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Made in us
Furious Raptor






so had an idea I wanted to toss up and get some feedback on. That idea: 40k Mech-Gladiators!

Very rough idea: matches are held every 2 weeks for however long we want to hold them. Figure 1 week per participant. But each participant starts with a bank of 50,000 credits. From that bank, they must purchase their basic chassis and their starting weapons. Different chassis provide different options, different rules, and different weapon options. There are also different upgrades that can be purchased for the mech. After each battle, each player gets X-credits for participating in the match, X-credits for inflicting a number of wounds in any given phase, X-credits for winning, X-credits for inflicting wounds at range, etc. They player then has to pay for upkeep after each match. If the wants to purchase new upgrades, or purchase new weapons they would also need to pay for those out of their winnings as well. At the end of the period, the mech with the most wins is the champion.

So far I've only got some scattered ideas for it, but they are ideas so I'm tossing those up as well for people to comment on and see where my mind is going. Hopefully.

Here I put together a list of information based on different mechs from the game. I Kind of stripped that information down to 'the basics'. So these would be the different chassis you could purchase during the course of the championship. I come up with some notes about the difference between the different chassis. Overall the Defiler chassis is the most versatile and able to mount the biggest guns, so that would be the most expensive chassis while the KillaKan being the smallest and least 'engineered' would be the cheapest.



Under the chassis information, I made a lot of mention to "Heavy" "Medium" and "Small" weapons. So I compiled a list of weapons with notes about 'sizes'. Also includes a couple 'custom' weapons I came up for this.


Finally, we have some upgrades I've come up with and at least the first thoughts at the costs for said upgrades.

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Witch Hunter Undercover in a Cult







You should totally adapt Warmachine's power attack rules for picking up other robots and throwing them around.

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Made in nz
Regular Dakkanaut




Looks cool.

Will there be any randomized events or venues that happen. And will there be any progression type systems (mordheim/Shadow War/Necromunda)
   
Made in us
Furious Raptor






AnomanderRake wrote:You should totally adapt Warmachine's power attack rules for picking up other robots and throwing them around.

care to paraphrase said rule?

mchammadad wrote:Looks cool.

Will there be any randomized events or venues that happen. And will there be any progression type systems (mordheim/Shadow War/Necromunda)


since this is something we're trying to run very soon after the new year I don't want to complicate it with such things right now. After the first league and we see how it goes and what problems we encounter I'll probably expand the system to include things like stealing parts, sabotage, divine inspiration, running battles, etc

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In My Lab

This looks cool as all get-out. I will be watching this thread with great eagerness.

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 Maverike_prime wrote:
AnomanderRake wrote:You should totally adapt Warmachine's power attack rules for picking up other robots and throwing them around.

care to paraphrase said rule?


Loosely: Power attacks are made in place of a model's normal melee attacks. The ones that are relevant in robot-on-robot fights would be Slam (made as part of a charge, target is forced back a random distance depending on relative sizes, models it runs into can take collateral damage depending on relative sizes, the slammed model stops when it runs into terrain or a model of equal/larger size), Throw (to-hit roll to make the grab, opposed Strength check to pick up, either throw in a direction or pick a target, either way use a scatter die to determine final landing position and do collateral/impact damage to models that have to be moved out of the way on its path to its final position), Armlock/Headlock (to-hit to grab, opposed Strength check to latch on, disable the target's arm/head weapons on the grabbed part and it can't move away without using a maneuver back to break free), and Headbutt (simple attack, low damage but knocks the target down so it's easier to hit).

For more details the rules for the current version of Warmachine are free these days, see http://privateerpress.com/the-rules-are-free. I suspect some simplification will be necessary given Warhammer's lack of standardized sizes and circular bases but if it works it'd be a lot of fun.

Also shout if you want stripped-out versions of the rules to some Forge World mechs. There's a stack of extra Dreadnaughts and AdMech bots you could stick in this.

Victoria est autem vita.

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Game-related musings at https://thescenicdetour.wordpress.com/
Both updated irregularly 
   
Made in us
Furious Raptor






So here is a fun one. Working on hammering out some details for my 40k Mech-gladiator idea and I was trying to figure out pricing for the different chassis that the players can purchase. Well Here is what I came up.

I built a program to generate 100,000,000 D6 rolls (That is 100 million) then provide the average percentage of times a result greater then a certain number showed up in that group. I then doubled that to give me 2 separate groups. This gave me 2 percentages, which I then averaged together. Whatever number was the first digit in that number, became a multiplier.

I then too the mechs wounds, multiplied it by that, then multiplied that by the Power level. Then I added in the various weapon, upgrade, and special rule options available to the chassis to come to price for it.

So as an example, we'll go through the defiler.

The defiler is WS and BS 4+. Plugging those into the data miner it came out with 50% and 45% respectively, which averaged out to be 47% giving a multiplier of 4.

So then 14 wounds times 4 times 11 power levels gives me 616.

I then added the following:
Heavy Weapon x 2: 20,000
Small weapons x2: 10,000
Melee Weapons x2: 10,000

Upgrade slots x2: 15,000
4 Legged upgrade: 8,500

Which gives me a final chassis cost of: 64,116 credits.

Which is pretty much exactly where I wanted it to fall in comparison to the others option with the Redemptor chassis coming in at around 45,000 credit. I don't want people starting out with a Defiler mech in the tournament.

So yeah, making progress. Now I need to figure out a few more upgrades, and then cost of those upgrades and then the costs of the weapons.


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How did you get 45% from BS 4+?

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 JNAProductions wrote:
How did you get 45% from BS 4+?


Are you really asking me to list out 100,000,000 dice rolls and then show the calculation of the average of those results?

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 Maverike_prime wrote:
 JNAProductions wrote:
How did you get 45% from BS 4+?


Are you really asking me to list out 100,000,000 dice rolls and then show the calculation of the average of those results?


No. But I am gonna say that the program may be flawed, if it gets you a 5% deviation from what's to be expected.

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Made in us
Furious Raptor






 JNAProductions wrote:
 Maverike_prime wrote:
 JNAProductions wrote:
How did you get 45% from BS 4+?


Are you really asking me to list out 100,000,000 dice rolls and then show the calculation of the average of those results?


No. But I am gonna say that the program may be flawed, if it gets you a 5% deviation from what's to be expected.


So double check the program (actually what's the word for checked it 64 times?) anyway, nothing seemed off about the program... until I noticed that the average wasn't changing in the spreadsheet. in terms of reality, the average should be varying by .1 to .23 percent each time the roll program runs. But it wasn't. So I looked at the spreadsheet and found out the BS average wasn't reading the output from the program. I had neglected to update the reference in the sheet

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Yay! I did a helpful!

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Furious Raptor






Okay, who wants to be really mean but still actually be somewhat helpful? Here is what I'm looking for, for people to build the biggest, baddest most broken mecha gladiator they can come up using the rules I've been working on. As an example, I present "Ice Crusher!"



As you can see I've outfitted it on a Defiler Chassis with 2 pairs of helFrost Canons, 2 seismic hammers, with a pair of HelFrost Pistols for it's close-range option, while I gave it the Very Well Built and Thundering Charge upgrades, bringing this monster in at a staggering 211,270 credits!

I also came up with 'Fyre Fist' A burning blazing unholy machine death-dealer: He comes in at a far more reasonable 140,270 credits.


Lastly I threw together Mauler Master, the last thing you want to be locked in a room with. He clocks in only slightly less then Fyre fist at 134270 credits.


Considering I was figuring a league would start with an initial bank of 50,000- 75,000 credits to start, getting the bank to build any of these three monsters would be an achievement, but that's also the idea. These things would be the Super-heavy weights in the matches. The monsters that are pitted against 3 or 4 gladiators.

So What can you come up with? Post up your combos and your thoughts. I want to see what people can come up with from these.








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10,000 credits to force the opponent to reroll ALL successful wound rolls seems hella good.

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Made in us
Furious Raptor






 JNAProductions wrote:
10,000 credits to force the opponent to reroll ALL successful wound rolls seems hella good.


Good point. Change price of "Very Well Built" to 20,000 and adjust the Venerable Dreadnought chassis to 38012.

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