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I'm working on a Heresy Online Specialist Game called Rogue Planet.

The basic premise is a planet in a system that other planets send criminals to. Theres no way off the planet, it's guarded by ships to stop people getting on or off. On the planet we're going to focus on one continent with multiple factions, terrain and other stuff.

It's loosely based on Necro with a mix of rules taken from lots of other games - GorkaMorka, Necro, 40k Second Edition and anything else I find for inspiration.

Once the game is finalised I'm going to fork out for an artist to draw a huge batch of sprites to throw into a Vassal Mod. Then, once that's done we'll put together a new website, get a script written up to handle "Team/Gang Rosters" before launching an ongoing internet campaign.

We're going to need a lot of assistance with this, from fluff writers down to concept art, faction designs and ideas. It's going to focus heavily on small teams of fighters with a lot of vehicles and far more advanced rules to counter the bullshit known as 5th edition.

Anyway, have a little read through and share you thoughts and suggestions.




The Turn

1. Movement
2. Shooting
3. Assault
4. Recovery


Movement

All models move 6" as per the Warhammer 40k rules unless riding vehicles, carrying special equipment or otherwise stated. Compulsory movers must do so before all others.

Hiding
Models which stay still or move up to 3 inches can hide if they finish their move next to a piece of terrain. This gives them +1 cover from all shooting attacks that pass through the terrain.
Note: you cannot hide from someone if there is no terrain between you and the attacker. Hidden models reveal their position if they fire or a model moves within spotting distance. (Initiative +1d6 inches)

Running
A model may choose to run. Doing so adds D6 inches to the total distance it moves. A model that runs cannot shoot or assault that turn.

Overwatch
A model may enter overwatch if it remains stationary in its movement phase. This enables it to fire once at any point during the opponents turn. Models firing on overwatch receive a -1 to hit penalty.

Terrain effects on Movement
Terrain is classified during set up and effects movement in the following ways.

-Difficult Ground
Models can move up 4 inches over difficult ground.

-Very Difficult Ground
Models can only move 2 inches in very difficult ground

-Impassable Terrain
Can't move over or into. If for any reason a model finds itself in impassable terrain they're removed from the game as a casualty.

-Walls and Barriers
Models lose half their movement (rounding up) to cross walls and barriers. You can specify during the pregame phase which walls qualify as movement hindering.

Shooting

The shooting phase is worked out as follows for each individual model.

1. Declare Target
2. Roll To Hit
3. Roll Cover Saves
4. Roll To Wound
5. Roll Armour Saves
6. Work Out Wounds

Unlike Warhammer 40k, models in Rogue Planet gain saves for cover and armour.

Each model can fire its weapon once provided it didn't run or enter overwatch in its movement phase. All fighters have a 180 degree fire arc to their front. A model can fire at any target within line of sight* unless within 6 inches. You must fire at a model within 6 inches.

*Seeing weapons, banners and cloaks doesn't constitute Line of Sight, you must be able to see a body part.

Range
Each weapon has it's own to hit modifiers based on range. Your fighters can also sustain injuries or receive equipment that alters their ability to fire weapons. Please add these adjustments to the base roll needed on the chart below.

Rolling to Hit
BS of shooter. 1 2 3 4 5
D6 score....... 6 5 4 3 2

BS of 6 or better is always a 2+ to hit.

Rolling to Wound
As per the Warhammer 40k Rules

Saving Throws[/U
As per the Warhammer 40k Rules

Cover Saves
As per the Warhammer 40k rules except you do not receive a cover save for intervening models.

Going to Ground
Models that go to ground receive a +1 cover save providing they are in or behind cover. You cannot go to ground in the open. A model which goes to ground cannot move in the following turn although it may fire its weapons with a -1 to hit modifier.

Working Out Unsaved Wounds.

Once the hit roll, cover save, wound roll and armour saves have been made its time to see what effect the wounds have. Roll immediately on the following chart.

<Chart Here>

Injuries marked with a * are superficial wounds, the model that suffers them will miss the following turn while he patches himself up. The turn after he'll be right back in the fight with stated adjustments to his statline with a single wound.

Multiple Wound Models
Models with more than one wound simply shrug off the hits until they are reduced to 0 wounds. Only then will they be forced to roll on the injury chart.

Shooting into Combat
Models can fire into any combat. Attacks are randomized between all participants. Blast weapons will effect all under the blast as per usual.

Jam Rolls
Each weapon has a Jam rating. If you roll a 1 to hit make a Jam roll (equal to or better than the Jam stat is a pass). If the roll fails the weapon is Jammed and cannot be fired the following turn. This doesn't mean you can't switch weapons to continue firing the next turn.


Weapon Types

All weapon types are the same as the Warhammer 40k game except for blast weapons which use the following rules.

Blast
Blast weapons roll to hit with Ballistic Skill as per regular weapons. If the shot misses the blast will scatter 2d6 minus the firers ballistic skill in a random direction. Note it's possible to miss and still hit with the ballistic skill deduction. If you roll a hit on the scatter roll use the direction of the small arrow.

Grenades
Grenades attacks are rolled against ballistic skill like regular shooting attacks.
The distance a model may throw a grenade is determined using the chart below.

Strength.....Distance
1...............4"
2...............6"
3...............8"
4..............10"
5+.............12"

Missed Grenade attacks scatter D6 inches in a random direction.

We've also added a few unique weapons that you'll find in the equipment section.

Assault

1. Move Assaulters
-Pick A Model
-Declare Assault
-Move Assaulting Model
-Pick Another & Repeat

2.Resolve Combat
-Pick Combat
-Fight Combat
-Determine Results

The rules for assault in Rogue Planet are worked out identically to the Warhammer 40k rules with the following changes.

Who Stirkes First
The models strike in Initiative Order with the following modifications.
+1 For Assaulting
+1 For Higher Ground
+1 For Behind Cover (this only applied for the first round of a combat)
-1 Broken

Assaulting Broken Models
A broken model can be assaulted as usual and suffers the following penalties.
-1 WS
-1 Initiative

Grenades
Grenades are worked out differently in Rogue Planet and play absolutely no part in the assault phase unless stated in the items special rules.

Morale
Morale plays no part in the Rogue Planet assault phase. People fight to the bitter end and cannot retreat once engaged. If a broken model is assaulted and wins the combat it will continue to move as if broken afterwards.

Allocating Hits
Hits are targetted at specific body parts using the chart below.

<Assault Hits Allocation Chart>

Combat Damage Chart
Successful wounding hits are rolled on the Combat Damage Chart below.

<Combat Damage Chart>

Consolidation
A model can consolidate 2" after dispatching an opponent in the assault phase. This move can be used to move into base contact and thus engage another opponent.

Close Combat Weapon Types


Morale

Morale Checks are carried out in the following circumstances.

1. A friendly model goes out of action within 2".
2. Assaulted by a Fearsome or Terrifying Model.
3. When instructed to do so by a scenario special rule or special item.

If failed a model will immediately move 2d6 towards the nearest cover. Once in cover it will stop and stay until it passes a rally check during the recovery phase at the end of a subsequent turn.

Recovering your Nerve
A leadership test is taken for each broken model at the beginning of the recovery phase. Note: You cannot break and recover in the same turn.
A broken model receives a -1 modifier to the 2d6 roll for every friendly model within 3" and a +1 modifier for every enemy model within 3".

Bosses
Anyone within 6" of the boss can use his leadership for the test.

Psychology

Fear
Fear checks are carried out when assaulted by or assaulting a fearsome model. Do a leadership check, failing means your model cannot assault or when assaulted runs for the nearest cover.

Terror
Anyone within 8 inches of a terrifying model at the start of its turn must take a leadership test. Failure results in the model running for cover as per regular morale checks. Terrifying creatures also cause the same effects as fear when assaulting or assaulted.

Hatred
If a fighter hates his adversaries all Leadership tests are taken as if he had a Ld characteristic of 10.
A model fighting hand-to-hand combat with a hated foe may re-roll any Attack dice in the first turn of any hand-to-hand combat engagement.
A model in hand-to-hand combat must use his 3" consolidate move to engage a hated enemy if possible. If there are no targets he can move as you wish.

Stupidity
Models suffering from stupidity must make a leadership test at the start of each turn with no modifiers.
If the test is failed the following rules apply until such time as the test is taken again.

If fighting in hand-to-hand combat the model is temporarily disoriented or confused.
Roll a D6 before each hand-to-hand phase.

1-3 -1 to hit for this turn only
4-6 Fight normally.

If not fighting in hand-to-hand combat roll a D6 to determine how the model moves at the start of your movement phase.

1-3 The model moves 1d6 this turn
4-6 The model moves normally

3 The model can do nothing else this turn. The fighter will not shoot weapons or otherwise move unless he loses his nerve and runs 2D6" to cover as described in the Leadership section.

4 The model does not have to take any further Leadership-based tests for fear or terror. It must still take tests to keep its nerve as described in
the Leadership section. If such a test is failed the model will run 2D6" to cover. The rules for broken fighters override the rules for stupidity.

Frenzy
Frenzied models add 1 to their attack characteristic.
They must pass a leadership test at the beginning of every turn or move towards and assault the nearest enemy model.

Drivers & Psychology
Vehicle drivers are immune to all psychology.
 

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Discussion Starter · #2 ·
Things to Add

Vehicle Rules
-modifications
-vehicle creation templates and rules
-movement
-damage
-boarding
-ramming
-repairs
-stats
-rosters
-enhancements
Assault Rules
Ratings and Handicaps
Scenarios
Skills and Experience
Injuries Chart
Equipment
Background Fluff
Playable Factions including special groups
Screws (jailers that patrol the area)
Weapons
Post Game Phase
Strategy Cards
Territories
Notorious Criminals (special characters)
Base Rules (a set of rules and guidelines for designing and equipping your base for defense)
Mutations Chart
Bionic Enhancements Chart
Squad Rosters
 

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Discussion Starter · #3 ·
Experience Advancement Chart

We're going to use the same advance chart as Necromunda.

I don't like the random advancement of necromunda so we're going to have a little more influence in how your fighters advance.

Experience

0-5 Green Juve
6-10
11-15
16-20
21-30 New Ganger Starting level for Gangers. Juves that reach this level become Gangers.
31-40
41-50
51-60
61-80 Gang Champion Starting level for Leaders & Heavies
81-100
101-120
121-140
141-160
161-180
181-200
201-240 Gang Hero
241-280
281-320
321-360
361-400
401+ Mighty Ganger A gang fighter that reaches this level may not advance any further.


Skill Advancement Chart

Make any Advance rolls that are due immediately after
the battle so that both players can witness the result.
Roll 2D6 and consult the Advance Roll table below.

2D6 Result
2 New Skill. Choose a Skill from any skill table or increase any stat by 1.
3-4 New Skill. Choose a Skill from any accessible skill table.
5 Characteristic Increase. Choose +1 Strength or +1 Attacks
6 Characteristic Increase. Choose +1 WS or +1 BS
7 Characteristic Increase. Choose +1 Initiative, +1 Leadership or +1 to Movement
8 Characteristic Increase. Choose +1 WS or +1 BS
9 Characteristic Increase. Choose +1 Wounds or +1 Toughness.
10-11 New Skill. 3-4 New Skill. Choose a Skill from any accessible skill table.
a skill from it.
12 New Skill. Choose a Skill from any skill table or increase any stat by 1.


Maximum Statistics

Statistics cannot be increased beyond the stats below.

.....................M.WS.BS.S.T.W.I.A.Ld
Maximum Value.8.. 7....7.5.5..3.7.4.10

Points awarded

+D6 Survives. If the fighter survives the battle then
D6 points are earned. including those taken out of the game.

+2 Winning Team. On the winning side.

+5 Per Wounding Hit. (Multiple wounds on a 1 wound model only count as 1)

+10 Winning Leader.
 

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Discussion Starter · #4 ·
Skills

Agility
Combat
Ferocity
Muscle
Shooting
Stealth
Techno
Driving
Repairs
Luck



Agility Skills

Sprint - Fighter Runs 12 inches instead of 9.
Dodge - 5+ Invulnerable save versus everything except blasts.
Leap - Additional D3 movement. Can leap straight up onto higher surfaces.
Move Through Cover - Immune to movement deductions when crossing Difficult or Very Difficult Terrain.
Free Runner - Fighter can move up and down walls half its usual movement distance and halves strength from falling damage. Cannot end movement on a wall.
Concealment - Roll nightfight to shoot at the model.
 

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Discussion Starter · #9 ·
Necromunda size. Think Mad Max really, I'd say an upper limit of 25 fighters with 10 vehicles would be best.

It won't be a dustbowl setting like Mad Max though, the world will have all different styles of terrain to play games on.
 

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Sounds great

The main thing I miss about second edition though is different move rates. Any chance they could be brought back or too much hassle?
 

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This looks interesting. it seems to me , to be more detailed and giving the gamer a possibility to create unik characters.

Will the game only include humans or will for example ogryns be included ?

Or more alien types ? Or animals , like guarddogs ? Or local flora/fauna ?

About to hit vehicle; What with the old " Vehicle Targeting Grid " system ?
This system allow for more accurate firing for example you can take out the gunner or driver. Which in turn gives the owner a chance to get another crew to shoot or drive.

Cheers
Zodd
 

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Discussion Starter · #13 ·
Yeah I really want to give the player more options.

Think warhammer 40k as a basis with a more advanced ruleset. Shooting at drivers, shooting at vehicle tyres, target weapon systems etc.

I want this to go back to detailed wargaming.

I think all kinds of different races could be implemented. Orks are a possibility, Ogryn and Ratlings can defintely be included. Also, why not have mixed teams of different race fighters? There's nothing that says they have to all be from the same sect.
 

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Sounds like a good idea man. I'll throw rules ideas at you as and when they hit me. And once the world is a little more established, I'd happily write up some fluff, stories ect if my time off from work permits.

Also, I love how you've always got another interweb project on the go Jez, you're relentless lol.
 

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Regarding weapons and wargear I'm thinking the stats are going to have to be radically altered. Being a prison planet you're not going to see the sort weaponry that's available to the Imperial Guard (i.e no plasma guns or meltas or if there are they'll be like a 1 in a thousand chance of being seen) and no armours above carapace for the most part.

This leaves us with weapons that all have similar stats but in the fluff they handle very differently- sticking to the current rules what would be the advantage of taking the rarer lasgun over the more available autogun?

Possibly for the sake of the game take each example of standard 40k armour we're likely to see and increase it's Save value by 1, i.e Military grade flak armour would be a 4+ save, Carapace would be 3+ etc, to allow for those less protective ramshackle armours built by the prisoners themselves. Reinforced leather armour might only provide a 5+ save for example.

Similarly the effects of being hit by different weapons should be established- an autogun would be the same as being hit with a modern day rifle/pistol with the chance for the victim to bleed out etc but a lasgun would cauterise and cause permanent nerve damage.

hmm...it's quite complicated...I need to get drunk then I'll be back...
 

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Just loose ramblings;

What if this planet used to be a industrial planet, it ran out of ore/fuel/whatever the reason for having industri there. Then it was abandoned and re-used as prison planet.

Once upon a time in 40k, there was rules for bikes, like skidding, 180° handbrake turns etc.

And if there are some hard roads, what about the old Dark Future, White Line Fever ? As a kind of game inside the game.

And " Escape from New York " with Kurt Russel springs into mind. It could be a scenario. The Snake returns and is totally fucked by 40k.

Are there any original animal-life or tribes left ?

Maybe Beastmen like in RT.

And some rogue Robots , that can be captured an re-programmed.

And then somebody find a empty Dreadnought.

Or a forgotten Titan.

Well, better to stop before the teleporter-unit turns up:)
 

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Discussion Starter · #17 ·
What if this planet used to be a industrial planet, it ran out of ore/fuel/whatever the reason for having industri there. Then it was abandoned and re-used as prison planet.
yeah definitely, the place has its own economy, weapons are produced - cities do exist. Just without steady governments. It's brutal in other words - leadership often changes hands.

Once upon a time in 40k, there was rules for bikes, like skidding, 180° handbrake turns etc.


And if there are some hard roads, what about the old Dark Future, White Line Fever ? As a kind of game inside the game.
Yeah I have the 1st edition book and a pdf of Dark Future to pick apart. We'll be lending good points from all systems. The idea is to enhance the rules and give the gamer more options.

And " Escape from New York " with Kurt Russel springs into mind. It could be a scenario. The Snake returns and is totally fucked by 40k.
Absolutely, it'll be an ever evolving project so new stuff can be added all the time. My vision when the campaign is launched is an ongoing story that evolves yearly.

Are there any original animal-life or tribes left ?
Its a huge planet, expect to see all manner of xenos, plantlife and othe rgribblies. 1st edition 40k has a huge beastiary full of creatures to incorporate into the game. Dark Heresy has a a few we can borrow too.

Regarding weapons and wargear I'm thinking the stats are going to have to be radically altered. Being a prison planet you're not going to see the sort weaponry that's available to the Imperial Guard (i.e no plasma guns or meltas or if there are they'll be like a 1 in a thousand chance of being seen) and no armours above carapace for the most part.

This leaves us with weapons that all have similar stats but in the fluff they handle very differently- sticking to the current rules what would be the advantage of taking the rarer lasgun over the more available autogun?

Possibly for the sake of the game take each example of standard 40k armour we're likely to see and increase it's Save value by 1, i.e Military grade flak armour would be a 4+ save, Carapace would be 3+ etc, to allow for those less protective ramshackle armours built by the prisoners themselves. Reinforced leather armour might only provide a 5+ save for example.

Similarly the effects of being hit by different weapons should be established- an autogun would be the same as being hit with a modern day rifle/pistol with the chance for the victim to bleed out etc but a lasgun would cauterise and cause permanent nerve damage.

hmm...it's quite complicated...I need to get drunk then I'll be back...
Sure, sounds great. I'm keen to have cover saves and armour saves rolled though. I want people to actually use cover to their advantage. A model in carapace armour stood in the open should have a greater chance of dying from sniper than someone behind a hard wall. Its common sense and allows us to escape from the -2 -1 hard and soft cover rules of necromunda.

A definite yes on the effects of different weapons too. Lets throw heaps of tables and charts into the game. I think classifying weapons would be best.

Solid Projectile
Laser Based
Shrapnel etc

If we classify weapons into 5 or so "projectile" types we can easily tailor the way they hurt people.

Great input guys.

Regarding having a project all the time :laugh: the Army Showcase is nearing completion so I want another target to aim for. I think a serious publication would be good for us - and perhaps show GW that we fucking love specialist games!
 

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Discussion Starter · #18 ·
The main thing I miss about second edition though is different move rates. Any chance they could be brought back or too much hassle?
I'm beginning to see the worth in bringing the 2nd edition move system back, although that throws a spanner in the works and alters the entire turn sequence. Will have to weigh up the pros and cons. :)
 

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Sure, sounds great. I'm keen to have cover saves and armour saves rolled though. I want people to actually use cover to their advantage. A model in carapace armour stood in the open should have a greater chance of dying from sniper than someone behind a hard wall. Its common sense and allows us to escape from the -2 -1 hard and soft cover rules of necromunda

A definite yes on the effects of different weapons too. Lets throw heaps of tables and charts into the game. I think classifying weapons would be best.

Solid Projectile
Laser Based
Shrapnel etc

If we classify weapons into 5 or so "projectile" types we can easily tailor the way they hurt people.
Regarding cover saves- certainly don't want to take away from them, just increasing armour itself. Maybe along with different weapons and how they affect the enemy when they wound you could have how they effect different types of cover saves.

Example: A polished steel panel would be effective cover from a laser-based weapon (the reflectivity robbing it of strength) but an armour piercing solid shot might punch straight through it. Stuff like that.

The same could be said for armour saves, carapace armour might be effective against shrapnel but laser-based weaponry might fuse and weaken plates leaving it more vulnerable to other shots.

Weaponry- example of variety in same weapon:
Sniper Rifles (Re-roll to hit stationary target, +1 To Hit moving target)

Sniper Rifle- Long Las:
- Most accurate (gravity and wind shear have little to no effect on projectile- so maybe +1 BS for shooter and/or +2 to Hit Moving target rather than +1).
- But each shot allows enemy to better discern shooting spot because of bright flash (possibly +1 BS to enemy or reduction to scatter for blast weapons firing at sniper's location).

Sniper Rifle- Solid Shot:
- Potentially most powerful against the majority of armour/cover types with it's use of armour piercing rounds (-1 to cover/armour save)
- But least accurate due to the largest round. (No +1 to hit moving target)

Sniper Rifle- Needler (extremely rare):
- Most likely to cause a deadly or debilitating wound if the round penetrates armour at any body point due to the poisons contained by the needle (Re-roll to wound or damages most vital area even if it doesn't hit there)
- Doesn't give away position to enemy (possibly -1 BS to enemy or increase to scatter for blast weapons firing at sniper's location)
- Difficult to pierce cover (+1 to enemy cover save)

These are just ideas but instantly people can weigh up what sort of projectile they'd want a Sniper Rifle to fire, weighing up pros and cons and the obvious price that these weapons would cost (a Needler would be 2-3 times more expensive than the other 2 rifles for example).
 
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