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rt1234456

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  1. Hello, if you are an explorator and adventurer lets discuss CRAFTING. It's all started because mechanicus in our party has been a real explorator in nature and the universe should have opened secrets to him as he opened himself to Omnissiah :). In short words part of exploration and engineering were missing connected to fixing, building, exploring and inventing. We have decided to accept the challenge for greater good and come up with crafting rules. After searching for rules in WH 40K rulebooks and forums we decided to base rules on pretty good descriptions from DH Inquisitor's Handbook: p.240 Trade (Armourer) and p.245 Crafting Rules. What is missing? Usage of Trade skills are rare and poorly portable Calculation of difficulty for crafting should be depending on action complexity Better duration table for crafting Concept STC concept is used to provide wide range of motivation for exploration and possibly logical explanation of Adeptus Mechanicus way of existence. Complexity for crafting is based on crafting actions and complexity of object which you can say depends on the size. Actions: Repair, Upgrade, Improve, Manufacture, Template, Design, Invent Objects: Tools&Drugs&Ammo, Weapon&Armor, Vehicles&Buildings Main roll is Tech-Use roll which shows understanding of true Omnissiah knowledge with additional usage of system specific Trade or Lore skills. It is both simple and agile to change for any wh system. Sum of object rarity and action complexity for this object is used to determine resulting modifier for a roll. Details 1. STC STCs in WH40K setting are pretty misteroius so there is an idea to represent it as a blueprint which can be used limited amount of times with a specific chance to get broken. This idea can explpain what big part of mechanicus are doing on Forge Worlds: with STC Success Rating all STCs must come to an end after some time even if STC is used to create a copy. Logically while some mechanicus copying STC for manufacturing others trying to reverse engineer from manufactured objects same STCs from which they were originally built. If STC is finally used up and there is no mechanicus who has enough knowledge to re-create design then technology is lost. It explains why technology can be lost and STC's even for same technologies already possessed by Emperium still would be in high demand. In order to describe this mechanism there two STC properties: STC rarity rarity of stc is one step rarer than object near unique object stc can be bought only from manufacturing organisation unique can be received only from STC holder only STC Success Rating Success rating is number on d100 to determine chances to get job done correctly. If roll on d100 more than Success Rating then job is not done because STC is faulty: Сrafter lost 1 time interval for the job, lost all materials and craftsmanship of STC got one level worse. If craftsmanship was poor then it is corrupted and can't be used anymore. Each STC has it's craftsmanship which sets Success Rating Poor - 30 Common - 60 Good - 80 Best - 95 2. Actions First 3 actions are focused directly on objects, then manufacturing, connecting objects with STC, and other 3 are focused on STC's. Repair Description: Repairing brokens items, engraiving, fitting. Complexity: Get object rarity as base difficulty. Upgrade Description: Install upgrades - smaller objects - into weapons, armours, vehicles, buildings, etc. Scope can be an upgrade for weapon, but the same way weapon will be upgrade for vehicle. Complexity: For multiple upgrades take rarest as base difficulty. Improve Description: Combine two different objects of the same complexity. Combine 2 weapons to create combi-weapon, remove qualities like Unreliable or Primitive. Complexity: Sum the rarity for multiple objects to get the base rarity for improved object. Manufacture Description: An action on intersection of STC's and object - build object using raw materials and STC. Complexity: Get object rarity as base difficulty Template Description: Objects reverse engineering in order to create STC Complexity: Get object rarity as base difficulty Design Description: Usage on multiple STC's to mix them for manufacturing object with different traits taken from different STC's. Complexity: As base difficulty use rarest STC's -10 for each additional STC used for design. Invent Description: Process of invention STC for something new like new vehicle, weapon, drug. Complexity: Base difficulty is Unique. 3. Roll In order to make these rules portable and easy to use through different WH 40K systems main roll is selected as a Tech-Use roll. To take in account possible Trade skills or character backstory traits there is one Bonus roll can be used to underline proficiency over some actions, objects or situations. Bonus roll number of DoS sums with Tech-Use roll number of DoS. Negative modifiers or additional pre-requisite rolls can also can be applied by GM for Archeotech, Xenotech or other Forbidden Lores. Result amount of DoS can be spent either on decreasing time or increasing craftsmanship: 1 DoS - decrease time by one time interval, if interval equals 0 then switch to time intervals of one step shorter time interval. (look at Table 2. Crafting Time) 3 DoS - increase craftsmanship by 1. It can be increased only by 1 level from base craftsmanship. Usage 1. Difficulty In order to calculate difficulty of main roll use Table 1, crafting action description and object rarity. Table 1. Crafting Difficulty Objects Repair Upgrade Improve Manufacture Template Design Invent Tools&Drugs&Ammo +40 +30 +20 +10 0 -10 -20 Weapon&Armor +30 +20 +10 0 -10 -20 -30 Vehicles&Buildings +20 +10 0 -10 -20 -30 -40 2. Time Use difficulty of the crafting roll to determine how long will it take to finish crafting action using Table 2, which is based on scale time from DH Inquisitor's Handbook. Table 9-5. GM rolling 2d10 to determine crafting duration in corresponding to dificulty time intervals. Ranges between different intervals does not equal because objects rarity also not distributed equally with most of rare items at rare(-10) to extremely rare(-30) and then near unique(-50) and unique(-70) having invention difficulty from -90 to -110. Table 2. Crafting Time Mod Time Time for job Time interval +91 Seconds 2d10 x 1 seconds 1 second +61 Minutes 2d10 x 1 minute 1 minute +41 Minutes 2d10 x 5 minutes 5 minutes +21 Hours 2d10 x 1 hour 1 hour +11 Shifts 2d10 x 6 hours 6 hours 0 Days 2d10 x 1 day 1 day -11 Weeks 2d10 x 1 week 1 week -21 Months 2d10 x 1 month 1 month -41 Years 2d10 x 1 year 1 year -61 Decades 2d10 x 10 years 10 years -91 Centuries 2d10 x 100 years 100 years 3. Craftsmanship In order to determine base craftsmanship for object manipulation and manufacturing use next table. Slots means how many projects/actions can be done in parallel. Table 3. Objects and manufacturing base craftsmanship Craftsmanship Prerequisites Bonus Poor combi-tool and pure wish 1 slot Common manufactorum 2 slots Good good manufactorum 3 slots Best best manufactorum 5 slots In order to determine base craftsmanship for STC actions use Table 5. Only one STC action can be done by 1 mechanicus or 1 laboratory. Table 4. STC actions base craftsmanship Craftsmanship Prerequisites Bonus Poor just notebook and imagination -10 on STC actions Common laboratorium 0 Good good laboratorium +5 on STC actions Best best laboratorium +10 on STC actions 4. Cost of materials for manufacturing In order to manufacture object materials should be bought. Cost is providede in Treasury Points. Table 5. Manufacturing cost (calculated as rarity modifier first digit) Availability Materials cost Rare 1 Treasure Point Very Rare 2 Treasure Points Extremely Rare 3 Treasure Points Near Unique 5 Treasure Points Unique 7 Treasure Points Please, do enjoy crafting and gaming That's last article from this series that was planned. Thank you all and may this community be blessed by Emperor. We also have some details on spaceship battles, but it's not so big to have separate article. We are also working on battleships, ship cards to manage battles, and ship fits overall, porting Legio Cybernetica and colonies math, but these topics are far from finish. If you have any questions, please, write. Kind Regards. Here about who, what and why.
  2. Hi guys. This is last part of Ground Wars. First two parts were about unit classification and general rules and now we left with remaining questions: Acquire units for your dynasty Transport army to the target Deploy army on battlefield Barrack plays important role in troops transportation. There are great discussions have been on this forum before - how-many-troops-should-the-barracks-component-contain and how-many-troops-does-a-barracks-hold - we have combined these options to form our view. Concept Barracks - specialized spaceship component for troops transportation and deployment. Barrack includes training areas, shooting ranges, latrines, mess halls, food storage areas, supply rooms, fuel, ammo, and repair areas, and crafts to deploy it on the planet. Our vision follows next statements: component is much more then just a cargo hold similar to living quarters allows comparable amount of troops capacity should scale based on ship size Deployment is happenning from spaceship located on planet's Low Orbit. Where Low Orbit - position around the planet which needs one hour - space combat turn - to get ship into or out of it with Piloting(Spaceship)-20 Test. Spaceship needs to be in Low Orbit in order to deploy troops or assist with orbital bombardment. Details 1. Transportation The rule of thumb to figure out barrack capacity is to find barrack size closest to crew numbers. Capacity of barrack is measured in places, where place is the space required to support one ordinary soldier. Use Table 1 to find out pre-defined barrack sizes based on ship and it's crew size: 10000, 30000, 100000, 300000, 1000000. Table 1. Spaceships barracks capacity Ship Capacity in places raider 10000 frigate 10000 light cruiser 30000 cruiser 30000 battlecruiser 100000 grand cruiser 100000 Battleships 300000 Transport * * In order to make transports shine as ships built for transporting rather than war ships, barrack capacity should be calculated based on crew population and size using one step bigger capacity as for war ships to have a purpose for transports in RT fleet. For example, Vagabond-class merchant trader Core Rulebook p,194 with 18000 crew based on raider hull will have barracks for 30000 places rather than 10000 as would raider with similar hull would have. Size of the ship and possibly hull should also be taken into account, because transport ships always have smaller crew. So, barrack for biggest 1000000 capacity will have Universe-class Mass Conveyor even if it's have 60000 crew, but it is already built to transport 200000-500000 usual passengers and has size of battleship. Barrack places can be used to support troops, mechs or both. Use Table 2 and Table 3 to determine how many troops can fit into barracks. Table 2. Barrack places for troops Size Places Average 1 Hulking 2 Enormous 6 Massive 18 Immense 54 Monumental 162 Titanical 486 Table 3. Barrack places for mech Size Places Average 4 Hulking 10 Enormous 40 Massive 100 Immense 200 Monumental 400 Titanical 1000 2. Deployment There are different deployment options explored before: with just support and small crafts like arvus lighters and guncutters; with halo barges; with IG transports - 1, 2, 3, 4, 5. Our take on this is Barrack as specialized component has hangar with void-capable landers for troops deployment: 3-4 landers carrying 10% of barrack's capacity each, so full deployment will take 3-4 strategic turns(hours). Next, is a table with landers for different barrack sizes (information on landers is scarce, please do excuse not-very-fluff reuse of this information ) Table 4. Landing troops crafts Craft Craft capacity Barrack capacity Angantyr 1000 10000 Minotaur 3000 30000 Devourer 10000 100000 Tetrarch 30000 300000 Cetaceus 100000 1000000 Deployment is a phase when dropships feiry troops to planet, and depending on GM it can be separated on 2 or more stages at which first stages on altitude would be low orbit space and can be engaged by enemy interceptors by rules of space combat and other stages closer to earth which could be engaged with air units by mass combat rules. Table 5. Landers Ground Wars size Ship Rank Size Angantyr 5 Macro 1 Minotaur 5 Macro 2 Devourer 5 Macro 3 Tetrarch 5 Macro 6 Cetaceus 5 Macro 9 Rank can be modified with Barrack craftsmanship from -1 for Poor craftsmanship, to +1 for Good and +2 for Best. All of them have trait Transport. 2. Acquisition Last but not least is how to acquire all the troops. There are different ways but if you would like to acquire troops in true Rogue Trader fashion through Acquisition then use next tables. Decrease 1 Profit Factor to support each 10000 Strength. Quantity modifiers taken from Acquisition Core Rulebook. Table 9-35. Upper bound used in examples for scale modifier is quantity of troops to acquire. Table 6. Acquisition Rank Modifiers (corresponding to BFK Table. 4-5) Rank Modifier 9 -60 8 -50 7 -40 6 -30 5 -20 4 -10 3 0 2 +10 1 +20 Table 7. Acquisition Type Modifiers (corresponding to BFK Table. 4-4) Type Modifier Infantry 0 Fast Attack -10 Armour -20 Air -30 Table 8. Acquisition Class Modifiers (corresponding to BFK Table. 4-2) Class Modifier Light 0 Medium -10 Heavy -20 Table 9. Acquisition Tech Modifiers (corresponding to BFK Table. 4-2) Tech Modifier Primal +50 Ferral +40 Primitive +30 Feudal +20 Industrial +10 Techological 0 Modern -10 Ascended -20 There is always an idea - like discussion by @dava100 - to take your crew to fight on the ground, and a question is how to treat mostly disciplined and used to fighting in space crew to fighting on the ground, because from one side there is a crew of ship which always fighting or ready to fight, on different side it's space experience and only part of crew prepared to fight. Table 10 is our take on crew conversion to ground army. Idea is to think that higher the crew rank than higher the percentage of imperial guard veterans and highly trained mercenaries in it, number of useless underdeckers is more or less the same with chance to GM discretion to find Rank 4 and Rank 5 among crew. While it is a possibility the penalties for losses should be severe, from some components disabled until resupply in port to not having men to run a ship. Table 10. Ship crew conversion into rank Crew Rating Rank 1 Rank 2 Rank 3 Rank 4 Rank 5 20 20% 60% 20% 30 20% 50% 30% 40 20% 40% 40% 50 20% 30% 50% 0.1% 60 20% 20% 60% 0.2% 0.01% This is all about troops transportation and acquisition which also can be mostly used separately from other 2 parts. Next one will be our take on crafting rules for mechanicus characters. Kind Regards. Here about who, what and why.
  3. Hi @TBeholder, I agree that Strength as a single abstract characteristic could work much better. To have a single number representation of unit math lab and sufficient number of playtests should be implemented, which eventually can bring this system to a balanced one. So, for now idea is to use Unified Strength instead for purposes of calculating strength ratio between two sides. Our experience I would say that fluff wise system plays well and equal to what would happen in real WH40K setting. Do you see anything else stand out? PS: Also, I think wording might add the confusion with words "not correct" or "impossible chances". I will rephrase it. Kind Regards.
  4. Hi @TBeholder, thank you for the question. Please, define "incorrectly" and I would answer you better So, I will try to identify what you possibly meant and go to the answer at hand. If you mean that Strength of the unit should show how powerfull it is and how it performs compared to any other unit then you have a point. But If you treat Strength as wounds of the unit then it would make more sense. Same way amount of wounds NPC or PC has have lesser impact than armor, weapon, tactic and talents it uses. Just couple points to find a common ground: 1. While this system, at least in my opinion, better in answering a lot of detailed questions than BFK original rules it's only one step further between ( raw ideas - concept - draft - alpha version - balanced system - final product ), where BFK original is draft and this system is alpha version. And thanks to feedbacks I would be really glad to figure out how to improve it. I know even more points to balance 2. As a system it will always have simplifications and abstractions and there is constant need to get a balance between how different units abstracted, how simple they are and how different results would be according to warhammer universe fluff. It is hard to figure out how many imperial guards you need to kill a demon prince and then put in numbers to use it easily. 3. Original BFK system with strength equal to 10% of quantity and same 4d10 attack for troops and mechanical as well as elite troops has less consistency and comparability between different units in my opinion, but has a great potential that we tried to advance. On the same Rank 3 where we have only IG troops Strength will show the difference between the units, but between the Ranks I see the need to use Unified Strength. Still I'm trying to write it down in a way that you can use different parts independntly: only classification to place other units on battlefield, or general rules to use with original BFK system or simplification rules without Unified Strength calculation. Hope, I answered you question Kind Regards.
  5. Hi guys, Hope to catch you in good health and continue Ground Wars with our general rules, reworked system of orders and combat simplification for more narrative gameplay. It can be based on extended classification from Ground Wars Part 1 or used with original BFK rules. Next topics are: General rules based on BFK Orders based on BFK War Endeavours based on BFK Rules simplificaion and narrative usage Concept Detailed and reworked BFK general rules: Battlefield - Grided field, each cell approximately is 1 square km. Turn - Duration is 1 hour to connect it to possible simultanious actions in space with spaceships Terrain - Affects movement and cover, move can't become less than 1 Open Ground - Move(+0), Cover(+0) Broken Terrain - Move(-1), Cover(+2) Light Urban - Move(-1), Cover(+1) Heavy Terrain - Move(-2), Cover(+3) Heavy Urban - Move(-3), Cover(+5) Cover - Modifier is added to unit ground defense Position - One space contains one unit foe or friend, one air unit can be at the same space as one ground unit Move - We are using square grid with horizontal, vertical and diagonal moves, movement of different unit types scaled to kilometers. You can think of it that in midst of battle you move less because your are manouvering. Anyway if movement will be 10 km per move then other scale issues will be a problem. Visibility - We are using fog of war. Units visible in half move from your troops or from special recoinessainse order otherwise they cannot be targeted by ranged units. Spread units should be revealed with opposite Awareness Test to engage them. Spread - State when unit spreads over square grid of defined size in each direction to represent small patrol squads, ambushes and control points. Spread units could be found with Awareness(-20) Skill Test. If spread is detected by enemy then enemy decides where unit appears as single unit which can be attacked inside that spread square, if not unit can switch from spread to actual unit n the battlefield in 1 Turn. Engage - If units in neighboring spaces then they are engaged, if unit moving out from engagement it gets auto-attack from each enemy neighboring unit unless it is using Disengage or Withdrawal Attack - When units are in range for attack they can issue attack order to apply damage to enemy. Morale - each unit has morale, for every 10% units strength lost -1d10 morale are rolled, if Morale goes to 50% or 25% Maximum Morale test on Base morale rolled, if F or Morale = 0 then troops are scattered Skill test - Any skill test resolved against Skill level of the units determined during classification Orders - Any unit can use only one order per Turn. Orders are split to 2 groups: simple orders which any unit can use and limited pool of special orders based on how good is army general. Surprised - +d10 damage against suprised unit (BFK p.131) Details 1. Orders These are BFK Ground Wars actions from orders and flash point which are all now listed as orders. Flash point we decided to separate as a special RT ream actions which can get any form and not only ones listed in BFK. Attack Description: If units are engaged then both sides rolls for defense and attack and apply damage simultaneously. Artillery and other ranged units attack without getting retaliation. Air units can attack ground units with full damage with ground units retaliate with 50% dmg unless they can attack air. (BFK. p131) Prerequisites: None Comment: We use additional rule to resolve situations that 1 artillery will deal the same damage as 100 artilleries in one unit or 1000 guardsmen won't have bigger chances with 5 space marines than 100. There is a usage of Proven and Limit rules for attack interaction: DiffM - difference in order of magnitudes between quantities of units which creates Unit Strength characteristic. for larger unit Proven(1+DiffM), each die less than Proven change to Proven, Max Proven = Proven(Rank) for lesser unit Limit(10-DiffM), each die more than Limit change to Limit, Max Limit = Limit(Rank) Advance Description: BFK p.131. Move up to Full move, if unit Attacked during Advance -1d10 Unit to damage roll. Prerequisites: None Cautious Advance Description: BFK p.131. Move up to Half move, +10 to Awareness, can change route if new enemy is detected during advance Prerequisites: None Dig In Description: BFK p.132 Built field fortifications (trenches, banks, revetments, and the like), and have gone to ground Prerequisites: Scholastic Lore: Tactica Imperialis Test Success: Cover +10 Failure: Cover +5 Strategic Withdrawal Description: BFK p.133. Leaders of the unit decide that discretion is the better part of valour and attempt to flee from the battlefield. Prerequisites: Command Test Success: Move(Full Move), each neighboring enemy decrease movement by 1 to minimum movement of 1. Until next Turn each enemy add +5 to Damage to this Unit Failure: -10 to any unit Test until next Turn Combat Patrol Description: Based on BFK p.131 Combat air patrol. Unit switches to Full move Spread, any attempt to move cancels Combat Patrol. Unit auto engages any foe stepped in controlled area Prerequisites: Unit is allowed to use order Feint Description: Based on BFK p.132 Feint. False strike in one location to draw the attention of an enemy unit away from the true target Prerequisites: Deceive Test Success: Feinted unit takes 1d10 Morale dmg, and has -1d10 dmg until end of turn Failure: Attacked unit didn't count Cover modifier against attacker on retaliation Charge Description: Based on FBK p.131 Charge. Nothing strikes fear into the hearts of the enemy like a good old-fashioned charge Prerequisites: Intimidate Test ` Success: +1d10 Dmg Failure: attacking unit is Surprised until next Turn Embark/Disembark Description: For unit emabrking/disemabrking from transport, choose neighboring to transport field free from other units to place disembarked unit. If transport is destroyed it's up to GM to figure out if transported unit is also destroyed or how much strength to decrease. Prerequisites: Transport Trait and enough capacity on transport to get embarking unit onboard. 2. Special orders This part of orders can have huge impact on battle and require agremeent from HQ or communication between different units. It's a pool of special order, which restores by 1 special order per strategic turn for number of special orders not more then calculated at the beggining of battle (see War Endevours). Disengage Description: BFK p.132. Regroup and catch a breath Prerequisites: Command Test Success: Move(Half move),each neighboring enemy decrease movement by 1 to minimum movement of 1, Dig In at the end of action Failure: -10 on any unit Test Deep Strike Description: Deep Strike where enemy is not ready and is not waiting you or to support your troops in time of need. Comment: Use scatter to specify where unit landed. Scatter examples: 7x7 area with center at targeted point x,y = (d10,d10): 0 = center, 1-3 = 1 Movement out, 4-6 = 2 Movement out, 7-9 = 3 Movement out, commander choose direction after each d10 5x5 area with center at targeted point x,y = (d10,d10): 0-1 = center, 2-5 = 1 Movement out, 6-9 = 2 Movement out Prerequisites: Scholastic Lore: Tactica Imperialis Test, Unit is allowed to use order, Unit is ready for Deep Strike, on airfield if deep striked from plane, spaceship on low orbit if deep striked from spaceship, etc. Ambush Description: Unit switches to Half move Spread, choose location at start of combat, any attempt to move cancels Ambush. If commander decides command unit moved to any empty chosen location near ambushed unit, if enemy unit fails opposed Awareness Test then enemy unit Suprised until end of the Turn. Prerequisites: Unit is allowed to use order Recoinessance Description: Based on BFK p.136 Reconnoitre. Unit switches to Full move Spread, can move up to Half Move in Spread mode Prerequisites: Scholastic Lore: Tactica Imperialis Test, Order is available for unit Flank Description: Based on BFK p.132 Flank. Attacks the side of an enemy unit. Prerequisites: Scholastic Lore: Tactica Imperialis Test Success: +10 Dmg Failure: enemy gets +DoF dmg bonus on retaliation Push Through Description: BFK p.133 Push Through. Moving to the opposite side of the enemy, scattering them, or cutting the enemy unit off from its support. Half move through unit to empty location Prerequisites: Intimidate Test Success: enemy unit gets +1d10 dmg on retaliation Failure: enemy unit gets +2d10 dmg on retaliation Force March Description: BFK p.133 Force March. Push themselves and their machines to the limit to increase their movement. Prerequisites: Toughness Test Success: double movement, -10 all tests, -3d10 dmg until end of Turn Failure: use Advance instead Triage Description: Based on BFK p.136 Triage. Triage reflects the efforts of the unit's medics and chirugeons to treat casualties Prerequisites: Medicae Test Success: regain 50% Strength and 25% Morale lost on previous turn Failure: can use Disengage Rally Description: Based on BFK p.136 Rally. Inspiring, or fear inducing, words Prerequisites: Command Test Success: regain 3d10 morale, +10 to any test Failure: -10 to any test Sabotage Description: Based on BFK p.136 Sabotage, Destroying roads and bridges, disrupting supply lines, disabling enemy vehicles, and laying traps for enemy forces. Prerequisites: Tactica Imperialis Test, Order is available only for unit with Trait Saboteur, Trait Guerilla Warfare Success: 2d10 damage to Unit Strength ignoring armour, 4d10 morale damage Failure: Attack order resolved Air Strike Description: Based on BFK p.135 Artillery Barrage. Strike from friendly air forces, taking out specific targets such as hardened bunkers, counterattacking tanks, or enemy artillery Prerequisites: Command Test, Air unit should be in range of enemy unit Success: Attack from Air unit(-3d10), foe -2d10 dmg, unit called for Air Strike can choose to resolve Attack order after Air Strike results Failure: unit can resolve own Attack only if succeeded on Command Test Artillery Barrage Description: Based on BFK p.135 Artillery Barrage. Soften up enemy positions or hit enemies under fortifications or in difficult terrain. Prerequisites: Command Test, Ranged unit should be in range of enemy unit Success: Attack from ranged unit (-3d10), foe -1d10 cover or 3d10 morale dmg, unit called for Air Strike can choose to resolve Attack order after Artillery Barrage results Failure: Roll on Artillery scatter, unit called for Artillery Barrage can resolve own Attack only if succeeded on Command Test Planetary Bombardment Description: BFK p.135. Lay waste to armies and cities. (BFK p.135 for damage) Lance: 200m radius - all dead, in 1 sq km - Large Units: 5d10+75 Strength, Individual and vehicles: 5d10+10E, Pen 6 Macro: 50m radius - all dead, in 10 sq km - Large Units: 5d10+40 Strength, Individuals and vehicles: 4d10+5, Pen 4 Prerequisites: Command Test, Targeted area in sight of allied unit, Spaceship with specific type of weapon should be on low orbit Success: Apply damage Failure: Roll scatter and apply damage 3. War Endeavors In order to help play different scale of battles there are templates based on BFK p.137. Warfare Endeavours to link scale of army to geographical size of conflict. Table 1. Size of conflict Size Battlefield Strength Blushfire 15x20 50 Clash 20x30 150 Campaign 30x40 1000 Theatre 40x60 3000 General can manage only finite number of different units on battlefield. Сalculate possible number of units on which general can split Strength of his army as Unit Count = Size of Conflict[Blushfire(1),Theatre(4)] * 5 + Command Skill bonus. Maximum number of Special Orders equal to Command Skill bonus, start number of Special Orders defined as number of DoS on Command Skill roll. Special use: Limit of Special Orders can be converted to additional number of Units on battlefield - decrease limit by 1 for possibility to have 1 more unit on battlefield ( Strength of army is not increased ). Each battle always has goal whether to acquire resources, get strategic position or occupy territory. In order to be able to achieve different goals corresponding army power should be available at each side. If attacker doesn't have enough forces he won't be able to pursue specific goals, same for defender - if there is to few troops under his command he won't be able the chance to defend. Next rates are not defining what strength should be used in specific battle but to understand if whole strength of forces under the command would be enough to achieve specific goals - should be resolved against all available under command army on specific planet. Table 2. Scenario Scenario Attacker-to-Defender Strength Ratio Special Full on Engage 1:1 - HQ Defense 5:1 +1 special orders per Turn to defenders Ambush 1:10 +1 special orders per Turn to attackers Battle Front Break 3:1 - For example, to have possibility for Blushfire on HQ Defense, attacker should have 50 * 5 = 250 Strength of units at his disposal to say that he can try to achive this goal. But to play blushfire each side will still use 50 Strength of units on battlefield. Usage There are players and GM preferring narrative style of battle to tactic turn based strategy mini-games and vice versa. In order to include personal heroism and have little fun in the midst of the war we love BFK p.133 Flash-points concept and added Turning points. 1. When to use this system No matter how is this system better or different from original BFK rules, I would like to share our vision on when it should or shouldn't be used: DO NOT USE if it's easier to use Horde's or Squads. If you have a lot of similar creatures which are doing the same action like attacking, escorting, defending then Horde's do just great. If you have some units at your command use squads it is not a immediately becomes mass combat because you have couple of squads. DO NOT USE if one of the sides of conflict cannot gather enough units to create 1 Strength. USE if you have so many different squads/horde's that track their unique statuses and remember unique rules of engagement is real pain and Ground Wars rules can simplify it USE if numbers in armies are so big that Ground Wars rules will abstract it with more usefull Strength USE if you want to compare armies to figure what might be the result of conflict USE if you want to create epic background for RT team, with armies clashing on the background living by their own rules USE if you like turn based startegies 2. Flash points and Turning points We just extended that any engagement between units on battlefield can be entry point to Flash point for RT team to get close and personal or change direction of the engagement at important place on battlefield. Turning points represents more strategic and impactfull influence to change course of the battle or war like kill enemy general or convince that part of enemy forces stop support to enemy side. Up to GM to calculate possbility of such impact and what should be done to achieve it. 3. Rules simplification and narrative usage In order to get away from orders and units and just give narrative description of what is going if party didn't like to go into details, please use Adjudication part of great rules by @Errant Knight for battle simplification. There is only one addition to tactics ratio - to compare each side force ratio we propose to use Unified Strength. 4. Unified Strength Rank shows difference in perfomance such as 100 Strength consisting of 10000 Imperial Guards would have different less powerfull then Strength consisting of 100 Storm Troopers. Imperial Guards will have less chances to kill the same Strength of Storm Troopers, because Storm Troopers has better defense and better damage output. In order to get Unified Strength we should multiply Effective Strength with Damage per Strength (DPS) and take Rank advantage into acccount - this representation of how long this army can live and how much damage can apply during it's lifetime: Unified Strength = Effective Strength * DPS * Rank Effective Strength = Unit Strength * Defense DPS = Average(Attack) Sum of all units Unified Strength gives overall army Unified Strength. It is more accurate to check ratio for War Endevaours Scenarios and for battle simplification ratio. For example, 100 Strength of Imperial Guards (Rank 3, Infantry, Medium, Modern) have Attack(3d10+7), Defense(20) 100 Strength of Storm Troopers (Rank 5, Infantry, Medium, Modern) have Attack(5d10+7), Defense(24) Imperial Guards will have Effective Strength of Strength * Defense = 2000, DPS = Average(3d10) + 7 = 16.5 + 7 = 23.5 and calculated Unified Strength 141000 Storm Troopers will have Effective Strength of Strength * Defense = 2400, DPS = Average(5d10) + 7 = 27.5 + 7 = 34.5 and calculated Unified Strength 414000 So, Unified Strength of Storm Troopers of the same Strenght is almost 3 times better then Imperial Guards If these 2 units will attack each other with it's DPS each Turn: Imperial Guards will hit with DPS 26.5 dealing 2.5 damage after defense in average and destroy Storm Troopers in 100 Strength / 2.5 Strenth per Turn = 40 Turns Storm Troopers will hit with DPS 29.5 dealing 9.5 damage after defense in average and destroy Imperial Guards in 100 Strength / 9.5 Strenth per Turn = 11 Turns Which gives us ratio more or less similar to Unified Strength. The last part of Ground Wars would be about troops transportation, deployment and acquisition. Kind Regards. Here about who, what and why.
  6. Hi @Lord Deimonos Sorry for sounding rude, but as user of this platform I possibly would suggest to use search. Also, to redeem myself a little bit after such harsh words I would suggest to look at good Horde description left here by @MorbidDon. It is a description of Hordes rules from two sources Deathwatch and Black Crusade core books in which you can find even more details. As how to show dynamics depends on what dynamic you want to show, whether it is endless horde which restores it numbers each turn if you can't deal damage to destroy it in 1 turn and you are trying to just get out of it by carving some meters in this horde each turn to get through, or it just to describe big problem that is hard to solve directly shooting at it, or possible epic fight with overwhelming enemy. Kind Regards.
  7. Hello guys, there is our vision of ground mass combat rules ( at least first part... ) Main missing details of BFK system are: unit classification system which includes all types of armies, races and units on the same battlefield connection to spaceships during the battle or deployment phase gathered, explained and extended order list battle simplification rules There is always a problem how to figure out who has better army even wihtin the same race. Lets assume rogue trader hired mercenaries, joined mutants or knights from unknown planet, have space marines detachment to help or squad of xenos. How to count all the differencies? BFK system doesn't have the asnwers, but we extneded the system to take it into account. I would like to present the concept of extended unit classification. Concept: Classification system based on: Rank - is the classification which shows main differencies between different units like amount of training, sources of power and their history. To show why and how stormtroopers are better than newly acquired imperial guards, space marines are better than imperial guards and orks are just orks. Type - after carefull consideration we left only with 4 main types of units Class - is the same as in BFK, but we changed the differencies so they would shine and compliment unit types Tech - is the same but slightly extended to include different ferral warriors and advanced races Size - was added to calculate titan-like creatures Trait - is the additional classification to polish units even with craziest abilities and histories Details: 1. Rank Summary of training, battlefield experience, talents, skills and powers gained througout the life of the unit which differenciate the quality level. Every rank has a distinction by which you can understand that it's better then others, sum of these distinctions will give you the final rank. Rank distinctions can be used non-consequentual to find the final rank, rank name and description given only for comparison to known defintions and lore. Rank 0 - Non-combatants Description: It's a base level. No matter the quantity due to non-existent skills, low morale and absence of will to fight: old, children, disabled, crippled Distinction: None. Rank 1 - Free folks Description: Weak and untrained but willing and able to fight: just ordinary men without any experience. It might be hatred, compassion, mind control, purpose of creation, etc. Distinction: Goal/Motivation to fight. Rank 2 - Conscripts Description: Able to fight civilians, farmers, labors, underhivers with some training and knowledge willing or ordered to fight. Acquiring non-instinctive knowledge and skills helping to fight - fight in formation, cover your comrade, wait for air support, etc. Distinction: Training. Rank 3 - Regular army Description: Countless ions of Imperial Guards, contractors, organized crime members. Even one battle or deadly scirmish is enough to change your views on everything. Distinction: Battle experience. Rank 4 - Professionals Description: Catachan Jungle Fighters, Cadian Shock Troops, death korps of krieg who are most famous already, arbites, best contractors, Gretchins, non warrior eldars, tau fire warriors, nekron's scarabs, nurglins and other basic non humans. Best in something or best against something. Distinction: Dedication/Specialization. Rank 5 - Elite Description: Maximum of humanity without gen changing and mutations: storm trooper, sisters of battle, inquisitors, rogue trader teams. Also base level for non humans: ork boyz, warriors of eldars and dark eldars,minor deamons, rak'gols and so on. After many battles and dedication efforts these are the best of the best who survived. Distinction: Selection(evolutionary or unnatural). Rank 6 - Champions Description: Base level for super humans - space marines, also for other races strong warriors such as ork nobz, eldars champions, dark eldar incubi, tyranide elite and genstealers,daemons, tech priest skitari, chaos space marines Distinction: Abhumans/Unnatural Stats. Rank 7 - Peerless Description: Grey knights, imperial assasins, posessed chaos marines, obliterators, genstealers patriarchs, ork warbosses, ork meganobz, tyranide prime warrioirs, tech priest myrmydons, deamon's heraldo. Distinction: Transcended/Connected to warp. Rank 8 - Ascended Description: Imerial custodians, greater deamons, hive tyrans, khtans, nekrons, eldar lord phoenix, alpha psykers. Distinction: Touched by fate/Usage of power of gods Rank 9 - Godlike Description: Primarchs and deamon counter parts, psykers alpha+ Distinction: Direct connection to power of gods Rank 10 - Power Distinction: Power itself. Empreror, Horus Rank of mechanical unit depends on: rank ot troops for which this mech is created how massive it is which qualifies survivability and amount of fire power interface level to understand how effeciently it is used. 2. Type It is best described as main type of movement and base power level. Based on BFK types. Infantry - basic troops and backbone of army Fast Attack - this is fast moving troops including both cavalry and mechanised infantry Armour - armoured and powerfull vehicles or creatures used for battle. Artillery, Anti-Air from BFK included. Air - units which main method of combat requires flying 3. Class Each unit type has a class to distinguish main purpose and how it should be used. Based on BFK light, medium, heavy descriptions. Light - for fast, stealth operations, ambushes and recoinessance Medium - main, universal army Heavy - specialized squads 4. Tech Extended BFK tech levels. Primal - teeth ans claws like animals Ferral - stone age: axes, clubs, bows Primitive - early metal age: bronze work, metal work Feudal - powder, swords, heavy plates Industrial - wwI: early machines, primitive aviation Techological - modern 20-21 century techologies Modern - modern emperial technologies Ascended - archeotech, dark age, necrons 5. Size Used to calculate rank of vehicles, influence deployment and transportation of units Average (Human, Eldar) Hulking (Ork Nob, Armoured Space Marine) Enormous (Sentinel Walker, Krootox) Massive (Battle Tank, Greater Daemon) Immense (Land Raider, Great Knarloc) Monumental (Squiggoth, Baneblade) Titanic (Reaver Battle Titan, Ordinatus War Machine) To describe huge units like ordinatus, capitol imperialis, some space shuttles there is also a Macro size. All units less then titanical(100 meters) by largest side are Macro 0. Each 100 meters more give Macro +1 with maximum size as Macro 10. 6. Trait If there is a reason to count some unit really unique but not as different rank unique, there is always a chance to put it in traits: amphibious, transport, fearless, etc. Usage: With this classification almost any army can be calculated the same way. Now, lets look how to get from classification to specific units which can be placed on battlefield. Unit characteristics used in battle are the same as in BFK, but calculated a bit differentle. Use next tables to convert system classifiers into unit characteristcs: Table 1. Rank to Strength conversion For troop ranks system has multiplier 10 as it goes with saying 'worth ten men' or empiric calculation of how much master warrior can kill enemies during one fight. For mech it has multiplier 4 as tank platoon consists of 3-5 tanks and all higher formation consists of 3-5 lesser formations. Proverbial one-man-army or unit which can influence the fight alone is chosen as 1:1 (one unit is 1 strength) rate level. Rank 5 - highest for humans - like Rambo or Sly fighting small armies by himself and for mech it is standard Rank 3 army tank which can cover troops, destroy cover, melt enemy troops and so on. This rate difference and base level gives nice and realistic filling that mech of the same level has more survavbility and provide more defense for humans below unnatural levels 0-5, but has comparable or even less survavability on higher ranks when primarchs can fight titans (famous Lorgar vs Warhound Titan battle). Rank Troops Mechanical 10 Only non-numerical usage 9 1 : 10000 1 : 4096 8 1 : 1000 1 : 1024 7 1 : 100 1 : 256 6 1 : 10 1 : 64 5 1 : 1 1 : 16 4 10 : 1 1 : 4 3 100 : 1 1 : 1 2 1000 : 1 4 : 1 1 10000 : 1 16 : 1 0 Doesn't influence battle When you calculate rank of unit with given discriptive distinctions it will mean that 100 regular imperial guardsmen of Rank 3 will give you 1 strength of army and one rank 8 custodian will give you 1000 strength of army. In order to calculate rank of mechanical unit use next discriptive, based on logic rules: Mechanical Rank = RoundsDown( (Troops Rank/2) + Size(Average-to-Titanical) + Pilot interface(Primitive-to-Synergy) ) Troops Rank has range [0 .. 4] with 0.5 step and represents for whom this mechanical unit was created Size has range [0 .. 3] with 0.5 step where average equal 0 and titanical equal 3. Macro level mech has the same tech and power as Macro 0 mech of the same Rank, but have more survaivability due to complexity and backup systems and because it has more guns they gives wall of fire and more consistent damage output. For mech of Macro 1+: Attack = Attack of Macro 0 of the same Rank, but with rule Proven, see Ground Wars Part 2: General Rules. Strength = Strength * Macro Level Pilot interface has range [0.5 .. 3] with 0.5 steps where: 0.5 - Primitive. With buttons and mechanic parts. Industrial civilization, primitive machines. 1 - Advanced. Interactive controls, abs, calibration and fire control systems. Techonlogical civilizations, imperium, tau 1.5 - Synapse with backward link, augmented reality. 2 - Mind link. Direct synapse connection. Mechanicus, advanced tau, eldar controlled telepathically. Technological civilization 2.5 - Integration. Dreadknoughts, avatars, eldar machiness controlled by farseers, mechanicus ? 3 - Synergy. pilot and machine improve to new machine, imperial knights, titans, ordynatus, necrons Table 2. Type characteristics Type Power Movement Special Orders Infantry 4 4 Dig In Fast Attack 5 12 Armour 7 8 Dig In Air 8 24 Table 3. Class characteristics Class Power Movement Special Orders Light -2 +1 Ambush,Recoinessance Medium +0 +0 Ambush Heavy +2 -2 * * Each unit with heavy class has specialization which can also contains orders or traits. Heavy Specializations: Anti Infantry +d10 vs Infantry Anti Fast Attack +d10 vs Fast Attack Anti Armour +d10 vs Armour Anti Air +10 cover to friendlies vs air, range = Power + Rank Artillery No return fire, range = Power + Rank for armour and air. other range = Rank Siege Ignores cover Table 4. Tech power modifiers Tech Power Primal -6 Ferral -3 Primitive -1 Feudal 0 Industrial +1 Techological +3 Modern +6 Ascended +10 Table 5. Traits modifiers This is just what we have, but it is for outmost craetivity for anyone Esoteric support +5 Morale, +1 Attack Superior Armor +1 Defense Warp Weapon +1 Attack Regeneration +1 Defense Fear trait +fear rating morale dmg Fearless no morale damage Flyer Fast Attack Movement, counts as anti-air Local -1 terrain difficulty Walker -1 terrain difficulty, Infantry Movement+1 Transport Can transport troops, damage -1d10, Hulking = 2 Normal men, each next size *3 Monster Creature Strength = Strength * Size modifier[Enormous(2)..Titanical(6)], Power = Power + Size modifier - 1 As in BFK in order to get to characteritics calculate Power and Movement based on Table 2, Table 3, Table 4 and Table 5. Unit characteritics: Strength - equivalent of manpower or unit wounds Using Rank with Table 1 calculate Strength Attack - amount of damage unit deals based on power and rank Attack = Rank * d10 + Power Defense - amount of damage unit negate based on power and rank Defense = (Power + Rank) * 2 Movement - how far unit can operate Define using Type and Class Morale - representation of fighting spirit. Losing morale works as BFK rules just with 1 change - Unit loses 1d10 Morale for 10% of original Strenght loses not for 10 Strength loses. Rank * 10 * 2 Initiative - initiative order if you want to do a small skirmish, otherwise use one initiative for whole army Rank + d10 Skills - some orders and combat mechanics require skill test Rank * 10 Example: Avatar movie: Pandoran War: RDA-Na'vi Conflict RDA Base Rank Distinction: Motivation to fight Distinction: Training Distinction: Battle Experience Rank: 3 Tech: Technological Size: Average 1x Dragon Assault Ship Mech: Rank 3 Troops 1.5 Size Monumental 2.5 Interface Advanced 1 Mech Rank: 5 Type: Air Class: Medium Trait: Transport (20-40 AMP Suits) Power = Type(Air) + Class(Medium) + Tech = 8 + 3 = 11 Strength: 16 Attack: 4d10+11 Defense: 32 Movement: 24 Morale: 100 50x Scorpion Gunship Mech: Rank 3 Troops 1.5 Size Enormous 1 Interface Advanced 1 Mech Rank: 3 Type: Air Class: Medium Trait: Transport (6 people) Power = Type(Air) + Class(Medium) + Tech = 8 + 0 + 3 = 11 Strength: 50 Attack: 2d10+11 Defense: 28 Movement: 24 Morale: 60 200x Mercenaries Rank 3 regular army Type: Infantry Class: Medium Power = Type(Infantry) + Class(Medium) + Tech = 4 + 0 + 3 = 7 Strength: 2 Attack: 3d10+7 Defense: 20 Movement: 4 Morale: 60 20x AMP Suits Mech: Rank 3 Troops 1.5 Size Enormous 1 Interface Backward link 1.5 Mech Rank: 4 Type: Armour Class: Medium Trait: Walker Power = Type(Armour) + Class(Medium) + Tech = 7 + 0 + 3 = 10 Strength: 80 Attack: 4d10+10 Defense: 28 Movement: 5 Morale: 80 Na'vi Base Na'vi Rank Distinction: Motivation to fight Distinction: Training Distinction: Specialization Distinction: Unnatural Stats Rank: 4 Tech: Primitive Size: Hulking 300x Ikran People of the Eastern Sea + Omaticaya clan Type: Infantry Class: Medium Trait: Flyers Power = Type(Infantry) + Class(Medium) + Tech = 4 + 0 - 1 = 3 Strength: 30 Attack: 4d10+3 Defense: 14 Movement: 12 Morale: 80 500x raiders of Horse Clans of the Plain Type: Fast Attack Class: Light Power = Type(Fast Attack) + Class(Light) + Tech = 5 - 2 - 1 = 2 Strength: 50 Attack: 4d10+2 Defense: 12 Movement: 14 Morale: 80 Summary: Due to tech level of Na'vi with average damage it was only enough to penetrate technological defense of RDA air units, but not to give high casualties. Most of the RDA air units were destroyed only by first charge on surprised enemy, then Na'v light troops with low defense were obliterated. Same on the ground where most of the work were done by AMP suits. Mutants from unknown planet Lets say that RT found stormy planet with spaceship hulks on the surface inhabited by mutant tribes. They are huge, fights each other all the time, wield primitive clubs from scraps of spaceships. Only those who appeared to be a fighter and lived though radiation of spaceship hulks are able to join the tribe. There a couple special warrior casts: with 4 arms for close combat, with 4 legs as cavalry and with wings. Rank Distinction: Motivation to fight Distinction: Battle experience Distinction: Specialization Distinction: Selection Distinction: Unnatural Stats Rank: 5 Tech: Ferral Size: Enormous 4-Arms Mutants Type: Infantry Class: Heavy Specialization: Anti-Infantry Power = Type(Infantry) + Class(Heavy) + Tech = 4 + 2 - 3 = 3 Strength: X Attack: 5(6AI)d10+3 Defense: 16 Movement: 2 Morale: 100 4-Legs Mutants Type: Fast Attack Class: Medium Power = Type(Fast Attack) + Class(Medium) + Tech = 5 + 0 - 3 = 2 Strength: X Attack: 5d10+2 Defense: 14 Movement: 12 Morale: 100 Flying Mutants Type: Infantry Class: Medium Trait: Flyer Power = Type(Infantry) + Class(Medium) + Tech = 4 + 0 - 3 = 1 Strength: X Attack: 5d10+1 Defense: 12 Movement: 12 Morale: 100 Summary: Great addition to the RT army with a good punch but somewhat week armor. If RT is able to order for them Imperium weapon and armor and to hire for them instructors to use tactic and strategy it will become unstoppable power. Pacific Rim: Kaiju vs Jaeger Kaiju Genetically created creature Category IV (Leatherback) Rank Distinction: Motivation to fight Distinction: Training Distinction: Battle experience Distinction: Specialization Distinction: Selection Distinction: Unnatural Stats Distinction: Transcended Rank: 7 Size: Titanical Tech: Primal Type: Infantry Class: Medium Trait: Monster Creature, Amphibious Power = Type(Infantry) + Class(Medium) + Tech = 4 + 0 - 6 + 5(Monster Creature) = 3 Strength: 600 Attack: 7d10+3 Defense: 20 Movement: 4 Morale: 140 Jaeger Mark-3 Mech Gipsy Danger Pilot Rank Distinction: Motivation to fight Distinction: Training Distinction: Battle experience Distinction: Specialization Distinction: Selection Distinction: Unnatural Stats Rank 6 Mech Troops Rank 6 3 Size Titanical 3 Interface backward link, augmented reality 1.5 Mech Rank: 7 Tech: Technological Type: Armour Class: Medium Trait: Walker Power = Type(Armour) + Class(Medium) + Tech = 7 + 0 + 3 = 10 Strength: 256 Attack: 7d10+10 Defense: 34 Movement: 4 Morale: 140 Summary: This is a close fight. Also, simulated Game of Thrones: Battle of the Blackwater, 300 Spartans vs Persians, World Eaters vs Grey Knights, etc. This is more complex classification system than BFK, but it came to the same unit characteritics in the end with possibility to bring any possible army to the battlefield. Please, comment. Will be really glad to hear some thoughts on this one. Next to come are our changes to the combat system, rules and orders. Kind Regards. Here about who, what and why.
  8. Hi @MuffinMan17, Just my couple cents: As I see it, Void Master can pilot much more vehicles (surface, flyers and spaceships) than Explorator could be. I don't know why Explorator needs in your party but there are things Explortor won't pilot with MIU: Spacehsips as case. And even to threaten the balance Explorator would need to customize each vehicle (which can be a long time) for that purpose, learn a lot of piloting skills (probably he dosen't know what he wants for now as Explorator, exp is precious thing) and the bigger the vehicle the more augmentation you need and bigger WP to hanle it's machine spirit. Sorry, I might answered already, but yes) It even mentioned that Princeps of Collegia Titanica uses MIU to control Titan parts ( as well as they should be very experinced, have many other implants and have big willpower ) MIUs are just Rare's and in Mechanicus circles I would say must have. On other hands devices and vehicles you can connect with MIU are rare - customized or special mechanicus. I don't think I'm experienced enough here to give an answer, but from my point of view I think members of party doesn't know what they want from their characters and it would be best to discuss with them how they see main functions of their characters in 3-6 levels from now to understand would they balance/disbalance each other. IMHO: The party can do anything they want if it is in the system and logic while everyone have fun and you can control it with modifiers, complications and character possible advancements depending on their actions and skills.
  9. Totally agree here with @TBeholder. The "Wifi" commanding and "hacking" part I would say called Binnary Chatter - special machine language. If the terminal has possibility to connect via vox then yes. Just maybe any faithfull explorator need to be carefull with "hacking" because most of the time it is against rules. Also, If you start "hacking" left and right you might become an Heretek and enemy of Omnissiah really fast( HA p.32 ). If something can be hacked then other can investigate it and track it.
  10. Please, look at the list of all mentioned in RT ships -
  11. Hi guys, main responsibilities of Navigator mostly consists of Warp Navigation and Navigator powers. Warp Navigation is an important part of Rogue Trader life and I would like to go over specific topics of Navigation like jumping, tracking, pursuing and then to get to Navigator's tricky powers. For Warp Navigation we are using The Navi Primer rules p.26 "Plying the Warp" - they are great. Still questions from where the jump should be made and how ships should interact in real space and immaterium are not really detailed. Concept: Warp travel should be dangerous: TNP p.26 "The order to enter Warp space is the most dangerous command a starship's captain can give." (reddit) Mandeville points mechanic is used to include ship interaction like chasing, ambushing, blockades and system defenses . Ships coming out of the warp must appear some distance away in deep space or risk destruction among the graviton surges in-system. Because of this many civilised worlds have specific jump points marked by beacons to assist in navigation. An ambushing fleet will often lurk nearby, in the hopes of catching a ship unaware. Battlefleet Gothic Rulebook, p. 4 In order to safely utilize the Warp for travel, one must first travel to a System's Mandeville Point. This is the closest distance that a ship can safely enter or exit Warp Space from its intended destination. If one does not travel to a Mandeville Point, they risk having their Warp jump's direction and navigational calculations interfered with by the gravity of planets and other celestial objects. Additional information about Mandeville's points: http://warhammer40k.wikia.com/wiki/Mandeville_Point https://www.reddit.com/r/40kLore/comments/8o7h11/are_there_any_examples_of_ships_transitioning/ https://community.fantasyflightgames.com/topic/192451-mandeville-points/ The Path of Heaven (Novel), Chapter 3 Vigilus Defiant p.35 Details: First I would like to put details for stellar and warp navigation: Warp jump duration To represent the danger and nature of warp routes for Divining the Auguries stage GM gives information about route stability, astronomicon visibility, but duration if path is not charted is generated randomly no matter how far or close the real space point is with TNP Table 2-2. The duration of the route is given to navigator approximately - days, weeks, months, years - without telling the final number of days: 5 days would be "days of travel", 7 days would be "weeks of travel", 65 days would be "months of travel". It represents the ritual results which are not the real charted route through Immaterium to avoid cheating - like starship crew waiting favourable estimation before jump to uncharted region because it this far better to spend couple 1d5 day tries in ritual to shorten the path on 50 days then spend them in warp. GM provides approximate duration again after translation and modifing duration with roll on Steering the Wheel. Analyzing the change in approximate durations before and after tranlsation experienced Navigator can decide to continue to navigate warp or risk exiting the warp jump if he feels that warp travel is more dangerous than emergency re-entry to real space. Mandeville's points In order to jump ship should travel away from star so gravity tides would not impact the jump and course of warp jump. To achieve defined distances all system separated on zones correspondent to SoI p.13 The Solar Zones - Inner Cauldron, Primary Biosphere, Outer Reaches - and for each new encountered system numbers of AU randomly generated to define size of each zone and saved for consistency of a gameplay. Each ship uses it's speed characteristic only in AU for stellar navigation which represents constant accelaration and deacceleartion for travel in real space. It will give each captain understanding how much time he will spend to jump point or from it to planets in system. The topics of jump not from Mandeville's point are always lurking around so we defined that it is possible but hard to do and each zone closer to star presenting -10 penalty to Navigation(Warp) providing from -10 modifier to jump from Outer Reaches to -30 to jump from Inner Cauldron and summarized penalty of -60 if jump is originated from Inner Cauldron and destination point is also in Inner Cauldron. Now, there are mechanic available to play with such things as trajectory of the ship to lay ambushes and mine fileds, time in real space to chase the ship or distance to track and sabotage it. Fleet warp jump Leading Navigator navigate through Immaterium, navigators on following ships steering ships to stay around leading ship. To avoid encounter only leading navigator rolls on encounter and leading pilot rolls for test to avoid encounter. Number of ships Navigator is able to lead depends on Navigator WP bonus: (Calculated as number of ships started from WPB*(WPB+1) ) WPB Number of Ships 1 2 2 6 3 12 4 20 5 30 6 42 Fleet provides fleet size penalties for Navigator for Navigation(Warp) because it is harder to navigate through warp safely for a fleet: (Calculated as https://en.wikipedia.org/wiki/Factorial ) Penalty Number of ships 0 1 -10 2 -20 6 -30 24 -40 120 -50 720 Ship tracking There are great Navigator powers Track in the Stars and Obliteratng the Immaterial Wake to track and hide ship tracks correspondingly in real and warp space by faint trail of warp drive. Tracks in the Stars When Navigator see tracks he can identify warp drive and type or class of the ship by specific to each warp drive faint as technician on submarine sonar can identify different types of vessels or specific vessel ecnountered before by it's sonar echo characteritics. Navigator can distinctively separate tracks and identify tracks he encountered previously. While the radius is not stated for this power we decided that it can cover whole system, but actual time to investigate all ship tracks depends on system size and traffic. If there are many ships it would be hard to find specific ship without additional information, or to track what happened on battlefield months ago and it could take hours and hours of investigation and tracking. Tracking in real space: If Navigation(Stellar) roll is successfull then you tracked (1+DoS) * Perception Bonus AU. If roll is failed then you at the same place spending DoF days on investigation, if number DoF > PerB then you cannot read the trail and continue tracking. If pursued ship still in travel it is possible to chase it and find it in space as Psyniscience Test at Perception Bonus AU ahead in already tracked path. Tracking in warp space: On Divining Auguries the number of DoS discovers the (1+DoS) * Perception Bonus days of original warp route. If original warp route equal or less than divined length then you can predict where the path is leading without transalting to warp based on power description. Weeks old trail - shows exact place in destination system, months old trail - shows just a destination system, years old trail - shows just a destination sub-sector. If divined length is less than full number of discovered by this test days it means that path is going just that far in warp, which could mean that ship is currently flying through warp or destroyed somewhere there. When you translated Navigation(Warp) successfull roll on Steering the Wheel means that (1+DoS) * Perception Bonus days of original warp route tracked. If it is failed then you at the same place spending DoF days on investigation, rolling Warp Encounter once. If number of DoF greater than Perception Bonus of Navigator then he cannot read the warp and continue tracking. If pursued ship still at Warp Jump it is possible to chase it with superior warp speed and navigation and find it in Warp as Psyniscience Test in Perception Bonus days ahead. You can follow it or start combat in Warp Space. Obliteratng the Immaterial Wake There is only one thing to add - Navigator can do only Obliteratng the Immaterial Wake or Track in the Stars but not both at the same time. Same for navigation in the warp and Obliteratng the Immaterial Wake at same time - one Navigator can't do both simultaneously. I've started with two Navigator powers and now just continue with remaining I wanted to talk about: The Course Untravelled It is not a true teleportation. Paradox of closed door - lets suggest that physical position can be altered by searching alternative current in which Navigator got inside before door was closed. ****!!! Also how long ago it could be opened - days, months, etc - time is limited and Navigator can do this only for duration of the current Turn he is in and not even previous one: if entrance is collapsed behind Navigator can't get outside - chosing alternate future needs time and Navigator should be in this state as little as possible. (Alternative future takes time) Navigator can't get to any location if there is any test involved. Deducted from description and generalized - "could have walked, climbed, or swam there normally without impediment.". Closed door even a weak one is also a "no go". Only one use per Turn. Restricted version of Master level description "perform this power as a Free Action or as a Reaction". Navigator should choose either to use it on his Turn as Action OR leave it for Reaction - to eliminate possible usage as appearing at enemies midst, using Lidless Stare and then disappearing on Reaction. It might be cool and tempting, now calculate how many PC's in party will survive if enemy NPC Navigator will do this on Master level. The Lidless Stare If Navigator casts Lidless Stare on another Navigator or another one is happened to be in a radius during cast and didn't get out of it they automatically start a duel TNP p.41. Tides of Time and Space Combat rules strongly suggests that only reactionary actions should be made out of your Turn, so the version that it can be casted at the beggining or in any moment of Combat Round was not viable. If Navigator is doing this on his Turn it won't actually changing his initiative order on that Turn and power is not sustainable. So, it was ruled that it is used on Navigator's Turn and Action duration bonus is applied on the same Turn, but intiative changes will be applied in the next Round. Disrupting the Empyrean Counts as an extended action in starship combat for Navigator, can be sustainable as long as Navigator called to sustain it each Turn. In order to connect Pilot(Space Craft) test to this power description which gives us details ITS p.189 "creating something akin to a miniature warp stormin local space." it is counted that each ship entering or exiting warp should use Navigator rules for avoiding warp encounter "Warp Storm" TNP p.21 with Pilot(Space Craft) test involved. Stacking the Deck Counts as an extended action in starship combat for Navigator. That's all for today. I'm working for quite some time on Mass Ground battles full detailed rework, hope it will be next. Kind Regards. Here about who, what and why.
  12. Hello guys, today I would like to discuss psychic powers. First, I would like to lay down details on psyker vs psyker interaction and then comment on some psychic powers. It's easy when psyker interacts with non-psykers, but I found no rules or details on what happens when two psykers interact. Questions on how psyker can defend himself from psychic attack, how more powerful psyker would have an edge over less powerful psyker and how talents like orthoproxy, strong minded working should be addressed. Concept: There are a lot of powers described in RT but in order to have full interaction psychic powers should be detected and counteracted. In order to detect power Core Rulebook p.158 have "Detecting Psychic Techniques" which pointing to Psynscience with pretty good description of detection on Core Rulebook p.84. Details on counteracting and defending we based on descriptions of 2 talents - Bastion of Iron Will and Strong Minded. Strong Minded talent tells us "Psychic Techniques that have a physical effect, such as Telekinesis, are unaffected by this Talent." which gives us two category of psychic powers with physical effect like Force Bolt or Psychic Scream which can be dodged and non-physical effect which cannot be dodged therefore other type of defense should be used - Psychic Defense. Bastion of Iron Will gives us details for Psychic Defense - "doubles his defensive Psy Rating on any Opposed Test involving the Psyniscience Skill or Psychic Techniques". Mention of defensive Psy Rating means that psychic defense is Focus Power test and not just simple characteristic test. Details: Now lets say we have psyker with WP(50), Psy Rating(5) casting unfettered Dominate psychic power making Focus Power(Willpower) test, WP + 5 * EPR = 75 Pysker vs psyker If defending psyker has same stats he will make the same test to defend, also 75. If defending psyker has less WP(35), but more experience Psy Rating(8) they would also be on par with the same test 75. If defending psyker has same stats but also Bastion of Iron Will this will start to shine nicely and give defending psyker 100. Now young Luke Skywalker will have very slim chances to dominate experinced psyker just because he has over 9000 bigger WP. But he might after getting some learing and experience. Psyker vs warp-aware For someone who has tight connection to warp or working with the warp like Navigators was decided to give better chance to defend against psyker because it is logical that they would be harder to dominate than ordinary man. While psyker rivals like Navigatoes doesn't have Psy Rating they have proficiency with warp manifested in Psynscience. So, warp-aware is someone who connected to warp - has Psynscience - and he might use Psynscience to defend against psyker non-physical attack. Psyker vs non-psyker Non-psyker have the chance to withstand domination with his WP, but training and power will show why psykers are so powerful, because they will have Focus Power(Willpower) test against Focus Power(Willpower) test with PR 0 of non-psyker. This is the idea for defending against psykers extended from in-book descriptions. Psychic Powers I think it is not a problem to understand how to categorize psychic power as physical or non-physical, so I would like to comment on some psychic powers which are a little bit confusing: Mind Probe Special case of anonymous fettered mind probe is a chance to probe mind without any traces which is not really logical, because then any high-ranking imperium agent, official, inquisitor, etc can be probbed after just enough tries. The defense was buffed with previous details of psyker defense, but still chance is pretty significant. So, in order to make a try more dangerous additional rules are added: If the target is rolling his test successfully but failed on opposed test he knows he was being influenced but Psyniscince is not showing anything, if he has 4+ DoS he can fully use Psyniscience. Telekinetic Crush Phrase that "The psyker may also Grapple the opponent" is not very detailed. Our version is that as Mind Probe Telekinetic Crush has 2 modes: - Telekinetic Crush - just doing damage once and is not sustainable as first part of psychic power states - Telekinetic Graple - which is sustainable and going accordingly to slighlty changed grapple rules on Core Rulebook p.240. Focus power test shows is target grappled or not, if successfull all opposed rolls for actions done against initial Focus Power roll Grapple Actions: Damage Opponent: Core Rulebook p.240, damage take from psychic power description Throw Down Opponent: Core Rulebook p.240 Push Opponent: Core Rulebook p.240 Levitate: New action if you have Levitation psychic power. Please look at Levitation details for more information. Grappled Target Options: Break Free: Core Rulebook p.240 Slip Free: Core Rulebook p.240 Take Control: changed to opposed Focus Power test to take control over Grapple and break out from it if target is psyker, psyker can't use other psychic powers on the same Turn. Levitation Good description but still not enough details for full understanding. To determine how high psyker can go power was limited by Effective Psy Rating meters. Even if "This power is not flight, but merely a vertical movement" it doesn't make sense for master of telekenesis powers like Telekinetic Crush, Mind over Matter, Precision Telekinesis and rather points that it's not the fly speed movement, so it was lmited by Effective Psy Rating meters of horizontal movement per Turn. While it is stated that power can be applied to objects or others we agreed that only willing targets can be Levitated. If the target is unwilling then it cannot be levitated unless it was grappled before by Telekinetic Grapple. Force Shards Usage and description is quite complex so in belive that it should be easier we decided to take inspiration in DH rules and make it an equivalent to automatic fire making the use of power an instant rather then secretly sustainable - as description suggests. Focus Power test giving psyker one plus one more hit for each Degree of Success, but not more then Effective Psy Rating used to cast it. Storm of Force This is fine psychic power but inspired by DH rules trying to unify psychic powers with ranged weapon fire we converted damage from this power to Blast with radius of Effecive Psy Rating. That is all details for psychic powers that were added. Do you agree with such explanation? Please read, comment, discuss, use. Next one I plan to provide Navigation and/or Navigator Powers. Kind Regards. Here about who, what and why.
  13. Hello guys, today I would like to start with common topic - acquisition of personal items for RT team. There are some great house rules exists on this forum ( I forgot to save them on my first readthroughs, pls post links to include here ) Concept: The details on personal acquisition should be somewhere between the team of starship officers and team of any house of power. If there is enough money to have a starship then bullets and weapons are not the problems, further when you have fleets and colonies then any personal item shouldn't be a problem at all except really unique ones, on other end - Winterscale Paradox taken into acount. Winterscale Paradox - most powerfull and wealthy rogue trader in Koronus Expanse which have at maximum very rare personal items and not everything unique best craftsmanship which he can easily get, his Profit Factor is not too high as for the greatest for a long time and greatest RT power of Koronus Expanse. Details: Winterscale Paradox: In order to solve Winterscale Paradox we decided that most logical reason for it that personal items are not where the power of Winterscale lies but in colonies, armies and fleets and mechanic should require Profit Factor to be used to acquire forementioned things. It is like you investing your capital (Profit Factor) into enterprises: it is already described for colonies in Stars of Inequity; so it's the same for starships - your investing into starship to have it equipped, repaired and ready for adventures and if it's not used then you are not gaining profits; same can be applied to armies. So, you may not fear Winterscale itself, his decent Profit Factor or his nice starship, but you should fear his capability in fleets and armies and maybe high-ranking officials support that he is already acquired which makes him powerfull enemy. General: We decided to split core book acquisition rules to corporate acquisition like you have a credit card of the RT dynasty to buy most difficult things or things influencing Profit Factor which needs for everyone sake like starships, bombers, armies, vehicles, items with endless supplies ( things we shouldn't worry about - ammo, rations, drugs ), etc and personal acquisition to buy personal items. Corporate acquisition: Profit Factor is burnt for spaceships, colonies and armies similar to rules by Errant Knight for spaceships and colonies (might be changed later with our take on it) Rules for armies you could find at Rogue Trader Ground Wars Part 3 along with acquisition modifiers. Rules for spaceship components acquisition We are using rules ones we find more rich to give a feeling for spaceships components rarity. Changing rules in Core Rulebook. Table 9-35 for acquisition as follows: - Availability of spaceship component corresponding to BFK. Table 1-6 Expanded Component Costs based on component type and ship point cost - Craftsmansip of spaceship component corresponding to BFK. Table 1-4 and BFK.Table 1-5 for lances, macros and all other components with their influence on Availability. - Size of spaceship component corresponding to Core Rulebook. Table 9-36 Also, we are taking into account system modifiers from BFK. Table 1-7 to determine final availability where components are acquired. We have possibility to acquire multiple similar components in one acquisition with following modifier -10 * (N - 1) for N similar componenst on 1 acquisition test. Which brings overall modifiers for spaceship component to be bought to Summary = Availability + Size + Craftsmanship + MultipleComponents Modifier + System modifiers. In order to figure time required to install components we are using rules on BFK p.17-18. Installing components. Personal acquisition: Similar to currency thoughts here by wolph42 In order to have personal items for team member we created system of Treasury Points ( there is a story for that name ) currency similar to thrones from Dark Heresy. We couldn't use thrones obviously because it would create confusion between items from different systems and it would be painfull to balance items from Rogue Trader with Dark Heresy prices and vice versa. The Treasury Point (TP) is something similar to pirate treasury chest full of gold and ork 'shiney'... Arrr!... with which you can influence trader to sell you even rare item. Each session Profit Factor converts to the equal amount of TP's and spreads evenly ( or how they decide ) over the team. When team member wants to buy personal item it is bought when acquisition modifier from Core Book >= 0 for this item. Scale modifier shoudn't be used and only 1 item should be bought at a time: In order to inluence Availablilty modifier player should spend equal amount of TP's to number of tens in modifier to have it one step more available. Example: If item is rare (-10) you need 1 TP to make it scarce(0). If you have item very rare (-20) you need to spend 2 TP's to make rare(-10) and 1 TP to make it scarce(0) which require overall 3 TP's to buy a very rare item. In order to influence Craftsmanship modifier player should spend amount of TPs to bring Availability modifier to 0 multiplied by 3 for Good Craftsmanship and multiplied by 10 for Best Craftsmanship. In order to buy good craftsmanship very rare(-20) item 9 TP's should be spent, for the same best craftsmanship item 30 TP's should be spent. If there is no initial negative Availability modifier then Good craftsmanship item will cost 0.5 TP and Best craftsmanship item 1 TP. Only consumables and supplies ( drugs, ammo, rations, grenades, etc.. ) can be bought with higher number. Each consumable or supply sold in boxes/cases/packages like case with 10 dozes of drug as 1 item. For negative initial Availability plus Craftsmansip modifier player needs to bring negative modifier to 0 like for other personal items but can spend 1 more TP to buy 1 one more case/box/package of supply or consumable in the same trade. This is a pretty easy to use system, providing players with personal items according to description and fluff. In order to make it logically challenging Core Book Table.5-1 and Tabe.5-2 are used to contraint players by precious time. They can buy all the things if they have TP's(money), but not always they have time to wait for the item, because maybe it's a world with small population and it will take a long time to find and deliver this item or they are in hurry to other world. In order to control personal acquisition there is also interesting article by nadomir. Please read, comment, discuss, use. Next one I plan to provide Psychic powers and interactions. Kind Regards. Here about who, what and why.
  14. Hello guys, my name is Eugene and I'm also playing Rogue Trader! Now to the topic at hand: after some years of playing Rogue Trader and getting wonderfull insights and tips from you guys and this forum I would like to share some details and vision from my and my GM experience. I hope everyone will agree that rules are often keeps a lot of details on acquisition, combat, powers, etc.. up to GM's (or possibly for players and GM's to have a little bit of philosphical arguing in this parts of rules). My GM at one hand who knows all the set of rules for WH universe and knows the fluff and me on other as fan of the WH universe, open world games and having a work of creating systems debated on many topics of Rogue Trader trying to fill out some details from descriptions, rules, knowledge of the universe and common sense and logic. So, I would like to create a series of articles on different Rogue Trader details. Why Rogue Trader: This is WH system with most open world experience from single missions and explore reaches to building fleets, colonies, armies and politics. What's the goal: To return experience to this great community, share the vision and would be wonderfull to help someone to answer same questions we already discussed. What topics: Acquisition (Personal items), Warp Navigation, Psychic Powers (+Psychic vs Psychic interaction), Navigator Powers, Starship Combat, Ground Battles (fully detailed + synch with starship fleet and rules to adapt any unit from any movie or game). Each topic I will link to this page. Please, share your suggestions and expectations for what would be interesting for you first here. Acquisition (Personal and Corporate) Psychic Powers Navigation and Navigator Powers Ground Wars Part 1: Extended Units Classification Ground Wars Part 2: General rules, orders and narrative usage Ground Wars Part 3: Transportation and Acquisition Crafting Thank you all and kind regards.
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