Tabletop Simulator

Tabletop Simulator

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(Rogue Trader RPG) Battle for the Great Work
   
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Type: Game
Game Category: Role-playing Games
Complexity: High Complexity
Number of Players: 10+
Play Time: 180+ minutes
Language: English
File Size
Posted
6.971 MB
Feb 14, 2023 @ 9:48pm
1 Change Note ( view )

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(Rogue Trader RPG) Battle for the Great Work

Description
Upon request from several people on reddit I wanted to publish the mass battle map I serving as the basis for the campaign I have been running. Included in this mod is the overall mass battle map as well as the map of the "Hanger Section" where the Iron Kin live.
Later on it is my intention to turn the campaign I have been running into a proper module, so this will serve as a preview of sorts. As such I have included the 1st of the 3 floors of the Great Work in the file as well. Its a truly massive dungeon so it may be of use to you in your games.
The mass battle units have the stats for each unit within the item description for each file. I additionally included a notecard detailing the scripted events which occured in my game. If you are just wanting a 8km long battlemap then feel free to ignore them and do whatever you want with the map.
There are 5 main factions
Paleheart Dynasty: The PC's, feel free to rename them to whatever. By design they will have allied/taken over/exterminated (your call as GM) the Iron Kin and absorbed their territory.
Dark Mechanicum: Evil Technomagi, they are here seeking the archeo tech relics stored within the vaults of the Great Work.
Cultists of Iskander Kayon: The mortal followers of the Chaos Sorcerer Iskander Kayon, his plans do go in fact go JUST AS PLANNED and they will betray the Dark Mechanicum turn 2 as their lord teleports away to his ship and ♥♥♥♥♥ off.
Void Kin: A faction of genetic purists who make the Black Templars look tame. Paradoxically they are lead by a council of Witch Queens and worship the Geller Field Generator as a God.
Ghouls: A bunch of fallout look-alikes (plz no sue Bethesda). They are immune to radiation and are extremely hard to put down. They just want to exist... sadly most others dont really like that idea.
Pan Pac Empire: THE PAN PAC EMPIRE NEVER DIED WE RISE FROM THE ASHES! You know those idiots who play HoI4 and make alt history scenarios where the Nazis won WW2? This is them... literally just them... The fact their main special unit are "Genocide Priests" should give away what they are into.
Iron Kin: Tech Priest cosplayers, they cover their body in grey paint like a disgusting horde of homestuck fans, talk in a fake robot voice, and do all they can to pretend to be PROPER cyborgs. Despite that they managed to keep the Marines and Solar Aux in stasis alive for 10k years so they are clearly worth keeping around.

Rules wise to run the game use the rules found in Battlefleet Koronus with the following modifications:
1. Each unit makes up 200 people (unless it doesnt... looking at YOU Luna Wolves)
2. Use the unit stats in the description of each unit
3. Units can move 2 squares per turn, 4 if you don't mind them being unable to shoot. This is due to how damaged the ship is, moving any distance takes a lot longer due to its poor condition.
4. Units can fire up to 2 squares away from them. UNLESS they are on a train line, then they can fire along the ENTIRE length of the train so long as it is not obstructed by a damaged section.
5. Every square NOT part of a train network grants 5 cover. Trains give no cover as hey who would have thought a cleared macro train tunnel would have 0 cover to speak of?!
6. Units no longer need to pass a morale test to make simple movement orders. Anything more complicated (flank, move under fire, etc) in the Battlefleet Koronus rulebook needs a skill test as normal.
7. A given square can have a maximum of 4 units present inside it at any given point.
8. You gain spawn points by capturing towns and forts which can be used to spawn new units. If you completely conquer an enemy faction you may spawn units from their unit pool. Spawned units MUST be placed INSIDE a square occupied by a town/fort.
9. Techpriests can create fortifications. Each turn a tech priest can build 5 cover worth, capping at 10 max. This bonus stacks with cover from being on normal squares, but CANNOT be applied to Settlements and Forts which are already at max fortification by default.
10. Circle spiral/star tiles indicate terrain damage.
Black Spiral: Catastrophic Damage (impassible)
Red Spiral: Heavy Damage (2x movement cost + Light Radiation)
Light Green Star: Light Radiation (Lowers HP of passing units)
Dark Green Star: Heavy Radiation (Lowers HP a more from passing units)
Black Star: Apocalyptic Radiation (Yeah... that unit will likely not survive passing through this tile...)

Spawn point costs for recruiting units can be found inside the counter tokens.

I hope this mod is of use to all of you. Please leave a comment if it was useful to any of you, I spend a lot of time making these things for my group so its always nice to hear my hobby was of use to other people.
2 Comments
Keejchen Aug 14, 2023 @ 5:39pm 
Looks like the mod is broken, a lot of the maps are just all white. Any chance you would update/reupload?
Grandpa Lime Juice Feb 15, 2023 @ 6:15pm 
amazing work. did not expect the full GM table and maps too. added bonus!