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Made in us
Humming Great Unclean One of Nurgle





In My Lab

Link here.

There's a google doc where you can make comments on what I've done so far. Currently, I've only done tables for Daemons, so any help with other codecs would be appreciated!

If you don't trust random links, here's what I have in a spoiler:

Spoiler:
Introduction

To use this system is simple. Simply play your games, and at the end of the game, nominate either your Warlord, one surviving Character, or a particularly awesome grunt or squad (as agreed upon by you and your friend).

The nominated model (or unit, in the case of a squad being nominated) gets to roll on the following tables, to see what upgrade they get. In the case of a loss, you get one roll. In the case of a tie or minor victory, two rolls. In the case of a major victory, you get three rolls. These rolls, if you have more than one, may be on different tables, as long as the unit has all the appropriate keywords. Note that, no matter how many rolls you get, YOU GET ONLY ONE UPGRADE PER BATTLE. I repeat-more rolls simply means more choices, NOT more upgrades.

If an upgrade is completely useless to a model or unit, you may reroll it. Finally, all upgrades increase the cost of the unit by 10 points each, to a max of +50 points with the maximum of five upgrades. You can continue to roll on the tables for a character with five upgrades, in which case, you may swap out any older upgrade for the newer one.
Table: Daemons

Die Result
Daemons
Khorne
Tzeentch
Nurgle
Slaanesh
1
+1 Invuln (to a max of 4+)
+2 Strength
+2 Armor (to a max of 1+)
+2 Toughness
+4” Movement
2
Deep Strike
+1 Armor (to a max of 2+)
+1 Toughness
+1 Strength
+1 Strength
3
Fearsome Aura
+1 Toughness
+1 To Psychic Tests
+1 Wound
+1 Armor (to a max of 2+)
4
Arisen Daemon
+1 Attack
+1 To Deny The Witch
+1 To Disgustingly Resilient Rolls
Quicksilver Lightning
5
Daemonic Leader
+2” Movement
+1 Strength
+2” Movement
+1 Toughness
6
Pick Any One
Pick Any One
Pick Any One
Pick Any One
Pick Any One

Notes: This table may only be rolled on by Daemons. The second column is for any daemons, the third through sixth are for specific god daemons.

If you roll a result that gives +X Armor, treat your base armor save as being equal to your invuln (5+, usually, except for Tzeentch) so that way it’s not immediately useless.

If you roll a +X Wounds, you may (if you so desire) treat any result that would bring you above 9 wounds as useless, so as to not lose Character protections.

Deep Strike grants the ability to Set Up Anywhere, more than 9” from enemy models, at the end of any movement phase.

Fearsome Aura makes all enemy units within 6” subtract 1 from their leadership. Each time it is gained, you may either increase the range of the aura by 3” or increase the penalty by 1.

Arisen Daemon lets the model who has this rule return to life at the end of the phase they were killed in with 1 wound remaining. Taken twice, d3 wounds. Taken three times, d6 wounds. They can never exceed their maximum wound value with this.

Quicksilver Lightning allows the model to fight before anyone else-including those who have charged or have an ability like Quicksilver Swiftness. If more than one model has this ability, the player whose turn it is goes first.

Daemonic Leader allows you auras to affect daemons of any allegiance, not just their own.

Pick any one merely lets you pick from the column you rolled on, not any result ever.


Note that, in the spoiler, the tables are hard to read, since I copy-pasted from the Google Doc.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Powerful Phoenix Lord





Looks pretty good, very similar to the tables we've developed. We did a far more generic set of tables so that they more or less work with any army. You get to select the table you wish to roll on after each battle.

We broke ours down into "Melee", "Gunfighter", "Psychic" and "Command". Each consisting of a D6 table. No character is allowed to roll a result duplicate times.
   
Made in us
Decrepit Dakkanaut




I'll bite and wait for the Necron/AdMech/Marine tables.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in us
Fixture of Dakka





Neat! It took me a second to figure out how to read the table in the spoiler, but this seems mostly reasonable. It occurs to me that some of these bonuses will be significantly more useful on some units than others. Extra Toughness on some nurglings might low-key make a cheap objective camper significantly more difficult to remove. Bringing a flamer or herald back to life is nice, but bringing a greater daemon or objective camping troop back is probably better.

Also, if you choose a squad for the upgrade, does it impact the individual model, or the squad as a whole? A 20 man blob of plague bearers with +2 toughness would be a nightmare, and +1 strength on a whole mob of daemonettes is quite nasty comapred to +1 strength on a daemon prince (usually). On the other hand, Arisen Daemon or a Toughness boost on a single model in a squad would perhaps require you spell out how some mechancis interact a bit more thoroughly.

Neat concept though. I'd let someone try these against me. I'd say what you have would warrant play testing.


ATTENTION
. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
 
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

Elbows wrote:Looks pretty good, very similar to the tables we've developed. We did a far more generic set of tables so that they more or less work with any army. You get to select the table you wish to roll on after each battle.

We broke ours down into "Melee", "Gunfighter", "Psychic" and "Command". Each consisting of a D6 table. No character is allowed to roll a result duplicate times.


I think it was your post that inspired this. So, for that, thanks!

Slayer-Fan123 wrote:I'll bite and wait for the Necron/AdMech/Marine tables.


I have the Ad Mech Codex. I do NOT have the Crons or Vanilla Marines Dex. If you want to make suggestions, please, do so!

Edit: First draft of Ad Mech is up.

This message was edited 1 time. Last update was at 2018/10/03 00:04:45


Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Decrepit Dakkanaut




I might be able to make suggestions but how do you want the Dynasties and Chapters handled, or would it be generic tables?

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

Slayer-Fan123 wrote:
I might be able to make suggestions but how do you want the Dynasties and Chapters handled, or would it be generic tables?


Maybe a few generic Necron tables, and then if you roll a 6 for "Pick Any One", you can also pick from a Dynasty-specific?

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Powerful Phoenix Lord





The only caution I'd give going that route is that you're looking at 25+ factions, each with 4-5-6 subfactions (legions, chapters, dynasties). You'll end up writing 125+ upgrade lists, and you'll end up with a load of duplicate ones. It's why we adopted four simple tables which impacted all races more or less equally (being able to choose the concentration for your character).
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

 Elbows wrote:
The only caution I'd give going that route is that you're looking at 25+ factions, each with 4-5-6 subfactions (legions, chapters, dynasties). You'll end up writing 125+ upgrade lists, and you'll end up with a load of duplicate ones. It's why we adopted four simple tables which impacted all races more or less equally (being able to choose the concentration for your character).


Can I see your tables?

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Powerful Phoenix Lord





This is what we currently have on hand. As with anything, you need some common sense to employ these.

Melee Warlord Traits (D6)
1) Blademaster: Add 1 to your Attacks characteristic.
2) Unstoppable Wrath: You may heroically intervene 6” instead of 3”.
3) Dervish: For each ‘6+’ rolled in the Fight phase, generate another attack. These may not generate further attacks.
4) War Cry: Add 2” to the result of your charge roll.
5) Divine Hammer: May make a single attack in place of all attacks during the Fight Phase. This attack is resolved with double the Strength, double the AP, and double the damage.
6) Defensive Posture: May roll a D6 for each successful enemy hit against your model in the Fight Phase, on a roll of ‘6’ that hit is deflected or avoided. This may prevent mortal wounds if it stops an attack which generates them.

Gunfighter Warlord Traits (D6)
1) Finely Tuned Weapons: Add 6” to the range of all your ranged weapons.
2) Assassin: You may target enemy Characters even if they are not the closest model.
3) Storm of Fire: You may Overwatch on 5+, instead of 6+.
4) Covering Fire: If you do not move, you may fire twice during the Shooting Phase. This may not be combined with any other ability, aura, or stratagem which allows a similar trait.
5) Keen Guidance: Models within 6” of you may re-roll ‘1’s when shooting ranged weapons.
6) Impossibly Accurate: Add -1 AP to all of your ranged weapons.

Psychic Warlord Traits (D6)
1) Summoner: You may know one additional psychic power.
2) Practitioner: You may cast one additional psychic power.
3) Master of the Warp: Add +1 to your casting rolls.
4) Magenull: You may add +1 to your deny rolls.
5) Overwhelming Power: Enemy psykers within 12” suffer -1 to their casting rolls.
6) Psychic Torrent: Once per game, you may roll 3D6 to cast a single spell, picking the highest two dice rolled.

Command Warlord Traits (D6)
1) Logistical Master: Add 60 (3 Power) points to your army for free each game.
2) Strategic Mind: Your army begins the game with +1 CP.
3) Battlefield Master: Roll a D6 for each stratagem you use. On a roll of ‘6’ you recover 1 CP. This ability may not be combined with any other CP-recovery rule/item/relic, etc.
4) Brilliant Plan: Once per game you may use the same Stratagem twice during a single phase.
5) Controlled Chaos: Units within 6” of the warlord may Fall Back and still shoot.
6) Defensive Minded: Units within 6” of the warlord gain a 5+ invulnerable save vs. ranged weapons.

A warlord who is generating an upgrade may pick any table, and any combination of tables over the course of his upgrades. Duplicate rolls are simply re-rolled. In theory you could have multiple warlords from the previous campaign --- so this is something to consider. Some of these might become a little too powerful if duplicated (by sheer luck) two or three times.

This message was edited 1 time. Last update was at 2018/10/03 18:57:51


 
   
 
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