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About This Club

A Club for the design, support, modification and development of 40K-based Role-Playing Games.
  1. What's new in this club
  2. STAGE 1: DECIMUS: Character Generation (Char-gen) The general Characteristics for Space Marines as listed in Deatchwatch (DW) are to start with 2D10 and add 30. This obviously generates a number between 32 and 50 at the first roll before any modifiers. The option exists to also allocate points to each statistic (stat) from a pool of 100 points, not allowing more than 20 points to be allocated to each Stat. This pattern is the better choice for DECIMUS, as we're only dealing with D10's. In this case a Character would begin with a stat score of 3 in each of their Characteristics, which are as follows: Weapon Skill (WS) Ballistic Skill (BA) Strength (S or STR) Toughness (T or TGH) Agility (AG) Intelligence (INT) Percetion (PER) Fellowship (FEL) Each one of these stats has a block of two numbers in the full DW game, since all Characters gain what is called an Attribute, or Characteristic Bonus. This is usually the first 10's digit of the actual 2D10+30 result above - eg: Weapon Skill Chargen: 2D10 + 30 = 42 The Characteristic Bonus is the first number, which in this case = 4 Your Character sheet would therefore report the numbers as: (4) 42 DECIMUS is D10, which means the Stat has none of this. You Charcteristic Bonus is exactly what you roll, and therfore slots right into the rule framework of the expanded, or 'full-blooded' game. As above, using DECIMUS, your Stats start at 3, and you are allocated a further Point Pool of 10. Where you add them is up to you, but it can be no more than +2 to any one given stat. DECIMUS Chargen: Weapon Skill: Stats with 3, add +2 from pool (for example), your Chargen sheet numbers are: 5. This would equate to 50 in Deathwatch, which is the upper trained state of any Space Marine standing the Long Vigil. Continue allocating Points until they are all spent.
  3. + DECIMUS + + An entry-level RP System + What is DECIMUS? DECIMUS, AKA DERPS (!) is a modification to the Fantasy Flight Games line of RPG games, primarily based around the Deathwatch RPG. it is intended as a streamlining of the heavy crunch association with this game, and intends to refine it into a much lighter burden on Player and GM both with simplification meant to enhance, not to detract or debase. The core fo the game is still there - the scalable mechanics of the ruleset are perfectly adaptable with a certain amount of investment and care, and the play system aims to be as authentic as possible to the vision of those who originally gave us this great system. How does DECIMUS work? The FFG RPG systems are, as most Players know, Percentile Based, and the mechanisms are built around it - however it can easily be simplified by reducing it for a D100 to a D10 system. I can hear the sigs of disappointment from there, but D6, it cannot be. Why not? Because D6 does not allow for scale or scope for passes and fails. If you own D10's then great, but if you don't - great, because dice rollers are available which allow you to roll any number of D10's. In some ways it is similar to the other D10 Systems available, but in key ways, it is very much contained within the original script. Project Scope: DECIMUS is meant as a beginner-friendly easing into Deathwatch/FFG waters. It is intended to give a taste, much like a pre-prepped campaign found at a Convention. It draws on the feel of skirmish combat games, whilst giving an underlying notch of complexity. DECIMUS can be scaled up to larger, full blown campiagns, or ramped right down to a small, elite scout team trying to beat someone up in the underhive. Deathwatch can handle this, DECIMUS can too. A rework is planned from Character Sheets, to Weapons and Vehicles. It's not a far step to divide by ten, and still come up with a working formula. Project Progression: An organic overhaul and streamlining, the remodelling will be done in stages in order to keep everything bolted together. A new talent pool will be required, with simplified advancements in the stats, rules and eqiupment to build something fast, functional and firm. Posts in this topic, or in the files section will provide details and signposts to the rules being worked on, and concepts being discussed. Once completed to a working product, playtestin g can begin, followed by release, perhaps in a PDF.
  4. + GUIDANCE + General Guidance: This is a Club for the design, maintenance and refinement of expansions, house rules and modifications to officially licensed Warhammer 40,000 products. The subject matter of posts must conform to general board rules, but the rulesets built can come from anywhere as long it is a conversion or adaptation to fit the Warhammer 40k Universe. Utilising Tags Considering the variations of games that may be played in this subforum, and the number of threads each game may have, it is recommended that topic creators use tags and titles to better show the intent and purpose of each thread. Please note that the rules for this subforum are subject to change without notice.
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