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The Primer

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The Primer Empty The Primer

Post by Comander.c Mon Dec 21, 2015 8:53 pm

So for this game we will be using the Only War system with some tweeks to streamline it for mass combat.

Formations: We will be using the formation rules, available in Enemies of the Imperium. The following changes apply:

A) rather than death the moment they take damage, guardsmen will have wound states, similar to Comrades.
Healthy->Lightly Wounded -> Critically Wounded ->Dead.
Increments of 10 damage after DR will skip a wound state, up to 20 damage causing instant death.

Lightly Wounded: Character is stunned until they pass a toughness check. +10 Medicate check to restore to healthy. Failure leaves the character on wounded, but removes the stun. A lightly Wounded character may only take half actions, with the exception of retreat actions.

Critically Wounded: Character is knocked unconscious, and starts bleeding out. +10 Medicate check stops blood loss, may be repeated. Additional -10 medicate check restores consciousness, and leaves the characters in the lightly wounded state. May not be improved further. If second medicate check fails, the character must be carried to a field hospital. If 5 or more DoF on either check, the character is beyond help, and dies.


Regimental Training: Guardsmen are trained to use all standard Regimental weapons for their intended purpose.

Any other weapons they have training in, they know how to use to their full potential.

For example A) Chryos troopers are trained to use the Stub Pistol they get in their regimental loadout without penalties, even if they lack Weapon Training: Solid Projectile.

B) Spireguard Regiment Specialists who Select Naval Shields and Weapon Training: Pimitive, also count as having the parry skill, and ambidextrous Only when wielding the shield on their offhand. Likewise Sergeants would have these same bonuses when wielding their Chainsword and Las Pistol.
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Post by Comander.c Wed Dec 23, 2015 11:49 pm

PS: Id love to get peoples input on all this, The aim to so simplify and streamline the rules to make the mass combat more efficient, without loss of the freedom the Roleplaying system adds (otherwise we may as well just play Tabletop Razz)
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Post by Comander.c Thu Dec 24, 2015 1:41 am

Leadership will be a thing! Probably*

Commanders may make sweeping orders, for squads up to their Fel bonus. This will use up comrade order actions, like with normal comrades.

Sargents may need make command checks to lead their own squad (Usualy with bonuses). Without leadership, a squad will just combine fire on the nearest or most dire threat to them. Usually this will be fine, but you may want Command Checks to split squad fire, or prioritize larger picture threats.

Comanders may spend there action to micro manage squads, making half action command checks for each squad, useful if the sarge fails. Some mixed regiments may resent foreign command tho (AKA my guys are all assholes with -20, and the mechanicus only listens to the mechanicus, with -10)

Ran a small test, This is what i learned:

Hormagants are Fast, Termagants are not.

Hormagants are not fast enough, or there were not enough of them (Or just enough, depending on who you ask)

The +5 comrade bonus to damage throws out the metric system, so since they get their own independent shots anyway, wont be using that. There may still be bonuses from sweeping orders.
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