Author Topic: Small Scale UWZ Team Actions  (Read 9285 times)

Offline The_Collector

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Small Scale UWZ Team Actions
« on: July 29, 2008, 12:20:37 PM »
Hi!

I know the topic title is a bit vague, but I'll try to explain what I mean. I have played Necromunda, Mordheim and a whole other bunch of games that focus on a small group of fighters improving etc. Since, I'm all into Warzone again I was wondering if something similar could be done for UWZ.

I'm thinking a select few hand-picked from anywhere within a Corporation (not Doomtroopers, because they are inter-corporate (sp?) ). Then use that team to play small skirmishes against other players and after every battle improve your models.

Has anyone done something similar? Is it doable? Is it a good idea? etc.

Thanks

T_C
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Offline Veez

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Re: Small Scale UWZ Team Actions
« Reply #1 on: July 29, 2008, 12:39:47 PM »
Essentially you are talking about converting Kill Team to Warzone.  We tossed the idea into the ring a while back and it received favorable results.  You could probably just take the old rules out of the back of 4th ed 40K, and with some minor substitutions for equipment and points costs use them.  The only major caveat is you could forge teams from elite or grunt squads and change the specialist to normal figure ratio.
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Offline luckyone

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Re: Small Scale UWZ Team Actions
« Reply #2 on: July 29, 2008, 01:16:28 PM »
This sounds like what I do when I teach somebody new the UWZ rules.

I start with a squad of grunts versus a squad of grunts. As long as the points are within 5-10 it is ok.

I then move to a suad each of grunts/elites (no infiltrate or airborne) versus the same. The points need to be within 15-20 for the second game.

It does work as a stand alone game if need be.

It lets them get the feel of the rules for squad versus squad. Then teaches them activation etc.
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Offline warzoneD

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Re: Small Scale UWZ Team Actions
« Reply #3 on: July 29, 2008, 05:29:57 PM »
What is kill team and where can I read it?

D

Offline Sylvas

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Re: Small Scale UWZ Team Actions
« Reply #4 on: July 29, 2008, 06:41:29 PM »
it shouldn't be too difficult to convert the rules for something like Necromunda into something for this...at the same time, the existing UWZ rules are flexible enough to use them for just this idea, just adding some matrices for additional "looted" items like you would see in Necromunda...

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Offline Topkick

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Re: Small Scale UWZ Team Actions
« Reply #5 on: July 29, 2008, 09:24:09 PM »
Been toying with it but got stalled by life.
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Offline Veez

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Re: Small Scale UWZ Team Actions
« Reply #6 on: July 30, 2008, 03:26:20 AM »
@TK same here.
@WarzoneD Kill team was a great concept that was in the last 20-30 pages of the 4th edition rules.  Think 40 but played as a team of specialists rather than multiple squads on squads.  One big change is that there is no unit coherency for the squad and there are rules about raising alarms and such that allow for suspenseful missions.  Your FLGS probably now has extra rulebooks that are out of day that you can probably talk them into selling you cheap since they are no 3 lb paperweights with the new rules out (which BTW are as different from 4th as 4th was from 3rd which is to say they changed a couple things to streamling play but not radically different).
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Offline Archer

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Re: Small Scale UWZ Team Actions
« Reply #7 on: August 02, 2008, 06:37:02 AM »
Hmmmm.....


Gimme a minute  *dig dig dig*


Juves
cc5 rc5 pw3 ld7 ac3 wd1 st 4 mv4 ar15

Gangers/Heavy
cc6 rc6 pw3 ld8 ac3 wd1 st4 mv4 ar15

Leaders
cc8 rc7 pw4 ld10 ac3 wd2 st5 mv4 ar15

Maximum Values
cc11 rc11 pw4 ld15 ac3 wd3 st7 mv4 ar18 (before armor)

Armor Bonuses
Flak: +2 AR
Mesh: +3 AR
Carapace: +4 AR, -1Mv.
Powered: +5 AR, -1Mv, +1 Str

Shooting Skills-
Crack Shot: Add +1 to hit and damage done with model's primary weapon. Only applicable to basic weapons.
Fast Shot= Double-Tap: With a pistol only, may fire twice as 1 firing action. User suffers a -1 to each shot.
Gunfighter: Model may fire two pistols with one action at a -1 penalty.
Hipshooting: Shoot on the move @ a -2 penalty and a -1 move point (ie: Mv 4 becomes Mv 3)
Marksman: Model Gains Tactical Sense.
Rapid Fire: With a basic rifle ONLY, may elect to shoot twice for one action and a -2 penalty to the second shot. Each successive action increases the difficulty per shot. (ie: 1st action is 0/-2, 2nd Action firing is -1/-3…).


Techno Skills-
Armourer: As stated
Fixer: As Stated.
Medic: Warzone Medic 3 skill (Increase of 1 per time taken) and as Necromunda rules.
Weaponsmith: Allow a re-roll of a failed Ammo Roll.
Specialist: As Necro rules.
Inventor: As necro rules.


Agility
catfall: reduce damage from a fall by 2pts or modifiers (players choice)
dodge: CC training?
jump back: +4 to attempt to break away
leap: as warzone rules
Quick draw: first strike ability from warzone
sprint: may multiply 1 action move by 1.5. May not charge. Wait actions taken against a sprinting model suffer -2 to hit.

Combat
Combat master: gain temporary CC training of 1 for every opponent past one in CC. i.e. 2 models = 1 CC training, 4 models = 3 CC training, etc. This bonus also applies to CC score.
Disarm:  Successful LDR roll means opponent can only use fists in CC (ie STR score for damage only) unless they have something else to use.
Parry: opposed roll off: if defender wins, attacker's action wasted. Can be used once per opponent.
Feint: a model may sacrifice an action to gain +2 to hit
Step aside: +4 AR in CC.

Stealth
ambush: as Warzone
Dive: As warzone "Stealth" skill
Escape artist: as Necro rules
Evade: =Camoflage 3 (?)
Infiltration: as necromunda rules
Sneak up: = Stalk 4 (+2 per time taken)

Muscle skills
Body slam = +2 CC
Crushing blow: +1 Str in CC
Bulging biceps: ? Allows heavy weapon to be treated as mounted
Headbutt: model may forego a normal attack for a headbutt (Str+2). If opponent is not killed, knocked prone.
Hurl Opponent: May make an attack action + opposed Str roll. If wins, may throw opponent up to D6" aaway and opponent is knocked prone.
Iron Jaw: reduce damage of CC attacks by -2. Only applies to CC weapons.

Ferocity
Berserk charge: As warzone Berserk skill
Impetuous: Enhanced Charge 2 when leaving 1 hand to hand to another.
Iron Will: As Necro rules
Killer Rep: Dire 3
Nerves of Steel: No morale test when shot at
True Grit: AR re-roll


John "Archer" Tinney

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Offline Archer

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Re: Small Scale UWZ Team Actions
« Reply #8 on: August 02, 2008, 06:44:07 AM »
*further digging sounds.....*l

Ammo Rolls. On a roll of 19+, roll again and consult the chart below:

If the necro roll was a 2+, the weapon is out of ammo on a 19 or 20.
If the necro roll was a 3+, the weapon is out of ammo on a 18-20.
If the necro roll was a 4+, the weapon is out of ammo on a 17-20.
If the necro roll was a 5+, the weapon is out of ammo on a 16-20.
If the necro roll was a 6+, the weapon is out of ammo on a 15-20.

Certain weapons will have further modifiers- melta, Plasma and Lascannons are always 1 worse (ammo is very rare). Substandard weaponry/ammo also makes the roll worse. So a substandard Lascannon is a 15+ instead of the 17+ it would normally be.

Skill Increase Chart

1: New Skill- (Choice of Any Skill Table or 1 pick from special list)
2-4: New Skill- Select one of the standard skill tables and randomly generate a skill.
5-6: +1 strength
7-9: +1d2 RC (even) +1d2 CC (odd)
10-12: +1d2 Leadership
13-15: +1d2 RC (even) +1d2 CC (odd)
16-17: +1 Wound (even) +1 AR (odd)
18-19: New Skill- Select one of the standard skill tables and randomly generate a skill.
20: New Skill- (Choice of Any Skill Table or 1 pick from special list)

---------------------------------------------------------

The above stuff is about three to four years old and I've not done much with it.  But it has been tested with teh Dice Dogs game club that was based out of Time Warp Comics in Cedar Grove back then.  It worked well too.

Incidentally, the fall from a catwalk thing, its LDR or less to avoid a fall off catwalks or other.  Shotguns modify the roll per point of damage over 5. (so yeah, the Rotary is MEAN!!!)

I'll post a 40k Weapon list soon...  got to find that too.

John "Archer" Tinney

"Ready?"
"Why do your people always ask if someone is ready, just before you do something massively unwise?"
"Tradition."

- Jeffrey Sinclair and Delenn, Babylon 5: "War Without End, Part One" y

Offline Archer

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Re: Small Scale UWZ Team Actions
« Reply #9 on: August 02, 2008, 07:04:57 AM »
Weapons....

Weapon   DAM   CC   PB   SR   MD   LR   EX   
Intek LasRifle   9   -3   -1   +0   +0   -2   -   Radiant
Intek LasPistol   7   +1   0   0   -   -   -   Radiant
Grenade Launcher   9   -   -   -1   -2   -4      Concussive
Chainsword   ST +4   0   -   -   -   -   -   Rending
RPG 20   14x2   -   -   -2   -3   -4   -4   Concussive
Ripper gun   11   0   +4x3   +2x2   -1   -   -   Rending, Concussive
Ratling Bolt Action Rifle   14   -4   -3   -1   1   2   0   ballistic
Magna A/T Rifle   13x2   -3   +1   0   -2         Radiant
Plasma Carbine*   12x2   -3*   +0   +0   -1   -2   -   Radiant
Zhukov Flamer   11   Template                  Radiant, residual
Browning Carbine   11   -3   -1   +0   -1   -   -   Ballistic
Browning H. Pistol   10   -1   +2   0   -   -   -   Ballistic
Power sword   St+4 x2   +1                  Slashing radiant
Sword/Gladius   Str +4   0                  Slashing
Intek LasCannon   15x2   -   -   -3   -4   -5   -6   Radiant
M40 Pulse Rifle (single)*   10   -3   -1   0   -1   -2      Radiant
M40 Pulse Rifle (burst)*   9   -3   +1 (2)   0(2)   -2   -      Radiant
USP II*   9   +1   0   -1   -   -      Ballistic
Dominion Arms Shotgun   8   -   -   -   -   -   -   Rending
FL H.E Plaspistol   10   0   +1   -1            Radiant
                        
Grenades (anti-pers)   8   -   -2   -4            concussive
John "Archer" Tinney

"Ready?"
"Why do your people always ask if someone is ready, just before you do something massively unwise?"
"Tradition."

- Jeffrey Sinclair and Delenn, Babylon 5: "War Without End, Part One" y

Offline The_Collector

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Re: Small Scale UWZ Team Actions
« Reply #10 on: August 02, 2008, 09:17:27 AM »
That's great material!
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Offline warzoneD

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Re: Small Scale UWZ Team Actions
« Reply #11 on: August 02, 2008, 11:17:47 AM »
Karma to ya - I have a painted Cawdor gang that can suddenly have new life!

D

Offline Archer

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Re: Small Scale UWZ Team Actions
« Reply #12 on: August 02, 2008, 12:50:25 PM »
Karma to ya - I have a painted Cawdor gang that can suddenly have new life!

D

Thanks!

fyi- the M40 is the Hellgun and the Franklin Labs High-Energy Pistol is a Hellpistol.

At one point, I was going to do some specific Gang House related things but this project went dormant... it happens.

As you can tell, point values would be a bit skewed in a battle between a gang and Corporate Troops- the troops being more talented than the ganger's would be for the points..  I'd add a flat 30 to the cost of any Corporate Trooper thrown at these gangs; the weapons would all have a free ammo-roll and they are definately more skilled than the underhive scum.

I've further charts available for Heavy Weapon gangers with Heavy Bolters and such, if needed.

John "Archer" Tinney

"Ready?"
"Why do your people always ask if someone is ready, just before you do something massively unwise?"
"Tradition."

- Jeffrey Sinclair and Delenn, Babylon 5: "War Without End, Part One" y

Offline warzoneD

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Re: Small Scale UWZ Team Actions
« Reply #13 on: August 02, 2008, 09:23:48 PM »
Yes please!

D

Offline Archer

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Re: Small Scale UWZ Team Actions
« Reply #14 on: August 03, 2008, 04:26:28 AM »
weapons not in the above list....

Weapon   DAM   CC   PB   SR   MD   LR   EX
Browning HB   12   -   +2x3   +1x2   -1   -   -
Flamer   10   Template               
Dominion Sniper Rifle   12   -4   -2   +0   +1   +2   0
Storm Carbine   11   -2   0 x2   +1 x2   0 x2   -   -
Heavy Stubber   10   -4   +2 x3   +0 x2   -0   -   -   Ballistic
Heavy Stubber (mounted)   10   -   +2 x2   +1x3   0x2   -1x2   -2   ballistic

Forgotten notes that cover both tables

- RPG-20 is an A/T weapon and is A-V 1.  Frag from this weapon is damage 11
 - Plasma weapons- on a roll of 16+, this weapon overheats.  Roll against leadership or the weapon is useless.
 - Magna A/T rifle is AV-5 with an RoF of 1/2
 - Heavy LasCannon is a difficult weapon to sight-in.  If an action is spent to steady/aim, reduce Range penalties by 1
 - Plasma weapons- on a roll of 16+, this weapon overheats.  Roll against leadership or the weapon is useless.  Pistol version may only pistol-whip in CC.
 - M40 Pulse rifle may be fired as a single shot or burst capable weapon.  Player may change the two fire modes as a free action.  1st shot from the Burst gets benefit of aim actions only.
 - Dominon Sniper Rifles have AV-2
 - Remington 12 Shotgun: Damage 9, Cluster Effect 3.  (rending) AV-2 versus Necroorganic (ie: Marine and Arbite style shotgun)
 - Dominion Arms Shotgun: Cluster Effect 3.  (rending) AV-2 versus Necroorganic
 - Ripper gun:  Used as club in CC.  +0 to hit/ st+1 Dmg



Things like Pistols and machine pistols, use your brain.  If its a revolver, I'd use the Ranger S&W stats.  The 9mm looking pistols, I'd go with a dmg 8 Piranha and subguns... go with whatever it looks like it could be (quite a few look like mp22's)
« Last Edit: August 03, 2008, 04:35:11 AM by Archer »
John "Archer" Tinney

"Ready?"
"Why do your people always ask if someone is ready, just before you do something massively unwise?"
"Tradition."

- Jeffrey Sinclair and Delenn, Babylon 5: "War Without End, Part One" y