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.
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
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)
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