Warhammer Dark Omen Forum

Modifications => Campaigns => Topic started by: Flak on March 11, 2010, 04:45:00 PM



Title: DORPG Rules & Description Relaunched Now Dark Omen Expanded 2
Post by: Flak on March 11, 2010, 04:45:00 PM
DORPG is an RPG inspired game for dark omen. Based on Dark Omen 2 (DOE) Its main difference is that in this game, you have a Commander or Hero if you will, to keep him alive and gain XP for the Hero is one of the most vital things in DORPG. Just as if you where playn a normal RPG.

2-5 players will join a league, 1 player will be the GM
the players will each pick a side and decide class and stat's for their hero, then they build an army.
Each round all players must fight the GM once, the GM will post what the mission or Quest is for the players is for each round. After all battles the casualty screen must be saved (Print Screen) and posted, score will be kept to see who has done best. Maps and quest's as well as the GM army will be random for each round and suitable for the quest. The GM may never rush the players will all his regiments, his attack will most commonly be in waves, normally 2-4.
For the purpose of the GM having an easier time, all players are required to be familiar with Ghabrys WH32 edit and be able to use it for basic things, like creating hero stat's and adding escort regiments and such.

Player Armies

Armies are build from 3000gc and from the Army Rosters belonging to the side the player has picked.
Armies will be small to start with but this only means that there is much to achieve later on. Max 4 regiments can be used at army creation, more regiments can be earned later on. Max 2 of the same regiments may be purchased at army creation. Warriors and Rogues may not buy a mage at army creation he will have to be earned later.
Only starting Items may be purchased, the rest has to be looted from the enemy. All 3 sides have a basic unit which may be hired at any time by a hero but max 2. For undead 4. Humans: Men-at-Arms, Greenskins: Night Goblin, Undead: Zombie. If a nation has these basic regiments then they are allowed to use them as extra and ofcz exceed the max 2 limit.
When the campaign starts lost regiments are lost until the player returns to his home village or fort and can recruit a new regiment. Regiments that decide to join the player can join at any time but may not be replaced if lost, altho if they are lost a regular regiment of the players nation may take its place.

Alignment

Good-Neutral-Evil
This will decide which kind of regiments will join you later. Like Elves will only join Good hero's and Necromancers and such will only join Evil and some human regiments will only join neutral.
In addition Good hero's may not attack regiments that surrender, Neutral hero's that continue to do so may turn evil but evil that never does it may turn neutral.

GM Armies

Enemy GM armies will consist of units from 1-2 of the available enemy sides. They will be randomized each round and the GM will then make 1 army that has to be used against all the players for each player to have equal opportunities. If a pre-planned story is being followed then ofcz the races may not be random but still face all player on equal terms.
All the Maps of the game will be put into a randomized list and 1 will be randomly picked for each round, the game will end when the last map has been used and then the score counted to find the winner.
The type of quest will also be random unless the GM has made an overlaying story that decides what kinda quest's is needed.

4 Sides and Items

Humans

The Empire
Imperial Halbardiers
Imperial Greatsword
Imperial Bowmen
Imperial Cannon
Imperial Mortar
Flagellants
Reiksguard
Bright Mage

Bretonia
Men-at-Arms
Imperial Halbardiers
Imperial Bowmen
Imperial Mortar
Knights of the Realm
Grail Knights
Ice Mage

Kislev
Men-at-Arms
Dwarf Warriors
Kossars
Gosdodar Guards
Imperial Cannon
Ogres
Winged Lancer
Ice Mage

Dwarves
Dwarf Warriors
Thunderers
Slayers
Slayder/DS
Imperial Mortar
Imperial Cannnon
Organ Gun
Bright Mage

Wood Elves
Kossars
Glade Guards
Wardancers
Dryads
Archers
Treeman
Ice Mage

Lizard Folk
Skink
Dryads
Chameleon Skink
Treeman
Imperial Cannon
Saurus Temple Guard
Bright Mage

Greenskins

Orcs
Orc Boys
Savage Orcs
Orc Arrer Boyz
Orc Bolt Thrower
Orc Rock Lobber
Boar Boyz
Orc Bigguns
Orc Shaman

Night Goblins
Night Goblins
Night Goblin Archers
Night Goblins/Fanatic
Night Goblin Archers/Fanatic
Orc Bolt Thrower
Troll
Squid Hoppers
Shaman on Spider

Chaos Dwarves
Night Goblin Archers
Immortals
Blunderblussiers
Orc Bolt Thrower
Orc Rock Lobber
Troll
Centaur Bulls
Shaman on Spider

Ogres
Night Goblins/Fanatic
Savage Orcs
Troll
Ogre Bulls
Leadbelchers
Ogre Rinox Riders
Orc Shaman

Skaven
Night Goblins/Fanatic
Night Goblin Archers/Fanatic
Gutter Runners
Skaven Warpgun
Orc Rock Lobber
Skaven
Shaman on Spider


Undead

Vampire Counts
Zombies
Skeleton Warrios
Ghouls
Skeleton Archers
Scull Catapult
Skeleton Horsemen
Black Grail Knights
Vampire

Tomb Kings
Skeleton Archers
Scorpion Swam
Wights
Wraiths
Tomb Scorpion
Mummies
Necromancer

Chaos
Ghouls
Chaos Warriors
Chaos Hounds
Bloodletter
Scull Catapult
Wraiths
Chaos Knights
Necromancer

Druchii
Druchii Warriors
Druchii Crossbowmen
Repeter Bolt Thrower
Reaver Bolt Thrower
Black Guard
Dark Riders
Cold One Knights
War Hydra

Items
Items are brought with some of the 3000 gold at army creation

Starting Items
Potion of Strength
Runefang
Stormsword
Spelleater Shield
Enchanted Shield
Heart of Woe
Dragonhelm

Prize Items
Banner of Arcane Warding
Book of Ashur
Staff of Osiris
Banner of Wrath
Wand of Jet
Hellfire Sword
Banner of Defiance
Shield of Ptolos
Grudgebringer Sword

Stats
No stats have been changed in the Download but shields and none-mage magic has been and a blank hero add as the 1st in the list



Title: Re: DORPG Rules & Description
Post by: Flak on March 12, 2010, 07:50:17 PM
Description

Hero Creation
There are 3 Classes. Each with the starting abilities and appropriate limitations. Such as weapons, mage book and stats.
If a hero dies he auto looses the quest and gain no bonus pts. the first 3 times a Hero dies he is considered wounded and may return. When a hero dies for the 4th time he is dead and the campaign is over. 3 Freebies can be used to buy 1 extra life once.
Warriors and Rogues can buy a mage after 5 battle but may not buy or use any items on the mage. Warriors and Rogues may fight Independently or in a regiment as the leader, but once a Flag regiment has been appointed the hero may not leave it again and he does not get the x3 bonus pts, only 1 pts per kill. A Hero must be mounted to join a cavalry regiment.
All hero's may use basic hand weapon.
Points are used to give the Hero his stats, all the customizing will have to be made with Ghabry's WH32edit so get familiar with it. Such as Banner, name, army book id, sprite and 3D head is up to the player, tho the "Undead Chariot" banner is advised to not lose sight of the hero. A flag unit must have its banner changed from the normal banner.
A player has 18 Freebies (FB) to use on their Hero at Hero Creation. The cost of increasing a stat 1 but W and A cost 2 FB to increase by 1.

Weapons are also brought using Freebies, Basic Hand Weapon is free, all cost 1 FB except, Two-Handed sword cost 2 and Wight Sword for Undead cost 3.
Ranged Weapons cost 1 if they belong to your own side, other Ranged weapons cost 3 FB.

Attributes can also be used by Hero's and cost as following
Will Never Rout: 3 FB, Cause Fear 7 FB, Hate GS 1 FB, Unimpeded by Terrain 4 FB, Immune to fear 3 FB, Regenerate 7 FB,  Always Persue 1 FB, Casualty Inflict Fear 2 FB and 360 vision 2 FB.

Negative Attributes can give your hero FBs to spend should you wish to or maybe your a mummie Hero ;)
Cowradly: 3 FB, Flammable: 2 FB, Never Regroup: 3 FB, Fear Elves: 1 FB, Destroyed if routed: 5 FB

Armor cost 1 FB per level from start but can be brought with gold after 1st battle.
A Mage Book cost's 8 FB.
A mount cost's 3 FB and the player starts with armor 2 mounted, Warriors with 3.

Blank Hero has these stats:
M:4  WS:3  BS:3  S:3  T:3  W:2  I:3  A:1  L:6
All Dwarves have M-1 but W+1 and I-1 but L+1
Orcs have I-1 but S+1
These are the Max allowed stats
M:6  WS:8  BS:8  S:8  T:8  W:5  I:8  A:5  L:10
Dwarves can not exceed M:4 but may elevate WS+1 and W+1
Any other hero most be mounted to exceed M:4.

Attributes can also be used by Hero's
Will Never Rout, Cause Fear, Hate GS, Unimpeded by Terrain, Immune to fear, Regenerate,  Always Persue, Casualty Fear
and 360 vision

Warrior
A warrior may use the Two-handed Sword, Flail or Pole Arm, Undead Warrior may use Wight Blade or Pole Arm. Warrior may be mounted. Orc hero's on Boar the rest on horses. Warrior may have up to 3 armor, 5 for mounted and start with 1 armor.

Rogue
A rogue is the only hero who can use ranged weapons. A Rogue may use the same ranged weapon as his sides ranged unit uses or spend extra and get foreign weapons. They may also use a Pole Arm. Rogues may wear max 2 armor but start with no armor.

Mage
a mage is the only hero who can use magic, the mage has to use the book which belongs to his side. A mage may not use armor and may not use any special weapons. However the Hero mage is the only mage to be allowed mage items.

Regimental XP
Regiments and Heros also earn Freebies as they gain levels
A Regiment earns 1 Freebie per level
A Hero earns 2 Freebies per level
Both may use them to improve stats or attributes with the same prices as above.


Quest's and Score

A quest is set before each round/battle. Before starting the campaign the number of quest's should be decided, extensions may be added but to aviod a seemingly endless game it may be an idea to start with the intention to end after 10-15 games. After that the winner may be decided However, beating the GM 15 times is not enough to win, after the campaign is ended it is time for the players to face off their hero's in direct combat. Games in the elimination will show who has the strongest army and Hero at the end.
The player must try to accomplish the quest. Failing will mean a penalty score. Success will let the player gain all the score earned in the battle + bonus score
Bonus score rules are simple enough, each kill a hero has made is x3 bonus points unless in a flag regiment and each annihilated regiment is 5 bonus pts. A killed mage is 15 bonus pts.

Guard
The player must defend a designated buidling, a village or other site. Completion will ofcz mean that the site is protected from the enemy. If its a building then it must not be burnt down. Failure -100, success +100 pts. If more targets needs guarded a reward for each dead and alive may be used instead.

Escorte
A temperary regiment is added to the players roster and must be safely escorted to a designated location. Usually only possible on big maps or it may seem like a guard mission. The player must keep the target alive, the target can be used in combat but must survive. Failure -100, success +100

Defend
A strong enemy army is ahead of you and your quest is simply to stay alive and slay the enemies. Success +50, failure -50

Attack
You must attack and hold ground or a designated site that the enemy holds, success will be measures in weather or nor the site is in your control at the end of the mission. Success +200, failure -150

Counter-Attack
Repel an enemy attack and capture his ground or a site behind his lines. Beaware if the enemy is strong enough a 2nd counter attack may occur. Again the control of the designated are is the deciding factor. Success +200, failure -150

Scout
Locate the enemy and make an ambush if possible, the enemy will be on the move and vulnerable. Only big maps is really an option for this kinda quest. Success +75, failure -100

Assassination
A designated enemy regiment must be killed, altho the battle will not end at the death of this regiment then a good bonus is secured and dealing with the remains of the army will be easier. Success +150, failure -200
Assasination quests may be both offensive and defensive, so step carefully not to be ambushed


Title: Re: DORPG Rules & Description
Post by: Flak on March 12, 2010, 08:29:04 PM
Maps
To Keep players on their toes, the map is not reviled until the battle itself starts. All maps will have their deploy zones changed and later on when Olly is ready, be custom made. DORPG maps will be at the end of the map list and a download will be needed for each battle to give the player the map.
The player will wait until the GM has placed his front units to start deploying.


Map List

Great Forrest at Night
Forrest Before Kislev
Loren Forrest the Shine
Loren Forrest the Clearing
Road to Bogenhafen
Goblin Camp
Tutorial
Axebite Pass
Return to Axebite Pass
Drakenhoff Castle
Troll Land
Troll Land Hills
Northern Waste
Basin of Frozen Blood
Town of the dead
Border Countries
Grissburg Town
The Empire
Great Forrest
The Black Pyramid
The Black Pyramid Large Dropzone
The Black Pyramid Sideways
Bretonian River
Vingtienne
Road to Moussillon
Helmgart Keep
Blighted Towers
Sylvania
Road to Kislev
Loren Lake
Loren Lake Balanced
Trading Post
Bogenhafen
Bogenhafen extreme


Title: Re: DORPG Rules & Description
Post by: Flak on April 01, 2010, 09:54:39 AM
Heres the files with the sides

just put them in 2parm

Map downloads will follow with each battle




Anyone who may be interested can plz sign up in the DORPG Dark Omen 2 topic