Showing posts with label WH40K. Show all posts
Showing posts with label WH40K. Show all posts

Sunday, March 5, 2017

WH40K Rogue Trader Ruleset for Fantasy Grounds 3.2+

Hi all,

Very happy to say that Rogue Trader V1.01 is now available.

  • V1.01 - Removed limits on ammo counters. 
  • V1.01 - And added force field effects, even though they are not in the book. No reason why your sailors cant have force fields. LOL

REFAC 30% miss chance on hit is added.
CONV 50% miss chance on hit is added.
DISP 55% miss chance on hit is added.
TERMI 35% miss chance on hit is added. (Used for Terminator Armor)
POWER 80% miss chance on hit is added. (Personal and vechile size)


You can download it here!





  • One thing to be aware of, is that I made the "Talents Page" on the character sheet able to accept Items, so if you want to cut and paste talents/traits from the book, you can create them as an item and then players can drag and drop them onto your character sheets. Makes things much easier to use.


Known Bug... The 0 Ammo Count!!


  • Next is the error you may get is on the Combat page of a character sheet. If you drag a weapon over from your items list into the character sheet, if that items AMMO section left blank, you will get an error when you drop it on the page. This just causes an annoying console error to open up, you can just ignore it every time or actually place the number of shots in the weapon to stop it from happening again. This number can be a 0, but it has to be a number.



Effects

Next is all the cool automations you can use during your games. Type all of these in the combat tracker (case sensitive) and you can get all the special effects like forefields, cover, etc. I recommend using copy and pasting these, as they are case sensitive.

Defending Cover Effects

COVERF: Full cover all hit locations are reported as “covered”
COVERH The Head, Body and Arms report “covered”.
COVERL The Body, and Legs report “covered”.
COVERRS The Body, Left Arm, Legs report “covered”.
COVERLS The Body, Right Arm, Legs report “covered”.

Field Effects

REFAC 30% miss chance on hit is added.
CONV 50% miss chance on hit is added.
DISP 55% miss chance on hit is added.
TERMI 35% miss chance on hit is added. (Used for Terminator Armor)
POWER 80% miss chance on hit is added. (Personal and Vehicle size)

Effects to be placed on the attacker:

Blinded
Fatigue
Prone
Dazzled
Sickened
Darkness
Frightened
Panicked
Shaken
Running
Slowed
Entangled
Pinned
Grappled

Effects to be placed on defenders

Blinded
Concealed
Fog
Mist
Shadow
Running
Climbing,
Pinned,
Grappled,
Helpless,
Stunned,
Unconscious,
Prone.


Note: Effects that adjust Rolls

ABIL:# will modify any of the base 9 abilities (Characteristics). To add a +10 write ABIL:10 for a -10,
ABIL:-10. If you write ABIL:10 agility then only agility rolls would be effected. Skills and weapon
attacks will not be affected.
SKILL:# will modify any skill rolls. It will not modify other rolls. Use per above.
Using WS, BS, STR, TN, AG, INT, PER, WP, FEL will adjust any roll using that trait. For instance,
using INT:10 will adjust any trait or skill roll using Intelligence by +10. Using WS:10 will modify any attacks and Parry skill rolls. STRB:# and AMMO:# will effect melee and ranged damages. A nice way to handle bonus damage from talents.
REGEN: 1d10, REGEN:# is supported for regenerating creatures.
DMGO: 1d10, DMGO:# will add a damage effect to a PC or NPC as you cycle the CT and advance to the affected. 

These are automatic. The system supports adding damage types. Again “effects” is a robust system and using the 3.5 rules guide will help you along to get the most use from it.
I find it is a huge time saver. For instance the PC’s are battling in an area shrouded in mist, rather than
place the Mist modifier to every roll made, drop the Mist effect on each player and NPC, with duration of 0 (0 means it will not expire until the GM removes it.). Now every roll uses the modifier making it one less step players and the GM must take to throw rolls. It is handy.

Using durations is a handy way to manage the applications and removal of effects. For instance Toxins that damage over time, or characters on fire from flamer attacks. Place a DMGO:1d10 fire on them with the duration set, and done. The toxin could be DMGO:8 toxin (duration 2) and for two rounds 8 damage is applied using the reduction for toughness to the creature it is placed on.
The damage types added are per the DH and source book rules. They follow the rules in regards to
damage reduction for armor/toughness.

When using the weapon list always use a small letter e, i, r, x for Energy, Impact, Rending, and
Explosive. The base types form the DH rules. Other damage types s, f, h, w, t are from source books,
for Sanctified, Force, Holy, Warp, and Toxin.
When using DMGTYPE: descriptor in the effects list on the CT, write out the damage type in lower
case. Example: holy, energy, force, etc.



Thursday, March 2, 2017

WH40K Rogue Trader Ruleset Progress Report

Well...

Here is my layout attempt for Rogue Trader. I am not totally convinced on the background (Starfield) If anyone has a suggestions I am open for it. Wondering about what Fonts I should use as well..

Let me know in the comments below!




Only War Ruleset for Fantasy Grounds 3.2+

I am very happy to say that the Only War Ruleset is now available. V1.02


  • V1.02 - Corrected Talents glitch, removed ammo counter limits.
  • V1.01 - Corrected duplication bug, when talents (etc) added to talents tab, it was being duplicated on the Gear page
  • V1.0 - New Release


Download it here Only War V1.02 for FG 3.2+ Pak File.



  • One thing to be aware of, is that I made the "Talents Page" on the character sheet able to accept Items, so if you want to cut and paste talents/traits from the book, you can create them as an item and then players can drag and drop them onto your character sheets. Makes things much easier to use.


Here are a list of things which I am currently still working on, and on my next update, maybe next month, I will have it fixed.


  • Currently the Psy powers page on the character sheets are still using the older rules (Deathwatch and back) So, the current work around is just select the first two check box's from the power levels and roll the dice. Read the results as a percentile and compare it with your score needed. The power level is your will power bonus number. Or you can just ignore this and roll it directly from your will power trait. Below, I set it to 2, and rolled the dice and I am reading it as 33+4 = 37%



  • Next is the error you may get is on the Combat page of a character sheet. If you drag a weapon over from your items list into the character sheet, if that items AMMO section left blank, you will get an error when you drop it on the page. This just causes an annoying console error to open up, you can just ignore it every time or actually place the number of shots in the weapon to stop it from happening again. This number can be a 0, but it has to be a number.


Effects

Next is all the cool automations you can use during your games. Type all of these in the combat tracker (case sensitive) and you can get all the special effects like forefields, cover, etc. I recommend using copy and pasting these, as they are case sensitive.

Defending Cover Effects

COVERF: Full cover all hit locations are reported as “covered”
COVERH The Head, Body and Arms report “covered”.
COVERL The Body, and Legs report “covered”.
COVERRS The Body, Left Arm, Legs report “covered”.
COVERLS The Body, Right Arm, Legs report “covered”.

Field Effects

REFAC 30% miss chance on hit is added.
CONV 50% miss chance on hit is added.
DISP 55% miss chance on hit is added.
TERMI 35% miss chance on hit is added. (Used for Terminator Armor)
POWER 80% miss chance on hit is added. (Personal and vechile size)

Effects to be placed on the attacker:

Blinded
Fatigue
Prone
Dazzled
Sickened
Darkness
Frightened
Panicked
Shaken
Running
Slowed
Entangled
Pinned
Grappled

Effects to be placed on defenders

Blinded
Concealed
Fog
Mist
Shadow
Running
Climbing,
Pinned,
Grappled,
Helpless,
Stunned,
Unconscious,
Prone.


Note: Effects that adjust Rolls

ABIL:# will modify any of the base 9 abilities (Characteristics). To add a +10 write ABIL:10 for a -10,
ABIL:-10. If you write ABIL:10 agility then only agility rolls would be effected. Skills and weapon
attacks will not be affected.
SKILL:# will modify any skill rolls. It will not modify other rolls. Use per above.
Using WS, BS, STR, TN, AG, INT, PER, WP, FEL will adjust any roll using that trait. For instance,
using INT:10 will adjust any trait or skill roll using Intelligence by +10. Using WS:10 will modify any attacks and Parry skill rolls. STRB:# and AMMO:# will effect melee and ranged damages. A nice way to handle bonus damage from talents.
REGEN: 1d10, REGEN:# is supported for regenerating creatures.
DMGO: 1d10, DMGO:# will add a damage effect to a PC or NPC as you cycle the CT and advance to the affected. 

These are automatic. The system supports adding damage types. Again “effects” is a robust system and using the 3.5 rules guide will help you along to get the most use from it.
I find it is a huge time saver. For instance the PC’s are battling in an area shrouded in mist, rather than
place the Mist modifier to every roll made, drop the Mist effect on each player and NPC, with duration of 0 (0 means it will not expire until the GM removes it.). Now every roll uses the modifier making it one less step players and the GM must take to throw rolls. It is handy.

Using durations is a handy way to manage the applications and removal of effects. For instance Toxins that damage over time, or characters on fire from flamer attacks. Place a DMGO:1d10 fire on them with the duration set, and done. The toxin could be DMGO:8 toxin (duration 2) and for two rounds 8 damage is applied using the reduction for toughness to the creature it is placed on.
The damage types added are per the DH and source book rules. They follow the rules in regards to
damage reduction for armor/toughness.

When using the weapon list always use a small letter e, i, r, x for Energy, Impact, Rending, and
Explosive. The base types form the DH rules. Other damage types s, f, h, w, t are from source books,
for Sanctified, Force, Holy, Warp, and Toxin.
When using DMGTYPE: descriptor in the effects list on the CT, write out the damage type in lower
case. Example: holy, energy, force, etc.

Tuesday, February 28, 2017

Progress report on Only War V1 ruleset for FG 3.2+



Just wanted to show my layout of the Only Ruleset. Just need to modify the character sheets a bit, but this one is almost done as well.



I think its looking pretty good at this point, I am contemplating removing the gray side bar.. or maybe add a graphic for the bottom shortcut bar.. I am not sure yet.

I expect to have this ready by Thursday.

Sunday, February 26, 2017

Two down and one more to go!

Everything is pretty much done!!


Here are the two finished projects. Just need to run it through some fault finding, and then they can be released!

Now its on to "Only War"




Friday, February 24, 2017

Project Update: DeathWatch Ruleset Update

Just finished getting the Deathwatch ruleset updated to work with Fantasy Grounds 3.2+

Now, I need to work on the remaining graphics.


Tuesday, January 10, 2017

Black Crusade for MoreCore Update.

Still picking away at the extension for Black Crusade. Getting closer to being done.


I am not all that happy with the chat window yet, and I need to tweak the character sheet images more.

But its getting there.


Thursday, April 30, 2015

Death Watch, Black Crusade and Only War.. Roleplaying Goodness!!


Rulesets for Deathwatch, Black Crusade and Only War, now available.

Break out your books, prepare your game and then host it on Fantasy Grounds!

Have at it!

Black Crusade 4.05
Death Watch 4.01
Only War V1.0



Wednesday, April 29, 2015

And not to be forgotten.. Deathwatch


I almost forgot to upload a screen shot of the Deathwatch ruleset V4.04 for Fantasy Grounds.



Now, I just cant wait to start playing!

Monday, April 20, 2015

FG Con 6: My thoughts..



Hi everyone..

Well, FG-Con 6 is here and gone. And again it was a great time to be a part of it. My first time at this con was FG 5 last fall, when I only hosted 1 game. But this time around I decided to host 3 games, one for every night.

The FG Con was well hosted and organized by a 3 great volunteers, and there was a slue of GMs, (33 I think was the final tally), and the heaps of  players who joined in. I also really enjoyed it due to the fact, a slue of SXG members showed up and hosted a pile of the events. Its good being a part of a group who gets actively involved with stuff like this.

My first game, was Savage Battlestar Galactica, and to be honest I kinda missed the mark on it. I think that this was due to the fact that this was my first actual GM session since my father died a few months ago and I was really rusty and I was more concerned about trying to hit all the elements of the adventure then to focus on how the players were feeling. All though we had fun at the game, it was not my best performance and it seemed kinda forced. But we live and learn.

Here is the basics for each adventure.

1) The XSSC Phoenix, an experimental stealth missile strike craft was ordered to respond to a Cylon attack at the Scorpio shipyards, but just prior to the jump was struck down by the Cylon virus, but due to a glitch and a failure in the ships own systems it managed to complete its jump, but when it arrived it was then in the black. Due to several massive nuke strikes and the blind jump of the Pegasus the arrival of the Phoenix went unnoticed. The crew then formed a team, to stealthy venture to the doomed shipyard station, headed to the bridge and see if they could find any idea of where, if any other survivors may have gone. Finding out that the Pegasus blind jump was actually recorded in the shipyards computer systems, the crews downloaded and deleted the info and then hot legged it back to the phoenix while under attack by a roving band of Raiders.



2) My second night was by far much more enjoyable for the players and for myself. Well thats how I felt about it, I guess it took the first game to shake the rust loose. This game was a Savage Worlds Weird War 2 game, where the squad was ordered to rush and take hold a small village that was under attack. Under a severe snow storm, the squad faced the elements and although some were stung by the harsh weather they managed to get to its location, the small abandoned town in which the frozen bodies of Germans and Allied alike lay littered through out town, with one abandoned German tank in the middle of the town square, buried by the recent snow fall. That night several spectral forms rose from the snow, and a haunting ghostly sound of a tank converged on the square. The spectral forms, along with the phantom tank sounds converged on the husk of the destroyed German tank, possessing it.

The squad armed with a Chaplin charged the tank, armed with grenades and the faith of the priest and manage to destroy the spectral forms and rebuke the possessed hulk.





3) My third and final game was a Black Crusades game where the party was a band of pirates attacking a stranded Inquisitional ship. Consisting of a Terminator, a Bezerker, a Veteran of the long war and a Sorcerer. After fighting off waves of Combat Servitors, Sisters of Battle and then concluded with an epic showdown with the remaining Sisters and a Grey Knight Terminator. The battle for bridge was bloody and fierce for both sides, but it managed to swing the way for the pirates, but the cost was a severally wounded chaos terminator, and a dead chaos sorcerer.



At the end of the con, I am flooded with a weird mix of emotions. Sad that it was over, but glad that it is at the same time. It takes a lot of effort and commitment to run games like this. And with all the build up of the excitement of seeing people book for your events, all the hype leading up to it, and meeting lots of new players. You can not help but feel that lose of the excitement of the build up.

But again, its done and over with and now I can sit back and relax for awhile and keep working on a few other projects.

Hope to see you all at FG 7!


Sunday, April 12, 2015

Black Crusade: A Combat Example on Video.


So, some people have been wondering how the combat works and looks like on Fantasy Grounds. So I made a low budget video, we me messing around with a sample combat scenario.


In short, I am just doing a refresher on the rules and figured I would record it and share it.

enjoy.


Sunday, April 5, 2015

Playing with Black Crusade and Hangouts.


Here I am, getting ready for FG Con and I figured I start getting use to using hangouts. So I took a few minutes to do a very brief run through of  the Black Crusade mod for FG Grounds.


If you got questions, feel free to drop by and ask.


Sunday, December 21, 2014

Black Crusade: Visions of Destruction Teaser. An SXG exclusive.




You wonder what lower level of the Hells you have descended into while you are standing in front of the Oracle of the Blind Eye.  Summoned specifically to stand before her, she claims to have had a vision, a vision that shows you as a force wrecking havoc and sowing the seeds chaos on the Imperium Shrine World known as "The Piety of Seth"

When she speaks, a soft, cool and shifting sounding voice seems to float out from the shrouded figure, her face cloaked in shadow.

A great adversary of mine is about to be executed by the church of the dead emperor. It would be a shame that such a death should go wasted in the hands of the fake church of man. His death has a purpose, and you are the executioners. Great change is about to take place, and I have foreseen it!




The year of chaos begins 830pm EST January 9th, 2015
Sign up at the SXG website.



Friday, December 5, 2014

Fantasy Grounds: Black Crusade Rule Set Available..and just updated to V4.02

Hi all!

I am finally comfortable enough to let this go to the masses. But I have managed to update the Dark Heresy rule set into a Black Crusade rule set.

So I think I got all the things converted and working properly.. I think, but I have not played tested it that much. So, if you guys want to download it, and want to tell me what you think, then please do. I can use all the help I can take on stuff like this.

I know of one thing I have yet to be able to make properly and that is a 30* cone pointer.. I need some help on that..

Anyways, please enjoy the Black Crusade Rule Set..   V4.04 <-- Link to FGII Website






Best Regards

Jolly