PyroSikTh
14th May 2012, 10:41
Time to give it it's own thread I think.
Stats and rules are largely based on the 40k stats, so it's easier and more balanced for everyone. There are a couple of changes and additions though. The stats are as follows;
- Strength
Pretty simple; this is how strong you are. This applies both to combat as well as other tasks such as climbing and lifting heavy objects.
- Toughness
Again pretty simple; this is how tough you are. The tougher you are, the more damage you can take without a scratch
- Melee Skill
Equivalent for Weapon Skill; this is how accurate you are in a close-quarters fight.
- Ballistic Skill
Same as in 40k again; this is how accurate you are with ranged weapons. As you're all Orks, this'll be fairly low across the board.
- Initiative
Little tweak to this. It's still how fast you can react, but it also designates how many melee attacks you have in 1 round of combat. Logic being the faster you can react, the more attacks you can get in.
- Wounds
Your health stat. I've currently put you all at a Wounds value of 200 as there's the potential in this system for a LOT of damage to be coming your way, as well as a tiny amount. Everything from disintegration to minor scratches is accounted for.
Everything you do is based on Stat tests, even in combat. Most stat tests result in either success or failure, but some stat tests - specifically a Psykic stat test or a Mekanikal stat test - have a degree of success or failure. This is what makes a difference not only between it working and it not working, but also designates how well it works or how badly it doesn't. For example a Psykic test that fails by a degree of 10 might just fizzle out and do nothing, whilst a failure by a degree of 30 might rebound and harm you or your teammates instead.
There are various things that affect your stats both in a good way and a bad way.
- Armour
There are 5 tiers of armour, and each one adds to your toughness. This is directly relatable to armour saves. For example Mega Armour gives a 2+ save in 40k. In this game it's Tier 5 and gives you +50 Toughness. This modifier applies only to the particular body part the armour is worn on. I'll get to this later.
- Armour Piercing
Most weapons have a degree of piercing armour. There are 6 tiers of armour piercing that are directly relatable to AP in 40k. However as there's no save to ignore, these provide a minus modifier to your Toughness. For example a Meltagun is AP1 in 40k. In this game it's Tier 6, so it reduces your Toughness by 60. Receiving a Meltagun to the face will likely kill you outright. Melee weapons also have an AP tier in this game too.
- Charge
By initiating a charge, you not only close the gap between your enemy, but you also strike harder and faster. Charging adds to your Strength and Initiative against what you charge for the duration of that turn.
During a round of combat, you can adopt a stance, or style of fighting. These are as follows;
- Offensive
While in melee, you can adopt an offensive stance. This enables you to hit harder, but makes you more vulnerable to attack. Plus modifiers to Strength and minus modifiers to Toughness
- Defensive
You can also adopt a defensive stance which enables you to resist and block more damage, but you lose the power behind any attacks you make. Plus modifiers to Toughness and minus modifiers to Strength
- Regular
I will always assume this as your stance unless you explicitly state otherwise. This just means you don't have any plus or minus modifiers for taking an offensive or defensive stance. Pretty simple.
There will also be modifiers to aiming under various circumstances...
- Aiming for body parts.
Unless stated otherwise, I will always direct your attacks against the opponent's Torso. This suffers no accuracy modifiers. However you can instead specify that you want to aim for the Head or Limbs of an opponent, or the Tracks or Guns of a vehicle. This will reduce your accuracy a little bit, but in return you may get to hit your opponent in a place where their armour is weaker, increasing your damage potential.
- Light
Bright light and darkness both reduce your accuracy as well. Shooting in the direction of the sun will inevitably put your aim off somewhat, and if it's so dark you can't see your hand in front of your face, you're going to be reduced to luck in hitting an opponent several feet away.
- Targeting Augments
This includes things like scopes on your weapons, targeting relays from Kommandos, or an accuracy boost from a Weirdboy's psychic ability. These will almost always increase your accuracy.
- Take Aim
A player can remain stationary and 'Take Aim' which gives them a nice little boost to their Ballistic Skill for that round.
Weaponry is largely the same as in 40k, but there are a few tweaks made, some out of preference and some out of necessity. I'll highlight them here...
- Template weapons are Short ranged and automatically hit the closest D5 enemies surrounding the one you're aiming for. They don't use your BS.
- Blast weapons do require your BS, but they don't scatter. If you don't hit, you don't hit. Small blast weapons hits D5 surrounding enemies, while Large blast weapons hit D10
- Melta weapons double the amount of damage they deal in excess. For example if the result of the Melta Strength test is 100, and the result of the target's Toughness test is 80, the Melta weapon will cause 40 points of damage rather than 20.
- Poison weapons cause their initial damage as normal, but the enemy will lose additional Wounds every round thereafter.
- Heavy weapons are weapons that are cumbersome to fire on the move. The distance you move is halved when you fire a Heavy weapon.
- Pistol weapons can be used in Melee as well as at range, but only one shot per round, which is taken off the total of your attacks. For example if you have 3 attacks and choose to shoot your Pistol, you get the Pistol shot and 2 additional attacks.
- Power Weapons of all kinds have the Tier 5 AP value, so they reduce the enemy's toughness by 50.
- Power Fists and Klaws double the user's Strength, but halve their Initiative for that round of combat. You can attack with any combination of weapons you have, but only the Power Fist/Klaw will benefit from double Strength.
- Bladed weapons have the Tier 1 AP value, so they reduce the enemy's Toughness by 10. This includes Choppas, Knives, and sharp pieces of metal.
One round of combat (1 update) will only allow roughly the equivalent of 6" of movement.
In regards to ranged weapons, there are 5 degrees of distance; Short, Mid-Short, Mid-Long, Long and distant. Each one is 12" added on to the previous. For example a Bolter has a Short range if you move, but a Mid-Short if you stay still.
- Aim
The aiming of a vehicle depends entirely on the pilot/driver and/or the gunners. Larger vehicles with more guns will likely require separate gunners to shoot the additional weapons. Different weapons can shoot at different targets.
- Damage
When attempting to damage a vehicle, different parts of the vehicle will have different armour values and different damage points to eliminate. The hull of a vehicle will usually be tougher to eliminate, but will result in a more conclusive destruction. Other than that will be the tracks/limbs and guns/gunners who are easier to destroy and as such quicker to be disabled. For example destroying an automated weapon system will stop that weapon from shooting, but it won't affect the movement or effectiveness of other guns on the vehicle.
- Speed
The movement speed of a vehicle will make it harder to hit. It won't affect the amount of weapons that can fire, but it will affect the accuracy of those weapons. There are four different speeds for vehicles; Combat, Cruise, Fast and Supersonic. These speeds directly relate to the vehicle speeds in 40k. For example Walkers can only go as fast as Combat speed, while only Flyers can reach Supersonic speed.
Drakon - Nob
Head;
- Tier 1 Helmet
Torso;
- Tier 3 'Eavy Armour
Right Arm;
-
- Slugga
Pistol, Tier 1 AP
Left Arm;
-
- Choppa
Tier 1 AP
Legs;
-
Strength - 45
Toughness - 60
Weapon Skill - 60
Ballistic Skill - 30
Initiative - 45
Wounds - 300
Grotsnak - Weirdboy
Head;
-
Torso;
- Tier 1 Armour
Right Arm;
-
- Magikal Staff
Reduces chance of Psykic Abilities backfiring
Left Arm;
-
-
Legs;
-
Strength - 45
Toughness - 60
Weapon Skill - 60
Ballistic Skill - 30
Initiative - 45
Psykic - 80
Wounds - 300
Psykic Abilities;
- Frazzle
Short-Mid range, S60, Tier 4 AP, Small Blast
- Staff Powah!!!
Magikal Staff gains Tier 5 AP
- 'Ere We Go
Teleports to a point on the map
Dreadnik - Mekboy
Head;
-
Torso;
- Tier 1 Armour
- Mek Tools
Right Arm;
-
- Kustom Mega-Blasta
Gets Hot, Tier 5 AP
Left Arm;
-
-
Legs;
-
Strength - 45
Toughness - 60
Weapon Skill - 60
Ballistic Skill - 50
Initiative - 45
Mekanik - 70
Wounds - 300
Dakka - Painboy
Head;
-
Torso;
- Tier 1 Armour
- Dok's Tools
Right Arm;
-
- 'Urty Syringe
Poison, Tier 2 AP
Left Arm;
-
-
Legs;
-
Strength - 45
Toughness - 65
Weapon Skill - 60
Ballistic Skill - 30
Initiative - 45
Healin' - 80
Wounds - 300
Sneaky Stabba Killa - Kommando
Head;
-
Torso;
- Tier 1 Armour
Right Arm;
-
- Slugga
Pistol, Tier 1 AP
Left Arm;
-
- Choppa
Tier 1 AP
Legs;
-
Strength - 45
Toughness - 60
Weapon Skill - 60
Ballistic Skill - 30
Initiative - 45
Sneek - 85
Wounds - 300
Snagtoof - Kommando
Head;
-
Torso;
- Tier 1 Armour
Right Arm;
-
- Slugga
Pistol, Tier 1 AP
Left Arm;
-
- Choppa
Tier 1 AP
Legs;
-
Strength - 45
Toughness - 60
Weapon Skill - 60
Ballistic Skill - 30
Initiative - 50
Sneek - 80
Nailskull - Mekboy
Head;
-
Torso;
- Tier 1 Armour
- Mek Tools
Right Arm;
-
- Kustom Mega-Blasta
Gets Hot, Tier 5 AP
Left Arm;
-
-
Legs;
-
Strength - 45
Toughness - 70
Weapon Skill - 60
Ballistic Skill - 40
Initiative - 45
Mekanik - 70
Wounds - 300
Xarboff - Mekboy
Head;
-
Torso;
- Tier 1 Armour
- Mek Tools
Right Arm;
-
- Kustom Mega-Blasta
Gets Hot, Tier 5 AP
Left Arm;
-
-
Legs;
-
Strength - 45
Toughness - 60
Weapon Skill - 60
Ballistic Skill - 40
Initiative - 45
Mekanik - 80
Wounds - 300
Grimfang Boltchukka - Grot Boss (Runtherd)
Head;
- Tier 2 Helmet
Torso;
-
-
Right Arm;
-
- Grot Blasta
Short range
Left Arm;
-
- Grot-Prod
Poisoned
Legs;
-
Strength - 30
Toughness - 50
Weapon Skill - 45
Ballistic Skill - 60
Initiative - 40
Bossin' - 60
Wounds - 200
Herd;
15 Gretchin
- Grot Blastas
Strength - 30
Toughness - 30
Weapon Skill - 30
Ballistic Skill - 45
Initiative - 30
Wounds - 100
Backspurt - Nob
Head;
-
Torso;
- Tier 1 Armour
Right Arm;
-
- Twin-Linked Shoota
Short-Mid range, Tier 1 AP, Twin-Linked
Left Arm;
-
- Choppa
Tier 1 AP
Legs;
-
Strength - 55
Toughness - 70
Weapon Skill - 70
Ballistic Skill - 65
Initiative - 55
Wounds - 300
Gen'ral Truffles - Runtherd
Head;
-
Torso;
- Tier 1 Armour
-
Right Arm;
-
- Slugga
Pistol, Tier 1 AP
Left Arm;
-
- Grabba Stikk
Reduces Initiative of hit target by 15
Legs;
-
Strength - 50
Toughness - 60
Weapon Skill - 60
Ballistic Skill - 40
Initiative - 50
Bossin' - 60
Wounds - 300
Herd;
10 Gretchin
- Grot Blastas
Strength - 30
Toughness - 30
Weapon Skill - 30
Ballistic Skill - 45
Initiative - 30
Wounds - 100
Manducare - Runtherd
Head;
-
Torso;
- Tier 1 Armour
-
Right Arm;
-
- Slugga
Pistol, Tier 1 AP
Left Arm;
-
- Grabba Stikk
Reduces Initiative of hit target by 15
Legs;
-
Strength - 45
Toughness - 60
Weapon Skill - 60
Ballistic Skill - 40
Initiative - 45
Bossin' - 80
Wounds - 300
Herd;
10 Gretchin
- Grot Blastas
Strength - 30
Toughness - 30
Weapon Skill - 30
Ballistic Skill - 45
Initiative - 30
Wounds - 100
Stats and rules are largely based on the 40k stats, so it's easier and more balanced for everyone. There are a couple of changes and additions though. The stats are as follows;
- Strength
Pretty simple; this is how strong you are. This applies both to combat as well as other tasks such as climbing and lifting heavy objects.
- Toughness
Again pretty simple; this is how tough you are. The tougher you are, the more damage you can take without a scratch
- Melee Skill
Equivalent for Weapon Skill; this is how accurate you are in a close-quarters fight.
- Ballistic Skill
Same as in 40k again; this is how accurate you are with ranged weapons. As you're all Orks, this'll be fairly low across the board.
- Initiative
Little tweak to this. It's still how fast you can react, but it also designates how many melee attacks you have in 1 round of combat. Logic being the faster you can react, the more attacks you can get in.
- Wounds
Your health stat. I've currently put you all at a Wounds value of 200 as there's the potential in this system for a LOT of damage to be coming your way, as well as a tiny amount. Everything from disintegration to minor scratches is accounted for.
Everything you do is based on Stat tests, even in combat. Most stat tests result in either success or failure, but some stat tests - specifically a Psykic stat test or a Mekanikal stat test - have a degree of success or failure. This is what makes a difference not only between it working and it not working, but also designates how well it works or how badly it doesn't. For example a Psykic test that fails by a degree of 10 might just fizzle out and do nothing, whilst a failure by a degree of 30 might rebound and harm you or your teammates instead.
There are various things that affect your stats both in a good way and a bad way.
- Armour
There are 5 tiers of armour, and each one adds to your toughness. This is directly relatable to armour saves. For example Mega Armour gives a 2+ save in 40k. In this game it's Tier 5 and gives you +50 Toughness. This modifier applies only to the particular body part the armour is worn on. I'll get to this later.
- Armour Piercing
Most weapons have a degree of piercing armour. There are 6 tiers of armour piercing that are directly relatable to AP in 40k. However as there's no save to ignore, these provide a minus modifier to your Toughness. For example a Meltagun is AP1 in 40k. In this game it's Tier 6, so it reduces your Toughness by 60. Receiving a Meltagun to the face will likely kill you outright. Melee weapons also have an AP tier in this game too.
- Charge
By initiating a charge, you not only close the gap between your enemy, but you also strike harder and faster. Charging adds to your Strength and Initiative against what you charge for the duration of that turn.
During a round of combat, you can adopt a stance, or style of fighting. These are as follows;
- Offensive
While in melee, you can adopt an offensive stance. This enables you to hit harder, but makes you more vulnerable to attack. Plus modifiers to Strength and minus modifiers to Toughness
- Defensive
You can also adopt a defensive stance which enables you to resist and block more damage, but you lose the power behind any attacks you make. Plus modifiers to Toughness and minus modifiers to Strength
- Regular
I will always assume this as your stance unless you explicitly state otherwise. This just means you don't have any plus or minus modifiers for taking an offensive or defensive stance. Pretty simple.
There will also be modifiers to aiming under various circumstances...
- Aiming for body parts.
Unless stated otherwise, I will always direct your attacks against the opponent's Torso. This suffers no accuracy modifiers. However you can instead specify that you want to aim for the Head or Limbs of an opponent, or the Tracks or Guns of a vehicle. This will reduce your accuracy a little bit, but in return you may get to hit your opponent in a place where their armour is weaker, increasing your damage potential.
- Light
Bright light and darkness both reduce your accuracy as well. Shooting in the direction of the sun will inevitably put your aim off somewhat, and if it's so dark you can't see your hand in front of your face, you're going to be reduced to luck in hitting an opponent several feet away.
- Targeting Augments
This includes things like scopes on your weapons, targeting relays from Kommandos, or an accuracy boost from a Weirdboy's psychic ability. These will almost always increase your accuracy.
- Take Aim
A player can remain stationary and 'Take Aim' which gives them a nice little boost to their Ballistic Skill for that round.
Weaponry is largely the same as in 40k, but there are a few tweaks made, some out of preference and some out of necessity. I'll highlight them here...
- Template weapons are Short ranged and automatically hit the closest D5 enemies surrounding the one you're aiming for. They don't use your BS.
- Blast weapons do require your BS, but they don't scatter. If you don't hit, you don't hit. Small blast weapons hits D5 surrounding enemies, while Large blast weapons hit D10
- Melta weapons double the amount of damage they deal in excess. For example if the result of the Melta Strength test is 100, and the result of the target's Toughness test is 80, the Melta weapon will cause 40 points of damage rather than 20.
- Poison weapons cause their initial damage as normal, but the enemy will lose additional Wounds every round thereafter.
- Heavy weapons are weapons that are cumbersome to fire on the move. The distance you move is halved when you fire a Heavy weapon.
- Pistol weapons can be used in Melee as well as at range, but only one shot per round, which is taken off the total of your attacks. For example if you have 3 attacks and choose to shoot your Pistol, you get the Pistol shot and 2 additional attacks.
- Power Weapons of all kinds have the Tier 5 AP value, so they reduce the enemy's toughness by 50.
- Power Fists and Klaws double the user's Strength, but halve their Initiative for that round of combat. You can attack with any combination of weapons you have, but only the Power Fist/Klaw will benefit from double Strength.
- Bladed weapons have the Tier 1 AP value, so they reduce the enemy's Toughness by 10. This includes Choppas, Knives, and sharp pieces of metal.
One round of combat (1 update) will only allow roughly the equivalent of 6" of movement.
In regards to ranged weapons, there are 5 degrees of distance; Short, Mid-Short, Mid-Long, Long and distant. Each one is 12" added on to the previous. For example a Bolter has a Short range if you move, but a Mid-Short if you stay still.
- Aim
The aiming of a vehicle depends entirely on the pilot/driver and/or the gunners. Larger vehicles with more guns will likely require separate gunners to shoot the additional weapons. Different weapons can shoot at different targets.
- Damage
When attempting to damage a vehicle, different parts of the vehicle will have different armour values and different damage points to eliminate. The hull of a vehicle will usually be tougher to eliminate, but will result in a more conclusive destruction. Other than that will be the tracks/limbs and guns/gunners who are easier to destroy and as such quicker to be disabled. For example destroying an automated weapon system will stop that weapon from shooting, but it won't affect the movement or effectiveness of other guns on the vehicle.
- Speed
The movement speed of a vehicle will make it harder to hit. It won't affect the amount of weapons that can fire, but it will affect the accuracy of those weapons. There are four different speeds for vehicles; Combat, Cruise, Fast and Supersonic. These speeds directly relate to the vehicle speeds in 40k. For example Walkers can only go as fast as Combat speed, while only Flyers can reach Supersonic speed.
Drakon - Nob
Head;
- Tier 1 Helmet
Torso;
- Tier 3 'Eavy Armour
Right Arm;
-
- Slugga
Pistol, Tier 1 AP
Left Arm;
-
- Choppa
Tier 1 AP
Legs;
-
Strength - 45
Toughness - 60
Weapon Skill - 60
Ballistic Skill - 30
Initiative - 45
Wounds - 300
Grotsnak - Weirdboy
Head;
-
Torso;
- Tier 1 Armour
Right Arm;
-
- Magikal Staff
Reduces chance of Psykic Abilities backfiring
Left Arm;
-
-
Legs;
-
Strength - 45
Toughness - 60
Weapon Skill - 60
Ballistic Skill - 30
Initiative - 45
Psykic - 80
Wounds - 300
Psykic Abilities;
- Frazzle
Short-Mid range, S60, Tier 4 AP, Small Blast
- Staff Powah!!!
Magikal Staff gains Tier 5 AP
- 'Ere We Go
Teleports to a point on the map
Dreadnik - Mekboy
Head;
-
Torso;
- Tier 1 Armour
- Mek Tools
Right Arm;
-
- Kustom Mega-Blasta
Gets Hot, Tier 5 AP
Left Arm;
-
-
Legs;
-
Strength - 45
Toughness - 60
Weapon Skill - 60
Ballistic Skill - 50
Initiative - 45
Mekanik - 70
Wounds - 300
Dakka - Painboy
Head;
-
Torso;
- Tier 1 Armour
- Dok's Tools
Right Arm;
-
- 'Urty Syringe
Poison, Tier 2 AP
Left Arm;
-
-
Legs;
-
Strength - 45
Toughness - 65
Weapon Skill - 60
Ballistic Skill - 30
Initiative - 45
Healin' - 80
Wounds - 300
Sneaky Stabba Killa - Kommando
Head;
-
Torso;
- Tier 1 Armour
Right Arm;
-
- Slugga
Pistol, Tier 1 AP
Left Arm;
-
- Choppa
Tier 1 AP
Legs;
-
Strength - 45
Toughness - 60
Weapon Skill - 60
Ballistic Skill - 30
Initiative - 45
Sneek - 85
Wounds - 300
Snagtoof - Kommando
Head;
-
Torso;
- Tier 1 Armour
Right Arm;
-
- Slugga
Pistol, Tier 1 AP
Left Arm;
-
- Choppa
Tier 1 AP
Legs;
-
Strength - 45
Toughness - 60
Weapon Skill - 60
Ballistic Skill - 30
Initiative - 50
Sneek - 80
Nailskull - Mekboy
Head;
-
Torso;
- Tier 1 Armour
- Mek Tools
Right Arm;
-
- Kustom Mega-Blasta
Gets Hot, Tier 5 AP
Left Arm;
-
-
Legs;
-
Strength - 45
Toughness - 70
Weapon Skill - 60
Ballistic Skill - 40
Initiative - 45
Mekanik - 70
Wounds - 300
Xarboff - Mekboy
Head;
-
Torso;
- Tier 1 Armour
- Mek Tools
Right Arm;
-
- Kustom Mega-Blasta
Gets Hot, Tier 5 AP
Left Arm;
-
-
Legs;
-
Strength - 45
Toughness - 60
Weapon Skill - 60
Ballistic Skill - 40
Initiative - 45
Mekanik - 80
Wounds - 300
Grimfang Boltchukka - Grot Boss (Runtherd)
Head;
- Tier 2 Helmet
Torso;
-
-
Right Arm;
-
- Grot Blasta
Short range
Left Arm;
-
- Grot-Prod
Poisoned
Legs;
-
Strength - 30
Toughness - 50
Weapon Skill - 45
Ballistic Skill - 60
Initiative - 40
Bossin' - 60
Wounds - 200
Herd;
15 Gretchin
- Grot Blastas
Strength - 30
Toughness - 30
Weapon Skill - 30
Ballistic Skill - 45
Initiative - 30
Wounds - 100
Backspurt - Nob
Head;
-
Torso;
- Tier 1 Armour
Right Arm;
-
- Twin-Linked Shoota
Short-Mid range, Tier 1 AP, Twin-Linked
Left Arm;
-
- Choppa
Tier 1 AP
Legs;
-
Strength - 55
Toughness - 70
Weapon Skill - 70
Ballistic Skill - 65
Initiative - 55
Wounds - 300
Gen'ral Truffles - Runtherd
Head;
-
Torso;
- Tier 1 Armour
-
Right Arm;
-
- Slugga
Pistol, Tier 1 AP
Left Arm;
-
- Grabba Stikk
Reduces Initiative of hit target by 15
Legs;
-
Strength - 50
Toughness - 60
Weapon Skill - 60
Ballistic Skill - 40
Initiative - 50
Bossin' - 60
Wounds - 300
Herd;
10 Gretchin
- Grot Blastas
Strength - 30
Toughness - 30
Weapon Skill - 30
Ballistic Skill - 45
Initiative - 30
Wounds - 100
Manducare - Runtherd
Head;
-
Torso;
- Tier 1 Armour
-
Right Arm;
-
- Slugga
Pistol, Tier 1 AP
Left Arm;
-
- Grabba Stikk
Reduces Initiative of hit target by 15
Legs;
-
Strength - 45
Toughness - 60
Weapon Skill - 60
Ballistic Skill - 40
Initiative - 45
Bossin' - 80
Wounds - 300
Herd;
10 Gretchin
- Grot Blastas
Strength - 30
Toughness - 30
Weapon Skill - 30
Ballistic Skill - 45
Initiative - 30
Wounds - 100