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The Conquest for Pandora's Box [Rules]
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Old 21 Mar 2010, 16:34   #1 (permalink)
Zen
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Default The Conquest for Pandora's Box [Rules]

Okay here's some of it that I've just finished. Alright this is the Random Event that you roll a D20 for before you do anything in the new cycle.
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Old 21 Mar 2010, 17:26   #2 (permalink)
Shas'La
 
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Default Re: The Conquest for Pandora's Box [Rules]

Got it. Thank you, it's a fine read.

D1 to 10 is so depressing. :P
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Old 22 Mar 2010, 02:48   #3 (permalink)
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Default Re: The Conquest for Pandora's Box [Rules]

Quote:
Originally Posted by Dobb
Got it. Thank you, it's a fine read.

D1 to 10 is so depressing. :P
It is suppose to be that depressing. You should have seen the our Fantasy's Random Event. Also, Warhammer 40K gives a lot of ideas as you can pretty much mix magic and science :P And like I said, you can get your fortune told!
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Old 12 Apr 2010, 08:55   #4 (permalink)
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Default Re: The Conquest for Pandora's Box [Rules]

Any new rules forthcoming?
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Old 24 Apr 2010, 18:58   #5 (permalink)
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Default Re: The Conquest for Pandora's Box [Rules]

Okay, I didn't quite put it into actual words nor streamline it yet but here are the concepts:

1) Tyranids; Firstly, you can't build anything (except Digestion Pools). You can't capture any tiles, only pillage (you get the resources the owner normally gets) and raze (it's like pillaging but you destroy the infrastructure and make it unproductive as well as you'll get more resources) tiles. Don't worry; you will get some bonuses from these. You can also get resources from fighting battles (you gain as much resources as you kill your opponent's army in points but you do not gain anything back from your own losses). This will force you to be aggressive. Since its hard for you to get resources, you will get more free units than your fellows in the form of Genestealers and Troops (Hormogaunts, Termagants and Warriors). Specialists (Raverners and Gargoyles) and MCs (Carnifexes and Trygons) are still in debate; either I give both or either one. Depends on how crippling I think your disadvantages stated earlier are. Plus you can't ally with anyone so either you will be gangbang'd or you outnumber everybody combined. So either your fellows will try to destroy you or they beg mercy from you.

2) Imperial Guard; Since one of the IG players like exploring and you have the Adeptus Mechanicus in-tow, you guys will gain Exploration bonuses. This can be quite advantages in quests, treasure hunting etc. Except when you come across the Warp Portal; your techno-sorcery will not work well in a world of anti-physics. With the heavy presence of Techpriests, your factories and your territory in general will have a better output than most of your fellow campaigners. Oh, you get some free units. A fraction of what the Tyranid will get but he can't capture or build anything so I think the trade-off is fair.

3) Orks; Free units; as much as the IG but unlike the Tyranid, you can capture. Still you get bonuses from razing and pillaging. Nothing much after that. You also may not see the benefit of actually attacking the Tyranids. I may need to give some "motivation". Maybe through negative reinforcement.

4) Chaos Space Marines; Free units but not in the form of Power-Armored Psychotic Killing Machines. Dream on! You get Cultists. To represent this, you get the same as the IG. You can use the IG Codex to complement your Chaos Space Marines. Also, since Chaos is big on sacrifices, you get to sacrifice stuff to get stuff! To be exact, you sacrifice resource points. When you sacrifice, you either get experience points or daemons or the Chaos Gods just take it and leave you with nothing. Fun no? Oh you get bonuses from exploring the Warp Portal. Also your HQs gain more experience point than the others, the Chaos Gods is always please with slaughters. Although if you lose too many, say bye-bye to your Commander as he gets suck into the Warp to be punished.

5) Tau; Haven't really thought about it but I'm thinking Mercenaries/Auxiliary units in the form of Orks, Eldar or Humans. Of course, you can't choose which means you have to commit a certain amount of resource points then you roll for which race you get. Of course, these mercenaries can't be larger than your own Tau army in totality and in individual FOCs. Also, Mercenary HQs can't lead your armies so if they do, they count as an illegal army (which doesn't allow to do anything except move and defend). This gives a boost to what people consider an underpowered codex whilst not being to OP. That's all I got for now. Oh, your Fortress-Citadel is called "Xeno Town" on the count of it being xeno center of Pandora's Box.

6) Space Wolves; They don't get free units but they can easily get HQ and Elite units than the rest of the campaigners. They can challenge other HQs in which refusal may lead the opposing HQ to be "disposed". However, this can work vice versa. They may get something like Rapid Response so they could have a chance at defending a tile against an opposing player if they're nothing to defend that tile. Still brewing.
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