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| The Battle for Proxima Prime; For my next Convention event | |
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| Tweet Topic Started: 15 Sep 2008, 09:40 AM (420 Views) | |
| BDJV | 15 Sep 2008, 09:40 AM Post #1 |
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Second Lieutenant
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Hey guys, I’ve been trying to figure out a Kool event for a local game convention next year. I always like to have a theme for the event. Last year I did Warhammer chariot races, it was a hoot and really successful. This year I want to do something 40K themed. Apocalypse is great fun but I don’t have two Apoc armies. Kill team is neat too but I’ll have a minimum of a 6-hour commitment for the game and KT would end up being way too short. So I’ve been racking my brain trying to figure out a unique 40k event. Then I came up with the idea of running Kill teams using the Inquisitor rules. That should adequately fill up the time I need. It’ll need some streamlining and play testing but it could work. Or I could use the Movie Marines list and pit them against Movie Chaos Marines. I’d have to create stats for Chaos Marines but they shouldn’t be that different from Imperial Marines. I could then add some advanced flavor into 40K for the event like shooting modifiers to hit and bring back overwatch. So which should I do, Inquisitor KT’s or Advanced 40K Movie Marines? Both will involve some rules work, but I think either would be fun. Either event will take place on a ruined city/industrial table, which I will have to make some groovy terrain for. Both will involve Imperial and Chaos Marines, because that’s the way I roll. |
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| BDJV | 16 Sep 2008, 01:08 AM Post #2 |
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Second Lieutenant
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Not even this is a stupid idea post. I've decided to go forth with the wacky Movie Marines theme. Eight players will get a 5 man squad of Marines or Chaos Marines, one player will get a platoon of 25 Guardsmen and an inquisitor, and another will get a Platoon of 25 Chaos militia and a Sorcerer. There will also be a Marine Hero, a Chaos Hero, An Imperial Dread and a Chaos Daemon Prince assigned to the marine players. I’m also planning some random events like roving bands of Khorne Rage Zombies and rampaging spawn. Either of these will be a threat to both sides. Here are the initial tweaks I’ll be making to the MM list for the game. The basic marine stats are the same as the MM list, the Dude becomes the sergeant and the Sergeant becomes the Marine Hero. The Marine Dreadnought is AV14 on the front, AV13 on the sides, and AV12 in the rear. He is armed with a Dread Assault cannon and a Dread CCW including a Heavy Flamer. Marine weapons Bolt Pistol: Range 24 S6 AP4 Assault 3 Plasma Pistol: Range 18 S8 AP2 Assault 3 Gets Hot Bolter: Range 36 S6 AP4 Assault 3 Storm/combi Bolter: Range 36 S6 AP4 Assault 6 Heavy Bolter: Range 48 S7 AP3 Assault 5/Heavy 10 Autocannon: Range 60 S9 AP3 Assault 4/Heavy 8 Dread Assault Cannon: Range 48 S8 AP3 Assault 12 Flamers have a range of 24 inches and are assault 1. To shoot a flamer you roll to hit ignoring shooting to hit modifiers. If the shot is missed roll a D6 and a scatter die to determine where the template hits. If you hit place an ordinance template over the target. Any model under the template is wounded on a score of a 4+ and if the wounding score was a 6 the model receives no armor save. Heavy flamers have a 30 inch range, are assault 1 and may re-roll any missed to wound rolls. All weapons have a short and long range anything under half its maximum range is short range. I’ll be suspending cover saves for the duration of the game and replace them with to hit modifiers. Light cover is any model that is less then half obscured when using TLS. Heavy cover is more than half obscured when using TLS. Basic shooting to hit modifiers. Long range is a –1 to hit Light cover is a –1 to hit Heavy cover is a –2 to hit I know these initial numbers are high, but I will be tweaking them further as I play test the scenario and rules. Remember this is supposed to be a fun memorable event when adding feedback. |
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| Deleted User | 16 Sep 2008, 02:35 AM Post #3 |
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Deleted User
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The thing is, if your beefing up the stats, you arent really changing the over all chances if that makes sense - by beefing up the weaponry, and having two sides the same fighting, you end up back where you started. Your better off trying the inquisitor idea |
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| BDJV | 16 Sep 2008, 03:18 AM Post #4 |
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Second Lieutenant
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Thanks for the comments. I see where you are coming from, the inquisitor idea sounds like fun, but after rereading the rules this morning I think it would need to much streamlining to work. Do you have any suggestions for streamlining INQ? The real change is gonna be in the game mechanics, I could just use the standard 40K stats. I'm just using the MM stats for grins. (which makes Marines similarly godlike like Inquisitor) MM have a re-rollable 3+ save and a 3++ invulnerable save so even with the god awful strength and AP of the weapons Marines will be hard as nails. Although I'll probably change the invulnerable save to 4++. I'm gonna change the game turn sequence from IgoUgo to alternate activation. Each turn we'll roll a die to see which side gets the initiative. The winning side will have one of his squads activate; they will then move, shoot and then assault. After this is done the other side gets to activate a squad. When Alternate activation is combined with Overwatch it makes 40K much more tactical. I'll post a little more on the HR's for the mechanics tomorrow. |
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| BDJV | 24 Sep 2008, 04:22 AM Post #5 |
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Second Lieutenant
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Ok I hashed out the name of the event and a little background. I've done some play testing and tweaked the MM stats some. Here is the setting for the game. It’s not perfect or complete it will give you an idea of what I’m shooting for. The Battle for Proxima Prime. An unexpected Warpstorm is engulfing the world of Proxima Prime on the Eastern fringe. This calamity has brought the foul servants of the Dark Gods; first and foremost of these foul servants are the traitorous Word Bearers space marines. They have unleashed a plague of foul creatures from the Warp with their foul rituals. The planetary defenses are shattered, leaving only small bands of Guard doing their best to thwart the traitors. A Lone Inquisitor of the Ordo Malleus is directing the actions of the Guard; Inquisitor Lorne is extremely dedicated to his task. He has requested aid from the Adeptus Astartes the Emperors Angels of Death. His request has been answered by the Space Sharks when their warp drives on their strike cruiser failed and dropped them into normal space. Although there original mission is still a priority, they cannot let the foul heretics run rampant on an imperial world. The following will be the basic rules changes and additions. The turn sequence will be altered and replaced with the following. Each player in the game will be assigned a card to represent his command. This card will be placed in a deck of cards and shuffled. The cards will then be turned over one at a time and each player will activate his command moving, shooting and assaulting upon having his card turned up. Follow this procedure until each player gets a turn. Then reshuffle the cards. Overwatch: Any squad upon activation may choose to go into Overwatch instead of its normal turn sequence. The unit will remain stationary and hold their fire until the first enemy squad comes into light of sight or their next activation whichever comes first. When conducting Overwatch fire the shooting models incur a minus one penalty to their shooting dice score. Once they shoot remove them from Overwatch their turn is over. In the general cover saves are suspended for the duration of the game. All weapons have a short and long range anything under half its maximum range is short range. I’ll be suspending cover saves for the duration of the game and replace them with to hit modifiers. Light cover is any model that is less then half obscured when using TLS. Heavy cover is more than half obscured when using TLS. Basic shooting to hit modifiers. Long range is a –1 to hit Light cover is a –1 to hit Heavy cover is a –2 to hit Here are the initial tweaks I’ll be making to the MM list for the game. The stunt double rule will not be used. The Marines invulnerable save will be changed to a 4++ save. The basic marine stats are as follows: WS-5, BS-5, S-5, T-5, W-2, I-5, A-3, LD-9 The Dude becomes the sergeant with the following stats: WS-6, BS-5, S-5, T-5, W-3, I-5, A-4, LD-9 The Sergeant becomes the Marine Hero with the following stats: WS-7, BS-6, S-6, T-5, W-4, I-7, A-5, LD-10 The Daemon Prince has the following stats: WS-8, BS-5, S-8, T-7, W-6, I-7, A-6, LD-10 He may breath fire, which counts as a Heavy flamer. He has a re-rollable 3+ save for his daemonic armor and a 4++ Daemonic Aura. The Marine Dreadnought is AV14 on the front, AV13 on the sides, and AV12 in the rear. He is armed with a Dread Assault cannon and a Dread CCW including a Heavy Flamer. The Dreadnought has a WS of six. Marine Ranged Weapons Bolt Pistol: Range 24 S6 AP4 Assault 3 Plasma Pistol: Range 18 S8 AP2 Assault 2 Gets Hot Bolter: Range 36 S6 AP4 Assault 3 Storm/combi Bolter: Range 36 S6 AP4 Assault 6 Heavy Bolter: Range 48 S7 AP3 Assault 5/Heavy 10 Autocannon: Range 60 S9 AP3 Assault 4/Heavy 8 Dread Assault Cannon: Range 48 S8 AP3 Assault 12 Flamers have a range of 24-inches and are assault 1. To shoot a flamer you roll to hit ignoring shooting to hit modifiers. If the shot is missed roll a D6 and a scatter die to determine where the template hits. If you hit place an ordinance template over the target. Any model under the template is wounded on a score of a 4+ and if the wounding score was a 6 the model receives no armor save. Heavy flamers have a 30-inch range, are assault 1 and may re-roll any missed to wound rolls. The Stats for the Imperial Guard and Chaos Militia are as follows: WS-3, BS-4, S-3, T-3, W-1, I-3, A-1, LD-7 The Stats for the Imperial Guard and Chaos Militia Sergeants are as follows: WS-3, BS-4, S-3, T-3, W-1, I-4, A-2, LD-8 The Stats for the Imperial Guard and Chaos Militia Platoon leaders are as follows WS-4, BS-4, S-3, T-3, W-3, I-5, A-3, LD-9 The IG and CM have the following special rules. “Incoming!” grants the Guard cover saves from the main rules plus a 5++ even in open terrain because Guard rush forward and go prone to shoot as a means of survival. ”Guns Up” will allow the guard/militia player to "re-spawn" their squads as long as their heroes are still alive. This is to represent the fact that there is an ongoing battle happening and soldiers have a tendency to head towards gunfire. Guard/Militia Weapons list Laspistol: Range 24 S3/4 AP- Assault 2 Triplex pattern Lasgun: Range 36 S3/4 AP- see below Plasma gun: Range 36 S8 AP2 Assault 1/Heavy 2, Gets Hot Grenade Launcher: Range 36 S7 AP4 Assault 2, Blast Heavy Bolter: Range 48 S7 AP3 Heavy 10 Lasguns may rapid fire out to half range. Lasguns energy bolts lose strength as they go down range. Anything hit by a Lasgun at less than 18 inches will be hit at strength 4. Edited by BDJV, 24 Sep 2008, 04:40 AM.
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| ☺scrubout | 24 Sep 2008, 03:45 PM Post #6 |
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style without style
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Hey mate, I know very little about the mechanics of INQ but you have perked my interest. What convention is this for? I'd love to offer what help I can (modeling, testing, cheer leading, etc.) if its for an event down the line...I am way too busy with school until the holidays, but this next spring I could help. We could wave the AB flag too. -scrubout Edited by scrubout, 24 Sep 2008, 03:46 PM.
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| BDJV | 24 Sep 2008, 05:02 PM Post #7 |
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Second Lieutenant
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I'm not sure how much of Inquisitor rules will make it into the final stages, but that's what play testing is for. Right now I'm working on two different rule sets, one to streamline INQ and one to Skirmishize 40K. The things I'd really like to present are Fluffy Marines and real kool random events in a well put together scenario. (I know fluffy marines is really a subjective topic, but I figure INQ has them close) I'll probably do a first run at Dundracon in Feb. Then pimp it through the rest of the Convention season next year. So Conquest Sac, Kublacon, and Pacificon. Rounding out the scenario and furthering the story along with each event. So it'll be like a mini campaign. I am thinking about converting all the Marines to be truescale for this event; hopefully by the time Kubla rolls around at the latest. I figure I'll try to generate some interest on the bay area Yahoo groups by posting pics as we get close to the Con season. If you want we give both a run through at the holidays. Of course I'll be waving the AB flag all the way. Any help from anyone will be greatly appreciated! Cheers, Jim |
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| ☺scrubout | 25 Sep 2008, 03:11 AM Post #8 |
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style without style
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Well, I am definitely interested. Like I said, I am currently swamped all to hell with school, Firebase, AB, and life in general but I'd love to include myself in this venture if I can. Perhaps we can tie this to AB's sandbox setting of Ammorriss? -scrubout |
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| BDJV | 25 Sep 2008, 04:48 AM Post #9 |
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Second Lieutenant
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That's not a bad idea actually as it would really help wave the AB banner. The only problem I see is Pacificon may be quite a while after the AB open bash. |
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| ☺scrubout | 25 Sep 2008, 09:51 PM Post #10 |
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style without style
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The true beauty of Ammorriss is that it will be AB's personal sector for our shenanigans, and thus, it will always be in constant state of flux. Just because we're gonna be doing Ammorriss stuff this year doesn't mean we will not be doing it next. I've got some AoBR marines I've been needing to find a use for, but I doubt I could true scale them easily. -scrubout |
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