I am running an Inquisitor scenario at my local club on Sunday (7pm Elgin trinity church if your Van helser) and I plan to use a sort of vortex missile domesday. I have already created a missile launch counter, a failed detonation counter and a vortex counter. As well as an autogun on tripod. Please help me write rules tor the missile launch.
It depends on how you want the missile to be launched, is it based on a timer, does someone set it off, is it launched only when a special condition is met(such as anyone coming close to it)
Can't you just wing it? You don't have to tell the players that's what you're doing - roll some dice and scribble some notes then have the missile do whatever would make for the most interesting scenario/story.
Out of curiousity, how big is the missile and resultant vortex?
Kaled, changed the idea while at school. Tau darkstar missile, designed to destroy organic material, made from a valkirie hellstrike. the missile will be controled by a big red button and the player inputs the co-ord. A nasty GM idea is to make them think they are in controll then launch it at a point I choose calling it a misfire. Or ;) make it detonate it on the spot as the missile will have a blast radius (25 yd) bigger than the control range (10 yd). Other features will be pop up tau weapons to keep the players under control and a tau stealth suit (XV9http://www.forgeworld.co.uk/Warhammer-40000/Tau/TAU-BATTLESUITS-AND-DRONES/TAU-BATTLESUIT-COMMANDER-SHAS-O-RALAI-WITH-DRONES.html ) for more drastic control requirements.
Up to date shots on where my markers stand.
Missile launch (where did the controller go)
(http://i1119.photobucket.com/albums/k623/Ralai225/P1000050.jpg)
Tau turrets. Gameplay enforcers
(http://i1119.photobucket.com/albums/k623/Ralai225/P1000051.jpg)
Manual weapons
(http://i1119.photobucket.com/albums/k623/Ralai225/P1000049.jpg)
oh, and my desk
(http://i1119.photobucket.com/albums/k623/Ralai225/P1000053.jpg)
(http://i1119.photobucket.com/albums/k623/Ralai225/P1000052.jpg)
That's some serious firepower, how are you going to handle the control for the guns?
The tau turrets are controlled by the GM (Me) pop up every 2 turns and are used to control unsporting players with firepower. The manual guns are (L-R) Mini Mortar which is a single shot grenade launcher with 5 spare frag 'nades and may only fire indirectly. The other one is a limited traverse autogun with a drum mag (120 shots) and no reloads. I have also made a 5 shot micro rocket launcher (5 krak missiles no reloads).
I also found the controller for the missile.
Quote from: Inquisitor Octavian Lars on May 04, 2011, 04:04:51 PMThe tau turrets are controlled by the GM (Me) pop up every 2 turns and are used to control unsporting players with firepower.
I have to say, penalising unsporting players in that way is unlikely to make them more cooperative.
It's easier to provide a stick for unsporting play than it is a carrot for sporting play, but it's also worse for player enjoyment.
Maybe just use them to protect the missile and add a harassment factor, will post my GM rules sheet when I get it back from school (no email) which includes the rules for missile mishaps.
Or you could inform the players that those turrets are guarding the controls, and they must be de-activated if the players wish to cancel the countdown! There could be a circuit breaker somewhere on the map that takes them offline, or players are free to think of an ingenius methods to disable the turrets - it could even lead to shaky alliances as the players temporarily band together to defeat a common enemy.
Forcing players to certain conclusions (if you don't cooperate, these guns will shoot you) doesn't make for a very fun game. Forcing players to decide between a series of equally bad conclusions is much more entertaining. Sacrifice a team member to set off the missile so the bad guy gets away? Sergeant Redshirt Smith might never get to go home to his family, but at least he stopped the evil Mustachio from directing the missile at a hospital.
I am actually providing everything for the scenario except for the buildings (club terrain) here is the list of the characters involved and their missions (very vague at the moment)
The Inquisition
• Octavian Lars
Tau Empire
• GM controlls all tau and the soldiers (follows orders)
• Turrets
• Shas'Vre Tau'n Mont'yr
• DoD
Chaos
• Markus Carter
• Lance Cprl Phinius Allan (patrol)
• Cprl John Smith (blood)
• Cprl Scott Davidson (skulls)
Veltarax III PDF
• Sgt Thomas Grant (Patrol)
• Lance Cprl Alistair Mcdonald (Fury)
• John Stevenson (Redemption)
Other
• Hamish
Octavian Lars:
• Sender: Kaltos Grepas (Lord of the Ordos Velterax)
• Objective: Capture Missile Intact, check loyalty of PDF
Markus Carter:
• Sender: Volta Electron
• Objective: Launch Missile, Establish links with renegades.
Phinius Allan:
• Sender: Taros Vagresi
• Objective: Launch Missile, take out PDF
Cprls:
• Sender: Phinius Allan (CO)
• Objectives: Follow Orders
Thomas Grant:
• Sender: Luscianes Chryses (planetary governer)
• Objectives: Eliminate Renegades, Defend missile until reinforcements arrive then remove from battlefield
Alistair Mcdonald:
• Sender: Thomas Grant (CO)
• Objectives: Wait untill called for, then extract missile
John Stevenson:
• Sender: Thomas Grant (CO)
• Objectives: Accompany CO to missile and search for traps
Hamish:
• Sender: Visions (telepathy)
• Objectives: Unlock secrets of the missile