single Argentum and one Silverhand Squad to start with. Ideally, I want to keep as close to 500 points as I can to make this unit easy to bolt on to a larger Bright Lords force.

Let's begin with Argentum Helor. I wanted to have fun with my army so I've let the dice decide his fate. Turns out he's a minor hero (a good start) of the Argentum Ordinatus. His bonus weapon... a conversion beamer! My leader is packing one sweet relic!

I want to keep that weapon safe if I can, so I've decided he needs a close combat weapon to protect himself, and a Field. I've opted for the space marine additional weapon table to maximise the odds of a meaty toy (Space Marines get all the good stuff!), and the dice provide... a plasma pistol and a refractor field. Not bad. Not what I was hoping for, but not bad. Lastly, I check if he has bionics... no luck there.

Next it's time for the squad. I roll for their Argentum and strike gold - he's a Minor Hero too! Squad Ismael turns out to be from the Mundanus school, and that lands Ishmael a free set of crack grenades. Marvellous! I decide to roll for the squad to see if they have grenades and it turns out they have crack grenades as well! So we've missed out on a chance to have a fancy set of grenades on Ishmael, but he's clearly brought enough for everyone (always good to know your squad leader is a team player!).

As before, no sign of bionics on Ishmael. However, I have two rolls on the equipment table so I might as well use them. I decide I want a combi-weapon on Ishamel, and I risk a roll on the close combat weapon table as well (standard, not Space Marine). The dice provide me with a combi bolter-lasgun and a sawn off shotun. Ooookay, not what I was expecting (or hoping) to get at all!

The last thing to do is to roll for my special weapons. This nets me a pair of heavy weapons: a lascannon and another conversion beamer! It looks like Ismael's the odd man out here; his squad are clearly part of the Ordinatus sect!

these big guns have pushed the cost of the squad up quite a bit. I'm pushing my limit, so I've decided not to add another squad or dabble in vehicles. So my team is done - a band of heavy hitters who are called in whenever a vital relic really needs defending!

Argentum Ordinatus Helor: 136
NameMWsBsSTWIALdIntClWp
Helor466442629999
Equipment: plasma pistol, bolt gun, bolt pistol, astartes power armour, conversion beamer.

Silverhand Mundanus Squad Ismael: 364.5
NameMWsBsSTWIALdIntClWp
Ishmael466442629999
Silverhands444431418888
Equipment: Ishmael: Hand weapon (combat knife), combi bolter-lasgun, sawn-off shotgun, astartes power armour, crack grenades.
Silverhands: Hand weapon (combat knife), bolt gun, bolt pistol, astartes power armour, crack grenades.
Specialist #1: and weapon (combat knife), lascannon, bolt pistol, astartes power armour, crack grenades.
Specialist #2: and weapon (combat knife), conversion, bolt pistol, astartes power armour, crack grenades.

Detachment Total: 500.5pts.

7
House Rules / Rogue Trader 2.0
« on: February 21, 2016, 12:20:31 AM »
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!

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LoTR and other GW Games / Blood Bowl 2 team reviews
« on: October 30, 2015, 09:50:04 AM »
Hey coaches!

I'm currently making a video series about each team that is featured in Blood Bowl 2. We're up to three teams and I'll be adding the rest over the coming days and weeks.

If you're curious about Blood Bowl teams, it might be worth a look. :)

https://www.youtube.com/playlist?list=PLQj_9UrlsColiAjSQQhTGUEoB-uFXO5F9

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House Rules / Homebrew Fantasy Game Project - The Rules Thread
« on: July 30, 2015, 07:20:49 PM »
Rules are tricky things to do. Who'd have guessed! :P

So while I beat my head against a wall to fix some of the glaring problems, here's some core ideas for you all:

D6 system.

Regiment based combat - regiments are five models wide and up to six ranks deep (less for cavalry, less again for specialist units).

Emphasis on Regimental abilities that players can "toggle" on and off. Certain units are objectively better vs certain kinds of opponent. Two sample ability concepts are:
Tetsudo - slows the unit down but makes them very hard to kill with ranged attack.
Phalanx - slows the unit down but makes it suicidal for cavalry to charge.

Related to the above - units can "brace" to receive a charge. Units cannot brace if in special formation, leading to rock-paper-scissors style play; shoot the guys who are too tough to charge, charge the guys who are too tough to shoot, do both to the guys who aren't decisive enough!

Charging is distinct from moving into combat. Generally speaking, you need to make a run move for it to count as a charge. This makes shock units like cavalry far less useful up close, because they don't have room to get a run up!

4 is the average stat value - normal Human soldiers move 4" and have 4 as their stat value.

"Weapon Skill" is an opposed stat (against enemy "Weapon Skill").
Strength is an opposed stat (against enemy Defence).
Units don't have a ranged stat - they simply have a to hit value listed on their profile.

Roll modifiers based on stats scale less rapidly than in Warhammer. For example, in Warhammer Str 4 needs a 5+ to wound T5 and a 6+ to wound T6. In this system, both of these would be 5+, with 6+ reserved for T7 or higher. The same is true in reverse.

Toying with the idea that units can be physically pushed back during melee combat. Not sure how to actually make it work in a way that would make it desirable to do so though.

Planned army composition will be something like this:

  • No more than 25% of the army can be Heroes.
  • At least 25% must be Common units.
  • The total spent on Uncommon and Rare units must not be more than 50% of the army total.
  • No more than 25% of the army can be Rare.

Heroes are bought as part of a unit. For example, you could choose to buy a basic cavalry regiment as either 4 cavalry + a Hero, or just 5 cavalry.

Certain parts of the army might be bought, yet not be physically on the table. Stuff like Priests of Wizards might be off-board and bought more as a limited use buff to your force, rather than marching into battle with the rest of the army.


Okay, that's it for the starting point! Once I have something resembling a playtest ruleset I'll post it!

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Fluff and Stories / Homebrew Fantasy Game Project - The Lore Thread
« on: July 29, 2015, 03:33:58 PM »
Bear in mind this is going to be out of order, because I've not settled on how to best introduce the setting yet and so I just wanted to do some faction-related introductions instead.

Specifically, I wanted to introduce the first character of the setting - Draug the Wight Emperor!

The Imperial Legion
The Imperial Legion began in the south-east. After being driven from the city of Taras, the Vampires of Imperial Taras began a lengthy campaign to reclaim their home. For decades they attacked Taras and its lands, fighting running battles with the Tarasians in which both sides lost ground. While it was a simple enough matter for the Vampires to will new warriors to rise, the armies of Taras bought enough time to evacuate their people to their fortress capital in the mountains, and thus the Vampires had precious little blood to slake their thirst.

Driven to desperation by hunger, the last of the Imperial Vampires threw everything they had into a lengthy siege of Taras, but with each battle they were driven back from the city, and the people of Taras were quick to burn the bodies and lay their remains to rest in holy ground where they could not be raised. The undead army was drained, and then routed in a final, crushing defeat. The Vampires that survived fled back into the lowlands, and awaited death.

But Eidolon's curse could not be overcome by something as trivial as starvation, and so the Vampires perished, yet their souls remained bound to their bodies. They were forced to endure the unendurable as their bodies rotted away.The Vampires became Wights, and the ordeal drove most of them insane. Yet some survived with enough sanity to and force to will to seek to rebuild their tattered forces, and none sought this more than Draug, the Lord-General of the Imperial Cataphracts.

Draug gathered what forces he could and marched north. He soon came upon a Dwarven expedition seeking Taras and ambushed them, killing most of the Dwarfs and taking a few as prisoners to feed upon. When he discovered the blood of the living could no longer satisfy his hunger, nor restore his flesh, Draug flew into a rage and tore the remaining Dwarfs to pieces with his bare hands.

Soon after, Draug's forces came upon a farming commune guarded by Revenants. A small cell of Vampires had established a fiefdom, protecting their mortal charges in exchange for offerings of blood. Draug sent his own Revenants to lay siege to the Vampire's home while he and his undead Cataphracts rode down the farmers, slaying them to the last man, woman and child. Within a week the Vampires surrendered, but there would be no mercy from Draug. He ordered his lieutenants to crucify the prisoners, and Draug stood and watched as his victims perished from lack of blood and wasted away. After weeks of torment, Draug broke their wills and bound them to his service. Now armed with fresh vassals and newly raised corpse-soldiers, Draug continued his campaigns.

It wasn't long before the unholy butcher had developed a reputation among living and dead alike. The scarce survivors of his attacks spread the legend of the skeletal warrior shrouded in balefire and hell-bent on destroying the world. After four years of war, and having tripled the size of the Empire, Draug turned back to deal with one last struggle; the Dwarven fortress of Nidfel, which his fellow Wights had laid siege to for over two years without success. When Draug arrived he demanded all kneel and accept him as their leader, but few were willing to accept his rule. Enraged, Draug stormed west and hunted for a way to end the siege. He came upon a wizard cabal, and after a month of costly battle broke the mages and forced them to serve him. He promised them they would be spared if they aided him in conquering Nidfel, and the mortal wizards reluctantly agreed.

Returning to the siege, Draug's cabal spent days preparing spells to carry him and an elite team of Revenants up to the topmost ramparts. From there, the undead stormed down through the Dwarven fort, butchering every living thing inside over three days of relentless carnage. When the keep's doors swung open, few would question Draug's right to rule, and those who did were swiftly destroyed. Pausing only to cut the tongues from the heads of his wizards and hurl them into the dungeons to die, Draug sat upon the throne of the Dwarf King and declared himself both Emperor of the Wights, and General of the Legion.

11
House Rules / Warhammer [Fantasy] 9th Edition random ideas thread
« on: July 18, 2015, 02:34:03 PM »
Continuing on from Facebook...


TURN ORDER:

More or less unchanged. Basic order of operations is as follows:

1) Compulsory movement.
2) Voluntary Movement.
3) Magic.
4) Shooting.
5) Combat phase.
6) End Phase.

MORALE:

There are four stages of Morale: Fine, Shaken, Wavering and Shattered. These are based upon the total unit strength remaining in a unit.

All units are Fine by default.
Once a unit has lost 25% of its models it becomes Shaken and suffers a permanent -1 Ld penalty.
Once it has lost 50% it is Wavering and suffers a -2 Ld penalty. In addition, its maximum Rank Bonus is reduced to 2.
Once it has lost 75% it is Shattered and suffers a -3 Ld penalty. In addition, its maximum Rank Bonus is reduced to 1.

In addition, if a Shattered unit retreats for any reason it is immediately destroyed.

Panic Checks:
When a unit's morale stage is reduced, it must take a Panic Check at the end of the phase.

Roll 2D6 and compare the result to the unit's Leadership, including any modifiers for Morale state. If the result is equal or lower than the unit's Leadership the test is passed.

If a Panic Check is failed the unit must flee a distance of D6" plus the unit's Movement value. This move is made directly away from the source of the Panic Check (if the source is unclear or disputed, or the Panic Check was somehow caused by friendly units, the unit flees toward its own board edge).

If the Panic Check was made and failed at the end of a Combat Phase, any opposing unit that is no longer locked in combat may pursue. The pursuing unit moves directly toward the fleeing unit a distance of D6" plus the unit's Movement value.

If the pursuing unit catches the fleeing unit, the fleeing unit suffers one automatic wound for each model in the pursuing unit. No saves of any kind are allowed. If the fleeing unit survives, it immediately rallies and is considered locked in combat, with the pursuing unit having charged.

COMBAT:

Active player decides the order in which combats are resolved.

Units strike in Initiative order. Always Strikes First gives Initiative 10, Always Strikes Last gives Initiative 1. If opposing units are tied, roll a dice to see which unit attacks first. If allied units are tied, controlling player decides order (the "after you, sir!" rule!).

Any model in base contact with the enemy can attack with their full number of attacks. Models in the second rank who are directly behind a model in base contact may make a Supporting Attack. This is resolved in the same way, and at the same time as a normal attack, but a model making a Supporting Attack may only make a single attack, regardless of the number of attacks on their profile.

Casualties are removed from the back of the unit.

After the first unit has resolved their attacks and casualties have been removed, the second unit attacks in the same way. Casualty removal does not affect how many models can fight - as long as the remaining models are in base contact, or in a position to make a Supporting Attack, they get to fight as normal!

Once all units involved have resolved their attacks, each side calculates their Combat Score as follows:

Wounds Inflicted: +1 per wound inflicted.
Banner: +1 if the unit has a Banner.
Battle Standard: +1 if the army's Battle Standard is within 12" of the unit.
Ranks: +1 per complete rank after the first, up to a maximum of +3. *
Mob: +1 if the unit has 30 or more models remaining.
Outnumbering: +1 if the unit outnumbers the enemy.
Charged: +1 if the unit charged this turn.
Flanking: +1 if the unit is attacking the enemy's flank.
Surrounding: +2 if the unit is attacking the enemy's rear.
Fear: -1 if the enemy unit causes Fear.
Terror: -1 if the enemy unit causes Terror.

* If multiple friendly units are involved in the combat, only count the highest rank bonus out of all units. Example: Orc unit A has a Rank Bonus of 2. Orc unit B has a Rank Bonus of 1. Both are fighting a Dwarven unit. Orc B's rank bonus is ignored and only unit A's bonus applies. This might seem unfair... but hey, life isn't fair!

The side with the highest Combat Score is the winner. All units in the losing side must take a Battleshock Test, with a penalty to their Leadership equal to the difference between the two scores.

For each point the unit fails their Battleshock test by they suffer one automatic wound with no saves of any kind allowed.

Charging Into Cover: The charge bonuses (and penalties) do not apply if the target unit is in cover - the charging unit loses too much momentum!

MISCELLANEOUS:

Cavalry: Cavalry count as two models for the purposes of morale and outnumbering. In combat, only the rider may make supporting attacks - NOT the mount! When pursuing, Cavalry inflict a single wound as per infantry.

Monstrous Infantry and Monstrous Cavalry: For the purposes of Morale and combat resolution, these units treat their remaining wounds as "models". For example, a unit of 5 Ogres (3 wounds each) are treated as fifteen Models for the purposes of Morale, outnumbering and so on. When pursuing, Monstrous Infantry and Monstrous Cavalry inflict two automatic wounds on units they catch.

Independent Characters: Independent Characters are subject to the following rules:
  • Independent Characters don't count toward a unit's size for determining its morale.
  • Units containing an Independent Character may use the character's leadership instead of their own (all modifiers, including Morale based ones, still apply)
  • When not part of a unit, Independent Characters are always considered to be "Fine".
Independent Characters gain the following rules:

"Come back, cowards!": If a Shattered unit is destroyed due to Retreating, the Independent Character may take a Leadership test. If passed, the model remains in play (and screams abuse at the wretches who abandoned him!). If failed, the character is removed along with the unit (possibly due to being accidentally stabbed in the back a few dozen times!). You do not have to test to save the character if you do not wish to do so.

Heroic Charge: Independent Characters, and any unit they lead, gain +1 to Combat Resolution on the turn they charge. This is in addition to the normal bonuses for charging. This bonus is NOT negated by cover!

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Let's get the ball rolling with flavour text!

Avatars:
As part of their performances, the Harlequins don masques; psionic imprints of characters whose parts they play. In so doing, they temporarily become that person, and live as a decadent pre-Fall Eldar, or a Daemon, or some other part. Some Harlequins excel in this role, and are entrusted with more important, but also more dangerous parts. The Harlequins known as Avatars play the parts of the Eldar Gods, and as such the masques they wear are heavy and potent things.

In battle, the Avatars can use these masques to terrible effect, spurring themselves and their comrades to ever greater feats of acrobatic skill and martial prowess. To witness the Avatars on the battlefield is to see the Eldar Gods walk the worlds once more, yet an Avatar must be forever cautious, lest they lose themselves to the masque and suffer the same fate as the deity whose persona they have adopted...

High Avatar:
As the Avatars play the Eldar Gods, the Great Harlequin plays the role of the Laughing God. To play this part is the greatest honour a Harlequin can receive, yet it is not without peril. Sometimes, a Great Harlequin's will is not enough to keep the masque of Cegorach in check, and they are consumed by it. They become a High Avatar - a permanent embodiment of the Harlequin's patron God. This link bestows great power to the High Avatar, but it also robs them of all that they were. Some remain with their troupes, while others set off alone into the Webway, appearing to aid their fellow Harlequins before vanishing from whence they came. In battle, they are a symbol of the might and glory of Cegorach and his chosen warriors, yet for the other Harlequins their presence is equal parts inspiring and agonising. Their movements are graceful, their sword-strikes perfect and deadly, yet the price for their excellence is too high in the eyes of many.

13
House Rules / Warhammer 40,000 Rogue Trader: Second Expedition [RT:2E]
« on: April 21, 2014, 09:51:35 AM »
Alrighty folks, so this is a project that has been done before, but I'm planning to roll this out over a long period. This is not a complete concept, but maybe when it is it'll be pretty damn awesome.

What's with the name?
Rogue Trader is the official name for "1st Edition" 40K. In fact, "Warhammer 40,000" was tagged on later.

So is this a remake of 40K?
Yes. It's being done piecemeal, but the ultimate goal of the project is to produce a game that has something of the feel of Rogue Trader, but is recognisable as an offshoot of modern 40K. If you prefer, you can think of it as what 7th Edition should be.

What's the scope of this project?
Ultimately, the entire game - the core rules, the army books, the lot. The intent is to create a 40K game that is both fast and simple to play (which is the real appeal of 3rd Edition onwards) but is also balanced and not heavily favouring whatever army is the new flavour of the month.

Balancing the army books will take time and won't be straightforward, but I'm hoping it's doable. I'm really hoping I can somehow drum up playtesters for this too.

Onwards!

CORE RULES - v0.1.1:

As a starting point, the following rules are applied:

AP: AP is removed and replaced with SM (Save Modifier). SM reduces the saving throw of the target by the listed amount. For example, a Carnifex (3+ save) that is wounded by a Bolter (SM -1) has its saving throw reduced to 4+.

If playing with an external Codex (ie: one that isn't written specifically for RT:2E) then the following rule applies:

AP 6 or AP - becomes SM - (or SM 0 if you prefer).
AP 5 becomes SM -1.
AP 4 becomes SM -2.
AP 3 becomes SM -3.
AP 2 becomes SM -4.
AP 1 becomes SM -5.

Cover Save Cap:
No model may ever receive a Cover Save higher than 3+, regardless of circumstance.

Gets Hot!
This special rule has been changed as follows:
Weapons with the Gets Hot! special rule cannot fire in two consecutive turns. If the weapon has multiple firing modes, then it cannot fire in any mode on the turn after it fires in a mode with the Gets Hot! special rule.


For now this is all I'm going to change. More core rule tweaks will follow, but for now I'm looking to re-write some Codices, and once that is done we can rework the core rules even further. Be warned; the core books will have some major changes in them!

14
After far, far too long I've decided to resume and finish my "Kyyreni" WFB project. However, I haven't played a lot of 8th and it's hard to do so now my gaming group's dissolved, so I've forgotten a fair few things about Fantasy! :P

Let's begin there then. Can someone (or several someones) refresh my memory on the following:

  • Terrain. What terrain, if any, impacts movement in 8th?
  • Fear and Terror - can units still break if they fail Fear and/or Terror tests?
  • Combat resolution. I believe if you outnumber your opponent you are effectively Stubborn. Is this correct?
  • Combat resolution #2. Do Ranks still work like they did in 6th / 7th edition?
  • Combat resolution #3. Do banners and musicians work like they did in 6th / 7th edition?
  • Spears. Do they specify how many ranks you fight in, or do they just say "fight in one extra rank" or words to that effect?

Okay, that should be all the rule clarifications I need... for now. :P

Next, I'd like to ask some advice from my Warhammer players out there on new equipment and special rules. Before I do that, I'd like to clarify some elements of the army lists because it may be useful:

These lists are not intended to be used against conventional WFB armies. They are closed-circuit, for use against each other; I'm just using the Warhammer rules. There is no magic of any kind (including magic items), nor are there any stupid Super-Monsters that are shoehorned into every army book these days. It's just blocks of infantry and cavalry killing each other without fear of having fireballs or triple-headed Frost Dragons crashing down on top of them.

So, rules / concepts I am after:

  • Rules for a Phalanx formation (like the classical Greek style of fighting).
  • Rules for a Shieldwall formation.
  • Suggestions for how to handle mercenary units.
  • Ideas for how to represent Marines (ie: troops that fight from ships) and distinguish them from regular troops.
  • Ideas for how to handle Dragoons (ie: troops that ride to battle on horses but dismount to fight).

I'll post up as much as I can about the setting as and when I write it. If this gives people ideas for units, faction special rules, etc. then I welcome them all! :D

15
Online Roleplaying / The King's Court [RP Thread]
« on: August 07, 2013, 03:46:19 PM »
A nice, simple affair to get things going and give more people a chance to wander in. ;)

It was the morning of the spring solstice, and it was a time of celebration.

The winter had been kind this year, but today was the day when the winter stores were emptied and a great feast was put on. It was a day of celebration, of giving thanks for surviving the long cold, and to ask the Gods for a kind and prosperous year to come.

It was also the day of the Spring Tourney.

King Xavier Markias Lupo II, supreme ruler of Atlia, was holding court on a wide wooden stand set up beside the jousting lane. A throne, cushioned with silk had been provided for him and he sat drinking a goblet of fine wine. His face was tired, worn down by long years, but he still had a hint of the handsomeness that had stolen so many women's hearts years before. A second, smaller throne was set beside him. It was empty, as it had been for five years.

He idly cast his eyes south toward the main gates of the tourney grounds. He could see banners on the road displaying the heraldry of feudal lords who owed him their loyalties. Knights, Barons, Dukes; the elite of the land were flocking to the Spring Tourney. It was the first big social event of the calender. To miss it would be unthinkable. Over the next few days everyone who was anyone would be present. Some to compete, others to catch his eye and seek to carry his favour. A few, whom he watched very closely, would come simply to be seen, and find an excuse to leave again as soon as possible.

King Xavier's wrinkling hand gently stroked the arm rest of the unoccupied throne, and wondered idly who he would be crowning champion this year.

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