What is up everyone?
So with a host of new game styles coming out from Games Workshop, I
decided to go back and tweak with our original Tyranid Horde games (games 2-3) and set it
up as an opportunity to tweak the system and setup a leveling system within the
game. Obviously everyone has heard of
D&D, Pathfinder, or any of the other hundreds of RPG games that are out
there. Well with some ideas from Evan, I
decided to add my own flair into our games.
I mean let’s face it, story telling is the hidden background
to 40k, Fantasy, and any other table game out there. The actions you take and the choices you make
have a direct impact on the game, who survives, and most importantly how the
story plays out.
So who can level up, what happens to the groups, and what
perks can we achieve? I have worked to
tease out these problems.
First the basic rules.
All units, characters, HQs, vehicles, and any playable model can level
up. Each level up will allow for
potential increases in stats, abilities, or extra/new war gear. Not only that but miracles and heroic acts
allow for characters and individuals within a unit to be instantly upgraded. I mean if you face down a Tervigon and kill
it in close combat you should get an instant reward.
Enemy Units also get upgraded between missions. These are to reflect the fact that these are
living, breathing units that are going to respond during a campaign so that in
the end, the biggest, angriest creatures are going up against the heroes that
have fought against this God forsaken Planet.
Bugs: Big, Angry, and Ugly |
Now time for the nitty gritty of the leveling up
system. Each type of creature receives a
different point value for them being killed.
This means that the bigger baddies will be worth more because they are
tougher to take down. This also means
that the rank and file small fries will be worth less. Because this scenario involves Tyranids and
Monstrous Creatures, our system is based off of that.
Unit / Description
|
Points
|
Achievements
|
Small Bases (25mm)
|
1 |
Kill 100 (Tryannic Veteran)
|
Medium Bases (40
mm)
|
6 |
Kill 50 (Slayer)
|
Large Bases (60 mm)
|
10
|
Kill 20
(Relentless - SR)
|
MC Bases
|
15
|
Kill 2 same game (Monster Hunter - SR)
|
SR = Special Rule (from the book)
It will be a gradually increasing process to level up. Points are earned for the individual units and characters by killing and most importantly surviving.
For Units/Squads/Characters/Vehicles:
Level
|
Points Needed
(Career)
|
Upgrade Options
|
1
|
10
|
1 RTC
|
2
|
30
|
1 RTC
|
3
|
50
|
1 RTC, 1 AC / 1 Perk
|
4
|
80
|
1 RTC, 1 RSR
|
5
|
110
|
2 RTC
|
6
|
150
|
1 RTC
|
7
|
190
|
1 RTC
|
8
|
240
|
1 RTC, 1 AC / Perk
|
9
|
290
|
1 RTC, 1 RSR
|
10
|
350
|
3 RTC,
|
RTC = Roll on Table of Choice, AC = Additional Sergeant
Upgrade, RSR = Roll on Special Table, Perk = Table of Perks for Characters
So what does this mean?
It means that after killing 10 small models, you get one roll on a table
of your choice. So after the game,
depending on what your squad does, they can get rolls on one of the 3 Tables
for them: Stats, Close Combat, or Range.
Characters get 1 roll on the following Tables: Character,
Stat, Close Combat, or Range. These can
greatly improve the character or unlock opportunities that would not have been
otherwise possible.
Stats
Roll
|
Stat
|
Result
|
1
|
Weapon Skill
|
+1 WS up to 10
|
2
|
Ballistics Skill
|
+1 BS up to 10
|
3
|
Strength
|
+1 S up to 10
|
4
|
Toughness
|
+1 T up to 10
|
5
|
Wounds
|
+1 W
|
6
|
Attacks
|
+1 A
|
7
|
Leadership
|
+1 LD up to 12
|
8
|
Save
|
+1 SV up to 2+
|
If a stat is maxed out or can’t be upgraded, reroll until a
stat you can use.
Close Combat
Roll
|
Ability
|
Result
|
1
|
Champions
|
+1 A (individual
and Squad) in CC
|
2
|
Aspect
|
+1 to Invul Save in CC
|
3
|
Hard Hitters
|
+1 S in CC
|
4
|
Linemen
|
+1 T in CC
|
5
|
Honorable
|
+1 A in Challenges
|
6
|
Weapon Master | 1 Additional Power Weapon (free) |
7
|
Headhunter
|
6’s in CC are precision
|
8
|
Enraged
|
+1 S and +1I in CC
|
Range
Roll
|
Ability
|
Result
|
1
|
Gun Line
|
+1BS in Overwatch
|
2
|
No Recoil
|
Reroll 1s
|
3
|
Gunsmith
|
1 Additional Special Range Weapon (Free)
|
4
|
Rapid Fire
|
All Shots at half Range are Rapid fire*
|
5
|
Fire For Effect
|
Shots that scatter go 1D6 instead of 2D6
|
6
|
Graceful Aim
|
All ranges extended by 6”
|
7
|
Sniper
|
6’s are precision
|
8
|
Deadeye
|
Ignore Cover Saves
|
*If you have Rapid Fire Shots, Add an additional Shot
Character Perks
Roll
|
Ability
|
Result
|
1
|
A God Walks Among Us
|
Eternal Warrior
|
2
|
The Saint
|
+1 to Deny the Witch
|
3
|
The Shield
|
3++ Invul Save
|
4
|
The Hammer
|
Hammer of Wrath
|
5
|
A Force of Nature
|
+1 Psychic Mastery*
|
6
|
The Savior
|
Feel No Pain
|
7
|
The Demon
|
Furious Charge
|
8
|
The Star Child
|
Can Deepstrike
|
*If a Psyker increase +1, if Non Psyker, they are Level 1
and considered as such
Special Rule Table
Roll
|
Ability
|
Result
|
1
| Gunslinger | Can fire two Ranged Weapons |
2
|
Warrior Brothers
| Additional Sergeant |
3
|
New Tactics
| Choose 1 Special Rule |
4
|
Master Crafted
| 1 weapon becomes a MC |
5
|
Signature
| Access to Special Wargear** |
6
|
New Role
| Can upgrade to new Unit* |
7
|
World Away
| Teleport Homer |
8
| Weapon of War |
Carry Two Power Weapons
|
**Special Wargear is any wargear your army has access to
Vehicle Upgrade
Roll
|
Ability
|
Result
|
1
|
Smooth Bore
|
+1 BS (up to 10)
|
2
|
New Motor
|
+1” Movement (all movement types)
|
3
|
Blind Spot Monitor
|
Upgrade Side Weapon*
|
4
|
BFG?
|
Upgrade Main Weapon*
|
5
|
Specialist
|
Additional Wargear can be added**
|
6
|
Reflective Armor
|
+1 Cover Save
|
7
|
New Optics
|
6’s are precision
|
8
|
Saddle Up
|
+2 to Transport Capacity***
|
*If there is no Option for a Side or Main Weapon, it can be
rerolled. Upgrade can be placed on
before new mission (i.e. Tau Hammerhead going from Railgun to Ion Cannon).
**This means that additional options can be added (i.e. a SM
Predator getting a Dozer Blade). If no
other options are available can reroll.
***Units that are not normally Troop Carriers can carry +2
troops (i.e. SM Predator can carry 2 troops) or Transports can carry 2 additional
Troops (i.e. SM Rhino can carry 12).
Flyers
Roll
|
Ability
|
Result
|
1
|
Rolling Thunder
|
1 extra shot from each weapon
|
2
|
Clean Sight
|
+1 BS vs. Flyers, Flying MC
|
3
|
Fortress
|
+1 to Armor*
|
4
|
Warthog
|
+1 BS vs. Vehicles
|
5
|
Spirit
|
+1 to Jink Save**
|
6
|
Napalm Run
|
+1 BS and +1S on Weapons used against non vehicle ground
units
|
7
|
Afterburner
|
+2” Combat Speed
|
8
|
Ace Pilot
|
Vector Dancer Special Rule***
|
*Up to AV14, if
obtained reroll
**Up to a 2+ Jink, if obtained reroll
***If already owned, reroll
Mission: With each mission having a major goal, that goal will be priority. Yet like any conflict, there are always secret missions, secret goals, and ulterior motives. To represent this, there will be secret missions for each mission that the players will roll for on the table below. This is a secret roll to represent the hidden interest of the Warlord in that conflict. It is the equivalent of the Tau trying to study the weapon of a Space Wolf, or Dark Angels searching for one of the Fallen on the world they are fighting for. Of course surviving and killing the Tyranids is number one importance, but if an Ork can place a Stikk Bomb on the back of a Rhino, who is to say that won’t come in handy later?
Secret Missions:
D12 Roll
|
Mission
|
Rule application
|
Points
|
2
|
New Tech
|
Army
|
50
|
3
|
On a Roll
|
Unit/Squad
|
45
|
4
|
Enemy of My Enemy
|
Army
|
40
|
5
|
Gun is JAMMED
|
Unit/Squad
|
40
|
6
|
Look Out Sir
|
Character
|
35
|
7
|
Guardian
|
Character
|
30
|
8
|
Just In Case
|
Character
|
35
|
9
|
Legitimate Strategy
|
Unit/Squad
|
40
|
10
|
Know Thy Enemy
|
Army
|
40
|
11
|
Wait, What?
|
Unit/Squad
|
45
|
12
|
Ancient Tech
|
Army
|
50
|
New Tech – 50 points – You have been charged with acquiring
new technology from the races you are fighting alongside. You have to figure a covert way in which to
do this. Before the game, roll a D3 and
write the number down. That is how many
weapons and gear you must acquire. When
any squad, character, or vehicle is within 3” of another army unit roll a
D6. On a 4+, you safely acquire a weapon
of that army, and have achieved your goal.
If you miss, the unit recognizes what you are trying to do and can’t try
again that game on that unit. This can
only be done in the Movement phase.
On a Roll – 45 points – Your squad has been chosen by the
higher powers because of your flawless military record. As such, you have been chosen to show the
true power of your army. One squad or
unit is chosen before the game. Each
round you are within range of the enemy (longest range of the weapons you have),
you must kill at least 1 enemy model (this can be either CC or Range).
Enemy of my Enemy – 40 points – It’s Bugs, plain and
simple. Your army’s goal is to make sure
that one unit/character/squad from your allies survives. Short, simple, and to the point. Your survival depends on everyone involved. If two characters survive, you receive an
additional 10 points. Such is the
benefit of allies.
Gun is Jammed – 40 points. – It sounds worse than you
think. Your Squad was sent into battle
with Weapons that weren’t serviced properly.
As such, you can’t fire your gun until the jammed is cleared. Each your ranged combat rounds roll a D6. On a 4+ you fix your gun and can fire as
normal. This is an individual roll for
each member of the squad. Vehicles fire
at BS-1 until they fix their guns.
Look Out Sir – 35 Points – You are a beacon unto the army. You must show that you are worthy
of such a Honor and Title. Choose a character at the
beginning of the game. For the rest of
the game, that character has to survive and be the farthest model forward in that squad at the end of the movement phase.
Guardian – 30 Points – You are the definition of a
wall. You stand before all, take on all
enemies, and guard the objective, leader, or high priority target. Before the game, choose one character (can be
HQ or Sergeant), and roll a D6. On a 4+
your character must protect the objective at all costs and must be within 3” at
the end of the game. On a 1, 2, or 3, he
is charged with getting his squad out of the fight with at least 20%, such is
the price of a leader (this means they can be anywhere on the board, but must have at least 20% of original Force).
Just In Case – 35 Points – It should be noted that
sometimes, leaders must put themselves in an area that should they need to,
they can escape to fight another day, or get their squad out. The Character must survive and either make it
within 3” of a table edge by the end of the game, or be within 3” of an ally
vehicle by the end of the game.
Emergency plans are always in place.
Legitimate Strategy – 40 Points – Sometimes cover, ruins, or
a building is the best way to survive a fight.
It’s not camping. It is smart,
practical, and can mean the difference between you dying or making it
home. As such one unit/squad chosen at
random must survive to the end (1 member counts), while being in cover for the
entire game. This means they can be in a
building, run from ruins to ruins, or cover-to-cover, but they can’t be out in
the open at the end of a Player Turn.
Know Thy Enemy – 40 Points – Your army needs to know what
they are going against. As such you must
survive one round of close combat with the enemy. If a unit survives and wins then you receive
an extra 10 points. It is from knowing
the enemy that we can truly destroy them.
Wait, WHAT? – 45 Points – There often times comes a point
when a unit is chosen to make a last stand.
300 Spartans did it, the men of the Alamo did it, and now you have been
chosen for such a mission. Choose 1 unit
or squad. In the center of the board
place an objective. That Unit starts on
the Objective after deployment and must survive as long as possible while
moving it. The object moves as such, 3” for
S3, 4” for S4, 5” for S5, 6” for anything S6 or greater including
Vehicles. If you make it to the end of
the game with the objective, all points are earned. If killed sooner, then take 45 * (turn
number/6) for points earned.
Ancient Tech – 50 Points – With Ancient weapons and
technology littering all the lost words in the galaxy, sometimes it takes a
battle to uncover these lost treasures in the universe. As such roll a D3. It is your army’s goal to recover up to D3
technologies. Place 6 Technology relics in the same manner as a drop pod (place
the marker and scatter D6”. Must be at
least 10” from another Relic before scatter).
Once a unit is in base to base of the relic, roll a D6. On a 4+ the relic is recovered. On any other roll, the relic is destroyed. This can be done only in the assault
phase. Points earned by 50 * (number of
relics recovered / number of relics needed).
Army Table – After each mission the army will receive points
as well. You receive 150 points for
completing the mission. Your army
receives points for the accomplishment of secret missions as well as enemies
killed. These points can be used to
upgrade your army, re-enforce your squads and units, and add additional options
to the fight. This means if you are playing Space Wolves, and a Grey Hunter is killed in Battle, then in order to get him back, you must pay 15 points out of how many you have earned to replace him.
Army Upgrades
Upgrade
|
Points needed
|
Rules
|
Replacements
|
Point of Individual
|
Come in with any unit upgrades
|
New Unit
|
Point of Unit
|
Standard new unit (no upgrades)
|
Unit Upgrade
|
Point of Upgrade
|
New Weapons, Transports, etc.
|
Additional Sergeant
|
Point of Unit Upgrade
|
New Sergeant gets unit upgrades
|
Upgrade Sergeant
|
Point Difference
|
Sergeant takes upgrades to new rank
|
Additional Commander
|
Point of Commander
|
New HQ, no additional upgrades
|
Additional Upgrades –
Sometimes in the heat of Battle Miracles happen, Men become
Champions, and Champions become Heroes.
As such, there are titles to be won, honors to be had, and sagas to be
told. As such at any epic moment, a
title can be bestowed and as such a Hero made.
He can be rank and file up to vehicles.
Troops-
Indestructible – Survive as the remaining member of your
squad – Eternal Warrior
Who’s your Daddy? – Kill a MC in CC or Range without a
Special Weapon – 1 person gets Monster Hunter
Bring it on – Kill 2 people in one Overwatch – One person
gets +1BS on Overwatch
Is it in you? – Successfully Deny the Witch twice in one
game– Psychic Mastery +1 to one person
So we Ride On – Successfully Run 6” twice in one game with
one person or unit – Fleet to unit or person
I can’t believe that just happened – Survive an impossible
situation – 5++ invul save person or unit
From the Ground – Hit a Flyer twice in one game – One person
from squad gets optional Skyfire (see Tau Velocity Tracker)
Fearless – Successfully roll double 1s on any Morale Check –
Unit or person gets Fearless
Duck – Survive a kill shot by going to ground twice in one
game – unit or person get’s +1 Cover Save (up to 2+)
Well, That Sucked – Don’t kill a single unit from shooting
in a game - -1BS for that unit
Vehicles
Use the Force – Kill a creature with a snap fire shot twice
in one game - +1 to snap fire BS
Orbital, Shm’orbital – Get 3 Direct Hits with a shot that
scatters in one game – 1D6 when
Scattering
Drive By – Hit and kill a creature after moving at Cruising Speed - Snap Fire after moving flat out
Duke Boys – Survive 4 Dangerous Terrain Tests without
becoming Immobilized - +2” movement
Low Rider – Survive the game with only 1 HP left - +5 Cover
Save at all Times
Screw it – Tank Shock and kill 2 enemies in one game - +1
Front Armor when Tank Shocking
What Just Hit Us – Survive 2 Penetrating hits in one Volley
with no cover save - +1 Cover save in Open
In the Sky – Hit a flyer twice in a game – Optional Skyfire (see Tau Velocity Tracker)
Firing Blanks – Don’t get a single hit in a game - -1 BS
Broadside – Kill a unit when showing your side armor – Power
of the Machine Spirit
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