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I was in my GW store today and I was talking about RPG's so I took a look around sites (including this one) but they seemed a little bit ....well borring to me (and my goldfish attention span) I also have been thinking for a while that evolution of characters or regiments would be cool. The longer a regiment lasts the more skillful they get simply put.
I think the games would only be 500 pts for the most part because of the complexity. And you would need a fairly commited group of gamers to do much. I was also thinking that skirmishing or such would also be interesting. The only thing I have seen to compare the idea to is lord of the rings Battle for middle earth the PC game, If that helps you at all.
Instead of all out battle where your troops and possibly heros would be killed every single game, set scenarios where some one plays GM and is given set troops and has to use them in a way that adds to story and keeps in character. There could also be mulitple players on each team and varrying troops to kill depending on players.
Thats my concept any one interested in that idea, keep in mind alot of work would be needed to rebuild a few ideas of the game.
Feel free to post any imput or critisism or tell me if im an idiot.
I really like your idea. but i think it needs a lot of work.
maybe it could be something like you have a small 5 man squad of troopers(each trooper commanded by a player) and you are placed in some kind of 500pt skirmish, with npc's on each side other than your 5 man squad. and its like your representing a section of a battle field and have to achieve an objective. but the rules can't be nearly as simple as 40k cuase stuff dies too easily and not enough detail, but if its going to be so much stuff it cant be nearly as complex as most rpgs. maybe use 40k stats w/ certain modifications and some special added rules maybe from inquisitor or something.
rep to you for a good idea. I'm going to look into this.
That is not dead which may eternal lie,
for in strange aeons even death may die.
I think tripleing the amount of wounds,attacks and amouts of shots would help with that. That way you need at least 3 good shots to get anywhere.
I've had similar idea to this where you just have small squads and play with detailed rules, not quite an RPG but complicated. At the moment im trying to develop some rules to allow for 40k sniper battles with only a few men on each team which is maybe similar to what you are thinking
DOWN WITH THE FALSE EMPEROR!!!MAY HIS GALAXY BURN!!!
I dont think sniper battles could realy have very much complexity to them just by there nature.
I think the game would work well with small teams. And a sergent/succubus or whatever as a leader. Each the team would gain experiance as a whole and if a member died it would reduce the overall skill of the team, rather than removing a member.
Also I think each scenario could give a points amount that dosnt allow you to buy more troops but to reinforce squads if needed (not optional) and buy upgrades that way your scouts move from there to terminators or orc boys to nobs
Being incredebly bored yesterday i attempted to come up with some rules for this mini game: there not perfect and need lots of improvement but i guess i'll share them anyway;
WH40k RPG scenario.
This mini game allows a group of players to act as members of a squad taking part in a small battle. The game will usually be part of a 500pt skirmish. The GM controls all NPC combatants and is responsible for negotiating the battle going around the players. Being the GM is a big responsibility as it requires much book keeping.
Turn: the turn works differently than normal. Instead of each player taking turns, squads take turns. How this works: each game turn, roll a die for each squad and add the result to the majority initiative value of that squad. Note this number down for each squad. Squads may be activated in order of highest to lowest. A squad may choose to hold its action until later in the turn if they wish. When a squads turn comes up, each member may move, shoot and assault.
Coherency: the coherency rules are much different than normal. Members of a squad have much more freedom of movement. They are allowed to go up to 5” from another member of the squad. They may move further away, but must take a leadership test every turn or immediately move towards the nearest member of their squad.
Shooting: squad members do not have to shoot at the same target, but there are special rules;
Target priority: unless shooting at a target that is the closest or a target that fired at the squad earlier in the game turn, the squad member firing must pass a leadership test or they must shoot at the closest/ enemy firer.
Armor: armor now provides a AC value for infantry as well as a deflection saving throw. If the saving throw is failed or ignored. Roll a die and add the weapons STR. If it beats the AC of the models armor, then it penetrates it. Weapons that ignore saves like power weapons do this automatically.
AC for armor is as follows:
6+ save: none
5+ save: 4 (wont stop anything short of a lasgun rolling a 1)
4+ save: 6
3+ save: 8
2+ save: 10.(like wearing a suit strong as a battle tank.)
If a weapon has sufficient STR to punch through the armor without even rolling don’t bother, it does it automatically.
All models have the following stats:
Ws: roll a d6 and add your ws. Compare to enemy ws. If the score beats what they rolled, the enemy is hit. Otherwise, the enemy parries your attack and hits you!
Bs: works in the same way as in normal 40k.
S: works in the same way as in normal 40k.
T: works in same way as in normal 40k.
W: when a character fails his save, roll on the injury chart instead of reducing a wound as normal. This can lead to a lost wound however. If all wounds are lost, a character experiences shock. I: Players roll a d6 and add their initiative to see who goes first in close combat.
A: same as in regular 40k.
Ld: same as in 40k, but models test individually rather than as a squad. If one squad member fails a leadership test, all other squad members must immediately take another leadership test or also run. This can cause a chain reaction.
Sv: Armor must be pierced; armor has a certain value, similar to AV that must be overcome by a weapon in order for it to pierce it. Armor also gives a deflection save as well.
Roll a d6:
1-2 Hits leg: the character loses d3 movement for the rest of the game. If it was a weapon that ignores armor or usually causes instant death, the character is now immobile, loses a wound. A friendly model may carry him around if that model is in base to base and moves at half speed.
3-4 Hit in the arm. The character loses d3 points off his Ws and Bs to a minimum of 1. He loses one point of strength. These effects last for the remainder of the game. If it was a weapon that causes instant death or ignores saves, the character loses a wond, and loses use of two-handed weapons and any May only use a single one-handed weapon for the rest of the game.
5 hit in the chest: the character is stunned and must take a toughness test or take a wound. If caused by something that ignores armor or causes instant death the character is killed.
6. Hit in the head. The character is dead.
*Monstrous creatures and injuries: because they are so large, head or critical chest wounds do not instantly kill monstrous creatures. Instead they suffer d3 wounds for critical chest wounds and head wounds. However if a weapon that ignores armor or causes instant death hits them in the head, they take d6 wounds.
a new vehicle damage chart is introduced.
4 weapon destroyed
Glancing hits roll with a -2 modifier on this chart. If the result is below a 1, it is ignored. Vehicles also have a deflection save of 4+, although any ap4 weapon or better ignores this.
Shock: if character is hit by a very devastating attack or is reduced to 0 wounds, they will experience shock. The character counts as stunned and cannot make any actions this turn, take a toughness test. If failed the model takes a wound. If they were already at 0 wounds they die.
Ammunition reloading. Whenever a player rolls a 1 to hit, it means they have run out of amnion for their gun and must spend an action reloading/ recharging their gun. They may not shoot next game turn.
Gets hot: if a weapon gets hot, it counts as an automatic critical hit to the arm. Sniper weapons always get to choose what location they hit(most likely you’ll choose the head, duh).
Assault: models are not trapped in CC like normal, only members of the squad that are in base to base count as in close combat the rest of the squad may act as normal.
Sample game design: 500pts IQ vs. elder:
Sample player’s character types: There are 5 players: each one is an imperial storm trooper.
Each player should come up with a name, background and personality for his character, as well as a model. If there are not enough players to fill in all the spots, the remaining members of the party will be NPCs. They account for about roughly 50-75pts
Storm trooper character stats:
Ws3, Bs4, S3, T3, W1, I3, A1, Ld8, Sv6/4+.
Each is equipped w/ carapace armor, combat shotgun, and hell-gun; also each storm trooper is fitted w/ 1 frag grenade and 1 kraken grenade. (Use the profile for a grenade launcher, except these are one time uses only)
One player may be nominated as the sergeant. He gains +1 A on his profile, an extra point of leadership. He may replace his hell gun w/ a laser pistol and Power weapon. If he is adventurous, he may replace his laser pistol w/ a plasma pistol.
One member may be given either a grenade launcher w/ 3 reloads, a plasma gun, a melt gun, or a flamer.
Also on their side is another 2 x 5 man storm trooper w/ sergeant w/ power weapon laspistol, and a melta gunner in each. Other than that they have all stats and equipment as the player storm trooper squad.
There is also 2-mortar support squad
A junior officer accompanied by medic, vox and 2 plasma gunners.
There are 3 sentinels w/ auto cannons. All equaling to roughly 500pts. (the GM has full liberty of what is fielded and no organization chart is needed. However, he should be careful w/ his choices. Ordinance should probably be avoided as a rule of thumb.)
The elder have 3 x 5 man dire avenger squads, w/ exarch w/ mirror shield and power weapon.
2 x 5 man ranger squads.
The battle takes place in a ruined city. The elder set up in one corner of the table, occupying a large building complex. They have been haled up in there for weeks and do not plan to leave. The imperial guard wishes to capture the building. Two squads of dire avengers occupy the outside of the building, behind sandbags/ fortifications for cover, around the perimeter of the building. Inside the first floor is another squad of avengers. On the second floor are the two ranger squads. The storm troopers have infiltrated within 18” of the building. The officer and his retinue as well as the mortars are in a building roughly 24” away from the elder controlled building to provide fire support.
I need feedback on what works and what doesn't. Hope this helps somehow.
That is not dead which may eternal lie,
for in strange aeons even death may die.
Because i am also very borred Il go though bit by bit, Although I would like more RPG elemnts currently its more of a more comlicated 40k game. Id like it to be more along the lines a campaign or series of battles revolving around one squad. I think Experiance should be a factor and it should be more revoling around team work. For example an imperial command squad, the Commander who would improve moral or generaly improve the men around him. The weapons specialist who is armed with a heavy or special weapon as well as demolitions. The medic who runs around and dose standard medic stuff and is resposible for getting to men who are "dead" and revived them or limits their injuries. The radio operator who is important to objectves for example having to get him to the top of a building to call in an artillery strike.
I also think that the enemys should be a little more complicated too. For exmple the mission might be "kill the farseer" and mabey that farseer would have ambilty like teleportaion or levitation that make it much more than dice rolling required to kill it.
Do you think that those ideas are do-able ?
How about an evolving experience/rewards system? The player starts off with a force of maybe 500 points for the first battle. A certain number of replacements are given automatically before the next confrontation, either individual troops or just a point amount. Surviving officers get maybe 5 points of extra battle gear for the next round, but have to deal with whatever long-term injuries they suffer, unless of course they buy bionics to compensate. After a certain number of conflicts, an officer upgrades from junior to senior, or from senior to heroic, at no extra points cost. Same with regular troops becoming veterans. This would be a lot more fluffy than the current state of things where leaders are thrown away without much regard, like officers with the Honorifica grow on trees.
Sorry i did a double post and Im just making it easyer to read because i cant figure out how to delete it
Last edited by s0m3w0n; November 12th, 2007 at 00:38.
So I figured Id create a actual set of rules if you will. They are in no way balanced (like in no way at all) but only serve the purpose of putting in the foundation to build the system around so with no futher adue....
Warhammer 40k Field RPG version 1
The game is very differant from regular warhammer 40k but too play you need....
Dice (d20), measuring tool, templates
at least 2 players 5 sugested (a Game master and 1-4 players)
First A note on GM's. A gm is a game master who basicly plays logic. He controls all npcs (non player characters)and trys to act as realisticly as possible. He also is responisble for any rule changes nessisary in this early version, The gm should keep in mind he isnt trying to beat the marines hes trying to create a challenge, but a possible one.
At these early stages the game revolves around a squad of 4 marines of the chapter Crimson guard.
At this point the marines are armed with a bolter, a suit of power armour, 3 frag and 3 krak grenades, as well as an auspex. Each member Has his own equipment of his own.
Abilitys. Space marines are the ultimate warriors, they know no fear or mercy. To represent this they will never be forced to take a moral check. Again each member has his own abilitys only he can use.
Stats- Instead of regular warhammer stats they have much higher numbers to represent their skill. Basic marines has the following stat line.
WS BS M(movment) S T(wounds are included in this) In At
15 15 5 16 17 All differant for each member
Damien-The weapon specialist. Damien carrys demolitions gear and is particularly sklled at blowin things up. Although he currently carrys a bolter Damien gets alot of weapons and gear upgrades.
Abilitys - Demolitions, Damien carrys melta bombs as well as a modern explosive known as Dilithium cubes. These can be used against vehicles walls or certain objectives, although not all. The various demoition devises all count as having St 25, and damien only carrys enogh equipment to use 3 times. The down side is that Damien may only move 4 inches when carrying equipment.
Equipment Melta bombs, dilithium cudes. He also has various enhancments to his helmet enambling his to shoot more accuratly and there for has BS 18.
His iniative stat is only 3 due to his heavy equiment
His attacks are 2 for the same reason.
Mensilius-The tech engineer. Mensilius fixes and in certain cases sabotages machinery. He also is trained at using vehicles and quite oftain uses a mech in battle. Unfortunatly he has been taken out of the regular combat training most space marines undertake, and is not as skilled at combat as the others.
Abilitys-Mensilius is a level 2 tech engineer(to be explained later)
He also is a level 2 Pilot(also to be explained later)
He only has WS 13
Equipment- Mensilius carrys his tools.
His in is only 3 and his attacks are 3
Gladus-The pyrotechnician. Gladus burns things, secondarily he usues various gasses and biological weapons when nessisary.
Abilitys-Smoke 'em out ! Gladus can "inspire" troops who breathe the enviroment to leave a bunker or encampment very quickly. To do this he must be within 6 inches of a building then he needs to roll a d6 and on a 5 or 6 sucseeds any unit breathing the enviroment takes a str 12 hit every turn they are in the building.
Equiment-Various canisters and explosives. A gas launcher (functions as frag grenades with range 12) and a bolt pistol.
His initive is 4 and attakcs are 3
Ultrek-The veteran. Ultrek has fough many wars on many fronts aginst almost any enemy. His skill with a bolter is awe inspiring and his skill with a combat weapon is worse.
Abilitys-Unmatched skill Ultrek has BS 18 and WS 20
Equipment-Ultrek carrys usual space marine equpiment in addition he has a perfectly crafted power sword.
His initive is 5 and attacks are 4
None of the members of the squad have much experiance in battle,only basic training (with the exeption of Ultrek) to represend this their levels are all 1 (ultrek is the exeption being of level 4) After each objective or other important tast is compleated the marine rolls a 2D6 and gains that amount of experiance. The following chart dictates a characters level
I dont think any one will play long enough to need more than this.
The following tasks will earn the character a roll
Killing 5 pts of monsters(explained later)
Compleating an objective
Surviving a scenario
At each level the player gains 1 point of WS BS and every 3 levels one attack and initive
In addition at each level the character gains more influence in the chapter thus gaining better access to the armoury and basicly earns more equpiment.
This equipment is delivered to him between missions however stat upgrades happen once they are earnt.
Each level earns the character 5 Req (requisition) points. They can buy equipment from this chart
Bionics -5 pts
Frag/krak grenage -1 pt
Inferno rounds -8 pts
Targeter -8 pts
And each character may buy from his own chart
Trilithium cubes-5 pts his demolition becomes str 27
Heavy bolter - 10 pts
Shrapnell grenades-8 pts
Servo implants-10 pts
Mech walker-20 pts
Flamer -10 pts
Incindiary grenades -8 pts
Lightning claw -10 pts
Combi melta -10 pts
And now for what they all do
Bolter a str 18 range 30 weapon that fires 3 shots a turn
Bolt pistol is the same but only has range 15 and 2 shots
Frag grenades strength 15 range 6 inches blast template d3 scatter
Krak grendes same as frag exept str 22 and not blast
Power armor adds 5 to toughness and 3 to str
Auspex allows space marines to see any hidden units within 3d6 inches
Inferno rounds add 2 str to bolter
Bionics allow a marine to heal a injury
Targeter adds 6 inches to range and 2 to BS
Trilithium cubes his demolition becomes str 27
Heavy bolter a new weapon with 40 inch range and str 21 it fires up to 5 shots. All bolter upgrades can be aplyed to it.
Shrapenel grenades can upgrade on frags that adds 2 to strength
Servo implants add 2 to str
Mech adds 4 to str 4 to toughness and counts as having a heavy bolter. However initive is at -1.
Insidiary grenades makes the "smoke 'em out" ability str 5
Flamer uses flame template, and dosnt roll to hit str 18 single shot.
Lightning claw adds 4 to str
Melta add on gives Ultrek the demolition ability however only on 6s
This game follows warhammer 40k rules unless otherwise stated.
The same movment applys with one exeption units can "march" if more than 10 inches from a visible enemy. Marching makes them move double speed but units may not shoot.
Shooting to hit something you must roll 2 d6 plus your ws and get 15 or higher. However there are negatives and positives to hit they are....
-2 if the enemy is in cover
-4 if in hard cover
-2 if at over half range
-4 if the shooter moved
+4 if shooting at a tank or other large targt
-2 if enemy moved
-2 per shot fired (exept first)
once hit the shooter must roll 2d6 and add that to the weapons str and compare that to the targets toughness if equal roll on injury chart but subtract 2 from total if it is over then roll regularly
Roll a 2d6 and consult the chart
2- Oh now its on ! The target is simply made angry and gains one toughness.
3-4-Is that all you got ? the wound is simply ignored
5-6 shot in the leg. -1 to movment (lasts between games and can be repaired by bionics)
7-8 shot in arm. Both WS and BS take a -1 negative.(lasts between games and can be repaired by bionics)
9 The model is injured but not fataly. The model falls down and each turn my try to stand back up, he needs a 5 or 6 to stand up again, the turn he stands up he is fully usable. The model suffers -1 to toughness(lasts between games and can be repaired by bionics)
10 -11 Down and out. The model is for game purposes dead. If it is a marine that suffers this result he misses the next game and in the next one is at -1 toughness (lasts between games and can be repaired by bionics)
12 DEAD this model is dead no reviving. If it is a marine he is still dead, and you very unfortunate.
Combat is supposed to be a last ditch effort because it is extreamly risky but can still be done.
A model charges its movment. The model may not march AND charge in the smae turn. Each model attacks as normal but instead of rolling to hit as normal the model takes his WS subtracts 10 and rolls a d20, he needs to equal or beat the opponents WS to score a hit. Roll to wound as for shooting and injurys as nessisary. commbat is fought untill either side is rolls a result from 7 to 12. Any unit who is down or injured but not fataly, is dead, enemys know no mercy.
Scenarios and enemys
Marines vs Orks
The Space marines have to run an assault on a Big mechs creation. If the mech is to finish the entire ork encampment will have a force field and be protected from orbital bombardment.
The field is a 2 x 2 square on one side is the ork camp and on the other is a ruined city. The GM sets up a ruined city using very generous amounts of terrain (about 3/4 should be terrain) And in the corner sets up an ork camp. In the far corner this is where the generator is, it should be hidden very well so that only a model very near it could see (about 6 inches). The marines deploy on the far end 6 inches from the board edge.
Around the generator there should be 5 orks and a Mek. And about 10 orks should be scattered about the city. The Gm should pick 10 locations for the orks, they should be out of line of sight and revealed only when a space marine could see them (at Gm's discretion)
The objective of the game is to destroy the generator, to kill it the marine player must infict a wound. This can be accomplished as with anything the generator counts as toughness 26.
The stats for Orks and the mek are.
Ws Bs Mv St To In At
Ork boy 15 11 5 15 22 3 3 Armed with bolt pistol equivilent. Each are level 2 monsters
Mek 14 12 5 17 24 2 3 counts as armed with heavy bolter. He also has servo implants. He is a level 4 monster
Have fun with it, and write as many sujestions as you can. I'm revising this constantly by the way.
More to come:party:
Last edited by s0m3w0n; November 12th, 2007 at 00:40.