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Each player (at least 4 players) controls 1 or 2 troop or fast attack models (everyone has the same amount of models). Models can be equiped with anything the could normaly take, and act as independent models. The games should be played on small boards with lots of cover and perhaps multiple levels. Whenever a model dies, it may be placed on the board again 2 turns later anywhere that is at least 6 inches away from an enemy. Whenever a player kills a model, he adds the point value of the model to his score. Games are played for a set number of turns (the person with the most points wins) or until a player reaches a certain score. Team games can be played too and players on a team add all their score to get a team scores. Capture the flag games can be played in team game and if a flag is captured the scoring team adds a predetermined amount of points to the team score. Other speacial objectives can be played too by giving each objective a point value.
Ive got a few more rules to add, but im in a hurry right now so Ill add the more detailed rules later. Id like to know what you think so far though.
This just seems wierd, it looks like it might work, but you should really think of something else- like on Planetside they have 'Respawn Tubes' maybe you could impliment this idea by setting up certain areas which are 'Respawn Tubes' and you can come back on the next turn, you can only respawn a certain number of times, and you alternate between three or four respawn points- thus you limit the possiblility of Spawn room camping (Damn New Conglomerate spawn killers)
Keeping the points cost is difficult- it works on Planetside in a different way (you gain 100 exp per kill plus or minus modifiers for the equipment you carry, the equipment the opponent's carrying, the population on the continent at the time...) but this is difficult to calculate and in the instance of Planetside, is done by huge server machines in Germany. anyhow, simplify it- maybe an UT style 1 point per kill type of thing, and set a limit of 200 pts per model.
Give all the players loads of guns and place pickups everywhere and you may have an UT style game for WH40K!
---Log from the Last Excursion of the Temera---
Pilot: Damn i knew this ship wouldn't last long.
Computer: welcome to Windows 40k
Pilot And Co-pilot: AAAARRRRGGGGGGHHHHH
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This is what Inquisitor is for. Me and my friends often run deathmatches, where each player can use one character of a certain power (so we may, for instance, ban inquisitors, assassins and Space Marines). No pickups or re-spawning though. If you want pickups, have each guy start with a laspistol. And for re-spawning, have it happen at a random spawn point after d6 turns.
Catapultam habeo. Nisi omniam pecuniam mihi dabis, saxum immanem ad capitem tuum mittam.
Well the idea was to have a UT or Quake like game for 40k. Something fast paced that can be played with a few models so that people who dont care to play or collect 40k can play a quick board game. Keeping track of points shouldnt be too hard if everyone has a list of the point cost of each model they control (including alternates) and a score board. When you kill model u ask the player it belonged to how much it was worth and add it to your score. Since everyone only has 1 or 2 models (4 at the most if they use alternates), it shouldnt be hard to keep track of.
The rule I left out was for each model a player controls, they can have a second model of the same exact type but with different equipment. Models have to have the same stats (except for those stats modified by equipment) and maybe switched during the players turn. Because the player would only have one or the other in play at a time, they count as one model for the sake of keeping track how many models each player gets to control. Modular models (with magnets and the like) may be used instead.
Power ups are placed by the players at the begining of the game and have to be at least 6 inches away from each other. When ever a player gets a power up (by getting into base contact) they roll a d6. The d6 is placed in base contact with the power up, every players turn, the d6 is decreased by one until it reaches less than 1, at which point it is removed. Models may not pick up power ups that have a d6 counter on them.