Team Deathmatch
+4
Wills
Cat =^.^=
Skirax
Splinter
8 posters
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perks
we could only allow 3 on a model, just like in cod
it also stops too much overpowerment
it also stops too much overpowerment
Andy- Posts : 22
Join date : 2010-04-18
Age : 28
Location : Your mothers bedroom
Re: Team Deathmatch
The restriction is currently one. That works.
I've got an idea for another perk to represent the 'Commando' rule: +1" Close Combat range.
What about making the perk you purchase 'Pro' for +5 pts, and they award a specail bonus?
I've got an idea for another perk to represent the 'Commando' rule: +1" Close Combat range.
What about making the perk you purchase 'Pro' for +5 pts, and they award a specail bonus?
Re: Team Deathmatch
Right here we go: Call of Warhammer Rules Mrk1
Two teams of two players with 4 models each. Said models can be anything from a legal codex and for free get:
# +1 wound
# access to their codex's armoury
# access to squad upgrades (eg: flamers, grenades etc)
# chance for akimbo: wield two pistols and fire them at the same time! (at -1BS)
Additional 'perks' can be purchased limited to 1 per model, costing 10 points:
# +1 WS
# +1 BS
# +1 S
# +1 T
# +1 I
# +3" To movement
# slow and purposefull special rule (relentless being a bit too overpowered me thinks, we'll see)
Attachments can be purchased for their weaponry aswell (note: effects only count for that weapon, if they fire a different gun they won't gain the bonus) for 10pts:
# Precision scope: Increase BS by 1 (only if they haven't moved that turn)
# Frag rounds: Increases AP by 1
# Extended mags: Re-roll 1 missed shot per life (note: doesn't work with overheated plasma guns; it's blown up in your face!)
3 of a player's models have a points limit of 60 each and 1 can be up to 80 points. You cannot spend points on a model that you didn't spend on another.
Everyone takes their movement phase at the same time, this includes run moves and respawning. The shooting phase is taken in the model's intiative order then everyone takes their assult phase at the same time. Models charging at each other must be within 12 inches of each other.
There are 6 respawn points dotted evenly around the map numbered 1-6. When a model is killed it will respawn in the following turn (perhaps the turn after we'll play-test), roll 1D6, the model respawns in the respective point anywhere within 2 inches of it.
Killstreaks
They are recorded indervidually per model, so you can't gain them as a team, and can be activated at any point in the turn
2 kills: UAV: Model's weaponry has an extra 6" range for one turn.
3 kills: Counter UAV: Enemy model's weaponry looses 6" range for one turn
3 kills: care package: Roll 1D6-
# 1 UAV
# 2 Counter UAV
# 3 Sentry
# 4 Bombardment
# 5-6 Ammo: Model gets +1 shot with a gun of their choice
5 kills: Bombardment (one shot)
# S8 ap3 small-blast template ordanance, 2d6 scatter
5 kills: Sentry
# 180' fire-ark. Heavy bolter at BS4
6 kills: EMP: Enemy model's weapons cannot fire for one turn
10 kills: Exterminartous: WIN!
Each model can only choose 2 kill streaks but each does so indervidually so they can choose different to their team. Also cannot choose two kill streaks of the same kill cost; as in COD6.
Right that's all I can be bothered to write for now..
Two teams of two players with 4 models each. Said models can be anything from a legal codex and for free get:
# +1 wound
# access to their codex's armoury
# access to squad upgrades (eg: flamers, grenades etc)
# chance for akimbo: wield two pistols and fire them at the same time! (at -1BS)
Additional 'perks' can be purchased limited to 1 per model, costing 10 points:
# +1 WS
# +1 BS
# +1 S
# +1 T
# +1 I
# +3" To movement
# slow and purposefull special rule (relentless being a bit too overpowered me thinks, we'll see)
Attachments can be purchased for their weaponry aswell (note: effects only count for that weapon, if they fire a different gun they won't gain the bonus) for 10pts:
# Precision scope: Increase BS by 1 (only if they haven't moved that turn)
# Frag rounds: Increases AP by 1
# Extended mags: Re-roll 1 missed shot per life (note: doesn't work with overheated plasma guns; it's blown up in your face!)
3 of a player's models have a points limit of 60 each and 1 can be up to 80 points. You cannot spend points on a model that you didn't spend on another.
Everyone takes their movement phase at the same time, this includes run moves and respawning. The shooting phase is taken in the model's intiative order then everyone takes their assult phase at the same time. Models charging at each other must be within 12 inches of each other.
There are 6 respawn points dotted evenly around the map numbered 1-6. When a model is killed it will respawn in the following turn (perhaps the turn after we'll play-test), roll 1D6, the model respawns in the respective point anywhere within 2 inches of it.
Killstreaks
They are recorded indervidually per model, so you can't gain them as a team, and can be activated at any point in the turn
2 kills: UAV: Model's weaponry has an extra 6" range for one turn.
3 kills: Counter UAV: Enemy model's weaponry looses 6" range for one turn
3 kills: care package: Roll 1D6-
# 1 UAV
# 2 Counter UAV
# 3 Sentry
# 4 Bombardment
# 5-6 Ammo: Model gets +1 shot with a gun of their choice
5 kills: Bombardment (one shot)
# S8 ap3 small-blast template ordanance, 2d6 scatter
5 kills: Sentry
# 180' fire-ark. Heavy bolter at BS4
6 kills: EMP: Enemy model's weapons cannot fire for one turn
10 kills: Exterminartous: WIN!
Each model can only choose 2 kill streaks but each does so indervidually so they can choose different to their team. Also cannot choose two kill streaks of the same kill cost; as in COD6.
Right that's all I can be bothered to write for now..
Last edited by Splinter on Thu Apr 29, 2010 5:12 pm; edited 2 times in total
Splinter- Moderator
- Posts : 57
Join date : 2010-04-20
Age : 31
killstreaks
here is an idea for 1 more kill streak
7 kills- Valkyrie support
lasts for 2 turns.
weapons:
2 heavy bolters
1 assault cannon
can be shot down, though on a 6 flares a deployed (making the shot instantly miss), flares can only be used once.
armour:
12
12
12
thats all for now
btw what are the stats of a predator missile.
7 kills- Valkyrie support
lasts for 2 turns.
weapons:
2 heavy bolters
1 assault cannon
can be shot down, though on a 6 flares a deployed (making the shot instantly miss), flares can only be used once.
armour:
12
12
12
thats all for now
btw what are the stats of a predator missile.
Andy- Posts : 22
Join date : 2010-04-18
Age : 28
Location : Your mothers bedroom
Re: Team Deathmatch
Well, thanks for that Tom, very helpful. Some refined rules, but what about my 'Pro Perk' idea? Seems kinda realistic...
As for Andy, well that Valkerie is well done, I'd already suggested something like that but nothing seems to come back from that...
So shooting is done at the same time as well? Also, I was ready AoD rules, and (they've probably taken this from Inquisitor) they came up with a nice rule:
Hamstrung
Should a model lose a wound, he will move at -1" for the rest of the came.
We could come up with a Medi-Pack kind of perk that doesn't regenerate the wound, but denies the movement penalty?
As for Andy, well that Valkerie is well done, I'd already suggested something like that but nothing seems to come back from that...
So shooting is done at the same time as well? Also, I was ready AoD rules, and (they've probably taken this from Inquisitor) they came up with a nice rule:
Hamstrung
Should a model lose a wound, he will move at -1" for the rest of the came.
We could come up with a Medi-Pack kind of perk that doesn't regenerate the wound, but denies the movement penalty?
Re: Team Deathmatch
I left the valkerie out because I think there'll be a distinct lack of anti vehicle guns on the field and it just seems overpowered to me.
And thankyou Andy for the heads up over the predator, meant it to be an orbital bombardment.
And thankyou Andy for the heads up over the predator, meant it to be an orbital bombardment.
Splinter- Moderator
- Posts : 57
Join date : 2010-04-20
Age : 31
Re: Team Deathmatch
I reckon the Predator Missile should be a Krak Missile fired from above. It'd be pretty realistic, but it has a blast range of the small blast marker?
Re: Team Deathmatch
Edit: Changed the Orbital Bombardment to just Bombardment and made it a small blast template. No more a single use richard move.
Splinter- Moderator
- Posts : 57
Join date : 2010-04-20
Age : 31
going good
now we are making real progress here, i know that the battle has been tried, but if we continue to redefine the rules we should try again.
Anyway i have decided to slightly change the Valkyrie rules.
I originally thought that giving it the good armour would make it worth the fact that 7 kills was what was needed.
To make it slightly less invulnerable against normal weapons it think the armour should now be
12
10
10
i hope this is fairer.
say if you have any more suggestions
Anyway i have decided to slightly change the Valkyrie rules.
I originally thought that giving it the good armour would make it worth the fact that 7 kills was what was needed.
To make it slightly less invulnerable against normal weapons it think the armour should now be
12
10
10
i hope this is fairer.
say if you have any more suggestions
Andy- Posts : 22
Join date : 2010-04-18
Age : 28
Location : Your mothers bedroom
Re: Team Deathmatch
Right, I say we get this thread going again.
Basically, Tom and I were discussing the idea for who moves & shoots first: at the beginning of the Game Turn, one player from each team rolls a dice. The team with the highest score goes first that game turn.
This allows players to have two game turns in a row; it can be used to represent a team striving to beat the enemy or attempting to enact heavy revenge on the enemy, or inflicting heavy casualties before the enemy can regroup etc.
Basically, Tom and I were discussing the idea for who moves & shoots first: at the beginning of the Game Turn, one player from each team rolls a dice. The team with the highest score goes first that game turn.
This allows players to have two game turns in a row; it can be used to represent a team striving to beat the enemy or attempting to enact heavy revenge on the enemy, or inflicting heavy casualties before the enemy can regroup etc.
Re: Team Deathmatch
Actually putting my vast mind to it I think it's actually a good idea, it's impossible to have two turns in a row without the enemy team also having two turns so it's all nice and even.
Splinter- Moderator
- Posts : 57
Join date : 2010-04-20
Age : 31
Re: Team Deathmatch
wow, that's exactly like how it happens in the lord of the rings, it's called 'priority'
awesome
thats a great idea. just going to ask; will there be any attachment and if so will there be any special rules to go with them.
Andy- Posts : 22
Join date : 2010-04-18
Age : 28
Location : Your mothers bedroom
Re: Team Deathmatch
Ok, so double check; the Perks are all agreed on and the Priority idea is agreed upon? If you have any objections, please state within the next 24 hours.
Re: Team Deathmatch
fine i have read the pages, out of all the things i saw that even remotely referenced perks
the suggestions on page 1 by azreal and the (practically) same suggestions i said later.
for the record if we already have decided to use them then it's ok, but that is my thought if we have not.
the suggestions on page 1 by azreal and the (practically) same suggestions i said later.
for the record if we already have decided to use them then it's ok, but that is my thought if we have not.
Andy- Posts : 22
Join date : 2010-04-18
Age : 28
Location : Your mothers bedroom
Re: Team Deathmatch
Sup folks.
Sounds like a good idea.
Sounds like a good idea.
ZAFT- Moderator
- Posts : 387
Join date : 2010-05-05
Age : 26
Location : Over there, under a hill
Re: Team Deathmatch
Considering this topic is probably for all the suggestions. I thought of the Last Stand perk. I'm not sure if anyones alreayd suggested it, but i figured some rules out for them.
If you have the last stand perk:
When you lose all your wounds, you are immobile, recieve +1 to a cover save, recieve -1BS and -2WS, you have your standard weapon that you have given your character, and if a friendly person is within 1" of the guy, he may choose to revive him(this take part in movement phase and does not hinder anything such as shooting or movement), if revived, you have 1 wound left.
In addition to this(to make this realistic), if you the wound that took you out was a 6, or one of the wounds was a 6 on the dice, and you failed to save this role, you just die, and do not have last stand, this represents you being shot in the head, and if your brains are bleeding down the wall behind you, I dont expect you to have the capacity to fight, even if you have a random zombie that just so happens to walk from COD5 to COD6
Just an idea, you can discard, i was just bored and thought i might contribute to your game slightly. Feel free to adjust or alter or take the idea(credited to me) and change it for the rules if you wish.
If you have the last stand perk:
When you lose all your wounds, you are immobile, recieve +1 to a cover save, recieve -1BS and -2WS, you have your standard weapon that you have given your character, and if a friendly person is within 1" of the guy, he may choose to revive him(this take part in movement phase and does not hinder anything such as shooting or movement), if revived, you have 1 wound left.
In addition to this(to make this realistic), if you the wound that took you out was a 6, or one of the wounds was a 6 on the dice, and you failed to save this role, you just die, and do not have last stand, this represents you being shot in the head, and if your brains are bleeding down the wall behind you, I dont expect you to have the capacity to fight, even if you have a random zombie that just so happens to walk from COD5 to COD6
Just an idea, you can discard, i was just bored and thought i might contribute to your game slightly. Feel free to adjust or alter or take the idea(credited to me) and change it for the rules if you wish.
Wills- Posts : 250
Join date : 2010-04-22
Age : 29
Re: Team Deathmatch
helloCat =^.^= wrote:Splinter wrote:
Each person has four models of no more than 60 pts each.what? anyway i do quite likey. If we do play, I think i.m gonna go with Jacob for this one... I've got a great idea...Splinter wrote:
Anyway so there're six models on each team.
the fishassassin- Posts : 113
Join date : 2010-06-29
Age : 26
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