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Spartan6

RAGE infantry type game 40*

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Anyone ever thought about converting that game with space marine type guys and the wimpy guard into RAGE?

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Yeah, but I'm already half-a#%ing one RAGE conversion. That and I want to be rid of those miniatures instead of having an excuse to hold onto them.

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I had my vision of what Space Marines should be in rage just about entirely converted over a type of RAGE/Warlord 1.2 when we got hit with the news of the Big changes, was beginning to work on the Guard. Granted I'm fairly out of touch with the latest versions of 40K so I was largley going from memory of previous edition, current models available, and my perceptions.

 

My Marines were dead hard in my vision of RAGE 1.2, because I've always thought they didn't live up to the 40K fluff of them being Elite super-soldiers when you actually laid them onto the field in a 40K game. I'd be interested in revamping everything, but I'm waiting to see how thing shake out with the newest Warlord stuff. Still, the new rules give alot more variety to the potential of units, so it might be a worthwhile project. Sort of like a fan-based AICOM test run.

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Still, the new rules give alot more variety to the potential of units, so it might be a worthwhile project. Sort of like a fan-based AICOM test run.

 

Uh-huh, exactly. ::):

 

 

I never thought the marines lived up to their hype either.

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I never thought the marines lived up to their hype either.

Particularly if you have the old WH40k Compendium from 1989 with the Chapter Approved article on the Legiones Astartes and how the Space Marines are created.

 

I have a group that would happily playtest a RAGE variant of 40k, but sadly, I have neither the time nor the desire to do much more.

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Particularly if you have the old WH40k Compendium from 1989 with the Chapter Approved article on the Legiones Astartes and how the Space Marines are created.

 

 

Which I do.

 

Remember Deathwing? Something like six terminators cleaned out an entire planet infested with genestealers. Imply that now around certain places and you'll be drawn and quartered.

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Well - actual 40k stats aside, it should be easy to fudge.

 

Space Marines are the best of the best of the best (as the old cliche goes). Fluff terms - 100 space marines can pacify a planet. Squads of guardsmen can't stand up to a single marine. Etc..

 

Guards are plentiful and fantical - they follow the Crunch all you want, we'll make more.

 

Sadly in game terms to make this work the marine player can field one marine and the guard can have fist-fulls of dudes and it won't play out well for the guard.

So there needs to be a balance there. GW does it by making marines fairly tough and all around good at everything.

 

A while back there was an article in WD with rules for "Hollywood Marines" which was pretty fun - basically a squad of 8 marines and a transport was equal to a 2000 point army (and still slaughtereed everything)

 

Guard gets tanks and lots of dudes with Flashlights.

 

I for one would love to see a pretty generic set of RAGE rules to handle armed conflicts from near future to science-fantasy, that doesn't depend on a whole slew of special abilities. A RAGE version of defiance would be brilliant if there were generic enough status and stuff, one could tack on special abilities for points cost and come up with an army.

 

Ie - you start out with a generic trooper with a baseline stat - he's like you green trooper right out of boot, or a militia member. Then you can tack on various abilities like firearms specialist, heavy weapons guy, anti-tank squad, close combat specialists, snipers, medics or whatever other abilities. Then maybe have extra points cost for standard combat armor, powered armor, tactical dreadnought armor etc.. then maybe points for "Standard Issue Infantry Bang-Bang", Squad based assault weapons, flame throwers, anti-tank, Light and Heavy machine guns (support weapons) etc.

 

This way, in theory you should be able to play a whole army of cheap grunts hoping to overwhelm your opponant with massed firepower, or play a small cadre of highly trained (and expensive) specialists who can ahniliate anything in their path. With a simple build method and very generic special abilities the game should be really accessable to new players and easy to learn without becomming needlessly complex and bogging down with "Well, I've got Ultra Tough and a Sword of poking that gives me a +2, and I have the innate ability of Pull-Pig-Tails which means any model with long hair gets a negative 1 when in 6" of my infantry, but you have squeel like a little girl which grants a -2 to my morale and have armore of the shining metal paste which grants a -1 to my initiative so if we factor in my base strength, number of attacks and the relative wind speed conditions for the month of may, I get to roll 17 D12s and add 3 to each except for the first 3 and you need to save on a d10 and if it balances on it's tip your guys get to counter assault. Oh yeah! I can also cast magic missle!"

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* copyright infringement deleted*

 

 

Anyone ever thought about converting that game with space marine type guys and the wimpy guard into RAGE?

I've thought for some time now that just implementing card activation per squad/vehicle instead of IGOUGO, would make the game 10 times better with nothing else done to it.

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Star Guard (which I also think is older than dirt) uses cards for activation, I believe. It's a Sci-Fi squad based game and works out really well.

 

 

I agree that alternating, random activation is the way to go. I'm curious how it works with 40k though, the way damage is dealt out - especially from high initiative units. *ponder*

 

There'd need to be some other tweaks made, i think.. but yeah, it's better than igo/ugo

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Star Guard (which I also think is older than dirt) uses cards for activation, I believe. It's a Sci-Fi squad based game and works out really well.

 

Gah! Old is right. I can't even read Starguard without gagging. Never tried to play it. The layout of the book is horrible and looks like it was done with tape and scissors (or at least it was when I last saw it about 6 years ago).

 

I agree that alternating, random activation is the way to go. I'm curious how it works with 40k though, the way damage is dealt out - especially from high initiative units. *ponder*

My old group used to play 40k 2nd ed in multiplayer (3 to as many as 9 player) free-for-alls where everybody moved, fired and melee all at the same time. We broke each turn down into phases - movement, firing and melee. In each phase, we called out the initiatives in order - during movement and firing, low init acted first (but high initiatives could declare they were moving at an earlier point if they wanted to) and during melee high initiatives acted first.

 

It worked out ok. The card activation system would probably work better than that did.

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The wimpy guard can beat the space mariney type guys with their heavy weapons teams and tanks and artillery and other stuff like that. It's their laser rifles and hand to hand abilities that don't stand up.

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Nuh-uh!

 

Space Marines are the bestest! In the world of "Rock, Papers, Scissors" - Space Maries are the "Don't make me come back there! I'll turn this car around!" option.

 

 

If you hit a space marine with a tank, you get a muddy and angry space marine. :)

 

 

But yes, in game terms - Guard Types like to shoot up big crunchy marines. And they have many many guns to point in the marines general direction. Sadly for the guard, the mariens are good at shooting and have some rather big guns that do a number on their Heavy Weapons and tanks. Then they look at the remaining guard cross eyed and the guard run away.

 

It's sad, but true... I'm a guard player with the "Never Start a Land War In Asia" doctrine. My hordes however like to frequently run to tables where there are no enemy.

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Let's be honest, the real reason Marines don't live up to their hype is because if they did, their manufacturer wouldn't be able to sell you a hundred of them.

 

Marines have slowly become more and more neutered as the game progressed.

 

Marine Faction Abilities:

Will of the Emperor:

Through the use of hypnotherapy, and rigoris propoganda, Marines are indoctrinated with the deepest faith in the Imperium, and the Emperor himself; Marine models are utterly devoted and unwavering in their cause. Game effect: Under any circumstance in which a Marine model is forced to make a discipline check, they need not roll and are considered auto-matically successful (a very slightly better variation of Fearless).

 

Augmented Physiology:

Through the use of Bio-engineering Marines have become something more than men, redundant organs and genetic enhancements have given each Marine a superhuman resistance to damage, and the ability to consider wounds that would be mortal to most fighting men or the Imperium, merely superficial. Combined with the built in resources provided by each marines individual power suit, marines are the near-undying symbols of mankinds devotion to the Emperor, and the blessing he has placed upon them. Game effect: As a Invoke action, any Marine model may make a Tough roll vs. DC 10 to heal themselves by removing a single point of damage.

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