Eagle Ordinary: Killteams - [on the back burner until further notice]
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it'll be here. in the Fort Stultus thread we used maps. we'll use them here as well, but there will be a grid overlay.
where are we talking about boards?
where are we talking about boards?
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The whole grid hex system had my mind on boards. I was confused. The Ordo Stupidius hit me with a stick, and now I understand.
viewtopic.php?f=8&t=77
Corporal Tayber Luskin, just an ordinary Guard sniper from Cadia, and Shas'Ui Kisi, a disgruntled Tau medic without a past
Corporal Tayber Luskin, just an ordinary Guard sniper from Cadia, and Shas'Ui Kisi, a disgruntled Tau medic without a past
- Johannes Wyss von Krieg
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It's 'Stupiditus' we don't want the Ordo Linguisticus paying you a visit, now would we?
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- Lieutenant Cornelius Aventis
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A map system of some kind would be good, just so we have a common visualization of the area of operation, in the fort stultis thread I think we confused the hell out of ourselves.
- Johannes Wyss von Krieg
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Same with the "Among Ruins of the Old" Thread, Zink does an excellent job as DM but I still found myself confused...
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As of this moment, I have been beten by the Ordo Linguisticus as well. Ordo Stupiditus it is
viewtopic.php?f=8&t=77
Corporal Tayber Luskin, just an ordinary Guard sniper from Cadia, and Shas'Ui Kisi, a disgruntled Tau medic without a past
Corporal Tayber Luskin, just an ordinary Guard sniper from Cadia, and Shas'Ui Kisi, a disgruntled Tau medic without a past
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I have all of the Specialist traits listed on the Google Sheet. Now to translate them on Page 3.
- Zink
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Good work so far man, it's looking really nice. I'd suggest something, but I'm not too sure as to what, exactly, so I suppose I'll keep quiet for now.
- Johannes Wyss von Krieg
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A Question: Should we add attribute bonuses based on Planet origin? Like in Only War planets? Something like Hivers are more quick, Ferals and Agrarians are stronger, Forgers are more Smart and so on. Or with a more choose able variants like that Hivers can be either more quick or Careful and so forth
it's a good way to make the rolls a bit higher and at the same time allow for more flexibility, for balance it will be a good idea to either raise up the difficulty level or make 5 dices instead of 4 (1u5 instead of 1u4)
it's a good way to make the rolls a bit higher and at the same time allow for more flexibility, for balance it will be a good idea to either raise up the difficulty level or make 5 dices instead of 4 (1u5 instead of 1u4)
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It's an idea, but one I'll reserve for later. I want to get the current stats to functionality before field testing them in trial missions. And then only afterward will we know for sure if it needs further fine tuning like homeworld Bonuses. Adding too many bonuses at once might break the system.
Currently, I've begun by eliminating Weapon Skill and Ballistic Skill from the Codex statline. The presence of Approach Rolls make them redundant. 3 was given as the baseline, 50% hit/miss ratio, so any character type with any increases in those areas are reflected in one or two point bonuses in Melee or Ranged rolls.
The Toughness stat is being reflected as the difficulty needed to hit/wound an enemy. I haven't decided if you'd need 3 and better, or 4 and better to hit a target.
The Initiative Stat will be Melee only. In theory, this would determine the order of combat. E.G. Almost everyone gets to strike before the Ogryn and Bullgryn. But if they survive the first hit, they'll strike back.
Leadership determines such things as Morale, Pinning, etc. A 2D6 is the customary roll for such things.
The Sv+ or Armor Save stat is baseline 5+ for flak armor on the Imperial Guard. Carapace Armor confers a better save, but must be purchased as part of the Kill Team's point allowance.
Attacks that wound can still be soaked by armor.
I havent decided whether or not I'll keep the Tabletop calculation or switch to FATE or Only War calculations for Armor soaking.
Currently, I've begun by eliminating Weapon Skill and Ballistic Skill from the Codex statline. The presence of Approach Rolls make them redundant. 3 was given as the baseline, 50% hit/miss ratio, so any character type with any increases in those areas are reflected in one or two point bonuses in Melee or Ranged rolls.
The Toughness stat is being reflected as the difficulty needed to hit/wound an enemy. I haven't decided if you'd need 3 and better, or 4 and better to hit a target.
The Initiative Stat will be Melee only. In theory, this would determine the order of combat. E.G. Almost everyone gets to strike before the Ogryn and Bullgryn. But if they survive the first hit, they'll strike back.
Leadership determines such things as Morale, Pinning, etc. A 2D6 is the customary roll for such things.
The Sv+ or Armor Save stat is baseline 5+ for flak armor on the Imperial Guard. Carapace Armor confers a better save, but must be purchased as part of the Kill Team's point allowance.
Attacks that wound can still be soaked by armor.
I havent decided whether or not I'll keep the Tabletop calculation or switch to FATE or Only War calculations for Armor soaking.
- Zink
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I had some proposal i was writing up for armor saves and not adding too many crutches so players can be suicidally stupid and get away with it, but then i realized i know absolutely nothing about rpg stats asides from one session of only war.
Maybe add some bonus for melee oriented characters to give them a chance to get close, but a bonus to most of everyone when it comes to ranged attacks at distance - you could advance to get better shots, maybe ignore armor or incur wounds better, but the risk is doubled to you as well. Idk
Maybe add some bonus for melee oriented characters to give them a chance to get close, but a bonus to most of everyone when it comes to ranged attacks at distance - you could advance to get better shots, maybe ignore armor or incur wounds better, but the risk is doubled to you as well. Idk
- Commissar Cat
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Or, we could look at fate points/bennies?
They work like aspects (re-roll, change an effect, add a bonus) but you have a set amount of them per adventure.
Ordinarily you declare you're going to use one before an action, rather than after failing.
They work like aspects (re-roll, change an effect, add a bonus) but you have a set amount of them per adventure.
Ordinarily you declare you're going to use one before an action, rather than after failing.
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I'm not fully familiar with FATE. for that matter, I'm still trying to familiarize myself with Only War. Is there some links you could give me, Cat? or Search options?
I've got the rules for specialists sorted. Included below those are the rules referenced in each Specialist type. going to get the top sheet sorted now.
I've got the rules for specialists sorted. Included below those are the rules referenced in each Specialist type. going to get the top sheet sorted now.
- Commissar Cat
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Fate points or bennies (this makes my life rather confusing as a Benny) are a fairly common concept in a lot of games. 
From Savage Worlds to Only War, basically a player has a small pool of these tokens (usually 1-3) and can spend them to avoid the wrath of the dice.
So if we take Yorke being shot as an example, I would know dodging that is essential. Rather than try to justify my aspect, a benny can just be allocated to an action you find important.
"I'm gonna use my benny." before making any roll. Then if the roll goes badly, there are a variety of effects depending on system - rerolling, shifting damage from lethal to less lethal, a generic dodge/free pass but no bonuses, etc.
Bennies are refreshed at the end of adventures, or allocated for good, in character storytelling. For example a GM in Stultus may award a benny for Tavor's revelation he'd been playing the long game with an amnesiac commissar.
I'll find some examples of what they do, but I wouldn't fear just creating your own rules for them.

From Savage Worlds to Only War, basically a player has a small pool of these tokens (usually 1-3) and can spend them to avoid the wrath of the dice.
So if we take Yorke being shot as an example, I would know dodging that is essential. Rather than try to justify my aspect, a benny can just be allocated to an action you find important.
"I'm gonna use my benny." before making any roll. Then if the roll goes badly, there are a variety of effects depending on system - rerolling, shifting damage from lethal to less lethal, a generic dodge/free pass but no bonuses, etc.
Bennies are refreshed at the end of adventures, or allocated for good, in character storytelling. For example a GM in Stultus may award a benny for Tavor's revelation he'd been playing the long game with an amnesiac commissar.
I'll find some examples of what they do, but I wouldn't fear just creating your own rules for them.

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- Johannes Wyss von Krieg
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Should we add 1 FRAK attribute bonus to the elites? So there would be a transition from the regular troopers to the commandong officers? Because it creates a big gap between the 2 groups... Psykers and Engineseers for example should have it to the Clever and Storm Troopers to forceful or something
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I haven't completed the top sheet yet. I'd been bouncing everywhere on that file. So there's not yet any Statline for techpriests, Enginseers, or a Skitarii Ranger for our venerable Ave Omnissiah. There will be, I promise.
- Johannes Wyss von Krieg
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I am just throwing in ideas and keeping them here so we will remember them in the future. I have no clue how the original FATE system works so I keep myself out of the chart so those that know how to optimize it can do it without inteferance
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viewtopic.php?f=8&t=77
Corporal Tayber Luskin, just an ordinary Guard sniper from Cadia, and Shas'Ui Kisi, a disgruntled Tau medic without a past
Corporal Tayber Luskin, just an ordinary Guard sniper from Cadia, and Shas'Ui Kisi, a disgruntled Tau medic without a past
- Ave Omnissiah
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Yup. That's me (still technically here, just not in any threads at the moment)
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