Difference between revisions of "Space marines of the 41st millenium"

From benscondo.wiki-rpg.com
Jump to: navigation, search
(The Rules)
(One Shot)
 
(21 intermediate revisions by 2 users not shown)
Line 2: Line 2:
  
 
==The Big Idea==
 
==The Big Idea==
The idea here is that the bulk of the players are Space Marines: roided out, superhuman killing machines, one unit of a few that are stranded on a bombed-out hive-world colony, trying to preserve the people that are left, and fight off an alien menace, and at the same time try to preserve what society is left on the planet.  Likely the planet will have its secrets, as well...
 
  
I'd probably set this game in the WH40k universe, on a planet stuck in the Maelstrom, so the players would be from one of the chapters of marines that's more like grizzled special forces, and less like fanatical crusaders.
+
The players are Space Marines from a Chapter seeking redemption, sent on a secret mission to put down an insurrection.  They must have the wisdom to deploy their awesome might at the appropriate time.  They must ensure that the Emperor's property is not damaged.  They must uphold the laws of the Imperium, and those who disobey will be judged.
  
The central core of the game wouldn't be combat, though it'd happen.  It'd be the fact that the players are highly trained killers, but their relative power makes them the defacto leaders of the planet.  Sure, a Navy SEAL is great at killing the hell out of people - is he so great at talking down the family of someone killed in the crossfire?  Is he good at ensuring the peace?  Can he keep a society stable without going native?
 
  
 +
The players are authority figures, and the challenge will be to know how and when to use that authority.  The fun part will be when it's finally time to pull out the stops and load the bolter with whup-ass!
 +
 +
==Duration==
 +
 +
The game would last a finite number of sessions; at some point the players will have accomplished their goal and will want to leave.
  
 
==The Rules==
 
==The Rules==
  
I've decided that for a one-shot, I'm gonna change this up to use the DitV system.
+
Moved to [[Space Marines in the Vineyard]]
  
The idea is the same; the players are Marines, sent to a planet for a reason of some kind, and have to  lead/inspire/browbeat/kill the regular people on that planet.
+
==The Characters==
  
I see large-scale squad-style fights involved, with each player leading some number of other NPCs in battle.
+
Characters would be, obviously, Space Marines, from the Astral Claws chapter.  There's no real restriction on what sort of Space Marine you want to play; it could be a Librarian, or a Chaplain, or whatever, but you don't get extra dice for it.  Just choose your Traits differently.
  
 +
The players should all be of roughly the same rank.  The Sergeant will be an NPC.  Auxiliaries  such as Librarian or Chaplain or Apothecary or Techmarine have no formal rank, as they're outside the heirarchy.  When attached to a unit, the Sergeant has ultimate authority, though opinions from auxiliaries are always welcome.  For that matter, opinions from the soldiers are considered as well; the Astral Claws take pride in pragmatism over practicality.
  
===Space Marines in the Vineyard===
+
I'm gonna have a few additional rules to DitV's character creation system, they're listed below:
  
Marines work better for the DitV system than a lot of other options, I think; they have a command structure, and a nominal mission, so they generally have an incentive to get involved in a situation for better or worse.
+
[[SMitV Characters]]
  
Special rules would be as follows:  a Space Marine automatically gets a 'super' trait, rated at d20 (oh so nerdy), called "Space Marine".  If the player can make a good argument to fellow players and the GM that a Space Marine would be better in this given situation, he can roll it - it's just that when using it in raises, the player needs to have a suitably outsize description of what happens, like "I spit my Space Marine acid in his face, knee him in the groin, and pin him on the ground."  You can't roll your Space Marine die unless it's a suitably dramatic action.
+
==The Setting==
  
===Dramatic Large Battle System===
+
The Imperium of this game is different from the Imperium made familiar by official works.  Beyond the Imperial propaganda lies the truth of the matter.
  
Since a fair amount of SMitV would revolve around leading troops into battle, I've innovated the Dynamic Large Battles in the Vineyard (DLBitV) system.  Mechanically, it's similar to the standard conflict resolution in DitV. 
+
[[Space Marines - Background Primer]]
  
====Types====
 
Battle is broken up into types:  Parley, Long-range, and Close.  The Stats rolled for the various stages of battle are different though - Heart + Acuity for Parley, Acuity + Will for Long-range, and Body + Will for close range.
 
  
Each is a specific conflict, and the winner of an early phase takes bonus dice to the next phaseAny unused dice from an early phase may also be carried over into the next.
+
The protagonists:  Disgraced Space Marine chapter the Astral Claws.  Their Chapter Master, Lugft Huron, has disappeared amongst charges of apostasyThe Chapter soldiers on, doing what it can to protect its charge of humanity.
  
Giving in a phase means termination of the entire conflict and that fallout up to that point is calculated.  A Commander can't Give in the Parley phase and then initiate Long or Short range conflict - a phase must be played completely through, until one side has no dice left.
+
[[Astral Claws History]]
  
====Commander====
 
The Commander of a force will always be a PC Space Marine, or an Important NPC.  They use their same Traits, whichever applicable for the current phase of combat.  Note that two PC Space Marines cannot join into one force, and that a force composed only of a PC Space Marine or NPC is completely viable. 
 
  
====Soldiers====
+
The setting:  The once-great planet of Belegos is under attack from insurgency.  Myr Wosek, the acting master of the Astral Claws, has volunteered two entire Tactical Squads to stabilize it - no other forces are nearby, and the matter is of such urgency that the High Lords of Terra have appealed directly to the 'rebel' Astral Claws for help, as they have no where else to turnWhile exact opinions in the Chapter are divided on a best course of action, nearly all agree this is a ripe opportunity...
Solders are rated in dice, added as Traits to the Commander's Traits, and rolled at the time they're brought into playRaises using soldier dice must account for the actions those soldiers take.  For instance, if your Force had "Veteran Scouts 2d8", and you committed them during the Parley phase, you'd roll the dice then, and probably do some raises against the information your scouts collected.
+
  
====Miniatures====
+
[[Space Marines - The Planet Belegos]]
  
Ideally, the battle is played out with miniatures, on a tabletop space.  Every raise involves moving some of these miniatures around; if the raise is the Commander's and a general tactical maneuver, the Commander can move any of his models; if it's only from Forces dice, then only the Forces whose dice are involved in the raise may move.
 
  
 +
== One Shot ==
  
=====Fallout====
+
The One Shot is loaded and ready.  The Astral Claws have been branded traitors by the Ecclesiarchy,  and are in a pitched battle with the zealous Imperial Fists for the future of the Chapter.  The war is in its early campaign, with agents of the Imperial Fists deploying to the Astral Claws' colonies in order to eliminate their recruiting stock and cut off their supply lines.
  
Fallout isn't calculated until after the battle(?).  Dice of Fallout cancel out dice of Forces or act normally on the Commander, at the Commander's discretion.
+
Lugft Huron has commanded the defense of these planets, in order to give his petitions to the Administratum for relief time to bear fruit.
  
==The Setting==
+
The planet Corusil is an important tributary to the Astral Claws, an especially fertile agricultural world.  The Fists are running light recon and raids across the planet's surface.  Huron has ordered that the defense be thin and use the planet to its advantage, in order to keep the bulk of the Claws in reserve for a decisive strike.
  
The setting would be a world in the Maelstrom, so cut off from the Imperium at large.  Furthermore, they'd be crash-landed on a planet with no real hope of escape.  I think the Marines in question would be Astral Claws, the chapter of Huron Blackheart, famous renegade, though the story from his side of things is a little different.
+
A Tactical Squad has been deployed to the town of Po, a farming community of some 1000 residents.
  
[[Astral Claws History]]
+
[[SMitV One-Shot Recap]]
 +
 
 +
== Characters ==
  
Since the players are stranded, equipment would be limited.  To represent this without it becoming the focus of the game, I think I'd allow a certain amount of equipment use per session more or less without penalty, but extended use (say full-auto bolter spray, or several armor-penetrating hits) incurs a penalty to future freedom of equipment use.
+
[[Space Marine Characters]]

Latest revision as of 12:50, 16 June 2007

I'm gonna try a different tack with this game, assuming it ever happens: I'm gonna lay out the plan ahead of time, so that everyone knows what the game is about, instead of challenging the players to discover that on their own.

The Big Idea

The players are Space Marines from a Chapter seeking redemption, sent on a secret mission to put down an insurrection. They must have the wisdom to deploy their awesome might at the appropriate time. They must ensure that the Emperor's property is not damaged. They must uphold the laws of the Imperium, and those who disobey will be judged.


The players are authority figures, and the challenge will be to know how and when to use that authority. The fun part will be when it's finally time to pull out the stops and load the bolter with whup-ass!

Duration

The game would last a finite number of sessions; at some point the players will have accomplished their goal and will want to leave.

The Rules

Moved to Space Marines in the Vineyard

The Characters

Characters would be, obviously, Space Marines, from the Astral Claws chapter. There's no real restriction on what sort of Space Marine you want to play; it could be a Librarian, or a Chaplain, or whatever, but you don't get extra dice for it. Just choose your Traits differently.

The players should all be of roughly the same rank. The Sergeant will be an NPC. Auxiliaries such as Librarian or Chaplain or Apothecary or Techmarine have no formal rank, as they're outside the heirarchy. When attached to a unit, the Sergeant has ultimate authority, though opinions from auxiliaries are always welcome. For that matter, opinions from the soldiers are considered as well; the Astral Claws take pride in pragmatism over practicality.

I'm gonna have a few additional rules to DitV's character creation system, they're listed below:

SMitV Characters

The Setting

The Imperium of this game is different from the Imperium made familiar by official works. Beyond the Imperial propaganda lies the truth of the matter.

Space Marines - Background Primer


The protagonists: Disgraced Space Marine chapter the Astral Claws. Their Chapter Master, Lugft Huron, has disappeared amongst charges of apostasy. The Chapter soldiers on, doing what it can to protect its charge of humanity.

Astral Claws History


The setting: The once-great planet of Belegos is under attack from insurgency. Myr Wosek, the acting master of the Astral Claws, has volunteered two entire Tactical Squads to stabilize it - no other forces are nearby, and the matter is of such urgency that the High Lords of Terra have appealed directly to the 'rebel' Astral Claws for help, as they have no where else to turn. While exact opinions in the Chapter are divided on a best course of action, nearly all agree this is a ripe opportunity...

Space Marines - The Planet Belegos


One Shot

The One Shot is loaded and ready. The Astral Claws have been branded traitors by the Ecclesiarchy, and are in a pitched battle with the zealous Imperial Fists for the future of the Chapter. The war is in its early campaign, with agents of the Imperial Fists deploying to the Astral Claws' colonies in order to eliminate their recruiting stock and cut off their supply lines.

Lugft Huron has commanded the defense of these planets, in order to give his petitions to the Administratum for relief time to bear fruit.

The planet Corusil is an important tributary to the Astral Claws, an especially fertile agricultural world. The Fists are running light recon and raids across the planet's surface. Huron has ordered that the defense be thin and use the planet to its advantage, in order to keep the bulk of the Claws in reserve for a decisive strike.

A Tactical Squad has been deployed to the town of Po, a farming community of some 1000 residents.

SMitV One-Shot Recap

Characters

Space Marine Characters