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Schlitzaf
09-19-2011, 01:38 PM
Pardon any obvious errors as i just copy and pasted from word. In addition ignore any references to "named characters". In short i simply want to know if you all think these experinces rules/benefits make sense don't seem to be that complex nor too simple.

The campaign is meanted to open-end and near contininous (pardon spelling). However their are 18 missions that go along with this but for the most part, games will be played out of campaign scenerios and campaign scenerios are represent focal points of the campaign itself.
Campaign rules and armies

In addition the system uses 4th and 5th editions rules for experience
For sake of ease that are repeated here
4th edition experience rules
+150 every time a unit fights in a battle
+50 if on the winning side
+100 if it forces an enemy to fall back from assault/destroys all models in assault/killing them via sweeping advance/destroys a vehicle
-D3x100 if it is reduced by half, lost 1/3 of its guns (not counting one shot), or immobilized. (this only subjects in battle experienced not prior battle experience)
-100 is wiped, from its total experienced and no bonus experience is gained from the battle it was wiped in
MVP, a player nominates a unit that unit gains an additional D6x10 (note dedicated transports can not receive this, unless it is something akin to Land Raider Crusader transport and such)
+50 regrouping after a failed morale test (not counting space marines or units that do it due to becoming fearless or similar rule)
+100 achieves a mission a objective (i.e holding an uncontested objective at the end of the game) not counting kill points
If a squad numbers change -100 for each squad member add/taken away
New equipment (i.e a change in heavy/special weapons/wargear etc) -100
If a unit has 1000 experienced they may roll on one of the following charts, Infantry (including jet/jump)/bikes (including jet)/cavalry (including beast), or vehicles (artillery rolls here)
If a unit loses enough experincece to take it down by one interval of 1000 (i.e 2500 to 1999) they lose an “experience” skill (not veteran skill) at random
Experience skills (for infantry (including jump/jet)/bikes (including jet)/cavalry (including beast)
1 Street Fighters –may reroll 1 difficult/dangerous terrain tests per a game
2 Grizzled Veterans –may reroll failed to all wound rolls one phase per a game
3 Seasoned Vets – may reroll 1 failed moral test per a game
4 Tank Killers – may reroll a 1 failed armor penetration roll
5 Natural survivors – may reroll 1 pass or failed moral test caused by close combat per a game
6 Rapid Deployment – may reroll 1 passed or failed reserve roll per a game
(These are commutative so if you roll 3 1’s in a row you can reroll 3 difficult/dangerous terrain tests per a game)



Experienced skills (for vehicles (including artillery)
1 Terrifying*- the owning player may request a reroll of a passed tank shock test per their opponent, a unit must pass a moral test to charge a vehicle or when charged by a walker, if failed when declaring the charge, the charge is auto-failed, and if failed when charged by the walker they are reduced to WS 1, and LD 2, other walkers must still take this test but only WS is reduced
2 Hardened Crew- a glancing hit may be forced a reroll once per a game by the vehicles owning player once per a game
3 Reinforced Armor – The owner player may forced a reroll on a penetration hit once per a game
4 Skilled Gunnery – The vehicles owner may reroll one scatter or to hit roll once per a game
5 Skilled Pilot – The vehicle once per a game may reroll a failed penetration rolls
(These are commutative so if you 3 2’s you may reroll 3 glancing per a game)
* If multiple terrifying are rolled, an additional moral test is to be taken once per a game, so if a player has 2 terrifying on a tank, he may request a reroll and then once per a game request an additional moral test by his opponent (this one can not be rerolled for any reason), or for a walker/vehicle additional moral tests must be taken to charge or to not be reduced to lower WS and leadership

NB – these are referred to as experience skills, the ones below are veteran skills

5th edition experience rules

At the end of each game, the unit that was also nominated to be your MVP also gets a chance to receive a “Veteran” skill. Additional if in the future they get reduced to half strength they lose 1 “Veteran” skill at random, and if they wiped out they lose 2 “Veteran” skills at random
They choose to roll on one of the following charts. They must continue to roll only on this chart, after they choose one. The choices are
Fieldcraft, Melee, Gunnery, or Vehicle
Fieldcraft table
1, Infiltrate
2, Move through Cover/Skilled Rider
3, Stealth
4, Scouts
5, Fleet
6, Fearless
Melee Table
1, Feel no pain
2, Furious charge
3, Counter attack
4, Hit and run
5, Preferred enemy
6, Fearless

Gunnery
1 Night Vision/Acute senses
2-3 Relentless
4-5 Tank Hunters
6 Fearless
Vehicles
1 +1 BS
2-3 can reroll dangerous terrain tests
4-5 ignore shaken results
6 +1 AV on all facings up to 14 AV

Also if a unit ever receives 4000+ experienced points, and 3+ veteran skills, they are promoted to elites but keep there ability to score if they were troops. If a unit can’t score, they become able to do so if they were a troop infantry unit.


p.s pardon spelling and grammer