Warhammer 40k utmaning: Inga jävla Space Marines!

Leon

Leo carcion
Joined
8 Mar 2004
Messages
7,190
Gillar grävlingsgranat

EDIT: eller varför inte pirmurbruk ;)
 
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Joined
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Det var tillåtet med collabs, korrekt?

EDIT: Uppmuntras till och med. Då så!

Eftersom jag enbart har en jävla massa sidor så behöver jag någon som kan sammanställa det till något begripligt och layouta det coolt. Någon intresserad? Jag kan inte skriva äventyr öht. Det spretar och är osammanhängande järnet.
 

God45

#PrayersForBahakan
Joined
23 Oct 2012
Messages
18,663
Det var tillåtet med collabs, korrekt?

EDIT: Uppmuntras till och med. Då så!

Eftersom jag enbart har en jävla massa sidor så behöver jag någon som kan sammanställa det till något begripligt och layouta det coolt. Någon intresserad? Jag kan inte skriva äventyr öht. Det spretar och är osammanhängande järnet.
Vi älskar samarbeten! :D Hoppas någon nappar!
 

Leon

Leo carcion
Joined
8 Mar 2004
Messages
7,190
Skrev ett till bidrag. Det här heter Eversor och handlar om att spela ”lönnmördare”.
Fantastiskt! Du har äntligen skapat det universella WH40K-systemet! Funkar lika bra för Space Marines, Orks, Necrons och Chaos Marines.
 

God45

#PrayersForBahakan
Joined
23 Oct 2012
Messages
18,663
Fantastiskt! Du har äntligen skapat det universella WH40K-systemet! Funkar lika bra för Space Marines, Orks, Necrons och Chaos Marines.
Jag stod och vägde mellan Eversors eller Orker måste jag erkänna 😂
 
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Här kommer mitt bidrag.

 

God45

#PrayersForBahakan
Joined
23 Oct 2012
Messages
18,663
Här kommer mitt bidrag.

Det här är sjukt bra!!
 

God45

#PrayersForBahakan
Joined
23 Oct 2012
Messages
18,663
Nu är jag igång och skriver!
Man driver restaurang, inte en space marine i sikte!
Jag visste inte att jag ville ha ett 40k matlagnings scenario. Men fan vad jag vill läsa det nu!! Jag vet inte ens vem man driver resturang för, men jag vill spela det!
 
Joined
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Åhh... Jag måste försöka få in mer matlagning i mitt scenario hör jag.
Hittils är det mest hur man ska fucka up konkurent-restaurangerna
 

Kungfetti

Veteran
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14 Nov 2012
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Höganäs
Ah, hade jag haft tid. Här är de första spridda idéerna till mitt rollspel "Tank Out!" från tio år sedan. (Naturligtvis baserat på Apocalypse World. Hade jag gjort det idag hade jag nog valt en annan ingång...)

Idén är att varje spelare spelar en tank commander i kejserliga gardet som ska navigera adliga get-togethers på (den rimligt preussiska hemplaneten Falconia) (move:en Lead är ju tänkt att vara både på krigsfältet och i när du dansar balsalen) mellan uppdragen på främmande planet med mål att överleva och bringa ära åt sin ätt. Men precis som för alla som hackat apocalypse world så inser man hur många tusen rörliga delar det är under den enkla och slicka ytan så jag tröttnade. Men ni kan ana konturerna (saknas ju sånt som vad man ska göra och hur striderna funkar samt ett bestiarium) Om nån vill göra klart det, var så god:

Ranks
Lord Castellan, leader of the general staff above regimental level

General, leads a multi-regimental battlegroup

Rank: 3 - Colonel, commanding officer of a regiment

Rank: 2 - Captain, company commander

Rank:1 - Tank commander, leads a tank unit (3 or more tanks)

Rank:0 - Lieutenant, platoon leader, or tank chief

Make your lieutenant:
Choose a statline: Either +1 to two stats, OR +2 to one, +1 to one and -1 to one.

Stats
Fight (Battle, Tank-shock, Melee)
Cool (Read a sitch, Act under fire)
Presence (Manipulate, Read a person, Lead)
Connection (Assign, Scrounge, Battleplan)

Gear: Flak armor (Arm 1), Sword (Harm:1, Range: Close), Laspistol (Harm:1, Range: Short, Sidearm), Imperial infantrymans uplifting primer, Falconian armored warfare manual.

Can suffer 4 Harm, 5th kills.
Can choose a debility instead of dying, regardless of actual Harm (Crippled: Fight -1, Shattered: Cool -1, Scarred: Presence -1)

Command points equal to Presence stat (but no less than 0). Each command point offers a re-roll during a mission.

Captain’s First Tank:
4 armory points,
add 1 armory point per doctrine point up to 2
Doctrine (each point increases exp gain when following battle plan but is a negative modifier if not following plan)

Tank name: http://www.fantasynamegenerators.com/code-names.php#.WW3NRRXyhaQ
Choose one

Tank table
Leman Russ cost 2
Arm 6 front, 5 sides, 4 back, Harm 8
Gear 5, Fuel 8

Armament
Standard
Battle cannon - Turret (Harm 8, Range: Long, Area, Loud), Lascannon - Front sponson (Harm 8, AP, Range: Extreme) +3 crew

Standard w. Sponsons (baseline)
Battle cannon - Turret (Harm 8, Range: Long, Area, Loud), Lascannon - Front sponson (Harm 8, AP, Range: Extreme), 2 x Heavy Bolter - Side sponsons (Harm:4, Range: Long, Heavy, Jam, Loud) +5 crew

Standard w. Sponsons (urban)
Battle cannon - Turret (Harm 8, Range: Long, Area, Loud), Lascannon - Front sponson (Harm 8, AP, Range: Extreme), 2 x Heavy Flamer - Side sponsons (Harm:3, Range: Medium, Area, Fire, Heavy, Loud, Fuel) +5 crew, Cramped compartment

Close assault
Battle cannon- Turret (Harm 8, Range: Long, Area, Loud), Heavy Flamer - Front sponson (Harm:3, Range: Medium, Area, Fire, Heavy, Loud, Fuel), 2 x Heavy Flamer - Side sponsons (Harm:3, Range: Medium, Area, Fire, Heavy, Loud, Fuel) +5 crew, Cramped compartment

Armoured Fist Chimera cost 1
Arm 4, Harm 6
Gear 5, Fuel 8

Armament
Standard
Multilaser, Hvy Bolter, +2 crew - 10 man squad (flamer, missile launcher)

Hellhound cost 1
Arm 4, Harm 6
Gear 6, Fuel 8

Armament
Standard
Inferno cannon, hvy Bolter +2 crew
Fire
Inferno cannon, hvy Flamer +2 crew

Oddments
Smokelaunchers - cost 1
Sealed compartment - cost 1
Hazard gear - cost 1
Trenchrail - cost 1
Hunter killer missile - cost 1
Pintle mounted heavy stubber - cost 1
Pintle mounted storm bolter - cost 1
Camo netting - cost 1
Dozer blade - cost 1
Searchlight - cost 1
External fuel tank (+2 fuel, hazard) - cost 1

Each new crew start with crewmembers at at -1 Battle/Melee and one trouble, roll on the table
Trouble
  1. Addicted
  2. Religious fanatics
  3. Shirkers
  4. Cowards
  5. Frenzied
  6. Penal troops

Raise individual crewmember to 0 Battle/Melee cost 1

Add a perk to an individual crewmember cost 1, roll a D12.
Perks (Further perks are gained one per survived mission)
  1. Gunhead (re-roll on battle moves when firing weapons)
  2. Wheeler-dealer (+1 to Scrounge moves)
  3. Smooth (+1 to social encounters)
  4. Heretech (actually able to fix the tank using Act under fire)
  5. Survivor (will probably survive catastrophic damage)
  6. Medically enclined (actually able to field aid using Act under fire)
  7. Masher (re-roll on Tank-shock moves)
  8. Side-arm (has a non-regulation sidearm; chainsword, boltpistol, plasmapistol or similar)
  9. Tactician (+1 to Battleplan moves)
  10. Friends in high places (once per mission call in an orbital strike using Act under fire)
  11. Brawler (+1 to Melee)
  12. Choose one of the above.
ACT UNDER FIRE
When you
Act under fire roll +Cool. On a 10+, you do it. On a 7–9, you flinch, hesitate, or stall: the MC can offer you a worse outcome, a hard bargain, or an ugly choice

READY UP
When you
Ready up before battle roll +Presence: On a 10+ All systems are go. On a 7-9 chose a system that isn’t ready; Propulsion, Steering, Loading, Firing. Act under Fire to fix it.

BATTLE
When you
Engage in Battle with your tank roll +Fight:
On 10+ You harm the enemy and the enemy harms you as established. In addition choose 1:
*inflict terrible harm (harm suffered +1)
*suffer little harm (harm -1)
*you control the battlefield
*you impress, dismay or frighten your enemy.
On 7-9 You harm the enemy and the enemy harms you as established. In addition the MC can choose 1:
*make you suffer terrible harm (harm suffered +1)
*you inflict little harm (harm -1)
*something goes wrong.

READ A SITCH
When you
Read a sitch roll +Cool. On a hit, you can ask the MC questions. Whenever you act on one of the MC’s answers, take +1. On a 10+, ask 3. On a 7–9, ask 1:
*where’s my best escape route / way in / way past?
*which enemy is most vulnerable to me?
*which enemy is the biggest threat?
*what should I be on the lookout for?
*what’s my enemy’s true position?
*who’s in control here?

READ A PERSON
When you
read a person roll+cool. On a 10+, hold 3. On a 7–9, hold 1. While you’re interacting with them, spend your hold to ask their player questions, 1 for 1:
• is your character telling the truth?
• what’s your character really feeling?
• what does your character intend to do?
• what does your character wish I’d do?
• how could I get your character to __?

MANIPULATE
When you
Manipulate someone, tell them what you want and roll+presence. For NPCs: On a 10+, they do as you want without realizing they have been played. On a 7–9, They do it, but realize they have been played. For PCs: on a 10+ if they do it, they mark xp, if they refuse, it’s acting under pressure. On a 7–9, choose 1. What they do then is up to them.

HELP OR INTERFER
When you
Help or interfere with someone who’s making a roll, roll+Rank. On 10+, they take +1 (help) or -2 (interfere) now. On a 7–9, you also expose yourself to fire, danger, retribution or cost.

ASSIGN
Before mission deployment roll +Rank to Assign materials. On 10+ gain oddments to a cost of 3. On 7-9 gain oddments to a cost of 1. On a miss gain a mission need.

BATTLEPLAN
When your commanding officer plans for battle and you help them
Battleplan roll +Connection (-Doctrine). On a hit you get to choose one mission aspect (that makes sense from a narrative standpoint). On a 7-9 the MC also gets to add an additional want. On a miss the MC adds a secret want.

Mission aspects list
Mission Planet: Agri World, Arid World, Dead World, Daemon World, Death World, Forge World, Hive World, High-G World, Low-G World, Maiden World, Poisoned Atmosphere, Recruiting World, Shrine World, Water World, Volcanic World, Space Hulk.

Mission Objective: Ambush, Assassination, Assistance, Hold the line, Infiltration, Reconnaissance, Retaliatory, Retrieval.

Mission Enemies: Chaos Marines, Daemons, Dark Eldar, Eldar, Necrons, Orks, Renegade Guard, Renegade Mechanicus, Renegade Marines, Tau, Tau Sympathizers, Tyranids.

Mission Want: Bad Intel, Bad Odds, Deadline, No Extraction Available, No Resupply, Stealth Required, Unstable Warp, Unsupported, Warzone.

SCROUNGE
When in downtime at a base roll +Connection to
Scrounge. On 10+ gain oddments to a cost of 2. 7-9 gain oddments to a cost of 1 but attract unwelcome attention. On a miss, gain a demerit.

INSPIRE
When before an engagement you
Inspire your crew roll +Presence. On 10+ gain a +1 modifier to all rolls in the engagement. On 7-9 gain a Command Point (used to reroll one roll in the engagement). On a miss trigger the crew’s trouble.

Other rules

Demerits

Demerits are primarily gained by breaking orders openly. The third demerit is cause for termination.

Experience
Gain 1 per failed roll, 1 per survived engagement, 1 per successful mission. When the fifth experience is filled erase the experiences and gain a benefit. You must have five basic benefits before you can choose the advanced ones.

Benefits
* +1 Battle
* +1 Cool
* +1 Presence
* +1 Connection
* Remove up to 2 demerits
* Gain a crew perk of your choice for your character
* Gain a crew perk of your choice for your character
* Bionics, cancels the effect of Crippled debility

Advance Benefits
* +1 Rank
* +1 Rank
* +1 Rank
* Gain a crew perk of your choice for your character
* Remove up to 2 demerits
* +1 Battle (to a max of 3)
* +1 Cool (to a max of 3)
* +1 Presence (to a max of 3)
* +1 Connection (to a max of 3)



Oooooh, jag hittade skissen till Bestiariet:
Beastiarium
Enemies come at different danger levels: Grunt, Elite, Leader, Lord, Overlord. In addition there are enemies of mankind that simply are huge warranting their own class: Behemoths.

Swarms, grunts and elites come in squads while the higher levels correspond to enemy characters. Leaders are special as they simply grant bonuses to squads.

Below is a chart for the MC what could be considered fitting opposition for the different levels. This is merely a guideline, remember that the objective is to make the game as awesome as possible. The chart shows the opposition per mission objective.

Behemoths can be added instead of a squad or an enemy character or simply added in where fitting.

Level of opposition:
Light: Squads of Grunts, 1 squad of Grunts w. Leader, one Lord.
Normal: Squads of Grunts, 3 squads of Grunts w. Leader, 1 squad Elites w. Leader, at least one Lord
Increased: Squads of Grunts w. Leaders, 3 squads of Elites w. Leaders, at least one Lord
High: Squads of Grunts w. Leaders, 3 squads of Elites w. Leaders, at least one Lord, at least one Overlord.
Extreme: Squads of elites w. Leaders, at least two Lords, at least one Overlord.
Insane: Please go overboard, they asked for it.
Stats
The stats for the enemies of mankind are displayed as follows:
No: This is how many make up a Large squad. To make a small squad halve this. To make Enormous, Vast and Horde sizes double, quadruple and take times eight respectively.
Harm to kill: How much harm that is needed to inflict a kill, Armor: The armor stat
Melee weapons Here the close combat weapons are detailed.
Ranged weapons Here the ranged weapons are detailed
Special abilities: Any special abilities of these enemies will be detailed here.
Leader: If a leader can be added to a squad here its details are displayed in the same style as above.
Orks
Grunts
Grots. These foul xenos are the slave caste of the orkoid societies. Small and weak they display a low cunning and a malicious disposition.
Squads of Grots
No: 20-40 grots
Harm to kill: 1+, Armor: 0
Improvised melee weapons: (Harm:1, Range: Close)
Grot gunz: (Harm:1, Range: Short)
Special abilities:
None
Leader: Runtherd
Harm to kill: 2+, Armor: 1
Choppa: (Harm:1, Range: Close)
Slugga: (Harm: 2, Range: Short, Loud, Sidearm)
Special abilities:
Moral booster: Any time the grots want to run away he kills some of them to maintain order.

Ork boyz. Hardy and fond of violence these aliens can be found all over the galaxy.
Squads of Ork boyz.
No: 10-30
Harm to kill: 2+, Armor: 1
Choppa: (Harm:1, Range: Close)
Slugga: (Harm: 2, Range: Short, Loud, Sidearm)
OR Shoota (Harm: 2, Range: Medium, Loud)
Special abilities:
Strength in numbers: Orks that have suffered less than half their numbers in casualties fear nothing at all.
Leader: Nob
Harm to kill: 3+, Armor: 1
Big Choppa: (Harm:3, Range: Close)
OR Powerclaw (Harm:6, Range: Close, AP, Slow)
Special abilities:
Moral booster: Any time the boyz want to run away he kills some of them to maintain order.
Strength in numbers: Orks that have suffered less than half their numbers in casualties fear nothing at all.

Ork ‘Ardboyz. ‘Ardboyz are stocky muscular ork boyz decked out in heavy armor plates.
Squads of ‘Ardboyz.
No: 10-30
Harm to kill: 2+, Armor: 2
Choppa: (Harm:1, Range: Close)
Slugga: (Harm: 2, Range: Short, Loud, Sidearm)
OR Shoota (Harm: 2, Range: Medium, Loud)
Special abilities:
Strength in numbers: Orks that have suffered less than half their numbers in casualties fear nothing at all.
Leader: Nob
Harm to kill: 3+, Armor: 2
Big Choppa: (Harm:3, Range: Close)
OR Powerclaw (Harm:6, Range: Close, AP, Slow)
Special abilities:
Moral booster: Any time the boyz want to run away he kills some of them to maintain order.
Strength in numbers: Orks that have suffered less than half their numbers in casualties fear nothing at all.
Elites
Nobz
No: 10-20
Harm to kill: 3+, Armor: 1
Big Choppa: (Harm:3, Range: Close)
Slugga: (Harm: 2, Range: Short, Loud, Sidearm)
OR Shoota (Harm: 2, Range: Medium, Loud)
Special abilities:
Strength in numbers: Orks that have suffered less than half their numbers in casualties fear nothing at all.
Leader: Big Nob
Harm to kill: 3+, Armor: 1
Big Choppa: (Harm:3, Range: Close)
OR Powerclaw (Harm:6, Range: Close, AP, Slow)
Special abilities:
Moral booster: Any time the boyz want to run away he kills some of them to maintain order.
Strength in numbers: Orks that have suffered less than half their numbers in casualties fear nothing at all.

Flash Gitz
No: 10-20
Harm to kill: 3+, Armor: 2
Big Choppa: (Harm:3, Range: Close)
Snazzgun (Harm: 2, Range: Medium, AP, Loud)
Special abilities:
Strength in numbers: Orks that have suffered less than half their numbers in casualties fear nothing at all.
Leader: Kaptin
Harm to kill: 4+, Armor: 2
Powerclaw (Harm:6, Range: Close, AP, Slow)
Snazzgun (Harm: 2, Range: Medium, AP, Loud)
Special abilities:
Moral booster: Any time the boyz want to run away he kills some of them to maintain order.
Strength in numbers: Orks that have suffered less than half their numbers in casualties fear nothing at all.

Meganobz
No: 5-10
Harm to kill: 3+, Armor: 4
Powerclaw (Harm:6, Range: Close, AP, Slow)
Shoota (Harm: 2, Range: Medium, Loud)
Special abilities:
Bulky: They take double the space in vehicles
Strength in numbers: Orks that have suffered less than half their numbers in casualties fear nothing at all.
Leader: Big Nob
Harm to kill: 3+, Armor: 4
Powerclaw (Harm:6, Range: Close, AP, Slow)
Shoota (Harm: 2, Range: Medium, Loud)
Special abilities:
Bulky: They take double the space in vehicles
Moral booster: Any time the boyz want to run away he kills some of them to maintain order.
Strength in numbers: Orks that have suffered less than half their numbers in casualties fear nothing at all.
Lords
Warphead
Harm to kill: 4+, Armor: 2
Choppa: (Harm:1, Range: Close)
Slugga: (Harm: 2, Range: Short, Loud, Sidearm)
Special abilities:
Waaagh power!: The warphead is a lord level psyker that has its strength increased by being close to battle hungry orks. For each squad in range: medium, that aren’t fleeing, any warphead attacks deal +2Harm. Any Harm done to the Warphead is shunted off to close by orks. As long as any orks are in range: medium they suffer the damage instead. The Warphead can use its powers like this:
Foot of Gork! An attack with the following profile: (Harm:2, Range: Long, Area, AP)
Tellyport: The warphead and a squad at least in range: medium of it can be teleported.
Gaze of Mork: An attack with the following profile: (Harm:4, Range: Long, AP)

Warboss
Harm to kill: 5+, Armor: 2
Powerclaw (Harm:6, Range: Close, AP, Slow)
Shoota (Harm: 2, Range: Medium, Loud)
Special abilities:
Moral booster: Any time the boyz want to run away he kills some of them to maintain order.
Strength in numbers: Orks that have suffered less than half their numbers in casualties fear nothing at all.
Waaagh! The warboss can unleash the boyz pent up fighting frenzy. For the rest of the engagement the boyz are afraid of nothing and deal an additional +1Harm in close combat.
Behemoths
Dreadnought
Armor: 4
Harm: 4
Agility: Walker
2 Big Powerclaws (Harm:8, Range: Close, AP, Slow)
1 Burna (Harm:3, Range: Medium, Area, Fire, Loud)
1 Big Shoota (Harm:3, Range: Long, Loud)
Special abilities:
Orky technology: There is always a chance of a hit not hitting anything vital when attacking ork vehicles. If the dice result is even treat it as a normal hit. On an uneven result nothing important was shot off. If it would be a killing hit, leave the vehicle on its last harm box. An ork vehicle that is destroyed always explodes in a fireball.

Ork Trukk
Armor: 2
Harm: 2
Agility: Normal
1 Big Shoota (Harm:3, Range: Long, Loud)
Transports: Up to 15 orks
Special abilities:
Orky technology: There is always a chance of a hit not hitting anything vital when attacking ork vehicles. If the dice result is even treat it as a normal hit. On an uneven result nothing important was shot off. If it would be a killing hit, leave the vehicle on its last harm box. An ork vehicle that is destroyed always explodes in a fireball.

Ork Battlewagon
Armor: 5
Harm: 5
Kill kannon (Harm: 4, Range Long, Area, Loud)
2 Big Shoota (Harm:3, Range: Long, Loud)
Transports: Up to 25 orks
Special abilities:
Orky technology: There is always a chance of a hit not hitting anything vital when attacking ork vehicles. If the dice result is even treat it as a normal hit. On an uneven result nothing important was shot off. If it would be a killing hit, leave the vehicle on its last harm box. An ork vehicle that is destroyed always explodes in a fireball.


Slut på arkeologin...
 
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