The Daventry Vaulters
http://forum.daventryvaulters.co.uk/

rules development thread
http://forum.daventryvaulters.co.uk/viewtopic.php?f=72&t=4839
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Author:  paulus.h [ Thu Jun 12, 2014 2:19 pm ]
Post subject:  rules development thread

ok so this thread is for you to download the dreadship killteam rules and to help work out the kinks, develop the campaign. please only post to this thread if you have an idea you'd like to see or a query about the rules!

https://www.dropbox.com/sh/ixx5pdx6ix4z ... xgzTkq2FCa will give you access to all the rules for the ship and the edited heralds of ruin killteam rules! Many thanks to the heralds guys, without them this wouldn't have been possible.

http://s1312.photobucket.com/user/pablo ... %20Uploads will give you a slideshow of the construction of the killteam ship as its being developed! more photo to be added from last nights game!

please note this is a work in progress and there may be some rough edges(painting and ruleswise) that will get refined over time, currently theres around 100hours in this project: between casting, laser cutting, painting and rules playtesting.

if anyone wants to try it just download the rules and pm me to book your place asap, as spaces in games are filling up fast!

https://www.dropbox.com/sh/sgv5dmkvqi5u ... Gm9t7yuBYa will give you access to all the v2(6th edition) army lists. v3(7th edition) lists are available from the heralds of ruin site!

Author:  TalonBay [ Mon Jun 16, 2014 12:40 pm ]
Post subject:  Re: rules development thread

One thing that struck me about the free weapon from the weapon store, whoever choses to deploy first has a strong incentive to chose that location as it's always a freebie. Perhaps make it only give out the weapon if you get the right sub-mission?

Author:  TalonBay [ Mon Jun 16, 2014 12:43 pm ]
Post subject:  Re: rules development thread

I think you'll get a much better variety of events if the sub-missions are more open to everyone, some only make sense for one race or another (and they can be grouped together as a single this-or-this-or-this sub mission) but most could be done by anyone and it'll take a while to get to the point they're repeating.

Author:  paulus.h [ Tue Jun 17, 2014 12:24 pm ]
Post subject:  Re: rules development thread

TalonBay wrote:
I think you'll get a much better variety of events if the sub-missions are more open to everyone, some only make sense for one race or another (and they can be grouped together as a single this-or-this-or-this sub mission) but most could be done by anyone and it'll take a while to get to the point they're repeating.


I understand what your saying gary, however the armoury contains weapons that certain races such as eldar cant actually use, so is of no use to them, however it may cause other teams to split up giving them an advantage overall. And then there is the eldar prisoner which you can help escape if you want, which will give you a free guardian for the following round( obviously this is of no use to any of the teams that can get a free weapon from the armoury)

Also some of the secondary missions are designed to stop any abuse of these 'freebies' as im sure youll find out in the coming games! Especially when we up it from 3 attackers to 4 or 5!

i have also designed two extra scenarios for when the power goes off, which will change things up a bit, and there are also further ship sections planned which will give other perks/bonuses.

Anyway thanks for the feedback, im sure we will discuss it more next game!

Author:  TalonBay [ Tue Jun 17, 2014 12:52 pm ]
Post subject:  Re: rules development thread

Just to be clear, thought the game was fun, just trying to make sure there's enough variety to keep it fresh. Seems a shame to have only half a dozen sub-missions when there must be at least twenty that were on those sheets that are fine for each race. Happy to play along and see how it goes though.

Author:  paulus.h [ Tue Jun 17, 2014 1:45 pm ]
Post subject:  Re: rules development thread

TalonBay wrote:
Just to be clear, thought the game was fun, just trying to make sure there's enough variety to keep it fresh. Seems a shame to have only half a dozen sub-missions when there must be at least twenty that were on those sheets that are fine for each race. Happy to play along and see how it goes though.

Think of those mission cards as a taster of whats to come, believe me when i say;
"This ships in for one H.E.L.L of a bumpy ride!"
and weve got tau, orks, guard, nids, chaos space marines, assasins, necrons, inquisitoral warbands and more all yet to set foot on the ship.

Author:  sparkydave [ Tue Jun 17, 2014 2:46 pm ]
Post subject:  Re: rules development thread

paulus.h wrote:
which will give you a free guardian for the following round!


To eat? :D

Author:  paulus.h [ Tue Jun 17, 2014 2:56 pm ]
Post subject:  Re: rules development thread

Just for eldar forces Im afraid, but theres lots of crew for you to munch dave and Nids can get a free stealer hybrid!

Author:  sparkydave [ Tue Jun 17, 2014 3:35 pm ]
Post subject:  Re: rules development thread

Paulus.h wrote:
Just for eldar forces Im afraid, but theres lots of crew for you to munch dave and Nids can get a free stealer hybrid!


Lexicanium wrote:
However, after the planet comes to the Hive Fleet's notice, the destiny of the cult is sealed, because all surviving members are absorbed like the rest of the planet


to eat :lots of love:

Author:  paulus.h [ Tue Jun 17, 2014 4:48 pm ]
Post subject:  Re: rules development thread

Sure killteam fluff said its like a scouting tendril heading off infront of the main hive and NOT the actual hive itself, hence do as you will with him, absorb or keep!(as long as i get my model back!)
Post game you can exchange him for requisition points or keep the stealer hybrid as most if your list doesnt actually learn anything skills-wise he might come in useful.

Author:  sparkydave [ Tue Jun 17, 2014 5:42 pm ]
Post subject:  Re: rules development thread

Was a joke :P
I look forward to ripping face off and gathering cool stuff... hybrids are / were cool

Author:  paulus.h [ Thu Jun 26, 2014 11:14 am ]
Post subject:  Re: rules development thread

So last night there wasnt a carnifex behind the "prize" door in the tunnels. Instead we had:
Stan's stats
Ws0 bs0 s3 t4 w2 i1 a0 ld10 sv4+
Suicide Stan(aka the beast)
Stan is out of his mind on drugs, has strapped every grenade he can find and a big tank of pyrethium on his back, lit a flare and is out to end someones day, BADLY! :lots of love:

Stan moves/runs/charges towards the nearest model and will explode(large template st8 ap3) when he makes base contact with any other model. :twisted:

Due to the flare any shots at stan can only be snap shots.

If Stan explodes he dies instantly in a shower of blood, but drops a 2vp token. If a model carrying this token is removed from play it is dropped and may be picked up by another model.
(Control of this token at end of game grants 2vp)

Im working on another couple of ideas for the "prize door" but all suggestions are welcome(drop me a pm)

Author:  TalonBay [ Thu Jul 03, 2014 1:19 pm ]
Post subject:  Re: rules development thread

As we're playing there are rules that get confused, one of these is the impact of being knocked down when people are attacking you.

If you're being shot at my understanding is that the attacked still rolls ToHit, ToWound and ToSave as normal, I think there's a 5+ cover save for lying on the floor (but I may have imagined that). Any wounds and you just remove rather than roll for effect.

If you're attacked in melee then the hits are automatic, it's just a roll ToWound and ToSave, any wounds and the troop is removed rather than rolling for effect.

Is that how everyone else understands it? I think we've been removing stuff more quickly by just allocating hits to them in melee and removing them, if we're continuing that then we just need to make it clear exactly how that works (auto-hit, auto-wound, just remove?). It does make it easier to clear out some of the big guys (yeah Wraithguard!).

Author:  paulus.h [ Thu Jul 03, 2014 2:09 pm ]
Post subject:  Re: rules development thread

TalonBay wrote:
As we're playing there are rules that get confused, one of these is the impact of being knocked down when people are attacking you.

If you're being shot at my understanding is that the attacked still rolls ToHit, ToWound and ToSave as normal, I think there's a 5+ cover save for lying on the floor (but I may have imagined that). Any wounds and you just remove rather than roll for effect.

If you're attacked in melee then the hits are automatic, it's just a roll ToWound and ToSave, any wounds and the troop is removed rather than rolling for effect.

Is that how everyone else understands it? I think we've been removing stuff more quickly by just allocating hits to them in melee and removing them, if we're continuing that then we just need to make it clear exactly how that works (auto-hit, auto-wound, just remove?). It does make it easier to clear out some of the big guys (yeah Wraithguard!).


Yep i admit these are getting confused in the heat of battle, we should be playing it as in the instructions which is auto hit for melee attacks against downed models and auto removal against stunned models if a single close combat attack is designated to it. Shooting still needs to roll to hit/wound as normal but they do get a +1 cover save due to being prone!

In addition if your roll a 6 to wound it adds +1 to any resulting injury roll.

Hopefully now my teams been evicted i can spend a little more time making sure everyones on the same page with this stuff, and make any minor adjustments that need making!

Author:  TalonBay [ Thu Jul 03, 2014 2:25 pm ]
Post subject:  Re: rules development thread

So stunned models are auto-removed by allocating a single attack in melee but face up need to be wounded.

Is the injury roll the face up/down/removed roll?

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