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Campaign Experience System http://www.tacticalwargames.net/taccmd/viewtopic.php?f=4&t=1370 |
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Author: | nealhunt [ Fri Oct 07, 2005 4:20 pm ] |
Post subject: | Campaign Experience System |
Due to popular request, I'm posting the work in progress. I updated the Flyer Benefits table since last time. First, the core experience rules. ================================= Starting Experience All formations start with D3 experience except formations that have a Supreme Commander character which start with D3+5 experience. Gaining Experience A detachment gains experience points for each battle it is involved in. Each modifier can only be applied once during a game. Ground unit formations include any non-flyer formation with non-war engine units, even if they have a war engine included, for example, an Ork Warband transported in a Battlefortress or a Superheavy Tank company with an attached infantry platoon. WE formations are exclusively made up of WEs. Flyer formations are, obviously, made up of flyers. Ground Unit or War Engine Experience +1 fighting in a battle +1 If the formation claims an objective +1 if the formation participates in an assault +1 wiping out a formation +1 destroying a War Engine -2 If the formation falls below half strength Flyer Experience +1 fighting in a battle +1 reducing an enemy ground unit to half strength using ground attack +1 wiping out a ground formation +1 wiping out a flyer formation +1 destroying a War Engine -2 If the formation falls below half strength Experienced formations Formations can be one of five levels of experience; green, experienced, veteran, crack and elite. Which level a formation is depends on the number of experience points they have. XP Level 0 Green 1-5 Experienced 6-10 Veteran 11-20 Crack 21+ Elite or Battle Honor (WE-only) Ground Unit Benefits Green - Formation removes one fewer Blast marker when it rallies (minimum of 1). Experienced - No benefit Veteran - Formation may re-roll one rally roll per game Crack - Formation is considered to have an inherent Leader ability Elite - Formation is Inspiring War Engine Benefits Green - Formation removes one fewer Blast marker when it rallies (minimum of 1). Experienced - No benefit Veteran - Formation may re-roll one rally roll per game Crack - Formation is considered to have an inherent Leader ability Battle Honor - Formation gains one Battle Honor (and an additional battle honor at every 10 points thereafter, i.e. 31, 41, 51, and so on.) Flyer Benefits Green - Formation not allowed to make Jink rolls Experienced - No benefit Veteran - Formation only receives BM for exiting opposite table edge Crack - +1 modifier to activation rolls Elite - Formation can re-roll failed Jink attempts Wiped Out A formation that is totally destroyed in a game is Wiped Out. The formation loses all of its experience. Reroll the formation?s base experience value. The formation subtracts 1 experience point from its new starting value to reflect the poor quality of reinforcements that are brought in to rebuild the formation. Reorganization If a formation adds, subtracts, or changes more than 10% of its points value between battles, it loses 1d3 experience point from its total. If it adds, subtracts, or changes more than 25% of its points value between battles, it loses half its total experience points. If it adds, subtracts or changes more than 50% of its value, reroll its experience because it is effectively a new formation. Replacing Casualties After every battle all casualties are replaced and all vehicles repaired in the formations which fought, so formations are always considered to be at full strength. |
Author: | nealhunt [ Fri Oct 07, 2005 4:22 pm ] |
Post subject: | Campaign Experience System |
The Battle Honors are in various states of acceptability as far as I'm concerned. Most are fine. A few need tweaked. Some I just have a note that they need something to fill in the blank. ======== Battle Honors If a War Engine is eligible to receive a Battle Honor honor, roll 2D6 and consult the table below to determine what type of honor the WE gets. The player may choose any honor within the rolled category. 2-3 Player's Choice 4-5 Crew Skill (Hive Mind for Tyranids) 6-7 Commander Skill (Hive Mind for Tyranids) 8-10 Upgrade (Bio-Engineering for Tyranids) 11-12 Player's Choice A WE that is reduced to below half DC loses experience as normal, but may not lose Battle Honors. A WE that is destroyed loses all Battle Honors unless it has an ability that specifically states otherwise. A crew that survives destruction of the WE retains all Crew and Commander Skill Battle Honors and ? of its experience. A Commander who survives retains all Commander Skill Battle Honors and rolls for the new crew?s experience as if the WE were a Supreme Commander formation, i.e. d3+5. A WE may not gain new Battle Honors until it has gained enough experience to account for any existing Battle Honors. Battle Honor Points Cost for one-off games: Small WEs (Superheavies, etc.) up to 300 pts - 25pts/WE in detachment Medium WEs (Scout Titans) - up to 750 pts - 50 pts/WE in detachment Large WEs (Battle Titans) - up to 1000pts - 100 pts/WE Extra Large (Imperator and Mega-) - above 1000 pts - 200 pts/WE Obviously, one-offs aren't supposed to be the real use of these and they are not truly balanced. In most cases, though, the above point values produce something very similar to the cost of upgrades in the AMTL or OGBM. IMPERIAL Crew Skills: Damage Control ? +1 shield repaired in the end phase or during Marshall action Lucky - reroll one die per battle (may be taken more than once) Marksmanship - one weapon system causes critical hit on 5+ instead of 6 Accurate - one weapon system gets +1 to hit Fast - +5 cm additional movement, titan may countercharge 10cm when assaulted Commander Skills: Veteran Princeps (Titans)/Legend ? WE gains Command ability Damage Limitation ? Invulnerable save Lightning Reflexes ? Titan?s base attacks in assault (DC) gain First Strike Tactical Genius ? may reroll failed activation roll War Engine Upgrades: Heavy Armor (unavailable for scout titans) - +1 DC Combat Head or Weapon Head (unavailable for scouts) Sacred Icon (unavailable for scouts) ? Inspiring Ejection Pods - Crew survives WE destruction on 2+ Turbo Weapon - One system may fire twice while on Overwatch or during Sustained Fire action. Extra Shielding - Titan gains 2 additional shields Improved Targeting system (Scouts Only) ? upgrades one Scout weapon to Tactical weapon of similar type, e.g. from Light Turbolaser Destructor to Turbolaser Destructor. ELDAR Crew Skills: Bonesingers ? May repair holo fields on 4-6 in rally phase. Lucky - as Imperial Pinpoint Gunnery - as Imperial Markmanship Fast - as Imperial Hip Shooting ? Titan may double move and shoot without ?1 penalty. Commander Skills: Damage Limitation - as Imperial Tactical Genius - as Imperial Seer Commander ? Farsight Agile ? may roll armor save against damage from dangerous terrain. War Engine Upgrades: Wraithgate - as Imperial escape pods Turbo Weapon - as Imperial Mandi-Blasters/Grenade Packs - titan gains Small Arms, Extra Attacks (+2) War Cry/ Psychic Conduit - as Imperial Berzerker ?Dathedi? Holo Field ? base attacks (DC) gain First Strike |
Author: | nealhunt [ Fri Oct 07, 2005 4:22 pm ] |
Post subject: | Campaign Experience System |
Ork and Chaos ============ ORK Crew Skills: Super Riggers - +1 to Regroup rolls, titan puts out fire on roll of 4-6 Lucky - as Imperial Shooty Boyz ? WE gets an additional Small Arms attack for each 3DC, rounded up, maximum of +3 attacks. Speed-Freek Mekboy - as Imperial Fast Grot Targetters ? All Big Gunz gain AA6+ attack Warboss Skills: Dirty Fighter - Inspiring Very Shouty - WE detachment gains Command ability Low Cunning ? as Imperial Tactical Genius Big Mek - +d3 Power Fields Escape Plan - warboss survives gargant's destruction on 2+ War Engine Upgrades: Heavy Armor/ Extra-Sturdy Bitz - +1DC Soopa Gun ? Upgrade one Big Gun to Soopagun or Soopazzap Gun Bigga Gun ? Replace Gargant weapon with Big Mek Kustom Gargant Weapon Fire Hoses ? Gargant fires put out on 3+ Spotting Platform - as Imperial Accurate Weirdboy Tower ? 30cm MW4+ and Small Arms, Extra Attack (+1), MW CHAOS Crew Skills: As Imperial Commander Skills: As Imperial War Engine Upgrades: Heavy Armor - as Imperial Daemon Weapon - as Turbo Weapon, or CC weapon gives +1 CC Extra Shielding - As Imperial Sorcerous Gifts (not available for Khorne) ? 30cm MW4+ and Small Arms, Extra Attack (+1), MW Chaos tail ? Assault Weapon, +2 attacks Daemonic Aura ? Inspiring Power-specific Honors: Bloodlust of Khorne ? WE couns as having no BMs when in close combat Chosen of Khorne ? NEED NEW EFFECT All psykers within 15 cm take a hit on a roll of 6 in the end phase. Chosen of Tzeench ? Titan provides initiative reroll as Supreme Commander Chosen of Slaanesh ? Base attacks (DC) gain First Strike Chosen of Nurgle ? +1 DC Note: Chaos titan honors can easily be modified to reflect the individual nature of chaos gifts. Some examples: Soporific Musk or Plague Shroud for Slaanesh or Nurgle version of Berzerk, Fast for a Tzeench titan with wings, etc. |
Author: | nealhunt [ Fri Oct 07, 2005 4:24 pm ] |
Post subject: | Campaign Experience System |
Tyranid and Tau - These are, obviously, pretty speculative at the moment. In fact, the Tau was just a hurried first draft and may end up radically different. ======== TYRANIDS Hive Mind: Lucky - as Imperial Marksman - as Imperial Lightning Reflexes - as Imperial Animal Cunning ? reroll failed activation Warp-sight - 30cm MW4+ and Small Arms, MW Improved Hive-mind Nexus - Hive mind improvements survive on 2+ Bio-engineering: Improved Regeneration - [effects pending stats, similar to Damage control] Fast - as Imperial Heavy Carapace - +1DC Turbo-Weapon - as Imperial Endo-Skeleton ? Invulnerable Save Symbiotic Hive Tyrant ? Counts as Synapse Creature Spore Cysts/Spine Banks ? Gains +1 Small Arms attack per 3 DC, rounded up Spawning Cysts ? Adds +1d6 when Spawning TAU Crew Skills: Damage Control ? ![]() Lucky - reroll one die per battle (may be taken more than once) Marksmanship - one weapon system causes critical hit on 5+ instead of 6 Accurate - one weapon system gets +1 to hit Fast - +5 cm additional movement, WE may countercharge 10cm when assaulted Commander Skills: Damage Limitation ? Invulnerable save Legend ? WE gains Tau Command ability Lightning Reflexes ? [need new name and parallel effect] Tactical Genius ? may reroll failed activation roll Ethereal Commander ![]() War Engine Upgrades: Heavy Armor - +1 DC Ejection Pods - Crew survives WE destruction on 2+ Turbo Weapon - One system may fire twice while on Overwatch or during Sustained Fire action. Extra Shielding - ![]() |
Author: | nealhunt [ Fri Oct 07, 2005 4:47 pm ] |
Post subject: | Campaign Experience System |
Obviously, the "reorganization" penalties would not apply to Tyranids. Experience points should be tracked by Synapse Creature or Independent Brood. Some Tyranid players may notice that none of the benefits help them until they get to the Elite/Battle Honors level. I think that's appropriate based on their background. |
Author: | Jaldon [ Wed Oct 12, 2005 1:14 am ] |
Post subject: | Campaign Experience System |
Nice work Neal, I'll have to give em a try. It'll give me an excuse to put together a short campaign to play against one of my sons ![]() Jaldon ![]() |
Author: | CyberShadow [ Wed Oct 12, 2005 10:06 am ] |
Post subject: | Campaign Experience System |
I will be using these in an up-coming small campaign as well. Thanks. |
Author: | netepic [ Wed Oct 12, 2005 10:24 am ] |
Post subject: | Campaign Experience System |
Any chance this could make it's way into Incoming? |
Author: | nealhunt [ Wed Oct 12, 2005 1:30 pm ] |
Post subject: | Campaign Experience System |
I would like a chance to revise it some more before submission. It's still quite rough around the edges. I also might run it past Jervis to see if he might be interested in it for Fanatic. |
Author: | wraeththu [ Wed Oct 12, 2005 9:53 pm ] |
Post subject: | Campaign Experience System |
Either way it would be nice to see it as a pdf and available. It looks very interesting so far. -Audrey |
Author: | CyberShadow [ Thu Oct 13, 2005 11:39 am ] |
Post subject: | Campaign Experience System |
Neal. If you would like it converted to PDF and hosted, let me know. You could send me a version with a note stating that it is experimental if you wanted. Thanks. |
Author: | netepic [ Thu Oct 13, 2005 1:49 pm ] |
Post subject: | Campaign Experience System |
And i'm willing to mirror it for ya ![]() |
Author: | nealhunt [ Fri Oct 14, 2005 3:09 pm ] |
Post subject: | Campaign Experience System |
I would like to get it closer to a final version before something like that. I was thinking I might break up the various sections and put them here for discussion and suggestions. |
Author: | primarch [ Sat Oct 15, 2005 4:28 pm ] |
Post subject: | Campaign Experience System |
Hi! I would like a discussion of this. I'd like to see what are the "takes" on what people desire on such a system. Primarch |
Author: | nealhunt [ Thu May 03, 2007 1:35 pm ] |
Post subject: | Campaign Experience System |
Bump. Like many projects people take on, this is the latest shiny object to catch my eye. I'd love to hear suggestions. |
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