Post by Cryptix on May 24, 2017 15:15:34 GMT
So, I've nearly finished my Custom Warcaster Campaign rules (or at least I was until PP announced bringing back fortifications ) and I was wondering if people wanted to help me test it out on Vassal?
I should probably explain how it works: basically, you make a character with the Warcaster/Warlock career in the IKRPG at 25 XP and use their stats to play Warmahordes narrative games that pit you against the GM and other players in the league. After the game, you are awarded EXP if you completed the mission's objective or slew other players, or roll on the custom critical damage table if you managed to die. You can use that EXP to level up your character exactly like the IKRPG. Most of the time, your occupational skills will be useless UNLESS they are related to an objective, so you may be able to fix up an old warjack while trying to escape with an engineer that has been captured by enemy forces if you have the mechanikal engineering skill. Stats that aren't present in the wargame like INT or PRW still affect your normal stats if increased. For the purposes of MAT or RAT, we will just use the highest related military skill with a -1 for different weapons - its assumed that you have some idea how to swing a halberd if you can use a cutlass with ease.
Each player begins with 10 WJ/BP, with careers that gave free warjack/warbeasts having +3 WJP as compensation. Everyone that can must take the special Warcaster/Warlock career for their race, but we ignore most restrictions on careers except for race and nation. You can spend EXP point on a 1:1 ratio to increase your WJ/BP, but not above 20. You start the game with a 15 point army - you can only take one warjack, which will become your character jack. You roll on the imprint table once before the campaign starts - this is your warjack's bond. The amount of boxes on your life spiral is equal to your health on the tabletop, and once you are destroyed you are removed from the scenario, and your warjacks go inert. An enemy warcaster can only reactivate your warjacks if he speaks your nation's language.
If you don't understand, I'll explain when we get started. If you don't own the IKRPG books, I can share my digital coppies off of Scribd. Tell me what you think!
I should probably explain how it works: basically, you make a character with the Warcaster/Warlock career in the IKRPG at 25 XP and use their stats to play Warmahordes narrative games that pit you against the GM and other players in the league. After the game, you are awarded EXP if you completed the mission's objective or slew other players, or roll on the custom critical damage table if you managed to die. You can use that EXP to level up your character exactly like the IKRPG. Most of the time, your occupational skills will be useless UNLESS they are related to an objective, so you may be able to fix up an old warjack while trying to escape with an engineer that has been captured by enemy forces if you have the mechanikal engineering skill. Stats that aren't present in the wargame like INT or PRW still affect your normal stats if increased. For the purposes of MAT or RAT, we will just use the highest related military skill with a -1 for different weapons - its assumed that you have some idea how to swing a halberd if you can use a cutlass with ease.
Each player begins with 10 WJ/BP, with careers that gave free warjack/warbeasts having +3 WJP as compensation. Everyone that can must take the special Warcaster/Warlock career for their race, but we ignore most restrictions on careers except for race and nation. You can spend EXP point on a 1:1 ratio to increase your WJ/BP, but not above 20. You start the game with a 15 point army - you can only take one warjack, which will become your character jack. You roll on the imprint table once before the campaign starts - this is your warjack's bond. The amount of boxes on your life spiral is equal to your health on the tabletop, and once you are destroyed you are removed from the scenario, and your warjacks go inert. An enemy warcaster can only reactivate your warjacks if he speaks your nation's language.
If you don't understand, I'll explain when we get started. If you don't own the IKRPG books, I can share my digital coppies off of Scribd. Tell me what you think!