Hey guys, just me here! I need to test a combat system to make sure it works before throwing it around. So. I need a couple of peeps to play with. All the RP and explanation will be done here. For the sake of simplicity and my system's test purpose you are a bunch of space marines from different chapters that got caught by Dark Eldar and now you fight for survival. Don't expect to win, but hey you can still fight to the death - right? Good! What I require of you for your chars: - Name - Chapter - Class, choices are: Combat Marine (Tactical/Assault/Devastator are all a Combat Marine just with specialized equipment) [unlimited players - until we start] Techmarine [only 1 player] Apothecary [only 1 player] Librarian [Codicer] [only 1 player] Scout [only 1 player] - Choice of Weapon (see below) Simple enough, right? So here is how the system works: I do all the rolls, you just write out whatever the hell you want to do. How does HP/Wounds work? Everyone has 9 Wound Levels, starting at Wound Level 1 being Full Health and Wound Level 9 being Dead. Every character can heal with med-pack, restoring 1 WL Apothecaries have unlimited heals, restoring 2 WL. Spoiler: Wound Level (WL) list: 1st Wound Level (WL): Full Health 2nd WL: Very Light Wound 3rd WL: Light Wound 4th WL: Medium-Light Wound 5th WL: Medium Wound 6th WL: Medium-Heavy Wound 7th WL: Heavy Wound 8th WL: Critcal Wound 9th WL: Dead How/When do you hit? 1d10 is rolled per attempted hit. (I do that for you) Every even number is a successful hit. Every odd number is an unsuccessful hit (aka miss). 1 is critical failure, meaning weapon jams, overheats or enemy counters or such thing. 10 is critical hit, causing significantly more damage. How is damage calculated? Each successful hit moves 1 wound level Each critical hit moves 3 wound levels Misses cause no wound level. Also when you get a wound, there will be a roll to see if your Larraman cells ignore that wound, which requires a 7+ roll. Does my armor help? Power Armor absorbs 5 damage per round. Scout Armor absorbs 3 damage per round. Additional to that when hit, armor rolls can be made of which Power Armor can absorb up to 3 per round. Scout Amor up to 2. Every even number is a wound ignore. Every odd number is dealt wound. ONLY players and bosses get this wound ignore chance. Scout armor only up to 2 wound ignore. How are enemies rated? Weak = 1 WL (Gaunts, Cultists, Kaballite Warriors, Eldar Guardians, etc.) Normal = 4 WL (Marines, Nid Warriors, Wyches, Incubi, Aspect Warriors, etc.) Strong = 7 WL (Obliterators, Exarchs, etc.) Boss = 9 WL (like players) How do Weapons work? - That actually is a 'bit' complicated: Weapon Description: Weapons have listed (#1) [#2] behind their name. #1 = How many hits per attack #2 = How many enemies can be targeted PER ATTACK, NOT per HIT Bolter (4) [2] for example means the Bolter has 4 hits, but split across 2 enemies, therefore causing 2 attempted hits at each target. Or 4 hits at a single target. Missile Launcher (1) [X] means it has 1 hit, and that the # of enemies vary by ammunition. Weapons and Ammo with AoE affect cause their hits against each enemy that is hit. I.E. Plasma Cannon (3) [1] AoE causes 3 attempted hits at the target, but also the ones surrounding him. Should you attempt to hit more targets than your weapon can handle I will simply take your first called targets. What Weapons can I choose from? Please see the list here, choose 1 Pistol, 1 Ranged Weapon, 1 Melee Weapon. You will get regular ammunition and you may receive special ammunition at the end of the various gladiator rounds. https://docs.google.com/spreadsheets/d/1crvnn7K93cO96YkWl2eMlnfoisoPU707LR8GYDkUcB4/edit?usp=sharing What Psyker Powers can I choose from as Librarian? Please see that list here - Everything that has 'Codicer' under requirement you can use. You do not need to pick any, just assume you know them all (for testing sake) https://docs.google.com/spreadsheets/d/15so7GJeLOUfqAdQbt61Vc55x6SgNMpf392YNf1ePFq0/edit?usp=sharing
All hits get rolled separate, right? I find this a little bit unintuitive, as this would lead to Lascannons almost never missing. Although having all wounds caused by one hit (for example the Lascannon with 1 hit, which causes 9 wounds) would lead to a really great variance of success (killing the enemy). I know, it is much easier to complain than to make a system oneself. Another Question is, how the psyker powers with a greater number of targets than hits work (e. g. Objuration Mechanicum). Probably not the same way as the weapons. Other things to note: Great work! P.S.: I love the errata for anti-plant missiles.
All hits are rolled separately, yes. It is for the sake of balance more than logic. For example it allows me faaar easier to count ammunition (should I ever want that) as I just take all the hits down. Technically you could even shoot single fire, burst or full-automatic with a Bolter. Should I then change suddenly efficiency and all that, too? No thank you It is kind of like TableTop I suppose. You know where your squad has like 10 guys and let's say they all got two hits, then you roll twenty dice to see every single hit? Kind of like that. One thing I must therefore also experiment is what happens if you got 30 Cultists shooting across 5 Astartes (so 6 cultists each fire on one). That easily would kill them in my current mechanics, so I have to find a way to make the system more player-friendly by perhaps giving the armor just plain out face-value damage ignore, or players have 20 wound levels or something. I am not completely sure yet. So yeah the Las Cannon could be perhaps a bit extreme with it's incapability to miss. However, it is a really dangerous weapon and I want ppl to be aware of how strong heavy weapons really are, and the fact nobody ever plays 'the heavy weapons guy', I want to entice it a bit. I might limit wounds in future to 5 at a time, so ppl can't get shredded to death instantly or reduce the attack number, but hey. That is what test runs are for. 1 hit on 3 targets on spells usually mean that each target gets 1 hit chance. Forgot the note, eh? XD It's just I noticed that some things that way could be OP easily in Spells, like if it would be 3 hits 3 targets, then one easily could make a 3-turn stun on a single target's weapon or demand that all his weapons jam. ANYWAY! Characters please? Also interest tag: @WanderingJester , @DeranVendar , @MetalDog4 , @Shadhunter , @BadDo9 , @Grall_Stonefist , @Valonox , @matt23 , @DaKaptin (If your name is not here, I just got up half an hour ago, plus I left out ppl who don't have time or limited time and I don't want to distract them, such as Colapse or Xaphen)
Forgot to put @Draconion , @lord-watchman , @Vulpas and @High_Adept_Zeth For Everyone: Just as reminder, don't really worry about anything regards the mechanics, just pick a name, chapter, class and a weapon. The more variety, the better
Name, invictus luna - Chapter. crimsom fist - Class devistator weapons melee: power fist (referd to as crimson as if it was alive) pistol: plasma pistol ranged: heavy bolter
Name: Germaius Chapter: Black Templar Class: Black Templar. I mean Assault Loadout: Melee - Power Axe Ranged- Storm Bolter Pistol- Hand Flamer
An experiment?This warms my cold,artificial heart! Char. coming in a sec...(bogged down by other RPs).I will post it in the edited version of this post! Praise the Omnissiah! (I call dibs on Techmarine! ) Addendum (again!): Name:Zuriel Chapter: Dark Angels Class:Techmarine. Loadout: Melee - Chain Fist (9)(1) Ranged - Assault Cannon (12)(6) (jamming...here i come!). Pistol - Plasma Pistol (2)(2)
Name: Titus Chapter: Blood Drinkers Class: assault Melee: thunderhammer Sidearm: bolter pistol Ranged: heavy bolter