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TauOnline World 2 [Rules]
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Old 16 Feb 2010, 20:03   #1 (permalink)
Shas'O
 
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Default TauOnline World 2 [Rules]

Faction Creation Rules
[hr]Starting Points: 30[hr]

Population
0: At most 50 million citizens.
1: At most 100 million citizens.
2: At most 250 million citizens.
3: At most 500 million citizens.
4: At most 750 million citizens.
5: At most 1.0 billion citizens.

Hives
0: At most 3 hives.
1: At most 6 hives.
2: At most 9 hives.
3: At most 12 hives.
4: At most 15 hives.
5: At most 18 hives.

Hive Infrastructure
0: At most 10 million citizens per hive.
1: At most 20 million citizens per hive.
2: At most 30 million citizens per hive.
3: At most 40 million citizens per hive.
4: At most 50 million citizens per hive.
5: At most 60 million citizens per hive.

Wasteland Infrastructure
These only apply to troops that aren't air-mobile.
0: Your troops can only be deployed at their rough terrain speed through the wastes.
1: Your troops can be deployed to any of your hives at speeds up to 50 km/h.
2: '' 100 km/h.
3: '' 150 km/h.
4: '' 200 km/h.
5: '' 250 km/h.

Hive Industry
0: 5 work-days per hive worker per week, superheavy vehicle size limit 500t.
1: 10d '' 1000t.
2: 15d '' 1500t.
3: 20d '' 2000t.
4: 25d '' 2500t.
5: 30d '' 3000t.

Wasteland Industry
Though the wastes are largely uninhabitable, factions suffering from overpopulation may find it worth their while to invest in some wasteland industrial infrastructure.
0: 0.5 work-days per hive worker per week.
1: 1d ''
2: 2d ''
3: 3d ''
4: 4d ''
5: 5d ''

Economy
0: You cannot buy or build anything; you are bankrupt.
1: 1yr of mobilization, -10% industrial production in peacetime, +25% industrial production in wartime
2: 2yr '' -5% '' +50% ''
3: 3yr '' +0% '' +75% ''
4: 4yr '' +5% '' +100% ''
5: 5yr '' +10% '' +125% ''

Standing Military Limit
0: You have no standing army. Your faction is entirely dependent upon militia and reserves.
1. 5% standing army, 55% reserves
2: 20% '' 60% ''
3: 20% '' 80% ''
4: 50% '' 50% '', -5% peacetime industrial output.
5: 75% '' 50% '', -10% peacetime industrial output.

Army Focus
Your mobilization pool is 20% of your hive population.
0: Your army's manpower is 5% of your mobilization pool. You cannot support any number of superheavy vehicles.
1: '' 10% ''. You can support up to 5kt of superheavy vehicles in the field at any given time, and up to 15kt in reserve.
2: '' 20% '' 10kt '' 30kt ''
3: '' 30% '' 15kt '' 45kt ''
4: '' 40% '' 20kt '' 60kt ''
5: '' 50% '' 25kt '' 75kt ''

Aerospace Focus
This determines how many craft you start with.
0: You have no aerospace capability.
1: Your airforce masses at most 3kt.
2: '' 6kt.
3: '' 9kt.
4: '' 12kt.
5: '' 15kt.

Naval Focus
Though we're on a world with hives, its not fully built up, and as such there is still an ocean (albeit one you wouldn't really want to swim in.) This determines how large your starting fleet is.
0: You have no water navy.
1: Your total fleet masses at most 100kt.
2: '' 200kt.
3: '' 300kt.
4: '' 400kt.
5: '' 500kt.

Military Tech Level
Your current tech level is used to determine what sort of equipment you can field in quantity, or in the case of heavy weapons like lascannons, where you can field them. You can use heavy weapons from the next level above your current tech level in your vehicles, and heavy weapons from your current level in your infantry platoons. You can use equipment from one level above yours as special/support weapons. You can use equipment from up to two levels above yours in sparing quantities, choosing to equip perhaps a brigade of troops with it as an experiment. (For example, a Tech 0 faction may give an anti-tank company krak grenades, but may not distribute them to regular troops. They may also have a brigade of troops experimenting with lasguns and flak armour. The vast majority of their troops will be armed with autoguns, shotguns, flamers, and the like.)
0: Projectile weapons (stubbers, shotguns, rockets, etc.), flamers.
1: Krak weapons (grenades, rockets, etc.), personal armour.
2: Las weapons, flak armour.
3: Melta weapons and warheads, hellguns, carapace armour.
4: Bolt weapons, power weapons.
5: Plasma weapons, heavy power weapons (power fists, etc.).

[hr]

Army Creation Rules

There are several levels of organization to consider;
  • Fire teams
  • Squads/sections
  • Platoons
  • Companies/batteries
  • Battalions
  • Regiments
  • Brigades
  • Divisions
  • Corps
  • Armies
  • Army Groups
Now, above the Corps level, what you choose isn't tightly regulated, so we'll talk about the lower levels;

Fireteams contain 2-4 soldiers and a team leader. You may choose to have fireteams in your army or you may choose not to, it's up to you. Depending on how much effort you're willing to put into your units, you can have any number of special weapons in your fireteam. As a hypothetical example of an expensive fireteam;
  • (1) Team leader: Flak armour, frag, smoke, and stun grenades, lasgun, laspistol, squad vox.
  • (2) Specialist (Autogunner): Flak armour, frag grenades, lasgun w/ high-capacity charge pack, laspistol, fireteam vox.
  • (3) Specialist (Grenadier): Flak armour, frag and krak grenades, lasgun w/ auxiliary grenade launcher, laspistol, fireteam vox.
  • (4) Soldier (Lasgunner): Flak armour, frag and krak grenades, lasgun, fireteam vox.

Squads contain a squad leader and 2-4 fireteams. You may assign weapons at the squad level. As an example using the above fireteams;
  • (1) Squad leader: Flak armour, frag, smoke, and stun grenades, lasgun, laspistol, platoon vox.
  • (2) Fire team: Replace (4) with a Specialist (Anti-tank) equipped with flak armour, frag and krak grenades, missile launcher with krak missiles, laspistol, and a fireteam vox.
  • (3) Fire team: Replace (4) with a Specialist (Marksman) equipped with flak armour, smoke grenades, long las, laspistol, and a fireteam vox.

Sections contain a section leader and up to 16 soldiers. Usually, if the section is organized into teams, the section leader is also a part of one of the teams.

Infantry platoons contain a headquarters section and 2-4 squads or sections. The headquarters section includes the platoon leader and platoon sergeant (you can skip him but there will be leadership issues). Example:
  • (1) HQ section:
    • (1) Platoon leader: flak armour, frag and smoke grenades, lasgun, laspistol, company vox.
    • (2) Platoon sergeant: flak armour, frag and smoke grenades, lasgun, laspistol, platoon vox.
  • (2) Infantry squad.
  • (3) Infantry squad.
  • (4) Infantry squad.
  • (5) Heavy bolter squad.
    • (1) Squad leader: Flak armour, frag, smoke, and stun grenades, lasgun, laspistol, platoon vox.
    • (2) Heavy bolter crew: Gunner, 2 assistants.
    • (3) Heavy bolter crew.

Vehicle platoons consist of up 2-4 vehicles massing up to 500 tonnes together. As an example:
  • (1) Leman Russ Annihilator - Platoon leader
  • (2) Leman Russ Annihilator - Platoon sergeant
  • (3) Leman Russ Annihilator
  • (4) Leman Russ Annihilator

Firing platoons consist of a headquarters section, an ammunition section, and 2-4 artillery units massing up to 500 tonnes together. You cannot include artillery (besides mortars). This is the only way to include artillery (besides mortars.)

Companies contain a headquarters section and 2-4 platoons. The headquarters section contains the company commander, executive officer, and the company command sergeant (you can skip him but there will be leadership issues), plus whatever other leadership personnel you may require for your company. You can add up to two specialist support platoons, squads, or sections. You could include, say, a mortar platoon, or an anti-tank section, or a tank platoon in addition to your infantry, if you wanted. As an example:
  • (1) HQ section.
  • (2) Mortar section.
  • (3) Leman Russ platoon.
  • (4) Infantry platoon.
  • (5) Infantry platoon.
  • (6) Infantry platoon.

Batteries contain a headquarters section and 2-4 firing platoons. The headquarters section contains the battery commander, executive officer, and battery command sergeant. You may include a fire control section and/or meteorological section to improve their performance.

Battalions contain a headquarters section, 2-4 companies, and up to 2 specialist support companies, batteries, or platoons.

Regiments contain a headquarters section, 2-4 battalions, and up to 2 specialist support battalions, companies, or batteries.

Brigades contain a headquarters company, 2-4 regiments, and up to 2 specialist support regiments, battalions, companies, or batteries.

Divisions contain a headquarters company, 2-4 brigades, and up to 2 specialist support brigades, regiments, or battalions.

Corps contain a headquarters company, 2-4 divisions, and up to 2 specialist support divisions or brigades.

Armies contain a headquarters company, and 2-4 corps.

Army groups contain a headquarters company and some number of armies.

[hr]

Now if you're not into all this organization, you can use 'standard' units that will be assumed to be equipped for everything but excel at nothing.

Costs TBD shortly.
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Old 17 Feb 2010, 05:57   #2 (permalink)
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Default Re: TauOnline World 2 [Rules]

Warning: Highly experimental values and characteristics detected.
[table][tr][td][/td][td]Production (workdays)[/td][td]Training (days)[/td][td]Weight (kg)[/td][td]Supply Drain[/td][td]Carry weight (kg)[/td][td]Tech Level[/td][td]Notes[/td][/tr]
[tr][td]Warrior[/td][td]0[/td][td]0[/td][td] 75.0 [/td][td] 10.0 [/td][td] 20.0 [/td][td]0[/td][td]Very poor fighters, easily broken.[/td][/tr]
[tr][td]Conscript[/td][td]0[/td][td]15[/td][td] 75.0 [/td][td] 10.0 [/td][td] 40.0 [/td][td]0[/td][td]Competent, but easily broken[/td][/tr]
[tr][td]Soldier[/td][td]0[/td][td]30[/td][td] 75.0 [/td][td] 10.0 [/td][td] 40.0 [/td][td]0[/td][td]Competent, hard to break.[/td][/tr]
[tr][td]Armour vest[/td][td]1[/td][td]2[/td][td] 5.0 [/td][td] - [/td][td] - [/td][td]0[/td][td]Offers some protection from shrapnel[/td][/tr]
[tr][td]Frag grenades[/td][td]4[/td][td]3[/td][td] 2.0 [/td][td][/td][td] - [/td][td]0[/td][td][/td][/tr]
[tr][td]Stubber[/td][td]1[/td][td]1[/td][td] 1.0 [/td][td] 2.0 [/td][td] 1.0 [/td][td]0[/td][td][/td][/tr]
[tr][td]Stubgun[/td][td]2[/td][td]2[/td][td] 4.5 [/td][td] 2.0 [/td][td] 2.0 [/td][td]0[/td][td][/td][/tr]
[tr][td]Autogun[/td][td]2[/td][td]2[/td][td] 7.0 [/td][td] 3.0 [/td][td] 2.0 [/td][td]1[/td][td][/td][/tr]
[tr][td]Autopistol[/td][td]1[/td][td]2[/td][td] 2.5 [/td][td] 3.0 [/td][td] 2.0 [/td][td]1[/td][td][/td][/tr]
[tr][td]Grenade launcher (single)[/td][td]1[/td][td]2[/td][td] 2.0 [/td][td] 3.0 [/td][td] 1.0 [/td][td]0[/td][td][/td][/tr]
[tr][td]Grenade launcher (aux)[/td][td]1[/td][td]2[/td][td] 2.0 [/td][td] 3.0 [/td][td] - [/td][td]1[/td][td][/td][/tr]
[tr][td]Grenade launcher (multiple)[/td][td]2[/td][td]3[/td][td] 5.5 [/td][td] 3.0 [/td][td] 1.0 [/td][td]1[/td][td][/td][/tr]
[tr][td]Heavy bolter[/td][td]4[/td][td]5[/td][td] 35.0 [/td][td] 4.0 [/td][td] - [/td][td]2[/td][td][/td][/tr]
[tr][td]Shotgun (single)[/td][td]1[/td][td]2[/td][td] 2.0 [/td][td] 2.0 [/td][td] - [/td][td]0[/td][td][/td][/tr]
[tr][td]Shotgun (semi-auto)[/td][td]1[/td][td]2[/td][td] 2.0 [/td][td] 2.5 [/td][td] - [/td][td]0[/td][td][/td][/tr]
[tr][td]Shotgun (aux)[/td][td]1[/td][td]2[/td][td] 1.5 [/td][td] 2.0 [/td][td] - [/td][td]1[/td][td][/td][/tr]
[tr][td]Shotgun (automatic)[/td][td]2[/td][td]3[/td][td] 4.5 [/td][td] 3.0 [/td][td] 2.0 [/td][td]0[/td][td][/td][/tr]
[tr][td]Lasgun[/td][td]3[/td][td]3[/td][td] 5.0 [/td][td] 1.0 [/td][td] 2.0 [/td][td]2[/td][td][/td][/tr]
[tr][td]Laspistol[/td][td]2[/td][td]2[/td][td] 2.0 [/td][td] 1.0 [/td][td] 1.0 [/td][td]2[/td][td][/td][/tr]
[tr][td]Boltgun[/td][td]5[/td][td]5[/td][td] 8.0 [/td][td] 4.0 [/td][td] 2.0 [/td][td]4[/td][td][/td][/tr]
[tr][td]Flamer[/td][td]1[/td][td]5[/td][td] 20.0 [/td][td] 4.0 [/td][td] - [/td][td]0[/td][td][/td][/tr]
[tr][td]Autocannon[/td][td]4[/td][td]5[/td][td] 25.0 [/td][td] 3.0 [/td][td] - [/td][td]0[/td][td][/td][/tr]
[tr][td]Long las[/td][td]5[/td][td]10[/td][td] 15.0 [/td][td] 1.0 [/td][td] 2.0 [/td][td]2[/td][td][/td][/tr]
[tr][td]Heavy stubber[/td][td]5[/td][td]10[/td][td] 40.0 [/td][td] 3.0 [/td][td][/td][td][/td][td][/td][/tr]
[tr][td]Tripod[/td][td]1[/td][td]0[/td][td] 20.0 [/td][td] - [/td][td][/td][td][/td][td][/td][/tr][/table]
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Old 17 Feb 2010, 06:27   #3 (permalink)
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Default Re: TauOnline World 2 [Rules]

I did a crummy job of explaining that. Here's how it works;

In the case of warriors, conscripts, and soldiers, "training" is how long it takes to train them to be ready for combat. For weapons and equipment, "training" is how much training the individual you've assigned it to needs to achieve basic competence with that equipment in addition to their regular training. Further training will increase competence (you gotta note that somewhere though if you decide to do it.)

Weight is important for determining how much your soldier can carry. For the general case, I've assigned 40 kg, working on the assumption that they can actually carry up to 75 kg of stuff, with the rest of it being devoted to supplies and the like.

Supply drain is even more experimental than the rest of this. Ignore it for now.

Carry weight is how much stuff it can carry in the form of accessories. In the case of, say, a stubgun, you could fit it with an aux grenade launcher or an aux shotgun, but not another autogun (though why you'd want to do that is beyond me.) The whole assembly would weigh the soldier down by 6.5 kg.

Production is the industrial input required to produce the item in question, measured in work days.
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Old 17 Feb 2010, 10:45   #4 (permalink)
Zen
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Default Re: TauOnline World 2 [Rules]

*Looks at the Army Creation Rules*

...whut? Isn't that a bit too complicated on a RP on this scale? We're talking about armies that can easily have tens of millions and you want us to organize it to such details?
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Old 17 Feb 2010, 11:24   #5 (permalink)
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Default Re: TauOnline World 2 [Rules]

Quote:
Now if you're not into all this organization, you can use 'standard' units that will be assumed to be equipped for everything but excel at nothing.


I have to make up these units though for the various tech levels. That may take a bit.

Generally, its just a matter of some multiplication. The complexity is just there for those who want it.

Much like the vehicle design rules. I don't expect everybody will want to use them, so I'll provide a few standard designs they can use instead if they like.
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Old 17 Feb 2010, 14:09   #6 (permalink)
Aun
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Default Re: TauOnline World 2 [Rules]

I noticed the only armour option was an 'armoured vest'. Will you be adding Carapace and flack armour? Also, will there be options for some advanced personal equipment like inter-squad vox links, vox casters and auspixes?
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Old 17 Feb 2010, 14:49   #7 (permalink)
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Default Re: TauOnline World 2 [Rules]

Quote:
Originally Posted by Aun
I noticed the only armour option was an 'armoured vest'. Will you be adding Carapace and flack armour? Also, will there be options for some advanced personal equipment like inter-squad vox links, vox casters and auspixes?
Yeah, the list isn't complete.
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