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The Imperium Rules (voting Thread)

Discussion in 'Role Playing' started by Uriel1339, Dec 28, 2014.

  1. Uriel1339 Uriel1339 Lord of Posts

    Game Settings & Preferences:
    Chapter Master Players:
    @Grigdusher
    @Colapse
    @Loldoom
    @Grall_Stonefist
    @Schalli
    @Vulpas
    @DaBlackOrk
    @lord-watchman
    @Xaphen
    <and everyone else who didn't make a vote this round>

    Own Character Players
    @Schalli
    @Vulpas
    @DaBlackOrk
    @lord-watchman
    @kanila
    <and everyone who later on wants to make an own char>

    I believe I am done with entering all the data.... Game will launch officially later on in the evening in a separate thread. We will have a gaming thread where the round updates will be posted and we will have this thread for Voting and OOC purposes. This way game and voting are two separate entities, making everything more awesome.

    All non-in-game posts in the other thread will be deleted.
    Grall_Stonefist and Colapse like this.
  2. Uriel1339 Uriel1339 Lord of Posts

    Game Started!
    http://forum.eternalcrusade.com/threads/the-imperium-rules-game-thread.43808/

    Elaboration on how it all works:

    Each round is 1 month. This means most of the fights will be resolved in 1-4 months. Also this makes recruitment, moving, etc. more realistic.

    Combats continue each turn until it is completely resolved.

    But you will learn most of the process during the game. As for money, stuff will vary in cost depending on availability, etc. also money is the totality of Resources and Currency alike.

    Other than that some things you should know:
    You can request by yourself in the G & H category what you want. I.E. Recruit more Stormtroopers, aim for Chapter Serfs, etc.

    I also assembled here a list of what your units do:
    Chapter Serfs - Fight when Astartes unavailable, also can be used for mundane tasks such as playing letter boys, ship maintaining, mining operations, weapon cleaning etc.

    Ministorum Priests - Are good against Daemons and required for removing taint from equipment and astartes (Chaplains can be instead used; but to purify Chaplains you will need these guys) Also they can aid in putting morale back up

    Crewmen - Ship Defenders along with Stormtroopers, similar to Chapter Serfs

    Stormtroopers - Elite Soldiers for Ship Defense

    Work Servitors - Can Craft things anything from weapons to ships

    Combat Servitors - Between Crewmen and Stormtroopers strength-wise, usually protect the forge and vital parts of a ship

    Astartes - Obvious for your overall use of killing everything

    Librarians - Analyze stuff and if you desire can attempt to guess upcoming events

    Apothecaries - Retrieve gene-seed of dead Astartes

    Chaplains - Ensure purity and keep morale high

    Techmarines - Repair and Craft stuff

    Prisoners - Generate money the more you hold. But the more you have, the higher is chance of rioting. Also if Chaos stuff happens they could mutate and what not. On the good side, you can also use them for emergency Recruiting

    Here some other info:
    Every Round:

    Chapter Serfs
    1d100 - Result = # of new Serfs

    Scouts
    1d10 - Result = # of new Scouts

    Potential Psyker Recruits
    1d100 per new scout 90+ = psyker

    Merchant Income
    1d10 per Freighter Result = new income

    Prisoner income
    0.1 per Prisoner

    Random Event
    See Random Event Chart - 1d100


    Every 4 Rounds:
    Gene-Seed
    1d per living Astartes Example: 671 Astartes
    => roll 1d671
    Result = Recovered Gene-Seed

    New Prisoners
    1d100
    Result = New Prisoners

    Psykers
    Psyker Recruit => Lexicanium
    1d100 per Psyker
    1-10 = Psyker dies + Warp Rift;
    11-21 = Psyker becomes posessed;
    22-49 = Psyker dies;
    50+ = Psyker succeeds


    On Demand / Player Decision / Conditional:
    Recovered Gene-Seed:
    1d per recovered Astartes Example: 11 dead Astartes => roll 1d11
    Result = Recovered Gene-Seed

    New Servitors:
    1d per Human
    Example: 11 humans => Roll 1d11
    Result = New Servitors; Others = Dead

    New Astartes
    1d10 per desired Scout (from Crewmen)
    Example: 10 Scouts => Roll 10d10
    Results:
    Odd = Failure (becomes Serf)
    Even = Success

    Psyker Advance:
    Psykers Recruit => Lexicanum or Lexicanum => Codicer or Codicer => Epistolary
    1d100 per Psyker
    1-10 = Psyker dies + Warp Rift;
    11-21 = Psyker becomes posessed;
    22-49 = Psyker dies;
    50+ = Psyker succeeds

    New Techmarines / Apothecaries / Chaplains
    1d100 per desired Techmarine (from Scouts)
    Example: 5 Techmarine
    => Roll 5d100
    1-10 = 6 turns
    11-30 = 5 turns
    31-50 = 4 turns
    51-70 = 3 turns
    71-89 = 2 turns
    90+ = 1 turn


    Combat:
    Per 10 Value in Fighting Skill = 1d10 roll;
    Highest roll of all results will be used for damage.

    Fighting Skill Weapon
    Pistols: +1 damage
    Basic: +2 damage
    Heavy: +3 damage
    Scout: +0 damage

    Infantry Unit Type
    Tact/Ass/Dev: +1 damage
    Lib/Apo/Tec/Cha: +2 damage
    Sergeant: +2 damage
    Captain: +3 damage

    Infantry End Damage
    1d10 + Weapon damage + Unit Type damage = % Squad Health damage
    1% Squad Health = 10% Individual Health
    Damage splits over all members
    1% Squad Health = 1% Vehicle Health

    Weapon - Vehicles
    Light Primary: +2 damage
    Basic Primary: +3 damage
    Heavy Primary: +4 damage
    Super-Heavy Primary: +5 damage

    Unit Type - Ground Vehicle
    Light Secondary: +1 damage
    Basic Secondary: +2 damage
    Bike: +0 damage
    Rhino Chassis: +1 damage
    Land Raider Chassis: +2 damage
    Unit Type - Void Vehicle
    Freig./Starf./Bomber: +0 damage
    Escort: +1 damage;
    Cruiser: +2 damage;
    Battle Barge: +3 damage;
    Space Station: +4 damage;


    For those with own Chars:
    You are all in Scout Squad #9
  3. Da Black Ork DaBlackOrk Subordinate

    A1
    B1
    C2
    D2
    E1
    F1,5(Can't we just do it anyway)
    (Character player)
    A1
  4. the lord watchman lord-watchman Well-Known Member

    a1
    b1
    c2
    d2
    e1
    f8


    character
    a4
  5. Loldoom Loldoom Well-Known Member

    A4
    B2
    C1
    D2
    E3 (X is the amount we recruit)
    F8
    G1 (Use the forge to produce extra weapons for Cadia, to make up for not commiting full troops)
  6. kanila kanila Subordinate

    PC

    A2
    Uriel1339 likes this.
  7. Colapse Colapse Forum Beta Tester

    A1
    C1
    D1
    E2
    E1
    F8
    G - Investigate Arc I & Arc V (those two Dead Worlds) for any possible resources; perhaps we might build a mine there or something etc
    Uriel1339 likes this.
  8. A2
    B1
    C1
    D1
    E1
    F8
  9. Grigdusher Grigdusher Arch-Cardinal

    it's really complicate to vote from a smarthphone with this sistem.
    Uriel1339 likes this.
  10. the lord watchman lord-watchman Well-Known Member

    I know how you feel

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