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Post by Deadshot on Jun 6, 2014 1:58:57 GMT
1. Setting and background 2. Map 3. Game Mechanics 4. Enemies 5. Character Sheets
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Post by Deadshot on Jun 6, 2014 1:59:38 GMT
1. Labyrinthi IX The ninth planet in the Labyrinthi system, a sprawling metropolis of buildings. Labyrinthi IX was famed amongst the Imperium for its Hive World complex. The planet is made from solid rock, with only one major body of water, the Sea of Terror, from which dark creatures of the night are said to reside. Labyrinthi’s single, enormous continent, spanning almost every icnh of the planet’s 200,000 km circumference is covered in a single, gigantic Hive City from which the system takes its name. The enormous Hive complex spans the entire planet, and the spires of the city are some of the largest in the Imperium. The planet once held over 120 trillion inhabitants at its peak, more than thrice that of the whole of Ultramar. Labyrinthi IX is also one of the most heavily contested worlds in the whole Imperium. Over countless eons, the planet has switched control from one faction to the next. Originally a Necron Tomb world, the planet was later colonized by the Eldar, who themselves claim it as their own. When the Imperium first landed on Labyrinthi in the later years of the Great Crusade, it lay in the hands of greenskin, who were swiftly cleansed by the might of both the Ultramarines and the Raven Guard. The upstart Tau Empire, in their third phase expansion, briefly managed to claim the planet before the counterattack of the Order of the Bloody Rose drove them out. Even the forces of Chaos take a great interest in the planet. The gigantic population, or rather, its sacrifice in the name of the Dark Gods, has the potential to rip open a Warp Rift large enough to let untold millions of Daemons into reality to wreak havoc. To this end the Inquisition and the Grey Knights keep a particularly close eye for signs of a Chaos Invasion. Under normal circumstances, the planet would simply be cleansed. However, the planet is deemed far too valuable to destroy, producing over hundreds of thousands of Astra Militarum recruits every hour. So it was one that fateful day, when the warring factions of the galaxy took up their arms against one another. On that day, a war like none seen since the dark days of the Heresy was waged in the streets and catacombs of the Hive Complex. Necron Warriors, freshly awakened from their slumber, appeared from nothing in a blaze of gauss fire while Ork Speed Freakz careened through the streets and Razorwing Jetfighter did battle with Space Marine Thunderhawks and their Hemlock Jetfighter cousins across the boiling skies of Labyrinthi. Across the levelled planes of ferrocrete where Titans had levelled whole populations in their own right, Tau Broadsides and Hammerheads traded firepower with Leman Russes as Heldrakes swooped from above, ripping apart Mantas and Stalkers even as they were blown apart by Hydra and Hunters of the Imperium. Khorne Berserkers fought tooth and nail with Assault Squads while Chaos Cultists, hidden among the endless droves of civilians, and the lines of the Labyrinthi regiment of the Imperial Guard ripped each other apart with volleys from autoguns and lasweaponry. Total anarchy reigned for more than a century as word spread. Each time one side seemed to come out on top, the other races would redouble their efforts, restoring the inbalance of power. The one thing no one was counting on was that another race might take interest. In the close of the 41st Millenium, the Great Devourer hungers for a hundred billion souls in the dark void of space. For three weeks Hive Fleet Leviathan besieged the warring factions. In the first week, several billion fell beneath the talons of the swarm, citizens and soldiers alike. Each faction thought it alone could prevail, while sending its enemies to their death. At the beginning of the second week, the natives of the galaxy learned they could not and so began to work together, and the tide of war began to turn. Orks and Heretics led the charge for glory on the battlefield against Hormagaunt and Carnifex. Space Marine strike teams and Eldar Aspect Warriors, guided by the visions of their Librarians and Farseers led daring charges assassinations of synapse creatures to severe the swarm’s link to the Hive Mind. Necrons teleported aboard the Hive Ships, unafraid of being consumed, destroying the ships from inside out, before phasing back planetside. Tau Mantas roved the skies, bombarding the horde with salvo after salvo, Stormtalons and Dakkajets clearing the skies of Gargoyles by the thousands. Still it was not enough. The swarm was without limit. For every Termagant slain, a dozen took its place. Ammunition ran dry within 9 days of the siege’s beginning. Necrons became a food choice for the pyrovores that were dispatched to destroy them, their acid maws reducing Necrodermis to slag for consumption in seconds, a biomorph soon extended to the entire swarm. Everywhere one looked, Farseers and Sorcerors dropped dead, brains boiled by the Shadow in the Warp. Tau and Imperial gunlines were ripped apart by the Haruspexes who swallowed whole battalions in a single gulp, and aircraft was sent plummeting to earth, shredded in half by the swooping attacks of Crones and their Tentaclids. At the head of the swarm strode the most dangerous servant of the Great Devourer, the only creature capable of orchestrating such destruction. The Swarmlord. None could stand before it. The Daemon Prince Ta’Ra’Kuis, chosen champion of Nurgle, fell before its bonesabres before it could even swing. Under its direction, Wraithknight, Riptide, Knights and Titans were dragged down by the tide of Hormagaunts, or ripped in half with frightening ease by the Heirophants that walked the land. By the 21st day of the invasion, the planet was alive in an ocean of rippers, consuming the trillions upon trillions of cadavers, both those native to the galaxy and those from without. The warring factions are no more. Only a scattered handful of survivors still creep among the rubble and catacombs, if any survive at all, seeking their chance to escape and warn of the impending danger, or simply survive at all. It is a fool’s task. The swarm consumes all in its quest to slate its perpetual hunger. For one to survive, they must crawl through the wreckage of the planet, finding both food and safety from the hordes, the Genestealers that scuttle among the Hive, the Carnifexes that roam the streets, mindless searching for a meal. The Warriors that actively seek out and hunt those who have defied the odds and managed to live. The Lictors who stalk them in the night. Other survivors. Then they have tofind a way off the planet and out of system, another task in itself, or else, wait for the Fleet to move on, to find another prey-world to consume… The game is set in the ruins of a massive Hive City, which spans the entirety of the planet. You will start this game in the ruins of Thandros district, on the western hemisphere, twenty miles south of the planet’s equator. To the north is the former Governor;s palace, a lavish fortress, determined unbreachable by its creators. Inside its walls are the armouries for the whole western hemisphere. Whether there is anything left to steal is a question for debatem but the fact remains that of all the places left standing, the palace is most heavily fortified, the most heavily armed and the most dangerous to reach. The palace was the final bastion of the defenders and so it’s likely that many Tyranid creatures still stalk the area. Having said that, should conditions prove right, and fortune favour any person or group of survivors seeking shelter, one might just hold out long enough for the swarm to move on. To the east is the Relay Station. It was here that a million astropaths died on the spot as the Fleet approached their heads literally exploding as the Shadow smothered them. Equipped with some of the most powerful communication systems in the Ultima Segmentum, it could be possible to send a distress call to neighbouring systems, calling for aid, extraction, a warning…or even a mercy death…a powerful psyker could send out a psychic cry, but chances are, it would summon every creature on the planet to his or her location, or even kill them. To the west, the great space ports. It is here that many civilian spacecraft lie grounded, their crews butchered as the hordes swarmed over the planet. It is here many of the civilians fled to escape the oncoming horde, and in the final days of the invasion, even the mighty space marines tried to flee. A host of spacecraft from different races, everything from Space Marine Stormtalons to Tau Orca Dropships, outfitted with experimental FTL engines can be found here. Due to the large amount of people that fled here, the area is likely filled with Tyranids, although likely less heavily populated than the palace. The spaceport represents the best chance a would be survivor has to escape the planet. Whether they escape the fleet is a different matter entirely… To the south, the sprawling streets and sewers of the Complex offer survivors a labyrinth in which they could make their escape from the main horde. There is unlikely to be many Tyranids down this way, as most of the population fled to the space port, and the narrow streets prevent larger creatures like Warriors access, and the roving flocks of airborne xenos are prevented access to the sewers. That said, while larger creatures like Carnifexes are not likely to be wandering in the area, nothing is to say they simply didn’t smash their way through. On top of that Ravernors, Trygons, Mawlocs and Rippers have no such restrictions in such an environment, their winding snakelike bodies completely unimpaired by the narrow streets. Worse still, Lictors and even the terrors that are Genestealers stalk the area, effortless moving between crevices and sewers, hunting from the shadows…hunting you.
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Post by Deadshot on Jun 6, 2014 1:59:56 GMT
2.
Map pending
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Post by Deadshot on Jun 6, 2014 2:03:50 GMT
3.
Each character will have a 40k style statline with Balistic Skill, Strength, Toughness, Fortitude (ability to shrug off wounds), Intiative, Leadership, willpower (only relevant when Psykers are using powers) and Armour level. The scale goes from 1-20, with the higher number being better. When certain events require tests, I will state a value needed, and then subtract D6 from the relevant stat. If the result is higher, you pass, if lower, you fail, and in suffer the consequences. In some cases this may even be death.
Example: Character is walking through a tunnel when the roof collapses. He may either try to brace for the impact of falling debris (Strength Test, needs 12+) or jump back out of the way (Initiative test, needs 12+). The nimble Dark Eldar Succubus rolls a 2 on her test and adds her Initiative of 11, nimbly leaping back out of danger. The sluggish Necron Immortal choose instead to brace himself but rolls poorly, scoring only 9 on his test, and is crushed by the debris. The lumbering Chaos Terminator, with his enormous strength on 14, simply strides through the falling debris, automatically passing his test.
At no point will I create a test where one character is guaranteed to fail.
Fortitude is a characteristic used only when a character "dies." Upon death, each character may take a Fort test, and if successful, shrug off the pain and continue. However, each time you use Fortitude it reduces by the amount you failed your test by, or by 1 if slain in combat. In the above example, if the Necron passed his Fortitude test, he would "revive" but his Fortitude would drop by 4.
I also have a couple of other things to implement; Secret Agendas and Personal Traits. Personal Traits will Faction specific bonuses to certain characteristics and tests. For example, Necrons get a bonus to Fortitude tests and have high fortitude, whereas a Sister of Battle will have a high willpower stat. There is also bonuses based on class. For example, a Space Marine Strenguard veteran would have a higher ballistic skill than a Vanguard Veteran, who holds a high Initiative. A Terminator on the other hand, would be very slow and have lower WS and BS, but have enormous S, T and Armour values.
There will also be consideration for the character themselves. As such, all statlines are subject to change based on the character itself.
Secret Agendas are personalized secondary objectives. These are customized for each character and then PMed to the player. Only by completing the Secret Agenda and escaping alive (or not, should the Agenda say otherwise) can one win the game.
I have also devised a simple location guide. There are 5 main parts to the game map, which I will photoshop later. The central section, where you all begin in some shape, is relatively clear of Tyranids and open, with plenty of streets to hide and flee. To the North is the former Govenor's palace. Heavily fortified, with huge armouries and defense systems galore, but overun with Tyranids. To the east, a space port with numerous vessels for possible escape, but likewise heavily infested but not to the same degree. To the south, winding caverns where its unlikely the larger creatures will be, or a number of smaller ones, but possibly lurking with Genestealers or other creatures. To the east, a great relay station, with many different ways to communicate out of system, assuming one can breach the Shadow in the warp or send a vox-recording. The number and type of enemies you will face will heavily depend on which path each player or group of players take.
Combat
Combat works very similar to characteristic tests. I roll a D6, I use your strength but also subtract the enemy toughness. The same in reverse. Then I roll and subtract your strength plus the roll from your opponent's armour value. The loser dies. Each weapon also has an Armour piercing stat, which adds a bonus to your score. Some weapons even bypass all armour altogether.
Ranged combat works similarly, except there is also a To Hit test made. I roll 3D6 and if your BS is higher, you hit.
Psykers
Psykers can try to use powers as the following, using any power from their own 40k codex and the 6th Edition rulebook. You roll 3D6 and if you have a higher score than Willpower, you fail. If near a Tyranid Warrior or Prime, you roll 4D6. discard the lowest. If near a Hive Tyrant, you roll a straight 4D6. Other PC characters can try to resist others' powers- in this case, add half their Willpower to the D6 roll for the psychic test.
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Post by Deadshot on Jun 6, 2014 2:14:53 GMT
4.
Enemies
Rippers Rippers are little more than a fanged mouth on the end of a bulbous, wormlike body. Released in the final stages of invasion to consume and digest biomass by the ton, Rippers are unleashed in their billions and are possessed of a strength that defies their size. Working together, Ripper Swarms can pull down foes many times their size and rip them apart in a spray of blood and gore. Each Ripper is the about a foot long, and the muscles that clamp shut its fanged maw are extremely powerful. One clamped down, the Ripper will never let go unless to rip away a mouthful of flesh, or slain. Rippers will be the most numerous creatures you will face in the game and their voracious appetite makes them all the more deadly for it. Even without the guidance of the Hive Mind, a ripper swarm will flood across and planet, devouring all in its wake.
Balistic Skill 0 Strength 2 Toughness 2 Fortitude 0 Initiative 4 Leadership 4 Armour 4
Gargoyles, Termagants and Hormagaunts Equally as numerous as the Rippers, Gaunts of all varieties are the Hive Fleet’s foot soliders, and expendable ones at that. Termagants are armed with a ranged bio-weapon known as a Fleshborer, the Borer beetles that launch from its fanged jaw-barrel able to tear through flesh and armpour as easily as Bolter rounds or Shurikens. Winged variants known as Gargoyles are likewise common, able to flit between cracks that appear too small for passage, due to a kink in the genetic code that allows the Gargoyle to rotate each limb and its head almost 360 degrees. Carrying Fleshborers and spitting a caustic acid, Gargoyles are lethal ariel predators and caution should be taken when crossing open ground. The Hormagaunt is a ground based, close combat Gaunt armed with the iconic scything talons. Possessed of lethal swiftness and insatiable hunger, they will pursue their prey until either they or their meal are dead. Seperated from the Hive Mind, each will have its own instincts to follow. Termgants will flee and hide, seeking its own survival above all else, while Hormgaunts will continue its vicious search for food. Gargoyles will seek out and hunt their prey from the air.
BS 6 and 0 S 5 T 5 F 0 I 6 and 8 Ld 6 Sv 4
Tyranid Warriors and Primes Amongst the Tyranids there are few creatures as deadly as the Warrior. Standing twice as tall as a man, armoured in thick carapaces and chitin and having the mental capacity to employ a broad range of bioweapons, from Boneswords, Lash Whips and Talons to Devourers, Venom Cannons and Spinefists. Tyranid Warriors are large, powerful, swift and intelligent creatures that stride amongst the smaller swarms of creatures. Worse still, Tyranid Warriors are the primary Synapse creatures of the Hive, being the most numerous. In their presence the hordes are under the direct control of the calculating terror of the Hive Mind, able to direct the swarm to encircle or overpower the foe, strike swiftly or die in droves. They bring with them the Shadow, driving Psykers insane by their mere presence, and instilling dread in even the bravest of men. Tyranid Primes are the Alpha leaders of the Tyranid Warrior strain, an apex predator almost unrivalled save the Hive Tyrants that lead the Hive Fleets. Larger, stronger, faster, tough and smarter, they are deadly opponents at any distance to face and under their direction, Tyranid Warriors fight with the same uncanny precision and fury as the Prime. BS 7 and 9 S 8 and 12 T 8 and 12 F 1 and 2 I 7 and 9 Ld 14 and 16 Sv 9 and 14
Genestealers Across the Imperium there are few creatures as feared as the Genestealer. Once though native to the moons of Ymgarl, Genestealers are lightning fast predators that stalk the night, crawling through tunnels and sewers to rip apart the prey’s defences before the Hive Fleet even arrives. Their diamond hard claws can pierce all but the heaviest of vehicle armour, and not even the mighty Terminator Armour of the Astartes is proof against their crushing strength. Possessed of unequalled speed and vicious intelligence, they suffer not from insatiable hunger nor a drive to kill, but their brood telepathy and innate survival instincts makes them all the more deadly, able to operate independent of the Hive Mind for long periods of time and actively seek to infiltrate distant planets. They stow away on ships leaving the prey world, all the better to find a new target for the fleet. BS 0 S 10 T 10 F 1 I 15 Ld 14 Sv 9 Lictors Lictors are adaptions of the Tyranid Warrior strain heavily geared towards stealth. Sporting powerful, spring-loaded, mantis-like talons, diamond hard claws and fleshy spikes loaded into their chests like grapnels. Their carapace is light but is capable of bending light and changing colours like a chameleon, rendering the Lictor almost invisible to the naked eye. Thus far, only the Tau have developed systems capable of detecting Lictors with near certainty, and many battlesuits, from the XV-25 Stealth Suit to the mighty Riptides now come standard with such systems. That said, not even such sensors are foolproof solutions, as the Lictor is a crafty assassin, capable of stalking its prey for weeks before striking like a Thunderbolt. Once slain, feeder tendrils push their way into the brains of the fallen, their feasting allowing the Lictor access to memories and locations of fellows. Furthermore, even killing a Lictor is no guarantee of safety, as even after death, their pheromone trail will bring hordes of Tyranids running to the scent of prey. Should anyone still alive on Labyrinthi have the foul luck of being targeted by such a beast, only death can follow. BS 4 S 14 T 8 F 1 I 17 Ld 14 Sv 7
Hive Tyrants The undisputed kings of the swarm, each Hive Tyrant is a massive creature three times the height of a man, bearing some resemblance to an enlarged Tyranid Warrior. Dispite the slight resemblance, a Hive Tyrant’s danger dwarfs its smaller kins’. Each Tyrant is a monstrously powerful creature, capable of ripping apart ferrocrete and adamantium with alarming ease, and its relationship with the Hive Mind is closer than any other creature. Possessed of a malignant intelligence, the Hive Tyrant is also a power Psyker in itself. Equally deadly on land with Boneswords or Heavy Venom Cannon as it is swooping on enormous pinions with scything talons, it is one of the most deadly of the Leviathan. BS 8 S 16 T 16 F 6 I 9 Ld 20 Sv 17
Carnifex Standing nearly 30 feet high, hunched over and capable of muscling its way through anything short of a titan, the Carnifex is a living engine of destruction. Slow in mind as it is in reaction, its sluggishness should not be overestimated as an advantage. Once started, the charge of a Carnifex cannot be stopped, save with the utter annihilation of the creature. Bs 4 S 20 T 16 F 9 I 1 Ld 5 Sv 17 Ravenors Snakelike predator-beasts resembling a Tyranid Warrior, Ravenors are unbelievably swift across all manner of terrain, their lithe, snaking forms effortless propelling them across open ground as quickly as they slither through the rubble of the destroyed Hive City, or tunnel beneath it, their shovel like talons digging through the earth like worms through an apple’s rotten core. Although not synapse creatures, their lethality and innate predator instincts makes them just as deadly a foe to face. Bs 5 S 9 T 9 F 1 I 12 Ld 5 Sv 7 Harpies Across the skies of spore wracked planets, Harpies soar between the chimney stacks of hab complexes and Forge Worlds, over seas and continents and cities and fortresses, their ear-splitting screech heard for miles around. Mounting a pair of Heavy Venom Cannons a clusters of living Spore Mine bombs alongside their claws, Harpies are enormous ariel predators, easily capable of taking out smaller aircraft with impunity, and can even take on the mighty Thunderhawk Gunships of the Astartes. However, where a Harpy’s agility defies the understanding of the Magos Biologis, they are easily outmatched by the fightercraft of the Eldar, Tau, Necrons and even the Orks, and a heavily armed Gunship of the Imperium would have little trouble should in engage in a dogfight. That said, that same Harpy is capable of twists and turns in midair that is unattainable by even the most sophisticated fighter of other races, save maybe the Daemonic Heldrakes, and for those on the ground, their lack of power in a dogfight is not an issue…rather, their terrifying speed and ear-splitting shriek is the main concern.
BS 6 S 10 T 10 F 4 I 10 LD 8 Sv 9
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Post by Deadshot on Jun 6, 2014 2:15:10 GMT
5.
Pending
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