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
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.
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:
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
First 3 actions are focused directly on objects, then manufacturing, connecting objects with STC, and other 3 are focused on STC's.
Description: Repairing brokens items, engraiving, fitting.
Complexity: Get object rarity as base difficulty.
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.
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.
Description: An action on intersection of STC's and object - build object using raw materials and STC.
Complexity: Get object rarity as base difficulty
Description: Objects reverse engineering in order to create STC
Complexity: Get object rarity as base difficulty
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.
Description: Process of invention STC for something new like new vehicle, weapon, drug.
Complexity: Base difficulty is Unique.
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.
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
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
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.
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.
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.
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
light cruiser 30000
grand cruiser 100000
* 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
Table 3. Barrack places for mech
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.
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)
Table 7. Acquisition Type Modifiers (corresponding to BFK Table. 4-4)
Fast Attack -10
Table 8. Acquisition Class Modifiers (corresponding to BFK Table. 4-2)
Table 9. Acquisition Tech Modifiers (corresponding to BFK Table. 4-2)
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.