Showing posts with label MiniSix40k. Show all posts
Showing posts with label MiniSix40k. Show all posts

Monday, 21 January 2013

Dredd: How To Game It

Pictured: THE LAW
So, because I was ill as fuck over the weekend, the girlfriend's flatmate picked me up a copy of Dredd on DVD to cheer me up.

I loved the movie. It managed to perfectly recreate the look of the comics - I wasn't all that convinced by the choice of South Africa, at first, but it turns out that Cape Town pretty much looks exactly like Mega-City One. It mixes ultra-modern, sleek aesthetics with junker vans and slums, and even has those wonderful mixes (like the futuristic flyover built from concrete, cutting through a regular "Americanised" street, with shanty houses on one side). It's awesome!

The casting was good - Olivia Thirlby makes a slightly younger-than-usual Psi-Judge Anderson, but pulls off the "badass rookie" pretty well, and Urban nails it. Lena Heady was a little take-it-or-leave-it as Ma-Ma - I can think of a lot of female actresses out there who could have brought more to the role. But, she wasn't terrible. Plus, movie-geek rage happened when her scar make-up couldn't stay consistent between shots.

The SFX were well-realised - they added to the scenes, rather than dominating them (a common problem in bigger-budget movies). Practical effects are used for most of the movie, with the real exceptions being the scenes powered by the perception-altering drug Slo-Mo - thus adding to the feeling of unreality (and, in theatres, most of the 3D elements were Slo-Mo scenes as well!).

But, the thing that stuck in my head was how much fun it might be to run a game in the setting.

The first thought was a skirmish-style game, as I've been wanting to try a little bit more wargaming recently. Necromunda is pretty much already a hab-riot on the tabletop, but the rules for playing as a smaller, elite force (like the Arbites) as versus a larger gang are a bit wonky. Plus, the Arbites in a campaign game have a few issues (like the system of replacements and hiring).

Inquisitor28 could be a good fit, particularly inspired by this post. A small group of Judges/Arbites, controlled by one player, and the inhabitants by another player (or multiple players). You could have simple survival as the goal, but it's always more fun to have a clear objective in Inquisitor (perhaps, similar to the movie, the Arbites have to protect a witness/perp, and the other gangs need to make sure they don't get out alive/they're the ones who kill the witness/they steal the witness away for their own nefarious purposes). I'd maybe consider modifying the rules to reflect ammo (even just price up clips, etc), and track wounds a little more "realistically" for the Arbites. Building a multi-level environment might pose a problem, but it surely can be done!

There is also a new Judge Dredd miniatures line and Skirmish Game from Mongoose Publishing, which are both pretty top-notch. The rules are a free download, for one thing, and the miniatures are sculpted suspiciously similar to the Wargames Foundry 2000AD Miniatures, and their Street Violence Range as well - meaning that you have a lot of options for this one.

I'll pop up a quick review of the rules soon.

I also thought about full-on roleplay in the setting. While there is a Judge Dredd system out there, I was never a fan. So, searching about, I thought MiniSix could make a good starting point. But, then I thought - really, the Warhammer 40k setting has borrowed so much from the Dredd setting, that it's time to give something back...

I'll pop up some conversion ideas for running Dredd in the WH40kRPG system this week - stay tuned!

Sunday, 18 November 2012

What I Want To Run

I'm getting a hankering for GMing once again, so I'll post up what I fancy running in case I can direct a few people here to choose what they want to play.

Also, should anyone in the Glasgow area fancy one of these games... well, leave a comment and we'll see what we can do!

The Sacred Art of Stealing
This city is rotten. The Noble Families have wrought nothing but nepotism and corruption here - how often do the streets run red with the blood of innocents due to their personal, petty struggles?

The Guard has either fallen or joined their cause. They become more brash - practically criminals themselves, bar a dedicated few. There's no guilds, unions, or organisations left that haven't had the taint of their hand in their ranks.

Well, there is one... The Thieves Guild.

Players take the role of members of the Valerian's Reach Thieves Guild, the only organisation not infiltrated by the local Noble Families to be used in their wars over territory and personal squabbles. It's time they learned their lesson - the hard way.
  • Mission-based, with sandbox elements (so, the players will receive specific orders from their superiors, but are free to pursue them as they see fit, as well as "downtime" between missions where they can follow personal plots and side-quests).
  • Gritty, low-powered game - players should be able to think their way out of trouble, rather than rely on their combat abilities.
  • Low Magic - magic items are rare (as in unpurchasable, for the most part), and access to spellcasting will be limited. There might be simple firearms (black powder weapons), depending on interest.
  • Either 3.5 or Pathfinder, using the E6 variant and a few other tweaks.
What You Are In The Dark
Let me tell you something. The world isn't what it seems. Behind closed doors, under the cover of night... things stir and toil against humanity. Witches who cloud the minds of men. Beasts who take human form, to better prey on us. Creatures of the night who survive by killing us, devouring our souls to reproduce. Ancient entities that walked the Earth before life was truly born.

And we won't stand for it. Each of us... a candle against the unending night. We won't ever "win" - no one candle can light up the darkness. But enough of us together, we can push it back, even just a little.

And if we're lucky... well, it only takes one candle to start a wildfire.

Tool up. We're going hunting.

Players take the role of Hunters in the World of Darkness version of Glasgow - a bright, striving city by day, which hides a seedy underbelly of corruption, death, and the occult. Can you defend your homes, your families, the innocents of the city, with little more than your bare hands, your wits, and sheer determination?
  • Hunter: The Vigil Chronicle (nWoD system) with a few of the Hacks from various sources.
  • Somewhat more "heroic" than normal, but still deadly and grim.
  • Sandbox - choose how and where you wish to protect, and be prepared for assaults from all sides.
  • Players should expect a lot of investment in the setting - they'll be setting up relationships, creating NPCs and locales, maybe even helping to dictate the enemies they face.
The Fall of House VanDemarr
It is the 41st Millennium. For more than a hundred centuries the Emperor has sat immobile on the Golden Throne of Earth. He is the Master of Mankind, and master of a million worlds by the might of his inexhaustible armies. He is a rotting carcass writhing invisibly with power from the Dark Age of Technology. He is the Carrion Lord of the Imperium for whom a thousand souls are sacrificed every day, so that he may never truly die.

To be a man in such times is to be one amongst untold billions. Fortunately, you are not just a man - you're one of the richest men that humanity has ever seen. You are a Rogue Trader, and the uncharted depths of the galaxy are your playground. You and your closest advisors plumb the darkness, find lost human civilisations, dread xenos, The Witch, The Mutant, and The Heretic. And, most importantly,
profit.

There is no peace amongst the stars, only an eternity of carnage and slaughter, and the laughter of thirsting gods. 

Strap on your most expensive hat, and wolf down this white truffle and caviar sandwich, Lord-Captain - we're going to Hell and back.

Players take the role of a Rogue Trader and his crew, plundering the stars for fame and profit. You'll face problems, enemies old and new, invasions, and the results of your own
  • Total sandbox - I'll throw out a few plot hooks, but this is a game driven by the crew's thirst for profit.
  • The tone will be skewed towards "grimdark" - an incredibly serious game, so serious it's totally ridiculous. Mainly though, it's pulpy action and adventure/investigation/whatever you get up to.
  • I have a few systems in mind for this one. First, Risus - I laid the groundwork for such a game here. And, again, MiniSix40k has passed through my mind, too.
  • There's an awesome Apocalypse World Hack here which is the most likely system.

Thursday, 25 October 2012

Another Technical Delay...

This time, self-imposed - I have updated the old Notebook O' Doom to Linux.

I now have it up and operational, which will mean that regular posting should be resumed shortly.

What I've got in the pipeline:

  • A few mini-dungeon maps I've been doodling
  • A short adventure for Microlite20, which I've ran with a couple of groups
  • Some more Microlite20 House Rules and Advances
  • A few reviews
  • Possibly the start of a series of adventures for the Kobold Ascension Fight campaign (system still undecided)
  • Some more MiniSix40k stuff
  • The Warrior's Guide To Being a Fighter
And many, many more!

Sunday, 9 September 2012

MiniSix 40k Bestiary: Humanity

The Koronus Expanse is packed full of the sorts of right nasty fuckers you'd do better to avoid than fight. That being said, it's not always that possible. Although, sometimes the allure of more Thrones than they can shake a stick at might bring them over to your side - always try diplomacy first, failing that CASH MONEY, and failing both of those, the biggest gun you can find.

These guys are all modified from pre-existing sample characters in the MiniSix book, bar the Astartes.

Average Human
The common or garden Imperial subject.
Strength: 2D Intelligence: 2D
Agility: 2D Fellowship: 2D
Skills: Any three at +1D each
Gear: As needed by profession.
Static: Dodge 6, Soak 6

Adept - Int 2D+2, Common Lore 1D, Trade (Pick one) 1D, one other Skill (by Home World)
Entertainer - Fel 2D+2, Perform 1D, Charm 1D, one other Skill
Hired Gun - Agl 2D+2, Pistols 1D, Dodge 1D, Intimidate 1D, Laspistol or Hand Cannon, ballistic armour (+3)
Native Guide - Str 2D+1, Fellowship 2D+1, Tracking 1D, Navigation 1D, Blades 1D, Knife (+1D), Crossbow (3D), leather armour (+1)
Scum - Fel 2D+2, Charm 1D, Deceive 1D, Knives 1D (for a Cultist, add Forbidden Lore (pick one))
Voidfarer - Int 2D+1, Fel 1D+2, Navigation 1D, Ship Lore 1D, one other skill


Imperial Guardsman ***
The footsoldiers of the Imperium's war machine.
Strength: 3D+1 Intelligence: 2D
Agility: 2D+1 Fellowship: 2D
Skills: Dodge 3D+1, Rifles 4D+1
Gear: Flak Armour (+4), Lasgun, copy of The Imperial Infantryman's Uplifting Primer.Static: Dodge 10, Block 10, Soak 10(14)

Traitor Guard - Fel 1D, Forbidden Lore 2D








Adeptus Arbites ***
They ARE the law.
Strength: 4D Intelligence: 2D+1
Agility: 3D+1 Fellowship: 2D+1
Skills: Brawling 5D, Dodge 4D+1, Pistol 5D+1, Melee 4D+1
Gear: Carapace Armour (+6), Hand Cannon (4D) or Bolt Pistol (5D) or Combat Shotgun (4D+2), shock maul (+3D, stuns for 1d3 rounds)
Static: Dodge 13, Block 15, Parry 12, Soak 12(18) 




Adeptus Astartes ***** Scale: +2D/+6
The Emperor's Angels, His Will Incarnate
Strength: 6D Intelligence: 3D+2
Agility: 4D Fellowship: 3D
Skills: Melee 6D+1, Rifles 6D+1, Pistols 6D+1, Dodge 4D, Intimidate 3D
Perks: Space Marine, Black Carapace (removes Scale penalties, keeps bonuses)
Gear: Astartes Power Armour (+10, +1D Might), Chainsword (+6D) and Bolt Pistol (5D) or Boltgun (6D)
Static: Dodge 12, Block 19, Soak 18 (28)

Thursday, 30 August 2012

MiniSix 40k: Weapons

Weapons are incredibly easy to convert over to MiniSix. Most are simply represented by their damage dice - not only is ammo not a problem for Rogue Trader characters (being that you can afford to buy a manufactorum to make all the ammo you'll ever need), but MiniSix's cinematic feel means that reloading isn't a massive concern.

Weapons are split into several "categories", each with its own Skill. Usually, possessing the appropriate Skill will allow a character to use that particular type of weapon, though GMs may over-rule this for certain types of weapons (Exotic ones in particular - while a pistol-shaped, pistol-like Archaeotech device may be usable under the Pistols Skill, an Eldar Shard Pistol might need a Skill dedicated to its use).

Notes

The damage ratings for each of these weapons correspond to firing either a single shot (for pistols, rifles, etc) or for firing a single burst (auto-weapons, stubbers etc). Weapons which can fire on fully automatic can fire multiple bursts, trading a die on the to-hit roll for a die of damage, to a maximum of 3 dice (so, an autogun can fire three bursts on "full auto", at -3D to hit, for an extra 3D damage).


Melee Weapons
Knife - +1D
Sword - +2D+2
Axe - +3D

Modifications
Chain - +1D
Power - +2D, has a 70% chance to break non-Powered weapons on a successful Parry (or automatically if the Wild Die shows 6).
Force - add half the user's Psy Rating (rounded up) to the dice total (so, a Psyker with Psy Rating 3 will wield a Force Sword as a +4D+2 weapon).


Pistols
Laspistol - 3D+2
Hellpistol - 4D+2, discard the lowest dice
Stub Gun - 3D
Hand Cannon - 4D
Autopistol - 3D+2
Shot-pistol - 4D+1
Bolt Pistol - 5D

Rifles
Lasgun - 4D
Hellgun - 5D, discard the lowest
Lascarbine - 3D+2, can be used one-handed
Long-las - 5D
Autogun - 5D
Shotgun - 4D+2
Boltgun - 6D

Heavy
Heavy Bolter - 4D, Scale +4D/+12
Lascannon - 5D, Scale +4D/+12
Autocannon - 5D, Scale +2D/6
Heavy Stubber - 6D

Melta + Plasma
Inferno Pistol - 7D
Meltagun - 7D, Scale +2D/+6
Thermal Lance - 7D+2, Scale +2D/+6
Multi-melta - 6D, Scale +4D/+12
Plasma pistol 7D
Plasmagun 8D
Plasma cannon - 4D, Scale +4D/+12

These numbers are mostly taken straight from Arkat's previous thread on RPG.net, so kudos to him for allowing me to reprint them here. Some might be changed after some playtesting.

Sunday, 19 August 2012

MiniSix 40k: Availability

Weapons in Rogue Trader-level campaigns are partially defined by their Availability - a stat that represents both price and ubiquity.

The list below gives a rough idea of the levels of availability, along with the appropriate TN for Profit Factor tests to acquire them.

Common (Very Easy) - Lasgun, several dozen lesser items (like ration packs, lho-sticks, etc).
Scarce (Moderate) - Demolition Charge
Rare (Difficult) Krak Grenade
Extremely Rare (Very Difficult) Digital Weapon
Near-Unique (Heroic) -Tempest Bolt Shells

The Scale of an Acquisition may affect how easy it is to make the purchase. The smaller the purchase, the better the bonus to the Profit Factor Test. On the other hand, purchasing enough power armour to protect a full regiment of soldiers would be beyond all but the most affluent of Rogue Traders - such large purchases will receive a penalty to the Acquisition roll.

Negligible (+10) - Single item
Trivial - (+6) - Squad (3–5)
Minor - (+3) - Platoon (10–30)
Standard - (+0) - Company (50–100)
Major (-3) Regiment (500–1,000)
Significant (-6) Division (2,000–5,000)
Vast (-10) Army (10,000+)

Of course, the GM is the final arbiter of what items may be purchased, and in what quantities - while purchasing 10,000 packs of lho-sticks to keep your personal army happy might not even need a roll, equipping each of them with Power Swords and their own personal Archaeotech sidearm will be beyond even the capabilities of the most powerful people in the Expanse, regardless of what the dice say.

By the same token, the area an Acquisition is made plays a large role in how likely it is to succeed. GMs should use their common sense - while a Forge World might be able to sell you an army's worth of weapons, a planet barely out of the Dark Ages and using black powder weapons won't be able to make that many of their own weapons, let alone the standard-issue laspistol.

Thursday, 16 August 2012

MiniSix 40k: Profit Factor

Profit Factor is an abstraction of the group's mighty wealth. To a Rogue Trader, a bolt pistol is not something to be scrounged and saved for, like most of the Imperium's subjects - it's something to be bought in the numbers to outfit an army. Rogue Traders come from massive amounts of wealth, and regularly engage in acts of derring-do, piracy, and sublime contract-negotiation, all in the pursuit of greater material possession.

Profit Factor does not cover just money - it represents wealth tied up in land, trade deals, priceless heirlooms and artifacts, and so forth. It is these contracts and deals that make a Rogue Trader wealthy, not just coin. To save the massive amounts of bean-counting and Throne-pushing, Profit Factor is not counted by the coin - instead, it is given as dice.

1D - destitute (for a Rogue Trader)
2D - starting wealth for most Dynasties
3D - up and coming
4D - comfortably wealthy
5D - very well off
6D - rich by even the high standards of a Rogue Trader
7D - the most powerful Dynasties in the Expanse.

As a warning: operating on the "+1 pip per Endeavour" scale means that the players might only require 16 such Endeavours to get up to 7D. While this might be suitable for some of the larger-scale plots and plans, it leaves little room for the smaller deals.

To counter this, I suggest having Greater and Lesser Endeavours.

Greater Endeavours are grand, involved, difficult plots, which should be spread over multiple game sessions, with multiple objectives which contribute to the overall effectiveness of the plan. These should tax the Explorer's resources sufficiently, such as converting a whole system of planets to the Imperial Creed, or finding the final resting place of a legendary lost ship, or settling a long and arduous trade route through the Warp. These grant +1 pip (perhaps +2 for particularly nightmarish ordeals, or incredibly high-risk, high-reward deals, though these should be rare). A Greater Endeavour that grants a whole die to Profit Factor should be the basis of a campaign, more than a series of sessions - and is most likely easier to split into three 1-pip objectives.

Lesser Endeavours are somewhat more manageable - possibly even wrapped up within a session. Setting up a small trade route, setting up a Cold Trade business on a newly-founded space station, clearing a current trade route of a minor threat, or securing exclusive rights to the sale of a particular pattern of weapon to a Forge World would all fall under this banner.

Lesser Endeavours earn "points". Six points make up a "pip". GMs who wish a more light-hearted tone might even make each point a letter in the word "PROFIT" (this make for a great visual aid, writing up each letter as they approach the pip).

When a character wishes to acquire something, he rolls the group's Profit Factor dice against a Target Number - success means you can get your hands on it, failure could mean it is unavailable at that location, that it might take a few weeks to order in, or just that you can't find a merchant willing to sell it. Note that failure doesn't mean "you don't get it" - just that it's not instantly available. Each item will have an Availability in their stats, which will give you a TN for average purchase.

As a rough guide, common items and services don't need to be rolled for. Unless you're in the middle of bumfuck nowhere, you can walk into any Imperial city and buy a pack of lho-sticks, a laspistol and a cheap hooker. If you're looking to acquire, say, 100 laspistols, of a specific pattern and colour scheme, or hand-rolled cigars made from the dried remains of a particular type of Xeno plant, or perhaps a courtesan who looks like a specific Adeptus Sororitas Canoness (and is willing to act out your "Inquisitor and Heretic" fantasy), then you might need to roll. Bear in mind the respective tech-levels of the various Imperial worlds, however - on a Feral or Feudal world, a laspistol will be a one-of-a-kind treasure, whereas on a Forge World, they pump them out at a rate of tens of thousands a day.

Next: Gear and an Availabilty Chart!

Thursday, 9 August 2012

In The Works Preview: 40k MiniSix

As a man with my fingers in way too many pies, I'm always open to suggestions. And when one of my close friends wanted to try his hand at GMing for the first time, he wanted a system that could run a 40k game with a bit more action than the overly-lethal FFG RPGs. I offered to help convert MiniSix, by AntiPaladin Games, for his use.

So, MiniSix is yet another awesome, rules-light free RPG. This one is based of the old West End Games D6 System, most famously used as the basis of the old Star Wars line. Recently, however, the core of the system (D6 Adventure, D6 Space, and D6 Fantasy) have been made free to download and open-source, under a OGL-like stipulation. This means designers can use the system as they see fit - which is exactly what the guys at AntiPaladin Games have done.

MiniSix is an action RPG at its heart. It provides a fantastically light framework under which to build your own game, with as much (or as little) extra stuff as you want. The basic mechanic is rolling a pool of D6s, totalling them and checking against a Target Number. Nice and simple.

Characters are made up of a few vitals: Stats, Skills, Perks and Complications.

Stats and Skills are measured in Dice (similar to Risus) - and, to make the game more flexible, it suggests you name them as you see fit for your campaign. The standard stats are Might, Agility, Wits, and Charm.
Not only can you buy dice for each, but each die can be split into 3 "pips" - a static +1 or +2 (a +3 is a whole die). So, instead of having Fellowship at 2D, and Strength at 3D, you could have Fellowship at 2D+1, and Strength at 2D+2, for the same "price" at character creation.

Skills are tied to each stat, and the stats are the "default" number of dice for each. Say you have Might 3D. Any Might skills you have will automatically be considered to have 3 dice in them - and you can spend extra dice to bump them higher (so, spending 2D on the Brawling Skill will bring it up to 5D). While the designers provide a fair list of skills, GMs are encouraged to make up new ones as they see fit for their own setting, or to remove ones which are not suitable.

Perks represent special little extras you can buy, to make your character stand out more. Whether it's a non-human race, the ability to cast spells, or a character trait like a Daredevil or Smooth Talker, Perks help to reinforce the themes of the game, and to help players make the generic characters a bit more unique.

Complications, however, make life more difficult. Most don't have a solid mechanical effect - they represent things like being an Outcast, or Unlucky, or something else the GM can take advantage of to make a story more interesting. Every time they do so, your character earns a Character Point - the game's XP equivalent, used to buy more skills and Perks.
There are also Hero Points, which can be used to change die rolls, heal, make slight changes to the narrative, or used to "buy" clues from the GM.

Now: I've talked about my issues with the Dark Heresy/Rogue Trader/Deathwatch/Black Crusade/Only War system(s) before. But MiniSix gives a great, action-adventure feel to the game - something that lets it replicate 40k literature down to a tee, where ordinary men tackle god-like monstrosities on a regular basis.

Reflecting the 40k RPGs, I'll be changing the stats to Strength, Agility, Intelligence, and Fellowship. The Skills will mostly come from the RPG lines, although I might consider combining a few (frex, making Common Lore, Scholastic Lore and Forbidden Lore single skills, with Specialisations to reflect the variety of possible options). Arkat over at RPG.net did some conversion work already, which will be the backbone of the stuff I'm doing.

As my friend wishes to run a Penal Legionnaire campaign, I'll be adding some Perks and Complications to reflect it, such as:
  • Home Worlds (grant a bonus die to a skill, plus another benefit)
  • the Penal Legionnaire Complication, which nets you an extra CP whenever being a dead man walking becomes a problem (i.e. all the time)
  • Specialisations (like Commisar, Shock Trooper, etc) to give some extra variety to the characters
  • a Tech-Preist Perk ("free" bionics, the ability to use count Fellowship skills as Intelligence skills when communicating with other Tech-Priests)
... and a few others as I go.