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 Post subject: For Contributors/Playtesters: Unofficial V1 Expansion thread
PostPosted: Tue Jul 13, 2010 6:16 pm 
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I need some of the regulars on here to get together with their playgroups and playtest some things for me and my group, or at least give me some constructive feedback on a few things. I also encourage you to come up with your own stuff to add into this supplement!

Since 2.0 looks like a quickly fading light, my group and I have taken it into our own hands to pump some life back into 1.0. We've been working on an unofficial expansion, full of new rules and units for each of the released factions in 1.0.

Here's an example I've been working on for the Union:

The Union:
New Units:

75mm Mortar Team-
The 75mm Mortar is the new standard mortar of the Union military. Due to its smaller calibre than most traditional mortars, it is unlikely that the Neo-Soviets would bother to capture it because their ammunition would be incompatible with the cannon. The smaller calibre also sacrifices power, but compensates with increased mobility, as well as better accuracy since the smaller shells are less affected by wind.
The 75mm mortar utilizes 2-4 crewmen, which share identical statistics to Standard Infantry. The mortar itself is a separate model, mounted on a 40mm base (we have found 1 1/2" fender washers with a cardboard topper to be perfect for this), and has the following stats: BOD: 5 LIF: 2 AR: 4. It works much like a Pharon Magustus Box, and is placed in Base-to-Base contact with at least one crewman whenever the unit moves. However, it costs the unit an extra 2 MP to move, a flat rate, no matter how many MP they expend to make the move. This represents the time to set-up/tear-down the mortar, as the Union are very skilled at this task they can do it quickly.
To fire the mortar, there must be at least 2 crewmen in base-to-base contact with the mortar, and they must expend a combined total of MP equal to the necessary MPC listed in the mortar's weapon entry. For example, if 2 models are in B2B contact with the mortar, they must spend 4 MP apiece to fire a High Explosive round, which has an MPC of 8.
Please note that the mortar ALWAYS has a UPT of 1, and cannot be fired if moved in the same activation. This means that firing the mortar cannot be combined with shooting of any other kind for the models firing the mortar.
Short Range for the mortar indicates the Minimum range for the mortar's munitions. Any target closer than this range cannot be fired upon. Due to the sophisticated sighting system for the mortar, the RC penalty for the weapon firing indirectly is nullified, and indirect attacks can be made at long range.
If there is not at least 2 crewmen to operate the mortar, remove the rest of the unit as casualties. Furthermore, this weapon can be aimed, even if firing directly. To do so, crewmen may split the cost as described above, exactly the same way as when firing the mortar.

Availability: 1 per Standard Infantry Squad
Structure: 2-4 Crewmen + 1 Mortar
Cost: 35 + Ammunition (See Below), +28 per crewman
Options:

Special Ammunition: The 75mm Mortar can be supplied with a multitude of different munitions, depending on the battlefield role of the weapon. Choose at least one type of ammunition from the following list, with a maximum of 2 different types of ammunition per unit:

High Explosive: The standard HE round for anti-personnel operations. (MPC 8, Power 6, AM -1, Ranges S/20/-, M/40/+1, L/80/-, Mode: Indirect only, Blast Radius 2")
COST: +15 PV

Airburst Fragmentation: This munition is set to detonate above the target, showering a wide area with fragmentations. (MPC 8, Power 5, AM 0, Ranges S/20/-, M/40/+1, L/80/-, Mode: Indirect only, Blast Radius 3")
COST: +15 PV

STAR Illumination: Firing this weapon nullifies any penalties for Night Fighting, such as reduced weapon range or RC penalties, for all friendly models on the board, until the beginning of this unit's next activation. This does not apply to unit special abilities, such as a Burial Shroud or Unnatural Darkness, but only to effects rolled on the Battlefield Terrain Table. (MPC 8)
COST: +10 PV

Smoke Producing: Where this attack lands, a smoke cloud 6" in diameter (the same size as the 3" blast template) is produced. Rolls to hit models inside the smoke cloud with a Ranged Attack are made at -2 RC, and LOS to the other side of the cloud is blocked completely. Roll a D5 for scatter at the end of each turn, as wind blows the cloud around. Remove the cloud after 3 complete turns, when the cloud dissipates. Usable only once every other turn, as these rounds are hard to produce. (MPC 8, UPT 1 / 2 turns, Range S/10/-, M/25/+1, L/50/-, Mode: Indirect only, Special)
COST: +25 PV

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 Post subject: Re: For Contributors/Playtesters: Unofficial V1 Expansion thread
PostPosted: Tue Jul 13, 2010 6:19 pm 
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All this stuff is in the initial stages, still awaiting playtesting and PV adjustment. That's where I need the help, because we probably won't think of everything when we playtest it, I'd like to have other groups' input to compare to. So, if you'd like to contribute and/or playtest, declare your intentions here! I need as many of you as possible, so if you're willing than please step in!

This will be an expansion for the fans, by the fans! Let's do this thing!

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---FP135
Support our Troops!
http://foxphoenix40k.blogspot.com/ (My gaming blog)
https://sites.google.com/site/phoenixnestvorfansite/ (Vor fansite)

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 Post subject: Re: For Contributors/Playtesters: Unofficial V1 Expansion thread
PostPosted: Wed Jul 14, 2010 9:14 am 
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Joined: Tue Jul 01, 2008 9:44 pm
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Location: Zoutelande, Netherlands
About five yearsago, when I still played VOR regularly, I wrote a kind of Mordheim-like expansion for it, the idea being to create a small (250 PV) special-ops troop created from individual models of every unit type you want of a single force, and earning experience, equipment (including loot from the enemy) etc. over the course of a campaign. Models can also be captured by the enemy, get patched up after the battle (or permanently killed), and so on.

I've been thinking of finishing it and putting it up on a web site, but haven't got round to it yet. If there's interest, I'd be happy to finish it :)

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VOR.understairs.nl: custom force lists, force calculator, and … erm … and …


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 Post subject: Re: For Contributors/Playtesters: Unofficial V1 Expansion thread
PostPosted: Wed Jul 14, 2010 4:06 pm 
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I'd be interested! Your website could use the new content :D

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---FP135
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http://foxphoenix40k.blogspot.com/ (My gaming blog)
https://sites.google.com/site/phoenixnestvorfansite/ (Vor fansite)

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 Post subject: Re: For Contributors/Playtesters: Unofficial V1 Expansion thread
PostPosted: Mon Jul 19, 2010 8:28 pm 
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Joined: Thu May 22, 2008 5:59 am
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Definite interest. Please do post it!

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viewtopic.php?f=19&t=153&p=3202&hilit=faq#p3202 <-Conflict 2 book and FAQ/Errata


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 Post subject: Re: For Contributors/Playtesters: Unofficial V1 Expansion thread
PostPosted: Mon Jul 19, 2010 11:23 pm 
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I saw the preview copy... excellent stuff. I can't wait to try some of it out with my group. I don't see anything wrong with it as-is, so I'd just finalize it and post it!

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---FP135
Support our Troops!
http://foxphoenix40k.blogspot.com/ (My gaming blog)
https://sites.google.com/site/phoenixnestvorfansite/ (Vor fansite)

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 Post subject: Re: For Contributors/Playtesters: Unofficial V1 Expansion thread
PostPosted: Wed Jul 21, 2010 1:04 am 
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I had a bunch of thoughts, based on experiences with game systems that focus more on "rpg-lite" elements.

But still, they look great. We should totally get a Vassal module up and running and do some internet playtesting!

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viewtopic.php?f=19&t=153&p=3202&hilit=faq#p3202 <-Conflict 2 book and FAQ/Errata


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