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Rules for "The Last Stand at Koronam"

Nov 2nd, 2018
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  1. Information Sheet for "The Last Stand at Koronam"
  2.  
  3. Basic Rules for Unit Creation:
  4. 1. Do not steal your units from Units in the lore (Do not use existing chapter names such as black templars or existing IG unit names such as The Cadian Shock troopers.) Disclaimer: Your soldiers can be from Cadia or from Krieg, its just that they cannot be from those famous units.
  5. 2. Do NOT name your characters after characters in the Lore (No Vance Stubbs or Ursarkar E. Creed)
  6. 3. Naming your character Vonce Stabbs or Usakar E. Craad is technically allowed, but frowned upon.
  7. 4. Please be reasonable in the Lore section of the Template. No, your units cannot be extremely battle-hardened troops who have fought in trillions of battles and each individual soldier has the skill of a primarch.
  8. 5. Keep your bitching to me at a minimum, please clearly tell me what is the issue and I will try my best to fix it, do not ceaselessly bitch. (Suggesting a fix is also good, but I will be reasonable with it)
  9. 6. Be patient with my updates.
  10. 7. Please stop begging for me to give you Imperator-Class Titans or other super-units, you will get them in due time.
  11. 8. I am not a deep lore fag for Warhammer 40k, but I try to do my research to ensure that you lorefags do not get an aneurysm, if for some reason you do get one, please see rule number 5 on how you should approach this issue.
  12. 9. Please be clear with your actions, and it would be nice if you told me exactly how many soldiers you will be delegating to carry out each action.
  13.  
  14. tl;dr Be reasonable and do not act like a sperg
  15.  
  16. GENERAL MECHANICS:
  17. 1. Your unit performance is primarily based off of three central factors: Numbers (Self-Explanatory), Unit Power (See #2), and Rolls (Self-Explanatory). I do not have incredibly complex mathematical formulas to figure out exactly how well each unit performs. I will act like most Imperial Generals, simply doing a very educated guess of how well the unit has performed and get back to you on it.
  18.  
  19. 2. Unit Power is the general strength or experience of your units. As a Baseline Astartes, Sisters of Battle, and Adeptus Mechanicus Factions will have a +5 to their battle rolls. Deathwatch will get a +10 baseline against non-xenos, and a +25 against Xenos. Usually, if you wish to have bonuses when using a specific tactic, or against a specific type of foe, the Lore section in the template exists to give a little customization and potency to your army. Experience in battle may improve your unit power, and the addition of certain units to your army may increase your unit power. Unit Power does not necessarily mean Roll bonuses, and may rather be in the background that I will consider when your forces are in battle.
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  21. 3. You may do up to 10 actions in peacetime, but each action increases the DC by 10, so 1 action has a DC of 10, 2 actions have DCs of 20, etc. In battle, the more actions you do, the more you will be spread thin.
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  23. 4. Time between turns is very varied. During "peacetime" the time of a single turn may range from months to decades. During Wartime, a single turn can last from days to seconds. Plan accordingly around that, your armies cannot teleport.
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  25. 5. Map Scale is 1 Pixel = 1 Kilometer.
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  27. SPACE MARINE (Special Snowflake) MECHANICS:
  28. 1. Your main character for a Space Marine Player will be either a Chapter Master (IF you have gained that rank through proving yourself in battle) or simply a veteran space marine commander. Wherever you deploy your Main Character, your forces will gain an additional +5 Bonus.
  29.  
  30. 2. Koronam is a world that has been inhabited for a very long time, and in its past has seen countless battles. Those Countless battles may have potentially left behind artifacts that you, a Space Marine, may find and then Wield. Artifacts will give your character additional bonuses that may or may not spread to the rest of your army.
  31. Disclaimer: Other factions will also be able to find Artifacts, but Space Marine Armies will find them at a higher rate.
  32.  
  33. 3. Melee. RIP AND TEAR. If you wish to enter melee please clearly state you are doing so in Actions. Melee can either go very bad, or very good.
  34.  
  35. FORT MECHANICS:
  36. The levels of Forts are as follows:
  37. 1- Redoubt – Simple Walls made out of Ferrocrete, accommodations for soldiers.
  38. 2- Fort – Ferrocrete + Ceramite Walls along with Heavy weaponry deployed upon the walls, Fortified Hangar bays for Aircraft
  39. 3- Stronghold – Single Void Shield Generator, Reinforced Ferrocrete + Ceramite Walls, Small Underground Bunker
  40. 4- Bastion – Void Shield Generator, Ferrocrete + Ceramite walls with locations further reinforced with Adamantium, Super-Heavy Weaponry mounted atop walls,
  41. 5- Citadel – Massive Fortress Complex, Super-Heavy Weaponry Mounted Atop walls, Several Void Shield Generators Overlapping, Adamantium Walls backed by Ferrocrete and Ceramite. Think Fortress-Monastery.
  42.  
  43. 1. Every Army can build forts, but some armies (such as Adeptus Mechanicus and Imperial Fists) can build them better, and faster.
  44.  
  45. 2. As a baseline, a fort will provide a bonus of 5x(Fort level). So defending a Citadel would give you a +25 bonus
  46.  
  47. 3. Higher levels of Forts are also more difficult to take over, this applies for both sides. A redoubt can be taken easily enough if the opposing force is doing well. A citadel may take a long time to breach even if the enemy has overwhelming power.
  48.  
  49. MONEY MECHANICS:
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  51. 1. You will receive Credits after a battle to use to spend whenever a Rogue Trader or Mercenaries show up. The amount gained is based on your performance in battle.
  52.  
  53. 2. Rogue Traders will generally have artifacts and "information" on your enemies that they will sell to you for a price.
  54.  
  55. 3. Mercenaries are also another way to spend your money, Mercenaries come in three main varieties.
  56. -Kroot, cheap but weak
  57. -Squats, medium cost, medium strength
  58. -Eldar, expensive but strong.
  59.  
  60. Agari Settlements:
  61. While it is not mandatory that these Agari Settlements must be defended, protecting them will provide a localized flow of reinforcements (Albeit Shoddy), Labor to support the construction of Forts, and Scouts. After being destroyed they will respawn after every 3 attacks.
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