Professional Documents
Culture Documents
===============================================================================
Vehicle Damage! Add score you beat required value by to damage, i.e.
S8 + D6 (5) = 13 on AV 11 --> then roll a 3 (immobilized) treated as 5 (explosion)
Then S10 vs AV 10: 2 is min damage! because roll 1 (shaken) +1 (11 > 10) = stunned!
And roll 3 or higher = destroyed!
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
GENERAL GAMEPLAY:
===============================================================================
Getting started--what you'll need:
D6, D8 or D10 dice (preferably 25+)
Models or proxies
Some rules
Terrain or a map w/2D terrain marked
A good f*cking attitude. No one wants to play with a c*nt.
Friends/other players lol
--Unless AI can work!
Notekeeping system - for keeping track of score, wounds on a Unit, cost, etc.
(Recommend electronic, i.e. an Excel sheet)
-------------------------------------------------------------------------------
GAMEPLAY BASICS
-------------------------------------------------------------------------------
Dice: This game generally makes use of D10 for simple statistics and a wider
range of scores. You may also use a D6 in some situations.
In some cases you may be required to roll a D3 or 4 or 5. In this case, roll
a D6/D8/D10 and then divide the value by 2 (or treat 1-2 as 1, 3-4 as 2, etc.)
You may also be required to roll a D2. Use the same principle.
Scatter: Artillery weapons that do not utilize line of sight fire in a typically
imprecise arc. To represent this, roll a D10 with some oomph. The direction of
the top-facing "arrow" (as a panel of the D10) represents the direction of scatter
from the intended target, and the D10 value tells how far in inches it travels
in that direction. See more about this in the artillery section of weapons.
If D8/D6...could do assign values to each hex, roll D6, it scatters there/roll D8,
same but a 7 or 8 don't scatter.
OR scatter weapons always hit something, so use RS to see if hits. If a miss, THEN
use scatter to see where! Scatters 1 hex, unless no LOS, then 2 hexes?
Re-rolls: You may be instructed to re-roll dice. This can happen if the dice end
up cocked on the table (unlikely), or if a rule requires it (see twin-linked
weapons below). In this case, simply roll again...the second result stands.
Re-rolls can only ever generate additional re-rolls if specific rules explicitly
state so.
Note that a re-roll from an ability applied to something like a twin-linked weapon
means: (roll once, if fail, roll again) for TL. If that still misses, do the exact
same process again, i.e. you basically have 4 chances to hit...
Models: Mounted on hexagonal bases, these are the units you use to play. A single
hexagon model (containing several infantry, for example) is a Unit. A Unit may
contain 3+ infantry, or a vehicle, character, or monstrous creature, etc.
Height and Line of Sight: utilize true LOS (you'll have to stoop down)
maybe this should be removed/simplified, i.e. assign specific heights to things?
-------------------------------------------------------------------------------
UNITS
-------------------------------------------------------------------------------
There are several types of units in 121, which are broken into classes. The
classes
describe a set of characteristics for the units such as move distance, applicable
stats, special rules, etc.
Main classes:
Infantry - What any typical force is composed of, the meat of an army.
(heavy infantry) - if weapon types that favor hvy vs light infantry exist.
Cavalry - Mounted units which are generally faster and more imposing than their
foot-slogging counterparts.
Beasts/monsters: Generally similar to infantry, but larger and more intimidating
Artillery - fixed or towed big guns, with exposed crew.
Vehicles - tanks, fast attack vehicles, etc.
-Light vehicles
-walkers
ex) -light tanks
-skimmers
-heavy tanks
-war machines
Characters - Individual commander or command squad, with certain special rules
for joining other units.
-------------------------------------------------------------------------------
UNIT PROFILES
-------------------------------------------------------------------------------
Statistical characteristics which determine how well units fight.
40k D6:
Points WS BS S T L W I A
Sv Balanced Squad
Space Marine 15 4 4 4 4 8 13+ 21 4 1
5 = 105
Guardsman 6 3 3 3 3 1 3 1 7 5+ 3 10 = 30
Fire Warrior 10 2 3 3 3 1 2 1 7 4+ 7 8 = 56
121 D10:
Cost CS RS S F W I A M V
Space Marine 15 6 7 4 4 1 5 1 12 4+
Sergeant 15 6 7 4 4 1 5 2 13 4+
Guardsman 4 5 5 3 3 1 4 1 10 7+
Fire Warrior 8 3 6 3 3 1 2 1 10 6+
D8:
Cost CS RS S F W I A M V
Space Marine 14 5 5 4 4 1 4 1 6 4+
Guardsman 4 4 4 3 3 1 3 1 5 6+
Fire Warrior 8 3 4 3 3 1 2 1 5 5+
Cost C R S F M V
Parth Warrior 6 5 6 6 11 8+
Citadel Knight 6 4 5 5 11 5+
Militia 4 4 4 4 9 8+
Fanatic 4 4 4 4 8 9+
Dwarf Lineman 5 5 5 6 11 6+
121 D10:
Cost CS RS S F W I A M V
Space Marine 15 5 5 5 5 1 5 1 11 4+
Sergeant 15 5 5 5 5 1 5 2 12 4+
Guardsman 4 4 4 4 4 1 4 1 9 6+
Fire Warrior 9 3 5 4 4 1 3 1 9 5+
Cost C R S F M V
Parth Warrior 5 4 5 5 10 6+
Citadel Knight 6 3 4 4 10 4+
Militia 3 3 3 3 8 7+
Fanatic 3 3 3 3 7 8+
Dwarf Lineman 4 4 4 5 10 5+
Standard 4 4 4 4 8 5+
-------------------------------------------------------------------------------
Because T&W combined into "health"
& I might be a thing, but with simultaneous action occurring, might
be good to take it out and make specific cases where certain units
hit first?
& A is going to be stock 1, but you add more depending on weapons, etc.
Since in 40k it's not like having a chainsword is factored into the A
in your statline, it's not much more to remember. Maybe it will be a
thing but will specifically reflect the character with weapons. Maybe
A can be folded into CS somehow? I.e. if you have CS > opponent's + 2
or something you get an additional attack, to reflect your likelihood
of hitting more? But then that becomes mental math and influences
strategy more severely, because I can know exactly how much more they're
going to be able to hit me. it's not ultimately dependent on dice throwing.
NOW the question is, can we up the S & F values from 3 -> 5?
So just introduce more S10+ weapons to maintain odds?
** No, because who's ever going to have F1 or F2 if guardsmen have F5?
Cost (points): Normalization for game. Based on odds of things killing each other.
I.E. 50 pts of A and 50 pts of B should have roughly equal chance of killing each
other.
RS: ranged skill (BS): how likely to hit things when shooting. "average" is 5 (6+
to hit).
1-10 standard, but can be modified to 0- and 11+.
W: wounds: how many "lives" the unit has. if reduced to 0, removed from game. range
1-10?
(I: initiative: quickness in combat. I10 goes first, then I9, all the way down to
1. range 1-10.)
V: save (Sv): saving throw, made to prevent wounds. a roll of 10 always passes
(unless AP?)
-------------------------------------------------------------------------------
VEHICLE STATS
-------------------------------------------------------------------------------
40k 4E D6:
Points WS BS S F S R I A
Rhino 50 0 4 0 11 11 10 0 0
Dreadnought 75 4 4 10 12 12 10 4 2
Falcon 120 0 3 0 12 12 10 0 0
Hammerhead 90 0 4 0 13 12 10 0 0
Demolisher 150 0 3 0 14 13 11 0 0
Land Raider 250 0 4 0 14 14 14 0 0
40k 8E D6:
Points M WS BS S T W A Ld Sv
Rhino 70 12 6+ 3+ 6 7 10 3 8 3+
Dreadnought 70 6 3+ 3+ 6 7 8 4 8 3+
Falcon 125 16 6+ 3+ 6 7 12 3 8 3+
Hammerhead 100 12 6+ 3+ 6 7 13 3 8 3+
Demolisher 122 10 6+ 4+ 7 8 12 3 7 3+
Land Raider 239 10 6+ 3+ 8 8 16 6 9 2+
121 D10:
Points C R S F A V
Space Marine 15 6 7 6 6 12 4+
Rhino 50 0 7 0 22 2 4+
Dreadnought 75 6 7 10 20 W 4+
Falcon 110 0 6 0 23 2 5+
Hammerhead 90 0 7 0 24 3 5+
Demolisher 150 0 6 0 26 3 5+
Land Raider 250 0 7 0 28 4 3+
Class (A) F S R
W +0 +0 +0
1 +1 +3 +5
2 +0 +2 +5
3 +0 +1 +3
4 +0 +0 +1
Class W for walkers: overall weaker armor so F not as high, but can turn on a dime
so there's no penalty for being caught from behind. Or should there be...? i.e.
flanking
-------------------------------------------------------
DICE CONVERSION: D6 to D10 to D8
D10 roll % D6 EQ EQ % D8 EQ EQ %
-------------------------------------------------------
10+/2+ 9 6+/2+ 14 8+/3+ 9
10+ 10 6+ 17 8+/2+ 11
9+ 20 6+ 17 8+ 13
8+ 30 5+ 33 7+ 25
7+ 40 5+ 33 6+ 38
6+ 50 4+ 50 5+ 50
5+ 60 3+ 67 4+ 63
4+ 70 3+ 67 3+ 75
3+ 80 2+ 83 2+ 87
2+ 90 2+ 83 2+/8+ 89
2+/10+ 91 2+/5+ 86 2+/7+ 91
>>>>>>>>>>>>>>>>>> <<<<<<<<<<<<<<<<<
>>>>>>>>>>>>>>>>>> NEW WOUNDING MECHANIC TRIALS <<<<<<<<<<<<<<<<<
>>>>>>>>>>>>>>>>>> <<<<<<<<<<<<<<<<<
10 Guardsmen vs 5 CSM:
----------------------------------------------------------------------
Cost CS RS S F W I A M V
Chaos Space Marine 15 6 7 4 4 1 5 1 12 4+
Guardsman 4 5 5 3 3 1 4 1 10 7+
Range S AP Notes
Boltgun 12" 4 2 R1
Lasgun 12" 3 - R1
----------------------------------------------------------------------
----------------------------------------------------------------------
Cost CS RS S F I A M V
Chaos Space Marine 15 6 7 6 6 5 1 12 4+
Guardsman 4 5 5 5 5 4 1 10 7+
Range S AP Notes
Boltgun 4 6 -2 R1
Lasgun 4 5 - R1
----------------------------------------------------------------------
W combined with T...into Fortitude (F)?
So F = T + 2W
i.e. a Guardsman has F = 5, SM has F = 6
But a SM officer with 3W has F = 4 + 2(3) = 10
So you must keep track of the fortitude, so that an officer can't keep
taking wounds all day with no negative effect. i.e. he gets wounded and dies
easier in the future.
Guardsmen first:
Fire 10 shots @ RS5 (6+)
Get 5 hits.
Fails 2 saves.
TEST
S F D6 Roll % D10(F) %
5 5 4+ 50 5+ 60
5 4 3+ 67 3+ 80
5 6 5+ 33 7+ 40
5 7 6+ 17 9+ 20
This does not work for vehicles. Even S8 vs F22 means you need 22+ and your rolls
are modified to -14. So you'd always do 0 damage. Sooooo yeah needs reworking.
What about F gives a D10+ score needed to wound, and this is modified by various
things?
OLD METHOD:
Cost C R S F M V
Skirmisher 4 5 5 5 5 10 7+
Rifleman 5 4 6 5 5 10 7+
Instead of just 1 attack, attacks are based on C? OR S and C get smashed together?
Because WS in 40k is like likelihood of hitting something in like 6' range or
closer.
F5 means 6+ wound (50% chance), so S would be a modifier, and thus for melee
should be 0
So C and R skills should maybe also be modifiers? Stock is 0 and represents 50/50.
Couldn't F be the same way, then? so 0 F is avg toughness?
NEW METHOD:
Cost C R S F M V
Skirmisher 4 5 +0 +0 5 10 7+
Rifleman 5 4 +1 +0 5 10 7+
In combat, roll-off. Same value dice are discarded? Then remaining are
compared...
ex) 3 vs 3,
P1 rolls 2, 7, 7.
P2 rolls 1, 4, 8.
None are discarded, so while it could be an individual combat case-by-case, where
those dice are rolled 2 and 1 simultaneously, then 7 and 4 simultaneously, and so
on, meaning P1 hits twice and is hit once.
OR AFTER discarding the same dice, total are added up, i.e. P1 rolled 16,
P2 rolled 13. So P1 does 3 damage?
This makes melee combat ineffective, because you only do damage if you go net
positive. Maybe something like P1 gets to do 3 addtl damage, where each side
then rolls 3 D10 needing 6+ to wound? fack. too many options.
Cost C R S F W M V
Space Marine 75 6 7 6 6 5 12 4+
Guardsman 40 5 5 5 5 10 10 7+
Then there would need to be a way to indicate the effect of losing men ==
lost firepower:
Cost A C R S F W M V
Space Marine 75 5 6 7 6 6 5 12 4+
Guardsman 40 10 5 5 5 5 10 10 7+
-------------------------------------------------------------------------------
Combat Squad [75 pts]:
Cost C R S F M V
Space Marine 15 6 7 6 6 12 4+
Options: The whole squad may be equipped with frag grenades [+5] and/or krak
grenades [+10].
May take one heavy weapon and/or one special weapon:
Heavy Cost
Heavy bolter 8
Missile launcher 10
Multi melta 10
Plasma cannon 15
Lascannon 20
Special Cost
Flamer 5
Meltagun 10
Plasma gun 10
Sergeant may upgrade to Vet. Sgt (+1 A, +1 Ld)[+15], and then has access to armory.
-------------------------------------------------------------------------------
Tactical Squad [150 pts]:
Cost C R S F M V
Space Marine 15 6 7 6 6 12 4+
Options: The whole squad may be equipped with frag grenades [+10] and/or krak
grenades [+20].
May take 3 total (2 of one type, 1 of the other) heavy weapon(s) and special
weapon(s):
Heavy Cost
Heavy bolter 8
Missile launcher 10
Multi melta 10
Plasma cannon 15
Lascannon 20
Special Cost
Flamer 5
Meltagun 10
Plasma gun 10
Sergeant may upgrade to Vet. Sgt (+1 A, +1 Ld)[+15], and then has access to armory.
-------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>><<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>><<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>><<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
-------------------------------------------------------------------------------
DEPLOYMENT PHASE
-------------------------------------------------------------------------------
? alternate?
-------------------------------------------------------------------------------
MOVEMENT PHASE
-------------------------------------------------------------------------------
Active player moves units one at a time, until all they desire to move have
done so. Units move up to their limit.
Charging:
8E is 2D6. I like this.
[Distance 2D6 roll needed
Base contact 3+
1 hex away (6") 7+
2 hexes away 11+?
-------------------------------------------------------------------------------
REACTION PHASE
-------------------------------------------------------------------------------
After player 1 has moved their units, but before they begin their shooting phase,
player 2 may move any of their units with a reaction move. Each of player 2's
units may react to their enemies.
Each of player 2's units may EITHER move as through difficult terrain OR
take a turn of shooting at BS-2 (-1?). Not that if the difficult terrain
test is failed, player 2 may choose to forfeit that unit's next movement phase
and move the unit immediately as if it had not failed the test.
-------------------------------------------------------------------------------
SHOOTING PHASE
-------------------------------------------------------------------------------
Player 1 now has all their units which are in range make their ranged attacks.
Each unit in player 1's army now takes shots at their enemies, in any order.
Declare shots, check range and LOS, roll to hit, roll to wound, check saves.
Declare shots: unless otherwise stated or both players are in agreement, Player 1
must declare all shots before resolving any. In this way you may end up having 3
units declare attacks on the same enemy, but remove that enemy after 2 of those
units have fired. This rends the third unit useless for that round. By that
analog, you could chance that 2 of them will be enough, but they might fail, where
3 attacks would have succeeded.
**Alternative: that third unit may now change targets, but must fire at BS-2 or
something along those lines.
All attacks coming from a single unit must go into the same target.
After attacks have been declared, resolve each instance before moving on to the
next:
-Declare attack(s)
-Pass L test(s) if necessary
-Roll to hit
-Roll to wound
-Resolve saves
-Record casualties
-Test morale?
Leadership test to attack: some rule to the effect of troops are more likely to
shoot
enemies who pose an immediate threat...
BS To Hit %
---------------------------
... 10+/... ..
-1 10+/3+ 8
0 10+/2+ 9
1 10+ 10
2 9+ 20
3 8+ 30
4 7+ 40
5 6+ 50
6 5+ 60
7 4+ 70
8 3+ 80
9 2+ 90
10 2+/10+ 91
11 2+/9+ 92
... 2+/... ..
For multiple BS values in one unit, roll the different values separately or using
a different color/size dice.
S vs F:
F
1 2 3 4 5 6 7 8 9 10
1 6+ 7+ 8+ 9+ 10+ ... .
2 5+ 6+ 7+ 8+ 9+ 10+ ... .
3 4+ 5+ 6+ 7+ 8+ 9+ 10+ ... .
S 4 3+ 4+ 5+ 6+ 7+ 8+ 9+ 10+ ... .
5 2+ 3+ 4+ 5+ 6+ 7+ 8+ 9+ 10+ ... .
6 2+ 2+ 3+ 4+ 5+ 6+ 7+ 8+ 9+ 10+ .
7 2+ 2+ 2+ 3+ 4+ 5+ 6+ 7+ 8+ 9+ .
8 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+ 7+ 8+ .
9 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+ 7+ .
10 2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+ .
So same as classic 40k. For each point above/below the S the F is, you need +1/-1
off of 50/50 (6+) to wound.
If S = 2*F or greater, a wound causes 2 wounds.
If S = 3*F or greater, a wound causes 3 wounds. etc.
Saves:
Also rolled on D10. 2+ through 10+. Perhaps include 10+ being the worst save
(i.e. a save is always possible, regardless of AP?)
MOD: Permanent -2, for example, i.e. a 6+ becomes 4+, and worst possible save is
fixed at 9+
Shield: 4E invun, i.e. a 7++, so 6+ stays at 6+ but worse save possible is fixed at
7++
-------------------------------------------------------------------------------
RANGED WEAPONS
-------------------------------------------------------------------------------
40k D6:
Range S AP Type
Boltgun 24" 4 5 Rapid 1
Lasgun 24" 3 - Rapid 1
Shuriken Cat. 12" 4 5 Assault 2
Slugga 12" 4 6 Pistol 1
Pulse Rifle 30" 5 5 Rapid 1
Fleshborer 12" 4 - Assault 1
212 D10:
Range S AP Notes
Boltgun 12" 4 2 R1
Lasgun 12" 3 - R1
Shuriken Cat. 6" 4 2 A2
Slugga 6" 4 1 P1
Pulse Rifle 15" 5 2 R1
Fleshborer 6" 4 - A1
AP: subtract this from saving throws when hit by this type of weapon.
i.e. a 7+ save hit by AP2 saves on 9+ instead. Min save 10+
AP of 5(6?) and higher can push beyond 10+, so a 7+ hit by AP4 (moved to "11+")
still
saves on a 10+, but a 7+ hit by AP5 gets no save.
OR when the AP would rend the save to 12(13?)+, it is denied altogether.
-------------------------------------------------------------------------------
WEAPON TYPES
-------------------------------------------------------------------------------
Rapid (R): The standard multi-shot weapon. Like 40k's rapid fire, but modified.
If within half the weapon's range, you may re-roll failed hits with the weapon.
May move and shoot, [may move shoot and charge.] at least may fire once and charge.
May not advance and shoot. Rapid 2 at half range gets 2 re-rollable shots.
Flurry?
Assault (A): Mobile infantry weapons. Ideal for fast deployment forces and units
looking
to charge into combat.
May move and shoot, shoot and charge, and may also advance and shoot, but at BS1.
[Advance and charge?]
Heavy (H): The big guns, usually mounted on vehicles or requiring a crew to
operate.
May move and shoot, but at BS1. May not shoot and charge (or may, but charge
distance
is only D6?). May not advance and shoot.
Pistol (P): Gains +1 attack in melee relative to non-pistols. Can move and shoot,
can advance and shoot [at normal BS, but cannot advance and charge].
Can shoot once and charge, or stay stationary and re-roll misses, but then cannot
charge or have advanced.
**What about, where "cannot shoot/advance and charge", replace with, CAN, but do
not
claim +1A or whatever bonus for charging?
-------------------------------------------------------------------------------
SPECIAL WEAPON RULES:
Hybrid weapon types: Versatile weapons that can act as multiple types listed above.
Each turn, you choose how the weapon will operate.
ex) A1H2 (you can treat as an assault weapon and get one shot, or like a heavy and
get 2)
Blast: trying to phase out markers, but D6 doesn't make sense. What about a table
of
sizes? Something like:
Blast size Model size # hits
Blast Swarm 3D3
Blast Std. Infantry 2D3
Blast Large Inf./Suits D3
Large Blast Swarm 3D6
Large Blast Std. Infantry 2D6
Large Blast Large D6
If the rolled hits exceeds the number of models under attack, additional "hits"
are discarded. i.e. a large blast can only score a maximum of 3 hits on a squad
of 3 crisis suits.
Barrage: Different firing method: Use scatter dice and (D6/2D6-BS) for distance
scattered. If out of LOS, straight 2D6, or 3D6 and pick the highest 2?
Melta: When in half range, against armor, 2D6 and pick highest?
Or some effect on wounds caused..?
Stun/pinning: hits scored (don't have to wound) cause the unit to be stuck, or
unable to shoot, or shoot at -1BS, or something
Co-axial: fire co-ax first, if any shots score hits, fire main weapon at
BS+1 or...re-roll 1s?
-------------------------------------------------------------------------------
ASSAULT PHASE
-------------------------------------------------------------------------------
-Declare charges
-Resolve charges
-Resolve overwatch
-Resolve combat
-Determine result
-Take morale, regroup, etc.
After charges have been resolved, units which have not charged but had charges
declared against them (regardless of whether or not those charges were successful)
may fire overwatch on the charging units. This is a shooting phase resolved at
BS-2.
After overwatch, units in contact may engage in melee.
CS
D
1 2 3 4 5 6 7 8 9 10
1 6+ 6+ 7+ 7+ 8+ 8+ 8+ 8+ 8+ 8+ .
2 5+ 6+ 6+ 7+ 7+ 8+ 8+ 8+ 8+ 8+ .
3 4+ 5+ 6+ 6+ 7+ 7+ 8+ 8+ 8+ 8+ .
A 4 3+ 4+ 5+ 6+ 6+ 7+ 7+ 8+ 8+ 8+ .
5 3+ 3+ 4+ 5+ 6+ 6+ 7+ 7+ 8+ 8+ .
6 3+ 3+ 3+ 4+ 5+ 6+ 6+ 7+ 7+ 8+ .
7 3+ 3+ 3+ 3+ 4+ 5+ 6+ 6+ 7+ 7+ .
8 3+ 3+ 3+ 3+ 3+ 4+ 5+ 6+ 6+ 7+ .
9 3+ 3+ 3+ 3+ 3+ 3+ 4+ 5+ 6+ 6+ .
10 3+ 3+ 3+ 3+ 3+ 3+ 3+ 4+ 5+ 6+ .
SO RULES: Hitting is easier than being hit. Slight buffer for poor CS.
-------------------------------------------------------------------------------
VEHICLES
-------------------------------------------------------------------------------
Possible upgrades:
Searchlight:
night fighting and -1 to hit for scoped weapons when attacking from searchlight
direction
Improved suspension:
+2 to dangerous terrain rolls (?)
track guards:
-1 to immobile tests
skirts
+1 to side armor
extra armor
-reduced effect on vehicle damage/penetrating goes to glancing on 6+ or something
bulldozer blade
-something dangerous terrain
mine chains
self-explanatory
overclocked engine
roll 2D10(Pick highest) for advance, but if doubles are rolled, stuck that turn in
cooldown
Additional tracks
can self-repair immobilized effect
===============================================================================
Game Modes
-------------------------------------------------------------------------------
FFA - Each player fields several units, last player standing wins.
TDM - Players form 2 teams, each player fields several units.
Balanced through pts/player
Tribunal - 3 team TDM
-------------------------------------------------------------------------------
Area control/Domination - like 8E 40k, multiple objectives need to be held to win
DoW - "objective" positions produce reinforcements or resources or something, and
can be fortified.
-------------------------------------------------------------------------------
HQ? - players nominate a dozen or so locations. HQ starts at 1 and then 2D6
determine the next locations. locations do not repeat.
issues: time...does the HQ last a few turns? how long would that take?
-------------------------------------------------------------------------------
"Search & Destroy" - COD style. one team attacks, one defends
& "Sabotage" - COD style. one bomb/marker, each team has spot to defend.
"NFL vs Rugby" styles.
-------------------------------------------------------------------------------
CTF - classic.
===============================================================================
FACTION IDEAS
-------------------------------------------------------------------------------
1. Coalition - Human Race 1
2. Separatists - Human Race 2
L How similar?
3. Religious/Cult - Also human?
L Directly opposed to Chaos faction
4. Dwarves - Yes, dwarves. Rely on armor and strength in numbers(?)
L with nordic flair. 70% of kingdom is underground
5. Fish people? - Society like that of elves...
L psychic, use psy weapons?
6. Lion people (african) - From island kingdom of...Parth?
L
7. Anomaly - ?? beings of energy housed in metal/wood shells?
L
8. Bugs - Forest dwelling?
L
9. Chaos/Hell/Evil - things like Dark Humans/Zombies, Dark Elves, Chaos
Dwarves...would
these apply to all species? Mostly a compiled race taking things from others,
with a few unique units? Maybe only certain factions depending on where
the evil has spread..?
L Pagan worship shit
10. Kaleesh-type - Grievous/Kroot. 4 arms, lizardmen-like
L near Parthans..