My Rogue Trader mod for Epic40k Final Liberation

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I'm working on a Rogue Trader mod for Epic40k Final Liberation.

I'm mostly using the Rulebook and Compendium stuff. I'm pretending that Realms of Chaos never had anything about Wh40k.

Here are some screens:
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The sides are going to be Imperium and Revolution.

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An Imperial Guard combined arms company supported by a Whirlwhind battery crushes Rebel Army forces in a ruined city.

Forces:
Imperium:
-Imperial Guard
Imperial Guard is in style of the one from Compendium. Highly mobile high-tech force. Equipped similarly to Space Marines. Tanks with force fields, heavy weapons with suspensors, etc.
Generally, it's a force worth shipping between stars instead of the current silly heavily armoured cannon fodder.

-Legio Juggernautica
Titans never existed. Instead of them, super-heavy tanks are treated like Titans. Equipped with void shields and powerful weapons. Baneblades replace Reavers, Leviathans replace Warlords.

-Space Marines
They have better armour and more unit types than in the original. Now their armour can sometimes stop a boltgun round.

-Loyalist Army
Remnants of loyal PDF. It's more similar to stereotypical Imperial Guard. They get the IG vehicles. Generally, their vehicles tend to be inferior, rely on autoweapons, have no power fields, etc.

Rebels:
-Rebel Guard (replaces Bad Moons)
Elite units of the Rebel Army.

-Rebel Army (replaces Goffs)
PDF.

-Rebel Militia (replaces Evil Sunz)
Militia is composed of armed citizens. They use adapted non-military vehicles. They get most of Ork vehicles, which I interpret as STC militarizations of civilian STC vehicles, not unlike RL Technicals, armoured trains and first armoured cars.
The idea is that most of STC vehicles can be adapted for use by militia by adding armour and weapons. They are worse than PDF vehicles but can get handy when fighting off a larger Ork incursion. Orks love them.
 
I'm working on infantry detachment organization and I ran into a problem:

I browsed rules from White Dwarf 110 and it has detachments like these:

Detachments
Imperial Guard

Attack

1 Command Stand
Lasguns
2 Lascannons
2 Tactical Stands
Lasguns
Grenade Launcher
2 Support Stands
Lasguns
Lascannon
1 Devastator Stand
Lasguns
Lascannon
Missile Launcher

Assault

1 Command Stand
Lasguns
2 Lascannons
5 Assault Stands
Laspistols

Reinforced

2 Command Stands
Lasguns
2 Lascannons
4 Tactical Stands
Lasguns
Grenade Launcher
4 Support Stands
Lasguns
Lascannon
2 Devastator Stand
Lasguns
Lascannon
Missile Launcher


From this, basing on what is possible in the game I made a following list:


Attack
1 Command Stand
Lascannon
Lascannon
2 Tactical Stands
Lasguns
2 Support Stands
Lascannon
Grenade Launcher
1 Devastator Stand
Lascannon
Missile Launcher

Assault

1 Command Stand
Lascannon
Lascannon
5 Assault Stands
Laspistuls

Reinforced

2 Command Stand
Lascannon
Lascannon
4 Tactical Stands
Lasguns
4 Support Stands
Lascannon
Grenade Launcher
2 Devastator Stand
Lascannon
Missile Launcher


What troubles me is the idea of standard and reinforced detachments. Rogue Trader IG army list makes the minimum amount of tactical squads 4 - that is 4 tactical stands and 4 support stands.
That would make a minimal tactical detachment a command stand, 4 tactical stands and 4 support stands.

I don't know what to do with it...

Maximum amount of devastator stands in a company seems to be 4 according to RT...

Assault platoon seems to be up to 8 stands.

Space Marine seems to have some seriously weird ideas. For example bikes are supposed to be 6 stands of 2 bikes. But it's barely more than 1 squad of bikes...

Rough Rider platoon is a normal platoon converted to Rough Rider. So, a 3 squad platoon should be 3x 5 roughrider stands, not 6 rough rider stands...
In my mod, I'm using 20 stand rough rider squadrons.
 
I decided to use following basic units:

Co Cmd Plt
2 Cmd Stands
1 Commissar
4 Tac Stands
4 Spt Stands
2 Rhinos
2 Thudd Guns

Atk Plt
1 Cmd Stand
4 Tac Stands
4 Spt Stands

Aslt Plt
1 Cmd Stand
8 Aslt Stands
(pistols/plasma gun)

Dev Plt
1 Cmd Stand
2 Tac Stands
2 Dev Stands

I decided to fuse Co HQ, 1 Atk Plt and Commissar and Ad Mech into one detachment.

Maybe reinforced plt should contain a dev squads or something...
 
My White Dwarf No 97 arrived yesterday and I have enjoyed reading about Ultra-Marines. It's interesting that they initially planned to run Index Astartes every month, describing various chapters. They kept it up only for three issues with Ultra-Marines, Mentor Legion and Legion of the Damned.
The original plans for Index Astartes were realised only in the Fat Bloke era where 21 chapters were discovered and then the idea was abandoned again.

After reading the Ultra-Marines article I realised the whole 10 squads per company thing pretty much necessitates triangular organization. So the 3 squad structure (including command squad made up of a command stand and devastator stand) is correct.

I got fascinated with the concept of Heavy Hoverer. Decided to adopt Thunderhawk as such a machine (actually, that's how Thunderhawks work in Final Liberation - they are basically Heavy Hoverers. I changed them into off-board air support).

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Sadly, it wasn't possible to give them multiple HP or shields because it requires making it a super-heavy vehicle which can't be done at the same time with making it a flyer/hoverer. Which is a problem because hoverers in RT have pretty weak armour.

Final Liberation has a very bad implementation of opportunity fire where there are no initiative tests, no perception limiting it. Only LoS and range. Which leads to this:
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As soon as a hoverer moves on a field in LoS and range of enemy unit, it is fired at and shot down in about 30-40% of cases (when operating against low-skill opponent).

*sigh*

Reminds me why I changed Thunderhawks from hoverers to offboard air support in the first place...

To sweeten the mood, pictures of dead bodies! Yay!
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I added mechanized cavalry units some time ago. For example here is a company command squad mounted on Land Raider Hellfire IFVs (2 lascannons, bolter, 1 power field). A part of the platoon got squashed by a macro-bolter (Demolisher/Thunderer) shell.

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I made rebel army mechanized cavalry units in not-chimeras but for some reason the AI doesn't use it at all. Instead it prefers buying Rough Riders which then get gunned down en-masse (though they are quite effective at keeping my units from closing in).

There are also these bothersome not-bonechrunchas. They are flagged as FLAG_NATION_ES_OR_MEK which means that they can be bought by non-ES armies (ES being militia). They should be militia-only. Need to correct it.
Hmm... problem may be incorrigible because changing it to FLAG_NATION_EVIL_SUNZ doesn't stop it from appearing in army units.

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Here is my own militia force. Mechanized infantry and tank destroyers. Never seen them used by the AI in the random battle mode, though.

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Here's what massacred my forces. Three destroyer detachments, a rhino detachment and a vindicator detachment (1 gun - a battery of 3 guns counts as a super-heavy tank detachment).
 
What on earth is going on here AranaszarSzuur !?!

I have a copy of Final Liberation (in a 4 game GW compliation set) and played it to hell back in the day. Are you hacking your own art assets or just changing behaviors of the troops (?)
 
Zhu Bajie":s1kicj7n said:
What on earth is going on here AranaszarSzuur !?!

I have a copy of Final Liberation (in a 4 game GW compliation set) and played it to hell back in the day. Are you hacking your own art assets or just changing behaviors of the troops (?)
I only began to make an animation of a guardsman. I didn't finish it because I moved from windows to linux and started having trouble with tools (it was 6 years ago). Also, I don't have motivation to make graphics lately.
Maybe I'll do some in future.

I recently seen the game re-released on G.O.G. and bought it and returned to work on the mod.

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I put in some of my drawing as end turn/victory screens.

Nowadays I mostly modify unit statistics, add new types of units, etc.
 
Well I'm not sure how any of that is possible, but I've always liked this version of the 40k universe, and rogue-traderising it seems like a great idea.
 
I decided to drastically decrease armour of units to go with the whole power armour/dreadnought armour thickness of Laserburn which was initially adopted in Rogue Trader.
With planetary governments and interstellar travel I assume that most of vehicles except super-heavies are light vehicles developed for quick airborne/spaceborne deployment.

I doubled values of power fields since now they are going to be shot at by units with lighter weapons.

Zhu Bajie":3fjss2bp said:
Well I'm not sure how any of that is possible, but I've always liked this version of the 40k universe, and rogue-traderising it seems like a great idea.
One guy somewhere around 2000 persuaded the developers of the game to release some development tools for Final Liberation and started working on a Chaos mod. That's how the Final Liberation modding scene has started.
 
On Vehicles.

Current Imperial reconquest fleet ground vehicles:

Imperial Guard:

Rhino APC
Weight: about 10 tonnes.
Armour: protects from heavy stubber.
1 Power Field generator.
HP: 2
Armament:
Bolter
Bolter
Speed: 16
Passengers: 10

Predator light tank
Weight: about 15 tonnes.
Armour: protects from heavy stubber.
1 Power Field generator.
HP: 2
Armament:
Autocannon
Lascannon
Lascannon
Speed: 16

Whirlwind MLRS
Weight: about 15 tonnes.
Armour: protects from heavy stubber.
1 Power Field generator.
HP: 1
Armament:
2x Missile Launcher
2x Missile Launcher
2x Missile Launcher
2x Missile Launcher
2x Missile Launcher
2x Missile Launcher
Speed: 16

Vindicator assault gun
Weight: about 20 tonnes.
Armour: protects from heavy stubber.
1 Power Field generator.
HP: 1
Armament:
Macro-bolter
Speed: 16

Land Raider IFV
Weight: about 25 tonnes.
Armour: protects from heavy stubber.
1 Power Field generator.
HP: 2
Armament:
Lascannon
Lascannon
Bolter
Speed: 20
Passengers: 10

Land Raider Medium Tank
Weight: about 30 tonnes.
Armour: protects from bolter.
2 Power Field generators.
HP: 3
Armament:
Lascannon
Lascannon
Lascannon
Lascannon
Heavy Bolter
Heavy Bolter
Speed: 20

Legio Juggernautica:

Land Raider Scout Tank
Weight: about 30 tonnes.
Armour: protects from bolter.
2 Void Shield generators.
HP: 3
Armament:
Lascannon
Lascannon
Lascannon
Lascannon
Heavy Bolter
Heavy Bolter
Speed: 24

Baneblade Juggernaut Tank
Weight: about 250 tonnes.
Armour: protects from multi-laser.
5 Void Shield generators.
HP: 5
Armament:
Macro-Cannon
Lascannon
Macro-Bolter
2x Lascannon
3x Heavy Bolter
3x Heavy Bolter
Speed: 16

Shadowsword Juggernaut Tank
Weight: about 250 tonnes.
Armour: protects from multi-laser.
5 Void Shield generators.
HP: 5
Armament:
Defence Laser
Lascannon
Lascannon
3x Heavy Bolter
3x Heavy Bolter
Speed: 16

Leviathan Juggernaut Tank
Weight: about 750 tonnes.
Armour: protects from multi-laser.
6 Void Shield generators.
HP: 10
Armament:
Battle Cannon
D'Day Cannon (super-heavy distortion-cannon)
2x Macro Bolter
2x Macro Bolter
Macro Bolter
Macro Bolter
Speed: 12
Passengers: 30
 
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