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Background Lore and

Main Rules (for a tabletop/simulated tabletop game)

- 121 -

NEW SETTING IDEA:

WORLD OF CYGNUS X1/CLOCKWORK ANGELS?

"Alt History" WWI? World is made of celestial spheres/realms?


See Armillary Sphere.
Agartha = Hell?
Essentially different planets, but travel between is via
gateways (teleporting, basically)
OR they're literally close planets, separated by...the ether? (lol)
whose gravity doesn't influence each other,
and technology hasn't advanced enough to travel between them,
UNTIL RECENTLY! DUN DUN DUN (WW1)
so now MFs tryna kill each other.

W/ "magic" -- extradimensional energy or some shit


and alchemy!

Maybe each faction resides in one of the spheres?


Each sphere has a deity?

Deity influences:
Greek
Norse
Aztec
Egyptian
Buddhist?

Setting: Alt history 1980s or 90s (?) where key driving factor was Nazi germany
discovering the 121st element (g-block), which when combined into molecules had
properties never before seen in materials.
This dragged WW2 on (into the 50s/early 60s?) but inevitably the expansion of the
german empire led to it being spread too thin, and regimes collapsed around the
world. Also nuclear weapons from russia and US led to germany's ultimate
surrender.
But the 121 technology remained spread throughout the globe (or at least where they
invaded) -- and forced unification of peoples never before seen (African countries
banding together, for example)
There are 'hotspots' throughout the globe where nuclear weapons saw use.
Germany began to rebuild but now the other main powers in the world (factions in a
game) are scrambling to claim the nazi tech and use it to, of course, annihilate
one another.

Need info on japan/italy/other axis sympathizers


Decide on magic in this timeline - ancient nordic/mayan/siberian/etc.
Would magic cancel need for 121's "BSS" influence?
moon landing/space exploration?
=============================================================

Faction ideas:
German Union (those who opposed nazi regime and now must rebuild their country)
USA
USSR (does it exist as such in this timeline?)
China
African coalition or two? at war with each other...?
Ex-ussr/independent states
New Axis? Japanese empire/eastern coalition/argentina?
EU - france, switzerland, spain, scandinavian, etc. (UK?)

Empire - Human Race 1


Coalition - Human Race 2
Dwarves - Yes, dwarves. Rely on armor and strength in numbers(?)

===============================================================
Rules Overhaul
===============================================================

D10 Based Game, modified from WH40k.


1s always fail, 10s always succeed.

ex)

BS To Hit % D6 EQ
--------------------------------------
0 10+/2+ 9 6+/2+
1 10+ 10 6+
2 9+ 20 6+
3 8+ 30 5+
4 7+ 40 5+
5 6+ 50 4+
6 5+ 60 3+
7 4+ 70 3+
8 3+ 80 2+
9 2+ 90 2+
10 2+/10+ 91 2+/5+
11 2+/9+ 92
... 2+/... ..

S vs T:
T
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 T is, you need +1/-1
off of 50/50 (6+) to wound.
If S = 2*T or greater, a wound causes 2 wounds.
If S = 3*T or greater, a wound causes 3 wounds. etc.

WS
In 40k 1s and 2s always miss. So if WSA > WSD, then regardless of how much, A
needs 3+.
In cases of WSA < WSD, they get a 4+ buffer up to (and including) 2WSA = WSD.
i.e. WS4 requires 3+ to hit WS3 and below, but 4+ to hit WS4-8. Then 5+ else.
and WS2 requires 3+ to hit WS1, 4+ for WS2-4, then 5+ else.

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?)

Stat Lines: D10 Based.


40k D6:
Points WS BS S T L W I A Sv
Space Marine 15 4 4 4 4 8 1 4 1 3+
Guardsman 6 3 3 3 3 1 3 1 7 5+
Guardian 8 3 3 3 3 1 4 1 8 5+
Ork Boy 9 4 2 3 4 1 2 2 7 6+
Fire Warrior 10 2 3 3 3 1 2 1 7 4+
Gaunt 6 3 3 3 3 1 4 1 5 6+
Warrior (Nec) 18 4 4 4 4 1 2 1 10 3+

Infantry 7 3 3 3 3 1 3 1 7 5+
Elite Inf. 12 3 4 3 3 1 3 2 8 5+

121 D10:
Cost CS RS S T W I A M V
Space Marine 15 5 7 4 4 8 1 5 1 4+
Guardsman 6 4 5 3 3 1 4
7+ 1 7
Guardian 8 4 5 3 3 1 5
7+ 1 8
Ork Boy 9 5 3 3 4 1 3 2 7 9+
Fire Warrior 10 3 5 3 3 1 3 1 7 6+
Gaunt 6 4 5 3 3 1 5 1 5 9+
Warrior (Nec) 18 5 7 4 4 1 3 1 10 4+

Infantry 7 4 5 3 3 1 4 1 7 8+
Elite Inf. 12 4 7 3 3 1 4 2 8 8+

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.

CS: combat skill (WS): odds of hitting things in hand-to-hand combat.


0-10 range. Comparative with enemy CS.

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+.

S: strength: how strong in combat. range 1-10+

T: toughness: how durable. range 1-10+


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.

A: attacks: # of melee attacks in combat

M: morale (Ld): used for decision making and standing ground, etc.
v0.1: roll D10x2 (or 2D10?), compare with M. If equal or lower, test is passed.
can be modified by events on battlefield, i.e. if your side is winning your troops
test at +1.
or if shot by a flamethrower, test at -1.
so, range 2-20.

V: save (Sv): saving throw, made to prevent wounds. a roll of 10 always passes
(unless AP?)

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

121 D10:
Range S AP Notes
Boltgun 4 4 2 Rapid 1
Lasgun 4 3 - Rapid 1
Shuriken Cat. 2 4 2 Assault 2
Slugga 2 4 1 Pistol 1
Pulse Rifle 5 5 2 Rapid 1
Fleshborer 2 4 - Assault 1

Range: # of hexes you can attack foes from

S: strength, see above.

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.

Notes (Type): # of shots and extra rules about weapons.

Unit Entries:
ex) Slugga Boyz

Cost CS RS S T W I A M V
Ork Boy 9 5 3 3 4 1 3 2 7 9+
Nob 20 5 3 4 4 2 4 3 7 9+

Mob: 10-30 Boyz.


Weapons: Slugga, Choppa.

Options: Up to 3 units may replace weapons with a Big Shoota [+8], rokkit launcha
[+5], or burna [+6].
One boy may be replaced with a Nob leader. The Nob may take equipment from the
armory.

Range S AP Notes
Slugga 2 4 1 Pistol 1
Choppa 1 S 2 +1 A
Big Shoota 6 5 2 Assault 3
Rokkit Launcha 4 8 6 Assault 1
Burna 1+1 4 2 Assault 1, Flamer

Flamer: May attack 1 squad 2 hexes away, OR 2 squads, each 1 hex away.
OR...

-----------------------------------------------------------------------------------
Shoota Boys
Cost CS RS S T W I A M V
Ork Boy 8 5 3 3 4 1 3 2 7 9+
Nob 20 5 3 4 4 2 4 3 7 9+

Mob: 10-30 Boyz.


Weapons: Shoota.

Options: Up to 3 units may replace weapons with a Big Shoota [+8], rokkit launcha
[+5], or burna [+6].
One boy may be replaced with a Nob leader. The Nob may take equipment from the
armory.

Range S AP Notes
Shoota 3 4 1 Assault 2
Big Shoota 6 5 2 Assault 3
Rokkit Launcha 4 8 6 Assault 1
Burna 1+1 4 2 Assault 1, Flamer

Flamer: May attack 1 squad 2 hexes away, OR 2 squads, each 1 hex away.

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etc.

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