Tzigane
Serf
I was thinking of creating a simple system to give some continuity to WH40K battles:
What do you think so far? Any suggestions?
Also not sure about the difference in "income", maybe it needs some underdog bonus too, so winning armies don't keep on winning.
Starting an army:
250 points. Half minimum squad size. (when the total points exceeds 500, minimum squad sized is normalised again. Any squads that have their numbers fall below the minimum need to have them replaced before any new units can be bought)
Boss and characters can be a champion or first tier hero, no second tier (warboss, captain etc)
After the battle, roll for each casualty:
On a 1-4, the model is dead. On a 5-6, the model recovers. If the model has more than one wound, add one to the dice results.
The winning player may buy new units and replace casualties for 5 d6 x 10 points. The losing player for 4 d6 x 20. If the result was a draw, both players roll 4d6 x 10.
Experience. Every unit gains one point of xp for every battle it has taken part in.
A unit can also gain experience the following ways:
- killing a large monster or a vehicle
- killing 5 human or 3 ogryn sized fighters
- holding or fulfilling an objective at the end of a battle.
- winning a battle (gereral only)
xp bonusses: (WIP, just some ideas)
2 xp - the unit may reroll all the dice for one single roll (e.g. The to hit rolls or to wound rolls.) once per battle.
4 xp - the unit automatically passes the first leadership test they are required to make. (what to do with immune to psych troops?)
6 xp - roll a d6 every time this unit gains 1xp until you roll a 5+, the unit may now upgrade a regular troop to a champion.
9 xp -
15 xp - ?
characters:
Characters who went out of action this battle must roll on the necromunda serious injury table. Treat "survice against all odds" as "gain +1XP"
For every 2 points of xp, they may make an advance roll on the necromunda advance table.
What do you think so far? Any suggestions?
Also not sure about the difference in "income", maybe it needs some underdog bonus too, so winning armies don't keep on winning.
Starting an army:
250 points. Half minimum squad size. (when the total points exceeds 500, minimum squad sized is normalised again. Any squads that have their numbers fall below the minimum need to have them replaced before any new units can be bought)
Boss and characters can be a champion or first tier hero, no second tier (warboss, captain etc)
After the battle, roll for each casualty:
On a 1-4, the model is dead. On a 5-6, the model recovers. If the model has more than one wound, add one to the dice results.
The winning player may buy new units and replace casualties for 5 d6 x 10 points. The losing player for 4 d6 x 20. If the result was a draw, both players roll 4d6 x 10.
Experience. Every unit gains one point of xp for every battle it has taken part in.
A unit can also gain experience the following ways:
- killing a large monster or a vehicle
- killing 5 human or 3 ogryn sized fighters
- holding or fulfilling an objective at the end of a battle.
- winning a battle (gereral only)
xp bonusses: (WIP, just some ideas)
2 xp - the unit may reroll all the dice for one single roll (e.g. The to hit rolls or to wound rolls.) once per battle.
4 xp - the unit automatically passes the first leadership test they are required to make. (what to do with immune to psych troops?)
6 xp - roll a d6 every time this unit gains 1xp until you roll a 5+, the unit may now upgrade a regular troop to a champion.
9 xp -
15 xp - ?
characters:
Characters who went out of action this battle must roll on the necromunda serious injury table. Treat "survice against all odds" as "gain +1XP"
For every 2 points of xp, they may make an advance roll on the necromunda advance table.